sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Invalid suggestion for type mismatch in destructuring assignment.
Labels: A-diagnostics,T-compiler

<!--
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along with any information you feel relevant to replicating the bug.

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Given the following code: ([playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=5a25baabf7bba78fbc225da2c9844b06))

```rust
fn test() {
    let y: u32;
    let z: Option<u32>;
    (y, z) = (1, 2);
}
```

The current output is:

```
error[E0308]: mismatched types
  --> src/main.rs:11:9
   |
10 |     let z: Option<u32>;
   |            ----------- expected due to this type
11 |     (y, z) = (1, 2);
   |         ^ expected enum `Option`, found integer
   |
   = note: expected enum `Option<u32>`
              found type `{integer}`
help: try wrapping the expression in `Some`
   |
11 |     (y, Some(z)) = (1, 2);
   |         +++++ +
```

The error message is correct that there is a type mismatch (but maybe could be clarified to point to the value on the RHS), but the `help:` suggestion is incorrect.
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change.
-->

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-->
The error message is the same on current stable (`rustc 1.63.0 (4b91a6ea7 2022-08-08)`) and nightly (`rustc 1.65.0-nightly (c07a8b4e0 2022-08-26)`), on all three editions.
Repository: next.js
Issue: CSS Module resolution conflict with dynamic import in production mode
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

`next info`

```bash
Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 21.6.0: Wed Aug 10 14:28:23 PDT 2022; root:xnu-8020.141.5~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 14.20.0
      npm: 6.14.17
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 12.2.6-canary.5
      eslint-config-next: 12.2.5
      react: 18.2.0
      react-dom: 18.2.0
```

### What browser are you using? (if relevant)

Not relevant

### How are you deploying your application? (if relevant)

next export (pages are statically generated, and deployed on a host, i.e. Github Pages)

### Describe the Bug

The CSS Module resolved in production mode does not match with the development's.


### Expected Behavior

At the minimum, the same output should be the same in development mode, so that we are not caught by surprise.


### Link to reproduction

https://github.com/6220119/nextjs-css-module-dynamic-import-bug

### To Reproduce

# Steps to reproduce

The Reproduction site is live at: https://6220119.github.io/nextjs-css-module-dynamic-import-bug/ <br>
at the time of writing, this issue is reproducible with `next@canary (12.2.6-canary.5)`

1. Load the [Home page (`/` route)](https://6220119.github.io/nextjs-css-module-dynamic-import-bug/).
2. Observe that the "Blue" and "Red" buttons are displayed correctly.
3. Click [Go to Contact page](https://6220119.github.io/nextjs-css-module-dynamic-import-bug/contact/).
4. Observe that the Contact page is displayed properly with the base (grey) button.
5. Click [Go to Home page](https://6220119.github.io/nextjs-css-module-dynamic-import-bug/).
6. ❌ `[FAIL]`, Expect that the "Blue" and "Red" buttons are displayed correctly.
    - Blue and Red buttons become "grey", due to CSS overriding from a newly added `<style>` element,<br>under the marker `<noscript data-n-css=""></noscript>`
---
> **Note** 
> - The issue doesn't happen if the Contact page is the first page loaded (at step 3, do a page refresh).
> - The issue also doesn't happen in local development (because `style-loader` is used in dev mode instead of `css-loader`)

## Video capture

https://user-images.githubusercontent.com/1059583/187365088-afe7065c-d6a9-4efa-a1d0-fe82c17b7029.mp4
Repository: PowerToys
Issue: Support for Remoteapp windows in Fancyzones
Labels: Product-FancyZones,FancyZones-VirtualDesktop,Needs-Triage

### Description of the new feature / enhancement

Fancyzones is great when working on an extra-wide monitor.  It doesn't work however with remoteapp windows, it would be great to also be able to "snap" them to a zone in the same way as you can with a local application's window.

### Scenario when this would be used?

When working with remoteapps (MS Azure based).

### Supporting information

_No response_
Repository: rust
Issue: Rust violates GPL by deriving code from libgcc
Labels: T-libs,A-licensing

GPL code means proprietary projects cannot copy it. Rust violates GPL license by reusing GPL code in non-GPL environment.

https://github.com/rust-lang/rust/blob/a0d07093f80a0206f42d3dbada66212eda52b694/library/std/src/personality/gcc.rs#L80

This is GPL license violation. Please fix.
Repository: neovim
Issue: `nvim_set_hl` raises an error when using color name `"fg"` or `"bg"` 
Labels: bug,api,highlight

### Neovim version (nvim -v)

v0.8.0-dev-985-gf9c183c0c

### Vim (not Nvim) behaves the same?

no

### Operating system/version

Not relevant

### Terminal name/version

Not relevant

### $TERM environment variable

Not relevant

### Installation

Built from source

### How to reproduce the issue

With `init.lua` being:
```lua
vim.api.nvim_set_hl(0, "Foobar", { fg = 'fg' })
```

Do:
```
nvim --clean -u init.lua
```

### Expected behavior

As stated in the documentation of `nvim_set_hl` the `"fg"` and `"bg"` values should be usable.

### Actual behavior

They are not.

```
Error detected while processing .../init.lua:
E5113: Error while calling lua chunk: .../init.lua:1: 'fg' is not a valid color
stack traceback:
        [C]: in function 'nvim_set_hl'
        .../init.lua:1: in main chunk

```
Repository: vscode
Issue: Clicking cogwheel puts cursor on the wrong row when a compound-configuraton exists
Labels: bug,help wanted,debug


Type: <b>Bug</b>

Usually when you click the cogwheel next to the configuration name it places the cursor next to that configuration's name in the launch file. However, if you have a compound in your launch.json that mentions a certain configuration, then clicking the cogwheel will put the cursor on the line inside the 'compounds' object that mentiones that configuration, not inside the named configuration like usual.

VS Code version: Code 1.70.2 (e4503b30fc78200f846c62cf8091b76ff5547662, 2022-08-16T05:36:25.715Z)
OS version: Linux x64 5.18.17-200.fc36.x86_64
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|AMD Ryzen 7 PRO 5750G with Radeon Graphics (16 x 400)|
|GPU Status|2d_canvas: unavailable_software<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: disabled_software<br>multiple_raster_threads: enabled_on<br>opengl: disabled_off<br>rasterization: disabled_software<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: disabled_software<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: unavailable_software<br>webgl2: unavailable_software|
|Load (avg)|0, 0, 0|
|Memory (System)|31.14GB (10.47GB free)|
|Process Argv|--unity-launch --crash-reporter-id 60a43f92-093c-479d-9594-8d692eb08608|
|Screen Reader|no|
|VM|0%|
|DESKTOP_SESSION|gnome|
|XDG_CURRENT_DESKTOP|GNOME|
|XDG_SESSION_DESKTOP|gnome|
|XDG_SESSION_TYPE|wayland|
</details><details><summary>Extensions (3)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-drawio|hed|1.6.4
rest-client|hum|0.25.1
gitblame|wad|9.0.1


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263cf:30335440
vscorecescf:30445987
pythondataviewer:30285071
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411cf:30542925
vsaa593cf:30376535
pythonvs932:30410667
wslgetstarted:30449410
cppdebug:30492333
pylanb8912:30545647
vsclangdc:30486549
c4g48928:30535728
hb751961:30553087
dsvsc012cf:30540253
azure-dev_surveyone:30548225
2144e591:30553903

```

</details>

<!-- generated by issue reporter -->
Repository: pytorch
Issue: would you like  upload to the cpp libtorch to  vcpkg  package repo?
Labels: module: cpp,module: ci,triaged,enhancement,topic: binaries

### 🚀 The feature, motivation and pitch

HI:
       now I use libtorch cpp in my cpp project ,my cpp project use  cmake with vcpkg, sometimes I need to defined the libtorch root path ,feel tried , if convenient  for us to upload the libtorch to the vcpkg for package manage https://vcpkg.io/en/packages.html will be great ,thanks

### Alternatives

_No response_

### Additional context

_No response_

cc @jbschlosser @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: godot
Issue: Shut down version control
Labels: bug,topic:editor

### Godot version

3.5.stable

### System information

Arch Linux

### Issue description

When I open a project which previously had the VCS plugin enabled (but not anymore), the editor outputs the error ```VCS plugin path is invalid```. The project settings plugins tab shows no installed plugins, but in Project > Version Control, there's a "Shut down VC" button, even though it does nothing.

### Steps to reproduce

- Add VC plugin
- Setup VC with git
- Disable Version Control

### Minimal reproduction project

_No response_
Repository: godot
Issue: Incorrect color rendering of imported SVGs
Labels: bug,topic:thirdparty,topic:import

### Godot version

v3.5.stable.arch_linux

### System information

Manjaro Linux, GLES3, GIGABYTE GeForce GTX 1660 SUPER Gaming with NVIDIA driver (515.65.01-6)

### Issue description

In the presence of gradients and transparency, SVG is imported with incorrect brightness/contrast or incorrect colors at all.

![](https://user-images.githubusercontent.com/5412322/187424826-9acaf4d6-3226-4fe1-b6d7-bb192a3774ae.png)

In the case of direct SVG export from Illustrator, the SVG import is accompanied by a completely black outline of the Asset.

What I get (SVG "as is"):
![Original](https://user-images.githubusercontent.com/5412322/187427158-d39c20c3-0485-4c88-a3b8-c5f9d8e192ff.png)

SVG optimized via SVGOMG:
![Optimized](https://user-images.githubusercontent.com/5412322/187427255-0bd0346c-9af9-435e-933c-ce178dccc96b.png)

What I want (preview in Illustrator):
![изображение](https://user-images.githubusercontent.com/5412322/187427647-f1d51d0a-8202-4b7e-87ac-e3a56bcfc894.png)

### Steps to reproduce

Create a sprite with gradient and transparency in SVG and import it into the project.

Create PNG versions of the same sprites and compare the results.

### Minimal reproduction project

Example project with original, optimized and PNG assets: [bug.zip](https://github.com/godotengine/godot/files/9452434/bug.zip)
Repository: godot
Issue: move_and_collide fails when the object collides with more than one shape at the same time
Labels: bug,topic:physics,topic:2d

### Godot version

v3.5.stable.official [991bb6ac7]

### System information

Operating System: Manjaro Linux KDE 
Plasma Version: 5.24.6 
KDE Frameworks Version: 5.96.0 
Qt Version: 5.15.5 
Kernel Version: 5.15.60-1-MANJARO (64-bit) 
Graphics Platform: X11 
Processors: 12 × AMD Ryzen 5 3600 6-Core 
Processor Memory: 15.6 GiB of RAM 
Graphics Processor: AMD Radeon RX 550 / 550 Series

### Issue description

The method move_and_collide does not correctly detect collisions with Tilemap nodes when the test_only flag is set to true.Sometimes it works, sometimes the colliding object must be almost entirely inside the Tilemap for the collision to be detected. The collisions coordinates are also all over the place.

### Steps to reproduce

1) Create a Tilemap node, set collisions shapes.

2) Create a KinematicBody2D  and place it overlapping the Tilemap node.

3) Try to detect the collisions with move_and_collide and the test_only flag. Sometimes it works, sometimes the colliding object must be almost entirely inside the Tilemap for the collision to be detected.

4) Check the coordinates of the collision. Sometimes they are correct, sometimes they are widly off.


### Minimal reproduction project

[This minimal project](https://github.com/godotengine/godot/files/9452469/tileset_collisions.zip) shows the problem: the object that follows the mouse will turn red when move_and_collide detects a collision, and the two white lines will show the coordinates of the collision, when one is detected. 

You can see that it works well when detecting collisions with another KinematicBody2D, but it gets messed up with the Tilemap.
Repository: material-ui
Issue: [TextField] Multiline TextField crashes Storybook's storyshots tests
Labels: external dependency,component: text field,package: material-ui,component: TextareaAutosize

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

In a project I'm working on, we're testing several components that uses material-ui elements using Storybook. Recently we noticed that if we want to use a TextField with the multiline prop, it works as expected in the application and in Storybook, but when running the storyshots tests, it fails with the following stacktrace:

```
TypeError: The provided value is not of type 'Element'.

      at Object.exports.convert (node_modules/jsdom/lib/jsdom/living/generated/Element.js:26:9)
      at Window.getComputedStyle (node_modules/jsdom/lib/jsdom/browser/Window.js:783:19)
      at node_modules/@mui/base/node/TextareaAutosize/TextareaAutosize.js:74:43
      at node_modules/@mui/base/node/TextareaAutosize/TextareaAutosize.js:145:22
      at node_modules/@mui/base/node/TextareaAutosize/TextareaAutosize.js:205:5
      at commitHookEffectListMount (node_modules/react-test-renderer/cjs/react-test-renderer.development.js:12999:26)
      at commitLayoutEffectOnFiber (node_modules/react-test-renderer/cjs/react-test-renderer.development.js:13114:15)
      at commitLayoutMountEffects_complete (node_modules/react-test-renderer/cjs/react-test-renderer.development.js:14330:9)
      at commitLayoutEffects_begin (node_modules/react-test-renderer/cjs/react-test-renderer.development.js:14316:7)
      at commitLayoutEffects (node_modules/react-test-renderer/cjs/react-test-renderer.development.js:14301:3)
```

Following the stacktrace I saw that in TextareaAutosize.js:74 we expect that the containerWindow.getComputedStyle function expects a Element but receives null instead.

### Expected behavior 🤔

The component should not crash on the storyshots tests context

### Steps to reproduce 🕹

If you have a React environment with Storybook configured, its only needed to test a Story that contains a multiline TextField: 

```javascript
export const Basic = () => {
    const [inputValue, setInputValue] = useState('');
    return (
        <TextField
            label="Label"
            onChange={e => setInputValue(e.target.value)}
            value={inputValue}
            multiline
        />
    );
};
```

To make it easier to reproduce, I created [this repo](https://github.com/katanagari7c1/mui-textfield-storybook) with a minimal project that includes this test. 


### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: PowerToys
Issue: Keyboard Manager - Remap Key / Shortcut into a series of keyboard inputs.
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager

### Description of the new feature / enhancement

First of all, thank you for PowerToys, this tool changed my workflow.

In my line of work (Industrial Programming), a lot of softwares require very repetitive inputs of text fields. It would be amazing if you could remap a key / shortcut to a series of keyboard inputs instead of another key / shortcut.


### Scenario when this would be used?

In Siemens Tia Portal, if you want to had 10 move blocks, you need to press F8, write 'MOVE', and hit enter, and configure the block, 10 times. In this very simple scenario, you could remap a shortcut specific to Tia Portal (like Ctrl + Shift + M) where the keyboard automatically does that series of inputs.

Another case is simple text input, like if I want to had a comment line to your code like " # --------------------------- " you can just have a keyboard shortcut that inputs that series of characters.



### Supporting information

_No response_
Repository: pytorch
Issue: torch.Tensor.to.dtype_layout overload is not available in Python
Labels: triaged,module: codegen,module: python frontend

### 🐛 Describe the bug

There's an overload `func: to.dtype_layout(Tensor(a) self, *, ScalarType? dtype=None, Layout? layout=None, Device? device=None, bool? pin_memory=None, bool non_blocking=False, bool copy=False, MemoryFormat? memory_format=None) -> Tensor(a)` 
https://github.com/pytorch/pytorch/blob/acd6ca8cfa9537284928fb5d36834d1e5ae1e6f3/aten/src/ATen/native/native_functions.yaml#L6581

But it's not used in dispatching for `torch.Tensor.to`, what's happening?


```py
In [1]: import torch

In [2]: a = torch.randn(3, 3, device="cuda")

In [3]: a.to(layout=torch.strided)
---------------------------------------------------------------------------
TypeError                                 Traceback (most recent call last)
Input In [3], in <cell line: 1>()
----> 1 a.to(layout=torch.strided)

TypeError: to() received an invalid combination of arguments - got (layout=torch.layout, ), but expected one of:
 * (torch.device device, torch.dtype dtype, bool non_blocking, bool copy, *, torch.memory_format memory_format)
 * (torch.dtype dtype, bool non_blocking, bool copy, *, torch.memory_format memory_format)
 * (Tensor tensor, bool non_blocking, bool copy, *, torch.memory_format memory_format)
 ```

### Versions

Latest master.

cc @ezyang @bhosmer @bdhirsh
Repository: PowerToys
Issue: Win.11 Settings deals different with disabled controls
Labels: Idea-Enhancement,Product-Settings,Area-User Interface,Needs-Team-Response

### Description of the new feature / enhancement

In Windows 11 Settings - when a function is disabled, some underlying controls are disabled too. However, this only applies to **interactive** controls (buttons, checkboxes, etc.). I propose to change this, to follow Windows.

### Scenario when this would be used?

- Aligning our product to look like it's made by Microsoft.
- Simplify visual appearance.
- Solves current issue where there is no `Disabled` state for an **InfoBar**. → Maybe that's on purpose?
- ~Solves issues with visual (disabled) states and inconsistent colors.~
- ~Eliminates the need for custom controls like **IsEnabledTextBlock**.~

### Supporting information

![Part of Windows 11 Settings.](https://user-images.githubusercontent.com/65828559/203821069-3163394c-dee4-4a26-88e5-1948eb2b0f80.png)
Repository: storybook
Issue: code/examples/angular-cli nohoist
Labels: bug,needs triage

**Describe the bug**

When I install storybook  src `code` dependencies in my host. I found that all `examples/angular-cli` dependencies were hoisted.

`workspaces.nohoist` is deprecated. Use https://yarnpkg.com/configuration/manifest#installConfig.hoistingLimits instead

https://github.com/storybookjs/storybook/blob/bbc0e8293724102fceda3733fa1cadb0d6bc7f7e/code/examples/angular-cli/package.json#L6-L10

**System**

yarn@3.2.1
Repository: ant-design
Issue: Extend copyable API 
Labels: 💡 Feature Request,Inactive

### What problem does this feature solve?

Typography copyable API is limited, compare to editable. Would be great to be able to set `triggerType` to copy the text not via icon but by clicking on the text 

### What does the proposed API look like?

similar to `editable`
```
{
  triggerType: ('icon' | 'text')[],
}
```

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: flutter
Issue: Support building Windows apps from Linux
Labels: c: new feature,tool,platform-windows,platform-linux,c: proposal,a: desktop,a: build,P3,team-windows,triaged-windows

## Use case

Sometimes building a windows app in linux is cheaper from financially perspective:
1. AWS EC-2 vms are relatively cheaper than windows counterparts. Also AWS allow for linux containers without extra licences
2. VPS providers offer cheaper Linux vms compared to the windows ones due to the required licencing.
3. AWS codepipeline uses linux-based containers.

Therefore, linux Vms are cheaper as build machines in case of a CI/CD pipeline, also in some cases a windows build system simple does not exist.

The latest flutter version in a linux machine does support to build a windows app as this output is shows:

```
$ flutter build windows -t ./lib/main-dev.dart
"build windows" only supported on Windows hosts.

```

## Proposal

Using a linux machine via mingw to be able to crossbuild and release a windows app via running:

```
$ flutter build windows 
```
Or via running:

```
$ flutter build windows -t ^dartfile^
```

Whereas using mingw is feasible to build a win32 app. As feasibility proof that upon linux can windows applications be built is this [project](https://github.com/pc-magas/win_openssl) of mine.

As an alternative would be an extra build target:

```
$ flutter build windows-mingw
```
Where mingw will be required and used instead of traditional windows build tools.