sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: wrapping an erroring type in a tuple causes E0277 to be shown where it otherwise wouldn't be
Labels: A-diagnostics,T-compiler

### Code

```rust
use bevy::prelude::*;

#[derive(Component)]
struct Comp1(NonZeroU8);

fn main() {}

fn setup(mut commands: Commands) {
    commands.spawn((Comp1(1.try_into().unwrap()),));
}
```

### Current output

```
   Compiling game v0.1.0 (/playground)
error[E0412]: cannot find type `NonZeroU8` in this scope
 --> src/main.rs:4:14
  |
4 | struct Comp1(NonZeroU8);
  |              ^^^^^^^^^ not found in this scope
  |
help: consider importing this type alias
  |
1 + use std::num::NonZeroU8;
  |

error[E0277]: `(Comp1,)` is not a `Bundle`
   --> src/main.rs:9:20
    |
9   |     commands.spawn((Comp1(1.try_into().unwrap()),));
    |              ----- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ invalid `Bundle`
    |              |
    |              required by a bound introduced by this call
    |
    = help: the trait `Bundle` is not implemented for `(Comp1,)`
    = note: consider annotating `(Comp1,)` with `#[derive(Component)]` or `#[derive(Bundle)]`
    = help: the following other types implement trait `Bundle`:
              ()
              (B0, B1)
              (B0, B1, B2)
              (B0, B1, B2, B3)
              (B0, B1, B2, B3, B4)
              (B0, B1, B2, B3, B4, B5)
              (B0, B1, B2, B3, B4, B5, B6)
              (B0, B1, B2, B3, B4, B5, B6, B7)
            and 8 others
note: required by a bound in `bevy::prelude::Commands::<'w, 's>::spawn`
   --> /root/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_ecs-0.14.2/src/system/commands/mod.rs:362:21
    |
362 |     pub fn spawn<T: Bundle>(&mut self, bundle: T) -> EntityCommands {
    |                     ^^^^^^ required by this bound in `Commands::<'w, 's>::spawn`

Some errors have detailed explanations: E0277, E0412.
For more information about an error, try `rustc --explain E0277`.
error: could not compile `game` (bin "game") due to 2 previous errors
```

### Desired output

```
   Compiling game v0.1.0 (/playground)
error[E0412]: cannot find type `NonZeroU8` in this scope
 --> src/main.rs:4:14
  |
4 | struct Comp1(NonZeroU8);
  |              ^^^^^^^^^ not found in this scope
  |
help: consider importing this type alias
  |
1 + use std::num::NonZeroU8;
  |

Some errors have detailed explanations: E0277, E0412.
For more information about an error, try `rustc --explain E0277`.
error: could not compile `game` (bin "game") due to 2 previous errors
```

### Rationale and extra context

this is a bug, because `E0277` is *not* shown when trying to directly use a trait on a type that contains an error, or when the trait is `Default`.  only when using a user-defined trait within a tuple is this shown.

### Other cases

_No response_

### Rust Version

rustc 1.83.0-nightly (04a318787 2024-09-15)
binary: rustc
commit-hash: 04a318787b39732e306faf5ef6dc584990f4f417
commit-date: 2024-09-15
host: x86_64-unknown-linux-gnu
release: 1.83.0-nightly
LLVM version: 19.1.0

### Anything else?

_No response_
Repository: go
Issue: x/vuln: improve documentation
Labels: Documentation,vulncheck or vulndb

We should improve documentation on govulncheck:

- make it clear what are the main benefits of govulncheck, i.e., why should people use it
- explain how and why govulncheck can generate false positives and how to deal with them
- explain streaming JSON and OpenVex output as means of govulncheck integrations
- if applicable: how to filter vulnerabilities
Repository: vscode
Issue: Add dual page visualization for the source code editor
Labels: feature-request,editor-core

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->

Similar to PDF viewers, I'd like to read a source file in dual columns, where they're automatically synced, and the second column starts at the next line after the end of the first column. This is similar to most PDF viewers where you can view "dual pages" in one screen. This is helpful in case you have code formatted as lines of 80 characters, and you can easily fit two of them side-by-side.
Repository: godot
Issue: PackedInt32Array handling in Editor is broken, SoftBody almost unusable.
Labels: bug,topic:editor

### Tested versions

Reproducible: 4.3 mono stable, 4.4.dev2 mono
Working: 4.1 mono

### System information

Windows 7 - Godot 4.3 stable mono

### Issue description

Editing PackedInt32Array from the editor (SoftBody3D pinned points in this example) is fundamentally broken, changing any value other than the last removes the last entry. Clicking on the pinned points does nothing. This makes SoftBody barely usable.

Am I the only one having those issues or this have gone unnoticed somehow?

### Steps to reproduce

1. Make a SoftBody3D with 3 pinned points.
2. Change the first or second point's index.
OR
3. Click on any point in the 3D view to add it to the array - does not work.

### Minimal reproduction project (MRP)

[softbodyisbroken.zip](https://github.com/user-attachments/files/17048765/softbodyisbroken.zip)
Repository: godot
Issue: Exported PackedArrays are consistently reset in open scenes on script reload
Labels: bug,topic:editor,confirmed

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 5700 XT (Advanced Micro Devices, Inc.; 31.0.24031.5001) - AMD Ryzen 9 3950X 16-Core Processor (32 Threads)

### Issue description

If you save/touch a script that exports a PackedArray (I have tested Float32/64, Int32/64 and Color), then when reloading the script the editor silently resets the array to the default value given in the script in any scene that's opened.

I have tested and this does not occur with regular `Array[float]` or other `Array`s.

If the undo history has modifications to the exported array, you can go back to that and then back to the present to restore it.

Minimum reproduction script:
```
class_name ArrayTester extends Node

@export var arr : PackedFloat64Array = [1, 2, 3]
```

### Steps to reproduce

1. Create an empty project, or if using the MRP skip to step 4
2. Insert a node in the scene
3. Attach the above script to the node
4. Touch or save the script file to cause a reload (no need to make any actual modifications)
5. Focus the editor window

### Minimal reproduction project (MRP)

[repro_97156.zip](https://github.com/user-attachments/files/17077699/repro_97156.zip)
Repository: PowerToys
Issue: File explorer add-ons PDF viewer not working
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.84.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

File Explorer: Preview Pane

### Steps to reproduce

![Screenshot 2024-09-18 115202](https://github.com/user-attachments/assets/d0468beb-725b-4fce-b74b-23112a2f8fa9)

open file explorer, select PDF file 

### ✔️ Expected Behavior

Preview of PDF file

### ❌ Actual Behavior

Error message:  this file can not be previewed

### Other Software

_No response_
Repository: pytorch
Issue: Failure of iOS Build Test: Build (default, 1, 1, macos-14-xlarge, SIMULATOR, arm64)
Labels: module: ci,triaged,module: ios

> NOTE: Remember to label this issue with "`ci: sev`"

## Current Status
Fail with every PR with label https://github.com/pytorch/pytorch/labels/ciflow%2Fperiodic

## Error looks like
failure occurs due to linker issue on macos SIMULATOR
```
Undefined symbols for architecture arm64:
  "torch::jit::mobile::Module::find_method(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char>> const&) const", referenced from:
      -[TestAppTests runModel:] in TestLiteInterpreter.o
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
```


## Incident timeline (all times pacific)
This issue is observed since last week and its still on going

## User impact
Blocks testing / merging

## Root cause
*What was the root cause of this issue?*

## Mitigation
*How did we mitigate the issue?*

## Prevention/followups
*How do we prevent issues like this in the future?*

cc @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: godot
Issue: GPUParticles3D inherit velocity is broken
Labels: bug,topic:3d,topic:particles

### Tested versions

4.3

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 960 (NVIDIA; 32.0.15.6081) - Intel(R) Core(TM) i5-6600K CPU @ 3.50GHz (4 Threads)

### Issue description

inherit_velocity_ratio doesn't work as expected. Particles seem to emit ahead of where they're supposed to and this gap increases the higher the velocity.

The particle effect is placed at the back of the rocket, yet at this velocity they're being emitted near the front!
![image](https://github.com/user-attachments/assets/5e9dd128-0bbe-4508-ab0d-3882209f98ad)

### Steps to reproduce

Set inherit_velocity_ratio to greater than zero.

### Minimal reproduction project (MRP)

[particles_velocity_ratio.zip](https://github.com/user-attachments/files/17049711/particles_velocity_ratio.zip)
![image](https://github.com/user-attachments/assets/a0765229-b284-464f-9a6b-d9d1bd0c4ee6)
Repository: vscode
Issue: Terminal message displays Gibberish upon creation by window.createTerminal() API randomly
Labels: bug,terminal-rendering

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Does this issue occur when all extensions are disabled?: Yes 

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- VS Code Version: 1.93.1
- OS Version: Mac OS 14.6.1

Steps to Reproduce:

1. create a new extension, trigger a command to execute the following code:
```
const terminalOptions = {
    message: '<this message is the one that going to be shown wierd>',
};
const terminal = vscode.window.createTerminal(terminalOptions);
terminal.show();
```

Randomly (about 20% of the cases), This is how it looks like:
<img width="1269" alt="Screenshot 2024-09-18 at 4 25 35 PM" src="https://github.com/user-attachments/assets/f00e43ec-dccd-4d47-8b5d-ee9b135c0ba1">

If I go to another tab and return to the terminal, it looks fine:
<img width="1267" alt="Screenshot 2024-09-18 at 4 26 09 PM" src="https://github.com/user-attachments/assets/7bf56856-93a8-4ab4-9aff-033f874f7f9a">

Once it's shown correctly, it'll always be fine. I guess the first render of the terminal is the issue here.
Repository: godot
Issue: Rendering performance regression after upgrading from Metal 3.1 to 3.2 (macOS Sequoia 15.0)
Labels: bug,platform:macos,topic:porting,topic:thirdparty

### Tested versions

- Reproducible in : 

Godot Engine v4.4.dev.custom_build.694d3c293 
**Metal 3.2** - Forward+ - Using Device #0: Apple - Apple M2 Pro (Apple8)


- Not Reproducible in : 

1. Godot Engine v4.4.dev.custom_build.694d3c293 , 
   **Metal 3.1**- Forward+ - Using Device #0: Apple - Apple M2 Pro (Apple8)

2. Godot Engine v4.3.stable.official.77dcf97d8  
    **Vulkan 1.2.283** - Forward+ - Using Device #0: Apple - Apple M2 Pro


### System information

macOS Sequoia 15.0 , Apple M2 Pro

### Issue description

After upgrading macOS to  -> macOS Sequoia 15.0  
All running projects  slow down in Metal 2.3  : 60fps -> 15fps

1. In new system and Metal 3.2  running project decrease FPS frame rate cyclic : 
60 -> 15fps …  5sec works 60fps … 5sec 15fps … and repeat
editor : Godot Engine v4.4.dev.custom_build.694d3c293

2. In old system and Metal 3.1 works the same projects OK  60fps all time 
editor:  Godot Engine v4.4.dev.custom_build.694d3c293

3. In editor : Godot Engine v4.3.stable.official.77dcf97d8
and Vulkan 1.2.283 all projects works OK :
 - in upgraded macOS Sequoia 15  
 - and  in old macOS 14



### Steps to reproduce

1. upgrade macOS to Sequoia 15.0 from old macOS 14 
 … Metal 3.1. change to Metal 3.2  in Godot 4.4  … in 4.3 is Vulkan 1.2

3. open any old project , small scene like example Jolt Physics 
… in Godot 4.4 slow down  cyclic for 5sec , 

### Minimal reproduction project (MRP)

Open small project  like Exmaples Jolt Physics , open any your old projects.
Repository: godot
Issue: Default values in PackedArrays are null instead of zero, fail to deserialize when changed to regular Array
Labels: bug,topic:core,confirmed

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 5700 XT (Advanced Micro Devices, Inc.; 31.0.24031.5001) - AMD Ryzen 9 3950X 16-Core Processor (32 Threads)

### Issue description

When adding elements to a `PackedArray` (Int, Float etc.) without modifying it the editor shows zero as expected, but the actual value saved in the .tscn is `null`. If changed to a non-zero number and back to zero, it is then written as `0` instead of `null`.

This works "correctly" for `PackedArray`s (nulls end up as zeros), however if you then change the type of the variable to a regular array i.e. `PackedInt32Array` into `Array[int]`, the values will be unchanged in the editor as expected but the .tscn still has those `null` values.

Running a scene with an `Array` with `null`s in the .tscn results in an error `assign: Unable to convert array index 0 from "Nil" to "int"`  and an empty `Array` is read instead, even if there are non-null elements.

It seems that having `null` elements are simply interpreted as zeros/default values in `PackedArray`s but cause deserialization to fail when reading them as `Array`s. This causes mysterious indexing errors on ostensibly populated `Array`s that were switched over from `PackedArray`s.

### Steps to reproduce

1. Write a script with a single exported `PackedArray` (Int, Float, etc.) that is empty by default or if using the MRP skip to step 9
2. Assign this script to a node and add some items without modifying them
3. Save the scene and open it in a text editor to observe that the `PackedArray` has a bunch of `null` values in it
4. Change one of the values to non-zero in the editor (don't forget to click out of the box)
5. Change the value back to zero
6. Save the scene and open it in a text editor again to observe that the `PackedArray` now has `0` instead of `null` for the one value you changed
7. In the script, change the type from a `PackedArray` to an `Array` of the same type
8. In the editor this will seemingly keep the same values
9. Launch the scene and observe the error `assign: Unable to convert array index 0 from "Nil" to "int"` (or equivalent type you used)
10. You can also write some code to index the array/check its length to see that it's empty

### Minimal reproduction project (MRP)
[repro_97165.zip](https://github.com/user-attachments/files/17077787/repro_97165.zip)
Repository: kubernetes
Issue: Kubelet plugin registration reliability
Labels: kind/bug,sig/node,priority/important-longterm,triage/accepted

I am trying to assess the reliability of the kubelet plugins registration.

I am trying it out with the Device Plugin, but the same is likely can be applied to the DRA. The issue describes some findings and concerns, I didn't perform the full review.

I started the e2e to try out things: https://github.com/kubernetes/kubernetes/pull/127304

Plugins documentation: https://github.com/kubernetes/kubernetes/blob/master/pkg/kubelet/pluginmanager/pluginwatcher/README.md

So the flow is:

- Kubelet looks up sockets in `/var/lib/kubelet/plugins_registry/`
- Kubelet tries to get plugin details by calling `GetInfo`
- One information received, kubelet tries to connect to the plugin

- Kubelet proceeds with getting the list of pods to run

The flow is much better in terms of race conditions comparing to the Device Plugin registration when Device Plugin need to detect when kubelet was restarted and reconnect to it.

Two reliability issues I notices immediately in tests:

1. When `GetInfo` fails, there seems to be no retries for while to get plugin details. The timeout for GetInfo is `1sec`. 1 second is a big enough number for an endpoint that simply returns the structure. But flakes are easy to imagine here.
2. When `GetDevicePluginOptions` fails, there is no retry to create a plugin for at least 30 seconds. There may be many reason for a flake when the API didn't return sucessfully for the first time. So retry is essential here.

I need to look deeper into other reliability things:

1. How fast kubelet will detect that the plugin was restarted and will attempt to reconnect? What is the mechanism for it?
2. Will there be retries on `ListAndWatch` failures?
3. Should interface implementing `GetInfo` be checking the health of the plugin? Should the best practice implementation be recreating the socket?

Similar questions can be explored for the DRA.


I think the best way to explore this is to continue working on e2e tests: https://github.com/kubernetes/kubernetes/pull/127304 demonstrating the behavior and a best practice registering the device plugin.

If we can confirm that the kubelet plugins system is almost as reliable as the today's most used device plugin registration mechanism, while eliminating the race condition on kubelet restart (https://github.com/kubernetes/kubernetes/issues/120146#issuecomment-2302666130), we should consider deprecating the `RegisterDevicePluginServer` API.


/sig node
/kind bug

CC: @ffromani @johnbelamaric
Repository: material-ui
Issue: [material-ui][Select] alternative option for select multiple behavior, that item click replaces existing selection instead of adding it
Labels: new feature,component: select,package: material-ui

### Summary

Currently, an item click in `<Select multiple />` is handled as toggling:
* if it is already selected, remove it from the selected value array.
* if it is not selected yet, append it into the selected value array.

On the other hand, HTML native `<select multiple />` behaves like this:
* Bare click replaces already selected value, results in setting the selected value array to the singleton of the latest selected element.
* The selected item is toggled, rather than replaced, when selected by Ctrl+Click.
* There is also range selection Shift+Click (but it behaves somewhat strange when some of the items are already selected)

I want a material multi-select component except that it should behave like native multi-select, since my component expects multi-select sometimes but not very frequently. Range select(Shift+Click) is not needed. Does current MUI provide such option? If it does not, then I would like to suggest to add it.

### Examples

I skimmed the code and apparently this is the section in charge for current behavior.
https://github.com/sai6855/material-ui/blob/master/packages/mui-material/src/Select/SelectInput.js#L269

If we should add the implementation, probably adding a new boolean `nativeLike` prop and fixing the logic like below would help..?
I haven't tested if this works. I will make some PR if it seems like a good idea.
```js
    if (multiple) {
      if (nativeLike && !event.ctrlKey) {
        newValue = [child.props.value]; // NEW: replacing instead of toggling selection
      } else {
        newValue = Array.isArray(value) ? value.slice() : [];
        const itemIndex = value.indexOf(child.props.value);
        if (itemIndex === -1) {
          newValue.push(child.props.value);
        } else {
          newValue.splice(itemIndex, 1);
        }
      }
    } else {
      newValue = child.props.value;
    }
```

### Motivation

It would be nice to have an another option for multiple select which behave more similarly to HTML native multiple select.

**Search keywords**: select multiple behavior
Repository: vscode
Issue: Adopt new call stack widget for exceptions
Labels: feature-request,debug

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->

[The Go Playground](https://go.dev/play/) has a feature where if an uncaught exception occurs, it will parse the stack trace from the console and highlight the offending lines inside the editor:

![1725137246](https://github.com/user-attachments/assets/f4ff01a8-5a09-4a50-a683-4f86448e99ce)

Having this in VS Code would make it much easier to narrow down errors at a glance, and would make most exception-related bugs easily fixable as a result.