sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Disabling `restore_scripts_on_load` will skip loading whole script editor layout
Labels: bug,topic:editor

### Tested versions

4.3 and older

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

Script editor has this condition at the beginning:
https://github.com/godotengine/godot/blob/61598c5c88d95b96811d386cb20d714c35f4c6d7/editor/plugins/script_editor_plugin.cpp#L3371-L3373
While it's supposed to stop scripts from being load at launch, it prevents restoring any layout property, like split offset or zoom (they are further down in the same function, e.g. https://github.com/godotengine/godot/blob/61598c5c88d95b96811d386cb20d714c35f4c6d7/editor/plugins/script_editor_plugin.cpp#L3447-L3449)

Settings unrelated to scripts themselves should be likely moved above the first condition.

### Steps to reproduce

1. Disable `text_editor/behavior/files/restore_scripts_on_load` editor setting
2. Open script editor
3. Change size of script list
4. Reload editor
5. Notice list size is reset

### Minimal reproduction project (MRP)

N/A
Repository: go
Issue: proposal: cmd/vet: warn about copying a time.Timer value
Labels: Proposal

The following code works fine on Go 1.22, but breaks on Go 1.23.0 on the `http.DefaultClient.Do()` line. On Linux, it freezes the entire runtime and never continues. On macOS, it throws a `fatal error: ts set in timer`

```go
package main

import (
	"fmt"
	"net/http"
	"time"
)

func main() {
	illegalTimerCopy := *time.NewTimer(10 * time.Second)
	go func() {
		illegalTimerCopy.Reset(10 * time.Second)
	}()
	req, err := http.NewRequest(http.MethodGet, "https://example.com", nil)
	fmt.Println("Request created", err)
	_, err = http.DefaultClient.Do(req)
	fmt.Println("Request completed", err)
}
```

It's presumably somehow caused by the [Go 1.23 timer changes](https://go.dev/wiki/Go123Timer), but I'm not sure how exactly, so I don't know if it's a bug or a feature. Assuming it's not a bug, it would be nice if `go vet` could report that similar to the mutex copy warnings.
Repository: godot
Issue: Bistro demo on D3D12 triggers TDR quite easily (Intel UHD 620)
Labels: bug,platform:windows,topic:rendering,crash

### Tested versions

- Reproducible on v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.19045 - dedicated Intel(R) UHD Graphics 620 (Intel Corporation; 31.0.101.2128) - Intel(R) Core(TM) i7-8550U CPU @ 1.80GHz (8 Threads)

### Issue description

When opening or running https://github.com/Jamsers/Bistro-Demo-Tweaked (commit 6b0ee6c) using D3D12, Godot very often triggers a TDR:
- Functions start returning `0x887a0005` (which is `DXGI_ERROR_DEVICE_REMOVED`)
- When GPU validation is enabled, it produces:
    ```
    D3D12 ERROR: ID3D12Device::RemoveDevice: Device removal has been triggered for the following reason (DXGI_ERROR_DEVICE_HUNG: The Device took an unreasonable amount of time to execute its commands, or the hardware crashed/hung. As a result, the TDR (Timeout Detection and Recovery) mechanism has been triggered. The current Device Context was executing commands when the hang occurred. The application may want to respawn and fallback to less aggressive use of the display hardware). [ EXECUTION ERROR #232: DEVICE_REMOVAL_PROCESS_AT_FAULT]
    ```
This can happen very easily even when setting to windowed mode at 1280x720.

In comparison, the same project seems to run fine on the same system without TDR when using Vulkan, at fullscreen 2560x1440 resolution (albeit at a mediocre 2 fps).

### Steps to reproduce

- Use Intel integrated graphics?
- Open the project in the editor once to reimport resources
- Run the project with `--rendering-driver d3d12`
- Observe errors being printed to the console

### Minimal reproduction project (MRP)

n/a
Repository: ui
Issue: [bug]: New Shadcn CLI for VITE React Projects - No Tailwind CSS configuration found
Labels: bug

### Describe the bug

When following the vite project setup guide you will get an error when you get to the step where you run the `pnpm dlx shadcn@latest init` command. This is due to the index.css missing the tailwind css headers. The documentation needs to be updated at step 2 to.

I've created a pull request with the fix here https://github.com/shadcn-ui/ui/pull/4676

### Affected component/components

None

### How to reproduce

1. Follow Documentation for setting up vite react project.
2. Get to step 6 and run the command to get the error.

### Codesandbox/StackBlitz link

_No response_

### Logs

```bash
PS C:\Users\Dwight\Documents\Develop\Typescript\React\pet-form-lhs> npx shadcn@latest init
✔ Preflight checks.
✔ Verifying framework. Found Vite.
✖ Validating Tailwind CSS.
✔ Validating import alias.

No Tailwind CSS configuration found at C:\Users\Dwight\Documents\Develop\Typescript\React\pet-form-lhs.
It is likely you do not have Tailwind CSS installed or have an invalid configuration.
Install Tailwind CSS then try again.
Visit https://tailwindcss.com/docs/guides/vite to get started.
```


### System Info

```bash
Windows 11
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: vscode
Issue: Git - support for SHA256 repository
Labels: feature-request,scm

Type: <b>Bug</b>

Currently have following issues with SHA256 repository:
1. Each commit shown as if it is separate branch
2. "Copy Commit ID" copy only first 40 hex numbers of commit ID

VS Code version: Code 1.92.2 (fee1edb8d6d72a0ddff41e5f71a671c23ed924b9, 2024-08-14T17:29:30.058Z)
OS version: Windows_NT x64 10.0.22631
Modes:

Extensions disabled
<!-- generated by issue reporter -->
Repository: PowerToys
Issue: Minimize on start 
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Can you add a feature where power toys can be started with Windows but minimized? On my work laptop it always started full screen covering everything behind it and I don't have access to do updates or access any other way to minimize it so if you could add an option in the preference to hide it in the notification area or minimize it on start that would be helpful since it is extremely annoying at the moment.

### Scenario when this would be used?

Whenever you start your computer and Windows loads.

### Supporting information

I work for the government so my computer is locked down and I'm not an administrative user.
Repository: rust
Issue: `cargo build` and `cargo test` always expire each other build cache
Labels: C-discussion

# bug

very common scenario let build cache expired

## version

1.80.0

## edit

- was able to always reproduce this, before I `cargo clean`

- after `cargo clean`, cannot reproduce this again

## actual

N th build is expected.

```sh
$ cargo build --profile xxx && yarn workspaces foreach --all run postbuild
...
255.36s user 15.29s system 110% cpu 4:04.42 total
```

N+1 th build are also expected.

```sh
$ cargo build --profile xxx && yarn workspaces foreach --all run postbuild
...
15.90s user 1.18s system 100% cpu 16.910 total
```

```sh
$ cargo build --profile xxx && yarn workspaces foreach --all run postbuild
...
15.27s user 1.11s system 104% cpu 15.685 total
```

```sh
$ cargo build --profile xxx && yarn workspaces foreach --all run postbuild
...
15.65s user 1.07s system 104% cpu 16.081 total
```

**BUT unexpectedly**, `cargo test` seems expire all cache.

```sh
$ cargo test --profile xxx
...
391.13s user 24.45s system 114% cpu 6:04.12 total
```

Below `cargo test` are expected.

```sh
$ cargo test --profile xxx
...
0.66s user 0.39s system 16% cpu 6.182 total
```

```sh
$ cargo test --profile xxx
...
0.45s user 0.23s system 122% cpu 0.555 total
```

**Unexpectedly**, `cargo build` expire `cargo test` cache.

```sh
$ cargo build --profile xxx && yarn workspaces foreach --all run postbuild
...
247.31s user 15.54s system 110% cpu 3:58.70 total
```

```sh
$ cargo build --profile xxx && yarn workspaces foreach --all run postbuild
...
15.57s user 1.04s system 103% cpu 16.054 total
```

## expected

- `cargo test` should not expire `cargo build` cache.

- `cargo build` should not expire `cargo test` cache.

- should have rust docs on how to improve compile speed beside `sccache`

## additional

I always see compiling **all** the dep tree again and again and again and again and again.

- Are there any solution or workaround to pre compile all the libraries?
Repository: ui
Issue: [bug]: Could not install Dropdown menu
Labels: bug

### Describe the bug

Could not install component when using `@latest`

![shadbug](https://github.com/user-attachments/assets/e182a851-53f9-43ee-85ff-3be2522e8fe9)

Works fine when using `@2.0.0`

![shad2](https://github.com/user-attachments/assets/3ce303ab-0fad-4860-b68a-d1a9e406855b)


### Affected component/components

Dropdown Menu

### How to reproduce

1. Run `npx shadcn@latest add dropdown-menu`

### Codesandbox/StackBlitz link

N/A

### Logs

_No response_

### System Info

```bash
Win 10
Chrome
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: PowerToys
Issue: Keyboard Manager Doesn't Work
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.83.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

Remap a key

### ✔️ Expected Behavior

Key to be remapped

### ❌ Actual Behavior

Key is not remapped, instead just does the original default action.

### Other Software

Windows 11 Pro
Repository: tauri
Issue: [bug] error: failed to run custom build command for `windows_x86_64_msvc v0.48.5`
Labels: type: bug,platform: Windows,status: needs triage

### Describe the bug

# version
```
rustup 1.27.1 (54dd3d00f 2024-04-24)
info: This is the version for the rustup toolchain manager, not the rustc compiler.
info: The currently active `rustc` version is `rustc 1.80.1 (3f5fd8dd4 2024-08-06)`

win11
```

# command

```
pnpm tauri dev
```


# desc
error: failed to run custom build command for `windows_x86_64_msvc v0.48.5`

Caused by:
  could not execute process `D:\workspaces\rust\app-1\src-tauri\target\debug\build\windows_x86_64_msvc-73c75ea0da9a783c\build-script-build` (never executed)

Caused by:
  拒绝访问。 (os error 5)
warning: build failed, waiting for other jobs to finish...
error: failed to run custom build command for `serde_json v1.0.127`

Caused by:
  could not execute process `D:\workspaces\rust\app-1\src-tauri\target\debug\build\serde_json-684725161e9bb153\build-script-build` (never executed)

Caused by:
  拒绝访问。 (os error 5)



![image](https://github.com/user-attachments/assets/79981f86-0e62-4d29-9b9d-d59fd58ff27a)



### Reproduction

_No response_

### Expected behavior

_No response_

### Full `tauri info` output

```text
> app-1@0.1.0 tauri D:\workspaces\rust\app-1
> tauri "dev"

    Running BeforeDevCommand (`pnpm dev`)

> app-1@0.1.0 dev D:\workspaces\rust\app-1
> vite


  VITE v5.4.2  ready in 552 ms

  ➜  Local:   http://localhost:1420/
    Info Watching D:\workspaces\rust\app-1\src-tauri for changes...
   Compiling serde_derive v1.0.209
   Compiling zerocopy-derive v0.7.35
   Compiling thiserror-impl v1.0.63
   Compiling cssparser v0.27.2
   Compiling derive_more v0.99.18
   Compiling cssparser-macros v0.6.1
   Compiling html5ever v0.26.0
   Compiling darling_core v0.20.10
   Compiling windows_x86_64_msvc v0.48.5
   Compiling regex-automata v0.4.7
   Compiling serde_json v1.0.127
   Compiling serde_derive_internals v0.29.1
   Compiling brotli v6.0.0
   Compiling ctor v0.2.8
   Compiling glob v0.3.1
   Compiling libc v0.2.158
error: failed to run custom build command for `windows_x86_64_msvc v0.48.5`

Caused by:
  could not execute process `D:\workspaces\rust\app-1\src-tauri\target\debug\build\windows_x86_64_msvc-73c75ea0da9a783c\build-script-build` (never executed)

Caused by:
  拒绝访问。 (os error 5)
warning: build failed, waiting for other jobs to finish...
error: failed to run custom build command for `serde_json v1.0.127`

Caused by:
  could not execute process `D:\workspaces\rust\app-1\src-tauri\target\debug\build\serde_json-684725161e9bb153\build-script-build` (never executed)

Caused by:
  拒绝访问。 (os error 5)
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: create-react-app
Issue: eslint config should enable "react/jsx-key"
Labels: issue: proposal,needs triage

The eslint config from this repo is officially recommended in the [react docs](https://react.dev/learn/editor-setup#linting). 

I'm surprised that various rules from eslint-plugin-react [recommended config](https://github.com/jsx-eslint/eslint-plugin-react/blob/master/index.js#L41C7-L64C9) are not enabled here.

For example, [react/jsx-key](https://github.com/jsx-eslint/eslint-plugin-react/blob/master/docs/rules/jsx-key.md) is important for a) decreasing the risk of bugs and b) getting rid of noise in console logs (which can swamp more important errors/warnings).

I'm wondering if there's a good reason for this?

If not, would be happy to submit a PR.
Repository: ui
Issue: [feat]: h3 tag empty in card component
Labels: area: request

### Feature description

Please fix this::-
prev:-  <h3
  ref={ref}
  className={cn(
    "text-2xl font-semibold leading-none tracking-tight",
    className
  )}
  {...props}
/> 

changed:- 
 <h3
  ref={ref}
  className={cn(
    "text-2xl font-semibold leading-none tracking-tight",
    className
  )}
  {...props}
> {props.children || "Default Heading Text"}</h3>

### Affected component/components

card

### Additional Context

Additional details here...

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: go
Issue: testing: timeouts prevent deadlock detection from working
Labels: NeedsInvestigation

### Go version

go version go1.23.0 linux/amd64

### Output of `go env` in your module/workspace:

<details><summary>Click to expand</summary>

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='~/.cache/go-build'
GOENV='~/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='~/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='~/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/usr/lib/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/usr/lib/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.23.0'
GODEBUG=''
GOTELEMETRY='on'
GOTELEMETRYDIR='~/.config/go/telemetry'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='clang'
CXX='clang++'
CGO_ENABLED='0'
GOMOD='/dev/null'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -fno-caret-diagnostics -Qunused-arguments -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build3043789877=/tmp/go-build -gno-record-gcc-switches'
```

</details>


### What did you do?

```go
package main

func main() {
	select {}
}



package main_test

import "testing"

func TestDeadlock(t *testing.T) {
	select {}
}
```

### What did you see happen?

```bash
$ go run main.go
fatal error: all goroutines are asleep - deadlock!
...


$ go test -timeout 0
fatal error: all goroutines are asleep - deadlock!
...


$ go test -timeout 1s    # note that the default is 10m
panic: test timed out after 1s
	running tests:
		TestDeadlock (1s)
...
```

### What did you expect to see?

```diff
 $ go run main.go
 fatal error: all goroutines are asleep - deadlock!
 ...
 
 
 $ go test -timeout 0
 fatal error: all goroutines are asleep - deadlock!
 ...
 
 
 $ go test -timeout 1s    # note that the default is 10m
-panic: test timed out after 1s
-	running tests:
-		TestDeadlock (1s)
+fatal error: all goroutines are asleep - deadlock!
 ...
```
Repository: PowerToys
Issue: Peek preview area flickers when jumping to next/previous file
Labels: Issue-Bug,Status-In progress,Product-Peek

### Microsoft PowerToys version

0.83.0

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

Peek

### Steps to reproduce

Jumping from one file to the next using he arrow keys with Peek open, the preview area flickers every single time it previews the next file.
This might be considered a minor issue, but it looks quite bad and it reflect badly on the polish of the app. 


### ✔️ Expected Behavior

No flickering when switching between previewed files with the arrow keys

### ❌ Actual Behavior

The preview area is cleared for a milisec before displaying the next file, making it flicker, especially if you quickly preview a bunch of files after one another.

### Other Software

_No response_
Repository: ui
Issue: [feat]: cli base colors - use schema instead of hardcoded values
Labels: area: request

### Feature description

Currently, the getRegistryBaseColors function, and the build-registry.ts script use a hardcoded list of base colors.  This approach means we cant add completely custom base colors to a custom registry. 

Could we fetch the base colors from something like colors/index.json file in the registry, or a new file like colors/base.json?

Im not sure if you intend all colors to be baseColors, if so maybe a property on the schema to identify a color as base could be used?


### Affected component/components

_No response_

### Additional Context

Additional details here...

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: tensorflow
Issue: tf.raw_ops.FakeQuantWithMinMaxVarsPerChannel raises a program abort
Labels: stat:awaiting tensorflower,type:bug,comp:ops,2.17

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

2.17.0

### Custom code

Yes

### OS platform and distribution

_No response_

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

When setting the `num_bits` in a large integer, this API raises the program abort.


### Standalone code to reproduce the issue

```shell
import tensorflow as tf
inputs = tf.constant(0.57681304)
min = tf.constant(2.1311088)
max = tf.constant(2.4402196)
num_bits = 10
narrow_range = False
tf.raw_ops.FakeQuantWithMinMaxVarsPerChannel(inputs=inputs,min=min,max=max,num_bits=num_bits,narrow_range=narrow_range)
```
```


### Relevant log output

```shell
F tensorflow/core/framework/tensor_shape.cc:356] Check failed: d >= 0 (0 vs. -1)
Aborted (core dumped)
```
Repository: godot
Issue: Type 'Noise' does not provide any constructors in C#
Labels: bug,topic:dotnet

### Tested versions

Reproducible in Godot 4.3 stable dotnet and 4.2.2 stable dotnet, when using C#

### System information

Windows 11

### Issue description

From my limited experimentation, I assume that this is because the inbuilt Noise class is abstract. Whilst this isn't an issue with GDScript, it prevents C# scripts inheriting from this class, as the language - as far as I know - requires classes to have a constructor, and should provide one by default - although that appears not to be the case here, because its not an actual C# class, but a wrapper of some sort. IDK, I'm not really familiar with the inner workings of Godot.

![Screenshot 2024-08-31 152758](https://github.com/user-attachments/assets/cae18e3e-ba2e-4f3d-9131-0b76ec4784ae)
![Screenshot 2024-08-31 154742](https://github.com/user-attachments/assets/2c3007fe-6a88-40a3-9ad4-6ea729032b01)

### Steps to reproduce

Create a C# class that inherits from Noise, and try to build the project.

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Resource in @export Dictionary is labelled object
Labels: discussion,topic:editor

### Tested versions

Godot v4.3.stable

### System information

Godot v4.3.stable - Nobara Linux 40 (GNOME Edition) - Wayland - Vulkan (Forward+) - integrated Intel(R) Xe Graphics (TGL GT2) - 11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz (8 Threads)

### Issue description

This type label says Object instead of Resource.
All the options that appear when clicking object are Resources.
You cannot use an Object in an `@export var`, just Resources (and others).
![godotdictionaries](https://github.com/user-attachments/assets/2350455b-db33-4ead-bf57-4e366ff9e7ea)


### Steps to reproduce

Create a Node with a script containing
```gdscript
@export var d: Dictionary
```
Create and edit an entry.
A list of options (types) appears. Here is the 'Object' label.

### Minimal reproduction project (MRP)

[mrp.zip](https://github.com/user-attachments/files/16825833/mrp.zip)
Repository: godot
Issue: MacOSX OS.get_enviroment("PATH") and OS.execute() do not use correct env path, but use a a different version, thereby running an app from wrong path.
Labels: bug,platform:macos,topic:porting

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Mac OS X Catalina 10.15

### Issue description

On Mac OSX, the Environment **PATH** is different when retrieving it using gdscript than from the **BASH** command line. This cause confusion if you are for example running `OS.execute("which",["awk"], value, true, true)` to locate an application to execute.  This issue doesn't appear on Linux using same commands.

To verify I copied a test version of `/usr/bin/awk` to `/usr/local/bin/awk`  and then used BASH commands followed by gdscript.

**First tested from command line:**
MacOSX Bash commands to determine shell and path
```
~$ echo $SHELL
/bin/bash
~$ echo $PATH
/usr/local/bin:/usr/local/sbin:/usr/bin:/bin:/usr/sbin:/sbin:
~$ which awk
/usr/local/bin/awk
```


**Now test with Godot**
same commands using gdscript. PATH comes up different, even though the shell is BASH.  
```gdscript
	print(OS.get_environment ("SHELL")) #/bin/bash
	print(OS.get_environment ("PATH")) #/usr/bin:/bin:/usr/sbin:/sbin
	var value=[]
	var err=OS.execute("which",["awk"], value, true, true)
	prints(err, value) #0 ["/usr/bin/awk\n"]
```

### Steps to reproduce

see above

### Minimal reproduction project (MRP)

na
Repository: godot
Issue: [Linux] Popup menus staying open after switching to another window
Labels: bug,platform:linuxbsd,topic:editor,confirmed

### Tested versions

Reproducible in:
- 4.2.2.stable.official.15073afe3
- 4.3.stable.arch_linux
- 4.4.dev1.official.28a72fa43

### System information

Godot v4.3.stable unknown - Arch Linux #1 SMP PREEMPT_DYNAMIC Mon, 19 Aug 2024 17:02:39 +0000 - Wayland - Vulkan (Forward+) - integrated Intel(R) HD Graphics 520 (SKL GT2) - Intel(R) Core(TM) i5-6300U CPU @ 2.40GHz (4 Threads)

### Issue description

When opening any popup menu, and then opening any other window or minimizing the current one, the menu stays on until you switch to Godot and close it.

Expected behavior: menu gets closed immediately after switching / minimizing.

![image](https://github.com/user-attachments/assets/7d20d895-b5c8-4e76-8e76-7e73ba75981a)
![image](https://github.com/user-attachments/assets/d12d3564-7b05-4990-b675-ec70669408cb)


### Steps to reproduce

- Trigger any action that opens a pop-up menu (for example, right-clicking on "Filter projects" in the Project Manager)
- Minimize the Godot window or switch to another one

### Minimal reproduction project (MRP)

N/A