sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Bug]: Misleading ImageRNG generation
Labels: bug-report

### Checklist

- [X] Code issue

### What happened?

Hi, I was reviewing `rng.py` script due to some inconsistencies in my generated images, and I came across a code snippet a bit confusing even when setting the seed. Is this part (lines [121](https://github.com/AUTOMATIC1111/stable-diffusion-webui/blob/cf2772fab0af5573da775e7437e6acdca424f26e/modules/rng.py#L121) and [124](https://github.com/AUTOMATIC1111/stable-diffusion-webui/blob/cf2772fab0af5573da775e7437e6acdca424f26e/modules/rng.py#L124) at [rng.py](https://github.com/AUTOMATIC1111/stable-diffusion-webui/blob/master/modules/rng.py) script):

```
        for i, (seed, generator) in enumerate(zip(self.seeds, self.generators)):
            subnoise = None
            if self.subseeds is not None and self.subseed_strength != 0:
                subseed = 0 if i >= len(self.subseeds) else self.subseeds[i]
                subnoise = randn(subseed, noise_shape)    >> 121

            if noise_shape != self.shape:
                noise = randn(seed, noise_shape)   >> 124
            else:
                noise = randn(seed, self.shape, generator=generator)   >> 126
```
shouldn't these two lines be passed a generator instead of leaving generator parameter of [`randn()`](https://github.com/AUTOMATIC1111/stable-diffusion-webui/blob/cf2772fab0af5573da775e7437e6acdca424f26e/modules/rng.py#L6) blank? Or even should there be a subseed generator?

Furthermore, according to the opeartion of torch.randn(), and the definition of [rand() method](https://github.com/AUTOMATIC1111/stable-diffusion-webui/blob/cf2772fab0af5573da775e7437e6acdca424f26e/modules/rng.py#L6), this line:

> `randn(seed, self.shape, generator=generator)   >> 126`

is redudant, isn't it? I mean, the `generator` was initialized with the same seed that is passed in `seed`, so the behaviour of torch.randn() in rand() method is going to be the same as no passing a generator. This line would only make sense if generator's seed was different from `seed` argument.

In summary, or all `randn()` calls don't need to be passed a generator, or all of them need to be passed one according to how it is supposed to work. Is it correct?

Thanks!


### What browsers do you use to access the UI ?

Google Chrome



### Additional information

_No response_
Repository: next.js
Issue: missing `Metric` type in `useReportWebVitals`
Labels: TypeScript

### Link to the code that reproduces this issue

https://github.com/stefanprobst/issue-next-webvitals

### To Reproduce

1. in the reproduction repo, open [`components/analytics.tsx`](https://github.com/stefanprobst/issue-next-webvitals/blob/main/components/analytics.tsx)
2. see that `metric.name` is typed as `any` (you can also ctrl+click on `useReportWebVitals` to see that the type import `import type { Metric } from 'next/dist/compiled/web-vitals';` does not resolve)

### Current vs. Expected behavior

the `useReportWebVitals` hook accepts a callback `(metric: Metric) => void`, where the type `Metric` is imported from `next/dist/compiled/web-vitals` [here](https://github.com/vercel/next.js/blob/canary/packages/next/src/client/web-vitals.ts#L10). however, `next/dist/compiled/web-vitals` does not include a `.d.ts` file, only the `.js`, so the type import does not resolve.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #38~22.04.1-Ubuntu SMP PREEMPT_DYNAMIC Thu Nov  2 18:01:13 UTC 2
Binaries:
  Node: 20.10.0
  npm: 10.2.3
  Yarn: 1.22.19
  pnpm: 8.12.1
Relevant Packages:
  next: 14.0.5-canary.24
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

TypeScript (plugin, built-in types)

### Additional context

_No response_
Repository: PowerToys
Issue: Can't Always On Top Certain Windows when RDR2 is being played
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.76.2

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Always on Top

### Steps to reproduce

Start the game via the Epic Games Store. The game is running in Windowed-borderless.

Here's a gif with me pressing the hotkey CTRL-WIN-T over and over to go from top->not, etc. It doesn't register on the chrome window but does on the settings window. 

![notworking](https://github.com/microsoft/PowerToys/assets/5749838/d3f4b9ca-38da-472c-9f91-f2abf68a29d3)


Logs: 
[PowerToysReport_2023-12-23-14-24-52.zip](https://github.com/microsoft/PowerToys/files/13760355/PowerToysReport_2023-12-23-14-24-52.zip)


### ✔️ Expected Behavior

Always able to make any window 'Always on Top'

### ❌ Actual Behavior

If I have Read Dead Redemption 2 open in the background, i can no longer make Chrome Windows 'Always on Top'. The settings window for PowerToys can still be Always on Top'd. 

### Other Software

Google Chrome: Version 120.0.6099.111
Windows 10x64: 10.0.19045.3758
Red Dead Redemption 2 (Game Launched via Epic Games Store): 1.0.1491.18_v1
Repository: godot
Issue: Body_Exited Signal Firing When Body Enters AND Exits. 
Labels: discussion,topic:physics,topic:2d

### Tested versions

Using Godot v4.1.stable.official [970459615]
Tested on 4.2 stable and the same issue happened



### System information

Godot v4.1.stable - macOS 13.5.2 - Vulkan (Forward+) - integrated Intel(R) Iris(TM) Plus Graphics 655 - Intel(R) Core(TM) i5-8279U CPU @ 2.40GHz (8 Threads)

### Issue description

When I use the body_exited signal on my 2dArea, "Area", node within the Puzzle node it seems to trigger when the player both enters and exits the node. I do not have this issue with other signals (such as the body_entered signal on the tiles). I have a statement printed to show the problem and you can see it print that the player exited the area both when entering and exiting. I expected this to work only when the player exits the area and not while entering. 

https://github.com/godotengine/godot/assets/60891368/d1785ca4-17d6-435f-ad2e-33a0653adb53




### Steps to reproduce

Included a zip file with the project. You can run the project and move the player anywhere within the tiles to reproduce. Code for this is located within puzzle.gd 

### Minimal reproduction project (MRP)

[BUGGED-EC-12-23-23.zip](https://github.com/godotengine/godot/files/13760839/BUGGED-EC-12-23-23.zip)
Repository: node
Issue: Can 'data' event be lost from net.Socket ?
Labels: doc

### Affected URL(s)

https://nodejs.org/api/net.html#event-data

### Description of the problem

Their is a mismatch between https://nodejs.org/api/stream.html#compatibility-with-older-nodejs-versions and 
https://github.com/nodejs/node/blame/42a9cc70c74c4d09e50512a57b2897609e7dfe46/doc/api/net.markdown#L564-L565 I think the first is right and the second is outdated
Repository: tauri
Issue: [feat] Support pure server-side HTML generation
Labels: type: feature request

WAS [feat] Support HTMX / JavaScript-less Tauri applications
### Describe the problem

I realize Tauri was explicitly intended to enable JavaScript-based front-ends.
However, I've been drinking the [HTMX kool-aid](https://www.youtube.com/watch?v=mfnLmhUvka8), and have become convinced that I can get a 10x reduction in code size [for a certain class of apps] by avoiding JavaScript altogether (in favor of server-side/htmx HTML).

The main "blocker" I had to workaround is that (as far as I can tell) there is no way to replace or intercept the static `src/index.html` used by the main window.  I don't even seem to get a load event I can use to trigger html (so I had to use a self-expiring timer).

### Describe the solution you'd like

The main innovations that would make my life easier would be:

1. Being able to tell the main window load its initial content from a "command" instead of a static html page
2. Incorporate (or otherwise implement) the excellent [tauri-plugin-htmx](https://ron.sh/using-htmx-with-tauri/) 
3. Provide an option to use a traditional Rust repo layout, with a top-level Cargo.toml and a single "src" folder for the Rust modules.

### Alternatives considered

On the aggressive side, I would love it if create-tauri-app would provide a "HTMX" plugin -- alongside "VanillaJS" for Rust apps -- that would pre-configure all those options (perhaps even with a choice of server-side frameworks).

More realistically, I wonder if this is orthogonal enough from Tauri's purpose that I would be better off creating my own fork to do this.  If that is what you recommend, I would appreciate guidance on the best way to structure my work so that I could potentially contribute specific more-generally-useful features back to the main branch.

### Additional context

We are currently evaluating tauri+htmx for a high-profile internal project.  If it succeeds, I hope we can release it as open source for others to learn form.  If nothing else, perhaps this feature request can be a place to discuss best practices for how to build JavaScript-less Tauri applications. Suggestions welcome!
Repository: ui
Issue: Flickering on Drawer component on Chrome iOS
Labels: component: drawer

Ran into an issue where the Drawer component causes a flicker on Chrome v120.0.6099.119 iOS 17.1.2 (21B101). Attached a video.

https://github.com/shadcn-ui/ui/assets/12055114/2a205466-e090-4869-9ce6-95eaf1f37540
Repository: godot
Issue: dragging NodePath, Resource, and property not work on floating script editor
Labels: bug,enhancement,topic:porting,topic:gui

### Tested versions

reproducible in 4.x stable, 4.3 dev 1

### System information

Windows 10, Godot 4.2, Godot 4.3 dev 1

### Issue description

if using a floating script editor is not possible to drag node, node path, resource, and property to the script editor
![Untitled Project](https://github.com/godotengine/godot/assets/92402263/de7ee616-3d55-415d-8981-31c348bf3192)



### Steps to reproduce

1. make the script editor floating
2. try dragging node, node path, resource, and property to the script editor

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Autocomplete sometimes places undesired quotes
Labels: bug,topic:gdscript,topic:editor,confirmed,usability

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Linux Mint 21.2 (Victoria) - X11 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1080 (nvidia; 535.129.03) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

### Issue description

Autocomplete includes unnecessary quotes when [using `event` from `func _input(event)`](https://docs.godotengine.org/en/stable/tutorials/inputs/input_examples.html#events-versus-polling) and `load()`. #81833 partially fixed autocomplete quotes reported in #48436 (as demonstrated in video below), but it still happens in this scenario with `_input` and `load()` (`load()` example not shown).

### Steps to reproduce

Ignore line 9, was just experimenting.

https://github.com/godotengine/godot/assets/84479813/cf0beb45-83f0-4136-8573-e65959abbc88

### Minimal reproduction project (MRP)

[bugPOC.zip](https://github.com/godotengine/godot/files/13761084/bugPOC.zip)
Repository: PowerToys
Issue: Enables modules reset on system boot
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.76.2

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

- Set PowerToys to run on system boot.
- Logon to PC and wait for PowerToys to open.
[PowerToysReport_2023-12-24-10-56-40.zip](https://github.com/microsoft/PowerToys/files/13761552/PowerToysReport_2023-12-24-10-56-40.zip)


### ✔️ Expected Behavior

All modules that I had previously enabled should remain enabled on a fresh system start.

### ❌ Actual Behavior

Only a couple of the modules that I had enabled stay enabled. Restarting PowerToys fixes this.

I have tried reinstalling PowerToys (originally installed via github, recently reinstalled using MS Store). Disabling admin mode also isn't viable as some of the modules I use require admin mode.

### Other Software

_No response_
Repository: PowerToys
Issue: App icons missing with PowerToys Run
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.76.2

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

I use ALT + SPACE to launch PowerToys Run

### ✔️ Expected Behavior

To have app icons just before app names

### ❌ Actual Behavior

No app icons before app names

![image](https://github.com/microsoft/PowerToys/assets/48689462/062c8980-12f9-4a67-b92a-90859e4a246f)


### Other Software

_No response_
Repository: PowerToys
Issue: Display of key layout and shortcut key map in keyboard manager settings
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager

### Description of the new feature / enhancement

The top section of the Keyboard Manager settings screen will display a map of key layout and shortcut keys applied. Users can preset the original key arrangement and view the applied key configuration overlaid in a translucent manner. This feature supports both US and JIS key layouts.

### Scenario when this would be used?

This feature is valuable for power users who frequently modify key arrangements and set multiple shortcut keys, making it challenging to keep track of all changes. It simplifies management for enhanced user convenience.

### Supporting information

An image resembling the layout on this website (https://diamond.jp/articles/-/271886) serves as an illustration.
![img_3dd7ebf188350f873e8522af9cc601e9181403](https://github.com/microsoft/PowerToys/assets/92911863/ba8fd304-3cbf-42e7-8d42-1bb807938d0a)
Repository: vscode
Issue: VScode repeatedly crashes - trying hopelessly to open a huge text file
Labels: bug,freeze-slow-crash-leak,editor-textbuffer

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- VS Code Version: 
Version: 1.85.1
Commit: 0ee08df0cf4527e40edc9aa28f4b5bd38bbff2b2
Date: 2023-12-13T09:47:11.635Z
Electron: 25.9.7
ElectronBuildId: 25551756
Chromium: 114.0.5735.289
Node.js: 18.15.0
V8: 11.4.183.29-electron.0
OS: Linux x64 6.6.7-200.fc39.x86_64

- OS Version: 
Fedora 39

Steps to Reproduce:

1. Try to open a huge text file (mine was >500MB log!)
2. It fails - fine. But now whenever I try to open it - it crashes as it tries again and again to open it.
3. Quick workaround - renamed the file.
Repository: rust
Issue: `impl` blocks do not support conditional type parameters
Labels: A-attributes,A-grammar,T-lang,C-feature-request

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
struct S<#[cfg(feature = "f")] T> {
    #[cfg(feature = "f")]
    t: T,
}

impl<#[cfg(feature = "f")] T> S<#[cfg(feature = "f")] T> {
    fn m(&self) {
        println!("m");
    }
}
```

I expected to see this happen: code compiles successfully with both feature `"f"` enabled and disabled.

Instead, this happened:
```bash
❯ cargo test
   Compiling rust-webapp v0.1.0 (/Users/dragnea/IdeaProjects/rust-webapp)
error: invalid const generic expression
 --> src/cfg_type_parameter.rs:6:55
  |
6 | impl<#[cfg(feature = "f")] T> S<#[cfg(feature = "f")] T> {
  |                                                       ^
  |
help: expressions must be enclosed in braces to be used as const generic arguments
  |
6 | impl<#[cfg(feature = "f")] T> S<#[cfg(feature = "f")] { T }> {
  |                                                       +   +

error[E0747]: constant provided when a type was expected
 --> src/cfg_type_parameter.rs:6:55
  |
6 | impl<#[cfg(feature = "f")] T> S<#[cfg(feature = "f")] T> {
  |                                                       ^

For more information about this error, try `rustc --explain E0747`.
error: could not compile `rust-webapp` (bin "rust-webapp" test) due to 2 previous errors
```

I managed to avoid this bug by using a macro hack, but this does not solve the original problem:
```rust
struct S<#[cfg(feature = "f")] T> {
    #[cfg(feature = "f")]
    t: T,
}

#[cfg(feature = "f")]
macro_rules! s_type {
    [$t:ident] => {
        S<$t>
    }
}

#[cfg(not(feature = "f"))]
macro_rules! s_type {
    [$t:ident] => {
        S
    }
}

impl<#[cfg(feature = "f")] T> s_type![T] {
    fn m(&self) {
        println!("m");
    }
}
```

I reproduced this bug [here](https://github.com/andreisilviudragnea/rust-webapp/blob/main/src/cfg_type_parameter.rs). I also saw this bug discussed two times on Rust forum: [here](https://users.rust-lang.org/t/how-to-make-a-const-generic-parameter-dependent-on-a-feature/91971) and [here](https://users.rust-lang.org/t/varying-generic-parameters-with-features/93333).

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.77.0-nightly (2d7be7393 2023-12-23)
binary: rustc
commit-hash: 2d7be73931e0978c8758a672cc7258b417a7e999
commit-date: 2023-12-23
host: aarch64-apple-darwin
release: 1.77.0-nightly
LLVM version: 17.0.6
```

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Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

```
<backtrace>
```

</p>
</details>
Repository: deno
Issue: RangeError: Maximum call stack size exceeded when using z3-solver
Labels: bug,node compat

Version: Deno 1.39.1

The following code which uses the z3-solver package consistently crashes with the following error

```
============================================================
Deno has panicked. This is a bug in Deno. Please report this
at https://github.com/denoland/deno/issues/new.
If you can reliably reproduce this panic, include the
reproduction steps and re-run with the RUST_BACKTRACE=1 env
var set and include the backtrace in your report.

Platform: linux x86_64
Version: 1.39.1
Args: ["deno", "run", "-A", "prova.js"]

thread 'main' panicked at /home/runner/.cargo/registry/src/index.crates.io-6f17d22bba15001f/deno_core-0.238.0/error.rs:132:7:
Custom error class must have a builder registered: Uncaught RangeError: Maximum call stack size exceeded
stack backtrace:
   0: rust_begin_unwind
             at /rustc/a28077b28a02b92985b3a3faecf92813155f1ea1/library/std/src/panicking.rs:597:5
   1: core::panicking::panic_fmt
             at /rustc/a28077b28a02b92985b3a3faecf92813155f1ea1/library/core/src/panicking.rs:72:14
   2: deno_core::error::to_v8_error
   3: deno_node::ops::require::op_require_read_closest_package_json<P>::v8_fn_ptr
   4: Builtins_CallApiCallbackGeneric
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
```

```js
import { init as z3Init } from "z3-solver";

z3Init().then(({Context}) => {
  const Z3 = Context("z3");
  const S = new Z3.Solver();

  const X = Z3.Int.const("X");
  S.add(X.sub(42).eq(0));

  S.check().then((res) => {
    console.log(res);
    console.log(S.model().eval(X).toString());
  });

});
```
The version of z3-solver I'm using is 4.12.4 fwiw.
Repository: material-ui
Issue: [material-ui][docs] Component index icons should be blue, not purple
Labels: bug 🐛,package: material-ui

### Steps to reproduce 🕹

Open https://mui.com/material-ui/all-components/

<img src="https://github.com/mui/material-ui/assets/3165635/b1f255cc-aff9-44bb-8bd6-4d63069b5dfa" width="806">

### Actual

Purple

### Expected

Blue

### Why?

1. Material UI brand is blue, not purple. Bootstrap brand is purple.
2. Purple doesn't look great as a color, subjective to my view, but I think we can back this up with data when looking at the big picture: https://www.linkedin.com/pulse/what-most-popular-color-world-natalia-golenkova/ (I took men as 80% of the developers)

<img src="https://github.com/mui/material-ui/assets/3165635/387779ae-89cd-4888-916d-6adf59261f5c" width="336">

Going with blue would reduce the need to customize the color for developers when they are in a hurry. And improve the default look & feel (on average, some will prefer purple)

Linked to #40256