sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: E0507 could perhaps suggest fixing subsequent uses if it changes T to &T
Labels: A-diagnostics,T-compiler

### Code

```Rust
use std::any::TypeId;
use std::collections::HashMap;
use std::hash::Hash;

trait State {
    type EventType;
    fn get_type_id_of_state(&self) -> TypeId;
}

struct StateMachine<EventType: Hash + Eq> {
    current_state: Box<dyn State<EventType = EventType>>,
    transition_table:
        HashMap<TypeId, HashMap<EventType, fn() -> Box<dyn State<EventType = EventType>>>>,
}

impl<EventType: Hash + Eq> StateMachine<EventType> {
    fn inner_process_event(&mut self, event: EventType) -> Result<(), i8> {
        let new_state_creation_function = self
            .transition_table
            .iter()
            .find(|(&event_typeid, _)| event_typeid == self.current_state.get_type_id_of_state())
            .ok_or(1)?
            .1
            .iter()
            .find(|(&event_type, _)| event == event_type)
            //~^ ERROR cannot move out of a shared reference
            .ok_or(2)?
            .1;

        self.current_state = new_state_creation_function();
        Ok(())
    }
}

fn main() {}
```


### Current output

```Shell
error[E0507]: cannot move out of a shared reference
  --> src/lib.rs:25:20
   |
25 |             .find(|(&event_type, _)| event == event_type)
   |                    ^^----------^^^^
   |                      |
   |                      data moved here
   |                      move occurs because `event_type` has type `EventType`, which does not implement the `Copy` trait
   |
help: consider borrowing the pattern binding
   |
25 |             .find(|(&ref event_type, _)| event == event_type)
   |                      +++

For more information about this error, try `rustc --explain E0507`.
```


### Desired output

```Shell
help: consider borrowing the pattern binding
   |
25 |             .find(|(&ref event_type, _)| event == *event_type)
   |                      +++                          +
```


### Rationale and extra context

Applying the suggestion will cause type mismatch in `event == event_type`, so perhaps rust could suggest borrowing/dereferencing automatically to fix that?

````
error[E0308]: mismatched types
  --> src/lib.rs:25:51
   |
16 | impl<EventType: Hash + Eq> StateMachine<EventType> {
   |      --------- this type parameter
...
25 |             .find(|(&ref event_type, _)| event == event_type)
   |                                          -----    ^^^^^^^^^^ expected type parameter `EventType`, found `&EventType`
   |                                          |
   |                                          expected because this is `EventType`
   |
   = note: expected type parameter `EventType`
                   found reference `&EventType`

For more information about this error, try `rustc --explain E0308`.
````

### Other cases

_No response_

### Anything else?

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Creating a model: "Pipeline or config is not set, unable to continue."
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Since I updated the webui today (my first time for a few weeks), I haven't been able to create a model for Dreambooth training. It says 'Pipeline or config is not set, unable to continue.'

I have a 4090.

### Steps to reproduce the problem

1. Go to .Dreambooth tab
2. Press Create

### What should have happened?

Should have created a new model.

### Commit where the problem happens

ce9827a7c51a9f69bf62c634e35d34fa75ee1833

### What platforms do you use to access UI ?

Windows

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
--listen
```


### Additional information, context and logs

_No response_
Repository: stable-diffusion-webui
Issue: In-painting vs Img2Img (image scale option fix) workflow issues
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

I use in-painting a-lot and I am often sending my image back to inpainting over and over again, however with the later versions it automatically resizes the comp. I get why this is useful for plain img2img but for in-painting its a pain setting it back to 512x512 for "only masked" work. Could there be an option to prevent it resizing over and over again to avoid having to keep resetting it back to 512x512 for this kind of work. 

### Proposed workflow

1. Send to Inpaint
2. Width & Height are preserved when working in "only masked"

### Additional information

Optionally there could be a toggle to prevent the image from resizing dimensions in the sliders over and over again.
Repository: godot
Issue: CheckBox: `ButtonGroup` is `local_to_scene` by default
Labels: bug,topic:editor,regression,topic:gui

### Godot version

4.0 beta (master @ 14.01.2023)

### System information

Linux Manjaro

### Issue description

When trying to create radio buttons one has to create `ButtonGroup` resource and copy-paste it to other nodes from the group.

However, since the `ButtonGroup` resource is `local_to_scene` by default at the moment, simple copy-pasting won't work. `local_to_scene` will make copy-pasted resource actually different.

Therefore to make radio buttons working, one has to remove `local_to_scene` flag from `ButtonGroup` resource and then copy-paste.

### Steps to reproduce

1. Create a simple `Control` scene
2. Add 2x `CheckBox`
3. Create `ButtonGroup` on 1st `CheckBox`
4. Copy-paste the `ButtonGroup` resource from 1st to 2nd `CheckBox`
5. Run and observe the issue 

### Minimal reproduction project

N/A
Repository: deno
Issue: inconsistent config detection between windows & ubuntu
Labels: bug

While working on https://github.com/denoland/deno/pull/17338, a test was failing on windows because an assertion was failing due to an actual value having the config message, whereas the expected didnt, so i updated it and the test passed on windows, however fails on ubuntu due to the opposite issue: it didnt detect a config file.
Repository: go
Issue: proposal: text/template: export error type for missingkey
Labels: Proposal

There is currently not an easy way to test for missing key error from `text/template` in the case that that the template was constructed with the `missingkey=error` option.

I propose adding a new error type in `text/template` testable via `errors.As` and the missing key can be recovered:

```go
type MissingKeyError struct {
    Key string
}

func (e MissingKeyError) Error() string {
    return "no entry for key"
}
```

This would be added in a way that doesn't cause the existing error's string representation to change, allowing any users that might be checking for certain sub-string in the error strings to gracefully transition to the new way.

---

Edit: changed `fmt.Errorf` to `errors.New`
Edit: took suggestion from @icholy to have the error be a struct type, allowing users to be able to recover the offending key.
Repository: rust
Issue: std::fmt::Debug trait field duplicate will not overwrite
Labels: A-diagnostics,T-compiler,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 PathedIoError {
    path: String,
    inner: std::io::Error,
}

impl std::fmt::Debug for PathedIoError {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        f.debug_struct("PathedIoError")
            .field("path", &self.path)
            .field("path", &self.inner)
            .finish()
    }
}
```

I expected to see this happen: The compiler can report field duplication

Instead, this happened: The compiler does not give any warning or prompt

### 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 1.66.1 (90743e729 2023-01-10)
binary: rustc
commit-hash: 90743e7298aca107ddaa0c202a4d3604e29bfeb6
commit-date: 2023-01-10
host: x86_64-pc-windows-msvc
release: 1.66.1
LLVM version: 15.0.2
```

<!--
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: godot
Issue: Editor logs causes memory leak
Labels: bug,topic:editor,confirmed

### Godot version

v4.0.beta12.official [3c9bf4bc2]

### System information

Fedora Linux 37 (Workstation Edition)

### Issue description

When things are written to the editor's log by editor scripts(`EditorScript`, `EditorScenePostImport`, etc.) or Godot itself, a small amount of memory leaks. If an editor script is written badly and spam a lot of logs, warnings and errors, it can quickly add up and eat gigabytes of memory in less than a minute.

### Steps to reproduce

1. Open a project and create the following script:
```gdscript
@tool
extends EditorScript


func _run() -> void:
	for i in 4:
		for x in (256 * 256):
			print()
```
2. Take note of Godot's memory usage and run the script with `Ctrl` + `Shift` + `X`.
3. Check Godot's memory usage again. It should have increased significantly. For more dramatic effect(and more memory leakage), change `for i in 4:` to be something higher.
4. Clear Godot's editor log. Memories are not freed.

### Minimal reproduction project

[Memory leak.zip](https://github.com/godotengine/godot/files/10434836/Memory.leak.zip)
Repository: rust
Issue: why two 1.66.1 release tag in the releases page
Labels: T-release

![image](https://user-images.githubusercontent.com/22556004/212527686-15b841a5-8207-4a73-8f62-7867cc589334.png)
Repository: PowerToys
Issue: A better bulk renaming with adding a Prefix and Suffix in the names.
Labels: Idea-Enhancement,Product-PowerRename,Needs-Triage

### Description of the new feature / enhancement

Can the power rename be enhanced even more, where a user can use his custom prefix or suffix, Like renaming all the selected files with prefixes L-1, L-2, L-3, L-4, etc, or adding suffixes or adding both at the same time? 

### Scenario when this would be used?

I'm a 3D Artist so I have an extensive textures library to manage on my drive. Most of these textures are variations of the same texture, so to rename those textures I have to enter a prefix or suffix in the naming to differentiate between them.

### Supporting information

Blender 3D also has this kind of bulk renaming system, where users can also add prefixes and suffixes to the names.
Repository: vscode
Issue: Git - Add support for cancelling long commit operation (including its pre-commit script)
Labels: feature-request,git


Type: <b>Bug</b>

When using the 'Source Control' panel to commit/push, sometimes it get stuck endlessly (the blue line above the 'Message' field keeps running forever to show that something is running in the background).
The only way I to cause it to stop - it to close ALL instances of VS Code, and re-open them.
This happens more than you might expect (like once in a few weeks).
Please develop a way to stop git commands that are running in the background (it would also be helpful when regretting very large commits and want to stop them during the (long) commit time)

VS Code version: Code 1.74.2 (e8a3071ea4344d9d48ef8a4df2c097372b0c5161, 2022-12-20T10:26:09.430Z)
OS version: Darwin x64 19.6.0
Modes:
Sandboxed: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 x 2600)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|8, 4, 3|
|Memory (System)|32.00GB (0.55GB free)|
|Process Argv|-psn_0_65552 --crash-reporter-id 61cd818d-44a5-46cb-a1bd-ccd50a28ca90|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (13)</summary>

Extension|Author (truncated)|Version
---|---|---
god|bas|0.0.104
vscode-eslint|dba|2.2.6
gitlens|eam|13.2.0
vscode-pull-request-github|Git|0.56.0
vscode-graphql-syntax|Gra|1.0.5
todo-tree|Gru|0.0.220
rainbow-csv|mec|3.5.0
dotenv|mik|1.0.1
vscode-typescript-next|ms-|5.0.202301100
oso|oso|0.32.0
code-spell-checker|str|2.14.0
pdf|tom|1.2.2
vscode-icons|vsc|12.0.1


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
vscoreces:30445986
pythondataviewer:30285071
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593:30376534
pythonvs932:30410667
cppdebug:30492333
vsclangdc:30486549
c4g48928:30535728
dsvsc012:30540252
azure-dev_surveyone:30548225
pyindex848:30577860
nodejswelcome1:30587005
282f8724:30602487
3d0df643:30613357
f6dab269:30613381
fim-prod:30623723
vscsbc:30628655

```

</details>

<!-- generated by issue reporter -->
Repository: deno
Issue: Close `deno task` subprocess
Labels: feat,task runner

I run a new subprocess `subproc.js` from origin process `proc.js` by two ways (via Deno.run) and afrer timeout call `sp.close()`:
1. run( 'deno run subproc.js' );
2. run( 'deno task subproc' );

in first case subproc successfully closed ( ☠proc.js -> ☠subproc.js )
but in second .close func terminates only deno task proc and not subproc.js ( ☠proc.js -> ☠deno task -> 🏳subproc.js )

is there a way to close the `subproc.js` in the second case?

easy example:
```js
// deno.json
"tasks": {
  "subproc": "deno run subproc.js"
}

// proc.js
const run = cmd => Deno.run( { cmd: cmd.split( ' ' ) } );
const sp = run( 'deno run subproc.js' ); /* first case */
const sp = run( 'deno task subproc' ); /* second case */

console.log( `proc.js runs pid ${ sp.pid }` );
setTimeout( () => sp.close(), 1.5e3 );

// subproc.js
const log = () => console.log( `subproc.js pid ${ Deno.pid }` );
setInterval( () => log(), 1e3 );
```

output:
```ps
# first case
PS > deno run --allow-run proc.js
proc.js runs pid 5428
subproc.js pid 5428
PS >

# second case
PS > deno run --allow-run proc.js
proc.js runs pid 3432
Task subproc deno run subproc.js
subproc.js pid 3144
PS > subproc.js pid 3144
subproc.js pid 3144
subproc.js pid 3144
...
```
Repository: pytorch
Issue: false INTERNAL ASSERT FAILED at "../c10/cuda/CUDAGraphsC10Utils.h":73, please report a bug to PyTorch. Unknown CUDA graph CaptureStatus32680
Labels: triaged,module: cuda graphs

### 🐛 Describe the bug

hello i used this code in colab:
seed = 72
torch.manual_seed(seed)         # Insert any integer
torch.cuda.manual_seed(seed)    # Insert any integer

i got a Error says:
RuntimeError: false INTERNAL ASSERT FAILED at "../c10/cuda/CUDAGraphsC10Utils.h":73, please report a bug to PyTorch. Unknown CUDA graph CaptureStatus32680


### Versions

wget https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py
# For security purposes, please check the contents of collect_env.py before running it.
python collect_env.py

cc @mcarilli @ezyang
Repository: next.js
Issue: Using Link causes re-rendering whole page
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
❯ npx --no-install next info

    Operating System:
      Platform: linux
      Arch: x64
      Version: #64~20.04.1-Ubuntu SMP Fri Jan 6 16:42:31 UTC 2023
    Binaries:
      Node: 18.12.1
      npm: 8.19.2
      Yarn: 1.22.10
      pnpm: N/A
    Relevant packages:
      next: 13.1.1
      eslint-config-next: 12.3.4
      react: 18.2.0
      react-dom: 18.2.0
```

### Which area(s) of Next.js are affected? (leave empty if unsure)

Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://codesandbox.io/s/affectionate-rubin-rqrypw?file=/pages/index.tsx

### To Reproduce

Run this code to reproduce the problem, Or use the sandbox link:

```js
import Link from "next/link";

const ComponentOne = () => {
  console.log("ComponentOne");
  return <div>ComponentOne</div>;
}
const ComponentTwo = () => {
  console.log("ComponentTwo");
  return <div>ComponentTwo</div>;
}

function Index() {
  return (<div>
    <Link href="/">
      Click on link to cause rerendering!
    </Link>
    <ComponentOne />
    <ComponentTwo />
  </div>);
}

export default Index;
```

### Describe the Bug

Using Nextjs `Link` with current page path as href without any query params or changes causes re-rendering of the whole page. 

### Expected Behavior

Do not re-render the whole page when `href` is a path to the exact current page path.
Re-rendering could happen within following scenarios:

- A component used `useRouter` hook:
```js
const ComponentOne = () => {
  const router = useRouter();
  
  console.log("ComponentOne");
  return <div>ComponentOne</div>;
}
```
- Link `href ` has query params (With detecting changes in their values???) if it is used for current page (Assume the page path is `/pages/SomeRoute.tsx`):
```js
function Index() {
  return (<div>
    <Link href={{
      pathname: "SomeRoute",
      query: {
        param1: "value1",
      }
    }}>
      Click on link to cause rerendering!
    </Link>
    <ComponentOne />
    <ComponentTwo />
  </div>);
}
```

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: Web editor locks up when assigning a texture to a SpatialMaterial
Labels: bug,platform:web,topic:rendering,topic:editor,confirmed,topic:3d

### Godot version

3.5.1.stable web editor (and all earlier?)

### System information

Chrome, Firefox, Edge latest versions on Linux and Windows 10

### Issue description

OK, this is a strange one.  I have reproduced it on 3 devices so far: 2x Intel NUCs with integrated Intel graphics, one running Ubuntu Linux, one running Windows 10; and an oldish gaming desktop running Win10 and a GTX970.  All have plenty of RAM.

Assigning a texture (icon.png) to a SpatialMaterial seems to lock up the web editor.  Behavior reproduced in latest Chrome, Firefox,  and MS Edge on both Windows and Linux, using https://editor.godotengine.org (3.5.2.stable).  I disabled extensions in Chrome with --disable-extensions just to be sure, and my testing with Edge was with no extensions installed.

I tested in same Chrome browser with Godot 4.0 beta10 web editor and that does NOT exhibit the problem when using the MeshInstance material override property to set the albedo texture to icon.png.

I thought I would bisect the 3.x web editor releases at https://editor.godotengine.org/releases/ but it quickly became apparent that this issue affects them all (?), leading me to believe that a recent chrome browser underlying change may have caused this [Update: this makes no sense, given I tested also in Firefox], which would explain why suddenly it affects all releases going back years, because surely this issue could not have been present all this time.  (I am seriously wondering right now if I am hallucinating this entire episode.) 

### Steps to reproduce

1. Point your browser to https://editor.godotengine.org to fire up a 3.5.1 session.
2. Start a new project
3. Create a 3D scene
4. Add a MeshInstance with a CubeMesh
5. Add a new SpatialMaterial to the MeshInstance Material property
6. Click on the material and go to Albedo
7. In the Albedo dropdown, choose "quick load"
8. Open icon.png
9. Your session is now permanently frozen (CPU burning).

These steps work fine on the non web editor version.

### Minimal reproduction project

I was able to repro it on several devices and configurations from the simple steps above.

See a video demo here: https://youtu.be/eEacxVSTeT4
(responsiveness is sluggish due to recording the video on same device)
Repository: next.js
Issue: [NEXT-1044] When layout is RSC, all client components used in it will rerender if they are wrapped in `React.memo`
Labels: React

### Verify canary release

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

### Provide environment information

 Operating System:
      Platform: linux
      Arch: x64
      Version: Ubuntu 20.04.0 LTS Sun Jan 15 2023 18:53:52 GMT+0200 (Eastern European Standard Time)
    Binaries:
      Node: 16.14.2
      npm: 7.17.0
      Yarn: 1.22.19
      pnpm: 7.13.6
    Relevant packages:
      next: 13.1.3-canary.0
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true)

### Link to the code that reproduces this issue

https://stackblitz.com/edit/vercel-next-js-wzcg3h?file=app/about/page.tsx

### To Reproduce

1. Go here: https://stackblitz.com/edit/vercel-next-js-wzcg3h?file=app%2Fabout%2Fpage.tsx 
2. npm run build (the sandbox starts by default in dev mode, that doesn't work, don't know why)
3. npm run start
4. Click on "Go to About Page"
5. See the logs:
![image](https://user-images.githubusercontent.com/14004579/212554553-48a9c4af-3b78-4f4f-8bab-94e8334fb40a.png)


### Describe the Bug

The client components from the root layout are unmounted and mounted again when you navigate through Links.
In the following sandbox, I created two pages HomePage + AboutPage.

There you will see a root layout having the TestComponent in it.
In the test component, I made an effect where I logged mount and unmount triggers.

This issue is reproducible in build mode.
This issue can also be reproducible in dev mode if the reactStrictMode is true (default).
(I posted on this thread some time ago: https://github.com/vercel/next.js/issues/42164#issuecomment-1304849872)


### Expected Behavior

The client components from the Rootlayout should not unmount on link navigation.

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

Chrome

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

_No response_

<sub>[NEXT-1044](https://linear.app/vercel/issue/NEXT-1044/when-layout-is-rsc-all-client-components-used-in-it-will-rerender-if)</sub>
Repository: PowerToys
Issue: File Explorer - enhanced file details tab
Labels: Needs-Triage

### Description of the new feature / enhancement

The Properties->Details tab in File Explorer shows only a few of the attributes of an executable file (and doesn't do a great job of wrapping any long text strings). How about an enhanced details tab showing all the file attributes (particularly helpful to programmers), and perhaps other details of an executable file? Perhaps CRC or SHA hashes of the file? It's also odd that the existing Properties->Details tab shows different set of details for executable and non-executable files. 

### Scenario when this would be used?

When wanting to see file attributes not displayed in the standard Properties->Details tab.

### Supporting information

_No response_