sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: LLVM ERROR: "Vector elements must have same size" with -Zmir-opt-level=3
Labels: A-LLVM,I-ICE,T-compiler,C-bug,A-mir-opt,requires-debug-assertions

<!--
Thank you for finding an Internal Compiler Error! 🧊  If possible, try to provide
a minimal verifiable example. You can read "Rust Bug Minimization Patterns" for
how to create smaller examples.

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### Code

You may need a debug-assertions build of llvm to reproduce this.
Interestingly this only triggers with mir-opt-level `3` but not with `2`.

```Rust
#[derive(Clone)]
pub struct Foo(Bar, u32);

#[derive(Clone, Copy)]
pub struct Bar(u8, u8, u8);

fn main() {
    let foo: Vec<Foo> = Vec::new();
    let _ = foo.clone();
}
```


### 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 @ 371100b1fb811e604f7451eff3b06960587fe1af with full rustc + llvm debug assertions
```

### Error output
`rustc  -Copt-level=3 103380.rs`
```
rustc: /home/matthias/vcs/github/rust_debug_assertions/src/llvm-project/llvm/lib/Transforms/Vectorize/LoopVectorize.cpp:2907: llvm::Value *llvm::InnerLoopVectorizer::createBitOrPointerCast(llvm::Value *, llvm::VectorType *, const llvm::DataLayout &): Assertion `(DL.getTypeSizeInBits(SrcElemTy) == DL.getTypeSizeInBits(DstElemTy)) && "Vector elements must have same size"' failed.
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary><strong>Backtrace</strong></summary>
<p>

```
rustc: /home/matthias/vcs/github/rust_debug_assertions/src/llvm-project/llvm/lib/Transforms/Vectorize/LoopVectorize.cpp:2907: llvm::Value *llvm::InnerLoopVectorizer::createBitOrPointerCast(llvm::Value *, llvm::VectorType *, const llvm::DataLayout &): Assertion `(DL.getTypeSizeInBits(SrcElemTy) == DL.getTypeSizeInBits(DstElemTy)) && "Vector elements must have same size"' failed.
```

</p>
</details>
Repository: rust
Issue: `Box` documentation regarding allocation for ZSTs
Labels: A-docs,C-bug,T-libs,A-box

<!--

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### Location

https://github.com/rust-lang/rust/blob/master/library/alloc/src/boxed.rs#L205
https://github.com/rust-lang/rust/blob/master/library/alloc/src/boxed.rs#L293
https://github.com/rust-lang/rust/blob/master/library/alloc/src/boxed.rs#L366
https://github.com/rust-lang/rust/blob/master/library/alloc/src/boxed.rs#L396

### Summary

In the provided locations for documentation of various `Box` constructors, the documentation indicates the documented functions *will not* allocate if the `T` is zero-sized. However, looking through the call paths of these functions, no ZST-handling is present—ostensibly, the call-path is relying on an undocumented behaviour of expectation that when `Box` *does* finally call `.allocate`, the provided (global or otherwise) allocator will panic or return an error.

For what I hope are obvious reasons, this isn't the expected behaviour. For instance, this is how I implemented ZST handling:

```rust
const T_IS_ZST: bool = core::mem::size_of::<T>() == 0;
pub fn new_in(value: T, allocator: A) -> AllocResult<Self> {
    if Self::T_IS_ZST {
        // We don't need to allocate anything if the type is zero-sized.
        Ok(Self {
            ptr: NonNull::dangling(),
            allocator,
        })
    } else {
        allocator.allocate(Layout::new::<T>()).map(|allocation| {
            let ptr = allocation.as_non_null_ptr().cast::<T>();
            // ### Safety: Memory is guaranteed valid for T's layout by allocator API safety.
            unsafe { ptr.as_ptr().write(value) };
            Self { ptr, allocator }
        })
    }
}
```

It seems disingenuous to me for `Box` to claim it will not allocate for ZSTs, but then have the only possible call path result in a call to `Allocator::allocate`.
Repository: godot
Issue: Editor: inconsistent widget position when resizing window
Labels: bug,topic:porting

### Godot version

4.0.beta4

### System information

Linux(X11), Forward+, GTX1050 mobile

### Issue description

When resizing window, some of the component may have inconsistent position, see video below:

In Godot 4 (notice the close button):  

https://user-images.githubusercontent.com/65079334/200155901-d783bf80-7d1e-4848-8858-cc6f1bdc2160.mp4



And in Godot 3:


https://user-images.githubusercontent.com/65079334/200155903-5e05c4ea-edcc-4a7a-81d7-d9e94f9a806c.mp4



### Steps to reproduce

Open Godot 4, open editor settings, resize it vertically.

### Minimal reproduction project

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Upscaling: CUDA illegal memory access
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?

Each time I try `Extras -> Upscale -> Generate` I get this crash, even from a fresh load of the webui.
```
RuntimeError: CUDA error: an illegal memory access was encountered
CUDA kernel errors might be asynchronously reported at some other API call,so the stacktrace below might be incorrect.
For debugging consider passing CUDA_LAUNCH_BLOCKING=1.
```

(There is this illegal access issue but that one isn't seemingly related to upscaling: https://github.com/AUTOMATIC1111/stable-diffusion-webui/issues/2955)


### Steps to reproduce the problem

1. Pick an image from the Image Browser extension, Send to Extras
2. Select ESRGAN_4x and whatever other options you want (it doesn't seem to matter which I choose).
3. Click Generate


### What should have happened?

It should have blessed me with miraculous upscaling love.

### Commit where the problem happens

a8a12df56986121a4fcdf59c3fc21fd10fa3ad6a

### What platforms do you use to access UI ?

Linux

### What browsers do you use to access the UI ?

Mozilla Firefox

### Command Line Arguments

```Shell
--allow-code --medvram --enable-console-prompts --listen
```


### Additional information, context and logs

![Screenshot_20221105_233236](https://user-images.githubusercontent.com/20318973/200157829-c478e77b-91a7-4d40-81bf-18765b048858.png)
```
Error completing request
Arguments: (0, 0, <PIL.Image.Image image mode=RGB size=704x384 at 0x7F50E831F280>, None, '', '', True, 0, 0, 0, 2, 512, 512, True, 3, 0, 1, False) {}
Traceback (most recent call last):
  File "/home/jaggz/stable-diffusion-webui/modules/ui.py", line 185, in f
    res = list(func(*args, **kwargs))
  File "/home/jaggz/stable-diffusion-webui/webui.py", line 51, in f
    shared.state.begin()
  File "/home/jaggz/stable-diffusion-webui/modules/shared.py", line 187, in begin
    devices.torch_gc()
  File "/home/jaggz/stable-diffusion-webui/modules/devices.py", line 36, in torch_gc
    torch.cuda.empty_cache()
  File "/home/jaggz/stable-diffusion-webui/venv/lib/python3.9/site-packages/torch/cuda/memory.py", line 121, in empty_cache
    torch._C._cuda_emptyCache()
RuntimeError: CUDA error: an illegal memory access was encountered
CUDA kernel errors might be asynchronously reported at some other API call,so the stacktrace below might be incorrect.
For debugging consider passing CUDA_LAUNCH_BLOCKING=1.
```
Repository: godot
Issue: [4.0] GDScript "Go to definition" doesn't go to documentation for custom class properties / methods
Labels: enhancement,topic:gdscript,topic:editor

### Godot version

Godot 4.0 beta 4

### System information

Windows 10

### Issue description

When using the “Go to definition” shortcut(CTRL+Click) in GDScript for properties and methods you’d be taken to the corresponding built-in class documentation. However, this is not the same when using the shortcut on methods and properties of a custom class. Instead, you’ll go to the direct GDScript file where that property and method are defined, which makes it inconsistent with built-in class functionality.

Seen below is an example of a `custom_class_a` inheriting `Node` and then `custom_class_b` inheriting `custom_class_a`. When “Going to definition” of the built-in method `_ready` I’m taken to the `Node` documentation, but when “Going to definition” of properties and methods belonging to `custom_class_a` I am taken directly to their source:

https://user-images.githubusercontent.com/17155529/200158379-180096e3-6667-453c-8222-ad60097b05ba.mp4

Relevant to #52892

### Steps to reproduce

1. Open example project
2. Open `custom_class_b.gd`
3. Hover over "custom_property" variable on line 4
4. Press Ctrl + Left Click
5. `custom_class_a.gd` is opened at line 5
6. Open `custom_class_b.gd`
7. Hover over "custom_method" variable on line 6
8. Press Ctrl + Left Click
9. `custom_class_a.gd` is opened at line 8

### Minimal reproduction project

[example.zip](https://github.com/godotengine/godot/files/9945276/example.zip)
Repository: java-design-patterns
Issue: Translation to Italian
Labels: info: help wanted,type: feature,epic: documentation

This task tracks the translation of the patterns. More information about the translation process is available at https://github.com/iluwatar/java-design-patterns/wiki/15.-Support-for-multiple-languages

Acceptance criteria

- The patterns have been translated
- The patterns can be browsed in Github and on the website https://java-design-patterns.com/
Repository: godot
Issue: [4.0] GDScript custom class documentation doesn't use custom icon
Labels: bug,topic:editor

### Godot version

Godot 4.0 beta 4

### System information

Windows 10

### Issue description

When GDScript generates documentation for custom classes it doesn't use the icon defined within the custom class, as seen below:

https://user-images.githubusercontent.com/17155529/200160045-3e8118c7-5bed-4282-8f4d-48002622991d.mp4


### Steps to reproduce

1. Open example project
2. Open documentation for "CustomClass"
3. Incorrect icon is seen

### Minimal reproduction project

[example.zip](https://github.com/godotengine/godot/files/9945355/example.zip)
Repository: godot
Issue: [4.0] GDScript custom class documentation doesn't mention name of setter / getter methods
Labels: topic:gdscript,documentation

### Godot version

Godot 4.0 beta 4

### System information

Windows 10

### Issue description

When GDScript generates documentation for the getter / setter of custom class properties it doesn't mention the name of the existing class functions if used by the getter / setter, as seen below:

|![image](https://user-images.githubusercontent.com/17155529/200160772-1227210b-55e0-4786-a64d-87e45c1f6648.png)|![image](https://user-images.githubusercontent.com/17155529/200160753-b8982019-4b9a-42a6-88f8-9ff4c9564c47.png)|
|---|---|

This is not inline with the way built-in class documentation is, as seen below:

![image](https://user-images.githubusercontent.com/17155529/200160907-cde7c31a-58ed-4522-93a2-53a4f2aa0a1d.png)

I'm not too sure, but I'm inclined to believe that this was designed on purpose with the idea in mind that the getter / setter will be a code block (i.e. having no method name), but this fails to account for the use of existing class functions. Meaning that if I wanted to know the name of the getter / setter method I'd have to search for them in the source directly, which is not preferred.

### Steps to reproduce

1. Open example project
2. Open documentation for "CustomClass"
3. No mention of getter / setter method name for `custom_property_a` property


### Minimal reproduction project

[example.zip](https://github.com/godotengine/godot/files/9945378/example.zip)
Repository: godot
Issue: Any script with a `class_name` starting with `Editor` (case-sensitive) does not appear in Add Node dialog
Labels: bug,topic:editor,documentation

### Godot version

4.0b4

### System information

Linux/Manjaro

### Issue description

Pretty much as it says in the title. I was not able to find anything documenting this behavior, so at least documenting it would be useful.

### Steps to reproduce

1. Make a Node-extending script and set its `class_name` to something beginning with `Editor`;
2. Try to add your new Node to a scene by filtering for it in the Add Node dialog.

### Minimal reproduction project

_No response_
Repository: godot
Issue: When Editing a Label in Remote Tree you are locked to Right to Left
Labels: bug,topic:editor

### Godot version

4.0 b4

### System information

Windows 10

### Issue description

When editing a Label inside the remote tree you are stuck in right to left mode when typing.  Also applies to RichTextLabel and possibly more text inputs when in the remote tree.

There's also the possibility of it applying to new labels, not entirely sure how to replicate that.  The current ways I've found to fix it are by reloading or by selecting the original Label etc in the Local tree.  Which then carries over to the remote tree and it will work fine afterwards.

### Steps to reproduce

1. Create a scene with a Label/RichTextLabel
2. Run said scene
3. Attempt to edit the text of the Label/RichTextLabel in Remote Tree
4. Have fun typing backwards.

### Minimal reproduction project

_No response_
Repository: godot
Issue: GDScript 2.0: Custom class help generation is an overload
Labels: enhancement,topic:gdscript,topic:editor

### Godot version

v4.0.beta4.official [e6751549c]

### System information

all

### Issue description

Since Godot4 is generationg help form all classes the project load take a huge amount of time.
I have also the feeling the class loading itself is very slow.

Next point is i DONT want to include my plugin classe into the help.
I have a loot of `internal` classes i want to protect form outside.

So please give me an option to exclude a classes from help generation.


### Steps to reproduce

Create a project with more than 1000 custom classes and check the help.

### Minimal reproduction project

_No response_
Repository: rust
Issue: `#![no_main]` & empty `main fn` makes test run fail unconditionally
Labels: P-low,T-compiler,A-libtest,C-discussion

```rs
#![no_main]

#[no_mangle]
unsafe extern "C" fn main(){ /*dbg!();*/  }

#[test]
fn test(){} 
```

```
error: test failed, to rerun pass `--lib`

Caused by:
  process didn't exit successfully:
```

https://play.rust-lang.org/?version=nightly&mode=release&edition=2021&gist=7cf70fdc5b46dde52751bdd3a0f89a57

If add some code to main fn, such as `dbg!();`; then test can run normally without problem.
Repository: terminal
Issue: Shortcut to create new window with current profile? Equivalently, clone current tab into new window
Labels: Area-Settings,Product-Terminal,Issue-Task

Thank you for your work on the Windows Terminal so far, it's pretty awesome!

# Description of the new feature/enhancement

Support a shortcut to create a new window with current profile / clone current tab into a new window. That is, if the current tab uses my non-default "Debian" profile, pressing this shortcut will open a new window with a single tab of the "Debian" profile. 

This would be super useful to enable a window-based approach, with tiled windows, and it would go really well with the "Focus" launch mode. I see this was rationale behind the requests to add the "New Window" shortcut, Ctrl-Shift-N in the first place [#1051, #3144]

# Workarounds

I am describing a few workarounds below:

* Ctrl-Shift-N opens a new window, but it always starts with the *default* profile. I haven't found a way to ask it to use the *current* profile instead.
* I can use the mouse to Shift-click on a profile from the dropdown menu. Plus, I can open the dropdown menu easily using Ctrl-Shift-Space, but it's not a single keystroke.
* I can run `wt.exe -p $WT_PROFILE_ID`, and I can also alias this for my shell, `alias w="wt.exe -p $WT_PROFILE_ID"`, but this only works in Linux, and requires I'm at the shell prompt.

It would be awesome to have a single, easy to use keystroke [Alt-F2? :) ] to duplicate the current profile into a new window.

# Proposed technical implementation details (optional)

There already is a command to start a new window, `newWindow`.
https://learn.microsoft.com/en-us/windows/terminal/customize-settings/actions#window-management-commands

It already accepts `index` and `profile` arguments, but they are absolute. I haven't found a way to refer to the *current* index/profile.
Maybe we could extend `index` and/or `profile` so `-1` means "use the index corresponding to the profile of the current tab".
I'd love any feedback on this, and I would be happy to contribute to the implementation.
Repository: godot
Issue: Godot 3.5 loads tileset collision incorrectly
Labels: bug,topic:core

### Godot version

v3.5.stable.official [991bb6ac7],v3.5.1.stable.official [6fed1ffa3]

### System information

Windows 10, RTX2060S, GLES2

### Issue description

When I load 2D Isometric demo in 3.5.x, the tileset collision is loaded incorrectly. Is it because I loaded 3.4 project in 3.5? How can I fix the project?

# in 3.4.5
![3.4.5](https://user-images.githubusercontent.com/5977817/200167071-6120823e-2627-421c-b025-ddcabb5ef383.PNG)

# in 3.5
![3.5](https://user-images.githubusercontent.com/5977817/200167072-7ae8474d-85a0-4a96-8cce-a7911dc7c366.PNG)


### Steps to reproduce

1. Clone https://github.com/godotengine/godot-demo-projects/
2. Load 2d/isometric/project.godot
3. Enable show collision for Walls


### Minimal reproduction project

_No response_
Repository: PowerToys
Issue: [File Locksmith] Add search/filter feature
Labels: Idea-Enhancement,Area-User Interface,Product-File Locksmith

### Description of the new feature / enhancement

We should add a search feature to filter the list when searching for a string. It can work the same as the search box in PT Run's plugin manager.

The search query should be compared to ...
- the path of each process.
- the file list of each process.
- the username of each process.

### Scenario when this would be used?

Makes ist easier to find things in a long process list.

### Supporting information

_No response_
Repository: PowerToys
Issue: Add option to automatically backup powertoys settings
Labels: Idea-Enhancement,Needs-Triage

### Description of the new feature / enhancement

The new feature Backup & Restore is very good. But you should add an option "Automatically backup settings" so that when we turn it on, the settings get automatically backed up. 

### Scenario when this would be used?

When we want to backup the settings but we don't want to open Powertoys settings to back them up.

### Supporting information

_No response_
Repository: PowerToys
Issue: [File Locksmith] Show warning bar when not running as admin
Labels: Idea-Enhancement,Help Wanted,Status-In progress,Area-User Interface,Product-File Locksmith

Show a warning bar (even if results are empty) when running as normal user that maybe some results are missing because of not enough permission.
_Originally posted by @htcfreek in https://github.com/microsoft/PowerToys/issues/21688#issuecomment-1302507429_

The new warning bar should inform users that the results might incorrect because of the missing permissions. The warning bar can be placed at the bottom of the window.
Repository: PowerToys
Issue: [File Locksmith] Request confirmation on closing processes
Labels: Idea-Enhancement,Help Wanted,Area-User Interface,Product-File Locksmith

Add a warning/confirmation message that is shown when you close the process owned by a different user or the system/nt-service, ... user?
_Originally posted by @htcfreek in https://github.com/microsoft/PowerToys/issues/21688#issuecomment-1302507429_

The warning/confirmation message should prevent users from losing data or crashing the system.

We can have the following message cases:
- Same user:
`Are you sure to close the process <name>?`
- Different user: 
`Are you sure to close the process _name_? Attention, it is owned by the user <user name>. `
- System process (User=System/Service/...):
`Are you sure to close the process <name>? ATTENTION, IT IS A CRITICAL SYSTEM PROCESS!`

We can also add a setting to warn only for processes that are critical or belongs to an other user.
Repository: rust
Issue: A new thread is created for each test even if --test-threads=1
Labels: A-libtest,C-bug,T-testing-devex

With nightly Rust, tests are run on separate threads even if  --test-threads=1. It seems that a new thread is created for each test now, while they were previously run on the main thread if --test-threads=1. This breaks testing for jlrs, which depends on all tests running on the same thread. The underlying reason for this is that Julia can only be initialized once during a process's lifetime, and access is limited to the thread that initialized it.

My expectation is that --test-threads runs all tests on the same thread, or that I set use some other flag to achieve this.

Rust version: 1286ee23e 2022-11-05

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Repository: godot
Issue: Rotated CanvasItem parented to scaled CanvasItem appears skewed when tscn is reloaded
Labels: bug,topic:core

### Godot version

3.5

### System information

Windows 10

### Issue description

After I save my tscn and restart the editor, when I load it the transforms of some of my objects appear to be skewed. I suspect this is because the child transform is not completely stored in the tscn file, only the scale, rotation, and position. In my use case I don't think this would be enough. Is there a reason that this abstracted transform data is saved and not just the six values of the transform itself?

### Steps to reproduce

1. Add a CanvasItem to a scene and change the x scale to 2
2. Add a second CanvasItem to the scene at the same hierarchical level as the first
3. Set the second CanvasItem's rotation to 30 degrees
4. Reparent the second CanvasItem to the first, and observe
 
![image](https://user-images.githubusercontent.com/880768/200175469-cc196094-a8b7-410d-b514-d0326a74f70e.png)

5. Save the tscn and close the editor
6. Open the editor and load the project
7. Open the tscn and observe the changes to the second CanvasItem. Visually it appears skewed, however I think in this case it's an absence of skew that is causing the problem.

![image](https://user-images.githubusercontent.com/880768/200175483-c5b44f30-703c-499e-b1df-06779d11d910.png)


### Minimal reproduction project

_No response_