sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: [Registry Preview] Two values with the same name.
Labels: Idea-Enhancement,Product-Registry Preview

### Microsoft PowerToys version

0.70

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Registry Preview

### Steps to reproduce

Create a registry entries file with the following content:
```
Windows Registry Editor Version 5.00

[HKEY_CLASSES_ROOT\.test]
"test"=dword:00000000
"test"=dword:00000000
```

Select the `.test` subkey in the right pane.

### ✔️ Expected Behavior

A single line should appear with the name `test`.

### ❌ Actual Behavior

Two lines with the same content appear. This should not happen, since having two same names in a single key is impossible and after running the file, only one will be added (of course).

![image](https://github.com/microsoft/PowerToys/assets/127593627/500e5a11-2204-44f2-a332-b02f6759a2cf)


### Other Software

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Inpainting models fail with nonzero NGMS
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?

When attempting to use an inpainting model with nonzero NGMS the following error is raised:

```
RuntimeError: Sizes of tensors must match except in dimension 1. Expected size 1 but got size 2 for tensor number 1 in the list.
```

### Steps to reproduce the problem

Use an inpainting model with non-zero negative guidance minimum sigma

### What should have happened?

It should either work, or NGMS should be disabled with inpainting models.

### Commit where the problem happens

20ae71f

### What Python version are you running on ?

Python 3.10.x

### What platforms do you use to access the UI ?

Windows, Android

### What device are you running WebUI on?

Nvidia GPUs (GTX 16 below), Other GPUs

### What browsers do you use to access the UI ?

Mozilla Firefox, Google Chrome

### Command Line Arguments

```Shell
--listen
```


### List of extensions

all disabled

### Console logs

```Shell
venv "sdwui\venv\Scripts\Python.exe"
Python 3.10.7 (tags/v3.10.7:6cc6b13, Sep  5 2022, 14:08:36) [MSC v.1933 64 bit (AMD64)]
Version: v1.3.0
Commit hash: 20ae71faa8ef035c31aa3a410b707d792c8203a3
Installing requirements

Launching Web UI with arguments: --api --listen --enable-insecure-extension-access --xformers --port 7869 --cors-allow-origins *
ControlNet v1.1.200
ControlNet v1.1.200
importing, a thing that *should* work
and it did work
Loading weights [ec6f68ea63] from sdwui\models\Stable-diffusion\generic\lyriel_v16.safetensors
Create LRU cache (max_size=16) for preprocessor results.
Create LRU cache (max_size=16) for preprocessor results.
Creating model from config: sdwui\configs\v1-inference.yaml
LatentDiffusion: Running in eps-prediction mode
*Deforum ControlNet support: enabled*
DiffusionWrapper has 859.52 M params.
Loading VAE weights specified in settings: sdwui\models\VAE\vae-ft-ema-560000-ema-pruned.ckpt
Applying optimization: xformers... done.
```


### Additional information

_No response_
Repository: next.js
Issue: [next/lint] `--max-warnings` option does not work
Labels: bug

### 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: #1 SMP Fri Jan 27 02:56:13 UTC 2023
    Binaries:
      Node: 18.16.0
      npm: 9.5.1
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.4.4
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: N/A
```


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

ESLint (eslint-config-next)

### Link to the code that reproduces this issue or a replay of the bug

-

### To Reproduce

1. Create a new project using `npx create-next-app@latest`, setting it to "YES" for the Eslint and Typescript settings.

2. Add the following rule to the `eslintrc.json`

```json
{
    ...
    "rules": {
        "react/jsx-props-no-spreading": "error"
    }
}
```

This should cause an error in the `_app.tsx` file.

4. Modify the `lint` script to

`"lint": "next lint --max-warnings 0"`

5. Run the command `npm run lint`

6. It will not give an error or end with an exit code 0, it will only report errors.

### Describe the Bug

Using the `npm run lint` `command that runs `next lint --max-warnings 0` has no effect on the console output.

This is a problem when wanting to use it with Husky and Lint-staged, since if there is a pre-commit hook it is necessary to stop the commit if there are Eslint errors, but this does not work, since it does not end with a code status 0.

```tsx
const path = require('path')

const buildEslintCommand = (filenames) =>
  `next lint --max-warnings 0 --fix --file ${filenames
    .map((f) => path.relative(process.cwd(), f))
    .join(' --file ')}`

module.exports = {
  '**/*.{js,jsx,ts,tsx}': [buildEslintCommand, 'npm run format:fix'],
  '**/*.{md,mdx,mjs,yml,yaml,css,json}': ['npm run format:fix'],
}

```

This has already been reported here: https://github.com/vercel/next.js/issues/37236
The functionality was added in this PR: https://github.com/vercel/next.js/pull/26697


### Expected Behavior

I would expect that adding the `--max-warnings 0` flag to running `next lint --max-warnings 0` would result in an exit code 0 if there are any Eslint errors.

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

-

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

-
Repository: godot
Issue: overlaps_body not working correctly after changing process_mode from code
Labels: bug,topic:physics

### Godot version

v4.0.3.stable.mono.official [5222a99f5]

### System information

Windows 11
v4.0.3.stable.mono.official [5222a99f5]


### Issue description

Changing the process mode to disabled inside one Area2D will make it return always true on the overlaps_body method, even if it's disabled, or the body is not on it anymore.

Changing it from the remote tab works, but doing it from code doesn't.

### Steps to reproduce

With the MRP:

Open the scene called "playground".
When playing it, you can move the character with the default script. In the output console you will see wether the player is on one room or not. It will work fine at the beginning.

Once you change the process mode inside one of those rooms (Press E to toggle) that overlaps_body method will get bugged, and always return true, doesn't matter if it's inside or not, or even if it's disabled.

It's recommended to enable VIsible Collision Shapes on the debug tab to see where you are

### Minimal reproduction project

[BugMRP.zip](https://github.com/godotengine/godot/files/11585913/BugMRP.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: every 10 or so renders it adds about 1s to generation time
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?

every 10 or so renders i lose 1s. 
the first render takes about 4.25 seconds (1 image 512x512 no batching)
after 10 renders it now takes 5s to render
another 10 renders and it now takes 6s to render

I've tested this about 5 times 50 renders on each try.

### Steps to reproduce the problem

1. text2img
2. 512x512, 20 steps
3. enter prompt
4. click generate
5. time taken 4.25s
6. after 20 renders time taken is over 6s


### What should have happened?

it does not take longer to generate new images

### Commit where the problem happens

during rendering

### What Python version are you running on ?

Python 3.10.x

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

Windows

### What device are you running WebUI on?

Nvidia GPUs (RTX 20 above)

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

Google Chrome

### Command Line Arguments

```Shell
--xformers --autolaunch --theme=dark
```


### List of extensions

TensorRT

### Console logs

```Shell
Total progress: 100% 20/20 [00:03<00:00,  5.06it/s]
after 10 renders
Total progress: 100% 20/20 [00:05<00:00,  4.03it/s]
```


### Additional information

_No response_
Repository: neovim
Issue: Handle metatables in `vim.tbl_extend()` and `vim.tbl_deep_extend`
Labels: enhancement,lua

### Problem

Currently using `vim.tbl_extend()` or `vim.tbl_deep_extend()` on two tables with metatables will create a new table without metatable, it this expected? Can we make improvements to these functions so that the metatable from the left most table is preserved if `behavior` is "keep" and the table from the right most table is used if `behavior` is "force"?

### Expected behavior

`vim.tbl_extend()` and `vim.tbl_deep_extend` handles tables with metatables
Repository: godot
Issue: [Bullet] RigidBody gravity updates only once when PhysicsServer.AREA_PARAM_GRAVITY change.
Labels: bug,topic:physics

### Godot version

3.5.2.stable

### System information

- OS: Windows 10 x64
- Godot Version: 3.5.2.stable

### Issue description

Changing the PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY, gravity) value will only take effect the first time on a RigidBody 3D. Successive changes will only affect new instances.

Also I think it's not updating the body_get_direct_state.total_gravity param.
New RigidBody instances will get the gravity ok until it changes again.
It happens ONLY in Bullet (not in Godot Physics).

### Steps to reproduce

In the minimal reproduction project:

use ENTER to instance a new ball.
use PAGE UP and PAGE DOWN to change the gravity.

Instance a new ball, then change the gravity (it will take effect), and then change it again (it will not take effect)

NOTE: For testing purposes, the linear damping is 1 and the AREA_PARAM_GRAVITY will take values from -1 to 2.

### Minimal reproduction project

[Bullet_Test.zip](https://github.com/godotengine/godot/files/11588569/Bullet_Test.zip)
Repository: godot
Issue: Editor freezes due to shader (Trying to use uninitialized varying?)
Labels: bug,topic:rendering

### Godot version

4.0.3 (.NET)

### System information

Windows 11
Vulkan API 1.3.224 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3060

### Issue description

When working on a shader, my Godot editor suddenly entered a very strange state, a sort of semi-freeze. Most buttons stopped responding and I could do nothing. Except the top menu line such as "Help", but when clicking them, the context menu that should have appeared was just a blank rectangle. 

When force-closing Godot from the task manager, and reopening the project, it immediately froze again. This time I couldn't do anything, the process was fully stalled. 

I tried restoring a previous version of the shader file I was working on, since the freeze happened while I was working on it, and that fixed the problem by making the project able to load again normally.

After some testing, I was able to reproduce the problem, and I have attached a bug reproduction project that freezes the editor when opened. It seems to have something to do with an array of varying vec2's, which I tried to use without fully initializing values to.

When trying to open Godot via command line to see the errors, this is the output:

`Editing project: C:/Users/Gitle/Downloads/CrashShaderTest
Godot Engine v4.0.3.stable.mono.official.5222a99f5 - https://godotengine.org
Vulkan API 1.3.224 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3060

WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
     at: _editor_init (modules/gltf/register_types.cpp:70)
ERROR: Vulkan: Cannot submit graphics queue. Error code: VK_ERROR_DEVICE_LOST
   at: (drivers/vulkan/vulkan_context.cpp:2357)
ERROR: Vulkan: Cannot submit graphics queue. Error code: VK_ERROR_DEVICE_LOST
   at: (drivers/vulkan/vulkan_context.cpp:2357)
ERROR: Vulkan: Did not create swapchain successfully. Error code: VK_NOT_READY
   at: (drivers/vulkan/vulkan_context.cpp:2280)
ERROR: Vulkan: Did not create swapchain successfully. Error code: VK_NOT_READY
   at: (drivers/vulkan/vulkan_context.cpp:2280)
ERROR: Vulkan: Cannot submit graphics queue. Error code: VK_ERROR_DEVICE_LOST
   at: (drivers/vulkan/vulkan_context.cpp:2357)
`

### Steps to reproduce

Open attached project. Observe that the editor freezes. 

You can prevent the freeze by manually changing "crash_shader.gdshader" in some spots. I have added comments to the file pointing out a few potential fixes.

### Minimal reproduction project

[CrashShaderTest.zip](https://github.com/godotengine/godot/files/11589456/CrashShaderTest.zip)
Repository: neovim
Issue: InsertCharPre like autocmd for the command line
Labels: enhancement,events,cmdline-mode

### Problem

Currently the only way to capture key presses within cmdline is with `vim.on_key`. The problem with this functionality is that it is to broad: it captures everything including `ctrl-v` and `ctrl-k` which there's no easy way to filter. In insert mode there's already an autocmd called `InsertCharPre` which does the job by only capturing the key presses which are logical to capture (no `ctrl-v` nor `ctrl-k`). I wish there was an autocmd which was similar to `InsertCharPre` but for command mode.

### Expected behavior

The behaviour would be simple: it works exactly as `InsertCharPre` but for the command mode.
Repository: angular
Issue: Remain subscribed to Observables returned in CanActivate guards for lifetime of route
Labels: area: router,router: guards/resolvers

### Which @angular/* package(s) are relevant/related to the feature request?

_No response_

### Description

One of the possible values that can be returned from auth guards is an observable. Currently this observable is (effictivly) treated no differently than an asynchronous single result. The ability for an Observable to return multiple values over time could be much better leveraged in guards to allow for continuously checking if a page should be accessible. 

### Proposed solution

I propose that, instead of just taking `first()` on the observable response in canActivate, `first()` is taken and checked with the other types, _and_ any Observables are merged and subscribed to for the lifetime of the route. Should a canActivate's observable return false/a url tree, it will redirect the same way it would if it had returned that in the initial load.

### Alternatives considered

The only way currently to redirect after page load should a user state change is to listen for those state changes on every page that requires it. (The exact problem that guards are trying to solve I believe). This results in quite a bit of code duplication.

Yes in most cases with guards you will likely be listening for user state changes regardless, but having to add the step of "check if still logged in, redirect if not", when we already have a place that's largely handling that in the guard is redundant.
Repository: terminal
Issue: Visual Studio 2022 Debug Console does not honour font size.
Labels: Resolution-External,Issue-Bug,Product-Terminal,Tracking-External

### Windows Terminal version

1.16.10262.0

### Windows build number

22621.1702

### Other Software

Visual Studio 2022 17.6.2

### Steps to reproduce

1. Set Windows Terminal as the default terminal application
2. Change Profile -> Visual Studio Debug Console -> Appearance -> Font Size to 30
3. Start a new Console Application with Visual Studio 2022, with the standard Console.WriteLine("Hello, World!"); and press F5 (Debug)
4. Notice that the Debug Console that opens up, does not honour the font change.
5. Change Change Profile -> Visual Studio Debug Console -> Appearance -> Font Size to 10
6. Rerun Console Application created in step 3. 
7. Notice, the Debug Console that opens up, does not honour the font change.

### Expected Behavior

I expect the font size in the console window that opens up to change, according to that which is set in the settings.

### Actual Behavior

The font size is ignored.
Repository: node
Issue: Incorrect behavior of console.log("%d", 1.1) in Node.js
Labels: confirmed-bug,console

### Version

v19.8.1

### Platform

Microsoft Windows NT 10.0.22621.0 x64

### Subsystem

_No response_

### What steps will reproduce the bug?

Open a Node.js environment or run a Node.js script.
Execute the following line of code: `console.log("%d", 1.1);`

### How often does it reproduce? Is there a required condition?

The bug reproduces consistently with the given steps. The bug occurs in the Node.js runtime environment.

### What is the expected behavior? Why is that the expected behavior?

According to the documentation of console.log and the JavaScript specification, the expected behavior is to log the value 1 when using the format specifier %d. The %d specifier is intended for printing integers, and it should be rounding it down.

### What do you see instead?

Instead of printing 1, the Node.js environment logs 1.1

### Additional information

The documentation of the console object in JavaScript, specifically on the Mozilla Developer Network (MDN), states that the %d specifier should be used to display integers. According to the documentation, it should result in rounding or truncation of floating-point numbers.

Reference: [MDN - Using string substitutions](https://developer.mozilla.org/en-US/docs/Web/API/console#using_string_substitutions)
The incorrect behavior of console.log("%d", 1.1) in Node.js suggests a deviation from the expected behavior outlined in the documentation.
Repository: node
Issue: kGCTypeMinorMarkCompact mapping is missing on pref_hooks "kind"
Labels: perf_hooks

### Version

18

### Platform

_No response_

### Subsystem

pref_hooks

### What steps will reproduce the bug?

Looks like GC operation with type "kGCTypeMinorMarkCompact" will never be observed
according to the v8 docs
https://v8docs.nodesource.com/node-18.2/d2/dc3/namespacev8.html#a83be2143eef5fa2b17127fd69686496b
there are 5 GCTypes

```
kGCTypeScavenge |  
kGCTypeMinorMarkCompact |  
kGCTypeMarkSweepCompact |  
kGCTypeIncrementalMarking |  
kGCTypeProcessWeakCallbacks |  
~~kGCTypeAll~~
```

But pref hooks is mapping only 4 of them

https://github.com/nodejs/node/blob/191dce8ff3b9bbba67aed994f79398d5794ac7a0/src/node_perf.h#L63-L68


same here

https://github.com/nodejs/node/blob/191dce8ff3b9bbba67aed994f79398d5794ac7a0/src/node_v8.cc#L241-L252



### How often does it reproduce? Is there a required condition?

_No response_

### What is the expected behavior? Why is that the expected behavior?

_No response_

### What do you see instead?

I would expect this type to be reported also
same as other third-party monitoring tools have

https://github.com/DataDog/dd-native-metrics-js/blob/main/src/metrics/GarbageCollection.hpp#L37

### Additional information

_No response_
Repository: rust
Issue: Rustdoc `doc_auto_cfg` incorrectly reporting an item with conditionally default type params as conditional
Labels: T-rustdoc,C-bug

When a generic type parameter is conditionally default `doc_auto_cfg` reports whole item as conditional.

I tried this code:

```rust
#[cfg(not(feature = "std"))]                       
pub enum ReadError<Decode, Read> {                 
    /// Reading from a reader failed.              
    Read(Read),                                    
    /// Decoding the value failed.                 
    Decode(Decode),                                
}                                                  

#[cfg(feature = "std")]                            
pub enum ReadError<Decode, Read = std::io::Error> {
    /// Reading from a reader failed.              
    Read(Read),                                    
    /// Decoding the value failed.                 
    Decode(Decode),                                
}                                                  
```

I expected to see this happen: The resulting documentation says that the default parameter is only available with `std`

Instead, this happened: The resulting documentation says that `ReadError` is only available with `std`

### 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 1.72.0-nightly (1c53407e8 2023-05-28)
binary: rustc
commit-hash: 1c53407e8c7cc922d718bde61ca34f47b6d2120f
commit-date: 2023-05-28
host: x86_64-unknown-linux-gnu
release: 1.72.0-nightly
LLVM version: 16.0.4
```

CC #43781
Repository: opencv
Issue: TPCC algorithm for 3d module(GSoC 2023)
Labels: feature,GSoC,category: 3d module


### Description

The goal of this issue is to implement a Topological Point Cloud Clustering algorithm(TPCC) for the 3D module. Together with #23624, we will implement an algorithm proposed in [GSoC 2023 idea: Point Cloud Compression](https://github.com/opencv/opencv/wiki/GSoC_2023#idea-point-cloud-compression), where TPCC will be used for clustering purposes. TPCC was chosen because it considers the geometric structure of the Point Cloud in comparison to `cv::kmeans()`.  The mathematical aspects of this algorithm can be found in
[Topological Point Cloud Clustering.pdf](https://github.com/opencv/opencv/files/11591323/Topological.Point.Cloud.Clustering.pdf)


The stepwise plan for Point Cloud compression is as follows:

1. Cluster the points using TPCC
2. Delete noises if needed
3. Either use an octree compression method for each cluster (lossless compression) or clusterize each cluster again and substitute outgoing clusters with their centroids (lossy compression)

### Schedule

The following schedule will be introduced for the PR submissions:

- [ ] Implement a simplex tree data structure
- [ ] Provide a transformation of Point Cloud into a simplex tree
- [ ] Provide special matrix construction for the produced simplicial complex (simplex tree)
- [ ] Clusterize the point cloud by finding the eigenvectors of these matrices

All these steps should be covered by tests:

- [ ] Tests for the simplex tree data structure
- [ ] Tests to ensure the correctness of transforming the Point Cloud into a simplex tree
- [ ] Tests to verify the correctness of matrix creation
- [ ] Tests to ensure mathematical correctness
- [ ] Tests to validate the correctness of observed results
- [ ] Create datasets for performance tests (compression rate, etc.).
- [ ] Performance tests for TPCC

### Documentation
 
 The final step of this issue is to write documentation for TPCC, including examples demonstrating its functionality:
- [ ] documentaion for TPCC
- [ ] Examples demonstrating the functionality




### Additional context

_No response_