sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: `#![crate_name = EXPR]` semantically allows `EXPR` to be a macro call but otherwise mostly ignores it
Labels: A-attributes,A-macros,P-high,T-lang,regression-from-stable-to-stable,C-bug,disposition-merge,finished-final-comment-period

Contrary to `#![crate_type = EXPR]`, `#![crate_name = EXPR]` does **not** semantically reject *macro calls* inside `EXPR`.
Instead, it eagerly expands them but otherwise **ignores** the result (apart from errors).

~~I presume this regressed when #78835 (https://github.com/rust-lang/rust/labels/F-extended_key_value_attributes) was stabilized.
If so, this is a 1.53→1.54 stable-to-stable regression.~~
**Update**: It's a 1.75→1.76 stable-to-stable regression. Regressing PR: #117584.
Thanks ehuss, for the investigation! The result of the expansion used to be used!

### Examples

The following examples all pass compilation and rustc *completely* ignores the crate name that comes from the expansion. This can be observed by for example running `rustc file.rs --print=crate-name` prints `file` (the file name is assumed to be `file.rs`).

#### (A)

```rs
#![crate_name = concat!("alia", "s")] // ignored, crate name is `file`, not `alias`
fn main() {}
```

#### (B)

```rs
#![crate_name = include_str!("crate_name.txt")] // ignored, crate name is `file`, not `alias`
fn main() {}
```

where `crate_name.txt` exists and consists of `alias`.

#### (C)

```rs
#![crate_name = dep::generate!()] // ignored, crate name is `file`, not `alias`
fn main() {}
```

where we compile `file.rs` with `--extern=dep -L. --edition=2021` and where `dep.rs` is:

```rs
#[macro_export]
macro_rules! generate { () => { "alias" } }
```
Repository: stable-diffusion-webui
Issue: [Feature Request]: The ability to disable generation preview when using the new highres.fix button + an indicator that the image is highres.fixed
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 ?

Someone on Discord recommended me to go make this a feature request on here. So I created my account and here we are haha!

My feature request is a 2 parter
1) Make a setting or give me the ability to turn off the generation preview while using the new highres.fix button underneath the generated gallery after doing a batch generation. This gives me the ability to go through the entire gallery and batch highres.fix requests without being taken out of the gallery because it's generating

2) Make an indicator that shows that a specific image in the gallery has been highres.fixed. I attached a photoshopped screenshot to this feature request to make this a bit more clear what I mean!

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/162225397/bedaf90a-1eab-4575-b1ff-46774d290abd)

This is my first time using github so I hope I did this correctly! I would love to see this feature implemented!

### Proposed workflow

1. Click the new highres.fix button underneath the generated gallery and have the ability to not have a generation preview so you stay inside the gallery. Giving you the ability to queue up highres.fix jobs
2. See an indication that something is highres.fixed


### Additional information

_No response_
Repository: next.js
Issue: dynamicParams not defaulting to false when using dynamic of "force-static" or "error"
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/dynamicparams-bug-repro-snmp7k

### To Reproduce

1. `npm run build`
2. `npm run start`
3. Go to `/bar`

### Current vs. Expected behavior

**Current:**
`/bar` generates a page just fine.

**Expected**
`/bar` should be a 404 because `dynamic` is set to `"force-static"` in the corresponding `page.tsx`, as stated [in the docs](https://nextjs.org/docs/app/api-reference/file-conventions/route-segment-config#:~:text=If%20the%20dynamic%20%3D%20%27error%27%20and%20dynamic%20%3D%20%27force%2Dstatic%27%20are%20used%2C%20it%27ll%20change%20the%20default%20of%20dynamicParams%20to%20false.)

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
  Available memory (MB): 4102
  Available CPU cores: 2
Binaries:
  Node: 20.9.0
  npm: 9.8.1
  Yarn: 1.22.19
  pnpm: 8.10.2
Relevant Packages:
  next: 14.1.2-canary.5 // There is a newer canary version (14.1.2-canary.6) available, please upgrade! 
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Which stage(s) are affected? (Select all that apply)

next dev (local), next start (local), Vercel (Deployed)

### Additional context

Overall the relationship between `dynamic` and `dynamicParams` is confusing. The logs for the build output don't help, they reference things that aren't even used in app router:

```
Route (app)                              Size     First Load JS
┌ ○ /                                    183 B          91.4 kB
├ ○ /_not-found                          0 B                0 B
├ ● /[slug]                              1.14 kB         100 kB
...
●  (SSG)           prerendered as static HTML (uses getStaticProps)
```

I didn't use any function named `getStaticProps` and I have no idea what `SSG` is. All I want is for these pages to be purely static, which is why I set `dynamic` to `"force-static"`.
Repository: PowerToys
Issue: File Locksmith has now an entry in the Windows 11 did not receive the translation and the old menu was duplicated
Labels: Issue-Bug,Needs-Triage,Product-File Locksmith,Area-Context Menu

### Microsoft PowerToys version

0.79.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

File Locksmith

### Steps to reproduce

![image](https://github.com/microsoft/PowerToys/assets/11423362/7ae12116-403c-4d18-8196-285f9c5a29b3)

![image](https://github.com/microsoft/PowerToys/assets/11423362/d1a3fc27-41c5-4610-82c8-36059ed3acb1)


### ✔️ Expected Behavior

receive the translation and the old menu not duplicated

### ❌ Actual Behavior

not receive the translation and the old menu was duplicated

### Other Software

_No response_
Repository: vscode
Issue: Debug console is very slow with a single long line
Labels: bug,debug,debug-console

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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- VS Code Version: 1.87.0
- OS Version: Windows 11
- Language: Python

Steps to Reproduce:

1. Write a Python script that outputs text to the console every iteration of an infinite while loop.
2. Execute the script using debugpy. Example: `python -m debugpy --listen 5678 --wait-for-client ./script.py`
3. Attach the debugger.

VSCode will slow down and eventually freeze up.

This also affects scripts that output a lot of text that overwrites the current line. In my case I have a script that sifts through hundreds of thousands of records and displays a count indicating its progress.

Here is an example script and launch.json file:

Script:
```
def main():
    
    loops = 0

    while(True):
        loops += 1

        print(f"This script has looped {loops} times.", end="\r", flush=True)

if __name__ == "__main__":
    main()
```

launch.json
```
{
    "version": "0.2.0",
    "configurations": [
        {
            "name": "Python Debugger: Attach",
            "type": "debugpy",
            "request": "attach",
            "connect": {
              "host": "localhost",
              "port": 5678
            }
          }
    ]
}
```

Note: the slowdown can be temporarily fixed by clearing the debug console. But if you have a script constantly outputting text you're going to need to be clicking it constantly to prevent VSCode from freezing.

This GitHub issue was closed because it was fixed apparently https://github.com/microsoft/vscode/issues/19678. But, it seems it was fixed by clearing the debug console when the debug session starts. I think this needs to be further improved upon and clear the oldest N lines so VSCode doesn't lock up.
Repository: pytorch
Issue: Profiling tool for DDP and FSDP
Labels: oncall: distributed,oncall: profiler

### 🚀 The feature, motivation and pitch

A good profiling tool appears to be lacking for both DDP and FSDP.

### Alternatives

None. 

### Additional context

Something like Horovod Timeline but better ? 

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu @wanchaol @fduwjj @wz337 @tianyu-l @wconstab @yf225 @chauhang @robieta @chaekit @aaronenyeshi @nbcsm @guotuofeng @guyang3532 @gaoteng-git @tiffzhaofb @dzhulgakov @davidberard98
Repository: deno
Issue: suggestion: `deno publish --score`
Labels: suggestion,publish

Or any other way to locally check the score of the current package. This will help devs improve scores without first having to publish.
Repository: flutter
Issue: Update tool minimum version to Xcode 15
Labels: platform-ios,tool,P2,team-ios,triaged-ios

Flutter's Swift Package Manager feature requires Xcode 15. CocoaPods will be used on older versions of Xcode.

We should update the Flutter tool's Xcode requirement to ensure Swift Package Manager is usable.

Previous bump at https://github.com/flutter/flutter/pull/93094
Repository: rust
Issue: Help text "consider downloading the target with `rustup target add..." only works for the default-active toolchain.
Labels: A-diagnostics,T-compiler

### Code

```Rust
fn main() {
    println!("Hello, world!");
}
```


### Current output

```Shell
$ rustup show
Default host: x86_64-unknown-linux-gnu
rustup home:  /home/deb/.rustup

installed toolchains
--------------------

stable-x86_64-unknown-linux-gnu (default)
1.70.0-x86_64-unknown-linux-gnu

...

active toolchain
----------------

stable-x86_64-unknown-linux-gnu (default)
rustc 1.75.0 (82e1608df 2023-12-21)

$ rustup target add x86_64-unknown-linux-musl
info: component 'rust-std' for target 'x86_64-unknown-linux-musl' is up to date
$ cargo +1.70.0 build --target x86_64-unknown-linux-musl
   Compiling temp v0.1.0 (/home/deb/Temp/temp)
error[E0463]: can't find crate for `std`
  |
  = note: the `x86_64-unknown-linux-musl` target may not be installed
  = help: consider downloading the target with `rustup target add x86_64-unknown-linux-musl`

error: cannot find macro `println` in this scope
 --> src/main.rs:2:5
  |
2 |     println!("Hello, world!");
  |     ^^^^^^^

error: requires `sized` lang_item

For more information about this error, try `rustc --explain E0463`.
error: could not compile `temp` (bin "temp") due to 3 previous errors
```


### Desired output

```Shell
$ cargo +1.70.0 build --target x86_64-unknown-linux-musl
   Compiling temp v0.1.0 (/home/deb/Temp/temp)
error[E0463]: can't find crate for `std`
  |
  = note: the `x86_64-unknown-linux-musl` target may not be installed for this toolchain
  = help: consider downloading the target with `rustup target install --toolchain 1.70.0 x86_64-unknown-linux-musl
```


### Rationale and extra context

Might be a bit of an edge-case but I ran into this twice in a couple of months; it would be nice if the error message gave you the command to install it specifically for the toolchain being used. The first time I was manually specifying nightly when building wasm and the second I wasn't in my project's folder with a `rust-toolchain` file when I ran `rustup target add x86_64-unknown-linux-musl` (it seems like rustup uses the toolchain of your project; nice!).

Also relevant is #97685.

### Other cases

_No response_

### Rust Version

```Shell
rustc 1.70.0 (90c541806 2023-05-31)
binary: rustc
commit-hash: 90c541806f23a127002de5b4038be731ba1458ca
commit-date: 2023-05-31
host: x86_64-unknown-linux-gnu
release: 1.70.0
LLVM version: 16.0.2

Looks the same on master: https://github.com/rust-lang/rust/blob/50e77f133f8eb1f745e05681163a0143d6c4dd7d/compiler/rustc_metadata/messages.ftl#L34-L35
```


### Anything else?

_No response_
Repository: opencv
Issue: Implement minimum spanning tree
Labels: feature,category: 3d module

### Describe the feature and motivation

Version: 5.x

Current implementation of `PoseGraph` performs local optimization w/o searching any global solution first. Implementing MST (minimum spanning tree) can help with it:
1) MST is calculated on a graph
2) node poses are reconstructed by walking down the MST
3) these new node poses are used as an initial approximation for pose graph problem
Sometimes MST solutions are good enough to skip further local optimization.

Optional:
Since MST is used in a lot of areas pretty often (e.g. multicamera calibration), an MST can be implemented as a separate function in 3D module that gets vertices and edges and/or connection matrix and returns spanning tree edges.

### Additional context

https://en.wikipedia.org/wiki/Minimum_spanning_tree
[Ceres explanation of what pose graph problem is](http://ceres-solver.org/nnls_tutorial.html#other-examples)
Repository: stable-diffusion-webui
Issue: Now that a queue lock has been added, only one request can be run at a time. How to modify the code to achieve simultaneous requests from multiple interfaces
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 ?

Multiple interfaces simultaneously requesting

### Proposed workflow

1


### Additional information

_No response_
Repository: godot
Issue: Duplicate orphan created when loading packedscene with dictionary/arrays storing node references
Labels: bug,topic:core

### Tested versions

tested in: v4.2.stable.official [46dc27791]

### System information

Godot v4.2.stable - Windows 10.0.22631 - GLES3 (Compatibility) - Intel(R) Iris(R) Plus Graphics (Intel Corporation; 27.20.100.9664) - Intel(R) Core(TM) i7-1065G7 CPU @ 1.30GHz (8 Threads)

### Issue description

When saving and loading with PackedScene, it is possible to preserve node reference in the form of variables, but attempting to do the same with node references stored in a Dictionary or Array results in unusual behavior:

- when the packed scene is loaded, the referenced node will be created and placed as expected
- however, references in dictionaries and arrays will not point to that node
- the references point instead to duplicates of that node which are orphans

Code of the node storing the references:
```
extends Sprite2D

@export var my_gamma : Node2D
@export var my_gamma_dict : Dictionary = {0 : null}
@export var my_gamma_array : Array = [null]

func _on_button_print_gamma_pressed():
	#var g = my_gamma as Node2D               ## this will correctly associate my_gamma with the loaded gamma node
	#var g = my_gamma_dict[0] as Node2D       ## this creates an orphaned gamma and another gamma visible in game
	var g = my_gamma_array[0] as Node2D       ## same as above
	g.visible = not g.visible
	print("g.get_path() = ", g.get_path())
```

### Steps to reproduce

Open minimal project, run:

1. click the button "spawn" 
2. press "save" 
3. close and reopen the game
4. press "load". 

After this, duplicate orphans would have been created.

You can check the path of the "gamma" objects by pressing on the "print gamma" buttons. You can also modify the code in alpha.gd and beta.gd to try storing references to gamma in other ways

### Minimal reproduction project (MRP)

[packedscene save test.zip](https://github.com/godotengine/godot/files/14489598/packedscene.save.test.zip)
Repository: pytorch
Issue: Detailed documentation with an example for the causal mask in nn.TransformerEncoder
Labels: module: nn,triaged

### 📚 The doc issue

Currently there is not much detail present as to how causal_mark=True in nn.TransformerEncoder masks the attention scores. Does one need to also pass a masking array? what should be its shape given an input of (batch_size, seq_len, d_embed)? I am currently trying to build a nanoGPT using nn.TransformerEncoder and getting really confused with this.

### Suggest a potential alternative/fix

Please include a documentation with a small example. 

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @bhosmer @cpuhrsch @erichan1 @drisspg
Repository: opencv
Issue: Depth interpolation by triangle rasterization
Labels: feature,category: 3d module

### Describe the feature and motivation

Version: 5.x

The functions `registerDepth()` and `warpFrame()` both transform depth image in 3D space and project it back to 2D plane.
They do it in forward projection manner by splatting 1x1, 3x3 or bigger squares for each depth point.
This sometimes leads to holes and makes the surfaces look more like point clouds than like surfaces.

The `triangleRasterize()` function can improve the resulting image quality for both depth registration and warping

### Additional context

_No response_
Repository: godot
Issue: Android app speeds up temporarily when resuming from pause
Labels: bug,platform:android,topic:porting,needs testing

### Tested versions

4.2.1 stable

### System information

Android

### Issue description

When establishing a project using default settings and deploying it to the Android platform, if I put the application in the background and then switch back to the foreground after a few seconds, everything suddenly speeds up for a moment and then returns to normal. It appears as if the accumulated time while the app was in the background is somehow caught up when it resumes.

### Steps to reproduce

Start a project using default settings and deploying it to the Android platform, if I put the application in the background and then switch back to the foreground after a few seconds

### Minimal reproduction project (MRP)

Just any android project with any things moving.
Repository: vscode
Issue: Moving cursor on the same word when hovering on package.json dependencies reloads hover
Labels: polish,editor-hover

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- VS Code Version: 1.87.0
- OS Version: Windows_NT x64 10.0.19045

Steps to Reproduce:

https://github.com/microsoft/vscode/assets/68118705/8874d6f5-93f8-4e9f-9c0c-81d4699ece3b

This is kinda annoying when you want to see the hover but accidentally moved the cursor a little bit, and also, moving cursor on it increases CPU and RAM usage by a lot, as we're spawning an instance of npm with every hover
Repository: opencv
Issue: 我在mac系统上安装最新版本的opencv时，brew install --build-from-source opencv 报错 
Labels: invalid,category: build/install

我需要jar包
以下是我执行的命令：
brew update
brew edit opencv （按文档提示，我调整了参数： DBUILD_opencv_java=ON）
brew install --build-from-source opencv

这里安装过程中报错：
Error: inreplace failed
build_shared/modules/core/version_string.inc:
expected replacement of “/usr/local/Homebrew/Library/Homebrew/shims/mac/super/” with “”
Repository: PowerToys
Issue: Clicking outside popup windows doesn't automatically close (sometimes)
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.79.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

System tray interaction

### Steps to reproduce

1. Left-click on PowerToys icon in Windows system tray
2. Click on "More >" top-left
3. Enable or disable any toggle inside (e.g: Enable/Disable "Always on top")
4. Try to click outside the pop up window (anywhere in the background)

To close the menu, you'd have to click on "< Back" and then click outside (background), if you've interacted with the toggles inside "More >"
![image](https://github.com/microsoft/PowerToys/assets/138566943/7ae30ef8-b26a-4f78-b82b-53a28a8e9c52)

Now, try the above steps (1 & 2) again, but don't interact with the toggles inside "More >", and try clicking outside. It'll close the window as expected.

### ✔️ Expected Behavior

When I click outside the popup menu, it should automatically close the window, after I've interacted with the toggles. Just like how it behaves when I don't interact with any of the toggles.

### ❌ Actual Behavior

If I interact with the toggles and click outside the popup window to close, it doesn't close. To close it, I should click on "< Back" and then click outside the popup window.

Note: this issue was there in the previous versions, but I never bothered to report it. Since I only use the toggle to enable/disable Awake when I have to download games which requires that I leave my PC running all-night, which doesn't happen frequently. But would love to see this little detail fixed nonetheless. Also an animation for when the popup window opens and closes would also be very welcome, just like how it slides from left to right when you click on "More >" and "< Back", you could also animate it to slide up and down when opening and closing.

### Other Software

_No response_
Repository: opencv
Issue: Color TSDF rendering is noisy
Labels: bug,category: 3d module

### System Information

Version: 5.x
Platforms: all

### Detailed description

A color TSDF implementation produces quite noisy images as a result of a raycast. This is not an expected behavior since TSDF integration sums up the colors of all frames which should let them look blurry rather that pixel-size noisy.

It's hard to say whether the bug is in integration or in raycasting, an investigation needed

### Steps to reproduce

Run accuracy tests for TSDF with debug windows enabled:
`bin/opencv_test_3d --gtest_filter=*VolumeTestFixture.valid_points* --gtest_param_filter=*ColorTSDF* --test_debug`
You'll get rendered color model like this:
![image](https://github.com/opencv/opencv/assets/10323511/ce787451-55e8-4963-9e34-6ebc20291be3)


### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)