sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Feature Request]: img2img inpainting adjustment of resize state when moving image should remain the same. 
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 ?

When inpainting, commonly we use multiple passes for different elements of the image.   as most models for sd1.5 are 512x512,  when working with a larger asymmetrical image, let's say 1920x1080,  it works just fine to modify small elements within the bounds of the inpainted area only @ 512x512,    having to adjust this every single time I get a good result, and move the image back to inpainting,  by setting it to 1920x1080,  is cumbersome and really I see no purpose in it, as we have a button that does this very thing, right next to the resize menu.    It would speed up workflow more than I think it appears, if this were to be modified as such. It is not a huge problem,  but just an annoyance that should defer to the icon we can already use to set resize to size of current image rather than being automatic.   It does NOT occur when pasting an image. 

### Proposed workflow

1. generate image
2. press send to inpainting
3. be amazed and happy that the current resize resolution remains at is previous setting rather than being changed to the image's actual size.

### Additional information

I feel that particularly for inpainting this is necessary.   Inpainting gains nothing by updating the resize to values to the image size.  There is no case where it is not simply a better choice to click the triangle->set to image size icon to the right of the resize to over automatically updating it.
Repository: flutter
Issue: Display information-type of each column in `flutter devices` command.
Labels: c: new feature,tool,c: proposal,P2,team-tool,triaged-tool

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

There can be a table-header which can show what type of information each column represents. Just for better understanding.

### Proposal

Here's the output of a `flutter devices` command. There can be a table-header which can show what type of information each column represents.

### Before

```
2 connected devices:

macOS (desktop) • macos • darwin-arm64  • macOS 14.1.1 23B81 darwin-arm64
Chrome (web)  • chrome • web-javascript • Google Chrome 119.0.6045.159

No wireless devices were found.
```

### After

```
2 connected devices:

Device Name • Device ID • Target Platform Display Name • SDK

macOS (desktop) • macos • darwin-arm64  • macOS 14.1.1 23B81 darwin-arm64
Chrome (web)  • chrome • web-javascript • Google Chrome 119.0.6045.159

No wireless devices were found.
```
Repository: rust
Issue: Neon types generate bad code if the "neon" target feature is disabled.
Labels: T-compiler,C-bug,O-AArch64,A-target-feature

<!--
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.
-->

Compiled with `RUSTFLAGS=-Ctarget_feature=-neon` (for `aarch64-unknown-linux-gnu`):
```rust
#![feature(simd_ffi)]

use std::arch::aarch64::*;

fn main() {
    // The target_feature unsafety contract requires us to test this first.
    if std::arch::is_aarch64_feature_detected!("neon") {
        unsafe { test(); }
    }
}

#[target_feature(enable = "neon")]
unsafe fn test() {
    const A: [u32; 4] = [40, 30, 16, 9];
    const B: [u32; 4] = [2, 12, 26, 33];
    let a: uint32x4_t = vld1q_u32(A.as_ptr());
    let b: uint32x4_t = vld1q_u32(B.as_ptr());
    let r = trampoline(a, b);
    println!("{a:?} + {b:?} -> {r:?}");
}

fn trampoline(a: uint32x4_t, b: uint32x4_t) -> uint32x4_t {
    unsafe { add(a, b) }
}

extern "C" {
    // The C implementation is a simple pass-through to `vaddq_u32(a, b)`.
    fn add(a: uint32x4_t, b: uint32x4_t) -> uint32x4_t;
}
```

Ideally, `trampoline` would fail to compile, because it does not have Neon and shouldn't be able to represent the vector types.

* The call to `trampoline(a, b)` passes the arguments in memory (using the Rust ABI).
* The subsequent call to `add(a, b)` tries to pass each argument in four `w` registers (each holding a `u32`), as if they are tuples `(u32, u32, u32, u32)`.
* The C implementation expects arguments in Neon registers (`v0` and `v1`), so the result is unpredictable.

If `test()` — which has "neon" enabled — calls `add(a, b)` directly, it uses `v0` and `v1`, as per [AAPCS64](https://github.com/ARM-software/abi-aa/blob/main/aapcs64/aapcs64.rst).

This is the AArch64 counterpart to #116344 and #114479, with the twist that on AArch64, it's preferable for Neon-specific types to fail to compile without the proper features. These aren't general-purpose types. At least some C compilers refuse to compile code that uses Neon types when `-mcpu=+nosimd+nofp` is specified.

### Meta

This came out of a [Zulip discussion](https://rust-lang.zulipchat.com/#narrow/stream/343119-project-exploit-mitigations/topic/target-feature.20ABI.20concerns.20on.20ARM).

<!--
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 1.76.0-nightly (a1a37735c 2023-11-23)
binary: rustc
commit-hash: a1a37735cbc3db359d0b24ba9085c9fcbe1bc274
commit-date: 2023-11-23
host: x86_64-unknown-linux-gnu
release: 1.76.0-nightly
LLVM version: 17.0.5
```
Repository: next.js
Issue: Production Build Failure after v14.0.2-canary.19
Labels: bug

### Link to the code that reproduces this issue

https://github.com/phibr0/next14-prod-build-failure

### To Reproduce

See [Readme](https://github.com/phibr0/next14-prod-build-failure?tab=readme-ov-file#reproduce) or:

1. `gh repo clone phibr0/next14-prod-build-failure`
2. `cd next14-prod-build-failure`
3. `pnpm compare`

### Current vs. Expected behavior

- The project compiles and typechecks successfully.
- An error occurs during the collection of page data in production builds.

```
TypeError: Cannot read properties of undefined (reading 'api')
    at 3290 (/xxx/.next/server/app/api/route.js:35:50001)
    at t (/xxx/.next/server/webpack-runtime.js:1:128)
```

### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.1.0: Mon Oct  9 21:28:12 PDT 2023; root:xnu-10002.41.9~6/RELEASE_ARM64_T8103
Binaries:
  Node: 18.17.1
  npm: 9.6.7
  Yarn: 1.22.21
  pnpm: 8.10.5
Relevant Packages:
  next: 14.0.4-canary.14
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure, SWC transpilation

### Additional context

**CSV containing build results against all recent releases: <https://github.com/phibr0/next14-prod-build-failure/blob/main/results.csv>**

- Development builds function normally.
- Production Builds using Turbopack
  (`next build --experimental-turbopack`) function normally.
- The problem seems related to webpack/swc.
Repository: vscode
Issue: Unexpected indentation added on new line if a string contains a '{'
Labels: php,editor-autoindent,under-discussion,on-unit-test

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version:  1.84.2
- OS Version: Manjaro Linux

Steps to Reproduce:

1.  In a new PHP file, write the following code:

```
<?php

$phrase = "Lorem ipsum";

$phrase = preg_replace('#(\{1|%s).*#su', '', $phrase);   
```
2.  After the `;`, add a newline, i.e. hit the Enter key


Expected behavior: the new line should have the same indentation as the one before, i.e. in this case zero

Observed behavior: the new line is indented, for no reason.

Never seen anything this stupid. I looks like this is "because" of the '{' inside the string: if I remove that, it no longer reproduces.
Repository: godot
Issue: Reduced performance when rendering canvas items with different modulates with Compatibility renderer
Labels: topic:rendering,topic:2d,performance

### Godot version

v4.2.rc1.official [ad72de508]

### System information

Godot v4.2.rc1 - Windows 10.0.19044 - GLES3 (Compatibility) - NVIDIA GeForce GTX 970 (NVIDIA; 31.0.15.4617) - Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (16 Threads)

### Issue description

I'm porting my game targeting 4.x Compatibility renderer and noticed a large performance drop when drawing CanvasItems with different modulates. My assumption is batching does not support different modulates, yet if we call add_rect with different colors the performance is stable. Compatibility performance is the same from 4.0.3 through 4.2rc1.

Benchmark is the number of canvas items that can be rendered before the FPS drops to below 60 for a few seconds.

| Setup (4.2rc1 Compatibility) | Benchmark |
| - | - |
| White rects | 84500 |
| Random color rects | 84500 |
| White rects red modulate | 84500 |
| **White rects red or green modulate** | **13100** |
| **White rects red green or blue modulate** | **11000** |
| **White rects random modulate** | **7500** |

| Setup (3.5 GLES3) | Benchmark |
| - | - |
| White rects | 51000 |
| Random color rects | 49000 |
| White rects red modulate | 51000 |
| White rects red or green modulate | 48200 |
| White rects red green or blue modulate | 48200 |
| White rects random modulate | 48200 |

| Setup (4.2rc1 Forward+) | Benchmark |
| - | - |
| White rects | 58000 |
| Random color rects | 58000 |
| White rects red modulate | 58000 |
| White rects red or green modulate | 58000 |
| White rects red green or blue modulate | 58000 |
| White rects random modulate | 58000 |

Of note, even using only two different colours results in a large (84500 -> 13100) performance drop.
Self modulate vs modulate shows no difference.
Calling add_rect with random colours does not have the same performance hit of using different modulates.

I never really know what I'm looking at when profiling with VerySleepy but I figured I'd include these here.

<details><summary>4.2 Compatibility Profile</summary>

![sleepy_2023-11-24_12-55-58](https://github.com/godotengine/godot/assets/3820082/d27879c0-8ef1-42a9-adad-6cabd03a5100)

</details>

<details><summary>4.2 Forward+ Profile</summary>

![sleepy_2023-11-24_12-57-31](https://github.com/godotengine/godot/assets/3820082/1604da7c-6caa-4d02-ab32-d92fe646e2ce)

</details>


### Steps to reproduce

Use the MRP attached below and toggle the comments in the ready function to change the setup. Run the application and note the amount of canvas items added before dropping below 60 fps.

### Minimal reproduction project

[canvasitem-modulate-perf-mrp.zip](https://github.com/godotengine/godot/files/13461420/canvasitem-modulate-perf-mrp.zip)
Repository: next.js
Issue: MongoDb ObjectId import in client component causes unhandled runtime error "Error: Element type is invalid"
Labels: bug

### Link to the code that reproduces this issue

https://github.com/skapoor8/ts/tree/main/next-js/object-id-bug

### To Reproduce

1. Start the app in dev
2. You will see an unhandled runtime error ("Error: Element type is invalid")

<img width="960" alt="Screen Shot 2023-11-24 at 1 06 52 PM" src="https://github.com/vercel/next.js/assets/14297543/82f28b9f-d3d7-4cf1-a204-164034940b60">

3. In the file page.tsx, comment out ClientComponent in the template. Now the app should reload and work.

<img width="670" alt="Screen Shot 2023-11-24 at 1 07 33 PM" src="https://github.com/vercel/next.js/assets/14297543/651877d4-9e50-429f-b715-84324105ea5c">


### Current vs. Expected behavior

ClientComponent.tsx execute the same code, the only difference is one is executed on server side, the other on client side. Initialization of a class like ObjectId is expected to work in both types of component, but presently this does not seem possible.

This is ClientComponent:

<img width="670" alt="Screen Shot 2023-11-24 at 1 17 03 PM" src="https://github.com/vercel/next.js/assets/14297543/8c85d70a-4bfe-4543-8d89-f7ac41afdbd9">

Comparing with the previous screenshot, you can see the same code is being executed.

Also, the error message does not provide information that can further help with debugging this. This cost my team a lot of time in debugging this issue as well.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 21.1.0: Wed Oct 13 17:33:01 PDT 2021; root:xnu-8019.41.5~1/RELEASE_ARM64_T6000
Binaries:
  Node: 20.5.1
  npm: 9.8.0
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.3
  eslint-config-next: 14.0.3
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

I ran into this problem at work. We create DTO classes that can be serialized/deserialized with the library class-transformer. These DTO classes work well in various projects in angular and react, but using them in a new next-js project caused this issue.

It took me a long time to figure out the error was coming from initializing object ids as the stack traces point to various webpack chunks and next-js/react code. I tried various minimal experiments with class-transformer and ts-decorators to replicate this problem. In the end I was lucky I tried to introduce ObjectId based properties in my experiments, or I could well have ended up concluding this was an issue with the nx generated builds for next-js.

I have also tried including the bson package in the transpilePackages config setting. It did not seem to make a difference.
Repository: pytorch
Issue: Change `automatic_dynamic_shapes` to trigger on `cache_size_limit` recompiles but not `accumulated_cache_size_limit` recompiles.
Labels: triaged,ezyang's list,oncall: pt2,module: dynamic shapes,module: dynamo

### 🚀 The feature, motivation and pitch

Also see https://github.com/pytorch/pytorch/issues/114511

IMO it makes more sense to have it trigger when the same code sees different shapes compared to a shared block being reused in two different contexts.

cc: @voznesenskym @ezya

### Alternatives

_No response_

### Additional context

_No response_

cc @ezyang @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng
Repository: flutter
Issue: [Proposal] Add scrollableTabAlignment to TabBarTheme
Labels: c: new feature,framework,f: material design,c: proposal,P2,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

The implementation of TabBarTheme.tabAlignment is, in my opinion, flawed. When setting a global tabAlignment, if not all of your TabBar's `isScrollable` property are uniform, you'll get an error at runtime, and have to change the tabAlignment property on the TabBar level. There is no current way to add a global default for scrollable and non-scrollable TabBar's at the same time.

### Proposal

My proposal is to add a `scrollableTabAlignment` to TabBarTheme. The TabBar widget would pull either the `tabAlignment` or the `scrollableTabAlignment` depending on `isScrollable`'s value.
Repository: next.js
Issue: The custom error pages example no longer works
Labels: examples

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 10 Pro
Binaries:
  Node: 20.9.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.3
  eslint-config-next: 14.0.3
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: N/A
```


### Which example does this report relate to?

https://nextjs.org/docs/pages/building-your-application/routing/custom-error

### What browser are you using? (if relevant)

tried on Firefox 120.0 (64-bit) and Chrome 119.0.6045.160 (Official Build) (64-bit)

### How are you deploying your application? (if relevant)

_No response_

### Describe the Bug

I have tried making a custom 404 page and such for a few nextjs projects now, and next seems to not want to show those pages when I get those errors pages (i.e. I go to localhost:3000/this-page-or-resource-no-existo will just show the default next 404 page and not mine)

### Expected Behavior

That when I get a 404 or something as such I see my custom 404 page

### To Reproduce

Use `create-next-app`, make pages dir, and make 404.tsx/.jsx/.ts/.js, and then run npm run dev locally; none of these will work to make a custom 404 page.
Repository: storybook
Issue: [Bug]: `staticDirs` setting skips copying `index.html` and `iframe.html` files to subdirectories
Labels: bug,good first issue,help wanted,has workaround,composition,sev:S3

### Describe the bug

When defining static directories using Storybook's `staticDirs` setting, Storybook won't copy over `index.html` or `iframe.html` files that are located in the static directory. Based on [this code](https://github.com/storybookjs/storybook/blob/716bbac8cecc914effde67bdfb43d4400bd5c382/code/lib/core-server/src/utils/copy-all-static-files.ts#L17C1-L18), this seems intentional, however I'm trying to bundle multiple storybooks into one using the `refs` setting, and the current behavior prevents me from doing so.



### To Reproduce

My setup is as follows:

I have two Storybooks: `Primary` and `Secondary`. First, I build the `Secondary` storybook. Then, using a combination of `staticDirs` and `refs`, I configure the `Primary` Storybook as such:

```
{
  refs: {
    'secondary-storybook': {
      title: 'Secondary Storybook',
      url: '/assets/secondary-storybook',
    }
  },
  staticDirs: [
     {
       from: '../dist/secondary-storybook',
       to: '/assets/secondary-storybook',
     } 
  ],
}
```

I then build the `Primary` Storybook. When I open this storybook, I can see the stories from `Secondary` in the navigation, but I can't actually access any of them, because when Storybook copies the assets from `dist/secondary-storybook` to `assets/secondary-storybook`, it skips the `iframe.html` and `index.html` files due to the previously-linked code. 

I can understand Storybook not wanting to override the default `index.html` and `iframe.html` files that it ships for the `Primary` storybook, but in my use-case I'm not overriding them - I'm putting them into a subdirectory. 

As a workaround, I can copy the `Secondary` storybook assets into the `assets/secondary-storybook` folder myself, but I'd prefer to use the built-in Storybook logic.

### System

_No response_

### Additional context

_No response_
Repository: godot
Issue: CSGCombiner3D remains present in physics system when Process mode is set to Disabled
Labels: bug,topic:physics,topic:3d

### Godot version

v4.2.rc1.mono.official [ad72de508]

### System information

Godot v4.2.rc1.mono - Ubuntu 22.04.3 LTS 22.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (nvidia; 535.129.03) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

When CSGCombiner3D has its process mode set to Disabled (or by using SetPhysicsProcess or other APIs to disable physics), it does not remove itself from the physics system. Though you CAN remove the object by disabling use_collision, it's still not consistent with other physics bodies. The default behavior for other bodies is for them to remove themselves, with the option of changing that behavior by changing the Disable Mode that comes with CollisionObject3D, which allows you to remove entire trees of objects from the physics system.

This may be more of an improvement than a bugfix, but the inconsistency in how it behaves (by default) compared to the other physics bodies seems unintuitive.

### Steps to reproduce

1: Place a CSGCombiner3D into the scene with 'Use Collision' enabled, and 'Process Mode' set to disabled
2: Add a child CSG Object to the CSGCombiner3D so that it has some collision
3: Create a Rigidbody3D and place it above the CSGCombiner3D
4: Play the scene

### Minimal reproduction project

[CSGBug.zip](https://github.com/godotengine/godot/files/13462042/CSGBug.zip)
Repository: PowerToys
Issue: stl thumbnail provider using a lot of resources
Labels: Issue-Bug,Area-Quality,Product-File Explorer,Needs-Triage

### Microsoft PowerToys version

0.75.1

### Installation method

PowerToys auto-update, Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

File Explorer: Thumbnail preview

### Steps to reproduce

not sure, this just started happening recently, the only thing i could think of was a really big stl file around 2GB that I got recently

### ✔️ Expected Behavior

not taking 40% of a 32 thread cpu and more than 16GB of ram

### ❌ Actual Behavior

![image](https://github.com/microsoft/PowerToys/assets/40300986/7d53499f-34df-4275-950e-5fbdca718763)


### Other Software

_No response_