sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Godot4.1 crash
Labels: bug,topic:rendering,needs testing,crash

### Godot version

v4.1.1.stable.custom_build (9921126f40fe5e1c521f569a847ff0dd3cc0f6e6)

### System information

win10 21H2,Vulkan API 1.2.0

### Issue description

Crash will occur after **minimizing godot** and **looking at other windows**.  Wait for **10min ~ 45min.**
Crashed many times just today.  **I added 2 plugins. I don't know if it relevant.**
[https://github.com/godotengine/godot/pull/77104](url)
[https://github.com/EIRTeam/EIRTeam.FFmpeg/](url)




```
ERROR: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message
        loader_get_json: Failed to open JSON file C:\Program Files (x86)\WeGame\apps\Cross\Core\Stable\CrossVulkanLayer64.json
        Objects - 1
                Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 1199617115248
   at: VulkanContext::_debug_messenger_callback (drivers\vulkan\vulkan_context.cpp:267)
ERROR: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message
        loader_get_json: Failed to open JSON file D:\Program Files (x86)\WeGame\apps\Cross\Core\Stable\CrossVulkanLayer64.json
        Objects - 1
                Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 1199617115248
```


```
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.1.1.stable.custom_build (9921126f40fe5e1c521f569a847ff0dd3cc0f6e6)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] <couldn't map PC to fn name>
[1] <couldn't map PC to fn name>
[2] VulkanContext::prepare_buffers (C:\godot\src\godot\drivers\vulkan\vulkan_context.cpp:2264)
[3] RenderingDeviceVulkan::prepare_screen_for_drawing (C:\godot\src\godot\drivers\vulkan\rendering_device_vulkan.cpp:8759)
[4] RendererCompositorRD::prepare_for_blitting_render_targets (C:\godot\src\godot\servers\rendering\renderer_rd\renderer_compositor_rd.cpp:38)
[5] RendererViewport::draw_viewports (C:\godot\src\godot\servers\rendering\renderer_viewport.cpp:775)
[6] RenderingServerDefault::_draw (C:\godot\src\godot\servers\rendering\rendering_server_default.cpp:92)
[7] RenderingServerDefault::draw (C:\godot\src\godot\servers\rendering\rendering_server_default.cpp:399)
[8] Main::iteration (C:\godot\src\godot\main\main.cpp:3437)
[9] OS_Windows::run (C:\godot\src\godot\platform\windows\os_windows.cpp:1479)
[10] widechar_main (C:\godot\src\godot\platform\windows\godot_windows.cpp:182)
[11] _main (C:\godot\src\godot\platform\windows\godot_windows.cpp:204)
[12] main (C:\godot\src\godot\platform\windows\godot_windows.cpp:218)
[13] WinMain (C:\godot\src\godot\platform\windows\godot_windows.cpp:232)
[14] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[15] <couldn't map PC to fn name>
-- END OF BACKTRACE --
```


### Steps to reproduce

Crash will occur after **minimizing godot** and **looking at other windows**.  Wait for **10min ~ 45min.**

### Minimal reproduction project

rebase [pull77104](https://github.com/godotengine/godot/pull/77104) in v4.1.1
[minitest.zip](https://github.com/godotengine/godot/files/12238211/minitest.zip)
Repository: react-native
Issue: iOS Speech-to-text clears input after pressing the space during speech
Labels: Platform: iOS,Issue: Author Provided Repro,Newer Patch Available

### Description

When using `TextInput` with **multiline=true**, after using speech-to-text to input text, if you enter `Space`, The speech-to-text inputted text is deleting.
This flow works well when we use a 1-line `TextInput`

### React Native Version

0.71.11

### Output of `npx react-native info`

```
System:
    OS: macOS 13.4.1
    CPU: (10) arm64 Apple M1 Pro
    Memory: 5.38 GB / 32.00 GB
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 14.21.3 - ~/.nvm/versions/node/v14.21.3/bin/node
    Yarn: 1.22.19 - ~/Code/node_modules/.bin/yarn
    npm: 6.14.18 - ~/.nvm/versions/node/v14.21.3/bin/npm
    Watchman: Not Found
  Managers:
    CocoaPods: 1.12.1 - /opt/homebrew/bin/pod
  SDKs:
    iOS SDK:
      Platforms: DriverKit 22.4, iOS 16.4, macOS 13.3, tvOS 16.4, watchOS 9.4
    Android SDK:
      API Levels: 21, 23, 28, 29, 30, 31, 32, 33
      Build Tools: 21.1.2, 28.0.0, 29.0.2, 30.0.0, 30.0.1, 30.0.2, 30.0.3, 31.0.0, 32.0.0, 32.1.0, 33.0.0
      System Images: android-28 | ARM 64 v8a, android-31 | ARM 64 v8a, android-32 | Google APIs ARM 64 v8a, android-33 | Google APIs ARM 64 v8a, android-33 | Google Play ARM 64 v8a
      Android NDK: 24.0.8215888
  IDEs:
    Android Studio: 2022.1 AI-221.6008.13.2211.9619390
    Xcode: 14.3.1/14E300c - /usr/bin/xcodebuild
  Languages:
    Java: 11.0.19 - /usr/bin/javac
  npmPackages:
    @react-native-community/cli: Not Found
    react: 18.2.0 => 18.2.0
    react-native: 0.71.11 => 0.71.11
```

### Steps to reproduce

1. Run any RN app with a TextInput
2. Tap the text input
3. On the iOS keyboard, tap the microphone icon
4. Say something
5. Tap the Space button on the Keyboard

### Snack, screenshot, or link to a repository




https://github.com/facebook/react-native/assets/19289032/7cb29d12-15ba-41de-8358-f7288c923f8b
Repository: opencv
Issue: cv2.imread and cv2.imwrite automatically convert ICC profile from ProPhoto RGB to sRGB 
Labels: feature,category: imgcodecs,category: 3rdparty

### System Information

OpenCV python version: 4.6.0.66
Operating System / Platform: Ubuntu 20.04.6 LTS
Python version: Python 3.8.8 (default, Feb 24 2021, 21:46:12)

### Detailed description

when I read and save a image, I find the color of the output image changed!

```python
import cv2

img_dir = 'e01b95e1210c4d91aafa6a5eeb71e1cf.jpeg'

# Load the image file
img = cv2.imread(img_dir, cv2.IMREAD_UNCHANGED)

cv2.imwrite('out.jpg', img)
```

### Steps to reproduce

the input image 'e01b95e1210c4d91aafa6a5eeb71e1cf.jpeg' is : 
![e01b95e1210c4d91aafa6a5eeb71e1cf](https://github.com/opencv/opencv/assets/21029719/6e0a69e6-1770-4b5e-8760-701b838bb7ac)

the output image is : 
![out](https://github.com/opencv/opencv/assets/21029719/7359c060-7977-46f8-b630-631bd3974b63)

I find the icc profile changed:
![image](https://github.com/opencv/opencv/assets/21029719/e32aefa3-1843-4259-ad2f-c121521dda8f)

when I convert the icc profile of the output to ProPhoto RGB, It shown ok !

Is there any methods to read the ICC profile of input image ,and  set  ICC profile of output  image by OpenCV ?

### 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
- [ ] 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)
Repository: react-native
Issue: ios wont trigger re-render with appearance.setColorSheme() on app start
Labels: Platform: iOS,Issue: Author Provided Repro,Needs: Version Info

### Description

When using Appearance.setColorScheme on app start, the change doesnt trigger a re-render in ios. I used the latest react native bare app and added a Appeareance.setColorScheme('white') in app component.
This works on android, thus the app will start in white mode. But it doesnt work on ios, the app starts in system mode nevertheless. 
But the colorScheme is set to white, because if i want to set it to white again to trigger re-render manually, nothing happens, because i want to change it to the same value it is set to.

### React Native Version

0.72.3

### Output of `npx react-native info`

System:
  OS: macOS 13.4.1
  CPU: (8) arm64 Apple M1 Pro
  Memory: 79.59 MB / 16.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 16.17.0
    path: /usr/local/bin/node
  Yarn:
    version: 1.22.19
    path: /usr/local/bin/yarn
  npm:
    version: 9.6.0
    path: /usr/local/bin/npm
  Watchman:
    version: 2023.07.24.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.12.0
    path: /usr/local/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 22.2
      - iOS 16.2
      - macOS 13.1
      - tvOS 16.1
      - watchOS 9.1
  Android SDK:
    API Levels:
      - "28"
      - "30"
      - "31"
      - "33"
    Build Tools:
      - 29.0.2
      - 30.0.2
      - 30.0.3
      - 31.0.0
      - 33.0.0
    System Images:
      - android-31 | Google APIs ARM 64 v8a
    Android NDK: Not Found
IDEs:
  Android Studio: 2021.2 AI-212.5712.43.2112.8815526
  Xcode:
    version: 14.2/14C18
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 11.0.20
    path: /opt/homebrew/opt/openjdk@11/bin/javac
  Ruby:
    version: 3.2.2
    path: /Users/user/.rbenv/shims/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.72.3
    wanted: 0.72.3
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: false
iOS:
  hermesEnabled: true
  newArchEnabled: false

### Steps to reproduce

- new react native application
- Appearance.setColorScheme() at the start of the app, i use layouteffect in app
```ts
function App(): JSX.Element {
  const isDarkMode = useColorScheme() === 'dark';

  const backgroundStyle = {
    backgroundColor: isDarkMode ? Colors.darker : Colors.lighter,
  };

  useLayoutEffect(() => {
    Appearance.setColorScheme('light');
  }, []);
.
.
.
```

### Snack, screenshot, or link to a repository
https://github.com/Pluvas159/appearanceIOS


https://github.com/facebook/react-native/assets/79486973/50e18243-3723-4f51-8421-e9b8903f3cd7
Repository: electron
Issue: [Feature Request]: Add AZERTY layout `²` key in accelerator
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

It is currently not possible to bind the key `²` of a standard AZERTY keyboard using electron.

### Proposed Solution

- Add support for the `²` shortcut in [electron's accelerator](https://www.electronjs.org/docs/latest/api/accelerator)
- A proposal for the key name would be `superscripttwo` because the unicode name seems to be `SUPERSCRIPT TWO` (cf [documentation](https://www.unicode.org/charts/charindex.html)

### Alternatives Considered

None at the moment, can be discussed

### Additional Information

Here is an azerty layout (from wikipedia)

![](https://upload.wikimedia.org/wikipedia/commons/thumb/b/b9/KB_France.svg/1920px-KB_France.svg.png)

This issue targets the shortcut at the left of the `1 / &` key.

I first created a "bug" report for this PR, which [I link here](https://github.com/electron/electron/issues/39292).
Repository: godot
Issue: Comparison Operator: Values of types int and float with same numerical value are equal
Labels: discussion,topic:gdscript,documentation

### Godot version

v4.1.stable.official [970459615]

### System information

Windows 11 Pro, Version 22H2, Build 22621.1778 - v4.1.stable.official [9704596] - Vulkan (Forward +)

### Issue description

It's not really a bug, but it is somehow counterintuitive: While two variables can have different types int and float, they are treated as equal by the comparison operator:
```
var val1 = 42
var val2 = 42.0
print(val1 == val2) #true
print(typeof(val1) == typeof(val2)) #false
```

This gets especially interesting, if you add an int and a float to an array or a dictionary and compare them:
```
var val1 = [42]
var val2 = [42.0]
print(val1 == val2) #false
print(val1[0] == val2[0]) #true
```
As you can see, the two arrays are not considered equal, and rightly so, but the two values are considered equal. Wouldn't it be much more logical if comparison of an int and a float always returns false?

### Steps to reproduce

See above

### Minimal reproduction project

N/A
Repository: material-ui
Issue: Console Warnings as actual warnings
Labels: core,dx

### Summary 💡

Warnings in MUI show as errors in the console. 
It is a problem when you have some large warnings and you cannot find actual errors because of them.

I know warnings are important and they shouldn't be ignored, but there should be a way to make them show as proper warnings and not errors. Maybe some kind of global flag you change like **_showWarningsAsErros_** that is true by default.


### Examples 🌈

![mui-warning](https://github.com/mui/material-ui/assets/55598912/dd0be1d2-04ca-406d-8b37-3c3e80db89f2)
Repository: next.js
Issue: icon.tsx overrides generateMetadata icon
Labels: bug,Metadata

### 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 PREEMPT_DYNAMIC Mon Jul 24 20:51:12 UTC 2023
    Binaries:
      Node: 18.16.1
      npm: 9.5.1
      Yarn: N/A
      pnpm: N/A
    Relevant Packages:
      next: 13.4.13-canary.9
      eslint-config-next: 13.4.12
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: standalone


warn  - Latest canary version not detected, detected: "13.4.13-canary.9", newest: "13.4.13-canary.10".
        Please try the latest canary version (`npm install next@canary`) to confirm the issue still exists before creating a new issue.
        Read more - https://nextjs.org/docs/messages/opening-an-issue
```


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

App Router, Metadata (metadata, generateMetadata, next/head)

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

https://github.com/LasseRosenow/reproduction-app

### To Reproduce

### Put a SVG as icon using generateMetadata int layout.tsx:
```typescript

export async function generateMetadata(): Promise<Metadata> {
  return {
    icons: [
      {
        url: "url_to_icon.svg",
        type: data.general?.icon_dark?.type ?? "",
        sizes: "any",
      },
      {
        url: "url_to_icon_dark.svg",
        type: data.general?.icon_light?.type ?? "",
        sizes: "any",
        media: "(prefers-color-scheme:dark)",
      },
    ],
  }
}

```

### create a icon.tsx
```typescript

import { ImageResponse } from 'next/server'

export const size = {
  width: 32,
  height: 32,
}

export const contentType = 'image/png'

export default async function Icon() {
  return new ImageResponse(
    (
      <img src="url_to_logo.svg" alt="" />
    ),
    {
      ...size,
    }
  )
}

```

### Describe the Bug

I use `generateMetadata` to set a svg icon that I get from a headless CMS.
But if I also create a icon.tsx to generate a fallback PNG for Browsers like Safari that don't support SVG, my SVG from `generateMetadata` disappear and only the icon from icon.tsx is included in the <head></head>

### Expected Behavior

I expect that the <head></head> would include my svg icons as well as the generated PNG icons.

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

Chrome 115

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

dev
Repository: godot
Issue: In Canvas Item's draw_string, HORIZONTAL_ALIGNMENT argument appears to be useless
Labels: discussion,documentation,topic:gui

### Godot version

4.1.1

### System information

Debian 11 - Godot 4.1.1 - Forward+

### Issue description

The draw_string method of the Canvas Item class offers an argument for horizontal alignment of the text, i.e. HORIZONTAL_ALIGNMENT_LEFT, HORIZONTAL_ALIGNMENT_CENTER and HORIZONTAL_ALIGNMENT_RIGHT.
However, the drawn text is always aligned left, without any regard to the chosen horizontal alignment.

![grafik](https://github.com/godotengine/godot/assets/27966972/fcd9ae36-adbf-46e3-9683-6c6f36053319)


### Steps to reproduce

```
var font = get_theme_default_font()
draw_string(font, Vector2.ZERO, "TEST TITLE", HORIZONTAL_ALIGNMENT_LEFT, -1, 32, Color.BLACK)
draw_string(font, Vector2.ZERO, "TEST TITLE", HORIZONTAL_ALIGNMENT_CENTER, -1, 32, Color.BLACK)
draw_string(font, Vector2.ZERO, "TEST TITLE", HORIZONTAL_ALIGNMENT_RIGHT, -1, 32, Color.BLACK)
```

### Minimal reproduction project

[bugdemo.zip](https://github.com/godotengine/godot/files/12239516/bugdemo.zip)
Repository: material-ui
Issue: [Input] slots overrides for startDecorator and endDecorator are not populated
Labels: component: text field,status: expected behavior

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:
https://codesandbox.io/s/thirsty-germain-4c4d9p?file=/src/App.js

Steps:
1. create a custom `slots` config for the `<Input />` component  
2. try to override startDecorator or endDecorator slots

in the CopePen attached you can see that overriding has no effect on the DOM but input component is populated correctly

### Current behavior 😯

slots for startDecorator and endDecorator are not populated, element is not visible in the DOM 

### Expected behavior 🤔

slots for startDecorator and endDecorator are populated with components that are passed 

### Context 🔦

_No response_

### Your environment 🌎

_No response_
Repository: storybook
Issue: [Bug]:  Storybook/React Component does not update on prop change when docs.story.inline === false
Labels: bug,needs triage

### Describe the bug

Storybook/React Components do not update on prop change when docs.story.inline === false.

### To Reproduce

- Set docs story to inline false.
e.g.:
```
const meta: Meta<typeof Select> = {
	title: 'Components/Input/Select',
	component: Select,
	tags: ['autodocs'], // This component will have an automatically generated Autodocs entry
	argTypes: {},
	args: {},
	parameters: {
		docs: {
			story: {
				inline: false,
				height: 350,
			},
		},
	},
};
```
- Change a prop in the docs page.
- See the component does not rerender

### System

```shell
Environment Info:

  System:
    OS: macOS 13.4.1
    CPU: (8) arm64 Apple M1
  Binaries:
    Node: 16.19.1 - ~/.asdf/installs/nodejs/16.19.1/bin/node
    Yarn: 1.22.19 - ~/.yarn/bin/yarn
    npm: 9.6.1 - ~/.asdf/plugins/nodejs/shims/npm
  Browsers:
    Chrome: 115.0.5790.114
    Safari: 16.5.2
  npmPackages:
    @storybook/addon-a11y: ^7.2.0 => 7.2.0
    @storybook/addon-designs: ^7.0.1 => 7.0.1
    @storybook/addon-essentials: ^7.2.0 => 7.2.0
    @storybook/addon-interactions: ^7.2.0 => 7.2.0
    @storybook/addon-links: ^7.2.0 => 7.2.0
    @storybook/addon-styling: ^1.3.5 => 1.3.5
    @storybook/blocks: ^7.2.0 => 7.2.0
    @storybook/react: ^7.2.0 => 7.2.0
    @storybook/react-webpack5: ^7.2.0 => 7.2.0
    @storybook/testing-library: ^0.2.0 => 0.2.0
```


### Additional context

_No response_
Repository: PowerToys
Issue: Find my mouse: Time-based Auto-dismiss
Labels: Idea-Enhancement,Needs-Triage,Product-Mouse Utilities

### Description of the new feature / enhancement

Today, when Find My Mouse activates:
1. A spotlight will zoom in on the mouse
2. The spotlight follows the mouse until the user clicks
3. The spotlight will zoom out.

I would like an option to omit step 2 above so that when I shake my mouse, the spotlight zooms in and out without the extra click.

### Scenario when this would be used?

All the time.

### Supporting information

This would be more fluid.
Repository: PowerToys
Issue: [Peek] Activate from context menu
Labels: Idea-Enhancement,Product-Peek

### Description of the new feature / enhancement

It would be interesting, in addition to the keyboard shortcut, to create the possibility of creating a shortcut in the context menu to access the preview of the file.

### Scenario when this would be used?

I think it would increase productivity, as access to files is via the mouse, so previewing would be more direct and faster.

### Supporting information

_No response_
Repository: pytorch
Issue: vmap, jacrev, jacfwd, hessian, etc., in libTorch
Labels: module: cpp,triaged,module: vmap,module: functorch

### 🚀 The feature, motivation and pitch

Apparently, right now there is a gap between the PyTorch APIs and the libTorch APIs regarding vmap and its related (previously functorch) capabilities. Moreover, I am afraid that the two set of APIs are drifting further apart, especially in newer versions of PyTorch, see e.g. the comparison between PyTorch's grad and libTorch's grad:

https://pytorch.org/docs/stable/generated/torch.autograd.grad.html
https://pytorch.org/cppdocs/api/function_namespacetorch_1_1autograd_1a1e03c42b14b40c306f9eb947ef842d9c.html

A vmap implementation in libTorch would allow us to compute Jacobians of batched computations much more efficiently, which is often a necessary ingredient in the conventional scientific computing world (by which I mean communities like numerical methods for solving partial differential equations).

Some potentially related open issues:
https://github.com/pytorch/pytorch/issues/40208
https://github.com/pytorch/functorch/issues/767

We might be able to have some one take a stab at this next FY, and hopefully submit a PR. I would like to see what the PyTorch core development team thinks about this. Some pointers to get us started would be appreciated.

Just to prove I am not crazy about this and indeed this is possible, I have put together a repository to demonstrate the feasibility of this. Some examples are here:
https://github.com/hugary1995/jaxformtorch/blob/main/tests/test.cxx
I stopped there as I realized I would need to access some of the libTorch internals to get this to work for the most general case.

### Alternatives

_No response_

### Additional context

_No response_

cc @jbschlosser @zou3519 @Chillee @samdow @kshitij12345 @janeyx99
Repository: stable-diffusion-webui
Issue: [Bug]: faulty inpainting IMG2IMG via API
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?

Inpainting with IMG2IMG and a mask does not work properly, using the API. 
First off, it's as if the mask does not exist, and I get an output image that is like a merge of the first image, with the second image, but at a lower opacity, so it looks like an overlay. 
Second, the image is darkened and presents abnormalities. 


### Steps to reproduce the problem

1. Insert image base64 data and the black and white mask in the params.
1. Call img2img endpoint 


### What should have happened?

The change should only happen inside the mask, and it should not turn the entire image into a darker composition. It works well on the webui, not sure why it's not working properly via the API. 

### Version or Commit where the problem happens

68f336b

### What Python version are you running on ?

Python 3.9.x (below, no recommended)

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

Other/Cloud

### What device are you running WebUI on?

Nvidia GPUs (RTX 20 above)

### Cross attention optimization

Automatic

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

_No response_

### Command Line Arguments

```Shell
--api --listen
```


### List of extensions

No

### Console logs

```Shell
n/a
```


### Additional information

```
    const params = {
        prompt: task.prompt,
        negative_prompt: task.negative_prompt,
        model: task.model,
        steps: task.steps,
        width,
        height,
        save_images: false,
        restore_faces: shouldRestore,
        sampler_name: sampler,
        cfg_scale: cfg ? cfg : 7,
        alwayson_scripts: {},
        inpaint_full_res: true,
        init_images: [base64Content],
        mask: base64Mask,
        denoising_strength: 0.9
      };
```