sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [flutter_adaptive_scaffold] Allow Unextended Navigation Rail to have labels
Labels: c: new feature,package,c: proposal,team-ecosystem,P3,p: flutter_adaptive_scaffold,triaged-ecosystem

In context to flutter_adaptive_scaffold package:

Currently, Labels are not displayed on unextended navigation rail.
<img src="https://user-images.githubusercontent.com/61322712/201519536-78a38d3e-5ea1-4f03-ade9-bb3b2c2b667f.PNG" width="350"/>

Request: Allow Unextended Navigation Rail to have labels (no api available at present).
<img src="https://user-images.githubusercontent.com/61322712/201519566-720f3d8a-cb8f-424c-b7b0-07f6075eb8ff.PNG" width="350"/>

## Steps to Reproduce

<!-- Please include full steps to reproduce so that we can reproduce the problem. -->

1. Execute `flutter run` on the code sample <!-- (see "Code sample" section below) -->
2. Resize window

<details>
<summary>Code sample</summary>

<!--
      Please create a minimal reproducible sample that shows the problem
      and attach it below between the lines with the backticks.

      To create it you can use `flutter create bug` command and update the `main.dart` file.

      Alternatively, you can use https://dartpad.dev/
      which is capable of creating and running small Flutter apps.

      Without this we will unlikely be able to progress on the issue, and because of that
      we regretfully will have to close it.
-->

```dart
import 'package:flutter/material.dart';
import 'package:flutter_adaptive_scaffold/flutter_adaptive_scaffold.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        colorSchemeSeed: const Color(0xFFE4935D),
        useMaterial3: true,
        brightness: Brightness.light,
      ),
      // darkTheme: ThemeData(
      //   colorSchemeSeed: const Color(0xFFE4935D),
      //   useMaterial3: true,
      //   brightness: Brightness.dark,
      // ),
      home: const HomePage(),
    );
  }
}

class HomePage extends StatelessWidget {
  const HomePage({super.key});

  @override
  Widget build(BuildContext context) {
    return AdaptiveScaffold(
      selectedIndex: 1,
      appBar: AppBar(
        elevation: 4,
        title: const Text('Demo App'),
      ),
      useDrawer: false,
      destinations: const <NavigationDestination>[
        NavigationDestination(
          icon: Icon(Icons.home),
          label: 'Home',
        ),
        NavigationDestination(
          icon: Icon(Icons.add_box),
          label: 'Counter',
        ),
      ],
      body: (final context) {
        return const SizedBox.shrink();
      },
      onSelectedIndexChange: (final index) {},
    );
  }
}
```
</details>
Repository: PowerToys
Issue: [Run] Result highlight changes query text changing results
Labels: Issue-Bug,Product-PowerToys Run,Priority-2

### Microsoft PowerToys version

0.64.1

### Installation method

GitHub

### Running as admin

_No response_

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Scrolling thru search results with arrow key changes query text, which in turn changes the search result
As seen in the screen recording, my original query is `program`, but as I scroll thru the results with arrow key, it changes to `pyright...` limiting results related to pyright, which has nothing to do with my original query
![Animation0](https://user-images.githubusercontent.com/60565737/201521409-4cfec485-d369-4160-a6ab-6a4cf8de308a.gif)

[PowerToysReport_2022-11-13-20-07-32.zip](https://github.com/microsoft/PowerToys/files/9997138/PowerToysReport_2022-11-13-20-07-32.zip)


### ✔️ Expected Behavior

Expecting either:
A: query text not being changed when result highlighted to prevent the changing order of the results
OR (preferably)
B: highlighting of result changes query text, but does not execute new query/give new results

Keeping the original result order is important, since sometimes the exact result I'm looking for isn't there, so I'm looking for the closest result, then `open containing folder` to navigate to the file/folder I want. 

### ❌ Actual Behavior

changing of query text results in constantly changing result list, unable to scroll thru the result list with arrow key.

note: scrolling with the scroll wheel doesn't result in the issue.

### Other Software

_No response_
Repository: terminal
Issue: Pasting in "Rename Tab" also pastes in the shell
Labels: Issue-Bug,Area-UserInterface,Product-Terminal,In-PR,Priority-3

### Windows Terminal version

1.15.2875.0

### Windows build number

10.0.22621.0

### Other Software

_No response_

### Steps to reproduce

* put some text on the clipboard
* do `Rename Tab` and paste the text from the clipboard

### Expected Behavior

The tab is renamed and the state of the shell is unaffected.

### Actual Behavior

The tab is renamed, but the text is also pasted in the shell.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Allow Webui to schedule/do multiple generations?
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 ?

i finds it troublesome when i will be away for long time and i can only do 1 generations. Is it possible for the webui to schedule/do multiple generations in order while i am away?

### Proposed workflow

setup an queue system that allows the user to generate prompts in order
allow multiple generations and finish each generations in order


### Additional information

_No response_
Repository: godot
Issue: [3.x] error: unknown warning group '-Wdeprecated-copy-with-user-provided-copy'
Labels: bug,platform:ios,topic:buildsystem

### Godot version

3.x (28afd32d29df78283d0433680812c70edfb14c65)

### System information

Github Workflow: iOS

### Issue description

#68077 included trying to silence a number of warnings in the Bullet headers using:
https://github.com/godotengine/godot/blob/28afd32d29df78283d0433680812c70edfb14c65/modules/bullet/collision_object_bullet.h#L40-L43

However, this change sometimes causes the workflow builds to fail with:
```
error: unknown warning group '-Wdeprecated-copy-with-user-provided-copy', ignored [-Werror,-Wunknown-warning-option]
```
See: https://github.com/madmiraal/godot/actions/runs/3451765341/jobs/5761214187

We're using `runs-on: "macos-latest"`, which should [use macOS 11](https://docs.github.com/en/actions/using-github-hosted-runners/about-github-hosted-runners#supported-runners-and-hardware-resources). However this is not always true. For example, I notice that when it [failed](https://github.com/madmiraal/godot/actions/runs/3451765341/jobs/5761214187) it is running on `macOS  11.7.1`, but when it [succeeded](https://github.com/godotengine/godot/actions/runs/3438064795/jobs/5733644609) it's running on `macOS 12.6.1`; so this may be the difference.

**Note:** the version of clang is different with each version of the OS:
- macOS 11.7 comes with clang 13.0 <sup>[1](https://github.com/actions/runner-images/blob/main/images/macos/macos-11-Readme.md)</sup>
- macOS 12.6 comes with clang 14.0 <sup>[2](https://github.com/actions/runner-images/blob/main/images/macos/macos-12-Readme.md)</sup>

However, clang 13.0 does support `-Wdeprecated-copy-with-user-provided-copy`<sup>[3](https://releases.llvm.org/13.0.0/tools/clang/docs/DiagnosticsReference.html#wdeprecated-copy-with-user-provided-copy)</sup>. So, this shouldn't be the issue.

1 [https://github.com/actions/runner-images/blob/main/images/macos/macos-11-Readme.md](https://github.com/actions/runner-images/blob/main/images/macos/macos-11-Readme.md)
2 [https://github.com/actions/runner-images/blob/main/images/macos/macos-12-Readme.md](https://github.com/actions/runner-images/blob/main/images/macos/macos-12-Readme.md)
3 [https://releases.llvm.org/13.0.0/tools/clang/docs/DiagnosticsReference.html#wdeprecated-copy-with-user-provided-copy](https://releases.llvm.org/13.0.0/tools/clang/docs/DiagnosticsReference.html#wdeprecated-copy-with-user-provided-copy)

### Steps to reproduce

I pulled the 3.x branch and pushed it to my local fork.

### Minimal reproduction project

N/A
Repository: stable-diffusion-webui
Issue: [Feature Request]: PatchMatch init mode for inpainting / outpainting
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 ?

Support https://github.com/vacancy/PyPatchMatch init mode for inpainting / outpainting which gives much better results than "fill".

### Proposed workflow

Add "PatchMatch" init mode for inpainting / outpainting, as in https://github.com/lkwq007/stablediffusion-infinity

### Additional information

_No response_
Repository: godot
Issue: Godot 4 seems to add extra padding and other weird behaviors after godot 3 transfer
Labels: needs testing,topic:gui

### Godot version

Godot 4 Beta 4

### System information

Ubuntu 22.04 Running on Vulkan Mesa Intel® UHD Graphics 620 (WHL GT2)

### Issue description

Expectations
![image](https://user-images.githubusercontent.com/63069499/201531774-a8cc33b9-7ed4-4a0e-a477-e0a3f06b957e.png)
Reality
![image](https://user-images.githubusercontent.com/63069499/201531786-5c17403a-657d-4167-9b22-ba4be90c3bef.png)



### Steps to reproduce

Clone https://github.com/Coder2195Text/tile-craft
And run the scene
At first itll give credit to an artist, just press continue
I know it says minial reproduction project, but idk if its the button glitched out while transferring from gd3-->gd4 or what because I didn't even set any material to make it half transparent nor did I add extra padding, but apparently it is, so idk if I can make an minial reproduction project

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: M1 runner i-090e1df32b6f48a20 run out of disk space
Labels: module: ci,triaged,module: macos,module: arm

### 🐛 Describe the bug

See
https://github.com/pytorch/pytorch/actions/runs/3453509296/jobs/5764272366
https://github.com/pytorch/pytorch/actions/runs/3453862853/jobs/5764898047
https://github.com/pytorch/pytorch/actions/runs/3454468047/jobs/5765868837
https://github.com/pytorch/pytorch/actions/runs/3454765799/jobs/5766454600
https://github.com/pytorch/pytorch/actions/runs/3455173679/jobs/5767115747

### Versions

CI

cc @seemethere @pytorch/pytorch-dev-infra @albanD @snadampal @milpuz01 @ezyang @gchanan @zou3519
Repository: terminal
Issue: Tab bar flickering randomly on both stable and preview version
Labels: Issue-Bug,Needs-Tag-Fix,Tracking-External

### Windows Terminal version

1.16.2642.0

### Windows build number

10.0.22621.0

### Other Software

_No response_

### Steps to reproduce

Just by normal usage but also sometimes it's triggered more when the app loses and gains focus 

### Expected Behavior

Expecting the tab bar not to flicker

### Actual Behavior

Windows Terminal tab bar flickers randomly
![WindowsTerminal_2022-11-12_17-14-47](https://user-images.githubusercontent.com/9592210/201533459-31924762-03d8-4f63-a5cd-81d728953039.gif)
Repository: rust
Issue: x86_64-pc-windows-gnu static library g_param_spec_types label problem
Labels: C-bug,S-needs-repro

I created a static librsvg-2.55.1 for target x86_64-pc-windows-gnu and when I came to link it I had problems linking to a static glib.
[label_problem.txt](https://github.com/rust-lang/rust/files/9997743/label_problem.txt)
[CACHEDIR.TAG.txt](https://github.com/rust-lang/rust/files/9997744/CACHEDIR.TAG.txt)
I got unresolved references to __imp_g_param_spec_types when the actual label in the library is g_param_spec_types.
The patch to glib to work round this is simple, so it is not urgent.
[glib_rsvg_problem.patch.txt](https://github.com/rust-lang/rust/files/9997785/glib_rsvg_problem.patch.txt)
This is a data label so I don't understand why it is prepended by __imp_ and not just _.
If the compiler is assuming this is a functionin a dll it should be prepended with __imp__ and postpended with @<nn> when nn is the size of the parameters in the stdcall.
Repository: rust
Issue: Non-unique argument names should not be allowed in a trait method
Labels: A-lints,T-compiler,C-bug

I tried this code (see the `A::f` arguments have the same names - `a`):

```rust
  trait A {
      fn f(a: u32, a: u32) -> u32;
  }

  struct B;

  impl A for B {
      fn f(a: u32, b: u32) -> u32 {
          a + b
      }
  }

  fn main() {
      println!("{}", B::f(1, 2));
  }
```

I expected to see this happen: ~~the compiler throws an error.~~ the compiler shows a warning (if enabled). EDIT: The hard error is too much. The lint fits better. See the comments below.

Instead, this happened: the compiler accepted this code.

### Meta
`rustc --version --verbose`:
```
rustc 1.67.0-nightly (6284998a2 2022-11-12)
binary: rustc
commit-hash: 6284998a2677d7e3e8420db783f3aa4fd80d7423
commit-date: 2022-11-12
host: x86_64-unknown-linux-gnu
release: 1.67.0-nightly
LLVM version: 15.0.4
```
Repository: godot
Issue: Exported dictionaries don't list custom resources as an option for a new value
Labels: bug,topic:editor

### Godot version

v4.0.beta4.official.e6751549c

### System information

Kubuntu 20.04

### Issue description

A dictionary marked with `@export` shows in the inspector's value settings new instances of resources, but custom resources are not among them. The only way to have a custom resource in a dictionary this way is to create a resource in the file system first.

### Steps to reproduce

Create a node script with an exported dictionary, and in the inspector attempt to create a new resource object- custom resources are unlisted.

### Minimal reproduction project

_No response_
Repository: excalidraw
Issue: BUG: color picker is misaligned when parent container has the contain:strict rule applied
Labels: bug

The editor redesign (#5780) introduced the use of `position: fixed` layout elements. As a result positioning the color picker based on the BoundingClientRect of the pickerButton results in an offset, because Excalidraw in Obsidian is hosted in a container that has `contain: strict` setting.

![image](https://user-images.githubusercontent.com/14358394/201535938-300846d7-b8c1-484e-b064-e2b9a0e53dda.png)

https://github.com/excalidraw/excalidraw/blob/640affe7c06fc20cf93787b67cc8dea7aa50c51b/src/components/ColorPicker.tsx#L368-L397

The contain strict rule does two things:
1. It tells the browser engine that the contents inside this view can never go outside. This is a performance critical rule because otherwise in a multi pane configuration (like Obsidian), the engine will think that any change in any pane can affect other panes, causing layout algorithm to basically recompute the entire app instead of just that specific view (for example, typing in an editor would possibly lag more).
2. It causes the layout algorithm to forcefully set the size of the view based on the workspace layout, and never be affected by whatever is inside the view. Without this, it is possible for some combination of DOM and CSS inside the view to cause the view to overflow in such a way that it grows the container, which would completely wreck the workspace layout.

@barnabasmolnar, please reconsider those editor layout changes that involve `position:fixed`, to improve the deployability of the excalidraw package.
Repository: godot
Issue: Sprite Frames Select Frames editor window: cannot drag-select numeric field without focusing on field first
Labels: enhancement,topic:editor,usability,topic:animation

### Godot version

v4.0.beta.custom_build [767f8fb48]

### System information

Linux Ubuntu 20.04 with Unity desktop

### Issue description

In the SpriteFrames > Select Frames popup, if you press and hold the mouse primary button in order to drag-select any numeric field, the field doesn't react to the selection: it will only focus on the field.

You must drag-select the number once more after focus to actually select the number.

This is a very important move to quickly select the numbers and change them, esp. as the Select Frames window sometimes forget the previous settings.

Workaround: double-click on the numeric field to select the whole number

### Steps to reproduce

1. Create a Resource > SpriteFrames
2. In the SpriteFrames window, Add frames from sprite (Ctrl+Shift+O) and select any texture to open the Select Frames popup
3. Move the cursor over a numerical field, e.g. Horizontal, on the left or right of the number.
4. Press and hold the primary click button, then move the cursor to the opposite side of the number ("drag-select").
Expected: the number is selected and highlighted
Actual: the field is simply focused

### Minimal reproduction project

It's probably faster to just follow the steps on any project.
Repository: excalidraw
Issue: error in wxporting as svg file
Labels: bug

hi, hope you are doing well, thanks for your efforts on this add-on and for keeping it updated.
my problem is that when I want to export my canvas as a SVG file the alignment of the lines and everything messes up.
this problem happens actually when i typed in Persian  and arabic language.
its the original one:
![image](https://user-images.githubusercontent.com/64626106/201536974-a0252999-0626-40bf-b8e1-9b83b057f962.png)
and the one below is the one that i exported as a svg file.
![image](https://user-images.githubusercontent.com/64626106/201536999-9f961353-002c-4d70-9b29-c35335fcc4e2.png)
Repository: godot
Issue: Parsing error focuses script using incorrect class instead of incorrect class script itself
Labels: bug,topic:gdscript,topic:editor

### Godot version

v4.0.beta.custom_build [767f8fb48]

### System information

Linux Ubuntu 20.04 with Unity desktop

### Issue description

This seems to be a regression from Godot 3.

Previously, when a script had a parsing error, and some other scripts were referencing that script class, when trying to start the game, the code editor would focus on the script actually containing the error. (Note: I'm not sure about this, as Godot 3 didn't use generational ID; maybe the parsing order was undetermined)

It is now focusing on some unrelated script that just happens to reference the class of the incorrect script. While it is logical that there is a chain reaction preventing the processing of further scripts, in terms of UX, it is much more useful for the developer to focus the first incorrect line on the script that is actually incorrect.

### Steps to reproduce

Note: the attached project replaces steps 1-3

1. Add a script Correct.gd
2. THEN, add a script Incorrect.gd (the order matters as the script parsing seems to follow the new generational id in Godot 4). Use `class_name Incorrect` so it can be referenced. Add some bad code, e.g. `func _ready(incorrect): pass`
3. Go back to Correct.gd and add some line reference Incorrect (e.g. declaring a variable of type Incorrect).
4. Try to play the game

Expected: the parsing error is focused on Incorrect.gd
Actual: the usage of the Incorrect in Correct.gd is focused

### Minimal reproduction project

[Minimal repro - v4.0.beta.custom_build [767f8fb48] - Class usage is focused instead of parsing error.zip](https://github.com/godotengine/godot/files/9997981/Minimal.repro.-.v4.0.beta.custom_build.767f8fb48.-.Class.usage.is.focused.instead.of.parsing.error.zip)
Repository: opencv
Issue: Pitfalls of `OdometryFrame`'s dependence on `UMat`
Labels: optimization,category: 3d module

### System Information

OpenCV Python version: 5.0.0-pre (commit [d976272](https://github.com/opencv/opencv/commit/d976272d23991873d0781f9ea3f6e61b070b134c))

### Detailed description

Internally, `OdometryFrame` relies on `UMat` in all cases (regardless of whether the user originally provided frame data in `UMat` format or not). The use of `UMat` here was introduced in #22598, replacing an earlier templated solution.

Generally, OpenCV functions do not (and should not) have the side effect of converting `Mat` parameters to `UMat`. On many systems, `Mat` operations perform better than `UMat` operations. Moreover, `Mat` operations have fewer compatibility pitfalls (as they never attempt to use OpenCL features). For example, it is difficult to find any case on ARM Linux where `UMat` is a compatible and performant choice.

[Edit]
Here is a specific example of a compatibility problem that I encountered. On one of my Linux systems, when I run `cv::OdometryFrame::compute`, the program outputs the following OpenCL compilation error and then the whole system locks up:

```
OpenCL program build log: core/minmaxloc
Status -11: CL_BUILD_PROGRAM_FAILURE
-D DEPTH_0 -D srcT1=uchar -D WGS=256 -D srcT=uchar4 -D WGS2_ALIGNED=128 -D DOUBLE_SUPPORT -D HAEV_SRC_CONT -D HAVE_MASK_CONT -D kercn=4 -D NEED_MAXVAL -D dstT1=uchar -D dstT=uchar4 -D convertToDT=noconvert -D wdepth=0 -D convertFromU=noconvert -D MINMAX_STRUCT_ALIGNMENT=8 -D AMD_DEVICE input.cl:8:1: error: OpenCL C version 1.1 does not support the 'static' storage class specifier
```

This is a case where the system in general has poor OpenCL support. Nonetheless, most OpenCV functions work (with `Mat` input) and this particular function does not.
[/Edit]

I would suggest revising the `OdometryFrame` implementation to avoid `Mat`-->`UMat` conversion. Alternatively, I would suggest documenting this class's dependence on `UMat` because users may need to consider the performance/compatibility pitfalls.

### Steps to reproduce

The issue (internal use of `UMat` in all cases) is apparent from code review, as well as testing.

### 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
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: PowerToys
Issue: Fast change language (CAPS-Lock)
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Switching between languages ​​in 1 button press (Caps-lock), and if you hold down Shift + Caps-lock, then the caps mode switches

### Scenario when this would be used?

To switch between 2 or more languages in 1 click. Сan make a bind and a list of cyclic languages ​​to switch.

### Supporting information

Small idea-code: 
http://flydom.ru/capslang/ (Original ideas and release)
http://flydom.ru/files/capslang/capslang.c
http://flydom.ru/files/capslang/caps-min.c (without indicate key)