sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Anonymous lifetimes in impl trait are allowed in async fn, despite being an unstable feature
Labels: T-lang,T-compiler,A-impl-trait,C-bug,A-async-await,AsyncAwait-Triaged

I tried this code ([playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=1f5e61ad851b4da09ba552c4268ac16d)):

```rust
async fn test(args: impl Iterator<Item = &str>) {}
```

I expected to see this happen: an error because `&str` contains an anonymous lifetime, and is part of an `impl Trait` type.

Instead, this happened: Compiles successfully.

Removing `async` from the function definition gives the following error (on nightly to see the feature gate):

```
error[E0658]: anonymous lifetimes in `impl Trait` are unstable
 --> src/lib.rs:1:37
  |
1 | fn test(args: impl Iterator<Item = &str>) {}
  |                                     ^ expected named lifetime parameter
  |
  = help: add `#![feature(anonymous_lifetime_in_impl_trait)]` to the crate attributes to enable
help: consider introducing a named lifetime parameter
  |
1 | fn test<'a>(args: impl Iterator<Item = &'a str>) {}
  |        ++++                             ++
```

This feature seems to have no documentation or tracking issue, only an [unstable book entry](https://dev-doc.rust-lang.org/stable/unstable-book/language-features/anonymous-lifetime-in-impl-trait.html#anonymous_lifetime_in_impl_trait). Given this, and the fact this behavior has been stable on async accidentally (AFAICT) for many releases now, maybe the best solution will be to just un-featuregate this functionality.

### Meta

`rustc --version --verbose`:
```
rustc 1.67.1 (d5a82bbd2 2023-02-07)
```

@rustbot label: +A-impl-trait +T-compiler
Repository: stable-diffusion-webui
Issue: [Bug]: Exception: Error while deserializing header: HeaderTooLarge
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

When using controlnet with any models, inference fails with the error: 

```
Error running process: /Users/nikk/stable-diffusion-webui/extensions/sd-webui-controlnet/scripts/controlnet.py
Traceback (most recent call last):
  File "/Users/nikk/stable-diffusion-webui/modules/scripts.py", line 386, in process
    script.process(p, *script_args)
  File "/Users/nikk/stable-diffusion-webui/extensions/sd-webui-controlnet/scripts/controlnet.py", line 571, in process
    else self.build_control_model(p, unet, model, lowvram)
  File "/Users/nikk/stable-diffusion-webui/extensions/sd-webui-controlnet/scripts/controlnet.py", line 433, in build_control_model
    state_dict = load_state_dict(model_path)
  File "/Users/nikk/stable-diffusion-webui/extensions/sd-webui-controlnet/scripts/utils.py", line 9, in load_state_dict
    state_dict = safetensors.torch.load_file(ckpt_path, device=location)
  File "/Users/nikk/stable-diffusion-webui/venv/lib/python3.10/site-packages/safetensors/torch.py", line 98, in load_file
    with safe_open(filename, framework="pt", device=device) as f:
Exception: Error while deserializing header: HeaderTooLarge
```

### Steps to reproduce the problem

1. Download controlnet
2. Use any preprocessor/model
3. Try inference, fails. 


### What should have happened?

Inference shoul work correctly

### Commit where the problem happens

5a1b62e9f8048e20a9ff47df73b16f8a0b5e673c

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

Windows, MacOS

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

Mozilla Firefox, Google Chrome

### Command Line Arguments

```Shell
N/a
```


### List of extensions

Controlnet

### Console logs

```Shell
No logs generated except svelte warnings.
```


### Additional information

Tried on both a clean install on osx + windows.
Repository: godot
Issue: [TRACKER] Project converter issues
Labels: bug,enhancement,topic:editor,tracker

There are quite a few issues about the Godot 3->4 project converter, so I guess it makes sense to organize them in one place.

```[tasklist]
### Bugs (wrong conversions, etc.)
- [ ] #74650
- [ ] #74579
- [x] #74204
- [ ] #74171
- [x] #73996
- [x] #73909
- [x] #73505
- [ ] #73393
- [ ] #71188
- [ ] #71134
- [x] #70542
- [ ] #67556
- [ ] #66964
- [ ] #66256
- [ ] #66061
- [ ] #57779
- [ ] #75852
- [ ] https://github.com/godotengine/godot/issues/77285
- [ ] https://github.com/godotengine/godot/issues/77931
- [ ] https://github.com/godotengine/godot/issues/78069
- [ ] https://github.com/godotengine/godot/issues/78595
- [ ] https://github.com/godotengine/godot/issues/79110
```

```[tasklist]
### Missing conversions
- [ ] #74663
- [ ] #74493
- [ ] #74414
- [ ] #74413
- [ ] #74412
- [ ] #74411
- [ ] #74410
- [ ] #74408
- [x] #74153
- [ ] #73633
- [ ] #71678
- [ ] #67319
- [ ] #67003
- [x] #66321
- [x] #66125
- [x] #66052
- [ ] #65999
- [ ] #65481
- [ ] #63913
- [ ] #63673
- [ ] #62580
- [ ] #55292
- [ ] #50691
- [ ] #74845
- [ ] #63550
- [ ] https://github.com/godotengine/godot/issues/76336
- [ ] https://github.com/godotengine/godot/issues/78070
- [ ] https://github.com/godotengine/godot/issues/78930
- [ ] https://github.com/godotengine/godot/issues/85354
```
Repository: godot
Issue: Vulkan: "Image (binding: 0, index 0) is not a valid texture." + visual glitches after toggling visibility of reflection probe
Labels: bug,topic:rendering

### Godot version

4.0 RC5

### System information

Windows 10, Vulkan, NVIDIA GTX 1080 (31.0.15.1694)

### Issue description

When toggling the visibility of a ReflectionProbe node, I get the following errors repeated over and over again every time I set it to visible:

> Image (binding: 0, index 0) is not a valid texture.
>  ./servers/rendering/renderer_rd/uniform_set_cache_rd.h:129 - Condition "rid.is_null()" is true. Returning: rid
>  drivers/vulkan/rendering_device_vulkan.cpp:7816 - Condition "!uniform_set" is true.
>  Uniforms were never supplied for set (1) at the time of drawing, which are required by the pipeline

Additionally, upon repeatedly toggling the visibility of the ReflectionProbe while in a camera preview with SSR also enabled, I encountered the following visual glitches:

[Video](https://user-images.githubusercontent.com/88416441/221387780-bb49fadd-3ad4-4769-966c-c9d6effd7d04.mp4)

![what1](https://user-images.githubusercontent.com/88416441/221387781-a5f9de95-ced8-4440-8a7e-625f80a48aa7.png)
![what2](https://user-images.githubusercontent.com/88416441/221387784-a9a7ba8d-4247-49ac-82dd-aa06377057ce.png)

### Steps to reproduce

Unfortunately, I was unable to reproduce the visual glitches, and was further unable to reproduce the errors outside of the specific project where I encountered them. My project has been ported over from Godot 3.4, and I've used a material created in Material Maker, but neither of these details seem to be the culprit.


### Minimal reproduction project

[lighting_test_correct.zip](https://github.com/godotengine/godot/files/10832740/lighting_test_correct.zip)
Repository: kubernetes
Issue: decode unstructured in parallel
Labels: sig/api-machinery,kind/feature,triage/accepted

### What would you like to be added?

decode unstructured in parallel to reduce time cost of dynamicclient list

### Why is this needed?

when there are many objects in cluster and need to use dynamicclient to list them, the json decode cost too much time because it's decoded one by one for each list item.
Repository: vscode
Issue: Keybindings don't respect `editorTextFocus` in the find widget
Labels: bug,editor-find

Type: <b>Bug</b>

Steps to Repro:
* Add the keybindings below
* Focus the find widget
* Press `ctrl+up`
* Notice nothing happens
* Press `ctrl+down`
* Notice the editor scrolls down

Inspecting context keys shows `editorTextFocus: false`. Neither of these keybindings should fire when input focus is in the find widget.

```
{ "key": "ctrl+up",   "command": "scrollLineUp",   "when": "editorTextFocus" },
{ "key": "ctrl+down", "command": "scrollLineDown", "when": "editorTextFocus" },
```

VS Code version: Code - Insiders 1.76.0-insider (ead95b4a7014d12ddcb2dd6ddcb16e73f1e4cd67, 2023-02-24T21:55:13.530Z)
OS version: Windows_NT x64 10.0.19045
Modes:
Sandboxed: Yes

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|AMD Ryzen 9 5950X 16-Core Processor             (32 x 3400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|undefined|
|Memory (System)|31.92GB (21.15GB free)|
|Process Argv|--crash-reporter-id 22cf4e37-a96e-4ad9-82f0-8715f8e2bf6e|
|Screen Reader|no|
|VM|0%|
</details>Extensions: none<details>
<summary>A/B Experiments</summary>

```
vsliv695:30137379
vsins829:30139715
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
pythonvspyl392:30422396
pythontb:30258533
pythonptprofiler:30281269
vsdfh931cf:30280410
vshan820:30294714
pythondataviewer:30285072
vscod805cf:30301675
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593cf:30376535
pythonvs932:30404738
cppdebug:30492333
vsclangdf:30492506
c4g48928:30535728
dsvsc012cf:30540253
pynewext54:30618038
pylantcb52:30590116
pyindex848:30611229
nodejswelcome1:30587009
pyind779:30611226
pythonsymbol12:30651887
2i9eh265:30646982
showlangstatbar:30659908
pythonb192cf:30661257
pythonms35:30671666

```

</details>

<!-- generated by issue reporter -->
Repository: TypeScript
Issue: "Move to new file" results broken imports when variable is exported later in old file
Labels: Bug,Help Wanted,Domain: Refactorings

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

es modules import move to new file

### 🕗 Version & Regression Information

## Default export case

## 💻 Code

```ts
// @filename: /a.ts
[|const x = 0;|]

export default x;

// @filename: /b.ts
import x from "./a"
x
```

#### 🙁 Actual behavior

```ts
// @filename: /a.ts
import { x } from "./x"

export default x

// @filename: /b.ts
import x from "./x"

x

// @filename: /x.ts
export const x = 5;
```

Notice imports in other files (`/b.ts`) get updated. 


#### 🙂 Expected behavior

Import updated in other files are unnecessary and should not be updated as exported symbol remains to be exported.

## Named export case

In case if it has named export later things are getting interesting

## 💻 Code

```ts
// @filename: /a.ts
[|const x = 5|]

export { x }

// @filename: /b.ts
import { x } from "./a"

x
```

#### 🙁 Actual behavior

```ts
// @filename: /a.ts
export { x }

// @filename: /b.ts
import { x } from "./x"

x

// @filename: /x.ts
const x = 5;
```

Notice how refactor results 3 incorrect updates:

- a.ts: exporting symbol doesn't exist
- b.ts: import is broken, because x doesn't export anything (import path update is just unnecessary)
- x.ts: missing export

#### 🙂 Expected behavior

Skip updates in other files, export x in new file, import x in old file


The reason of why import paths in other files shouldn't be updated is because I didn't explicitly select export statements. If I selected them, everything would work as expected.
Repository: flutter
Issue: Tool's Android Studio support is complicated by unsupported old versions
Labels: c: new feature,platform-android,tool,P3,team-android,triaged-android

According to the website, [Flutter supports Android Studio versions](https://docs.flutter.dev/get-started/editor?tab=androidstudio) 2020.3.1 "Arctic Fox" or later.

In the source code of the `flutter` tool, however, the Android Studio support has a number of conditionals that exist only to support older versions, 4.x and 3.x. For example (all in `packages/flutter_tools/lib/src/android/android_studio.dart`):
```dart
      if (major != null && major >= 4 && minor != null && minor >= 1) {
        presetPluginsPath = globals.fs.path.join(
          // …

    if (major >= 4 && minor >= 1) {
      dotHomeFilePath = globals.fs.path.join(homeDotDir.path, '.home');
    // …

      if (version != null && version.major < 2020) {
        javaPath = globals.fs.path.join(directory, 'jre', 'jdk', 'Contents', 'Home');
```
and several more.

In addition to being a form of tech debt by making the code more complex to understand and maintain, this has a direct impact on developers. When the tool can't identify the Android Studio version (for example in #121468), it treats the version as `Version.unknown` which is older than all actual versions. This often means that it applies behavior intended for Android Studio 3.x or 4.x, which is inappropriate for modern versions in a longer list of ways than behavior intended for Android Studio 2020.3.1 "Arctic Fox" would be.
Repository: godot
Issue: Remote export from linux to windows stuck on "Creating temporary directory"
Labels: bug,platform:windows,topic:porting,topic:export

### Godot version

4.0rc4

### System information

Manjaro Linux using i3, Foward+

### Issue description

I setup ssh server between my linux machine and my windows machine, through the terminal I can connect from windows to linux no problems, using ssh key and no passwords.

Then I tried to turn on remote export for windows.

I've configured the windows export preset with my host and port and left everything else on default
![image](https://user-images.githubusercontent.com/13070158/221397368-ec5328ca-582a-4769-8da5-e62f427a6c91.png)

When I run the remote export I get stuck on "Creating temporary directory" forever.
On the terminal I get the following messages 
![image](https://user-images.githubusercontent.com/13070158/221397441-54b57864-4f69-4550-bc16-d85e7847a803.png)

At this point I either have to close the terminal and let godot crash or forcibly close godot either with htop or xkill. I don't know why its failing and I get no message to help me fix it.


### Steps to reproduce

Configure ssh server to be able to connect to a windows 11 machine from a linux machine
Try to remote export a project to it

### Minimal reproduction project

Steps above?
Repository: pytorch
Issue: Support datatype argument for torch.distributed.all_gather() (And the whole distributed module)
Labels: feature,triaged,module: nccl,module: c10d

### 🚀 The feature, motivation and pitch

When I try to train with customized data loader, getting ILSVRC2012's sample index with torch.distributed.all_gather() from multiple GPU, I find it uses 16-bit as default when using backend nccl, and torch API doesn't support specifying a datatype. Therefore indexes larger than 65535 will only get lower half digits depending on the default casting.

My workaround is to separate the int32 into high and low 16 bits and then recover from it. 

I checked nccl document, their all_gather supports different datatypes, including their int32 type. I suggest adding a feature of choosing datatype (especially how many bits to use) for all_gather and other distributed operations, so that customized code can easily implement some desired function without increasing unnecessary overhead.

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: godot
Issue: CodeEdit's code-completion doesn't work
Labels: discussion,documentation,topic:gui

### Godot version

v4.0.rc5.official [6296b4600]

### System information

Windows 11, Vulkan, RTX 2060 (31.0.15.2824)

### Issue description

Referring to the documentation (which I think isn't finished yet) I couldn't get the code completion to work. Either because it's a bug or because I use it incorrectly.

Here i'm just trying to make the auto-completion box to show up by typing "echo"
```gdscript
func _ready():
	code_completion_enabled = true
	code_completion_prefixes = ["echo"]
	add_code_completion_option(CodeEdit.KIND_PLAIN_TEXT, "echo", "echo")
	update_code_completion_options(true)
```
It just doesn't work.

### Steps to reproduce

Create new project.
Insert a CodeEdit node.

### Minimal reproduction project

N/A
Repository: stable-diffusion-webui
Issue: [Feature Request]: Sortable prompt field
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 ?

Would be convenient to have a sortable prompt field when there are a lot of prompts. Here is what I think these additional features should be:

1. A button to sort prompts by alphabetical order. If there are similar prompts, merge them and just take, say, the average of the two values or put them side by side (up to you).
2. A button to sort prompts by weight. This is so they can check what is the highest and lowest weights currently, and adjust anything in between.
3. New prompt "adder" field for entering new prompts, on top of still being able to edit the list of prompts that is in the current web UI. This field is just for convenience. Submitting a prompt into this field will add that prompt if it doesn't exist, or overwrite the existing prompt. This is so the user doesn't have to search for the prompt to edit.

### Proposed workflow

Sorting feature:
1. Enter unsorted prompt into field.
2. Click sort by alphabetical order or sort by weight.
3. Your prompts are now sorted by alphabetical order or weight.

New prompt "adder" field:
1. To add new prompt, add it to new prompt "adder" field.
2. Click submit button next to the new field.
3. The new prompt should be merged into the current list of prompts as follows: if the prompt exists, replace the existing one. If not, simply add it. The order that it was sorted by (alphabetical or weight order) should be kept.

### Additional information

_No response_
Repository: PowerToys
Issue: request for content aware or color fill and quick crop on resize applet
Labels: Needs-Triage

### Description of the new feature / enhancement


i would suggest to add this feature in resize app so we can fill the resized picture with content aware or desired color. i that case, if its needed to resize and crop some rectangular picture to square, it doesnt need to use any picture editing tool, and it can be done through windows. 

### Scenario when this would be used?

having the option to fill the content with content aware or desired color and quick crop  can help reducing need of image editors, when you need to work on website or social media.

### Supporting information

it can be done like photoshop crop tool and content aware and fill tool.
it also can be done through presets so it can add more modes like fill option.
Repository: godot
Issue: Game crashes when deleting a cell in a tilemap at runtime and using _use_tile_data_runtime_update()
Labels: bug,crash,topic:2d

### Godot version

v4.0.rc5.official [6296b4600]

### System information

Manjaro Linux

### Issue description

When deleting a cell in a tilemap at runtime with `TileMap._use_tile_data_runtime_update()` implemented and accessing the `tile_data` from that function the game crashes.

For example:

```gdscript
func _use_tile_data_runtime_update(layer: int, coords: Vector2i) -> bool:
	var data = get_cell_tile_data(layer, coords)
	return data != null
```

There's no crash backtrace but I've compiled the engine with `dev_build` and `dev_mode` enabled (`v4.0.rc.custom_build [3863199ab]`) and this is outputted to the console: `double free or corruption (!prev)`

The callstack I get when running it with a debugger attached points to this (the `memdelete()` call) https://github.com/godotengine/godot/blob/84a80721c5308df36c7295949c76a622c5e0edb9/scene/2d/tile_map.cpp#L887-L891



### Steps to reproduce

Run the attached project and click once with the left mouse button to add a tile. Click with the right mouse button to delete that tile and the game will crash.

### Minimal reproduction project

[tilemap_crash.zip](https://github.com/godotengine/godot/files/10833486/tilemap_crash.zip)
Repository: godot
Issue: Giving a name to a TileSetSource in the editor actually modifies the resource_name property
Labels: enhancement,discussion,topic:2d

### Godot version

v4.0.rc5.official [6296b4600]

### System information

Manjaro Linux

### Issue description

In the editor when giving a `name` to a `TileSetSource` actually changes the `Resource.resource_name` internally and, if I didn't check the `TileSet`'s `.tres` file, I wouldn't find out that as there's no API to do that otherwise. 

I'm referring to this property:

![image](https://user-images.githubusercontent.com/483531/221406941-b50c142e-4032-49f6-becd-53c941f3a64a.png)


I see two options:

- Change the `name` property in the editor to `resource_name` to make it clear what's being modified, or
- Expose to the `TileMap`/`TileSetSource` API a way to access and modify it at runtime. For example by adding a `TileSetSource.name` property or `TileSetSource.get_name(id)`/`TileSetSource.set_name(id)` getter and setter like what's already available to get/set a terrain name [`TileSet.get_terrain_name()`](https://docs.godotengine.org/en/latest/classes/class_tileset.html#class-tileset-method-get-terrain-name) [`TileSet.set_terrain_name()`](https://docs.godotengine.org/en/latest/classes/class_tileset.html#class-tileset-method-set-terrain-name)

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
Repository: godot
Issue: Custom classes stop working in the editor, requiring restart of editor
Labels: bug,topic:gdscript,topic:editor,needs testing

### Godot version

4.0 RC5 6296b46008fb8d8e5cb9b60af05fa1ea26b8f600

### System information

Windows 10, Forward+, Intel HD 620

### Issue description

Inheriting from named classes sometimes breaks in the editor, leading to error messages.
Restarting the editor fixes the problem, so I assume it's a bug in the editor syntax checking.

I'm talking about things like this:
![image](https://user-images.githubusercontent.com/36861435/221559222-065ab915-a9c9-4d82-9f5b-e93b70a6298b.png)

When working with named classes, suddenly the editor will start throwing errors saying that there is no such class. A restart of the editor makes it work again.

### Steps to reproduce

Try out the GDQuest state machine example and then add and remove classes. Eventually the editor starts complaining that classes don't exist. Restarting the editor makes it work again.

### Minimal reproduction project

N/A
Repository: godot
Issue: Android The first click outside the virtual keyboard will flash a white screen
Labels: bug,platform:android,topic:porting,needs testing

### Godot version

4.0rc5

### System information

Android

### Issue description


https://user-images.githubusercontent.com/16739818/221409892-52544283-cf5d-4f3d-a39e-13df13fb01f0.mp4



### Steps to reproduce

The first click outside the virtual keyboard will flash a white screen

### Minimal reproduction project

[testandroid.zip](https://github.com/godotengine/godot/files/10833674/testandroid.zip)