sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Improve Caret Fidelity
Labels: a: text input,framework,a: fidelity,P2,team-text-input,triaged-text-input

TODO added in #120834

- [ ] For android:
>   // TODO(garyq): This is no longer producing the highest-fidelity caret
  // heights for Android, especially when non-alphabetic languages
  // are involved. The current implementation overrides the height set
  // here with the full measured height of the text on Android which looks
  // superior (subjectively and in terms of fidelity) in _paintCaret. We
  // should rework this properly to once again match the platform. The constant
  // _kCaretHeightOffset scales poorly for small font sizes.

[the `getCursorPath` implementation on Android](https://cs.android.com/android/platform/superproject/+/main:frameworks/base/core/java/android/text/Layout.java;l=1910-1971;bpv=1;bpt=0)

- [ ] Make sure the iOS implementation matches closely against https://developer.apple.com/documentation/uikit/uitextinput/1614518-caretrect
- [ ] Desktop cursors


Also, consider restructuring the API to give developers full control over cursor positioning and painting: some applications may want a slanted cursor for italic text, for example. The low-level text editing widget may not have enough context to make the right decision. The default cursor implementations for different platforms can be split into different files.
Repository: TypeScript
Issue: Import auto-import doesn't take into account the current import statement
Labels: Suggestion,Help Wanted,Experience Enhancement

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->
- import
- auto-import

### 💻 Code

Use Visual Studio for the following:
1. In `file1.ts`, write `export zero = 0;`
1. In `file2.ts`, write `import ze` and notice the completion entry for `zero`.

### 🙁 Actual behavior

If the completion entry for `zero` is selected, the contents in `file2.ts` will be replaced by:
```
import { zero } from "./file1.ts";
import z
```
After discussing the bug with @andrewbranch, he pointed out how this is the correct behavior because the entry that VS is showing corresponds to an auto-import.

### 🙂 Expected behavior

The auto-import completion entry shouldn't show up if the current line corresponds to an import statement itself (in case the editor doesn't have `preferences.includeCompletionsForImportStatements` and `preferences.includeCompletionsWithInsertText` set).
Repository: TypeScript
Issue: Allow use of `infer` in the type parameter of a type declaration
Labels: Suggestion,Awaiting More Feedback

# Suggestion

For many type declarations, it shouldn't be necessary to use a conditional type which repeats a constraint already found in type parameter.

For example, instead of:

```ts
type ConstructorParameters<T extends abstract new (...args: any    ) => any> =
                           T extends abstract new (...args: infer P) => any ? P : never;
```

This would be better expressed as:

```ts
type ConstructorParameters<T extends abstract new (...args: infer P) => any> = P;
```

## 🔍 Search Terms

infer type parameter conditional type type declaration

## ✅ Viability Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

See above

## 📃 Motivating Example

TypeScript's own built-in types have other examples where constraints are repeated in both a type parameter and conditional type.  I've also seen cases where developers just don't want to repeat constraints, so they define:

```ts
type RecordValueType<T> =
    T extends Record<any, infer V> ? V : never;
```

And then incorrect usage results in a type of `never`, rather than an error.

## 💻 Use Cases

 - Improved readability
 - Less repetition when authoring type declarations
 - Less frustration when consuming lazily-declared types
Repository: stable-diffusion-webui
Issue: If image size is too small: First click on inpaint preview shrinks model and resizes something
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?

I load an 256x256 pixel image into inpaint or I send it to inpaint.
The first left click on the image resize the image and wrecks up the interface. Parts of the window can not be painted anymore.
I don't think it's a display bug but rather a window control bug.

![bug1](https://user-images.githubusercontent.com/29504639/219214612-2476c0e4-5482-4b5c-8b9e-c4a124cc2c06.png)


### Steps to reproduce the problem

Load 256x256 px image image into inpaint in Chrome.

### What should have happened?

Inpaint should just start.

### Commit where the problem happens

3715ece0adce7bf7c5e9c5ab3710b2fdc3848f39

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

Windows

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

Google Chrome

### Command Line Arguments

```Shell
@echo off

set PYTHON=
set GIT=
set VENV_DIR=
set COMMANDLINE_ARGS=--xformers --api --no-half
git pull
call webui.bat
```


### List of extensions

No

### Console logs

```Shell
No error
```


### Additional information

_No response_
Repository: godot
Issue: Decals using ViewportTexture are not updated
Labels: enhancement,discussion,topic:rendering,topic:3d

### Godot version

aa6ec763179e5bf1d1300aa72dc5f4172d810efa

### System information

Arch Linux, Mesa Intel® UHD Graphics (CML GT2), Vulkan Forward+

### Issue description

`Decal`s using `ViewportTexture` are not updated when the viewport texture is updated.

Workarounds are possible, clearing `Decal.texture_*` properties and resetting causes an update. Some updates must be preformed twice a frame apart to have effect.

The workaround code can be found in `character_ring_decal/character_ring_decal.gd` file of the MRP.

The following error is also reported, but its unclear why:

```
Node not found: "SubViewport" (relative to "CharacterRingDecal").
ViewportTexture: Path to node is invalid.
```

### Steps to reproduce

- run the MRP, observe decal is not visible / updating
- on the `CharacterRingDecal` node, enable the `Enable Update Workaround` property
- rerun the project, and see that the decal updates

### Minimal reproduction project

[viewport-texture-decal-issue.zip](https://github.com/godotengine/godot/files/10750487/viewport-texture-decal-issue.zip)
Repository: godot
Issue: Vulkan Mobile: Rendering of dark scenes with spotlight exhibits banding on plain color materials
Labels: discussion,topic:rendering,topic:3d

### Godot version

4.0 RC2

### System information

Ubuntu 22.04

### Issue description

There are too noticeable "wave" artifacts when using Mobile backend to render dark scenes with a spotlight. Foward+ shows also these but in a much lesser extent. I know that the mobile renderer has an inferior quality. However these artifacts are too visible. As an example, the second image is rendered by opengl 3 using Godot 3.5.1. Maybe is about documentation on how to improve these situations to look smoother.

![Screenshot from 2023-02-15 19-17-46](https://user-images.githubusercontent.com/8985409/219225445-6a3a2cc8-94d9-4916-ba49-ecffb254d9ac.png)


![Screenshot from 2023-02-15 19-16-02](https://user-images.githubusercontent.com/8985409/219225348-ef18ee42-7a14-49d9-a9a9-2db5dfc94ee2.png)



### Steps to reproduce

Add a spot light to a dark scene using mobile renderer.

### Minimal reproduction project

[mobile-light-report.zip](https://github.com/godotengine/godot/files/10750534/mobile-light-report.zip)
Repository: terminal
Issue: Ship a sensible default light color scheme
Labels: Area-Settings,Product-Terminal,Issue-Task,Priority-3

# Description of the new feature/enhancement

In #14844 there is an interesting comment from a Terminal team member:

> We really wanted to revisit the fact that for most users (who haven't set the OS theme), when they launch the Terminal, they get a window that's mostly black, with a white titlebar. This contrast seemed a little silly to us.

Well, that *is* a little silly, but there's another way to address the silliness: *what if the window contents were some color other than black?*

I personally prefer black text on a light background for my terminals. However, Windows Terminal does not realistically support this. There is a "color schemes" feature and several included light themes, but they do not work with out-of-the-box Windows Services for Linux. By "do not work" I mean that the ubuntu defaults result in extremely light text on a white background, or dark text on a dark background. For example here's the One Half Light theme running "ls":

![image](https://user-images.githubusercontent.com/277318/219219808-d09b02a5-ebda-4990-b746-8302328cb7fd.png)

Look how difficult this is to read if there are one-letter directories:

![image](https://user-images.githubusercontent.com/277318/219221019-804b5aca-5de3-43fc-8691-17e7635e1bdc.png)

I obtained all three of Windows Terminal, WSL, and One Half Light from Microsoft, but despite all being in some sense Microsoft products they are configured in a way that using the three at the same time does not work.

Moreover, selections are still white-background with One Half Light, so it's very hard to tell which areas are selected:

![image](https://user-images.githubusercontent.com/277318/219221714-c608f5ca-7bbd-45ac-a917-74fe91a6c40b.png)

# Proposed technical implementation details (optional)

I'm not sure I know exactly why this is happening and I don't know what the solution would be. Maybe there is a Terminal color scheme somewhere on the Internet that fixes it fully, maybe I can configure something within Bash to change the colors WSL outputs. But given MS Terminal *does* ship the One Half Light theme out of the box, it would be reasonable to expect it to work out of the box.

Moreover, I note Apple's Terminal.app does not have this problem without anything needing to be configured— it has a (default) light-on-black scheme and it works fine even when SSHing into remote servers where nothing has been preconfigured. I *think* the way Apple swung this was they silently invert the color of all foreground or background terminal colors. This probably makes multicolor ANSI art look wrong, but since that basically never comes up it is okay.

My "expected behavior" is that Terminal should ship with at least one color scheme with a light background that can be used without making things unreadable and without me needing to edit any JSON, whatever is necessary to make that happen.
Repository: godot
Issue: Directional shadows flicker in VR
Labels: bug,topic:rendering,confirmed,topic:xr,topic:3d

### Godot version

4.0 rc2

### System information

Windows 10, Vulkan, GTX 1070

Directional shadows flicker excessively, this becomes apparent with detailed shadow casting transparent objects like trees.

### Steps to reproduce

See attached project.

### Minimal reproduction project

[VR test scene.zip](https://github.com/godotengine/godot/files/10750730/VR.test.scene.zip)
Repository: godot
Issue: Vulkan: VoxelGI and SDFGI changes with head position in XR
Labels: bug,topic:rendering,confirmed,topic:xr,topic:3d

### Godot version

4.0 rc2

### System information

Windows 10, Vulkan, GTX 1070

### Issue description

VoxelGI and SDFGI shading are affected by head position, pitching the head up and down causes the shading to become lighter or darker and is very apparent when standing in front of a flat wall.


### Steps to reproduce

See the attached project

### Minimal reproduction project

[VR test scene.zip](https://github.com/godotengine/godot/files/10750730/VR.test.scene.zip)
Repository: godot
Issue: Some controls don't grab focus when you click on them
Labels: discussion,topic:gui

### Godot version

v4.0.rc2.official [d2699dc7a]

### System information

Debain 11 KDE Plasma 5.20.5

### Issue description

Most controls like containers and things don't actually grab focus when you click on them with your mouse.

### Steps to reproduce

- Create tab container
- Give it 3 vbox containers
- Give each of those vbox containers 3 buttons
- Make the tab container have focus mode all
- Make the first vbox have focus mode all
- Make the focus neighbor bottom on the tab container the first vbox container
- Make the first vbox container's neighbor bottom the first button
- Make the first button's focus neighbor top the tab container
- Run it and click on the first tab and try to move down
- See that it doesn't always work

### Minimal reproduction project

[TabContainerBugs.zip](https://github.com/godotengine/godot/files/10750986/TabContainerBugs.zip)
Repository: go
Issue: x509/crypto: cert expiration error shows timezone comparison mismatch
Labels: NeedsInvestigation

If the system time is set to anything besides UTC, the timezones in the CertificateInvalidError `Error()` string are mismatched, with the system time zone displayed for the current time, and UTC for the certificate expiration time. I'd expect both to be the same at least, and most likely UTC for both

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.17.7 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Have not attempted. The code around the CertificateInvalidError doesn't seem to have changed, though.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/kjacque/.cache/go-build"
GOENV="/home/kjacque/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/kjacque/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/kjacque/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.17.7"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
CGO_CFLAGS="-I/home/kjacque/daos_m/install/include -I/home/kjacque/daos_m/install/prereq/debug/spdk/include -I/home/kjacque/daos_m/install/prereq/debug/ucx/include -I/home/kjacque/daos_m/install/prereq/debug/ofi/include"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-L/home/kjacque/daos_m/install/lib -L/home/kjacque/daos_m/install/lib64 -L/home/kjacque/daos_m/install/prereq/debug/spdk/lib -L/home/kjacque/daos_m/install/prereq/debug/ucx/lib -L/home/kjacque/daos_m/install/prereq/debug/ofi/lib"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build2037716181=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

0) Set the timezone of the system to something other than UTC (`timedatectl set-timezone America/Denver`, for example)

1) Get an expired x509 keypair. Basically what I did was generate a new keypair with an expiration time that was very soon, and wait.

2) Read in the PEM data of the expired keypair (`ioutils.ReadFile`).

3) `cert, err := tls.X509KeyPair(certPEM, keyPEM)`

4) `err = cert.Leaf.Verify(tls.VerifyOptions{})`

5) `fmt.Printf(err.Error())`

### What did you expect to see?

`x509: certificate has expired or is not yet valid: current time 2023-02-16T01:46:52Z is after 2020-06-04T21:50:47Z`

### What did you see instead?

`x509: certificate has expired or is not yet valid: current time 2023-02-15T18:44:41-07:00 is after 2020-06-04T21:50:47Z`
Repository: next.js
Issue: [NEXT-695] Unable to use `cookies()` in layout component when rendering a page that exports generateStaticParams
Labels: bug,linear: next

### Verify canary release

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

### Provide environment information

Operating System:
      Platform: linux
      Arch: x64
      Version: #22 SMP Tue Jan 10 18:39:00 UTC 2023
    Binaries:
      Node: 16.17.0
      npm: 8.15.0
      Yarn: 1.22.19
      pnpm: 7.1.0
    Relevant packages:
      next: 13.1.7-canary.15
      eslint-config-next: 13.1.2
      react: 18.2.0
      react-dom: 18.2.0

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

App directory (appDir: true)

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/floral-platform-owohud?file=%2FREADME.md&selection=%5B%7B%22endColumn%22%3A17%2C%22endLineNumber%22%3A7%2C%22startColumn%22%3A17%2C%22startLineNumber%22%3A7%7D%5D

### To Reproduce

Click on either link when the app boots up.

### Describe the Bug

When using `generateStaticParams`, you cannot use `import { cookies } from "next/headers";` in any layout component.

### Expected Behavior

Use `import { cookies } from "next/headers";` in any layout component and load the dynamic route page.

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

_No response_

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

_No response_

<sub>[NEXT-695](https://linear.app/vercel/issue/NEXT-695/unable-to-use-cookies-in-layout-component-when-rendering-a-page-that)</sub>
Repository: next.js
Issue: transpileModules option does not work with react-native monorepo setup
Labels: bug,SWC

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

I am using a monorepo setup with NextJS and Expo to run a hybrid between React Native and NextJS. The `transpilePackages` option seems not to be the same as the [next-transpile-modules](https://www.npmjs.com/package/next-transpile-modules).
The NPM page states that all features are merged into NextJS but it seems something is still not working in the same way. Especially if `expo-*` packages are in use the transpiling of NextJS fails.

### Which area(s) of Next.js are affected? (leave empty if unsure)

SWC transpilation, Turbopack (--turbo)

### Link to the code that reproduces this issue

https://github.com/dohomi/tamagui-kitchen-sink

### To Reproduce

https://github.com/dohomi/tamagui-kitchen-sink is a reproduction of this issue. 

If inside next.config.js following lines are changed you will experience the transpiling issue of NextJS:
https://github.com/dohomi/tamagui-kitchen-sink/blob/master/apps/next/next.config.js#L37
https://github.com/dohomi/tamagui-kitchen-sink/blob/master/apps/next/next.config.js#L74

If the native transpileModules is activated and `withTM` is deactivated the transpilation fails.

### Describe the Bug

The feature parity of `next-transpile-modules` and `transpileModules` does not seem to match. It would be great if users could use the transpileModules with `expo-*` related projects.

You can clone the repo, change the two lines and run:
`yarn web` 

### Expected Behavior

`transpileModules` should transpile corretly (as it does with `next-transpile-modules`.

### Which browser are you using? (if relevant)

all

### How are you deploying your application? (if relevant)

Vercel
Repository: rust
Issue: implied lifetimes lead to mismatched type error with seemingly identical types in the msg - async closure edition
Labels: A-diagnostics,T-compiler

### Code

```Rust
use core::future::{Future};
use anyhow::Error;

struct Session {}

impl Session {
    pub async fn dispatch_request<T, F, Fut>(&self, interpreter: F) -> Result<T, Error>
        where
        F: FnMut(&mut String) -> Fut,
        Fut: Future<Output = Result<T, Error>>,
    {
        let mut interpreter = interpreter;
        let mut stream = "hello".to_string();
        interpreter(&mut stream).await
    }
}

async fn test_interpreter(input_stream: &mut String) -> Result<String, Error> {

    Ok(input_stream.clone())
}

#[tokio::main]
async fn main() {
    let session = Session{};

    session.dispatch_request(test_interpreter).await.unwrap();
}
```


### Current output

```Shell
Compiling playground v0.0.1 (/playground)
error[E0308]: mismatched types
  --> src/main.rs:27:5
   |
27 |     session.dispatch_request(test_interpreter).await.unwrap();
   |     ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ one type is more general than the other
   |
   = note: expected trait `for<'a> <for<'a> fn(&'a mut String) -> impl Future<Output = Result<String, anyhow::Error>> {test_interpreter} as FnOnce<(&'a mut String,)>>`
              found trait `for<'a> <for<'a> fn(&'a mut String) -> impl Future<Output = Result<String, anyhow::Error>> {test_interpreter} as FnOnce<(&'a mut String,)>>`
note: the lifetime requirement is introduced here
  --> src/main.rs:9:34
   |
9  |         F: FnMut(&mut String) -> Fut,
   |                                  ^^^

For more information about this error, try `rustc --explain E0308`.
error: could not compile `playground` due to previous error
```


### Desired output

```Shell
Something that makes it more clear what is causing the problem or how to address it.
```


### Rationale and extra context

This thread has some additional context as well as two proposed solutions.  https://users.rust-lang.org/t/lifetime-bounds-to-use-for-future-that-isnt-supposed-to-outlive-calling-scope/89277

I understand this situation is one among a set of situations under which the same confusing error might manifest.  However this might be a candidate for a special case check.

Thank you.

### Other cases

_No response_

### Anything else?

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: A button to get generation data for a network preview, if it exists
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 ?

Basically the opposite of the "replace image" button in "extra networks."

Right now, if I want to do that, I go into my models folder, find the image, and drag and drop; a button to do it would be nice.

### Proposed workflow

1. Go to extra networks, and find the TI, Lora, etc...
2. Press the new button.
3. Generation data for the preview image (if it was embedded in the png) is used, same as if you'd drag and dropped the image.

### Additional information

This probably shouldn't be right next to the replace image button, that'd be an irritating mis-click.