sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: cmd/dist: unexpected staleness on netbsd-arm64-bsiegert
Labels: OS-NetBSD,NeedsInvestigation,arch-arm

```
#!watchflakes
post <- builder == "netbsd-arm64-bsiegert" && section == "" && pkg == "" && test == "" && `STALE`
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/e88bc9228aa1ee97d99a339cfde4771b2f4fea99)):

    HASH[moduleIndex]
    HASH[moduleIndex]: "devel 40bdcbb483548c0b660503c3ba80f9676b98fd5f"
    HASH[moduleIndex]: "modroot /scratch/gobuilder/buildlet/go/src/cmd\n"
    HASH[moduleIndex]: "package devel 40bdcbb483548c0b660503c3ba80f9676b98fd5f go index v1 /scratch/gobuilder/buildlet/go/src/cmd/dist\n"
    HASH[moduleIndex]: "file README 2022-11-14 14:33:22 +0000 UTC 1324\n"
    HASH[moduleIndex]: "file build.go 2022-11-14 14:33:22 +0000 UTC 50774\n"
    HASH[moduleIndex]: "file buildgo.go 2022-11-14 14:33:22 +0000 UTC 3495\n"
    HASH[moduleIndex]: "file buildruntime.go 2022-11-14 14:33:22 +0000 UTC 2630\n"
    HASH[moduleIndex]: "file buildtag.go 2022-11-14 14:33:22 +0000 UTC 3077\n"
    HASH[moduleIndex]: "file buildtag_test.go 2022-11-14 14:33:22 +0000 UTC 1257\n"
    ...
    	STALE cmd/go: not installed but available in build cache
    	STALE cmd/gofmt: not installed but available in build cache
    	STALE cmd/link: not installed but available in build cache
    	STALE cmd/nm: not installed but available in build cache
    	STALE cmd/objdump: not installed but available in build cache
    	STALE cmd/pack: not installed but available in build cache
    	STALE cmd/pprof: not installed but available in build cache
    	STALE cmd/test2json: not installed but available in build cache
    	STALE cmd/trace: not installed but available in build cache
    	STALE cmd/vet: not installed but available in build cache


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: clip children only works when parent and children have the same z index
Labels: bug,topic:rendering,confirmed,topic:gui,topic:2d

### Godot version

4.0.beta6

### System information

windows 10 x64, nvidia graphics

### Issue description

Clip children only works when the parent and the children have the same z_index. if z_indexes are different, the children gets unclipped. This is reproducible on forward_plus, mobile and gl_compatibility.

https://user-images.githubusercontent.com/5783414/204351940-ab09c349-b359-422a-8d02-a3eb35fee5e8.mp4

I'm assuming this behavior is undesired. If this happens by design, please forgive me.

### Steps to reproduce

Open attached project, open main.tscn and change the z_index on the child sprites

### Minimal reproduction project

[ClipChildrenOnlyWorksWithSameZIndex.zip](https://github.com/godotengine/godot/files/10106449/ClipChildrenOnlyWorksWithSameZIndex.zip)
Repository: godot
Issue: Crash without error when trying to inherit from a script using the files path.
Labels: bug,topic:gdscript,topic:editor,crash

### Godot version

4.0 beta 6

### System information

Windows 11

### Issue description

Trying to load the project causes it to crash with the following errors:
ERROR: Parser bug (please report): tried to assign unset node without an identifier.
   at: resolve_class_interface (modules/gdscript/gdscript_analyzer.cpp:667)
ERROR: Parser bug (please report): Trying to check compatibility of unset value type
   at: (modules/gdscript/gdscript_analyzer.cpp:4141)

### Steps to reproduce

1: Boot Godot engine
2: Attempt to load the Weird Little Guy project.

### Minimal reproduction project

https://drive.google.com/file/d/1V8ygoakttTSx_27lTYqFKZSb9_LCtoTq/view?usp=sharing
Repository: stable-diffusion-webui
Issue: [Feature Request]: Prompt extend extention
Labels: enhancement,extension-request

### 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 worked on a project called [Prompt Extend](https://github.com/daspartho/prompt-extend). Basically, It's extending the main idea of a prompt with suitable style cues using text generation model.

![0](https://user-images.githubusercontent.com/59410571/204365788-261f2bb4-9a34-4bc6-b537-59f80df40b84.png)

Can this be added as an a1111 extension so that people can use it with the web UI?

### Proposed workflow

-

### Additional information

_No response_
Repository: rust
Issue: Unhelpful "type annotations needed" when it seems like rustc should know the type
Labels: A-diagnostics,T-compiler,A-inference

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.

If you cannot produce a minimal reproduction case (something that would work in
isolation), please provide the steps or even link to a repository that causes
the problematic output to occur.
-->

I can't trivially reproduce this on the playground since I guess it depends on the funky [`DebounceEventHandler`](https://docs.rs/notify-debouncer-mini/latest/notify_debouncer_mini/trait.DebounceEventHandler.html) trait stuff that notify-debouncer-mini (which isn't on the playground) does; the following code is available at https://github.com/sersorrel/sd/tree/bad-rust-diagnostic.

Given the following code: <!-- Please provide a link to play.rust-lang.org -->

```rust
use std::{path::PathBuf, time::Duration};

#[derive(Debug)]
enum Event {
    NewScreenshot(PathBuf),
    Exit,
}

fn main() {
    notify_debouncer_mini::new_debouncer(Duration::from_millis(500), None, move |r| match r {
        Ok(events) => {
            for event in events {
                Event::NewScreenshot(event.path);
            }
        }
        Err(errors) => todo!(),
    })
    .unwrap();
}
```

The current output is:

```
$ cargo run
   Compiling sd v0.1.0 (/home/ash/src/sd)
error[E0282]: type annotations needed
  --> src/main.rs:15:38
   |
15 |                 Event::NewScreenshot(event.path);
   |                                      ^^^^^ cannot infer type

For more information about this error, try `rustc --explain E0282`.
error: could not compile `sd` due to previous error
```

<!-- The following is not always necessary. -->
Ideally the output should look like: well, I guess "something that tells me why rustc can't tell what the type is"*; my editor's (rust-analyzer-powered) inlay hints can certainly tell that `r` is a `Result<Vec<DebouncedEvent>, …>`, and that `events` and `event` are the obvious unwrappings of that, but through application of e.g. `let x: () = r`, it seems like rustc thinks that `r` is... a `Result<_, _>`??

This feels particularly weird because even if rustc doesn't already know, somehow, that `event.path` is a PathBuf, it should presumably be able to see that I'm trying to put it in a PathBuf-shaped hole (in Event::NewScreenshot)...

*alternatively "a suggested fix" would be ok, though without generalised type ascription I guess this is tricky

<!--
If the problem is not self-explanatory, please provide a rationale for the
change.
-->

<!--
If dramatically different output is caused by small changes, consider also
adding them here.

If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions. The output might also be
different depending on the Edition.
-->

I see the same diagnostic on nightly (`cargo 1.67.0-nightly (ba607b23d 2022-11-22)`).
Repository: go
Issue: runtime: TestRecoverBeforePanicAfterGoexit2 failures
Labels: NeedsInvestigation,compiler/runtime

```
#!watchflakes
post <- pkg == "runtime" && test == "TestRecoverBeforePanicAfterGoexit2" && `output does not start with`
```

<details><summary>2022-11-23 19:34 linux-mips64le-rtrk go@a8510f92 runtime.TestRecoverBeforePanicAfterGoexit2 (<a href="https://build.golang.org/log/3bdd575f77f508de80e854d111a6e0817bbfbf12">log</a>)</summary>

    --- FAIL: TestRecoverBeforePanicAfterGoexit2 (69.55s)
        crash_test.go:58: /tmp/gobuilder-mips64le/tmp/go-build3305139991/testprog.exe RecoverBeforePanicAfterGoexit2: exit status 2
        crash_test.go:468: output does not start with "fatal error: no goroutines (main called runtime.Goexit) - deadlock!":
</details>


(factored out from https://github.com/golang/go/issues/55167#issuecomment-1329531836)
Repository: flutter
Issue: Add support for preferredSize with context  in `PreferredSizeWidget`
Labels: c: new feature,framework,f: material design,a: fidelity,a: quality,P2,team-design,triaged-design

We should update `preferredSize` to support BuildContext so it can use theme-based values instead of hard code values. 

This will be useful in widgets such as `AppBar` and `TabBar`.

Related https://github.com/flutter/flutter/issues/111962 https://github.com/flutter/flutter/pull/116110
Repository: vscode
Issue: `$msCompile` regular expression does not match valid `MSBuild` error and warning output
Labels: bug,help wanted,tasks

### Problem
The regular expression used for the `$msCompile` problem matcher does not match on valid `MSBuild` output when an error code is not provided.

The problem is that the regular expression used by `$msCompile` requires an error code to be included in the MSBuild output. 

https://github.com/microsoft/vscode/blob/f395b6a8f297f1c248fc12bd0c93c4bd5ca907e8/src/vs/workbench/contrib/tasks/common/problemMatcher.ts#L1286-L1287

### Additional information
The regular expression matches on any word followed by any number of digits `(error|warning|info)\s+(\w+\d+)\s*:`. However, the `TaskLoggingHelper` in `MSBuild` allows the error code property to be empty or null.

https://github.com/dotnet/msbuild/blob/d797c48da13aaa4dc7ae440ed7603c990cd44317/src/Shared/TaskLoggingHelper.cs#L340-L350

When null the resulting message has a format of:

```shell
/Path/To/File/Foo.xyx(0,0): error: message [/Path/To/Project.csproj]
```

Since this output does not contain the word + digits following the error, it will not be matched by the regular expression.

### Proposed Solution
Modify the regular expression so that `(\w+\d+)` is optional.

Since this is a straightforward issue I will open a PR with a fix and link to this issue!
Repository: PowerToys
Issue: Keyboard Manager Feature
Labels: Needs-Triage

### Description of the new feature / enhancement

i would like a new feature for the "Keyboard Manager" section of powertoys. the feature would be a preset controls function. for example, if you were to use different applications with a lot of controls you could make a preset keybind set and name it to save you extra effort from setting each keybind when you switch applications. 

### Scenario when this would be used?

this would be very useful to me as a physically disabled video game player. when i want to switch games that have a lot of controls i have to switch and remember each bind i want set.. so if this addition was made i could switch keyboard binds with a single click instead of having to set each one when i oftentimes switch games.

### Supporting information

_No response_
Repository: godot
Issue: EditorInspector signal "resource_selected" never gets emitted
Labels: bug,topic:editor,confirmed

### Godot version

3.5.1.stable

### System information

Windows 10

### Issue description

The `EditorInspector` control is described as having a `resource_selected` signal that is supposed to be emitted whenever a resource gets selected in the inspector, but this signal seems to never get emitted. 

As a comparison, the `property_selected` signal works as expected and gets emitted with the expected parameters anytime a property gets selected in the inspector.

### Steps to reproduce

1. Create a new plugin,
2. In the plugin script that extends from `EditorPlugin` connect the signal using: `get_editor_interface().get_inspector().connect("resource_selected", self, "_on_resource_selected")` (for ex. in `_enter_tree()`),
3. Try to print something in the response method
4. Click around various different resources, nothing ever gets printed/the signal doesn't get emitted

### Minimal reproduction project

N/A
Repository: vscode
Issue: Diff Editor: Support Go To Line In Original Text Editor
Labels: feature-request,accessibility,diff-editor

Type: <b>Feature Request</b>

![comparation](https://user-images.githubusercontent.com/12863975/204394619-6647caa9-f80d-4ba2-a5a7-997363529b85.png)
Currently, when I'm doing a comparison in a file, ie when going to the source code, pressing shift + f10 on a modified file and opening the modifications, two windows appear.

When pressing shift + tab, the cursor is positioned in the window that shows how the file was and if I press tab, the cursor is positioned in the window that allows me to see all the changes.

My suggestion is that it is possible to press control + g, and type a line number and the cursor can go to that line because it only does this in the window that shows the changes.

This makes file review even easier for those using screen readers.

I know that if I press shift + f7 I have the resource to see all changed lines and this resource is excellent, but sometimes it is necessary to see a little more of how the file was before, in the case of a code review.

VS Code version: Code - Insiders 1.74.0-insider (ac084d723b7405591d2110fe374648345ecb8ce6, 2022-11-28T05:20:35.428Z)
OS version: Windows_NT x64 10.0.19044
Modes:
Sandboxed: Yes
Remote OS version: Linux x64 5.10.16.3-microsoft-standard-WSL2


<!-- generated by issue reporter -->
Repository: stable-diffusion-webui
Issue: [Feature Request]: Save profiles in web ui for steps, sampler, cfg & other config for txt2img interface.
Labels: enhancement

### Is there an existing issue for this?

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

### What would your feature do ?

When I make small res images in SD 2.0 768x768 I like to do a small amount of steps so that I can see fast results while I change the prompt on auto generate... It would be nice to be able to save this profile as "small" and then I can have one called "big" that is full size 2048x1152, has the extra steps and the different sampler etc. 

For example; it is known that using PNG info on images can "save" this information and reloading an image using the settings you desire is a quick goto method of reverting settings... I am wondering if there is a way to have a "clipboard" type thing going on where there is just a button there that you can switch between 2 profiles. I don't see the need to have more than 2, but I know there are lots of people that would like more than 2. Personally, I prefer it to be switching 2 profiles "small" & "big", but that's just me.

So to conclude I would like the feature to be a button that has the ability to switch between 2 saved profiles for txt2img config, not the style, the actual config settings such as sampler, cfg scale, resolution etc.

### Proposed workflow

1. Go to .... 
2. Press ....
3. ...
At the bottom of the web ui, below where it says "Script" there could be another tab called "Profile" it is just a button that can be toggled, followed by 2 other buttons that configure the button "delete profile" & "save profile". The display of the profile name will be in this tab, also. In the left position the toggle button chooses profile 1 and that profile can be named when saving the profile. In the right toggle the button has profile 2 loaded and that name displayed in the tab (also changeable by saving the profile name). When you click save profile, unless nothing is there it will ask to be overwritten just in case you have a setting already there that you forgot about. Delete profile is obvious, it deletes current profile (could also revert settings to default, but i don't see the need for such a thing). The left or right toggle state of the button determines which profile is affected when clicking the save profile button or delete profile button. Saving the settings and naming the profile will make the toggle state (left or right) of the button load the profile of config settings on the txt2img ui when toggled to. Another suggestion that is not very necessary is the implementation of "lock profile" that will keep the settings on the profile and lock the settings from being changed when on... as I said it is not something I, personally would like to see as I think it is not required and is almost useless.

### Additional information

![Untitled](https://user-images.githubusercontent.com/18105884/204401561-64157c77-45c1-4b77-be7b-ae2a73a57635.jpg)
![Untitled2](https://user-images.githubusercontent.com/18105884/204401564-7905d92b-60a5-4bf4-8915-75e6b33204c9.jpg)
Repository: neovim
Issue: Vertical splitting is inconsistent with 'equalalways' set
Labels: bug-vim,needs:vim-patch

### Neovim version (nvim -v)

NVIM v0.9.0-dev-397+ga6f0444ab

### Vim (not Nvim) behaves the same?

yes, vim 9.0.910

### Operating system/version

Arch Linux 6.0.9-arch1-1

### Terminal name/version

alacritty 0.11.0

### $TERM environment variable

xterm-256color

### Installation

Arch User Repositoy

### How to reproduce the issue

nvim --clean
:vsplit | split
:wincmd l
:vsplit

### Expected behavior

```
-------------------------
|       |       |       |
|       |       |       |
|-------|       |       |
|       |       |       |
|       |       |       |
-------------------------
```

Expect the new window to cause all three columns to be resized to be equal sizes.

If you make a fourth window (another :vsplit) then all the windows are resized as expected. If you perform the :vsplit inside the two stacked windows, you end up with three equally wide columns with one window spanning two columns (whether this is expected or not I guess depends on your interpretation but it is weird that this causes a resize and the (IMO far more normal/common) case above does not cause the windows to be resized.

### Actual behavior

The new window is half the width of the existing window not resized to be a third of all of the available space. As mentioned above this is inconsistent compared to other ways of splitting to make three columns and is inconsistent with the behaviour when splitting the same window again to make a fourth column.

```
------------------------
|           |     |    |
|           |     |    |
|-----------|     |    |
|           |     |    |
|           |     |    |
------------------------
```

At the moment I have a kind of workaround by using an autocommand to trigger "wincmd =" whenever a new window is created but this also causes the quickfix list windows to be resized and made bigger than I would like.
Repository: node
Issue: [node:util] `format` is optional in `util.format`?
Labels: util,doc

### Affected URL(s)

https://nodejs.org/docs/latest-v18.x/api/util.html#utilformatformat-args

### Description of the problem

By https://nodejs.org/docs/latest-v18.x/api/util.html#utilformatformat-args has required string argument `util.format`.

But in examples we see:
> If the first argument does not contain a valid format specifier, `util.format()` returns a string that is the concatenation of all arguments separated by spaces:
> ```js
> util.format(1, 2, 3);
> // Returns: '1 2 3'
> ```

Looks like it the same as having *optional* `format` argument.
So it shoud be `util.format([format [, ...args]])` instead of `util.format(format[, ...args])`.
Repository: godot
Issue: StandardMaterial3D: Clearcoat ignores/overwrites normal map
Labels: discussion,topic:rendering,topic:shaders,topic:3d

### Godot version

Godot 4 dev, 55dae301777ba609c3255026f9a9852a0dbfd43b

### System information

Fedora Linux, Intel A750

### Issue description

possibly related to https://github.com/godotengine/godot/issues/14403, but since it is a more specific issue with clearcoat, I'll add it here:

Please consider the attached screenshot to illustrate the issue. Right now, when enabling Clearcoat in StandardMaterial3D, all Normal Map detail gets basically lost und covered under an even layer of gloss. Unless I misinterpret the use case of Clearcoat, I don't think this is mostly desirable.

If you want to use Clearcoat e.g. to add wet areas to a surface material, it will look absolutely horrible. I would expect Clearcoat to have basically the same effect as reducing the roughness of a material (i.e. taking the normal map into account). Right now this doesn't seem to be the case as shown in the screenshot below. In both cases the same normal map is used.



### Steps to reproduce

1. Create/import a model and add a StandardMaterial3D
2. Add a normal map to it (e.g. Noise Texture)
3. Enable Clearcoat and see the normal map detail disappear

### Minimal reproduction project
![grafik](https://user-images.githubusercontent.com/7927471/204454276-a1897d73-d305-454b-8f42-9ff547dcd270.png)

[Clearcoat_Test.zip](https://github.com/godotengine/godot/files/10110334/Clearcoat_Test.zip)
Repository: PowerToys
Issue: Typing issuse
Labels: Issue-Bug,Needs-Triage,Product-Quick Accent

### Microsoft PowerToys version

0.64.1

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Quick Accent

### Steps to reproduce

conflict with Vietnamese typing program
![issue](https://user-images.githubusercontent.com/104202731/204459092-fb5968f0-be14-465b-9f05-2bc5b35af1f8.gif)


### ✔️ Expected Behavior

the letters are seamless and not sticky

### ❌ Actual Behavior

the letters are not seamless and stick together

### Other Software

Unikey 4.3 RC 5 - https://www.unikey.org/download.html - Most Vietnamese people use it and some similar applications
Repository: deno
Issue: deno install should default to --quiet
Labels: suggestion

Now that deno has more deno messages, (like there is a new upgrade) and it might even have more in the future, I feel like those are out of place in the executables created by deno.

So I'm suggesting that `deno install` defaults to `deno install --quiet`
Repository: rustdesk
Issue: can't control if macos is on login screen state (with active sessions)
Labels: bug

<!-- Hey there, thank you for creating an issue! -->

If I connect to a macos (mojave) with logged in users but the system is on the "login screen state" I can't control the remote host. I can see directly the desktop of one of the logged in users but I can't interact.
If the session is active (no login screen) I can control the host system.

I didn't tried to connect to a remote host in the "login screen state" with no already logged in users.

...

As rustdesk on the host side is installed I expect to see the login screen to insert the password of the user I want.
Or be able to choose to enter directly on a session.

...


**How did you install `RustDesk`?**

Downloaded the exe version and used without installing on the support side (win10 21H2)
Installed dmg on the host side (macos mojave)

---

**RustDesk version and environment**

I'm using a self hosted relay