sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Use AI to improve image resizing options (upscaling and outpainting)
Labels: Idea-Enhancement,Product-Image Resizer,Needs-Triage

### Description of the new feature / enhancement

Add a mode to Image Resizer for AI enhanced upscaling/resizing which 1) employs AI to increase detail (as opposed to smoothing or pixel-perfect resizing) and 2) adds a mode for AI stretching which performs outpainting when changing aspect ratio (i.e. extrapolating and filling in the new region based on the existing image content)

### Scenario when this would be used?

It would be an additional option for resizing when user wants to expand the size and/or aspect ratio of an image.

### Supporting information

Many AI image generation models now support both detail enhancement during upscaling and outpainting to achieve new aspect ratios: see DALL-E 2, Midjourney, DreamStudio, stable diffusion, etc but many are online only, expensive, or limited in terms of monthly free use.
Repository: PowerToys
Issue: Find my mouse only response to movement on mouse. A pen tablet moving the mouse has no effect. 
Labels: Issue-Bug,Priority-2,Product-Mouse Utilities

### Microsoft PowerToys version

0.62.0

### Running as admin

- [X] Yes

### Area(s) with issue?

Mouse Utilities

### Steps to reproduce

Use a pen tablet to move mouse pointer when the highlighter is active

### ✔️ Expected Behavior

The hightlight circle should move highlight

### ❌ Actual Behavior

The highlight circle doesn't move , however the mouse pointer moves as I use my pen 

### Other Software

_No response_
Repository: flutter
Issue: RichText with WidgetSpan in RTL layout will be misplaced 
Labels: engine,a: typography,a: layout,has reproducible steps,P2,found in release: 3.3,found in release: 3.4,team-engine,triaged-engine

The result is shown in the image:
![image](https://user-images.githubusercontent.com/44913901/189598476-01b18130-5820-4464-bf5d-2ff25661a54d.png)


The reproduction code is as follows：

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  // This widget is the root of your application.
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
        title: 'Flutter Demo',
        theme: ThemeData(primarySwatch: Colors.blue),
        home: const MyHomePage());
  }
}

class MyHomePage extends StatelessWidget {
  const MyHomePage({super.key});

  @override
  Widget build(BuildContext context) {
    return Directionality(
        textDirection: TextDirection.rtl,
        child: Scaffold(
            body: Center(
                child: RichText(
                    text: TextSpan(
          style: TextStyle(
              backgroundColor: Colors.black.withOpacity(0.5), fontSize: 30),
          children: [
            WidgetSpan(
                child: Container(color: Colors.red, width: 20, height: 20)),
            const TextSpan(text: '1-AQWER'),
            WidgetSpan(
                child: Container(color: Colors.green, width: 50, height: 20)),
            const TextSpan(text: '2-BNMVC')
          ],
        )))));
  }
}
```

I tested it on macos, ios and android. The problem can even be reproduced online at https://dartpad.dev/.
Repository: next.js
Issue: Browser back skips a page if redirected programmatically
Labels: bug,Navigation

### 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: #1237-Microsoft Sat Sep 11 14:32:00 PST 2021
    Binaries:
      Node: 16.13.0
      npm: 8.1.0
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 12.3.1-canary.0
      eslint-config-next: 12.2.5
      react: 18.2.0
      react-dom: 18.2.0

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

_No response_

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

_No response_

### Describe the Bug

I have a page (let's call this page1) which redirects to another page with the following method:
```
useEffect(()=>{
    router.push("nextpage")
},[]}
```
Using chrome, when on "nextpage", pressing the back button skips page1.

Using safari, it goes back to page1.

If `router.push()` is done on a button with user click, then the back history is respected.

I have created a minimal reproduction  [here](https://github.com/ryhuz/nextjs-redirect-issue)


### Expected Behavior

when doing a router.push(), using the browser back button should bring you back to that page

### Link to reproduction

https://github.com/ryhuz/nextjs-redirect-issue

### To Reproduce

run the repo (`npm ci` && `npm run dev`)
go to the home page (it will redirect you after a few seconds)
after it redirects, press back on the browser

Expected:
goes back to home

Actual:
skips home
Repository: storybook
Issue: Open on Docs tab by default
Labels: feature request,needs triage

# I want it to open by default on the doc tab and then be able to navigate as I used to

## Description
when using `viewMode: 'docs'` it doesn't load the docs by default at first and then when I change to another component story it goes to the doc tab, but when I toggle to another story from the same component it sends me back to the docs page

## scenario 
1. Page loads at *http://localhost:6006/?path=/story/introduction-saqara-ui--page*, it should've been docs not story
2. I open the button "Primary" story, and it opens on the doc page *http://localhost:6006/?path=/docs/components-button--primary*
3. I navigate to the story tab (canvas)  *http://localhost:6006/?path=/story/components-button--primary*
4. I navigate to the "Secondary" story wanting the story (canvas) tab to be opened but get the docs page again *http://localhost:6006/?path=/docs/components-button--secondary*

[Screencast from 12-09-22 09:55:05.webm](https://user-images.githubusercontent.com/82806480/189613653-db5d502f-0e96-4821-b181-3f96610fc1c7.webm)

## Recommended fix
the `viewMode: 'docs'` should able us to load the docs page at first not the canvas one, then it should let us navigate like we always do without redirecting us to the docs with every navigation
Repository: material-ui
Issue: GlobalColorOverrides
Labels: new feature,waiting for 👍,package: material-ui

Currently we have the option for typescript to augment the ButtonPropsColorOverrides so we can use our custom palette colors as strings for the color props on Button elements:

```
declare module "@mui/material/Button" {
  interface ButtonPropsColorOverrides {
    myAwesomeColor: true;
  }
}

<Button color="myAwesomeColor"/>
```


The implementation in Button.d.ts just uses the default strings and extends the interface:
```
export interface ButtonPropsColorOverrides {}

color?: OverridableStringUnion<
      'inherit' | 'primary' | 'secondary' | 'success' | 'error' | 'info' | 'warning',
      ButtonPropsColorOverrides
    >;
```


Now being lazyBoi™ I don't want to add the overrides for every component, so I was wondering whether we could have something like :

```
// somewhere in @mui/material/styles or wherever
export interface GlobalPropsColorOverrides {}

// Button.d.ts
export interface ButtonPropsColorOverrides {}

color?: OverridableStringUnion<
      'inherit' | 'primary' | 'secondary' | 'success' | 'error' | 'info' | 'warning',
      ButtonPropsColorOverrides,
      GlobalPropsColorOverrides
    >;
```

so I can just declare my GlobalPropsColorOverride and automagically make the strings appear as a option for color in any component:

```
// myTheme.ts
declare module "@mui/material/styles" {
  interface GlobalPropsColorOverrides {
    myAwesomeColor: true;
  }
}

// myComp.tsx
{...}
return <>
<Button color="myAwesomeColor"/>
<Typography color="myAwesomeColor"/>
<Icon color="myAwesomeColor"/>
</>
{...}
```
Repository: go
Issue: runtime: deadlock when calling a windows DLL with a callback
Labels: OS-Windows,NeedsInvestigation,compiler/runtime

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.19.1 windows/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env

set GO111MODULE=
set GOARCH=amd64
set GOBIN=
set GOCACHE=C:\Users\aritz\AppData\Local\go-build
set GOENV=C:\Users\aritz\AppData\Roaming\go\env  
set GOEXE=.exe
set GOEXPERIMENT=
set GOFLAGS=
set GOHOSTARCH=amd64
set GOHOSTOS=windows
set GOINSECURE=
set GOMODCACHE=C:\Users\aritz\go\bin\pkg\mod     
set GONOPROXY=github.com/saltosystems/*
set GONOSUMDB=github.com/saltosystems/*
set GOOS=windows
set GOPATH=C:/Users/aritz/go/bin
set GOPRIVATE=github.com/saltosystems/*
set GOPROXY=https://proxy.golang.org,direct
set GOROOT=C:\Program Files\Go
set GOSUMDB=sum.golang.org
set GOTMPDIR=
set GOTOOLDIR=C:\Program Files\Go\pkg\tool\windows_amd64
set GOVCS=
set GOVERSION=go1.19.1
set GCCGO=gccgo
set GOAMD64=v1
set AR=ar
set CC=gcc
set CXX=g++
set CGO_ENABLED=1
set GOMOD=C:\projects\bluetooth\go.mod
set GOWORK=
set CGO_CFLAGS=-g -O2
set CGO_CPPFLAGS=
set CGO_CXXFLAGS=-g -O2
set CGO_FFLAGS=-g -O2
set CGO_LDFLAGS=-g -O2
set PKG_CONFIG=pkg-config
set GOGCCFLAGS=-m64 -mthreads -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=C:\msys64\tmp\go-build3399795984=/tmp/go-build -gno-record-gcc-switches
</pre></details>

### What did you do?
I'm working on a library to call WinRT APIs on Windows, and I was trying to remove the need for CGO by replacing all calls to `malloc` and `free` by `HeapAlloc` and `HeapFree` (`kernel32.dll`).

**Some APIs require callbacks to pass information back to the caller, and we were using CGO to allocate memory into the heap, and have the callbacks defined in C. So we may wait indefinitely for the callback to be called**

**This was working fine with CGO+`malloc`. But as soon as we switched to `HeapAlloc` without CGO, we are getting a `fatal error: all goroutines are asleep - deadlock!` error.**

The problem seems related to #6751, but for some reason it is still failing for me.

This is a bit hard to reproduce, so I created this repo that includes two applications: https://github.com/jagobagascon/go-deadlock-example

They both scan for BLE devices (so you need bluetooth for it to work, if this is a problem I could probably find some other API wher it fails).
But one of them depends on the old `malloc`+CGO based WinRT API, and the other is pointing to a branch that calls the `HeapAlloc` function instead (no CGO required).

### What did you expect to see?

Changing `malloc` for `HeapAlloc` should not cause a deadlock.

### What did you see instead?

The same code fails when using `HeapAlloc` instead of `malloc`.

### Related issues
Maybe #6751
Repository: godot
Issue: [4.0] Invisible platforms when using CharacterBody3D + CollisionShape3D
Labels: bug,topic:physics,needs testing,topic:3d

### Godot version

Godot v4.0 alpha16 win64

### System information

Windows 10

### Issue description

My CharacterBody3D has a CollisionShape3D which has its position updated every physics frame.  If the player falls below a certain point in the game world (like between -3 to -5 on the y axis) they will float as if on an invisible platform.  The platform stretches about 12 units on the x and z axis, after which the CharacterBody3D will fall normally.

Some notes:
- Yes, the CharacterBody3D thinks it "is_on_floor".
- Setting the updating CollisionShape3D's Top Level on or off does nothing.
- Updating the CollisionShape3D's position with "global_position" or "position" makes no difference.
- The invisible platform cannot seem to be detected by Ray/Shape Casts.
- Raising the real platform above "y -2" superficially fixes things, but the CharacterBody3D still gets stuck occasionally on random empty spaces.

### Steps to reproduce

- Create a new project with a default script CharcterBody3D and a physical platform underneath.
- Make sure the physical platform goes below -10 on the y-axis just to be sure.
- To properly illustrate the bug make two CollisionShape3D's.  one for the actual player and one to cause the bug.
- In the player script add under `func _physics_process(delta):` a line something like `$BuggyCollision.global_position = self.global_position`.
- Hit play and move around with the arrow keys to explore the bug's behavior.

### Minimal reproduction project

[Godot-4.0-alpha-Collision-Bug-main.zip](https://github.com/godotengine/godot/files/9547625/Godot-4.0-alpha-Collision-Bug-main.zip)
Repository: godot
Issue: WEBGL Context Lost on WebKit/macOS (SceneShaderGLES3 vertex shader compilation failure)
Labels: bug,platform:web,platform:macos,topic:rendering,topic:porting,confirmed

### Godot version

3.5 stable

### System information

macOS Monterey version 12.5.1 , MacBook Pro(13-inch,M1,2020)

### Issue description

My HTML5 export works on windows but doesn't work on macOS. I tried for Opera, Chrome and Mozilla browsers and it gave me this error . 

<img width="447" alt="Screen Shot 2022-09-12 at 15 16 35" src="https://user-images.githubusercontent.com/32719145/189652143-116cfa66-f981-4458-ab9c-4416c4c39526.png">

When I checked the console, I saw this:
<img width="1371" alt="Screen Shot 2022-09-12 at 15 32 50" src="https://user-images.githubusercontent.com/32719145/189654492-dc5629ae-74f9-4579-a7fb-94134d228ac6.png">

You can check my log file
[127.0.0.1-1662985419802.log](https://github.com/godotengine/godot/files/9547956/127.0.0.1-1662985419802.log)


### Steps to reproduce

<img width="1371" alt="Screen Shot 2022-09-12 at 15 38 32" src="https://user-images.githubusercontent.com/32719145/189655589-a2ddfec3-21ec-473f-8b2d-a8da34e1347f.png">

console shows this URL: https://bugs.freedesktop.org/show_bug.cgi?id=100316 You can check here for reproduce #

### Minimal reproduction project

_No response_
Repository: PowerToys
Issue: Mimicing Alfred features: Find vs Open files, Search engines, Web page triggers, and Workflows
Labels: Needs-Triage

### Description of the new feature / enhancement

## Mimicing Alfred
I would like functionality that mimic some of what [Alfred](https://www.alfredapp.com/) can do.

### Feature 1: Separate `find`ing and `open`ing files. 

The trigger `find` should reveal the file in Explorer, while `open` should open the file in its default application. Currently in PowerToys (v0.51.1, which is the latest version my company allows me to install) I can mimic the find feature by setting a custom trigger, but I need to navigate one step to the right with right arrow to get to the "Open Containing Folder" option. Not a big deal, but saving clicks is a holy virtue. Opening the file can of course be done by just `Enter`ing on the file, but I like having separate triggers, as it maps my intention 1:1 to the trigger. It just feels good that way.

### Feature 2: Web page searches
Being able to set up triggers to searching common search engines, for example Youtube, Wikipedia, Thesauri, Sharepoint, Google, IMDB, Github, etc. Specifically, the user should be able to set up custom triggers, and every word behind that trigger will be added to the URL in at a user-defined location. Usually this looks something like this:

```
https://no.wikipedia.org/wiki/{query}
```

This is very useful, and is something I used Alfred for a lot. Wox Launcher also has this behavior.

### Feature 3: Connect custom triggers to web pages
I would like to be able to save certain web pages that I visit often to custom triggers. Currently I have to type the URL to open web page. Wox does not have this, but it could be hacked by abusing the Search web feature and never actually inserting the query into the URL (but of course you had to provide a query after the trigger for the plugin to be recognized).

### Feature 4: Build custom workflows
This is perhaps Alfred's biggest selling point. I can make my own workflows that include Python scripts at one or more places in the workflow. Users can build useful workflows and share them.

### Scenario when this would be used?

This would reduce time waste by

- reducing number of mouse clicks
- reducing time spent moving from the keyboard to the mouse and back again
- reducing complex workflows to a single trigger (+ optional arguments)

### Supporting information

See Alfred 5.
Repository: rust
Issue: Error message for missing * could be more helpful
Labels: A-diagnostics,T-compiler

<!--
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.
-->

Given the following code: 

https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=e2ff6627b932dbf1b8a2fab7facc58e1

```rust
<code>
```

The current output is:

```
error[[E0277]](https://doc.rust-lang.org/stable/error-index.html#E0277): the trait bound `Box<F>: X` is not satisfied
  --> src/main.rs:20:8
   |
20 |    go( &f );
   |    --  ^^ the trait `X` is not implemented for `Box<F>`
   |    |
   |    required by a bound introduced by this call
   |
   = help: the trait `X` is implemented for `F`
   = note: required for the cast to the object type `dyn X`

For more information about this error, try `rustc --explain E0277`.
```

<!--
If the problem is not self-explanatory, please provide a rationale for the
change.
-->

The action needed is a dereference &* rather than &.

The compiler might be able to suggest that.

See discussion here for how the issue arose after following a clippy suggestion:
https://users.rust-lang.org/t/clippy-fix-re-borrowed-box-not-working/81158
Repository: godot
Issue: Color picker changes hue when changing value
Labels: discussion,topic:editor,usability,topic:gui

### Godot version

v4.0.alpha.custom_build [fefa3e941]

### System information

Linux Fedora, Radeon RX 590

### Issue description

Color picker can change the hue of a color when changing the value on the visual bar.

https://user-images.githubusercontent.com/7917475/189674520-0e0041c0-6985-4297-bfc3-e3f2ac24ac2e.mp4

Notice how the color jumps here:
![Screenshot from 2022-09-12 15-57-16](https://user-images.githubusercontent.com/7917475/189674568-a4470ee2-57d4-40e8-b368-ec3289352b0c.png)
![Screenshot from 2022-09-12 15-57-22](https://user-images.githubusercontent.com/7917475/189674572-959958b5-2755-4b2a-85c3-9678d6e31fea.png)


### Steps to reproduce

Use the color picker, set hue to dark magenta, drag the value slider on the side of the circle.

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: Feature Request: deterministic adaptive_avg_pool2d_backward_cuda
Labels: feature,module: cuda,triaged,module: determinism

### 🐛 Describe the bug

def __init__(self, inp, oup, reduction=32):
        super(CoordAtt, self).__init__()
        self.pool_h = nn.AdaptiveAvgPool2d((None, 1))
        self.pool_w = nn.AdaptiveAvgPool2d((1, None))

        mip = max(8, inp // reduction)


### Versions

PyTorch version: 1.12.1+cu113
Is debug build: False
CUDA used to build PyTorch: 11.3
ROCM used to build PyTorch: N/A

OS: Ubuntu 18.04.6 LTS (x86_64)
GCC version: (Ubuntu 7.5.0-3ubuntu1~18.04) 7.5.0
Clang version: 6.0.0-1ubuntu2 (tags/RELEASE_600/final)
CMake version: version 3.22.6
Libc version: glibc-2.26

Python version: 3.7.13 (default, Apr 24 2022, 01:04:09)  [GCC 7.5.0] (64-bit runtime)
Python platform: Linux-5.10.133+-x86_64-with-Ubuntu-18.04-bionic
Is CUDA available: False
CUDA runtime version: 11.1.105
GPU models and configuration: Could not collect
Nvidia driver version: Could not collect
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.7.6.5
/usr/lib/x86_64-linux-gnu/libcudnn.so.8.0.5
/usr/lib/x86_64-linux-gnu/libcudnn_adv_infer.so.8.0.5
/usr/lib/x86_64-linux-gnu/libcudnn_adv_train.so.8.0.5
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_infer.so.8.0.5
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_train.so.8.0.5
/usr/lib/x86_64-linux-gnu/libcudnn_ops_infer.so.8.0.5
/usr/lib/x86_64-linux-gnu/libcudnn_ops_train.so.8.0.5
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.21.6
[pip3] torch==1.12.1+cu113
[pip3] torchaudio==0.12.1+cu113
[pip3] torchsummary==1.5.1
[pip3] torchtext==0.13.1
[pip3] torchvision==0.13.1+cu113
[conda] Could not collect

cc @ngimel @mruberry @kurtamohler
Repository: next.js
Issue: Multi Zone Relative Routing
Labels: bug,Navigation

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.6.0: Wed Aug 10 14:28:25 PDT 2022; root:xnu-8020.141.5~2/RELEASE_ARM64_T8110
    Binaries:
      Node: 16.16.0
      npm: 8.11.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: next@canary
      eslint-config-next: 12.2.5
      react: 18.2.0
      react-dom: 18.2.0

### What browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

### Describe the Bug

Using a Multi-Zone setup like the example (home and blog). The blog app needs to link back to the home application. This is done by using either a `Link` our `router` referencing the following path:  `../`. When using the newest version of Next, this will route to the basePath of the application. So when using it in the blog app, it routes to the root of the blog app and not the home app.

### Expected Behavior

In the ideal scenario, we'd wish the blog app when referencing the parent app (home == ../) would route to the home app.

### Link to reproduction

https://github.com/techomoro/multi-zone-nextjs-example

### To Reproduce

Pull the above repository and upgrade to the latest version of Next. The routing will no longer work. It seems this commit possible broke the functionality?

https://github.com/vercel/next.js/commit/87826ee186fc65c0b3b4288791f4b575158371c9
Repository: material-ui
Issue: [Typography] Cannot customize primary/error color
Labels: bug 🐛,component: Typography

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

`<Typography color="primary">` doesn't allow customizing the color:

- `color="primary"` doesn't add any classes that we could use for styling.

- `styleOverrides` doesn't support the `primary` or `colorPrimary` key:
  ```tsx
  styleOverrides: {
    primary: {
      color: palette.primary[palette.mode === "dark" ? "light" : "main"]
    },
  }
  ```

- New component variant has no effect:
  ```tsx
  variants: [
    {
      props: { color: "primary" },
      style: {
        color: palette.primary[palette.mode === "dark" ? "light" : "main"]
      },
    },
  ],

Same applies for `color="error"`.

### Expected behavior 🤔

`Typography` provides some way to change the color of `color="primary"` into `palette.primary[palette.mode === "dark" ? "light" : "main"]`, and same for `color="error"`.

### Steps to reproduce 🕹

https://codesandbox.io/s/brave-spence-5wxolh?file=/demo.js

### Context 🔦

We're maintaining a UI library based on MUI, so we can't fix this at the `<Typography>` call site. So we can't do for example `<Typography color={palette.primary[palette.mode === "dark" ? "light" : "main"]}>`.

### Your environment 🌎

_No response_