sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Bug]: TypeError: list indices must be integers or slices, not str
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?

Traceback (most recent call last):
      File "C:\stable-diffusion\Packages\stable-diffusion-webui\modules\hypernetworks\hypernetwork.py", line 701, in train_hypernetwork
        p.sampler_name = sd_samplers.samplers[preview_sampler_index].name
    TypeError: list indices must be integers or slices, not str

Claims this is fixed and closed but I still get this issue. I have the latest update to auto1111. [AUTOMATIC1111](https://github.com/AUTOMATIC1111) deleted the fix-preview-while-generation branch [2 weeks ago](https://github.com/AUTOMATIC1111/stable-diffusion-webui/pull/13084#event-10323576045). It appears the fix was merged and then deleted so I cannot determine what the fix was. I have tried everything that was suggested within github that I could find to fix this and it is still a no go situation.

### Steps to reproduce the problem

click 'Train Hypernetwork' with 'Read parameters (prompt, etc...) from txt2img tab when making previews' checked.

### What should have happened?

Trained Hypernetwork

### Sysinfo

[sysinfo-2023-09-24-21-22.txt](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/12709704/sysinfo-2023-09-24-21-22.txt)


### What browsers do you use to access the UI ?

Google Chrome

### Console logs

```Shell
[1.0, 2.0, 1.0]
Calculating sha256 for C:\stable-diffusion\Packages\stable-diffusion-webui\models\hypernetworks\MegaVeg.pt: 446e43d33c8e821d87131b8ceedd24d15f2f2353e3a643daa5d9901a11098840
No saved optimizer exists in checkpoint
Training at rate of 1e-05 until step 10000
Preparing dataset...
100%|##########| 256/256 [00:08<00:00, 29.73it/s]
Training hypernetwork [Epoch 3: 116/128]loss: 0.5373685:   1%|          | 50/9551 [00:11<38:29,  4.11it/s]*** Exception in training hypernetwork
    Traceback (most recent call last):
      File "C:\stable-diffusion\Packages\stable-diffusion-webui\modules\hypernetworks\hypernetwork.py", line 701, in train_hypernetwork
        p.sampler_name = sd_samplers.samplers[preview_sampler_index].name
    TypeError: list indices must be integers or slices, not str

---
                                                                                                          Applying attention optimization: xformers... done.
```


### Additional information

_No response_
Repository: godot
Issue: Sporadic .tmp files are left in the project source (Windows)
Labels: bug,platform:windows,topic:editor,confirmed

### Godot version

4.1.1.stable

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.2849) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

### Issue description

I noticed today a rogue `.tmp` file present in the source tree that I didn't recognize:
```
$ git status
?? scenes/sandbox/sanEC90.tmp
```

It appears to be a backup / temp file for one of the .tscn files. From some quick searches, it seems a similar issue happened in the past for Windows (https://github.com/godotengine/godot/issues/956), and indeed I'm developing on Windows. Also, I noticed a reddit post about this issue not too long ago (https://www.reddit.com/r/godot/comments/16akyka/what_are_all_these_tmp_files_alongside_my_main/), so it seems likely that an issue has resurfaced.

I've never packaged my project, just normal usage and edit / play. At times when the GDScript type checking seems to get confused, I will reload the project from the Project menu.

### Steps to reproduce

It seems pretty random/sporadic, so I haven't been able to reproduce it consistently (and in fact have only seen a single instance of such files). Just wanted to open a tracking bug since it seems others are running into it as well.

### Minimal reproduction project

N/A
Repository: create-react-app
Issue: Back navigation from external site results in script error in IOS
Labels: needs triage,issue: bug report

### Describe the bug

Back navigation from external site results in script error in IOS

### Environment
  current version of create-react-app: 5.0.1

  System:
    OS: Windows 10 10.0.22621
    CPU: (24) x64 AMD Ryzen 9 5900X 12-Core Processor
  Binaries:
    Node: 16.17.0 - C:\Program Files\nodejs\node.EXE
    Yarn: Not Found
    npm: 8.15.0 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Chromium (117.0.2045.36)
    Internet Explorer: 11.0.22621.1
  npmPackages:
    react: ^18.2.0 => 18.2.0
    react-dom: ^18.2.0 => 18.2.0
    react-scripts: 5.0.1 => 5.0.1
  npmGlobalPackages:
    create-react-app: Not Found

### Steps to reproduce

1. npx create-react-app ios-bug
2. cd ios-bug
3. npm start 
4. Pull out an iPhone. I'm using IOS 16.6.1 with safari. Navigate to 192.168.1.x:3000
5. Manually navigate to www.google.com
6. Swipe backwards to renter the app

### Expected behavior

No Script errors

### Actual behavior

React will display a generic "Script Error." Installing an app that has a console of some sort and here are the entire contents of the error: 
 
Script error.
r@webkit-masked-url://hidden/:27:166011
value@webkit-masked-url://hidden/:27:182883
@webkit-masked-url://hidden/:27:184904

I haven't reproduced this on any other app, but IOS is pretty popular. It effectively breaks apps that function as search engines or where navigation to and from another website happens a lot. I believe production mode fixes it, but it makes testing in development mode pretty difficult for my use case. 

### Reproducible demo

Should be reproducible with starter app
Repository: godot
Issue: GUI mouse release inputs get lost if the target node is reparented
Labels: bug,confirmed,topic:input,topic:gui

### Godot version

4.1.1

### System information

Windows 10, amd rx 480 gpu

### Issue description

If you reparent a node while the mouse is moving after being pressed on it, it loses that state and never receives a release event.

This other issue is related, but is about node removal/visibility change, not reparenting: https://github.com/godotengine/godot/issues/43400 -- They might have the same underlying cause.

I ran into this while trying to make a graphical code editor where reparenting control nodes by dragging them is a basic operation.

### Steps to reproduce

Create a "draggable" Control node with your own drag logic using _gui_input and mouse input events. Reparent it when the input is "pressed". It will fail to receive the release event. This causes a half-broken gui input state where other nodes can receive relative mouse motion events even though the release event has never fired.

Example:

```gdscript
extends PanelContainer

const do_reparent = true

var dragging = false
func _gui_input(event : InputEvent) -> void:
    if event is InputEventMouseButton:
        if event.pressed:
            print("started dragging")
            if do_reparent:
                print("reparenting")
                var parent = get_parent()
                var pos = global_position
                if parent == get_tree().current_scene:
                    reparent(parent.get_node("Panel"))
                else:
                    reparent(parent.get_parent())
                global_position = pos
            dragging = true
        else:
            print("done dragging")
            dragging = false
    
    if event is InputEventMouseMotion:
        if dragging:
            position += event.relative

func _process(delta : float) -> void:
    modulate.a = 0.5 if dragging else 1.0
```

Expected behavior:

https://github.com/godotengine/godot/assets/585488/ba69adfc-e9bb-4166-950d-f20fd8489704

Actual behavior:

https://github.com/godotengine/godot/assets/585488/8178bf4c-7ee4-4ff2-b7b1-99ed058920d5

### Minimal reproduction project

[GUIInputTest.zip](https://github.com/godotengine/godot/files/12709761/GUIInputTest.zip)
Repository: go
Issue: proposal: strings and bytes: add CutSpace function
Labels: Proposal

Golang's cut function is very useful for reducing boilerplate, when parsing text/byte segment. Likewise the bytes.Fields and strings.Fields is useful for parsing spacing separated data fields.

However, sometimes when parsing text it's useful to Cut using white spaces as seperator and considering the the whole whitespace segment as a single seperator (like Fields does). For instance when scanning and parsing a config file that should allow any whitespace as key-value separator, this allows separation of the key and value with less boilerplate:

```go
package main
import(
    "bufio"
    "fmt"
    "strings"
    "unicode"
)

func main() {
    config := "key\tthis is the key value\n" +
        "otherkey another key value\n" +
        "keywithnovalue"
    scanner := bufio.NewScanner(strings.NewReader(config))

    for scanner.Scan() {
        key, value, found := strings.CutSpace(scanner.Text())
        fmt.Println("key:", key)
        if found {
            fmt.Println("value:", value)
        }
    }
}
```

I propose adding strings.CutSpace and bytes.CutSpace which slices around the each instance of one or more consecutive white space characters, as defined by unicode.IsSpace, returning the text before and after the white space characters.

### strings.CutSpace:
```go
// CutSpace slices s around the each instance of one or more consecutive white space
// characters, as defined by unicode.IsSpace, returning the text before and after the
// white space characters. The found result reports white space characters appears in s.
// If no whitespace characters appear in s, CutSpace returns s, "", false.
func CutSpace(s string) (before, after string, found bool) {
	i := indexFunc(s, unicode.IsSpace, true)
	if i == -1 {
		return s, "", false
	}
	return s[:i], TrimLeftFunc(s[i:], unicode.IsSpace), true
}
```


### bytes.CutSpace
```go
// CutSpace slices s around the each instance of one or more consecutive white space
// characters, as defined by unicode.IsSpace, returning the text before and after the
// white space characters. The found result reports white space characters appears in s.
// If no whitespace characters appear in s, CutSpace returns s, nil, false.
//
// CutSpace returns slices of the original slice s, not copies.
func CutSpace(s []byte) (before, after []byte, found bool) {
	i := indexFunc(s, unicode.IsSpace, true)
	if i == -1 {
		return s, nil, false
	}
	return s[:i], TrimLeftFunc(s[i:], unicode.IsSpace), true
}
```
Repository: rust
Issue: Boolean OR is getting confused with closure?
Labels: A-diagnostics,T-compiler

### Code

```Rust
fn main() {
  let _ = {
    {true} || true
  };
}
```


### Current output

```Shell
Compiling playground v0.0.1 (/playground)
warning: unnecessary braces around block return value
 --> src/main.rs:3:5
  |
3 |     {true} || true
  |     ^    ^
  |
  = note: `#[warn(unused_braces)]` on by default
help: remove these braces
  |
3 -     {true} || true
3 +     true || true
  |

error[E0308]: mismatched types
 --> src/main.rs:3:6
  |
3 |     {true} || true
  |      ^^^^ expected `()`, found `bool`

For more information about this error, try `rustc --explain E0308`.
warning: `playground` (bin "playground") generated 1 warning
error: could not compile `playground` (bin "playground") due to previous error; 1 warning emitted
```


### Desired output

_No response_

### Rationale and extra context

_No response_

### Other cases

_No response_

### Anything else?

_No response_

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Repository: vscode
Issue: Git commit message enforcement
Labels: git,under-discussion

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
Currently, in the built in source control tab you can try to commit a change to Git without entering a message, if you do so then the commit hangs and a restart of VSCode brings us back. Please keep the commit button inactive until a commit message has been entered.
Repository: PowerToys
Issue: [Mouse utility] Mouse highlight color does not disappear automatically after system startup
Labels: Issue-Bug,Needs-Triage,Product-Mouse Utilities

### Microsoft PowerToys version

0.73.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Mouse Utilities

### Steps to reproduce

1. 启用鼠标荧光笔
2. 勾选在实用工具启动时自动激活
3. 重启系统
4.点击鼠标
-----------------------------------------------------------------------
1. Enable the mouse highlighter
2. Check the box to activate the utility automatically when it starts.
3. Reboot your system
4. Click the mouse

### ✔️ Expected Behavior

鼠标突出颜色会在延迟时间后自动消失。
-------------------------------------------------------------
The mouse highlight color will disappear automatically after a delay time.

### ❌ Actual Behavior

第一次点击鼠标留下的突出显示颜色，会一直停留在屏幕上，不会自动消失。
------------------------------------------------------------------------------------------------------------------------------
The highlighted color left by the first mouse click stays on the screen and does not disappear automatically.

### Other Software

_No response_
Repository: godot
Issue: get_pos_at_line_column(line,col) giving incorrect Vector2 if column = 1
Labels: bug,topic:gui

### Godot version

4.1.1

### System information

Windows 10

### Issue description

using a tool script (not sure if this makes any difference) and using the code edit node from the editor script editor,

```
@tool
extends EditorPlugin
func _process(delta):
	var code_edit_node = get_editor_interface().get_script_editor().get_current_editor().get_base_editor()
	
	var line = code_edit_node.get_caret_line(0)
	var column = code_edit_node.get_caret_column(0)
	
	var caret_pos = code_edit_node.get_pos_at_line_column(line,column)
	
	print(caret_pos)
```

get_pos_at_line_column(line,col) giving incorrect Vector2 if column = 1

### Steps to reproduce

do that

### Minimal reproduction project

n/a
Repository: PowerToys
Issue: New Feature - Alt Tabbing Task View Desktop & Application Auto Launch to Fancy Zone on System Boot
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

Launching applications on system start to a preset location in fancy zones. 
Alt tabing between desktops in task view. 

For example

When I boot my system, a task view "desktop" will be automatically created, apps like outlook, email and todo with be mapped to their fancy zone automatically. 

### Scenario when this would be used?

Applications like email, calender and to-do for example would start up ready to go when I run my system. Reduce time messing around putting them into their correct locations. Being in a different tak view also reduces clutter when I want to do my programming for example. It would be like I have a utilities desktop and a productivity desktop I can alt tab through and on system launch ready to go.

### Supporting information

_No response_
Repository: ant-design
Issue: padding 或者 margin 支持 number[] | number
Labels: Inactive,improvement

### What problem does this feature solve?

通常来说，上下（左右）内边距和上下（左右）外边距是一致的，但并不能排除上下（左右）边距不一致的情况，使用 paddingBlock/paddingInline 存在限制，且需要多重写一次，增加了内置token的数目

### What does the proposed API look like?

padding: number[] | number; cellPadding: number[] | number 等等

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: material-ui
Issue: [RFC][CssVarsProvider] Ability to change shadow color on each color scheme
Labels: package: system,customization: theme,RFC

### What's the problem? 🤔

Current `experimental_extendTheme` will accpet `Partial<Record<SupportedColorScheme, ColorSystemOptions>>` which is:

```ts
export interface ColorSystem {
  palette: Palette & CssVarsPalette;
  opacity: Opacity;
  overlays: Overlays;
}
```

But we need to set each `shadow` color on each color scheme `light` and `dark` (or another).

### What are the requirements? ❓

Nothing

### What are our options? 💡

Never thought

### Proposed solution 🟢

Change type of `ColorSystem` to:

```ts
export interface ColorSystem {
  palette: Palette & CssVarsPalette;
  opacity: Opacity;
  overlays: Overlays;
  shadows: Theme['shadows'];
}
```

And thus we need to make change to generate processes?

Default approach for this was, setting shadows with theme palette mode like: 

```ts
shadows: mode === 'light' ? lightShadows : darkShadows // Also component's approach is same
```

But this approach will not work

### Resources and benchmarks 🔗

_No response_
Repository: next.js
Issue: When import client component with query, will cause error: Could not find the module in the React Client Manifest
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/objective-roman-lqty2d?file=%2Fapp%2Fpage.tsx%3A3%2C33

### To Reproduce

Start the application will see "Unhandled Runtime Error" immediately pops up.

### Current vs. Expected behavior

Currently when importint a client component with query, "Unhandled Runtime Error" is shown, if import a server component with query it works as expected

Expected to work as expected without "Unhandled Runtime Error"


### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 22.6.0: Fri Sep 15 13:41:30 PDT 2023; root:xnu-8796.141.3.700.8~1/RELEASE_ARM64_T8103
Binaries:
  Node: 16.14.2
  npm: 8.5.0
  Yarn: 1.22.19
  pnpm: 8.7.5
Relevant Packages:
  next: 13.5.2
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: N/A
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure, App Router

### Additional context

_No response_
Repository: rust
Issue: Investigate why #113970 changes `async2.rs` coverage maps on some targets
Labels: T-compiler,A-code-coverage

The changes in #113970 ended up changing the coverage mappings for `tests/coverage-map/status-quo/async2.rs`, [but only on some targets](https://github.com/rust-lang/rust/pull/113970#issuecomment-1732522770).

I wanted to create a place to put my notes from investigating that, without gunking up the original PR.

@rustbot label +A-code-coverage
Repository: go
Issue: proposal: strings: add First/Last function
Labels: Proposal

I encountered many times the following scenario:

```
func First(s string, n int) string {
    if len(s) <= n {
        return s
    }
    return s[:n]
}
```
This simple function try to get **at most** N-bytes from a string.   Likewise, for at most N-bytes "tail" from a string:

```
func Last(s string, n int) string {
    if len(s) <= n {
        return s
    }
    return s[len(s)-n:]
}
```

These functions will many some programs easier to read, like the TrimPrefix/TrimSuffix functions.
Repository: vscode
Issue: Slow startup in version 1.82
Labels: bug,linux,under-discussion

Type: <b>Performance Issue</b>

At some point with VS Code version 1.82 introduced a regression, a visibly slow startup 3-5s even with an empty workspace. Initially noticed with VS Codium, checked with VS Code OSS build as provided by Arch linux package.

VS Code version: Code - OSS 1.82.2 (abd2f3db4bdb28f9e95536dfa84d8479f1eb312d, 2023-09-19T15:11:58.113Z)
OS version: Linux x64 6.1.55-1-lts
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-10610U CPU @ 1.80GHz (8 x 3300)|
|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>video_decode: enabled<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|1, 1, 1|
|Memory (System)|31.11GB (25.66GB free)|
|Process Argv|--unity-launch|
|Screen Reader|no|
|VM|0%|
|DESKTOP_SESSION|plasma|
|XDG_CURRENT_DESKTOP|KDE|
|XDG_SESSION_DESKTOP|KDE|
|XDG_SESSION_TYPE|x11|
</details><details>
<summary>Process Info</summary>

```
CPU %	Mem MB	   PID	Process
    1	   159	  5306	code-oss main
    0	    64	  5309	   zygote
    0	   191	  5339	     gpu-process
    0	    64	  5310	   zygote
    0	     0	  5312	     zygote
    0	   191	  5366	window [1] (Welcome - Code - OSS)
    1	    96	  5716	window [2] (Issue Reporter)
    0	    64	  5348	   utility-network-service
    0	    96	  5416	shared-process
    0	    96	  5417	fileWatcher [1]
    0	   127	  5438	extensionHost [1]
    0	    64	  5467	     /usr/lib/electron25/electron /usr/lib/code/extensions/markdown-language-features/server/dist/node/workerMain --node-ipc --clientProcessId=5438
```

</details>
<details>
<summary>Workspace Info</summary>

```
;
```

</details>
Extensions: none
<!-- generated by issue reporter -->
Repository: PowerToys
Issue: FancyZones: allow different space on zone edge depending on whether there is another zone nearby
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

Currently, one may specify "space around zones" - the gap between two adjacent zones. On wide monitors with two or three vertical columns, it is reasonable to have gaps between them. However, these gaps are not needed at the top and bottom sides of aligned windows - this is just a wasted screen space. The same for screen edges. 

So, it would be nice to have a setting that puts some space only _between_ zones and between zones and the taskbar, not around each zone. 

### Scenario when this would be used?

Gaps between zoned windows allow for easier mouse manipulations, for sure. But gaps between the monitor edge and the window are useless, and on wide monitors with a 21×9 or 32×9 ratio, vertical space is rather precious. 

### Supporting information

_No response_
Repository: storybook
Issue: [Bug]: Configuration changes not reflecting on UI with storybook-angular
Labels: bug,needs triage

### Describe the bug

Hello,
import { addons } from '@storybook/manager-api';
addons.setConfig({
  showPanel: true,
  panelPosition: 'right',
  initialActive: 'addons',
  showToolbar: false,
  showNav: false,
  enableShortcuts: true,
  showTabs: true,
});

I am setting above configurations for storybook, here i have hide the sidenav (showNav: false), toolbar (showToolbar: false) and alse change the position of addons panels to the right side.

These changes needs to be reflect on the UI and based on the configurations storybook UI should behave. It is not setting the configurations.

Also in local storage flags not getting updated with key "@storybook/manager/store". 

Please help us resolve this issue.



### To Reproduce

_No response_

### System

```bash
Version used -   "@storybook/angular": "^7.4.1"
```


### Additional context

_No response_