sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: [FancyZones] Link to config files in settings
Labels: Idea-Enhancement,Product-Settings,Product-FancyZones

### Description of the new feature / enhancement

The graphical layout editor is a bit clunky when trying to do more complex things. I'd love to be able to manually edit my FZ configs in a text editor.

### Scenario when this would be used?

Achieving very precise values for layouts. Copying configs between computers, backing them up, etc.

I could save my own file of FZ layout snippets/examples and use them to quickly assemble more complex layouts.

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: RuntimeError: Expected query
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?

After the latest update (05/27) I can no longer generate images.


### Steps to reproduce the problem

1. Txt2image
2. Select any model
3. Use any prompt
4. Press generate
5. Image will generate then error will display


### What should have happened?

Image should have generated according to the prompt

### Commit where the problem happens

20ae71faa8ef035c31aa3a410b707d792c8203a3

### What Python version are you running on ?

Python 3.10.x

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

Windows

### What device are you running WebUI on?

Nvidia GPUs (RTX 20 above)

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

Mozilla Firefox

### Command Line Arguments

```Shell
--update-check --api --autolaunch
```


### List of extensions

Config-Presets 	https://github.com/Zyin055/Config-Presets 	main 	5e3cc9d3
OneButtonPrompt 	https://github.com/AIrjen/OneButtonPrompt 	main 	f21a79db
Stable-Diffusion-Webui-Civitai-Helper 	https://github.com/butaixianran/Stable-Diffusion-Webui-Civitai-Helper.git 	main 	920ca326
TemporalKit 	https://github.com/CiaraStrawberry/TemporalKit.git 	main 	504774d9
infinite-zoom-automatic1111-webui 	https://github.com/v8hid/infinite-zoom-automatic1111-webui.git 	main 	1139764b
multidiffusion-upscaler-for-automatic1111 	https://github.com/pkuliyi2015/multidiffusion-upscaler-for-automatic1111.git 	main 	50f5f889
sd-webui-ar 	https://github.com/alemelis/sd-webui-ar.git 	main 	9df49dc2
sd-webui-controlnet 	https://github.com/Mikubill/sd-webui-controlnet.git 	main 	cdba83b6
sd-webui-model-converter 	https://github.com/Akegarasu/sd-webui-model-converter.git 	main 	f6e0fa53
sd-webui-stablesr 	https://github.com/pkuliyi2015/sd-webui-stablesr.git 	master 	17b75e98
stable-diffusion-webui-aesthetic-image-scorer 	https://github.com/tsngo/stable-diffusion-webui-aesthetic-image-scorer.git 	main 	1c3ab7a1
stable-diffusion-webui-vectorstudio 	https://github.com/GeorgLegato/stable-diffusion-webui-vectorstudio 	master 	376e0e96
ultimate-upscale-for-automatic1111 	https://github.com/Coyote-A/ultimate-upscale-for-automatic1111.git

### Console logs

```Shell
https://pastebin.com/vaALzWea
```


### Additional information

I also disabled all extensions apart from built-in and the same error occurs.
Repository: opencv
Issue: Trackbar Label Length
Labels: bug,category: highgui-gui,platform: win32

### System Information

opencv version: opencv-contrib-python     4.6.0.66
                          opencv-python             4.6.0.66

python version : 3.10.10
os: win11 enterprise Version	10.0.22621 Build 22621


### Detailed description

Trackbar label length is not adapted properly. A too long lable is not shown properly! 

![opencv_trackbar_bug](https://github.com/opencv/opencv/assets/93824523/976cfd0d-51c1-4137-afb3-4f6ac43fb17b)






### Steps to reproduce

`
     import cv2 

    def nothing(arg):
       pass

    try:
        init_ = 1
        range_ = 100
        win_name =  "morphologische Transformations Taskbar"

        morph_types_enum_len = 8
        morph_transforms_1 = 0
        morph_shapes_enum_len = 2

        cv2.namedWindow(win_name)
        cv2.resizeWindow(win_name, 1080, 640)

        cv2.createTrackbar("Control 1", win_name, init_, range_, nothing)

        cv2.createTrackbar("Morph Shape 1", win_name, morph_transforms_1, morph_shapes_enum_len, nothing)
        cv2.createTrackbar("Morph Transform 1", win_name, morph_transforms_1, morph_types_enum_len, nothing)

    except BaseException as e:
        print(f"morphological transformations failed! Error: {e}")

`

This was stated once in 
https://github.com/opencv/opencv/issues/9489


### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
- [ ] I updated to the latest OpenCV version and the issue is still there
Repository: PowerToys
Issue: While using MWB, UAC popup on Win 10 "client" system causes various problems
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response,Product-Mouse Without Borders

### Microsoft PowerToys version

0.70.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

With a Win 11 "director" (where security key is set) and a Win 10 "client" (where director's security key is used to connect)...

On the Win 10 client (moused over from the Win 11 director), whenever I do *anything* that triggers the UAC Yes/No popup, either this blocks MWB (cursor sent back and stuck on Win 11 director) or I can't click Yes or No on the popup. I have to hard switch to the Win 10 client to click Yes/No on the popup.

### ✔️ Expected Behavior

I was expecting that UAC popping up would have absolutely no impact on whether MWB would continue working.

### ❌ Actual Behavior

(see Steps to reproduce)

### Other Software

Windows 11 Home 22H2 Build 22621.1778
Windows 10 Home 22H2 Build 19045.3031
Repository: godot
Issue: When clicking on save all scenes or using the shortcut for this, a large empty alert window is opened with no title bar buttons
Labels: bug,platform:macos,topic:editor,topic:porting,needs testing

### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

- OS: MacOS Ventura 13.3
- CPU: Apple M1 
- Godot Version: v4.0.3.stable.official [5222a99f5] 

### Issue description

I was trying to save my scenes but that was only creating empty windows. When I used the save shortcut it would create a new large alert window and it wouldn't save anything. In the following video you can see that after multiple attempts of saving I only got new "Alert!" windows created with no elements on them:

https://github.com/godotengine/godot/assets/60261375/96bbc60a-5cbb-431a-af95-0a4bfcf13796

Additionally, after a couple attempts to save, Godot crashed and now every time I open this specific project, the engine crashes before even rendering the engines' UI. Other projects work just fine.

### Steps to reproduce

First try:

1. Click on Scene on the upper-most toolbar
2. Click on Save All Scenes
3. Scenes do not save, large empty window gets created under the name "Alert!" 

Second try:

1. Press CMD + S on current scene
2. Scenes do not save, large empty window gets created under the name "Alert!" 

### Minimal reproduction project

[project.godot.zip](https://github.com/godotengine/godot/files/11583231/project.godot.zip)
Repository: godot
Issue: WASAPI init_output_device error in editor and in game running - Godot 4.0.x
Labels: bug,platform:windows,needs testing,topic:audio

### Godot version

4.0.2.stable, 4.0.3.stable

### System information

- OS: Windows 10 Pro
-  Godot Version: 4.0.2.stable.mono, 4.0.3.stable.mono
- Rendering Driver:: Vulkan API 1.3.205 (but in compatibility mode also occurs)
- Rendering method: Forward+, mobile, compatibility
- Graphics Card: NVIDIA GeForce GTX 1050 Ti
- Graphics Card Driver: NVIDIA version 516.94
- CPU: Intel Core i5-7400

### Issue description

audio_device_init: Condition "hr != ((HRESULT)0x00000000)" is true. Returning: ERR_CANT_OPEN
  <C++ Source>   drivers/wasapi/audio_driver_wasapi.cpp:467 @ audio_device_init()
init: WASAPI: init_output_device error
  <C++ Source>   drivers/wasapi/audio_driver_wasapi.cpp:562 @ init()
start: WASAPI: Start failed
  <C++ Source>   drivers/wasapi/audio_driver_wasapi.cpp:937 @ start()
thread_func: WASAPI: GetCurrentPadding error
  <C++ Source>   drivers/wasapi/audio_driver_wasapi.cpp:808 @ thread_func()

In the editor console and when running any project (I started with just a mesh and a camera in this print example) these errors related to the audio device occur. I tried to disable the exclusive device control option as indicated in this issue: https://github.com/godotengine/godot/issues/26841, but it didn't fix it. I also tried to run godot in admin mode and with all programs that use audio closed and it didn't fix it either.

![erro_godot_4](https://github.com/godotengine/godot/assets/10237062/072430e9-489a-4cea-a9fb-c78df74244fc)

### Steps to reproduce

I tried with just one camera inside a 3d node and the error happened when running the game. I opened the engine with the console and the mentioned errors were also occurring even with nothing on the scene.

![erro_godot_4_console](https://github.com/godotengine/godot/assets/10237062/cd27c1b6-a31b-49aa-8158-179cb759ef44)

NOTE: In all Godot 3.x that I have on the same pc this error does not occur:

![godot_3_insamepc](https://github.com/godotengine/godot/assets/10237062/367c1a3a-eca1-41e1-a35c-a9189dbcfdb3)

### Minimal reproduction project

N/A
Repository: stable-diffusion-webui
Issue: [Bug]: Keeps on loading and does nothing
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?

The said issue is happening when i want to install an extension , update extension or use extension that show up in bar for eg the prompt plugins. it all worked fine yesterday . after the update its not working and keeps loading on.
i also use lowvram command because i have a low end gpu. can you please provide me with a solution

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/72643846/460fdded-6498-4539-afbf-decdce3b901c)


### Steps to reproduce the problem

1. Go to extensions 
2. Press update



### What should have happened?

should have updated the extensions

### Commit where the problem happens

v1.3.0

### What Python version are you running on ?

Python 3.10.x

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

Windows

### What device are you running WebUI on?

Nvidia GPUs (GTX 16 below)

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

Google Chrome

### Command Line Arguments

```Shell
--xformers --autolaunch --lowvram
git pull
```


### List of extensions

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/72643846/686a0921-6035-422d-8c4a-5c5a6a4c38f9)
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/72643846/103b0ab2-8ca4-4fa4-b84e-683859591f68)


### Console logs

```Shell
it just provides with output but nothing happens so there are no logs as such for eg when i use prompt thing it shows prompt has been generated but there is no output
```


### Additional information

_No response_
Repository: TypeScript
Issue: Unexpected "used before its declaration" error when implementing a exported type of a merged namespace
Labels: Bug,Help Wanted

# Bug Report

<!--
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-->

### 🔎 Search Terms

used before its declaration vscode 

<!--
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  List them here so people in the future can find this one more easily.
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### 🕗 Version & Regression Information

<!-- When did you start seeing this bug occur?

"Bugs" that have existed in TS for a long time are very likely to be FAQs; refer to
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If possible, please try testing the nightly version of TS to see if it's already been fixed.
For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly

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- tested in 4.7.3, 5.0.4 and nightly

### ⏯ Playground Link

<!--
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  This should have the same code as the code snippet below, and use whichever settings are relevant to your report.

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[Playground link with relevant code](https://www.typescriptlang.org/play?#code/HYQwtgpgzgDiDGEAEAxA9mpBvAsAKCUKQgA8Y0AnAFyQEtgqIKAzBZAIRAuyQF99+efPAA2IKFCQANOmBgiIkBpPRoAdJ264heQcLTAoNVUgC8SAIwBuIA)

### 💻 Code

<!-- Please post the relevant code sample here as well. This code and the Playground code should be the same, do not use separate examples -->
```ts
namespace Foo {
    export interface Bar { }
}

class X implements Foo.Bar {

}

const Foo = 1;
```

### 🙁 Actual behavior

In VSCode it reports:
```
namespace Foo
Block-scoped variable 'Foo' used before its declaration.ts(2448)
Untitled-1(9, 7): 'Foo' is declared here.
Variable 'Foo' is used before being assigned.ts(2454)
```

You may not see the error immediately if you paste the code into a new file. It will appear when you start typing something.

Note that the error cannot be reproduced in the playground.

### 🙂 Expected behavior

No error.
Repository: stable-diffusion-webui
Issue: [Bug]: 1.3.0 img2img Resize to BUG
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?

![41E{HQ2_%QQA${HF@04)QLX](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/40371966/767bf9dd-6428-490f-89fb-ec295b792a54)

![Honeycam 2023-05-28 12-58-45](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/40371966/e6d3f572-4049-4ec9-8f08-f048acf59cee)


After generating a picture 512x768 , click this button, and then adjust the size of the image, the preview box is wrong.

### Steps to reproduce the problem

1. Go to .... 
2. Press ....
3. ...


### What should have happened?

----

### Commit where the problem happens

1.3

### What Python version are you running on ?

Python 3.10.x

### What platforms do you use to access the UI ?

Windows

### What device are you running WebUI on?

Nvidia GPUs (RTX 20 above)

### What browsers do you use to access the UI ?

Microsoft Edge

### Command Line Arguments

```Shell
No
```


### List of extensions

No

### Console logs

```Shell
No
```


### Additional information

_No response_
Repository: go
Issue: x/pkgsite: deprecated functions do not present a ¶ link at the doc site
Labels: pkgsite

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What is the URL of the page with the issue?

https://pkg.go.dev/runtime but any page with a deprecated label will do.

### What is your user agent?

<!--
You can find your user agent here:
https://www.google.com/search?q=what+is+my+user+agent
-->

Mozilla/5.0 (X11; Ubuntu; Linux x86_64; rv:109.0) Gecko/20100101 Firefox/113.0

### Screenshot

<!--
Please paste a screenshot of the page.
-->

A screenshot will not capture the issue because the ¶ requires a mouse over to appear (this in itself hampers discovererability, but I'm resigned to websites being glossy and non-accessible nowadays).

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.

Starting with a Private/Incognito tab/window may help rule out problematic browser extensions.
-->

Navigate to a page with a deprecated function and scroll to the docs for the function. In the example, `CPUProfile`

Attempt to get a link to a deprecated function to use in an email. This was in the context of wanting to discuss the deprecation.

Note that the link is available in the ToC, but this requires losing context to get the link.

### What did you expect to see?

A ¶ link to the function's doc entry as exists for non-deprecated functions.

### What did you see instead?

No link mark, only an option to hide the doc.
Repository: PowerToys
Issue: trouble remapping "End" key
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Priority-2,Status-Reproducible

### Microsoft PowerToys version

v0.70.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

When I try to remap the right alt button to the END button, the button does change, but instead of moving the cursor to the end of the line - it moves it to the end of the document. It's very frustrating.

### ✔️ Expected Behavior

END button should move the cursor to the end of the current line

### ❌ Actual Behavior

The cursor moves to the end of the document

### Other Software

_No response_
Repository: godot
Issue: GDScriptNativeClass reported as Object but missing methods in GDScript
Labels: bug,discussion,topic:core,topic:gdscript

### Godot version

4.0.2

### System information

- OS: Ubuntu 22.04
- Godot version: 4.0.2

### Issue description

The type `GDScriptNativeClass` is not exposed to GDScript, but a value of such type can be obtained during runtime.

The value seems indistinquishable from a valid Object and appears to have a "get_method_list" function, but trying to call it results in a crash.

I believe the `value is Object` check in the attached code should either evaluate to `false`, or the value should have the methods that [Objects](https://docs.godotengine.org/en/stable/classes/class_object.html) have according to the docs.

Edit: Turns out that it works if you cast it to `Object` first (see code example)

### Steps to reproduce

```GDScript
func inspect_variant(value: Variant):
	print(value) # <GDScriptNativeClass#-9223372028063514189>
	print("Is object: ", value is Object) # Is object: true
	print("Is valid: ", is_instance_valid(value)) # Is valid: true
	print("Has get_method_list: ", "get_method_list" in value) # Has get_method_list: true
	print(value.get_method_list) # GDScriptNativeClass::get_method_list
	print(value["get_method_list"]) # GDScriptNativeClass::get_method_list
	#print("method list: ", value.get_method_list()) # Invalid call. Nonexistent function 'get_method_list' in base 'Button'
	print("method list: ", (value as Object).get_method_list()) # Works!

func _init():
	var foo = Button
	inspect_variant(foo)
```

### Minimal reproduction project

N/A
Repository: neovim
Issue: Cursor highlight for language mapping doesn't work
Labels: bug,tui,ui-extensibility

### Problem

Cursor highlight doesn't change depending on language mapping.

### Steps to reproduce

Create the file `cursor.lua`:

```lua
vim.o.termguicolors = true

vim.api.nvim_set_hl(0, 'Cursor', { bg = '#0000ff' })
vim.api.nvim_set_hl(0, 'lCursor', { bg = '#ff0000' })

vim.opt.guicursor:append('a:Cursor/lCursor')
vim.o.keymap = 'greek'
vim.o.iminsert = 1
```

Run `nvim --clean -u cursor.lua`
Cursor is blue, but it should be red.

### Expected behavior

Cursor should have color of `lCursor` if lmap is on (`vim.o.iminsert = 1`).

### Neovim version (nvim -v)

0.9.0

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

can't say, don't have vim

### Operating system/version

Arch Linux

### Terminal name/version

kitty 0.28.1

### $TERM environment variable

xterm-kitty

### Installation

Arch Linux official repository
Repository: godot
Issue: Prevent or warn when no main scene is present during export
Labels: bug,topic:editor,topic:export

### Godot version

4.0.3

### System information

![image](https://github.com/godotengine/godot/assets/49952138/f67a5fa4-2bdf-4332-9c1e-182d069ed860)


### Issue description

When a project is exported without selecting a main scene, then there should be a warning.
Though extremely rare for a user to export without even running the game at least once, it is difficult to debug when it happens.
For example, I wanted to try (as a newbie to Android dev) exporting Godot game to phone. I created a scene with a camera and mesh, exported it. But when I launched the game, I found this.
![android-export](https://github.com/godotengine/godot/assets/49952138/f8e508ec-2295-40af-a379-d3085ff1c763)
As you can see, one pop-up completely covers the other and information shown is not helpful too.

This costed me two days of debugging as I went from reinstalling SDK to changing phones etc. Today out of some weird thought, I gave Godot 3 LTS a try and when I launched the app, it immediately quit without any pop up. That's when I remembered reading somewhere that Godot quits if there is no active camera. So I selected a main scene, exported and it worked.

However, on Linux export, there is a meaningful message.
![image](https://github.com/godotengine/godot/assets/49952138/e7305ac8-f85e-4dcd-9cb6-cc100e83274c)

So my proposal is to either improve the error message in Android or show a warning in the Export window itself that the project has no main scene.


### Steps to reproduce

1. Create a new project.
2. Setup a scene.
3. Do not run the project.
4. Export it to Android.

### Minimal reproduction project

-
Repository: godot
Issue: Collision jittery with SeparationRayShape2D without "slide_on_slope"
Labels: bug,topic:physics,topic:2d

### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

- OS: Windows 10 and Linux
- Godot Version: v4.0.3.stable.official [5222a99f5]
- Rendering Driver: both GLES3 and Vulkan
- Rendering Method: Forward+ and Compatibility

### Issue description

When using a SeparationRayShape2D in a CollisionShape2D, the collision in the moment of landing is jittery (see in the video on the left). In other words, the character body "falls through" the static body for a frame right upon impact, then goes back up on top of the static body, where it should be. What should happen is what you see on the right in the video, the character not falling through the static body, even when "slide_on_slope" is set to false.

[movie.webm](https://github.com/godotengine/godot/assets/48106195/0bea3171-a7c1-4efa-ab04-b732df1e5172)

This issue didn't exist in Godot v3.5. I've tried different physics parameters, but the only thing that solved it was setting "slide_on_slope" of SeparationRayShape2D to true.

### Steps to reproduce

Create a CharacterBody2D with a CollisionShape2D set to SeparationRayShape2D. Make sure that "slide_on_slope" is set to false. Add the default script to CharacterBody2D to enable movement. Create a static body for the character to jump on. Observe that the collision is jittery right upon impact. 

### Minimal reproduction project

[godot4_RayShape_bug.zip](https://github.com/godotengine/godot/files/11584261/godot4_RayShape_bug.zip)