sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Feature Request]: Colab work-around webui
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 ?

Paste this on your console
PS: this works for RVC not SD

function ConnectButton(){
    console.log("Working"); 
    document.querySelector("#connect").click() 
}
setInterval(ConnectButton,60000);

I have been trying everywhere and every link to fix it for STABLE DIFUSSION but I failed so anybody who has found a work-around please help.

THANKS



### Proposed workflow

1. Go to .... Inspect elements
3. Press ....console
4. ...paste


### Additional information

_No response_
Repository: next.js
Issue: App router dynamic imports not working with parent server component
Labels: bug,Lazy Loading

### Link to the code that reproduces this issue

https://github.com/tombryden/dynamic-import-bug

### To Reproduce

1. npm run build - Observe / first load js =  119 kB
2. Uncomment "use client" in page.tsx
3. npm run build - Observe / first load js = 85.7 kB

### Current vs. Expected behavior

Dynamic importing of a component only works when the parent component is a client component. Perhaps some additional documentation (e.g. suggesting wrapping with a client component to import dynamically) is needed to clear up confusion if this is expected behaviour. I believe you should be ok to close https://github.com/vercel/next.js/issues/49454 as this looks to be caused by this.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 10 Pro
Binaries:
  Node: 18.17.1
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.2-canary.25
  eslint-config-next: 14.0.2-canary.25
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router, Dynamic imports (next/dynamic)

### Additional context

_No response_
Repository: vscode
Issue: debug console stylings and features, better log-row separation
Labels: ux,polish,debug-console

<!-- ⚠️⚠️ 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. -->
As I'm kinda forced to using VSCode on MacOS for .NET development as Visual Studio for Mac is being cancelled in a year. It would be nice to see the debug console to have some more stylings in it. now it is just a bunch of nonsense in a constant flow. I would like to see some separation between the rows of logs. Features I would like to see in it would be:

- indentation of the single log text when it goes over to next line. This would make it easier to see where one log starts and where one log ends.
- timestamps at the start of the log row.
- log type as text: information, error, warning, etc. at the start of the log row.
- every other log with different color background to make them even more easier to separate from each other.
- toggling row-wrap on and off

these could be toggle-able settings, so if you don't want to use them, hide them.

I know there is this hover over bg color or is it just a highlight, but that only works when you put mouse over the content. It is not really that useful in a long log content, but at least it helps a little.

Some logs do output timestamp and log type. these could be highlighted with different color if possible. Or just kept as is and not even parsed out and just add the extra timestamp and log type there doesn't really matter.
<img width="1439" alt="Screenshot 2023-11-09 at 9 51 47" src="https://github.com/microsoft/vscode/assets/10487241/643b0917-08d5-44ab-9d1f-0a24b5462508">
Repository: PowerToys
Issue: SnipDo
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

Add a feature related to the SnipDo app. Please have a look that app.

### Scenario when this would be used?

when data select show copy paste etc option.

### Supporting information

_No response_
Repository: opencv
Issue: save the same frame use opencv and ffmpeg,   the image pixls is difference
Labels: question (invalid tracker)

### System Information

OpenCV python version: 4.8.1
Operating System / Platform: win11
Python version: 3.11.4 
ffmpget version:2023-11-05-git-44a0148fad-essentials_build


### Detailed description

use opencv and ffmpeg extra a video , save the same frame to png of jpg, the image pixls is different

### Steps to reproduce

opencv extra video code :
        cap.set(cv2.CAP_PROP_POS_FRAMES, frame_number)
        ret, frame = cap.read()
        save_name = os.path.join(image_save_path, "{}_{:0>6d}.jpg".format(prefix_name, frame_number))
        cv2.imencode('.jpg', frame)[1].tofile(save_name)

ffmpeg extra video command:
ffmpeg -i {video_path} -vf select='eq(n,{frame_number})' -vframes 1 {output_path}

### Issue submission checklist

- [X] I report the issue, it's not a question
- [ ] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [ ] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: go
Issue: x/mobile: load of a Go static library in iOS project result in swift api behavior change 
Labels: NeedsInvestigation,mobile

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)? 

<pre>
$ go version
1.21
</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
GOARCH=arm64
GOOS=ios
</pre></details>

### What did you do?

I was add [capacitor](https://capacitorjs.com/) support to my mobile SDK, while testing on iOS the application stop working, searching around bring me to [this issue](https://github.com/ionic-team/capacitor/issues/6974) where they even create a [complete example](https://github.com/envoyant/capacitorLoadGo). In the end the analysis result in [this comment](https://github.com/ionic-team/capacitor/issues/6974#issuecomment-1782889016) where they report that loading a static GO library will result in standard swift behavior change:

without the GO dependencies this will print the path as reported by Apple documentation
```
let fileUrl = URL(fileURLWithPath: "")
print("fileUrl:'(fileUrl.absoluteString)'")
fileUrl:'file:///'
```

If a go library is loaded this snippet will print:
`fileUrl:'file:///private/var/containers/Bundle/Application/[guid value]/testApp.app/'`

**Note** capacitor is not needed for this behavior change, I've tested with a native swift app and I was able to reproduce the same behavior


### What did you expect to see?
The print should always be the same


### What did you see instead?
The print change
Repository: vscode
Issue: Allow to recover backups from extension provided file systems if extension uninstalled
Labels: feature-request,workbench-hot-exit,keep

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
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- VS Code Version: 1.84.1
- OS Version: Windows 11

Steps to Reproduce:

1. Make sure hotExit feature is enabled
1. Open a file on a virtual file system
2. Edit the file
3. Do not save the file
4. Exit VS Code
5. Re-open VS Code
6. See an tab that reports:
> The editor could not be opened due to an unexpected error: Unable to resolve resource `vfs uri...`

![image](https://github.com/microsoft/vscode/assets/179603/8381616c-24a5-4b81-b571-a3a1b315ff85)


Now unless the extension that registered the VFS knows how to create that specific connection, that state is lost. And since VFS are used for all kinds of non-transient ways, I think the hotExit feature should be disabled for files on a VFS.
Repository: go
Issue: internal/zstd: refactoring literals.go implementation to add decodeSymbol method
Labels: help wanted,NeedsInvestigation,compiler/runtime

<!--
Our proposal process is documented here:
https://go.dev/s/proposal-process
-->


In the zstd implementation, readLiteralsOneStream and readLiteralsFourStreams duplicate a lot of code, and for the sake of code maintainability, I suggest implementing the duplicated code into a decodeSymbol method.

The duplicate code is available at https://github.com/golang/go/blob/master/src/internal/zstd/literals.go#L283-L326

```go
fetchHuff := func(rbr *reverseBitReader) (uint16, error) {
	if !rbr.fetch(uint8(huffBits)) {
		return 0, rbr.makeError("literals Huffman stream out of bits")
	}
	idx := (rbr.bits >> (rbr.cnt - huffBits)) & huffMask
	return huffTable[idx], nil
}
```

```go
t1, err := fetchHuff(&rbr1)
if err != nil {
	return nil, err
}
outbuf[out1] = byte(t1 >> 8)
out1++
rbr1.cnt -= uint32(t1 & 0xff)
```

This part of the code is used between readLiteralsOneStream and readLiteralsFourStreams. According to [RFC 8878 3.1.1.3.1.6](https://datatracker.ietf.org/doc/html/rfc8878#section-3.1.1.3.1.6)

> Each of these 4 bitstreams is then decoded independently as a Huffman-coded stream, as described in [Section 4.2.2](https://datatracker.ietf.org/doc/html/rfc8878#huffman_coded_streams).

The logic of their implementation is exactly the same, a decodeSymbol method can be implemented

```go
func decodeSymbol(huffBits, huffMask uint32, huffTable []uint16, rbr *reverseBitReader, outbuf []byte, off int) (int, error) {
	if !rbr.fetch(uint8(huffBits)) {
		return 0, rbr.makeError("literals Huffman stream out of bits")
	}
	idx := (rbr.bits >> (rbr.cnt - huffBits)) & huffMask
	t := huffTable[idx]
	outbuf[off] = byte(t >> 8)
	off++
	rbr.cnt -= uint32(t & 0xff)
	return off, nil
}
```

The decodeSymbol can be implemented in readLiteralsFourStreams and readLiteralsOneStream using the simplified code
Repository: godot
Issue: Metadata on resources that are saved as non-Godot resource files (such as GDScript or text-based shaders) aren't saved
Labels: discussion,topic:gdscript

### Godot version

v4.2.beta4.official [93cdacbb0]

### System information

Godot v4.2.beta4 - Ubuntu 22.04.3 LTS 22.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (nvidia; 535.129.03) - Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (6 Threads)

### Issue description

I want to put Metadata on a gd script. The Editor lets me do this:
![I have added test_meta:bool in this image.](https://github.com/godotengine/godot/assets/392218/26cdae12-aa86-4e86-9f4a-da50bb81dffe)

Saving the project, closing and re-loading it results in this:
![The metadata is gone.](https://github.com/godotengine/godot/assets/392218/3f7de89b-886c-49af-9c66-3b09e7592768)


### Steps to reproduce

Create a gd script. Double-click it. Go into the Inspector and add metadata. Save project. Close. Open the project and go back to that script in the inspector.

### Minimal reproduction project

None required.
Repository: storybook
Issue: deprecate @storybook/vue in 7.6
Labels: vue

Vue2 reaches EOL on 2023-12-31, and we will remove support for it in Storybook in 8.0. Ahead of that, we should deprecate @storybook/vue in 7.6

#### Tasks
- [x] write up rationale for deprecating @storybook/vue as an RFC in GitHub discussion 
- [ ] deprecate @storybook/vue in 7.6 and point to 👆 the discussion
Repository: godot
Issue: Windows export removes relevant icon sizes from .ico
Labels: bug,topic:export

### Godot version

 4.1.3, 3.6.beta3

### System information

Windows 11

### Issue description

When exporting a Godot game for Windows, you can specify a .ico file that is used for various icons in the final game (desktop icon, taskbar, ...).

As far as I can tell, Godot only seems to let certain sizes through and does not include the rest in the final application. The only sizes that seem to be acceptable are: 16x16, 32x32, 48x48, 64x64, 128x128 and 256x256
If you create and use an .ico file that includes additional sizes, such as 72x72 or 96x96, they do not seem to make it into the application. I confirmed this using Resource Hacker, which is an application that lets you inspect an exe and see which icons it includes.

These additional icon sizes are relevant, as - depending on the windows display scale factor - windows would prefer to use those sizes. Here's the (official) list of relevant sizes for Windows 11 (and 10 I believe): https://learn.microsoft.com/en-us/windows/apps/design/style/iconography/app-icon-construction#icon-scaling

I tested this using the following .ico file, which includes a lot of different sizes (like 96x96): https://github.com/maximiliancsuk/LFSNightlyBuild/blob/main/logo4_square.ico

Is there a specific reason these get removed? I found this file in the source code: 
https://github.com/godotengine/godot/blob/3.x/platform/windows/export/export.cpp#L58
That's still present in the 4.x codebase:
https://github.com/godotengine/godot/blob/e5bacbc4716ce5b54bc2ab8b3053cd5e22ffe446/platform/windows/export/export_plugin.cpp#L50
I think that's it! Then it should be a quick fix and I can provide a pull request. But I wanted to first confirm with you if I'm even looking at the right place :)

I know that Windows automatically uses other sizes and rescales them if it cannot find an exact fitting icon. But that leads to very blurry, unprofessional looking icons, especially when your icon is meant to be pixel exact

### Steps to reproduce

- Create a new project
- set the Windows .ico in the project settings, using the ico file I linked above
- setup a windows export, again setting the .ico file
- export the project
either
- inspect the resulting .exe using Resource Hacker, seeing that it only contains a limited set of icons:
<img width="528" alt="image" src="https://github.com/godotengine/godot/assets/3506131/47706bee-3350-45e7-8525-aa3e09089dcc">

or
- run the .exe on Windows with desktop scaling at f.e. 150%, which makes Windows prefer to use icon sizes that are not included, and then see that the taskbar icon is blurry (which hints at a rescaling), like this: 
<img width="52" alt="image" src="https://github.com/godotengine/godot/assets/3506131/7b8cb7ea-c48d-4dda-accb-772557c004d8">




### Minimal reproduction project

N/A
Repository: pytorch
Issue: Torch2.1 returned  by calling new_group() or _get_default_group() is incorrect
Labels: oncall: distributed

### 🐛 Describe the bug

I would like to ask, after the torch upgrade, the results returned by calling new_group() or _get_default_group() are incorrect. Is this return in line with expectations? , I understand that the results returned by torch2.0 should be in line with expectations, right?

before run this code ,try export line as follows:
```
export 
GPUS_PER_NODE=4
MASTER_ADDR=${MASTER_ADDR:-"127.0.0.1"}
MASTER_PORT=${MASTER_PORT:-9999}
NNODES=${1:-1}
NODE_RANK=${2:-0}

python -m torch.distributed.launch --nproc_per_node $GPUS_PER_NODE --nnodes $NNODES --node_rank $NODE_RANK --master_addr $MASTER_ADDR --master_port $MASTER_PORT test_new_greoup.py
```
test code save as:  test_new_greoup.py
```
import argparse
import torch
import os
import torch.distributed as dist
import torch.distributed.distributed_c10d
import numpy as np

parser = argparse.ArgumentParser()

# if torch2.1 --local_rank change --local-rank
parser.add_argument('--local_rank', default=-1, type=int,
                    help='node rank for distributed training')
args = parser.parse_args()
args.rank = 0

dist.init_process_group('nccl')
torch.cuda.set_device(args.local_rank)
local_rank = torch.distributed.get_rank()
torch.cuda.set_device(local_rank)
device = torch.device("cuda", local_rank)

if torch.cuda.device_count() > 1:
    print("Let's use", torch.cuda.device_count(), "GPUs!")


print("===========type============:\n")
print("type: group: ", type(dist.distributed_c10d._get_default_group()))
ranks=[0,1]
group = torch.distributed.new_group(ranks)
print("new group:", type(group))
```

when i use torch2.0,
the result:
torch.__version__
'1.14.0a0+410ce96'
```
type: group:  <class 'torch.distributed.distributed_c10d.ProcessGroupNCCL'>
 new group:  <class 'torch.distributed.distributed_c10d.ProcessGroupNCCL'>

```

when i use the newest torch code 2.1 the result as :
torch.__version__
'2.1.0a0+32f93b1'

```
type: group:  <class 'torch.distributed.distributed_c10d.ProcessGroup'>

new group: <class 'int'>
```


### Versions

Is debug build: False
CUDA used to build PyTorch: 11.7
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.2 LTS (x86_64)
GCC version: (Ubuntu 10.5.0-1ubuntu1~22.04) 10.5.0
Clang version: Could not collect
CMake version: version 3.24.3
Libc version: glibc-2.35

Python version: 3.10.12 (main, Jun 11 2023, 05:26:28) [GCC 11.4.0] (64-bit runtime)
Python platform: Linux-4.18.0-348.7.1.el8_5.x86_64-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 11.4.48

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin
Repository: material-ui
Issue: [joy-ui] Custom style gets overridden because of CSS specificity 
Labels: package: joy-ui,enhancement,customization: css

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to [live ](https://codesandbox.io/s/jolly-star-mrwzzs?file=/src/App.tsx:165-171)


### Current behavior 😯

the custom  style of `:hover ` and `:active` is overridden by the selector : 
```scss
.css-xgj7wg-JoyListItemButton-root:not(.Mui-selected, [aria-selected="true"]):active{
        ....
}
// and 
.css-xgj7wg-JoyListItemButton-root:not(.Mui-selected, [aria-selected="true"]):hover{
       ....
}
```

Joy UI decided to apply its default style instead of the custom style I had applied.

![image](https://github.com/mui/material-ui/assets/74573675/b0128db6-865c-40aa-83b8-9426ee5d5f78)


### Expected behavior 🤔

apply custom style : 
```js
"&:hover": {
						boxShadow: theme.shadow.lg,
						// change opacity of primary color
						backgroundColor: `rgba(${theme.vars.palette.primary.mainChannel} / 0.1	)`,
						transform: "translateY(-3px)",
					},
					"&:active": {
						boxShadow: theme.shadow.md,
						transform: "translateY(0px)",
						"--joy-shadowRing": "0 0 #000",
					},
```

### Context 🔦

I want to change the style of hover and active state for the `JoyListItemButton ` Component

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
System:
    OS: Windows 10 10.0.19045
  Binaries:
    Node: 18.17.1 - E:\Apps\scoop\persist\nvm\nodejs\nodejs\node.EXE
    Yarn: 1.22.19 - E:\Apps\scoop\persist\nvm\nodejs\nodejs\yarn.CMD
    npm: 10.1.0 - E:\Apps\scoop\persist\nvm\nodejs\nodejs\npm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Spartan (18.2.0), Chromium (18.2.0), ChromiumDev (18.2.0)
  npmPackages:
    @emotion/react: ^11.11.1 => 11.11.1
    @emotion/styled: ^11.11.0 => 11.11.0
    @mui/base:  5.0.0-beta.22
    @mui/core-downloads-tracker:  5.14.16
    @mui/icons-material: ^5.14.16 => 5.14.16
    @mui/joy: ^5.0.0-beta.13 => 5.0.0-beta.13
    @mui/material:  5.14.16
    @mui/private-theming:  5.14.16
    @mui/styled-engine:  5.14.16
    @mui/system:  5.14.16
    @mui/types:  7.2.8
    @mui/utils:  5.14.16
    @types/react: ^18.2.15 => 18.2.35
    react: ^18.2.0 => 18.2.0
    react-dom: ^18.2.0 => 18.2.0
    typescript:  3.9.10
```
</details>
Repository: rust
Issue: Incorrect span used for doctest when both an outer doc comment (///) and inner doc comment (//!) are used on a module
Labels: T-rustdoc,A-diagnostics,T-compiler,A-doctests

### Code

my_module.rs
```
//! Malformed example
//!
//! ```
//! not valid rust code
//! ```
```

lib.rs
```
/// Some outer doc, remove/comment it to get the output I would expect
pub mod my_module;
```

cargo +nightly test --doc

### Current output

```Shell
cargo +nightly test --doc
   Compiling doctest_wrong_line v0.1.0 (/doctest_wrong_line)
    Finished test [unoptimized + debuginfo] target(s) in 0.02s
   Doc-tests doctest_wrong_line

running 1 test
test src/lib.rs - my_module (line 4) ... FAILED

failures:

---- src/lib.rs - my_module (line 4) stdout ----
error: expected one of `!`, `.`, `::`, `;`, `?`, `{`, `}`, or an operator, found `valid`
 --> src/lib.rs:5:5
  |
3 | not valid rust code
  |     ^^^^^ expected one of 8 possible tokens

error: aborting due to previous error

Couldn't compile the test.

failures:
    src/lib.rs - my_module (line 4)

test result: FAILED. 0 passed; 1 failed; 0 ignored; 0 measured; 0 filtered out; finished in 0.01s

error: doctest failed, to rerun pass `--doc`
```


### Desired output

```Shell
cargo +nightly test --doc
   Compiling doctest_wrong_line v0.1.0 (/doctest_wrong_line)
    Finished test [unoptimized + debuginfo] target(s) in 0.02s
   Doc-tests doctest_wrong_line

running 1 test
test src/my_module.rs - my_module (line 3) ... FAILED

failures:

---- src/my_module.rs - my_module (line 3) stdout ----
error: expected one of `!`, `.`, `::`, `;`, `?`, `{`, `}`, or an operator, found `valid`
 --> src/my_module.rs:4:5
  |
3 | not valid rust code
  |     ^^^^^ expected one of 8 possible tokens

error: aborting due to previous error

Couldn't compile the test.

failures:
    src/my_module.rs - my_module (line 3)

test result: FAILED. 0 passed; 1 failed; 0 ignored; 0 measured; 0 filtered out; finished in 0.01s

error: doctest failed, to rerun pass `--doc`
```


### Rationale and extra context

the lines indicate lib.rs as the location where the failure happens which is not correct though I understand it may appear so to the compiler given it might be fusing the doc content at some point and not keep sub blocks original span (though it's confusing as I ended up in my lib.rs at a location that did not exist)

Basically adding a /// comment on top of the module on the lib.rs should not be modifying the span of the docstring coming from the module

In my case it indicated a non existent line in a rather small lib.rs

### Other cases

_No response_

### Anything else?

I tried various combinations of keywords to find related issues in the repo but could not find any (though some look similar they use an include macro which is not the case here https://github.com/rust-lang/rust/issues/81070)

Thanks for the high quality of the tooling, those are edge cases which happen because well, if it can happen it will 😄 

Cheers