sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Incorrect compiler suggestion for adding lifetime bounds to derive macros
Labels: A-diagnostics,T-compiler

### Code

```Rust
use serde::Deserialize; // 1.0.152

#[derive(Deserialize)]
struct Nested {
    float: f64,
}

#[derive(Deserialize)]
#[serde(tag = "tag")]
enum InternallyTagged {
    Flatten {
        #[serde(flatten)]
        nested: Nested,
        string: &'static str,
    },
}
```


### Current output

```Shell
Compiling playground v0.0.1 (/playground)
error[E0261]: use of undeclared lifetime name `'de`
 --> src/lib.rs:8:10
  |
8 | #[derive(Deserialize)]
  |          ^^^^^^^^^^^
  |          |
  |          undeclared lifetime
  |          lifetime `'de` is missing in item created through this procedural macro
  |
  = note: for more information on higher-ranked polymorphism, visit https://doc.rust-lang.org/nomicon/hrtb.html
  = note: this error originates in the derive macro `Deserialize` (in Nightly builds, run with -Z macro-backtrace for more info)
help: consider making the bound lifetime-generic with a new `'de` lifetime
  |
8 | #[derive(for<'de> Deserialize)]
  |          ++++++++
help: consider making the bound lifetime-generic with a new `'de` lifetime
  |
8 | #[derive(for<'de> Deserialize)]
  |          ++++++++
help: consider introducing lifetime `'de` here
  |
8 | #[derive(Deserialize<'de>)]
  |                     +++++

For more information about this error, try `rustc --explain E0261`.
error: could not compile `playground` due to previous error
```


### Desired output

_No response_

### Rationale and extra context

[The error on playground.](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=87944a6ef71f914e34d24ec1411eff48)

The compiler suggest incorrect corrections to add lifetimes where they cannot appear. The reproduction of this bug depends on the serde bug https://github.com/serde-rs/serde/issues/2371, which should not be fixed.

### Other cases

_No response_

### Anything else?

_No response_
Repository: PowerToys
Issue: Medidor de FPS
Labels: Needs-Triage

### Description of the new feature / enhancement

Poderiam colocar no PowerToys um medidor de FPS tipo o FRAPS ou o das placas de video da NVIDIA, ficaria legal !!!

### Scenario when this would be used?

Games

### Supporting information

_No response_
Repository: TypeScript
Issue: Allow users to customize the variance of built-in `Array`
Labels: Suggestion,Awaiting More Feedback

# Bug Report


### 🔎 Search Terms

`Array` covariance hardcoded?, `Array` invariance, `--noLib`

### 🕗 Version & Regression Information

Tested with 4.9.5

### ⏯ Playground Link

https://tsplay.dev/WPzdYN

### 💻 Code

```ts
// @noLib: true

interface Array<T>
  { [i: number]: T | undefined
  , push: (t: T) => number
  }

interface _Array<T>
  { [i: number]: T | undefined
  , push: (t: T) => number
  }

declare let as: Array<"a">
declare let abs: Array<"a" | "b">
abs = as

declare let _as: _Array<"a">
declare let _abs: _Array<"a" | "b">
_abs = _as
```

### 🙁 Actual behavior

The assignment `abs = as` compiles.

### 🙂 Expected behavior

The assignment `abs = as` should not compile, just like the assignment `_abs = _as` does not compile.
Repository: rust
Issue: Simple example of HRTB bound not resolving correctly
Labels: A-trait-system,C-bug,T-types,A-higher-ranked

I tried [this code](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=7cea5b3f3f2b156b88c850a63c5959b2):
```rust
pub trait A {}
pub trait B where for<'a> &'a Self: A {}
pub trait C<X: B> {}
pub trait D<X: B> where for<'a> &'a X: A {}
```

I expected it to compile. However, while D works just fine, C produces the following error:
```
error[E0277]: the trait bound `for<'a> &'a X: A` is not satisfied
 --> src/lib.rs:3:16
  |
3 | pub trait C<X: B> {}
  |                ^ the trait `for<'a> A` is not implemented for `&'a X`
  |
note: required by a bound in `B`
 --> src/lib.rs:2:37
  |
2 | pub trait B where for<'a> &'a Self: A {}
  |                                     ^ required by this bound in `B`

For more information about this error, try `rustc --explain E0277`.
```

This fails in all versions currently available in playground.

My original use case was requiring an operator to be implemented on references.
Repository: godot
Issue: Mesh.PRIMITIVE_TRIANGLE_FAN seems to have been removed in Godot 4
Labels: discussion,topic:rendering

### Godot version

v4.0.beta17.official [c40020513]

### System information

Windows 10, Compatability

### Issue description

Porting some old code that uses Mesh.PRIMITIVE_TRIANGLE_FAN.  Triangle fans seem to have been removed from Godot 4.  This is causing problems for me because I am drawing 2D convex shapes for which triangle fans are the most efficient way to pack vertices.

Triangle fans were one of the basic ways OpenGL handled mesh vertex data.  Given how useful they are in 2D processing, it would be nice to have them added back in as one of the vertex formats.

### Steps to reproduce

Try to use Mesh.PRIMITIVE_TRIANGLE_FAN in a GDScript in Godot 4.

### Minimal reproduction project

N/A
Repository: tauri
Issue: [bug] Lag/inertia in appimage's scroll, not in binary's
Labels: type: bug,help wanted,platform: Linux,status: needs triage

### Describe the bug

In `cargo tauri dev`, scrollable elements seem to behave 'normally'. So too in running `target/release/appname` directly.

In running `target/release/bundle/appimage/appnameversionetc` however, it seems to have a strange laggy/inertia-ridden behaviour, whereby it's very slow while scrolling, but then jumps when I stop.

### Reproduction

1. Create some scrollable view
2. `cargo tauri build --release`
3. Test `target/release/app` and `target/release/bundle/appimage/appversionetc.` and observe difference in scroll

### Expected behavior

Same non-laggy scroll behaviour in the appimage.

### Platform and versions

```
Environment
  › OS: Arch Linux Unknown X64
  › Node.js: 16.19.0
  › npm: 8.19.2
  › pnpm: Not installed!
  › yarn: 1.22.19
  › rustup: 1.25.1
  › rustc: 1.65.0
  › cargo: 1.65.0
  › Rust toolchain: stable-x86_64-unknown-linux-gnu

Packages
  › @tauri-apps/cli [NPM]: 1.2.3
  › @tauri-apps/api [NPM]: 1.2.0
  › tauri [RUST]: 1.1.3,
  › tauri-build [RUST]: 1.2.1,
  › tao [RUST]: 0.14.0,
  › wry [RUST]: 0.21.1,

App
  › build-type: bundle
  › CSP: default-src blob: data: filesystem: ws: wss: http: https: tauri: 'unsafe-eval' 'unsafe-inline' 'self' img-src: 'self'
  › distDir: ../dist
  › devPath: http://localhost:42411/
  › framework: Svelte
  › bundler: Vite

App directory structure
  ├─ dist
  ├─ src
  ├─ src-tauri
  └─ node_modules
  ```

### Stack trace

_No response_

### Additional context

Possibly related to tauri-apps/wry#268?
Repository: stable-diffusion-webui
Issue: [Feature Request]: Toggling the share option through the GUI?
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 ?

add an option in the GUI interface to toggle the sharing feature. this will solve the problem of adding extensions without the need to compromise your safety or restart the GUI each time you need to add an extension.

### Proposed workflow

1. Go to the settings tab (or a shortcut of that option)
2. uncheck the share option to disable the sharing link temporarily or permanently.
4. Go to the extension tab and install your preferred extensions.
5. return to the settings tab and check the share option to reactive the link or make a new one


### Additional information

_No response_
Repository: storybook
Issue: [Feature Request]: SWC compile
Labels: feature request,needs triage

### Is your feature request related to a problem? Please describe

Without the use of babel, storybook cannot work with swc natively. 
I have using storybook in my project. Using both babel and swc in one app leads to a larger project

### Describe the solution you'd like

Perhaps to easily bootstrap an already existing vite + SWC app,
```
npx storybook init
```
Since both babel and SWC would be used. Setup might be a bit tough to newbies as well


### Describe alternatives you've considered

# Suggested features

- `npx storybook init` support for "SWC apps".
- A template that uses SWC instead of babel
- More info on docs about bundling.
 

### Are you able to assist to bring the feature to reality?

no

### Additional context

_No response_
Repository: vscode
Issue: Array buffer allocation failed
Labels: error-telemetry

```javascript
RangeError: Array buffer allocation failed
at new ArrayBuffer (<anonymous>)
at new Uint8Array (<anonymous>)
at v.serialize in src/vs/editor/common/model/editStack.ts:101:13
at S.close in src/vs/editor/common/model/editStack.ts:200:28
at g.pushStackElement in src/vs/editor/common/model/editStack.ts:396:16
at Mn.pushStackElement in src/vs/editor/common/model/textModel.ts:1191:24
at g.updateModel in src/vs/editor/common/services/modelService.ts:439:9
at Ps.updateTextEditorModel in src/vs/workbench/common/editor/textEditorModel.ts:209:22
at Ps.Db in src/vs/workbench/services/textfile/common/textFileEditorModel.ts:559:9
at Ps.Bb in src/vs/workbench/services/textfile/common/textFileEditorModel.ts:521:9
at Ps.Ab in src/vs/workbench/services/textfile/common/textFileEditorModel.ts:452:16
at async l.P in src/vs/workbench/services/textfile/common/textFileEditorModelManager.ts:416:4
at async l.O in src/vs/workbench/services/textfile/common/textFileEditorModelManager.ts:322:3
at async Object.factory in src/vs/workbench/services/textfile/common/textFileEditorModelManager.ts:166:6
```
[Go to Errors Site](https://vscode-errors.azurewebsites.net/card?ch=e2816fe719a4026ffa1ee0189dc89bdfdbafb164&bH=6e578ef9-01e0-90dd-e968-403c35aefa0c)
Repository: vscode
Issue: Cannot read properties of undefined (reading 'uri')
Labels: bug,error-telemetry

```javascript
TypeError: Cannot read properties of undefined (reading 'uri')
at <anonymous> in /linkedin.linkedin-multiproduct-vscode-plugin-pack-0.1.122/dist/extension.js:7:611021
at f.invoke in src/vs/base/common/event.ts:701:17
at g.deliver in src/vs/base/common/event.ts:908:22
at d.fire in src/vs/base/common/event.ts:869:24
at <anonymous> in src/vs/workbench/api/common/extHostDocuments.ts:47:28
at f.invoke in src/vs/base/common/event.ts:701:17
at g.deliver in src/vs/base/common/event.ts:908:22
at d.fire in src/vs/base/common/event.ts:869:24
at g.acceptDocumentsAndEditorsDelta in src/vs/workbench/api/common/extHostDocumentsAndEditors.ts:162:28
at g.$acceptDocumentsAndEditorsDelta in src/vs/workbench/api/common/extHostDocumentsAndEditors.ts:67:8
at l.N in src/vs/workbench/services/extensions/common/rpcProtocol.ts:455:17
at l.M in src/vs/workbench/services/extensions/common/rpcProtocol.ts:440:32
at l.H in src/vs/workbench/services/extensions/common/rpcProtocol.ts:370:19
at l.G in src/vs/workbench/services/extensions/common/rpcProtocol.ts:296:10
at <anonymous> in src/vs/workbench/services/extensions/common/rpcProtocol.ts:161:42
at f.invoke in src/vs/base/common/event.ts:701:17
at g.deliver in src/vs/base/common/event.ts:908:22
at d.fire in src/vs/base/common/event.ts:869:24
at p.fire in src/vs/base/parts/ipc/common/ipc.net.ts:671:19
at <anonymous> in src/vs/workbench/api/node/extensionHostProcess.ts:247:22
at f.invoke in src/vs/base/common/event.ts:701:17
at g.deliver in src/vs/base/common/event.ts:908:22
at d.fire in src/vs/base/common/event.ts:869:24
at p.fire in src/vs/base/parts/ipc/common/ipc.net.ts:671:19
at MessagePortMain.<anonymous> in src/vs/workbench/api/node/extensionHostProcess.ts:126:41
at MessagePortMain.emit (node:events:526:28)
at Object.MessagePortMain._internalPort.emit (node:<REDACTED: user-file-path>:5:364)
```
[Go to Errors Site](https://vscode-errors.azurewebsites.net/card?ch=e2816fe719a4026ffa1ee0189dc89bdfdbafb164&bH=a0f1d549-0d57-c6d8-654c-f54b73e4d2ff)
Repository: godot
Issue: Camera2D + _PhysicsProcess + Input.IsActionJustReleased causes memory leak (around 0.1MB memory added every 10s)
Labels: topic:dotnet

### Godot version

4.0  beta 17

### System information

Windows 10 (Compability build)

### Issue description

This code describes the issue
Godot Monitors for some reason do not see this additional memory usage
but windows task manager shows this increase quite nicely

```cs
using Godot;

public partial class Camera2D : Godot.Camera2D
{
	Vector2 MinZoom = new Vector2( 0.1f, 0.1f );

	Vector2 MaxZoom = new Vector2( 5f, 5f );

	Vector2 ZoomFactor = new Vector2( 0.1f, 0.1f );

	public override void _UnhandledInput( InputEvent @event )
	{
		base._UnhandledInput( @event );
               // this part does not cause memory leak
		if ( @event is InputEventMouseButton mouseButton 
			&& mouseButton.IsPressed( ) )
		{
			if ( mouseButton.ButtonIndex == MouseButton.WheelDown
				&& Zoom > MinZoom )
			{
				Zoom -= ZoomFactor;
			}
			else if ( mouseButton.ButtonIndex == MouseButton.WheelUp
				&& Zoom < MaxZoom )
			{
				Zoom += ZoomFactor;
			}
		}
	}
	
	// _PhysicsProcess Causes memory leak for some reason
	public override void _PhysicsProcess( double delta )
	{
		if ( Input.IsActionJustReleased( "WheelDown" )
			&& Zoom > MinZoom)
		{
			Zoom -= ZoomFactor;
		}
		else if ( Input.IsActionJustReleased( "WheelUp" ) 
			&& Zoom < MaxZoom )
		{
			Zoom += ZoomFactor;
		}
	}
}
```

### Steps to reproduce

Add Node2D add tilemap and add Camera2D to TileMap with c# script added to Camera2D
code in issue description

### Minimal reproduction project

Node2D add tilemap and add Camera2D with c# script
Repository: PowerToys
Issue: Index and summary page
Labels: Issue-Docs,Needs-Triage

### Provide a description of requested docs changes

Not all of the apps contain activation information.  I like reviewing this page but to many times i have to jump to the detailed doc. page to get activation information.        Secondly, it would be nice if all the apps shortcut keys had a standard to make the easier to recall.  Many start with the Windows key which is fine but not all of them do.  If they did, all in have to recall is the other key or keys.   

I like the Powertoys approach.  It's all good, just suggesting some minor improvements that would, i believe, help all the users.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Mark interrupted generations in pnginfo
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 ?

It would be nice to be able to identify interrupted gens for easy deletion of the images later. Something like` Interrupted: True` in the infotext.

Or maybe the interrupted gens can just be moved to their own folder.

### Proposed workflow

1. Generate with txt2img
2. Press "Interrupt"
3. Note that infotext has `Interrupted: True`


### Additional information

I'd use this feature with a prompt parser to automatically clean up any failed gens.
Repository: PowerToys
Issue: Assign hotkey/default to "no layout"
Labels: Needs-Triage

### Description of the new feature / enhancement

I was wondering if you could allow people to add a hotkey to "no layout". Firefox does not play super nice with dragging a tab to a different monitor w/ fancy zones. Depending on some factors I am not exactly sure of, itll snap into a zone, or just be a floating tab. If I have it assigns as no layout, it will be a normal floating window. If it has zones active (and depending on if its a custom zone, or a premade) sometimes itll be a floating window, sometimes itll snap to a zone (but always a specific zone, like always the left of a two vertical).  
  
Allowing the no layout option to be assigned a hotkey, I can have it as default so it wont interact w/ zones, then hit 2 (that I have as two vertical, or 3 for three vertical)

Having it also be set as default itll revert back to it  
  
I currently have hotkey 1 as one but window, but it is still just a floating window and not fullscreen.

I am not sure why these are not implemented already, other than it just being a technical limitation.

### Scenario when this would be used?

more flexibility is alwaysa good thing to add for everyone.

### Supporting information

_No response_
Repository: godot
Issue: Loads of errors when trying to move file to a different folder with overwrite
Labels: bug,platform:windows,topic:core,topic:editor,confirmed

### Godot version

v4.0.beta17.official [c40020513]  

### System information

win10

### Issue description

v4.0.beta17.official [c40020513]  
FileSystem move to,
If there is a folder with the same name under the directory,
Do you wish to overwrite them?
when click Overwrite 
Load Errors 
Error moving

### Steps to reproduce

FileSystem move to,

Do you wish to overwrite them?
1. when click Overwrite 
2. Load Errors 
Error moving

### Minimal reproduction project

[FileSystem_err_demo.zip](https://github.com/godotengine/godot/files/10636716/FileSystem_err_demo.zip)
Repository: pytorch
Issue: Faster `pad_sequence` and `tensor_split` function with CUDA kernel, are they possible?
Labels: module: rnn,triaged,module: dynamic shapes

### 🚀 The feature, motivation and pitch

I was using `torch.nn.utils.rnn.pad_sequence()` to pad a list of variable length tensors. However, I find the padding operation is not so fast. Although I found that this operation has already been moved to C++ side for shorter run time. It is still slow compared to other operations with CUDA kernel support.

(I briefly profiled the computation to see this. Data size about 4000 1D tensors after spliting, maximum vector length about 200 float64 numbers. Running time without profiler 0.05s.
![image](https://user-images.githubusercontent.com/16524611/216874366-710a703b-e0ae-477b-bb4c-c0b2b80996b5.png)

Is it possible to get a CUDA kernel support version of these operation? I found a possible implementation [here](https://github.com/frostblue-wukong/Paddle-Lite/commit/126691f01f96aa0dbe34417165cb0cb09b7e557a), but I am not handy in CUDA kernel. Could you add a feature for this?

### Alternatives

I have tried pad_sequence and tensor_split with GPU tensors and CPU tensors, and I found that CPU tensors have a shorter runing time. So I guess that C++ side padding and splitting does not have a CUDA kernel yet?

### Additional context

_No response_

cc @zou3519 @ezyang @soumith @msaroufim @wconstab @ngimel @bdhirsh
Repository: tauri
Issue: Missing settings in Print dialog
Labels: type: bug,status: upstream,status: needs triage

### Describe the bug

I'd like to be able to adjust the margins of the document I'm printing on, but I can't because the setting is not proposed

This image is when I print from Preview app
<img width="585" alt="image" src="https://user-images.githubusercontent.com/31724752/216889453-8abc11e5-07f1-492e-a8f1-d4c0a7ee9db8.png">

This one is when I print from Tauri
<img width="511" alt="image" src="https://user-images.githubusercontent.com/31724752/216889489-9bfe4c75-8477-4ec7-8986-64d535ebd1f7.png">




### Reproduction

_No response_

### Expected behavior

_No response_

### Platform and versions

Environment
  › OS: Mac OS 13.1.0 X64
  › Node.js: 16.15.0
  › npm: 7.6.3
  › pnpm: Not installed!
  › yarn: 1.22.18
  › rustup: 1.24.3
  › rustc: 1.59.0
  › cargo: 1.59.0
  › Rust toolchain: stable-x86_64-apple-darwin

Packages
  › @tauri-apps/cli [NPM]: 1.2.3
  › @tauri-apps/api [NPM]: 1.2.0
  › tauri [RUST]: 1.2.4,
  › tauri-build [RUST]: 1.2.1,
  › tao [RUST]: 0.15.8,
  › wry [RUST]: 0.23.4,

App
  › build-type: bundle
  › CSP: unset
  › distDir: ../dist
  › devPath: http://localhost:1420/
  › framework: React
  › bundler: Vite

App directory structure
  ├─ node_modules
  ├─ public
  ├─ src-tauri
  ├─ .vscode
  └─ src

### Stack trace

_No response_

### Additional context

_No response_
Repository: next.js
Issue: Does it support detect locale via domain name for Next 13 `app`
Labels: bug

### 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 22.2.0: Fri Nov 11 02:04:44 PST 2022; root:xnu-8792.61.2~4/RELEASE_ARM64_T8103
    Binaries:
      Node: 18.12.1
      npm: 8.19.2
      Yarn: 3.2.4
      pnpm: N/A
    Relevant packages:
      next: 13.1.6
      eslint-config-next: 13.1.6
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true)

### Link to the code that reproduces this issue

https://github.com/vercel/next.js/tree/canary/examples/app-dir-i18n-routing

### To Reproduce

Question clarity

### Describe the Bug

Does it support detect locale via domain name?

[lang]  it seems only support subdirectory /en_US/product, /de/product

how to detect https://us.xxx.com/product, https://de.xxx.com

it seems that there is no way to pass locale down to all components e.g RootLayour, it only accept params, searchParam for now?
for params it need app/[lang]/*  fragment .:) do you have any idea?

https://github.com/i18next/next-13-app-dir-i18next-example/issues/10

### Expected Behavior

can detect locale via domain name and passed into all Next React component


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

lastest version

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

next start
Repository: vscode
Issue: Please Let Debug Console Consistent With Editor
Labels: feature-request,debug,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. -->

In your [document](https://code.visualstudio.com/docs/editor/debugging#_debug-console-repl), it says

> Debug Console input uses the mode of the active editor, which means that the Debug Console input supports syntax coloring, indentation, auto closing of quotes, and other language features.

It is a wonderful design! However, there is a small pity: the debug console is not consistent with the active editor.

For example, when we typing in the active editor, the IntelliSense shows
![image](https://user-images.githubusercontent.com/89310792/216894037-a1a21f4b-8ec5-474d-9062-d80428d0ed3a.png)
When we typing in the inbox of debug console, the IntelliSense shows
![image](https://user-images.githubusercontent.com/89310792/216894089-a211cb61-8fa4-437c-8de1-7e6335071358.png)
which are different.

For another example, the debug console does not inherit the settings in editor, including `editor.autoClosingBrackets`,`editor.autoSurround`,`editor.emptySelectionClipboard`,`editor.autoClosingQuotes`, and so on.

It can be seen that your debug console and editor are implemented independently, without reusing. This has two disadvantages:
- Maintaining two sets of code and logic will increase your workload.
- Difficult to guarantee the consistency you promised in document.

I have a better idea: **use an EDITOR as the inbox of debug console. The context of it comes from the breakpoint above, and apply editor settings by nature.** This is not the first time you have done. Your reference navigation has been achieved:
![image](https://user-images.githubusercontent.com/89310792/216899925-59ff64ec-4439-40bc-9fc7-81aee45321e7.png)