sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: Redundant "has or is using private name" diagnostic when name not found
Labels: Bug,Help Wanted

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

multiple not found declaration redundant using private cannot find name not found

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about _[What does the error "Exported variable [name] has or is using private name [name]" mean?](https://github.com/microsoft/TypeScript/wiki/FAQ#what-does-the-error-exported-variable-name-has-or-is-using-private-name-name-mean)_

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.9.4#code/KYDwDg9gTgLgBAG2PAbgQwQV2ALjgOQhgDEJMA7AEzgF44AGAbiA)

### 💻 Code

```ts
export let value: NotFound = 0;
```

Note that the `declaration` compiler option must be enabled.

### 🙁 Actual behavior

```plaintext
Cannot find name 'NotFound'.
Exported variable 'value' has or is using private name 'NotFound'.
```

### 🙂 Expected behavior

Just one of the two errors. _"`private name`"_ implies the name exists, which is incorrect, so I'd expect just the one that appears when you don't have `declaration: true`:

```plaintext
Cannot find name 'NotFound'.
```

Found while working on #52032.
Repository: go
Issue: proposal: golang.org/x/sys/windows: export getProcessEntry
Labels: OS-Windows,Proposal

<!--
Our proposal process is documented here:
https://go.dev/s/proposal-process
-->

The `getProcessEntry` code is currently duplicated in https://github.com/inconshreveable/mousetrap, which is widely used in projects (commonly as dependency for spf13/cobra). Until recently, mousetrap had code for backward-compatibility with old Go versions, but now that that code was removed, it's a very small wrapper around `getProcessEntry`. Exporting this function allows mousetrap to not having to duplicate the code, or for projects currently depending on mousetrap to consume the `golang.org/x/sys` code directly (most projects would already have `golang.org/x/sys` as dependency in some form or another).

Looking at the history for `getProcessEntry`, I see that this function was originally contributed by the author of Mousetrap (as a helper for `Getppid()`; see https://github.com/golang/go/commit/6f6f1bd054bf8789ede8cdfeaf28fa5af88bc371 / https://codereview.appspot.com/102320044), and there have been no changes since its inception. From that perspective, I estimate it won't add additional maintenance costs to the x/sys project.

- relates to https://github.com/golang/sys/pull/143 / https://go-review.googlesource.com/c/sys/+/459039
- relates to https://github.com/inconshreveable/mousetrap/pull/7#discussion_r1015589919
Repository: next.js
Issue: @next/font font-weight not working correctly in Chrome
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: x64
      Version: Darwin Kernel Version 21.4.0: Fri Mar 18 00:46:32 PDT 2022; root:xnu-8020.101.4~15/RELEASE_ARM64_T6000
    Binaries:
      Node: 14.19.0
      npm: 6.14.16
      Yarn: 1.22.17
      pnpm: 7.13.2
    Relevant packages:
      next: 13.1.1
      eslint-config-next: 13.1.1
      react: 18.2.0
      react-dom: 18.2.0

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

Font optimization (@next/font)

### Link to the code that reproduces this issue

https://github.com/denvradiy/next-fonts-loading-issue

### To Reproduce

Hard refresh (shift + command+ R) the page multiple times in Chrome in host and font-weight will crash. 

### Describe the Bug

If you refresh the page with reseting the cache (shift + command+ R) multiple times in Chrome then font-weight crashes and displays incorrectly. 

This bug appears only on host (in this case it's vercel). But if I run `next build` and `next start` locally on my computer then it works correctly.

For testing purposes I took generated create-next-app example and didn't change anything

https://github.com/denvradiy/next-fonts-loading-issue - repo to reproduce
https://next-fonts-loading-issue.vercel.app/ - vercel 
https://monosnap.com/file/2uyrSIIo3k4pMpKW0H9RV1JUB4WY9m - screen recording 



### Expected Behavior

Font weight should work correctly in all modern browsers 

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

Chrome

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

Vercel
Repository: bitcoin
Issue: Unit tests skip code paths for `parallel_script_checks==false`
Labels: Tests,Consensus

The `Chainstate::ConnectBlock()` function is implemented in a way that different code paths are used during runtime depending on the `parallel_script_checks` flag's value.

OTOH, the current test suit implementation with the following lines:https://github.com/bitcoin/bitcoin/blob/e9262ea32a6e1d364fb7974844fadc36f931f8c6/src/test/util/setup_common.cpp#L189-L190 sets the `parallel_script_checks` to `true` for all cases.

For example, the outcome of `miner_tests` is affected by the `parallel_script_checks` flag's value.
Repository: godot
Issue: _IntegrateForces call order doesn't respect node order
Labels: bug,topic:physics

### Godot version

Godot_v4.0-beta9_mono_win64

### System information

Windows 10

### Issue description

Hello,

The setup is fairly simple:

Have 2 rigidbodies children of the same parent node.

Parent node inverts inverts their position in the parent node when it is ready. 

If I print their name for _Process, _PhysicsProcess, and _IntegrateForces, I notice that _Process and _PhysicsProcess respect the node order, but _IntegrateForces seems to follow creation order indeed and isn't called in the right order.

I'm not sure this constitutes a bug, but I remember it used to work the way I expected before.

Why do I need this: Vehicle mechanics requires I know the call order of _IntegrateForces.



### Steps to reproduce

Create 2 rigidbodies inside a parent node. Make them print their name when _Process, _PhysicsProcess and _IntegrateForces are called.

Make the parent node invert their position when it is ready.

Launch app, observe the order in the tree has been inverted, observe the prints of _Process and _PhysicsProcess are following the node order, but _IntegrateForces doesn't.

### Minimal reproduction project

[Tests3D.zip](https://github.com/godotengine/godot/files/10309656/Tests3D.zip)
Repository: pytorch
Issue: Pytorch clang-tidy header-filter is still broken
Labels: module: build,triaged

### 🐛 Describe the bug

Header-Filter for Clang-Tidy is broken. Currently, almost no headers are analyzed by the clang-tidy analyzer. I tried to fix this in a recent PR by extending the header filter to C10, but ultimately ended up making the same mistake. The current regex is invalid because LLVM does not support lookahead/lookbehinds in it's regex engine.

### Versions

I tried to fix clang-tidy's header filter specified in .clang-tidy and it worked when I ran the regex through a python code snippit. However, I now have realized that even the original regex was actually broken this whole time because llvm does NOT support regex with lookahead or lookbehinds: https://stackoverflow.com/questions/71797349/is-it-possible-to-ignore-a-header-with-clang-tidy . This means that we are not running any clang-tidy static analysis on ANY of our header files currently which is allowing a lot of performance issues to permeate the code base, (especially in templates).

Not sure what the best way to reconstruct the current regex is without lookaheads. Any recommendations from folks? I can try just to positively include matching folders for all but the currently excluded folders, but that seems error prone as new folder will likely not be added as refactoring of the codebase continues.

cc @malfet @seemethere
Repository: go
Issue: x/tools/gopls: spurious "would shadow" error when renaming parameter
Labels: gopls,Tools,Refactoring

When renaming a parameter using gopls's rename command, and the new name is identical to the name of an imported package referenced by one of the function parameters, gopls reports an error, even though the renaming might be sound. For example:
```
import "fmt"

func _(x fmt.Stringer) {} // rename x to "fmt" gives renaming this var "x" to "fmt" would shadow this reference to the imported package name declared here
```
(Unfortunately the pronouns in the error message don't actually link to source locations, at least not when I use Emacs+eglot.)

The same thing happens when the package is referenced by a later parameter (e.g. `func(x int, y fmt.Stringer)`) or by a named constant in an array type (e.g. `func(x [math.MaxInt]bool)`).

IIRC the gorename tool got this right.
Repository: opencv
Issue: Use PipeWire for video on Linux
Labels: feature,category: videoio

### Descripe the feature and motivation

Currently, on Linux, there are multiple methods to capture video from the camera (and applications). However, in recent years, Flatpak has been gaining more traction and has introduced proper APIs to access the camera, namely xdg-desktop-portal and PipeWire.

For desktop use cases, it may be required to ask for access to the camera through xdg-desktop-portal; a sandbox hole may be allowed for this, so it can be done without user interaction. I have a CLI app that would benefit from this in particular.

The linked resources have more information, especially regarding the benefits of using PipeWire:

> Security
>        Access to the camera must be granted by the user, so you can be sure that no one is using your camera behind your back.
>     Flexibility
>         Your camera can be accessed by multiple clients simultaneously.
>     [Libcamera support](https://libcamera.org/)
>        Needed for ARM devices or devices using ChromeOS

### Additional context

https://flatpak.github.io/xdg-desktop-portal/#gdbus-org.freedesktop.portal.Camera
https://pipewire.org/
https://jgrulich.cz/2023/05/29/pipewire-camera-support-in-firefox/
https://blogs.gnome.org/uraeus/2021/10/01/pipewire-and-fixing-the-linux-video-capture-stack/
Repository: godot
Issue: [Godot 4.0 beta10] Error when trying to make resource unique
Labels: bug,topic:editor,needs testing

### Godot version

v4.0.beta10.official [d0398f62f]

### System information

Windows 11

### Issue description

Whenever I try to make this specific GPU particle unique, an error pops in the log:

```
editor/editor_settings.cpp:1079 - Condition "!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. Returning: Variant()
  core/object/undo_redo.cpp:405 - Condition "action_level > 0" is true.
```

And it does not become unique. After trying to make it unique, anything that I try to set on one or the other particles resets itself to the old value, only a godot reboot fixes temporarily the problem (As long as I don't try to make them unique again)

I'll include a video here (Windows did not record the dropdown, but I was choosing the make unique option):

https://user-images.githubusercontent.com/7636427/209710398-69fe8c90-f12e-4b75-b956-1356b7e6fe36.mp4


### Steps to reproduce

I'm not really sure how it got this way, the other GPU particle works and became unique, so  I can't really tell how it happened, or how to reproduce it.

### Minimal reproduction project

Here is a minimal project that gives out the same output as decribed.

[makeuniquebug.zip](https://github.com/godotengine/godot/files/10310272/makeuniquebug.zip)

This bug was present on beta7 at least, that's when I first noticed it.
Repository: godot
Issue: [Godot 3] Omni light shadow does not update when using uniform variables to move vertices with vertex shaders
Labels: bug,topic:rendering,documentation,topic:shaders,topic:3d

### Godot version

3.5.stable and 3.5.2.rc1.mono

### System information

Windows 10, GLES 3, GTX 1060 6GB

### Issue description

If we use a vertex shader to move the vertices of a mesh like this: `VERTEX.y += 2.0 * sin(time);`, where `time` is a uniform variable animated by an animation player, and then setup a scene with a omni light, the shadow would not update until there is something else make it update (e.g. moving the mesh directly).

https://user-images.githubusercontent.com/48320629/209712828-352f0c30-d4fd-4c01-8696-ddda9d998e73.mp4

In this video, the first cube (on the left) is animated using an uniform variable with the animation player, the second cube (on the right) is animated using the built-in `TIME` variable.
The shadow of the first one does not update properly, while the second one does. And when both is visible, the first one also works because the second one makes the shadow mapping updating.

### Steps to reproduce

You can run the minimal reproduction project or follow the first paragraph of the description.

### Minimal reproduction project

[OmniLightShadowIssue.zip](https://github.com/godotengine/godot/files/10310346/OmniLightShadowIssue.zip)
Repository: transformers
Issue: [i18n-<ao>] Translating docs to <am>
Labels: WIP

<!--
Note: Please search to see if an issue already exists for the language you are trying to translate.
-->

Hi!

Let's bring the documentation to all the <languageName>-speaking community 🌐 (currently 0 out of 267 complete)

Who would want to translate? Please follow the 🤗 [TRANSLATING guide](https://github.com/huggingface/transformers/blob/main/docs/TRANSLATING.md). Here is a list of the files ready for translation. Let us know in this issue if you'd like to translate any, and we'll add your name to the list.

Some notes:

* Please translate using an informal tone (imagine you are talking with a friend about transformers 🤗).
* Please translate in a gender-neutral way.
* Add your translations to the folder called `<languageCode>` inside the [source folder](https://github.com/huggingface/transformers/tree/main/docs/source).
* Register your translation in `<languageCode>/_toctree.yml`; please follow the order of the [English version](https://github.com/huggingface/transformers/blob/main/docs/source/en/_toctree.yml).
* Once you're finished, open a pull request and tag this issue by including #issue-number in the description, where issue-number is the number of this issue. Please ping @ArthurZucker, @sgugger for review.
* 🙋 If you'd like others to help you with the translation, you can also post in the 🤗 [forums](https://discuss.huggingface.co/).

## Get Started section

- [ ] [index.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/index.mdx) https://github.com/huggingface/transformers/pull/20180
- [ ] [quicktour.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/quicktour.mdx) (waiting for initial PR to go through)
- [ ] [installation.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/installation.mdx).

## Tutorial section
- [ ] [pipeline_tutorial.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/pipeline_tutorial.mdx)
- [ ]  [autoclass_tutorial.mdx](https://github.com/huggingface/transformers/blob/master/docs/source/autoclass_tutorial.mdx)
- [ ]  [preprocessing.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/preprocessing.mdx)
- [ ]  [training.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/training.mdx)
- [ ]  [accelerate.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/accelerate.mdx)
- [ ]  [model_sharing.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/model_sharing.mdx)
- [ ]  [multilingual.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/multilingual.mdx)

<!--
Keep on adding more as you go 🔥
-->
Repository: Web-Dev-For-Beginners
Issue: Dear Review Committee,
Labels: no-issue-activity

Dear Review Committee,

I am writing to apply for live streaming permission and a grant to support the development and presentation of a series of educational videos on web development for beginners. The content for these videos can be found at the following link: https://github.com/microsoft/Web-Dev-For-Beginners.

The Web-Dev-For-Beginners repository is an amazing, open-source resource for individuals who are interested in learning web development that I discovered while writing a Caltech masterclass. As you know, it covers a wide range of topics, including HTML, CSS, JavaScript, and responsive design, and is aimed at helping learners build a solid foundation in web development.

I believe that this content would be particularly valuable for students and professionals who are looking to break into the field of web development or expand their skillset, as well as educators who are looking to incorporate web development into their curriculum. The live streaming format would allow me to engage with our audience in real time, answering questions and providing additional resources as needed.

I plan to host the live streams on the popular streaming platform Twitch and make them available for viewing at no cost. I will provide closed captions in order to ensure that the live streams are accessible to as wide an audience as possible, .

I am confident that this project has the potential to make a significant impact on the web development community. I would be grateful for permission to proceed as well as any grant your organization would be so gracious to provide for it's production. 

Thank you for considering my application.

Sincerely,
[Chris Boydstun](https://www.linkedin.com/in/chris-boydstun-4a990615/)

_Originalmente postado por @cboydstun em https://github.com/microsoft/Web-Dev-For-Beginners/issues/1016_
Repository: go
Issue: cmd/go: allow to install cross-compiled binaries when GOBIN is set
Labels: NeedsInvestigation,FeatureRequest,GoCommand

<!--
Please answer these questions before submitting your issue. Thanks!
-->
<pre>
$ GOBIN=/tmp/release GOOS=linux GOARCH=amd64 CGO_ENABLED=0 go1.20rc1 install golang.org/dl/go1.19.4@latest
go: cannot install cross-compiled binaries when GOBIN is set
</pre>

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.19.4 darwin/amd64
</pre>

### What did you do?

Want to build a go tool for a different platform, but want the compiled binary to be in a directory different from my default installation directory.

### What did you expect to see?

Successfully cross-compile the binary and have the result somewhere under GOBIN.

### What did you see instead?

Error.

I believe the rejection of cross-compiled binary when GOBIN is set has a long history, that predates both Go modules and the recent major change in the meaning of `go install <main_package_path>@<version>`  repurposed for clean tool installation. There were multiple related discussion topics (https://github.com/golang/go/issues/13063 https://github.com/golang/go/issues/14295 https://github.com/golang/go/issues/9769) but all were closed as "FrozenDueToAge".

An alternative is to support `-o` flag for `go install` or `go build <main_package>@<version>` which is under discussion in a different context. https://github.com/golang/go/issues/44469.
Repository: pytorch
Issue: [bazel] error: use of undeclared identifier 'cudaGraphDebugDotPrint'
Labels: module: build,module: cuda,triaged

### 🐛 Describe the bug

I’m trying to build with bazel from the tip of the master (`67c53d50e5b34a536cce2ad98b9ca5f65ff8a34d` at the time of writing) and I'm getting this error

```
external/pytorch/aten/src/ATen/cuda/CUDAGraph.cpp:259:27: error: use of undeclared identifier 'cudaGraphDebugDotPrint'
      C10_CUDA_CHECK_WARN(cudaGraphDebugDotPrint(graph_, debug_path.c_str(), 1<<10)); // most verbose output
```

I looked at the PR that introduced this code at https://github.com/pytorch/pytorch/pull/85519/files and I fail to understand where is cudaGraphDebugDotPrint defined…

Note that I'm building slightly patched version (with Cruise internal patches, primarily related to build).
I haven't tried to repro this on the unpatched OSS version, but CI didn't catch it...

### Versions

master `67c53d50e5b34a536cce2ad98b9ca5f65ff8a34d`

cc @malfet @seemethere @ngimel
Repository: neovim
Issue: Reimplement oldtests to run with ctest
Labels: build,ci,complexity:high

# Problem

Currently the oldtests are run with a combination of a makefiles and shell scripts such as `ci/*.sh`, `src/nvim/testdir/Makefile` and `src/nvim/testdir/runnvim.sh`. The annoying thing is that this isn't very cross-platform. From my understanding, running the oldtests on Windows requires msys2, which requires its own setup and has its own quirks. For example, the path to msys2 has changed in the latest Windows runner in GitHub Actions, which makes a simple version bump impossible like with Linux and Mac.

# Proposal

Rewrite the oldtest "engine" (i.e. the makefile and the shell scripts) in ctest. We already use cmake, so this isn't a new requirement. It will also allow us to drop msys2 and other workarounds and only have a single implementation that shouldn't require any external workarounds.
Repository: stable-diffusion-webui
Issue: [Bug]: Memory accumulation until crash when generating images
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?

I've noticed a slow memory buildup that is happening which will eventually (without fail) lead to a crash of the webui and me needing to re-launch everything.  Sometimes the crash happens when changing checkpoints (so it may be related to #2180 and #5691 ), but more often it happens when just generating images (which is more annoying because I have to refresh the browser page as well due to it being locked in 'I'm generating images' mode).

I can't say for sure if this starting happening at any particular point, but it happens regardless of checkpoint and/or checkpoint base (i.e. both 2.0 and non-2.0 checkpoints).

Here's an example of some observed behavior:
Checkpoint: checkpoint sd-v1-5 with vae-ft-mse-840000-ema-pruned
Settings: Default (512x512, 20 steps, Euler a, etc.)
Mode: txt2img, batch size of 4 (though this happens with 1 as well)

```
Generations   | 0 (load) |   1   |   2   |   3   |   4   |   5   |   6   |   7   
Memory (GiB)  | 8.7      | 12.1  | 13.9  | 15.5  | 15.5  | 17.2  |  18.8 | 19.5
```
Eventually this will push up against the total available ram and cause the program to crash. This makes it difficult to use the webui for anything longer than an hour or so, though there have been times where it's crashed within 15 minutes and times where it's crashed after a few hours.


### Steps to reproduce the problem

1. Launch the webui and observe memory (RAM) usage
2. Generate images using txt2img or img2img
3. Observe new ram usage by the webui.  It is now higher than before and does not decrease
4. Repeat until crash due to memory

### What should have happened?

The memory used to generate an image should be cleared, restoring the model to roughly the amount of memory claimed upon launch of the webui.

### Commit where the problem happens

4af3ca5393151d61363c30eef4965e694eeac15e

### What platforms do you use to access UI ?

Linux

### What browsers do you use to access the UI ?

Mozilla Firefox, Google Chrome

### Command Line Arguments

```Shell
`--medvram --opt-split-attention --xformers --api`
```


### Additional information, context and logs


Manjaro Linux (Linux 5.15.85-1-MANJARO)
CPU: Ryzen 7 5800X
GPU: RTX 2070
RAM: 32GiB
Swap: 17GiB