sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Bug]: Move to Inpaint Sketch Slowdown Crash (Repro vid)
Labels: bug-report,platform:mac

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Using the `inpaint-sketch` tab directly and loading an image seems to work correctly with no slowdown issues. 

Using Copy to `inpaint sketch` results in some kind of **infinite GET loop** that eventually causes the inframed window to crash.

From the developer console, it looks like its doing recursive HTTP GET requests on the Base64 image, each time increasing the size of the fetch - 1.8mb - 3.6mb -> 7.2mb, etc.


https://user-images.githubusercontent.com/2040540/233862830-4b124ab5-0686-46e2-8401-57132572d80c.mp4

_Note: There is an existing issue that may be related filed back in January, but I'm not sure it is the same issue since I do not encounter an automatic1111 log errors related to `IndexError`._
https://github.com/AUTOMATIC1111/stable-diffusion-webui/issues/7083



### Steps to reproduce the problem

1. Load an image into img2img
2. Copy image to: `inpaint sketch`

### What should have happened?

Browser should not have crashed.

### Commit where the problem happens

22bcc7be

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

MacOS

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

Google Chrome, Brave, Apple Safari

### Command Line Arguments

```Shell
`--listen --xformers`
```


### List of extensions

No

### Console logs

```Shell
venv "C:\dev\automatic1111\venv\Scripts\Python.exe"
Python 3.10.9 (tags/v3.10.9:1dd9be6, Dec  6 2022, 20:01:21) [MSC v.1934 64 bit (AMD64)]
Commit hash: 22bcc7be428c94e9408f589966c2040187245d81
Installing requirements for Web UI


Launching Web UI with arguments: --listen --xformers --ckpt-dir C:\generative\models\Stable-Diffusion
Loading weights [eafc19923b] from C:\generative\models\Stable-diffusion\526mixV14_v14-inpainting.safetensors
Creating model from config: C:\generative\models\Stable-diffusion\526mixV14_v14-inpainting.yaml
LatentInpaintDiffusion: Running in eps-prediction mode
DiffusionWrapper has 859.54 M params.
Applying xformers cross attention optimization.
Textual inversion embeddings loaded(3): bad-artist, EasyNegative, ng_deepnegative_v1_75t
Textual inversion embeddings skipped(3): nartfixer, nfixer, nrealfixer
Model loaded in 2.2s (create model: 0.4s, apply weights to model: 0.5s, apply half(): 0.3s, move model to device: 0.3s, load textual inversion embeddings: 0.6s).
Running on local URL:  http://0.0.0.0:7860

To create a public link, set `share=True` in `launch()`.
Startup time: 9.6s (import torch: 0.7s, import gradio: 0.5s, import ldm: 0.3s, other imports: 0.5s, load scripts: 0.5s, load SD checkpoint: 2.2s, create ui: 0.5s, gradio launch: 4.3s).
```
```


### Additional information

_No response_
Repository: godot
Issue: Can't jump to definition when type dependency is too complex
Labels: bug,topic:gdscript,topic:editor

### Godot version

4.0.2

### System information

Windows 10 x64

### Issue description

I have a method in script B that calls a method in script A. Both scripts are typed as preloaded scripts of a `class_name` script.
```GDScript
class_name AutoloadClass

const SCRIPT_A = preload("res://ScriptA.gd")
const SCRIPT_B = preload("res://ScriptB.gd")

var script_a_instance := SCRIPT_A.new()
var script_b_instance: SCRIPT_B
```
```GDScript
func test_bug():
	var test := Autoload.script_a_instance.bug_method() # <- Can't Ctrl+click the method.
```
The method call can't be can't be Ctrl+clicked. The type is resolved correctly however, as there is no parse errors and you can even get autocompletion.

https://user-images.githubusercontent.com/2223172/233865214-51bbb339-2faf-4141-a0b1-170ee1ee0a69.mp4



### Steps to reproduce

1. Open the MRP.
2. Open ScriptB.
3. Try Ctrl+Clicking `bug_method()` call.

### Minimal reproduction project

[gdbug.zip](https://github.com/godotengine/godot/files/11304899/gdbug.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: add a button to delete parts of a mask
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 ?

by painting a mask on an image to select a part of it.  there is no button to delete parts of the mask, but there is a button that goes backwards but it is a cumbersome process.  can you add a button?

### Proposed workflow

1. Go to .... .select eraser button
2. Press ....press the button and erase any part of the mask on the image
3. ...press the button again to end


### Additional information

...
Repository: godot
Issue: Code Editor line spacing too large even at zero
Labels: bug,confirmed,topic:gui

### Godot version

4.0.2.stable

### System information

Windows 10, NVIDIA GeForce GTX 1060 516.94

### Issue description

Godot 3.x: line spacing 2 (can get even tighter at 1 or 0!)
![image](https://user-images.githubusercontent.com/2057161/233866392-d30d1780-e5bd-41d5-82b5-7414cc060ac8.png)

Godot 4.x: line spacing 0 (not dense enough, and cannot get any tighter!)
![image](https://user-images.githubusercontent.com/2057161/233866410-b7547bb8-dcb0-40d7-b584-2be2c70f7fc9.png)


### Steps to reproduce

![image](https://user-images.githubusercontent.com/2057161/233866539-ca2ddc95-856e-4ef9-ae20-bb4b965cd7a6.png)


### Minimal reproduction project

N/A
Repository: rust
Issue: Explicitly document/guarantee which pointers are safe for NonNull
Labels: A-docs

### Location

There are several places this applies, e.g.:

- [`Vec::as_ptr`](https://doc.rust-lang.org/std/vec/struct.Vec.html#method.as_ptr)
- [`slice::as_ptr`](https://doc.rust-lang.org/core/primitive.slice.html#method.as_ptr)
- [`MaybeUninit::as_ptr`](https://doc.rust-lang.org/core/mem/union.MaybeUninit.html#method.as_ptr)

Also, the `mut_ptr` equivalents, where relevant.

I haven't gone through literally all of them, but I suspect it's at least all `as_ptr`/`as_mut_ptr` methods, and probably the vast majority of stdlib functions returning pointers.

### Summary

Compare these bits of documentation to, say, [`Box::into_raw`](https://doc.rust-lang.org/std/boxed/struct.Box.html#method.into_raw), which explicitly states:

> The pointer will be properly aligned and non-null.

In all the other places I mentioned, it's implicitly true -- e.g. `Vec` indirectly contains a `NonNull`, which is what produces the pointer that's eventually returned; `MaybeUninit` just directly casts a reference to a pointer, which can't possibly be null or misaligned. And there are lines like this in many of these docs:

> Returns a raw pointer to the vector’s buffer, or a dangling raw pointer valid for zero sized reads if the vector didn’t allocate.

It doesn't explicitly say "the pointer is well-aligned non-null", but the vector's buffer is either unallocated (and this function returns a *dangling*, which in Rust means "well-aligned and non-null", pointer) or allocated (and by definition non-null and well-aligned). That said, it takes a minute to work through that logic and convince myself that, yep, that's safe to assume is non-null.

Accordingly, it'd be very handy for quickly verifying safety if the documentation just... explicitly said "The pointer will be properly aligned and non-null", everywhere that's true. It'd mean being able to ensure that things like `NonNull::new_unchecked(vec.as_ptr())` are, in fact, correct, without having to take a minute to confirm the docs say what I think they do.

I'm happy to write that PR, but I'd appreciate it if someone more familiar with the stdlib/unsafe code would give me a checklist of places where it's true. I'm not nearly confident enough in my understanding of `unsafe` code to be confident doing it solo.
Repository: next.js
Issue: in page.module.css, class names with dashes does not appear to work as expected
Labels: CSS

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.4.0: Mon Mar  6 20:59:58 PST 2023; root:xnu-8796.101.5~3/RELEASE_ARM64_T6020
    Binaries:
      Node: 18.15.0
      npm: 9.5.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.3.1
      eslint-config-next: 13.3.1
      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://gist.github.com/pkellner/72a00cedfc6e2c6a5a90f6ec274454ee

### To Reproduce

when creating project with `npx create-next-app@latest --experimental-app`

replace page.js with

```
import styles from "./page.module.css";

export default function Home() {
  return (
  <div>
    <div className={styles.description}>description</div>
    <div className={styles.largeDescription}>styles.largeDescription</div>
  </div>
  );
}
```

and replace page.module.css with

```
.large-description {
  color: red;
  font-size: 20px;
}

.description {
  color: blue;
  font-size: 30px;
}
```

I expect that second div will be in blue and it appears to not be styled at all.

![image](https://user-images.githubusercontent.com/241170/233892035-86a66acc-6487-4817-b48a-8dd6e836646f.png)



### Describe the Bug

expect that second div will get styled and it does not

### Expected Behavior

expect second div to be styled as blue

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

chrome

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

_No response_
Repository: godot
Issue: GPUParticles3D billboarding is affected by particle's global rotation when precision=double
Labels: bug,topic:rendering,topic:3d,topic:particles

### Godot version

v4.0.2.stable.custom_build [285ca4637]

### System information

Windows 10, Forward+

### Issue description

With #76003 and #75462 I thought my particle issues were solved, but in testing I've noticed more billboard strangeness. Finally debugged it to the global rotation of the particles node. 

![anim](https://user-images.githubusercontent.com/175568/233893756-16c33ca2-c8e2-41ea-a841-6d19bb0cc30b.gif)

This issue is not present in non-double precision builds. 

### Steps to reproduce

1. Create a GPUParticles3D in a double precision build
2. Set billboarding in the material
3. Rotate the particles node or its parent


### Minimal reproduction project

[double-particles-2.zip](https://github.com/godotengine/godot/files/11306105/double-particles-2.zip)
Repository: tauri
Issue: [macOS] acceptFirstMouse config doesn't always work, dependent on how window is toggled
Labels: type: bug,platform: macOS,status: needs triage

### The Problem
When building a menubar app for macOS, I found that the `acceptFirstMouse` [configuration value](https://tauri.app/v1/api/config/#windowconfig.acceptfirstmouse) doesn't always work. 

- Toggling the app via the menu bar icon with a left click, it only takes one click to give the `Enter a name...` input focus.
- If you right click the menu bar icon and choose `Bug Example`, the input takes two clicks to focus.

Expected behavior is that it would take a single click to focus that input regardless of how the window's visibility is toggled (when `acceptFirstMouse` is true in the configuration). 

### Example Repo
I've created a repository that demonstrates the problem, you can find it here: https://github.com/austenc/tauri-bug-accept-first-mouse-macos

**Do the following to reproduce the bug:**
- Clone this repo, run `npm i`, and then `npm run tauri dev` to run the app. 
- Click the menu bar icon to toggle the app's window. Click once in the `Enter a name...` input to see it focused.
- Click somewhere else within the window to blur the input
- Click the menu bar icon again to hide the app's window
- Right click the menu bar icon and choose `Bug Example` to show the window again
- Click the input _once_ and notice that it is not focused. If you click again it will focus.

This seems like a bug since the window behavior doesn't honor the `acceptFirstMouse` config in some cases. Let mw know if there is other information I can provide to help. Thank you!

### Edit: More findings
This seems to be related to the window losing its status as a "macOS key window" when its visibility is triggered via the context menu. **Edit: maybe not... see below**

I tried various versions of the below code as a workaround, but while it makes the window a "key window", it still requires one click for focus, one to take action 😢 :
```
let window = app.get_window("main").unwrap();
let handle: id = window.ns_window().unwrap() as _;
unsafe {
    let ns_app = NSApp();
    window.show().unwrap();
    window.set_focus().unwrap();
    ns_app.activateIgnoringOtherApps_(YES);
    handle.makeKeyAndOrderFront_(nil);
    println!("is key {:?}", handle.isKeyWindow());
    // prints "is key true"
};
```
Repository: stable-diffusion-webui
Issue: [Feature Request]: Running from a FLATPAK?
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 ?

is it possible to use this program within a flatpak? which is used on Linux 

### Proposed workflow

1. Go to .... 
2. Press ....
3. ...
x

### Additional information

_No response_
Repository: godot
Issue: `OptionButton`, `MenuButton`, and `ColorPickerButton` spawn their 'popups' in XR viewport.
Labels: bug,topic:xr,topic:gui

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 10/11

### Issue description

When attempting to use Godot's GUI in XR(3D), `OptionButton`, `MenuButton`, and `ColorPickerButton`--when clicked--will spawn their 'popup' menus in the XR headset's viewport instead of their `SubViewport`.

### Steps to reproduce

*In my provided reproduction project*, use your xr controller to select one of the buttons that spawn popups. To have a better chance of seeing the popup menus in your headset, select the "Set viewport to 3840x2160" button before using one of the buttons that creates the popup.

### Minimal reproduction project

[godot.zip](https://drive.proton.me/urls/3YP2KB0XJ8#6r6i3bIHy7ir)
Repository: rust
Issue: Automated handling of busted assembly tests
Labels: A-testsuite,A-inline-assembly,T-bootstrap

There are assembly tests we know in advance are busted.

They
- specify a `--target` in the compiletest headers
- do not have `only-{arch}` in the compiletest headers
- are neither `#![no_core]` or `#![no_std]`, and do not `-Zbuild-std`
- are testing assembly generation of the compiler, and especially including `asm!`

We could lint these automatically and probably should.
Repository: opencv
Issue: opencv4 VideoCapture  set width/height  fail
Labels: bug,category: videoio

### System Information

OpenCV version: 4.6.0 > 4.7.0#1

Operating System / Platform: Windows

Compiler & compiler version: Visual Studio 2022

install by vcpkg.

### Detailed description

cap.set(CAP_PROP_FRAME_WIDTH)   cap.set(CAP_PROP_FRAME_WIDTH)  
is not working  even if it return true。
How do I set the resolution？

### Steps to reproduce

 ```
#include <iostream>

#include <opencv2/core.hpp>
#include <opencv2/highgui.hpp>
#include <opencv2/imgproc.hpp>

using namespace cv;
using namespace std;

int main()
{
	Mat frame;
	//--- INITIALIZE VIDEOCAPTURE
	VideoCapture cap;
	// open the default camera using default API
	// cap.open(0);
	// OR advance usage: select any API backend
	int deviceID = 0;             // 0 = open default camera
	int apiID = cv::CAP_ANY;      // 0 = autodetect default API
	// open selected camera using selected API
	cap.open(deviceID, apiID);
	// check if we succeeded
	if (!cap.isOpened()) {
		cerr << "ERROR! Unable to open camera\n";
		return -1;
	}

	cout <<
		": width=" << cap.get(CAP_PROP_FRAME_WIDTH) <<
		", height=" << cap.get(CAP_PROP_FRAME_HEIGHT) <<
		", nframes=" << cap.get(CAP_PROP_FRAME_COUNT) << endl;

	bool ret = cap.set(CAP_PROP_FRAME_WIDTH, 1280);
	bool ret2 = cap.set(CAP_PROP_FRAME_WIDTH, 720);

	int w = cap.get(CAP_PROP_FRAME_WIDTH);
	int h = cap.get(CAP_PROP_FRAME_WIDTH);
	cout << "Start grabbing" << endl
		<< "Press any key to terminate" << endl;
	for (;;)
	{
		// wait for a new frame from camera and store it into 'frame'
		cap.read(frame);
		// check if we succeeded
		if (frame.empty()) {
			cerr << "ERROR! blank frame grabbed\n";
			break;
		}
		// show live and wait for a key with timeout long enough to show images
		imshow("Live", frame);
		if (waitKey(5) >= 0)
			break;
	}
}
```

### 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] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: godot
Issue: Copy-paste for Path2D Curve values in editor not working
Labels: bug,topic:editor

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Linux Ubuntu 22.04.1 LTS

### Issue description

![Screenshot from 2023-04-24 09-23-46](https://user-images.githubusercontent.com/7897006/233927255-0ddbc5fe-deb4-48ab-b8b8-5090de6afb25.png)

**When I create a Path2D and try copying or pasting values for/from its Curve, nothing happens.**

- **Intention:** I wanted to create a Figma-plugin that allows me to copy path data for Godot, which would be really handy but can't work if pasting data doesn't work.
- **Clipboard data:** I also used an online [Clipboard tester](https://evercoder.github.io/clipboard-inspector/) and it seems that no values are actually stored in the clipboard.
- **Unsure:** It might be that Godot doesn't store anything in the clipboard which might make my idea obsolete, but in any case copy-pasting doesn't work for me.

### Steps to reproduce

1. Create a Path2D
2. Add points
3. Right click and select "Copy Value"
4. Adjust curve in any way (e.g. add points)
5. Right click and select "Paste Value"
6. Nothing happens

### Minimal reproduction project

[Path-Copy-Paste.zip](https://github.com/godotengine/godot/files/11307775/Path-Copy-Paste.zip)
Repository: next.js
Issue: compress setting + middleware are now breaking the application on v13.3.1
Labels: Middleware

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.3.0: Mon Jan 30 20:38:37 PST 2023; root:xnu-8792.81.3~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.13.0
      npm: 8.19.3
      Yarn: N/A
      pnpm: 8.2.0
    Relevant packages:
      next: 13.3.1
      eslint-config-next: 13.3.1
      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), Middleware / Edge (API routes, runtime)

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/great-merkle-2x2rl7?file=%2Fnext.config.js&selection=%5B%7B%22endColumn%22%3A5%2C%22endLineNumber%22%3A8%2C%22startColumn%22%3A5%2C%22startLineNumber%22%3A8%7D%5D

### To Reproduce

1. Create new app with `npx create-next-app@latest --experimental-app`
2. On `next.config.js` add: `compress: false`
```ts
/** @type {import('next').NextConfig} */
const nextConfig = {
  compress: false,
  experimental: {
    appDir: true,
  },
};

module.exports = nextConfig;
```
3. Add the following middleware under `/src/middleware.ts`:
```ts
import { NextResponse } from 'next/server';
import type { NextRequest, NextMiddleware } from 'next/server';

export function middleware(req: NextRequest): ReturnType<NextMiddleware> {
  return NextResponse.next();
}
```

### Describe the Bug

Application is not rendered. 

Firefox enters on [`Quirks Mode`](https://developer.mozilla.org/en-US/docs/Web/HTML/Quirks_Mode_and_Standards_Mode)

### Expected Behavior

Application should be rendered

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: PowerToys
Issue: Feature Request - Exclude specific zone from window movements on Win + [R|L] Arrow
Labels: Needs-Triage

### Description of the new feature / enhancement

Hi,

in a multi-monitor setup there may be a case (like mine), where some zone is only used to expose desktop icons and not necessarily for the app window placement. This zone may be narrow or small enough to place an app window. If used in combination with windows snap override with Win + "[right|left] arrow", app window travels through all these "technical" zones.
My suggestion is to make possible "excluding" specific zone numbers from the snap cycle. So e.x. some have zones 1,2,3,4,5 (which happens in multi-monitor setups) and excludes zone 3. So on Win + "right arrow" action app window cycles through zones 1,2,4,5.

### Scenario when this would be used?

Multi-monitor or ultra-wide monitor setups to rapidly move app window over necessary zones via shortcuts.

### Supporting information

Number of multi-monitor or ultra-wide monitor setups are growing rapidly. This may help a lot to organize screen estate properly.