sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Suggest HRTB when &T is used in a where clause
Labels: A-diagnostics,T-compiler

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Given the following code: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=496009deb9b692d7952de1f933c244df
```rust
fn foo<T>()
where
    &T: std::ops::Add<Output = T> {}
```

The current output is:

```
error[E0637]: `&` without an explicit lifetime name cannot be used here
 --> src/lib.rs:2:7
  |
2 | where &T: std::ops::Add<Output = T> {}
  |       ^ explicit lifetime name needed here

error[E0310]: the parameter type `T` may not live long enough
 --> src/lib.rs:2:11
  |
2 | where &T: std::ops::Add<Output = T> {}
  |           ^^^^^^^^^^^^^^^^^^^^^^^^^ ...so that the reference type `&'static T` does not outlive the data it points at
  |
help: consider adding an explicit lifetime bound...
  |
1 | fn foo<T: 'static>()
  |         +++++++++
```

<!-- The following is not always necessary. -->
Ideally the output should look like:

rustc should suggest
```rust
for<'a> &'a T: std::ops::Add<Output = T> {}
```

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change.
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Repository: stable-diffusion-webui
Issue: Can you automatically find the best parameters for "img2img alternative test" for matching the original and editability?
Labels: enhancement

**Is your feature request related to a problem? Please describe.**
It's a bit hard figuring out what's the best numbers for the various tweakables, and neither the default nor the values suggested on the documentation seem to be guaranteed to always produce good results.

**Describe the solution you'd like**
A button that would run a script trying different values and either by trial and error or perhaps some more advanced mathematical evaluation, figure out the values that best recreate the original image with an unchanged prompt and allow changes to take place in a controllable way.

**Describe alternatives you've considered**
If for whatever reason you can't have the script compare the original with the produced image; a grid showing combinations of parameters across the whole meaningful range of each, with sensible number of steps, could be a way to help the user figure out good starting point for the parameters.
Repository: bitcoin
Issue: Improve the error message when an address cannot be parsed because it is for a different network 
Labels: Feature

Currently, the error reporting when you are pasting an address into a command such as walletcreatefundedpsbt for e.g. signet but the address is a mainnet address is very vague, giving specific feedback if it is a valid address for a different network (& maybe the network of the connected node) would be very helpful.
Repository: rust
Issue: rustdoc: hang/OOM with recursive type 
Labels: I-crash,T-rustdoc,C-bug



I tried this code from `tests/ui/recursion/issue-38591-non-regular-dropck-recursion.rs`

```rust
struct S<T> {
    t: T,
    s: Box<S<fn(u: T)>>,
}

fn f(x: S<u32>) {}

fn main() {
    // Force instantiation.
    f as fn(_);
}
```
Repository: flutter
Issue: Add support for 8-bit color format in ui.Image
Labels: c: new feature,engine,a: images,c: proposal,P3,team-engine,triaged-engine

It is recommended to add support for 8-bit color format in ui.Image, such as OPAQUE/APHLA8/GRAY8 anyway.
It provides the ability to input any data into the shader's sampler without memory waste. 
for example: 
Input Y/U/V components to the shader respectively,  then you can play YUV stream on pure Flutter without use of any platform external texture. 
pseudo code:
```
Future<ui.Image> decodeFrom8BitFormat(Uint8List bytes, int width, int height) {
  final completer = Completer<ui.Image>();
  decodeImageFromPixels(
    bytes.buffer.asUint8List(),
    width,
    height,
    PixelFormat.alpha8,  // 8bit pixel format
    completer.complete,
  );
  return completer.future;
}

Future<Shader> yuvShader() async {
  const width = 960;
  const height = 540;
  final yBytes = Uint8List(width * height);
  final uBytes = Uint8List(width * height ~/ 4);
  final vBytes = Uint8List(width * height ~/ 4);
  final yTextureImage = await decodeFrom8BitFormat(yBytes, width, height);
  final uTextureImage = await decodeFrom8BitFormat(uBytes, width ~/ 2, height ~/ 2);
  final vTextureImage = await decodeFrom8BitFormat(vBytes, width ~/ 2, height ~/ 2);

  const _spirv = ''; // base64 encoded compile from glsl
  final program = await FragmentProgram.compile(spirv: Uint8List.fromList(base64Decode(_spirv)).buffer);
  return program.shader(
    floatUniforms: Float32List.fromList([]),
    samplerUniforms: [
      ImageShader(
        yTextureImage,
        TileMode.clamp,
        TileMode.clamp,
        UmbraShader.identity,
      ),
      ImageShader(
        uTextureImage,
        TileMode.clamp,
        TileMode.clamp,
        UmbraShader.identity,
      ),
      ImageShader(
        vTextureImage,
        TileMode.clamp,
        TileMode.clamp,
        UmbraShader.identity,
      ),
    ],
  );
}
```
Repository: pytorch
Issue: Pytorch built for Jetson errors if CUDA is not found
Labels: module: build,module: cuda,triaged,module: arm

### 🐛 Describe the bug

I've been building torch wheel from source for arm/jetson using instructions here: https://forums.developer.nvidia.com/t/pytorch-for-jetson/72048

It works fine on Jetson, but it doesn't work on ARM machine without Nvidia GPU:

```
(py39) [ubuntu@arm-dev ~]: python
Python 3.9.13 | packaged by conda-forge | (main, May 27 2022, 17:32:26)
[GCC 10.3.0] on linux
Type "help", "copyright", "credits" or "license" for more information.
>>> import torch
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
  File "/home/ubuntu/.miniforge3/envs/py39/lib/python3.9/site-packages/torch/__init__.py", line 196, in <module>
    _load_global_deps()
  File "/home/ubuntu/.miniforge3/envs/py39/lib/python3.9/site-packages/torch/__init__.py", line 149, in _load_global_deps
    ctypes.CDLL(lib_path, mode=ctypes.RTLD_GLOBAL)
  File "/home/ubuntu/.miniforge3/envs/py39/lib/python3.9/ctypes/__init__.py", line 374, in __init__
    self._handle = _dlopen(self._name, mode)
OSError: libcurand.so.10: cannot open shared object file: No such file or directory
```

For the sake of the simplicity, it'd be useful if we can have one single wheel that works seamlessly b/w CPU and GPU on arm servers. Like how it does for x86.

@albanD suggests that It looks like our main shared library has a dependency on some CUDA stuff (which it shouldn't).

### Versions

Here's the env from jetson TX2. `import torch` works fine here but not on ARM server without cuda.

```
(base) [qure@orbitty ssd]: python collect_env.py 
Collecting environment information...
PyTorch version: N/A
Is debug build: N/A
CUDA used to build PyTorch: N/A
ROCM used to build PyTorch: N/A

OS: Ubuntu 18.04.5 LTS (aarch64)
GCC version: (Ubuntu/Linaro 7.5.0-3ubuntu1~18.04) 7.5.0
Clang version: Could not collect
CMake version: version 3.10.2
Libc version: glibc-2.27

Python version: 3.10.6 | packaged by conda-forge | (main, Aug 22 2022, 20:27:34) [GCC 10.4.0] (64-bit runtime)
Python platform: Linux-4.9.140-tegra-aarch64-with-glibc2.27
Is CUDA available: N/A
CUDA runtime version: 10.2.89
GPU models and configuration: Could not collect
Nvidia driver version: Could not collect
cuDNN version: Probably one of the following:
/usr/lib/aarch64-linux-gnu/libcudnn.so.8.0.0
/usr/lib/aarch64-linux-gnu/libcudnn_adv_infer.so.8.0.0
/usr/lib/aarch64-linux-gnu/libcudnn_adv_train.so.8.0.0
/usr/lib/aarch64-linux-gnu/libcudnn_cnn_infer.so.8.0.0
/usr/lib/aarch64-linux-gnu/libcudnn_cnn_train.so.8.0.0
/usr/lib/aarch64-linux-gnu/libcudnn_ops_infer.so.8.0.0
/usr/lib/aarch64-linux-gnu/libcudnn_ops_train.so.8.0.0
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: N/A

Versions of relevant libraries:
[pip3] mypy-extensions==0.4.3
[conda] No relevant packages
```

cc @malfet @seemethere @ngimel
Repository: godot
Issue: Mobile Renderer with MSAA not working when using the `viewport` stretch mode (presents a black screen)
Labels: bug,topic:rendering,confirmed

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

Godot Engine v4.0.beta2.official.f8745f2f7 - https://godotengine.org

### System information

Windows 10, Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 960

### Issue description

![image](https://user-images.githubusercontent.com/73905273/195018529-11ef00f7-14ce-431a-a861-fd05638da061.png)
![image](https://user-images.githubusercontent.com/73905273/195018560-cc5a7bf1-202a-48e0-8c31-ba3886a3e9c1.png)
![image](https://user-images.githubusercontent.com/73905273/195020267-83138c21-9c80-4a2c-abdc-302b25b613d2.png)



### Steps to reproduce

Forward_Plus is OK, but something happened with mobile renderer

1.  Project Settings->Renderer, switch Rendering method to "mobile"
2.  Project Settings->Anti Aliasing, enable MSAA 2D "2x(Average)" and MSAA 3D "2x(Average)"
3.  Present a black screen with massive error spam

### Minimal reproduction project

[demo.zip](https://github.com/godotengine/godot/files/9752023/demo.zip)
Repository: stable-diffusion-webui
Issue: [FEATURE] Multiple Scripts in parallel on txt2img
Labels: enhancement

**Is your feature request related to a problem? Please describe.**
There are multiple use cases to want to run multiple scripts in parallel, as an example, combining the "To infinity and beyond" script with "Seed travel" or "prompt matrix" to create a large amount of images across a range of prompts etc.

**Describe the solution you'd like**
Allow multiple choice of scripts to run on a single generation request

**Describe alternatives you've considered**
Maybe just limiting it to two in parallel in case the risk of conflicts are increased with more than 2
**Additional context**

Mockup
![image](https://user-images.githubusercontent.com/25658653/195031273-496b7aad-1e5a-4209-bdb2-c63696240038.png)
Repository: vscode
Issue: Git - Perform auto save on focus change before checking for merge conflicts
Labels: bug,git

<!-- ⚠️⚠️ 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. -->
I have got the setting `"files.autoSave": "onFocusChange"` enabled. When I resolve all merge conflicts in a file, without saving, then click the plus button in the source control panel to perform `git add` on the file, I get a warning that not all conflicts have been resolved. Directly after this, the file is autosaved and I am able to successfully perform the `git add`.

Instead, the file should be autosaved before checking for unresolved merge conflicts and performing the `git add`.
Repository: material-ui
Issue: [Checkbox] Overriding Checkbox styles from theme provider not working
Labels: docs,breaking change,component: checkbox,v6.x

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Steps:

1. Create a theme
2. Add MuiCheckbox to components
3. Override styles for `checked`


### Current behavior 😯

I want to override the `checked` and `disabled` of the `CheckBox` component as described in the [Checkbox API](https://mui.com/material-ui/api/checkbox/)

I have the following code, which is imported in the theme, in the `components` section. That works fine

```js
import { Components, Theme } from '@mui/material';

export const MuiCheckbox: Components<Theme>['MuiCheckbox'] = {
  defaultProps: {
    disableRipple: true
  },
  styleOverrides: {
    root: ({ theme }) => ({
      borderRadius: 0
      // Here it works but it will override all of the styles which I don't want
      /* '&.Mui-checked': {
        color: '#ff0000'
      }*/
    }),
    checked: ({ theme }) => ({
      // This doesn't work
      color: '#ff0000'
    })
  }
};
```

The `checked` does not work in my example. I don't get the desired result, the `color` should be `#ff0000` in this case. But it's still the `theme.primary`

![first](https://user-images.githubusercontent.com/12841157/195039541-cdadc225-2b01-4763-b2c2-300c502eaedc.png)

In the `root` with `&.Mui-checked` it works. 

![second](https://user-images.githubusercontent.com/12841157/195039616-a2f698c5-1d82-421e-b88f-294fdc3e42c2.png)



### Expected behavior 🤔

Selectors for `checked`  should work as well.

The `checked` should be able to set the style

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Tested on Chrome, Edge, Opera - not related to browser
  System:
    OS: Linux 5.10 Ubuntu 20.04.4 LTS (Focal Fossa)
  Binaries:
    Node: 16.13.0 - /usr/local/bin/node
    Yarn: Not Found
    npm: 8.1.0 - /usr/local/bin/npm
  Browsers:
    Chrome: Not Found
    Firefox: Not Found
  npmPackages:
    @emotion/react: 11.9.3 => 11.9.3
    @emotion/styled: 11.9.3 => 11.9.3
    @mui/core-downloads-tracker:  5.10.8
    @mui/icons-material: 5.8.4 => 5.8.4
    @mui/material: 5.10.8 => 5.10.8
    @types/react: 17.0.3 => 17.0.3
    react: 17.0.2 => 17.0.2
    react-dom: 17.0.2 => 17.0.2
    typescript: 4.3.5 => 4.3.5
```
</details>
Repository: go
Issue: gccgo compiled app fails with: fatal error: schedule: spinning with local work
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
go version go1.14.6 gccgo (GCC) 10.4.0 solaris/sparc64
</pre>

### Does this issue reproduce with the latest release?

Don't know.

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
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gccgo built application sometimes ends with:

```
fatal error: schedule: spinning with local work 
```

https://github.com/golang/go/blob/master/src/runtime/proc.go#L3338

Any comment or suggestion how to debug it is welcome!
Repository: stable-diffusion-webui
Issue: Auto-reload /Hot-Reload doesn't work
Labels: enhancement

**Describe the bug**
To modify the UI, hot reloading is critical. Otherwise one has to restart the UI every time one needs to see even a small change. This means reloading models and scripts every time one restarts, which takes a minute each time. Building UI like this is very inefficient.

**Expected behavior**
As per gradio Docs (https://gradio.app/developing_faster_with_reload_mode/#python-ide-reload), launching using just `gradio webui.py` should launch in \*reload mode\*. But I get the `uvicorn` error:

`
uvicorn: error: unrecognized arguments: webui:demo.app --reload --log-level warning --reload-dir <path/to/gradio/python/package> --reload-dir <path/to/main/repo/dir>
`

**Alternatives tried**
I tried the following alternatives to no avail. All give the same `uvicorn: error: unrecognized arguments:` error

`uvicorn webui:demo.app`
`uvicorn webui:demo`
`uvicorn webui:webui`
`uvicorn webui:webui.app`

... and a few other similar variants. But always get the same error. can't find a way to launch the app in reload mode

**Desktop (please complete the following information):**
 - OS: Ubuntu 20.04.4 LTS
 - Browser: Brave
 - Commit revision: f2a4a2c3a672e22f088a7455d6039557370dd3f2
Repository: terminal
Issue: Hot reload of ShowTitleInTitlebar doesn't reset the tab title
Labels: Issue-Bug,Area-UserInterface,Product-Terminal,Priority-3

### Windows Terminal version

1.16.2641.0

### Windows build number

10.0.19044.2075

### Other Software

_No response_

### Steps to reproduce

1. In the "Appearance" section of settings:
   - Disable "Hide the title bar (requires relaunch)".
   - Enable "Use active terminal title as application title".
   - Save settings.
2. Close all windows of Terminal.
3. Use the jump list to start Terminal with a Command Prompt session.
4. Open settings in Terminal. They open as a new tab in the existing Terminal window.
5. In the "Appearance" section of settings:
   - Disable "Use active terminal title as application title".
   - Save settings.

### Expected Behavior

When you save the settings after disabling "Use active terminal title as application title", the application title should revert to "Terminal".

Alternatively, the setting should be marked as requiring relaunch.

### Actual Behavior

6. ERROR: the application title in the title bar of the window is still "Settings", rather than "Terminal".
7. Close the "Settings" tab by clicking the cross icon.
8. ERROR: the application title in the title bar of the window is still "Settings", rather than "Terminal".
Repository: godot
Issue: Default Theme's Default Font cannot be a scripted DynamicFont(and more)
Labels: bug,crash,topic:gui

### Godot version

3.5,3.5.1

### System information

multiple

### Issue description

When you have a Default Theme for your project and it has a `DynamicFont` with a script attached as the Default Font you will get this error :
`Parser Error: Unknown class: "DynamicFont"`
also when closing godot after getting that error a segfault error is generated.

apart from that, a similar issue occurs when you try to script the default theme itself.

### Steps to reproduce

Set a Default Theme in Project Settings with a scripted `DynamicFont` as it's Default Font.

### Minimal reproduction project

_No response_
Repository: PowerToys
Issue: Middle click to close an application via taskbar
Labels: Idea-Enhancement

### Description of the new feature / enhancement

Hi, I've become accustomed to middle clicking to close things everywhere (browser tabs, Notepad++ tabs, etc) and I in the past I have been able to introduce this behavior into Windows via 7+ Taskbar Tweaker. However at work I cannot use this software for security reasons and it keeps needing updates for newer versions of Windows, such as Windows 11 now. It feels like something that would be a nice customization feature for PowerToys.

To be honest, I've also never had any use for the default Windows behavior (open a new instance of the running application) so I'd always have it on.

### Scenario when this would be used?

I find that closing applications quickly without the delay introduced by the right-clicking lets me close things fast in the background once I don't need them in the same way I close tabs in other applications when I'm done with them. It introduces consistency in expected behavior, although of course everyone's mileage may vary.

### Supporting information

7+ Taskbar Tweaker is the only applications I have seen that is able to provide this.

Thank you!
Repository: angular
Issue: Feature: Ability to force cors mode for some asset/data groups in service worker
Labels: area: service-worker,P3

### Which @angular/* package(s) are relevant/related to the feature request?

service-worker

### Description

When using resources from a cross origin, by default `fetch()` is using `cors` mode but it's not the case when using `<img>` and other media element, or `url()` in CSS, browser defaults to `no-cors` and is able to use opaque response.
For HTML element, it's possible to force `cors`  mode with the [`crossorigin`](https://developer.mozilla.org/en-US/docs/Web/HTML/Attributes/crossorigin) attribute, but it's not possible in CSS.
Even when server is configured correctly for CORS, it will usually not responds any CORS headers when the request is made in `no-cors` mode.

In Service Worker, when handling a request to a different origin in `no-cors` mode, the response will be considered opaque and can't cached or at least not "safely" in a performance strategy because it will also cache error response (as stated in [documentation](https://angular.io/guide/service-worker-config#cacheopaqueresponses)).
Having the possibility to force `cors` mode for specific url patterns that we know are correctly configured and will handle CORS could ease the use of `performance` strategy and offline use-case when cross origin resources are involved.

It might be similar to #38907 (and PR #24510) but with ability to specify request option only on a group.

### Proposed solution

Add an option for AssetGroup and DataGroup to force the group to be requested using `cors` mode when fetched.
It might be interesting in some case to also be able to pass a `credentials` option.

With an option specific on each group, it's really an opt-in for chosen url patterns, and it will not affects anything else.

### Alternatives considered

I don't really see any. I've tried the alternative proposed by documentation, which is to use `freshness` strategy, but as SW will not differentiate valide opaque response and error, it will cache error and introduce unexpected behavior when offline. Also opaque response have negative impact on the estimation usage of the Storage API.
Repository: stable-diffusion-webui
Issue: UI locally, generation remotely (e.g. using an API like replicate.com)
Labels: enhancement

I'd like to play around with this UI running locally, but my laptop doesn’t have a GUI. But there are public APIs to run models (e.g. https://replicate.com/stability-ai/stable-diffusion), and I’d be willing to pay for the resources I use.

I can use the colab notebook, and that’s great, but it feels like a clunky work-around.

So would it be feasible running `stable-diffusion-webui` locally, telling it my replicate.com (or similar service) API key, and start using it?
Repository: godot
Issue: Print command in CLI debugger does nothing
Labels: bug,topic:core

### Godot version

3.5.stable.arch_linux

### System information

Linux 5.19.11-arch1-1

### Issue description

The `print` command in the CLI debugger doesn't seem to print any expression.
I'm debugging the following script:

```
extends Spatial

var x = 5

func _ready():
	var y = "variable"
	assert(false)
```

```
Debugger Break, Reason: 'Assertion failed.'
*Frame 0 - res://Spatial.gd:7 in function '_ready'
Enter "help" for assistance.
debug> lv
y: variable
debug> p y

debug> mv
x: 5
debug> p x

debug> p 1 + 2

debug> p(y)
Usage: print <expre>
debug> p print(1+2)

debug> p z

debug> 
```

If I'm doing something wrong here, then consider this a request for docs, because it isn't obvious how `print` is supposed to work :)

### Steps to reproduce

1. Run `godot -d Scene.tscn`
2. Break the debugger
3. Try to `print` any expression

### Minimal reproduction project

[example.zip](https://github.com/godotengine/godot/files/9754588/example.zip)
Repository: pytorch
Issue: Documentation and typing hints for RProp
Labels: module: docs,module: optimizer,triaged,actionable

It seems that the RProp's `foreach` parameter is not well documented, and also the `rprop.pyi` file does not reflect the additional `foreach` parameter available in `rprop.py`.

https://github.com/pytorch/pytorch/blob/3a2cfbb813e19c1648b23079f704829f9997425d/torch/optim/rprop.pyi#L5

Seems that `foreach` controls whether to use `_multi_tensor_rprop` or `_single_tensor_rprop`. But their difference isn't obvious to me. My guess is that for the "multi" case, each parameter has its own $\eta_t$?

cc @svekars @holly1238 @vincentqb @jbschlosser @albanD