sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Flutter clean deletes `Generated.xcconfig` and does not regenerate it
Labels: platform-ios,tool,t: xcode,has reproducible steps,P3,found in release: 3.3,found in release: 3.7,team-ios,triaged-ios

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## Steps to Reproduce
1. `flutter create my_app`
2. `cd my_app`
3. `flutter clean`
4. Try to run app through XCode

Xcode will error because `Generated.xcconfig` is missing. You have to run `flutter run` again to get it to regenerate.

## Logs
<details>
<summary>Logs</summary>

```
could not find included file 'Generated.xcconfig' in search paths
```

```
> flutter doctor -v

Flutter (Channel master, 3.7.0-14.0.pre.13, on macOS 13.1 22C65 darwin-arm64, locale en)
    • Flutter version 3.7.0-14.0.pre.13 on channel master at xxx
    • Framework revision b938dc13df (3 days ago), 2023-01-02 05:47:23 -0500
    • Engine revision 472e34cbbc
    • Dart version 3.0.0 (build 3.0.0-76.0.dev)
    • DevTools version 2.20.0
    • If those were intentional, you can disregard the above warnings; however it is recommended to use "git" directly to
      perform update checks and upgrades.

[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.0)
    • Android SDK at xxx
    • Platform android-33, build-tools 33.0.0
    • ANDROID_SDK_ROOT = xxx
    • Java binary at: /Applications/Android Studio.app/Contents/jre/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 11.0.13+0-b1751.21-8125866)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 14.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Build 14B47b
    • CocoaPods version 1.11.3

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 2021.3)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 11.0.13+0-b1751.21-8125866)

[✓] VS Code (version 1.74.2)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.56.0

[✓] Connected device (4 available)
    xxx

[✓] HTTP Host Availability
    • All required HTTP hosts are available
```

</details>
Repository: flutter
Issue: Retain consistent Widget behavior in ScrollView
Labels: c: new feature,framework,f: scrolling,c: proposal,P3,team-framework,triaged-framework

I have noticed that a widget with computed size, such as a `Divider` appears as expected usually, but disappears when placed inside of a ScrollView (e.g. `SingleChildScrollView`). This is demonstrated [here](https://dartpad.dev/?id=70c2458b08d861a3e4082bc6be5a0544).

Note that the intended behavior is for all _tracks_ to move in unison, so replacing the ScrollView with a `ListView` doesn't work.

A working solution is to use `IntrinsicWidth` in L62, as follows:

```dart
    child: IntrinsicWidth(child: takesContainer),
```

However, the [documentation](https://api.flutter.dev/flutter/widgets/IntrinsicWidth-class.html) for `IntrinsicWidth` clearly states:
| Avoid using it where possible. 

So my request (unless there is a better solution that I currently do not understand) is:
- Retain the layout behavior of widgets embedded inside of a ScrollView (that is, the widget looks and behaves the same, just that now it's scrollable... plus/minus some wrapping behavior)
- Given that the Dividers already correctly compute their size (when **not** placed inside of a Scroll Widget), at least given an option in the `SingleChildScrollView` constructor to achieve automatic size computation, without having to add an expensive `Intrinsic[Width|Height]` widget in between.

For more details, see [internal link](https://yaqs.corp.google.com/eng/q/6519081406897848320).
Repository: rust
Issue: Evaluating trait requirements with higher-rank trait bounds overflows
Labels: A-trait-system,A-associated-items,C-bug,T-types,A-higher-ranked

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I am trying to implement a trait for types `T` such that `&T` is convertible into an iterator:
```rust
trait Scan {
    fn scan(&self);
}

impl<T> Scan for &T
where
    T: Scan,
{
    fn scan(&self) {
        self.scan();
    }
}

impl<Iterable> Scan for Iterable
where
    for<'a> &'a Iterable: IntoIterator,
    for<'a> <&'a Iterable as IntoIterator>::Item: Scan,
{
    fn scan(&self) {
        for item in self.into_iter() {
            item.scan();
        }
    }
}

struct Foo(i32);

impl Scan for Foo {
    fn scan(&self) {}
}

fn main() {
    let v = vec![Foo(1)];
    Scan::scan(&v);
}

```
The rationale behind this is to be able to call `scan` on objects without consuming them.

The compiler [fails](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=e9aabb2db51fb45d1f2ef8b98f7cb63f) here, though, on both the stable 1.66.0 and the nightly versions:
```
error[[E0275]](https://doc.rust-lang.org/stable/error-index.html#E0275): overflow evaluating the requirement `for<'a> <&'a _ as IntoIterator>::Item: Scan`
   |
   = help: consider increasing the recursion limit by adding a `#![recursion_limit = "256"]` attribute to your crate (`playground`)
note: required for `<&'a _ as IntoIterator>::Item` to implement `for<'a> Scan`
  --> src/main.rs:14:16
   |
14 | impl<Iterable> Scan for Iterable
   |                ^^^^     ^^^^^^^^
   = note: 126 redundant requirements hidden
   = note: required for `<&'a &_ as IntoIterator>::Item` to implement `for<'a> Scan`

For more information about this error, try `rustc --explain E0275`.
```
I am aware of a similar issue #37748.
Repository: stable-diffusion-webui
Issue: [Feature Request]: New image captioning GIT that can be implemented looks far superior 
Labels: enhancement,extension-request

### 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 ?

https://huggingface.co/docs/transformers/main/en/model_doc/git

https://huggingface.co/microsoft/git-base

demo : https://huggingface.co/spaces/nielsr/comparing-captioning-models

![image](https://user-images.githubusercontent.com/19240467/210889931-3b3ec892-0991-4749-a365-9ca4ce54b929.png)
Repository: PowerToys
Issue: Toggle between black and lit screen with the push of a button
Labels: Needs-Triage

### Description of the new feature / enhancement

I would like to be able to push a button (or a combination of buttons) on my keyboard to make the screen go black, without the laptop going to sleep or being locked. Then I would like to be able to push the same button or any other button for the screen to turn on again. In PowerPoint this is possible during a presentation. With projectors there is usually a mute button on the remote to make the screen go black. I want to be able to do the same thing from my keyboard, without a projector and without having to remove the cable. 

As an exception to the rule of thumb, with Microsoft PowerPoint it is already possible to make the screen go black during a presentation (second picture). It would be nice if the functionality I describe is integrated with the "black screen feature" in Microsoft PowerPoint.

It would also be nice to be able to choose between different colors:
https://www.fullblackscreen.com/

![IMG_0016](https://user-images.githubusercontent.com/114058069/210883184-e0b016ba-dd8e-4b82-a9f7-057e5cbcb886.jpg)
![20230105_224326](https://user-images.githubusercontent.com/114058069/210887169-4925c1c2-242e-4f30-a792-a04ff4dd2a71.jpg)


### Scenario when this would be used?

When wanting to pause a presentation, presenting basically any kind of content.

### Supporting information

On my laptop I have a row of function keys and F9 is empty. I figured it would be nice to have it as a button to turn on and off the screen, since this function is not on my keyboard already. As shown on the keyboard illustration underneath, the function I request can sometimes be found on the keyboard without modification.

![Precision 5550 keyboard](https://user-images.githubusercontent.com/114058069/210883276-16a6e9f1-c332-4a3e-a225-caad9afe5d6d.jpeg)
![Laptop-Keyboard](https://user-images.githubusercontent.com/114058069/210884564-216dae46-463e-476b-873d-388ded0b8396.jpeg)
Repository: PowerToys
Issue: Crosshairs color setting closes unexpectedly
Labels: Issue-Bug,Product-Settings,Area-User Interface,Needs-Repro,Priority-1

### Microsoft PowerToys version

0.66.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Settings

### Steps to reproduce

- Open the settings and to the Mouse Utilities section, then to Mouse Pointer Crosshairs, then to Appearance & Behavior, and open the menu to pick a color for the crosshairs
![image](https://user-images.githubusercontent.com/97317643/210889298-30a51527-a1ef-408b-8b62-71909cd0e3e2.png)

- Try to click and drag the mouse inside the color picker interface to select a color.

### ✔️ Expected Behavior

The interface should allow the user to click and drag or to click multiple times within the interface to try out different color options.

(This correct behavior does still happen in the color menus for Find My Mouse, just not for Mouse Pointer Crosshairs)

### ❌ Actual Behavior

After clicking the mouse in the color menu, the menu disappears/closes. When trying to open the menu a second time, it immediately closes again (without clicking) when the mouse pointer enters the color menu area.

### Other Software

This bug appears to be happening on my Windows 11 computer, but not my Windows 10 computer.
Repository: godot
Issue: Changing enum which variables are exported silently breaks resources and scenes
Labels: discussion,topic:core

### Godot version

4.0.dev (1d14c054a12dacdc193b589e4afb0ef319ee2aae)

### System information

Windows 11

### Issue description

If user has exported enum that is serialized in scenes or resources and which values are frequently changed. **all resources using this enum** become silently broken if user changes numeration of existing enum values. 

Example: I have simple object tags system, that are stored in enum and can tag objects in my game via editor fields

```
enum ETags {
  TagA,  # has implicitly set value 0
}
```
I have exported fields like this
```
@export
var DemoTag:ETags
@export
var Tags:Array[ETags] = []
```

When I set these values to `TagA` through editor they are shown in Properties View by their names and serialized to .tres/.tscn files like this

```
Tags = [0]
DemoTag = 0
```

Notice they are serialized not by name but by value. Now I want to add another tag to my tag collection **before** existing tag.


```
enum ETags {
  NewTag, # becomes set to 0
  TagA,  # now has value of 1
}
```

Property View value **stays the same** `TagA` (which is great) as serialized value **stays the same** old value of 0. And this breaks all saved resources with tags. Note: this will happen also with explicitly set enum values if numeration changes.

There are 2 possible ways of dealing with this problem:
1. Serialization of enums stays the same. After saving exported enum type, editor will have to recheck and resave all dependant resources. This will lead to avalanche of unwanted diffs on every new enum value.
2. Serialization of enums changes to saving names. This breaks compatibility with existing resources, but won't lead to their break. The only case when resources will break will be "User renamed some enum value". And this can be simply caught on resource load or export. This way is preferred for data driven developments pipelines.

### Steps to reproduce

Explained in previous section

### Minimal reproduction project

n/a
Repository: godot
Issue: [4.0] Segmentation fault when exporting large scene as gltf
Labels: bug,crash,topic:export

### Godot version

4.0 master dev build (1d14c054a12dacdc193b589e4afb0ef319ee2aae)

### System information

Win 10, forward plus, 32gb ram, 5800x, rx6900xt, latest gpu driver (Nov 22)

### Issue description

I have recently used the following scene to profile Godot's rendering performance https://github.com/Rytelier/Godot-4-forest-benchmark and as part of that wanted to import the scene into other engines.

However, after running for a few minutes (and freezing up Godot) this process fails with a segfault and then crashes the editor without showing any additional information. GDB wasn't able to tell me anything more either, only that the crash occurred in "?? ()".

### Steps to reproduce

1. Open the project linked above
2. Let the editor import everything
3. Try to export the main scene as gltf.
4. Wait a minute or two

### Minimal reproduction project

https://github.com/Rytelier/Godot-4-forest-benchmark
Repository: rust
Issue: Spans disagree with each other on what the correct lifetime might be for the return type
Labels: A-diagnostics,T-compiler,D-papercut

From one of our tests:

```rust
fn parse_type(iter: Box<dyn Iterator<Item=&str>+'static>) -> &str { iter.next() }
```

produces the following error:

```
error[E0106]: missing lifetime specifier
 --> src/lib.rs:1:62
  |
1 | fn parse_type(iter: Box<dyn Iterator<Item=&str>+'static>) -> &str { iter.next() }
  |                     ------------------------------------     ^ expected named lifetime parameter
  |
  = help: this function's return type contains a borrowed value, but the signature does not say which one of `iter`'s 2 lifetimes it is borrowed from
help: consider introducing a named lifetime parameter
  |
1 | fn parse_type<'a>(iter: Box<dyn Iterator<Item=&'a str>+'static>) -> &'a str { iter.next() }
  |              ++++                              ++                    ++

error[E0308]: mismatched types
 --> src/lib.rs:1:69
  |
1 | fn parse_type(iter: Box<dyn Iterator<Item=&str>+'static>) -> &str { iter.next() }
  |                                                              ----   ^^^^^^^^^^^ expected `&str`, found enum `Option`
  |                                                              |
  |                                                              expected `&'static str` because of return type
  |
  = note: expected reference `&'static str`
                  found enum `Option<&str>`
```

Note how in the mismatched types error we’re seing two spans disagreeing with each other on what the lifetime of `&str` ought to be. This can come across as pretty weird.

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Repository: rust
Issue: `#![no_implicit_prelude]` cannot coexist with `#[rustfmt::skip]` and other tool-prelude attributes
Labels: A-attributes,A-resolve,T-lang,T-compiler

`#![no_implicit_prelude]` disables *all* preludes, including the tool prelude. However, unlike the std prelude and the extern prelude, there is no way to selectively re-enable it.

This has the concrete result that if I am writing a tool that generates Rust code and want to disable implicit symbols that may happen to clash with my own (hygine, etc), tool-generates symbols, I cannot mark the whole file as `#![rustfmt::skip]` to disable formatting, since it's machine-generated source code.

See https://godbolt.org/z/bfdKzG47E
Repository: stable-diffusion-webui
Issue: [Bug]: looks like SwinIR is broken after one of the recent updates
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?

whenever trying to use SwinIR to upscale anything i'm getting this error: 

`AttributeError: module 'modules.devices' has no attribute 'device_swinir'`

### Steps to reproduce the problem

just try upscaling anything in img2img 

### What should have happened?

it should have worked, like it did before

### Commit where the problem happens

310b71f

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

Windows

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

Mozilla Firefox

### Command Line Arguments

```Shell
--api --medvram --xformers
```


### Additional information, context and logs

_No response_
Repository: flutter
Issue: ListenableBuilder should allow changes during the build phase
Labels: framework,a: animation,c: proposal,P3,team-framework,triaged-framework

`ListenableBuilder` watches any given `Listenable` for changes, and rebuilds itself when a change occurs.

Here's an example of a `ListenableBuilder`:

```dart
Widget build(BuildContext context) {
  return ListenableBuilder(
    listenable: myListenable,
    builder: (context) {
      return MyContentWidget();
    },
  );
}
```

One such `Listenable` is a `ValueNotifier`. The value in the `ValueNotifier` might be changed anywhere, at any time.

If a `ValueNotifier` is changed during the build phase, and that `ValueNotifier` is used in a `ListenableBuilder`, we receive the following error:

```
══╡ EXCEPTION CAUGHT BY FOUNDATION LIBRARY ╞════════════════════════════════════════════════════════
The following assertion was thrown while dispatching notifications for
ValueNotifier<TextInputConnection?>:
setState() or markNeedsBuild() called during build.
This AnimatedBuilder widget cannot be marked as needing to build because the framework is already in
the process of building widgets. A widget can be marked as needing to be built during the build
phase only if one of its ancestors is currently building. This exception is allowed because the
framework builds parent widgets before children, which means a dirty descendant will always be
built. Otherwise, the framework might not visit this widget during this build phase.
The widget on which setState() or markNeedsBuild() was called was:
  AnimatedBuilder
The widget which was currently being built when the offending call was made was:
  TheOffendingObject
```

This error is reasonable, at a superficial level. But in practice, this error breaks the fundamental compositional nature of widgets.

This error implies that any object in our app that sets a value on a `ValueNotifier` needs to know if there's any other place in the entire app where that `ValueNotifier` is used to rebuild a `ListenableBuilder`. In principle, this violates encapsulation boundaries. We need implementation awareness across any given distance in the code base.

There are probably a number of ways to get around this error condition. Here are a couple ideas:

1. If the builder has yet to start building in the current frame, let the change go through without issue. The warning message suggests that this might already be happening, but I haven't inspected the implementation of `ListenableBuilder` to confirm.
2. Add a policy to the `ListenableBuilder` that lets the `ListenableBuilder` automatically schedule a post frame callback to run `setState()` again. You can let developers turn this off when they still want the error message, but my guess is, by default, this is the behavior that makes the most sense.

Whatever the solution, `ListenableBuilder` should not impose a requirement that all uses of a `ValueNotifier` be aware of the existence of that `ListenableBuilder`.
Repository: PowerToys
Issue: Hosts File Editor supports scheduled synchronization of remote files
Labels: Needs-Triage

### Description of the new feature / enhancement

Can the Hosts File Editor support regular synchronization of host files on the network and synchronous update to the local machine.
Remote Host File Example: https://raw.githubusercontent.com/521xueweihan/GitHub520/main/hosts

### Scenario when this would be used?

It is very useful for special situations such as dynamic IP.

### Supporting information

_No response_
Repository: java-design-patterns
Issue: Event-carried state transfer pattern
Labels: info: help wanted,epic: pattern,type: feature

### Description:
The Event-Carried State Transfer (ECST) design pattern is a fundamental approach in event-driven architecture where state changes are encapsulated within events and propagated to other components. This pattern allows decoupled services to react to and act upon the state contained within these events, promoting a more scalable and resilient system. Implementing this pattern involves capturing state changes, creating events that carry this state, and ensuring that consuming services can process and utilize this state efficiently.

Key Elements of the Pattern:
1. **Stateful Events:** Events must carry all necessary state information.
2. **Event Creation:** Services create events upon state changes.
3. **Event Consumption:** Other services subscribe to and process these events to update their own state or trigger further actions.
4. **Decoupling:** Ensures that services remain loosely coupled, improving scalability and maintainability.
5. **Resilience:** Improves system resilience by allowing services to recover state from events.

### References:
1. [Stateful Event Pattern](https://www.grahambrooks.com/event-driven-architecture/patterns/stateful-event-pattern/)
2. [The Event-Carried State Transfer Pattern](https://itnext.io/the-event-carried-state-transfer-pattern-aae49715bb7f)
3. [Decoding Event-Driven Architecture](https://medium.com/@satyendra.jaiswal/decoding-event-driven-architecture-exploring-the-common-pattern-of-event-carried-state-transfer-3bd50e97c20e)
4. [Event-Driven Architecture by Martin Fowler](https://martinfowler.com/articles/201701-event-driven.html)
5. [Name Your Event-Driven Architecture Design Patterns](http://www.nicodewet.com/2019/03/20/name-your-event-driven-architecture-design-patterns.html)

### Acceptance Criteria:
1. Create a service that emits events containing the full state whenever a significant state change occurs.
2. Implement a consumer service that subscribes to these events and updates its own state based on the event data.
3. Demonstrate decoupled interaction between the services through event propagation and state transfer in a sample application.
Repository: PowerToys
Issue: Resizer: gif
Labels: Needs-Triage

### Description of the new feature / enhancement

When resizing gifs the frame timing becomes corrupt changing the frequency of frame changes.  Please develop a fix to maintain the frame-to-frame time delay as the original.

### Scenario when this would be used?

Resizing gif images

### Supporting information

_No response_