sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Incorrect unused_braces when a proc macro is applied to a GAT type conversion 
Labels: T-compiler,C-bug,A-proc-macros,A-GATs

<!--
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 tried this code:

```rust
use serde_derive::{Deserialize};

const BAR: u32 = 1;

#[derive(Deserialize)]
struct Generic<const ASSOCIATED: u8> {}

#[derive(Deserialize)]
struct FooDeserializable {
    item: Generic<{ BAR as u8 }>,
}
```

Full example - reproduces locally with serde 1.0.158 and 1.0.156, but not on the playground with serde 1.0.156:
https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=98ec53a2a8de5c14af46d88f45feda1c

I expected to see this happen:

No warnings, or a warning with a working fix.

Instead, this happened:

An incorrect warning that the braces were not needed around `BAR as u8`.
An incorrect suggestion/fix to remove those brances.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.68.0 (2c8cc3432 2023-03-06)
binary: rustc
commit-hash: 2c8cc343237b8f7d5a3c3703e3a87f2eb2c54a74
commit-date: 2023-03-06
host: x86_64-unknown-linux-gnu
release: 1.68.0
LLVM version: 15.0.6
```

The bug also exists in beta and nightly.

The warning itself might be a `serde_derive` bug, but the incorrect fix is a Rust bug:
https://github.com/serde-rs/serde/issues/2414

This seems similar to these non-proc macro bugs:
https://github.com/rust-lang/rust/issues/73068
https://github.com/rust-lang/rust/issues/88104
Repository: PowerToys
Issue: Add/Fix changing defaults for horizontal/vertical when the screen auto-rotates
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

FancyZones allows you to set defaults for horizontal/vertical screens to get better intended behavior for new screens and cases where a monitor ID resets by #18930 since [Release v0.64.0](https://github.com/microsoft/PowerToys/releases/tag/v0.64.0).

This could also be the case for when the screen auto-rotates.

### Scenario when this would be used?

On 2-in-1 devices or windows tablets, it is common to frequently rotate the screen when you want to take notes or operate the device in different ways. Having this feature would help me better define different uses for when I rotate my screen.

### Supporting information

The functionality is there, it just needs to be adjusted to include auto-rotate as well
Repository: godot
Issue: 3.x: Interpolation setting "closest" not imported from glTF (Collada works)
Labels: bug,topic:import,topic:3d

### Godot version

v3.5.1.stable.mono.official [6fed1ffa3]

### System information

Ubuntu 22.04.2 LTS, GLES3, GeForce RTX 3090

### Issue description

I've created a plane mesh with a texture applied to it in Blender, setting interpolation from the default (_linear_) to _closest_, to have the texture render without any undesired edge pixels.

When I export that mesh as glTF, Godot renders it as if interpolation was set to _linear_ instead of _closest_. Exporting the exact same mesh as Collada, Godot renders it as desired. I've also looked at the exported glTF in a different viewer application and it renders as expected there, so I suspect an issue with Godot's glTF importer.

Here's the original texture:
![test](https://user-images.githubusercontent.com/383120/226833451-0841c2fe-e8e2-466c-91e6-f590342d695a.png)

Here's how it looks in Blender with interpolation set to _linear_:
![Screenshot from 2023-03-22 08-38-11](https://user-images.githubusercontent.com/383120/226833160-56140bbe-9638-43d3-ba23-266f93c5b6c6.png)

Here's how it looks in Blender with interpolation set to _closest_:
![Screenshot from 2023-03-22 08-38-21](https://user-images.githubusercontent.com/383120/226833177-befe2cbd-5be1-4379-ae29-628f617d7046.png)

Here's how it looks in Godot - on the left is the glTF (renders incorrectly), on the right the Collada (renders correctly):
![Screenshot from 2023-03-22 08-39-35](https://user-images.githubusercontent.com/383120/226833191-79ab4a10-4bf3-4423-8d76-38825ac4d126.png)


### Steps to reproduce

# In Blender

1. Create a new plane mesh
2. In the material pane, create a new material
3. Set the new material's base colour to an image texture
4. Select the texture I've included above
5. Set interpolation to _closest_
6. Export the projects as glTF, limit to selected objects

# In Godot

1. Create a new 3D scene
2. Drag and drop the glb file created from Blender into the scene

### Minimal reproduction project

[closest-interpolation.zip](https://github.com/godotengine/godot/files/11037539/closest-interpolation.zip)
Repository: godot
Issue: Tiles sometimes fail to collide in the first frame
Labels: bug,discussion,topic:physics,topic:2d

### Godot version

4.0.1.stable

### System information

Arch Linux

### Issue description

Calling `move_and_slide()` against a tile sometimes doesn't produce collision on the first frame.

The same is also true for `move_and_collide()` and `test_move()`.

Using a simple `StaticBody2D` does not have this problem.

### Steps to reproduce

Run the MRP a few times. Two `CharacterBody2D` scenes are places right on top of a tile and a `StaticBody2D`. The MRP prints on floor state before and after `move_and_slide()` for first four frames.

```
[0][ OnTileMap][velocity.y=16.33][collision? false] false -move_and_slide()-> false
[0][  OnStatic][velocity.y=16.33][collision?  true] false -move_and_slide()->  true
[1][ OnTileMap][velocity.y=32.67][collision?  true] false -move_and_slide()->  true
[1][  OnStatic][velocity.y=16.33][collision?  true]  true -move_and_slide()->  true
[2][ OnTileMap][velocity.y=16.33][collision?  true]  true -move_and_slide()->  true
[2][  OnStatic][velocity.y=16.33][collision?  true]  true -move_and_slide()->  true
[3][ OnTileMap][velocity.y=16.33][collision?  true]  true -move_and_slide()->  true
[3][  OnStatic][velocity.y=16.33][collision?  true]  true -move_and_slide()->  true
```

![ksnip_20230322-155322](https://user-images.githubusercontent.com/372476/226835782-563a5072-e058-41fb-9be1-8b9c48e5a72c.png)

### Minimal reproduction project

[test-4.zip](https://github.com/godotengine/godot/files/11037628/test-4.zip)
Repository: tauri
Issue: [bug] Drag image to upload, but tauri open the file
Labels: type: bug,status: needs triage

### Describe the bug

When dragging and dropping a file to upload it, if the image is dragged and dropped onto the titlebar, Tauri will open the file. The HTML drag and drop event is being used and the system's drag and drop has already been disabled. How can I prevent the dragged image from being opened?

### Reproduction

_No response_

### Expected behavior

Tauri should not be opening image files.

### Platform and versions

```text
Environment
  › OS: Mac OS 12.6.3 X64
  › Node.js: 16.18.1
  › npm: 8.19.2
  › pnpm: 7.29.0
  › yarn: 1.22.19
  › rustup: 1.25.2
  › rustc: 1.68.0
  › cargo: 1.68.0
  › Rust toolchain: stable-aarch64-apple-darwin

Packages
  › @tauri-apps/cli [NPM]: 1.2.3
  › @tauri-apps/api [NPM]: 1.2.0
  › tauri [RUST]: 1.2.4,
  › tauri-build [RUST]: 1.2.1,
  › tao [RUST]: 0.15.8,
  › wry [RUST]: 0.23.4,

App
  › build-type: bundle
  › CSP: unset
  › distDir: ../dist
  › devPath: http://localhost:5173/
  › framework: Vue.js
  › bundler: Rollup

App directory structure
  ├─ dist
  ├─ node_modules
  ├─ public
  ├─ .github
  ├─ src-tauri
  ├─ .git
  ├─ .vscode
  └─ src
✨  Done in 10.18s.
```


### Stack trace

_No response_

### Additional context

<img width="513" alt="image" src="https://user-images.githubusercontent.com/44690729/226843734-a40c4344-d4d2-43c4-ac3b-ee8cbf711634.png">
<img width="509" alt="image" src="https://user-images.githubusercontent.com/44690729/226843779-98c97a86-caf8-4155-a3de-b818ce30c860.png">
<img width="1064" alt="image" src="https://user-images.githubusercontent.com/44690729/226843818-9fa0e4d3-0933-41d7-9b49-25f73bca472c.png">
<img width="834" alt="image" src="https://user-images.githubusercontent.com/44690729/226843846-e5449161-4ce6-42b8-8be7-18802ce7f51c.png">
Repository: pytorch
Issue: torch.ops.aten.pow(2.0, 3) return unexpected value with complex type
Labels: module: internals,triaged,module: custom-operators

### 🐛 Describe the bug

torch.ops.aten.pow(2.0, 3) return unexpected value with complex type\

```python
torch.ops.aten.pow(2.0, 3)
```
Ideally it should return `8.0`, but it returns `(8.0+0j)`
![image](https://user-images.githubusercontent.com/29956693/226844140-486b11fd-b222-403c-829e-2abd4475d081.png)


### Versions

torch==2.1.0.dev20230320+cpu

cc @ezyang @bhosmer @smessmer @ljk53 @bdhirsh
Repository: opencv
Issue: cv::dnn::Net::forward() fails when use dynamic batch for onnx models
Labels: bug,category: gpu/cuda (contrib),category: dnn,category: dnn (onnx)

### System Information


OpenCV version: 4.6.0
Operating System / Platform: Ubuntu 18.04
Compiler & compiler version: GCC 7.5.0

### Detailed description

cv::dnn::Net::forward fails when use dynamic batch for onnx models, single input works but multi batch fails.

### Steps to reproduce

```
auto net = cv::dnn::readNet("models/det_cls/vehicle/resnet18-batch=N-color_view_0322_nhwc.onnx");
net.setPreferableTarget(cv::dnn::DNN_TARGET_CUDA);
net.setPreferableBackend(cv::dnn::DNN_BACKEND_CUDA);

auto image = cv::imread("test_video/3.png");
auto image2 = cv::imread("test_video/3.png");

// fails for 2 images
auto blob = cv::dnn::blobFromImages(std::vector<cv::Mat>{image, image2}, 1, cv::Size(224, 224), cv::Scalar(), true, false);

// works for single image
// auto blob = cv::dnn::blobFromImages(std::vector<cv::Mat>{image}, 1, cv::Size(224, 224), cv::Scalar(), true, false);


cv::Mat blob_new;
cv::transposeND(blob, {0, 2, 3, 1}, blob_new);   // NCHW -> NHWC

net.setInput(blob_new);
cv::Mat out = net.forward();  // crash here
std::cout << out << std::endl;

```

below is error message from console:
```
terminate called after throwing an instance of 'cv::Exception'
  what():  OpenCV(4.6.0) /***/opencv-4.6.0/modules/dnn/src/layers/../cuda4dnn/primitives/inner_product.hpp:61: error: (-215:Assertion failed) input_size == weightsTensor.get_axis_size(-1) in function 'forward'
```

onnx model attached, has dig for a while on google  but no results. thanks! 

https://drive.google.com/file/d/1XOvZvGyIYzbgmlXm80pbtOrbtMnPXem4/view?usp=sharing


### 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
- [ ] 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: rust
Issue: Rustc fails to normalize trait functions that have late-bound lifetimes
Labels: A-lifetimes,A-trait-system,T-compiler,C-bug

I tried this code:

```rust


trait Foo {
    type Item<'a>: 'a;
    
    fn foo<'a>() -> Self::Item<'a>;
}

struct Bar;

impl Foo for Bar {
    type Item<'a> = ();

    fn foo<'a>() -> () { () }

    // this works
    // fn foo<'a>() -> Self::Item<'a> { () }

    // this works too
    // fn foo<'a>() -> () where (): 'a { () }
}
```

[Playground link](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=12f22f6cd54ea4280013f7ef1bc2a05c)

I expected to see this happen: Successful compilation

Instead, this happened: `error[[E0195]](https://doc.rust-lang.org/stable/error_codes/E0195.html): lifetime parameters or bounds on method `foo` do not match the trait declaration`

A workaround to this issue is using associated generic type in impl, add trivial where clause `(): 'a` or
add dummy argument that uses the lifetime

### Meta
`rustc --version --verbose`:
```
rustc 1.68.0 (2c8cc3432 2023-03-06)
rustc 1.70.0-nightly (22f247c6f 2023-03-13)
```
Repository: rust
Issue: marker traits, cannot prefer impl with no bounds 
Labels: T-compiler,C-bug,F-marker_trait_attr,S-bug-has-test

tracked in test suite as `tests/ui/marker_trait_attr/overlapping-impl-1-modulo-regions.rs`, only relevant after #102472
```rust
// known-bug: #109481
//
// While the `T: Copy` is always applicable when checking
// that the impl `impl<T: Copy> F for T {}` is well formed,
// the old trait solver can only approximate this by checking
// that there are no inference variables in the obligation and
// no region constraints in the evaluation result.
//
// Because of this we end up with ambiguity here.
#![feature(marker_trait_attr)]

#[marker]
pub trait F {}
impl<T: Copy> F for T {}
impl<T: 'static> F for T {}

fn main() {}
```
Repository: angular
Issue: Srcset attribute does not support SafeUrls
Labels: area: core,core: DOM rendering,core: sanitization

### Which @angular/* package(s) are the source of the bug?

platform-browser

### Is this a regression?

Yes

### Description

The source srcset attribute does no longer require to use a SafeUrl and this was removed in an earlier version of Angular. However, it does not work if a SafeUrl is provided. I expect it to work if a SafeUrl is used, like how it works for the img src attribute.

If you inspect the source code in the provided stackblitz, you can see that the generated srcset value is garbled with a warning, effectively breaking the html markup. The img src works just fine even though it uses a SafeUrl.

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/angular-ectvia?file=src/main.ts

### Please provide the exception or error you saw

```true
<source srcset="SafeValue must use [property]=binding: https://www.google.com/images/branding/googlelogo/2x/googlelogo_color_92x30dp.png (see https://g.co/ng/security#xss)">
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 15.2.2
Node: 16.13.0
Package Manager: npm 8.1.0
OS: win32 x64

Angular: 15.2.2
... animations, cli, common, compiler, compiler-cli, core, forms
... language-service, platform-browser, platform-browser-dynamic
... router, service-worker

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1502.2
@angular-devkit/build-angular   15.2.2
@angular-devkit/core            15.2.2
@angular-devkit/schematics      15.2.2
@schematics/angular             15.2.2
rxjs                            7.8.0
typescript                      4.9.5
```


### Anything else?

_No response_
Repository: kubernetes
Issue: Do not use StrategicMergePatch for mocking server side apply with in unit tests
Labels: kind/bug,kind/cleanup,sig/api-machinery,lifecycle/frozen,needs-priority,triage/accepted

This is the problematic code: https://github.com/kubernetes/kubernetes/blob/3cf9f66e90d560ac080687610933c712bcf37b39/staging/src/k8s.io/client-go/testing/fixture.go#L184 introduced in https://github.com/kubernetes/kubernetes/pull/113304.

As discussed: https://github.com/kubernetes/kubernetes/pull/113304#discussion_r1144111578 this might be providing misleading unit test results, covering some real life subtle bugs.

The approach is to revert the change, the unit tests which use this change should be adjusted to provide a custom reactor which handles the patches, as suggested here: https://github.com/kubernetes/kubernetes/pull/113304#discussion_r1144715681.
Repository: stable-diffusion-webui
Issue: [Bug]: webui-user.bat Error Code 1
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 tried webui-user.bat, I downloaded pip, got python 10.6, and downloaded everything else. I got 

stderr:
Python was not found; run without arguments to install from the Microsoft Store, or disable this shortcut from Settings > Manage App Execution Aliases.

Launch unsuccessful. Exiting.
Press any key to continue . . .

### Steps to reproduce the problem

1. Go to Stable Diffusion
2. Press webui-user.bat
3. Tada!


### What should have happened?

I should have gotten a link

### Commit where the problem happens

Access is denied. Couldn't launch python  exit code: 1  stderr: Python was not found; run without arguments to install from the Microsoft Store, or disable this shortcut from Settings > Manage App Execution Aliases.  Launch unsuccessful. Exiting. Press any key to continue . . .

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

Windows

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

Google Chrome

### Command Line Arguments

```Shell
No
```


### List of extensions

AdBlock-Best Ad Blocker
Behind The Overlay
Enable Right Mouse Click
I don't care about cookies
Noisli
Opera Ad Blocker
Project Naptha
Return YouTube Dislike
Rick Roll Detector
Show Password - View password behind dots
TinEye Reverse Image Search

### Console logs

```Shell
Access is denied.
Couldn't launch python

exit code: 1

stderr:
Python was not found; run without arguments to install from the Microsoft Store, or disable this shortcut from Settings > Manage App Execution Aliases.

Launch unsuccessful. Exiting.
Press any key to continue . . .
```


### Additional information

_No response_
Repository: deno
Issue: fetchWithInvalidContentLength and fetchConnectionError are flaky on Windows
Labels: tests,flaky

These tests started failing with https://github.com/denoland/deno/commit/2fcf1f14cf29bb68995f652f93a4f6e3cb55c8d7, which is completely not related to fetch implementation. The errors happen only on Windows release build and we are unable to reproduce them locally.
Repository: vscode
Issue: Always show arrow in suggest item
Labels: feature-request,ux,suggest

# Problem 

It's quite hard to discover that one can enable "show hover for suggest items" by clicking on an arrow that only appears when you hover over the item. (I personally even created a stackoverflow [question](https://stackoverflow.com/questions/64184920/vs-code-documentation-on-completion-not-shown) about this some time ago)

<img width="722" alt="image" src="https://user-images.githubusercontent.com/16353531/226919226-e1594eca-4229-407a-b06f-79632a573aa3.png">

<img width="716" alt="image" src="https://user-images.githubusercontent.com/16353531/226919178-bcc75aa5-9c94-4dd5-b98b-00b67a0e5d82.png">

<img width="1048" alt="image" src="https://user-images.githubusercontent.com/16353531/226919191-d44894e5-c630-4252-b800-4e26be706d85.png">

# Suggestions

1. I propose that we have that arrow always shown at the end of the suggest item. 
2. Or have the hover on-by-default, and then collapsable. 

It could also change direction if the "show hover" is enabled.
Repository: storybook
Issue: [Bug]: Storybook fails to regenerate react docs in HMR - v7
Labels: bug,react,typescript,builder-vite,argtypes,sev:S2

### Describe the bug

I am trying the latest storybook version and came across an issue that took me a while to find. When am running storybook in dev mode, using vite as a framework, any change I make on my code is tracked and triggers a HMR. Essentially, this is an HTTP request that fetches the latest changes of my component. As long as I am not changing anything related to the types of my component, the component will run as expected and I won't notice any issues, but if I change the types of my component, the [react-docgen](https://github.com/storybookjs/storybook/blob/next/code/frameworks/react-vite/src/plugins/react-docgen.ts) fails to trigger and updates the docs of my component. In order to pull the latest type changes, I need to restart the storybook server, which is not very convenient 

### To Reproduce

1. Run storybook server with `yarn storybook`.
2. Navigate to http://localhost:6006 and select the Button story.
3. Open the `Button.tsx` file and add update the `ButtonProps` type adding a new property. Add a `console.log` somewhere within the compoent using the new prop. 
4. Save the file and move back to the browser. You should see a new line in the terminal saying `hmr update` and a new request triggered in the Network tab related to `Button.tsx` file. Even if the new file includes the new logic I have added in my component, react-docgen didn't trigger a new generation, meaning that the docs still lacking the new prop I have added

[Repository](https://github.com/MarioSimou/storybook-regenerate-react-docs-hmr)

![bug-2](https://user-images.githubusercontent.com/32243459/226925018-57c8f1d2-470a-4495-a082-620f72101cf3.png)
![bug-4](https://user-images.githubusercontent.com/32243459/226925029-28872dec-58e4-4ec7-a30e-f23d2d4c0392.png)


### System

```shell
Environment Info:

  System:
    OS: Linux 5.15 Ubuntu 20.04.5 LTS (Focal Fossa)
    CPU: (16) x64 AMD Ryzen 7 PRO 6850U with Radeon Graphics
  Binaries:
    Node: 18.14.2 - ~/.nvm/versions/node/v18.14.2/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v18.14.2/bin/yarn
    npm: 9.5.0 - ~/.nvm/versions/node/v18.14.2/bin/npm
  Browsers:
    Chrome: 108.0.5359.124
    Firefox: 111.0
  npmPackages:
    @storybook/addon-essentials: ^7.0.0-rc.5 => 7.0.0-rc.5 
    @storybook/addon-interactions: ^7.0.0-rc.5 => 7.0.0-rc.5 
    @storybook/addon-links: ^7.0.0-rc.5 => 7.0.0-rc.5 
    @storybook/blocks: ^7.0.0-rc.5 => 7.0.0-rc.5 
    @storybook/react: ^7.0.0-rc.5 => 7.0.0-rc.5 
    @storybook/react-vite: ^7.0.0-rc.5 => 7.0.0-rc.5 
    @storybook/testing-library: ^0.0.14-next.1 => 0.0.14-next.1
```


### Additional context

_No response_
Repository: godot
Issue: MP3 importer works incorrectly
Labels: bug,topic:audio,topic:import

### Godot version

4.0 mono

### System information

windows10

### Issue description

The specific mp3 audio imported within the editor does not play clearly

### Steps to reproduce

1.Download this audio file
[tapSound.zip](https://github.com/godotengine/godot/files/11040836/tapSound.zip)
2.Play using the system player
3.Play after import to Godot editor
4.Compare the sound when played twice


### Minimal reproduction project

N/A
Repository: godot
Issue: 2D Inverse Kinematics do not work when parent node has negative X Scale
Labels: bug,confirmed,topic:animation,topic:2d

### Godot version

4.0.1 Mono

### System information

Windows 10

### Issue description

When a Node2D has its scale set to -1 on the X axis to flip the rig, IK no longer correctly paths to its targets. This happens for all types of IK Skeleton Modifications.

In the attached example, I have a TwoBoneIK, and a LookAt which should be positioned on top of the logo.

With a basic rig an a Normal Scale (1,1):
![image](https://user-images.githubusercontent.com/109925/226932290-6b6d7a73-21b9-4450-9471-98ecf70cca94.png)

With a basic rig on a Flipped Scale (-1,1):
![image](https://user-images.githubusercontent.com/109925/226932391-732d0242-2e51-4eaa-adfa-3d0c9c682322.png)


### Steps to reproduce

Create a basic Skeleton2D Rig, Apply any SkeletonModification2D* onto it, and then flip the parent's X scale to -1.

### Minimal reproduction project

[SkeletonIKTest.zip](https://github.com/godotengine/godot/files/11040974/SkeletonIKTest.zip)
Repository: rustdesk
Issue: Add support for mousepads on clients (Touchpad gestures, zoom and scrolling)
Labels: enhancement

### Description

First of all: thank you for the great work!
It works very well but I have 1 issue that is really bothering me:
I am controlling several Windows desktop cpmputers from my Macbook Pro.
I can't scroll or zoom in the remote Windows computers using 2-finger gestures on my Macbook-touchpad. As a workaround, I have to drag the scrollbars to scroll.
Please add support for 2-finger scrolling at least.

### Impact

All users that are using laptops as clients

### Additional Context

_No response_

-------
- [x] windows as controlled side #5049 
- [ ] mac/linux as controlled side