sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: `improper_ctypes` lint triggers on valid `#[repr(transparent)]` types
Labels: A-lints,T-compiler,C-bug,A-repr,L-improper_ctypes

### Code

```Rust
#[repr(C)]
pub struct Foo {
    inner: [u8; 0]
}

extern "C" {
    // Lint does not trigger, as expected
    pub fn foo(_: &Foo);
}

#[repr(transparent)]
pub struct Bar(Foo);

extern "C" {
    // Lint triggers unexpectedly
    pub fn bar(_: &Bar);
}
```


### Current output

```Shell
warning: `extern` block uses type `Bar`, which is not FFI-safe
  --> <source>:16:19
   |
16 |     pub fn bar(_: &Bar);
   |                   ^^^^ not FFI-safe
   |
   = note: this struct contains only zero-sized fields
note: the type is defined here
  --> <source>:12:1
   |
12 | pub struct Bar(Foo);
   | ^^^^^^^^^^^^^^
   = note: `#[warn(improper_ctypes)]` on by default

warning: 1 warning emitted
```


### Desired output

```Shell
The lint should not fire
```


### Rationale and extra context

Reproducible from Rust 1.57.0 (where `#[repr(transparent)]` on a zero-sized struct was made valid) to the current `nightly-2023-08-31`.


<!-- TRIAGEBOT_START -->

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Repository: node
Issue: Expose the default module resolver in a package
Labels: module,esm

Currently we can access the default `resolver` when in a `--loader` loader. However we can't access this loader from a regular program. I'd like to propose exposing this function as a regular function that can be imported at runtime for use with `vm.SourceTextModule` to create in-process loaders.

For example:

```js
import vm from 'vm';
import process from 'process';
import url from 'url';
import { resolver } from 'module';

const cwd = url.pathToFileURL(process.cwd() + '/');

class TestLoader {
  #cache = new Map();
  #realm = vm.createContext({});

  async #loadModule(url) {
    return new vm.SourceTextModule(await fsp.readFile(resolvedUrl, 'utf8'), {
      url: resolvedUrl,
      context: this.#realm,
    });
  }
  
  async #linker(module, specifier) {
    // --- Use node's resolution algorithm ---
    const resolvedUrl = resolver(module.url, specifier);
    if (this.#cache.has(resolvedUrl)) {
      return this.#cache.get(resolvedUrl);
    }
    const module = this.#loadModule(resolvedUrl);
    this.#cache.set(resolvedUrl, module);
    return module;
  }

  constructor() {
    // Setup test environment
    this.#realm.evaluate(`function deepEqual(a, b) { /* ... */ }`);
  }

  async runTest(file) {
    const module = this.#loadModule(resolver(cwd, file));
    await module.link((...args) => this.#linker(...args));
    module.instantiate();
    try {
      await module.evaluate();
      return { passed: true };
    } catch (error) {
      return { passed: false, error };
    }
  }
}
```
Repository: stable-diffusion-webui
Issue: [Feature Request]: choosing state of extra networks tabs to this from before "Always show extra networks tabs in the UI #11808"
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 ?

It would add an option to settings -> extra networks that would revert extra networks tabs to pervious look

How would i like it to work best case scenario would be to revert all changes to ui beside adding refiner and putting hi res fix to accordion.

Minimum would be to put extra networks back to its button

Why because new look looks way worse than previous including new buttons below generated image

Image is a proposed minimum that i was able to achieve sadly tabs themselfs are not functional 


### Proposed workflow

1. Go to settings and extra networks section
2. Enable previous look
3. Apply 


### Additional information

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/136343482/2898be15-29ca-4057-9674-568ea2fda373)
Repository: next.js
Issue: Global 404 page is not available for internationalization
Labels: bug

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/kjxbyz/next-app-i18n-404

### To Reproduce

1. `yarn && yarn dev`
2. `http://localhost:3000/test/zh/`
3. Accessing a non-existent route returns no custom 404 page

### Current vs. Expected behavior

`Current  behavior `: Accessing a non-existent route returns no custom 404 page.

`Expected  behavior `: Access a non-existent route and return a custom 404 page.

### 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: x64
      Version: Darwin Kernel Version 22.6.0: Wed Jul  5 22:21:56 PDT 2023; root:xnu-8796.141.3~6/RELEASE_X86_64
    Binaries:
      Node: 18.17.1
      npm: 9.6.7
      Yarn: 1.22.19
      pnpm: 8.6.12
    Relevant Packages:
      next: 13.4.19
      eslint-config-next: 13.4.19
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.2.2
    Next.js Config:
      output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Change prompt in the refiner process
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 ?

The refiner tool is pretty awesome; but one shortcoming I experienced is not being able to modify the prompt for the refiner.

If a prompt can be modified when the refiner starts, it can be helpful for when using models trained on different genres of pictures



### Proposed workflow

1. Go to Refiner
2. Modify the prompt in the refiner box to what the refiner checkpoint should be sent
3. ???
4. Click on generate


### Additional information

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/80486540/2d045217-da97-4169-a766-b70241cc7446)
Repository: godot
Issue: Failed to sign apk when exporting from Godot.app on macOS
Labels: bug,platform:android,platform:macos,topic:export

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - macOS 13.5.0 - Vulkan (Compatibility) - Apple M2 - Apple M2 (8 Threads)

### Issue description

Exporting android project fails to sign using apksigner when running godot from applications folder via Godot.app

 `All located 'apksigner' tools in /Users/pdanes/Library/Android/sdk/build-tools failed to execute`

However, when running godot executable from terminal via 
`/Applications/Godot.app/Contents/MacOS/Godot`
 or 
`open Godot.app`
 it succeeds.

### Steps to reproduce

**Using Application directory Godot.app**
1. Run Godot.app via Applications directory
2. Export android project via Project > Export > (select android export settings) > Export APK

Output:  
```
All located 'apksigner' tools in /Users/pdanes/Library/Android/sdk/build-tools failed to execute
```

Above also happens when using One Click Deploy

**Using the terminal**
1.a.Run godot from terminal by opening `/Applications/Godot.app/Contents/MacOS/Godot`
1.b. Run godot from terminal by running `open /Applications/Godot.app`
3. Select same project
4. Export android project via Project > Export > (select android export settings) > Export APK

Output:
```
Signing binary using: 
/Users/pdanes/Library/Android/sdk/build-tools/33.0.2/apksigner sign --verbose --ks <REDACTED> --ks-pass pass:<REDACTED> --ks-key-alias <REDACTED> /path/to/apk/export/game.apk
Signed
```


### Minimal reproduction project

N/A

I tested with a blank project setup to the bare minimum of requirements to export to android and have the same issue.
Repository: vscode
Issue: [serve-web, code tunnel, VSCode.dev] VSCode window in Safari or WKWebView becomes unresponsive to keyboard until reloaded
Labels: ios-ipados

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
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- VS Code Version: 1.82.0 insider commit f1302be1e67e3af5fbeb8bbb2ea784de7bc96150
- OS Version: iPadOS 17 Beta 8

Description: when using VSCode via serve-web or code tunnels in a browser window, bookmarked browser instance (saved to home screen), or WKWebView, the keyboard will no longer respond until the window is reloaded (Cmd-R)

Steps to Reproduce:

1. Open VSCode.dev or an instance running via serve-web or tunnels
2. Type in a document or use the keyboard in some way
3. Go to a different app for >3sec
4. Go back to VSCode and attempt to use the keyboard

This seems to have cropped up in the last day or two as it was working fine on Wednesday.
Repository: flutter
Issue: `Drawer` cannot be opened from `ScaffoldMessenger`
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

`ScaffoldMessenger` finds the current `Scaffold` so that a `SnackBar` can be opened on the current `Scaffold`. This replaces the previous use of `ScaffoldKey` for this purpose (which is useful, because you can't reuse the same `ScaffoldKey` twice in the build tree for two different `Scaffold`s).

https://docs.flutter.dev/release/breaking-changes/scaffold-messenger

However, this API does not include the ability to open or close a `Drawer` -- you still have to use `ScaffoldKey` for this.

### Proposal

Please extend `ScaffoldMessengerState` with the `Drawer` API -- `isDrawerOpen`, `openDrawer`, `closeDrawer`, etc.
Repository: PowerToys
Issue: Create marker lines on your screen to help line things up. Save and remember any number of lines.
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

"Can the functionality of ScreenMarkers be added? It refers to the continuous display of reference lines on the screen."

https://www.rollingdata.com/Downloads/Details/ScreenMarkers.asp
![image](https://github.com/microsoft/PowerToys/assets/30548000/69447df0-ca4a-4e93-9eaf-a6e36aae9cd5)

"This hasn't been updated for several years."

"Is it possible to add a similar functionality to the mouse's features, like this software, in order to achieve the continuous display of reference lines on the screen?"



### Scenario when this would be used?

"When doing screen design, the functionality of ScreenMarkers, which allows for the continuous display of reference lines on the screen, can be useful."

### Supporting information

_No response_
Repository: vscode
Issue: toggleFindWholeWord command does not work for Jupyter Notebooks
Labels: feature-request,notebook-find

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
It doesn't work in Insiders either
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.81.1 and 1.82.0-Insiders
- OS Version: Ubuntu 22.04.3

Steps to Reproduce:

1. Open a text document editor
2. Press the default keyboard shortcut for toggling find whole word (Ex. alt+w)
3. Observe that it works for the text document
4. Open a Notebook editor
5. Press the default keyboard shortcut for toggling find whole word
6. Observe that it does nothing for the Notebook
7. Create a keyboard shortcut for `toggleFindWholeWord` with no when-clause
8. Repeat and observe the same thing
Repository: stable-diffusion-webui
Issue: update API documentation
Labels: documentation

### 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 ?

I found that the interface parameters in the current interface and APi documentation are inconsistent. Can you update the API documentation? I really need it. Thank you.
For example, parameters related to the inpaint function in img2img
![微信图片_20230902145857](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/44966362/b194a354-a4cc-4b4f-a91b-40af971e8d39)
![微信图片_20230902145912](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/44966362/91acb35f-38e8-4c0c-945f-833ded1e33d0)


### Proposed workflow

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


### Additional information

_No response_
Repository: godot
Issue: Godot 3.5 creates 10 - 100 x storage size .scn // can't upload to .HTML . . .
Labels: needs testing,topic:import

### Godot version

3.5.2

### System information

Windows 10

### Issue description

For reasons can't make sense of, and the .tscn that are imported from .GLB are 10 - 20 x in the storage, and here are a few examples, or etc etc . . .

![image](https://github.com/godotengine/godot/assets/83387915/8a2d5792-a3e3-4882-bc6b-80ebb326b880)

the original .GLB is 1.5 MB, and then the ' scene ' is for two objects ( body, and mesh - hair ) made to . . .

5 MB for hair
17 MB for the rest

it's the same for everything else, and can't upload to itch - io, and then it says it's not allowed . . .

isn't the scene just a ' storage ' format, and that has editable stuff, and then shouldn't be 17 MB, or etc etc . . .

anyway, and not sure there's an import - setting, or have set something, or to import to ' multiple scenes ' . . .

### Steps to reproduce

uhhh, have no idea, and it's something worked on way ago, and however not sure why the problem, and then can't upload to .html - pages, or that it makes sense . . .

### Minimal reproduction project

not sure what has happened, and also trying to re-import doesn't do anything . . .
Repository: PowerToys
Issue: Power Rename Enumerate stopped working
Labels: Resolution-Already Fixed/Doesn't Apply,Needs-Team-Response

### Microsoft PowerToys version

0.73.0

### Installation method

Chocolatey

### Running as admin

No

### Area(s) with issue?

PowerRename

### Steps to reproduce

click on the "Enumerate" feature button

### ✔️ Expected Behavior

insert into file name (some number) 

Example:  (1234).txt


### ❌ Actual Behavior

nothing

Example: .txt

### Other Software

_No response_
Repository: PowerToys
Issue: PT Run Program: Add option to open with Intune Endpoint Privilege Management
Labels: Idea-Enhancement,Needs-Triage,Run-Plugin

### Description of the new feature / enhancement

PowerToys Run Program supports opening programs with Administrator / elevated. This doesn't work (just like "Restart PowerToys as administrator) if Microsoft[ Intune Endpoint Privilege Management](https://learn.microsoft.com/en-us/mem/intune/protect/epm-overview) (EPM) is used.

I would love to be able to start programs with PowerToys Run via the EPM UI, the respective call is: `C:\Program Files\Microsoft EPM Agent\EPMClient\EpmClientStub.exe <fullpath>` and results in the following window:

![image](https://github.com/microsoft/PowerToys/assets/2392217/a0d2f4cc-78ac-4f7a-9a1f-007bc15791a8)

The icon being used in the Windows Context menu is the EPM icon:
![image](https://github.com/microsoft/PowerToys/assets/2392217/0870fda2-f132-4055-b2f4-15d08b50c0ad)

For PowerToys Run I'd be fine with any icon, or maybe even a setting in the settings to "call custom executable with program as parameter" to not make this EPM specific? UX/UI would be perfect to add an icon next to the "start with administrator" icon here:
![image](https://github.com/microsoft/PowerToys/assets/2392217/7a277495-468a-47a8-871a-d1da724bf088)

TL;DR; Intune Endpoint Privilige Management can be used to disable local administrator access, but enables to elevate *.exe files leveraging EPM. This is different than standard Windows elevation (which would require a "real" admin account) which cannot be used.


### Scenario when this would be used?

Starting an executable using elevated privileges with Endpoint Privilege Management activated.

### Supporting information

_No response_
Repository: PowerToys
Issue: Text input for HSV sliders in Color Picker
Labels: Idea-Enhancement,Needs-Triage,Product-Color Picker

### Description of the new feature / enhancement

Having the integer text inputs for the values of Hue, Saturation and Value in order to be able to adjust the values on the fly.

![PowerToys ColorPickerUI_Gw8MXbZ0bn](https://github.com/microsoft/PowerToys/assets/3178634/175cfdac-7572-4c48-bada-6152fade64d2)


### Scenario when this would be used?

When selecting a color and trying to modify the values a bit.

### Supporting information

This is very useful when we want to decrease the values a bit specially when it comes to the brightness and saturation of colors.
Repository: next.js
Issue: No compression for webpack build cache in production
Labels: bug

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/vercel/next.js/pull/53427#issue-1830719637

### To Reproduce

This change disabled compression for webpack caching. For large projects this can drastically increase the cache size exceeding **Vercel 1GB** maximum build cache.
https://github.com/vercel/next.js/pull/53427#issue-1830719637
https://vercel.com/docs/deployments/troubleshoot-a-build#caching


### Current vs. Expected behavior

In the case of my project, the Vercel build cache was over 1GB and nothing was saved.
Without compresion:  **600MB**. 
With `compression:gzip` it becomes: **130MB**.

In my case I overwrote the webpack config, but I am not sure if no `compression` should be the default. It might also help if Vercel compresses the .next/cache files instead.
```tsx
webpack: (config, { isServer }) => {
    return { ...config, cache: { ...config.cache, compression: 'gzip' } }
  },
```

### 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: 18.17.1
      npm: 9.8.1
      Yarn: 1.22.19
      pnpm: 8.7.0
    Relevant Packages:
      next: 13.4.19
      eslint-config-next: 13.4.19
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.2.2
    Next.js Config:
      output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Additional context

_No response_
Repository: godot
Issue: static vars are not initialized & _static_init is not called on preloaded scripts by tool scripts
Labels: bug,discussion,topic:gdscript,topic:editor

### Godot version

v4.2.dev4.official [549fcce5f]

### System information

Godot v4.2.dev4 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 Ti (NVIDIA; 31.0.15.3667) - AMD Ryzen 9 7900X 12-Core Processor (24 Threads)

### Issue description

Static variables are not initialized  and the [static constructor](https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_basics.html#static-constructor) is not called on scripts preloaded by tool scripts.
If the preloaded script has the `@tool` annotation it is initialized/called.

This only affects scripts run in editor.

### Steps to reproduce

When opening the project and then opening the scene `node` you will see this console output:
```
_static_init of Node
_ready of Node
Node my_var: 32
OtherClass my_var: <null>
```
Which indicates that the static variables and the static constructor of the preloaded script is not initialized and run.

### Minimal reproduction project

[static-init.zip](https://github.com/godotengine/godot/files/12503790/static-init.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: 1.6.0 Hires. fix uses all memory on an AMD 7900 XT
Labels: bug-report,platform:amd

### Is there an existing issue for this?

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

### What happened?

I saw some reports about NVidia issues in v1.6.0, but none about AMD so far. When generating images using hires. fix, 99% (or more) VRAM is used and this can lead to either an out of memory error or my entire PC crashing.

I'm on Manjaro Linux with kernel 6.4.12, running v1.6.0 with python 3.11.3, torch 2.1.0 + rocm5.5. I also tried a fresh venv (this downloads rocm 5.6) but this issue still also happens then. Below are some screenshots showing GPU usage while generating 512x768 images with x1.5 hires fix:

v1.5.2
![sd_mem_1 5 2_3](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/53737317/635aa88a-34d8-453c-ad32-791edec92ca1)

v1.6.0
![sd_mem_1 6 0_3](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/53737317/02f04a13-aed7-456e-89b0-445a48a03a02)

Lower memory usage corresponds to the first pass, higher memory usage to the hires fix.

Here is the error message when I get the out of memory error:
```
OutOfMemoryError: HIP out of memory. Tried to allocate 5.70 GiB. GPU 0 has a total capacty of 19.98 GiB of which 5.66 GiB is free. Of the allocated memory 8.05 GiB is allocated by PyTorch, and 5.92 GiB is reserved by PyTorch but unallocated. If reserved but unallocated memory is large try setting max_split_size_mb to avoid fragmentation. See documentation for Memory Management and PYTORCH_HIP_ALLOC_CONF
```


### Steps to reproduce the problem

Generate images using hires fix (batch count > 1, I generally do 8, makes the error more likely to appear).
The above memory usage screenshots were obtained while generating 512x768 images upscaled x1.5 in the hires pass. I have previously (v1.5.2 and before) generated 960x540 images upscaled x2 with no issue at all using the same GPU and rocm version.
I used no extension during generation.

### What should have happened?

A 20 GB VRAM GPU should not run out of memory generating 512x768 upscaled x1.5, as seen in the v1.5.2 screenshots I get a maximum of 75% (about 15 GB).

### Sysinfo

[sysinfo-2023-09-02.txt](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/12504091/sysinfo-2023-09-02.txt)


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

Mozilla Firefox, Brave

### Console logs

```Shell
https://pastebin.com/K1vytEaw
```


### Additional information

As I have an AMD Ryzen 9 7900X CPU, I added `export ROCR_VISIBLE_DEVICES=0` to webui-user.sh to only use my GPU.