sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ant-design
Issue: Form.List 的 Add 導致全部底下的組件都渲染
Labels: Inactive,⚡️ Performance

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/dong-tai-zeng-jian-qian-tao-zi-duan-antd-5-2-0-forked-00w3sq?file=/demo.tsx)

### Steps to reproduce

Form.List內如果組件過多在新增的時候都會重複的重新渲染組件導致組件一多會有效能以及卡頓的問題出現

### What is expected?

會一直有不必要的渲染

### What is actually happening?

不必要的組件渲染

| Environment | Info |
| --- | --- |
| antd | 5.2.0 |
| React | 18.2.0 |
| System | Ubuntu20.04 |
| Browser | Chrome109.0.5414.119 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: create-react-app
Issue: react-scripts start bug: Class extends value undefined is not a constructor or null
Labels: needs triage,issue: bug report

### Describe the bug

It seems like the build process changed and now throws an error where there previously wasn't one. In `react-scripts` version `4.0.3` everything works just fine, whereas in version `5.0.1` I get the error `Class extends value undefined is not a constructor or null`.

### Did you try recovering your dependencies?

Yes, I tried multiple setups and multiple repos. The error does not seem to be npm-version dependent. 
npm: 8.1.2

### Which terms did you search for in User Guide?

webpack, require, setup

### Environment

Environment Info:

  current version of create-react-app: 5.0.1
  running from C:\Users\main\AppData\Local\npm-cache\_npx\c67e74de0542c87c\node_modules\create-react-app

  System:
    OS: Windows 10 10.0.19044
    CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
  Binaries:
    Node: 16.13.1 - C:\Program Files\nodejs\node.EXE
    Yarn: Not Found
    npm: 8.1.2 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Spartan (44.19041.1266.0), Chromium (101.0.1210.53)
    Internet Explorer: 11.0.19041.1566
  npmPackages:
    react: 18.0.0 => 18.0.0
    react-dom: 18.0.0 => 18.0.0
    react-scripts: 5.0.1 => 4.0.3
  npmGlobalPackages:
    create-react-app: Not Found

### Steps to reproduce

[my example repo](https://github.com/MajorMeerkatThe3rd/react-viewer)
1. Go to the repository that I just created for this. 
2. Try `npm start` with the version `4.0.3` and version `5.0.1`. For `5.0.1` you will get the mentioned error in the console. 
3. For `4.0.3` everything works as expected.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Stable Diffusion x2 latent upscaler
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 ?

Implement https://huggingface.co/stabilityai/sd-x2-latent-upscaler

Allows 2x upscaling in latent space

### Proposed workflow

Should be an upscaling option like the other methods provided.

### Additional information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: MAT Outpaint
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 ?

Implement this to make outpainting much better: [Hugging Face SD Mat Outpainting](https://huggingface.co/spaces/Rothfeld/stable-diffusion-mat-outpainting-primer)

I think this will benefit outpaint a lot here is why:
It seems that most "bad" outpaintings seem to decide the wrong way when denoising at the start, this leads to the denoising creating objects or patterns that don't quite match the original image and look wrong/cropped. This proposed solution quickly creates an estimate of the outpainting, getting the colors quite accurately, then we diffuse the rest of the image from that essentially doing img2img to our noise given by the Mat Outpaint.

This significantly improves outpainting quality as it eliminates cropping (unless the MAT outpaint has screwed up which happens way less than SD screwing up with the initial few steps of denoise) and Stable Diffusion is much better at outpainting when the patterns are already kinda there compared to pure random noise.

### Proposed workflow

1. Go to img2img
2. Press Script
3. Select "Mat Outpainting"
4. Take settings from poorman's outpainting + add settings from the demo [Hugging Face SD Mat Outpainting](https://huggingface.co/spaces/Rothfeld/stable-diffusion-mat-outpainting-primer)
5. When "Generate" is pressed, the mat outpainting creates the rough outpaint with the mask, this mask and rough outpaint is then fed to img2img so that SD diffuse the outpainted section fully rather than leaving a rough "draft" outpaint.


### Additional information

This may also be implemented in the form of a script/extension.
Repository: PowerToys
Issue: Settings: update, error, retry
Labels: Issue-Bug,Priority-3,Cost-Small

### Microsoft PowerToys version

0.70

### Installation method

PowerToys auto-update

### Area(s) with issue?

Settings

### Steps to reproduce

- Click <kbd>Update</kbd>
- Wait for error (possibly bad connection or whatever)
- Click <kbd>Retry</kbd>

### ✔️ Expected Behavior

Neutral color and text, because a new attempt has been started

### ❌ Actual Behavior

![image](https://github.com/microsoft/PowerToys/assets/65828559/07eb3e9b-38c1-4f23-8033-30f1f34ce162)
Repository: godot
Issue: Unexpected behaviour of overlapping occluders 
Labels: discussion,topic:rendering,topic:2d

### Godot version

v3.5.1.stable.official [6fed1ffa3]

### System information

macOS Monterey, 12.6 (also looks the same when I build project for iPhone)

### Issue description

In example project I have one Light2D and two round Sprites2D. Each sprite has sphere normal map and LightOccluder2D as a child. Each occluder polygon is round drawn counter clockwise and its cull_mode is set to clockwise. In some cases (I can't figure in which exactly) when sprites (and hence occluders polygons) intersect area of intersection appears to be lightened - you can see it in the picture, look at the intersection of yellow and green sprites.
<img width="256" alt="Screenshot 2023-02-09 at 23 41 32" src="https://user-images.githubusercontent.com/15971235/217901278-9266350b-7ccc-4ff5-bb0d-3a6a45101777.png">

And this is what I expect:
<img width="251" alt="Screenshot 2023-02-09 at 23 43 15" src="https://user-images.githubusercontent.com/15971235/217901560-71cf12d3-be37-42fb-9f76-f5874e854efe.png">

I'm not sure if it's a bug. Once it's not, I would like to know how to fix this please. Probably it can be solved if every light is in own layer and every sprite has many occluders - one for each layer. But this approach may result in bad performance because of big amount of nodes so I hope there is another solution. In my work project there could be much more than one light source and more sprites.

It's interesting, that changing order of sprites in a scene tree fixes this problem but in my work project I generate nodes programmatically and
1) I don't now in which order I should rearrange sprites
2) Some couples of sprite look like expected while other are not what confuses me even more.

### Steps to reproduce

Create scene like this
<img width="225" alt="Screenshot 2023-02-09 at 23 37 12" src="https://user-images.githubusercontent.com/15971235/217900183-70e9c3a1-aec0-4709-b50d-8f41ea50f183.png">
don't forget to
1) add normal map for each sprite
2) add occluder and set corresponding to polygon's direction cull_mode different from "Disabled"
3) turn on shadows on Light2D

or just load my example project
https://github.com/LittleToky/overlapping_occluders_example

### Minimal reproduction project

[overlapping_occluders_example.zip](https://github.com/godotengine/godot/files/10700368/overlapping_occluders_example.zip)
Repository: excalidraw
Issue: Renaming scenes
Labels: Excalidraw+

When renaming scenes from the dashboard view and using the "Rename" selection from "..." icon, the Dashboard scene name is not changed.

To recreate:
 - Dashboard view
 - "..." icon
 - Rename selection
 - enter new name for scene and "Rename scene"
 - Look at the Dashboard scene name for the item.  (unchanged)
Repository: flutter
Issue: [go_router] `_debugKnownRoutes` does not print nested routing for `ShellRoute`
Labels: c: new feature,package,c: proposal,P3,p: go_router,team-go_router,triaged-go_router

## Use case
When you have a complex app it's feels hard to quickly to understand the router structure.
There is a debug function that prints the route structure on rote creation but it does not print nested elements for 
`ShellRoute`.

<img width="994" alt="image" src="https://user-images.githubusercontent.com/6721286/217912087-fa5a5081-0f69-47f3-845c-6ae471123864.png">


## Proposal
Output the full router structure including nested `routes` in tree view in console
Repository: rust
Issue: An enum with one variant that directly contains PhantomData should be FFI-safe.
Labels: A-FFI,C-bug

I tried this code:

```rust
use core::marker::PhantomData;

#[repr(C)]
enum TheEnum {
    VariantWithPhantomData(u8, PhantomData<String>),
//    VariantWithStruct(StructWithPhantomData),
}

#[repr(C)]
struct StructWithPhantomData(u8, PhantomData<String>);

extern "C" fn demo(_x: TheEnum) {}
```

I expected to see no warnings about `TheEnum`.

Instead, this happened: 

```
warning: `extern` fn uses type `TheEnum`, which is not FFI-safe
  --> src/lib.rs:12:24
   |
12 | extern "C" fn demo(_x: TheEnum) {}
   |                        ^^^^^^^ not FFI-safe
   |
   = note: this enum contains a PhantomData field
note: the type is defined here
  --> src/lib.rs:4:1
   |
4  | enum TheEnum {
   | ^^^^^^^^^^^^
   = note: `#[warn(improper_ctypes_definitions)]` on by default
```

If I move the `PhantomData` to a struct (see `VariantWithPhantomData`), then the problem goes away. The problem goes away **even if I leave the original variant that it previously complained about**.

### Meta

This reproduces back to at least Rust 1.56 and to recent nightly versions:

`rustc --version --verbose`:
```
rustc 1.69.0-nightly (f3126500f 2023-02-02)
binary: rustc
commit-hash: f3126500f25114ba4e0ac3e76694dd45a22de56d
commit-date: 2023-02-02
host: aarch64-apple-darwin
release: 1.69.0-nightly
LLVM version: 15.0.7
```
Repository: flutter
Issue: [macOS] refactor embedderAPI related code to a common place to be later shared with iOS
Labels: platform-ios,engine,platform-mac,P2,team-ios,triaged-ios

Details in this [doc](https://docs.google.com/document/d/11OvV57ctWl6Os-lqBKxHmjzYNFVd4qgUeOXqqgWzu2g/edit#)

This refactoring is going to be split into smaller patches:

- [ ] Move macOS FlutterDartProject to darwin/common, rename it to FlutterBaseDartProject, create a new macOS FlutterDartProject that inheritance FlutterBaseDartProject
- [ ] Create a darwin/embedder folder with its own BUILD.gn. Create a new target in the BUILD.gn called embedder. Move FlutterExternalTexture to this folder and add it to the embedder target.
- [ ] Move FlutterTextureRegistrarDelegate (in FlutterTextureRegistrar.h) into a separate file under darwin/embedder, move FlutterRenderer to darwin/embedder, create FlutterPresenter protocol, and make FlutterViewEngineProvider to confirm the protocol.
- [ ] Move FlutterTextureRegistrar to darwin/embedder. Temporarily making FlutterEngine to be the FlutterTextureEmbedderAPIDelegate.
- [ ] Move FlutterRenderer to darwin/embedder
- [ ] Move FlutterEngineHandlerInfo to darwin/embedder
- [ ] Create FlutterEmbedderAPIBridge, move all the embedderAPI related code in FlutterEngine to FlutterEmbedderAPIBridge. Make FlutterEngine own an instance of FlutterEmbedderAPIBridge.

A working prototype of the entire refactoring can be found here: https://github.com/flutter/engine/pull/39307
Repository: vscode
Issue: Selecting text highlighting in large files silently drops highlighting of occurrences
Labels: feature-request,editor-highlight

Type: <b>Bug</b>

1. In a large text file with many occurances of the same text (example: [tsFsLog.txt](https://github.com/microsoft/vscode/files/10700648/tsFsLog.txt))
2. Go to the bottom of the file and select a common string (`node_modules` in my example)

**Bug**
Occurrences at the top are highlighted but occurrences of the same text lower in the file, including in the current view area, are not. There is no feedback about these highlights being dropped

![Screenshot 2023-02-09 at 10 59 42 AM](https://user-images.githubusercontent.com/12821956/217912713-cfdb1c30-9f59-4868-b6ae-3b1f0a82346e.png)


VS Code version: Code - Insiders 1.76.0-insider (Universal) (853b32bad26ed5ffe2d29b95be45adc7f753e35a, 2023-02-09T05:23:48.935Z)
OS version: Darwin x64 22.3.0
Modes:
Sandboxed: Yes

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz (16 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|2, 3, 3|
|Memory (System)|32.00GB (0.54GB free)|
|Process Argv|--crash-reporter-id 48781ca2-1705-4f64-9bab-325055aab55d|
|Screen Reader|no|
|VM|0%|
</details>
<!-- generated by issue reporter -->
Repository: TypeScript
Issue: Path completions suggest hidden directories such as `.git`
Labels: Bug,Domain: Completion Lists,Rescheduled

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms
- Path completions
- Path suggestions
- hidden

### 🕗 Version & Regression Information

5.0 beta, not a regression

### Repo

1. In a git repo, trigger path suggestions:

```js
import { } from './';
```


### Bug
We show suggestions for hidden directories that start with `.`, such as `.git`:

![Screenshot 2023-02-09 at 11 13 16 AM](https://user-images.githubusercontent.com/12821956/217914746-7430cfa7-bb0d-49f3-8932-1fc50952b458.png)

These show at the top of the suggestion list and should likely be excluded
Repository: flutter
Issue: Storing keystore in environment variable instead of key.properties
Labels: c: new feature,platform-android,tool,t: gradle,c: proposal,P3,team-android,triaged-android

<!-- Thank you for using Flutter!

     If you are looking for support, please check out our documentation
     or consider asking a question on Stack Overflow:
      * https://flutter.dev/
      * https://api.flutter.dev/
      * https://stackoverflow.com/questions/tagged/flutter?sort=frequent

     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill out the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
-->

## Use case

To build and release a Flutter app, it's [recommended](https://docs.flutter.dev/deployment/android#reference-the-keystore-from-the-app) that the keystore properties be stored in a file called `key.properties`:

```ini
storePassword=<password from previous step>
keyPassword=<password from previous step>
keyAlias=upload
storeFile=<location of the key store file, such as /Users/<user name>/upload-keystore.jks>
```

and then in the `build.gradle` file, the values are loaded from that file:

```gradle
   def keystoreProperties = new Properties()
   def keystorePropertiesFile = rootProject.file('key.properties')
   if (keystorePropertiesFile.exists()) {
       keystoreProperties.load(new FileInputStream(keystorePropertiesFile))
   }

   signingConfigs {
       release {
           keyAlias keystoreProperties['keyAlias']
           keyPassword keystoreProperties['keyPassword']
           storeFile keystoreProperties['storeFile'] ? file(keystoreProperties['storeFile']) : null
           storePassword keystoreProperties['storePassword']
       }
   }
   buildTypes {
       release {
           signingConfig signingConfigs.release
       }
   }

```

## Proposal

Why don't we simply load the keystore properties from the system env variables? Like this:

```gradle
   signingConfigs {
       release {
           keyAlias System.getenv("keyAlias")
           keyPassword System.getenv("keyPassword")
           ...
       }
   }
```

This way, we will be also able to load those values from GitHub secrets when building the apk file in GitHub Actions. So what's the point or benefit of having a `key.properties` file?
Repository: TypeScript
Issue: Duplicate auto-import completions when ATA transitively installs a different version of something installed locally
Labels: Bug,Domain: JavaScript,Domain: Auto-import

# Bug Report


Repro: see completions for `Minipass` in the `npm/cli` repo. One is from the locally installed dependency, and the other is in the ATA cache because `@types/fs-minipass` (installed by ATA) depends on a different version of `minipass` than the one locally available. It doesn’t seem possible/correct for ATA to filter this dependency out since the locally available one doesn’t match the version required by `@types/fs-minipass`, so the ExportInfoMap should filter this out.
Repository: godot
Issue: CharacterBody3D gets stuck against RigidBody3D box
Labels: bug,topic:physics

### Godot version

v4.0.rc6.mono.official [0cd148313]  (Last tested on Mon Feb 27 05:57:26 PM CST 2023)

### System information

`Linux x1e2 6.1.8-artix1-1 #1 SMP PREEMPT_DYNAMIC Sun, 29 Jan 2023 17:17:21 +0000 x86_64 GNU/Linux`

### Issue description

After making a basic FPS CharacterBody3D that moves across a CSG world with a default-sized RigidBody3D in the scene, I noticed that if I run against the box, 75% of the time I get stuck against the corner of the box instead of sliding off.


https://user-images.githubusercontent.com/32113038/217924177-65e35592-8a04-4429-a95c-e684a8c23722.mp4



### Steps to reproduce

Clone and run the project at https://github.com/cptchuckles/godot4-poking-around

Use WASD to run up against the box

Observe stickage

### Minimal reproduction project

https://github.com/cptchuckles/godot4-poking-around
Repository: pytorch
Issue: DISABLED test_pickle_nn_RNN_eval_mode_cuda_float64 (__main__.TestModuleCUDA)
Labels: module: rnn,triaged

Platforms: linux
This test was disabled because it is failing on master ([recent examples](http://torch-ci.com/failure/test_pickle_nn_RNN_eval_mode_cuda_float64%2CTestModuleCUDA)).

cc @zou3519
Repository: terminal
Issue: 'Use parent process directory' not being respected for new Tabs
Labels: Help Wanted,Issue-Bug,Area-UserInterface,Product-Terminal,Priority-3

### Windows Terminal version

1.16.10262.0

### Windows build number

10.0.2621.1105

### Other Software

_No response_

### Steps to reproduce

I have my WT setup so my default profile is lauch as admin and with the 'Use parent process directory' checked for starting directory. I then have all my other profiles set to 'Use parent process directory' for starting directory as well.

1. Use the context menu to launch Windows Terminal from a folder.
2. WT will launch default profile in the directory of the folder it was launch
3. Opening a new Tab launches the new profile to the 'C:\Windows\System32' folder

### Expected Behavior

Each new tab opened with different profiles should open in the same directory that WT was launched from

### Actual Behavior

Each new tab is launch to the 'C:\Windows\System32' folder.
Repository: godot
Issue: ShapeCast3D & SpringArm(3D) return incorrect collision length when shape intersects at the origin (GodotPhysics)
Labels: bug,confirmed,topic:physics,topic:3d

### Godot version

3.5.1 stable & 4.0 RC1

### System information

Linux Mint 20.2 Cinnamon

### Issue description

This issue is a rewrite of #47093 for clarification. It is related to #66072 and #71566.

[This comment in the latter closed issue above](https://github.com/godotengine/godot/issues/71566#issuecomment-1385838157) describes the issue pertaining to `ShapeCast3D`:

> The bug here is that `get_closest_collision_safe_fraction()` and `get_closest_collision_unsafe_fraction()` both return `1.0` if the shape is already intersecting from the initial position where the cast starts. This is a bug in `GodotPhysicsDirectSpaceState3D::cast_motion`.

The same behavior occurs with `SpringArm(3D)`, in either 3.5.1 with GodotPhysics or 4.0 RC1. When using the `SpringArm` node with Bullet Physics in 3.5.1, the problem does not occur.

In the bugged condition, the children of the `SpringArm(3D)` tunnel into the shape it is colliding with. Similarly, any logic that relies upon the `SpringArm(3D)`'s `get_hit_length()` or the safe/unsafe fractions of the `ShapeCast3D` node will also produce erroneous results.

### Steps to reproduce

I have included a new reproduction project for 4.0 RC1 that demonstrates the issue for both nodes at once. Simply play the included scene.

### Minimal reproduction project

[Tunneling Repro.zip](https://github.com/godotengine/godot/files/10701596/Tunneling.Repro.zip)
Repository: godot
Issue: Improve visibility of light clustering artifacts to ease shader troubleshooting
Labels: enhancement,discussion,topic:shaders

### Godot version

4.0 RC1

### System information

Windows 10, GTX 1650

### Issue description

![image](https://user-images.githubusercontent.com/70982565/217941545-f3566618-2e02-4ec1-aeb7-b1324f0b1567.png)

specular does not seem to react proper to multiple lights as only one seems to be showing up at a time (The Light is behind the model btw, theres also a second light in front which should also be displaying specular along with the one  behind but it isn't)
![image](https://user-images.githubusercontent.com/70982565/217941684-e7f9d4c3-8956-48ce-a04c-9a3953ac7ca6.png)

This is the code i am using which works in 3.x as seen in the screenshot am about to provide below

![image](https://user-images.githubusercontent.com/70982565/217941827-b3362399-cd5b-4789-b131-118a983899b3.png)

the second specular is a bit dark as the lightsource being used is a bit darker, but otherwise both are working correctly in 3.x


Theres also one more bug that happens thats likely connected to the bug i am reporting that happens if using an Omni Light and direction light at the same time

![image](https://user-images.githubusercontent.com/70982565/217942084-f20979f6-3f30-42a8-baad-c2e7cf030b00.png)

Also this bug has existed since one of the 4.0 betas, which one i don't currently remember

### Steps to reproduce

Simply follow the shader code in the screenshots, i'll also provide the shader itself too

### Minimal reproduction project

[The shader.zip](https://github.com/godotengine/godot/files/10701654/The.shader.zip)
Repository: PowerToys
Issue: Rename existing files with the same name when copying or cutting
Labels: Needs-Triage

### Description of the new feature / enhancement

An option to rename the file you copy to a folder where another file with the same name exists.

### Scenario when this would be used?

When you copy or cut a file and paste it into a folder with a file of the same name, the options you are presented with are to overwrite the file, skip copying, or review both files, with the latter option to number the files .

### Supporting information

_No response_