sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: create-react-app
Issue: Infinite sockjs-node xhr_streaming error - but not when in incognito
Labels: needs triage,issue: bug report

I have a CRA (not ejected) and it just infinitely makes `eventSource` and `xhr_streaming` 404 errors (see image below). The app is not ejected.

I have package.json `proxy: <my api server>`. 

The thing is, I do not have this error when I'm in incognito mode. 

I can provide more details, but I'm hoping someone can give me an idea of what this might be.
Repository: godot
Issue: Pixel Art Scaling Shader in a SubViewportContainer works in the editor but not when the game is run
Labels: discussion,needs testing,topic:2d

### Godot version

Godot Engine v4.0.2.stable.official.7a0977ce2

### System information

Windows 10, Vulkan, NVIDIA GeForce RTX 3060 Ti (Driver 531.29)

### Issue description

So I have been reading up how to fix the issues with scaling pixel art so it doesn't appear jittery in Godot 4, and the best solution I've found is to apply a shader to every Sprite that handles that automatically while keeping the Linear filter on. Which allows for a very smooth and sharp look. 
This shader: https://godotshaders.com/shader/sub-pixel-accurate-pixel-sprite-filtering/

Applying the shader to every single sprite and tilemap is kinda annoying, so instead someone suggested using a SubViewportContainer with a SubViewport, then putting the scene under that SubViewport, then apply the shader on the container and that seems to work well in the editor, but when you run the game, it seems like it works until you move or zoom in.

I don't know if I'm doing something wrong or if this is a bug really.
I included the minimum project with some very simple stuff like moving with arrow keys and zoom.
![godot_g9QZt61VR2](https://user-images.githubusercontent.com/49660810/234439587-4b4144d4-67cf-4d54-80aa-1c6e9176e9a1.png)
![godot_Bp6c2kC0EI](https://user-images.githubusercontent.com/49660810/234439597-ea2d3667-31e7-4156-b144-9b547c7d7c49.png)

### Steps to reproduce

Open the project, run the project, move or zoom in, and then the issue appears.

### Minimal reproduction project

[Minimum.zip](https://github.com/godotengine/godot/files/11327935/Minimum.zip)
Repository: pytorch
Issue: Add compile option -Werror=return-type compile error
Labels: module: build,triaged,actionable

### 🐛 Describe the bug

When I add -Werror=return-type to the compilation option, the following error occurs during compilation.
```
/data/vcpkg/buildtrees/libtorch/src/v1.12.1-d15308d103.clean/aten/src/ATen/native/Convolution.cpp: In function ‘at::Tensor at::native::_convolution_mode(const at::Tensor&, const at::Tensor&, const c10::optional<at::Tensor>&, at::IntArrayRef, c10::string_view, at::IntArrayRef, int64_t)’:
/data/vcpkg/buildtrees/libtorch/src/v1.12.1-d15308d103.clean/aten/src/ATen/native/Convolution.cpp:920:1: error: control reaches end of non-void function [-Werror=return-type]
  920 | }
      | ^
cc1plus: some warnings being treated as errors
```

### Versions

The version I am using is 1.12.1

cc @malfet @seemethere
Repository: godot
Issue: OptionButton Icon texture type cannot be changed in inspector only in Item list
Labels: bug,topic:editor,confirmed,topic:gui

### Godot version

3.5.1-stable

### System information

Windows 10

### Issue description

When using the option button Icon type cannot be changed in the inspector. You need to choose the icon type using the item list editor first.
Opening the item list editor after changing the icon in the inspector:
![Screenshot 2023-04-26 105808](https://user-images.githubusercontent.com/69948205/234439253-a009a0d3-6dee-47a5-a05e-3f8d0eede0d1.png)
Project running vs inspector
![Screenshot 2023-04-26 110619](https://user-images.githubusercontent.com/69948205/234440080-b254362e-9183-4598-8134-0ef0c1a61ecf.png)
Switching to the next item and back shows it is empty again
![Screenshot 2023-04-26 105841](https://user-images.githubusercontent.com/69948205/234439257-369ad0fe-1953-4c0e-abc1-41bbd839deb6.png)

In item list setting icon as GradientTexture and afterwards in inspector as AtlasTexture
![Screenshot 2023-04-26 120451](https://user-images.githubusercontent.com/69948205/234448229-e8b4bd5b-fc45-47b1-afbf-f77ad9fb9407.png)
Playing scene shows no texture (GradientTexture was empty) while inspector is still showing AtlasTexture
![Screenshot 2023-04-26 110619](https://user-images.githubusercontent.com/69948205/234448458-474d6b11-9300-4177-b180-544b8a42da78.png)
Switching Selected off item and back again in inspector shows icon has switch back to GradientTexture


### Steps to reproduce

Create an OptionButton. Use the list editor at the top to add items and click ok. Change the icon texture using the inspector. Then switch to the next item in the inspector and back. The texture will be gone.

Add a icon in List editor and click ok. Change the icon texture type in the inspector. Then switch to the next item in the inspector and back. The texture will revert to texture type chosen in list editor.

### Minimal reproduction project

[OptionButton_Bug.zip](https://github.com/godotengine/godot/files/11328347/OptionButton_Bug.zip)

Can be replicated in new project
Repository: stable-diffusion-webui
Issue: [Feature Request]: Support for batch img2img processing in the API
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 ?

As the title says, I've searched high and low in the API and haven't been able to see an option for calling the img2img endpoint while in batch mode. Does this exist?

If it doesn't, this feature would be really nice if added.

Currently the work around is obviously to just call all of the images in your directory in a loop using regular img2img endpoint over and over, but it feels wrong to do this out of conjunction with the UI that can obviously do batch processing.

Let me know!

Thank you.

### Additional information

1. Checked the endpoints documentation in /docs/
2. Searched in issues
3. Tried testing possible options in the img2img api to pass a batch input / output directory - no luck
Repository: PowerToys
Issue: Feature: Registry Preview -- Show current values for entries that .reg file would add/edit
Labels: Idea-Enhancement,Product-Registry Preview

### Description of the new feature / enhancement

Please would it be possible to:
1. Add a column to the preview panel showing the current value next to the values from the .reg file
2. Highlight (e.g. with bold / colour-coding) where the `.reg` file would change | add | delete values

![PowerToys Registry Preview - Suggestion (change highlighting)](https://user-images.githubusercontent.com/37931190/234466720-ff4a5977-afe0-42d6-a001-82915ea9ff66.jpg)
[NB: colours purely indicative]

### Scenario when this would be used?

- The ability to preview (and so check before applying) is great, but context and current information is key to understanding the impact of applying a `.reg` file
- This would help users better understand the changes that a given `.reg` file would make the registry and so better decide whether to execute it or not
- This would help tasks like troubleshooting whereby users would be able to see (know) "I've already applied this `.reg` file", or "This .`reg` file I've been told to run probably won't make any difference as it looks like all the values it sets are already set that way"... Rather than the current, more "apply this `.reg` file blindly and see what it does" approach we are essentially forced to follow today

> To clarify, I am not criticising PowerToys for this in any way, simply acknowledging the limitations of the current situation whereby we all have to double-click and .reg file and see then test that it had the desired effect, etc

***

**EDIT:** This request was modified after posting to roll-in the suggestion of highlighting and colour-coding values that were added, changed and deleted, previously raised separately as #25722
Repository: pytorch
Issue: add github check that diffs generated code
Labels: triaged,module: infra,module: codegen

### 🚀 The feature, motivation and pitch

PyTorch relies heavily on generated code. We should make the experience around that in CI better for authors and reviewers both.

We should add a check that generates all the code at the base ref and the head ref and diffs them. If there are differences we should add a link to a page that renders the diffs and perhaps also add a label on the PR.

We may want to go even further by requiring review and approval of diffs to generated code through some mechanism.

### Alternatives

An alternative could be to provide a command that authors and reviewers both can run to generate and compare the generated code, but I think it's even better if that is done automatically as proposed.

### Additional context

_No response_

cc @ezyang @bhosmer @bdhirsh
Repository: storybook
Issue: [Bug]: CRA 5 with Storybook 7 - compilation failed in dev mode
Labels: bug,needs triage

### Describe the bug

A newly created app based on CRA v5 + Storybook 7 fails to compile (`npm start`):
```
ERROR in ./src/App.tsx 1:40-143
Module not found: Error: You attempted to import /.../examples/cra-storybook7/node_modules/react-refresh/runtime.js which falls outside of the project src/ directory. Relative imports outside of src/ are not supported.
```

### To Reproduce

* Init a new app based on CRA and typescript template: `create-react-app my-app --template typescript`
* Add Storybook 7: `npx storybook@latest init`. Alternatively, use the repro project: https://github.com/react-buddy/examples/tree/master/cra-storybook7
* Start the dev server: `npm start`

### System

_No response_

### Additional context

Potentially the issue may be related to several `react-refresh` instances in the dependency tree, brought by storybook packages:

```
npm ls -a
```

│ ├─┬ @storybook/preset-react-webpack@7.0.7
...
│ │ ├── react-refresh@0.11.0


├─┬ @storybook/preset-create-react-app@7.0.7
...
│ ├─┬ @pmmmwh/react-refresh-webpack-plugin@0.5.10
...
│ │ ├── react-refresh@0.14.0


### Workaround
removing excessive `react-refresh` instances from `node_modules` solves the issue
Repository: PowerToys
Issue: [Screen Ruler] Add a zoomed-in preview so you can look at the individual pixels for a more precise measurement
Labels: Idea-Enhancement,Product-Screen Ruler

### Description of the new feature / enhancement

[ShareX](https://github.com/ShareX/ShareX) is a free and open source screenshot tool, which is where I got this idea from for the screen ruler. See video below. When you take a screenshot that preview appears. Note the pointer location underneath the zoomed-in preview.

### Scenario when this would be used?

Whenever you wanted to measure something, it could tell you the pixel location and also let you more precisely measure things.

Snapping to the nearest color would also be neat.

### Supporting information

https://user-images.githubusercontent.com/49938263/234503086-4a26c489-b90c-4127-87b6-bb5e53f468fe.mp4
Repository: rust
Issue: Tracking Issue for num_midpoint
Labels: T-libs-api,C-tracking-issue

Feature gate: `#[feature(num_midpoint)]`, `#[feature(num_midpoint_signed)]` and `#![feature(const_num_midpoint)]`

This is a tracking issue for the midpoint function to `{u,i}{8,16,32,64,128,size}`, `NonZeroU{8,16,32,64,size}` and `f{32,64}`.

The midpoint function calculates the middle point of `lhs` and `rhs`.

### Public API

```rust
impl {u,i}{8,16,32,64,128,size} {
    pub const fn midpoint(self, rhs: Self) -> Self;
}

impl NonZeroU{8,16,32,64,size} {
    pub const fn midpoint(self, rhs: Self) -> Self;
}

impl f{32,64} {
    pub const fn midpoint(self, rhs: Self) -> Self;
}
```

### Steps / History

- [x] Implementation: https://github.com/rust-lang/rust/pull/92048
- [ ] Final comment period (FCP)[^1]
  - [x] For unsigned and floats variants https://github.com/rust-lang/rust/pull/131784#issuecomment-2417188117
  - [ ] For signed variants https://github.com/rust-lang/rust/pull/134340
- [ ] Stabilization PR
  - [x] For unsigned and floats variants https://github.com/rust-lang/rust/pull/131784
  - [ ] For signed variants https://github.com/rust-lang/rust/pull/134340

### Unresolved Questions

- Rounding of negative signed integer (current behavior is round towards ~~negative infinity~~ zero): https://github.com/rust-lang/rust/pull/92048#issuecomment-1522013473
   - As of https://github.com/rust-lang/rust/pull/132191 we round towards zero, as to be consistent with the obvious impl `(a + b) / 2`.
- ~~Whether it's commutative (some people want `midpoint(a, b) == midpoint(b, a)`, but others want a non-commutative definition)~~
   - The (unsigned) FCP proposed that it be commutative and that was accepted.

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: opencv
Issue: Cant Build for iOS
Labels: bug,category: build/install,platform: ios/osx

### System Information

I Used OpenCV 4.4 and 3.4 but the same error appers
Operating System /Platform: Monterey (Intel) x86_64
python version 3.11.3
GCC Version.: Apple Clang 12.0.0  

### Detailed description

```
-- Configuring incomplete, errors occurred!
============================================================
ERROR: Command '['cmake', '-GXcode', '-DAPPLE_FRAMEWORK=ON', '-DCMAKE_INSTALL_PREFIX=install', '-DCMAKE_BUILD_TYPE=Release', '-DIOS_ARCH=arm64', '-DCMAKE_TOOLCHAIN_FILE=/Users/jhaymendoza/gits/opencv/platforms/ios/cmake/Toolchains/Toolchain-iPhoneOS_Xcode.cmake', '-DCPU_BASELINE=DETECT', '/Users/jhaymendoza/gits/opencv', '-DCMAKE_C_FLAGS=-fembed-bitcode', '-DCMAKE_CXX_FLAGS=-fembed-bitcode']' returned non-zero exit status 1.
============================================================
Traceback (most recent call last):
  File "/Users/jhaymendoza/gits/opencv/platforms/ios/build_framework.py", line 120, in build
    self._build(outdir)
  File "/Users/jhaymendoza/gits/opencv/platforms/ios/build_framework.py", line 112, in _build
    self.buildOne(t[0], t[1], mainBD, cmake_flags)
  File "/Users/jhaymendoza/gits/opencv/platforms/ios/build_framework.py", line 206, in buildOne
    execute(cmakecmd, cwd = builddir)
  File "/Users/jhaymendoza/gits/opencv/platforms/ios/build_framework.py", line 39, in execute
    retcode = check_call(cmd, cwd = cwd)
              ^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/Library/Frameworks/Python.framework/Versions/3.11/lib/python3.11/subprocess.py", line 413, in check_call
    raise CalledProcessError(retcode, cmd)
subprocess.CalledProcessError: Command '['cmake', '-GXcode', '-DAPPLE_FRAMEWORK=ON', '-DCMAKE_INSTALL_PREFIX=install', '-DCMAKE_BUILD_TYPE=Release', '-DIOS_ARCH=arm64', '-DCMAKE_TOOLCHAIN_FILE=/Users/jhaymendoza/gits/opencv/platforms/ios/cmake/Toolchains/Toolchain-iPhoneOS_Xcode.cmake', '-DCPU_BASELINE=DETECT', '/Users/jhaymendoza/gits/opencv', '-DCMAKE_C_FLAGS=-fembed-bitcode', '-DCMAKE_CXX_FLAGS=-fembed-bitcode']' returned non-zero exit status 1.
```

### Steps to reproduce

 python3 platforms/ios/build_framework.py --iphoneos_archs arm64 --iphonesimulator_archs x86_64  ./build_xcframework

### 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
- [X] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: next.js
Issue: Rewrites not working with imported configs
Labels: Navigation

### 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 20:39:46 PST 2023; root:xnu-8792.81.3~2/RELEASE_ARM64_T6020
    Binaries:
      Node: 16.18.0
      npm: 8.19.2
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.3.2-canary.6
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true), Internationalization (i18n), Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://github.com/jaapaurelio/nextjs-rewrites

### To Reproduce

## Reproduce bug

Start the dev server:

```
npm run dev
```

Open [http://localhost:3000/en/foo](http://localhost:3000/en/foo)

Rewrite should render `/` page when opening `/foo`.

From what I understood, it is not working since `rewrites()` is mutating the original object.

If we set the rewrite rule directly in `next.config.js` it works, since it creates a new instance of the array every time.

Check `next.config.js` file to understand the issue. I left some workaround solutions that I'm using to avoid this bug.

The issue does not happen on the production build.

### Describe the Bug

Rewrites are not working when we make the config in an external file and import in `next.config.js`.

This happens when using App Dir and i18n config. Not sure if affects `Pages` directory.

From debugging, looks like `rewrites()` is mutating the original config and affecting the next interaction. 

### Expected Behavior

We can use external files to define our rewrite rules.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: opencv
Issue: Running `generate_onnx_models.py` fails with import error in opencv_extra
Labels: bug,category: dnn

### System Information

Running `generate_onnx_models.py` fails with import error

### Detailed description


```bash 
Traceback (most recent call last):
  File "generate_onnx_models.py", line 2207, in <module>
    class Resize_HumanSeg(paddle.nn.Layer):
AttributeError: module 'paddle' has no attribute 'nn'
```

### Steps to reproduce

```python
cd <opencv_extra>/testdata/dnn/onnx/
python generate_onnx_models.py
```

### 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
- [X] 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: deno
Issue: Provide more options for startTls
Labels: public API,suggestion,tls

StartTlsOptions only provide limited options for us. 
https://github.com/denoland/deno/blob/da23f7f8763cab90fbbf37d9c7cddf3758d7d364/ext/net/lib.deno_net.d.ts#L269

Is there any plan to add more options? example:https://dev.mysql.com/doc/refman/8.0/en/using-encrypted-connections.html

I think there are some thing important:
- something like `ssl-mode` to support fallback to non-tls and skip ca verify
- something like `tls-version` to choose the version of tls
Repository: ant-design
Issue: [antd5] menu折叠展开受控问题
Labels: 💡 Feature Request,Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/ce-bian-bu-ju-antd-5-4-5-forked-bgezig?file=/demo.tsx)

### Steps to reproduce

1.menu添加openKeys={openKeys} onOpenChange={onOpenChange}变成受控属性 
2.展开某个子菜单 
3.折叠侧边栏 
4.打开侧边栏 
5.打开侧边栏后，之前展开的子菜单被折叠了 

### What is expected?

希望我展开的子菜单在侧边栏折叠展开后还存在

### What is actually happening?

侧边栏折叠展开后，之前展开的子菜单被收起了

| Environment | Info |
| --- | --- |
| antd | 5.4.5 |
| React | 18 |
| System | mac |
| Browser | 112.0.5615.137（正式版本） (x86_64) |

---
1.首先说明一下为什么我的menu需要对openKeys进行受控。menu是home页面的菜单，用户刷新页面后或跳转到某个菜单页面时，侧边栏的菜单可以自动高亮和展开
2.侧边栏的折叠会触发menu的onOpenChange事件，并且事件参数是[]，导致我受控的openKeys变为空数组。能否在onOpenChange中多传递一个类型参数，让我区分是菜单整个的折叠还是SubMenu的折叠

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: material-ui
Issue: SpeedDial cannot have children other than SpeedDialAction
Labels: component: speed dial,package: material-ui,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:
https://codesandbox.io/s/admiring-moore-8ftlq3?file=/src/App.tsx

Steps:

1. Hover over SpeedDial and see no menu is shown
2. Comment out the two spans inside SpeedDial
3. Things work as expected


### Current behavior 😯

Cannot nest anything inside SpeedDial as it breaks SpeedDialActions

### Expected behavior 🤔

You should be able to nest other things inside SpeedDial around the SpeedDialActions.

### Context 🔦

The plan was to customise the SpeedDial by putting the SpeedDialActions inside a <Draggable> component, so the user can rearrange the order.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
Browser Chrome

System:
    OS: Windows 10 10.0.19042
  Binaries:
    Node: 19.3.0 - C:\Program Files\nodejs\node.EXE
    Yarn: Not Found
    npm: 8.15.1 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Spartan (44.19041.1266.0), Chromium (112.0.1722.58)
  npmPackages:
    @emotion/react: ^11.10.6 => 11.10.6
    @emotion/styled: ^11.10.6 => 11.10.6
    @mui/base:  5.0.0-alpha.126
    @mui/core-downloads-tracker:  5.12.1
    @mui/icons-material: ^5.11.16 => 5.11.16
    @mui/material: ^5.12.1 => 5.12.1
    @mui/private-theming:  5.12.0
    @mui/styled-engine:  5.12.0
    @mui/system:  5.12.1
    @mui/types:  7.2.4
    @mui/utils:  5.12.0
    @types/react: ^18.0.28 => 18.0.28
    react: ^18.2.0 => 18.2.0
    react-dom: ^18.2.0 => 18.2.0
    typescript: ^4.9.5 => 4.9.5
```
</details>
Repository: vscode
Issue: Standalone color picker doesn't work with multi-cursor
Labels: bug,editor-color-picker

Testing #180678

1. Create a few multiple cursors
2. Run `Show or Focus Standalone Color Picker`
3. Click `Insert`

🐛 The color only gets inserted in one cursor. I expected it to be inserted across all cursors.
Repository: pytorch
Issue: [Indexing] Incoherent Tensor indexing for nested lists
Labels: triaged,module: numpy,module: advanced indexing,module: edge cases

### 🐛 Describe the bug

The behavior of `pytorch.tensor.__getitem__()` is incoherent when using nested lists:

```python
import torch
t = torch.tensor([1, 2])

t[0].shape  # torch.Size([])
t[[0]].shape  # torch.Size([1])
t[[[0]]].shape  # torch.Size([1]) <--- No dimension added here
t[[[[0]]]].shape  # torch.Size([1, 1]) <--- Subsequent shapes are thus off by 1 dimension
```

That behavior is not observed with tensordict or numpy, where dimensions are added as expected.
```python
import numpy as np
nd = np.array([1, 2])

nd[0].shape  # ()
nd[[0]].shape  # (1,)
nd[[[0]]].shape  # (1, 1)
nd[[[[0]]]].shape  # (1, 1, 1)
```

### Versions

PyTorch version: 2.0.0
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 13.3.1 (arm64)
GCC version: Could not collect
Clang version: 14.0.3 (clang-1403.0.22.14.1)
CMake version: Could not collect
Libc version: N/A

Python version: 3.10.8 (main, Nov 24 2022, 08:08:27) [Clang 14.0.6 ] (64-bit runtime)
Python platform: macOS-13.3.1-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Apple M1 Pro

Versions of relevant libraries:
[pip3] numpy==1.24.2
[pip3] torch==2.0.0
[pip3] torchrl==0.1.0+9a85f45
[conda] numpy                     1.24.2                   pypi_0    pypi
[conda] torch                     2.0.0                    pypi_0    pypi
[conda] torchrl                   0.1.0+9a85f45             dev_0    <develop>

cc @mruberry @rgommers @ezyang @gchanan @zou3519