sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Bug]: exit code 9009 error
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

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

### What happened?

tried executing the file "webui-user.bat" as instructed on a guide for cloning and using this... on my first machine, a slow intel based laptop(upgraded to win11), it works fine, and does the installing torch thing, although thats as far as ive gotten before trying this on my more beefy desktop rig running an AMD 3900x processor and an AMD Radeon 5700xt with 8GB VRAM... when i install python 3.10 and git(same installers copied from laptop) then copy over the git clone command and clone this git, it seems to work...

all that said, the issue is that my expensive machine (with python installed) running Win10, has problems loading "webui-user,bat" and spits out an error(have tried running without @ECHO OFF to try and isolate the issue as well as without "--medvram" parameter) as shown in below picture(with @ECHO ON) (also note python was installed with PATH option turned on in both machines, otherwise everything is installed at default options)


![error_115523](https://user-images.githubusercontent.com/46207342/204121456-f4f70bd9-c92a-4c9c-bf87-67cadd008350.png)


what's stupid is, i didn't get redirected to the windows store in windows 11 upon running python, but it appears i might be in windows 10 for some reason? if it's found to not be an issue specifically with your code but with python, as it appears is the case, can you provide a workaround in future for those who don't use the windows store version of python(and don't wish to with a passion)?

### Steps to reproduce the problem

1: install GIT and python 3.10
2: clone git to local folder(with no spaces in name)
3: run webui-user.bat
4: get error on win10 machine where win11 machine doesnt get error

5: i have confirmed that for whatever reason opening cmd and typing "python" on my win11 install brings up the python console, whereas in win10 if you do the same command on my win10 system it forces me to the windows store page

### What should have happened?

should have went to the first run torch install, whatever torch is or does

### Commit where the problem happens

b5050ad2071644f7b4c99660dc66a8a95136102f

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

Windows

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

_No response_

### Command Line Arguments

_No response_

### Additional information, context and logs

might want to address the issue of python requiring to install the windows store version when you just installed it from the installer, as i've seen plenty of reviews from those who prefer the non-store version for whatever reason
Repository: next.js
Issue: CSS in app directory does not Hot Reload unless exporting a const string
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```    
Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 22.2.0: Tue Nov  8 21:14:46 PST 2022; root:xnu-8792.60.55.131.1~1/RELEASE_X86_64
    Binaries:
      Node: 16.18.1
      npm: 8.19.2
      Yarn: 3.2.1
      pnpm: N/A
    Relevant packages:
      next: 13.0.6-canary.1
      eslint-config-next: 13.0.5
      react: 18.2.0
      react-dom: 18.2.0
```

### What browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

### Describe the Bug

Many people are mentioning that css is not loading dynamically in app directory.

The fix for this (regardless of if we are in a page, layout, or a component unrelated) is to export any variable value.

I am using styled-components, but I confirmed this occurs for most styling 

```typescript
// app/ProfileLayout.tsx (or literally any file that will dynamically change styling / css)
'use client';

import React from 'react';

import styled, { css } from 'styled-components';

// without this, any changes to app require a full reload on every change
// the name can be anything and the value can be any string (i havent tested other values).
// but if you do not export a const on top of your Component then it will never reload the styling
// on HMR update!
// NOTICE: this is NOT a page or layout but the problem happens on ALL app directory components
export const d = 'FIX THIS PLEASE NEXT.JS';

export const Wrapper = styled.div`
  display: flex;
  > div {
    padding: 15px;
  }
`;

export function ProfileLayout({
  children,
  className,
}: {
  children: React.ReactNode;
  className?: string;
}) {
  return (
    <Wrapper>
      <div
        className={className}
        css={css`
          color: red;
        `}
      >
        Hi!
      </div>
    </Wrapper>
  );
}

```

Importantly highlighting this part:

```typescript
// without this, any changes to app require a full reload on every change
// the name can be anything and the value can be any string (i havent tested other values).
// but if you do not export a const on top of your Component then it will never reload the styling
// on HMR update!
// NOTICE: this is NOT a page or layout but the problem happens on ALL app directory components
export const d = 'FIX THIS PLEASE NEXT.JS';
```



### Expected Behavior

You should be able to hot reload styles/css in dev

### Link to reproduction - Issues with a link to complete (but minimal) reproduction code will be addressed faster

https://stackblitz.com/edit/vercel-next-js-nky5yl?file=app/ProfileLayout.tsx

### To Reproduce

Go to the `ProfileLayout.tsx` in the `app` directory.  You can not see style changes to the components unless the `export d = 'anything'` is exported.
Repository: pytorch
Issue: `torch.Tensor.flatten` Trigger Segmentation Fault when trying to provide and output named dim
Labels: module: crash,triaged,module: named tensor

## 🐛 Describe the bug

A test for `torch.Tensor.flatten` triggers segmentation fault when named dim is provided.

### Test
```python
import torch
def test():
    tensor = torch.rand([2, 3, 5, 7, 11], dtype=torch.float32)
    _ = torch.Tensor.flatten(tensor, 2, 9, 'features')

test()
```

### Error log
`segmentation fault`

## Versions

```
PyTorch version: 1.14.0a0+gitbdc9911
Is debug build: False
CUDA used to build PyTorch: 11.6
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (x86_64)
GCC version: (Ubuntu 11.3.0-1ubuntu1~22.04) 11.3.0
Clang version: 11.1.0-6
CMake version: version 3.22.1
Libc version: glibc-2.35

Python version: 3.10.6 (main, Nov  2 2022, 18:53:38) [GCC 11.3.0] (64-bit runtime)
Python platform: Linux-5.15.0-52-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 11.6.124
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration: 
GPU 0: NVIDIA GeForce RTX 3090
GPU 1: NVIDIA GeForce RTX 3090
GPU 2: NVIDIA GeForce RTX 3090

Nvidia driver version: 515.65.01
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_adv_infer.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_adv_train.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_infer.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_train.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_ops_infer.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_ops_train.so.8.4.1
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.21.5
[pip3] torch==1.14.0a0+gitbdc9911
[pip3] torchvision==0.13.1
[conda] blas                      1.0                         mkl  
[conda] cudatoolkit               11.3.1               h2bc3f7f_2  
[conda] mkl                       2021.4.0           h06a4308_640  
[conda] mkl-service               2.4.0            py39h7f8727e_0  
[conda] mkl_fft                   1.3.1            py39hd3c417c_0  
[conda] mkl_random                1.2.2            py39h51133e4_0  
[conda] numpy                     1.21.5           py39he7a7128_1  
[conda] numpy-base                1.21.5           py39hf524024_1  
[conda] numpydoc                  1.2                pyhd3eb1b0_0  
[conda] torch                     1.14.0a0+gitce2f870          pypi_0    pypi
```

cc @ezyang @gchanan @zou3519
Repository: PowerToys
Issue: 增强的屏幕截图工具
Labels: Needs-Triage

### Description of the new feature / enhancement

屏幕截图后可以固定在屏幕上，双击截图则取消固定，支持多个截图共存于屏幕

### Scenario when this would be used?

写代码，画画和设计ui图时需要将被参考的区域暂时固定到屏幕上

### Supporting information

参考          Snipaste
Repository: rust
Issue: Do not suggest introducing lifetime parameters in structs
Labels: A-diagnostics,T-compiler

Given the following code: [playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&code=struct%20Person%20%7B%0A%20%20%20%20name%3A%20%26str%2C%0A%7D%0A)

```rust
struct Person {
    name: &str,
}
```

The current diagnostic output includes a fix suggestion:

```
help: consider introducing a named lifetime parameter
  |
1 ~ struct Person<'a> {
2 ~     name: &'a str,
```

but a more common, better solution is to change the type instead:

```
help: consider using an owning type instead:

1 ~ struct Person {
2 ~     name: String,
```


Structs that actually are meant to be temporary views of data are less common, and likely to be used by programmers who already understand borrowing. OTOH it's very common for novices learning Rust to confuse Rust's references with owning data "by reference" in structs. Introduction of a lifetime in a struct that is not supposed to have one has serious consequences and sets up novice users for failure. It has an effect of virally introducing lifetime annotations and constraints throughout the program, causing unnecessary fights with the borrow checker.

It would be helpful to change the fix suggestion from `&'a T` to `Box<T>`, to steer users away from the gotcha of inappropriate temporary references in structs. On top of that to avoid relatively unusual `Box<str>` and `Box<[T]>` types, they could be special-cased to suggest their more common growable relatives like `String` and `Vec<T>`.
Repository: godot
Issue: Clarify `String.format()` accepting arrays of arrays as an alternative to dictionaries
Labels: topic:core,documentation

### Godot version

4.0.beta6.official (7f8ecffa5)

### System information

macOS, Mac mini, Intel UHD Graphics 630

### Issue description

![Xnip2022-11-27_20-54-02](https://user-images.githubusercontent.com/20790071/204136391-141054af-3412-4413-9b1d-3c08b91a4251.jpg)


### Steps to reproduce

```
var arr = [1, 2, 3]
#arr = [1, 2] # this line is correct
var template = "[Variant:{}] [type:{}] [value:{}]"
print(template.format([TYPE_ARRAY, typeof(arr), arr],"{}"))
```

### Minimal reproduction project

[20221127STRING_format_Error.zip](https://github.com/godotengine/godot/files/10098366/20221127STRING_format_Error.zip)
Repository: PowerToys
Issue: Additonal Customizable Top Bar 
Labels: Needs-Triage

### Description of the new feature / enhancement

I thikns wpud be niceto have some top bar (maybe with commander)  for development tools under some keyboard shortcut

### Scenario when this would be used?

Iit woud be used during any development purpouses 

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: attention slicing
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 ?

HuggingFace [recommends](https://huggingface.co/docs/diffusers/optimization/mps) using attention slicing on Apple Silicon (M1, M2). Is this supported in AUTOMATIC1111? Can it be added? 

> M1/M2 performance is very sensitive to memory pressure. The system will automatically swap if it needs to, but performance will degrade significantly when it does.
> 
> We recommend you use attention slicing to reduce memory pressure during inference and prevent swapping, particularly if your computer has lass than 64 GB of system RAM, or if you generate images at non-standard resolutions larger than 512 × 512 pixels. Attention slicing performs the costly attention operation in multiple steps instead of all at once. It usually has a performance impact of ~20% in computers without universal memory, but we have observed better performance in most Apple Silicon computers, unless you have 64 GB or more.
> 
> ```
> pipeline.enable_attention_slicing()
> ```

### Proposed workflow

_

### Additional information

_No response_
Repository: neovim
Issue: `WinScrolled` is not triggered during inital phase of `incsearch`
Labels: bug,needs:discussion,complexity:low,events

### Neovim version (nvim -v)

NVIM v0.9.0-dev-395+g3098064f3

### Vim (not Nvim) behaves the same?

Yes, see vim/vim#11628

### Operating system/version

EndeavourOS Linux x86_64 (6.0.10-arch2-1)

### Terminal name/version

st-0.9

### $TERM environment variable

st-256color

### Installation

appimage

### How to reproduce the issue

1. Create a config file (called 'init_winscrolled-incsearch.vim' in this example') with the following content:
```vim
let g:n = 0
au WinScrolled * let g:n = g:n + 1
set incsearch
```
2. `nvim -u init_winscrolled-incsearch.vim`
3. `:help`
4. `:echo g:n` and remember its value (should be 1).
5. Press `/` and type `within`. During that it should scroll window twice: at `wit` and `withi`.
6. Type `<C-c>` to abort search. It should scroll back to initial position.
7. `:echo g:n` still shows the same value as before, however, it should be increased by 3.

### Expected behavior

`WinScrolled` is triggered on every window scroll.

### Actual behavior

`WinScrolled` is not triggered during initial phase of `incsearch`.

**Note**: I first opened an issue in Vim (vim/vim#11628), but it seems that it won't get resolved there. So I decided to open it here now, as my use case is actually Neovim based.
Repository: godot
Issue: Tilemap with ysort enabled doesn't work together with regular sprite and ysort as parent
Labels: topic:core,topic:rendering,needs testing,topic:2d

### Godot version

v3.5.1.stable.mono.official [6fed1ffa3]

### System information

macOS Monterey 12.5.1 (21G83)

### Issue description

With a scene hierarchy like this where the TileMap has ysort enabled.
![image](https://user-images.githubusercontent.com/11780035/204148880-efac9da1-5c86-4164-97cf-5e59d13e586a.png)

The player-node's sprite does not correctly sort based on the y-position with the sprite from the TileMap.
If the player is instead made a child of the TileMap the y-sorting works correctly.
Having to make separate sprites a child of a TileMap heavily inconviences the setup of scene especially if multiple TileMaps are used and need to sort correctly with each and other regular Sprites.

### Steps to reproduce

1. Create the above hierarchy
 - YSort
 -- Sprite
 -- TileMap (with ysort enabled)
2. Start game
3. Move Sprite and observe it's not correctly sorting with the sprites of the TileMap


### Minimal reproduction project

N/A
Repository: rust
Issue: 32-bit mips target emits 64-bit instructions
Labels: A-LLVM,O-MIPS,T-compiler

I am initially a little hesitant to characterize this as a bug, or whether it is just me asking for help...

I recently added support for the `mipsel-unknown-netbsd` target to our rust package in our pkgsrc-wip github repository, and based on this I managed to cross-build a bootstrap kit for that target.  However, the resulting binaries fail to run on NetBSD's 32-bit ports, which use o32 ABI and have in general turned off support for 64-bit instructions.

The target spec calls for emitting instructions adhering to "mips3", which I think excludes any 64-bit instructions; the `rustc` target spec looks like this:

```
use crate::abi::Endian;
use crate::spec::{Target, TargetOptions};

pub fn target() -> Target {
    let mut base = super::netbsd_base::opts();
    base.max_atomic_width = Some(32);
    base.cpu = "mips3".into();

    Target {
        llvm_target: "mipsel-unknown-netbsd".into(),
        pointer_width: 32,
        data_layout: "e-m:m-p:32:32-i8:8:32-i16:16:32-i64:64-n32-S64".into(),
        arch: "mips".into(),
        options: TargetOptions {
            mcount: "__mcount".into(),
            endian: Endian::Little,
            ..base
        },
    }
}
```

However, despite this, we end up with 64-bit-only instructions in the output, ref.

```
q: {138} objdump -ldr /usr/pkg/bin/cargo | grep daddiu 
   dcbbc:       64010001        daddiu  at,zero,1
   dceec:       64010001        daddiu  at,zero,1
   dcf88:       64010001        daddiu  at,zero,1
   dd410:       64020001        daddiu  v0,zero,1
   dd428:       64420001        daddiu  v0,v0,1
   dd8b0:       64010001        daddiu  at,zero,1
   dd948:       64010001        daddiu  at,zero,1
^C
```

and trying to run it results in an "Illegal Instruction" signal and a core dump.

Now, I'm also not certain exactly what to blame, whether it's LLVM itself, or the coupling between rustc and LLVM.

Anyway, hints to get this fixed would be much appreciated.

Oh, yes, this is with code based on rust 1.65.0.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add support for "CLIP + VQGAN" Model
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 ?

Add model support for the CLIP + VQGAN model.

### Proposed workflow

1. Go to model selection.
2. Press model name (vqgan_imagenet_f16_16384.ckpt)
3. Generate


### Additional information

 currently it says this when placed in the models.
![image](https://user-images.githubusercontent.com/63294141/204150183-7efa0d2c-24de-4479-ad7f-37190ded786c.png)
after doing `--disable-safe-unpickle` it then says.
![image](https://user-images.githubusercontent.com/63294141/204150219-10d0f654-c348-496f-aac9-f82bca007578.png)
Currently in this zip https://drive.google.com/file/d/1-FVkiV8jYFiLh8XB48LHrHmx0TDtl_9J/view?usp=sharing
 it includes the model and the yaml file.
![image](https://user-images.githubusercontent.com/63294141/204150272-82bed20c-8e81-4c9a-9c71-29214d90a5cf.png)
Repository: godot
Issue: Restore Scenes On Load always focuses on last scene tab on project launch, not last focused scene tab
Labels: enhancement,topic:editor,usability

### Godot version

v4.0.beta.custom_build [767f8fb48]

### System information

Linux Ubuntu 20.04 with Unity desktop

### Issue description

When reopening my project, I noticed that the wrong scene kept being opened. At first, I thought that the previous scenes were not restored, and verified that Editor Setting "Restore Scenes On Load" was checked. It was, and the scenes were indeed restored, but the last scene tab is always focused on project launch. So, if you exit the editor with another scene than the last one opened, you'll expect it to be focused next, but instead, the last scene tab will be focused.

I don't know if it's by design, but I suspect it was just done like that, because it was the easiest to implement (as either focusing the first, or the last tab doesn't require extra saved information), without really taking this case into account. I checked the original issue https://github.com/godotengine/godot/issues/2385 and nobody mentions the precise behavior to expect when multiple scenes are restored. Since the main purpose of Restore Scenes On Load is to resume work where we were, and at first I though my last focused scene was not opened at all, I suppose focusing on the last scene still makes sense.

If this needs to be reopened as a suggestion though, I will do so.

### Steps to reproduce

1. Open at least 2 scenes
2. Focus on any non-last scene, such as the first one
3. Exit editor
4. Reopen project
Expected: non-last scene gets focused first
Actual: last scene always gets focused

### Minimal reproduction project

[v4.0.beta.custom_build [767f8fb48] - Scenes are Restored but last one is always focused.zip](https://github.com/godotengine/godot/files/10098894/v4.0.beta.custom_build.767f8fb48.-.Scenes.are.Restored.but.last.one.is.always.focused.zip)

It's just a project with 2 scenes.
Repository: rust
Issue: `unsafe_code` lint does not properly detect usages of `unsafe` functions when in an unsafe scope
Labels: A-lints,T-lang,T-compiler,C-bug,L-unsafe_code

<!--
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.
-->

This code:

```rust
fn uwu() {
    unsafe {
        #[forbid(unsafe_code)]
        let owo = (&1 as *const i32).read();
        dbg!(owo);
    }
}
```
[Playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=8719144958843eccae79d112912b9e33)

Does not produce an error for using unsafe code in an expression that is annotated with a `forbid(unsafe_code)`

Instead, this happened: program compiled without any output

The same issue occurs in several similar scenarios, such as inside an `unsafe fn` (when `unsafe_op_in_unsafe_fn` is not enabled)
```rust
unsafe fn uwu() {
    #[forbid(unsafe_code)]
    {
        let owo = (&1 as *const i32).read();
        dbg!(owo);
    }
}
```

### Meta
Reproduces on all of current stable, beta, and nightly:
Stable 1.65.0
Beta 1.66.0-beta.2
Nightly 1.67.0 2022-11-26 80a96467ec5675e9f696
Repository: svelte
Issue: Parent element behavior when transitioning out a child
Labels: transition/animation

### Describe the bug

I have a conditionally-rendered container with one child element. The child has a transition, and the parent has a dynamic class dependent on the same value as the conditional rendering. Something like this:

```svelte
{#if visible}
  <div class:visible>
    <div out:fade />
  </div>
{/if}
```

When I set `visible = false`, I would expect the parent to lose its `visible` class, the child to transition out, and then both elements to be removed from the DOM. (In the repl, I would expect the parent element's background to turn green during the transition.) Instead, the parent keeps the `visible` class during the transition.

### Reproduction

https://svelte.dev/repl/b46d1c0bf0224f269313783d01dc6e25?version=3.53.1

### Logs

_No response_

### System Info

```shell
Also reproduces in https://svelte.dev/repl.


  System:
    OS: macOS 13.0.1
    CPU: (8) arm64 Apple M1
    Memory: 45.73 MB / 16.00 GB
    Shell: 5.8.1 - /bin/zsh
  Binaries:
    Node: 18.10.0 - /opt/homebrew/bin/node
    Yarn: 1.22.17 - /opt/homebrew/bin/yarn
    npm: 8.19.2 - /opt/homebrew/bin/npm
  Browsers:
    Chrome: 107.0.5304.121
    Firefox: 107.0
    Safari: 16.1
  npmPackages:
    svelte: ^3.52.0 => 3.52.0
```
```


### Severity

annoyance