sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Bug]: WARNING:  Invalid HTTP request received.
Labels: bug-report

### Is there an existing issue for this?

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

### What happened?

if I use an Apache proxy I come across the error WARNING: Invalid HTTP request received. How to solve this

### Steps to reproduce the problem

1.create a revers proxy with apache 
2.try connecte
3. Check a log 

### What should have happened?

I should have had the page without problem
Error
Connection errored out.

### Sysinfo

.

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

_No response_

### Console logs

```Shell
venv "D:\ai\venv\Scripts\Python.exe"
==============================================================================================================
INCOMPATIBLE PYTHON VERSION

This program is tested with 3.10.6 Python, but you have 3.11.1.
If you encounter an error with "RuntimeError: Couldn't install torch." message,
or any other error regarding unsuccessful package (library) installation,
please downgrade (or upgrade) to the latest version of 3.10 Python
and delete current Python and "venv" folder in WebUI's directory.

You can download 3.10 Python from here: https://www.python.org/downloads/release/python-3106/

Alternatively, use a binary release of WebUI: https://github.com/AUTOMATIC1111/stable-diffusion-webui/releases

Use --skip-python-version-check to suppress this warning.
==============================================================================================================
fatal: not a git repository (or any of the parent directories): .git
fatal: not a git repository (or any of the parent directories): .git
Python 3.11.1 (tags/v3.11.1:a7a450f, Dec  6 2022, 19:58:39) [MSC v.1934 64 bit (AMD64)]
Version: 1.6.1
Commit hash: <none>
Launching Web UI with arguments:
no module 'xformers'. Processing without...
no module 'xformers'. Processing without...
No module 'xformers'. Proceeding without it.
Loading weights [6ce0161689] from D:\ai\models\Stable-diffusion\v1-5-pruned-emaonly.safetensors
Running on local URL:  http://127.0.0.1:7860

To create a public link, set `share=True` in `launch()`.
Creating model from config: D:\ai\configs\v1-inference.yaml
Startup time: 43.1s (prepare environment: 23.6s, import torch: 7.2s, import gradio: 2.8s, setup paths: 2.5s, initialize shared: 0.5s, other imports: 2.0s, setup codeformer: 0.2s, load scripts: 2.4s, create ui: 0.7s, gradio launch: 1.2s).
Applying attention optimization: Doggettx... done.
Model loaded in 43.0s (load weights from disk: 1.2s, create model: 1.6s, apply weights to model: 38.9s, apply half(): 0.2s, load VAE: 0.2s, calculate empty prompt: 0.6s).
WARNING:  Invalid HTTP request received.
WARNING:  Invalid HTTP request received.
WARNING:  Invalid HTTP request received.
WARNING:  Invalid HTTP request received.
WARNING:  Invalid HTTP request received.
WARNING:  Invalid HTTP request received.
```


### Additional information

_No response_
Repository: pytorch
Issue: Document required semantics of allocation functions in `CUDAPluggableAllocator`
Labels: module: docs,module: cuda,triaged,module: CUDACachingAllocator

### 📚 The doc issue

In https://pytorch.org/docs/stable/notes/cuda.html#using-custom-memory-allocators-for-cuda and https://pytorch.org/docs/stable/generated/torch.cuda.CUDAPluggableAllocator.html#torch.cuda.CUDAPluggableAllocator the signatures of the alloc and free functions one is required to implement for a custom allocator are documented.

(Aside, the signatures in the documentation do not match the source code, they use `ssize_t` rather than `size_t` for the number of bytes).

Specifically we must implement:
```
void *malloc(size_t bytes, int device, cudaStream_t stream);
void free(void *ptr, size_t bytes, int device, cudaStream_t stream);
```

However, the required semantics of these functions are not, AFAICT, documented anywhere. This is problematic when implementing these functions. For example, in RMM (https://github.com/rapidsai/rmm) the "memory resource" that manages allocations is created with some given device active. This device _must_ be the active one when allocating or deallocating memory using that memory resource.

We can arrange for this to be the case in our implementation of a pytorch plugin hook, but would rather not have to if pytorch guarantees that alloc and free will always be called with the current device set as the `device` argument to the relevant functions.

Having gone looking, I _think_ this is not guaranteed at present (and so we will arrange on our side).

### Suggest a potential alternative/fix

I think the implicit semantics are:

**for `malloc`**

Should return a pointer to an allocation on `device` of at least `bytes` bytes, stream ordered wrt `stream`. It is not guaranteed that the currently active device is the same as the device on which the allocation is requested. The returned pointers must be freed with the matching `free`.

**for `free`**
Should free a pointer to `bytes` bytes of memory, obtained by `malloc` on device `device`, stream-ordered wrt `stream`. It is not guaranteed that the currently active device is the same as the device on which the deallocation is requested.


cc @svekars @carljparker @ptrblck
Repository: pytorch
Issue: Precision Loss in JIT ScriptModule at float64 Tensor Init
Labels: oncall: jit

### 🐛 Describe the bug

When initializing values in a float64 tensor either with a list or element-wise, they are truncated to float32 precision in a JIT `ScriptModule`.

**Example**
```python
import torch

class PrecisionLoss(torch.nn.Module):
    def forward(self, value: float):
        l = [value]
        t1 = torch.tensor(l, dtype=torch.float64)
        t2 = torch.empty([1], dtype=torch.float64)
        t2[0] = value
        print(f'{l} -> t1: {t1.item()}, t2: {t2.item()}')

module = PrecisionLoss()
script = torch.jit.script(module)

value = 1 + 2**-23
module.forward(value)
script.forward(value)

value = 1 + 2**-24
module.forward(value)
script.forward(value)
```
**Output**
```
[1.0000001192092896] -> t1: 1.0000001192092896, t2: 1.0000001192092896
[1.0000001192092896] -> t1: 1.0000001192092896, t2: 1.0000001192092896
[1.0000000596046448] -> t1: 1.0000000596046448, t2: 1.0000000596046448
[1.0000000596046448] -> t1: 1., t2: 1.
```
The value in the tensor is truncated in the script module, even though local scalar and list variables are full precision.


### Versions

```
PyTorch version: 2.1.1
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 14.2 (arm64)
GCC version: Could not collect
Clang version: 15.0.0 (clang-1500.1.0.2.5)
CMake version: Could not collect
Libc version: N/A

Python version: 3.11.6 (main, Oct  2 2023, 13:45:54) [Clang 15.0.0 (clang-1500.0.40.1)] (64-bit runtime)
Python platform: macOS-14.2-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] torch==2.1.1
[conda] Could not collect
```

cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: next.js
Issue: For...in iterating once more than requested in FireFox 78
Labels: bug,TypeScript

### Link to the code that reproduces this issue

https://github.com/clemich/NextJSFirefoxIssue/tree/main/nextjs-blog

### To Reproduce

1. Download old Firefox version (https://ftp.mozilla.org/pub/firefox/releases/79.0/ or https://ftp.mozilla.org/pub/firefox/releases/79.0/win32/en-GB/ for FF 79 en-GB win32 PC)
2. Install FF
3. Start application
4. Launch app in FF 79 (cannot reproduce in latest ones)
5. Open FireFox JS console

### Current vs. Expected behavior

Because the table wich is iterating have 3 items, the expected behaviour is to have 3 "console.log" output. Here there is 4 output and it is not a expected behaviour.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Pro
Binaries:
  Node: 20.10.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.5-canary.9
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: N/A
Next.js Config:
  output: N/A
```


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

TypeScript (plugin, built-in types)

### Additional context

Bug appears first in next 13.5.1. In the previous version (13.4.19) it's working well.
Bug appears on local devmachine and as a selfhosted app in windows enrivonment.
The browser I've tested is FireFox 17.11 Newest FireFow and Chrome are OK but documentation says nextjs support Firefox 67+.

Many thanks
![Capture d'écran 2023-12-13 133932](https://github.com/vercel/next.js/assets/472722/2e209901-02ba-4d96-8063-455a73823da6)
![Capture d'écran 2023-12-13 134025](https://github.com/vercel/next.js/assets/472722/c121aa24-81e1-4dd1-946a-df7a300cedbe)
Repository: rust
Issue: rustdoc search: filter by fields on a given type using `.`
Labels: T-rustdoc,C-feature-request,A-rustdoc-search

I've caught myself many times trying to search for fields on a specific type by entering search queries like `tyctxt.types`, only to be greeted by *Query parser error: "Unexpected `.`"*.

I'd love rustdoc to find all fields named `field` defined (directly or indirectly via `Deref`) on “record types”[^1] matching path `path` given the input `path.field`.

For example, let's assume we are over at rustc's API docs and the query is `tyctxt.types`. Then, I'd expect rustdoc to find & link to [`rustc_middle::ty::context::GlobalCtxt.types`](https://doc.rust-lang.org/nightly/nightly-rustc/rustc_middle/ty/context/struct.GlobalCtxt.html#structfield.types) (`TyCtxt` derefs to `GlobalCtxt`).

We could even think about extending this feature to cover `path.field.subfield` in the future which would denote (pseudo) `⟨typeof ⟦path.field⟧⟩.subfield`, although that'd probably be quite hairy to implement performantly.

Related: #88660 (“item” kind filter `field`).

[^1]: Structs, tuple structs, enum variant structs and enum variant tuple structs.
Repository: storybook
Issue: [Bug]: Can't get Storybook to work with typescript-plugin-css-modules using SCSS #12464
Labels: question / support,compatibility with other tools,configuration babel / webpack,addon: styling

### Describe the bug

Styles are not loaded into the storybook where style named export is used
Example of story:
```js
// index.stories.tsx
import { ComponentStory, ComponentMeta } from '@storybook/react';

import './style.module.scss';

import { Button } from '.';

export default {
  title: 'shared/Button',
  component: Button,
  argTypes: {
    theme: {
      description: 'Вариант цветовой темы для кнопки',
      defaultValue: 'primary',
      options: [
        'primary',
        'transparent_default',
        'white',
        'second',
        'small',
        'small_active',
        'text', 'back',
        'mini_icon',
        'big_icon'
      ],
      control: {
        type: 'radio'
      }
    },
    children: {
      name: 'label',
      control: 'Text',
      description: 'Текст внутри кнопки',
      defaultValue: 'Открыть страницу профиля'
    },
    className: {
      description: 'Дополнительный класс для кнопки'
    },
    icon: {
      description: 'Иконка в кнопке'
    }
  }
} as ComponentMeta<typeof Button>;

const Template: ComponentStory<typeof Button> = (args) => <Button {...args} />;

export const Default = Template.bind({});
```
my main.js file:
```js
module.exports = {
  stories: [
    '../../src/**/*.stories.mdx',
    '../../src/**/*.stories.@(js|jsx|ts|tsx)'
  ],
  addons: [
    '@storybook/addon-links',
    '@storybook/addon-essentials',
    '@storybook/addon-interactions'
  ],
  framework: '@storybook/react',
  core: {
    builder: '@storybook/builder-webpack5'
  }
};

```

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: vscode
Issue: Diff: Move detection header is pushing line height by 1 pixel
Labels: bug,diff-editor

This is visible due to the _crack_ in the diagonal lines, right below each first line of each region in the right-hand side:

<img width="1153" alt="image" src="https://github.com/microsoft/vscode/assets/22350/8470d793-8024-428e-b278-00fa281705c9">
Repository: flutter
Issue: Add `itemExtent` and `prototypeItem` to `DropdownButton`
Labels: c: new feature,framework,f: material design,c: proposal,P2,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

As per #139908 and #52207, scrollbars are effectively unusable inside dropdowns with many items because of scroll animation jank.

### Proposal

`ListView` can mitigate the animation jank using fixed `itemExtent` for all items. I propose Flutter adds an equivalent mechanism to `DropdownButton`. It's a matter of passing those parameters from the constructor to the underlying `ListView`.
Repository: godot
Issue: Parameter hints doesing work in native editor
Labels: bug,topic:gdscript,topic:editor,usability,needs testing

### Tested versions

Reproducible in `Godot Engine v4.1.1.stable.mono.official` and `Godot Engine v4.2.1.stable.official`
**edited** Reproducible in `Godot Engine v3.5.3.stable.official`

### System information

windows 11 professional 23H2- Godot Engine v4.2.1.stable.official- Forwards+

### Issue description

Lsp is running correctly.
![image](https://github.com/godotengine/godot/assets/29420967/6fdb0992-2300-4bd2-8c65-80c9d7f30d40)
![image](https://github.com/godotengine/godot/assets/29420967/92616a94-9361-41cf-b4bc-299f1cb1b352)
![image](https://github.com/godotengine/godot/assets/29420967/26ec4f2d-8e5e-4396-ac44-d84c65f3f7be)
Function autocomplete works fine.
![image](https://github.com/godotengine/godot/assets/29420967/c5438806-2a35-48f5-a48c-fdbb70af320a)
But the parameter hint just wont came out.
![image](https://github.com/godotengine/godot/assets/29420967/6c8fd265-1ee3-4b7a-8d3a-32d42bcabc74)
And the vscode-godot-tools plugin is always initilizating when I turned on the outer editor option.
![image](https://github.com/godotengine/godot/assets/29420967/f24bc1a9-a1bc-4d69-8dc4-450ca7343f0e)



### Steps to reproduce

Open the godot engine.
Start a project.
Create a script.
*It happens*

### Minimal reproduction project (MRP)

N/A
Repository: flutter
Issue: Add `itemExtent` and `prototypeItem` to `DropdownMenu`
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

As per #139908 and #52207, scrollbars are effectively unusable inside dropdowns with many items because of scroll animation jank.
See #140054 for a similar issue about `DropdownButton`.

### Proposal

`ListView` can mitigate the animation jank using fixed `itemExtent` for all items. I propose Flutter adds an equivalent mechanism to  `DropdownMenu`. It seems to require some internal changes to `MenuAnchor` which is currently built as a `Flex` inside of `SingleChildScrollView`.
Repository: deno
Issue: `Deno.cron` Day-of-Week mismatch: Numeric weekdays off by one
Labels: needs discussion,ext/cron

**Version:** Deno 1.38.5

There is an inconsistency with the numeric representation of weekdays in the `Deno.cron` function, it is off by one compared to standards. 

**Expected Behavior:**

Based on conventional "system cron" logic (as detailed in the references listed below), the expression `* * * * 3` should denote every minute of every Wednesday. This follows the typical numbering of days where Sunday is 0, Monday is 1, and so forth.

References:

*   [Wikipedia's cron overview](https://en.wikipedia.org/wiki/Cron)
*   POSIX [crontab](https://www.unix.com/man-page/POSIX/1posix/crontab/)
*   IBM's documentation of [UNIX Cron](https://www.ibm.com/docs/en/db2/11.5?topic=task-unix-cron-format)
*   Kubernetes documentation of [Schedule syntax](https://kubernetes.io/docs/concepts/workloads/controllers/cron-jobs/#schedule-syntax)
*   The popular site [Crontab.guru](https://crontab.guru/#5_4_*_*_3)

**Actual Behavior:**

In Deno, the expression `* * * * 4` is required to trigger events every minute on Wednesdays. This originates from the Rust crate `saffron`. 

Saffron, as explained in a [Cloudflare blog post](https://blog.cloudflare.com/using-one-cron-parser-everywhere-with-rust-and-saffron/), is influenced by the (Java) Quartz scheduler's cron parser. Quartz adopts a different standard where the week starts with 1 (Sunday) and ends with 7 (Saturday). This is also documented in `saffron` [issue #19](https://github.com/cloudflare/saffron/issues/19).

**Concern:**

The main concern is the adoption of Quartz's weekday numbering in Deno, which contradicts the more widely accepted system cron standard (0 for Sunday, 1 for Monday, etc.).

**Alternative Solution:**

In response to this (and other issues with existing Rust cron implementations), I have created an alternative crate, [`croner`](https://github.com/Hexagon/croner-rust), which aims to align more closely with the standard cron behavior, and extend them with commonly adopted additional features. A detailed comparison between `croner` and the existing `cron` and `saffron` crates can be found at [Why Croner instead of Cron or Saffron?](https://github.com/hexagon/croner-rust#why-croner-instead-of-cron-or-saffron) (Disclaimer: This comparison is based on my own quick tests, as documentation for the other crates is limited.).
Repository: godot
Issue: Targeting internal engine elements with AnimationPlayer
Labels: discussion,topic:editor,topic:animation

### Tested versions

Working in 4.2

### System information

Windows 10

### Issue description

By manually adding `../..`s to the target node's path in an animation you can select internal engine nodes:
![image](https://github.com/godotengine/godot/assets/47065615/20957232-50a0-4b95-964a-a0c0be3bc78c)

### Steps to reproduce

1. Add an AnimationPlayer node to the scene
2. Add an animation track for any node
3. Manually edit the track's target node path to select nodes upper in the tree

### Minimal reproduction project (MRP)

[FunkyAnimationPlayer.zip](https://github.com/godotengine/godot/files/13661804/FunkyAnimationPlayer.zip)
Repository: node
Issue: `--env-file` support in `NODE_OPTIONS`
Labels: feature request,dotenv

### What is the problem this feature will solve?

Sometimes env files are used as config files, therefore it should be allowed to set an `--env-file` in `NODE_OPTIONS`, for example in the `.npmrc` file, so that it applies to all scripts of that specific project.

### What is the feature you are proposing to solve the problem?

Allowing for the `--env-file` flag to be supported in `NODE_OPTIONS`.

### What alternatives have you considered?

_No response_
Repository: godot
Issue: `unique_name_in_owner` in root node using "Make Scene Root" option
Labels: discussion,topic:editor

### Tested versions

4.2

### System information

Windows 10

### Issue description

`unique_name_in_owner` on scene root by using "Make Scene Root"

Persists across sessions and can only be removed by making another node the scene root.

![unique name in root](https://github.com/godotengine/godot/assets/47065615/451f0dc0-1660-4928-95d2-d5da272f9401)


### Steps to reproduce

Add a node to a scene, enable `unique_name_in_owner` on it, then right click it and select "Make Scene Root".

### Minimal reproduction project (MRP)

[unique_name_in_owner in root node.zip](https://github.com/godotengine/godot/files/13662453/unique_name_in_owner.in.root.node.zip)
Repository: go
Issue: x/build: LUCI test results confusingly interleaved in output log
Labels: Builders,NeedsInvestigation

### Go version

962dade46b07a7d914b23de0bc8cc66e0c5b7ced

### What operating system and processor architecture are you using (`go env`)?

```shell
N/A
```


### What did you do?

Open the “output” link from https://ci.chromium.org/ui/p/golang/builders/ci/gotip-linux-ppc64le/b8761885530407028657/steps.

### What did you expect to see?

An output file containing a log matching the snippet shown in https://ci.chromium.org/ui/p/golang/builders/ci/gotip-linux-ppc64le/b8761885530407028657/test-results?sortby=&groupby=.

### What did you see instead?

Output lines from two different tests (in this case `cmd/cgo/internal/testshared` and `cmd/go`) are shown interleaved, with no indication of which blocks of the log came from which test.
Repository: vscode
Issue: Closing floating window should close, not redock
Labels: feature-request,workbench-auxwindow

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
When closing a floating window, I would like it to actually close, not redock it. If this is something that would be configurable based on user preference, that would be even better.
Repository: PowerToys
Issue: White color flickering in PowerToys Run window
Labels: Issue-Bug,Product-PowerToys Run,Needs-Triage

### Microsoft PowerToys version

0.76.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run, Quick Accent

### Steps to reproduce

After the 0.76 update, PowerToys Run is having a flickering problem, where its window/popup turns white either partially or completely for a few milliseconds. It happens 2 out of 3 times.
This happens when launching Run and also happens when typing something in it. This seems to affect Quick Accent too, probably an issue with new UI.


[PowerToysReport_2023-12-13-21-19-59.zip](https://github.com/microsoft/PowerToys/files/13662795/PowerToysReport_2023-12-13-21-19-59.zip)

### ✔️ Expected Behavior

No flickering

### ❌ Actual Behavior

![Screenshot 2023-12-13 210919](https://github.com/microsoft/PowerToys/assets/63805243/9f50758c-4c6a-48ec-8042-e416fd724d57)
![Screenshot 2023-12-13 211014](https://github.com/microsoft/PowerToys/assets/63805243/2b66e8fa-9368-4857-940f-be78d430614e)

https://github.com/microsoft/PowerToys/assets/63805243/13d4bee5-5fbe-4c49-a0f0-379a237babaa

### Other Software

_No response_
Repository: vscode
Issue: Would vscode support `multilineTokenSupport` since LSP introduced it in 3.16?
Labels: feature-request,api,semantic-tokens

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
LSP protocol now supports multiline tokens, here:
https://microsoft.github.io/language-server-protocol/specifications/lsp/3.17/specification/#textDocument_semanticTokens
```
/**
 * Whether the client supports tokens that can span multiple lines.
*/
multilineTokenSupport?: boolean;
```

Is it planned for vscode to support multiline tokens to follow the latest lsp protocol?