sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: CUDA out of memory though I still got a lot of free VRAM
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?

Im running stable diffusion on my 4090, but this keeps showing up 
torch.cuda.OutOfMemoryError: CUDA out of memory. Tried to allocate 1.12 GiB (GPU 0; 23.99 GiB total capacity; 4.82 GiB already allocated; 16.48 GiB free; 4.92 GiB reserved in total by PyTorch) If reserved memory is >> allocated memory try setting max_split_size_mb to avoid fragmentation.  See documentation for Memory Management and PYTORCH_CUDA_ALLOC_CONF

though I still have 16.48 GiB free, it keep showing cuda out of memory. Do anyone know what the problem is?

### Steps to reproduce the problem

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


### What should have happened?

It shouldn’t have cuda out of memory 

### Commit where the problem happens

Not sure

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

_No response_

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

_No response_

### Command Line Arguments

```Shell
I use website-user.bat
```


### List of extensions

Lora


### Console logs

```Shell
torch.cuda.OutOfMemoryError: CUDA out of memory. Tried to allocate 1.12 GiB (GPU 0; 23.99 GiB total capacity; 4.82 GiB already allocated; 16.48 GiB free; 4.92 GiB reserved in total by PyTorch) If reserved memory is >> allocated memory try setting max_split_size_mb to avoid fragmentation.  See documentation for Memory Management and PYTORCH_CUDA_ALLOC_CONF
```


### Additional information

_No response_
Repository: storybook
Issue: [Bug]: Default stories show "Cannot find module [...]" with Storybook (v7) and Gatsby (v5) 
Labels: bug,help wanted,compatibility with other tools,gatsby,sev:S3

### Describe the bug

When setting up storybook v7 to a gatsby v5(?) project that uses custom babel config according to [gatsby docs](https://www.gatsbyjs.com/docs/how-to/custom-configuration/babel/), default stories fail to show and instead show errors like:
```
Cannot find module './src/stories/Introduction.mdx'
webpackEmptyContext@http://localhost:59104/main.17f180ed.iframe.bundle.js:1:7557
_callee$/</<@http://localhost:59104/main.17f180ed.iframe.bundle.js:1:5140
```

or 

```
Cannot find module './src/stories/Button.stories.ts'

webpackEmptyContext@http://localhost:59104/main.17f180ed.iframe.bundle.js:1:7557
_callee2$/</<@http://localhost:59104/main.17f180ed.iframe.bundle.js:1:5943
```


### To Reproduce

```
git clone https://github.com/oskari/gatsby-v5-storybook-v7
npm run build-storybook && npx serve storybook-static
```

### System

```shell
Environment Info:

  System:
    OS: macOS 13.2.1
    CPU: (10) arm64 Apple M1 Pro
  Binaries:
    Node: 18.14.1 - ~/.nvm/versions/node/v18.14.1/bin/node
    Yarn: 1.22.19 - /opt/homebrew/bin/yarn
    npm: 9.3.1 - ~/.nvm/versions/node/v18.14.1/bin/npm
  Browsers:
    Chrome: 111.0.5563.146
    Safari: 16.3
  npmPackages:
    @storybook/addon-essentials: ^7.0.2 => 7.0.2
    @storybook/addon-interactions: ^7.0.2 => 7.0.2
    @storybook/addon-links: ^7.0.2 => 7.0.2
    @storybook/blocks: ^7.0.2 => 7.0.2
    @storybook/react: ^7.0.2 => 7.0.2
    @storybook/react-webpack5: ^7.0.2 => 7.0.2
    @storybook/testing-library: ^0.0.14-next.2 => 0.0.14-next.2
```


### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: (Inpainting) Inpainted area being painted over (a.k.a overlaped) with the old image source
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?

This only happens with inpainting with masks and not img2img. For some reason everytime I tried to inpaint part of images the inpainted areas have the old image source painted over the result.

Source image:
![image](https://user-images.githubusercontent.com/11626920/230286992-dce6eb2e-2d35-486e-aaf7-d606564d365a.png)

Inpainted result (you can see that the old image is still there):
![image](https://user-images.githubusercontent.com/11626920/230287116-9f6613e3-7a1d-4801-ac92-833e1d167aba.png)

My settings:
![image](https://user-images.githubusercontent.com/11626920/230287401-211bf22e-b41a-40d9-9570-eebf860fbdfc.png)



### Steps to reproduce the problem

1. Draw mask on an area (in this case since I wanted to perform "Inpaint not masked" but both cases have same issue)
2. Click "Generate"
3. See the buggy result

Hash:
![image](https://user-images.githubusercontent.com/11626920/230288637-0f7595d3-68b9-455a-bd91-f7afbfb167e8.png)


### What should have happened?

The original source image should not draw over the result image.

### Commit where the problem happens

1563309a09b8f56ab3ac2fd71d49a86d846ed14c

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

Windows

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

Google Chrome

### Command Line Arguments

```Shell
--xformers --gradio-img2img-tool color-sketch --deepdanbooru --no-half-vae
```


### List of extensions

![image](https://user-images.githubusercontent.com/11626920/230288381-edec60c3-ff00-452f-8b1e-e51be3b8e6fc.png)


### Console logs

```Shell
https://pastebin.com/raw/PgPrNeNb
```


### Additional information

Can anyone shares their settings. I was suspecting that something is wrong for my side but still not sure which.
Repository: pytorch
Issue: Improvements to FSDP debugability
Labels: oncall: distributed,triaged,module: fsdp

### 🚀 The feature, motivation and pitch

There are a couple pain points which make FSDP harder to debug: 
- In some cases, post backward hooks don't fire resulting in layers not getting gradients, resulting in training convergence issues. We could add logging in a debug mode for this, but need to think of a more comprehensive solution to identify this issue. 
- On lazy init, we should iterate through the original params and check that shared params are in the same FSDP instance. 


### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: ant-design
Issue: pagenation组件做国际化，但是antd组件库里没有相关的国际化语言
Labels: help wanted,Inactive,unconfirmed

### What problem does this feature solve?

增加了一种国际化语言

### What does the proposed API look like?

我做的国际化语言是老挝的，antd没有这个语言包，但是根据组件库相关语言包介绍，我已经实现了该语言的国际化，但是只有这个pagenation组件因为他有一个rc-pagenation库，不知道怎么国际化

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: pytorch
Issue: Options are not forwarded to the custom backend
Labels: low priority,triaged,oncall: pt2,module: dynamo

### 🐛 Describe the bug

Based on the description inside the [torch. compile](https://pytorch.org/docs/stable/generated/torch.compile.html) options are passed to the backend. Unfortunately, they are only passed to the inductor backend. Currently, the backend function has the following contract `(gm: torch.fx.GraphModule, example_inputs: List[torch.Tensor]) -> Callable` and there is no way to get options from the registered backend function. 

Am I missing something? Is there a way to get options from the custom backend function? If not, is it possible to add that possibility or update the description in the documentation?

### Error logs

_No response_

### Minified repro

#torch version 2.0

### Versions

#torch version 2.0

cc @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @soumith @wconstab @ngimel
Repository: deno
Issue: Reading data files from an npm package shouldn't require allow-read permssions
Labels: node compat

This npm module reads from a data file:
```
import {encode, decode} from 'npm:gpt-3-encoder';

const str = 'This is an example sentence to try encoding out on!'
const encoded = encode(str)
console.log('Encoded this string looks like: ', encoded)

console.log('We can look at each token and what it represents')
for(let token of encoded){
  console.log({token, string: decode([token])})
}

const decoded = decode(encoded)
console.log('We can decode it back into:\n', decoded)
```

Ideally this could run without any permissions.
Repository: godot
Issue: RemoteTransform2D doesn't work on its parent/ancestor
Labels: discussion,topic:core,documentation

### Godot version

4.0.1

### System information

Manjaro Linux

### Issue description

`RemoteTransform2D` doesn't seem to work on its ancestor

### Steps to reproduce

1) Create an `Area2D`
2) Add a `RigidBody2D` to the `Area2D`
3) Add a `RemoteTransform2D` to the `RigidBody2D`
4) Set `RemoteTransform2D.remote_path` to `Area2D`

### Minimal reproduction project

[bug-reproduction.tar.gz](https://github.com/godotengine/godot/files/11168040/bug-reproduction.tar.gz)
Repository: rust
Issue: Misaligned pointer error message could be improved.
Labels: A-linkage,A-diagnostics,T-compiler,requires-internal-features

**Edit(fmease)**: Add `#![feature]` to the code example.

When we updated our Rust nightly, and compiled this (elided) code:

```rs
#![feature(link_llvm_intrinsics)]

/// The `llvm.embedded.module` symbol in the `.llvmbc` section.
#[repr(C)]
struct EmbeddedModule {
    /// The length of the bitcode.
    len: usize,
    /// The start of the bitcode itself.
    first_byte_of_bitcode: u8,
}

// ykllvm adds the `SHF_ALLOC` flag to the `.llvmbc` section so that the loader puts it into our
// address space at load time.
extern "C" {
    #[link_name = "llvm.embedded.module"]
    static LLVMBC: EmbeddedModule;
}

/// Returns a pointer to (and the size of) the raw LLVM bitcode in the current address space.
pub fn llvmbc_section() -> (*const u8, usize) {
    let bc = unsafe { &LLVMBC };
    (&bc.first_byte_of_bitcode as *const u8, bc.len)
}
```

> 'misaligned pointer dereference: address must be a multiple of 0x8 but is 0x200b2d', ykutil/src/obj.rs:154:23

Where line 154 is:
```
let bc = unsafe { &LLVMBC };
```

There is no *explicit* (language-level) pointer deref on that line.

I wonder if the error message needs to be refined?

Thanks
Repository: godot
Issue: Godot cannot loop 3d animations smoothly + bonus bug (local to scene on NodeAnimationNode not working)
Labels: needs testing,topic:import,topic:animation,topic:3d

### Godot version

3.5.2.stable.official

### System information

Windows 10, GLES3, RTX 2080, i7 6700k

### Issue description

When looping animation, it doesnt get looped properly in godot. 
You have 2 options
A) Not have same first and last frame (how it's supposed to be and works fine for animation apps), then you get choppiness when animation loops.
B) Have same first and last frame, that makes character stuck in same frame for too long

I wanted to place two characters, on the left character with last and first frames DIFFERENT, and on the right, first and last frames are SAME. However, another godot bug is that "local to scene" doesnt work, so I cant make two of them run at the same time. 

MRP has character running in slow motion, so you can see how their legs body twitches when animation loops. 
Right character has animation with SAME last and first frames, so you can see that addign same frame doesnt fix issue, it just makes animation stay in same frame for too long.

Here is game problem with that, I compared cascadeur/blender/godot animations, and you can see that when my character is running, it's very very nociable issue https://www.youtube.com/watch?v=cGuaZF_E5HA 

Loop happens when character has right leg straight down touching ground


Here, right (SAME FRAMES) you can see pause when animation loops
left (DIFFERENT FRAMES) you can see choppiness when animation loops
https://user-images.githubusercontent.com/46406204/230344852-b148d190-7f39-48d6-8aae-84e641998bb9.mp4



### Steps to reproduce

Play looped animation in 3d.

### Minimal reproduction project

[ObviousAnimationBug.zip](https://github.com/godotengine/godot/files/11168981/ObviousAnimationBug.zip)
Repository: go
Issue: x/pkgsite: @master failed with "could not be found" for an hour
Labels: pkgsite

### What is the URL of the page with the issue?

https://pkg.go.dev/cuelang.org/go@master

### What is your user agent?

> Mozilla/5.0 (X11; Linux x86_64; rv:109.0) Gecko/20100101 Firefox/111.0

### Screenshot

![image](https://user-images.githubusercontent.com/3576549/230345543-2a72f1eb-e7e9-4981-97a1-49370d9766ed.png)

(this screenshot was for https://pkg.go.dev/cuelang.org/go/cue/load@master, but the root of the module failed too)

### What did you do?

Visit the page to view the docs at the latest master commit.

### What did you expect to see?

It should work. I've used this many times in the past, and `go get cuelang.org/go@master` worked too.

### What did you see instead?

The error above. This was today at around 10:19 London time, or 09:19 UTC time. We tried multiple times and it kept failing until about 11:00 London time.

I've looked at the pkgsite source code, and it's interesting to see that it fetches its own meta tag via HTTP from cuelang.org, unlike `go get` which fetches https://proxy.golang.org/cuelang.org/go/@v/master.info. Why is that?

Something else to note here is that our meta tag page redirects; `curl -v https://cuelang.org/go?go-get=1` does not show the meta tags, but `curl -L -v https://cuelang.org/go?go-get=1` does. This should be fine, as both cmd/go and proxy.golang.org seem to follow redirects. I would imagine and hope that pkgsite does as well, but I would also hope that it would simply talk to proxy.golang.org instead of reimplementing the "fetch meta tags" logic.
Repository: next.js
Issue: Jest Manual mocks stopped working in 13.2.4
Labels: bug,Testing

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 21.6.0: Thu Sep 29 20:13:56 PDT 2022; root:xnu-8020.240.7~1/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.14.2
      npm: 9.5.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.2.5-canary.32
      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)

Jest (next/jest)

### Link to the code that reproduces this issue

https://github.com/adam187/with-jest-app/tree/not-mocked

### To Reproduce

1. clone the repo
2. install dependencies (`yarn install`)
3. run tests (`yarn test`)

`useTest` hook should be automatically mocked from __mocks__ root level folder.

### Describe the Bug

Looks like that after upgrading to next.js@13.2.4 https://jestjs.io/docs/manual-mocks stopped working.

Mapping modules without `moduleNameMapper` works as expected but manual mocks are not resolved instead of real modules.

On version 13.2.3 it's still working as expected: https://github.com/adam187/with-jest-app

Possible source: https://github.com/vercel/next.js/pull/45815


### Expected Behavior

Manual mocks should still be loaded and work as described in https://jestjs.io/docs/manual-mocks


### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: Web remote debug launching a different project
Labels: bug,platform:web,topic:editor,confirmed,topic:export

### Godot version

3.5.1.stable, 4.0.stable, 4.0.1.stable, 4.0.2.stable

### System information

Windows 11 64-bit, 8GB RAM, Nvidia GTX 1650

### Issue description

When HTML5/Web is selected as one of the export options for build. In Godot editor we get an option (in remote debug) to directly run the build in our browser. So when running it in remote debug, Godot is launching build of another project.

The other project that gets loaded is "Project State Machine" which I worked on earlier. So everytime I run Web build through remote debug, it loads up that. And this happens with any other new project I create, it will always load up "Project State Machine".

### Example Video

https://user-images.githubusercontent.com/52847458/230358182-a1505ccd-9724-4336-ae14-cd9285b51a51.mp4



### Steps to reproduce

1. Open the project.
2. Go to top-right of the editor, and select Remote Debug -> Web -> Run in Browser.
3. The project loads a different project.

However, I think since the different project that gets loaded is in my PC, the above steps may not produce the expected bug.

### Minimal reproduction project

[Web.zip](https://github.com/godotengine/godot/files/11169843/Web.zip)
Repository: transformers
Issue: Add `output_hidden_state` and `output_scores` to Flax generate
Labels: Good Second Issue,Flax

I need whisper's output_scores and output_hidden_states as the result of generate() method.
On Pytorch model, I can easily get the output_scores and output_hidden_states by setting these parameters in generate() method as follows:
```
whisper_output = model.generate(inputs=input_features, max_new_tokens=180, output_scores=True, output_hidden_states=True, return_dict_in_generate=True)
```
and the resulted `whisper_output` returns 'scores' and 'output_hidden_states' as it keys alongside 'sequences'

Now I want to do so for Flax whisper model. but setting these parameters as the static_argnames of model doesn't have effect to get output_scores.

Is there any solution for getting output_scores or logits from Flax whisper model?
Repository: pytorch
Issue: Strided to batch BSR/BSC conversion fails when the number of zeros per block varies while the number of blocks per patch is constant
Labels: module: sparse,triaged

## Issue description

As in the title.

## Code example

```python
>>> torch.tensor([[[1, 2]], [[3, 4]]]).to_sparse_bsr((1, 1))
tensor(crow_indices=tensor([[0, 2],
                            [0, 2]]),
       col_indices=tensor([[0, 1],
                           [0, 1]]),
       values=tensor([[[[1]],

                       [[2]]],


                      [[[3]],

                       [[4]]]]), size=(2, 1, 2), nnz=2,
       layout=torch.sparse_bsr)
>>> torch.tensor([[[1, 2]], [[0, 4]]]).to_sparse_bsr((1, 1))
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
RuntimeError: Expect the same number of specified elements per batch.
>>> torch.tensor([[[1, 0]], [[0, 4]]]).to_sparse_bsr((1, 1))
tensor(crow_indices=tensor([[0, 1],
                            [0, 1]]),
       col_indices=tensor([[0],
                           [1]]),
       values=tensor([[[[1]]],


                      [[[4]]]]), size=(2, 1, 2), nnz=1,
       layout=torch.sparse_bsr)
```

Notice that in the failing conversion example, the number of zeros in the first block is 0 and in the second block it is 1.

Apparently, the check logic in
https://github.com/pytorch/pytorch/blob/ccc27bc361f2fa5043534b8f898922ffd0ca9340/aten/src/ATen/native/TensorConversions.cpp#L95-L98
is flawed for BSR and BSC conversion cases.

## System Info

- PyTorch version: master

cc @alexsamardzic @nikitaved @cpuhrsch @amjames @bhosmer
Repository: tensorflow
Issue: Use after free in propagator_state.cc
Labels: stat:awaiting tensorflower,type:bug,comp:runtime,TF 2.12

<details><summary>Click to expand!</summary> 
 
 ### Issue Type

Bug

### Have you reproduced the bug with TF nightly?

Yes

### Source

source

### Tensorflow Version

tf2.12

### Custom Code

No

### OS Platform and Distribution

_No response_

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/Compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current Behaviour?

```shell
Pointer `next_iter` from function `PropagatorState::FrameState::IncrementIteration` is passed 
as the 1st parameter into `ActivateLoopInvs` where it is passed as the 1st parameter into 
`AdjustOutstandingOpsLocked`, then inside this function it is passed into `CleanupIterations` 
where it is deleted.

Then in `PropagatorState::FrameState::IncrementIteration` this possibly freed pointer is used 
in `return`-statement.

This behavior was introduced by https://github.com/tensorflow/tensorflow/commit/ae2a0e5c473f2a575767262021c26852d22886f8. 
Before this commit, no `return` was performed on the possibly freed pointer.
```


### Standalone code to reproduce the issue

```shell
Bug was found by Svace static analysis tool.
```


### Relevant log output

_No response_</details>
Repository: storybook
Issue: Docs: Typescript Error when composing multiple Interactions
Labels: documentation,typescript,csf3

### Describe the bug

I'm testing out creating Interaction and CI Testing using NextJS and and Storybook.  And after following the documentation to compose multiple story play function into a new story i've noticed some odd typescript errors that might be a bug.  

In [Home Page Story](https://github.com/lloydrichards/Storybook-in-Nextjs/blob/%40next/src/stories/pages/Home.stories.ts) you can find where i've used the `LogIn.play(context)` like it is shown in the [Storybook Day demo](https://www.youtube.com/watch?v=T9uKKbWYdfU&t=252s).  The error i get it:

```
Cannot invoke an object which is possibly 'undefined'.ts(2722)
(property) play?: PlayFunction<ReactRenderer, unknown> | undefined
```

The tests run correctly, and nothing is complaining apart form TS so i think something might be wrong or missing?



### To Reproduce

https://github.com/lloydrichards/Storybook-in-Nextjs/tree/%40next

### System

```shell
Environment Info:

  System:
    OS: macOS 13.3
    CPU: (12) arm64 Apple M2 Max
  Binaries:
    Node: 18.14.0 - ~/.nvm/versions/node/v18.14.0/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v18.14.0/bin/yarn
    npm: 9.3.1 - ~/.nvm/versions/node/v18.14.0/bin/npm
  Browsers:
    Chrome: 111.0.5563.146
    Safari: 16.4
  npmPackages:
    @storybook/addon-a11y: ^7.0.0-beta.62 => 7.0.0-beta.62 
    @storybook/addon-coverage: ^0.0.8 => 0.0.8 
    @storybook/addon-essentials: ^7.0.0-beta.62 => 7.0.0-beta.62 
    @storybook/addon-interactions: ^7.0.2 => 7.0.2 
    @storybook/addon-links: ^7.0.0-beta.62 => 7.0.0-beta.62 
    @storybook/blocks: ^7.0.0-beta.62 => 7.0.0-beta.62 
    @storybook/jest: ^0.1.0 => 0.1.0 
    @storybook/nextjs: ^7.0.0-beta.62 => 7.0.0-beta.62 
    @storybook/react: ^7.0.0-beta.62 => 7.0.0-beta.62 
    @storybook/test-runner: ^0.10.0 => 0.10.0 
    @storybook/testing-library: ^0.1.0 => 0.1.0 
```