sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Feature Request]: Faster image generation (another framework not TensorRT)
Labels: enhancement

### Is there an existing issue for this?

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

### What would your feature do ?

・Faster image generation

I was able to confirm the request for faster image generation with Tensor RT, but I think it was written that it is difficult to introduce.
I found another framework and suggest to introduce.

(AITemplate)
https://github.com/facebookincubator/AITemplate

### Proposed workflow

1. Implementation of framework

2. Speed ​​test
(*Because it is stated that only relatively young generation GPUs can be supported)

### Additional information

I have no programming knowledge.
It may be an irrelevant suggestion, so please forgive me in that case.
Repository: godot
Issue: GPUParticles3D trail connects to world origin
Labels: bug,topic:rendering,confirmed,topic:3d,topic:particles

### Godot version

4.0 beta 16

### System information

Operating System: Arch Linux KDE Plasma Version: 5.26.5 KDE Frameworks Version: 5.102.0 Qt Version: 5.15.8 Kernel Version: 5.15.90-1-lts (64-bit) Graphics Platform: Wayland Processors: 8 × AMD Ryzen 5 2500U with Radeon Vega Mobile Gfx Memory: 14,6 GiB of RAM Graphics Processor: AMD Radeon Vega 8 Graphics Manufacturer: HP Product Name: HP Laptop

### Issue description

![image](https://user-images.githubusercontent.com/33091666/215709301-ad7c43a7-a599-4769-aa64-b5cfa67513ab.png)

This might be a duplicate issue.

Not sure if this intended since I believe you need to enable trails in particleprocessmaterial but if you only enable trail support in material and run a particle simulation, some verticies seem to go to world origin. 



### Steps to reproduce

1. create a parent node and a gpuparticle3D node as a child node. Set gpuparticle3D position to (2,0,0)
2. create a draw pass that uses a trail mesh
3. create material and enable "Use Particle trails"
4. rotate parent node on a y-axis.

### Minimal reproduction project

[TrailParticleTest.zip](https://github.com/godotengine/godot/files/10544410/TrailParticleTest.zip)
Repository: storybook
Issue: [Bug]: copy button copies comment on install page
Labels: bug,needs triage

### Describe the bug

it copies both lines instead of `npx storybook init`
![image](https://user-images.githubusercontent.com/72051159/215713147-cd3541df-45d9-484d-befa-191ad0bcdff0.png)


### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: material-ui
Issue: [link] Links using `color="inherit"` don't use the proper color for the text decoration
Labels: component: link,design,enhancement

### Steps to reproduce 🕹

Link to live example: https://codesandbox.io/s/laughing-dubinsky-fsop9l?file=/src/App.tsx

### Current behavior 😯

When using the property `color="inherit"` on a `MuiLink` component, the underline color doesn't change on hover. Instead, it remains the same color as the link text.

### Expected behavior 🤔

The color should be different, or at least the alpha, as it is the behavior for all the other colors. Or the documentation should show a warning, or a workaround regarding this behavior.

### Context 🔦

I am using `Alert` components in which there is a text link, in the form of a `MuiLink`. I have to hardcode the color for it to be the same color as the `Alert` text. On a side note, I could not find inside the palette the colors used for the text inside `Alert` components.

### Your environment 🌎

The environment is the one set by the default Sandbox provided by the official template.
Repository: pytorch
Issue: when I want to use a new backend, how to deal with the op with 'device' argument? 
Labels: triaged,module: backend

### 🐛 Describe the bug

Hi
I saw the generated code in python_torch_functionsEverything.cpp line 4763， there are so many tricks for the op with 'device' argument, such as init CUDA device, `torch::utils::maybe_initialize_cuda(options);`
```
static PyObject * THPVariable_arange(PyObject* self_, PyObject* args, PyObject* kwargs)
{
  HANDLE_TH_ERRORS
  static PythonArgParser parser({
    "arange(Scalar end, *, Tensor out=None, ScalarType? dtype=None, Layout? layout=None, Device? device=None, bool? pin_memory=False, bool? requires_grad=False)",
    "arange(Scalar start, Scalar end, *, ScalarType? dtype=None, Layout? layout=None, Device? device=None, bool? pin_memory=False, bool? requires_grad=False)",
    "arange(Scalar start, Scalar end, Scalar step=1, *, Tensor out=None, ScalarType? dtype=None, Layout? layout=None, Device? device=None, bool? pin_memory=False, bool? requires_grad=False)",
  }, /*traceable=*/true);

  ParsedArgs<9> parsed_args;
  auto _r = parser.parse(nullptr, args, kwargs, parsed_args);
  if(_r.has_torch_function()) {
    return handle_torch_function(_r, nullptr, args, kwargs, THPVariableFunctionsModule, "torch");
  }
  switch (_r.idx) {
    case 0: {
      if (_r.isNone(1)) {
        // aten::arange(Scalar end, *, ScalarType? dtype=None, Layout? layout=None, Device? device=None, bool? pin_memory=None) -> Tensor
        const auto options = TensorOptions()
            .dtype(_r.scalartypeOptional(2))
            .device(_r.deviceWithDefault(4, torch::tensors::get_default_device()))
            .layout(_r.layoutOptional(3))
            .requires_grad(_r.toBool(6))
            .pinned_memory(_r.toBool(5));
        torch::utils::maybe_initialize_cuda(options);
```

when I  want to use a new backend which also need to init like CUDA, so I want to add some code to make my backend running fine, It is that ok ?
thanks.


### Versions

new backend
python:3.7.5
pytorch: 2.0.0
CUDA: None
Repository: PowerToys
Issue: Fancy zones - Layout shorcut target to monitor with active window
Labels: Needs-Triage

### Description of the new feature / enhancement

Hello to the team, first of all i want to say the product i'ts awersome.

In my case while i am using the fancy zones on multi-monitor enviroment, i felt in the need of changue the screen layout many times per day, wich i do using the hotkeys system for that ... the problem it's the template it's aplied to the screen wich has the mouse cursor on it, and not in the screen wich i am working on, the screen with the current 'focused window'.

That make me take my hands out of the keyboard, and move the mice to the screen wich i want the template.



### Scenario when this would be used?

Almost in any multi-monitor setup wich a user like's to disconect his mouse out of the pc.

### Supporting information

Nothing to add here.
Repository: opencv
Issue: Add `DFT_COLS` to `cv::DftFlags`
Labels: feature

### Descripe the feature and motivation

`cv::dft` accepts a  `DFT_ROWS` flag (and `DCT_ROWS`) which helps a bit to process a single dimension of n-dimension data. However, in most cases, you still need to do a costly rearrangement of pixels to bring the dimension you are interested in to the row dimension, using `transpose` or similar.
Could you consider adding a `DFT_COLS` flag that would avoid this rearrangement ?

### Additional context

_No response_
Repository: flutter
Issue: [gen-l10n] Untranslated messages file's location should respect `synthetic-package`
Labels: tool,a: internationalization,c: proposal,team-tool

Currently, when the `untranslated-messages-file` is defined, it'll be created under the defined location whether the `synthetic-package` is defined or not, which is a different behavior compared to the generated l10n files.

**Expected results:** Use only the basename for the untranslated messages file when `synthetic-package` is set to true (by default), and the definition path when `synthetic-package` is set to false.

https://github.com/flutter/flutter/blob/2c34a88eb89628e6a80caa50dd03797f9b6aa5e5/packages/flutter_tools/lib/src/localizations/gen_l10n.dart#L480

https://github.com/flutter/flutter/blob/2c34a88eb89628e6a80caa50dd03797f9b6aa5e5/packages/flutter_tools/lib/src/localizations/gen_l10n.dart#L819-L825

```
[!] Flutter (Channel stable, 3.7.0, on Microsoft Windows [版本 10.0.22000.1455], locale zh-CN)
    • Flutter version 3.7.0 on channel stable at X:\SDK\flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision b06b8b2710 (7 days ago), 2023-01-23 16:55:55 -0800
    • Engine revision b24591ed32
    • Dart version 2.19.0
    • DevTools version 2.20.1
    • Pub download mirror https://pub.flutter-io.cn
    • Flutter download mirror https://storage.flutter-io.cn
```
Repository: storybook
Issue: NextJS documentation / configuration updates
Labels: documentation,nextjs

Following up on the changes introduced [here](https://github.com/storybookjs/storybook/pull/20801), and comment [here](https://github.com/storybookjs/storybook/pull/20801#discussion_r1091756475), both the documentation and possibly the configuration file (i.e., `.storybook/main.js`) may require some adjustments to factor in the work introduced by the referenced pull request. 

@valentinpalkovic or @kylegach, if any of you is ok with applying the change to achieve parity with the other frameworks and documentation, I'd appreciate it.

Let me know, and we'll go from there. 

Thanks in advance
Repository: godot
Issue: Moderate Performance Issues Loading Scripts With v4.0 Beta 16 IDE On Linux
Labels: topic:editor,performance

### Godot version

v4.0.beta16.official [518b9e580]

### System information

Linux Mint 21.1 Cinnamon 64Bit

### Issue description

Hi,

Have moderate performance issues with v4.0 Beta 16 IDE on Linux.

Running Godot Engine v4.0 Beta 16 official Linux on below system:
- Hyper-Custom ''JeZxLee'' Pro-Built Desktop
- Desktop Code Name: ''Optimus Prime''
- Genuine ''Linux Mint 21.1 Cinnamon 64Bit'' Linux
- Corsair 750watt Modular Power Supply
- GIGABYTE GA-970A-DS3P 2.0 AM3+ Motherboard
- AMD FX 3.5GHz(4GHz Turbo) 8-Core CPU
- Corsair 32GB DDR3 RAM Memory
- nVidia GeForce GTX 970TT 4GB GDDR5 GPU
- ADATA 1TB SSD Hard Drive(OS/Apps)
- Western Digital 1TB HDD Hard Drive(Personal Data)

See steps to reproduce...

Thanks!

Jesse

### Steps to reproduce

- Load a Godot 4 project into Linux Beta 16 IDE
- Click on different scripts in the scripts pane
(loading each individual script takes over 1 second?)

### Minimal reproduction project

Not applicable
Repository: rust
Issue: Tests compilation fails with "Undefined symbols for architecture x86_64"
Labels: C-bug,A-async-await,AsyncAwait-Triaged,E-needs-mcve

Cannot compile tests. Started with 1.65, but I am not sure. I started to use GAT in my library. Reproducible on OSX, Linux, Windows.

[Here is link](https://github.com/ntex-rs/ntex-mqtt/actions/runs/4053546955/jobs/6974289937) to public build


```
  = note: Undefined symbols for architecture x86_64:
            "core::future::from_generator::h1dc043fb97652d62", referenced from:
                ntex_mqtt::v5::dispatcher::factory::_$u7b$$u7b$closure$u7d$$u7d$::hc1c12b2e69da9f3b in test_server_v5-71091bd1c6e9897d.6cnbfx9nzh3wubt.rcgu.o
            "core::future::from_generator::h21569d3b120a00ed", referenced from:
                ntex_mqtt::v5::dispatcher::factory::_$u7b$$u7b$closure$u7d$$u7d$::ha65332eee6
....
```
Repository: vscode
Issue: Extra selection getting added when you Alt + click on a multiple selection to remove the selection
Labels: bug,undo-redo

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->

When you Alt + click on a multiple selection to remove the selection, vscode removes the selection and then selects from where the mouse is clicked to the last selection.

Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.74.3
- OS Version: Windows 11

Steps to Reproduce:

1. Create multiple selections.
2. Alt click on a selection to remove it.
3. vscode removes the selection and then selects from where the mouse is clicked to the last selection.
4. Use the `cursorUndo` command to undo the action of vscode selecting from where the mouse was clicked to the last selection.
5. The selection is now removed.

https://user-images.githubusercontent.com/122867725/215749411-8e63b0f8-2c5c-4ca9-822b-7a9c508aef4e.mp4
Repository: material-ui
Issue: [Joy][Table] Striped, hover, etc. don't adhere to border radius
Labels: discussion,component: table,design: joy

### 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://mui.com/joy-ui/react-table/#usage-with-sheet

Steps:

1. Enable striped, hover, or change the body color of a table


### Current behavior 😯

When used in a `Sheet` (or other element), the bottom border radius will be 0 and as a result escape the radius of the parent element.

### Expected behavior 🤔

When a table is in a `Sheet` or `Card` it should follow the border radius for the relevant fields.

### Context 🔦

Including a table with anything but the basic setup will make the table bleed out of its component.

### Your environment 🌎

_No response_
Repository: flutter
Issue: [in_app_purchase] No way to restore use purchases dialog
Labels: platform-ios,p: in_app_purchase,package,c: proposal,P3,team-ios,triaged-ios

I understand we need to 'complete purchases', I have this working fully in Android.

But there seems to be a problem, that I can't find the solution too.

I have the following scenario:
- Use goes to purchase product
- App refreshes in the background (can be many reasons)
- Need to restore the purchase dialog, but don't know how.

```PlatformException(storekit_duplicate_product_object, There is a pending transaction for the same product identifier. Please either wait for it to be finished or finish it manually using `completePurchase` to avoid edge cases.```

Tried the following

Using a completer, the stream never fires

```
      final completer = Completer();
      // Listen to the purchase (make the purchase below)
      final Stream purchaseUpdated = InAppPurchase.instance.purchaseStream;
      _subscription?.cancel();
      _subscription = purchaseUpdated.listen((purchaseDetailsList) {
        if (purchaseDetailsList is List<PurchaseDetails>) {
          if (_purchaseDetails!.status == PurchaseStatus.pending) {
            // _purchase(product)
          }
          //
        }
      }, onDone: () {
        _subscription?.cancel();
      }, onError: (error) {
        debugPrint(error.toString());
        _subscription?.cancel();
      }) as StreamSubscription<List<PurchaseDetails>>?;
      await InAppPurchase.instance.restorePurchases();
      await completer.future;
```

Using the StoreKit addon, doesn't do anything

```
final transactions = await SKPaymentQueueWrapper().transactions();

for (final transaction in transactions) {
   await SKPaymentQueueWrapper().finishTransaction(transaction);
}
```


How am I suppose to enable users to continue the purchase stream in iOS?
Repository: storybook
Issue: [Bug]: Using webworkers (angular) results in a broken build. All errors being typescript related
Labels: bug,help wanted,has workaround,angular,typescript,sev:S3

### Describe the bug

Needing to use webworkers using a dedicated web worker file requires declaring ```<reference lib="webworker" />``` atop your own code. By making that declaration, the entire build breaks on running ```npm run storybook```. I have created a barebones repo to reproduce the bug

### To Reproduce

```shell
https://github.com/nikhilnxvverma1/angular-storybook-webworker-bug
```


### System

```shell
Environment Info:

  System:
    OS: macOS 11.6.8
    CPU: (8) x64 Intel(R) Core(TM) i7-6820HQ CPU @ 2.70GHz
  Binaries:
    Node: 18.10.0 - /usr/local/bin/node
    npm: 8.19.2 - /usr/local/bin/npm
  Browsers:
    Chrome: 109.0.5414.119
    Firefox: 109.0
    Safari: 15.6.1
  npmPackages:
    @storybook/addon-actions: ^6.5.16 => 6.5.16 
    @storybook/addon-essentials: ^6.5.16 => 6.5.16 
    @storybook/addon-interactions: ^6.5.16 => 6.5.16 
    @storybook/addon-links: ^6.5.16 => 6.5.16 
    @storybook/angular: ^6.5.16 => 6.5.16 
    @storybook/builder-webpack5: ^6.5.16 => 6.5.16 
    @storybook/manager-webpack5: ^6.5.16 => 6.5.16 
    @storybook/testing-library: ^0.0.13 => 0.0.13
```


### Additional context

I have made all the relevant configurations in angular.json including the webworkerTsconfig file
Repository: flutter
Issue: [Text widget] Emojis do not center correctly
Labels: engine,dependency: skia,a: typography,has reproducible steps,P2,found in release: 3.7,found in release: 3.8,team-engine,triaged-engine

Emojis do not seem to center correctly, with additional empty space seeming to appear on the right of the emoji icon. For example, for the code below, the emoji is skewed to the left, while the text (using the same code) is centered correctly. The screenshot below is taken on an iOS device (same behavoir both in simulator and on physical device).

Result produced by example application:
![screenshot](https://user-images.githubusercontent.com/32619354/215771928-699f738f-31b7-4015-81df-aec63180a551.png)

Example application:
```
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(primarySwatch: Colors.blue),
      home: const MyHomePage(),
    );
  }
}

class MyHomePage extends StatefulWidget {
  const MyHomePage({super.key});

  @override
  State<MyHomePage> createState() => _MyHomePageState();
}

_buildContainer(String text) {
  return Container(
    height: 30.0,
    width: 30.0,
    color: Colors.blue,
    child: Center(
        child: Text(text, style: const TextStyle(fontSize: 15.0, height: 1.1))),
  );
}

class _MyHomePageState extends State<MyHomePage> {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(title: const Text('Test')),
      body: Center(
        child: Column(
          mainAxisSize: MainAxisSize.min,
          children: [
            _buildContainer('💩'),
            const SizedBox(height: 10.0),
            _buildContainer('HE'),
          ],
        ),
      ),
    );
  }
}
```

Flutter doctor:
[✓] Flutter (Channel stable, 3.7.0, on macOS 13.2 22D49 darwin-arm64)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.1)
[✓] Xcode - develop for iOS and macOS (Xcode 14.2)
Repository: godot
Issue: Editor can edit a resource without being visible
Labels: bug,topic:editor

### Godot version

4.0 e1648b3

### System information

Windows 10 x64

### Issue description

The issue was made apparent by #72420, but it probable existed before. Basically, by clicking bottom tabs in a specific sequence, you can end up with an editor that is visible, but its tab is not visible. Here's example with Theme editor:
![](https://user-images.githubusercontent.com/2223172/215619462-a58b5663-1156-4366-9ad3-bc6aa187b1cd.png)
It's visible, but there is no Theme tab.

### Steps to reproduce

1. Make sure that Animation is active (i.e. the keys are visible in the inspector)
2. Add a theme to some Control node and unfold it
3. You will see Theme editor
4. Switch to Animation tab
5. The inspector should be displaying: Control node properties, keys, unfolded theme
6. Fold Theme resource in the inspector
7. Switch to Theme editor
8. The Theme tab disappears, but the editor opens normally
9. Ghost editor 👻

### Minimal reproduction project

[Test.tscn.txt](https://github.com/godotengine/godot/files/10547314/Test.tscn.txt)
Repository: pytorch
Issue: Make torch.testing functions overrideable with torch_function?
Labels: triaged,module: __torch_function__,module: testing

This is confusing for users.

cc @hameerabbasi @rgommers @peterbell10 @ezyang
Repository: pytorch
Issue: Aot accuracy minifier with dynamic shapes doesn't work
Labels: triaged,oncall: pt2,module: dynamic shapes,module: minifier

### 🐛 Describe the bug

The typical symptom of this problem is that you have an accuracy problem, you successfully get the minifier to dump a minifier launcher (this in and of itself is nontrivial, see other issues I've filed), but then the minifier launcher claims there's nothing wrong with your program. Closer inspection (see also https://github.com/pytorch/pytorch/issues/93364 ) reveals that the minifier launcher is compiling your program differently than the actual, live execution. What's going on?

In fact, the algorithm the aot accuracy minifier and real execution take are quite different. So there actually isn't any reason to expect them to give the same result.

The aot minifier strategy looks like this:

1. Dump the GraphModule of post AOTAutograd operations (torch.ops.aten) into the test file
2. At minifier launch time, retrace it with `make_fx(gm)` (sic; notice that we don't pass `tracing_mode` here; more on this shortly)
3. Pass it directly `compile_fx_inner` from inductor

This is... problematic. Here are the reasons I know about, though there may be more.

* Most obviously, `make_fx` is being called without any tracing mode. So you will in fact get a static shape trace here. Oops.
* But let's say you fix that. Well, `make_fx` has a different algorithm for symbolicating the input fake tensors than Dynamo does. In particular, Dynamo creates a ShapeEnv, does some stuff which Dynamo might only know about, and then we reuse that when we run AOTAutograd. `make_fx` knows about none of this. In particular, you will lose guards that are not evident from the ATen graph trace.

The "correct" way to fix this is to try to more faithfully recreate the dynamic shapes environment as seen from real time execution.

### Versions

master

cc @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519 @soumith @ngimel