sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: [RFC] Flop counters in PyTorch
Labels: feature,triaged,module: python frontend

### 🚀 The feature, motivation and pitch

Lots of people have built flop counters/asked for FLOP counters (or other performance counters) in PyTorch. There's a litany of requests, but some common ones include: 1. coverage (i.e. no restrictions on how the model is written, capturing backwards, etc.), 2. module-level grouping, 3. customization (i.e. being able to modify flop formulas), and 4. Capturing metrics other than FLOPs (like memory bandwidth).

There's another factor that's relevant with `PyTorch 2.0`, which is whether it works in eager-mode or under `torch.compile`. Some of these features are a lot of easier to do in eager mode (coverage/module-level grouping), and others are a lot easier to do in compiled mode (capturing memory bandwidth or non-matmul FLOPs).

I propose we add 2 different flop counters to PyTorch, one that's eager based and one that's graph based.

The eager one (implemented similarly to [this](https://dev-discuss.pytorch.org/t/the-ideal-pytorch-flop-counter-with-torch-dispatch/505/5)).
- Works with all operations in eager mode (forwards, backwards, checkpointing, functorch, w.e.)
- Only counts GMACs (no memory accesses, no non-matmul FLOPs)
- Provides module-level breakdowns
- Provides a context manager API where it counts all flops executed within the context manager.
- Provides an API where you can override formulas for each (aten) op.

Compiled flop counter:
- Works with ... most operations in eager mode (the stuff that torch.compile can compile at least).
- Can count FLOPs (for some formula for it...) and memory accesses.
- Does not provide module-level breakdowns.
- Probably also a context manager API.
- No easy API for overriding formulas for each op (I guess we can provide a way to say, map cos to however many flops you want, but that's less clear).

cc: @Jokeren @rwightman, @ppwwyyxx. @ezyang

### Alternatives

N/A

### Additional context

_No response_

cc @albanD
Repository: flutter
Issue: [Display List] Allow plugging in the storage/representation of paths of individual graphics packages into the display list.
Labels: engine,c: proposal,P3,team-engine,triaged-engine

Today, these are Skia paths. This is an alternative to having a display list specific path representation.
Repository: flutter
Issue: [Impeller] Decide behavior when users try to enable Impeller on platforms that don't support it.
Labels: engine,P3,e: impeller,team-engine,triaged-engine

Today, if the platform doesn't support Impeller, trying to enable it using tooling does nothing. The only indication of whether Impeller is being used is when a context is successfully created. At this time, an info log is emitted saying that Impeller is enabled.

This issue tracks what the right™ behavior should be.
Repository: PowerToys
Issue: Wrong quotation marks
Labels: Issue-Bug,Area-Localization,Needs-Triage,Needs-Team-Response,Loc-Sent To Team,Issue-Translation

### Microsoft PowerToys version

0.66.0

### Utility with translation issue

Always on Top

### 🌐 Language affected

German

### ❌ Actual phrase(s)

„Immer im Vordergrund“ aktivieren

![image](https://user-images.githubusercontent.com/81419612/215005281-010dea10-77ec-4940-86ec-e83c70f4e10c.png)


### ✔️ Expected phrase(s)

Immer im Vordergrund aktivieren

### ℹ Why is the current translation wrong

That's how it's done everywhere else
Repository: stable-diffusion-webui
Issue: [Bug]: Large images (1mb+) don't show up as output in webui.
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?

Typically when using hires upscale, the images produces are larger in filesize. This causes the image to not display in the webui, requiring to enter the outputs folder to manually see the image. Issues with uploading images over 1mb as well as grids not displaying when over 1mb. 

### Steps to reproduce the problem

1. Generate any highres fix image over 1mb
2. Wait for no image to appear



### What should have happened?

Output Image should be displayed.

### Commit where the problem happens

7a14c8ab45da8a681792a6331d48a88dd684a0a9

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

Windows

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

Google Chrome

### Command Line Arguments

_No response_

### Additional information, context and logs

_No response_
Repository: three.js
Issue: CCD IK does not honor bones (joints) rotation limits
Labels: Bug,Addons

### Description

Setting limits for the joints for the CCD IK solver configuration does not seem to have effect.




The first link seems the one affected.

### Reproduction steps

1.Set the limits using the rotationMIN and rotationMAX inside the array passed to the CCD IK solver.
2.The joints do not move in the desired range, some of the them rotate only from 0 to PI / 2 all the time.
3.The first link seems the one affected.


### Code

```js
  const iks = [
    {
      target: 5, // "target"
      effector: 4, // "bone3"
      links: [{ index: 3, limitation: new THREE.Vector3(0, 0, 0) },  //Fixed to troubleshoot.  
      { index: 2, limitation: new THREE.Vector3(0, 0, 1) },
      { index: 1, limitation: new THREE.Vector3(0, 1, 0), rotationMax: new THREE.Vector3(0, Math.PI / 2, 0), rotationMin: new THREE.Vector3(0, -Math.PI / 2, 0) }
      ], // "bone2", "bone1", "bone0"
      iteration: 0.5
    }
  ];
  ikSolver = new THREE.CCDIKSolver(mesh, iks);
```


### Live example

* [THREEJS Simple Robot arm with bones  -Example on Github-](https://github.com/JorgeVilchis/ThreeJSBones.git)

To run , just clone it and use local server (e.g.):

`python3 -m http.server`

Then use URL:    http://0.0.0.0:8000/home.html

Code is all in Main.js

### Screenshots

![image](https://user-images.githubusercontent.com/7463640/215020566-7db3d9b3-e302-4d1f-b5b3-2c3e9f749d62.png)
![image](https://user-images.githubusercontent.com/7463640/215020647-4738f0e1-2cd2-4d09-be6d-cbaf0d8bee00.png)

The issue is that the fist joint , for this example, is specified tom move in this range:
rotationMax: new THREE.Vector3(0, Math.PI / 2, 0),   rotationMin: new THREE.Vector3(0, -Math.PI / 2, 0) 

which in total should provide 180 degrees of freedom, but the joint (bone) moves only 90 degrees in on quadrant , then it moves 90 degrees in an opposite quadrant. 

### Version

r147

### Device

Desktop

### Browser

Chrome

### OS

Linux
Repository: stable-diffusion-webui
Issue: [Feature Request]: Option to add webpage links to models that are listed when you click "show extra networks" button
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 ?

Much like we have the option to add preview images to these, it would be useful if we were able to add links to webpages to these (I would point them to the models' Civitai page, personally). It would probably work best if the button to follow the link was situated in the top left or top right corner of the listed item.

I've amassed quite a number of textual inversion embeddings, and it's getting difficult to remember what exactly they all do and how to use them all properly, so I find myself repeatedly having to search for their Civitai page. This feature would make that process a bit easier.

### Proposed workflow

1. Click the "Show extra networks" button under the "Generate" button
2. For each Textual Inversion/Hypernetworks/Lora item listed, make it so when you hover over the name of the item, you also (in addition to the "replace preview" option) have an "add/replace web link" button which opens a text box where you can add a URL.
3. The aforementioned items in the list that have had links added to them now have buttons in the top left/right of their rectangles that you can click on which opens the link in a new tab (not the same tab, please!).

### Additional information

![link feature mockup](https://user-images.githubusercontent.com/40493970/215022787-7fbf4bc0-8fee-480f-acd9-95a17d3d19bf.png)
Repository: godot
Issue: .NET 6 - Running exported PCK fails to load scripts or fails to load hostfxr
Labels: bug,topic:dotnet,topic:export

### Godot version

v4.0.beta.mono.custom_build [d1e5903c6] (With precision=double)

### System information

Arch Linux, Vulkan

### Issue description

After exporting a project as a PCK or ZIP file and trying to run it, I get errors. The error produced seems to vary depending on the engine build target (editor & template_debug tested).

With an editor build, the exported reproduction project runs but the test C# class 'could not be found'.
`scons precision=double p=linuxbsd tools=yes module_mono_enabled=yes debug_symbols=yes target=editor vulkan=yes -j 14`

```
./godot.linuxbsd.editor.double.x86_64.mono --main-pack /gd4_export_pck_test/export/test.pck

Godot Engine v4.0.beta.mono.custom_build.d1e5903c6 - https://godotengine.org
Vulkan API 1.3.224 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 2080 SUPER
 
ERROR: Cannot instance script because the associated class could not be found. Script: 'res://tester.cs'. Make sure the script exists and contains a class definition with a name that matches the filename of the script exactly (it's case-sensitive).
   at: can_instantiate (modules/mono/csharp_script.cpp:2300)
```

With a template_debug build, the exported reproduction project fails to load hostfxr:
`scons precision=double p=linuxbsd module_mono_enabled=yes target=template_debug -j 14`

```
./godot.linuxbsd.template_debug.double.x86_64.mono --main-pack /gd4_export_pck_test/export/test.pck

Godot Engine v4.0.beta.mono.custom_build.d1e5903c6 - https://godotengine.org
Vulkan API 1.3.224 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 2080 SUPER
 
ERROR: .NET: Failed to load hostfxr
   at: initialize (modules/mono/mono_gd/gd_mono.cpp:394)

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.0.beta.mono.custom_build (d1e5903c67956707948b1de370b807e3aad395b7)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x38a00) [0x7fe5506c7a00] (??:0)
-- END OF BACKTRACE --
================================================================
[1]    60688 IOT instruction (core dumped)  ./godot.linuxbsd.template_debug.double.x86_64.mono --main-pack 
```

Exporting projects as an executable with the template_debug build is working, the problem appears to be specific to PCK & ZIP export.

### Steps to reproduce

1. Open the reproduction project
2. Open Project>Export and export the project as a PCK or ZIP file (may need to add a new export preset for your platform).
3. Run an editor or template build with the --main-pack argument as the exported PCK/ZIP file.
`./godot.linuxbsd.template_debug.double.x86_64.mono --main-pack /gd4_export_pck_test/export/test.pck`

### Minimal reproduction project

[gd4_export_pck_test.zip](https://github.com/godotengine/godot/files/10516277/gd4_export_pck_test.zip)
Repository: PowerToys
Issue: FZ: Rollup windows when stacking multiple windows in one zone.
Labels: Needs-Triage

### Description of the new feature / enhancement

![image](https://user-images.githubusercontent.com/28706158/215029427-8a108d70-b8ba-492c-ae6a-6931f2730d12.png)

The inactive window will shift upwards, and on click will restore its size.

### Scenario when this would be used?

Lots of use case, cannot point a specific one. Much simplified UI to indicate a window shares the same zone.

### Supporting information

_No response_
Repository: material-ui
Issue: Feature Request: Hover Support
Labels: new feature,component: drawer

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Is it possible to have improved hover support for both the Navbar and the Drawer? While it seems simple to implement at first, it turns out to be a bit challenging. Having some margin or space between the menu popover and the NavBar itself makes a smooth on/off Hover response difficult to achieve. 

### Examples 🌈

_No response_

### Motivation 🔦

Trying to implement a NavBar that functions similarly to https://stripe.com is very difficult with MUI. Similar hover reactiveness for a dashboard drawer would also be great. 

### Order ID 💳 (optional)

56883
Repository: PowerToys
Issue: Keyboard navigation on graphical interfaces (i.e. directx or opengl)
Labels: Needs-Triage

### Description of the new feature / enhancement

Would be lovely, aiming at pushing the Windows experience towards even more productivity. An example app that doesn't support built-in keyboard navigation is Bandicam, another one is Nitro-Sense. I assume they use some sort of graphical GPU rendering buttons, which doesn't support native keyboard navigations. 

+ thanks

### Scenario when this would be used?

In apps like Bandicam or NitroSense, the buttons are not recognized by navigation system. You can't use the software just with keyboard alone. That's where this feature comes in use!

### Supporting information

Is it even possible? if so, would be really good. I imagine if you can't access the buttons directly, you'd have to analyze the image for button layouts, which would need some sort of ML to use (?), hence a heavy job for the devs... So i'm not exactly crossing my fingers waiting here :p but I'm merely suggesting to think about it in a later meeting or something. This is really needed for people who work on the same device as they game (specially laptops. the manufacturers usually ship their own ugly apps for the laptop without any usual navigation support whatsoever)
Repository: ant-design
Issue: Form in Carousel in Modal breakes Modal for few ms.
Labels: Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-5j496u?file=/index.js)

### Steps to reproduce

During opening antd modal I can see for 10ms that my modal is increased and displays not the first page of the carousel inside. Here I have attached a [Json file](https://drive.google.com/file/d/1N9nMhma184CAlO8gaRAcdp3SplUQX1pY/view?usp=share_link), which you can play in your Chrome DevTools (F12 -> Performance -> Load profile). Described problem appears on 1150ms. I found that the modal increases because my form layout equal to "vertical", but I still didn't get why the last page of my carousel appears first.

### What is expected?

Render Modal with no shake

### What is actually happening?

Modal increases in size for few ms, last carousel page appears first

| Environment | Info |
| --- | --- |
| antd | 5.1.6 |
| React | 18.0.0 |
| System | Ubuntu 20.04 |
| Browser | Chrome/Chromium/Firefox |

---
I've asked stackoverflow first, maybe when you'll start study my request there already will be some answers. P.S. for the stack overflow codesanbox was created with typescript template.
https://stackoverflow.com/questions/75249736/antd-modalcarouselform-shudders-for-10ms

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: tauri
Issue: [bug] unfocussed window dragging is buggy
Labels: type: bug,status: backlog

### Describe the bug

When dragging a unfocussed app window (with cursor momentum) the initial drag position is "lost" and the cursor ends up at a different position on the window.

See demo video:https://share.cleanshot.com/1p77VyMG

### Reproduction

https://github.com/schickling-test/2023-tauri-drag-bug

See demo video above

### Expected behavior

_No response_

### Platform and versions

```
Environment
  › OS: Mac OS 13.1.0 X64
  › Node.js: 18.12.1
  › npm: 8.19.2
  › pnpm: 7.14.2
  › yarn: 1.22.19
  › rustup: 1.25.1
  › rustc: 1.63.0
  › cargo: 1.63.0
  › Rust toolchain: stable-aarch64-apple-darwin 

Packages
  › @tauri-apps/cli [NPM]: 1.2.3
  › @tauri-apps/api [NPM]: 1.2.0
  › tauri [RUST]: 1.2.4,
  › tauri-build [RUST]: 1.2.1,
  › tao [RUST]: 0.15.8,
  › wry [RUST]: 0.23.4,

App
  › build-type: bundle
  › CSP: unset
  › distDir: ../dist
  › devPath: http://localhost:1420/
  › framework: React
  › bundler: Vite

App directory structure
  ├─ node_modules
  ├─ public
  ├─ src-tauri
  ├─ .git
  ├─ .vscode
  └─ src
```

### Stack trace

_No response_

### Additional context

_No response_
Repository: flutter
Issue: unable to get accessibility info using text fields with hints
Labels: a: text input,framework,a: accessibility,dependency: android,has reproducible steps,P2,found in release: 3.7,team-framework,triaged-framework

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## Steps to Reproduce

<!-- Please include full steps to reproduce so that we can reproduce the problem. -->

I have been using [maestro](https://maestro.mobile.dev/) for testing my apps and using accessibility info in `maestro studio` but this can be accessed in normal `adb` `uiautomatorviewer` or any other tools on top of that.

1. Try Flutter Gallery app built with Flutter 3.3 
2. Try Flutter Gallery app built with Flutter 3.7
3. Observe the difference as shown in these videos 

**Expected results:** 
This should work the way it is working in Flutter 3.3
OR 
We should have this as a **breaking change** with a workaround. 

https://user-images.githubusercontent.com/7347854/215075106-4f013baa-702a-4d40-933b-7470dca82327.mp4





**Actual results:** 
It's not passing accessibility info using Text Fields with hints.


https://user-images.githubusercontent.com/7347854/215075091-466bb221-ba72-44b2-a172-6c31631e5d6f.mp4
Repository: flutter
Issue: Introduce side sheets
Labels: c: new feature,framework,f: material design,team-design,triaged-design


![image](https://user-images.githubusercontent.com/6655696/215082169-15cf9315-a91a-4ef5-a5bd-4474e88bf62f.png)

Specs: https://m3.material.io/components/side-sheets/overview

Part of https://github.com/flutter/flutter/issues/91605
Repository: stable-diffusion-webui
Issue: [Bug]: attempt to merge to models now results in error - AttributeError: module 'modules.sd_models' has no attribute 'find_checkpoint_config'
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?

tried to merge to models this morning and I am suddenly getting the error message - AttributeError: module 'modules.sd_models' has no attribute 'find_checkpoint_config'

### Steps to reproduce the problem

1. Go to checkpoint merger
2. select 2 checkpoints to merge
click merge


### What should have happened?

should have gotten a new file that is a merge of two checkpoints

### Commit where the problem happens

Commit hash: 9beb794e0b0dc1a0f9e89d8e38bd789a8c608397

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

Windows

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

Brave

### Command Line Arguments

_No response_

### Additional information, context and logs

_No response_
Repository: storybook
Issue: [Bug][addon-a11y]: cannot pass an `ContextObject` to exclude elements
Labels: bug,needs triage

### Describe the bug

Hi,

I'm trying to exclude an element (and its children) from the accessibility check (`addon-a11y`) on all my stories, I use as parameters:
```
  a11y: {
    element: {
      exclude: '.editor-container',
    },
  },
```
_(structure comes from https://github.com/storybookjs/storybook/blob/v7.0.0-beta.35/code/addons/a11y/src/params.ts )_

But I get this error inside my Storybook:
```
The accessibility scan encountered an error.
{"stack":"Error: Failed to execute 'querySelector' on 'Document': '[object Object]' is not a valid selector.\n at run (http://localhost:6006/vendors-node_modules_pnpm_babel_runtime_7_20_1_node_modules_babel_runtime_helpers_esm_defineP-7d8034.iframe.bundle.js:39368:2456)\n at async Object.handleRequest (http://localhost:6006/vendors-node_modules_pnpm_babel_runtime_7_20_1_node_modules_babel_runtime_helpers_esm_defineP-7d8034.iframe.bundle.js:39368:1950)"}
```

Do you know how to proceed?

Since object does not work I tried doing it at once with a selector:
```
  a11y: {
    element: '*:not(.editor-container)',
  },
```

In this case no error... but it does not work neither ^^...

Thank you,

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: TypeScript
Issue: TS2590: Expression produces a union type that is too complex to represent - (TS v5.0)
Labels: Needs Investigation,Rescheduled

### 🔎 Search Terms

TS2590: Expression produces a union type that is too complex to represent

### 🕗 Version & Regression Information

- This changed between versions  4.9.4 and 5.0.0-dev.20230125


### 💻 Code

**Simplified Version**

```ts
import { Button } from "@chakra-ui/react"

export const CustomButtonCell = (): JSX.Element => {
  return (
    <Button
      gap={3}
      p={4}
      h={"initial"}
      textAlign={"left"}
      fontWeight={"initial"}
      rounded={"xl"}
    />
  )
}
```

**Actual Version**

```ts
import { Button } from "@chakra-ui/react"
import { ComponentProps } from "react"

export interface CustomButtonCellProps extends ComponentProps<typeof Button> {
  highlighted?: boolean
  transparent?: boolean
}

export const CustomButtonCell = ({
  highlighted,
  transparent,
  ...rest
}: CustomButtonCellProps): JSX.Element => {
  const colorScheme = transparent
    ? "transparent"
    : highlighted
    ? "tertiary"
    : "neutrals"
  return (
    <Button
      gap={3}
      p={4}
      h={"initial"}
      textAlign={"left"}
      fontWeight={"initial"}
      colorScheme={colorScheme}
      rounded={"xl"}
      {...rest}
    />
  )
}
```

### 🙁 Actual behavior
On both of the versions, typescript throws similar error: 

```
ERROR in ./src/ui/components/CustomButtonCell.tsx:4:18
TS2590: Expression produces a union type that is too complex to represent.
    2 | import { ComponentProps } from "react"
    3 |
  > 4 | export interface CustomButtonCellProps extends ComponentProps<typeof Button> {
      |                  ^^^^^^^^^^^^^^^^^^^^^
    5 |   highlighted?: boolean
    6 |   transparent?: boolean
    7 | }
 ```   
    

### 🙂 Expected behavior
This is a very simple JSX.Element. It worked fine with typescript 4.9.4 but our project needed the latest `moduleResolution: "bundler"` support for some of the dependencies.

### External Dependencies
"@chakra-ui/react": 2.9.4 - also tried 2.7.4