sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Bug]: Can't copy from seed box on mobile Firefox
Labels: bug-report,gradio

### Checklist

- [X] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [x] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

I cannot copy the seed from the seed input box in Firefox on Android. The same is true for other numeric input fields. The issue does not occur on Chrome for Android.

### Steps to reproduce the problem

1. Launch with ` --share` in `COMMANDLINE_ARGS`
2. In Firefox on Android, navigate to the public URL
3. Make sure something is in the seed input box
4. Long press on the content of seed input box

### What should have happened?

The content of the seed box should be highlighted (this happens).
A button to copy the selected text should show up (does not happen).

### What browsers do you use to access the UI ?

Mozilla Firefox, Android

### Sysinfo

[sysinfo-2023-12-24-20-23.json](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/13762772/sysinfo-2023-12-24-20-23.json)


### Console logs

```Shell
venv "F:\Stable Diffusion\stable-diffusion-webui\venv\Scripts\Python.exe"
Python 3.10.11 (tags/v3.10.11:7d4cc5a, Apr  5 2023, 00:38:17) [MSC v.1929 64 bit (AMD64)]
Version: v1.7.0
Commit hash: cf2772fab0af5573da775e7437e6acdca424f26e
You are up to date with the most recent release.
Launching Web UI with arguments: --autolaunch --update-check --xformers --share
Loading weights [6ce0161689] from F:\Stable Diffusion\stable-diffusion-webui\models\Stable-diffusion\v1-5-pruned-emaonly.safetensors
Running on local URL:  http://127.0.0.1:7860
Creating model from config: F:\Stable Diffusion\stable-diffusion-webui\configs\v1-inference.yaml
Applying attention optimization: xformers... done.
Model loaded in 42.0s (load weights from disk: 37.8s, create model: 0.4s, apply weights to model: 3.3s, load VAE: 0.2s, calculate empty prompt: 0.2s).
Running on public URL: https://****.gradio.live

This share link expires in 72 hours. For free permanent hosting and GPU upgrades, run `gradio deploy` from Terminal to deploy to Spaces (https://huggingface.co/spaces)
Startup time: 53.5s (prepare environment: 2.6s, import torch: 3.2s, import gradio: 1.2s, setup paths: 0.8s, initialize shared: 0.2s, other imports: 0.8s, list SD models: 0.1s, load scripts: 1.3s, create ui: 0.4s, gradio launch: 42.7s).
```


### Additional information

Firefox for Android (from Play Store) version: 121.0
Android version: 14
Android device: Pixel 7a
Repository: godot
Issue: Setter function not called for default value
Labels: discussion,topic:core,topic:gdscript,documentation

### Tested versions

Reproducible in 4.3 Dev 1

### System information

Irrelevant

### Issue description

Exported variable with a setter function and a default value for that variable is never called. 

If the value changed from the editor, the setter will be called.

```gdscript
extends Node2D

@export_enum("Default", "Hello", "World") var string: String = "Default":
	set(new_value):
		string = new_value
		print(string)

```


### Steps to reproduce

- create a scene and attach a script to it
- use the script above for example
- save the scene, lets say as `string.tscn`
- on the main scene, instantiate `string.tscn` three times
- Name the first `Default`, the second `Hello` and the third `World`
- leave the first `Default` untouched, the second change the exported variable
from the inspector to the value `Hello` and the third scene to the value `World`.
- run the program, only `Hello` and `World` are printed. `Default` not printed.

### Minimal reproduction project (MRP)

[Godot - Export Setter.zip](https://github.com/godotengine/godot/files/13762875/Godot.-.Export.Setter.zip)
Repository: PowerToys
Issue: FancyZones Saving requires editing layout and saving twice before saving actually works
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.76.2

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

1. Create a new custom layout.
2. Modify the layout by adding resizers etc.
3. Click the Save button in the popup.
4. Use Shift+left-mouse-button to move a window into one of the zones. That works so far.
5. Go back into the FancyZones editor, and edit the same custom layout created in step 1 above.
6. Add a horizontal slider (or vertical resizer) somewhere inside one of the zones.
7. Again click the Save button in the popup.
8. Again use Shift+left-mouse-button to move a window into one of the zones.
9. Fail: The newly added zone is not present.
10. But, go back in and repeat the steps starting at step 5 above, and then after saving and redoing step 8 above, **only now does the change show up**. It is as if the first save never works, but the second save does work.

**Note**: I can reproduce this both on my Microsoft Windows 10 installation, and also on a friend's Microsoft Windows 11 installation. Therefore, this likely is not Windows version dependent.



### ✔️ Expected Behavior

I expect the Save button to actually save the change, and not require me to go back in and re-edit the layout and then save again.

### ❌ Actual Behavior

The saving does not work at all, and I have to workaround it by saving twice before the changes are persistent.

### Other Software

_No response_
Repository: go
Issue: runtime: trace2: some stacks don't skip tracer's own frames
Labels: NeedsInvestigation,compiler/runtime

I've found the following 3 kinds of events in my trace that include the tracer in the stack when they probably shouldn't:

```
M=1125110 P=0 G=1 RangeBegin Time=704285462306048 Name="GC incremental sweep" Scope=Proc(0)
Stack=
        runtime.traceLocker.GCSweepSpan @ 0x462575
                /home/dominikh/prj/go/src/runtime/trace2runtime.go:352
        runtime.(*sweepLocked).sweep @ 0x428584
                /home/dominikh/prj/go/src/runtime/mgcsweep.go:521
        runtime.(*mcentral).cacheSpan @ 0x418ebc
                /home/dominikh/prj/go/src/runtime/mcentral.go:147
        runtime.(*mcache).refill @ 0x4185d2
                /home/dominikh/prj/go/src/runtime/mcache.go:182
        runtime.(*mcache).nextFree @ 0x40f644
                /home/dominikh/prj/go/src/runtime/malloc.go:948
        runtime.mallocgc @ 0x40fc64
                /home/dominikh/prj/go/src/runtime/malloc.go:1149
        runtime.newobject @ 0x410204
                /home/dominikh/prj/go/src/runtime/malloc.go:1390
[...]
```

```
M=1125121 P=2 G=1870 RangeBegin Time=704285696073408 Name="GC mark assist" Scope=Goroutine(1870)
Stack=
        runtime.traceLocker.GCMarkAssistStart @ 0x462741
                /home/dominikh/prj/go/src/runtime/trace2runtime.go:378
        runtime.gcAssistAlloc @ 0x42121c
                /home/dominikh/prj/go/src/runtime/mgcmark.go:536
        runtime.deductAssistCredit @ 0x410113
                /home/dominikh/prj/go/src/runtime/malloc.go:1353
        runtime.mallocgc @ 0x40f88b
                /home/dominikh/prj/go/src/runtime/malloc.go:1025
        runtime.growslice @ 0x454abb
[...]
```

```
M=1125107 P=14 G=136 StateTransition Time=704285616667520 Resource=Goroutine(615) Reason="" GoID=615 Waiting->Runnable
Stack=
        runtime.traceLocker.stack @ 0x462f57
                /home/dominikh/prj/go/src/runtime/trace2event.go:166
        runtime.traceLocker.GoUnpark @ 0x462f12
                /home/dominikh/prj/go/src/runtime/trace2runtime.go:445
        runtime.injectglist @ 0x444a7d
                /home/dominikh/prj/go/src/runtime/proc.go:3768
        runtime.gcWakeAllAssists @ 0x421919
                /home/dominikh/prj/go/src/runtime/mgcmark.go:714
        runtime.gcMarkDone @ 0x41d5f6
                /home/dominikh/prj/go/src/runtime/mgc.go:910
        runtime.gcBgMarkWorker @ 0x41ebe4
                /home/dominikh/prj/go/src/runtime/mgc.go:1446
```

/cc @mknyszek
Repository: opencv
Issue: G-API: MSVS 2019 32-bit build warnings (2023-12-25)
Labels: bug,category: build/install,category: g-api / gapi

http://pullrequest.opencv.org/buildbot/builders/4_x-win32-vc16/builds/100060

```
    34>C:\build\4_x-win32-vc16\opencv\modules\gapi\src\backends\common\serialization.cpp(224): warning C4702: unreachable code [C:\build\4_x-win32-vc16\build\modules\gapi\opencv_gapi.vcxproj]
    34>C:\build\4_x-win32-vc16\opencv\modules\gapi\src\backends\common\serialization.cpp(213): warning C4702: unreachable code [C:\build\4_x-win32-vc16\build\modules\gapi\opencv_gapi.vcxproj]
    34>C:\build\4_x-win32-vc16\opencv\modules\gapi\src\streaming\onevpl\source.cpp(86): warning C4702: unreachable code [C:\build\4_x-win32-vc16\build\modules\gapi\opencv_gapi.vcxproj]
    34>C:\build\4_x-win32-vc16\opencv\modules\gapi\src\streaming\onevpl\source.cpp(77): warning C4702: unreachable code [C:\build\4_x-win32-vc16\build\modules\gapi\opencv_gapi.vcxproj]
    34>C:\build\4_x-win32-vc16\opencv\modules\gapi\src\streaming\onevpl\source.cpp(94): warning C4702: unreachable code [C:\build\4_x-win32-vc16\build\modules\gapi\opencv_gapi.vcxproj]
    34>C:\build\4_x-win32-vc16\opencv\modules\gapi\src\streaming\onevpl\source.cpp(103): warning C4702: unreachable code [C:\build\4_x-win32-vc16\build\modules\gapi\opencv_gapi.vcxproj]
    34>C:\build\4_x-win32-vc16\opencv\modules\gapi\src\streaming\onevpl\source.cpp(99): warning C4702: unreachable code [C:\build\4_x-win32-vc16\build\modules\gapi\opencv_gapi.vcxproj]
    34>C:\build\4_x-win32-vc16\opencv\modules\gapi\src\streaming\onevpl\source.cpp(82): warning C4702: unreachable code [C:\build\4_x-win32-vc16\build\modules\gapi\opencv_gapi.vcxproj]
    34>C:\build\4_x-win32-vc16\opencv\modules\gapi\src\streaming\onevpl\source.cpp(90): warning C4702: unreachable code [C:\build\4_x-win32-vc16\build\modules\gapi\opencv_gapi.vcxproj]
    34>C:\build\4_x-win32-vc16\opencv\modules\gapi\src\streaming\onevpl\file_data_provider.cpp(131): warning C4702: unreachable code [C:\build\4_x-win32-vc16\build\modules\gapi\opencv_gapi.vcxproj]
    34>C:\build\4_x-win32-vc16\opencv\modules\gapi\src\streaming\gstreamer\gstreamerpipeline.cpp(77): warning C4702: unreachable code [C:\build\4_x-win32-vc16\build\modules\gapi\opencv_gapi.vcxproj]
    34>C:\build\4_x-win32-vc16\opencv\modules\gapi\src\streaming\gstreamer\gstreamersource.cpp(358): warning C4702: unreachable code [C:\build\4_x-win32-vc16\build\modules\gapi\opencv_gapi.vcxproj]
    34>C:\build\4_x-win32-vc16\opencv\modules\gapi\src\streaming\gstreamer\gstreamersource.cpp(364): warning C4702: unreachable code [C:\build\4_x-win32-vc16\build\modules\gapi\opencv_gapi.vcxproj]
```
Repository: godot
Issue: Edited Inspector values are no longer automatically confirmed on when Running the scene.
Labels: bug,topic:editor

### Tested versions

Godot 4.X

### System information

Win 10, Nvidea RTX 1080, Forward+

### Issue description

This is one of many little usability regressions compared to Godot 3.X (another example: https://github.com/godotengine/godot/issues/84105) . It might seem like a minuscule tiny thing, but stuff like this piles up and makes the Godot 4.X editor less pleasurable to use compared to Godot 3.X:

In Godot 3.X, when you are editing a value in the Inspector, for example one of the Transforms, you could just run your project/scene at any given time and it would run with the value you just typed in. You don't have to exit from the LineEdit or confirm your change before you run the game/scene.

In Godot 4.X you always have to make make sure you did press Enter or clicked somewhere outside to confirm your change.

I have been using Godot 4.X now for months intensively and I it happens to me regularly that I make changes, run the scene to test those changes, only to much later realize that non of those changes have been confirmed, so was testing the same thing over and over while thinking I tested different settings. I then have to go back and start all over with this additional, completely unnecessary step.

### Steps to reproduce

Change any Inspector properties (for example 2D or 3D Transforms) and run a scene.

### Minimal reproduction project (MRP)

N/A can be tested with any project.
Repository: ollama
Issue: Create uninstall script
Labels: feature request

Hello, it would be nice to have an uninstall script to automate the uninstall process specified here: https://github.com/jmorganca/ollama/blob/main/docs/linux.md#uninstall adding a PR to this issue with something i made that I'd like to contribute.

Happy Holidays! :)
Repository: transformers
Issue: Add CAV-MAE audio-image encoder model
Labels: New model

### Model description

Contrastive Audio-Visual Masked Autoencoder (CAV-MAE) combines two major self-supervised learning frameworks: contrastive learning and masked data modeling, to learn a joint and coordinated audio-visual representation. It appears to be the open source SOTA on the AudioSet and VGGSound datasets (the OmniVec and Facebook MAViL models seem to have never had weights released). 

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

https://github.com/YuanGongND/cav-mae

@YuanGongND
Repository: godot
Issue: Reparenting Node with Multiplayer Synchronizer via Rpc Breaks Synchronization
Labels: bug,topic:network,topic:multiplayer

### Tested versions

Reproducible in `v4.2.1.stable.mono.official [b09f793f5]`

### System information

Godot v4.2.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i7-10700 CPU @ 2.90GHz (16 Threads)

### Issue description

When reparenting a node that contains a `MultiplayerSynchronizer` via an Rpc on both clients, all clients beside the multiplayer authority (because they are not syncing) will fail to sync changes and output the following errors:
1. 
```
E 0:00:06:0516   get_node: Node not found: "/root/Scene/Synchronizer/MultiplayerSynchronizer" (absolute path attempted from "/root").
  <C++ Error>    Method/function failed. Returning: nullptr
  <C++ Source>   scene/main/node.cpp:1635 @ get_node()
```
2.
```
E 0:00:06:0516   get_cached_object: Failed to get cached path: /root/Scene/Synchronizer/MultiplayerSynchronizer.
  <C++ Source>   modules/multiplayer/scene_cache_interface.cpp:256 @ get_cached_object()
```
This causes synchronization to break for that MultiplayerSynchronizer.

### Steps to reproduce

1. Switch to running two instances.
2. Run the game
3. On one window, click the `Host` button, and on the other click `Join`
4. On either window, it breaks either way, click `Run` to call the reparenting rpc
5. Observe that synchronization of the rotation stops and errors log in the console

### Minimal reproduction project (MRP)

[MinimalReproductionProject.zip](https://github.com/godotengine/godot/files/13764201/MinimalReproductionProject.zip)
Repository: material-ui
Issue: [material-ui] Linear progress is not working as expected for RTL
Labels: component: LinearProgress,package: material-ui,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Video of Linear Progress when using with LTR:
[progress-LTR.webm](https://github.com/mui/material-ui/assets/121926499/8306f237-fc90-4eb0-acaa-f9f9c8f04562)

Video of Linear Progress when using with RTL:
[progress-RTL.webm](https://github.com/mui/material-ui/assets/121926499/d3fbaa26-6abb-42c3-94a2-32250cdea8d8)


### Current behavior 😯

When I am using the Linear Progress Indeterminate variant in the right-to-left (RTL) direction, it does not work as expected. However, when I use other variants, they function properly without any issues.

### Expected behavior 🤔

In the right-to-left (RTL) direction, the progress bar of the Linear Progress Indeterminate variant is expected to move from right to left.

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: Windows 10 10.0.19045
  Binaries:
    Node: 20.9.0 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.19 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 10.1.0 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Chromium (120.0.2210.77)
  npmPackages:
    @emotion/react: ^11.11.1 => 11.11.1
    @emotion/styled: ^11.11.0 => 11.11.0
    @mui/base:  5.0.0-beta.24
    @mui/core-downloads-tracker:  5.14.18
    @mui/lab: 5.0.0-alpha.153 => 5.0.0-alpha.153
    @mui/material: ^5.14.18 => 5.14.18
    @mui/private-theming:  5.14.18
    @mui/styled-engine:  5.14.18
    @mui/system:  5.14.18
    @mui/types:  7.2.9
    @mui/utils:  5.14.18
    @types/react:  18.2.39
    react: ^18.2.0 => 18.2.0
    react-dom: ^18.2.0 => 18.2.0
    typescript: ~5.3.2 => 5.3.2
```
</details>
Repository: tauri
Issue: [feat] I want to copy a file in the project and then paste it on the system desktop. How do I achieve this?
Labels: type: feature request

### Describe the problem

I want to copy a file in the project and then paste it on the system desktop. How do I achieve this?

### Describe the solution you'd like

I hope there is an API that can directly input the file URL I know and write it to the clipboard. I can paste it with ctrl+v on the system desktop.

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: godot
Issue: Error on loading project useing .blend files when blender is not configured is misleading
Labels: enhancement,topic:import

### Tested versions

tested in 4.2.1

### System information

Windows 11 Pro, Godot 4.2.1

### Issue description

I went to open a project pulled down from git, that contains .blend files, but I had forgotten to set Godot to work with Blender. The message I got was "Load failed due to missing dependencies." I found this confusing, so I checked the file existed, then thought maybe it was corrupt, before realizing the cause. It would be helpful if Godot could identify that it is trying to open a .blend without Blender being configured and say something to the effect of "This project contains a blend file, but blender is not configured."

### Steps to reproduce

Make scene using a .blend
Disable support for Blender .blend importing
Open scene

### Minimal reproduction project (MRP)

N/A
Repository: transformers
Issue: Finetuning Whisper with adapter with MAML
Labels: Feature request,Audio

### Feature request

MAML is a widely used meta-learning method for reinitializing model parameters, which can effectively cope with low-resource situations.
As Whisper is a pre-trained model, its parameters cannot be reinitialized, but the bottleneck structure adapter can be applied to the encoder and decoder layers of the model, and then the adapter can be trained using MAML.
Request code for fine-tuning Whisper with adapter using MAML such as meta-training with 6 languages and final fine-tuning with 4 other languages.

### Motivation

low-resource ASR.

### Your contribution

Anything you need and I can.
Repository: node
Issue: The for await syntax of the readline function does not properly free memory.
Labels: readline


### What steps will reproduce the bug?

``` javascript
async function parseFile(file) {
    let onceStart = false
    let readlineInferface = null
    let uids = []
    try {
        readlineInferface = readline.createInterface({
            input: fs.createReadStream(file),
        })
        let onceTestStrs = []
        for await (const line of readlineInferface) {
            let lineTrim = line.trim()
            if (onceStart) {
                if (/^\*{5,}$/.test(lineTrim)) {
                    onceStart = false
                    let { tuids } = parseOnceTest(onceTestStrs)
                    if (tuids.length > 0) {
                        uids.push(tuids)//<------------------------
                    }
                    onceTestStrs = []
                } else {
                    onceTestStrs.push(lineTrim)
                }
            } else if (lineTrim == '[DATALOG]') {
                onceStart = true
            }
        }
        return { uids, count, error }
    } catch (e) {
        throw e
    } finally {
        if (readlineInferface) {
            readlineInferface.close()
        }
    }
}
function parseOnceTest(onceTestStrs) {
    let tuids = []
    for (let i = 0; i < onceTestStrs.length; i++) {
        if (UIDRegexp.test(onceTestStrs[i])) {
            let matches = UIDRegexp.exec(onceTestStrs[i])
            let uid = matches[4].trim()
            tuids.push(uid)
        }
    }
    return { tuids }
}
```

### What do you see instead?

I read a large file and encountered an OOM using the code above. Removing ` uids.push(tuids)//<------------------------` was fine, but using writeHeapSnap, I found that the file's contents were still in memory and had not been released.
Repository: stable-diffusion-webui
Issue: [Bug]: a1111 is broken on AMD cards after git pull to 1.7.0
Labels: bug-report,platform:amd

### Checklist

- [X] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

It seems like something broke or changed in the code after the 1.7.0 release, all I got was this error and I can't find a solution anywhere. I can only open the UI with --skip-torch-cuda-test, but this results in long generation times as it uses CPU and not GPU, even a rollback to 1.6.0 doesn't work anymore and has the same problem

ERROR: 

![Screenshot (490)](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/99995007/b4bc8ce9-9a88-46a3-b209-6fbd096cbc88)


### Steps to reproduce the problem

1.go to webui-user.bat files location 
2. launch it

### What should have happened?

WebUi should start without problem

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

_No response_

### Sysinfo

[sysinfo-2023-12-25-09-31.json](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/13765371/sysinfo-2023-12-25-09-31.json)


### Console logs

```Shell
venv "D:\AIS\AUTOMATIC1111\stable-diffusion-webui\venv\Scripts\Python.exe"
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Version: v1.7.0
Commit hash: cf2772fab0af5573da775e7437e6acdca424f26e
Traceback (most recent call last):
  File "D:\AIS\AUTOMATIC1111\stable-diffusion-webui\launch.py", line 48, in <module>
    main()
  File "D:\AIS\AUTOMATIC1111\stable-diffusion-webui\launch.py", line 39, in main
    prepare_environment()
  File "D:\AIS\AUTOMATIC1111\stable-diffusion-webui\modules\launch_utils.py", line 384, in prepare_environment
    raise RuntimeError(
RuntimeError: Torch is not able to use GPU; add --skip-torch-cuda-test to COMMANDLINE_ARGS variable to disable this check
Press any key to continue . . .
```


### Additional information

i havent done or installed anything besides using git pull to update the UI to 1.7.0