sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Bug]: Issue when running the web-ui on AWS
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?

- Made the setup on AWS 
- Had already trained a v2 model thus used winscp to transfer that to the models folder as instructed
- Added the yaml file to the folder as well as instructed
- ran the code as: bash webui.sh --share
- The code ran, opended the gradio share link
- After increasing the iterations to 100, batch size of generated images to 4 and CFG scale to 11, the system does go until 100% as the progress but after that no image is rendered and everything gets stuck

![image](https://user-images.githubusercontent.com/40886260/210726764-b37b332a-8a90-4fb4-8052-30028f36bc46.png)

It is stuck at this step as well. Waiting for it to run

![image](https://user-images.githubusercontent.com/40886260/210727063-aaf8f43c-4cda-4200-9998-163c55a8b190.png)

It got completed and now its stuck 

![image](https://user-images.githubusercontent.com/40886260/210727623-771a5365-8d38-4efb-9ff2-31a609027a56.png)

Changed a few things, it ran but again, after increasing the values it stopped

![image](https://user-images.githubusercontent.com/40886260/210729038-a6ceebd0-ca97-4821-9916-2cc65a9e41e8.png)


### Steps to reproduce the problem

- Made the setup on AWS 
- Had already trained a v2 model thus used winscp to transfer that to the models folder as instructed
- Added the yaml file to the folder as well as instructed
- ran the code as: bash webui.sh --share
- The code ran, opended the gradio share link
- After increasing the iterations to 100, batch size of generated images to 4 and CFG scale to 11, the system does go until 100% as the progress but after that no image is rendered and everything gets stuck

### What should have happened?

It should have worked smoothly as on local systems.

My local machine is not as compute internsive as aws is but somehow my local machine delivers best results as per what is expected.

Config AWS:
g4dn.2xlarge - t4 GPU
32 GB RAM, 200GB Storage, 8 CPUs

Config Local:
3060 , 6GB GPU
32 GB RAM
128 SSD Storage, i7 Processor

### Commit where the problem happens

5f4fa942b8ec3ed3b15a352903489d6f9e6eb46e

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

Windows, Linux

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

Google Chrome

### Command Line Arguments

```Shell
bash webui.sh --share
```


### Additional information, context and logs

Prompt: A girl with along hair and weaing a black top with blue jeans, (realistic), high definition

We had trained a dreambooth model on influencer data for one of our tools thus testing how to setup the infra on aws. Later will move to the API version of the code but wanted to see if its generating results or not.

![image](https://user-images.githubusercontent.com/40886260/210731430-c8a5b24c-538c-4af9-84a7-776a0b87e473.png)

The UI crashed with the above parameters.
Repository: vscode
Issue: Improve invisible char data encoding
Labels: debt,unicode-highlight

I noticed that the code points [here](https://github.com/microsoft/vscode/blob/79c4f9b75db3b4f50468fc022cacf8ba6d640aff/src/vs/base/common/strings.ts#L1193-L1196) are often consecutive e.g.

<img width="909" alt="image" src="https://user-images.githubusercontent.com/5047891/210737564-ba1b7664-4db0-4624-ad6d-f448001fd062.png">

Here's a suggestion for encoding them in an array:

```
[9,10,11,12,13,32,127,160,173,847,1564,4447,4448,6068,6069,6155,6156,6157,6158,7355,7356,8192,8193,8194,8195,8196,8197,8198,8199,8200,8201,8202,8203,8204,8205,8206,8207]
```

could be encoded as:

```
[9,4,32,127,160,173,847,1564,4447,1,6068,1,6155,3,7355,1,8192,15]
```

The array can be decoded in linear time by comparing an element to the element before it. If the element is smaller, then this indicates a range e.g.
* 9 > 4 ==> range from 9 to 13
* 32 < 127 ==> single element 32
* 127 < 160 ==> single element 127
* 160 < 173 ==> single element 160
* 173 < 847 ==> single element 173
* 847 < 1564 ==> single element 847
* 1564 < 4447 ==> single element 1564
* 4447 > 1 ==> range from 4447 to 4448
* 6068 > 1 ==> range from 6068 to 6069
* 6155 > 3 ==> range from 6155 to 6158
* 7355 > 1 ==> range from 7355 to 7356
* 8192 > 15 ==> range from 8192 to 8207
Repository: godot
Issue: Collisions between 2 connected PhysicalBone3d
Labels: bug,topic:physics,topic:3d

### Godot version

v4.0.beta10.official [d0398f62f]

### System information

- OS: Arch Linux
- Kernel: 6.0.12-zen1-1-zen
- CPU: Intel i5-8300H (8) @ 4.000GHz
- GPU: NVIDIA GeForce GTX 1050 Mobile
- Vulkan

### Issue description

When the collision shape of one PhysicalBone3d overlaps the collision shape of its parent, the physics simulation stops working properly and PhysicalBones start lagging and freaking out.

![2023-01-05_17-21](https://user-images.githubusercontent.com/64698645/210749086-aede960f-2f67-43c1-adaf-931f2a4d9e7e.png)

![2023-01-05_18-45](https://user-images.githubusercontent.com/64698645/210762202-85127aeb-3043-45d6-a683-80c8226cc4d6.png)


**EDIT:** 

Tested the same setup on _Godot 3.5.1 stable._ Everything works fine. Connected PhysicalBones are excluded from collision with each other by default. Possible regression

### Steps to reproduce

1. Import any 3d model with Skeleton
2. Add 2 physical bones
3. Add collision shapes, and let them overlap each other
4. Add ground (static body with collision shape)
5. Add GDscript somewhere that calls `physical_bones_start_simulation()` on Skeleton3D in `_ready()` function
6. Enjoy the show

### Minimal reproduction project

Here is a simple reproduction project with an example worm model which has 3 bones

[PhysicalBonesTest.zip](https://github.com/godotengine/godot/files/10351052/PhysicalBonesTest.zip)

### Suggestions

Either add the "Exclude Nodes From Collision" option to the PhysicalBone3d node the same way as in standard joint nodes (e.g. PinJoint3D) or make this a default behavior, because this is the way ragdolls are supposed to work
Repository: PowerToys
Issue: Find My Mouse -> Esc don't terminate overlay in RDP
Labels: Issue-Bug,Priority-2,Product-Mouse Utilities

### Microsoft PowerToys version

0.65.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Mouse Utilities

### Steps to reproduce

* Place the mouse cursor on a RDP window
* Press Left Control twice
* Press Esc

### ✔️ Expected Behavior

The overlay should disappear

### ❌ Actual Behavior

The overlay doesn't disappear

### Other Software

mstsc
Repository: godot
Issue: Vulkan: Performance problem when rotating an orthogonal camera when SDFGI is enabled
Labels: bug,topic:rendering,confirmed,topic:3d,performance

### Godot version

since 4.0

### System information

Windows 11, AMD RX580 2048SP

### Issue description

Rotating an orthogonal camera decreases frame rate significantly.

![image](https://user-images.githubusercontent.com/93276898/210768739-074179b8-8355-4f27-8421-338410029d2b.png)

![image](https://user-images.githubusercontent.com/93276898/210768849-79603681-fd1b-4dff-82ab-d321f93922f1.png)

### Steps to reproduce

N/A

### Minimal reproduction project

[TEST.zip](https://github.com/godotengine/godot/files/10351678/TEST.zip)
Repository: storybook
Issue: [Bug]: `Cannot convert object to primitive value` when passing Modules in args
Labels: bug,react,addon: docs

### Describe the bug

When passing a Module to an arg in a CSF story like this:

```jsx
import { Description } from './Description';
import * as DefaultButtonStories from '../examples/Button.stories'; // 👈

const meta = {
  component: Description,
};
export default meta;

export const OfMetaAsComponentComment = {
  args: {
    of: DefaultButtonStories,  // 👈
  }
};
```

The story crashes with `Cannot convert object to primitive value`:

```
Cannot convert object to primitive value
TypeError: Cannot convert object to primitive value
    at http://localhost:6006/sb-preview/runtime.mjs:8814:34
    at Array.reduce (<anonymous>)
    at undecoratedStoryFn (http://localhost:6006/sb-preview/runtime.mjs:8812:53)
    at http://localhost:6006/sb-preview/runtime.mjs:6111:21
    at http://localhost:6006/sb-preview/runtime.mjs:8704:12
    at jsxDecorator (http://localhost:6006/node_modules/.cache/.vite-storybook/deps/@storybook_react_preview.js?v=ce6491e8:1862:17)
    at http://localhost:6006/sb-preview/runtime.mjs:6111:21
    at http://localhost:6006/sb-preview/runtime.mjs:8679:23
    at http://localhost:6006/sb-preview/runtime.mjs:8704:12
    at wrapper (http://localhost:6006/node_modules/.cache/.vite-storybook/deps/@storybook_addon-links_preview.js?v=ce6491e8:106:12)
```

An error that is thrown from here: https://github.com/storybookjs/storybook/blob/7584d9630a55825e5b747291bb506f38ed45d402/code/renderers/react/src/docs/jsxDecorator.tsx#L111-L112

### To Reproduce

1. `git checkout block-description-improvements`
2. `cd code`
3. `yarn storybook:ui`
4. Comment out the workaround at https://github.com/storybookjs/storybook/blob/7584d9630a55825e5b747291bb506f38ed45d402/code/ui/blocks/src/blocks/Description.stories.tsx#L17
6. Navigate to `http://localhost:6006/?path=/story/storybook-blocks-blocks-description--of-meta-as-meta-comment`

The source for the stories can be seen here: 
https://github.com/storybookjs/storybook/blob/7584d9630a55825e5b747291bb506f38ed45d402/code/ui/blocks/src/blocks/Description.stories.tsx


### Additional context

This is not a problem if the arg is defined in the meta, only in the story.
Repository: pytorch
Issue: Inconsistent rank among torch.distributed primitives
Labels: oncall: distributed,triaged

### 🐛 Describe the bug

Currently, the distributed communication primitives under `torch.distributed` enforce some checks on each worker's rank and their corresponding arguments passed. There exist many `my_rank=get_rank()` in [distributed_c10d.py].(https://github.com/pytorch/pytorch/blob/ad782ff7df950dfda64e271dd4ee3c6128971103/torch/distributed/distributed_c10d.py)

The following is an example.
https://github.com/pytorch/pytorch/blob/8c172fa98a52e95675e9425ac4b23f190f53f9ed/torch/distributed/distributed_c10d.py#L2315-L2321

It seems strange that there are many widely-used primitives forces using `global_rank` even when `group` is specified. For example, the `dist.gather`. 
https://github.com/pytorch/pytorch/blob/8c172fa98a52e95675e9425ac4b23f190f53f9ed/torch/distributed/distributed_c10d.py#L2674-L2676

The `get_rank()` above without an argument `group` passed will return the `global_rank` of the caller worker, which is different from the above. 
 
I am wondering if it is a bug or if there is any documentation on using `global_rank` only in these primitives. 

### Versions

current master ad782ff7df950dfda64e271dd4ee3c6128971103

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: react-native
Issue: RefreshControl refresh indicator is not shown on iOS
Labels: Platform: iOS,Platform: Linux,Component: RefreshControl,Needs: Triage :mag:

### Description

The refresh indicator for `<RefreshControl />` is not shown in`<ScrollView>` and related components like `<VirtualizedList />` and `<FlatList />` etc.. when refreshing is initially set as `true` (i.e.  `refreshing={true}`). 

This happens in both, when using Expo Go and when using the build iOS app.

### Version

0.69.7, 0.70.6

### Output of `npx react-native info`

System:
    OS: Linux 5.15 Gentoo Linux
    CPU: (12) x64 Intel(R) Core(TM) i9-8950HK CPU @ 2.90GHz
    Memory: 16.15 GB / 62.44 GB
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 16.17.0 - ~/.config/nvm/versions/node/v16.17.0/bin/node
    Yarn: 1.22.19 - ~/workspace/fgs/mobile/node_modules/.bin/yarn
    npm: 2.15.12 - ~/workspace/fgs/mobile/node_modules/.bin/npm
    Watchman: Not Found
  SDKs:
    Android SDK: Not Found
  IDEs:
    Android Studio: Not Found
  Languages:
    Java: 11.0.15 - /usr/bin/javac
  npmPackages:
    @react-native-community/cli: Not Found
    react: 18.0.0 => 18.0.0 
    react-native: 0.69.6 => 0.69.6 
  npmGlobalPackages:
    *react-native*: Not Found

### Steps to reproduce

```
<ScrollView
        contentContainerStyle={styles.scrollView}
        refreshControl={
          <RefreshControl
            refreshing={true}
            onRefresh={onRefresh}
          />
        }
      >
        <Text>
        This refresh indicator is not shown on iOS
        </Text>
      </ScrollView>
```

### Snack, code example, screenshot, or link to a repository

https://snack.expo.dev/@danielmorlock/refresh-indicator-bug
Repository: rust
Issue: Rust compiler or LLVM fails to generate branch-free code
Labels: A-LLVM,I-slow,T-compiler,A-impl-trait,C-bug,E-needs-mcve

Not a bug but a missed opportunity to generate fast code.

In some instances the Rust compiler generates faster code when `if/else` branching is used than when "branch-free" arithmetical functions are used.

This results in code that's significantly slower than it should be.

This problem is documented in the following PR.
https://github.com/Neptune-Crypto/twenty-first/pull/70
Repository: angular
Issue: Angular element `Slot` is not getting rendered if the slot is inside another angular component (`mat-table` in the provided case)
Labels: area: elements,cross-cutting: custom elements,bug

### Which @angular/* package(s) are the source of the bug?

elements

### Is this a regression?

Yes

### Description

I have created wrapper for `mat-table` component and has converted it into a web custom element using `@angular/element` package.
- I want to project the content inside the `mat-table` within the wrapper element
<details>
  <summary> Code </summary>

```typescript
@Component({
    selector: 'mat-table-wrapper',
    template: `
        <mat-table [dataSource]="dataSource">
            <slot name="table"></slot> <!-- This slot DOES NOT get projected into -->
        </mat-table>
        <h2>
            <slot name="table"></slot> <!-- This slot DOES get projected into -->
        </h2>
    `,
    encapsulation: ViewEncapsulation.ShadowDom,
})
export class MatTableWrapperComponent {
    static CUSTOM_ELM_NAME = 'mat-table-wrapper';
    @Input() dataSource = [];
}
```
</details>

- This problem does not exist in pure angular component that is not packaged as a @angular/element

### Steps to reproduce:
- Clone https://github.com/stagefright5/ng-elements-pg
- cd to `elements-angular-ws` dir
- run `npm run create-element-lib`. This will create `sf5-element-bundle.js` file in `ng-custom-element-user-ws/src/scripts` dir
- This script is already added as part of the bundle in `ng-custom-element-user-ws/angular.json`
- cd to `ng-custom-element-user-ws` dir
- run `npm start` (this will run in `4201` port)
- There are 2 components that are rendered
    1. The `slot` is not rendered
    2. The `slot` is rendered
   The only difference is slot 1 is inside the custom element and 2 is normal angular component
![image](https://user-images.githubusercontent.com/15051871/210803634-d5047df0-c13e-4826-97c4-1c3dc940e9dd.png)


### Please provide a link to a minimal reproduction of the bug

https://github.com/stagefright5/ng-elements-pg

### Please provide the exception or error you saw

```true
-NONE-
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 15.0.4
Node: 16.18.1
Package Manager: npm 8.19.3
OS: win32 x64

Angular: 15.0.4
... animations, cli, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1500.4
@angular-devkit/build-angular   15.0.4
@angular-devkit/core            15.0.4
@angular-devkit/schematics      15.0.4
@angular/cdk                    15.0.3
@angular/material               15.0.3
@schematics/angular             15.0.4
rxjs                            7.5.7
typescript                      4.8.4
```


### Anything else?

_No response_
Repository: vscode
Issue: The find widget in the output panel is too small to use with the output panel in the side bar
Labels: bug,output

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- VS Code Version: 1.74.2
- OS Version: Windows 11

Steps to Reproduce:

1. Drag the output panel into the side bar.
2. Open the find widget with the output panel focussed.
3. Notice that the find widget is too small to use and it can't be resized.

![image](https://user-images.githubusercontent.com/122032909/210805698-74a48338-94c4-4dcb-9259-6f1476c3fb77.png)
Repository: neovim
Issue: Lua: cmdline "vim.<tab>" completion: skip private and deprecated things
Labels: enhancement,lua

### Problem

`:lua vim.<tab>` includes private and deprecated things in the completion results.

Related: 

- https://github.com/neovim/neovim/issues/20451
- #13834

### Expected behavior

1. Don't complete private Lua fields after `.`. _Do_ complete private Lua fields after `._`.
2. Skip deprecated things when providing the completion list. This further discourages use of deprecated fields.
    - Need a way to programmatically decided if something is deprecated. Maybe a `deprecated` field on the module? E.g. to find out which fields are deprecated on module `vim.foo`, the completion can check `vim.foo.deprecated` table which contains string names of deprecated fields:
      ```
      vim.foo.deprecated = {
        function1 = true,
        function2 = true,
      }
      ```
Repository: godot
Issue: Infinitely far away AudioStreamPlayer2D's mute all audio while playing.
Labels: bug,topic:audio,topic:2d

### Godot version

3.5.1

### System information

Windows 10

### Issue description

If a AudioStreamPlayer2D has a impossible position such as Vector2(INF, 0) it will overwrite and mute all audio until playback is finished.

### Steps to reproduce

Create a Scene with a looping sound.
Add a AudioStreamPlayer2D, set it's global position to Vector2(INF, 0).
Play the AudioStreamPlayer2D.

### Minimal reproduction project

[ReproduceInfDistanceAudio.zip](https://github.com/godotengine/godot/files/10353360/ReproduceInfDistanceAudio.zip)
Repository: electron
Issue: [Feature Request]: `event.sender.startDrag` should allow custom data from `event.dataTransfer.setData` for in-application dragging & dropping
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

Currently, if you use Electron's Native Drag & Drop, you have to use `event.preventDefault()` for onDragStart, otherwise the renderer freezes when calling `event.sender.startDrag`. This prevents usage of `event.dataTransfer.setData`.

### Proposed Solution

It would be nice if we could set custom data using `event.dataTransfer.setData` so that an onDrop handler could use it. For example, keeping track of IDs of the item(s) being dragged so that the onDrop handler can perform an operation.

### Alternatives Considered

Alternatively, it would be nice to expand the API of `event.sender.startDrag` to include the custom data and it would set it internally for the user. 

Something like:
```javascript
event.sender.startDrag({
  files,
  icon,
  data: {
    'text/plain': 'id1,id2'
  },
})
```

Then, in an onDrop handler, you could do: `event.dataTransfer.getData('text/plain')` and it would return `'id1,id2'`.

### Additional Information

_No response_
Repository: godot
Issue: TouchScreenButton sometimes stops working on Android with `Input.is_action_just_pressed()`
Labels: bug,platform:android,topic:porting,confirmed,topic:input

### Godot version

4.0 beta10

### System information

Android 12 & 13, Samsung A12. GLES3 & Vulkan Mobile

### Issue description

I have noticed that when using TouchScreenButtons on Android, a small bug can occur that causes a button that has been pressed to stop working, even though I have not physically released it, see the Dpad press:
![bugtouch](https://user-images.githubusercontent.com/30391210/210815592-559f0342-9ac6-44dd-9d0b-2089c6c48a77.gif)

And if I move that finger Godot displays the following error:
![Captura de pantalla 2023-01-01 171138](https://user-images.githubusercontent.com/30391210/210815423-05dce908-bb90-4123-8759-add5bcc200be.png)

I recorded some videos to analyze what is the cause of the error and I have managed to replicate the error if I press two buttons on the same frame, then I released one button to press it again (without releasing the other finger) and that's when the button of the finger I didn't release stops working.

https://user-images.githubusercontent.com/30391210/210816394-9934b766-d6c7-4667-b648-e8f06e788dee.mp4

In this video I made the test that when the problem occurs, use another finger to check that the "finger" which stopped working is the only one that is not detected. (See what happens after losing):

https://user-images.githubusercontent.com/30391210/210817087-97967151-4001-41d6-85e9-21338f6a6254.mp4

I have tried several ways to solve it, switch from vulkan to opengl, disable touch emulation by mouse, stop using shapes for touchscreenbutton and the result is the same.

### Steps to reproduce

Touch two buttons (touchscreen buttons) at exactly the same time, then quickly release one button and press again (without releasing the other button which will stop working even though you have not physically released it).

### Minimal reproduction project

I tried to replicate the error in an empty project and succeeded, although the error occurs with precise timing.
[bugtouch.zip](https://github.com/godotengine/godot/files/10353252/bugtouch.zip)