sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: [libtorh]Consistency problem of gpu computing
Labels: module: cuda,triaged,module: determinism

### 🐛 Describe the bug

Run the same input 100 times, the first time and the other 99 times the result is inconsistent, 2 to 100 times the result is the same.
The code to set the random seed is as follows:
``` c++
        int seed = 123456;
        srand(seed);
        torch::manual_seed(seed);
        if (m_gpu_id >= 0) {
            torch::cuda::manual_seed(seed);
            torch::cuda::manual_seed_all(seed);
            at::globalContext().setDeterministicCuDNN(true);
            at::globalContext().setDeterministicAlgorithms(true);
            at::globalContext().setBenchmarkCuDNN(false);
        }
```

The environment variables are set as follows
```
CUBLAS_WORKSPACE_CONFIG=":4096:8"
CUDA_LAUNCH_BLOCKING="1"
PYTHONHASHSEED="123456"
```


### Versions

cuda: 10.2
libtorch:  1.10.0-cu102
os: linux


cc @ngimel @mruberry @kurtamohler
Repository: godot
Issue: [3.x] Godot does not work when forwarding x11 via SSH
Labels: bug,platform:linuxbsd,topic:porting

### Godot version

3.5.1.stable.arch_linux

### System information

Arch Linux, Kernel 6.1.9-archl-1, Intel i7-4710HQ, AMD ATI Radeon HD 8850M

### Issue description

When trying to remotely start godot through ssh with X11Forwarding enabled I get the following error:
```
Without root:
Godot Engine v3.5.1.stable.arch_linux - https://godotengine.org
WARNING: Error setting locale modifiers
     at: initialize (platform/x11/os_x11.cpp:166)
X Error of failed request:  BadAccess (attempt to access private resource denied)
  Major opcode of failed request:  102 (X_ChangeKeyboardControl)
  Serial number of failed request:  6
  Current serial number in output stream:  7

With root:
Godot Engine v3.5.1.stable.arch_linux - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
     at: setup2 (main/main.cpp:1368)
X11 connection rejected because of wrong authentication.
ERROR: X11 Display is not available
   at: initialize (platform/x11/os_x11.cpp:143)
```

Any other program (such as firefox, xterm, discord) I tried running through ssh worked just fine.

### Steps to reproduce

Setup an ssh server and client (different machines in my case)
On your server, make sure `/etc/ssh/sshd_config` contains the following:
```
X11Forwarding yes
X11DisplayOffset 10
```
On the client connect to the server using the `-X` flag: `ssh -X user@ip`
On client run: `godot` (in the connected ssh console)

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: [Always On Top] Add support for full screen window
Labels: Idea-Enhancement,Product-Always On Top,Needs-Triage

### Description of the new feature / enhancement

始终置顶是否能增加支持全屏？

### Scenario when this would be used?

例：使用OneNote或其它笔记软件并全屏，再置顶一个播放器用于播放视频，可以边看视频边写笔记

### Supporting information

_No response_
Repository: material-ui
Issue: [material-ui][SpeedDialAction] Props id does not appear in HTML
Labels: component: speed dial,package: material-ui,status: expected behavior

### 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://codesandbox.io/s/proud-water-fyxu9l?file=/src/App.js

### Reproduce

1. Launch the sandbox
2. Open up the inspector
3. Try to search The Ids of the SpeedDialAction components

### Actual result
The IDs are not present in the html button components.

### Expected result
See the IDs of the actions on the button components.


### Current behavior 😯

We do not see the Ids on the button elements

### Expected behavior 🤔

We should see the Ids 

### Context 🔦

I want to add some IDs on the actions so I can make some tests and query the actions by their IDs

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: deno
Issue: [Feature Request] `--quiet` flag for deno bench
Labels: suggestion,ci-bench

For advanced usecases (like v8 flags and their logs) it would be nice to be able to run your benchmarks but mute the benchmark output with `--quiet`

Currently this is not possible and `--quiet` does not do anything. It would be a nice addition so that it's easier to trace (de)optimizations or something similar without having to filter the output by hand
Repository: storybook
Issue: Document upgrading to SB7 in monorepos
Labels: documentation

### Describe the bug

Users are having problems mixing SB6 and SB7 in monorepos. We should document that we don't support this:
- [ ] Add to MIGRATION.md
- [ ] Add to Migration guide

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: My generations are messing up right at the end of the generation
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?

Whenever I try and use a Lora, it messes up right at the end. I have no idea what could be causing this to happen?

https://user-images.githubusercontent.com/122664491/219364383-b5a3fa93-6910-4537-aaa2-9ab963845253.mp4

It has a similar effect on normal images but it is barely noticeable:

https://user-images.githubusercontent.com/122664491/219365963-718e980d-3848-4c58-b810-efbac8538cfe.mp4



### Steps to reproduce the problem

1. Go to https://civitai.com/models/8772/thomas-shelby-cillian-murphy and get my LORA
2. I used deliberate model https://civitai.com/models/4823/deliberate
3. This is the prompt I used:

a bald man wearing a white suit, 8k, uhd, dslr, soft lighting, high quality, film grain, Fujifilm XT3, <lora:Thomas Shelby:1>
Negative prompt: (deformed iris, deformed pupils, semi-realistic, cgi, 3d, render, sketch, cartoon, drawing, anime:1.4), text, closeup, cropped, out of frame, worst quality, low quality, jpeg artefacts, ugly, duplicate, morbid, mutilated, extra fingers, mutated hands, poorly drawn hands, poorly drawn face, mutation, deformed, dehydrated, bad anatomy, bad proportions, extra limbs, cloned face, disfigured, gross proportions, malformed limbs, missing arms, missing legs, extra arms, extra legs, fused fingers, too many fingers, long neck
Steps: 20, Sampler: Euler a, CFG scale: 10, Seed: 3596381095, Size: 512x768, Model hash: 10a699c0f3, Model: deliberate_v11

4. I can't remember which cmd I need to run to show you all the versions of my library's and dependencies:

![image](https://user-images.githubusercontent.com/122664491/219365507-781f056b-a72e-4cd7-be39-43bfaa44fa1a.png)

5. I have tested this on lots of different models and it is NOT working

### What should have happened?

Produced a normal photo lol, you can see as it is generating that it is working perfectly, I made the LORA the other day and it produces fantastic results:

https://civitai.com/models/8772/thomas-shelby-cillian-murphy



### Commit where the problem happens

3715ece0

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

Windows

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

Google Chrome

### Command Line Arguments

```Shell
--xformers
```


### List of extensions

![image](https://user-images.githubusercontent.com/122664491/219366609-44af1ad5-3650-47bd-9d1f-a269e1593c24.png)


### Console logs

```Shell
none, there are no errors in the console
```


### Additional information

_No response_
Repository: PowerToys
Issue: Add the possibility to activate the scrolling ability with the Right/3-d/4-th/5-th mouse button
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

Add the possibility to activate the scrolling ability with the Right mouse button:
- when a user "press and hold" RMB and move a mouse - it'll scroll active/under_cursor window 
- horisontally+vertically

### Scenario when this would be used?

When I need to scroll some looong pages I have to use a scroll wheel several times.
And for the pages that are wider than my screen - I have to "break the flow" and move a mouse to the bottom of the window to find a scroll bar and scroll horizontally.

With this functionality - I can scroll without moving my fingers at all, in one smooth action.


### Supporting information

There is a similar app -  MouseImp (https://www.mouseimp.com/download/ ) Src - https://www.mouseimp.com/mimppro_live_src.zip. It hooks scrolling on the right mouse button, so you can perform scrolling by press&hold RMB and moving the mouse up/down/left/right.

To work with some applications (new one), MouseImp need to add to the file C:\Program Files\Mouse Imp (64 bit)\mimpwnds.xml some lines. Smth like:

            <!-- MS Visual Studio 2010 -->
	<item wndclass="HwndWrapper[DefaultDomain" horscroll="false" lockedscrolldirection="true" lockedwheeldelta="true" />
		<!-- Visio 2010 -->
	<item wndclass="VISIO" horscroll="true" lockedscrolldirection="false" lockedwheeldelta="true" />	
		<!-- Opera 10 -->
	<item wndclass="OpWindow" horscroll="false" lockedscrolldirection="false" lockedwheeldelta="true" />
		<!-- Chrome  -->
	<item wndclass="Chrome_RenderWidgetHost" horscroll="false" lockedscrolldirection="false" lockedwheeldelta="true" />	

and restart MouseImp.

Where wndclass="HwndWrapper[PowerToys" is the name of the class of the app window. The name should not match exactly. It matches the first symbols
Repository: godot
Issue: JavaScriptBridge or Variant problem with getting the value
Labels: bug,platform:web,topic:core,topic:porting,topic:export

### Godot version

4rc1

### System information

ubuntu 22.04

### Issue description

I have a test setup
main.tscn: Node2D > TextEdit with following gdscript on scene node

extends Node2D

`extends Node2D

func _ready():
	if OS.has_feature('web'):
		var obj = JavaScriptBridge.eval("get_bla();")
		if false:
			obj = obj 				# option 1
		else:
			obj = obj.arbitrary()	# option 2
		var p = JSON.parse_string(obj)
		get_node("TextEdit").text = var_to_str(p)
`

export to web.

in my index.html I added:
`
<script>
function get_bla() {                                                                                                                                                                                       
   return JSON.stringify([0, 3, 2, 3, 40, 0])                                                                                                                                                              }                                                                                                                                                                                                          │
</script> 
`

It seams, that using obj or obj.arbitrary() are equivalent, where .arbitrary() can have any function name like .whatever() .

I think, that it is an issue with the JavaScriptBridge, but more of that, I think it could be a not properly implemented Variant class.

What do the developers think?

### Steps to reproduce

Setup a minimal project as described as above.
Export to web.
And don't forget to paste in the code snippets in the correct files.

### Minimal reproduction project

dito
Repository: godot
Issue: [RC2] Godot 4 is stopped when compatibility render is used  in secondary Monitor
Labels: bug,platform:windows,topic:rendering,topic:porting

### Godot version

4.0 rc2 (Compatibility Render)

### System information

Windows 10, RTX 2060 (526.98),  i7 10th, Laptop
Laptop with hybrid graphics

### Issue description

The issue happens when I use a secondary monitor and compatibility Render is used, others renders works fine in secondary monitor, in the main monitor all renders works fine.

when I push the button for new project at the project list then Godot is stopped.

the same behavior happens when I run the game.

**note**: the same thing happens in the 3.5.x editor, with OpenGL 2 and 3, but I don't know if I need to open a new issue for this


![Project List Seconday Monitor](https://user-images.githubusercontent.com/20196501/219374969-ccd890e6-1a79-4995-b99e-f6abcd01d599.PNG)


![rc2- compatibility mode, push play button](https://user-images.githubusercontent.com/20196501/219375060-0e54de02-5972-487b-9c88-259600f58742.PNG)


### Steps to reproduce

#### At Project List
1. Open the Godot engine rc2
2. put the project list at secondary monitor
3. push new project button

#### Inside Game Editor
1. with game open in editor, move the window to secondary monitor
2. inside editor change the render to compatibility option
3. push run game button / run escene button

### Minimal reproduction project

[compatility issue.zip](https://github.com/godotengine/godot/files/10756326/compatility.issue.zip)
Repository: ant-design
Issue: lineHeightHeading Token props
Labels: 💡 Feature Request,Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-heifpz?file=/index.tsx)

### Steps to reproduce

Just run the project and see typescript error on lineHeightHeading1

### What is expected?

line height could have the pixel price and its type should be string or number

### What is actually happening?

lineHeightHeading1 just accepts numbers

| Environment | Info |
| --- | --- |
| antd | 5.1.7 |
| React | 18.2.0 |
| System | Mac |
| Browser | Chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: New C# scripts use incorrect syntax highlighting in Godot's script editor
Labels: bug,topic:editor,confirmed,topic:dotnet

### Godot version

v4.0.rc2.mono.official [d2699dc7a]
v4.2.1.stable.mono.official [b09f793f5]

### System information

Manjaro Linux, kernel 6.0.19-4

### Issue description

The syntax highlighting for C# does not function properly on newly-created C# source code files.  There is *some* syntax highlighting, but it is not correct.  Possibly it is trying to use the syntax highlighting for GDScript?  

After closing and reopening the newly-created C# source file, the syntax highlighting begins to function after a short delay (1-3 seconds on my system).

### Steps to reproduce

1. Create a new C# file.  Its syntax highlighting is incorrect.
2. Close the new C# file.
3. Reopen the C# file.  Its syntax highlighting is corrected after a short delay

### Minimal reproduction project

N/A
Repository: vscode
Issue: Background Task With No Output Never Completes
Labels: feature-request,tasks

I have a background task that does not output anything.
I also setup this problem matcher:
```json
"problemMatcher": {
    "pattern": {
        "regexp": ""
    },
    "background": {
        "beginsPattern": ".*",
        "endsPattern": ".*"
    }
},
```

However, the task never completes:
![chrome_yZm60wvORD](https://user-images.githubusercontent.com/2931520/219384923-d5bfe4b6-6c30-4695-b19e-bb7ef95c5c27.gif)
Repository: flutter
Issue: [url_launcher] Android status bar hidden with inAppWebView mode (without Custom Tabs)
Labels: platform-android,p: url_launcher,package,has reproducible steps,P2,found in release: 3.7,found in release: 3.8,team-android,triaged-android

## Steps to Reproduce

1. Execute `flutter run` on the code sample on an Android device
2. Tap the button

**Expected results:**
The Android status bar should be visible.

**Actual results:**
The in-app webview collapsed the Android status bar.

**Proposal:**
The default should be the one reported above under expected results. I suggest adding a bool param to `launchUrl` that defines whether to collapse the status bar or not (default false).

<details>
<summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';
import 'package:url_launcher/url_launcher.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  // This widget is the root of your application.
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(),
      home: Scaffold(
        appBar: AppBar(
          title: const Text('Demo'),
        ),
        body: Center(
          child: ElevatedButton(
            onPressed: () {

https://user-images.githubusercontent.com/92428138/219390601-c29c8f94-2bb1-4d83-bd34-77129c2863dc.mp4


              launchUrl(
                Uri.parse('https://google.com'),
                mode: LaunchMode.inAppWebView,
              );
            },
            child: const Text('Go to google.com'),
          ),
        ),
      ),
    );
  }
}
```

</details>

**Video:**

https://user-images.githubusercontent.com/92428138/219390723-4947373d-f298-4c4a-848b-a3eb5dafb2ae.mp4
Repository: godot
Issue: Sensor Orientation not working well with gl_compatibility renderer project exported to android
Labels: bug,platform:android,topic:porting

### Godot version

4.0.rc1.official.8843d9ad3

### System information

Windows 10, Compatibility, Intel(R) HD Graphics 620, Build 30.0.101.1340

### Issue description

Sensor Orientation not working well with gl_compatibility renderer project after exporting to android. It works well with Portrait sensor, but not with Landscape Sensor. The Landscape works well only when it is rendered with default Landscape in the project setting. 

When exporting to android using Vulkan Renderer, everything works perfectly

![Godot-4 0 rc1_project_landscape-orientation](https://user-images.githubusercontent.com/114751245/219398805-12ac6cc9-50c4-4bec-b6aa-873a31857231.jpg)
Project Landscape on Android

![Godot-4 0 rc1_project_portriat-orientation](https://user-images.githubusercontent.com/114751245/219398813-9870df32-e1eb-445b-956b-d966bf78b649.jpg)
Project Portrait on Android

![godot-4 0-rc1-project-rotation-test](https://user-images.githubusercontent.com/114751245/219404072-c9a6c215-b630-4c54-a9cc-3266deabf1dc.png)
Project in Godot Engine

![godot-4 0-rc1-renderer-settings](https://user-images.githubusercontent.com/114751245/219404085-53ee47a0-f4ac-4202-a2d1-a5e0daff2a4e.png)
Renderer Settings


### Steps to reproduce

gl_compatibility rendered show be set to Full Rect Layout

### Minimal reproduction project

[Godot 4 rc1.zip](https://github.com/godotengine/godot/files/10757235/Godot.4.rc1.zip)
Repository: next.js
Issue: Using 'display: flex;' for '*' dumps style tags and their sourceMappingURL 
Labels: bug

### Verify canary release

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

### Provide environment information

    Operating System:
      Platform: linux
      Arch: x64
      Version: #1 SMP PREEMPT_DYNAMIC Wed, 01 Feb 2023 17:07:39 +0000
    Binaries:
      Node: 16.15.1
      npm: 9.3.1
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.1.7-canary.15
      eslint-config-next: 13.1.6
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

https://stackblitz.com/edit/vercel-next-js-vzhtwy?file=pages/index.tsx

### To Reproduce

In the global.css in styles folder just add the following style:

```css
* {
  display: flex;
}
```


### Describe the Bug

In the example I provided the bug adds weird text to body from the style tag.

![image](https://user-images.githubusercontent.com/62938747/219406507-e3ad213b-0d9f-478e-88d3-f12e1fa342af.png)


### Expected Behavior

It should not display the text.

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

_No response_

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

_No response_
Repository: terminal
Issue: start wt.exe with parameter fails in administrator mode
Labels: Help Wanted,Issue-Bug,Product-Terminal,Priority-2,Area-Commandline

### Windows Terminal version

1.16.230126001

### Windows build number

10.0.19045.2604

### Other Software

_No response_

### Steps to reproduce

Open cmd.exe and type "wt ping google.de".
![image](https://user-images.githubusercontent.com/60921150/219412574-59faacd7-8d11-4719-b67a-745dd5b86725.png)


### Expected Behavior

Open wt with cmd.exe and execute "ping google.de".
![image](https://user-images.githubusercontent.com/60921150/219412701-c62d890d-8f60-4792-9978-55e5ff769fda.png)


### Actual Behavior

If wt runs with option "run profile as administrator" cmd.exe opens but parameter (ping google.de) is not executed.
![image](https://user-images.githubusercontent.com/60921150/219412885-2de783c8-3836-4ce9-b26a-aab5addb34e6.png)
![image](https://user-images.githubusercontent.com/60921150/219412971-57fd8b57-0a2d-41b0-878a-bf13e701369d.png)
Repository: neovim
Issue: Lua: plugins can easily get Lua annotations metadata
Labels: enhancement,api,lua

## Problem

For clients to get function signatures and type information, currently we need to model APIs in C. It's not easy for clients to generate their own language-specific interface to the Nvim Lua stdlib (`vim.*`, `:help lua-stdlib`).

## Expected behavior

We have started to annotate the Lua stdlidb with LuaLS ~~EmmyLua~~ type hints. We could use this to ~~generate something like `:help api-metadata` and expose it as a secondary tree via `nvim_get_api_info()` and `nvim --api`.~~ Or alternatively, just ship a `luameta.lua` or `luameta.mpack` file in the runtime files, which can be loaded by clients to generate their wrappers.

- [x] ~~ship `foo.mpack` files (currently undocumented but they live in `runtime/doc/*.mpack`)~~
    - `*.mpack` files were deleted in https://github.com/neovim/neovim/commit/9beb40a4db5613601fc1a4b828a44e5977eca046 , so now the `_meta/*.lua` files are the only source of info exposed in the runtime. 
- [x] ship LuaLS annotations in `runtime/lua/vim/_meta` for quasi-introsopection. [#19918](https://github.com/neovim/neovim/issues/19918)
- [ ] ship util function that makes it easy for plugins to consume LuaLS annotations.

---

- Benefits
    - Clearly answers the question of where new functionality should go:
        - API (libnvim) = expose low-level things that are otherwise limited to internal usage.
        - Lua stdblib = high-level functionality that builds on top of the API.
        - Related: https://github.com/neovim/neovim/issues/20451
- Costs
    - Lua is less natural to use for C clients linking to `libnvim`.
    - Eventually, this would imply that the Lua stdlib has a strong contract like `:help api-contract`, since this would mean that RPC clients now depend on the Lua stdlib. Thus it would be harder to evolve the Lua stdlib.
        - Mitigation: mechanism for marking Lua functions as "experimental" (or just "mental" ;).