sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: Proposal: Micromamba for dependency management (I can contribute this myself)
Labels: enhancement

Currently your project requires users to manually install python and some other dependencies for the venv, this can be simplified with micromamba. Micromamba is a standalone C++ version of Conda that does not depend on anything.

A few things would need to be implemented which I already have working locally for the most part.
- A proper conda file instead of just requirements.txt, I have this already by combining the wsl2.yaml and the requirements.txt
- A remade webui.bat that uses micromamba instead of its venv setup it currently has.
- Some mechanism of distributing micromamba, or bundling micromamba's file like I do for the KoboldAI repository in my github profile. (The official distribution is a .tar which isn't ideal for Windows but can be done perfectly fine for Linux).

The benefits from this is that users will no longer depend on Python or Cuda toolkit installations and instead we can leverage the power of conda to automate all this into a portable folder that simultaniously is its own venv. It can also install git this way for a truly one click installation experience.

I can do the pull request if you like, but I am stuck at the distribution issue of Micromamba which i'd like your input on.
Including umamba.exe would allow me to just submit my work as is and you'd have the entire setup. If you rather not bundle the .exe with your code like I do then we'd need a reliable way of downloading and extracting it which I do not have for Windows. Alternatively we could pull the file from github directly from one of my own branches to skip the extraction or perhaps we can find another way to extract tar files on Windows.

I'd like to know if this is something you are interested in and what approach you would like me to take on this.
Repository: ant-design
Issue: Get current value when using Inline Editable Paragraph
Labels: Inactive

### What problem does this feature solve?

I'm using inline editable paragraph component. When i click on edit icon, it makes that paragraph field to editable field. When i start typing i need to get the current value of that editable field. I check the API and there's no way to get the value in edit mode. We can only the final value using onChange.

Also, the prop name shouldn't be `onChange`. It should be different like `onFinish` and `onChange` may be used to get the value when it is edit mode.

https://codesandbox.io/s/vibrant-shamir-6fg04v?file=/src/App.tsx

### What does the proposed API look like?

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: go
Issue: cmd/compile: cleanup the extra "func" in closure name
Labels: NeedsFix,compiler/runtime

Coming here from https://go-review.googlesource.com/c/go/+/437216/2..3/test/closure3.dir/main.go#b255.

Currently, the compiler names the closures base on the outer function:

```
package main

func main() {
	a := 2
	if r := func(x int) int {
		b := 3
		return func(y int) int {
			c := 5
			return func(z int) int {
				return a*x + b*y + c*z
			}(10)
		}(100)
	}(1000); r != 2350 {
		panic("r != 2350")
	}
}
```

For:

```
return func(z int) int {
	return a*x + b*y + c*z
}(10)
```

Unified IR generates `main.func1.func2`, while the old frontend generates `main.func1.2`. The discrepancy happens when calling `ir.NameClosure`. The old frontend use the immediate outer function (`return func(y int) int { ... }`) as outer function, while Unified IR use the outer most (`func main() { ... }`).

@mdempsky think that the `func` prefix may not be necessary, and we can remove it.
Repository: rust
Issue: fs::copy with same name - empty file as result
Labels: C-bug,T-libs,A-io

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
    fs::write("1.json", "{}").unwrap();
    fs::copy("1.json", "1.json").unwrap();
```

I expected to see this happen: file contained {} text

Instead, this happened: file content erased

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.62.1 (e092d0b6b 2022-07-16)
binary: rustc
commit-hash: e092d0b6b43f2de967af0887873151bb1c0b18d3
commit-date: 2022-07-16
host: x86_64-unknown-linux-gnu
release: 1.62.1
LLVM version: 14.0.5
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

```
Finished dev [unoptimized + debuginfo] target(s) in 0.00s
```

</p>
</details>
Repository: PowerToys
Issue: Let us change activation keys for Quick Accents. 
Labels: Idea-Enhancement,Needs-Triage,Product-Quick Accent

### Description of the new feature / enhancement

Currently Quick Accents are activated by holding letter key + space and/or left/right buttons. Holding any of those keys causes text cursor to move or create a string of letters/spaces. There should be a way to change activation button to something that doesnt cause cursor to move and our text to change.

### Scenario when this would be used?

Text editing.
![image](https://user-images.githubusercontent.com/16338228/193395163-b2535982-1c15-487a-88f5-936f6ef2161a.png)


### Supporting information

_No response_
Repository: godot
Issue: Time.get_datetime_string_from_unix_time return value has wrong time zone 
Labels: bug,topic:core

### Godot version

v4.0.beta2.official [f8745f2f7]

### System information

Windows 10, OpenGL ES 3.0 Renderer: GeForce GTX 1060 6GB/PCIe/SSE2

### Issue description

## Problem

All `Time.get_datetime_string_from_*` functions return datetimes in ISO 8601 format without time zone designator. Godot documentation:

> `get_datetime_string_from_unix_time`: Converts the given Unix timestamp to an ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS).

According to Wikipedia:

> Time zones in ISO 8601 are represented as local time (with the location unspecified), as UTC, or as an offset from UTC. 

So because the time zone designator is not used, the datetimes from `Time.get_datetime_string_from_*` functions should be local times. However, `Time.get_datetime_string_from_unix_time` returns UTC datetimes, but without "Z" time zone designator.

## Expected outcome

`Time.get_datetime_string_from_unix_time` should return the datetime in local time.

### Steps to reproduce

```gdscript
func _ready():	
	# This returns UTC time but without time zone designator
	print(Time.get_datetime_string_from_unix_time(Time.get_unix_time_from_system()))

	# This works correctly and returns local time
	print(Time.get_datetime_string_from_system())
```

Example output:

```
2022-10-01T07:30:48
2022-10-01T10:30:48
```

### Minimal reproduction project

_No response_
Repository: PowerToys
Issue: Scrolling using mouse scroll wheel in PowerToys app does not function without "Scroll inactive windows when I hover over them"
Labels: Issue-Bug,External Dependency

### Microsoft PowerToys version

0.64.1

### Running as admin

- [X] Yes

### Area(s) with issue?

PowerRename, Settings, Welcome / PowerToys Tour window

### Steps to reproduce

Go to "Mouse settings" in Windows, disable "Scroll inactive windows when I hover over them", open Settings, PowerRename, or Welcome Tour app (possibly others, but FancyZones Layout Editor is not affected), make certain it is in focus, and attempt using the scroll wheel over any scrollable zone.

Neither X-Button Mouse Control or MouseImp are installed, unlike in issues #20634, #19886, and #13790.

### ✔️ Expected Behavior

The scrollable zone scrolls, like in any other window with a scroll bar in Windows.

### ❌ Actual Behavior

Simply does not scroll.

### Other Software

None, as far as I am aware of.
Repository: godot
Issue: Can't find information while using "Find in files"
Labels: bug,topic:editor,needs testing

### Godot version

3.5

### System information

Window 11

### Issue description

I can't find or the result limited the word matching when using Find in Files function.

### Steps to reproduce

use Ctrl + Shift + F -> Fill the word -> find -> nothing found or limited appear

### Minimal reproduction project

_No response_
Repository: rust
Issue: #[inline] on generic functions
Labels: C-enhancement,C-optimization

Common Rust wisdom says that `#[inline]` does not need to be placed on small generic functions. This is because generic functions will get monomorphized in each crate anyway, so the attribute is not necessary for cross-crate inlining.

However, we also know that in practice placing `#[inline]` on generic functions does help optimization, even for tiny functions where the additional `inlinehint` this gives to LLVM really shouldn't be relevant. What gives? I believe there are two complications:

The main problem is that `#[inline]` forces an instantiation of the function *in each CGU*, while generic functions are normally only instantiated *once per crate*. This means that a definition of generic functions is available to crate-local LTO, but not to the pre-link optimization pipeline. Especially for trivial generic functions, this may significantly hamper pre-link optimization, and post-link optimization may not be able to recover from this.

The second complication occurs when optimizing for size. In this case, we currently enable `-Z share-generics` by default, which means that generic functions only get monomorphized once and are exported for downstream crates. This means that the function definition is not available even to crate-local LTO. It only becomes available during full cross-crate LTO.

The second point is something we can fix: We probably should not be enabling `-Z share-generics` by default in any optimized builds, including size-optimized builds.

The first one is trickier, as instantiating monomorphizations in each CGU by default is likely not desirable. Possibly we should just stop considering whether a function is generic or not when it comes to `#[inline]` placement.
Repository: rust
Issue: Closures with GATs produce obscure messages
Labels: A-diagnostics,T-compiler,A-GATs

Given the following code: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=92487d2b295e1d57d3e2c86443c94c3c

```rust
#![allow(unused)]

use std::mem;

fn main() {}

trait Proc {
    type Returns<'a>
    where
        Self: 'a;

    fn process<'a>() -> Option<Self::Returns<'a>>;
}

unsafe fn dummy_fn<T>(x: T) -> i32
where
    for<'a> T: Proc<Returns<'a> = i32>,
{
    let res = T::process();

    res.unwrap_or_else(|| 0)
}
```

The current output is:

```
    Compiling playground v0.0.1 (/playground)
error: `T` does not live long enough
  --> src/main.rs:21:5
   |
21 |     res.unwrap_or_else(|| 0)
   |     ^^^^^^^^^^^^^^^^^^^^^^^^

error: `T` does not live long enough
  --> src/main.rs:21:24
   |
21 |     res.unwrap_or_else(|| 0)
   |                        ^^^^

error: could not compile `playground` due to 2 previous errors
```

It is  difficult to understand what is going on in the output, and I am still not quite sure what the problem is. Returning `res.unwrap()` instead of the `unwrap_or_else` line works fine, so the issue appears to be in the closure.

I believe this issue is related to GATs.
Repository: stable-diffusion-webui
Issue: OOM issues, Distributed Data Parallelism and other memory management scenarios
Labels: enhancement

**Is your feature request related to a problem? Please describe.**

Yes. It addresses issues related to memory management, specifically out-of-memory, and requested features, like distributed data parallelism on GPUs and others.

**Describe the solution you'd like**

An imbedded information gathering wrapper to allow manual or automatic workflow distribution according to available RAM, VRAM, GPUs, CPUs.

**Describe alternatives you've considered**
We've been seeing people always complaining about issues regarding memory, usually GPU VRAM, which is impeditive at some point when trying to build a more complex workflow.

Agreed, you might say "you work with what you have", which is entirely true, but in some cases, like my own and others I've read on this thread, are being limited in terms of resources, or having to manually start different processes of the SD-UI. It's doable, but impeditive of larger VRAM workflows and results.

I understand this was discussed and closed earlier, but I've come across a very interesting article [here](https://medium.com/deep-learning-for-protein-design/a-comprehensive-guide-to-memory-usage-in-pytorch-b9b7c78031d3), which might be helpful to build up such a wrapper, which undoubtedly would be extremely useful for everyone.

With that in mind, options could be added to the UI to allow the user to either let the system decided the distribution of the workflow or allow the user to choose from the available options what to do, like using only CPU, GPU, or in case of having more, which GPUs to use. In this last case, automatic mode use of GPUs would create a DDP, allowing for more VRAM, bigger workflow and more output results. 

**Additional context**
https://medium.com/deep-learning-for-protein-design/a-comprehensive-guide-to-memory-usage-in-pytorch-b9b7c78031d3



Thanks for all the amazing work, very much appreciated.
Repository: rust
Issue: Object safety error is shown twice for a single assignment
Labels: A-diagnostics,T-compiler

Given the following code ([playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=31f869a69a49ec509e95f6a7509f3ba5)):

```rust
struct S;

trait Id {
    fn id(&self) -> &Self {
        self
    }
}

impl Id for S {}

fn main() {
    let _i : &dyn Id = &S;
}
```

The current output is:

```
error[E0038]: the trait `Id` cannot be made into an object
  --> src/main.rs:12:24
   |
12 |     let _i : &dyn Id = &S;
   |                        ^^ `Id` cannot be made into an object
   |
note: for a trait to be "object safe" it needs to allow building a vtable to allow the call to be resolvable dynamically; for more information visit <https://doc.rust-lang.org/reference/items/traits.html#object-safety>
  --> src/main.rs:4:21
   |
3  | trait Id {
   |       -- this trait cannot be made into an object...
4  |     fn id(&self) -> &Self {
   |                     ^^^^^ ...because method `id` references the `Self` type in its return type
   = help: consider moving `id` to another trait
   = note: required for `&S` to implement `CoerceUnsized<&dyn Id>`
   = note: required by cast to type `&dyn Id`

error[E0038]: the trait `Id` cannot be made into an object
  --> src/main.rs:12:14
   |
12 |     let _i : &dyn Id = &S;
   |              ^^^^^^^ `Id` cannot be made into an object
   |
note: for a trait to be "object safe" it needs to allow building a vtable to allow the call to be resolvable dynamically; for more information visit <https://doc.rust-lang.org/reference/items/traits.html#object-safety>
  --> src/main.rs:4:21
   |
3  | trait Id {
   |       -- this trait cannot be made into an object...
4  |     fn id(&self) -> &Self {
   |                     ^^^^^ ...because method `id` references the `Self` type in its return type
   = help: consider moving `id` to another trait
```

Showing E0038 once should be sufficient for this code.
Repository: material-ui
Issue: Snackbar bottom is showing under keyboard on ios
Labels: external dependency,component: snackbar

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

hello there,
I'm using the latest version of material-ui for a pwa app in react.js and when I use snackbar in bottom and keyboard on ios, the snackbar does'nt show because it's under the keyboard.
this behavior is correct on android but on ios it is'nt.
so please help me
Repository: PowerToys
Issue: Request: Switching virtual desktops by mouse scroll on task bar
Labels: Idea-Enhancement,Needs-Triage

### Description of the new feature / enhancement

Virtual desktops switching by mouse scroll on task bar

### Scenario when this would be used?

Virtual desktop switching.

### Supporting information

_No response_
Repository: rust
Issue: where_clauses_object_safety warning does not identify the offending line
Labels: A-diagnostics,T-compiler

Given the following code ([playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=a0660bea7e69d429e01d33ea0ac4b24c)):

```rust
trait A {}

trait B {
    fn f(&self)
    where
        Self: A,
    {
    }
}

struct S;

impl B for S {}

fn main() {
    let _p = &S as &dyn B;
}
```

The current output is:

```
warning: the trait `B` cannot be made into an object
 --> src/main.rs:4:8
  |
4 |     fn f(&self)
  |        ^
  |
  = note: `#[warn(where_clauses_object_safety)]` on by default
  = warning: this was previously accepted by the compiler but is being phased out; it will become a hard error in a future release!
  = note: for more information, see issue #51443 <https://github.com/rust-lang/rust/issues/51443>
note: for a trait to be "object safe" it needs to allow building a vtable to allow the call to be resolvable dynamically; for more information visit <https://doc.rust-lang.org/reference/items/traits.html#object-safety>
 --> src/main.rs:4:8
  |
3 | trait B {
  |       - this trait cannot be made into an object...
4 |     fn f(&self)
  |        ^ ...because method `f` references the `Self` type in its `where` clause
  = help: consider moving `f` to another trait
```

The first part of the error message should refer to line 16, in `main()`, where the program tries to make a trait `B` object. Other 'object safety' errors do this correctly (e.g. if trait `B` is not object-safe because one of its methods has `Self` in return position).

S: #51443
Repository: godot
Issue: set_as_top_level behaves weirdly for CollisionShape3D
Labels: bug,topic:physics,topic:3d

### Godot version

4.0-beta 2

### System information

Windows 11, Vulkan, RTX 3070 V. 516.94

### Issue description

set_as_top_level(true) produces weird behavior on CollisionShape3D. It appears as if the transform is not global but rather some kind of mixture of direct parent and parent.parent. 

Toplevel false : proper alignement
![image](https://user-images.githubusercontent.com/47256718/193415736-f771de44-a95a-4c5a-ae29-44ccc186212d.png)

Toplevel true : collision shapes position is changed by roughly half its displacement from local transform prior. Does **not** happen with the mesh, even if the mesh has an offset as well. 
![image](https://user-images.githubusercontent.com/47256718/193415810-d11628bb-5167-4bc7-abf6-5be5b8aa1de9.png)

when the root objects position is changed and top-level is set true the displacement becomes even more pronounced. It appears as if the collisionshape adds the roots transform **twice** to its own transform.

![image](https://user-images.githubusercontent.com/47256718/193415848-d14f5c1f-dad6-4ef4-8577-b309c18dd3f6.png)

when moving the root again with top-level set to true the mesh remains at its global position but the collisionshape moves along without changing its local space.
![image](https://user-images.githubusercontent.com/47256718/193415903-0fe20e74-70d6-4145-8ec1-6effca7871ee.png)

Setting top-level to false again moves the collision shape to its correct position
![image](https://user-images.githubusercontent.com/47256718/193415919-c1508036-9101-4e48-8775-4511aaed2ba2.png)


Node Setup : (it can also be a direct child of node3d and returns the same results)
![image](https://user-images.githubusercontent.com/47256718/193416047-32687009-3422-4fca-8c7a-6178b06a9357.png)


Controls : 
```gdscript
var toggle = false

func _physics_process(delta):
	if Input.is_action_just_pressed("ui_accept"):
		toggle = not toggle
		label.text = "Toplevel : " + str(toggle)
		mesh.set_as_top_level(toggle)
		shape.set_as_top_level(toggle)
		
		
	if Input.is_action_just_pressed("ui_left"):
		global_transform.origin.x -= 1
		
	if Input.is_action_just_pressed("ui_right"):
		global_transform.origin.x += 1

```


### Steps to reproduce

1. call set_as_top_level(true) on any collisionshap3d and move its parent object.


### Minimal reproduction project

[TopLevelCollisionShape.zip](https://github.com/godotengine/godot/files/9690591/TopLevelCollisionShape.zip)
Repository: flutter
Issue: [webview_flutter] [feature request] support onCustomSchemeLoad
Labels: c: new feature,p: webview,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

please consider support a new callback for webview_flutter
```onCustomSchemeLoad```
if such listener is set (NOT NULL), then delegate all custom scheme loading decisions to the user.
if it returns true, go ahead and load.
if it returns false, let the user handle the loading themselves.
```
bool onCustomSchemeLoad(Uri url) {}
```

**reason**

Some web pages automatically invoke custom scheme links (such as: bilibili:// weixin:// whatsup:// etc.) to (try to) bring up respective APPs when entered.
this will cause net:ERR_UNKNOWN_URL_SCHEME error page to be shown on Android.

Similarly, a user might click on a button that might launch a custom link, and cause the same error page to show.
It would be great to know if such action is taken, and the developer can decide if should launch other APPs based on the link invoked.

since navigationDelegate should only be used for trusted resources,  
and custom schemes might not trigger navigationDelegate anyways,
currently, the only reliable way to handle this is to overwrite
io/flutter/plugins/webviewflutter/WebViewClientHostApiImpl.java 
shouldOverrideUrlLoading

please provide a better way
thanks
Repository: material-ui
Issue: Add responsive cols from values to ImageList (like the experimental Grid)
Labels: new feature,component: image list

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

It would be great if ImageList also support the `columns={{ xs: 4, sm: 8, md: 12 }}` attribute like the new experimental GridV2. 

Many thanks on the great work.

### Examples 🌈

_No response_

### Motivation 🔦

Currently I need to import the useMediaQuery utils and use a switch for this.
Repository: vscode
Issue: Virtual F13-F19 keys is not recognised
Labels: upstream,keybindings,windows

Steps to reproduce:
1. Set Windows key Left(or any other) to any key from F13 to F19 using Sharpkeys (tool to edit keycode using registry editor) or directly via registry editor. 
2. Vscode does not recognise said key. Other programs and windows itself does recognise the key with its newly assigned keycode
Repository: pytorch
Issue: partial view/reshaping
Labels: triaged,enhancement,module: python frontend

### 🚀 The feature, motivation and pitch

The current reshaping procedure of tensors like [A x B*C  x D] to [A x B x C x D] requires the passing of sizes of new dimensions.

`.view(A, B, C, D)`
`.view(-1, B, C, D)`

The user needs to find the exact values of ABCD or at least 3 of them.

Is it possible to add dimensions keeping like dimension auto-calculation with -1?

proposed key `0` - like `-1` but for keeping dimension size.

For the example above:

`.view(0, B, -1, 0)`

keep A and D as is. add dim B and calculate dim C from tensor size and given B.


### Alternatives

_No response_

### Additional context

_No response_