sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Bug]: Error code: 3221225477
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?

I'm not a programmer. When I run stable diffusion, it constantly appears with error code 3221225477 or complains about the pip version.I have reinstalled stable diffusion many times, even rebooted Windows, but in the end it turns out the same error. I installed it in various ways, but none of them worked. I tried to update pip as indicated in the console, but that didn't help either. When I installed stable diffusion for the VERY FIRST time, everything went well, I installed the portable version, did not download python beforehand, and everything was fine, I worked in it, nothing broke for a long time, but then an error appeared related to some update (I don't remember exactly), and after from the very first removal, I had stable diffusion, which completely stopped working. I install Python correctly, I do everything as indicated, but nothing helps


### Steps to reproduce the problem

1. Go to .... 
2. Press ....
3. ...


### What should have happened?

should start  stable diffusion

### Sysinfo

[dfsddf.txt](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/13257979/dfsddf.txt)


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

Other

### Console logs

```Shell
From https://github.com/AUTOMATIC1111/stable-diffusion-webui
 * branch              master     -> FETCH_HEAD
Already up to date.
venv "venv\Scripts\Python.exe"
fatal: No names found, cannot describe anything.
Python 3.10.9 (tags/v3.10.9:1dd9be6, Dec  6 2022, 20:01:21) [MSC v.1934 64 bit (AMD64)]
Version: 1.6.1
Commit hash: 4afaaf8a020c1df457bcf7250cb1c7f609699fa7
Fetching updates for Stable Diffusion XL...
Traceback (most recent call last):
  File "C:\stable-diffusion-portable-main\launch.py", line 48, in <module>
    main()
  File "C:\stable-diffusion-portable-main\launch.py", line 39, in main
    prepare_environment()
  File "C:\stable-diffusion-portable-main\modules\launch_utils.py", line 381, in prepare_environment
    git_clone(stable_diffusion_xl_repo, repo_dir('generative-models'), "Stable Diffusion XL", stable_diffusion_xl_commit_hash)
  File "C:\stable-diffusion-portable-main\modules\launch_utils.py", line 179, in git_clone
    run_git(dir, name, 'fetch', f"Fetching updates for {name}...", f"Couldn't fetch {name}", autofix=False)
  File "C:\stable-diffusion-portable-main\modules\launch_utils.py", line 154, in run_git
    return run(f'"{git}" -C "{dir}" {command}', desc=desc, errdesc=errdesc, custom_env=custom_env, live=live)
  File "C:\stable-diffusion-portable-main\modules\launch_utils.py", line 115, in run
    raise RuntimeError("\n".join(error_bits))
RuntimeError: Couldn't fetch Stable Diffusion XL.
Command: "git\cmd\git.exe" -C "C:\stable-diffusion-portable-main\repositories\generative-models" fetch
Error code: 3221225477
```


### Additional information

_No response_
Repository: godot
Issue: Webrtc loading error when exporting apk from windows, not linux
Labels: bug,platform:android,needs testing,topic:export

### Godot version

4.1.3

### System information

Windows 10

### Issue description

```
  E  USER ERROR: Can't open dynamic library: godot-extension-4.1-webrtc/webrtc/lib/libwebrtc_native.android.template_debug.arm64.so. Error: dlopen failed: library "libwebrtc_native.android.template_debug.arm64.so" not found.
2023-11-05 01:09:14.720 12289-12289 godot                   org.godotengine.Snake                E     at: open_dynamic_library (platform/android/os_android.cpp:170)
2023-11-05 01:09:14.720 12289-12289 godot                   org.godotengine.Snake                E  USER ERROR: GDExtension dynamic library not found: godot-extension-4.1-webrtc/webrtc/lib/libwebrtc_native.android.template_debug.arm64.so
2023-11-05 01:09:14.720 12289-12289 godot                   org.godotengine.Snake                E     at: open_library (core/extension/gdextension.cpp:455)
2023-11-05 01:09:14.720 12289-12289 godot                   org.godotengine.Snake                E  USER ERROR: Failed loading resource: res://godot-extension-4.1-webrtc/webrtc/webrtc.gdextension. Make sure resources have been imported by opening the project in the editor at least once.
2023-11-05 01:09:14.720 12289-12289 godot                   org.godotengine.Snake                E     at: _load (core/io/resource_loader.cpp:274)
2023-11-05 01:09:14.720 12289-12289 godot                   org.godotengine.Snake                E  USER ERROR: Error loading extension: res://godot-extension-4.1-webrtc/webrtc/webrtc.gdextension
2023-11-05 01:09:14.720 12289-12289 godot                   org.godotengine.Snake                E     at: load_extensions (core/extension/gdextension_manager.cpp:143)
```

### Steps to reproduce

Launch apk from android studio

### Minimal reproduction project

N/A
Repository: godot
Issue: Mouse released event is called at the mouse press location instead of the release location
Labels: bug,enhancement,discussion,needs testing,topic:input

### Godot version

4.1.2

### System information

Windows 11 Godot 4.1.2

### Issue description

If you hold down a mouse button, move your mouse, then release it on a different gui element, the input event mouse released is called on the original gui element instead of the location of the new one. I believe a similar problem got fixed with mouse entered and exited recently,(https://github.com/godotengine/godot/issues/20881) but there is still a problem with mouse button releasing events.
### Steps to reproduce

Make two gui elements. attach the same script to each. Connect the gui_input signal of both elements to themselves. In on_gui_input put the code below that prints the object and the action of an event. Play the scene, click and hold on one ui element, drag to the other, and let go. It will print that the mouse both pressed and released on the same object.
```
	if event is InputEventMouseButton and event.is_pressed():
		print_debug(str(self.name)+ "pressed")
	if event is InputEventMouseButton and event.is_released():
		print_debug(str(self.name)+ "released")
```


### Minimal reproduction project

[Debuggin.zip](https://github.com/godotengine/godot/files/13258110/Debuggin.zip)
Repository: godot
Issue: The representation of joints in the gizmo is incorrect.
Labels: bug,topic:editor,topic:3d

### Godot version

4.1.2

### System information

Godot v4.1.2.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - integrated AMD Radeon(TM) Graphics (Advanced Micro Devices, Inc.; 31.0.14057.5006) - AMD Ryzen 5 5600G with Radeon Graphics (12 Threads)

### Issue description

When you create a 3D joint (6DOF or hinge) and set upper and lower angular limits, you can see a preview of these limits and the allowed range of motion in the gizmo. However, when you run the project or scene, it turns out that the limits are inverted or what is shown in the gizmo does not match what is displayed when you run the scene.
![gizmo](https://github.com/godotengine/godot/assets/125107512/9875b87f-a8f5-4b2b-9e5c-aa1260c8c6ab)
![debug](https://github.com/godotengine/godot/assets/125107512/bb52b1ca-881a-410d-9e77-4c800a9279f3)

https://github.com/godotengine/godot/assets/125107512/e44a3d0b-9c3b-4449-ad44-2ee8288376f9



### Steps to reproduce

- Create a static body.

- Generate a RigidBody or any physical object.

- Create a HingeJoint or Generic6DOF and assign the staticBody to Node A and the rigidBody to Node B.

- Configure angular limits for the joint.

### Minimal reproduction project


N/A
Repository: godot
Issue: List of resources with default values erase data in certain circumstances (C#)
Labels: bug,topic:editor,needs testing,topic:dotnet

### Godot version

Godot Engine v4.1.1.stable.mono.official

### System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-9700 CPU @ 3.00GHz (8 Threads)

### Issue description

When I have a list/array of any resource/custom resource with an initializer, their properties will be erased on build if they're changed, unless an additional entry has been added to the array or an existing entry has been set to a different resource. Whether the array will save seems to be indicated by the reset arrow appearing.

Will not save if gradient is changed:
![image](https://github.com/godotengine/godot/assets/142978236/9eb9bfb4-1b54-48c0-85b1-f1271407cc87)

Will save if gradient is changed: (indicated by arrow)
![image](https://github.com/godotengine/godot/assets/142978236/97f6ae30-fb67-44b8-9854-2d5c62d25f4b)

I have not tested whether this affects GDScript

### Steps to reproduce

Create a C# script that inherits from node or custom resource

Add an export array of any resource

Include an initializer for the array that initializes at least one resource

Create a scene that includes this node

Build the C# project

Click the node

Find and open "resources" in the inspector

Change the existing gradient to something else

Rebuild the project

The gradient is reset

```c#
[GlobalClass]
public partial class TestNode : Node
{
	[Export]
	public Gradient[] resources = new Gradient[]
	{
		new Gradient()
	};
}  
```

### Minimal reproduction project

[Resource_Array_Bug.zip](https://github.com/godotengine/godot/files/13258592/Resource_Array_Bug.zip)
Repository: godot
Issue: AssetLib is not updating size and stuck
Labels: bug,topic:editor,confirmed,topic:assetlib

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - integrated Intel(R) UHD Graphics 620 () - Intel(R) Core(TM) i5-8265U CPU @ 1.60GHz (8 Threads)

### Issue description

in Assetlib tab will be so big size until can't see write panel and buttons.
![Screenshot 2023-11-05 045923](https://github.com/godotengine/godot/assets/67668868/1123f503-a9ca-4d7b-991c-c063de71f560)
![Screenshot 2023-11-05 050845](https://github.com/godotengine/godot/assets/67668868/1ba6475b-f329-43e5-bce9-00c5033e8737)


### Steps to reproduce

after open a project, click in asssitlib tab, for a short time will show tab in perfect size, but after one second will update itself, and hide a part of inspector(screenshot 1), also some of button for test scene and play to test scene also will be hidden, normally it resize all window to bigger than screen.
but when clicking 2d, 3d and script , the window comes back to normal size(maximized)
when restore it and drag right edge of the screen to show all contents of the window, (I have 2 screen) it needs wide of the 2 screen to show all the contents correctly, 
but when maximized the window again. half of the window hidden , then when click others tabs , will come back to correct windows(screenshot 2)
I restarted many times. result is the same

### Minimal reproduction project

[KurdishCasino.zip](https://github.com/godotengine/godot/files/13258617/KurdishCasino.zip)
Repository: rust
Issue: rust should able to infer `Array<T>[CONST_START..CONST_END]` to type `[T; CONST_END - CONST_START]` at compile time
Labels: A-inference,C-discussion

### title

rust should able to infer `Array<T>[CONST_START..CONST_END]` to type `[T; CONST_END - CONST_START]` at compile time

### code

```rust
const A: usize = 2;
const B: usize = 6;

fn main() {
    let buf: &[u8] = &[0, 1, 2, 3, 4, 5, 6, 7, 8, 9];

    // OK as expected
    {
        let _: &[u8] = &buf[A..B];
    }

    {
        // // error[E0308]: mismatched types
        // // expected `&[u8; 4]`, found `&[u8]`
        // let _: &[u8; 4] = &buf[A..B];
    }

    // https://doc.rust-lang.org/src/core/array/mod.rs.html
    {
        let _ = <[u8; 4]>::try_from(&buf[A..B]).unwrap();
    }

    // https://docs.rs/crate/arrayref/latest/source/src/lib.rs
    {
        let _ = unsafe { &*((&buf[A..B]).as_ptr() as *const [u8; B - A]) };
    }
}
```
Repository: excalidraw
Issue: Lag with many elements
Labels: performance ⚡️

I'm having an issue with excalidraw in obsidian, firefox, chrome on laptop, tablet, phone and desktop pc with 4090 and 7950x3d. My current notes have about 4-5000 characters/elements each. and by the time i get to this point, it is almost impossible to even scroll, let alone write more notes. Is there a more efficient way to implement loading the note somehow? only loading what's in the view? If i zoom in a lot, it gets a little better, but its impossible to even write one word without the pen lagging out. I'm assuming the rest of the file is effecting the current view significantly. Due to this i may have to switch over to another solution :(
Repository: transformers
Issue: [Efficiency] Decoding can be made faster by not converting special tokens to ids for each token.
Labels: WIP

### System Info

- `transformers` version: 4.29.0.dev0
- Platform: macOS-14.0-arm64-arm-64bit
- Python version: 3.11.4
- Huggingface_hub version: 0.13.3
- Safetensors version: not installed
- PyTorch version (GPU?): 2.0.0 (False)
- Tensorflow version (GPU?): not installed (NA)
- Flax version (CPU?/GPU?/TPU?): not installed (NA)
- Jax version: not installed
- JaxLib version: not installed
- Using GPU in script?: <fill in>
- Using distributed or parallel set-up in script?: <fill in>

### Who can help?

@ArthurZucker

### Information

- [X] The official example scripts
- [X] My own modified scripts

### Tasks

- [X] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [X] My own task or dataset (give details below)

### Reproduction

The following function is being called for each token while using decoding function.

```python

from transformers import T5Tokenizer
tokenizer = T5Tokenizer.from_pretrained(TOKENIZER_PATH)
beams = tokenizer.batch_decode(
    outputs, skip_special_tokens=True
)
```

```python
  @property
  def all_special_ids(self) -> List[int]:
      """
      `List[int]`: List the ids of the special tokens(`'<unk>'`, `'<cls>'`, etc.) mapped to class attributes.
      """
      all_toks = self.all_special_tokens
      all_ids = self.convert_tokens_to_ids(all_toks)
      return all_ids
```



### Expected behavior

all_special_ids should not be called for each token while decoding at the time of inferencing.
Repository: PowerToys
Issue: Keyboard Manager Disable Function Bug
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.75.1

### Installation method

PowerToys auto-update, Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

In Keyboard Manager, Set Ctrl+Win+D as Disable to all Software, then Press Ctrl+Win+D+AnyOtherKey

### ✔️ Expected Behavior

Ctrl+Win+D should be disabled and no new desktop was created.

### ❌ Actual Behavior

Ctrl+Win+D Still working, it will create a new desktop

### Other Software

_No response_
Repository: deno
Issue: Application does not show up with `deno compile --no-terminal` on Windows and WSL
Labels: bug,windows,compile

Thank you for the wonderful option called `--no-terminal`.
However, in my environment, the application did not show up after compile. I think this is the cause of this part, because it does not work when I add `--no-terminal`.

## Development environment
```bash
$ uname -sr
Linux 5.15.90.1-microsoft-standard-WSL2

$ deno --version
deno 1.38.0 (release, x86_64-unknown-linux-gnu)
v8 12.0.267.1
typescript 5.2.2
```

## Operating Environment
```powershell
> Get-ComputerInfo | select WindowsProductName, WindowsVersion, OsHardwareAbstractionLayer

WindowsProductName WindowsVersion OsHardwareAbstractionLayer
------------------ -------------- --------------------------
Windows 10 Home    2009           10.0.19041.3636
```

## Verification Repository
https://github.com/rwl-dev-playground/verify-deno-webview

In the main branch, there is no `--no-terminal`.
In the no-terminal branch, there is `--no-terminal`.
Each can be executed with `deno task compile:windows`.
Repository: vscode
Issue: Promote notebookKernelSource API proposal to stable
Labels: under-discussion,notebook-api

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
There is a proposed API called notebookKernelSource. This seems to have been introduced for and indeed is in active use by the MS Jupyter extension.
I would like to use this API extension to do the same thing as the Jupyter extension, get involved in the notebook kernel selection process. Since this is a proposed API, as a third party developer I can't make use of it, whereas Microsoft published extensions can through the "extensionEnabledApiProposals" mechanism in the VSCode "product.json" file.

Since this API is now in use by a published extension, even a Microsoft published one, changing it would be hard. However, since it is only in use by a Microsoft published extension, and those can use proposed APIs, there seems to be no incentive to promote this to stable. I'm hoping that this is because no one has asked for it to be promoted rather than for any other reason of competitive advantage for example. 

It's slightly unclear from the [wiki page](https://github.com/microsoft/vscode/wiki/Extension-API-process) exactly what the process is by which an API proposal gets promoted. If this isn't an appropriate way, then please let me know and point me at the appropriate mechanism.

Pinging @rebornix  and @DonJayamanne in the first instance as they are the two committers of the dts file.
Repository: stable-diffusion-webui
Issue: [Bug]: Inpaint Upload 768x432 mask not working
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?

Hello, I attempted to merge two images. One scenery and a mask aligned at right and sd don't want create the merge. He accept globally to just create the original image. At low denoise and latent noise or latent nothing he can start to create a thing but very limited. Below the image I wanted to merge. 

I tested various solution, like changing denoising, method, create a new image with the mask and the background, .. Without success. Thank.

![00015c](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/39129290/4fa75db0-7c31-483b-b525-8b2a367c1c2c)
![00015b](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/39129290/cedbd80e-abe0-4055-bc71-15da6ebe3441)
![00015a](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/39129290/84da04c6-a184-4e81-9ca3-c3c9d7299837)
![00015](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/3
![01769-Model calicomix_dcV40 - Sampler Euler a - Clip 1 - Scale 11 - Step 27 - Seed 2949976314 - 768x432 20231105094528](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/39129290/88e667b4-2165-4379-9f4b-b40a7ab892fd)
9129290/d08161f7-4434-4121-a166-3e483ab7c7d3)





### Steps to reproduce the problem

1. Use the background as base image
2. Use the mask to add a women in the front of the background
3. Test what you want, you never get a correct result

### What should have happened?

Normally I think the mask must be filled with a women and encrusted in the ink scenery background, but it's not the case.

### Sysinfo

Window 10, gtx1070
version: [v1.6.0](https://github.com/AUTOMATIC1111/stable-diffusion-webui/commit/5ef669de080814067961f28357256e8fe27544f4)  •  python: 3.10.9  •  torch: 2.0.1+cu118  •  xformers: 0.0.20  •  gradio: 3.41.2  •  checkpoint: [ee3f0c9509](https://google.com/search?q=ee3f0c9509117a492311cbcd9ea10891c6cb075a381cdc8757eb245df6443b92)

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

Mozilla Firefox

### Console logs

```Shell
...
```


### Additional information

...
Repository: next.js
Issue: Next 14 build First Load JS size increased compared to Next 13.5.6
Labels: bug,linear: next

### Link to the code that reproduces this issue

https://github.com/AnasArafeh/Next14-build-issue-reproduction

### To Reproduce

1. npm install Next 13.5.6
2. npm run build
3. view first load js sizes
4. npm install Next 14.0.1
5. npm run build
6. view first load js sizes

### Current vs. Expected behavior

Following the previous steps:

The result for npm run build in Next 13.5.6 : 
![13 5 6](https://github.com/vercel/next.js/assets/68680829/9d202811-fb67-41c5-857c-61cb401a4b72)

And the result for npm run build in Next 14.0.1 : 
![14 0 1](https://github.com/vercel/next.js/assets/68680829/fc054067-1184-4313-88b1-a4e3bc46f410)


the only package changes were these using git : 
![git-changes](https://github.com/vercel/next.js/assets/68680829/f1b4804f-83a2-4ca5-b74b-25db9adf03f5)


The result for Next 14.0.2-canary.12 : 
![14 0 2-canary 12](https://github.com/vercel/next.js/assets/68680829/751106af-9654-4e94-ae4d-dbf0c17d9ce4)

-------
Screenshots from reproduction template

Next 13.5.6

![reproduction-13 5 6](https://github.com/vercel/next.js/assets/68680829/06cf2022-7de4-4aaf-94c8-4f2195881f72)


Next 14.0.2-canary.12

![reproduction-canary 12](https://github.com/vercel/next.js/assets/68680829/9e691120-c4eb-42cd-bee7-b69e101163a6)


### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 10 Enterprise
Binaries:
  Node: 18.18.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.2-canary.12
  eslint-config-next: 14.0.1
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Package manager (npm, pnpm, Yarn), Script optimization (next/script)

### Additional context

The issue was introduced in Next 14, I have also tested it on the latest canary release and the issue remains the same. I have even noticed 1 KB increase in canary release compared to Next 14.0.1.

<sub>[NEXT-1762](https://linear.app/vercel/issue/NEXT-1762/next-14-build-first-load-js-size-increased-compared-to-next-1356)</sub>
Repository: stable-diffusion-webui
Issue: [Bug]: Discard: remove style text from prompt, keep styles dropdown as it is. NOT WORKING 
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?

I put an image into the drop text box of the ui to get the parameters but I don't want anything in the dropdown menu to be changed so I search on setting and found that there is such an option. the only issue is that this option doesn't work.

when do I apply the reading then it changes also the size res etc...

this is the setting I am using. so I think it's a bug.
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/56544202/622244e9-bfc2-4839-bcfa-1101c98df13d)


### Steps to reproduce the problem

.

### What should have happened?

.

### Sysinfo

.

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

_No response_

### Console logs

```Shell
.
```


### Additional information

_No response_