sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Feature Request]: PNG Info batched generation, but in txt2img
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Right now, in **img2img**, you can use the **Batch**-section, and then check the **PNG Info**-checkbox, to batch re-generate images with some of the settings changed, such as adding a part of a prompt, or changing number of samples or CFG scale, but using the original image as the img2img.

I would like to be able to do the same thing, but without using the original image as img2img.

I want to batch-regenerate an image in txt2img, based on existing images.
This would be a great way to re-generate images that you generate in low-res to get quick sketches.

If you do it in img2img, it's not really reproducable without the original image, which means it's a bad image to share for other people to reproduce.

Also it would allow you to use hires-fix.

If you try to do it in img2img and set the denoise strength to 1, you don't get the same result, see comparison below.

![2023-09-30 - 23 40 23](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/60541708/77714527-818e-4388-860a-bada5ab22b15)
![2023-09-30 - 23 40 23](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/60541708/1493ffd0-b8c6-4cfd-a6b0-7bf8f8195bdf)


### Proposed workflow

1. Go to txt2img
2. Add a "Batch" curtain menu (like the Controlnet curtain)
3. Support all relevant settings, including all PNG options as part of interrogating the batch images

Like the image below, but in txt2img
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/60541708/623607b3-7496-4694-ba15-1c27bdf9755f)


### Additional information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add option to apply the prompt as prefix/suffix to the PNG Info in img2img Batch-section
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Right now, in **img2img**, you can use the **Batch**-section, and then check the **PNG Info**-checkbox, to batch re-generate images with some of the settings changed, such as adding a part of a prompt.

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/60541708/0cf5a1ce-7b32-449d-a74e-fa51082afc71)

However, you lack control of where the prompt is added. The prompt you type at the top section will always be added as a prefix to the existing prompt. It could be useful to be able to add it as a suffix instead.

This is not a very important feature, but something like a quality of life that may be easy to implement.

### Proposed workflow

1. Go to img2img
2. Press the Batch sub-tab
3. Click the PNG Info checkbox
4. Select Prompt and Negative Prompt from the checkbox list
5. Select "Prompt as Suffix", and "Negative Prompt as Suffix", from the new list of options below the current list.
6. Choose a folder with generated images with metadata
7. Add a new prompts at the top of the screen
8. Observe that your new image generated will have the prompts entered in step 7 added to the end of the existing prompt, rather than at the start.


### Additional information

_No response_
Repository: PowerToys
Issue: Introducing SwiftText: Enhancing Efficiency and Consistency in Text Editing with PowerToys!
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

Quick text editing tools universally available 

- allow users to quickly edit selected text with various transformations.
- options include converting text to uppercase, lowercase, capitalizing, and more.
- users can specify transformations for specific elements like names, extensions, and characters.
- Streamline the text editing process, ensuring consistent formatting and saving time.

### Scenario when this would be used?

- swift converting selected texts to uppercase for constants or capitalization of names for proper nouns.
-  handling large datasets or tackling coding tasks that demand consistent text formatting.
-  copying, pasting and organizing content using web browsers for archiving, annotating, or saving purposes. Ensures a consistent writing style when naming items, streamlining the process effectively.
- in automation scripts and batch processing tasks.
- replacing spaces with underscores in variable names, improving coding practices universally, beyond just the IDE.

### Supporting information

Simplifies the text editing process and caters to diverse user demands.
- Enhances PowerToys versatility, making it indispensable for efficient text editing.
- Greatly enhances productivity for developers, data analysts, content creators and just about anyone who uses it
- Crucial for users who require consistent and flexible text formatting capabilities.
- Could also work as presets for the PowerRename
- 
The tools could be something like this: 
```
Uppercase (AA AAAAAA)
Uppercase name (AA AAA.*)
Uppercase ext (*AAA)
Lowercase (aa aaa.aaa)
Lowercase name (aa aaa.*)
Lowercase ext (* .aaa)
Capitalize (Aa Aaa.aaa)
_ to Spaces
. to Spaces
- to Spaces
Spaces to _
Spaces to .
Spaces to -
_ to.
. to
```
Repository: rustdesk
Issue: Keyboard can't type uppercase on latest ios update 17.0.2
Labels: bug

### Bug Description

Can't type uppercase with shift or capslock

### How to Reproduce

Login to client and type using shift or capslock

### Expected Behavior

It should type uppercase

### Operating system(s) on local side and remote side

Local is ipad air 5 on ios 17.0.2, remote side is windows 11

### RustDesk Version(s) on local side and remote side

1.2.2 -> 1.2.1

### Screenshots


https://github.com/rustdesk/rustdesk/assets/42857536/d43a25c8-3d76-42a0-bdb6-bb84fc150c40



### Additional Context

_No response_
Repository: godot
Issue: Denoised lightmap does not blend with tiled meshes
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

v4.2.dev.custom_build [0ca854232]

### System information

Godot v4.2.dev (0ca854232) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 27.20.21034.37) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)

### Issue description

I'm not quite sure how to describe the condition under which this issue happens, so I'll explain my MRP instead.

The scene is composed of a 3x3 set of plane meshes, and a single cube. When baking the scene, the lightmap does not appear to blend between the tiles correctly when denoiser is enabled:

![image](https://github.com/godotengine/godot/assets/25323231/117e2903-e8ac-4487-98cb-722bc93626e6)

This is most likely caused by the new JNLM denoiser, as the lightmap looks (mostly) correct when the denoiser is disabled:

![image](https://github.com/godotengine/godot/assets/25323231/6a69d05f-5e49-490a-8ba4-a2b80c427991)

As a sidenote, the parts of the lightmap under the cube seems to "slide out". ~~This might be easy to fix~~.:

![image](https://github.com/godotengine/godot/assets/25323231/dd8c4c2d-135c-4607-bd98-d25456fc9e7c)

I tried negating the half-pixel offset made in https://github.com/godotengine/godot/pull/81872, but it slid the other way instead.


### Steps to reproduce

See above/MRP.

### Minimal reproduction project

[lightmap_inconsistencies.zip](https://github.com/godotengine/godot/files/12776003/lightmap_inconsistencies.zip)
Repository: deno
Issue: stuck in "Download ... (1/2)" 
Labels: bug,needs investigation,node compat

```
deno run --node-modules-dir --allow-all bin/test.ts
Download https://registry.npmjs.org/@typescript-eslint/eslint-plugin (1/2)
```

removing `eslint-plugin` from package.json made it works.. but as you can see its a bug where it can't download this dependence
Repository: ant-design
Issue: Pause the timeout of Notification/Message on window blur
Labels: 💡 Feature Request,Inactive

### What problem does this feature solve?

When the user switches tabs in the browser or minimizes the browser, notifications shouldn't close without the user even being able to read them.

### What does the proposed API look like?

Provides a prop like pauseOnFocusLoss or something.

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: TabBar add_tab() Memory Leak Even With TabBar.clear_tabs() and TabBar.queue_free() Calls
Labels: bug,topic:gui,performance

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3713) - AMD Ryzen 5 5600G with Radeon Graphics (12 Threads)

### Issue description

Whenever TabBar.add_tab() is called, memory usage increases for every tab as expected. However, after TabBar.clear_tabs() or TabBar.queue_free() is called, some of the memory used for that freed TabBar still remains and isn't freed (even though object and node counts stay the same). This causes a memory leak which is especially apparent if one is doing thousands of TabBar.add_tab() calls every frame, as leaked memory will slowly increase.

Related issue for ItemList can be found [here.](https://github.com/godotengine/godot/issues/82596)

### Steps to reproduce

1. Launch the attached project below.
2. Monitor memory usage using Task Manager or Resource Monitor.
3. Observe how memory usage continuously climbs to around 430 MB, even with TabBar.clear_tabs() calls and a final TabBar.queue_free() call.

### Minimal reproduction project

[TabBarMemoryLeakTest Minimal Reproduction.zip](https://github.com/godotengine/godot/files/12776105/TabBarMemoryLeakTest.Minimal.Reproduction.zip)
Repository: stable-diffusion-webui
Issue: When model file is loaded, show the stable diffusion version the model file is based on somewhere
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Show the SD version of the current model file.

For example: SD 1.5, SDXL, etc.

### Proposed workflow

1. Select model file from picklist.
2. Model loads
3. UI shows SD version of model somewhere

### Additional information

This must be possible because the LORA know to hide themselves if the SD version of the model is not compatible.  Can be very useful if the model file has be renamed foobar.safetensors or such, obfuscating what SD version it's based on.
Repository: godot
Issue: The export window doesn't close, and none of the buttons are responding
Labels: bug,platform:windows,topic:editor,topic:export

### Godot version

4.1 letest 

### System information

wwindow 10 

### Issue description

Exporting to Windows failed, but I can't close the export window; none of the buttons react to closing it.

 
![image](https://github.com/godotengine/godot/assets/1107316/12cbca14-70ed-4d8f-8867-89e81367e721)




### Steps to reproduce

First time export to windows 10 , not debug info 

### Minimal reproduction project

its to big to include
Repository: vscode
Issue: Forced mouse selection in terminal cleared after mouse movement under 1003 (all events) and 1006 (SGR) combination
Labels: bug,help wanted,upstream,confirmed,upstream-issue-linked,terminal-input

<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: 
I don't know how to run it with --disable-extensions when I'm simply opening `Visual Studio Code - Insiders.app`. But this is a fresh download and I have not installed any custom extensions.

- VS Code Version: 
```
Version: 1.83.0-insider (Universal)
Commit: 4268e464763087044d0c1b5bdd37ebbe683cadfa
Date: 2023-09-29T20:44:15.716Z (1 day ago)
Electron: 25.8.4
ElectronBuildId: 24154031
Chromium: 114.0.5735.289
Node.js: 18.15.0
V8: 11.4.183.29-electron.0
OS: Darwin x64 21.6.0
```
- OS Version: macos 12.6.3


Steps to Reproduce:
1. Turn on the `Mac Option Click Forces Selection` option in settings.
2. Open integrated terminal, type `printf '\e[?1003h'` to allow terminal to intercept all events. 
2.1 Move mouse around, observe that mouse events are being printed. 
2.2 Option-click to make a selection, observe that a selection can be made.
2.3 Move mouse around, observe that the selection is still there.
Video recording:
https://github.com/microsoft/vscode/assets/10082143/f3145519-6b70-4ccf-a681-e615e823703a
3. In the same terminal, type `printf '\e[?1006h'` to use SGR format.
3.1 Move mouse around, observe that mouse events are being printed in a different format
3.2 Option-click to make a selection, observe that a selection can be made. But it disappears as soon as the mouse moves. Note that it might not be obvious from the screen recording, but as long as I make the selection carefully and don't move the mouse afterwards, the selection will not be cleared.
3.3 This makes the selection almost unusable, hence the bug report. It is not realistic to expect the user to not make any mouse movement after the selection.
Video recording:
https://github.com/microsoft/vscode/assets/10082143/97e0da02-2486-4878-80ee-1510b40432f4


Impact:
* I suspect this causes the issue downstream in the textual project - https://github.com/Textualize/textual/discussions/2190. If we look at the user report carefully, we can see that the issue is very similar to what I described above.

Disclaimer:
* I'm still new to this stuff, so my understanding and diagnosis above might not be fully accurate.
Repository: hello-algo
Issue: Release EPUB electronic book format
Labels: enhancement

请问作者考虑在b6推出新的格式吗？比如EPUB等更适合在移动端小屏幕浏览的版本，方便大家随时随地的学习算法。
Repository: godot
Issue: Project upgrade converts ALL public classes into partial classes
Labels: bug,topic:dotnet

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 31.0.15.3623) - AMD Ryzen 5 5600 6-Core Processor (12 Threads)

### Issue description

Upgrading a project from v3.5.stable.mono.official [991bb6ac7] to either v4.1.stable.mono.official [970459615] or v4.1.1.stable.mono.official [bd6af8e0e] causes all public classes in the solution to be changed into partial classes.
I want to stress that this happens for all public classes, not just ones that inherit from Node or godot Object.

Seems like a minor thing, but I have to assume there is some code generation that happens hidden from me, and such code generation should definitely not happen to a class that has nothing to do with engine APIs.

This doesn't happen to internal classes.
It's possible that nobody needs to make their classes public and that people just use internal classes, that's not the point, the point is that Godot should not **ever** modify user code that isn't directly interfacing with Godot.

### Steps to reproduce

Create a project in Godot 3.5
Create C# solution
Add a C# class "Class1", make it public
Save the project, open it with Godot 4.1 or 4.1.1
public class Class1 is now public partial class Class1

### Minimal reproduction project

N/A
Repository: godot
Issue: Problem selecting nodes
Labels: bug,topic:editor,usability

### Godot version

v3.6.beta3.official [21ab700f2]

### System information

w10 64

### Issue description

A little difficult to explain for me. I use Google Translator and it is difficult to make sure everything is understandable.
The problem:
When you select a node to drag and finish the action, if you select that node again (not to drag, just to select it normally) then the node is not selected and the previous node remains selected.

In the gif you can see:
I drag the "Arbol" node to the nodepath of the "VagonMinas3" node, then I try to select the "Arbol" node (the currently selected node is "VagonMinas3") but it cannot be selected and what Godot does is center the view on the node but does not select it.
Solution:
I have to select the "VagonMinas3" node again and then select the "Arbol" node.

![GIF](https://github.com/godotengine/godot/assets/19652075/b7ac4974-8a76-4353-a490-d34e3271ad67)


### Steps to reproduce

See the gif.

### Minimal reproduction project

...
Repository: react-native
Issue: Running first init project Error React-rncore: Command PhaseScriptExecution failed with a nonzero exit code
Labels: Needs: Triage :mag:,Needs: Repro,Needs: Attention

### Description

I'm just trying to run a newly initialized React Native project.

### React Native Version

0.72.5

### Output of `npx react-native info`

System:
  OS: macOS 14.0
  CPU: (8) arm64 Apple M2
  Memory: 129.89 MB / 8.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 18.12.1
    path: ~/.nvm/versions/node/v18.12.1/bin/node
  Yarn: Not Found
  npm:
    version: 8.19.2
    path: ~/.nvm/versions/node/v18.12.1/bin/npm
  Watchman:
    version: 2023.09.18.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.13.0
    path: /Users/fachrinfl/.rvm/gems/ruby-2.7.7/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 23.0
      - iOS 17.0
      - macOS 14.0
      - tvOS 17.0
      - watchOS 10.0
  Android SDK: Not Found
IDEs:
  Android Studio: 2022.2 AI-222.4459.24.2221.9971841
  Xcode:
    version: 15.0/15A240d
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 11.0.19
    path: /opt/homebrew/opt/openjdk@11/bin/javac
  Ruby:
    version: 2.7.7
    path: /Users/fachrinfl/.rvm/rubies/ruby-2.7.7/bin/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.72.5
    wanted: 0.72.5
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: false
iOS:
  hermesEnabled: true
  newArchEnabled: false

### Steps to reproduce

npx react-native init AwesomeProject
xed -b ios
Running via XCode

### Snack, screenshot, or link to a repository

<img width="1401" alt="Screenshot 2023-10-01 at 16 53 46" src="https://github.com/facebook/react-native/assets/28708584/378308fd-25b8-4d34-a7b8-70532020eaf1">
Repository: PowerToys
Issue: add mode "when windows ink or pen device" turn off find my mouse
Labels: Idea-Enhancement,Needs-Triage,Product-Mouse Utilities

### Description of the new feature / enhancement

when i painting in blender or ps you pen and windows ink, i need change mouse and pen input often. but find my mouse fuse me to use. want a way when pen input is detected not enabled Find My Mous. and when i use mouse turn it on

### Scenario when this would be used?

when pen input is detected not enabled Find My Mous

### Supporting information

_No response_
Repository: pytorch
Issue: Dropout signature inconsistent between `torch.dropout`, `torch.nn.Dropout` and `torch.nn.functional.dropout`
Labels: module: nn,triaged,module: python frontend

### 🐛 Describe the bug

Both `torch.nn.Dropout` and `torch.nn.functional.dropout` default to `p=0.5` and `train=True`. However, `torch.dropout` requires them to be set manually.

```python
>>> import torch
>>> x = torch.randn(10, 20)
>>> torch.nn.Dropout()(x)
...
>>> torch.nn.functional.dropout(x)
...
>>> torch.dropout(x)
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
TypeError: dropout() missing 2 required positional argument: "p", "train"
```

Other functions are affected similarly:
- `torch.nn.functional.alpha_dropout`
- `torch.nn.functional.feature_alpha_dropout`

For consistency, we should also set the defaults for these functions in the `torch.*` module.

### Versions

Tested on `torch==2.0.1` and `torch==2.2.0.dev20230912+cu121`

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: next.js
Issue: Even if I add `useSearchParams`, the client component still executes on the server side
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/reverent-bird-n25ps5

### To Reproduce

1. Open the link above.
2. Look at the log in the "Start Dev Server" window.
3. Open the Debugger window in the right browser and look at the logs there.

### Current vs. Expected behavior

![1](https://github.com/vercel/next.js/assets/117014547/41a602fe-0b91-46ac-b450-5f5f1a411c90)

The log `ReferenceError: window is not defined` is caused by the client component `GlobalProvider` executing on the server-side. 

This is evidenced by the log `>>> GlobalProvider: null | make this module to be rendered on the client.`, which is logged by `app/GlobalProvider.tsx` line 19.

On line 17, I use `useSearchParams()`, which I learned from this [discussion](https://github.com/vercel/next.js/discussions/50738), to allow client components to be rendered entirely on the client.


### 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 Home
Binaries:
  Node: 20.6.1
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 13.5.4-canary.8
  eslint-config-next: 13.5.3
  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)

App Router

### Additional context

_No response_
Repository: PowerToys
Issue: FancyZones briefly slows down Windows after switching virtual desktops
Labels: Issue-Bug,Product-FancyZones

### Microsoft PowerToys version

0.74.0

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

Setup multiple virtual desktops in Windows. Enable FancyZones.

Experiment 1: Start switching back and forth quickly between virtual desktops with Ctrl+Win+Left and Ctrl+Win+Right.

Experiment 2: Switch to a different virtual desktop with Ctrl+Win+Left or Ctrl+Win+Right and immediately start typing (assuming that you have an app that allows typing in focus).


### ✔️ Expected Behavior

Results from experiment 1: virtual desktops switch with FancyZones enabled as fast as with FancyZones disabled.

Results from experiment 2: typed text shows immediately.


### ❌ Actual Behavior

Results from experiment 1: virtual desktops switch slower with FancyZones enabled.

Results from experiment 2: typed text isn't showing for 1-3 seconds after desktop switch.



### Other Software

_No response_