sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: `add/add_` for CSC: errors when trying to access non-existent `crow_indices`.
Labels: module: sparse,triaged

### 🐛 Describe the bug

A simple repro:

```python
In [1]: import torch         
                                                                                                                       
In [2]: x = torch.rand(3, 3).to_sparse_csc()                                                                           
<ipython-input-2-063a8a560ed1>:1: UserWarning: Sparse CSC tensor support is in beta state. If you miss a functionality in the sparse tensor support, please submit a feature request to https://github.com/pytorch/pytorch/issues. (Triggered 
internally at /home/nik/git/Quansight/pytorch/aten/src/ATen/SparseCsrTensorImpl.cpp:54.)
  x = torch.rand(3, 3).to_sparse_csc()
                                                                                                                       
In [3]: x + x
---------------------------------------------------------------------------
RuntimeError                              Traceback (most recent call last)
Input In [3], in <cell line: 1>()                                                                                      
----> 1 x + x                    
                                                           
RuntimeError: col_indices expected sparse row compressed tensor layout but got SparseCsc

```

All in all, add is broken in many ways because of missing checks/dispatch manipulations.

### Versions

Current master.

cc @alexsamardzic @pearu @cpuhrsch @amjames @bhosmer
Repository: ant-design
Issue: New Component Masonry
Labels: ☘️ New Component,Inactive,unconfirmed

https://mui.com/material-ui/react-masonry/
Repository: angular
Issue: Standalone migration fails in various cases
Labels: area: migrations,cross-cutting: standalone

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

core

### Is this a regression?

No

### Description

I've tried the new standalone migration inside one of our larger projects (managed by NX). By doing so, I've noticed the following issues:
- Barrel imports are not used. This results in _a lot_ of specific component/directive imports being added. 
- Typescript `paths` are not used. E.g. importing from a library into another one results in a relative import instead of `@my-org/lib`. This is probably a little tricky, since this is exactly what should happen from within the same library, so we don't end up with the library importing itself.
- The migration seems to break as soon as a library is added to the projects folder via `ng add` (so inside a non NX workspace)

I've created a repo reflecting all the mentioned issues above.

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

https://github.com/TomTomB/ng-sa-migration-issues

### Please provide the exception or error you saw

```true
(none)
```


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

```true
Angular CLI: 15.0.5
Node: 18.12.1
Package Manager: npm 8.19.2
OS: linux x64

Angular: 15.2.0
... animations, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1502.0
@angular-devkit/build-angular   15.2.0
@angular-devkit/core            15.2.0
@angular-devkit/schematics      15.0.5
@angular/cli                    15.0.5
@schematics/angular             15.0.5
ng-packagr                      15.2.2
rxjs                            7.8.0
typescript                      4.9.5
```


### Anything else?

_No response_
Repository: godot
Issue: Assigning Viewport to Uniform in gdshader not working after Export
Labels: bug,topic:rendering,confirmed,needs testing,topic:shaders,topic:export

### Godot version

4.0.1

### System information

Pop!_OS 22.04 LTS

### Issue description

The SubViewport texture is not loaded correctly when applying to a uniform for gdshader use.
It works in the editor and on web-export, but doesn't work after exporting for Windows or Linux. (other export platforms not tested) 

### Steps to reproduce

1. Create a SubViewport
2.  Create a TextureRect
3. Apply a placeholder texture and set a minimum size
4.  Set material of TextureRect to a shader
5.  Write shader that expects Sampler2D and outputs the texture
6.  Attach Script to TextureRect
7.  Get Subviewport node in script and set_shader parameter to subviewport texture  


### Minimal reproduction project

General Scene structure
![Screenshot from 2023-02-24 12-56-39](https://user-images.githubusercontent.com/9825602/221173536-b285dd07-08ff-4c99-a256-52d0f72d356e.png)

SubViewport Inspector
![Screenshot from 2023-02-24 12-58-28](https://user-images.githubusercontent.com/9825602/221173773-cb6cd145-f0a9-4849-aeac-7096fc75860b.png)

TextureRect Inspector
![Screenshot from 2023-02-24 12-59-45](https://user-images.githubusercontent.com/9825602/221173983-0a02a5f6-6941-4491-be1e-ad9b8b591bd5.png)

TextureRect Inspector Material
![Screenshot from 2023-02-24 13-00-53](https://user-images.githubusercontent.com/9825602/221174249-fc188b87-2a25-40bf-b206-0fa225e47652.png)

TextureRect Script 
```gd
extends TextureRect


# Called when the node enters the scene tree for the first time.
func _ready():
	var mat:ShaderMaterial = material
	assert(mat!=null,"Couldn't get shader material")
	var viewport_node:SubViewport = get_node("../SubViewport")
	assert(viewport_node!=null,"Couldn't aquire SubViewport")
	var viewport_texture:ViewportTexture = viewport_node.get_texture()
	material.set_shader_parameter("tex_frg",viewport_texture)

# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
	pass
```

Shader Code
```glsl
shader_type canvas_item;

uniform sampler2D tex_frg;

void fragment() {
	COLOR = texture(tex_frg,UV);
}
```

Play Scene in editor
![Screenshot from 2023-02-24 13-01-57](https://user-images.githubusercontent.com/9825602/221174380-509c513d-3037-44dc-a1f1-0081bcf10726.png)

After Export on Linux
![Screenshot from 2023-02-24 13-03-10](https://user-images.githubusercontent.com/9825602/221174598-c3b2aad3-3852-4a4e-8a14-51abee3b2d6b.png)
Repository: storybook
Issue: [Feature Request]: Allow story preloading to be disabled/configured
Labels: feature request,core

### Is your feature request related to a problem? Please describe

I've just upgraded my team's Storybook to 6.5 and enabled lazy compilation. It works great in most cases, but unfortunately it sometimes compiles stories that aren't going to be used. It looks like this is down to https://github.com/storybookjs/storybook/pull/17903. 
This is a problem for us as our Storybook contains components of all sizes, from atoms up to full blown applications. Further to that, one of our applications begins with the letter A, and is the first story that gets loaded, adding significant wait times. I've configured our Storybook to put the documentation at the top, so it's no longer a problem on initial compile however it does sometimes get unnecessarily compiled whilst navigating around the Storybook.

### Describe the solution you'd like

There are a few possibilities that would be really helpful for us.

- Allow for preloading to be disabled outright, meaning the first time a story is opened it'll be compiled and never be compiled prior to that.
- Allow for preloading to be configured in multiple ways, i.e.
  - Only preload if in the same "group"
  - Only preload if in the same file
  - Prevent certain stories from being preloaded, via regex, globs etc.
  - A custom preload callback where the developer can decide what should be preloaded when a certain story is loaded

### Describe alternatives you've considered

I've used NormalModuleReplacementPlugin to mock the events that @storybook/preview-web receives from @storybook/core-events and ensure it doesn't listen to the PRELOAD_STORIES event. This is far from ideal and I imagine will likely need revisiting during subsequent Storybook upgrades.

### Are you able to assist to bring the feature to reality?

no

### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Automatically switch to/from inpainting model if present
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 ?

For models that have a corresponding "`-inpainting`" model, the "Inpaint" tab would automatically switch to that model to do its rendering. The model would then be automatically switched back to the normal, non-inpainting model if any other tasks (txt2img, img2img, etc.) are performed.

Additionally, the "`-inpainting`" models (that have corresponding non-inpainting models) would be hidden from the model dropdown.

This behavior would be toggleable via Settings, since I'm sure some people would prefer to keep things the way they are.

### Proposed workflow

1. Choose a model that has a corresponding "`-inpainting`" model.
2. Use the "Inpaint" tab to generate an image. The WebUI automatically loads the "`-inpainting`" version of the model before generation.
3. Use another tab (e.g. "txt2img") to generate an image. The WebUI automatically loads the non-inpainting version of the model before generation.


### Additional information

_No response_
Repository: opencv
Issue: OpenCV cannot import ONNX model: inputs.size() > 0 in function 'cv::dnn::ReduceLayerImpl::getMemoryShapes'
Labels: bug,duplicate

### System Information

Windows 10
opencv-python-rolling 4.7.0.20230211
Python 3.10.4

### Detailed description

I am trying to load the https://github.com/onnx/models/blob/main/vision/object_detection_segmentation/faster-rcnn/model/FasterRCNN-12.onnx model and get the following error
```
[ERROR:0@0.591] global onnx_importer.cpp:1055 cv::dnn::dnn4_v20221220::ONNXImporter::handleNode DNN/ONNX: ERROR during processing node with 1 inputs and 1 outputs: [ReduceMin]:(onnx_node!2085) from domain='ai.onnx'
Traceback (most recent call last):
  File "d:\Local\devel\Python\OpenCV\dnn_segmentation_faster_rcnn\inference.py", line 94, in <module>
    model = cv2.dnn.readNet(model_path)
cv2.error: OpenCV(4.7.0-dev) D:\a\opencv-python\opencv-python\opencv\modules\dnn\src\onnx\onnx_importer.cpp:1074: error: (-2:Unspecified error) in function 'cv::dnn::dnn4_v20221220::ONNXImporter::handleNode'
> Node [ReduceMin@ai.onnx]:(onnx_node!2085) parse error: OpenCV(4.7.0-dev) D:\a\opencv-python\opencv-python\opencv\modules\dnn\src\layers\reduce_layer.cpp:336: error: (-215:Assertion failed) inputs.size() > 0 in function 'cv::dnn::ReduceLayerImpl::getMemoryShapes'
```


### Steps to reproduce

```
model = cv2.dnn.readNet(model_path)
```

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: opencv
Issue: OpenCV cannot import ONNX model: Can't create layer "onnx_node!NonMaxSuppression_683" of type "NonMaxSuppression" in function 'cv::dnn::dnn4_v20221220::Net::Impl::getLayerInstance'
Labels: bug

### System Information

Windows 10
opencv-python-rolling 4.7.0.20230211
Python 3.10.4

### Detailed description

I am trying to load the https://github.com/onnx/models/blob/main/vision/object_detection_segmentation/ssd/model/ssd-12.onnx model and get the following error
```
[ERROR:0@0.357] global onnx_importer.cpp:1055 cv::dnn::dnn4_v20221220::ONNXImporter::handleNode DNN/ONNX: ERROR during processing node with 5 inputs and 1 outputs: [NonMaxSuppression    model = cv2.dnn.readNet(model_path)
nnx_importer.cpp:1074: error: (-2:Unspecified error) in function 'cv::dnn::dnn4_v20221220::ONNXImporter::handleNode'
> Node [NonMaxSuppression@ai.onnx]:(onnx_node!NonMaxSuppression_683) parse error: OpenCV(4.7.0-dev) d:\a\opencv-python\opencv-python\opencv\modules\dnn\src\net_impl.hpp:108: error: (-2:Unspecified error) Can't create layer "onnx_node!NonMaxSuppression_683" of type "NonMaxSuppression" in function 'cv::dnn::dnn4_v20221220::Net::Impl::getLayerInstance'
```

### Steps to reproduce

```
model = cv2.dnn.readNet(model_path)
```

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: opencv
Issue: Passing multiple images in batch to ONNX model does not improve performance on cv::dnn::DNN_BACKEND_CUDA"
Labels: optimization,category: gpu/cuda (contrib),category: dnn

**This is not a bug but a feature request.**

##### System information (version)
- OpenCV => 4.7
- Operating System / Platform => Linux / Windows 64 Bit
- Compiler => Visual Studio 2017 / G++
- CUDA 11.8 CuDnn 8.7

##### Detailed description

Currently it is possible to have ONNX model with input greater than one. For example, instead of passing 1 image, you can pass 8 images at once (assuming that you've prepared model with appropriate input shape). However, in contrast to popular frameworks such as TensorFlow or PyTorch, there is no performance gain on `cv::dnn::DNN_BACKEND_CUDA` when passing images in a batch.

##### Steps to reproduce

Download [first ](https://drive.google.com/file/d/1QCMXSJn3UijWVZwxQEHdYMZ0m6CxrgGI/view?usp=share_link) and [second ](https://drive.google.com/file/d/1zXR4ab_VulykpaNcHY8iRWzTPVJXXe0p/view?usp=share_link)model.

```
#include <opencv2/opencv.hpp>

int main(int argc, char* argv[])
{
  cv::Mat img(1080, 1920, CV_8UC3);
  cv::randu(img, cv::Scalar(0, 0, 0), cv::Scalar(255, 255, 255));
  std::vector<cv::Mat> images(8, img.clone());

  cv::dnn::Net net1 = cv::dnn::readNet("yolov5m_based.onnx");
  net1.setPreferableBackend(cv::dnn::DNN_BACKEND_CUDA);
  net1.setPreferableTarget(cv::dnn::DNN_TARGET_CUDA);

  cv::dnn::Net net2 = cv::dnn::readNet("yolov5m_based_8.onnx");
  net2.setPreferableBackend(cv::dnn::DNN_BACKEND_CUDA);
  net2.setPreferableTarget(cv::dnn::DNN_TARGET_CUDA);

  cv::Mat blob1;
  cv::dnn::blobFromImage(img, blob1, 1. / 255., cv::Size(640, 640), cv::Scalar(), false, false);
  net1.setInput(blob1);
  std::vector<cv::Mat> output1;

  cv::Mat blob2;
  cv::dnn::blobFromImages(images, blob2, 1. / 255., cv::Size(640, 640), cv::Scalar(), false, false);
  net2.setInput(blob2);
  std::vector<cv::Mat> output2;

  // Don't measure this, GPU needs to warm up.
  for (int i = 0; i < 5; ++i)
    net1.forward(output1, "output0");

  // First test 1 image passed.
  auto c1 = cv::getTickCount();
  for (int i = 0; i < 200; ++i)
    net1.forward(output1, "output0");
  auto c2 = cv::getTickCount();

  std::cout << "TOTAL TIME 1: " << ((c2 - c1) / cv::getTickFrequency() * 1000) << std::endl;

  // Second test 8 images passed.
  c1 = cv::getTickCount();
  for (int i = 0; i < 25; ++i)
    net2.forward(output2, "output0");
  c2 = cv::getTickCount();

  std::cout << "TOTAL TIME 8: " << ((c2 - c1) / cv::getTickFrequency() * 1000) << std::endl;

  return 0;
}
```

Compile the above example. On my GPU I am getting such times:
TOTAL TIME 1: 8206.89
TOTAL TIME 8: 7811.65

##### Issue submission checklist

 - [ x] I report the issue, it's not a question

 - [x ] I checked the problem with documentation, FAQ, open issues,
       forum.opencv.org, Stack Overflow, etc and have not found any solution

 - [x ] I updated to the latest OpenCV version and the issue is still there

 - [ x] There is reproducer code and related data files: videos, images, onnx, etc
Repository: next.js
Issue: [NEXT-661] next/link generates broken path on dynamic routes when href only contains query parameters
Labels: bug,linear: next

### 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: #156~18.04.1-Ubuntu SMP Wed Jan 25 15:56:22 UTC 2023
    Binaries:
      Node: 16.19.0
      npm: 8.19.3
      Yarn: 1.22.10
      pnpm: N/A
    Relevant packages:
      next: 13.2.1-canary.0
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0


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

Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://github.com/FelixStridsbergPaf/nextjs-link-dynamic

### To Reproduce

Render a relative link with only query parameters on a page with dynamic route:

```ts
// pages/[...all].js
import Link from 'next/link';

export default function Home() {
  return <Link href="?param=value">Link</Link>;
}
```

### Describe the Bug

The link renders as:
```html
<a href="/[...all]?param=value">Link</a>
```

Clicking the link logs error:
```
Uncaught (in promise) Error: The provided `href` (/[...all]?param=value) value is missing query values (all) to be interpolated properly. Read more: https://nextjs.org/docs/messages/href-interpolation-failed
    at eval (router.js?8684:711:31)
    at Generator.next (<anonymous>)
    at asyncGeneratorStep (_async_to_generator.js?0e30:13:1)
    at _next (_async_to_generator.js?0e30:31:1)
```

### Expected Behavior

If the current page is `/test`, I expect the link to render as:
```html
<a href="/test?param=value">Link</a>
```

Or:
```html
<a href="?param=value">Link</a>
```

And clicking it should set the parameter to the current route.

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

_No response_

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

_No response_

<sub>[NEXT-661](https://linear.app/vercel/issue/NEXT-661/nextlink-generates-broken-path-on-dynamic-routes-when-href-only)</sub>
Repository: godot
Issue: .NET: Non SCREAMING_SNAKE_CASE constant names are converted incorrectly
Labels: bug,topic:dotnet,breaks compat

### Godot version

4.0.rc4.mono (e0de3573f)

### System information

Windows 10

### Issue description

Constant names that are not in snake case are converted with an incorrect case in dotnet.
This happens, for example, with the constants in the ECS class in [godex](https://github.com/GodotECS/godex).
Example:

Name in gdscript:
`ECS.BtApplyForces`

Name in dotnet:
`public const long Btapplyforces = 11;`

### Steps to reproduce

1. Have a non snake case constant in a class (like CamelCase)
2. Generate the mono glue
3. Check the name in dotnet

### Minimal reproduction project

N/A
Repository: storybook
Issue: [Bug]: Couldn't find any stories in your Storybook.
Labels: bug,needs triage

### Describe the bug

Whatever glob in "stories" I tried, it did not work.

### To Reproduce

See https://github.com/DimensionDev/Maskbook/pull/8790. It will be deployed to https://63f8a99ef6a6d373fce0f3fe--compassionate-northcutt-326a3a.netlify.app/storybook-static/theme/

To try it locally, install pnpm and use `pnpm -C packages/theme run start` to start the storybook.

### System

```shell
Environment Info:

  System:
    OS: Windows 10
  Binaries:
    Node: 19.3.0 - C:\Program Files\nodejs\node.EXE
    npm: 9.2.0 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Edge: Spartan (44.22621.1325.0), Chromium (110.0.1587.50)
  npmPackages:
    @storybook/addon-actions: ^7.0.0-beta.53 => 7.0.0-beta.53
    @storybook/addon-essentials: ^7.0.0-beta.53 => 7.0.0-beta.53
    @storybook/addon-links: ^7.0.0-beta.53 => 7.0.0-beta.53
    @storybook/react: ^7.0.0-beta.53 => 7.0.0-beta.53
    @storybook/react-webpack5: ^7.0.0-beta.53 => 7.0.0-beta.53
```


### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Crop and resize does not work
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?

Crop and resize with the inpaint masked and only masked options does not work in inpaint mode. The selected area is not cropped to the right size, instead the image size remains the same.


https://user-images.githubusercontent.com/31959570/221171278-6d460c15-220d-4ca9-a383-23ba6537b538.mp4



### Steps to reproduce the problem

1. Loaded the image into inpaint
2. Highlighted the desired part with a mask
3. Made adjustments to get only the masked area.


### What should have happened?

I had to get a highlighted area with the given dimensions.

### Commit where the problem happens

0cc0ee1bcb4c24a8c9715f66cede06601bfc00c8

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

Windows

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

Mozilla Firefox, Google Chrome

### Command Line Arguments

```Shell
--xformers --autolaunch --api
```


### List of extensions

no

### Console logs

```Shell
venv "venv\Scripts\Python.exe"
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Commit hash: 0cc0ee1bcb4c24a8c9715f66cede06601bfc00c8
Installing requirements for Web UI
Launching Web UI with arguments: --xformers --autolaunch --api
Loading weights [d8691b4d16] from E:\SD_Portable\models\Stable-diffusion\deliberate_v11.safetensors
Creating model from config: E:\SD_Portable\configs\v1-inference.yaml
LatentDiffusion: Running in eps-prediction mode
DiffusionWrapper has 859.52 M params.
Applying xformers cross attention optimization.
Textual inversion embeddings loaded(0):
Model loaded in 2.4s (create model: 0.3s, apply weights to model: 0.4s, apply half(): 0.2s, move model to device: 0.5s, load textual inversion embeddings: 0.9s).
Running on local URL:  http://127.0.0.1:7860

To create a public link, set `share=True` in `launch()`.
```


### Additional information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Restore 'Only masked' as default in Inpaint
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 ?

Until recently, the painting mode in Inpaint defaulted to 'Inpaint Masked'. Lately it has changed to 'Inpaint not masked'. This seems an edge case, for what most users want to achieve, and it would be great if the original default could be restored.

### Proposed workflow

Restoration of binary flag in the defaults in whatever init file is used.

### Additional information

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: GPU OVERCLOCK even after the process in CMD ended.
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?

As you can see in the picture the GPU is still over 1.800MHz and the process has ended 10 minutes ago, the GPU need to be at maximul 200-300 MHz in rest mode. My GPU is an Aorus 3090 and in rest mode before to open SD is cold and at 200 MHz, even with CMD of SD open, the problem is after I give the program to work for the first time... After that the GPU is all the time OVERCLOCK.

![Stats](https://user-images.githubusercontent.com/46923580/221194221-19eb2bbf-9c9c-4470-a3ca-28772dc33954.PNG)


### Steps to reproduce the problem

1. Go to SD
2. OPEN IT
3. Wait for the CMD to load the UI
4. START A NEW TASK
5. After the task is done to see the issue you need to install: TechPowerUp GPU-Z
6. Check the Sensor Tab.


### What should have happened?

In the rest zone to be the GPU Clock under 300 MHz

### Commit where the problem happens

hmmm

### 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
no
```


### List of extensions

no

### Console logs

```Shell
nothing, because the process is done already.
```


### Additional information

_No response_