sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Facing below problem when trying to connect with WebSocket Server using custom server
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Hi everyone,

Facing the below problem when trying to connect with WebSocket Server using a custom server. Connection is made successfully & WebSockets are working fine but when WebSocket Client is relating NextJS throws this error

https://1drv.ms/i/s!Apa4evrW_lOogVSYEyrXyVrK0Zvv?e=2GaNvk
https://1drv.ms/i/s!Apa4evrW_lOogVMs28mp4yZN-Rjr?e=rk291E

In the below screenshot, I did some debugging & found that res.orginalResponse is undefined and throws that

https://1drv.ms/i/s!Apa4evrW_lOogVVfyQHVODFcIiGi?e=cgV2hG



Any hints or fix? Thank you so much for your attention and participation.
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

https://1drv.ms/i/s!Apa4evrW_lOogVVfyQHVODFcIiGi?e=cgV2hG

### To Reproduce

- Create Next Project with the latest version
- Create Custom Server as NextJS doc mentioned 
- Create **WebSocket** Server using **ws** with `noServer:true `
- try to connect with the client

### Describe the Bug

NextJS throws an error on the console with a custom server & web socket server-client connection.

### Expected Behavior

All the things are working just when the Client is connecting with NextJS custom Server with WebSocket Server using the upgrade 101 requests throwing that error

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Save button with 'Save images to subdir' option not doing anything
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?

![image](https://user-images.githubusercontent.com/72066289/227716305-197fa689-d28c-487c-ad22-5a810ea31884.png)

When checking this option, and pressing the save button I get this in the text output box:

![image](https://user-images.githubusercontent.com/72066289/227716556-6c8c4d41-8989-4b01-84d0-3798b5fc0ca1.png)

However no folder as in the screenshot is actually created, and the file does not appear to be saved at all.


### Steps to reproduce the problem

1. Check the 'When using "Save" button, save images to a subdirectory' option
2. Generate some images in txt2img
3. Press the 'Save' button
4. Nothing happens


### What should have happened?

A subdirectory should have been created, with the generated file saved inside.

### Commit where the problem happens

commit: a9fed7c3  •  checkpoint: 5d5ad06cc2

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

Windows

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

Mozilla Firefox

### Command Line Arguments

```Shell
--theme dark
```


### List of extensions

No

### Console logs

```Shell
No logs after startup
```


### Additional information

Have customized the filename as per alperinugurs answer here https://github.com/alperinugur)https://github.com/AUTOMATIC1111/stable-diffusion-webui/discussions/1809
Repository: stable-diffusion-webui
Issue: [Bug]: batch production unable to send to other tab- no infotext
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?

When do a batch production, after selecting image the infotext give everytime last generated image info.
Also unable to send any image to other tab.
These works if batch is set to 1.
Also not work in any case is press on generated image for showing it at fullscreen.

### Steps to reproduce the problem

1. Set batch upper to 1
2. Press generate
3. click on image genarated and you see same infotext for every image
4. click send to extra(or other tab) and you go to these tab but image not load


### What should have happened?

works as normally

### Commit where the problem happens

aba5d63

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

Windows

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

Mozilla Firefox

### Command Line Arguments

```Shell
"--no-half-vae" "--xformers"
```


### List of extensions

<html>
<body>
<!--StartFragment-->

DreamArtist-sd-webui-extension-master |   |   |  
-- | -- | -- | --
depthmap2mask | https://github.com/Extraltodeus/depthmap2mask.git | 3c1874f5 (Wed Dec 7 02:40:16 2022) | unknown
ebsynth_utility | https://github.com/s9roll7/ebsynth_utility.git | c1346212 (Tue Mar 14 00:13:56 2023) | unknown
embedding-inspector-main |   |   |  
multi-subject-render-main |   |   |  
multidiffusion-upscaler-for-automatic1111 | https://github.com/pkuliyi2015/multidiffusion-upscaler-for-automatic1111 | 9143fea7 (Sat Mar 18 00:43:45 2023) | unknown
openpose-editor |   |   |  
sd-webui-controlnet |   |   |  
sd-webui-cutoff-main |   |   |  
sdweb-merge-board |   |   |  
stable-diffusion-webui-Prompt_Generator-master |   |   |  
stable-diffusion-webui-aesthetic-gradients-master |   |   |  
stable-diffusion-webui-depthmap-script |   |   |  
stable-diffusion-webui-images-browser-main |   |   |  
stable-diffusion-webui-instruct-pix2pix-main |   |   |  
stable-diffusion-webui-model-toolkit-master |   |   |  
stable-diffusion-webui-prompt-travel-main |   |   |  
stable-diffusion-webui-wildcards | https://github.com/AUTOMATIC1111/stable-diffusion-webui-wildcards | 6ed81ed1 (Sat Oct 29 
ultimate-upscale-for-automatic1111

<!--EndFragment-->
</body>
</html>

### Console logs

```Shell
none
```


### Additional information

_No response_
Repository: godot
Issue: Shortcut object not properly matching Pressed state
Labels: bug,documentation,topic:input

### Godot version

4.0.1 stable

### System information

Windows 10

### Issue description

When making a shortcut for a `Button` - the `Pressed` component of the event seems to be ignored.  Meaning - a `Button` that should only be reacting to `Release` type events (an InputEventKey with `presssed = false`) will only fire on `pressed = true`, which doesn't properly match the kind of `InputEventKey` action it should.

What's worse - if you actually press the button, now it fires on `Press` AND `Release` of the shortcut.  This doesn't feel like the expected behavior from the options available when building a `Shortcut`

### Steps to reproduce

Create an empty project and make a Scene with only a Button
Add the below script to the button:

```
extends Button

func _ready():
  pressed.connect(func():print("Fired Pressed"))
```

Add a `Shortcut` resource to the `Button`.  Give it an `InputEventAction` and set the action to `ui_accept`.  Leave `pressed` unchecked.
![image](https://user-images.githubusercontent.com/164616/227644004-902b385a-53e2-4406-a3c9-ba1484c20b29.png)

Make the `Button` big enough that you can click it in the running scene.
Run the scene and press the `Enter` key - you will notice that the event fires when the `Enter` key has been `pressed`, not when it is `released`

Use the Mouse to click the `Button`.  At base settings, the press signal will fire on the `release` of the mouse button.

Now press the `Enter` key again - notice that now the `pressed` signal is firing not only on `press`, but also on `release`

### Minimal reproduction project

[ShortcutBug.zip](https://github.com/godotengine/godot/files/11068882/ShortcutBug.zip)
Repository: opencv
Issue: createTrackbar onChange works differently between MacOS and Ubuntu
Labels: bug,category: highgui-gui,platform: ios/osx,platform: linux

### System Information

OpenCV version: 
 - 4.5.4

Operating System / Platform : 
 - Ubuntu 18.04 (Python 3.6.9)
 - Ventura 13.2.1 - Intel (Python 3.10.8)

### Detailed description

I use `cv2.createTrackbar` to update the threshold dynamically and examine the behavior of my code.

For Ubuntu, when I drag the trackbar, the value updates *instantaneously*
However, for MacOS, the value updates when I *release* the trackbar.



### Steps to reproduce

```py
import cv2

trackbar = 0

def update(val):
    global trackbar
    trackbar = val

def main():
    cv2.namedWindow("trackbar")
    cv2.createTrackbar("val","trackbar",1,100,update)

    while True:
        print("Inside the loop")
        print(trackbar)

        if cv2.waitKey(1) == ord("q"):
            break

if __name__ == "__main__":
    main()
```

For Ubuntu, you can check the updated value of `trackbar` while dragging the trackbar.
For MacOS, you can after releasing the trackbar.

### Issue submission checklist

- [X] I report the issue, it's not a question
- [ ] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [ ] 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: Running built version ignores loading.tsx compared to dev build
Labels: bug

EDIT: I've changed the code in the repo to return a random number instead of new Date(). The dev version runs correctly in that it changes the number on every render.  Running with npm run build and npm start does a premature optimization and always returns the number first generated.  This is incorrect behavior.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Problem with Next.js 13.2 Experimental

Reproduce problem:

## Expected Behavior

Run with "npm run dev" 
Browse to localhost:3000/demo
Notice that `loading.tsx` appears for 2 seconds 
Then date is rendered as expected

## Problem Behavior

Run with "npm run build", then "npm start"
Browse to localhost:3000/demo
Notice that `loading.tsx` never appears
The date renders

GitHub Repo
https://github.com/pkellner/nextjs13-dev-vs-build-bug

This can be run in codesandbox here: https://codesandbox.io/s/github/pkellner/nextjs13-dev-vs-build-bug
(must select "use new codesandbox interface")

tested with 13.2.5-canary.16
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

https://github.com/pkellner/nextjs13-dev-vs-build-bug

### To Reproduce

Run with "npm run dev" 
Browse to localhost:3000/demo
Notice that `loading.tsx` appears for 2 seconds 
Then random number is rendered as expected

### Describe the Bug

loading.tsx not showing on "npm run build" "npm start" and also, the random number displayed does not change

### Expected Behavior

expect to see loading.tsx and then a new random number

### Which browser are you using? (if relevant)

chrome

### How are you deploying your application? (if relevant)

tested with Mac OSX and docker
Repository: stable-diffusion-webui
Issue: Allow "Replace preview" to use selected image in image viewer
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

after the new update today, replacing the preview of loras is just replacing the first image which is the grid of generated images from your prompt rather then the image you currently got selected on the image viewer
<img width="361" alt="chrome_Bbi4q7uCBG" src="https://user-images.githubusercontent.com/56037304/227720808-2455c2c2-9da6-485f-8a58-9ea6ddef7838.png">



### Steps to reproduce the problem

1. type up a prompt with the lora you want and click generate (i did 10) and wait
2.  it will generated the amount of images you asked it to do with the first being the grid showing all the images in one image
3. select the image you want to use for the lora to know who or what it is and click "replace preview"
4. the screen with go dark for a few seconds
5. it will put in the grid of images rather then the currently selected image instead


### What should have happened?

it should replace the preview with the currently selected image in your image generated area

### Commit where the problem happens

aba5d639fb20df035243246cf5edb143eda94546

### What platforms do you use to access the UI ?

Windows

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
--xformers --deepdanbooru --autolaunch --theme dark --no-half-vae
```


### List of extensions

<img width="802" alt="chrome_XfwKcP9ZRJ" src="https://user-images.githubusercontent.com/56037304/227720299-cbd59937-c257-42c5-b9d4-a17fde4bc51a.png">


### Console logs
no errors show up after generating and replacing the preview, all it is, is a darkened screen for a few seconds and then the issue arises 

### Additional information

_No response_
Repository: godot
Issue: Cannot run two instances of Godot on Linux Debian
Labels: bug,platform:linuxbsd,topic:rendering,topic:thirdparty

### Godot version

3.5.2 stable

### System information

Linux Peppermint Debian

### Issue description

Cannot run two or more instances of anything Godot related, be it an exported build ,the editor, or whatever.
Can't run the editor and a build.
Can't run two editors.
Can't run two builds.
Same as above with the Windows version via Wine.
Even with empty projects, without any script or resource.

### Steps to reproduce

Start Linux Peppermint Debian.
Run two Godot instances.

The second instance will freeze and wait for the first to be terminated.

### Minimal reproduction project

N/A
Repository: godot
Issue: Area2d area_entered reporting innacurate collisions on Isometric TileMap's Scene Tiles
Labels: bug,topic:physics,topic:2d

### Godot version

v4.0.1.stable.official [cacf49999]

### System information

Windows 10, AMD 6800xt on 22.11.1 Adrenalin drivers, GLES3 & Vulcan

### Issue description

Using a TileMap with tile shape set to isometric, and the tiles being a scene tile with a CollisionShape2d matching the shape of one isometric tile, detecting collisions with a circular Area2d node reports collisions that are not actually happening. When compared to the tile shape being square on the TileMap, it seems far less accurate.

Square TileMap:
![image](https://user-images.githubusercontent.com/3855493/227727025-8775ff18-8ff4-4784-b9a3-b37c642d15d7.png)

Isometric TileMap:
![image](https://user-images.githubusercontent.com/3855493/227727045-6191f637-c117-4eab-9efa-8a03a3bfd4dd.png)


For what its worth, I've also notice that skewing the circular collider to match the skew of the isometric tile also give strange results.
Isometric TileMap with skewed circular collider:
![image](https://user-images.githubusercontent.com/3855493/227727593-fb7cc23c-43c1-41b4-be8c-fde6b382afd9.png)


### Steps to reproduce

If using the minimal repro project, enable Visible Collision Shapes in debug before running

Create a 2d scene for the gridtile, give it a CollisionShape2d and Polygon2d, set the sizes to whatever size the tile size will be.
Skew the CollisionShape and the Polygon by 36 degrees, and rotate them 27 degrees.
Create a new scene with a TileMap, set tile shape to isometric, add the tile scene created earlier, adjust tile size as needed.
Create another new scene with a circular CollisionShape2d, and in the tile scene create a script to change the modulate color of the tile's Polygon2d on area_enetered and area_exit to visualize the collisions.
Turn on show collisions in debug menu for better visualization.

### Minimal reproduction project

[area2dDebug.zip](https://github.com/godotengine/godot/files/11069307/area2dDebug.zip)
Repository: tauri
Issue: [bug] Cannot run WebGL renders in the Tauri desktop app. WebGL: Context lost
Labels: type: bug,status: upstream,platform: Linux,status: needs triage

### Describe the bug

When I try to implement three.js scenes into my tuari app it doesn't work at all in the app window, but it works when I open the app in the browser directly.

My console of the desktop app is spammed with `WebGL: context lost` and my CPU usage skyrockets
![image](https://user-images.githubusercontent.com/32067841/227728231-eeb5bc10-5fce-4949-ba82-29c7caf781f0.png)


### Reproduction

1. Clone ~~https://<i></i>github.com/AsgrimS/dice-nexus~~ -> https://github.com/AsgrimS/tauri-webgl
2. `pnpm install`
3. `pnpm tauri dev`

### Expected behavior

Working WebGL render in both browser and desktop app

![image](https://user-images.githubusercontent.com/32067841/227728587-14bbb98c-0b83-41d8-9d2a-1d5a7b120e71.png)


### Platform and versions

```text
Environment
  › OS: Arch Linux Unknown X64
  › Node.js: 18.12.1
  › npm: 8.19.2
  › pnpm: 7.30.3
  › yarn: 3.3.1
  › rustup: 1.25.2
  › rustc: 1.67.1
  › cargo: 1.67.1
  › Rust toolchain: stable-x86_64-unknown-linux-gnu
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: go
Issue: x/crypto: Add AEAD AES-CBC with HMAC-SHA2
Labels: Proposal,Proposal-Crypto

AES-CBC with HMAC-SHA2 is an AEAD cipher based on AES-CBC with an additional MAC computed with HMAC-SHA2. It is defined in a [draft RFC](https://datatracker.ietf.org/doc/html/draft-mcgrew-aead-aes-cbc-hmac-sha2-05) and included in [RFC 7518](https://www.rfc-editor.org/rfc/rfc7518) (JWA: JSON Web Algorithms). It is very popular in the JWx world, for example used to encrypt the content of JWE messages (including JWTs).

I would like to propose that an official implementation for this cipher be considered for the x/crypto package.

We recently had to [implement this for Dapr](https://github.com/dapr/kit/tree/main/crypto/aescbcaead). We initially hoped to find 3rd-party implementations, but all the ones we could find were either too intertwined with larger JWx libraries, or contained a number of issues (for example with incorrectly implement the `cipher.AEAD` interface or incorrectly supporting appending output to an existing byte slice).
Repository: stable-diffusion-webui
Issue: [Bug]: the webui opened yet it seems disconnected with the terminal
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?

nothing happens when i click generate, random style and random seed etc, changed settings will be back after refreshing, all of them seems disconnected with the terminal somehow

### Steps to reproduce the problem

1. install
2. Press generate and anything else

### What should have happened?

It generates

### Commit where the problem happens

 commit:  •  checkpoint: ad2a33c361

### What platforms do you use to access the UI ?

Windows

### What browsers do you use to access the UI ?

Microsoft Edge

### Command Line Arguments

```Shell
no
```


### List of extensions

no

### Console logs

```Shell
venv "F:\stable-diffusion-webui-master\venv\Scripts\Python.exe"
Python 3.10.9 (tags/v3.10.9:1dd9be6, Dec  6 2022, 20:01:21) [MSC v.1934 64 bit (AMD64)]
Commit hash: <none>
Installing requirements for Web UI
Launching Web UI with arguments:
No module 'xformers'. Proceeding without it.
Loading weights [ad2a33c361] from F:\stable-diffusion-webui-master\models\Stable-diffusion\v2-1_768-ema-pruned.ckpt
Creating model from config: F:\stable-diffusion-webui-master\repositories\stable-diffusion-stability-ai\configs\stable-diffusion\v2-inference-v.yaml
LatentDiffusion: Running in v-prediction mode
DiffusionWrapper has 865.91 M params.
Applying cross attention optimization (Doggettx).
Textual inversion embeddings loaded(0):
Model loaded in 16.3s (load weights from disk: 3.9s, find config: 3.5s, create model: 0.3s, apply weights to model: 4.5s, apply half(): 1.0s, move model to device: 1.1s, load textual inversion embeddings: 1.9s).
Running on local URL:  http://127.0.0.1:7860

To create a public link, set `share=True` in `launch()`.
Startup time: 34.4s (import torch: 6.0s, import gradio: 2.9s, import ldm: 0.7s, other imports: 2.8s, setup codeformer: 0.2s, load scripts: 3.9s, load SD checkpoint: 16.8s, create ui: 0.6s, gradio launch: 0.3s).
```


### Additional information

_No response_
Repository: godot
Issue: Godot Editor freezes, crashes and/or BSOD's my pc (video_tdr_failure) at random
Labels: bug,platform:windows,topic:rendering,topic:thirdparty,needs testing

### Godot version

4.0.1 stable

### System information

Windows 10 (OS Build 19045.2728), CPU: Intel Core i7-7700HQ, GPU: NVIDIA GeForce GTX 1050Ti

### Issue description

I've really only started having this problem recently.

I'm just starting to do some 3d stuff, and godot runs perfectly fine for a while, until at complete random it either crashes, freezes or at worse, BSOD's my pc (with VIDEO_TDR_FAILURE).

I've been running it through Steam since 3 for the convenience. Maybe that has something to do with it? I noticed when jumping into Godot 4 that the Steam Overlay gets really buggy, so I disabled it, but I still crash.

Opening Godot from the cmd seems to be a little more stable, but it will still eventually BSOD. Switching to Compatibility mode on the Editor seems to prevent all crashes as well, but that's hardly ideal, since I wanna use Forward+.

My drivers are up to date.

It seems like Godot really prefers to crash when I click back on it after having it minimized or with a different window on top.

### Steps to reproduce

- Open any godot project on a 3d scene
- Either just wait, or swap windows enough times. Like I said, this seems to be pretty random.

### Minimal reproduction project

[here_you_go.zip](https://github.com/godotengine/godot/files/11069711/here_you_go.zip)
Repository: flutter
Issue: Vulkan HPP headers sometimes trip clang-tidy warnings on freeing of uninitialized unique object handles.
Labels: engine,P3,team-engine,triaged-engine

This seems to happen only on some platforms. Perhaps because the static analysis cannot determine if the dispatch table has been initialized.
Repository: stable-diffusion-webui
Issue: [Feature Request]: add Kandinsky 2.0 - the first multilingual text2image model
Labels: enhancement,extension-request

### 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 ?

Kandinsky 2.0 - the first multilingual text2image model.
https://github.com/ai-forever/Kandinsky-2.0
https://huggingface.co/sberbank-ai/Kandinsky_2.0

Model architecture:
It is a latent diffusion model with two multilingual text encoders:

mCLIP-XLMR 560M parameters
mT5-encoder-small 146M parameters
These encoders and multilingual training datasets unveil the real multilingual text-to-image generation experience!

Kandinsky 2.0 was trained on a large 1B multilingual set, including samples that we used to train Kandinsky.

In terms of diffusion architecture Kandinsky 2.0 implements UNet with 1.2B parameters.

### Proposed workflow

Ability to write Prompt in more than 100 languages.


### Additional information

_No response_