sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: ARGB4444 support
Labels: c: new feature,engine,a: images,c: proposal,P3,team-engine,triaged-engine

It would be great to have 16bit images support to reduce memory usage. How I see Skia supports ARGB4444. Is it possible to achieve this just change color type to kARGB_4444_SkColorType?
```
void ImageDescriptor::initRaw(Dart_Handle descriptor_handle,
                              const fml::RefPtr<ImmutableBuffer>& data,
                              int width,
                              int height,
                              int row_bytes,
                              PixelFormat pixel_format) {
  SkColorType color_type = kUnknown_SkColorType;
  switch (pixel_format) {
    case PixelFormat::kRGBA8888:
      color_type = kRGBA_8888_SkColorType;
      break;
    case PixelFormat::kBGRA8888:
      color_type = kBGRA_8888_SkColorType;
      break;
  }
  FML_DCHECK(color_type != kUnknown_SkColorType);
  auto image_info =
      SkImageInfo::Make(width, height, color_type, kPremul_SkAlphaType);
  auto descriptor = fml::MakeRefCounted<ImageDescriptor>(
      data->data(), std::move(image_info),
      row_bytes == -1 ? std::nullopt : std::optional<size_t>(row_bytes));
  descriptor->AssociateWithDartWrapper(descriptor_handle);
}
```
Repository: PowerToys
Issue: Keyboard Manager: Shortcut with more than two keys
Labels: Idea-Enhancement,Needs-Triage

### Description of the new feature / enhancement

Is there a chance that Keyboard Manager will be extended this way someday? I think there could be possibility to set shortcuts for more than two keys. 

### Scenario when this would be used?

Many users would love to remap shortcuts for inserting special ASCII characters, for example: `Alt+0163`.

### Supporting information

_No response_
Repository: godot
Issue: [4.0 beta3] HDRI image is not rendered correctly with PanoramaSkyMaterial
Labels: bug,topic:rendering,topic:3d

### Godot version

- 4.0 beta 3
- 4.0 beta 4

### System information

Windows 10, Vulkan, Radeon RX 6800XT

### Issue description

I'm using the HDRI enviroment image with the sun (this image is included in the reproduction project).

![image](https://user-images.githubusercontent.com/391964/197369019-491aeee0-6c5d-486d-a48f-3d9538ced8a7.png)

But the sun is not rendered correctly (the sun is breaking up....):

![image](https://user-images.githubusercontent.com/391964/197368972-f7268cf6-0faf-487f-9887-db8f7b8c594e.png)

Please compare to Unity with the same settings ([repo](https://github.com/yoraba-taiju/taiju.unity)):

![image](https://user-images.githubusercontent.com/391964/197368918-7aba7ad0-80ee-4224-b38c-d66471e718fa.png)


### Steps to reproduce

- Create a HDRI image (I'm using blender).
- Create PanoramaSkyMaterial.
- Set Panorama with the HDRI image.
- See the sky.


### Minimal reproduction project

https://github.com/godotengine/godot/files/9843965/Glitched.zip (same as https://github.com/godotengine/godot/issues/67745)
Repository: material-ui
Issue: LabelImportantOutlined has the wrong icon
Labels: bug 🐛,design: material,package: icons

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Steps:

1. use the "LabelImportantOutlined" icon
2. Same icon as "LabelImportant" shows up.



<img width="642" alt="Screen Shot 2022-10-23 at 11 30 06 AM" src="https://user-images.githubusercontent.com/4184001/197370251-c2c775a3-3bfc-487d-a492-7245b39a1488.png">


### Current behavior 😯

Identical icon as LabelImportant shows up.

### Expected behavior 🤔

Image of an outlined version of the icon to show up

### Context 🔦

I'm trying to use it so when selected, a filled icon shows up, and when not an outlined icon shows.
Currently both are filled so I can't accomplish this.

### Your environment 🌎

Happens in all browser. I'm guessing the file is just incorrect.
<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: macOS 12.6
  Binaries:
    Node: 16.18.0 - /usr/local/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 8.19.2 - /usr/local/bin/npm
  Browsers:
    Chrome: 106.0.5249.119
    Edge: Not Found
    Firefox: 105.0.3
    Safari: 16.0
  npmPackages:
    @emotion/react: ^11.10.4 => 11.10.4 
    @emotion/styled: ^11.10.4 => 11.10.4 
    @mui/base:  5.0.0-alpha.102 
    @mui/core-downloads-tracker:  5.10.10 
    @mui/icons-material: ^5.10.9 => 5.10.9 
    @mui/material: ^5.10.10 => 5.10.10 
    @mui/private-theming:  5.10.9 
    @mui/styled-engine:  5.10.8 
    @mui/system:  5.10.10 
    @mui/types:  7.2.0 
    @mui/utils:  5.10.9 
    @types/react:  18.0.21 
    react: ^18.2.0 => 18.2.0 
    react-dom: ^18.2.0 => 18.2.0 
```
</details>
Repository: rust
Issue: Move the emitting of inline code delimiters for `Symbol` inside the `IntoDiagnosticArg` impl
Labels: A-diagnostics,T-compiler

This can help creating a generic version of `DiagnosticSymbolList` from #103397.
Repository: stable-diffusion-webui
Issue: [Feature Request]: need prompt scroll 
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 ?

![2022-10-23 12 34 17](https://user-images.githubusercontent.com/20321215/197372176-41d59e46-0640-4929-af73-c402814c602f.png)


### Proposed workflow

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


### Additional information

_No response_
Repository: pytorch
Issue: Testing insufficient to catch incorrect dispatch key for bernoulli.p re functionalization
Labels: triaged,module: functionalization

### 🐛 Describe the bug

I was investigating this dynamic shapes test failure:

```
python test/functorch/test_aotdispatch.py -k test_aot_autograd_symbolic_exhaustive_nn_functional_feature_alpha_dropout_with_train_cpu_float32
```

The bug boiled down to functionalization.  Pre functionalization:

```
        new_empty: f32[s0, s0, 1, 1] = torch.ops.aten.new_empty.default(primals_1, [sym_size, sym_size_1, 1, 1]
);  sym_size = sym_size_1 = None                                                                               
        bernoulli_: f32[s0, s0, 1, 1] = torch.ops.aten.bernoulli_.float(new_empty) 
```

post functionalization:

```
        new_empty: f32[s0, s0, 1, 1] = torch.ops.aten.new_empty.default(primals_1, [sym_size, sym_size_1, 1, 1]);  sym_size = sym_size_1 = None                                                                               
        empty_like: f32[s0, s0, 1, 1] = torch.ops.aten.empty_like.default(new_empty, memory_format = torch.cont
iguous_format);  new_empty = None                                                                              
        bernoulli_: f32[s0, s0, 1, 1] = torch.ops.aten.bernoulli_.float(empty_like)   
```

The `bernoulli_` never got functionalized! However, the empty_like is a clue: it kind of looks like the functional bernoulli did get applied, but we failed to trace it.

```
- func: bernoulli.p(Tensor self, float p, *, Generator? generator=None) -> Tensor
  device_check: NoCheck   # TensorIterator
  variants: function, method
  tags: nondeterministic_seeded
``` 

Bingo.

I have a fix for this, nbd. (Just add CompositeExplicitAutogradNonFunctional.) What is concerning, however, is the fact that we weren't able to catch this in testing. This is an "obvious" problem, maybe the functionalization codegen should have some test to make sure you aren't registering the functional variants as CompositeImplicitAutograd. Or maybe, why didn't composite compliance catch this? Hmm...

Another useful lint that would have caught this is, after functionalization, assert no more mutable ops in graph.

cc @bdhirsh @soumith @zou3519 

### Versions

master
Repository: stable-diffusion-webui
Issue: [Feature Request]: add mask(select) brush to color-sketch
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 ?

whenever painting on certain area,a whole art goin change too,make denoise lower really didn't help much,with mask/select brush,it will make AI generate only to area we select/brushing which make whole art didn't Change,

### Proposed workflow

1. Upload certain image to Img2Img (make sure Color-Sketch enable)
2. Press Mask Brush (should be above of color sketch icon)
3. Brush/Select area You Want Mask
4. Painting in your masking/selected area (make non-mask area darker) 
5. Generate...


### Additional information

_No response_
Repository: godot
Issue: "Error calling method from signal 'thread_frame': 'GDScriptFunctionState::': Method not found.."
Labels: bug,topic:gdscript

### Godot version

v3.5.1

### System information

Windows 10, i7-8850h

### Issue description

I created a loop that allows my code to yield upon a thread's signal, in order to "merge" with it, on demand. But at some point Godot throws this error:
```
ERROR: Error calling method from signal 'thread_frame': 'GDScriptFunctionState::': Method not found..
   at: Object::emit_signal (core\object.cpp:1242) - Error calling method from signal 'thread_frame': 'GDScriptFunctionState::': Method not found..
 ```
 which causes my code to "lock up" (see "steps to reproduce" code below).
 
This error also also seems to be bugged because the error regarding not being able to find a method doesn't contain a method name as it normally would like:
 `Error calling method from signal 'crystal_damaged': 'HBoxContainer::_method_name': Method not found.`
 
 Only the object, "GDScriptFunctionState" object, the function would be contained in exists but not the name of the function that was not found.
 
 Also sometimes the error doesn't appear at all but with the same effect of the code "locking up", this led to a lot of confusion about why my code wasn't working, not that the error explained much, though at least it indicated to something being wrong. 

### Steps to reproduce


Here is some code that should reproduce the issue but since it happens at random so I'm unsure if it's reproduceable on all hardware:

```gdscript
var thread = Thread.new()
var semaphore = Semaphore.new()
var thread_active = true
signal thread_frame()
#in the case where the yield() is called after emit_signal("thread_frame"), this is needed to ensure that eventually the yield catches the signal
var yielding_on_thread_process = false



func thread_process():
	
	while thread_active:
		
		if !yielding_on_thread_process:
			print("held")
			semaphore.wait()
			print("released")
		emit_signal("thread_frame")
		
		

func reattach_to_thread():
	
	yielding_on_thread_process = true
	print("posted")
	semaphore.post()
	
	yield(self,"thread_frame")
	
	yielding_on_thread_process = false
	print("hooked")



# Called when the node enters the scene tree for the first time.
func _ready():
	
	
	
	thread.start(self,"thread_process")
	
	
	
	for i in range(1000):
		#when the error is thrown the code fails to execute futher beyond this yield!
		yield(reattach_to_thread(),"completed")
		#anything here is now run within the thread
		yield(get_tree(),"physics_frame")
		#anything here is now run within the _physics_process()
		print("done"+str(i))
```

### Minimal reproduction project

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Infinite Scrolling
Labels: enhancement

### Is there an existing issue for this?

no

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

An `[x] infinite scroll` checkbox near [Generate] button, which enables infinite scrolling.

In the background there are always a few new batches of images generated standing by, waiting the user finishing reviewing last batch and show the next batch without delay. For large batches which takes long time to process each batch, this can be useful.

### Proposed workflow

1. Go to txt2img or img2img
2. Fill in params, check [x] infinite scroll near [Generate], or in Settings
3. Press [Generate]
4. Review current batch, then review next batch without any delay.


### Additional information

_No response_
Repository: neovim
Issue: Lazy resolve lnum/col in quickfix items
Labels: enhancement,performance,quickfix

### Feature already in Vim?

Afaik no

### Feature description

## Problem

Currently it is necessary to provide the `lnum` and `col` (+ `_end` variants) eagerly when setting quickfix items. Calculating the position can be expensive. E.g for LSP it would be useful if resolving those values could be done lazy/ad-hoc and asynchronous when needed.

There would probably be a lot of BWC cases to consider, e.g. how this would work for existing uses of `getqtflist`.

## Concrete use case:

Querying workspace symbols via LSP. In neovim this is currently exposed via the `vim.lsp.buf.workspace_symbol` function. Using this function queries LSP for the symbols and populates the quickfix list with the results. Users can then jump to the definition of a symbol via the quickfix list.

There are two problems:

- The existing implementation ignores that the language server usually uses UTF-16 offsets. This could be fixed in the implementation, but would make it slower as we'd have to read the line for each position to convert utf-16 offset to byte indices. (We already do this in other places, which could also be changed to improve performance if it could be done lazy/as-needed)
- They added a `workspaceSymbol/resolve` capability in 3.17.0 of the specification to allow language servers to defer the calculation of the position (because it can be expensive). You'd first list all items and only if the user selects one resolve its position. It's currently not possible to use a quickfix list to implement this. (Unless we'd eagerly resolve all symbols, but that defeats the purpose of the capability).

## Alternative Solutions

- Create and use a custom buffer/widget for the workspace symbol case
Repository: godot
Issue: Normal map doesn't work with CPUParticles2D
Labels: bug,topic:rendering,topic:2d,topic:particles

### Godot version

3.5.1-stable GLES3

### System information

Windows 10

### Issue description

When converting existing Particles2D to CPUParticles2D, the Normal Map texture is lost. When applied manually, it still does not render.

### Steps to reproduce

Set up Particles2D with texture and normal map. Convert to CPUParticles2D. Observe that:

- the `Normal Map` property gets removed
- after manually replacing the correct normal map texture, the normal map is not applied to the particles

![obraz](https://user-images.githubusercontent.com/1224527/197386857-e1b8f810-5bae-47af-96cc-8d5edcea46fb.png)


### Minimal reproduction project

https://github.com/KoderaSoftwareUnlimited/godot-cpuparticles-normalmap-mrp
Repository: godot
Issue: No way to create responsive drag and drop app(Cannot get the correct mouse position)
Labels: bug,confirmed,topic:input,topic:gui

### Godot version

v3.5.1.stable.official [6fed1ffa3]

### System information

win10

### Issue description

godot's ui node works very well, and I'm trying to develop a simple widget that can drag and drop some data onto the control, and then process that data automatically. But I have no way to achieve this function. (mainly because when the window is not active, can not correctly handle the mouse position)
I use get_tree().connect("files_dropped", self, "_on_files_dropped") to implement the response to file drag and drop, but I actually want the three controls to respond to different drags and drops.
If I can only get external drag and drop through the sceneTree, I can choose how to handle it by judging the mouse position.
But in fact, after the window loses focus, there is absolutely no way to get the correct mouse position (not even to get the absolute position of the mouse on the screen), and there is absolutely no way to trigger any other events signals.


https://user-images.githubusercontent.com/34900141/197392525-3b5c0375-52a6-4342-9cae-e9dbbaf64d4b.mp4





### Steps to reproduce

A label to get the drag-and-drop files list,
a text box to get the drag-and-drop string
another text box to get the drag and drop string.

Issue 1,Can't let the control get directly to the external drag and drop
Issue 2, can't get the correct mouse position when the window is not activated,
Issue 3, can not trigger various control event signals (such as mouse_entered) when the window is not activated

### Minimal reproduction project

[Tools used to place files.zip](https://github.com/godotengine/godot/files/9846574/Tools.used.to.place.files.zip)
Repository: material-ui
Issue: [Backdrop] Excessive CPU usage
Labels: performance,component: backdrop

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Steps:

1. Include <Backdrop> on a page. It can be open or closed, does not matter. 



### Current behavior 😯

The browser will now render composite layers on **every** animation frame, causing excessive CPU usage (>20%) on an inactive page. 

The fix is simple: add `display: none` when the Backdrop should be hidden, e.g., 

```
    <Backdrop open={show} sx={{ display: show ? 'inherit' : 'none' }}>
```

solves this issue. 

### Expected behavior 🤔

Normal (idle web page) CPU usage. 

### Context 🔦

I don't want an idle page with an inactive background to use 20%+ CPU. During transitions (i.e., when the backdrop is shown) I'm OK with the CPU usage. 

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
Google Chrome

  System:
    OS: macOS 12.6
  Binaries:
    Node: 18.9.0 - ~/.nvm/versions/node/v18.9.0/bin/node
    Yarn: 3.2.4 - ~/.nvm/versions/node/v18.9.0/bin/yarn
    npm: 8.19.1 - ~/.nvm/versions/node/v18.9.0/bin/npm
  Browsers:
    Chrome: 106.0.5249.119
    Edge: Not Found
    Firefox: 106.0.1
    Safari: 16.0
  npmPackages:
    @emotion/react:  11.9.0 
    @emotion/styled:  11.8.1 
    @mui/base:  5.0.0-alpha.102 
    @mui/core-downloads-tracker:  5.10.10 
    @mui/icons-material:  5.10.9 
    @mui/lab:  5.0.0-alpha.104 
    @mui/material:  5.10.10 
    @mui/private-theming:  5.10.9 
    @mui/styled-engine:  5.10.8 
    @mui/system:  5.10.10 
    @mui/types:  7.2.0 
    @mui/utils:  5.10.9 
    @types/react: 18.0.21 => 18.0.21 
    react: 18.2.0 => 18.2.0 
    react-dom: 18.2.0 => 18.2.0 
    styled-components:  5.3.5 
    typescript: 4.8.4 => 4.8.4 
```
</details>
Repository: godot
Issue: Using `ConcavePolygonShape3D.set_facees()` in a thread will cause the program to become unresponsive
Labels: bug,topic:physics,needs testing,topic:3d

### Godot version

v4.0.beta3.official [01ae26d31]

### System information

Win10

### Issue description

Using ConcavePolygonShape3D.setface()  in a thread will cause the program to become unresponsive

### Steps to reproduce

```
extends Node3D

func _ready():
	var thread := Thread.new()
	thread.start(run)
	thread.wait_to_finish()

func run():
	var shap : ConcavePolygonShape3D = ConcavePolygonShape3D.new()
	shap.set_faces(BoxMesh.new().get_faces())
```
The program will be stuck in the initial interface
The solution found is to convert rendering/driver/threads/thread_ model
Change to 'Multi-Threaded'

### Minimal reproduction project

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Request to add "Favorite" flag for files listed in the chpk (checkpoint) pulldown
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 ?

This would allow a simple option (right click perhaps to toggle) to place a star or another indication next to ckpt files in the Stable Diffusion checkpoint pull down that the user deems as good to use/worth selecting.

Ever since Dreambooth became a possibility I (and I'm sure many others) have been training many ckpt files to attempt to get the best results. Due to this I have over 20 ckpt files and many are duplicates of  training on the same person w/ different settings (Steps/model/etc). To review the trained ckpts I go through them and run comparisons using the webgui. With the file names often being very long it'd be awesome if I could flag good/functional ckpt files right after running a test using the web gui.  
  
thanks for considering.

### Proposed workflow

1. Go to .... Stable Diffusion checkpoint (top left)
2. Select a ckpt file
3. (Run it w/ various settings to see if it's worth using or reviewing again later)
4. New easy option to toggle a star/favorite icon for that ckpt file name should it be a ckpt to keep around for future use/review.


### Additional information

Thanks for all your efforts on this!!
Repository: stable-diffusion-webui
Issue: how to install the Install the dependencies in ubuntu
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

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

### What happened?

Install the dependencies:
# Debian-based:
sudo apt install wget git python3 python3-venv
# Red Hat-based:
sudo dnf install wget git python3
# Arch-based:
sudo pacman -S wget git python3
while these does not work in ubuntu

### Steps to reproduce the problem

1. Go to .... 
2. Press ....
3. ...
install the dependencies

### What should have happened?

there is not commad for ubuntu

### Commit where the problem happens

bash

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

_No response_

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

_No response_

### Command Line Arguments

_No response_

### Additional information, context and logs

_No response_
Repository: pytorch
Issue: Functionalization does something wrong with pad backward when it uses as_strided
Labels: triaged,module: functionalization

### 🐛 Describe the bug

On master, make sure the unit test is using functionalization:

```
diff --git a/test/functorch/test_aotdispatch.py b/test/functorch/test_aotdispatch.py
index c058b3618e..d848068f3c 100644
--- a/test/functorch/test_aotdispatch.py
+++ b/test/functorch/test_aotdispatch.py
@@ -1317,7 +1317,7 @@ class TestEagerFusionOpInfo(AOTTestCase):
     @skipIfNoSympy
     @patch("functorch.compile.config.use_dynamic_shapes", True)
     @patch("functorch.compile.config.use_fake_tensor", True)
-    @patch("functorch.compile.config.use_functionalize", False)
+    @patch("functorch.compile.config.use_functionalize", True)
     @skipOps('TestEagerFusionOpInfo', 'test_aot_autograd_symbolic_exhaustive',
              aot_autograd_failures | symbolic_aot_autograd_failures)
     def test_aot_autograd_symbolic_exhaustive(self, device, dtype, op):
```

and then run this test:

```
python test/functorch/test_aotdispatch.py -k test_aot_autograd_symbolic_exhaustive_nn_functional_pad_circular_cpu_float32
```

It fails with a value mismatch error.

If you patch in (from https://github.com/pytorch/pytorch/issues/86427)

```
diff --git a/tools/autograd/gen_inplace_or_view_type.py b/tools/autograd/gen_inplace_or_view_type.py
index d79212a093..f9334d8c5b 100644
--- a/tools/autograd/gen_inplace_or_view_type.py
+++ b/tools/autograd/gen_inplace_or_view_type.py
@@ -158,7 +158,7 @@ at::_ops::${unambiguous_name}::call(${unpacked_args})"""
 SETUP_REPLAY_VIEW_IF_NOT_SUPPORT_AS_STRIDED_OR_VIEW_WITH_METADATA_CHANGE = CodeTemplate(
     """\
 std::function<at::Tensor(const at::Tensor&)> func=nullptr;
-if (${is_view_with_metadata_change} || !self.unsafeGetTensorImpl()->support_as_strided()) {
+if (${is_view_with_metadata_change} || !self.unsafeGetTensorImpl()->support_as_strided() || true) {
   ${replay_view_func}
 }
 """
```

the test starts passing. So it would seem that functionalization is not handling as_strided completely correctly in all cases.

cc @bdhirsh @soumith 

### Versions

master