sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Bug]: FileNotFoundError: [Errno 2] No such file or directory
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

I can't believe, that this bug is still present after almost a year of first reporting it.
A1111, or Gradio de facto, is still not able to create a directory in the temp folder path that is defined in the settings if its not existing. SD:Next solved this issue already many months ago.
This has to be fixed ASAP, thanks.

### Steps to reproduce the problem

1. Go to img2img
2. Press Generate
3. FileNotFoundError: [Errno 2] No such file or directory: 'T:\\systemp\\sd-temp-files\\tmp6zx_386d.png'


### What should have happened?

A non existing folder should have be generated to finish generating.

### Sysinfo

[sysinfo-2023-09-23-16-45.txt](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/12706912/sysinfo-2023-09-23-16-45.txt)


### What browsers do you use to access the UI ?

Mozilla Firefox

### Console logs

```Shell
File "I:\Super SD 2.0\stable-diffusion-webui\venv\lib\site-packages\gradio\routes.py", line 488, in run_predict
    output = await app.get_blocks().process_api(
  File "I:\Super SD 2.0\stable-diffusion-webui\venv\lib\site-packages\gradio\blocks.py", line 1434, in process_api
    data = self.postprocess_data(fn_index, result["prediction"], state)
  File "I:\Super SD 2.0\stable-diffusion-webui\venv\lib\site-packages\gradio\blocks.py", line 1335, in postprocess_data
    prediction_value = block.postprocess(prediction_value)
  File "I:\Super SD 2.0\stable-diffusion-webui\venv\lib\site-packages\gradio\components\gallery.py", line 196, in postprocess
    file = self.pil_to_temp_file(img, dir=self.DEFAULT_TEMP_DIR)
  File "I:\Super SD 2.0\stable-diffusion-webui\modules\ui_tempdir.py", line 57, in save_pil_to_file
    file_obj = tempfile.NamedTemporaryFile(delete=False, suffix=".png", dir=dir)
  File "F:\Programme\Python310\lib\tempfile.py", line 559, in NamedTemporaryFile
    file = _io.open(dir, mode, buffering=buffering,
  File "F:\Programme\Python310\lib\tempfile.py", line 556, in opener
    fd, name = _mkstemp_inner(dir, prefix, suffix, flags, output_type)
  File "F:\Programme\Python310\lib\tempfile.py", line 256, in _mkstemp_inner
    fd = _os.open(file, flags, 0o600)
FileNotFoundError: [Errno 2] No such file or directory: 'T:\\systemp\\sd-temp-files\\tmp6zx_386d.png'
```


### Additional information

_No response_
Repository: godot
Issue: Adding command to command palette only works with class name
Labels: bug,topic:gdscript

### Godot version

4.1.1-stable

### System information

Windows 10

### Issue description

When adding a command to the command palette, if the Callable passed is a static function, it must be passed along with the class name for it to work.

The following will work:
```
@tool
class_name MyScript
extends EditorScript

static func my_method():
	print("HELLO!")

func _run():
	var command_palette = get_editor_interface().get_command_palette()

	var name = "audio/bundle"
	command_palette.remove_command(name) # This is here just to make testing faster
	command_palette.add_command("Bundle Audio", name, MyScript.my_method) # Pay attention to this line

	print("command added")
```

However, this doesn't work:
```
@tool
class_name MyScript
extends EditorScript

static func my_method():
	print("HELLO!")

func _run():
	var command_palette = get_editor_interface().get_command_palette()

	var name = "audio/bundle"
	command_palette.remove_command(name)
	command_palette.add_command("Bundle Audio", name, my_method) # Difference is here

	print("command added")
```

### Steps to reproduce

1. Create the given script in any project
2. Run the script on the editor
3. Open command palette and try running the added command

### Minimal reproduction project

[BugProject.zip](https://github.com/godotengine/godot/files/12706966/BugProject.zip)
Repository: PowerToys
Issue: [PowerRename] Persist changed options
Labels: Idea-Enhancement,Product-PowerRename,Needs-Triage

### Description of the new feature / enhancement

persist options when options changes, for example, i like use regex, and i usually only rename files and not include folder or subfolder, when i open powerreename next time, i have to rechagne these options again.

![image](https://github.com/microsoft/PowerToys/assets/39870481/13884d68-21b5-4241-b3cb-a17e3f152d64)

as u see, powertoys has a settings page, and all this settings are persisted, when i open powers next time, i didnt need change these settings. maybe renamer shoud add this feature too.

![image](https://github.com/microsoft/PowerToys/assets/39870481/ddb2b0da-245e-4ec7-97e1-84fc09c0d5e3)

many software can persist settings not only powertoys setting that exclude renamer.

### Scenario when this would be used?

i have many photos and i want to group these photo. these photo all are  people photo, and i create one folder for every people, then i move photo to the folder with the folder name match people name. 

after photo moved to its folder, i start rename. first, i open regex option, and i close folder rename, only rename file. when photos all belone to one people was renamed, i cd to next folder and start rename, and now, i should change regex option and folder option again, and when this folder complete, i change regex option and folder option again.

### Supporting information

_No response_
```[tasklist]
### Tasks
```
Repository: godot
Issue: Can not  click the anchor toolbar and other popup toolbar in wslg
Labels: bug,platform:windows,topic:porting

### Godot version

4.*

### System information

WSLg Version： 1.0.51

### Issue description


https://github.com/godotengine/godot/assets/48273990/fa64749e-33c3-4481-bd16-d9b75bef3d31


https://github.com/godotengine/godot/assets/48273990/0151233d-3635-4614-aced-17d25b2eceaa



### Steps to reproduce

No matter what wsl distribution is used, as long as godot4 is run through wslg, no popup toorbar can be clicked.

### Minimal reproduction project

N/A
Repository: next.js
Issue: A module can be imported multiple times on server
Labels: bug

### Link to the code that reproduces this issue

https://github.com/duydang2311/module-imported-multiple-times-issue-reproduction

### To Reproduce

1. Start the application in development (next dev).
2. Connect to http://localhost:3000.

### Current vs. Expected behavior

There are `instrumentation.ts` (NodeJS runtime) and `page.tsx` (runs on server) importing the same `service.ts` file.

#### Current behavior

The server prints "service.ts was imported" twice.

This behaviour, in my original code, causes my service configuration in instrumentation hook to be lost when `service.ts` is imported and used in my pages.

#### Expected behavior

The server prints "service.ts was imported" just once.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP Fri Jan 27 02:56:13 UTC 2023
Binaries:
  Node: 18.18.0
  npm: 10.1.0
  Yarn: N/A
  pnpm: 8.7.5
Relevant Packages:
  next: 13.5.3-canary.3
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

_No response_
Repository: PowerToys
Issue: Font size selection for File explorer add-ons (and eventually Peek utility)
Labels: Idea-Enhancement,Product-File Explorer,Needs-Triage

### Description of the new feature / enhancement

Windows 11 on my laptop (Lenovo T14) suggest to use 150% screen scaling with a resolution of 1920x1080px.
Nothing wrong with it: I can use most of the apps without problems and eye fatigue. 

I would like to set the font size in File explorer preview, to avoid opening complex files in a editor.
It would be right to offer the same setting into the Peek utility.

### Scenario when this would be used?

While browsing files in the explorer, I'm constantly resizing the preview pane, to obtain good previews of both images and text. 

Files containing source code are often formatted in a way that leads to excessive wrapping. A smaller font size would help to keep text readable and avoid to resize the preview pane. This would be useful whith searching among many files.

As you can see in this screenshot, there's some difference between the source code font size and what's used in file explorer: 

![image](https://github.com/microsoft/PowerToys/assets/12503478/040991cd-f45f-4c00-adaf-f4eafc63429c)

### Supporting information

Windows terminal has a good management of settings, it may be used as the blueprint for Powertoys maybe? Speaking of the settings UI which can be done via json too.
Repository: transformers
Issue: Add ProPainter to transformers
Labels: New model

### Model description

ProPainter can be an excellent addition to Transformers given its impressive inpainting capabilities. 

*Relevant Links*
Paper - https://arxiv.org/abs/2309.03897
Project Page - https://shangchenzhou.com/projects/ProPainter/
Original Code - https://github.com/sczhou/ProPainter
Weights - https://github.com/sczhou/ProPainter/releases/tag/v0.1.0 (Needs to be merged into a unified one)

Author - @sczhou 

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

@amyeroberts @ArthurZucker
If you think this is a valuable addition I'm more than happy to work on it.
Repository: stable-diffusion-webui
Issue: [Bug]: Gradio gives 'No interface is running right now'
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?

Gradio gives the message _No interface is running right now_ after a time. Can be between 10 minutes and 4 hours but eventually shows this message. Can access locally fine.

Is this a Gradio issue or Auto1111 issue?
(side question)
Is it possible to share out on internet with external IP and bypass needing Gradio? I tried commandline args of:
`--listen --server-name [internal machine IP] --port 7789 --api-auth someuser:somepass`

But even when forwarding 7789 to that machine, and/or as a 'nuke option' set that box to DMZ, it will not load.

### Steps to reproduce the problem

Load auto1111 with --share
Go to URL gradio provides.
Eventually says its not running when it is.

### What should have happened?

Gradio link should work for 72 hours.
Repository: rust
Issue: Trait methods with implicit lifetime results 
Labels: A-diagnostics,A-lifetimes,T-compiler,C-bug,D-newcomer-roadblock,D-terse

I had a problem getting the compiler to accept an implicit lifetime trait method implemented for an explicit lifetime object.  @estebank  encouraged me to submit this as a bug, though I did find a workaround.

After fixing a bunch of compiler errors in my code, I finally got to see "error: lifetime may not live long enough" for [code like in this playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=5eabb5ad8854cd83b8d57f7c24dcb221).
It would be nice if the compiler could figure out that the lifetimes here are actually OK (which  I *think* they are), but it is complicated since the trait has no lifetime, the target implementation type does not have a lifetime, but the method result *does* have a lifetime.
 
I tried fixing with various hints, but the only fix that worked for me was to change the Trait to include a lifetime, which got rid of the error, as in [this playground code](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=cf091519a5739e0506deaf9ad9925b0c).   This is actually OK, but it meant that I had to do a whole bunch of code editing since I had to change the Trait method signature, and most callers had to be modified.

### Meta

This behavior happens in both stable and nightly on the playground.  

`rustc --version --verbose`:
```
rustc 1.72.1 (d5c2e9c34 2023-09-13)
binary: rustc
commit-hash: d5c2e9c342b358556da91d61ed4133f6f50fc0c3
commit-date: 2023-09-13
host: x86_64-unknown-linux-gnu
release: 1.72.1
LLVM version: 16.0.5

```
Repository: tensorflow
Issue: XLA compiled `floordiv` allows `integer division by zero`
Labels: stat:awaiting tensorflower,type:bug,comp:xla,comp:tf.function,TF2.14

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

2.15.0-dev20230914

### Custom code

Yes

### OS platform and distribution

_No response_

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

XLA compiled `floordiv` allows `integer division by zero` where an exception `Integer division by zero` will be raised without XLA compilation.

### Standalone code to reproduce the issue

```shell
import tensorflow as tf

"""
XLA Compiled
"""
class Model(tf.keras.Model):
    @tf.function(jit_compile=True)
    def call(self, x1):
        x2 = tf.math.floordiv(3, 0)
        x3 = tf.math.multiply(x1, x2)
        return x3

m = Model()
x1 = tf.constant(1, shape=[])
print(m(x1)) # tf.Tensor(-1, shape=(), dtype=int32)

"""
Without XLA
"""
class Model(tf.keras.Model):
    def call(self, x1):
        x2 = tf.math.floordiv(3, 0)
        x3 = tf.math.multiply(x1, x2)
        return x3

m = Model()
x1 = tf.constant(1, shape=[])
print(m(x1))
```


### Relevant log output

```shell
InvalidArgumentError: Exception encountered when calling layer 'model_21' (type Model).

{{function_node __wrapped__FloorDiv_device_/job:localhost/replica:0/task:0/device:CPU:0}} Integer division by zero [Op:FloorDiv] name: 

Call arguments received by layer 'model_21' (type Model):
  • x1=tf.Tensor(shape=(), dtype=int32)
```
Repository: pytorch
Issue: Simple script segfaulting when grad is enabled
Labels: module: autograd,triaged,needs design,module: edge cases

### 🐛 Describe the bug

I was just toying around a bit with `torch` and came across this strange bug:

```python
import torch
print(torch.__version__)

FEATURE_SIZE = 768
BATCH_SIZE = 512
NUM_ITERS = 171
has_grad = True

with torch.set_grad_enabled(has_grad):
    torch.random.manual_seed(0)
    linear_layer = torch.nn.Linear(FEATURE_SIZE, FEATURE_SIZE, bias=True)
    input_tensor = torch.randn(BATCH_SIZE, FEATURE_SIZE)
    output = torch.zeros_like(input_tensor)

    for iter_num in range(NUM_ITERS):
        print(f"\rForward pass {iter_num}", end='')
        for batch_idx in range(BATCH_SIZE):
            output[batch_idx] = linear_layer(input_tensor[batch_idx])
```

This results in the following output on `torch==2.0.1`:
```
2.0.1
Forward pass 170[1]    59045 segmentation fault (core dumped)  python3 test.py
```
and also on recent nightly builds
```
2.2.0.dev20230912+cu121
Forward pass 170[1]    59424 segmentation fault (core dumped)  python3 test.py
```

In both cases, the script runs until after the last forward pass and then segfaults. On my setup, this happens for `NUM_ITERS>=171`. With `NUM_ITERS=170`, everything works fine. Similarly, setting `has_grad=False` also prevents the segfault.

### Versions

Versions of relevant libraries:
[pip3] numpy==1.24.1
[pip3] torch==2.0.1
[pip3] torchaudio==2.0.2
[pip3] torchvision==0.15.2

cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7
Repository: go
Issue: html/template: comment handling introduced in 1.21.1 breaks valid scripts
Labels: Security,NeedsInvestigation

### What version of Go are you using (`go version`)?
1.21.1

### Does this issue reproduce with the latest release?
Yes

### What operating system and processor architecture are you using (`go env`)?
Playground

### What did you do?
[Run this code on the playground](https://go.dev/play/p/3X8AWSrCHtp):

```go
package main

import (
	"html/template"
	"os"
)

func main() {
	t, _ := template.New("T").Parse(`
		<script>
			if (a-->b) {
				// do stuff
			}
		</script>
	`)
	t.ExecuteTemplate(os.Stdout, "T", "")
}

```

### What did you expect to see?

```HTML
		<script>
			if (a-->b) {
				
			}
		</script>
```

### What did you see instead?

```HTML
		<script>
			if (a
				
			}
		</script>
```
Repository: godot
Issue: Conflicting information in Window.Mode and DisplayServer.WindowMode description for exclusive mode
Labels: bug,documentation

### Godot version

v4.2.dev5.official [e3e2528ba]

### System information

Godot v4.2.dev5 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.3699) - AMD Ryzen 9 7950X 16-Core Processor (32 Threads)

### Issue description

Documentation bug; relevant parts highlighted.

`Window.Mode.MODE_EXCLUSIVE_FULLSCREEN` (Outdated):
> Exclusive full screen window mode. ***This mode is implemented on Windows only. On other platforms, it is equivalent to MODE_FULLSCREEN.***
> 
> Only one window in exclusive full screen mode can be visible on a given screen at a time. If multiple windows are in exclusive full screen mode for the same screen, the last one being set to this mode takes precedence.
> 
> Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports multiple resolutions when enabling full screen mode.


`DisplayServer.WindowMode.MODE_EXCLUSIVE_FULLSCREEN`:

> A single window full screen mode. This mode has less overhead, but only one window can be open on a given screen at a time (opening a child window or application switching will trigger a full screen transition).
> 
> Full screen window cover the entire display area of a screen, have no border or decorations. Display video mode is not changed.
> 
> ***On Windows: Depending on video driver, full screen transition might cause screens to go black for a moment.***
> 
> ***On macOS: Exclusive full screen mode prevents Dock and Menu from showing up when the mouse pointer is hovering the edge of the screen.***
> 
> ***On Linux (X11): Exclusive full screen mode bypasses compositor.***
> 
> Note: Regardless of the platform, enabling full screen will change the window size to match the monitor's size. Therefore, make sure your project supports multiple resolutions when enabling full screen mode

The enum in `Window` should be deprecated and the `Window.mode` should use the DisplayServer variants (that's how it works internally). Until then, its documentation could directly link to the corresponding ones in DisplayServer to ensure they stay in sync.

### Steps to reproduce

Read documentation. 🗿 

### Minimal reproduction project

/
Repository: kubernetes
Issue: Mixing +default with hand-written defaults breaks ordering
Labels: sig/api-machinery,area/code-generation

Example: Service has code like:

```
if svc.Spec.Type == "" { 
    svc.Spec.Type = defaultType
}

// ... later ...

if svc.Spec.Type == "ClusterIP" {
    if svc.Spec.InternalTrafficPolicy == "" {
        svc.Spec.InternalTrafficPolicy = defaultITP
    }
}
```

The generated defaulting code looks like:

```
func SetObjectDefaults_Service(...) {
    // Call hand-written code
    SetDefaults_Service(...)
    // Call generated code
}
```

I converted the simple default for Type to `+default` but since we don't have conditional `+default`, I left the ITP logic.  The problem is that the hand-written ITP logic needs the generated code to run first.  We could call the hand-written code AFTER the generated code - is that safe?

@alexzielenski @apelisse
Repository: material-ui
Issue: [joy-ui][Select] Scroll-jumping when clicking Select element in responsive mode
Labels: bug 🐛,component: select,package: joy-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:

https://streamable.com/7854lm

Steps:

1. Create a Select element with Options.
2. Turn on responsive mode w/ Touch Actions in Firefox / Chromium
3. Give/Allow the Select element a width greater than ~60vw. 100vw is best as it scales.
4. Ensure that the vertical viewport is long enough to enable scrolling
5. Ensure that the Select element has a large offset from the top
6. Scroll down to the Select element
7. Click the Select element and notice the following
    a. The scroll will jump upwards depending on the set width
    b. On chromium the width will cause an overflow and a horizontal scrollbar will appear EVEN THOUGH NO ELEMENTS ARE OVERFLOWING
      ba. For some reason with a setting of "overflow-x: hidden" on the HTML element on Firefox the horizontal scrollbar will   appear as well
      bb. For fun, if you highlight the element in DevTools and cause a re-calculation it will slowly return back to normal

```
const _Main = () =>
    <>
        <div style={{ height: "600px" }} />
        <Select defaultValue="dog">
            <Option value="dog">Dog</Option>
            <Option value="cat">Cat</Option>
        </Select>
        <div style={{ height: "600px" }} />
    </>
```

(For me only) 8. Spend countless hours trying to understand what the heck is going on.

The issue comes back to the Touch Actions. Turning it off resolves the issue. Would love to know what causes this though. 

I chalked it up to the horizontal overflow appearing and rapidly disappearing, causing the jump in the vertical positioning. If that makes sense. Mainly because the size of the jump depended on the width of the element.

If it means anything it seems to follow the formula of: bodyScrollWidth = selectElementWidth * 1.5 - 29. With a viewport of 387 x 878.
The element had a height of 28 (+2 from border). So, not sure where the 29 or 1.5x comes from. But I was always able to predict what the scrollWidth would be using this formula


### Current behavior 😯

Firefox:
- Jump occurs immediately. 
- Horizontal scrollbar only appears if HTML element has overflow-x: hidden

Chromium:
- Jump occurs after closing menu
- Horizontal scrollbar appears

### Expected behavior 🤔

Should be normal

### Context 🔦

In the video I actually tested this using the MUI website to confirm it wasn't something strange in my environment.

I just hope someone else doesn't fall into this issue and waste a bunch of hours like I did.

### Your environment 🌎

<details>
I used the MUI website as seen in the video and tested on Firefox + Chromium

Firefox: 113.0.1 (64-bit)

Chromium: 117.0.5938.88 (Official Build) snap (64-bit)
</details>