sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Feature Request]: small ui add or settings addition
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 ?

im someone who uses a lot of textual inversion, lora, lyco, embeds, hynet, etc
and i find swapping between them is a huge hassle as the search is for all of them when i swap between them
![image](https://user-images.githubusercontent.com/93036999/234541577-6af001d7-a911-4008-8fba-c39127673a4e.png)
when i go to textual or hynet, i have to click dat search button, ctrl+a or block all, bckspace EVERY SINGE TIME


### Proposed workflow

so im hoping each section can have their own search keyword saved for each textual, hypernetwork, lora, lycoris?
or at the very least having X button to clear it faster in just 1 click and lets me type the next keyword in half a second
like the one in styles searchbox
![image](https://user-images.githubusercontent.com/93036999/234542358-a6b507ca-77ca-4122-a9f0-9e5fac6d1c1a.png)

alphabetic sorting on VAE would be nice too


### Additional information

_No response_
Repository: node
Issue: performance.now() should jump after sleep/suspend/hibernation
Labels: perf_hooks

### Version

v18.14.2

### Platform

Linux qubit 5.15.108-0-lts #1-Alpine SMP Fri, 21 Apr 2023 05:55:14 +0000 x86_64 GNU/Linux

### Subsystem

perf_hooks

### What steps will reproduce the bug?

In an interactive node session run:

```js
function timeDelta() {
    // The delta should be approximately the same on each invocation (assuming the system time is unchanged).
    return Date.now() - performance.now();
};
const ref = timeDelta();
const before = timeDelta();
```

Now suspend and resume the machine / VM through whatever means. Then continue in the same node session:

```js
const after = timeDelta();
console.log('BEFORE:', ref - before, 'AFTER:', ref - after);
```

Observe that the `after` value is incorrectly missing a number of seconds that matches the time the system was suspended. Eg. from my run:

```
BEFORE: -0.410888671875
AFTER: -7346.271728515625
```

### How often does it reproduce? Is there a required condition?

100% (on Linux)

### What is the expected behavior? Why is that the expected behavior?

`performance.now()` is expected to jump with the realtime passed time while suspended according to [the spec](https://www.w3.org/TR/2023/WD-hr-time-3-20230425/#dfn-monotonic-clock) and https://github.com/w3c/hr-time/issues/115.

The https://github.com/mdn/content/issues/4713 issue also goes into detail on how the "Ticking During Sleep" applies to various platforms.

### What do you see instead?

No jump during sleep. Eg. by using more suitable clock reference, as proposed implemented in https://github.com/libuv/libuv/issues/1674.

### Additional information

The current `performance.now()` implementation is based on `process.hrtime()`:

https://github.com/nodejs/node/blob/2ac5e9889aba461f5a54d320973d2574980d206b/lib/internal/perf/utils.js#L13-L16

This issue also seems to contain a lot of relevant context around a concrete problem: https://github.com/open-telemetry/opentelemetry-js/issues/852.
Repository: rust
Issue: Compile Regression when transmuting associated type
Labels: P-medium,regression-from-stable-to-stable,C-bug,T-types

### Code

I tried this code:

```rust
pub trait Trait<'p> {
    type Type;
}
impl<'p> Trait<'p> for str {
    type Type = &'p str;
}

pub trait Trait2 {
    fn foo<'p>(v: Self::Type)
    where
        Self: Trait<'p>;
}
impl Trait2 for str {
    fn foo<'p>(v: <Self as Trait<'p>>::Type)
    where
        Self: Trait<'p>,
    {
        let _s: &str = unsafe { std::mem::transmute(v) };
    }
}
```

I expected to see this happen: compiles, because `str::Type` is `&'p str`.

Instead, this happened: 
```
error[E0512]: cannot transmute between types of different sizes, or dependently-sized types
  --> src/lib.rs:19:32
   |
19 |         let s: &str = unsafe { std::mem::transmute(v) };
   |                                ^^^^^^^^^^^^^^^^^^^
   |
   = note: source type: `<str as Trait<'_>>::Type` (this type does not have a fixed size)
   = note: target type: `&str` (128 bits)
```

### Version it worked on

It most recently worked on: rust <= 1.68

### Version with regression

rust >= 1.69

`rustc --version --verbose`:
```
rustc 1.69.0 (84c898d65 2023-04-16)
binary: rustc
commit-hash: 84c898d65adf2f39a5a98507f1fe0ce10a2b8dbc
commit-date: 2023-04-16
host: aarch64-apple-darwin
release: 1.69.0
LLVM version: 15.0.7
```


@rustbot modify labels: +regression-from-stable-to-stable -regression-untriaged
Repository: next.js
Issue: Confusing behavior for caching, need to provide empty generateStaticParams for it to work
Labels: bug

### 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: #202302191831~1677858327~22.04~3cea1be SMP PREEMPT_DYNAMIC Fri M
    Binaries:
      Node: 16.8.0
      npm: 7.21.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.3.1
      eslint-config-next: 13.3.1
      react: 18.2.0
      react-dom: 18.2.0
```


### 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/mastoj/nextjs-vercel-caching/tree/wat2

### To Reproduce

(To clarify, I did check canary even if I'm only on 13.3.1... going for canary caused some 500 errors instead)

Not sure if this is a vercel issue or a nextjs issue.

Deploy the application in the wat2 branch 

### Describe the Bug

Dynamic routes are not being cached if I don't provide `generateStaticParams`. The function can just return an empty array and the caching would kick in. 

I you visit `https://nextjs-vercel-caching-git-wat2-mastoj.vercel.app/notcached/1` it will always have the header `x-vercel-cache: MISS`

If I add `generataeStaticParams` I will get `x-vercel-cache: HIT`. Maybe that is be design, but if it is the documentation isn't very clear.

### Expected Behavior

I expected the pages to be cached when I provide `export const revalidate` without the need for specifying an empty `generateStaticParams`. 

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

_No response_

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

vercel
Repository: yt-dlp
Issue: Add Hulu to supported Adobe Pass multiple-system operators
Labels: account-needed,site-enhancement

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I'm running yt-dlp version **2023.03.04** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

Would love to see support for Hulu to be used as a TV provider (--ap-mso) allowing for access to videos which requires a TV provider on sites such as NBC, ABC etc. 

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: PowerToys
Issue: Allow an app to appear as the topmost in a query, if specified like that.
Labels: Needs-Triage

### Description of the new feature / enhancement

Essentially it would give a similar look, as it is in the following screenshot: 
![image](https://user-images.githubusercontent.com/127135522/234563959-caf12943-d783-4785-8e89-838596a533bf.png)
The feature requested is in blue.

### Scenario when this would be used?

Everyday usage, and work, so that if I need specific things, but it shares similar initials, then I could specify which I actually need at the moment of the query.

### Supporting information

Idea base is from Flow Launcher, and since they share the same roots, then you could adapt is more easily: https://github.com/Flow-Launcher/Flow.Launcher
Repository: PowerToys
Issue: Rightclick Image to pdf from Explorer
Labels: Needs-Triage

### Description of the new feature / enhancement

Rightclick and make pdf with same name in same folder.

### Scenario when this would be used?

If I have hundreds of images that are to be uploaded as pdf

### Supporting information

_No response_
Repository: pytorch
Issue: [regression] torch.norm with out dtype bfloat16 cause runtime error
Labels: triaged,module: regression,module: norms and normalization

### 🐛 Describe the bug

As per torch.norm documentation, it can take out tensor. If we set out tensor to be bfloat16 and in input to be float32 then it fails with error:
```
RuntimeError: Expected out tensor to have dtype float, but got c10::BFloat16 instead
```
It used to work for PT 1.13. Use below code to reproduce the issue.

```
torch.norm(torch.tensor([3.]), 2, [0], False, out=torch.tensor([], dtype=torch.bfloat16))
```

### Versions

Name: torch
Version: 2.0.0
Summary: Tensors and Dynamic neural networks in Python with strong GPU acceleration
Home-page: https://pytorch.org/
Author: PyTorch Team
Author-email: [packages@pytorch.org](mailto:packages@pytorch.org)
License: BSD-3
Location: /home/jthakur/.pt_2_0/lib/python3.8/site-packages
Requires: filelock, jinja2, networkx, nvidia-cublas-cu11, nvidia-cuda-cupti-cu11, nvidia-cuda-nvrtc-cu11, nvidia-cuda-runtime-cu11, nvidia-cudnn-cu11, nvidia-cufft-cu11, nvidia-curand-cu11, nvidia-cusolver-cu11, nvidia-cusparse-cu11, nvidia-nccl-cu11, nvidia-nvtx-cu11, sympy, triton, typing-extensions
Required-by: torchaudio, torchvision, triton
Repository: godot
Issue: RigidBody3D and collision inconsistency with CSGBox
Labels: bug,confirmed,topic:physics,topic:3d

### Godot version

4.0.2

### System information

Linux Mint 21.1, intel i7-1270p 12th gen, integrated graphics card

### Issue description

Hi, 

> tldr; When dropping a rigidbody3D, it collide fine with other rigidbody3d but sometime, it doesn't collide with CSGBox.

Here a video of what happens
https://user-images.githubusercontent.com/1162446/234571887-b2c220b2-e78c-47ae-98d5-59e0a9b0c3a9.mp4

My scene consist of a CSGBox and multiples RigidBody; small cylinder and a box. 
All rigidbody have freeze, continious CD and sleeping to true, if not, the rigidbody just collide with themself forever when placed.

The player has 2 viewport, one for the world and one for the object he hands (weapons, box etc) with a lower FOV.

When the player pick an item, detected with a raycast, the item is linked to a `remotetransform3D`, his collision disabled and his `visualinstance3D` layer is changed to be visible only by the second camera.

```gdscript
func pickup(item: Node3D) -> void:
	if owner.pickable_item != null:
		print_debug("Player has already item %s in hand" % owner.pickable_item.get_name())
		return
	owner.pickable_slot.remote_path = item.get_path()
	owner.pickable_item = item
```

When the player drop an item, an impulse is applied and his freeze state is set to off, his collision is enabled again.

```gdscript
func on_pickup() -> void:
	if not mesh_instance:
		return
	mesh_instance.set_layer_mask(2)
	owner.get_node("CollisionShape3D").disabled = true
	owner.freeze = true
	owner.sleeping = true
	hide_informations()


func on_drop(pulse: float) -> void:
	if not mesh_instance:
		return
	mesh_instance.set_layer_mask(1)
	owner.get_node("CollisionShape3D").disabled = false
	owner.freeze = false
	owner.apply_central_impulse(-global_transform.basis.z * pulse)
	owner.set_deferred("sleeping", false)
```

But, like seen in the video, sometime to collision works and sometime it doesn't but only with the CSGBox, it works fine when it collide with rigid boy.

### Steps to reproduce

- Open the test project
- Pick a item
- Launch it a different angle

### Minimal reproduction project

[rigidbody3d_vs_csgbox.zip](https://github.com/godotengine/godot/files/11333464/rigidbody3d_vs_csgbox.zip)
Repository: godot
Issue: Unable to merger tiles set into one in map editor in Godot android 
Labels: bug,platform:android,topic:editor,needs testing,topic:2d

### Godot version

4.0

### System information

Android 11,GLES 3.2

### Issue description

You can't merger a two or more grind (tiles set) into one in the tilemap editor. I am using the Godot android and you can't do that apparently.

### Steps to reproduce

Use Godot editor android build without using any sort of keyboard and mouse, try to merger the any two or more tiles set into one using only a touch control.(it doesn't work)

### Minimal reproduction project

You can use any project but it must be a 2d project. Add tiles set and try to do it on what I said earlier.
Repository: godot
Issue: PopupMenu sub-menus error on selection - window_get_popup_safe_rect: Condition "!windows.has(p_window)" is true
Labels: bug,topic:porting,topic:gui

### Godot version

4.0.2

### System information

Windows 10

### Issue description

Creating a sub-menu of a `PopupMenu` and then selecting one of its options prints an error message to the console. Signals are fired correctly and the menu displays correctly, nothing seems to be wrong beyond just the error message:

```
E 0:00:06:0394   window_get_popup_safe_rect: Condition "!windows.has(p_window)" is true. Returning: Rect2i()
  <C++ Source>   platform/windows/display_server_windows.cpp:2361 @ window_get_popup_safe_rect()
```


### Steps to reproduce

1. Create a MenuButton
2. Add a sub-menu via code
3. Click an option in that sub-menu

### Minimal reproduction project

[SubMenuProblem.zip](https://github.com/godotengine/godot/files/11333739/SubMenuProblem.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Implement speedup described in recent paper
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 ?

There is a recent paper that presents a series of implementation optimizations for large diffusion models that achieve the fastest reported inference latency to-date:

https://arxiv.org/abs/2304.11267

It would be great to implement these optimizations.

### Proposed workflow

It should work by default, after implementing the optimizations described in the paper.

### Additional information

_No response_
Repository: godot
Issue: InputEventMouseMotion.relative "jitters" when a keyboard key is pressed simultaneously.
Labels: bug,platform:linuxbsd,topic:input

### Godot version

4.0.2.stable.officia (still occurs in v4.1.dev1.official [db1302637])

### System information

Pop!_OS 22.04 LTS x86_64 (DE: Cinnamon 5.2.7)

### Issue description

When reading mouse input from `_input` the received input becomes inaccurate when a keyboard key is pressed at the same time.

Check the following output printing the value of `InputEventMouseMotion.relative` and whether any `InputEventKey` is happening. Mouse movements are simulated using Antimicro, a tools to map keyboard and mouse movements to controller buttons. This is done to get inhumanly constant mouse movements to eliminate human motor skills from the equation as much a possible:

```
(-15, 0)false
(-14, 0)false
(-20, 0)false
(-14, 0)false
(-15, 0)false
(-20, 0)false
(-14, 0)false
(-16, 0)false
(-19, 0)false
(-15, 0)false
(-15, 0)false
(-20, 0)false
(-15, 0)false
(-15, 0)false
(-20, 0)false
(-15, 0)false
(-15, 0)false
(-20, 0)false
(-15, 0)false
(-15, 0)false
(-20, 0)false
```
There is a maximum difference of 6 between the minimum and maximum values. Camera movements is perceived as smooth in this example.

Now with a keyboard key pressed:
```
(-14, 0)true
(-5, 0)true
(-19, 0)true
(-10, 0)true
(-14, 0)true
(-16, 0)true
(-14, 0)true
(-15, 0)true
(-4, 0)true
(-15, 0)true
(-5, 0)true
(-19, 0)true
(-10, 0)true
(-14, 0)true
(-16, 0)true
(-14, 0)true
(-16, 0)true
(-4, 0)true
(-15, 0)true
(-9, 0)true
(-16, 0)true
(-9, 0)true
(-15, 0)true
(-14, 0)true
(-15, 0)true
(-20, 0)true
(-6, 0)true
(-14, 0)true
(-5, 0)true
```
Suddenly these numbers range anywhere from -5 to -20, a difference of 15! This results in visible jitter in mouse look when the player is moving while looking around.

I'm unsure if this issue is specific to Linux, my specific setup of Linux, my hardware or any combination of these. Also haven't been able to test things on Windows so if anybody is willing to confirm these issues on their setup this would be appreciated.

Furthermore have I been trying to change the DPI and Polling Rate of my mouse but this didn't affect anything. I am using an old PS/2 Keyboard though in case that makes a difference.

If people are willing you try it for themselves on their specific setups it would be greatly appreciated.

### Steps to reproduce

Open the minimal reproduction project and steadily look around a bit using the mouse. Then press any key on the keyboard and keep moving the mouse around some more.

### Minimal reproduction project

[mouse plus keyboard jitter.zip](https://github.com/godotengine/godot/files/11334998/mouse.plus.keyboard.jitter.zip)
Repository: vscode
Issue: Git - Use gitattributes encoding when opening a file
Labels: feature-request,git

It would be a very good idea for VSCode to take into account the ".gitattributes" file to apply the encoding when opening files.
```
*.html encoding=utf-8
*.c encoding=cp1252
```
Repository: material-ui
Issue: CreateTheme Breaks overrides
Labels: support: question,package: material-ui,customization: theme

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Steps:

1. Create an css file to override mui classes
example:

```
.css-1hgf8cx-MuiInputBase-root-MuiOutlinedInput-root .MuiInputBase-input {
  color: var(--text);
}
```

3. create a theme
4. change typography fontfamily

### Current behavior 😯

I currently Have a mui theme for my typography and am currently trying to add font family.

```
export const theme = createTheme({
  palette: {
    primary: blue,
    secondary: deepPurple,
  },
  typography: {
    allVariants: {
      color: "var(--text)",
      // breaks overrides
      fontFamily: "var(--fontFamilyTitle)",
    },
  },
});
```

### Expected behavior 🤔

The intended functionality is to change the font family for my typography which it does...however for some reason adding a font family to my theme for typography breaks my override css.

![image](https://user-images.githubusercontent.com/35965702/234649246-4fb3b44a-0d43-43e1-bf4a-d551d823c3f0.png)
![image](https://user-images.githubusercontent.com/35965702/234650701-d5d51a3f-409d-4fe1-af0b-e3163c1d75a4.png)

vs without the font family in theme

![image](https://user-images.githubusercontent.com/35965702/234649334-e78f08e5-a1c7-4e6b-9db2-fc300bf461b7.png)
![image](https://user-images.githubusercontent.com/35965702/234650523-cf786b6d-9769-4900-b959-864b72879ada.png)

### Context 🔦

I currently have root css variables that are used when overriding mui classes for
certain things like input box border colors etc, I went to change the font family in create theme and my overrides no longer work. I went into the Inspector to look at the styles applied to the input that I override and all the sudden my override.css isnt even one of the styles that are applied at all.

Additionally I am following this stack overflow thread https://stackoverflow.com/questions/48319372/changing-font-family-of-all-mui-components.

For some reason if I make the font family like this.
```
      fontFamily: `"Roboto", "Helvetica", "Arial", sans-serif`,
```
I have no issues, I really dont understand what the problem is.
Repository: pytorch
Issue: [pt2-functorch] torch.func.functional_call works with func.vmap but breaks for func.grad
Labels: triaged,oncall: pt2,module: functorch,module: pt2-dispatcher

### 🐛 Describe the bug

```python
import torch
from torch import nn
from torchvision.models import resnet18
from torch._dynamo import allow_in_graph
from functools import wraps
from functorch import make_functional_with_buffers, vmap, grad

def traceable(f):
    f = allow_in_graph(f)

    @wraps(f)
    def wrapper(*args, **kwargs):
        return f(*args, **kwargs)

    return wrapper

x = torch.randn(3, 3)

class Net(torch.nn.Module):
    def __init__(self, *args, **kwargs) -> None:
        super().__init__(*args, **kwargs)

    def forward(self, x):
        return x.sum()

net = Net()

f = lambda param, buffer, x: torch.func.functional_call(net, (param, buffer), x)

p = dict(net.named_parameters())
b = dict(net.named_buffers())

grad(f)(p, b, x)
# RuntimeError: Cannot access data pointer of Tensor that doesn't have storage
torch.compile(traceable(grad(f)))(p, b, x)

vmap(f)(p, b, x)
# Works
torch.compile(traceable(vmap(f)))(p, b, x)
```

But if one uses legacy `make_functional_with_buffers` then both cases work.
```python
import torch
from torch import nn
from torchvision.models import resnet18
from torch._dynamo import allow_in_graph
from functools import wraps
from functorch import make_functional_with_buffers, vmap, grad

def traceable(f):
    f = allow_in_graph(f)

    @wraps(f)
    def wrapper(*args, **kwargs):
        return f(*args, **kwargs)

    return wrapper

x = torch.randn(3, 3)

class Net(torch.nn.Module):
    def __init__(self, *args, **kwargs) -> None:
        super().__init__(*args, **kwargs)

    def forward(self, x):
        return x.sum()

net = Net()

fnet, p, b = make_functional_with_buffers(net)

f = lambda param, buffer, x: fnet(param, buffer, x)

grad(f)(p, b, x)
torch.compile(traceable(grad(f)))(p, b, x)

vmap(f)(p, b, x)
torch.compile(traceable(vmap(f)))(p, b, x)


```

### Versions

master

cc @ezyang @soumith @msaroufim @wconstab @ngimel @bdhirsh @anijain2305 @zou3519 @Chillee @samdow @janeyx99
Repository: storybook
Issue: Q/A monorepo docs for migration
Labels: documentation

Following up on [this](https://chromaticqa.slack.com/archives/C03BNCJ8C7K/p1674448412077599) conversation, the monorepo documentation still has some outdated or deprecated references, which we need to start addressing as part of the 7.0 docs.

What needs to happen:
- Iterate over the monorepo docs similar to the ones mentioned in the issue below and:
    - Remove outdated references
    - Point them at the correct location
    - Coalesce the information and, should it be required, add it to the official documentation

Relevant issues:
- [#20732](https://github.com/storybookjs/storybook/issues/20732)
Repository: storybook
Issue: Update/remove API > Frameworks page
Labels: documentation

Related discussion: https://github.com/storybookjs/storybook/discussions/22629#discussioncomment-5987263

[https://storybook.js.org/docs/react/api/new-frameworks](https://storybook.js.org/docs/html/api/new-frameworks)

Most notably, it points to a "boilerplate" that uses Storybook 6 alpha 😲

Perhaps any relevant information could be merged into [https://storybook.js.org/docs/react/contribute/framework](https://storybook.js.org/docs/html/contribute/framework) ?