sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Bug]: Could not create share link, please check your internet connection. 
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 cannot connect to the internet in a Google Cloud Compute instance The gradio web link is not created despite using the `--share` parameter . Previously this worked without issue. Gradio generated the web link perfectly fine if I create a simple script that creates a gradio instance.

### Steps to reproduce the problem

1. Spin up a cloud VM and launch the webui with `--share` enabled.


### What should have happened?

It should work and provide a web link for Gradio.

### Commit where the problem happens

a9fed7c364061ae6efb37f797b6b522cb3cf7aa2

### What platforms do you use to access the UI ?

Linux

### What browsers do you use to access the UI ?

Mozilla Firefox, Google Chrome

### Command Line Arguments

```Shell
No
```


### List of extensions

No

### Console logs

```Shell
(base) user@instance-1:~/stable-diffusion-webui$ /home/user/stable-diffusion-webui/venv/bin/python3 webui.py --share --gradio-auth username8008:password --xformers
Loading weights [4711ff4dd2] from /home/user/stable-diffusion-webui/models/Stable-diffusion/v2-1_768-nonema-pruned.ckpt
Creating model from config: /home/user/stable-diffusion-webui/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 xformers cross attention optimization.
Textual inversion embeddings loaded(0):
Model loaded in 18.4s (load weights from disk: 12.6s, find config: 1.2s, create model: 0.2s, apply weights to model: 1.2s, apply half(): 0.4s, load VAE: 2.1s, move model to device: 0.7s).
Running on local URL:  http://127.0.0.1:7860

Could not create share link, please check your internet connection.
Startup time: 31.5s (import gradio: 2.7s, import ldm: 1.1s, other imports: 3.9s, setup codeformer: 0.2s, load scripts: 0.4s, load SD checkpoint: 18.4s, create ui: 0.2s, gradio launch: 4.5s).
```


### Additional information

I also made an issue post on the gradio repo: 
https://github.com/gradio-app/gradio/issues/3498
Repository: godot
Issue: `MultiplayerPeer.get_connection_status()` returns `CONNECTION_CONNECTED` while disconnected
Labels: bug,discussion,topic:network

### Godot version

4.0.stable

### System information

linux 6.2.6-arch1-1-vfio

### Issue description

`get_connection_status()` is intended to return `CONNECTION_DISCONNECTED` if theres no connection with any peer/server made, but because `multiplayer.multiplayer_peer` contains a value (that returns `<OfflineMultiplayerPeer#-[client id]>` when printed), im assuming the engine is still expecting a return value of `null` like in godot 3.x

### Steps to reproduce

`print(multiplayer.multiplayer_peer.get_connection_status())` on any node any time theres no connection made with `MultiplayerAPI`

or just run minimal reproduction project

### Minimal reproduction project

[connection status minimal reproduction.zip](https://github.com/godotengine/godot/files/11007252/connection.status.minimal.reproduction.zip)
Repository: transformers
Issue: Add InternImage
Labels: New model

### Model description

InternImage is a new large-scale CNN-based foundation model, which can obtain the gain from increasing parameters and training data like ViTs. Different from the recent CNNs that focus on large dense kernels, InternImage takes deformable convolution as the core operator, so that this model not only has the large effective receptive field required for downstream tasks such as detection and segmentation, but also has the adaptive spatial aggregation conditioned by input and task information. InternImage-H achieved a new record 65.4 mAP on COCO test-dev and 62.9 mIoU on ADE20K, outperforming current leading CNNs and ViTs.

It is worth noting that InternImage relies on a custom cuda operator, so if this causes problems for model addition, you can replace [the cuda operator](https://github.com/OpenGVLab/InternImage/blob/master/classification/ops_dcnv3/modules/dcnv3.py#L218) with [a pytorch implementation](https://github.com/OpenGVLab/InternImage/blob/master/classification/ops_dcnv3/modules/dcnv3.py#L91).

In fact, we have already submitted [a version of the code on transformers](https://huggingface.co/OpenGVLab/internimage_t_1k_224/tree/main), however, due to security reasons, the code we submitted cannot call your web inference api, so we would like you to add InternImage to transformers.

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

https://github.com/OpenGVLab/InternImage
Repository: vscode
Issue: Removed Keybinding can't be found in the keybinding list
Labels: bug,keybindings-editor

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.76.2
- OS Version: macOS 13.2.1

Steps to Reproduce:

1. Before I remove this keybinding item
<img width="1144" alt="Untitled" src="https://user-images.githubusercontent.com/81011929/226079461-1723dff3-7914-4a37-b58f-051570322c1d.png">
2. I remove this item
<img width="1140" alt="Untitled (1)" src="https://user-images.githubusercontent.com/81011929/226079652-54af9958-009b-4a68-9f75-43643059601e.png">
3. Once I remove this item, I can't find this item in the lis.It is should expected to present in the User Settings List, while it can't.
 <img width="1142" alt="Untitled (2)" src="https://user-images.githubusercontent.com/81011929/226080385-0e040707-bfa1-4ae0-a502-0588cd6c695f.png">

Addition
I accidentally found out that item can be retrieved in the following way👇
First Step: Remove another similar item below.
<img width="1192" alt="image" src="https://user-images.githubusercontent.com/81011929/226080686-a2f1f6a4-dfd5-48b2-a2ae-2646c812d306.png">

Two Step: Reset this item
<img width="1204" alt="image" src="https://user-images.githubusercontent.com/81011929/226080737-3d47c4c0-5244-4c86-a149-f1904a81beb6.png">
Then, we magically found that item reappear in the keybinding list
<img width="1199" alt="image" src="https://user-images.githubusercontent.com/81011929/226080836-1f34e88a-17d1-43f2-bc2d-9fe254788f23.png">
Repository: godot
Issue: EditorPlugin forward methods are not called when editor selection is empty
Labels: enhancement,topic:editor,topic:plugin

### Godot version

4.0.stable

### System information

Windows 10

### Issue description

I don't know if this is intended, but in case it is, I have a use case where this is obstructive. 

When you have an `EditorPlugin`, that is supposed to be active, regardless of the currently selected node, resource, file, etc., many built-in methods of `EditorPlugin` are not being called when there is no selection. 

Example: you want to display data (let's say some custom performance stat)  next to the mouse, by calling `_forward_3d_draw_over_viewport()`. The text should be drawn, no matter what the inspector shows at the moment, so you just override the _handles method like this:
```python
func _handles(object):
    return true
```

 however, when there is *nothing* selected at all, the text is not being updated, because `_forward_3d_draw_over_viewport()` is not being called. 

The same applies to `_forward_3d_gui_input`, and probably the equivalent 2d methods and force draw, although I did not test that specifically.

In my specific use case, I have a plugin that places assets in the scene, and it should be available at all times, no matter the selection, because in parts of the plugin things are selected and deselected on purpose to allow the user to perform transformations in the 3D view and modifications in the inspector.

### Steps to reproduce

Write an editor plugin that overrides `_handles` such that it always returns true. Make use of some of the forwarding methods. Observe, how it is only called when *something* is selected.
E.g. with the minimum reproduction project, open test.tscn and observe by selecting and deselecting nodes, how text is only drawn over the 3D viewport, when the inspector shows that *something* has been selected (a file, a resource, a node, ...) 

### Minimal reproduction project

[editor_plugin_test_4.0.zip](https://github.com/godotengine/godot/files/11007382/editor_plugin_test_4.0.zip)
Repository: vscode
Issue: Add an option for closing all tabs and clearing all sessions automatically when exiting vscode
Labels: feature-request,workbench-state

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
When I close Visual Studio Code, all open file tabs should be closed automatically, I want. However, when I reopened the last folder, the previous tabs were still retained. This is causing inconvenience to me as I do not want to see the tabs from the last session when I reopen the folder.
Repository: rust
Issue: Missed optimization opportunity on checking integer bounds
Labels: A-LLVM,I-slow,T-compiler,C-bug,C-optimization

I tried this code:

Example 1:

```rust
pub fn foo(n: usize, s: &[u32]) {
    assert!(n <= 40);

    for _ in s {
        std::hint::black_box(());
    }

    for i in 0..n {
        assert!(i < 40); // Not optimized.
    }
}
```

Example 2:

```rust
pub fn foo(n: usize) {
    assert!(n <= 40);

    for i in 0..n {
        assert!(i < 40); // Not optimized.

        if i % 2 == 0 {
            std::hint::black_box(());
        }
    }
}
```

I expected to see this happen: With `-C opt-level=3` option, `assert!(i < 40);` gets optimized away.

Instead, this happened: The generated assembly still contains codes for `i < 40` assertion failure. See <https://godbolt.org/z/de6WcGc16> and <https://godbolt.org/z/e4GYrfTEq>.

For the first example. If I comment the `black_box`, the compiler will be able to do the optimization:

```rust
pub fn foo(n: usize, s: &[u32]) {
    assert!(n <= 40);

    for _ in s {
        // std::hint::black_box(());
    }

    for i in 0..n {
        assert!(i < 40);
    }
}
```

For the second example, If I change the condition of the `if` statement to `true`, the compiler will be able to do the optimization:

```rust
pub fn foo(n: usize) {
    assert!(n <= 40);

    for i in 0..n {
        assert!(i < 40);

        if true {
            std::hint::black_box(());
        }
    }
}
```

### Meta

`rustc --version --verbose`:

```
rustc 1.70.0-nightly (171693274 2023-03-14)
binary: rustc
commit-hash: 1716932743a7b3705cbf0c34db0c4e070ed1930d
commit-date: 2023-03-14
host: x86_64-unknown-linux-gnu
release: 1.70.0-nightly
LLVM version: 15.0.7
Compiler returned: 0
```
Repository: godot
Issue: Having .. gives incorrect error reports.
Labels: discussion,topic:gdscript

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Ubuntu 22.04

### Issue description

When accessing a function, variable, class, etc.. if you accidentally have two periods `..` then the editor says 
`Parse Error: Expected closing ")" after grouping expression` 
when it should say something along the lines of 
`Parse Error: Found .. in reference`

### Steps to reproduce

Place this somewhere in your code.

`(something..something_else)`

### Minimal reproduction project

N/A
Repository: godot
Issue: Crash occurs when building WebGL2 (GLES3) with Mesh in 3D scene On Chromium100.0(MAC)
Labels: bug,platform:web,topic:rendering,topic:porting,topic:thirdparty

### Godot version

3.5.2, 3.5.1

### System information

Apple M1 Max, macOS Ventura(Version 13.1), Chrome 111, GLES3

### Issue description

*There is no Crash problem on Mac with 99.0 and older versions of Chromium.*

When adding any CSG node containing a mesh in a 3D scene and building the project for WebGL (GLES3), it causes Chrome on Metal Mac to freeze for 1 minute, then displays a "`WebGL context lost, please reload the page`" alert. Then the canvas turns black, but the scene still runs. There are thousands of "`at: _get_uniform (drivers/gles3/shader_gles3.h:433) - Condition "!version" is true. Returned: -1`" errors in the developer console.

After testing on Metal Mac Safari 16, iOS 16, and Android 13 devices, there are no freezes or crashes; however, the models appear black. 

On Windows 10, there are no issues. 

When using WebGL(GLES2), there are no issues. 

Intel Mac has not been tested.

<img width="634" alt="image" src="https://user-images.githubusercontent.com/69280095/226091480-6bcc43f5-b45c-4c49-a960-4dbeacbe6b36.png">
After multiple crashes in Chrome, WebGL becomes unavailable. The crashes may have led the browser to consider WebGL unstable and subsequently disable it.

### Steps to reproduce

1. Create a new 3D project in Godot.
2. Add a CSG node (e.g., CSGBox, CSGSphere, etc.) to the scene.
3. Export the project as WebGL (GLES3).
4. Run the exported project in Chrome on a Metal-supported Mac.
5. Observe that the browser freezes for 1 minute, then displays a "WebGL context lost, please reload the page" alert, and the canvas turns black.

### Minimal reproduction project

[3dtest.zip](https://github.com/godotengine/godot/files/11007797/3dtest.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: Inpainting
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?

The inpainting side will automatically reset when the painted area is too large, and then there will be a strange stutter when inpainting again, and it won't paint properly.

### Steps to reproduce the problem

1. mayeb change browser



### What should have happened?

maybe reason is that area is too large?

### Commit where the problem happens

API • Github • Gradio • Reload UI python: 3.10.7  •  torch: 1.13.1+cu117  •  xformers: 0.0.16rc425  •  gradio: 3.16.2  •  commit: 3715ece0  •  checkpoint: f93e6a50ac

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

Windows

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

Google Chrome

### Command Line Arguments

```Shell
no
```


### List of extensions

no

### Console logs

```Shell
no
```


### Additional information

_No response_
Repository: node
Issue: Tests take a long time to run
Labels: test

There was a time (not so long a go, maybe ~1 year) when `make -s jstest` took 2-3 minutes on my previous computer.
Now I have a decent Mac with M2 Pro and the same command takes 8 minutes! I don't know what changed, but I doubt we more than doubled the number of tests since then.
Are there some relatively new tests which are specifically slow?
Repository: rust
Issue: Tracking issue for syn 2.0 inside rust-lang/rust
Labels: C-cleanup,E-help-wanted,C-tracking-issue

syn 2.0 was just released!
https://github.com/dtolnay/syn/releases/tag/2.0.0

We should try to fully eliminate syn 1.0 from our dependency tree for better compile times.

The current ways in which we depend on syn 1:

```[tasklist]
- [ ] `synstructure` (chalk and yoke) - https://github.com/mystor/synstructure/pull/57
- [x] `rustc_macros` (requires `synstructure` support, #109663)
- [x] [`chalk_derive`](https://github.com/rust-lang/chalk/blob/master/chalk-derive/Cargo.toml) (chalk) (requires `synstructure`) https://github.com/rust-lang/chalk/pull/793
- [x] `askama_derive` (used by rustdoc) #109512
- [x] `clap_derive` (used by cargo and several other tools) #110077
- [x] `declare_clippy_lint` https://github.com/rust-lang/rust-clippy/pull/10621
- [ ] `derive_new` (through rustfmt) - https://github.com/nrc/derive-new/pull/61
- [x] `tracing-attributes` (tracing, used in the compiler) https://github.com/tokio-rs/tracing/pull/2516
- [ ] `derive_more` (used in rustc_middle) - https://github.com/JelteF/derive_more/issues/249
- [x] `displaydoc` (used in icu4x) - https://github.com/yaahc/displaydoc/pull/42
- [x] `futures_macro` (dev dep of clippy) #110079
- [ ] `icu_provider_macros`: (icu4x)
- [x] `proc-macro-error`: (through clap)
- [x] `serde_derive`: (compiletest , cargo and probably more) #110078
- [x] `thiserror-impl`: (gitoxide through cargo) #110081
- [ ] `zerovec-derive`: (used in icu4x)
- [ ] `yoke-derive`: (used in icu4x)
- [ ] `zerofrom-derive`: (used in icu4x)
- [ ] `strum_macros` (spdx, licensing)
- [ ] `unic-langid-macros-impl`
- [ ] `derivative` (unmaintained)
```

- and a few more

Fixing this involes updating the dependencies once they upgrade or contributing upgrades to them directly.
Repository: godot
Issue: Loading a saved Tileset with terrain layers, does not enable the terrain in the tilemap
Labels: bug,topic:editor,topic:2d

### Godot version

4.0-stable

### System information

Windows 10, Forward+, Intel HD 620

### Issue description

When a saved tileset with a terrain layer and terrain settings is loaded into a tilemap, the terrain does not get enabled properly. The terrain layers get created but there is not terrain available for painting tiles and the terrain settings do not show in the tileset editor.

### Steps to reproduce

Create a tilemap.
Create a tileset with a terrain layer and add tiles to the terrain layer.
Save the tileset.
Test the terrain in the tilemap.
Create a new Tilemap and load the saved tileset.
-> the terrain is not available in the tilemap

### Minimal reproduction project

N/A
Repository: excalidraw
Issue: Feature request: API to hide the "link" icon
Labels: enhancement,discussion,UX/UI,package:excalidraw

Hello,
First of all thank you for maintaining Excalidraw.
I wanted to know if it is possible to add a feature for the API to "hide" (or control) the blue icon the appear in the top-right side of an element with a link in it. Currently, I see that it is always exists, with hard coded image and size.

<img width="56" alt="Screen Shot 2023-03-18 at 13 44 38" src="https://user-images.githubusercontent.com/4067567/226103558-fa818592-7054-4966-93a9-df89cd8d18d6.png">

The reason is that I have some use-cases where I'm using many links that start to hide the content when I zoom out.
For example:
On 100% looks fine
<img width="301" alt="image" src="https://user-images.githubusercontent.com/4067567/226249905-8955298c-379d-4b96-a19f-2aee7a102922.png">

On 50% it override most of the content:
<img width="162" alt="image" src="https://user-images.githubusercontent.com/4067567/226249972-f5068fc5-57e7-4dd3-a055-530de1d9817e.png">


Let me know if this is possible,
Thanks,
Avi
Repository: godot
Issue: Unable to set multiplayer authority in _enter_tree
Labels: discussion,topic:multiplayer

### Godot version

4.0-stable

### System information

Ubuntu 22.04

### Issue description

I am trying to do a fairly standard p2p networking game with the new, Godot 4 networking system: two players, each controlling one character and synchronizing its position to the other one.

I have the following code in /root/players:
```
func connect_me():
    multiplayer.peer_connected.connect(add_player)

func add_player(id: int):
    var character = preload("res://players/player.tscn").instantiate()
    character.player = id
    character.name = str(id)
    add_child(character, true)
```

Each player instance has a MultiplayerSynchronizer, and a MultiplayerSpawner spawning `players/player.tscn` under `/root/players`. Once the "server" gets connected, it calls:

```
players.add_player(1)
players.connect_me()
```

This works, but doesn't transfer the multiplayer authority to the client node. I tried adding `set_multiplayer_authority(player)` call in:

1. Character's `_ready()`
2. Character's `_enter_tree()`
3. players' `_on_multiplayer_spawner_spawned`
4. after adding the child character in `players`

The first one gives an error:
```
on_replication_start: The MultiplayerSynchronizer at path "/root/root/549606282/MultiplayerSynchronizer" is unable to process the pending spawn since it has no network ID. This might happen when changing the multiplayer authority during the "_ready" callback. Make sure to only change the authority of multiplayer synchronizers during "_enter_tree" or the "_spawn_custom" callback of their multiplayer spawner
```

which is fair, however when I move the `set_multiplayer_authority` call to `_enter_tree`, the same error appears. To be able to set it on both sides, I needed to call it in 3 (for the client) and 4 (for the server).

It seems that the error's suggestion is wrong, and setting the multiplayer authority in _enter_tree doesn't work in all cases.

### Steps to reproduce

Reproduce the simple node structure above. See reproduction project below.

### Minimal reproduction project

[networking_repro.tar.gz](https://github.com/godotengine/godot/files/11009510/networking_repro.tar.gz)
Repository: node
Issue: Missing reference (and types) for `response.socket.server`
Labels: http,doc

### Affected URL(s)

https://nodejs.org/dist/latest-v18.x/docs/api/http.html#responsesocket

### Description of the problem

There seems to have been a missing property in the API reference (and @types/node typings) regarding the `server` property of a ServerResponse instance.
I have seen about it multiple times in articles or videos, for example to set up [Socket.io in Next.js](https://betterprogramming.pub/socket-io-and-nextjs-build-real-time-chat-application-part-1-976555ecba) or a [WebSocket module in Nuxt](https://www.youtube.com/watch?v=x9P4pJYCwgY).

Here is a simple snippet that allows to access the `server` property:
```javascript
const { createServer } = require('http');

createServer((req, res) => {
    console.log(res.socket.server); // Logs the server instance
});
```

I don't know if that property is supposed not to be used or if it is just missing from the API references, but it seems like the common way to 'plug in' WebSocket servers onto frameworks that don't directly provide a way to do so.