sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Feature Request]: parse_prompt with api
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 ?

I've researched extensively, and I want to use an API to simulate the function of the button "Read generation parameters from prompt or last generation if prompt is empty into user interface." 
[
![parser](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/25169119/93102194-08e0-4b62-bcee-037513d1d8b5)
](url)
In fact, I have already written a file to perform the conversion, but I don't think this is the best solution. 

I obtained the relevant Generation Data from Civitai, but after going through the entire documentation, I didn't see any API support for this. What would be the best approach?"

### Proposed workflow

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


### Additional information

_No response_
Repository: pytorch
Issue: [feature request] Provide some sparse eigen solver(s) for PyTorch (maybe via `ARPACK` as in scipy) + SPD sparse / laplace linear system solver - maybe NVidia AMGx library?
Labels: module: sparse,triaged,module: linear algebra

**UPD**: please feel free to close this issue if duplicate to the very related https://github.com/pytorch/pytorch/issues/58828

### 🚀 The feature, motivation and pitch

Orignally requested and discussed at:
- https://github.com/pytorch/pytorch/issues/24185
- https://github.com/pytorch/pytorch/issues/24185#issuecomment-1712566862

In practice, the top needed things is actually extremal eigval/eigvec solver, as in https://github.com/pytorch/pytorch/issues/24185

Available functions binding to ARPACK in scipy:
- https://docs.scipy.org/doc/scipy/reference/generated/scipy.sparse.linalg.eigs.html
- https://docs.scipy.org/doc/scipy/reference/generated/scipy.sparse.linalg.eigsh.html

A general description in scipy docs: https://docs.scipy.org/doc/scipy/tutorial/arpack.html
A third-party package for PyTorch: https://github.com/rfeinman/Torch-ARPACK but it would be very nice to have this widely-needed functionality in core. Also, a newer development seems to happen in https://github.com/opencollab/arpack-ng

This types of solvers are needed for many classical computer graphics and computer vision algorithms where smoothing sparse (often some kind of banded) laplacians are formed - but even more importantly in physics/applied maths where this is useful for solving finite elements discretization equations (if i'm not mistaken). In the new neural net world it might be nice to be able to differentiate through these solvers to the features, but at least the non-differentiable bindings to enable smoothing and revival of classical techniques.

Maybe related LinearOperator libraries: 
- https://docs.scipy.org/doc/scipy/reference/generated/scipy.sparse.linalg.LinearOperator.html
- https://pylops.readthedocs.io/en/stable/index.html 
- https://github.com/wilson-labs/cola

Might also be good to have something like this API included in PyTorch. Ideally, this would be supported both for CUDA and batched regimes to enable training.

cc @alexsamardzic @nikitaved @pearu @cpuhrsch @amjames @bhosmer @jianyuh @mruberry @walterddr @IvanYashchuk @xwang233 @Lezcano @lezcano @rgommers 

### Alternatives

_No response_

### Additional context

_No response_
Repository: vscode
Issue: Large contents in Editor causes VoiceOver to lag significantly while typing
Labels: accessibility,perf,under-discussion

Type: <b>Bug</b>

When editing a large file, VoiceOver tries to read the entire document when focusing the editor. This happens when InteliSense is triggered, an option is accepted or the InteliSense is dismissed, and focus lands back on the editor. This can cause significant lag which makes editing large files impossible. On my M2 Max Macbook Pro, the limit is around a thousand lines of code in an editor. The larger the file, the more significant the issue. 
I am not sure if this issue is within VS Code itself, or within the accessibility implementation of edit boxes in Chromium. However, the end result is that editing large files in VS Code on the Mac with VoiceOver is almost impossible. Once you approach 2 to 4 thousand line files, typing will cause VoiceOver to often speak garbage, and it can take a few seconds for it to catch up once you stop typing, though the issue can manifest long before those sizes of file.


VS Code version: Code 1.82.0 (Universal) (8b617bd08fd9e3fc94d14adb8d358b56e3f72314, 2023-09-06T22:09:41.364Z)
OS version: Darwin arm64 22.6.0
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Apple M2 Max (12 x 24)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|4, 4, 5|
|Memory (System)|32.00GB (0.09GB free)|
|Process Argv|--crash-reporter-id 17c62c91-76c5-4b04-b5f0-c871bbd53fba|
|Screen Reader|yes|
|VM|0%|
</details>
Repository: godot
Issue: Compute shaders treat vec3 storage buffer as vec4
Labels: documentation,topic:shaders

### Godot version

v4.2.dev.custom_build [eca6f0eb5]

### System information

Windows 10, Forward+, NVIDIA GeForce GTX 1050 Ti (31.0.15.3623)

### Issue description

Compute shaders with storage buffers with vec3 variables seem to treat the storage buffer as a vec4.
-
If the input is a PackedVector3Array converted to bytes, the shader will access it as if each entry was a vector 4, so that it will skip every forth value in the buffer. This causes the input bytes to be too small to contain the entire buffer; so the output will also be truncated after having gone through the compute shader.

---
For example, if your input is 4 vector 3s in sequence. (here converted to bytes, and then back to float32)
`[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]`

If the shader for example wanted to set its global invocation index x to the x component of the vec3, we would expect to see the following output, for a total of 3 vectors.
`[0, 0, 0, 1, 0, 0, 2, 0, 0, 3, 0, 0]`

However, since the shader seems to treat the storage buffer as a vec4, the following is the output we see
`[0, 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0]`

The storage buffer is treated as a vec4 by the shader, so it will truncate the data that we wanted to write to it.

---
This appears to be unique to vec3, as scalars, vec2 and vec4 seems to produce the correct output based on those inputs.

### Steps to reproduce

### PackedVector3Array:
- Make a glsl shader with a vec3 storage buffer
- Dispatch the shader with input from a PackedVector3Array
- Observe that the output is truncated, and resemble vec4 data

### PackedColorVector :
- Dispatch the shader with input from a PackedColorVector (vec4)
- Observe that the output is no longer truncated now that it is vec4 data

### Minimal reproduction project

This is a MRP with a shader with a vec3 storage buffer
[MRP-GlslStorageBuffer.zip](https://github.com/godotengine/godot/files/12568245/MRP-GlslStorageBuffer.zip)

It dispatches this shader once with input from a PackedVector3Array, and once with a PackedColorArray.

The shader:
- 4 invocations
- Sets the x component of the vec3 to its global invocation index x, which for 4 invocations will be 0, 1, 2, 3
- Sets the y component of the vec3 to 8 to uniquely distinguish the position
- Sets the z component of the vec3 to 9 for the same reason

The input and output is as follows:
| Type | to_byte_array().to_float32_array() |
|-|-|
| input PackedVector3Array | [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0] |
| output PackedVector3Array | [0, 8, 9, 0, 1, 8, 9, 0, 2, 8, 9, 0] |
| input PackedColorArray | [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0] |
| output PackedColorArray | [0, 8, 9, 0, 1, 8, 9, 0, 2, 8, 9, 0, 3, 8, 9, 0] |

As can be seen from the above table; only the PackedColorArray dispatch has all 4 invocation index x's in its output (0, 1, 2, 3).
Repository: angular
Issue: Template biding of ViewChild property is one change detecion behind
Labels: help wanted,area: core,core: queries,core: change detection,P3

### Which @angular/* package(s) are the source of the bug?

core

### Is this a regression?

No

### Description

When I try to bind a ViewChild property into the template (as string interpolation or to an input of another component (not in reproduction as it does not matter)) it is one change detection cycle behind.  Using `markForCheck` in a `setTimeout` solves the problem.

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/stackblitz-starters-qxtyxr

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular 16.2.4
```


### Anything else?

_No response_
Repository: material-ui
Issue: [FocusTrap] Finish rename from TrapFocus
Labels: bug 🐛,component: FocusTrap,regression,MUI X

### Steps to reproduce 🕹

Link to live example:

Steps:

1. https://github.com/search?q=repo%3Amui%2Fmui-x+TrapFocus&type=code
1. https://github.com/search?q=repo%3Amui%2Fmaterial-ui+TrapFocus&type=code

### Current behavior 😯

FocusTrap still has references as TrapFocus in MUI Core and MUI X codebase.

### Expected behavior 🤔

We finished the rename we started in #34216.

I labeled this as a regression as it used to be a consistent terminology. It now feels more confusing than before https://github.com/mui/material-ui/pull/32364#issuecomment-1108255257 as both variations exists.

### Context 🔦

- #33966
- #34216
- https://github.com/mui/mui-x/commit/e00af6456193392de31373cdf9b6530c88774b67
- https://github.com/mui/mui-x/commit/1734b5944fb00c69c6b14a5285c5105235257cb9
- https://github.com/mui/material-ui/commit/ab2e0574c8180b0af833c3a926873ccf3f50083c


### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: PowerToys
Issue: Peek enhancement to mouse
Labels: Idea-Enhancement,Needs-Triage,Product-Peek

### Description of the new feature / enhancement

The peek feature should utilize the mouse to enable it. If possible try to integrate Alt + Mouse Click to the peek option. It would be much easier for the user

### Scenario when this would be used?

We usually browse with the mouse, so if we have to release the mouse come to the keyboard and click two buttons is complex. With a mouse and Alt, it would be much nicer.

### Supporting information

_No response_
```[tasklist]
### Tasks
```
Repository: TypeScript
Issue: Identities should report an error
Labels: Suggestion,Experimentation Needed

### 🔍 Search Terms

Identity TS2367 impossible comparison

### ✅ Viability Checklist

- [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
- [X] This wouldn't change the runtime behavior of existing JavaScript code
- [X] This could be implemented without emitting different JS based on the types of the expressions
- [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

Comparing identical **literal** (abc, 5, false) values in an "if" it should report it as redundant/impossible, similar to what TS2367 does.

### 📃 Motivating Example

https://www.typescriptlang.org/play?#code/FAMwrgdgxgLglgewgAhAhAKAlALlQQwBsBnAU2QG9hkbkAnUmMOlEIsgbmAF9hRJYiFACN8dbHgDk+SZWq0GTFskmSuvftHhJkMAIwYxAczyQA1hAQB3CFjm1kcEMgyp02ZAEIAvN910wcjsqeRoNBycXN0w7Xz8YAKC5UORw2kjXNBivXwISJJCHNJoM6I84vLJkYL4i2vTnV1FxOx8-SWFZGpTix0bkZvLcjq7kupTSwdbhmWqx2l7JsSH22e663iA

```ts

function foo(): false {
    return false;
}

function bar(): 'a' {
    return '';
}

function t1(arg: unknown) {
    if ( foo() !== true ) {

    }

    if ( foo() === true ) {

    }

    if ( foo() !== false ) {

    }

    if ( foo() === false ) {

    }

    if ( bar() !== 'b' ) {

    }

    if ( bar() === 'b' ) {

    }

    if ( bar() !== 'a' ) {

    }

    if ( bar() === 'a' ) {

    }
}
```


### 💻 Use Cases

1. What do you want to use this for?
Get rid of legacy conditions/impossible code

2. What shortcomings exist with current approaches?
No error reported

4. What workarounds are you using in the meantime?
None, wasting time manually checking legacy code to see what can be removed.
Repository: excalidraw
Issue: pop-up menu position
Labels: discussion,UX/UI

Thank you for creating a great program.

I wish the pop-up menu that appears when I click on the toolbox at the top appears on the right instead of the left.
(Or, I wish it could be adjusted left and right)
Repository: tensorflow
Issue: Inconsistent result between tf.linalg.eigvals and numpy/scipy on a (3,3) tensor
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.13

### Issue type

Bug

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

Yes

### Source

source

### TensorFlow version

2.13.0

### 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?

Given the same tensor, tf.linalg.eigvals outputs results different from np.linalg.eigvals and scipy.linalg.eig. The latter two APIs are also computing the eigenvalues and it may be expected if tf.linalg.eigvals can output the same results as theirs.

### Standalone code to reproduce the issue

```shell
import tensorflow as tf
import scipy
import numpy as np

np.random.seed(1234)
tensor = np.random.random((3, 3)).astype(np.float32)

tf_out = tf.linalg.eigvals(tf.constant(tensor))
np_out = np.linalg.eigvals(tensor)
scipy_out = scipy.linalg.eig(tensor)[0]
print("TensorFlow's result: ",tf_out)
print("Numpy's result: ", np_out)
print("Scipy's result: ", scipy_out)
```


### Relevant log output

```shell
TensorFlow's result:  tf.Tensor([-0.20270659+0.j  1.7388148 +0.j  0.3935262 +0.j], shape=(3,), dtype=complex64)
Numpy's result:  [ 1.7388151  -0.20270674  0.39352626]
Scipy's result:  [ 1.7388152 +0.j -0.20270659+0.j  0.39352617+0.j]
```
Repository: tensorflow
Issue: tf.linalg.eigvals outputs UnboundLocalError when receiving a float16 tensor
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.13

### Issue type

Bug

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

Yes

### Source

source

### TensorFlow version

2.13.0

### 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?

Given a float16 tensor, tf.linalg.eigvals outputs `UnboundLocalError: local variable 'out_dtype' referenced before assignment`. If tf.linalg.eigvals does not accept float16 tensor, it would be better if it can be explicit in the documentation and the error message can point this issue out.

### Standalone code to reproduce the issue

```shell
import tensorflow as tf
tensor = tf.constant([[1,2],[3,4]], dtype=tf.float16)
tf_out = tf.linalg.eigvals(tf.constant(tensor))
print("TensorFlow's result: ",tf_out)
```


### Relevant log output

```shell
---------------------------------------------------------------------------
UnboundLocalError                         Traceback (most recent call last)
<ipython-input-69-5a0470cb5082> in <cell line: 3>()
      1 import tensorflow as tf
      2 tensor = tf.constant([[1,2],[3,4]], dtype=tf.float16)
----> 3 tf_out = tf.linalg.eigvals(tf.constant(tensor))
      4 print("TensorFlow's result: ",tf_out)

1 frames
/usr/local/lib/python3.10/dist-packages/tensorflow/python/ops/linalg_ops.py in eigvals(tensor, name)
    431   elif tensor.dtype == dtypes.float64 or tensor.dtype == dtypes.complex128:
    432     out_dtype = dtypes.complex128
--> 433   e, _ = gen_linalg_ops.eig(tensor, Tout=out_dtype, compute_v=False, name=name)
    434   return e
    435 

UnboundLocalError: local variable 'out_dtype' referenced before assignment
```
Repository: pytorch
Issue: ZeroTensor (and probably neg/conj) doesn't play well with wrapper tensor subclasses
Labels: triaged,module: __torch_dispatch__,ZeroTensor

From @zou3519. Here's a mimimal repro using a vanilla wrapper subclass, `TwoTensor`.

The below segfaults:
```
import torch
from torch.testing._internal.two_tensor import TwoTensor

x_a = torch.ops.aten._efficientzerotensor([2])
x = TwoTensor(x_a, x_a.clone())

y_a = torch.ones(2)
y = TwoTensor(y_a, y_a.clone())

out = torch.mul(x, y)
```

The issue Richard pointed out is that in the python fallback ([here](https://github.com/pytorch/pytorch/blob/af8b04d5f622ea6e2b07594b73ac741ef7dddefa/aten/src/ATen/core/PythonFallbackKernel.cpp#L51)), we always add the ZeroTensor key to the exclude TLS.

However, we have a tensor subclass that **holds** a zero tensor. So when our subclass's `__torch_dispatch__` tries to redispatch on the inner tensor, we should expect that redispatch to be able to hit the ZeroTensor key. Instead, it doesn't hit the ZeroTensor key, and we end up sending a `ZeroTensor` (which has a null dataptr) directly to the native `mul` kernel in TensorIterator, which segfaults.

The same probably applies to other stuff like the Negative/Conjugate keys.

cc @ezyang @gchanan @zou3519 @kadeng @Chillee @albanD @samdow
Repository: godot
Issue: 3D web export texture is not rendered at all.
Labels: bug,platform:web,topic:rendering,topic:3d,topic:export

### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Sun Aug 27 23:08:04 UTC 2023 - Vulkan (Compatibility) - NVIDIA GeForce GTX 1650 (nvidia; 535.104.05) - AMD Ryzen 5 3500 6-Core Processor (6 Threads)

### Issue description

When previewing in the editor, texture rendered just fine. But if you actually export them, the texture is not rendered.

![Screenshot_20230910_235526](https://github.com/godotengine/godot/assets/23167087/3284392c-ed2c-415c-bb90-15b6dd8f546d)

In the screenshot above, the one that is rendered correctly are those without materials.

### Steps to reproduce

1. Make a project.
2. Import 3D model, OBJ.
3. Make a 3D scene, add camera, light, and the 3D model.
4. Project Settings > export, add web export.
5. Preview export to web.

### Minimal reproduction project

[GodotWebMinimalReproduction.zip](https://github.com/godotengine/godot/files/12569423/GodotWebMinimalReproduction.zip)

![Screenshot_20230911_000040](https://github.com/godotengine/godot/assets/23167087/c96d2ecb-fb98-41a8-85dd-cfc77deeab89)
Repository: angular
Issue: NgOptimizedImage custom loader give access to height property
Labels: area: common,help wanted,common: image directive

### Which @angular/* package(s) are relevant/related to the feature request?

common

### Description

When writing a custom image loader, the ImageLoaderConfig does not give access to the height property set on the image.

My use case is that I want to pass an additional loaderParams so that I can get Cloudfare Images to crop the picture if I want it a specific height but right now I only get the height property.

Is this something that can be considered?

### Proposed solution

Add the height property to the ImageLoaderConfig when using custom image loaders.

### Alternatives considered

Tried to pass the height as a loaderParams but since it differs based on different viewports is not ideal.
Repository: vscode
Issue: MacOS scrolling inertia is not cancelled when stopped
Labels: macos,trackpad/scroll

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- Version: 1.82.0 (Universal)
- OS Version: Darwin arm64 22.6.0

Steps to Reproduce:

1. Open a text file with enough content to scroll
2. Put the cursor at the top row
3. Scroll down on a trackpad quickly, so that the motion continues when the finger leaves the trackpad (officially referred to as "Use inertia when scrolling" by Apple)
4. Wait until it scrolls to the bottom
5. Quickly input something, so that the viewport snaps to the top of the window
6. Observe that the scrolling inertia remains, and the window continues to scroll for a short time
Repository: PowerToys
Issue: [Crop and Lock] Thumbnail mode stretches content when too small
Labels: Issue-Bug,Priority-2,Status-Reproducible,Product-CropAndLock

### Microsoft PowerToys version

0.73.0

### Installation method

GitHub, PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Crop and Lock

### Steps to reproduce

1. Press <kbd>Ctrl</kbd>+<kbd>Win</kbd>+<kbd>Shift</kbd>+<kbd>T</kbd>
2. Select a small region

### ✔️ Expected Behavior

The window should show the area you selected

### ❌ Actual Behavior

The content is stretched (see video)


https://github.com/microsoft/PowerToys/assets/127593627/9ffca6ab-ab1b-40d9-b4d9-e2f8872dc7a9

### Other Software

_No response_
Repository: rust
Issue:  Warning for explicit norange ( uInt..0 )
Labels: A-diagnostics,A-clippy

The issue I'd like to address was discussed and closed ten years ago in [#9555](https://github.com/rust-lang/rust/issues/9555). 
I wonder how many people have come across it.

I see the point, I understand the benefits of having this particular behaviour! 

However, the fact that there isn't any algorithm still, stating that Rust's range is different from ranges in other languages makes me raise this matter again.

My proposition is to include a warning, for expicit norage ```( uInt..0 )``` so a ```for i in uInt..0 {}``` may  triger:

Warning: Unused block of code
or
Note:    Rust range (start..end) if and only  start < end
or
Help:    If you meant to iter over revers range use (0..uInt).rev()

anything but silence really!

It looks like something unimportant but silencing an explicit dead block of code it is not what's expected from an environment 
which casually warns about unused variables, this is not why we love Rust so much: 
<img width="956" alt="Screenshot 2023-09-10 at 20 56 16" src="https://github.com/rust-lang/rust/assets/34611865/ffc88192-44e9-4bd4-adf4-21d03dbf6270">