sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Bug]: Can't use most of upscalers in latest sd-webui
Labels: bug-report,platform:mac

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Can't use most of upscalers. **Lanczos, Nearest, R-ESRGAN 4x+, these 3 upscalers are working fine**. The others just crash in different ways.

### Steps to reproduce the problem

1. R-ESRGAN_4
```
URLError: <urlopen error [SSL: CERTIFICATE_VERIFY_FAILED] certificate verify failed: unable to get local issuer certificate (_ssl.c:997)>
```

2. R-ESRGAN 4x+ Anime6B
`AttributeError: 'NoneType' object has no attribute 'local_data_path'`

3. LSDR
Stuck at ...
```
Loading model from /Users/silver/AI/stable-diffusion-webui/models/LDSR/model.ckpt
LatentDiffusionV1: Running in eps-prediction mode
DiffusionWrapperV1 has 113.62 M params.
Keeping EMAs of 308.
Applying cross attention optimization (InvokeAI).
Down sample rate is 1 from 4 / 4 (Not downsampling)
```
I have two option:
* terminate the terminal and restart sd-webui
* wait for system crash and reboot automatically

4. ScuNET GAN
```
URLError: <urlopen error [SSL: CERTIFICATE_VERIFY_FAILED] certificate verify failed: unable to get local issuer certificate (_ssl.c:997)>
```

5. ScuNET PSNR
```
URLError: <urlopen error [SSL: CERTIFICATE_VERIFY_FAILED] certificate verify failed: unable to get local issuer certificate (_ssl.c:997)>
```

6. SwinIR_4x
Python quit unexpectedly

```
SwinIR tiles:   0%|                                                                                                                                           | 0/35 [00:00<?, ?it/s]loc("mps_multiply"("(mpsFileLoc): /AppleInternal/Library/BuildRoots/a0876c02-1788-11ed-b9c4-96898e02b808/Library/Caches/com.apple.xbs/Sources/MetalPerformanceShadersGraph/mpsgraph/MetalPerformanceShadersGraph/Core/Files/MPSGraphUtilities.mm":219:0)): error: input types 'tensor<1x36864x480xf16>' and 'tensor<1xf32>' are not broadcast compatible
LLVM ERROR: Failed to infer result type(s).
[1]    6059 abort      ./webui.sh
/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/resource_tracker.py:224: UserWarning: resource_tracker: There appear to be 1 leaked semaphore objects to clean up at shutdown
  warnings.warn('resource_tracker: There appear to be %d '
```

### What should have happened?

Less error maybe?

### Commit where the problem happens

Try to use upscalers in Extras

### What platforms do you use to access the UI ?

MacOS on M1 chip.

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
No
```

### List of extensions

No

### Console logs

```Shell

```


### Additional information

_No response_
Repository: pytorch
Issue: `where` triggers INTERNAL ASSERT FAILED when `out` is a long tensor due to mixed types
Labels: module: error checking,triaged,module: type promotion

### 🐛 Describe the bug

`where` triggers INTERNAL ASSERT FAILED when `out` is a long tensor due to mixed types

```py
import torch

a = torch.ones(3, 4)
b = torch.zeros(3, 4)
c = torch.where(a > 0, a, b, out=torch.zeros(3, 4, dtype=torch.long))
# RuntimeError: !needs_dynamic_casting<func_t>::check(iter) INTERNAL ASSERT FAILED 
# at "/opt/conda/conda-bld/pytorch_1672906354936/work/aten/src/ATen/native/cpu/Loops.h":308, 
# please report a bug to PyTorch.  
```

### Versions

```
PyTorch version: 2.0.0.dev20230105
Is debug build: False
CUDA used to build PyTorch: 11.7
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (x86_64)
GCC version: (Ubuntu 11.3.0-1ubuntu1~22.04) 11.3.0
Clang version: Could not collect
CMake version: version 3.22.1
Libc version: glibc-2.35

Python version: 3.9.15 (main, Nov 24 2022, 14:31:59)  [GCC 11.2.0] (64-bit runtime)
Python platform: Linux-5.15.0-56-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 11.7.99
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration:
GPU 0: NVIDIA GeForce RTX 3090
GPU 1: NVIDIA GeForce RTX 3090
GPU 2: NVIDIA GeForce RTX 3090

Nvidia driver version: 515.86.01
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_adv_infer.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_adv_train.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_infer.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_train.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_ops_infer.so.8.4.1
/usr/lib/x86_64-linux-gnu/libcudnn_ops_train.so.8.4.1
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.5
[pip3] torch==2.0.0.dev20230105
[pip3] torchaudio==2.0.0.dev20230105
[pip3] torchvision==0.15.0.dev20230105
[conda] blas                      1.0                         mkl
[conda] mkl                       2021.4.0           h06a4308_640
[conda] mkl-service               2.4.0            py39h7f8727e_0
[conda] mkl_fft                   1.3.1            py39hd3c417c_0
[conda] mkl_random                1.2.2            py39h51133e4_0
[conda] numpy                     1.23.5           py39h14f4228_0
[conda] numpy-base                1.23.5           py39h31eccc5_0
[conda] pytorch                   2.0.0.dev20230105 py3.9_cuda11.7_cudnn8.5.0_0    pytorch-nightly
[conda] pytorch-cuda              11.7                 h67b0de4_2    pytorch-nightly
[conda] pytorch-mutex             1.0                        cuda    pytorch-nightly
[conda] torchaudio                2.0.0.dev20230105      py39_cu117    pytorch-nightly
[conda] torchtriton               2.0.0+0d7e753227            py39    pytorch-nightly
[conda] torchvision               0.15.0.dev20230105      py39_cu117    pytorch-nightly
```

cc @nairbv @mruberry
Repository: pytorch
Issue: Split getitem OpInfo into dynamic and non-dynamic inputs
Labels: module: tests,triaged

### 🐛 Describe the bug

Right now they're all mushed together which makes it hard to xfail only the dynamic outputs

### Versions

master

cc @mruberry
Repository: vscode
Issue: Git - Commit Staged (Amend) doesn't change the commit message if there are no staged changes but there are changes
Labels: git,under-discussion

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.75.1 (user setup)
- OS Version: Windows_NT x64 10.0.22621

Steps to Reproduce:

1. Open vscode on a git repository.
2. Do some changes, but don't stage anything.
3. In the SCM view, write a commit message in the input field then select "Commit > Commit Staged All (Amend)" in the context menu from the "..." icon.

The expected behavior is for the message of the last commit to be updated.

What actually happens is nothing. The message of the last commit is not updated and no command is shown in the git output tab.

Note that when there are staged changes or when there are no changes at all, staged and not staged, "Commit > Commit Staged (Amend)" does update the message as expected. It only does nothing when there are changes, but no staged changes.

This bug was previously tracked in #120639. That issue was closed and locked, but the bug was not fully solved. "Commit > Commit All (Amend)" now works, but "Commit > Commit *Staged* All (Amend)" still does not work.
Repository: next.js
Issue: Routing stops working after network error on router.refresh()
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

 Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Pro
    Binaries:
      Node: 19.6.0
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.1.7-canary.10
      eslint-config-next: 13.1.6
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

Routing (next/navigation, next/link)

### Link to the code that reproduces this issue

https://github.com/hxc9/nextjs-router-refresh-bug-reproduction

### To Reproduce

1. Run `next dev`
2. Open [the application](http://localhost:3000)
3. Navigate to the second page using the link on the homepage, navigate back to the home page
4. Kill `next dev`
5. Restart `next dev` after 5 seconds
6. Confirm the link to the second page doesn't work anymore

### Describe the Bug

In a NextJS application using the App dir, we can call `router.refresh()` from `next/navigation` to refresh the current route and fetch new data from the server.

However, if the fetch call to the server cannot be completed (due to a network error, the server not running...):
1. the refresh operation silently fails
2. further calls to `router.refresh()` have no effect
3. Clicking on `<Link>` has no effect

### Expected Behavior

If the server cannot be reached, using `router` or `<Link>` should result in an error.

If the server can be reached again, using `router` or `<Link>` should work as intended.

### Which browser are you using? (if relevant)

Chrome 109.0.5414.120

### How are you deploying your application? (if relevant)

next dev/next start
Repository: rust
Issue: Output for assignment to mutable references with match statements is bad.
Labels: A-diagnostics,T-compiler

### Code

```Rust
let mut x = &mut 5;
x = match () { () => 5 };
```


### Current output

```Shell
error[E0308]: mismatched types
 --> src/main.rs:3:22
  |
3 | x = match () { () => 5 };
  |                      ^
  |                      |
  |                      expected `&mut {integer}`, found integer
  |                      help: consider mutably borrowing here: `&mut 5`

For more information about this error, try `rustc --explain E0308`.
```


### Desired output

```Shell
error[E0308]: mismatched types
 --> src/main.rs:3:22
  |
3 | x = match () { () => 5 };
  |                      ^
  |                      |
  |                      expected `&mut {integer}`, found integer
  |
help: consider dereferencing here to assign to the mutably borrowed value
  |
6 |         *x = match () { () => 5 };
  |         +

For more information about this error, try `rustc --explain E0308`.
```


### Rationale and extra context

Output should be more synonymous with:
```rust
let mut x = &mut 5;
x = 5;
```
```Shell
error[E0308]: mismatched types
 --> src/main.rs:3:5
  |
2 | let mut x = &mut 5;
  |             ------ expected due to this value
3 | x = 5;
  |     ^ expected `&mut {integer}`, found integer
  |
help: consider dereferencing here to assign to the mutably borrowed value
  |
3 | *x = 5;
  | +

For more information about this error, try `rustc --explain E0308`.
```

### Other cases

_No response_

### Anything else?

_No response_
Repository: TypeScript
Issue: Expose more node checking / type guard API functions for developers
Labels: Suggestion,In Discussion

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms

type guard internal api functions tsutils ts-api-utils

## ✅ Viability Checklist

My suggestion meets these guidelines:

* [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 [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).

## ⭐ Suggestion

The `typescript` package contains many node checking / type guard API functions for developers (`isAccessor`, `isArrayBindingPattern`, etc.). Many of them are exported for public use. Some are not. Could we expose many more of them?

A bit of history: the [`tsutils`](https://github.com/ajafff/tsutils) package has existed for many years to fill in those missing type guards & other API pieces. It hasn't been maintained in a couple of years so I'm filling out a successor, [`ts-api-utils`](https://github.com/JoshuaKGoldberg/ts-api-utils) with a lot of help from @RebeccaStevens. We're now discussing which parts of the TypeScript API -internal and public- the package should provide.

## 📃 Motivating Example

Two categories of `@internal` functions come to mind:

* [`/src/compiler/factory/nodeTests.ts`](https://github.com/microsoft/TypeScript/blob/a4cabe725b413f154f738b48c1fe2f053cff7d26/src/compiler/factory/nodeTests.ts) contains 21: `isCommaToken`, `isExclamationToken`, `isQuestionToken`, etc.
* See https://github.com/JoshuaKGoldberg/ts-api-utils/pull/50: there are quite a few functions within TypeScript that aren't exported but would be useful: `isExpression`, `isExpressionNode`, `isUnaryExpression`, etc.

## 💻 Use Cases

Developers writing logic to work with the TypeScript AST often want these functions as they're handy utilities. Many of them exist in `tsutils` for that reason.

```ts
import * as ts from "typescript";
import * as tsutils from "tsutils";

declare const node: ts.Node;

tsutils.isExpression(node);
```

Request: which of those internal / not-exported functions would you be open to a PR exposing to the public?

Related:

* #23719
* #50694
* #52473
Repository: godot
Issue: Skeleton2D SkeletonModification2DCCIDK stops working when reloading scene
Labels: bug,topic:animation,topic:2d

### Godot version

v4.0.rc1.official

### System information

Windows 10, GeForce RTX 3070 (Driver version 528.49), forward_plus rendering method

### Issue description

When adding a SkeletonModification2DCCDIK modification to the Modification Stack, the inverse kinematics work as expected, however, when reloading the current scene (with `get_tree().reload_current_scene()`), the inverse kinematics of the CCIDK modification stops working and the skeleton only displays its rest pose.

This video shows the behavior, at first its working, then I reload the scene and it stops working:

https://user-images.githubusercontent.com/105640257/218328590-cb4d3694-b7f5-42c2-9a14-8bb714a7945f.mp4

When reloading the scene, I also get the error message `"E 0:00:09:0835   _execute: Target node is not in the scene tree. Cannot execute modification!"`, so that might be the reason but I am not sure why the target node is not in the scene tree?

### Steps to reproduce

- Create a scene that has a Skeleton2D, with an enabled Modification Stack
- Add some Polygon2Ds and set the Skeleton property
- Add a Bone2D for each bone
- Set rest pose of the Skeleton accordingly and assign weights to the bones of the Polygon2Ds
- Add a SkeletonModification2DCCDIK to the Modification Stack, set the joint data accordingly.
- Start the scene, everything should work
- Call `get_tree().reload_current_scene()`, the IK has stopped working

### Minimal reproduction project

I created a small reproduction project, the mouse cursor moves the target position for the IK, pressing space bar (ui_accept) reloads the current scene, resulting in the SkeletonModification2DCCDIK not working anymore.

[Skeleton2DReloadNotWorking.zip](https://github.com/godotengine/godot/files/10716833/Skeleton2DReloadNotWorking.zip)

I am also not sure if this is related, or has something to do with the CCDIK being experimental, or maybe I set something up incorrectly, but when starting the scene (for the first time) I get the following errors/warnings:
![image](https://user-images.githubusercontent.com/105640257/218329178-48d52efc-6a7d-4569-aefb-fa225cc3c74f.png)
Repository: vscode
Issue: Git - Cancel git Sync's pull (and the sync action itself) if behind the remote
Labels: feature-request,git

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
Twice already, I have tried to push commits to a repo using the Sync button, only to find out after the fact that I was behind the remote, and that instead of cancelling the operation when the fetch ended up like that, VSCode decided by itself to pull and merge my commits with the distant one and push the merged timeline. Once, it made the repo into a bogus state and we needed to force-push to fix it. On a 3.5k-star repo.

When I was on Atom, there was no such thing. There was a main git button, just like Sync, but when you were trying to push and the fetch returned that you were behind the remote, the whole thing was cancelled and returned to the user to decide what to do.
Please be like Atom.
Repository: electron
Issue: [Bug]: shell.openPath executed from renderer thread shows error dialog not on top on Windows
Labels: platform/windows,bug :beetle:,component/shell,23-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

23.0.0

### What operating system are you using?

Windows

### Operating System Version

Windows 10 21H2

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

When `shell.openPath` is called with error path and from renderer thread, then it should show error dialog on top.

### Actual Behavior

`openPath` error dialog is minimized, so hard to spot for the user on Windows.

### Testcase Gist URL

https://gist.github.com/xmedeko/b2f8bca876f73f7c1269bd9b7c05d9ad

### Additional Information

Run the fiddle and press the "Open path" button. An error dialog is shown minimized in the Windows taskbar (or behind the Electron window?).

Change the code in `preload.js`: comment `shell.openPath(filePath)` and uncomment `ipcRenderer.send('app-open-path', filePath)`, so the `shell.openPath` is called from the main thread. Then, the error dialog shows on the top properly.

Note: Linux `shell.openPath` does not show any error dialog, it just returns error. It would be great, if Windows `openPath` would do the same.

See also same #28157 which has been auto-closed, unfortunately.
Repository: electron
Issue: [Bug]: shell.openPath prevents opening some input silently on Linux
Labels: platform/linux,bug :beetle:,12-x-y,23-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

23.0.0

### What operating system are you using?

Ubuntu

### Operating System Version

Ubuntu 20.04.5 LTS

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

`shell.openPath` should return an error if it prevents opening some path input.

### Actual Behavior

`shell.openPath` does nothing for certain input and no error is returned.  I have spied how Electron executes `xdg-open` with `openPath` on Linux:
```js
shell.openPath('sms:123456') // returns 'The action failed' and execute: xdg-open sms:123456
shell.openPath('svn://server/path') -> returns '' (no error) and xdg-open not executed
```

See also https://github.com/electron/electron/issues/28095#issuecomment-797340419

And see auto-closed #28183

### Testcase Gist URL

_No response_

### Additional Information

_No response_
Repository: godot
Issue: `shader_cache` directory gets bloated over time
Labels: bug,discussion,topic:rendering,topic:shaders

### Godot version

4.0.rc1

### System information

Windows 10

### Issue description

I am playing with visualshader, and after some time shader_cache directory gets bloated to 700 MByte and more

<img width="281" alt="shader_cache_bloated" src="https://user-images.githubusercontent.com/50963378/218331099-9ef100ff-8915-44d6-9769-d020b72b30d8.png">

How to stop this?

### Steps to reproduce

use of visualshader over some days

### Minimal reproduction project

-
Repository: stable-diffusion-webui
Issue: [Bug]: Outpainting Mk2 repeats the same seed on each batch loop
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?

Setting a batch_count > 1 and a seed of -1 will not randomize the seed on each batch.  Instead, the same seed that was initially picked at the start of the run is re-used in the batch.  If batch_size > 1, then all of those simultaneous batches are different, but each loop will start repeating the same results over and over again.

### Steps to reproduce the problem

```batch_count = 4, batch_size = 2, seed = -1, use Outpainting mk2 with any settings```

It will repeat the same two images four times.

### What should have happened?

Different seed on each batch, when seed = -1

### Commit where the problem happens

4af3ca53931

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

Windows

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

Mozilla Firefox

### Command Line Arguments

```Shell
No
```


### List of extensions

SD-Dynamic-Prompts

### Console logs

```Shell
Unneccessary
```


### Additional information

_No response_