sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: Storybook didn't ask for wich project i want in an Angular Workspace.
Labels: bug,needs triage

### Describe the bug

`npx sb init` shouldn't ask for a project for the first time and not ask for defaultProject in angular.json since its deprecated.
I need to run twice `npx sb init` to have it right configured.

### To Reproduce

Create an Angular Workspace without application running this:
`ng new project-name --create-application false`
It will create a workspace without a defaultApplication, so i can create a library to share code between then.

Create the library: 
`ng generate lib ui`

And a project:
`ng generate app demo`

So i have this structure:
![image](https://github.com/storybookjs/storybook/assets/2287371/2964a110-0833-40b8-9ca8-2c28be91aa41)

First error:
*Could not find a default project in your Angular workspace.*
![image](https://github.com/storybookjs/storybook/assets/2287371/7bda7794-5594-48c2-8834-b4bdda5ccfb5)
Needed to add the property in Angular.json
![image](https://github.com/storybookjs/storybook/assets/2287371/361f8726-2536-40d3-89e6-089352f892ce)
![image](https://github.com/storybookjs/storybook/assets/2287371/343ff0ed-0e18-4ebb-a986-929756752059)
But it is deprecated.

After that, it installs normaly
![image](https://github.com/storybookjs/storybook/assets/2287371/813e17d4-c34d-4f6a-91aa-dba0cc24d198)

Second Error:

It was installed in the whole workspace...
![image](https://github.com/storybookjs/storybook/assets/2287371/e85566ee-105b-4f54-84e7-19deb429470d)

But if i run it again...
![image](https://github.com/storybookjs/storybook/assets/2287371/53a607b1-21b4-453c-a3ea-b96be8e92c06)

It asks me for wich project and add the build options to the right angular project.



### System

```shell
Angular CLI: 14.1.3
Node: 16.10.0
Package Manager: npm 7.24.0
OS: win32 x64 (Windows 10)
```


### Additional context

_No response_
Repository: material-ui
Issue: [Autocomplete] Option for autocomplete to maintain height when selecting multiple options
Labels: discussion,component: autocomplete

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

When selecting multiple options in an autocomplete, the height of the autocomplete will grow, causing everything under it to shift around as well. Using the limitTags prop, helps when the menu isn't open, but then you have a growing/shrinking input. It would be nice if there was an option to not wrap when selecting multiple values in the autocomplete somehow.

![image](https://github.com/mui/material-ui/assets/2560527/958df6b3-e8bb-4a06-9a3a-732d00c93bec)


### Examples 🌈

_No response_

### Motivation 🔦

_No response_
Repository: godot
Issue: High ANR rates on Android
Labels: bug,platform:android,topic:porting,needs testing,crash

### Godot version

4.0.3.rc2

### System information

Android, GLES3

### Issue description

My game launched over 2 weeks now, and I have been getting over 3% user-perceived ANR rate on my game, despite no one reporting this issue directly. The user-perceived ANR rate on my other game which uses Godot 3 is under 0.5%, and it uses the same kind of plugins (ads, billing and play games).

After the #76399 merge I thought that the ANR rates would be reduced, but they did not change at all.
These are the 2 main ANRs:

` Native method - android.os.MessageQueue.nativePollOnce
Input dispatching timed out (No focused window)`
` org.godotengine.godot.gl.GLSurfaceView$GLThread.onPause
Input dispatching timed out`

### Steps to reproduce

Cannot provide.

### Minimal reproduction project

Cannot provide.
Repository: stable-diffusion-webui
Issue: [Bug]: ESRGAN 4x is not displayed
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?

If I have any other upscale other than `ESRGAN 4x`, the `ESRGAN 4x` is not displayed in the UI

When the `models\ESRGAN` is empty, everything is displayed.
`txt2img - Hires fix`
![txt2img-empty-Hires  fix](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/58225118/c6d99209-649d-4c30-91f1-d0f56120121d)
`img2img - Upscaler`
![img2img-empty-upscaler](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/58225118/86c61fbb-9a39-4064-a464-84e382924264)
`Extras - Upscaler 1/Upscaler 2`
![extras-empty](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/58225118/378f1992-010a-4fca-9bca-354a0aa22bff)
![extras-empty-2](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/58225118/443f922b-1f57-4539-8ad4-5d6c8d3a6a05)

When the `models\ESRGAN` has `4x_NMKD-Siax_200k.pth` or other upscales, everything is NOT displayed.
`txt2img - Hires fix`
![txt2img-have-Hires  fix](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/58225118/5c9d66bf-e46f-4397-8fbd-4777f889ec40)
`img2img - Upscaler`
![img2img-have-upscaler](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/58225118/3724aa58-b7ac-4fb4-84dc-236c43bb999c)
`Extras - Upscaler 1/Upscaler 2`
![extras-have](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/58225118/479e780a-4faf-48ee-a4d5-4335544c6eec)
![extras-have-2](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/58225118/0ddc522d-ad79-4e9a-a2a3-84e69790ae5b)



### Steps to reproduce the problem

1. I put it in any Upscale folder `models\ESRGAN`, Example: `4x_NMKD-Siax_200k.pth`
2. Start `webui-user.bat`

### What should have happened?

The `ESRGAN 4x` should be displayed regardless of whether it is in the folder or not. Other upscales should not interfere with the work in any way in order to use `ESRGAN 4x`  in any case. If the user has not yet downloaded this upscale.

### Commit where the problem happens

2e006fa50046440c81e663d0e833a85b35258d41

### 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
set COMMANDLINE_ARGS=--opt-sdp-no-mem-attention --autolaunch
```


### List of extensions

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/58225118/9e439ba3-a6ee-4697-bd5c-90cba476a0e5)


### Console logs

```Shell
No
```


### Additional information

_No response_
Repository: terminal
Issue: [1.18+] On Windows 10, Terminal reserves ~15 MB of memory per window opened at the same time
Labels: Issue-Bug,Product-Terminal,Area-Windowing


<hr>

> **Note**: 📌 Pinned comment: **https://github.com/microsoft/terminal/issues/15384#issuecomment-1642357426**
<hr>


This is from me deploying to a Win10 19041 VM. 


Closed a second window, then hovered over the first. At some point got:

```
>	Windows.UI.Xaml.Controls.dll!winrt::throw_hresult(const winrt::hresult result) Line 4524	C++
 	[Inline Frame] Windows.UI.Xaml.Controls.dll!winrt::check_hresult(winrt::hresult) Line 4612	C++
 	Windows.UI.Xaml.Controls.dll!winrt::impl::consume_Windows_UI_Xaml_IDependencyObject<AcrylicBrush>::GetValue(const winrt::Windows::UI::Xaml::DependencyProperty & dp) Line 1045	C++
 	[Inline Frame] Windows.UI.Xaml.Controls.dll!AcrylicBrushProperties::AlwaysUseFallback() Line 150	C++
 	Windows.UI.Xaml.Controls.dll!AcrylicBrush::UpdateAcrylicBrush() Line 996	C++
    ...
```

This one's a hard failfast that can't be continued. Window also seems to be in a normal state? In a normal `_messagePump`?

#### This happens every time I hover the split button after closing another window on Windows 10, but not on Windows 11. 

_Originally posted by @zadjii-msft in https://github.com/microsoft/terminal/issues/15364#issuecomment-1553479521_
Repository: go
Issue: net/http: TestTransportPrefersResponseOverWriteError failures
Labels: NeedsInvestigation

```
#!watchflakes
post <- pkg == "net/http" && test == "TestTransportPrefersResponseOverWriteError"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/7f59f9011926c95a93e867303f2984d9ce754ead)):

    --- FAIL: TestTransportPrefersResponseOverWriteError (4.04s)
        --- FAIL: TestTransportPrefersResponseOverWriteError/h1 (3.35s)
            transport_test.go:4315: 86 = &url.Error{Op:"Put", URL:"http://127.0.0.1:63009", Err:(*net.OpError)(0xc0001f9040)}
            transport_test.go:4317: urlErr = &net.OpError{Op:"readfrom", Net:"tcp", Source:(*net.TCPAddr)(0xc000459b90), Addr:(*net.TCPAddr)(0xc000459bc0), Err:(*net.OpError)(0xc0001f8b40)}
            transport_test.go:4319: netOpError = &net.OpError{Op:"write", Net:"tcp", Source:(*net.TCPAddr)(0xc000459b90), Addr:(*net.TCPAddr)(0xc000459bc0), Err:(*os.SyscallError)(0xc0001e22c0)}
            transport_test.go:4330: Failed 1 out of 100


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: Shortcuts are not functional after closing a subwindow while a modifier key is pressed
Labels: bug,topic:core,topic:input

### Godot version

4.1 dev2

### System information

Windows 10 x64

### Issue description

When there is a subwindow, e.g. popup or dialog and you close it while holding e.g. Ctrl, all shortcuts using Ctrl will not trigger until you release it and press again.

### Steps to reproduce

1. Open a scene
2. Press Ctrl + S and don't release Ctrl
3. A save progress dialog appears and disappears
4. Ctrl + S doesn't work anymore until you release Ctrl

### Minimal reproduction project

N/A
Repository: TypeScript
Issue: Type inference for `Function.call` return type on generic functions
Labels: Suggestion,Awaiting More Feedback

### 🔎 Search Terms

type infer function call generic

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?#code/GYVwdgxgLglg9mABGEBbARgUwE4FEIAWcAFAB4BcyaW2AlJShjogN4BQini2mUI2SUgG42AXzZtQkWAkQBzTGBwwI+IgB4AKgD4ylTfUSbWHLjz4DEwsRID0towRgBnRAHc42ANbO2EBM5Q3JjOIAA2UABy1DgMMdiIALxUTHiEcAB0EACGYWHEUE7OADSIAIy0Imz2RgCeAA6YiLjY2J76DU0A5OBeYHBuYF2ILshwQdnOzjByYNnoYU1QcIhQnYhdgdgwYHJdGcQATADMh4e0fgFBPKERAMpQ27uUWztySfKKyqrpWbn5hRcpS6BEweTgXUqbCAA)

### 💻 Code

```ts
function numberEcho(x: number): number {
    return x;
}

function genericEcho<T>(x: T): T {
    return x;
}

// This works
const resultNumber: number = numberEcho.call(this, 1);

// Type Error: Type 'unknown' is not assignable to type 'string'.(2322)
const resultString: string = genericEcho.call(this, 'hello');
```

### 🙁 Actual behavior

Type inference of `genericEcho.call` return type failed even when all the argument types are known at call site.

Of course explicitly hinting the return type would work but it's not good:

```ts
const resultString: string = genericEcho.call<typeof this, [string], string>(this, 'hello');
```

### 🙂 Expected behavior

I would expect type inference of generic function return type to work if all arguments types are known.

I think #40179 is related but the example I provided here is much more common since it exists in standard library.
Repository: godot
Issue: AnimatedSprite's `autoplay` and `animation` are both stored in scene
Labels: discussion,topic:animation,performance

### Godot version

4.1 dev2

### System information

Windows 10 x64

### Issue description

When you set `autoplay` of AnimatedSprite, the `animation` property can still be stored in the scene. In worst case, they point to the same animation.
![](https://chat.godotengine.org/file-upload/XFs8LRM6kDrLmBcMZ/Clipboard%20-%2019%20maja%202023%2001:44)
This is redundant. If an autoplay is defined, the `animation` property has no reason to be serialized, because it's overwritten right at the start.

Another issue is that if you don't have `default` animation in your SpriteFrames, trying to revert the animation with the revert arrow
![image](https://github.com/godotengine/godot/assets/2223172/62785181-78f6-4263-bbb1-8ffd2c2dfb65)
results in error `Animation 'default' doesn't exist.`. The default is set, but gets overwritten by the first animation in the list once you restart the scene.

https://github.com/godotengine/godot/assets/2223172/38829798-6f8f-4e75-97d9-c3708aae507c

Solution: don't store `animation` in scene if `autoplay` exists.
Not sure what to do about the error. I think `property_get_revert()` can be used to point to an existing animation.

### Steps to reproduce

1. Add AnimatedSprite2D
2. Add SpriteFrames
3. Add animation and rename `default` to something else
4. Set autoplay to one of the animations
5. Save and reload the scene
6. Save the scene again
7. Check the tscn file
8. Both `autoplay` and `animation` are stored

### Minimal reproduction project

[animated_sprite_2d.tscn.txt](https://github.com/godotengine/godot/files/11512312/animated_sprite_2d.tscn.txt)
Repository: stable-diffusion-webui
Issue: [Feature Request]: AWS Spot instance support
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 ?

Hello guys, I'm using manjaro linux with RX 6750XT, but stable diffusion is not well-supported on rocm. So I'm wondering if we can push the job to aws or other cloud provider, all we need to do is pushing job to cloud and waiting, is that sounds good?

and I reommend using `Spot instance`, for it is very cheap. Because its resource will be withdrawn when the system's resource is low. 

What you think of this? Hoping I can hear from you.

### Proposed workflow

1. Support pushing job to cloud provider
2. Store running state when job was interrupted


### Additional information

https://www.alibabacloud.com/help/en/batch-compute/latest/bidding-resources
Repository: go
Issue: android: builder failures with `error: device offline`
Labels: Builders,OS-Android,NeedsFix

```
#!watchflakes
post <- goos == "android" && log ~ `^error: device offline`
```

(Pulled out from https://github.com/golang/go/issues/55308#issuecomment-1553743184; attn @golang/android)
Repository: go
Issue: cmd/cgo/internal/testcarchive: TestDeepStack failures
Labels: Testing,NeedsFix

```
#!watchflakes
post <- pkg == "cmd/cgo/internal/testcarchive" && test == "TestDeepStack"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/121ffa3403e62ded6fc77dd7adfb20d542b80964)):

    --- FAIL: TestDeepStack (0.01s)
        carchive_test.go:1307: [go build -buildmode=c-archive -o libgo9.a ./libgo9]
            -buildmode=c-archive not supported on solaris/amd64
        carchive_test.go:1309: exit status 1


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: go
Issue: x/build/cmd/watchflakes: misattributed test failures
Labels: Builders,NeedsFix

https://github.com/golang/go/issues/60253#issuecomment-1552219190 reported a number of failures in the `golang.org/x/net/bpf` package with summary lines suggesting that they were instead in the `x/net/ipv6` package.

That caused them to be posted to the wrong issue (#60253 instead of #55235).

I suspect a `watchflakes` parser bug.

(attn @cherrymui)
Repository: go
Issue: cmd/go: should packages with paths that contain "/testdata/" be importable?
Labels: Documentation,NeedsInvestigation,GoCommand

The `cmd/go` docs [explicitly say](https://pkg.go.dev/cmd/go#hdr-Package_lists_and_patterns):

> Directory and file names that begin with "." or "_" are ignored by the go tool, as are directories named "testdata".

so it was very surprising to me to find that package [golang.org/x/crypto/ssh](https://pkg.go.dev/golang.org/x/crypto/ssh) has [an import](https://cs.opensource.google/go/x/crypto/+/master:ssh/testdata_test.go;l=15) of package `golang.org/x/crypto/ssh/testdata`, and that this passes tests!

<pre>
~/src/crypto/ssh $ go list -f '{{range .TestImports}}{{printf "%s\n" .}}{{end}}' | grep testdata
golang.org/x/crypto/ssh/testdata
~/src/crypto/ssh $ go list -json ./testdata
{
	"Dir": "/Users/adg/src/crypto/ssh/testdata",
	"ImportPath": "golang.org/x/crypto/ssh/testdata",
	"Name": "testdata",
	"Doc": "This package contains test data shared between the various subpackages of the golang.org/x/crypto/ssh package.",
	"Root": "/Users/adg/src/crypto",
	"Module": {
		"Path": "golang.org/x/crypto",
		"Main": true,
		"Dir": "/Users/adg/src/crypto",
		"GoMod": "/Users/adg/src/crypto/go.mod",
		"GoVersion": "1.17"
	},
	"Match": [
		"./testdata"
	],
	"GoFiles": [
		"doc.go",
		"keys.go"
	]
}
</pre>

What's going on here? Did this sneak in by mistake? If so, we're stuck with it I suppose. Should the cmd/go docs be updated? What should the official rule be?
Repository: pytorch
Issue: torch.jit.trace() Floating point exception
Labels: oncall: jit

### 🐛 Describe the bug

When I user torch.jit.trace to turn an existing module into a TorchScript .The following exception occurred：
Floating point exception。
The code is as follows:
import torch 
example_input = torch.rand((1, 12, 255, 256)).float().cuda()
traced_model = torch.jit.trace(model_bpu.cpu(), example_input.cpu())

The model_bpu is a quant model after quantitative training. I loaded it from a  pt file and convert it to quant.


### Versions

torch                       1.10.2+cu111
torchaudio               0.10.2+cu111
torchvision              0.11.3+cu111
python                     3.8.1
Linux version 3.10.0-1160.49.1.el7.x86_64 (mockbuild@kbuilder.bsys.centos.org) (gcc version 4.8.5 20150623 (Red Hat 4.8.5-44) (GCC) ) #1 SMP Tue Nov 30 15:51:32 UTC 2021



cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: stable-diffusion-webui
Issue: [Bug]: Extras - does not display the process
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?

When I make an upscale of images, the process display is not displayed in the console field.
Through the Task Manager, it can be seen that the process is underway.
![Screen-566](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/58225118/ad036faf-574f-43c6-a736-28cd1b6ece8c)


### Steps to reproduce the problem

1. Go to Extras
2. Choose `Single Image/Batch Process/Batch from Directory`
3. Choose `Upscale`
4. Generate


### What should have happened?

Displaying the process in the console as in `Hires fix/Upscaler`

`Hires fix`
![Screen-568](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/58225118/c8286d54-8e08-40c8-8e1d-00f1ee974fda)

`Upscaler`
![Screen-567](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/58225118/e20c38f4-79eb-4e20-87eb-7c07b5504bf4)


### Commit where the problem happens

994f56c3f930a4f130f34ad7c8e2ec86db3db3e7

### 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
set COMMANDLINE_ARGS=--opt-sdp-no-mem-attention --autolaunch
```


### List of extensions

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/58225118/21025f68-d623-4845-b7b2-c56c036dba37)


### Console logs

```Shell
No
```


### Additional information

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Getting slower and slower after generations 
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

I am running stable diffusion on  v100 machine with 32G memory
In the morning, the rate of generation is 5 seconds per picture
After lunch, the rate of generation dropped to 8 seconds per picture
Right now, the time is closing to dinner. the rate dropped to 13 seconds per picture, almost three times than the rate in the morning 

I checked that it is starting to use cpu rather than gpu. CPU starts to spike when generation rate drop

### Steps to reproduce the problem

1.  run command python launch.py --listen 
2. that's it


### What should have happened?

rate of production should be consistent

### Commit where the problem happens

  commit: 0cc0ee1b  •  checkpoint: 5b2afec3d9

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

_No response_

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

_No response_

### Command Line Arguments

```Shell
--listen
```


### List of extensions

<html>
<body>
<!--StartFragment-->

扩展 | 网址 | 版本信息 | 更新
-- | -- | -- | --
Catppuccin 个性主题 | https://github.com/catppuccin/stable-diffusion-webui | 6c75a39e (Fri Feb 17 22:44:29 2023) | 未知
扩散控制网络(ControlNet插件) | https://jihulab.com/hunter0725/sd-webui-controlnet | f94b453d (Fri Feb 24 03:22:41 2023) | 未知
简体中文语言包 | https://github.com/dtlnor/stable-diffusion-webui-localization-zh_CN | 9cdea0cd (Fri Feb 24 04:05:34 2023) | 未知
LDSR | built-in |   |  
Lora | built-in |   |  
ScuNET | built-in |   |  
SwinIR | built-in |   |  
prompt-bracket-checker | built-in |   |  

<!--EndFragment-->
</body>
</html>扩展	网址	版本信息	更新
Catppuccin 个性主题	https://github.com/catppuccin/stable-diffusion-webui	6c75a39e (Fri Feb 17 22:44:29 2023)	未知
扩散控制网络(ControlNet插件)	https://jihulab.com/hunter0725/sd-webui-controlnet	f94b453d (Fri Feb 24 03:22:41 2023)	未知
简体中文语言包	https://github.com/dtlnor/stable-diffusion-webui-localization-zh_CN	9cdea0cd (Fri Feb 24 04:05:34 2023)	未知
LDSR	[built-in](http://121.62.23.178:11827/)		
Lora	[built-in](http://121.62.23.178:11827/)		
ScuNET	[built-in](http://121.62.23.178:11827/)		
SwinIR	[built-in](http://121.62.23.178:11827/)		
prompt-bracket-checker	[built-in](http://121.62.23.178:11827/)

### Console logs

```Shell
By the time of me righting this bug, the rate dropped to 14 seconds already
car
Steps: 20, Sampler: Euler a, CFG scale: 7, Seed: 3419598093, Size: 512x512, Model hash: 5b2afec3d9, Model: Realistic_Vision_V1.4-pruned-fp16

Time taken: 14.32sTorch active/reserved: 5498/5606 MiB, Sys VRAM: 13992/32511 MiB (43.04%)
```


### Additional information

nil
Repository: puppeteer
Issue: [Feature]: support for running in Cloudflare Workers environment
Labels: feature

### Feature description

Hey folks.

Recently Cloudflare created a [fork](https://github.com/cloudflare/puppeteer) of this repo in order to add support for using Puppeteer inside a Worker. The gist of the change is that we can't use `eval()` inside a worker environment and the way to reach the Devtools endpoint is via a binding.

The change itself is not big, but targets an older version of Puppeteer since that is tied to the version of Chromium that is available at this time, and could maybe have a better integration with the rest of the code.

I was wondering if there would be interest from upstream in merging a version of these changes in the future? If so, any suggestions on how we can improve it so that it fits in well with the current API?

Thanks.