sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Bug]: Settings -> Hidden UI Tabs -- hiding img2img breaks GUI.
Labels: bug

### Is there an existing issue for this?

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

### What happened?

Adding **img2img** to the list of **Hidden UI tabs** breaks the webpage GUI upon reload.  Even starting the application from scratch is affected.

### Steps to reproduce the problem

v1.6.0 (but detected in v1.5.x as well)

- Go to **Settings** tab
- Select **User interface** from left column
- Scroll down to **Hidden UI tabs (requires Reload UI)**
  - add **img2img**
- Click on **Reload UI**

When the webpage reloads, nothing that can be clicked on works: tabs, dropdown menus, etc.  You're placed in the **txt2img** tab (therefore breaking the **stable-diffusion-webui-state** extension as well).

### What should have happened?

I can hide **Extras** and **Checkpoint Merger** without affecting the webpage.

### Sysinfo

My copy of A1111 SD is on a disconnect machine.  If SysInfo is really need I'll add it.

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

Mozilla Firefox, Microsoft Edge

### Console logs

```Shell
N/A.
```


### Additional information

_No response_
Repository: tauri
Issue: [bug] with_menu_on_left_click on osx prevent focus on additional windows and requires an non-wanted additional click before focus
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

when building a tray

```
   .system_tray(SystemTray::new().with_menu(tray_menu).with_menu_on_left_click(true))
```

causes a bug with additional windows beeing created having no focus.
on osx. you cannot close the window by clicking the (x) without clicking 2 times on the window!
also you have no focus on the window so say you wanted to click a button in the window itself, then you would have to click 2 times.. 1 click to get the window respond or get focus 2. to close the window with (x) or click any additional elements in the window.

with 
```
.system_tray(SystemTray::new().with_menu(tray_menu))
```

it works correctly, very ugly bug wasted hours and hours on finding out this was the reason

### Reproduction

see above just create a tray with a option that opens a window. 

add the tray as 

 .system_tray(SystemTray::new().with_menu(tray_menu).with_menu_on_left_click(true))

to view the 2 times click bug.

or
```
.system_tray(SystemTray::new().with_menu(tray_menu))
```
which works fine

### Expected behavior

be able to use 

```
        .system_tray(SystemTray::new().with_menu(tray_menu).with_menu_on_left_click(true))
```

without it messes up my additional windows and require me to click 2 times on it!!


Additional setting the setting not in code but from the config does not seem to do anything !
so true or false does not do anything

```
"systemTray": {
      "iconPath": "icons/icon.png",
      "iconAsTemplate": true,
      "menuOnLeftClick": false
    },
```


* is there a workaround for this?

### Platform and versions

```text
[✔] Environment
    - OS: Mac OS 13.4.1 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.72.0 (5680fa18f 2023-08-23)
    ✔ Cargo: 1.72.0 (103a7ff2e 2023-08-15)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 20.3.1
    - pnpm: 8.7.1
    - yarn: 1.22.19
    - npm: 9.6.7

[-] Packages
    - tauri [RUST]: 1.4.1
    - tauri-build [RUST]: 1.4.0
    - wry [RUST]: no manifest (0.18.3, 0.24.3)
    - tao [RUST]: no manifest (0.11.2, 0.16.2)
    - @tauri-apps/api [NPM]: 1.4.0
    - @tauri-apps/cli [NPM]: 1.4.0
```


### Stack trace

```
text
no crash just does not respond the way it should see above
```


### Additional context

on osx i have not tested how this behaves on windows
Repository: godot
Issue: CSGPolygon3D placed in editor shows at different spot in build
Labels: bug,topic:editor,topic:3d

### Godot version

4.1.1 stable

### System information

macOS 13.4.1 (22F82) - Vulkan

### Issue description

I am placing a scene "Conveyor Curved" that contains a CSGPolygon3D in my main scene. When I build it, the scene shows at a different position than in the editor.

This can also be recreated by placing the scene in the Main 3D scene, save, jump to a different scene tab and then go back to the Main 3D tab - the scene got moved automatically.

See below for video demo and sample project.

https://github.com/godotengine/godot/assets/65524742/00fe86b8-0fcd-4873-8402-4936c0ae35ba


### Steps to reproduce

see issue description

### Minimal reproduction project

[CubeShooter.zip](https://github.com/godotengine/godot/files/12507366/CubeShooter.zip)
Repository: pytorch
Issue: [cond] cache size limit exceeeded
Labels: triaged,oncall: pt2,pre_dispatch tracing,module: higher order operators,module: pt2-dispatcher

### 🐛 Describe the bug

Repro

1) Get this stack of branch - https://github.com/pytorch/pytorch/pull/108402
2) Run ` test/functorch/test_control_flow.py::TestControlFlowTraced::test_nested_map_cond_real` or `pytest test/functorch/test_control_flow.py::TestControlFlowTraced::test_cond_nested_with_closure`

Background - I am trying to reduce the cache size limit to 4. Its unclear to me why torch.cond requires even more than one compile. I see many recompiles. Its also counter intuitive because torch.cond is targeted for torch.export.

cc @ezyang @msaroufim @wconstab @bdhirsh @ydwu4 @zou3519 




### Error logs

_No response_

### Minified repro

_No response_

### Versions

N/A
Repository: flutter
Issue: Give access to LineMetrics from Renders.
Labels: c: new feature,engine,c: proposal,P3,team-framework,triaged-framework

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

Currently, both `RenderParagraph` and `RenderEditable` hide everything about paragraph that they draw.
They both use `TextPainter`, that use `Paragraph` that compute `LineMetrics` that can be useful for some cases.
E.g., when we want to draw anything above text, but use just `Paint` is not enough.

As said in docs to the `Paragraph.computeLineMetrics` – this value better to be cached, not compute every time.

### Proposal

So, what about give to the `RenderParagraph` and `RenderEditable` some getters, that will return cached values or null/empty list otherwise?

Something, with what we can get this value or realise that this is not compute yet.

That's also implies some getter in `TextPainter`.
Repository: godot
Issue: `mouse_entered`/`mouse_exited` signals emitted for physics bodies even when hidden behind GUI overlay.
Labels: bug,topic:input

### Godot version

v4.1.beta2.official [a2575cba4] and later up to 4.1.1 stable

### System information

Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 1050 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i5-6500 CPU @ 3.20GHz (4 Threads)

### Issue description

My project use signals `mouse_entered` and `mouse_exited` of `CollisionObject3D` to show some custom tooltips for 3D objects player may interact with.

The issue is that with latest Godot version behavior of that signals has changed and now they are triggered for my 3D scene objects even when user is hovering over GUI overlay (that is `Controls` with mouse filter set to `MOUSE_FILTER_STOP` for background, my GUI windows are just `Controls` not popups or real Godot windows)  and object is hidden behind. That cause tooltips for 3D objects are shown on my GUI windows what is of course not desired.

I think it is a bug/regression, because same thing was working fine on previous Godot versions and also I would expect old behavior based on input handling documentation which states that physics object picking is done as last step if not blocked by GUI (and some other possible processing) first.

From what I checked behavior has changed between:
v4.1.beta1.official [828ec2c5d] <- Here behavior is OK as I would expect
v4.1.beta2.official [a2575cba4] <- From now on behavior is WRONG

Here you can see issue in my project (run with v4.1.1.stable.official [bd6af8e0e]):

![tooltip_bug](https://github.com/godotengine/godot/assets/97635482/026c5666-8c35-4f24-bffa-efef9658f03b)

Tooltip for "World Map" is displayed since world map object hidden under GUI overlay received `mouse_entered` signal even I believe it shouldn't in this case.

### Steps to reproduce

In my minimal reproduction project there is red sphere in the middle as 3D object for picking and blue rectangle covering half of the viewport as overlay GUI. In the upper right corner there is debug label showing if the red sphere is hovered or not (simply based on `mouse_entered`/`mouse_exited` signals from `CollisionObject3D`).

Expected behaviour is that red spehere should be hovered only when mouse is outside of the blue rectangle (and hovering visible part of sphere of course).

You can try runnig this project on v4.1.beta1.official [828ec2c5d] and behavior is OK, but if you run the same project on v4.1.beta2.official [a2575cba4] (or later up to 4.1.1 stable) you can see that the red spehere is getting hovered even when hovering its left part hidden under GUI rectangle.


### Minimal reproduction project

[OverlayGUIHoveringWithPhysicsPicking.zip](https://github.com/godotengine/godot/files/12507936/OverlayGUIHoveringWithPhysicsPicking.zip)
Repository: godot
Issue: Type checking overnarrows possibilities when using a script
Labels: bug,discussion,topic:gdscript

### Godot version

4.1.1

### System information

linux

### Issue description

```gdscript
extends Node
class_name MyCustomNode
```

if a variable is typed as `MyCustomNode`, it could be a `Node2D` or a `Node3D` or any other node, since you can attach this script anywhere.
However, we can't cast a retrieved node that way, doing:
```gdscript
var custom_node: MyCustomNode

func foo():
    if custom_node is Node3D:
        ...
```
errors out:
`Expression is of type "MyCustomNode" so it can't be of type "Node3D".`
But it can!
Likewise, testing an exported `Node3D`'s type against `MyCustomNode` errors out even though it's perfectly possible to attach this script to a `Node3D`.

On the other hand, you *can* do that:
```gdscript
# both of those set to the same node
@export var custom_node: MyCustomNode
@export var node_3d: Node3D

func _ready():
    print(custom_node == node_3d) # prints true
```

### Steps to reproduce

see mrp

### Minimal reproduction project

[type_casting.zip](https://github.com/godotengine/godot/files/12508127/type_casting.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: Unhashable type on chosing interpolation method
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?

stable-diffusion-webui version 1.6.0

When I'm gonna merge checkpoints and choses the interpolation method it gives and error.

Get this error in the terminal

> Traceback (most recent call last):
  File "/stablediffusion/python/lib/python3.10/site-packages/gradio/routes.py", line 488, in run_predict
    output = await app.get_blocks().process_api(
  File "/stablediffusion/python/lib/python3.10/site-packages/gradio/blocks.py", line 1431, in process_api
    result = await self.call_function(
  File "/stablediffusion/python/lib/python3.10/site-packages/gradio/blocks.py", line 1103, in call_function
    prediction = await anyio.to_thread.run_sync(
  File "/stablediffusion/python/lib/python3.10/site-packages/anyio/to_thread.py", line 33, in run_sync
    return await get_asynclib().run_sync_in_worker_thread(
  File "/stablediffusion/python/lib/python3.10/site-packages/anyio/_backends/_asyncio.py", line 877, in run_sync_in_worker_thread
    return await future
  File "/stablediffusion/python/lib/python3.10/site-packages/anyio/_backends/_asyncio.py", line 807, in run
    result = context.run(func, *args)
  File "/stablediffusion/python/lib/python3.10/site-packages/gradio/utils.py", line 707, in wrapper
    response = f(*args, **kwargs)
  File "/stablediffusion/stable-diffusion-webui/modules/ui_checkpoint_merger.py", line 16, in update_interp_description
    return interp_descriptions[value]
TypeError: unhashable type: 'list'



### Steps to reproduce the problem

1. Go to Checkpoint merger
2. Chose an interpolation method



### What should have happened?

It should chose an interpolation method

### Sysinfo

Linux-6.1.0-10-amd64-x86_64-with-glibc2.36
Python 3.10.12
Stuff... sorry, reinstalled 1.5.0 before I got the sysinfo file.

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

Mozilla Firefox

### Console logs

```Shell
Normal, except repeating the unhashable type error all the time.
```


### Additional information

_No response_
Repository: vscode
Issue: alt+f2 does not open the terminal accessible view on linux
Labels: bug,accessibility,linux,terminal-accessibility

Type: <b>Feature Request</b>
@meganrogge 

If I understand correctly, when I'm in the terminal and I want to access the accessible buffer, I need to press the key combination alt+f2. The problem is that in my environment this key combination is used by gnome to activate the command execution dialog, which does not allow me to use this combination to access the accessible buffer.

What I did to remedy this situation was to associate the command to the shift+alt+f2 key combination, but I had to do this for the different profiles I have.
For me it would be great if it was also possible to associate the command with the combination alt+shift+f2.

VS Code version: Code - Insiders 1.82.0-insider (f1302be1e67e3af5fbeb8bbb2ea784de7bc96150, 2023-09-01T11:05:38.381Z)
OS version: Linux x64 6.4.13-200.fc38.x86_64
Modes:


<!-- generated by issue reporter -->
Repository: vscode
Issue: Would it be possible and interesting to group some menus?
Labels: under-discussion,menus


Type: <b>Feature Request</b>

When I press shift+f10 to access the available menus, I sometimes need to press down arrow or up arrow until I find the desired menu. 
I think this could be improved if more menus were grouped together like some already existing groups.
To give an example, the menus dealing with go to could be grouped as was done for peak.

VS Code version: Code - Insiders 1.82.0-insider (f1302be1e67e3af5fbeb8bbb2ea784de7bc96150, 2023-09-01T11:05:38.381Z)
OS version: Linux x64 6.4.13-200.fc38.x86_64
Modes:


<!-- generated by issue reporter -->
Repository: flutter
Issue: Add Animation for Image.fit
Labels: c: new feature,a: animation,f: material design,a: images,c: proposal,P3,team-design,triaged-design

## Use case

I want to animate the fit for an Image between BoxFit.cover and BoxFit.contain.

## Proposal

Add new Animated widget which animates the fit when changed, or add Tween for BoxFit or something.
Repository: stable-diffusion-webui
Issue: [Bug]: If you click image preview during generation, image is getting replaced with the previous image within seconds
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 you click image preview during generation, image is getting replaced with the previous image within seconds.

### Steps to reproduce the problem

1. Go to webui txt2img
2. Enter prompt
3. Enter bigger resolution so it takes longer to generate
4. Click generate
5. Get the result
6. Change the prompt
7. Click generate
8. Click on the new generating image
9. It'll get replaced with the previous one


### What should have happened?

It should refresh and display new updated image

### Sysinfo

-

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

_No response_

### Console logs

```Shell
-
```


### Additional information

_No response_
Repository: neovim
Issue: LSP: diagnostics are hidden after formatting with no change
Labels: bug,lsp,diagnostic

### Problem

If a call to `vim.lsp.buf.format()` results in no change in the buffer contents, diagnostics that were previously visible for the buffer are hidden.

### Steps to reproduce using "nvim -u minimal_init.lua"

```lua
local pattern = "lua"
local cmd = { "/path/to/bin/lua-language-server" }
-- Add files/folders here that indicate the root of a project
local root_markers = { ".git", ".editorconfig" }
-- Change to table with settings if required
local settings = {
  runtime = { version = "LuaJIT", path = vim.split(package.path, ";") },
  workspace = { library = { vim.env.VIMRUNTIME }, checkThirdParty = false },
}

vim.api.nvim_create_autocmd("FileType", { pattern = pattern,
  callback = function(args)
    local match = vim.fs.find(root_markers, { path = args.file, upward = true })[1]
    local root_dir = match and vim.fn.fnamemodify(match, ":p:h") or nil
    vim.lsp.start({ name = "bugged-ls", cmd = cmd, root_dir = root_dir, settings = settings })
  end,
})
```

1. Load Neovim with this init.lua, then open a Lua file with the contents `local x =  y`.
2. Observe that diagnostics appear.
3. Run `:lua vim.lsp.buf.format()`
4. Observe that the file is formatted (extra space is removed) and diagnostics reappear.
5. Run `:lua vim.lsp.buf.format()`
6. Observe that the file is unchanged and the diagnostics disappear.

### Expected behavior

The diagnostics do not disappear when the file is unchanged by reformatting.

### Neovim version (nvim -v)

0.9.1

### Language server name/version

LuaLS 3.7.0 (but this is a Neovim bug)

### Operating system/version

Linux

### Log file

_No response_
Repository: PowerToys
Issue: PowerToys run不要显示在浏览器中打开。。。
Labels: Needs-Triage

### Description of the new feature / enhancement

在搜索任意内容时，最上面会有两行在浏览器中打开和在浏览器中搜索，如果我不需要这项，如何将他们隐藏或删除
![image](https://github.com/microsoft/PowerToys/assets/41842919/8af4cc28-9605-494c-be5e-dba7ded3ab9d)


### Scenario when this would be used?

增加两行浏览器中打开和搜索，比较占用屏幕空间，是否可以隐藏或删除

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: The functionality of real-time monitoring the current UI and the global variable of the model during multi-user usage.
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 ?

As it is widely known, the current web UI is affected by model switching of one user when multiple users are using it.

I believe the web UI should consider a feature regarding the usage of multiple users.

This feature has been previously mentioned as an issue, and the response provided recommended developing it using API interfaces and implementing it through overlay settings. However, I think that opting for API development solely to achieve this functionality would be quite cumbersome and require a high level of expertise.

With API development, there are a few considerations. Firstly, the users themselves become developers, requiring a certain level of programming knowledge to complete front-end development and basic HTTP communication application development. Additionally, various issues need to be addressed, resulting in a substantial workload.

Secondly, by using API development, many features of the web UI cannot be experienced, such as complex control nets or pose editors. However, Stablediffusion often requires advanced functionalities to generate the desired images, so it seems that API development may not be suitable for the intended scenarios.

The above mentioned is solely my personal opinion on using API development to address the issue of model switching for multiple users. Now, I would like to propose an alternative solution.

I believe that within the web UI's code, it's possible to check the currently selected model in the UI against the global variable of the model in the program each time an image is generated. If they differ, the time taken to switch the model can be included in the image generation process. While this may not resolve scenarios with high concurrency, it can certainly address situations where several individuals or a few people are using the web UI simultaneously, especially in cases where there is only one GPU server available.

For scenarios with a large number of users, it is likely that the API approach or load balancing across multiple servers would be adopted.

However, in scenarios with a small number of users, I am uncertain whether this feature can be implemented effectively to address the issue.

### Proposed workflow

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


### Additional information

_No response_
Repository: terminal
Issue: Is the version info binary language ID supposed to be 0?
Labels: Issue-Bug,Area-Build,Product-Terminal,Priority-3

WindowsTerminal.exe's version info resource has this block header (from devenv).

![image](https://github.com/microsoft/terminal/assets/61856645/17504e15-4503-40bc-9981-d449045ca705)

And it has this binary data in the translation entry (from devenv).

![image](https://github.com/microsoft/terminal/assets/61856645/400e0065-a340-496e-a243-1be189ef0067)

In particular the binary language identifier is 0x0000.  That makes VerQueryValueW queries like this

`wsprintf(szQuery, L"\\StringFileInfo\\%04x%04x\\ProductVersion", lpTranslate[i].wLanguage, lpTranslate[i].wCodePage);`

fail when the language info comes from `VerQueryValueW(pData, L"\\VarFileInfo\\Translation", (LPVOID*) &lpTranslate, &ulen);`

because lpTranslate[i].wLanguage is 0.

My programming was based on the sample in the help for VerQueryValueW.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Cache only selected models in vram and other in ram
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 ?

Cache only selected models in vram and other in ram, for example, i want to cache only SDXL because of its loading time.

I have an application that constantly generates images on different models and it is important to me how quickly the model changes and sdxl takes a relatively long time.

### Proposed workflow

1. Go to settings
2. Select models from the list for caching in vram

### Additional information

_No response_