sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Pytorch 2.0 installation tutorial does not work under Macbook
Labels: module: docs,triaged,module: macos

### 📚 The doc issue

I attempt to install Pytorch and follow this tutorial:
https://pytorch.org/get-started/pytorch-2.0/

However, this command gives the following error:
```
(base) jimmy@Jimmys-MacBook-Air mnist_pytorch % pip3 install numpy --pre torch --force-reinstall --index-url https://download.pytorch.org/whl/nightly/cu117
Looking in indexes: https://download.pytorch.org/whl/nightly/cu117
ERROR: Could not find a version that satisfies the requirement numpy (from versions: none)
```
Later on, I tried another [tutorial](https://pytorch.org/blog/Accelerating-Hugging-Face-and-TIMM-models/) with the following command and suceed:
```
(base) jimmy@Jimmys-MacBook-Air mnist_pytorch % pip3 install numpy --pre torch --force-reinstall --extra-index-url https://download.pytorch.org/whl/nightly/cu117
Looking in indexes: https://pypi.org/simple, https://download.pytorch.org/whl/nightly/cu117
Collecting numpy
  Downloading numpy-1.24.2-cp310-cp310-macosx_10_9_x86_64.whl (19.8 MB)
     ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 19.8/19.8 MB 50.5 MB/s eta 0:00:00
Collecting torch
  Downloading torch-1.13.1-cp310-none-macosx_10_9_x86_64.whl (135.3 MB)
     ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 135.3/135.3 MB 17.2 MB/s eta 0:00:00
Collecting typing-extensions
  Using cached typing_extensions-4.5.0-py3-none-any.whl (27 kB)
Installing collected packages: typing-extensions, numpy, torch
  Attempting uninstall: typing-extensions
    Found existing installation: typing_extensions 4.4.0
    Uninstalling typing_extensions-4.4.0:
      Successfully uninstalled typing_extensions-4.4.0
  Attempting uninstall: numpy
    Found existing installation: numpy 1.22.3
    Uninstalling numpy-1.22.3:
      Successfully uninstalled numpy-1.22.3
ERROR: pip's dependency resolver does not currently take into account all the packages that are installed. This behaviour is the source of the following dependency conflicts.
gensim 4.3.0 requires FuzzyTM>=0.4.0, which is not installed.
daal4py 2021.4.0 requires daal==2021.3.0, which is not installed.
scipy 1.7.3 requires numpy<1.23.0,>=1.16.5, but you have numpy 1.24.2 which is incompatible.
numba 0.56.4 requires numpy<1.24,>=1.18, but you have numpy 1.24.2 which is incompatible.
Successfully installed numpy-1.24.2 torch-1.13.1 typing-extensions-4.5.0
```

### Suggest a potential alternative/fix

replace all `--index-url` with `--extra-index-url` in the installation tutorial

cc @svekars @carljparker @malfet @albanD
Repository: stable-diffusion-webui
Issue: [Bug]: AssertionError: Couldn't find Stable Diffusion in any of: 
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?

the program seems to be missing files that I cannot find

### Steps to reproduce the problem

1. use directml version
2. install as per instructions



### What should have happened?

there should be a module there

### Commit where the problem happens

https://github.com/AUTOMATIC1111/stable-diffusion-webui/wiki/Install-and-Run-on-AMD-GPUs

### 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
venv "C:\Users\kingo\stable-diffusion-webui-directml\venv\Scripts\Python.exe"
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Commit hash: ff558348682fea569785dcfae1f1282cfbefda6b
Installing requirements for Web UI
Launching Web UI with arguments:
Traceback (most recent call last):
  File "C:\Users\kingo\stable-diffusion-webui-directml\launch.py", line 357, in <module>
    start()
  File "C:\Users\kingo\stable-diffusion-webui-directml\launch.py", line 348, in start
    import webui
  File "C:\Users\kingo\stable-diffusion-webui-directml\webui.py", line 15, in <module>
    from modules import import_hook, errors, extra_networks, ui_extra_networks_checkpoints
  File "C:\Users\kingo\stable-diffusion-webui-directml\modules\ui_extra_networks_checkpoints.py", line 6, in <module>
    from modules import shared, ui_extra_networks, sd_models
  File "C:\Users\kingo\stable-diffusion-webui-directml\modules\shared.py", line 12, in <module>
    import modules.interrogate
  File "C:\Users\kingo\stable-diffusion-webui-directml\modules\interrogate.py", line 15, in <module>
    from modules import devices, paths, shared, lowvram, modelloader, errors
  File "C:\Users\kingo\stable-diffusion-webui-directml\modules\paths.py", line 26, in <module>
    assert sd_path is not None, "Couldn't find Stable Diffusion in any of: " + str(possible_sd_paths)
AssertionError: Couldn't find Stable Diffusion in any of: ['C:\\Users\\kingo\\stable-diffusion-webui-directml\\repositories/stable-diffusion-stability-ai', '.', 'C:\\Users\\kingo']
Press any key to continue . . .
```


### Additional information

_No response_
Repository: godot
Issue: Moving Control nodes enables `_edit_use_anchors_` and causes an error `scene/gui/control.cpp:829 - Condition "parent_rect_size.x == 0.0" is true.`
Labels: bug,topic:editor,topic:gui

### Godot version

4.0.stable.official (92bee43)

### System information

Windows 10

### Issue description

Moving nodes together makes Control have `metadata/_edit_use_anchors_ = true`.
It makes Control size can't be edited and occurs `scene/gui/control.cpp:829 - Condition "parent_rect_size.x == 0.0" is true.`
You can see `metadata/_edit_use_anchors_ = true` if you open the scene file with text editor.

### Steps to reproduce

# Select nodes with shift key.
![image](https://user-images.githubusercontent.com/80892490/223019305-76b85bc8-582a-412b-bdae-1358665d2e27.png)

# Move them.
![image](https://user-images.githubusercontent.com/80892490/223019461-04173e56-771f-482b-b298-be0031ad5c3b.png)
![image](https://user-images.githubusercontent.com/80892490/223019471-3be92132-9877-4b61-ad94-071802d33951.png)

# Try to resize Control.
![image](https://user-images.githubusercontent.com/80892490/223019588-cef1a228-9a5a-40c0-ad56-800ef0113d45.png)


### Minimal reproduction project

(-)
Repository: storybook
Issue: [Feature Request]: Drop dependency on `browser-assert`
Labels: help wanted,maintenance,security

### Is your feature request related to a problem? Please describe

The package `browser-assert` which `@storybook/builder-manager` and `@storybook/builder-webpack5` depend on has various issues according to: https://socket.dev/npm/package/browser-assert

### Describe the solution you'd like

Remove the unmaintained dependency and write the 7 LOC yourself or use native methods.

### Describe alternatives you've considered

_No response_

### Are you able to assist to bring the feature to reality?

no

### Additional context

_No response_
Repository: flutter
Issue: Add way to change DraggableScrollableSheet snap animation curve
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

Hello!

I'm looking for a way to change the default **animation curve** for DraggableScrollableSheet snap behavior. I have found this similar issue https://github.com/flutter/flutter/issues/107033 that had been resolved but it only added a parameter for the duration, not the curve.


In my opinion playing around with animation curves is as important as changing the animation duration because it adds so much to how the elements feel.

Please let me know if this is not a valid request or if it is already solved somehow. Thanks!
Repository: godot
Issue: [3.5.1 Stable Mono] Extreme memory usage when using C# Dictionary for Web Export
Labels: bug,platform:web,topic:dotnet,topic:export,performance

### Godot version

3.5.1.stable.mono

### System information

Windows 10

### Issue description

When exporting to web, C# Dictionary (Not to be confused with Godot's, this is the implementation from `System.Collections.Generic`) seems to take an extreme amount of memory, even when the content of the dictionary is minimal. It's unclear if this is just a performance issue or if its caused by memory leak. 

The code snippet shown in the example takes ~3 seconds to run on my native OS, while on Web Export it crashed with an `OutOfMemoryException` exception.

### Steps to reproduce

See minimal reproduction project

### Minimal reproduction project

Start a new project, create a scene and paste this code snippet in `_Ready()`
```C#
var random = new Random();
var random_color = new Color[64];

for (int i = 0; i < 64; i += 1){
	random_color[i] = new Color(i/64.0f, i/64.0f, i/64.0f);
}

for (int k = 0; k < 15; k += 1){
	var ColorRequiredMap = new Dictionary<Color, int>();

	for (int i = 0; i < 500000; i += 1){
		var new_color = random_color[random.Next(64)];
		if (!ColorRequiredMap.ContainsKey(new_color)){
			ColorRequiredMap[new_color] = 1;
		} else {
			ColorRequiredMap[new_color] += 1; 
		}
	}
}
```
Export to HTML Project and run.
Repository: TypeScript
Issue: Fast path opportunity in `checkVariableLikeDeclaration`
Labels: Suggestion,Experience Enhancement

I noticed that for this code:
```ts
class A {
  state = { foo: "foo", bar: 42 };
}
```

`checkVariableLikeDeclaration` calls `checkTypeAssignableToAndOptionallyElaborate` here:
https://github.dev/microsoft/TypeScript/blob/e9868e96e87996df46a13b4323866acc639e71ce/src/compiler/checker.ts#L40690

This is likely redundant for cases without a declared type as it's guaranteed that this has to return true. I thought at first that this would rely on a fast past based on the `type.id` but it seems that those types have different ids (perhaps one is fresh while the other one isn't or something?).

I'm happy to explore this optimization. But perhaps you'd have some preferences as to at which level this should be applied?

cc @jakebailey
Repository: terminal
Issue: Profile icons not displayed when initialPosition is set to a value, that opens terminal on a second monitor
Labels: Help Wanted,Issue-Bug,Area-UserInterface,Product-Terminal

### Windows Terminal version

1.16.10261.0

### Windows build number

10.0.19044.2604

### Other Software

_No response_

### Steps to reproduce

You need two monitors. The monitor on the left ist the primary display, the right monitor is the second display.

* reset Windows Terminal App to start with new configuration
* edit Windows Terminal `settings.json` and add the following line (before the "profile" attribute):
```json
"initialPosition": "1921,775",
```
* this line should position the terminal window **on the second display** (first display has FullHD resolution, so 1921px should be fine, 775 is just in my case a WQHD monitor, this positioned the window exactly over the task bar)
* restart Terminal and click on the profile-selection-button to see all profiles
* → all default profile icons are not displayed

![icons-missing](https://user-images.githubusercontent.com/33957949/223056788-b1ca9b0a-c4f3-4b78-9cb0-f50c8c3b250d.png)


### Expected Behavior

I expected to see all profile icons, even if the terminal starts on a second screen.

* if you uncommend the "initialPosition" line, and the terminal starts on the first monitor, all icons are displayed correctly (like in the screenshot)


![icons-shown](https://user-images.githubusercontent.com/33957949/223056751-82411f09-54b6-4d6d-a706-aadd497683e5.png)

In the settings window, all icons are **always** diplayed correctly.


### Actual Behavior

* if the "initialPosition" is set to a value that shows the termin window on another display, thats not the primary display, the icons are not shown (except for the ones added manually as PNG)

![icons-missing](https://user-images.githubusercontent.com/33957949/223056788-b1ca9b0a-c4f3-4b78-9cb0-f50c8c3b250d.png)
Repository: storybook
Issue: [Bug]: pnpm installation fails with "Cannot read properties of null (reading 'matches')" for GitHub Block
Labels: bug,pnpm

### Describe the bug

Hi there! I'm trying to add storybook to a [repository with a GitHub Block](https://github.com/startup-cto/technical-debt-block/tree/61480d752b57a9d812cfea0186bab18291f9fa0e) (I've linked to the exact commit so you can check out the repo at that commit and try yourself). I've tried both `npx storybook init` and `npx storybook@next init`, and they both fail with the error message:

> storybook init - the simplest way to add a Storybook to your project. 
>
> • Detecting project type. ✓
> • Adding Storybook support to your "React" app
> 
> attention => Storybook now collects completely anonymous telemetry regarding usage.
> This information is used to shape Storybook's roadmap and prioritize features.
> You can learn more, including how to opt-out if you'd not like to participate in this anonymous program, by visiting the  following URL:
> https://storybook.js.org/telemetry
> 
> npm ERR! Cannot read properties of null (reading 'matches')

Both `.storybooks` and `stories` folders have been created, but no changes to other files yet.

In addition to hopefully solving the root issue: I couldn't find a tutorial for how to proceed manually?

### To Reproduce

1. Clone `https://github.com/startup-cto/technical-debt-block/tree/61480d752b57a9d812cfea0186bab18291f9fa0e`
2. Run `npx storybook@latest init`

### System

```shell
Environment Info:

  System:
    OS: macOS 13.2.1
    CPU: (10) arm64 Apple M1 Max
  Binaries:
    Node: 16.14.2 - ~/.nvm/versions/node/v16.14.2/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v16.14.2/bin/yarn
    npm: 8.5.0 - ~/.nvm/versions/node/v16.14.2/bin/npm
  Browsers:
    Chrome: 110.0.5481.177
```


### Additional context

_No response_
Repository: storybook
Issue: [Bug]: `prop-types` package is added by sb init in React Vite Typescript projects
Labels: bug,cli,builder-vite

### Describe the bug

When running `npx storybook@next init` on a Vite Typescript project, prop-types is added:
<img width="1268" alt="image" src="https://user-images.githubusercontent.com/1671563/223077760-d3919a5c-9b45-495e-951a-b194cc99148e.png">

This can also be seen in the react-vite-ts sandbox:
https://github.com/storybookjs/sandboxes/blob/next/react-vite/default-ts/after-storybook/package.json#L28

### To Reproduce

```
pnpm create vite --template react-ts
pnpx storybook@next init
```

### System

_No response_

### Additional context

_No response_
Repository: vscode
Issue: File explorer is invisible until root folder is fetched
Labels: bug,file-explorer

- Set up a remote (use ssh or remote tunnel)
- Open a folder/workspace in the remote

🐛 Explorer is not visible until folder is fetched.
Repository: TypeScript
Issue: TSC emits invalid .d.ts file with reserved keywords in identifier position
Labels: Bug,Help Wanted

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

`delete` `reserved keyword` `.d.ts` `.d.ts reserved keyword `

### 🕗 Version & Regression Information

<!-- When did you start seeing this bug occur?

"Bugs" that have existed in TS for a long time are very likely to be FAQs; refer to
  https://github.com/Microsoft/TypeScript/wiki/FAQ#common-bugs-that-arent-bugs

If possible, please try testing the nightly version of TS to see if it's already been fixed.
For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly

Note: The TypeScript Playground can be used to try older versions of TypeScript.

Please keep and fill in the line that best applies:
-->

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about invalid .d.ts types

### ⏯ Playground Link

<!--
  A link to a TypeScript Playground "Share" link which shows this behavior

  The TypeScript Workbench can be used for more complex setups, try
  https://www.typescriptlang.org/dev/bug-workbench/

  As a last resort, you can link to a repo, but these will be slower for us to investigate.
-->
[Playground link with relevant code](https://www.typescriptlang.org/play?allowSyntheticDefaultImports=true&ts=5.1.0-dev.20230306&filetype=js#code/MYewdgzgLgBCBGArAjDAvDA3gKBnmAJgKYA2RURAXDAEQBmICAhgE43YC+A3NtqJLASIATOiy4YAD2pDkAOmJkKnHtiKSADiBaxidJgFcSgpMJ5A)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
const obj1 = {
    delete: "foobar"
};

const obj2 = {
  x: obj1.delete
};

export default obj2;
```

### 🙁 Actual behavior

The emitted `.d.ts` file contains `delete` in an identifier position. This in turns triggers an error when consumed: `Identifier expected. 'delete' is a reserved word that cannot be used here.`

Generated `.d.ts`:

```
export default obj2;
declare namespace obj2 {
    import x = obj1.delete;
    export { x };
}
declare namespace obj1 {
    const _delete: string;
    export { _delete as delete };
}
```

### 🙂 Expected behavior

The generated `.d.ts` file should be valid.

-----
### Further notes
- Invalid `.d.ts` files are generated both if the input is a `.js` or `.ts` file
- I did not find any combination of flags/options/versions that would generate a valid `.d.ts` file.
- I did find a workaround by altering the source file 👇 

### Workaround

This issue can currently be worked around by using `["delete"]` instead of `.delete`. E.g. this:

```
const obj1 = {
    delete: "foobar"
};

const obj2 = {
  x: obj1["delete"]
};

export default obj2;
```

Generates the following valid `.d.ts`:

```
export default obj2;
declare namespace obj2 {
    const x: string;
}
```
Repository: godot
Issue: Particle trail setup is clunky and has redundant configuration
Labels: discussion,topic:rendering,usability,topic:shaders,topic:particles

### Godot version

4.0 stable

### System information

Fedora, RX 590

### Issue description

Opening as an issue, because I think it's a usability issue.

Setting up trails is currently very complicated and there's only a handful of confiugurations, out of the possible ones on particles + particle material + trails that actually make them work.

Furthermore, the transform align properties are really useful but they could be unified with the billboard modes in the billboard node, since they cover similar usecases ("how should this item orient?").

My current way of working with all of this is to ditch the built-in options and implement my own in the shader, because they're just too scattered to work with in a consistent manner.

### Steps to reproduce

I have struggled to navigate this issue because there's a lot of options I don't understand and I am not sure which options should work with which option. What i know I use, as a VFX artist, are the following things:

1. Ribbon style billboarding: like y billboard, but on the y axis of the particle instead of the global y axis
2. Velocity aligned billboard: the particle is billboarded, but the angle is not determined by the angle properties but rather the angle that the Y axis of the particle has on screen. So my shader substitutes that in the rendering stage with the INSTANCE_CUSTOM.x properties, and uses regular particle billboard code after that
3. Ribbon trails, which is what the pipeline is configured for.

### Minimal reproduction project

See above
Repository: godot
Issue: LLVM crash in Mesa AMD drivers on Ubuntu 22.10
Labels: bug,platform:linuxbsd,topic:rendering,topic:thirdparty,crash

### Godot version

4.0.stable.official.92bee43ad

### System information

Ubuntu 22.10, Intel i5-8250u, AMD HAINAN (RADEON 530, LLVM 15.0.6, DRM 2.50, 6.1.4-060104-generic) (0x6665) / Mesa Intel® UHD Graphics 620 (KBL GT2)

### Issue description

Crash when starting up the editor with fresh download of Godot from the website.
Prior to starting 4.0 I have opened 3.5 through steam.

command:
`DRI_PRIME=1 ./Godot_v4.0-stable_linux.x86_64 --verbose`
```
Godot Engine v4.0.stable.official.92bee43ad - https://godotengine.org
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
XInput: Refreshing devices.
XInput: Absolute pointing device: xwayland-pointer:14
XInput: No touch devices found.
Text-to-Speech: Speech Dispatcher initialized.
Using "default" pen tablet driver...
OpenGL API 4.5 (Core Profile) Mesa 23.1.0-devel (git-af95361 2023-03-05 kinetic-oibaf-ppa) - Compatibility - Using Device: AMD - HAINAN (, LLVM 15.0.6, DRM 2.50, 6.1.4-060104-generic)
JoypadLinux: udev enabled and loaded successfully.
PulseAudio: context other
PulseAudio: context other
PulseAudio: context other
PulseAudio: context ready
PulseAudio: Detecting channels for device: alsa_output.pci-0000_00_1f.3.analog-stereo
PulseAudio: detected 2 output channels
PulseAudio: audio buffer frames: 512 calculated output latency: 11ms
 
TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
LLVM ERROR: Cannot select: 0x7f9f18384d38: v3i32 = bitcast 0x7f9f18384928
  0x7f9f18384928: v4f32 = BUILD_VECTOR 0x7f9f1837f090, 0x7f9f1837ef58, 0x7f9f1837ea78, undef:f32
    0x7f9f1837f090: f32 = SBUFFER_LOAD<(dereferenceable invariant load (s32))> 0x7f9f1834a880, Constant:i32<400>, TargetConstant:i32<0>
      0x7f9f1834a880: v4i32,ch = CopyFromReg 0x8a2eea8, Register:v4i32 %9
        0x7f9f1834a8e8: v4i32 = Register %9
      0x7f9f18384e08: i32 = Constant<400>
      0x7f9f18384cd0: i32 = TargetConstant<0>
    0x7f9f1837ef58: f32 = SBUFFER_LOAD<(dereferenceable invariant load (s32))> 0x7f9f1834a880, Constant:i32<404>, TargetConstant:i32<0>
      0x7f9f1834a880: v4i32,ch = CopyFromReg 0x8a2eea8, Register:v4i32 %9
        0x7f9f1834a8e8: v4i32 = Register %9
      0x7f9f1837eae0: i32 = Constant<404>
      0x7f9f18384cd0: i32 = TargetConstant<0>
    0x7f9f1837ea78: f32 = SBUFFER_LOAD<(dereferenceable invariant load (s32))> 0x7f9f1834a880, Constant:i32<408>, TargetConstant:i32<0>
      0x7f9f1834a880: v4i32,ch = CopyFromReg 0x8a2eea8, Register:v4i32 %9
        0x7f9f1834a8e8: v4i32 = Register %9
      0x7f9f18384858: i32 = Constant<408>
      0x7f9f18384cd0: i32 = TargetConstant<0>
    0x7f9f1837edb8: f32 = undef
In function: main
Aborted (core dumped)
```

### Steps to reproduce

1. Download Godot from [https://godotengine.org/download/linux/](https://godotengine.org/download/linux/)
2. Extract Godot_v4.0-stable_linux.x86_64.zip
3. Open application through file manager or command line



### Minimal reproduction project

N/A
Repository: next.js
Issue: Script with beforeInteractive not executing on notFound route
Labels: Script (next/script)

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: Ubuntu 20.04.0 LTS Mon Mar 06 2023 12:36:14 GMT+0000 (Greenwich Mean Time)
    Binaries:
      Node: 16.14.2
      npm: 7.17.0
      Yarn: 1.22.19
      pnpm: 7.13.6
    Relevant packages:
      next: 13.2.4-canary.4
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Script optimization (next/script)

### Link to the code that reproduces this issue

https://stackblitz.com/edit/nextjs-nhdz2o?file=app%2Flayout.js

### To Reproduce

Start the stackblitz and navigate to `/article`. Observe that `console.log` does not fire.

### Describe the Bug

A `console.log` defined in `<Script/>` does not fire on `notFound` routes.

### Expected Behavior

A `console.log` defined in `<Script/>` should fire on `notFound` routes.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_