sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Bug]: Unable to set hostname to entry in nginx proxy manager
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?

I am trying to start the stable diffusion webui with its hostname set to a reverse proxy entry I have on my local dns server using nginx proxy manager with a lets encrypt ssl certificate. My problem is that when I run the server with the hostname:

```screen -dmS diffusion sh -c 'cd ~/llm/stable-diffusion/stable-diffusion-webui/ && ./webui.sh --server-name diffusion.oninet.io --listen --xformers --reinstall-xformers --api --enable-insecure-extension-access --port 7860; exec bash'```

It fails to start with the following error:
```
Installing xformers
loading PromptsBrowser reqs from /home/matt/llm/stable-diffusion/stable-diffusion-webui/extensions/PromptsBrowser/requirements.txt
Checking PromptsBrowser requirements.
Launching Web UI with arguments: --server-name diffusion.oninet.io --listen --xformers --reinstall-xformers --api --enable-insecure-extension-access --port 7860
Tag Autocomplete: Could not locate model-keyword extension, Lora trigger word completion will be limited to those added through the extra networks menu.
ERROR:    [Errno -2] Name or service not known
Traceback (most recent call last):
  File "/home/matt/llm/stable-diffusion/stable-diffusion-webui/launch.py", line 48, in <module>
    main()
  File "/home/matt/llm/stable-diffusion/stable-diffusion-webui/launch.py", line 44, in main
    start()
  File "/home/matt/llm/stable-diffusion/stable-diffusion-webui/modules/launch_utils.py", line 436, in start
    webui.webui()
  File "/home/matt/llm/stable-diffusion/stable-diffusion-webui/webui.py", line 79, in webui
    app, local_url, share_url = shared.demo.launch(
  File "/home/matt/llm/stable-diffusion/stable-diffusion-webui/venv/lib/python3.10/site-packages/gradio/blocks.py", line 1896, in launch
    ) = networking.start_server(
  File "/home/matt/llm/stable-diffusion/stable-diffusion-webui/venv/lib/python3.10/site-packages/gradio/networking.py", line 169, in start_server
    raise OSError(
OSError: Cannot find empty port in range: 7860-7860. You can specify a different port by setting the GRADIO_SERVER_PORT environment variable or passing the `server_port` parameter to `launch()`.
```

If I remove the `--server-name` command line argument it starts up just fine. Is there some secret sauce I need in order to use my reverse proxied domain name?


### Steps to reproduce the problem

1.) Start server with --server-name where the hostname is an entry in a reverse proxy on your local dns server.

### What should have happened?

Why does providing a hostname cause the webui to try to resolve it? It doesn't need to resolve it, it just needs to know that thats its name right?

### Sysinfo

Cant start it to get one.

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

Google Chrome

### Console logs

```Shell
Above in description
```


### Additional information

_No response_
Repository: rust
Issue: Can't write generic `const fn`s
Labels: C-enhancement,T-lang,T-compiler,A-const-eval,F-const_refs_to_cell

I was going to leave this as a remark on #80384, but you're apparently supposed to make separate issues instead of leaving comments on tracking issues, so here goes:

I was just playing around and couldn't even get past this simple code before getting yelled at:
```rust
const fn foo<T, const N: usize>(values: [T; N]) -> [T; N] {
    let slice = values.as_slice();
    let len = slice.len();
    
    values
}
```
Both `as_slice()` and `len()` are declared as `const fn`, so you'd think they'd be fine to use in another `const fn`, but no:
```
error[E0658]: cannot borrow here, since the borrowed element may contain interior mutability
 --> src/lib.rs:2:17
  |
2 |     let slice = values.as_slice();
  |                 ^^^^^^^^^^^^^^^^^
  |
  = note: see issue #80384 <https://github.com/rust-lang/rust/issues/80384> for more information
```
I don't even understand what this is trying to tell me. Issue #80384, which is the one linked, does not at all explain the source/cause of this error. I'm not working with `UnsafeCell` or interior mutability here. I'm attempting to make a `&[T]` from a `[T; N]`.
Repository: vscode
Issue: Incorrect file naming in a case insensitive file system (like Windows)
Labels: bug,quick-open

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Version: 1.82.2 (user setup)
Commit: abd2f3db4bdb28f9e95536dfa84d8479f1eb312d
Date: 2023-09-14T05:55:25.390Z
Electron: 25.8.1
ElectronBuildId: 23779380
Chromium: 114.0.5735.289
Node.js: 18.15.0
V8: 11.4.183.29-electron.0
OS: Windows_NT x64 10.0.22621

Steps to Reproduce:

1. Press Ctrl+P and insert a full path with incorrect case (upper case, lower case, etc.), then select "file results"
2. Watch the video below

https://github.com/microsoft/vscode/assets/5781692/b41e9bcc-e0e0-4fd7-b57a-c290c7d042df
Repository: go
Issue: proposal: runtime: a hard limit version of GOMEMLIMIT for testing
Labels: Proposal,NeedsInvestigation,FeatureRequest,compiler/runtime

### What version of Go are you using (`go version`)?

1.21, etc

### Does this issue reproduce with the latest release?

Yes.

### What operating system and processor architecture are you using (`go env`)?

More of an issue on MacOS, but exists anywhere I guess.

### What did you do?

Tried to limit memory usage. Specifically, I wanted the allocator to fail (yes, I know this panics and can't be `recover`ed) rather than more memory to be used.

### What did you expect to see?

I don't honestly know. Memory usage is poorly-defined and inconsistent at the best of times.

### What did you see instead?

So, modern MacOS just doesn't let you do anything much like `ulimit` anymore for memory usage. And modern Linux pretty much always does overcommit, and then if too much memory gets used, it kills... Something. Arbitrarily. Which may or may not be the thing you wanted.

I'm looking at some code which has an unbounded memory usage problem, which I want to fix, and first I wanted to write a test case that would confirm that it was failing. And discovered that I can't sanely do this; I can't actually make the test fail due to excessive memory usage, because the amount of memory I can allocate (way over 60GB) takes long enough to populate that tests time out, and anyway a test that takes over ten minutes to run isn't a great fit for ever getting anything done.

And we have `GOMEMLIMIT`, but that's advisory. And what I sort of want is, roughly, a `GOMEMLIMITHARD`, where when runtime is about to request more memory from the OS, it checks whether doing so would cause the runtime's total memory-requested-from-OS to exceed the limit, and if it would, to fail as though a request from the OS was denied.

### FAQ

Q: But that will just kill your program!
A: Yes, exactly. It will kill *this* program, rather than causing the kernel to pick *some arbitrary* program to kill. That is, in fact, highly preferable.

Q: But you can just use the OS's limits!
A: Apparently not on MacOS in the last few years (?!?!). Still seems to work on Linux via `ulimit -v`, although it's a bit approximate, because memory "usage" is not well-defined. (For instance, mmapped files sometimes but not always count as some kinds of memory.)
Repository: next.js
Issue: Parallel slots cannot use kebab case
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/holy-tree-lrkxn5

### To Reproduce

1. Use `appDir` option
2. Create a route which will contain parallel routes, e.g. `app/parallel-routes`
3. Create a layout and page
4. Run the dev server
5. Load app page `/parallel-routes`
6. Observe that the page loads
7. Create a parallel slot with a kebab-case name, e.g. `app/parallel-routes/@parallel-panel`
8. Copy the working page into this slot
9. Run the dev server
10. Load app page `/parallel-routes`

### Current vs. Expected behavior

I expected `/parallel-routes` to load, but instead the app cannot be rendered with the following error message:
```
ModuleParseError: Module parse failed: Unexpected token (9:14)
File was processed with these loaders:
 * ./node_modules/next/dist/build/webpack/loaders/next-app-loader.js
You may need an additional loader to handle the result of these loaders.
|         'parallel-routes',
|         {
>       parallel-panel: [
|         '@parallel-panel',
|         {
```

### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 22.6.0: Fri Sep 15 13:39:52 PDT 2023; root:xnu-8796.141.3.700.8~1/RELEASE_X86_64
Binaries:
  Node: 20.0.0
  npm: 9.6.4
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 13.5.4-canary.9
  eslint-config-next: 13.1.0
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 4.9.4
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

Note that the error happens even though the slot isn't referenced anywhere, so it's not possible to reference it even by quoting the slot name in the layout

I'm not able to find any documentation that uses parallel routes with slots that have more than one word in their name

We're using kebab case for most routing in our app because it seems to be the preferred convention in the docs: https://nextjs.org/docs/pages/building-your-application/routing/pages-and-layouts (re: first-post.js)

Is `kebab-case` supported for parallel slots or do we need to use `camelCase`?
Repository: next.js
Issue: `useFormState` does not work with JS disabled in edge runtime
Labels: bug,Pages Router

### Link to the code that reproduces this issue

https://github.com/Fredkiss3/form-errors-pe/tree/repro/edge-runtime

### To Reproduce

1. Start the dev server
2. disable JS in the devtools
3. Submit the form without entering anything  
4. Nothing will show
5. Now enable JS and submit the form still without entering anything  
6. You will see form errors appearing
7. You can also test by just commenting the line `export const runtime = 'edge'` at the root layout and submitting the form with JS disabled
   8. -> Now you will see form errors appearing  


### Current vs. Expected behavior

The expected behavior is for `useFormState` to work with JS disabled but it doesn't work within edge runtime.

### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.0.0: Fri Sep 15 14:43:05 PDT 2023; root:xnu-10002.1.13~1/RELEASE_ARM64_T6020
Binaries:
  Node: 18.17.1
  npm: 9.6.7
  Yarn: 1.22.19
  pnpm: 8.7.1
Relevant Packages:
  next: 13.5.4-canary.9
  eslint-config-next: 13.4.19
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router, Data fetching (gS(S)P, getInitialProps)

### Additional context

_No response_
Repository: godot
Issue: Pixel distortions at texture edges with centered sprite that has odd dimensions
Labels: topic:rendering,documentation,topic:2d

### Godot version

v4.1.2.rc1.official [58f0cae4a]

### System information

Godot v4.1.2.rc1 - Windows 10.0.19045 - Vulkan (Compatibility) - NVIDIA GeForce GTX 960 (NVIDIA; 31.0.15.3623) - AMD Ryzen 5 2600 Six-Core Processor (12 Threads)

### Issue description

I have a pixel art project and my sprites have their leftmost pixels duplicated and their rightmost pixels missing.
This is only a problem when the game runs, in the editor the images look fine.



### Steps to reproduce

* create new project > Compatibility mode (renderer should make no difference)
* Add 2d scene
* Add Sprite2D to the scene
* Quick load low resolution pixel art texture into the sprite
* Set window settings to 640x480 viewport mode
* Set textures to nearest
* Run the game

![image](https://github.com/godotengine/godot/assets/16470072/5fb6ac88-f9d7-4fe1-9ae7-1cbe08c44227)

This image shows the issue for a Sprite2D and an AnimatedSprite2D
I set scale to 3 for the screenshot to make the problem more visible

### Minimal reproduction project

[test2.zip](https://github.com/godotengine/godot/files/12787148/test2.zip)
Repository: go
Issue: proposal: runtime/metrics: provide histogram of goroutines' on-CPU time
Labels: Proposal,compiler/runtime

The `/sched/latencies:seconds` metric is a sampled view into how long goroutines need to wait after becoming runnable before they receive on-CPU time. I propose adding another metric, tentatively named `/sched/running:seconds`, showing how long goroutines spend in the _running_ state before either cooperatively yielding or being successfully preempted. It would be sampled at the same rate (an undocumented 1 in 8) as the "latencies" metric.

On the short end: Scheduling a goroutine onto a thread consumes resources, and applications that do very little of their own work each time aren't able to amortize that overhead very well. Putting that information in the same context as the metric for scheduling latency will help paint a more complete picture of the application's use of the scheduler (though of course not as complete as the `runtime/trace` package provides). It will allow easier comparison against general recommendations for sizing the units of work in concurrent programs (such as "split tasks into about 100µs") in a way that's accessible both at runtime and to test code.

On the long end: Goroutines that stay in the running state for more than 2 scheduler quanta (20ms), when async preemption is enabled, indicate that part of the app (or its use of the runtime) operates with preemption disabled for too long. This can make it easier to notice and track down problems like #31222 where a long non-preemptible unit of work ends up delaying the entire app by delaying one of the GC's stop-the-worlds. (The `/gc/pauses:seconds` metric shows the non-preemptible regions, but only when they coincide with a GC phase transition. On top of that, maybe we should have a finer-grained measure of how long preemption remains disabled; 20ms is a very long time already.) It can also indicate when the Go scheduler assigned a goroutine to a software thread, but the OS didn't schedule that software thread onto a hardware thread.

Throughout: Being able to calculate a continuously-updating (sampled) sum of on-CPU time allows comparisons against other perspectives such as `RUSAGE_SELF` or `CLOCK_PROCESS_CPUTIME_ID`. This lets the application notice that it's exceeding the OS-provided resources.

Existing:

```
/sched/latencies:seconds
	Distribution of the time goroutines have spent in the scheduler
	in a runnable state before actually running. Bucket counts
	increase monotonically.
```

Proposed addition:

```
/sched/running:seconds
	Distribution of the time goroutines have spent continuously in
	the running state before yielding. Bucket counts increase
	monotonically.
```
Repository: next.js
Issue: `next build` does not typecheck all files
Labels: bug,TypeScript

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/small-snow-kjt3kr

### To Reproduce

Run any `next` command (`next dev`, `next build`, `next lint`)

### Current vs. Expected behavior

The type error in app/__tests__/example.test.ts should be detected and reported. Instead, the command exits successfully.

### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 22.6.0: Fri Sep 15 13:39:52 PDT 2023; root:xnu-8796.141.3.700.8~1/RELEASE_X86_64
Binaries:
  Node: 18.14.0
  npm: 8.19.2
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 13.5.4-canary.10
  eslint-config-next: 13.4.4
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.0.4
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

TypeScript (plugin, built-in types)

### Additional context

The workaround I'm using at the moment is to call `tsc --noEmit` manually as part of the build/test process. This works, but it's far from ideal since most files are then being typechecked twice which wastes resources. I also can't run `tsc` _instead_ of calling `next build` because if I don't call `next build` the `next-env.d.ts` file is not generated which causes the typechecking to fail.

The solutions I can think of are:
1. Typecheck _all_ files during `next build` like `tsc` does
2. Add a command to generate `next-env.d.ts` without needing to `build` or `lint` at the same time (see https://github.com/vercel/next.js/discussions/47010)
3. Add a separate `next typecheck` command which behaves like `tsc --noEmit` but also generates the `next-env.d.ts` file first (this would also solve #47010).

Ideally I'd like to see both 2 and either 1 or 3 since that gives the most flexibility, but any one of the three would be amazing.
Repository: material-ui
Issue: [number input] Improve demos
Labels: docs,enhancement,component: number field

### Summary 💡

I think we could improve the docs experience on https://mui.com/base-ui/react-number-input/

- [ ] Have a dedicated demo for Minimum and maximum
- [ ] Have a dedicated demo for Incremental steps
- [ ] Move the mobile version of the stepper to a different header

### Examples 🌈

This is a continuation of https://github.com/mui/material-ui/pull/36119#issuecomment-1678269343
Repository: material-ui
Issue: [number input] Mobile focus mode
Labels: bug 🐛,design,component: number field

### Steps to reproduce 🕹

Link to live example:

Steps:

1. Open https://mui.com/base-ui/react-number-input/#minimum-and-maximum on mobile
2. Press on one of the buttons

https://github.com/mui/material-ui/assets/3165635/f8526d2e-6878-4886-8fa3-e0abd7b0c80a

### Current behavior 😯

See how the input is focused

### Expected behavior 🤔

It's not clear to me that we should focus the input. On mobile, it's quite annoying to see the virtual keyboard show when using the button is enough to set the expected value.

It doesn't seem that I'm the only one to be annoyed:

1. Example with https://www.figma.com/purchase-organization/details

https://github.com/mui/material-ui/assets/3165635/40ef01ff-8383-43ac-875f-7083a3ef68ac

2. On https://react-spectrum.adobe.com/react-aria/NumberField.html the input is not focused on mobile

### 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: godot
Issue: Soundtrack and animation not in sync when using autostart (for heavy scenes)
Labels: discussion,documentation,topic:audio,topic:animation

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 Super (NVIDIA; 31.0.15.2754) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)

### Issue description

when using the autostart feature with a heavy scene, the audio is out of sync with the animation.
when calling play from a script, sync works well in the same scene.



### Steps to reproduce

open project in synctest.zip and run project.
Note:
 * The drums at 0s and at 16s are out of sync (using autostart)
 * The drums at 32s and at 52s, sync works as expected (because script plays animation at 20s)

### Minimal reproduction project

[SyncTest.zip](https://github.com/godotengine/godot/files/12787331/SyncTest.zip)
Repository: godot
Issue: Renaming Node Causes Lost Data in Inherited Scenes
Labels: discussion,topic:core,documentation

### Godot version

v4.2.dev5.official [e3e2528ba]

### System information

Windows 10

### Issue description

I created several inherited scenes which all inherited from a single base scene. Then I customized each of the inherited scenes. Some time later, I renamed a node in the base scene and lost all customizations in the inherited scenes. 😭

### Steps to reproduce

* Open MRP attached below
* Open Player and PlayerTwo scenes
* Observe that PlayerTwo has a Sprite2D node with a scale of 0.5.
* Rename Player's `SquishContainer` node to something else, such as `squish_container` and save
* Go back to PlayerTwo and see the Sprite2D node now has a scale of 1.0

Similarly:

* Open MRP attached below
* Open Player and PlayerTwo scenes
* Note that PlayerTwo's CollisionShape2D has a unique shape, with a different radius from Player's CollisionShape2D's shape.
* Rename Player's CollisionShape2D to something else, such as Shape2D and save
* Go back to PlayerTwo and see that its CollisionShape2D now has the same shape as Player.

### Minimal reproduction project

[mrp.zip](https://github.com/godotengine/godot/files/12787502/mrp.zip)
Repository: vscode
Issue: "ShellExecution: dependsOn task should start with a different processId" fails
Labels: tasks,debt,unit-test-failure

https://dev.azure.com/monacotools/Monaco/_build/results?buildId=234687&view=logs&j=9833cdaa-2e92-5f8d-56a8-239fd18fd628&t=efbaf268-cf98-50c2-bb3c-7950770fd6bc
https://dev.azure.com/monacotools/Monaco/_build/results?buildId=234685&view=logs&j=6a0bd816-257e-5ecc-41db-d193a9989793&t=bc91d251-83f3-54bb-aff2-9f4776a7097f
Repository: godot
Issue: 3D mesh imports from scenes have their sub_resource ID changed after every import
Labels: bug,confirmed,topic:import,topic:3d

### Godot version

v4.2.dev.custom_build [a2f90d565]

### System information

Windows 10, Forward+

### Issue description

I find a lot of benefit to saving meshes as resources to be composed into scenes manually. However, they are very unfriendly to version control. If you update any mesh in a file, all meshes are marked changed because their `sub_resource` ID has been changed - in text or binary form. 

Additionally, if you commit a new asset, any new user who pulls it locally then has to either commit these new files or understand to revert them. This tension has caused my Git-unfriendly artist to revert other work they've done because they were worried about the hundreds of changed files. 

Everywhere else in the editor has slowly gotten consistent IDs to avoid VCS spam - I would love if the same could happen here.

### Steps to reproduce

1. Import any 3D model.
2. Set the mesh to Save to File and add a path. 
3. Hit Re-Import.
4. Commit (or however you want to diff it later)
5. Hit Re-Import again or open project on another computer. 

or in the MRP:
(already includes a git repo with single commit for ease of testing)

1. Double click Turret_GunDouble.gltf
2. Re-import
3. Run `git diff`

### Minimal reproduction project

[sub_resource.zip](https://github.com/godotengine/godot/files/12787758/sub_resource.zip)