sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Whisper-Based Dictation Tool
Labels: Idea-Enhancement,Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

Having used Whisper Dictation in the ChatGPT app for mobile, I've been spoiled for any other dictation software, especially Windows' default dictation offering, which constantly frustrates me as a disabled user. I would propose that there be a PowerToys module created that leverages OpenAI's Whisper technology in conjunction with some custom features such as simple commands like new paragraph, forced punctuation, and the odd keystroke. 

There are multiple open source homemade tools on github which I have tried to use but the user experience in most cases is not great. A nice clean dictation tool would be greatly appreciated for those of us who don't enjoy typing. 

Would appreciate the community's thoughts on this. 

### Scenario when this would be used?

As a disabled user, it's much faster for me to dictate instead of type. The current In-box Windows dictation tool, while much better than other offerings available, is far surpassed by OpenAI's new Whisper technology. Whisper is also really inexpensive, and I would expect that this software would have a "bring your own API key" policy. 

Fun fact, I made exactly 4 edits to this entire feature request after typing it 100% using a current open source whisper based offering I use. It's crazy good. 

### Supporting information

_No response_
Repository: godot
Issue: Buttons "normal" stylebox content margins override other styleboxes content margins
Labels: documentation,topic:gui

### Godot version

v4.1.3.stable.official [f06b6836a]

### System information

Godot v4.1.3.stable - Windows 10.0.22621 - Vulkan (Compatibility) - AMD Radeon RX 6600 (Advanced Micro Devices, Inc.; 31.0.21029.6002) - AMD Ryzen 5 5600 6-Core Processor (12 Threads)

### Issue description


https://github.com/godotengine/godot/assets/32620115/f1a53d34-e003-464b-9f4c-d1fde1c0b59f

Adding a "normal" stylebox is affecting the content margins while the button is in "pressed" mode, which should only be affected by "pressed" styleboxes.

In this case the "normal" stylebox has more content margin than the "pressed" one.

### Steps to reproduce

Setup a button and two styleboxes with different content margins

### Minimal reproduction project

Trivial reproduction
Repository: storybook
Issue: [Bug]: Storybook 7.5.3 react-dom-shim uses default export from a module that has only named exports
Labels: bug,help wanted,react,builder-vite

### Describe the bug

I am unable to run storybook for a package written in React 18 using `@storybook/react-vite` (have to use `@storybook/react-webpack5`). I get an error
> Uncaught SyntaxError: ambiguous indirect export: default

on [this line](https://github.com/storybookjs/storybook/blob/next/code/lib/react-dom-shim/src/react-18.tsx#L6C23-L6C23) of 'react-dom-shim'...

When I look at `react-dom/client.js`, I only see two named exports - no default.

Shouldn't
```
import ReactDOM from 'react-dom/client';
```
be
```
import { createRoot } from 'react-dom';
```
and then change [line 48](https://github.com/storybookjs/storybook/blob/next/code/lib/react-dom-shim/src/react-18.tsx#L48) from:
```
root = ReactDOM.createRoot(el);
```
to
```
root = createRoot(el);
```



### To Reproduce

I don't have an easy repro though you could clone the `@carbon/charts` project and look at the react package's Storybook configuration.

### System

```bash
Storybook Environment Info:

  System:
    OS: macOS 14.1.1
    CPU: (10) arm64 Apple M1 Pro
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 18.18.2 - /opt/homebrew/bin/node
    Yarn: 4.0.2 - /opt/homebrew/bin/yarn <----- active
    npm: 10.2.4 - /opt/homebrew/bin/npm
  Browsers:
    Chrome: 119.0.6045.159
    Safari: 17.1
```


### Additional context

_No response_
Repository: godot
Issue: Vulkan crash when using 2D uniform & control node on low-spec android
Labels: bug,platform:android,topic:rendering,topic:thirdparty,needs testing,crash,topic:2d

### Godot version

4.0.3.stable, 4.1.3.stable

### System information

Android 10 or 11, Vulkan 1.1 (Mobile renderer), Qualcomm Snapdragon 450, arm32

### Issue description

When I added any control node into a scene that has a Sprite2D with a ShaderMaterial that uses a uniform, my app crashes on startup. This only happens on some phones, typically low-end ones. The two I have been able to reproduce on are Samsung A11 & Sky Device Elite L55. The same issue does not occur on Samsung S9, Samsung ZFlip3 or Samsung S23.

### Steps to reproduce

1. Create new project
2. Add a Sprite2D
3. Give the Sprite2D a shader which has any uniform
4. Add a ColorRect
5. Run the application on one of the devices listed above

### Minimal reproduction project

[vk-uniform-a11.zip](https://github.com/godotengine/godot/files/13403928/vk-uniform-a11.zip)
Repository: next.js
Issue: Incorrect display of custom error page when setting status code
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/gracious-bassi-lpmwvf

### To Reproduce


1. Set up page
```tsx
// pages/index.tsx

import type { GetServerSideProps } from 'next'

const Page = () => {
  return <p>Hello</p>
}

export const getServerSideProps: GetServerSideProps = async ({ res }) => {
  res.statusCode = 403
 
  // res.end() // If specified, the render will be empty
  // throw new Error()

  return { props: {} }
}

export default Page
```

2. Set up custom error page

```tsx
// pages/_error.tsx

import { NextPageContext } from 'next/types'

const Page = ({ statusCode }: { statusCode: number }) => {
  return (
    <p>
      {statusCode
        ? `An error ${statusCode} occurred on server`
        : 'An error occurred on client'}
    </p>
  )
}

Page.getInitialProps = ({ res, err }: NextPageContext) => {
  const statusCode = res ? res.statusCode : err ? err.statusCode : 404
  return { statusCode }
}

export default Page
```

3. `yarn build & yarn start`


### Current vs. Expected behavior

Setting the status should have resulted in `_error.tsx` being rendered. Instead, the HTTP status is set along with the rendering `index.tsx`.


### 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 23.1.0: Mon Oct  9 21:28:12 PDT 2023; root:xnu-10002.41.9~6/RELEASE_ARM64_T8103
Binaries:
  Node: 20.9.0
  npm: 10.1.0
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 14.0.3
  eslint-config-next: N/A
  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)

Middleware / Edge (API routes, runtime)

### Additional context

_No response_
Repository: vscode
Issue: Git - Some markdown files line changes are not shown in the editor
Labels: bug,git

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- VS Code Version: 1.84.2 - 1.85.1  (but I have this issue since 1.82 or even before)
- OS Version: Windows10

It's been a long time that I can not see the git changes next to editor lines in my markdown files. I disabled all extensions and it seems there is a problem with vs code itself, not extensions I use.


Steps to Reproduce:

1. Open a markdown file
2. commit the changes
3. add more changes
4. unlike other type of files

However this does not always happen. At first I though it happens on specific git repos but now some markdown files of my repo can detect changes, some dont. 

This problem also corrupt the git (source control) changes where when I open those files (the ones that do not mark the new/modified lines), instead of showing the full file and the changes, it only shows me the staged changes lines.

As of now I'm facing this issue in [this](https://github.com/Ramin-RX7/Shifty) repo. The main [README.md](https://github.com/Ramin-RX7/Shifty/blob/main/README.md) works perfectly fine, but other markdown files in the repo have the problem i mentioned.

A file that works fine: (README.md)
![image](https://github.com/microsoft/vscode/assets/52785580/2958fd03-e49b-4443-b9f2-e70af5aaf471)

A file that does not work as expected:
![image](https://github.com/microsoft/vscode/assets/52785580/b2e9b531-eb50-44ae-94d1-3aecdf26d582)
Repository: pytorch
Issue: [inductor] Assert that Inductor preserves output strides if `TORCHINDUCTOR_LAYOUT_OPTIMIZATION=0`
Labels: feature,triaged,oncall: pt2,module: inductor

              > in the past we have seen cases where inductor did not preserve output strides despite this flag.

Maybe we need to assert on this somewhere, it shouldn't be a silent error in any case.

_Originally posted by @jon-chuang in https://github.com/pytorch/pytorch/issues/113740#issuecomment-1817967653_
            

cc @ezyang @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @aakhundov @ColinPeppler
Repository: pytorch
Issue: Dynamic shapes not properly supported for nested tensor / tensor subclasses
Labels: triaged,module: nestedtensor,tensor subclass,module: dynamic shapes

### 🐛 Describe the bug

An incomplete list of known problems:

1. MetaConverter for nested tensor is a mess https://github.com/pytorch/pytorch/pull/113279
2. `free_symbols` via `_iterate_exprs` does not pickup inner dynamic dimensions from nested tensor (notably, the `sum(*)`)
3. size/stride/offset binding in `add_symbol_bindings` in Dynamo
4. size/stride/offset tests in `get_unbacked_symbol_defs` in Inductor (admittedly, though, jagged layout isn't a thing in inductor yet)
5. size/stride/offset generation in `codegen_unbacked_symbol_defs` in Inductor

The potential fix should generalize for all tensor subclasses. I don't want to keep adding special cases for nested tensor specifically everywhere. Current special cases:

* Nested tensor inner/outer special case in `produce_guards`
* Nested tensor special case to avoid tracking stride/storage offset

See also https://docs.google.com/document/d/1ipSxcTzEMMOAPvxP-YJlD5JBZZmIGgh8Q34ixtOUCRo/edit#heading=h.3px8g3br0skz

cc @cpuhrsch @jbschlosser @bhosmer @drisspg @soulitzer @msaroufim @albanD 

### Versions

main
Repository: godot
Issue: Getting depth texture from viewport loses precision
Labels: discussion,topic:rendering,topic:3d

### Godot version

v4.1.3.stable.official [f06b6836a]

### System information

Windows 10

### Issue description

When trying to get the depth map of a viewport, as described in the current online documentation, and using it in another shader, the linearized depth map is missing most of the depth information.

### Steps to reproduce

Create a SubViewport with Camera3D. Create two fullscreen post effects, as described in the Godot documentation (Advanced post-processing) - once for the general scene, and once for the SubViewport node. For the quad in the viewport, add a shader material with this shader (gathered from several online sources):

![Screenshot_8](https://github.com/godotengine/godot/assets/3142253/bcb26f67-ddfa-4364-8c56-84c9e1168da4)

Use the viewport texture in a shader for the other post effect, linearize it (also described in the [documentation](https://docs.godotengine.org/en/stable/tutorials/shaders/advanced_postprocessing.html)) and render it. The depth map (example is a hallway with a cylinder) should look like this (this is taken from the depth texture *not* from the viewport texture):

![Screenshot_11](https://github.com/godotengine/godot/assets/3142253/6774f041-78f1-4b84-8414-9f8ea678ed0a)

Instead it looks like this:

![Screenshot_9](https://github.com/godotengine/godot/assets/3142253/dd6895bf-918e-45fe-9710-64dc572a2cd7)

It looks like the depth texture lost precision. Interesting enough, if you activate "Use Debanding" in the SubViewport, then the result looks like this:

![Screenshot_10](https://github.com/godotengine/godot/assets/3142253/d3f9b204-9f65-415e-933c-f9dc0abd01a1)


### Minimal reproduction project

N/A
Repository: vscode
Issue: Prevent view shift when right clicking on the minimap
Labels: bug,editor-minimap

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
Hi,

When I try to disable the minimap by right-clicking on it, my current view shifts, which I find quite annoying. To avoid this, I have to first hover the cursor over the minimap and then right click on the white/highlighted current part. This is not very convevient imo.
It would be better if the view could remain static when doing so. Thank you! ^^

https://github.com/microsoft/vscode/assets/74327704/d52d4506-b2ae-41e0-afb7-cd2c1c74e23b
Repository: deno
Issue: Deleted dependencies from earlier version of the code still downloaded 
Labels: needs discussion,node compat,triage required 👀

Just noticed that `deno run` downloads a lot of modules referencing an earlier iteration of the code when `deno.json` is present. When I delete the `deno.json` file it works as expected.

## Steps to reproduce

1. Create `deno.json` with `{ "lock": true }` as the content
2. Create `foo.ts with this content:
  ```ts
  import "npm:htm";
  import "npm:preact";
  import "npm:preact-render-to-string";
  console.log("foo");
  ```
3. Run `deno run -A foo.ts` (a `deno.lock` should be present now)
4. Delete all imports in `foo.ts`
5. Run `deno run -Ar foo.ts` -> Downloads all npm modules from the previous iteration

Tip: On macOS/Linux use `deno run -Ar foo.ts &> foo.log` to pipe the output to `foo.log` which highlights the problem more clearly.

It seems like it's not possible to remove an npm dependency once it was imported at some point in the project. Looking at the `deno.lock` file it seems to confirm that theory as it still contains all three npm imports.
Repository: godot
Issue: NVIDIA Instant Replay status indicator is everywhere now
Labels: bug,platform:windows,topic:porting,confirmed,topic:thirdparty,regression

### Godot version

v4.2.rc1

### System information

Godot v4.2.rc1.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti with Max-Q Design (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 Threads)

### Issue description

In Godot 4.2, the Instant Replay 🔃 icon shows up in the corner of...well, basically every conceivable window in Godot, including tooltips. This wasn't present in Godot 4.1.3.

Project Selector
![image](https://github.com/godotengine/godot/assets/10625/6fa391b2-2918-403f-97a0-7b8770386493)

Main Editor
![image](https://github.com/godotengine/godot/assets/10625/d78e5fa0-5248-4b63-8390-8149c32d751c)

Build Project tooltip
![image](https://github.com/godotengine/godot/assets/10625/901e7507-c753-418b-82e9-36f1f28faa5f)

Project menu
![image](https://github.com/godotengine/godot/assets/10625/484ccdb3-f800-4550-8952-70ab04868c32)

Filesystem Context menu
![image](https://github.com/godotengine/godot/assets/10625/64a699fa-4943-4b5c-b4dc-61a97613e8dd)

It usually doesn't impact functionality, except...when it covers up the text, which it does sometimes.


### Steps to reproduce

1. Be on Windows, have an NVIDIA graphics card, have Instant Replay enabled (which I think is the default?) _and_ don't have the status indicator HUD disabled.
2. Use Godot Editor.

---

# Workarounds:

## Turn Off Instant Replay

Just hit Alt-Z and turn off Instant Replay; however, this is not per application, and some people use it.
![image](https://github.com/godotengine/godot/assets/10625/eb24c879-16e5-464d-874f-e4a064fa198b)

## Turn Off Indicator

Also under the Alt-Z menu, you can go to settings -> HUD layout -> status indicator.

![image](https://github.com/godotengine/godot/assets/10625/4604b517-908c-42a1-afbe-fc8b1c431754)


### Minimal reproduction project

N/A
Repository: pytorch
Issue:  torch.matrix_exp(x) get inf and nan
Labels: module: cuda,module: cpu,triaged

### 🐛 Describe the bug

```python
import torch
import torchvision
import torchvision.transforms as transforms
import torch.nn as nn
import os
import torch.nn.functional as F
gpu_device = torch.device("cuda")
cpu_device = torch.device("cpu")
class PreprocessAndCalculateModel(nn.Module):
    def __init__(self):
        super().__init__()
    def forward(self, x):
        output = torch.matrix_exp(x)
        return output

real_inputs = torch.tensor([[1.0,1.0,-1.0],[1.0,-1.0,-1.0],[1.0,10.0,200.0]])
#real_inputs = torch.rand(2, 8,8)
model = PreprocessAndCalculateModel()
x = real_inputs
output_gpu = model.to(gpu_device)(x.cuda())
output_cpu = model.to(cpu_device)(x.cpu())
print(output_gpu)
print(output_cpu)
```
### Versions
```
tensor([[nan, nan, nan],
        [nan, nan, nan],
        [nan, nan, nan]], device='cuda:0')
tensor([[nan, inf, inf],
        [nan, inf, inf],
        [nan, nan, nan]])
False
```

cc @ptrblck @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10
Repository: pytorch
Issue: inconsistency in torch.Tensor.scatter on GPU and CPU
Labels: module: numerical-stability,triaged

### 🐛 Describe the bug
```python
import torch
import torchvision
import torchvision.transforms as transforms
import torch.nn as nn
import os
import torch.nn.functional as F
gpu_device = torch.device("cuda")
cpu_device = torch.device("cpu")
class PreprocessAndCalculateModel(nn.Module):
    def __init__(self):
        super().__init__()
    def forward(self, x,y,z):
        out = torch.Tensor.scatter(x, 0, y, z)
        return out

real_inputs =  torch.tensor([1, 2, 3, 4, 5, 6, 7])
real_inputs2 = torch.tensor([0, 1, 1, 2])
real_inputs3 = torch.tensor([12, 14, 16, 18, 20])
model = PreprocessAndCalculateModel()
x = real_inputs
output_gpu = model.to(gpu_device)(real_inputs.cuda(),real_inputs2.cuda(),real_inputs3.cuda())
output_cpu = model.to(cpu_device)(real_inputs.cpu(),real_inputs2.cpu(),real_inputs3.cpu())
print(output_gpu)
print(output_cpu)
```
### Versions
```
tensor([12, 14, 18,  4,  5,  6,  7], device='cuda:0')
tensor([12, 16, 18,  4,  5,  6,  7])
```
Repository: pytorch
Issue: exit code -1073740791 (0xC0000409) when torch.package.PackageExporter
Labels: module: windows,oncall: package/deploy

### 🐛 Describe the bug
```python
real_inputs =  torch.tensor([[11, 22], [33, 44]], dtype=torch.float32)
torch.package.PackageExporter(real_inputs, './test.zip')
```
### Versions
```
Process finished with exit code -1073740791 (0xC0000409)
```

cc @peterjc123 @mszhanyi @skyline75489 @nbcsm @vladimir-aubrecht @iremyux @Blackhex @cristianPanaite
Repository: deno
Issue: Deno.Kv connection errors continue after close
Labels: bug,ext/kv

Related #21211 

In addition to the error not be catchable, Deno continues to attempt to connect to an invalid or non existent remote store even after `kv.close()` is performed on the instance. You will continue to get things the following logged to `stderr` until the Deno process exits:

```
KV Connect to 'http://localhost:4513/' failed to fetch metadata: error sending request for url (http://localhost:4513/): error trying to connect: tcp connect error: Connection refused (os error 61)
KV Connect to 'http://localhost:4513/' failed to fetch metadata: error sending request for url (http://localhost:4513/): error trying to connect: tcp connect error: Connection refused (os error 61)
KV Connect to 'http://localhost:4513/' failed to fetch metadata: error sending request for url (http://localhost:4513/): error trying to connect: tcp connect error: Connection refused (os error 61)
KV Connect to 'http://localhost:4513/' failed to fetch metadata: error sending request for url (http://localhost:4513/): error trying to connect: tcp connect error: Connection refused (os error 61)
KV Connect to 'http://localhost:4513/' failed to fetch metadata: error sending request for url (http://localhost:4513/): error trying to connect: tcp connect error: Connection refused (os error 61)
```
Repository: pytorch
Issue: Found nn.LazyBatchNorm1d(0) has inconsistency bug between GPU and CPU testing
Labels: module: nn,triaged

### 🐛 Describe the bug

```python
import torch
import torchvision
import torchvision.transforms as transforms
import torch.nn as nn
import os
import torch.nn.functional as F
gpu_device = torch.device("cuda")
cpu_device = torch.device("cpu")
class PreprocessAndCalculateModel(nn.Module):
    def __init__(self):
        super().__init__()
        self.LazyBatchNorm1d = nn.LazyBatchNorm1d(0)
    def forward(self, x):
        x = x.view(x.size(0), -1)
        output = self.LazyBatchNorm1d(x)
        return output

transform = transforms.Compose([transforms.ToTensor()])
cifar_dataset = torchvision.datasets.CIFAR10(root='./data', train=True, transform=transform, download=True)
data_loader = torch.utils.data.DataLoader(cifar_dataset, batch_size=2, shuffle=True)

real_inputs, real_targets = next(iter(data_loader))
model = PreprocessAndCalculateModel()
x = real_inputs
output_gpu = model.to(gpu_device)(x.cuda())
output_cpu = model.to(cpu_device)(x.cpu())
print(torch.allclose(output_gpu.cpu(), output_cpu, atol=1e-1))
```

### Versions

```
False
#can not pass even tolerance =0.1
```

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki