sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: transformers
Issue: [i18n-fr] Translating docs to fr
Labels: WIP

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Hi!

Let's bring the documentation to all the french-speaking community 🌐 (currently 0 out of 267 complete)

Who would want to translate? Please follow the 🤗 [TRANSLATING guide](https://github.com/huggingface/transformers/blob/main/docs/TRANSLATING.md). Here is a list of the files ready for translation. Let us know in this issue if you'd like to translate any, and we'll add your name to the list.

Some notes:

* Please translate using an informal tone (imagine you are talking with a friend about transformers 🤗).
* Please translate in a gender-neutral way.
* Add your translations to the folder called `<languageCode>` inside the [source folder](https://github.com/huggingface/transformers/tree/main/docs/source).
* Register your translation in `<languageCode>/_toctree.yml`; please follow the order of the [English version](https://github.com/huggingface/transformers/blob/main/docs/source/en/_toctree.yml).
* Once you're finished, open a pull request and tag this issue by including #issue-number in the description, where issue-number is the number of this issue. Please ping @ArthurZucker, @sgugger for review.
* 🙋 If you'd like others to help you with the translation, you can also post in the 🤗 [forums](https://discuss.huggingface.co/).

## Get Started section

- [x] [index.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/index.mdx) (https://github.com/huggingface/transformers/pull/21458)
- [x] [quicktour.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/quicktour.mdx)(https://github.com/huggingface/transformers/pull/21589)
- [x] [installation.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/installation.mdx)(https://github.com/huggingface/transformers/pull/27657)

## Tutorial section
- [ ] [pipeline_tutorial.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/pipeline_tutorial.mdx)(https://github.com/huggingface/transformers/pull/28359)
- [x]  [autoclass_tutorial.mdx](https://github.com/huggingface/transformers/blob/master/docs/source/autoclass_tutorial.mdx)(https://github.com/huggingface/transformers/pull/27659)
- [ ]  [preprocessing.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/preprocessing.mdx)
- [ ]  [training.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/training.mdx)
- [ ]  [accelerate.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/accelerate.mdx)(https://github.com/huggingface/transformers/pull/28418)
- [ ]  [model_sharing.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/model_sharing.mdx)
- [ ]  [multilingual.mdx](https://github.com/huggingface/transformers/blob/main/docs/source/en/multilingual.mdx)

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Repository: godot
Issue: Game crashes, when moving a child in place of another child exiting the tree
Labels: bug,topic:core,crash

### Godot version

3.5.1.mono

### System information

Linux, Pop!_OS 22.04

### Issue description

It would appear, that it is possible to put a node in an invalid state, by moving it in the place of another node that is about to be freed. That tends to quickly cause a crash with a segfault. In my earlier attempts to experiment with this, it would look like this in a remote view.
![image](https://user-images.githubusercontent.com/78213268/216777548-f8516035-c86f-42fc-9f5f-258a9dbb5019.png)
However, with the reproduction script below, it seems to crash pretty much immediately, without leaving time to look at it.

### Steps to reproduce

1) Run the following code
```
    var a = Node.new()
    add_child(a)
    a.queue_free()
    
    yield(a, "tree_exiting")
    
    var b = Node.new()
    add_child(b)
    move_child(b, 0)
```
2) It crashes. If it doesn't - try to do some inputs (move your mouse, alt+tab, e.t.c), or go to the remote view, and try to inspect the "B" node. 


### Minimal reproduction project

N/A
Repository: stable-diffusion-webui
Issue: [Bug]: batch image generations gets corrupted
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

When generating a batch of 4 pictures the first 2 are ok the third is like 90% fine and the last one is a mess.

Here is an example of what the grid looks like
https://ibb.co/fx4F0Kt

It is not just the grid view either the single pictures are broken too
https://ibb.co/2NTT3jq

DDIM is actually completely broken:
https://ibb.co/GkYS6WJ

Same problem with different sampling methods.
For example Euler a, DPM2 a

Model chosen makes no difference too as it does the same with the standard stable diffusion v1.5

I guess it is size related as 512 x 768 px works fine.
768 x 960 px however used to work with an older commit.

### Steps to reproduce the problem

settings used:

Steps: 28, Sampler: Euler, CFG scale: 7, Seed: 2726579815, Size: 768x960, Model hash: e8f4b2225b, Model: wd-1-4-anime_e1

### What should have happened?

image generation of all 4 without corruption

### Commit where the problem happens

python: 3.10.9  •  torch: 1.12.1  •  xformers: N/A  •  gradio: 3.16.2  •  commit: 3e0f9a75 

### What platforms do you use to access the UI ?

MacOS

### What browsers do you use to access the UI ?

Apple Safari

### Command Line Arguments

```Shell
No
```


### List of extensions

No

### Console logs

```Shell
no errors in the console
```


### Additional information

_No response_
Repository: excalidraw
Issue: flicker when confirming the text editor
Labels: UX/UI

There's a visual flicker when we confirm the wysiwyg editor, likely caused by the eidtor removed in DOM which causes a rerender of the canvas before which the edited text isn't rendered yet.

It's a tiny thing, but annoying.

One solution is to not remove the wysiwyg from DOM until just before we render the text.

![excal-wysiwyg-flicker](https://user-images.githubusercontent.com/5153846/216780667-06324387-71d8-4d75-9cb7-e366293c0acb.gif)
Repository: vscode
Issue: Git - Changes are not staged if multiple parts are selected separately
Labels: bug,git

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- VS Code Version: 1.75.0
- OS Version: WIndows 10 22H1

# Steps to Reproduce:

1. Open a Git repository and change some files
2. Open the diff view from "Changes" in "SOURCE CONTROL" panel
3. Stage some parts of changed lines by "Stage selected range" on the right side

# Problem

## Expectation

All selected and parts should be staged.

## Actual

Only the last part of changes is staged.

![20230204-1838_vscode_issue_staging_parts](https://user-images.githubusercontent.com/1270359/216782103-2b4e7fcb-0320-43a9-9a5a-2c2541cbc345.gif)

This worked in the past.
Bu I noticed the issue today with v1.75.0 and the version (?) I had installed before.

# more info

# Serverity

I think this is a major issue, because the user does not recognize that some changed are not staged (and later commited).

## Limitations

I could not reproduce this with a fresh repsoitory:

![20230204-1834_vscode_no_issue_staging_parts](https://user-images.githubusercontent.com/1270359/216782105-2a40e1b0-aa70-4a96-af79-c6b8ab57250f.gif)

Only with a bigger repo that is accessed via a samba share. (see first screen capture)

## Related
This could be related to https://github.com/microsoft/vscode/issues/161916
Repository: neovim
Issue: vim.diagnostic virtual_text option to show first message
Labels: enhancement,diagnostic

### Problem

tl;dr: Fix the first compiler error first, then later ones will disappear on their own. Diagnostic virtual text shows _last_ error message and so is less helpful than it could be.

---

At least for me, when programming Python with pyright LSP, the _first_ diagnostic message is much more likely to be the thing that needs to be fixed first, like "x not defined", and the last message, which is the one that displays, is likely to be a consequent error that will be resolved by addressing the first message, like "type of x unknown". Like with compiler errors, if you fix the first one many of the subsequent errors will disappear.

It would be great if there were the option in `vim.diagnostic.config.opts.virtual_text` to display the first message rather than the default last message, maybe `{ 'show': 'first' | 'last' (default) }` or something like that.

Alternatively, perhaps the first line is just the better choice and should become the default, maybe that would be easier.

### Expected behavior

Setting `vim.diagnostic.config( { virtual_text: { show: 'first' } } )` causes the first message in the diagnostics list to be shown as virtual-text. Omitting the `show` member shows the last messages, as is currently the default.

### NOTE

* This is related to this resolved issue: https://github.com/neovim/neovim/issues/13929 in that the user experience problem is the same. That issue addressed it by sorting by severity, but consequent errors still hide root cause errors in virtual text.
* From an initial review of the code in `runtime/lua/vim/diagnostic.lua` it appears this is because adding multiple virtual "texts" to a line stacks the next one on top of the previous one. Not sure but I got a whiff that this might be addressed or even resolved by the move from `nvim_buf_set_virtual_text()` to `nvim_buf_set_extmark()`.
Repository: excalidraw
Issue: Ctl+Z doesn't work in Russian Keyboard
Labels: keyboard

Thanks for project. It's just cool! Ctl+Z doesn't work on russian keyboard layout. Аfter the hotkeys, the "Step back" button in the lower left corner also stops working.
Repository: godot
Issue: Problems with the autosave option
Labels: bug,topic:editor

### Godot version

v3.5.2.rc2.official [1a2bf3eb4]

### System information

w10 64

### Issue description

The problem:
Autosave does not take into account whether you are defining a type or doing something else in your code at autosave time.

Example:
You are modifying a type in yout script:
Tilemap
You delete the p:
Tilema
During the correction the autosave was carried out and saved the script with "Tilema".
You finish the fix where you changed "Tilemap" to "Node".
You run.
Godot gives you error "The type Tilema is not recognized".
You just fix it by simply pressing space and deleting the space entered in the script and running again.

The error seems to occur because the autosave behaves as I'm describing.

### Steps to reproduce

This is hard to prove but it seems like a self-saving problem.
Just enable autosave in your editor and work with it for a while, then you will experience this problem.

### Minimal reproduction project

This is hard to prove but it seems like a self-saving problem.
Just enable autosave in your editor and work with it for a while, then you will experience this problem.
Repository: storybook
Issue: [Bug]: options property not working without control type select
Labels: bug,needs triage

### Describe the bug

inconsistency between documentation and version 7

### To Reproduce

_No response_

### System

_No response_

### Additional context

<img width="665" alt="Screenshot 2023-02-04 at 19 04 09" src="https://user-images.githubusercontent.com/52207061/216785060-274dec20-f6d9-48b7-9c8c-3557365f9845.png">
In version 7, if I remove `control: { type: 'select' }` the select dropdown is not renderered.

In the [docs](https://storybook.js.org/docs/react/essentials/controls) says that if `options` is present, we don't need to have `control: { type: 'select' }` property, which its not true.
Repository: godot
Issue: Shader Instance Uniforms break multi-pass material
Labels: documentation,topic:shaders,topic:3d

### Godot version

v4.0.beta11.official [91713ced8]

### System information

Windows 10, Mobile mode

### Issue description

Multiple pass shader materials where both passes make use of instance uniforms have issues where setting one resets the other.

### Steps to reproduce

1. Setup a MeshInstance with a material with two shader passes.
2. Set MeshInstance Instance Shader Parameter that applies to 1st pass. (Col in example)
4. Set MeshInstance Instance Shader Parameter that applies to 2nd pass. (Outline Width in example)
5. Set MeshInstance Instance Shader Parameter that applies to 1st pass. (Col in example)

Observe the material "forgets" the colour when outline width is set and then forgets the outline width when colour is set.



### Minimal reproduction project

[BugReport.zip](https://github.com/godotengine/godot/files/10609489/BugReport.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: {"detail":"Not authenticated"} when Copying Image with --gradio-auth enabled.
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?

With the --gradio-auth enabled, and after you generate an image, you cannot copy that image by Right-click -> Copy Image and paste it.

When you paste it into somewhere, such as Discord, it will upload a file of the same name and type, but the only contents of the file is this string 
`{"detail":"Not authenticated"}`

![image](https://user-images.githubusercontent.com/5360232/216787078-70243b72-950b-4d05-b59d-012fec76a287.png)


### Steps to reproduce the problem

1. Enable --gradio-auth "test:password" in your webui-user.bat
2. Launch the webui
3. Generate an image
4. Copy the generated image by Right-click -> Copy Image
5. Paste the image into Discord and send it. The image will have no visible preview, and will be only a few bytes.
6. Download the image (wget) and inspect with a text editor.

### What should have happened?

The normal behavior would be the image would copy and paste correctly.

### Commit where the problem happens

226d840e

### What platforms do you use to access the UI ?

Windows

### What browsers do you use to access the UI ?

Mozilla Firefox

### Command Line Arguments

```Shell
--xformers --listen --api --enable-insecure-extension-access --ckpt-dir W:\\AI\\stable-diffusion-webui\\models\\Stable-diffusion --gradio-auth "test:password" --theme "dark" --administrator
```


### List of extensions

Hypernetwork-MonkeyPatch-Extension
SD-latent-mirroring
a1111-sd-webui-haku-img
a1111-sd-webui-tagcomplete
animator_extension
auto-sd-paint-ext
ddetailer
deforum-for-automatic1111-webui
embedding-inspector
model-keyword
multi-subject-render
sd-dynamic-prompts
sd-dynamic-thresholding
sd-extension-system-info
sd-webui-additional-networks
sd_images_browser
sd_smartprocess
shift-attention
stable-diffusion-webui-Prompt_Generator
stable-diffusion-webui-aesthetic-image-scorer
stable-diffusion-webui-artists-to-study
stable-diffusion-webui-embedding-editor
stable-diffusion-webui-sonar
stable-diffusion-webui-tokenizer
stable-diffusion-webui-wd14-tagger
stable-diffusion-webui-wildcards
unprompted

### Console logs

```Shell
https://pastebin.com/H8CzZQyU
```


### Additional information

Afaik, this is a 401 not authorized error from the FastAPI?? or something like that. 
This happens in both Firefox and Chrome. This also happens with the images displayed in the sd-image-browser extension.
Repository: PowerToys
Issue: How to manually change keyboard manager settings by putting json settings file in right folder
Labels: Needs-Triage

### Description of the new feature / enhancement

This is technically not a feature request but more of a question on how to achieve a specific functionality. I used the issue search bar with a few variations of the "settings folder" and removed the is:open filter. 

I am facing this issue where I can't access settings, same as this issue: https://github.com/microsoft/PowerToys/issues/18015. So I can't change anything. I only use the keyboard manager. In the current github issue I linked earlier, right towards the end I followed someone's command to delete the AppData\Local\Microsoft\PowerToys folder. I did so and upon reinstalling powertoys, I still cannot open the settings window, and my keyboard manager remappings are wiped. I have the json file of my key mappings saved from before but don't know where to put it. I put it in AppData\Local\Microsoft\PowerToys and renamed it as default.json, the name should be default.json as I renamed the backup json file as "rename to default.json." I put the file in the \PowerToys folder then restarted powertoys but my backup json keyboard mappings aren't registered. Stumped as to which folder to put it in. My backup of keyboard manager remappings is attached. Github doesn't let me upload json files so I uploaded it here: https://easyupload.io/9s7uox

### Scenario when this would be used?

When settings window does not open and current settings for keyboard manager got wiped. Workaround for manually restoring backup json file for keyboard manager key mappings.

### Supporting information

_No response_
Repository: go
Issue: x/playground: result not cached
Labels: NeedsInvestigation


### What version of Go are you using (`go version`)?

1.20 on the playground

### Does this issue reproduce with the latest release?

With 1.20, but not 1.19

### What operating system and processor architecture are you using (`go env`)?

Playground

### What did you do?

Ran the code from @rsc [new blog post](https://research.swtch.com/sample) ([link](https://go.dev/play/p/GQr6ShQ_ivG)) multiple times.

Whole file:

```go
// Note that this program will print one answer
// consistently on the Go playground due to caching.

package main

import (
	"fmt"
	"math/rand"
)

func main() {
	fmt.Println(rand.Perm(37)[:10])
}
```

### What did you expect to see?

The same result when running multiple times, as written at the top of the file:

```
// Note that this program will print one answer
// consistently on the Go playground due to caching.
```

### What did you see instead?

Different results.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Make installed extensions use preferred names
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 ?

The extensions listed under the "Available" tab all use the pretty name from Extension-index.md, but the extensions under "Installed" do not. I believe that making the extensions use their clean names could be cleaner. 

For instance, under Catppuccin naming conventions, the Catppuccin theme repo is just called "stable-diffusion-webui". Under "Available" the extension comes up at "Catppuccin Theme", but under "Installed" it just shows up as "stable-diffusion-webui". This could cause confusion.

In general, keeping naming parity between the two tabs will make things more clear.  This can either be done by checking the index for preferred names, or by giving developers an option to give preferred names in their repos. 

### Proposed workflow

If the extension index option cannot be used, then I propose allowing extension developers to make "extension-info.yaml" files, where they can populate it with information.

1. Devs create extension-info.yaml
2. Populate file with info
 ```yaml
info:
  name: "..."
  description:  "..."
}
```
3. The yaml info is read by WebUI and written to the extension/installed tab. 

### Additional information

_No response_
Repository: godot
Issue: Input `is_action_just_pressed()` is sometimes triggered twice on joypad X axis
Labels: bug,confirmed,topic:input

### Godot version

3.5

### System information

windows 10

### Issue description

When use `Input.is_action_just_pressed("ui_left")` and joypad is binding to the action, when you move the joystick, this will send twice sometime, it seems only happens when you drag the stick faster, and it only happens on x axis. Seems this error is not cause by controller issue( I test for multiple gamepads. they all happened). 

And if you check the message, you will find `Input.is_action_just_pressed("ui_left")`  return true even the event.axis = 1.

### Steps to reproduce

Use `Input.is_action_just_pressed("ui_left")` to get a input binding with joystick.

### Minimal reproduction project

[DoubleJoystickPress.zip](https://github.com/godotengine/godot/files/10609712/DoubleJoystickPress.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Ability to pause the process of generating images or their upscaling processes
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 ?

This feature would allow the user to pause the process that Stable Diffusion is using to generate images or upscaling images. The ability to pause the process would help people who have a image generating or upscaling, but taking a while to complete be able to pause the process so that they can use their GPU resources for something else that should take priority. The ability to select a specified limit of the amount of GPU vram being used by Stable Diffusion would also be a huge enhancement. In my case, I have it upscaling an image that has taken a while to complete, though I have a need to use my GPU for other things such as working in Unreal Engine. Having a pause mechanism or even a save state from which one can go back to and continue where Stable Diffusion left off would be a huge help.

### Proposed workflow

1. Go to the top of the page where there is usually an interrupt and skip button, but have a third button which would pause the current process and either save the state it is in so that one can go back to that position for the process to finish later, or just pause the process. When the user is done with the task they needed to complete outside of stable diffusion, they could press the unpause button or continue from saved checkpoint.

### Additional information

The ability for the user to specify the amount of vram that Stable Diffusion can use would also help this specific situation. Selecting a lower amount of vram for Stable Diffusion and allowing the user to user the rest of their vram for another task while Stable Diffusion is slowly working away at the task it has in its queue in the background.