sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: feature request : Fancyzone: When showing fancyzone editor, display all current zone layours on all monitors
Labels: Needs-Triage

### Description of the new feature / enhancement

When you open the fancyzone editor it looks like this

![image](https://github.com/microsoft/PowerToys/assets/10621885/a99181fe-fd22-4e4a-972a-a48c89eb8530)


You don't get an intuitive sense of what is happenning on all your monitor.

The screens layout is horizontal and does not represent the position of the monitors as they currently are laid out.

Only the selected screen's layout is shown

Instead it should be like this mock-up I have made

![image](https://github.com/microsoft/PowerToys/assets/10621885/caea5715-6e2b-4499-816b-cd37142d4d4f)


### Scenario when this would be used?

Whenever you want to know at a glance which screen has which zone layout right now

### Supporting information

_No response_
Repository: vscode
Issue: Fails to launch on Ubuntu 24.04+ Linux kernel 6.6+
Labels: bug,linux,upstream-issue-linked,chromium

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- VS Code Version: 1.85.2
8b3775030ed1a69b13e4f4c628c612102e30a681
x64
- OS Version: Ubuntu Noble 24.04

Steps to Reproduce:

1. Use Ubuntu 24.04+ linux kernel 6.5+ where apparmor_restrict_unprivileged_userns is enabled by default
2. attempt to launch code via .desktop file or with `/usr/share/code/code` as is used in the Exec line

see https://bugs.launchpad.net/ubuntu/+source/linux-meta-nvidia-5.19/+bug/2017980/comments/34 for more details (bug filed under a poor named package, this is not an nvidia issue and I do not run nvidia hardware)

I have opened a bug upstream https://github.com/electron/electron/issues/41066

Ubuntu ships an apparmor provide to allow code through but it is insufficient for the .desktop file which does not use the `/usr/share/code/bin/code` script and instead points directly to the binary `/usr/share/code/code`

```
cat /etc/apparmor.d/code
# This profile allows everything and only exists to give the
# application a name instead of having the label "unconfined"

abi <abi/4.0>,
include <tunables/global>

profile code /usr/share/code/bin/code flags=(unconfined) {
  userns,

  # Site-specific additions and overrides. See local/README for details.
  include if exists <local/code>
}
```
Repository: electron
Issue: [Bug]: All versions of Electron (chromium upstream bug) fail to open on Ubuntu 24.04+ due to kernel.apparmor_restrict_unprivileged_userns=1 by default
Labels: platform/linux,bug :beetle:,bug/os-regression,28-x-y,29-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

All

### What operating system are you using?

Ubuntu

### Operating System Version

Ubuntu 24.04

### What arch are you using?

x64

### Last Known Working Electron version

None

### Expected Behavior

Applications built using electron can launch

### Actual Behavior

Applications cannot launch unless they each ship an apparmor override

### Testcase Gist URL

_No response_

### Additional Information

added optionally in Ubuntu 23.10, enabled by default and going forward in Ubuntu 24.04 LTS
https://ubuntu.com/blog/ubuntu-23-10-restricted-unprivileged-user-namespaces

There is a (not public) chromium bug report for this apparently. Maybe electron developers can see and track its progress 
https://bugs.chromium.org/p/chromium/issues/detail?id=1459821
https://bugs.launchpad.net/ubuntu/+source/linux-meta-nvidia-5.19/+bug/2017980/comments/27
(ignore the package the bug was created under in ubuntu, this has nothing to do with nvidia and affects all kernels)
Repository: godot
Issue: `has_method()` claims method available, but invalid on `call()`
Labels: discussion,topic:gdscript

### Tested versions

- Godot 4.2.1
- Godot 4.0

### System information

Microsoft Windows [Version 10.0.22621.3007]

### Issue description

Using `has_method` on a scene instance can result in a `true` result when the `.get_script()`'s script has the function, however if you then run `call()` it will error

### Steps to reproduce

`manager.gd`
```gdscript
@tool
extends Node3D

const Child = preload("res://child.tscn")

@export var pass_btn: bool = false:
	set(ticked):
		if not ticked: return
		pass_btn = false
		will_pass()

@export var error_btn: bool = false:
	set(ticked):
		if not ticked: return
		error_btn = false
		will_error()
	
func will_pass():
	var ref = Child.instantiate()
	var script = ref.get_script()
	print(script.has_method("test")) # print: true
	script.call("test")              # print: Hello From child
	script.test()                    # print: Hello From child

func will_error():
	var ref = Child.instantiate()
	print(ref.has_method("test")) # print: true
	ref.call("test")              # error: Invalid call. Nonexistent function 'test (via call)' in base 'Node3D (child.gd)'.
	ref.test()                    # error: Invalid call. Nonexistent function 'test' in base 'Node3D (child.gd)'
```
`child.gd`
```gdscript
extends Node3D

static func test():
	print("Hello From child")
```

### Minimal reproduction project (MRP)

[minimal-has-method-error.zip](https://github.com/godotengine/godot/files/14003653/minimal-has-method-error.zip)
Repository: stable-diffusion-webui
Issue: how to use TRT with controlnet ?
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 ?

how to use TRT with controlnet ?

### Proposed workflow

how to use TRT with controlnet ?

### Additional information

_No response_
Repository: tauri
Issue: [feat] allow to add extenal binaries, external libraries, external resources when building tauri plugins
Labels: type: feature request

### Describe the problem

When building the tauri plugins, I need to embed some binary files, library files for difference OS & Arch(Windows x86, Windows x64, MacOS x64, MacOS Arm, Android Arm, Android x64, etc. ) and some resource files among all the platforms. 

### Describe the solution you'd like

Need a way to register in tauri plugins and to be able to port those files to tauri application bundle when building together.

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: pytorch
Issue: when load data  with Distributed Train, when the data is large, it will be raised errors
Labels: oncall: distributed

### 🐛 Describe the bug

when load data  with Distributed Train,  the data is large, it will be raised errors,

my train data is  very large, it stored in json files, about 4.0G ,but when load json file with the function as follows:

        def _load_json( json_file):
        with open(json_file, 'r', encoding='utf-8') as load_f:
            ann = json.load(load_f, object_pairs_hook=collections.OrderedDict)
        return ann

unfortunately, i raised :

WARNING:torch.distributed.elastic.multiprocessing.api:Sending process 1436 closing signal SIGTERM
ERROR:torch.distributed.elastic.multiprocessing.api:failed (exitcode: -9) local_rank: 0 (pid: 1435) of binary: anaconda3/envs/ocr_env/bin/python
Traceback (most recent call last):
File "anaconda3/envs/ocr_env/lib/python3.8/runpy.py", line 194, in _run_module_as_main
return _run_code(code, main_globals, None,
File "anaconda3/envs/ocr_env/lib/python3.8/runpy.py", line 87, in _run_code
exec(code, run_globals)
File "anaconda3/envs/ocr_env/lib/python3.8/site-packages/torch/distributed/launch.py", line 195, in
main()
File "anaconda3/envs/ocr_env/lib/python3.8/site-packages/torch/distributed/launch.py", line 191, in main
launch(args)
File "anaconda3/envs/ocr_env/lib/python3.8/site-packages/torch/distributed/launch.py", line 176, in launch
run(args)
File "anaconda3/envs/ocr_env/lib/python3.8/site-packages/torch/distributed/run.py", line 753, in run
elastic_launch(
File "anaconda3/envs/ocr_env/lib/python3.8/site-packages/torch/distributed/launcher/api.py", line 132, in call
return launch_agent(self._config, self._entrypoint, list(args))
File "anaconda3/envs/ocr_env/lib/python3.8/site-packages/torch/distributed/launcher/api.py", line 246, in launch_agent
raise ChildFailedError(
torch.distributed.elastic.multiprocessing.errors.ChildFailedError:

i am confused about this, why it is all right when i use only one card to train,but with two card not right, isn't it my cpu memory is not enough? but why one card is ok, when use two cards,the data will be loaded on each cards, and it results to this errors?



### Versions

pytorch 1.13.1

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu @wanchaol @fduwjj @wz337 @tianyu-l @wconstab @yf225
Repository: stable-diffusion-webui
Issue: [Feature Request]: change model path
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 ?

How do I change the position of the model in windows?
Is it only supported on mac and linux?

### Proposed workflow

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


### Additional information

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/56014350/527e3b84-f665-4206-b228-f614039182f4)
Repository: pytorch
Issue: Does Libtorch c++ convolution operation use optimization?
Labels: module: cpp,module: convolution,triaged

### 🐛 Describe the bug

I have experience developing cuDNN and CUDA, and conducting research and development using the C#-based CNTK toolkit, Libtorch, and python.
We also provide SWs that demonstrate the same reasoning by implementing the same operations (layers) identically in various frameworks.
The problem is that the C++ code constructed with cuDNN and the libtorch C++ code show different results.
By tracking all layers in feature map units, we found that the results vary from one convolution layer.
Of course, we also checked all initialization data values including gamma, beta, bias, weight and bias of batch normalization, and running mean variance.
Strangely, several layers, including the first few convolution layers, showed the same results within the two frameworks, but the convolution results suddenly changed at certain intervals.
I know that the results do not vary this much when using a deterministic algorithm.
Does libtorch c++ sometimes use other optimization techniques? Or is there a related option that I can turn on and off?
Since no one mixes multiple deep learning frameworks and languages at the same time, I can't find related questions and answers.


thank you.

### Versions

CUDA 11.8 
Libtorch 1.13 
 

cc @jbschlosser
Repository: nvm
Issue: Please support powershell on Linux
Labels: feature requests,pull request wanted

There are no .ps1 files so this can't work on pwsh linux
Repository: godot
Issue: Copy from built-in documentation viewer does not work when copied text is formatted
Labels: bug,topic:gui

### Tested versions

v4.2.stable.mono.official [46dc27791]

### System information

Godot v4.2.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4080 (NVIDIA; 31.0.15.3758) - AMD Ryzen 9 7950X3D 16-Core Processor (32 Threads)

### Issue description

When you select a text in built-in the documentation viewer and this text contains some formatting (e.g. a monospace section) and then copy it (with CTRL+C or using the context menu) then it will not be copied.

### Steps to reproduce

1. Open the documentation viewer for example for "Resource.resource_local_to_scene". 
2. Copy a piece of text that does not contain formatting. 
3. Paste the text elsewhere - this works. 
4. Now copy a piece of text that contains formatting.
5. Paste this text elsewhere - this will paste the text from step 2. The text from step 4 has not been copied.
6. Copy another piece of text without formatting.
7. Paste this - it will be copied correctly because it contains no formatting. 

See also this video.

https://github.com/godotengine/godot/assets/327257/d7946b45-7163-45d2-9bb5-a156ed4fa585




### Minimal reproduction project (MRP)

Not needed, can be reproduced with an empty project.
Repository: PowerToys
Issue: PowerToy Run not working
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

v0.77.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

PowerToy Run is not working when i was trying to type anything on it then it get laggy and the command will get disappeared 

### ✔️ Expected Behavior

repair this error soon as posible

### ❌ Actual Behavior

is not working properly that all other shortcuts are working great

### Other Software

PowerToy v0.77.0
Repository: next.js
Issue: Reverse proxy problems.
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://github.com/zZHorizonZz/nextjs-routing

### To Reproduce

1. Start the application
2. Create a new reverse proxy nginx or IIS and have it route requests for path test for example. (In the repro repository there is an attached file for IIS page config with rewrite rule configuration)
3. Try to access the site 

### Current vs. Expected behavior

Current behavior works like this:
1) IIS Rewrite test -> localhost:3000 (http://localhost/test) This will get the index file but other files are not found as it's pointing to localhost/_next
2) IIS Rewrite test -> localhost:3000 with basePath set to test (http://localhost/test) no file is found even the index file (404)
3) IIS Rewrite test -> localhost:3000/test with basePath set to test (http://localhost/test) results in error too many redirects

The expected behavior is this should probably route and return the correct files. I found a related discussion to this [here](https://github.com/vercel/next.js/discussions/59904)

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Enterprise
Binaries:
  Node: 20.9.0
  npm: N/A
  Yarn: N/A
  pnpm: 8.6.2
Relevant Packages:
  next: 14.1.0
  eslint-config-next: 14.1.0
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


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

App Router, Routing (next/router, next/navigation, next/link)

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

next dev (local), next build (local), next start (local)

### Additional context

_No response_
Repository: PowerToys
Issue: Powertoy Run Consuming 100% of Disk After Startup
Labels: Issue-Bug,Product-PowerToys Run,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

v0.77.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Whenever the system is restarted the powertoy run is consuming 100% of the disk usage making the system unusable for atleast 5 minutes.

### ✔️ Expected Behavior

It should not consume 100% of the disk resource. For the initial indexing it's okay to to it once but not everytime I restart my system.,every time

### ❌ Actual Behavior

Whenever the system is restarted the powertoy run is consuming 100% of the disk usage making the system unusable for atleast 5 minutes.

### Other Software

_No response_
Repository: PowerToys
Issue: Powertoys not executing upon system startup. 
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.76.0

### Installation method

GitHub, PowerToys auto-update, Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

General, PowerToys Run

### Steps to reproduce

I installed PT using various options in order to see whether the install method would remedy things but the application does not auto-execute at system start-up. I have tried: 1) altering the auto-start-up feature on prior version, uninstalling, re-installing, updating.
[PowerToysReport_2024-01-22-09-07-25.zip](https://github.com/microsoft/PowerToys/files/14007670/PowerToysReport_2024-01-22-09-07-25.zip)


### ✔️ Expected Behavior

Expecte PT to start up at system start up.

### ❌ Actual Behavior

I have to manually execute PT in order for the application to run. On occasion, even manual executiong fails to start application.

### Other Software

System:

Processor	Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz   3.60 GHz
Installed RAM	16.0 GB (15.9 GB usable)
System type	64-bit operating system, x64-based processor
Edition	Windows 10 Pro
Version	22H2
Installed on	‎28/‎05/‎2023
OS build	19045.3930
Experience	Windows Feature Experience Pack 1000.19053.1000.0
Repository: stable-diffusion-webui
Issue: [Bug]: img2img inpaint pastes the original unmasked image over the generated image
Labels: bug-report

### Checklist

- [X] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

For some reason, the inpainting in WebUI doesn't work "natively" like it is supposed to.

The inpainting model is supposed to take the initial image as a very hard reference, 
But in WebUI, the initial image is literally copy-pasted into the output.

This is truly dumb. Because sometimes the model generates different textures, slightly different skin tones, and the output just looks so photoshopped in the end with the edges of the mask being very visible.

Is there an option to turn this off and make WebUI show the real inpaint output? I currently could only do it manually through code which is not very convenient.


### Steps to reproduce the problem

1. Outpaint.
2. Zoom and notice all edges OR notice how perfect the original unmasked part was unaltered; this means it was copy-pasted but diffusion models are supposed to alter everything ever so slightly.

This hurts a lot of tasks like outpainting where you need the images to blend well.

### What should have happened?

Real Inpaint output without the original being involved.

### What browsers do you use to access the UI ?

_No response_

### Sysinfo

.

### Console logs

```Shell
.
```


### Additional information

Let WebUI give us the real unaltered raw inpaint output from the model (even if it is ugly; cause at least it blends for outpaint tasks and can be easily post-processed), and make the current behavior an option because it doesn't fit all of people's needs.
Repository: rust
Issue: Split up diagnostics in uncommon_codepoints (potentially splitting up the lint as well)
Labels: A-lints,A-diagnostics,A-Unicode,E-mentor,E-help-wanted,L-uncommon_codepoints

Currently we have the `uncommon_codepoints` lint, which lints on anything which is [`Identifier_Status=Restricted`](https://unicode.org/reports/tr39/#Identifier_Status_and_Type).

It may be worth improving the diagnostics there by splitting it into multiple different specialized diagnostics. In the long run, some of these might be something that should be promoted to a separate lint so that they can individually be allowed.

The diagnostics I can think of are:

1. One that calls out confusables with operators and syntax. we already have this for parse errors but not for lints post-parse. Unicode does not provide this data directly but we can construct it from unicode data easily.
2. One that talks about Technical in general
3. One that talks about Exclusion in general (this is "scripts that are dead")
4. One that talks about Limited_Use in general (this is "scripts that are alive but not in widespread digital use yet")
5. One that talks about Not_NFKC in general.



The first one can be implemented by taking the set of Rust syntax characters, expanding that to their confusables set, and then winnowing it down to the set of characters that is allowed in an identifier. This could belong in a separate check in the unicode-security crate.

The others can be implemented by checking the [`identifier_type()`](https://docs.rs/unicode-security/latest/unicode_security/general_security_profile/trait.GeneralSecurityProfile.html) of characters in the ident.

I might be able to mentor this, I can provide diagnostic text for these when needed.

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Repository: godot
Issue: Copy from built-in documentation with selection starts from line start sometimes copy the upper line
Labels: bug,topic:gui

### Tested versions

Godot v4.3.dev (3c596094a)

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3619) - 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz (16 Threads)

### Issue description

When debugging https://github.com/godotengine/godot/issues/87463, I did some test myself and found a new issue, keep it seperate because it may have different underlying reasons.

I want to copy `If exact_match is false`

But instead I got 
```
This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.

If exact_match is false
```
In my clipboard

See the video:

https://github.com/godotengine/godot/assets/8315986/f3ed4b91-b7a0-42c7-80a1-aa1e489cae8b



### Steps to reproduce

1. Open built-in doc
2. Copy from line start, and paste and observe.

### Minimal reproduction project (MRP)

N/A