sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Feature Request]: Controlling GPU/CPU Usage.
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 ?

Some computers take a reasonable amount of time to train models or generate images, so it keeps processing for a long time, making it very hard to use the computer for other task, so i think that a slider controlling the usage percentage of the GPU/CPU on the main page, or maybe on the settings page would be very helpful to some users.

I understand that it will make the ui generate images or train models slower, but maybe we need to use our computer for
something and we cannot pause it, so we just set the GPU/CPU usage to a slower percentage, or maybe you just want to test
the power of your GPU/CPU in different percentages or don't want it to be 100% all the time.

### Proposed workflow

1- The user sets a percentage on the scroller using the mouse or setting it directly on a text box on its side (sets the scroller value to it automatically).
2- Now the processing on the GPU or CPU should adjust itself to the value of the scroller

### Additional information

If restarting the UI is required when the user changes the scroller bar value, it wouldn't be useful as a real time controlling one,
but would still help if people need some processing from the GPU/CPU while it is generating a model or a image.

Example of the slider on the main menu:
![image](https://user-images.githubusercontent.com/69431500/217391842-5894db8f-a168-4c4d-a9b5-abc4cf8258f3.png)

Example of the slider on settings:
![image](https://user-images.githubusercontent.com/69431500/217394691-31d870e9-6654-4c48-bc7c-82c70113a140.png)
Repository: youtube-dl
Issue: Winget Works
Labels: build/update,documentation,question

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- [x] I'm asking a question
- [x] I've looked through the README and FAQ for similar questions
- [x] I've searched the bugtracker for similar questions including closed ones


## Question

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Winget is not mentioned as an installation method but it appears to work nonetheless. Is this method not recommended?

![image](https://user-images.githubusercontent.com/38217564/217394899-6bc684de-8277-4006-8796-6ff4e201bc52.png)
Repository: PowerToys
Issue: PowerRename - Select filenames in application
Labels: Idea-Enhancement,Product-PowerRename,Needs-Triage

### Description of the new feature / enhancement

When the user clicks on a filename inside PowerRename, either: 

...the filename is automatically copied to the "Search for" field, where it can then be pared down to the desired string

or

...the filename text becomes selectable so that the user can copy all or part of it to the clipboard and then paste it into the "Search for" field.

### Scenario when this would be used?

Either behavior would be very helpful and alleviate the need to type out the strings to replace. Imagine that you need to replace a long string of characters. It'd be so much easier to select that part of the filename in PowerRename and copy it than to type it out exactly in the search field. Also, imagine that filenames have foreign characters that you don't even know how to type. You could work around these situations by switching to File Explorer, copying that part of the filename to the clipboard and then switching back, but that's awkward and somewhat defeats the point. It should be possible to copy all or part of a filename within PowerRename.

### Supporting information

_No response_
Repository: godot
Issue: Infinite recursion in SceneState::instantiate -> PackedScene::instantiate
Labels: bug,topic:core,crash

### Godot version

v4.0.beta.custom_build [f15ae5fd4]

### System information

Windows 10, Forward+

### Issue description

When I create an instance of a .blend file, sometimes Godot crashes with infinite recursion.

```
 	godot.windows.editor.x86_64.exe!SceneState::instantiate(SceneState::GenEditState p_edit_state) Line 106	C++
 	godot.windows.editor.x86_64.exe!PackedScene::instantiate(PackedScene::GenEditState p_edit_state) Line 1820	C++
 	godot.windows.editor.x86_64.exe!SceneState::instantiate(SceneState::GenEditState p_edit_state) Line 144	C++
 	godot.windows.editor.x86_64.exe!PackedScene::instantiate(PackedScene::GenEditState p_edit_state) Line 1820	C++
 	godot.windows.editor.x86_64.exe!SceneState::instantiate(SceneState::GenEditState p_edit_state) Line 144	C++
 	godot.windows.editor.x86_64.exe!PackedScene::instantiate(PackedScene::GenEditState p_edit_state) Line 1820	C++
 	godot.windows.editor.x86_64.exe!SceneState::instantiate(SceneState::GenEditState p_edit_state) Line 144	C++
 	godot.windows.editor.x86_64.exe!PackedScene::instantiate(PackedScene::GenEditState p_edit_state) Line 1820	C++
...
```

This is the specific line it crashed on: `Node **ret_nodes = (Node **)alloca(sizeof(Node *) * nc);`

```

Node *PackedScene::instantiate(GenEditState p_edit_state) const {
#ifndef TOOLS_ENABLED
	ERR_FAIL_COND_V_MSG(p_edit_state != GEN_EDIT_STATE_DISABLED, nullptr, "Edit state is only for editors, does not work without tools compiled.");
#endif

	Node *s = state->instantiate((SceneState::GenEditState)p_edit_state);
```

then the scene state calls back to the packed scene instatiate here:

```
Node *SceneState::instantiate(GenEditState p_edit_state) const {
...
		if (i == 0 && base_scene_idx >= 0) {
			//scene inheritance on root node
			Ref<PackedScene> sdata = props[base_scene_idx];
			ERR_FAIL_COND_V(!sdata.is_valid(), nullptr);
			node = sdata->instantiate(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE); //only main gets main edit state
```


### Steps to reproduce

Right-click on the blend file below:
"New Inherited Scene"
Ctrl-S, note that it tries to save over the .blend file.
Scene|Save scene as - save as "revolver_test" or whatever.
Try adding a material -- sometimes it crashes here

If not, create a new scene, then drag and drop the "revolver_test" scene into the new scene.  This usually crashes it.

If it still doesn't crash, try saving the scene.

### Minimal reproduction project

This is the .blend file that was causing me trouble.
[revolutionary_revolver.zip](https://github.com/godotengine/godot/files/10680723/revolutionary_revolver.zip)

Here's a project file where I managed to get the crash, but starting from this project file, I haven't been able to get the crash again.  Seems to only happen when creating it fresh or it's just very inconsistent.
[test_recursive_crash.zip](https://github.com/godotengine/godot/files/10680803/test_recursive_crash.zip)
Repository: vscode
Issue: Make tree find controls more discoverable
Labels: feature-request,tree-widget

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<!-- Describe the feature you'd like. -->

The Find control in tree view is very useful and highly requested by the community, but still a lot of people are not aware that we already have it in vscode. For the moment, to find something in tree view, you have to 
- select an item to focus on the tree view
- press ctrl/cmd + F

To expose the feature more, can we add an option to show a button on view/title as below?

The behavior will look like below.


https://user-images.githubusercontent.com/2351748/217406889-34beb2d3-0851-4ecd-a02b-bdf55459a76d.mp4

(I mimic the behavior by calling commands `viewId.focus` and `list.find` in above demo...but to add the buttons for multiple views, I have to do that repeatedly registering multiple commands). 

As this is a generic feature for all tree views, I think it probably we can add a new option `showFindControl` in `TreeViewOptions`, just like how we add "showCollapseAll" button. WDYT?


https://github.com/microsoft/vscode/blob/a7d49b0f35f50e460835a55d20a00a735d1665a3/src/vscode-dts/vscode.d.ts#L10349-L10352
Repository: vscode
Issue: Support mid-word quick suggestions
Labels: feature-request,suggest

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->
If you type "fun start" then start typing after "fun" without making a space, IntelliJ would autocomplete the keyword "function" while vscode only does it when you have "fun main" and then start typing after the word "fun" for example in JavaScript

`funstart`

`fun start`
Repository: godot
Issue: Unable to add unique color to different Buttons node in Compatibility mode, when custom font is attached
Labels: bug,topic:rendering,confirmed,topic:gui,topic:2d

### Godot version

v4.0.beta17.official [c40020513]

### System information

Windows10

### Issue description

After creating new project in compatibility mode, and addind several Button nodes to scene, I can't add unique colors for each of them in Theme overrides. All of buttons has the same font colors as the last added one. Also Modulate option of the last added button coloring all the others. This happens after adding custom font to button.
If I clear and restore the font, bugs are becoming even worse: last button only modulate other ones.
![button1](https://user-images.githubusercontent.com/35483339/217409390-4f651ea5-632d-4271-8655-c081e5224aee.png)
![button2](https://user-images.githubusercontent.com/35483339/217409403-b37ac83e-6d83-4fb2-8277-e7f60f14c164.png)

After reloading the project in forward or mobile mode, buttons are colored correctly. So it's probably only compatibility mode bug

### Steps to reproduce

- create the project in compatibility mode
- add Node2D scene and several Button children
- assign custom font to buttons
- try to assign different Font color in Theme overrides, and different Modulate colors

### Minimal reproduction project

[gd4_button_compatibility.zip](https://github.com/godotengine/godot/files/10680968/gd4_button_compatibility.zip)
Repository: godot
Issue: OpenGL: Shader render mode `blend_mul` not working correctly in (and alpha effecting blend modes that shouldn't use alpha)
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0 beta 17

### System information

Windows 10, gl_compatibility, Intel UHD 600

### Issue description

I was working on a basic water caustic shader that I wanted to apply as sort of an overlay on top of other geometry under the water, and for it I wanted to use `blend_mul` to brighten up the parts of the surface the caustics are effecting, and since I'm using the same device from issue https://github.com/godotengine/godot/issues/43891 I also wanted to use the `gl_compatibility` renderer since it would provide the best performance for me. But my shader doesn't seem to work correctly in the compatibility renderer, only in mobile and forward+. In those two it looks as expected, but in gl_compatibility it looks completely white.

Example of the shader in forward+/mobile:
![Untitled_073828](https://user-images.githubusercontent.com/11543824/217409598-b10f7f9b-9af1-46dd-a76c-a531df747df1.png)

Example of the shader in gl_compatibility:
![Untitledb_073830](https://user-images.githubusercontent.com/11543824/217409807-8a7a6840-d78e-4322-bbea-f9d7907a92a0.png)

Not only that, but setting ALPHA in the shader effects the outcome as well which I wouldn't really expect for multiply blending. If I set the ALPHA to basically any value the effect just doesn't work, as you can see here
![Untitledc_073832](https://user-images.githubusercontent.com/11543824/217411890-bd06fd14-37f9-4050-a412-b6c49ded05ab.png)

Here is the shader code itself

```GLSL
shader_type spatial;
render_mode blend_mul;

uniform sampler2D layer1;
uniform sampler2D layer2;

uniform float s1; uniform float s2; //layer shift speeds
uniform vec2 d1; uniform vec2 d2; //layer shift directions

void fragment() {
	// Place fragment code here.
	vec2 l1offset = UV + (normalize(d1) * (TIME * s1));
	vec2 l2offset = UV + (normalize(d2) * (TIME * s2));
	vec3 l1p = texture(layer1, l1offset).rgb;
	vec3 l2p = texture(layer2, l2offset).rgb;
	
	ALBEDO = min(l1p, l2p);
	ALBEDO = ALBEDO + vec3(1.0);
	//ALPHA = 0.5;
}
```

FWIW I think this might have something to do with the difference between 3.x and 4.0 fragment representation as discussed in #66978 but I'm not sure

### Steps to reproduce

1. Open example project
2. Open `testing.tscn`
3. Set renderer to compatibility

### Minimal reproduction project

[blendmul_073824.zip](https://github.com/godotengine/godot/files/10680997/blendmul_073824.zip)
Repository: flutter
Issue: Type mismatch may cause a loss of precision when passing `int` of Dart to native
Labels: engine,waiting for PR to land (fixed),c: proposal,P2,team-engine,triaged-engine

An `int` in Dart should map to a signed 64-bit integer representation for native targets.

- [x] https://github.com/flutter/engine/pull/39331
- [ ] https://github.com/flutter/engine/pull/39476
- [x] https://github.com/flutter/flutter/pull/121203
- [x] https://github.com/flutter/engine/pull/39618
Repository: vscode
Issue: Sets LANG environment variable to wrong value
Labels: bug,help wanted,macos,l10n-platform,mitigated

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- VS Code Version: 1.75.0
- OS Version: macOS 13.1

Steps to Reproduce:

1. Launch VS Code.
2. Open a new integrated terminal.
3. Enter the command `echo $LANG`
4. Observe that the value of the `LANG` environment variable is wrong; in my case, `en_US.UTF-8` even though it is correctly `en_GB.UTF-8` elsewhere on my system (for example in the Terminal app).

Note, the [same or a very similar issue](https://github.com/microsoft/vscode/issues/13834) was reported back in October 2016.
Repository: PowerToys
Issue: Fancy Zones Specific Exceptions
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

More granular control over exceptions in Fancy Zones. Currently, you can only exclude apps completely. I propose adding the ability to exclude certain *features* without completely disabling fancy zones for an app.

For example:
Exclude a certain app from being moved to it's last known zone, while maintaining other functionality. The app can still be snapped to zones, however it does not open in the last zone if the setting is enabled (As an aside, it would also be nice to be able to 'forget' an apps last known zone).

These exceptions should be specific to each 'Window Behavior' setting. Not every setting would need exclusions, such as 'Make dragged window transparent.'

Note: This can be achieved to some degree by excluding the app and using windows snap, however fancy zones is much more powerful than windows snap and this solution is not ideal.

### Scenario when this would be used?

For certain apps, such as a terminal, it would be very useful to allow zone snapping without being affected by certain other settings. In my workflow, i have windows move to their last known zone. For my terminal and text editor it would be much nicer to have them open to their default size without snapping immediately, but still have the ability to snap when needed.

### Supporting information

Certain apps seem to behave differently. Sublime text will reopen normally in the last size it was, after being moved out of it's zone. Windows terminal, however, seems to always open in it's last zone even if it was moved out of a zone (and sometimes it may snap to a different zone than it's last one).
Repository: pytorch
Issue: QAT + torch.autocast does not work with default settings, missing fused fake_quant support for half
Labels: oncall: quantization,low priority,triaged

### 🐛 Describe the bug

QAT + torch.autocast should be composable.  It currently doesn't work with default settings of QAT:

```
import torch
import torch.nn as nn
from torch.ao.quantization.quantize_fx import prepare_fx
from troch.ao.quantization import get_default_qat_qconfig_mapping                                                   
                                                                                   
m = nn.Sequential(nn.Linear(1,  1)).cuda()                                         
data = torch.randn(1, 1).cuda()                                                    
                                                                                   
# note: setting version to 0, which disables fused fake_quant, works without issues
qconfig_mapping = get_default_qat_qconfig_mapping('fbgemm', version=1)             
mp = quantize_fx.prepare_fx(m, qconfig_mapping, (data,))                           
with torch.autocast('cuda'):                                                       
    res = mp(data)                                                                 
res.sum().backward()                                                               
```

The script above fails with this:

```
Traceback (most recent call last):
  File "/data/users/vasiliy/pytorch/../tmp/test.py", line 23, in <module>
    res = mp(data)
  File "/data/users/vasiliy/pytorch/torch/fx/graph_module.py", line 660, in call_wrapped
    return self._wrapped_call(self, *args, **kwargs)
  File "/data/users/vasiliy/pytorch/torch/fx/graph_module.py", line 279, in __call__
    raise e
  File "/data/users/vasiliy/pytorch/torch/fx/graph_module.py", line 269, in __call__
    return super(self.cls, obj).__call__(*args, **kwargs)  # type: ignore[misc]
  File "/data/users/vasiliy/pytorch/torch/nn/modules/module.py", line 1501, in _call_impl
    return forward_call(*args, **kwargs)
  File "<eval_with_key>.2", line 8, in forward
  File "/data/users/vasiliy/pytorch/torch/nn/modules/module.py", line 1501, in _call_impl
    return forward_call(*args, **kwargs)
  File "/data/users/vasiliy/pytorch/torch/ao/quantization/fake_quantize.py", line 342, in forw
ard
    return torch.fused_moving_avg_obs_fake_quant(
RuntimeError: expected scalar type Float but found Half
```

Note that using unfused fake_quants works correctly (this can be configured by using `version=0` in `get_default_qat_qconfig_mapping`.  It looks like the cuda kernel for the fused fake quant + observer (`FusedObsFakeQuant.cu`) does not support `torch.half` yet.

### Versions

master

cc @jerryzh168 @jianyuh @raghuramank100 @jamesr66a @jgong5 @Xia-Weiwen @leslie-fang-intel
Repository: pytorch
Issue: [fx] const_fold.split_const_subgraphs leads to UserWarning
Labels: triaged,module: fx

### 🐛 Describe the bug

```python
import functorch
import torch
from torch.fx.experimental import const_fold

from functools import partial

torch.manual_seed(0)

def fn(x, y):
    z = x + torch.ones_like(x)
    z1 = z.sin().cos().exp().log()
    z2 = z1 * y
    z3 = x + 2 * y
    return z2, z3

x = torch.randn(3, 1)
y = torch.randn(3, 1)

par_fn = partial(fn, x)
graph = functorch.make_fx(par_fn)(y)

mod_folded: const_fold.FoldedGraphModule = const_fold.split_const_subgraphs(graph)
```

Output
```
torch/fx/experimental/const_fold.py:250: UserWarning: Attempted to insert a get_attr Node with no underlying reference in the owning GraphModule! Call GraphModule.add_submodule to add the necessary submodule, GraphModule.add_parameter to add the necessary Parameter, or nn.Module.register_buffer to add the necessary buffer
  new_node = root_const_gm.graph.get_attr(in_node.target)
```

### Versions

master

cc @ezyang @SherlockNoMad @soumith @EikanWang @jgong5 @wenzhe-nrv
Repository: create-react-app
Issue: PNPM should be implemented and tested using create-react-app
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

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  Could you provide a clear and concise description of what the problem is?
  For example, "I'm always frustrated when..."
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PNPM is one of the next-gen popular package managers that is speed and more efficient in case of storage.
Many people want to use it with create-react-app.

### Describe the solution you'd like

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 Could you providee a clear and concise description of what you want to happen?.
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Add support for `pnpm create react-app`, current version when we use this command. It will then use npm to install the react, react-dom, etc.