sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: Add support for multiple negative prompts (for scripting)
Labels: enhancement

**Is your feature request related to a problem? Please describe.**
Cannot have a separate negative prompt for each prompt

**Describe the solution you'd like**
Check if `negative_prompt` is a list, and if so, don't do `len(p.prompt) * [p.negative_prompt]`

**Describe alternatives you've considered**
None

**Additional context**
None
Repository: vscode
Issue: Support `XDG_CONFIG_HOME` for the `argv.json` file
Labels: help wanted,feature-request,linux,good first issue,workbench-os-integration

There are many of us who find it bad practice that VSCode creates a `~/.vscode/` folder instead of following the common [XDG base directory structure](https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html), respected by a wide variety of programs. This issue has come up regularly, without a good permanent solution:

- https://github.com/microsoft/vscode/issues/3884
- https://github.com/microsoft/vscode/issues/84808
- https://github.com/microsoft/vscode/issues/100988
- https://github.com/microsoft/vscode/issues/17691
- https://github.com/microsoft/vscode/issues/126182

I would like to propose the following new behaviour:

1. If `~/.config/vscode/argv.json`[^1] is present at launch in non-portable mode, then VSCode uses this as the path for `argv.json`.
2. `argv.json` supports setting the following arguments, which the user can set to XDG-compatible paths if they like:
  - `user-data-dir`
  - `extensions-dir`

As far as I can tell, this would be sufficient to avoid creating a `~/.vscode/` folder. It also reuses the existing structure of VSCode to do this without introducing significant hacks, edge cases, or race conditions.

Part 1 seems reasonably feasible to me, given that `argv.json` is hardcoded in delightfully few places at the moment: https://github.com/microsoft/vscode/search?q=%22argv.json%22&type=code

Part 2 would essentially involve adding those arguments to [`SUPPORTED_ELECTRON_SWITCHES`](https://github.com/microsoft/vscode/blob/9db57e76e9f16f552203585a394e50cf0f7a84a7/src/main.js#L153).

I'd be happy to submit a PR if this kind of approach is amenable to the maintainers.

[^1]: If a non-branded or non-Insiders build is launched, this would generalize to `~/.config/[prefix]code[suffix]/argv.json`, per https://github.com/microsoft/vscode/issues/3884 . This is deterministic for any given installed build.
Repository: PowerToys
Issue: installed background app monitor 
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

**installed background app monitor** 
to decrease CPU consumption, i want close apps run in background, i know task manager can do this, but it is not satasfing me, if there is a future that shows installed apps background process, like local servers that are active in background, apps, and services that will be helpful for CPU computers .

### Scenario when this would be used?

i am a programmer and system engineer, and i use a lot of apps, so my CPU is full, if there is atool to control or monitor this i can close unnecessary apps in time, 

### Supporting information

_No response_
Repository: react
Issue: [DevTools Bug]: Hook parsing failed for default Next.js configuration
Labels: Type: Bug,Status: Unconfirmed,Component: Developer Tools

### Website or app

https://github.com/vercel/next.js/tree/canary/examples/blog-starter

### Repro steps

1. Create an instance of the official Next.js blog starter template, e.g. `yarn create next-app --example blog-starter blog-starter`
2. Run `yarn dev` (or equivalent) inside the created project.
3. Go to the webpage (normally `http://localhost:3000`) and open the React devtools
4. Enable 'Always parse hook names from source' in the devtool options
5. Observe the error 'Hook parsing failed':
    <img width="669" alt="image" src="https://user-images.githubusercontent.com/565371/194022450-1b32305a-b2bc-42bc-ac4d-ed389e9fdc74.png">

Note: Next.js does not allow you to change the source map format (`devtool`) setting so it's rather difficult to work around this issue.

### How often does this bug happen?

Every time

### DevTools package (automated)

_No response_

### DevTools version (automated)

_No response_

### Error message (automated)

_No response_

### Error call stack (automated)

_No response_

### Error component stack (automated)

_No response_

### GitHub query string (automated)

_No response_
Repository: stable-diffusion-webui
Issue: Crop & Resize, but maintain Aspect Ratio
Labels: enhancement

Right now the options for pasting in an external image into the img2img feature has the options of "resize to match" "crop and resize" and "resize and fill."

Often the image I'm pasting in is just a wee bit bigger than the nice power-of-two values the sliders offer (eg. 1180 instead of 1152) and if this is true in both width and height, the webGUI appears to crop *one* dimension and then *scales* the other, leading to a non-uniform scale in the output that is hard to revert. I'd like the option to maintain the aspect ratio where possible.

For example, [this input](https://user-images.githubusercontent.com/1750680/194021251-3a58a4c7-72ba-4cc9-b87c-6e21de36d7de.png) with the dimension of 512x576 results in [this output](https://user-images.githubusercontent.com/1750680/194021538-65e2f4c0-7384-40f3-b321-24c0005ee5d6.png)

Note the diagonal white line is perfect crisp pixels, no anti-aliasing, in the input. However in the output:
![image](https://user-images.githubusercontent.com/1750680/194021772-e225e765-dd10-4d61-9130-c4c4bb1da543.png)

The result has to be scaled up by 101.95% width and 101.56% in order to match the original input, the width needing to be 2 pixels wider than uniform scale.
Repository: PowerToys
Issue: Anhanced key combination overview
Labels: Needs-Triage

### Description of the new feature / enhancement

As soon as the key combination is pressed, I would find it useful if the key combinations of the program whichwas last in focus is also displayed.

### Scenario when this would be used?

Once you need a quick overview of the keyboard shortcuts that the currently used program has.

### Supporting information

_No response_
Repository: tauri
Issue: [feat] Rust Wasm crate with the Tauri API
Labels: type: feature request

### Describe the problem

We use Yew to wrote our web application in full Rust.
We wanna to use Tauri, that requires today to make call via the Javascript.

### Describe the solution you'd like

Create 2 crates, one for `tauri-api` in full Rust, 1 for `tauri-api-mock` to handle unit tests with mockup.

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: three.js
Issue: USDZExporter does not export glass like materials anymore
Labels: Regression,Needs Investigation

Hi,
since #23588 the USDZExporter does not export glass like materials anymore, we've tried to reverse the changes applied by that pull request (keeping threejs r145) and the exporter correctly generate USDZ files that shows glass materials when renderer in the Apple AR QuickLook or any other USDZ viewer we have tried.

Attached a sample model (GLTF format) with glass material applied.

[glass-table.gltf.zip](https://github.com/mrdoob/three.js/files/9714289/glass-table.gltf.zip)
Repository: material-ui
Issue: [docs] Demo MultipleSelect crashes
Labels: docs

<!-- Please make sure you have fullfilled the following items before submitting -->
<!-- Checked checkbox should look like this: [x] -->
- [ ] I have [searched for similar issues](https://github.com/mui/material-ui/issues?q=is%3Aissue%20%5Bdocs%5D%20Demo%20MultipleSelect%20crashes) in this repository and believe that this is not a duplicate.

## Steps to Reproduce
1. Visit https://mui.com/material-ui/react-select/#main-content
2. ??
3. demo *MultipleSelect* crashes

## Your Environment
| Tech         | Version |
|--------------|---------|
| MUI  | v5.10.8  |
| Netlify deploy | https://633b1df45d3453000a5a3569--material-ui-docs.netlify.app |
| Browser      | Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/106.0.0.0 Safari/537.36 |
Repository: vscode
Issue: Consider to change default layout for merge editor
Labels: under-discussion,merge-editor

We should consider changing the default layout of the Merge Editor to be vertical. Reasons:
* Users might have the terminal open when getting into a conflict resulting in a complex layout. 
* Google has shipped the vertical merge editor layout as a default to their engineers and it was well-received.
* Some of the existing tools use the vertical layout as the default

fyi @jrieken @daviddossett
Repository: godot
Issue: `transparent_bg` property of Subviewport doesn't work with FSR scaling
Labels: bug,topic:rendering,confirmed,topic:3d

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

v4.0.beta2.official [f8745f2f7]

### System information

Windows 10, Vulkan, Geforce GTX 1650 Super (517.48)

### Issue description

When `scaling_mode_3d` is set to use FSR on a Subviewport Node the transparent_bg` property ceases to work, causing the skybox to be visible. 

![image](https://user-images.githubusercontent.com/47705687/194029834-37bf8b23-f02e-4cd0-a5bc-2320edfc720d.png)
Screenshot using FSR - the viewport on the left should only be showing the torus shape with the rest of the background being transparent.

![image](https://user-images.githubusercontent.com/47705687/194029807-679a6a82-6466-4cfe-a424-bbb3b61b946e.png)
Screenshot using Bilinear filtering - this is how I'd expect it to work.

### Steps to reproduce

This issue can be reproduced by using a 3d scene with a Camera3d and a SubViewportContainer and SubViewport setup with it's own camera, the Subviewport should have `transparent_bg` set to true and `scaling_3d_mode` set to fsr with a `scaling_3d_scale` below 1. 

I've included a demo project below which reproduces the issue. 

### Minimal reproduction project

[FSR Subviewport Transparency.zip](https://github.com/godotengine/godot/files/9714605/FSR.Subviewport.Transparency.zip)
Repository: pytorch
Issue: TORCH_WARN is executed just once per set of parameters
Labels: module: logging,triaged

### 🐛 Describe the bug

Set up the fix in https://github.com/pytorch/pytorch/pull/86255 to repro this one, as otherwise you won't see the warnings even.

It seems that `TORCH_WARN` acts as `TORCH_WARN_ONCE` given a fixed set of arguments. To repro this, add the lines `TORCH_WARN("HI"); TORCH_CHECK(false);` in, say, `FuncionsManual.cpp` in the function `svd_backwards` after the second `if` statement. Then run `pytest test/test_ops_gradients.py -vk test_fn_grad_linalg_svd_cpu`. This will run two tests that will fail. Now, the warning will just be triggered in the first test, but not in the second.

More generally, it seems that if `TORCH_WARN` already printed a given parameter in a previous run, it will not print it again. More concretely, if you do `TORCH_WARN(a);` and, say, `a = 0`, then `a` will be printed, but if later on this warning is hit again with `a = 0`, it will not be printed. To see this, change in the code above `TORCH_WARN("HI")` by `TORCH_WARN(gS)`

cc @kurtamohler @peterbell10 

### Versions

After patching in  https://github.com/pytorch/pytorch/pull/86255
Repository: stable-diffusion-webui
Issue: Make the new image editor touch/pen friendly by increasing button sizes
Labels: enhancement

**Is your feature request related to a problem? Please describe.**

It's very awkward to use the new image editor using touch/finger alone on a touch screen because the image editor buttons are too small.  

**Describe the solution you'd like**

The ability to change the button size so that they are touch-friendly for people using touchscreens/ipads etc.

**Describe alternatives you've considered**

It would be even easier to use the image editor and make changes to images if the image editor could be made full screen. This would make the image bigger and make precise changes easier.

I wondered if integration with the online image editor Photopea @photopea would be possible https://www.photopea.com/.  it's an excellent free browser-based painting app that has an API.  I think it might be possible to embed the editor.
Repository: stable-diffusion-webui
Issue: Per-pixel denoising strength
Labels: enhancement

**Is your feature request related to a problem? Please describe.**
Creating variations of images, where some parts should'nt change quite as much, but not remain fixed as when using inpainting.
This would be especially useful when using img2img for upscaling and detail enhancement.

**Describe the solution you'd like**
An option to provide a mask by which the denoising strength will be multiplied.

**Describe alternatives you've considered**
Inpainting, but inpainting leaves the masked region completely untouched.
Repository: PowerToys
Issue: "Activation Key" is mistranslated to "ライセンス認証キー" in Quick Accent Settings
Labels: Issue-Bug,Area-Localization,Needs-Triage,Needs-Team-Response,Loc-Sent To Team,Issue-Translation

### Microsoft PowerToys version

0.63.0

### Utility with translation issue

Settings

### 🌐 Language affected

Japanese

### ❌ Actual phrase(s)

ライセンス認証キー

### ✔️ Expected phrase(s)

アクティブ化キー

### ℹ Why is the current translation wrong

- "ライセンス認証キー" means a license key, But the context is shortcut key settings.
- Other all occurrences are translated to "アクティブ化キー" already.
Repository: PowerToys
Issue: The key combination of the screen ruler utility causes problems with standard key combinations in Windows 10
Labels: Issue-Bug,Area-Quality,Needs-Repro,Product-Screen Ruler

### Microsoft PowerToys version

V0.63.0

### Running as admin

- [X] Yes

### Area(s) with issue?

Screen ruler

### Steps to reproduce

1. Change shortcut for screen ruler to "Windows logo key  + SHIFT + L" because the default shortcut of screen ruler has the same functionality like a default shortcut in Windows 10 and overrides it
2. Hide the desktop via "Windows logo key"  + D
3. Switch to an other PC via KVM switch
4.  Switch back to the first PC and restore minimized windows on the desktop with "Windows logo key  + SHIFT + M"
5. Restoration of windows is not working at all


### ✔️ Expected Behavior

Restore minimized windows on the desktop

### ❌ Actual Behavior

Nothing happens

### Other Software

_No response_
Repository: deno
Issue: suggestion: format JSDoc code blocks in scripts
Labels: feat,cli,deno fmt

It'd be great if `deno fmt` formatted code within JSDoc code blocks in scripts. This'd come in handy when writing examples, etc. For example, @crowlKats is currently reorganizing and cleaning up documentation of `deno_std` in denoland/deno_std#2658. Part of his work includes the manual tidying up code examples to match the actual code of the repo. This new functionality would take care of this work automatically.

This issue continues the discussion in denoland/deno_std#2736.
Repository: PowerToys
Issue: [KBM] AltGr (Right Alt+Ctrl) needs to be released to trigger again, Workaround : Delete Ctrl Right Modifier
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.63.0

### Running as admin

- [X] Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

I mapped a num pad thanks AltGr + Letter, However, in order to write `77` for instance, I need to release the AltGr and do the whole shortcut again in order to land the second 7. ![image](https://user-images.githubusercontent.com/3664080/194055657-029c1b2a-ea97-4423-b503-d5420e45bccf.png)


By removing the Ctrl Right key from the mapping I'm able to chain numbers while keeping AltGr pressed. The following allows me to write `23` :
![image](https://user-images.githubusercontent.com/3664080/194056185-1289f5f9-c06d-4ca8-9ab5-ac3e7c9a3520.png)

It feel like a legit workaround, in the sens that in mostkeyboards `AltGr` is the actual `Alt Right`, and I think it might help other users that have issue remaping the AltGr key. I believe this issue shall be linked to them.

Should it be added to documentation or something, maybe a popup or info when auto binding AltGr ?

Thanks for the tool


### ✔️ Expected Behavior

Keeping AltGr pressed and pressing any combination of letters would let me input numbers.

### ❌ Actual Behavior

Only the first number is input.

### Other Software

_No response_
Repository: godot
Issue: OS.window_fullscreen = false will randomly change current_screen value when the project launches on fullscreen
Labels: bug,topic:porting

### Godot version

v3.5.1.stable.official [6fed1ffa3]

### System information

Ubuntu 22.04, 3 monitors, OpenGL ES 2.0 Renderer: AMD Radeon RX 6700 XT (navy_flounder, LLVM 13.0.1, DRM 3.42, 5.15.0-48-generic)

### Issue description

While debugging a scene with F6 (starting on fullscreen) and quitting fullscreen, the current_screen value will sometimes change to that of the leftmost monitor (which in my case has a screen index of 1) instead of the monitor it was launched on (which in my case has a screen index of 0). This happens even with `OS.set_deferred("current_screen", current_screen)`.

With further testing I found a similar, but possibly separate, bug, which is that when the scene is launched (by pressing F6) while the mouse is on another monitor (right or left, without clicking anything, the editor still focused), the current_screen will start with the value of the monitor the editor is in, but setting `OS.window_fullscreen = false` will change the value to that of the monitor the mouse *was* in at the moment the scene was launched.

I'm guessing these are two separate bugs because the former will randomly pop up while trying to reproduce the latter, that is, while launching the scene with the mouse on the rightmost monitor, the current_screen will sometimes be set to that of the leftmost one. And because of the fact the former happens even when the mouse is on the monitor the editor is on.

### Steps to reproduce

- Have more than 1 monitor currently setup
- Configure a project with fullscreen on
- Create a scene with the following script:
```
extends Node

func _unhandled_input(event: InputEvent) -> void:
	if event.is_action_pressed("ui_cancel"):
		get_tree().quit()
	if event.is_action_pressed("ui_accept"):
		print(OS.current_screen)
		var current_screen = OS.current_screen
		OS.set_deferred("window_fullscreen", !OS.window_fullscreen)
		OS.set_deferred("current_screen", current_screen)

```
### Steps to reproduce the first bug
- Run the scene with the editor on a monitor that is *not* the leftmost one
- Press space (this step will randomly change the current screen to the leftmost screen, but it is not guaranteed to happen)
### Steps to reproduce the second bug
- Run the scene while the mouse is on a monitor that's different from the one the editor is on (no clicks have been made, the editor is still focused)
- Press space (this will either change the current screen to that of the mouse, or the first bug will trigger and change it to the leftmost screen)

### Current workaround
replace 
```
OS.set_deferred("current_screen", current_screen)
``` 
with
```
for i in 2:
	yield(get_tree(),"idle_frame")
	OS.set_deferred("current_screen", current_screen)
```

### Minimal reproduction project

[fullscreen_bug.zip](https://github.com/godotengine/godot/files/9715447/fullscreen_bug.zip)
Repository: PowerToys
Issue: Caps lock to Ctrl key mapping not working on external keyboard
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.62.1

### Running as admin

- [X] Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

Via bluetooth, I have connected to my laptop a wireless Dell keyboard. I have in keyboard manager mapped caps lock to the left ctrl key and vice versa.

### ✔️ Expected Behavior

I am expecting the caps lock key on my external keyboard to function as a ctrl key. 

### ❌ Actual Behavior

Everything works fine on the laptop's built-in keyboard. The left ctrl key on the external keyboard toggles the caps lock just fine, but the caps lock key on the external keyboard does not do anything---ie, it does not toggle caps lock or act as a ctrl key. If I hold it down and hit the key 'A', for example, I just get a lower-case 'a' typed to the screen. 

For the record, I also tried a different key mapping: mapping the delete key to the letter 'Y', for example, works fine on the external keyboard. 

### Other Software

_No response_
Repository: go
Issue: x/sys/windows: add SEC_* constants
Labels: NeedsInvestigation,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
1.19.2

</pre>

### Does this issue reproduce with the latest release?

yes

### What operating system and processor architecture are you using (`go env`)?

windows/amd64

### What did you expect to see?

Hi,

this is not a "notable change", so I am reporting it as a bug for the lack of a better idea.

`CreateFileMapping()` can take [more protection flags](https://learn.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-createfilemappinga) than the windows package defines at the moment. I believe the file would be `memory_windows.go`; could you please add the following? 

    SEC_COMMIT           = 0x08000000
    SEC_IMAGE            = 0x01000000
    SEC_IMAGE_NO_EXECUTE = 0x11000000
    SEC_LARGE_PAGES      = 0x80000000
    SEC_NOCACHE          = 0x10000000
    SEC_RESERVE          = 0x04000000
    SEC_WRITECOMBINE     = 0x40000000
Repository: stable-diffusion-webui
Issue: Enhancement: Ability to specify several specific seeds instead of just one specific seed, already using x/y plot script
Labels: enhancement

I often have a need to run SD with several specific seeds, either because I cherry-picked these seeds in a quick test run and want to further explore them, or because I am running various vector or parameter tests for which the generated images need to have the same seeds for comparison. Currently, since I can't specify more than one seed, if I wish to try out how a parameter influences 4 specific seeds, I would need to run SD 4 times for each change I make in the parameter which significantly impacts my productivity.

It would be great if the seed textbox would allow us to supply several comma-separated seeds, which would then be used to run SD multiple times with identical parameters (only changing the seed). Alternatively, if this is not feasible, adding a checkbox that allows us to specify multiple seeds in another text area is also a solution.

Currently:
Batch Count 1, Seed: "-1" -> run SD with randomly generated seed
Batch Count 1, Seed: "64" -> run SD with seed 64 
Batch Count 4, Seed: "64" -> run SD with seeds 64, 65, 66, 67

Ideally, that same text box for seed number could also accept entries like:
Batch Count 1, Seed: "0, 666, 1234, 64" -> run SD with seed 0, then run again with seed 666, etc.
Batch Count 2, Seed: "0, 666, 1234, 64" -> run SD with seed 0, then seed 1, then run again with seed 666 and 667, etc.

Alternatively, if you dislike the above method, implementing it like this would also work:
Batch Count 3, Seed: "0, 666, 1234, 64" -> run SD with seed 0, then run again with seed 666, then run with seed 1234, then stop because the batch count is 3.