sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: node
Issue: Unrefed child_process inside a worker thread becomes a zombie
Labels: child_process,worker

### Version

v16.19.0, v18.14.0

### Platform

```
Linux PC 5.15.79.1-microsoft-standard-WSL2 #1 SMP Wed Nov 23 01:01:46 UTC 2022 x86_64 x86_64 x86_64 GNU/Linux
```

```
Darwin Piotrs-Framer-MBP.local 22.3.0 Darwin Kernel Version 22.3.0: Thu Jan  5 20:53:49 PST 2023; root:xnu-8792.81.2~2/RELEASE_X86_64 x86_64
```

### Subsystem

child_process, worker_threads

### What steps will reproduce the bug?

If you spawn a child process inside a worker thread, and then unref the child process, the process becomes a zombie when the worker thread exits.

This is a problem if you have a long-running main process that over the course of its lifetime spawns a lot of worker threads, because at some point you run out of PIDs.

index.mjs:
```js
import { Worker } from "worker_threads";

const w = new Worker("./worker.mjs");
w.on("exit", () => console.log("worker exited"));

// keep the main process running
setTimeout(() => {}, 3600_000);
```

worker.mjs:
```js
import { spawn } from "child_process";

const child = spawn("cat", { stdio: ["pipe", "pipe", "inherit"] });
child.on("spawn", () => {
  console.log(child.pid);
  child.unref();
  child.stdin.unref();
  child.stdout.unref();
});
```

### How often does it reproduce? Is there a required condition?

Repro'es every time with the provided snippets.

### What is the expected behavior?

The child process gets removed from the processes table.

### What do you see instead?

```
$ node index.mjs
15045
worker exited
```

in another terminal window:

```
$ ps aux|grep Z
USER       PID %CPU %MEM    VSZ   RSS TTY      STAT START   TIME COMMAND
heypiotr 15045  0.0  0.0      0     0 pts/5    Z+   14:08   0:00 [cat] <defunct>
```

### Additional information

_No response_
Repository: transformers
Issue: add MaxViT [TF]
Labels: New model

### Model description

MaxViT: Multi-Axis Vision Transformer is one of the nice papers of late 2022 which is also published in [ECCV 2022](https://arxiv.org/pdf/2204.01697v4.pdf) by Google AI.  
* This paper introduces a new attention module called "multi-axis attention" which consists of blocked local and sparse global attention for efficient and scalable spatial interactions on arbitrary input resolutions.
* It demonstrates superior performance on various vision tasks including image classification, object detection, and so on.

I think it would be nice to have it on Hugging Face. I would be happy to contribute it on Hugging face.

cc: @alara @NielsRogge 

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

Code and Weights: 
* TF1: https://github.com/google-research/maxvit
* TF2: https://github.com/leondgarse/keras_cv_attention_models
Repository: PowerToys
Issue: Run bar calculator options
Labels: Needs-Triage

### Description of the new feature / enhancement

Hi i was wondering if you could pleas make it possible to switch between radians and degrees when using the run bar calculator. Right now the standard is radians, where as many tasks require degrees

Thank you in advance
- Asger

### Scenario when this would be used?

This would be usefull for somthing where you are using the calculator to find the angle between to things, where you need to use degrees instead of radians

### Supporting information

_No response_
Repository: PowerToys
Issue: Windows explorer multiple panels
Labels: Needs-Triage

### Description of the new feature / enhancement

Hello!
I've always been dreaming of having the ability to split an Explorer window view in 2 or 3 or 4 different path.
I am used to Dolphin on Linux and this does exactly what I want. I would love to see that on Explorer. Thank you!

### Scenario when this would be used?

I am dealing with a lot of files and the ability to have split tree views of different locations can be so useful.

### Supporting information

_No response_
Repository: pytorch
Issue: jacfwd and jacrev are fundamentally broken for complex inputs
Labels: module: autograd,triaged,module: complex,complex_autograd,module: functorch

### 🐛 Describe the bug

Follow up of https://github.com/pytorch/pytorch/issues/90499

Consider a map `f : C -> C`. `f` is called holomorphic if it's complex differentiable. By the Cauchy-Riemann equations), one shows that this is equivalent to it being real differentiable as functions `f : R^2 -> R^2` and their `2 x 2` Jacobian being representable using one complex number. Now, there are functions that are not holomorphic, the simplest of them being `x.conj()`. These are functions whose Jacobian *cannot* be represented using complex numbers. For example the Jacobian of `x.conj()` is given by the matrix `[[1, 0], [0, 1]]`. The Jacobian vector product at a vector `v \in C` is given by `v.conj()`. There is no complex number `z` such that `z*v = v.conj()`.

All this says that `jacfwd` and `jacrev` should *always* return a real Jacobian, as there is no easy test for when a function is holomorphic. More on this a possible APIs moving forward at the end though.

A few examples that are broken ATM.
```python
>>> x = torch.tensor(0.5+1.7j, dtype=torch.complex64)
>>> jacfwd(torch.conj)(x)  # should return tensor([[ 1,  0], [ 0, -1]])
tensor(1.-0.j)
>>> jacrev(torch.conj)(x)  # should return tensor([[ 1,  0], [ 0, -1]])
tensor(1.-0.j)
>>> jacfwd(torch.abs)(x)  # should return  tensor([[0.2822, 0.9594]])
tensor(0.2822)
>>> jacrev(torch.abs)(x)   # almost! Should return tensor([[0.2822], [0.9594]])
tensor(0.2822+0.9594j)
>>> jacfwd(torch.Tensor.cfloat)(torch.ones(()))  # should return  tensor([[1, 0]])
tensor(1.+0.j)
>>> jacrev(torch.Tensor.cfloat)(torch.ones(()))   # should return  tensor([[1], [0]])
tensor(1.)
```

Note that there is no non-constant holomorphic function from `R -> C` or `C -> R` so none of the functions above are holomorphic and PyTorch should never return complex "Jacobians".

There is no easy way to test whether a function is holomorphic, but we do know that a composition of holomorphic functions is holomorphic. As such, a possible API for this would be to have a kwarg `holomorphic: bool = False`  that if set to `True` it tries to return a complex Jacobian if possible. This would be implemented by having a list of functions which are holomorphic, and making sure these are the only ones called in the computaiton of `jacfwd` / `jacrev`.

### Versions

master

cc @ezyang @gchanan @zou3519 @albanD @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7 @anjali411 @dylanbespalko @mruberry @Chillee @samdow @soumith @kshitij12345 @janeyx99
Repository: godot
Issue: Clarify that creating a custom engine build configuration is not sufficient by itself to reduce exported project size
Labels: enhancement,topic:editor

### Godot version

v4.0.beta17.official [c40020513]

### System information

macOS 13.2 (22D49)

### Issue description

After disabling most features through the engine build configuration menu, a 2D scene with a single `ColorRect` produces a web release-build that is over 28MB. This is the same size as an export with all features included.

### Steps to reproduce

- Create a new project with a 2D scene
- Go to `Project > Customize Engine Build Configuration`
- Click "Detect from Project" and manually unselect "3D Engine" and "3D Physics"
- Go to `Project > Export`
- Build release as web/HTML5.
- Web assembly file is around 28MB.

### Minimal reproduction project

[Test Project 2D G4.zip](https://github.com/godotengine/godot/files/10686620/Test.Project.2D.G4.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Use image filename for caption file.
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 feature would allow the use of the filenames of images for captions during preprocessing.

### Proposed workflow

1. Go to Train/Preprocess images. 
2. Input source and destination directory.
3. Toggle parameter which allows the program to use the filenames of images for captions.
4. Preprocess.


### Additional information

_No response_
Repository: godot
Issue: RayCast2D not colliding with CollisionPolygon2D or CollisionShape2D's CircleShape2D
Labels: topic:physics,needs testing,topic:2d

### Godot version

3.5.1.stable

### System information

Ubuntu 22.04.1 LTS

### Issue description

I'm trying to use RayCast2D to detect a CollisionShape2D CircleShape2D but the RayCast2D detects the CollisionShape2D CircleShape2D only on the edge of the CollisionShape2D CircleShape2D

### Steps to reproduce

1-Create a new Scene
2-Add an Area2D node
3-Add a CollisionShape2D and set the Shape to CircleShape2D
4-Create a new Scene
5-Add a KinematicBody2D
6-Add a RayCast2D to the KinematicBody2D
7-Create a movement script for the KinematicBody2D

### Minimal reproduction project

Please turn on Visible Collision Shapes in the debug menu

[Bug-Sample.zip](https://github.com/godotengine/godot/files/10688829/Bug-Sample.zip)
Repository: node
Issue: requestTimeout and long running uploads
Labels: http

### Version

v18.14.0

### Platform

Linux prometheus 6.1.9-200.fc37.x86_64 #1 SMP PREEMPT_DYNAMIC Thu Feb  2 00:21:48 UTC 2023 x86_64 x86_64 x86_64 GNU/Linux

### Subsystem

http

### What steps will reproduce the bug?

Create an HTTP server with a big `requestTimeout` (a day in this example):

```js
require('node:http').createServer({
  requestTimeout: 24 * 60 * 60 * 1e3, // a day
}, (req, res) => {
  console.log(req.method, req.url);

  req.resume().on('end', () => {
    res.end('Ok');
  }).on('error', console.warn);
}
).listen(8080);
```

Do a long running request to it:
```console
$ curl -T /dev/urandom http://localhost:8080 -v
*   Trying 127.0.0.1:8080...
* Connected to localhost (127.0.0.1) port 8080 (#0)
> PUT /urandom HTTP/1.1
> Host: localhost:8080
> User-Agent: curl/7.85.0
> Accept: */*
> Transfer-Encoding: chunked
> Expect: 100-continue
> 
* Mark bundle as not supporting multiuse
< HTTP/1.1 100 Continue
* Mark bundle as not supporting multiuse
< HTTP/1.1 408 Request Timeout
< Connection: close
< 
* Send failure: Connection reset by peer
* Closing connection 0
curl: (55) Send failure: Connection reset by peer
```

### How often does it reproduce? Is there a required condition?

It happens everytime, and I haven't been able to pinpoint the exact value at which it becomes problematic.

### What is the expected behavior?

It should interrupt the request after 24 hours.

### What do you see instead?

It interrupt the request after ~30 seconds.

### Additional information

I can work-around by disabling the timeout (`requestTimeout: 0`) completely but setting a value, even high, seemed preferable.

Any other suggestions on how to handle long running uploads?
Repository: flutter
Issue: [pigeon] Switch to `process_runner` for Pigeon test runner
Labels: team,package,team-ecosystem,p: pigeon,P3,triaged-ecosystem

Currently the test runner for Pigeon (process_utils.dart) has minimal in-package code for handling streaming output from sub-processes. In https://github.com/flutter/packages/pull/3046 I tried switching to `process_runner`, which has more robust handling; it has the added advantage of interleaving `stdout` and `stderr` correctly, instead of printing all of one then all of the other, which is especially nice for `xcodebuild` output that frequently has `stderr` spam even in normal runs.

Unfortunately, changing to `process_runner` caused the Windows CI to hang. We should figure out why, fix it (possibly in `process_runner` itself?) and switch so we have less code to maintain in the Pigeon test, and better output.
Repository: godot
Issue: Visual shader sometimes doesn't update changes on a mesh.
Labels: bug,topic:editor,needs testing,topic:shaders

### Godot version

4.0 Beta 17 mono

### System information

Windows 10, Nvidia GTX 1660Ti, Vulkan

### Issue description

Check the short video, the Albedo Color doesn't change on the mesh when I change it but only after I disconnect the node and then reconnect it back.

https://youtu.be/L03Vpn8ASWo

It doesn't happen all the time and I don't know how to trigget this.

### Steps to reproduce

I don't know how exactly, check the video if needed.

### Minimal reproduction project

Since it doesn't happen regularly I don't think a particular project would be helpful, it has happened to me on different models in different projects so I don't think it's particular to any of my projects per se.
Repository: PowerToys
Issue: Add scaling to Quick Accents
Labels: Needs-Triage

### Description of the new feature / enhancement

Add a way to make the bar larger, either a slider or a multiplier, ie 1x 2x 3x

### Scenario when this would be used?

The letters on the bar can be hard to read on higher resolution monitors.

### Supporting information

![image](https://user-images.githubusercontent.com/43508353/217584599-484c4871-3089-49f1-b2dd-2edda911e7a9.png)
Repository: rust
Issue: Parse error on let followed by a block should suggest likely alternatives if-let or let-else
Labels: A-diagnostics,T-compiler

### Code

```Rust
fn main() {
    let Some(msg) = opt_msg() {
        dbg!(msg);
    }
}

fn opt_msg() -> Option<&'static str> {
    Some("hello world")
}
```


### Current output

```Shell
error: expected one of `.`, `;`, `?`, `else`, or an operator, found `{`
 --> src/main.rs:2:31
  |
2 |     let Some(msg) = opt_msg() {
  |                               ^ expected one of `.`, `;`, `?`, `else`, or an operator

error: could not compile `playground` due to previous error
```


### Desired output

```Shell
error: expected one of `.`, `;`, `?`, `else`, or an operator, found `{`
 --> src/main.rs:2:31
  |
2 |     let Some(msg) = opt_msg() {
  |                               ^ expected one of `.`, `;`, `?`, `else`, or an operator

note: if you intended to write an `if let`, put an `if` in front of the `let`, like so:
  |
2 |     if let Some(msg) = opt_msg() {
  |

note: if you intended to write a `let else`, add an `else` and its block after the scrutinee, like so:

  |
2 |     let Some(msg) = opt_msg() else { ... } {
  |

error: could not compile `playground` due to previous error
```


### Rationale and extra context

Its pretty natural at times to try to flip code from a `let` to an `if let`, but the resulting compiler parsing error is not as helpful as it could be.

### Other cases

_No response_

### Anything else?

_No response_

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Repository: godot
Issue: Shaders glitching with transparency enabled on MeshInstance3D in both editor and when playing the project.
Labels: discussion,topic:rendering,topic:3d

### Godot version

4.0 Beta 17 mono

### System information

Windows 10, Nvidia GTX 1660Ti, Vulkan

### Issue description

The best would be to watch the video, 3d shader glitches with Transparency from Geometry section in the Inspector set to any value but 0. To be precise transparency itself on it's own seems to be working strangely too.

Don't be alarmed about the length of the video, I've put timestamps to the description. The glitches happen over the entire length of the video (more or less), I've tried various angles, flags and so on, some of these make this even worse or more prominent.

This happens both in the editor and when I play the project in its own window.
It's very consistent issue which can be spotted all time, move the camera around to see more issues.

Video: https://youtu.be/uQahvvtjYTc

### Steps to reproduce

Add a MeshInstance3D to your scene.
Assign it a box Mesh.
Assign the mesh a new StandardMaterial3D.
Set it some Albedo Color, let's say blue or green.
Change Transparency in Geometry section in the Inspector and observer changes.
Move camera around (especially below the grid) and observe changes. At certain angles the shader also almost disappears and more.

For better result create a couple of MeshInstances3D and move them a little bit so they overlap only partially.

### Minimal reproduction project

Currently nothing, it's not particular to just one project or model I have it happens even with Godot meshes.
Repository: vscode
Issue: Dragging view container with hidden views into another view container makes all visible
Labels: bug,workbench-views,papercut :drop_of_blood:

I have the explorer configured to only show files, no other views. When I drag it to the second bar and then down to the panel, all of its views become visible:

![image](https://user-images.githubusercontent.com/900690/217595526-8a5a4a1c-1bf4-4f69-900f-be740be6e775.png)
Repository: vscode
Issue: Exception when moving views around
Labels: bug,workbench-views

Steps:
* fresh user data dir
* remove all views from explorer except for files
* move it to the second sidebar
* move it to the panel
* 🐛 notice how the second sidebar still shows the explorer icon
* now move the files view back to side bar
* now move the files view into the second sidebar

```
bootstrap-window.js:264 TypeError: Cannot read properties of undefined (reading 'element')
    at getOverlayBounds (viewPaneContainer.ts:423:55)
    at Object.onDragEnter (viewPaneContainer.ts:444:14)
    at Object.onDragEnter (dnd.ts:509:17)
    at HTMLDivElement.<anonymous> (dom.ts:1700:19)
```

Video:

![Recording 2023-02-08 at 17 49 48](https://user-images.githubusercontent.com/900690/217596867-7ad78860-6327-4fa8-bebf-fe8e1e4c8525.gif)
Repository: vscode
Issue: Task with empty command does not terminate
Labels: bug,tasks

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.75.0
- OS Version: Ubuntu 16.04 LTS

Steps to Reproduce:

1. Create a folder with the following: 
**.vscode/tasks.json**
```
{
    "version": "2.0.0",
    "tasks": [
        {
            "label": "Do Nothing in WSL",
            "command": "",
            "windows": {
                "command": "${command:remote-wsl.reopenInWSL}"
            },
            "runOptions": {
                "runOn": "folderOpen"
            }
        }
    ]
}
```
2. Open the folder in VSCode
3. View->Terminal
![image](https://user-images.githubusercontent.com/124807720/217604045-9152acbd-f514-440c-9f4b-01add9bd73cd.png)
The `Do Nothing in WSL` task never terminate.
Similar to [this](https://github.com/microsoft/vscode/issues/81777).
Repository: PowerToys
Issue: FancyZones: Display monitors with the same layout as the System > Display window
Labels: Needs-Triage

### Description of the new feature / enhancement

Currently, FancyZones displays monitors left-to-right in order of monitor identification.  Ideally it would display them in the same layout--both horizontal and vertical--as shown in **System > Display**.

Note: I've only tested this using the `en-us` locale.  I don't know if FancyZones displays monitors right-to-left in locales with right-to-left languages.

### Scenario when this would be used?

Any time a user has:

1. More than one (1) monitor;
2. Monitors physically laid out in an order other than left-to-right based on how Windows identifies them.

### Supporting information

_No response_
Repository: go
Issue: x/mobile: Undefined symbols _res_9_nclose with Go 1.20
Labels: Documentation,help wanted,OS-Darwin,NeedsFix,mobile

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20 darwin/arm64
</pre>

### Does this issue reproduce with the latest release?
Using MacOS with Go 1.20 error, no issue in 1.19.5


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="arm64"
GOBIN=""
GOCACHE="/Users/name/Library/Caches/go-build"
GOENV="/Users/name/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="arm64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/name/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/name/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_arm64"
GOVCS=""
GOVERSION="go1.20"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/dev/null"
GOWORK=""
CGO_CFLAGS="-O2 -g"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-O2 -g"
CGO_FFLAGS="-O2 -g"
CGO_LDFLAGS="-O2 -g"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -arch arm64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/hr/1lxcf_8s41dfqq139phd6twm0000gn/T/go-build1419606280=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

After compiling using `gomobile bind -v -ldflags='-s -w' -target=ios -o libtest.xcframework github.com/example/test` in terminal and import the `libtest.xcframework` library to xcode, it will show error in xcode when trying to compile ios app

### What did you expect to see?



### What did you see instead?

> Undefined symbols for architecture arm64:
>   "_res_9_nclose", referenced from:
>       _internal/syscall/unix.libresolv_res_9_nclose_trampoline.abi0 in Libtest(go.o)
>   "_res_9_ninit", referenced from:
>       _internal/syscall/unix.libresolv_res_9_ninit_trampoline.abi0 in Libtest(go.o)
>   "_res_9_nsearch", referenced from:
>       _internal/syscall/unix.libresolv_res_9_nsearch_trampoline.abi0 in Libtest(go.o)
> ld: symbol(s) not found for architecture arm64
> clang: error: linker command failed with exit code 1 (use -v to see invocation)

Related: https://github.com/golang/go/issues/58159
Repository: PowerToys
Issue: [Awake] Automatically enable when Windows enters tablet mode
Labels: Idea-Enhancement,Product-Awake

### Description of the new feature / enhancement

Because there's currently no plans for Windows to have separate controls for screen timeout when entering tablet mode, it would be great to have an automated way for the screen to stay on for longer or indefinite times until tablet mode is exited. If the Awake tool could somehow detect when tablet mode engages and change modes based upon that, it would be super convenient!

From my understanding, the way tablet mode is handled is different in Windows 11 than it is in Windows 10, but I would wager to bet there's some way to fairly efficiently detect when tablet mode has engaged (whatever makes the taskbar enlarge might be able to be hooked into?) If this feature isn't possible to implement, issue #23469 has a very useful alternative approach that might be less complicated to develop.

### Scenario when this would be used?

Laptops that have touchscreens, 2-in-1s, other multi form-factor Windows devices.

### Supporting information

_No response_