sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: "Parameter "m" is null." when creating then destroying a scene with a MeshInstance3D while headless.
Labels: bug,topic:rendering

### Tested versions

- Reproducible in: v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3742) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

I get an error somewhat inconsistently when running a headless server. The most common way I've found to trigger it is to have no mesh instances, create one, then delete it. This will result in the following error.

`ERROR: Parameter "m" is null.
   at: mesh_get_surface_count (servers/rendering/dummy/storage/mesh_storage.h:110)`

It rarely triggers when there are more meshes in the scene as well but less consistently. The problem is not related to multiplayer but rather the fact that the game is running headless.

![image](https://github.com/godotengine/godot/assets/7225240/d29be4be-cfe4-4f00-a5ea-dd6a58755b98)

The mesh also has to come from an instanced scene containing a MeshInstance3D, simply creating a new MeshInstance3D and destroying it will not cause the error. This doesn't not seem game breaking so far, however it does make server logs pretty messy at times.

### Steps to reproduce

-Create an empty scene.
-Create a scene containing a MeshInstance3D.
-Attach a script to your empty scene that instantiates the scene containing the the MeshInstance3D, then destroys it.
-Make the empty scene your main scene.
-Build your project
-Run the project with the "--headless" command line argument.

### Minimal reproduction project (MRP)

(How to see the error.)
-Open project.
-Build project with "Export With Debug" checked.
-Run the project from the console with: "Headless Mesh Error.console.exe" --headless

(Make sure not to run "Headless Mesh Error.exe" directly or you'll encounter another bug I found while making this MRP, #86813)

-Enter the command 'create'
-Enter the command 'delete'
-The error should appear.
(Enter the command 'force-error' at any time to let the game automatically force the error to show.)

[Headless_Mesh_Error.zip](https://github.com/godotengine/godot/files/13836490/Headless_Mesh_Error.zip)
Repository: transformers
Issue: Add flash attention 2.0 support for GPT2LMHeadModel
Labels: Good Second Issue,Feature request

```
    model = AutoModelForCausalLM.from_pretrained(
        my_GPT2LMHeadModel_checkpoint, 
        torch_dtype=torch.bfloat16, 
        attn_implementation="flash_attention_2",
    )
```
throws the following error:
```
Error loading Flash_Model_2: GPT2LMHeadModel does not support Flash Attention 2.0 yet. Please open an issue on GitHub to request support for this architecture: https://github.com/huggingface/transformers/issues/new
```
Repository: godot
Issue: Using a MultiplayerSynchronizer while disconnecting an ENetMultiplayerPeer logs error "Unable to send packet on channel 1, max channels: 0"
Labels: bug,topic:multiplayer

### Tested versions

Reproducible in v4.2.stable.official [46dc27791]

### System information

macOS Ventura 13.3.1 M1 Max

### Issue description

When disconnecting a client peer from the server peer, while using a MultiplayerSynchronizer, it logs the following error:  

<img width="694" alt="Screenshot 2024-01-04 at 7 58 42 PM" src="https://github.com/godotengine/godot/assets/8283698/d49b43a7-176e-4902-b4ef-65f57df31cb4">  


**This issue was referenced in another bug report here:**
https://github.com/godotengine/godot-proposals/issues/3459#issuecomment-1135051618

### Steps to reproduce

1. Create a server and client `ENetMultiplayerPeer`
2. Create a MultiplayerSynchronizer with **at least one synchronized property**
3. Disconnect one of the peers (clients) on the server peer: `server_peer.disconnect_peer(peer_id)`
4. This error above is logged.

### Minimal reproduction project (MRP)

[unable-send-packet-recreate.zip](https://github.com/godotengine/godot/files/13836867/unable-send-packet-recreate.zip)
Repository: godot
Issue: Directional LightmapGI denoising exhibits artifacts on surfaces close to emissive surface
Labels: topic:rendering,documentation,topic:3d

### Tested versions

- Reproducible in v4.2.stable.official [46dc27791]
- Not reproducible in v4.1.stable.official [970459615]

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated Radeon RX 580 Series (Advanced Micro Devices, Inc.; 31.0.21902.5) - 12th Gen Intel(R) Core(TM) i5-12400 (12 Threads)

### Issue description

I often place emissive meshes near other geometry (e.g. TV screens), which makes the following artifacts apparent:
![image](https://github.com/godotengine/godot/assets/6843686/dc622144-5854-449e-bfc5-05a6bbecce90)

The artifacts seem to arise from the denoiser step, as the un-denoised results (taken without the denoiser option) look similar enough:
![image](https://github.com/godotengine/godot/assets/6843686/85cdb822-2425-4276-bfb7-335bc40b6e28)

While the denoised results show the artifacting (or perhaps, the lack of reducing the noise?):
![image](https://github.com/godotengine/godot/assets/6843686/5e1e09a5-6fc1-4a02-99ac-754bd73a2952)

I've only taken the topmost part of the directional lightmap file, but the other parts exhibit similar artifacting. Even though the example images were taken with a non-normal-mapped mesh, the result with a normal map is the same (you can try it out by using `wall_mat` instead of `flat_mat` inside the MRP). 

This seems related to the introduction of the JNLM denoiser (#81659), as going back to OIDN inside the same 4.2 version produces this result:
![image](https://github.com/godotengine/godot/assets/6843686/2e9dfbfa-cb58-4170-998f-26777b470d45)

Moving the emissive mesh a bit away (usually 1 m distance is enough) makes the artifacts disappear:
![image](https://github.com/godotengine/godot/assets/6843686/f736564d-0b40-43cc-a01e-6a6a798250d2)
![image](https://github.com/godotengine/godot/assets/6843686/73d145ab-739c-4bf4-b252-8674b835052f)



### Steps to reproduce

1. Create two meshes set up for LightmapGI, one of them emissive
2. Position the emissive object close to the other mesh (less than 50 cm away, the closer the more noticeable)
3. Activate LightmapGI's `directional` option and bake lightmaps

### Minimal reproduction project (MRP)

[directional-lightmap.zip](https://github.com/godotengine/godot/files/13836744/directional-lightmap.zip)

The main scene `test-dir-denois` contains the other scenes `dir` and `non-dir`, both of which have their own LightmapGI instance.
Repository: storybook
Issue: React-vite: Docgen HMR is broken
Labels: bug,react,builder-vite,sev:S2

### Describe the bug


Comments on jsdoc modification or type modification will not be hot updated

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: [Power Rename] Allow enumerate numbers to increment every X number of rows
Labels: Idea-Enhancement,Product-PowerRename

### Description of the new feature / enhancement

Add a new optional parameter to increment every X number of rows.

Current behavior is as if this was set to 1, incrementing for every file, but there exists scenarios where we want the same number used for multiple files.

I propose adding the "every" parameter, such that the number is incremented by the "increment" number every "every" number of files. Could also call this number modulo since it would increment every time `n % modulo == 0`.

### Scenario when this would be used?

example of `every=2`:
```
${increment=1,padding=4,start=1,**every=2**}
A.mp4 -> 0001.mp4
A.json -> 0001.json
B.mp4 -> 0002.mp4
B.json -> 0002.json
C.mp4 -> 0003.mp4
C.json -> 0003.json
```

### Supporting information

_No response_
Repository: ant-design
Issue: 使用resetFields重置form.List中的表单控件没有重置成默认值而是重置为空
Labels: 🐛 Bug,Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/p/sandbox/antd-reproduction-template-forked-4l46ls?file=%2Findex.js)

### Steps to reproduce

1.填写普通item输入框
2.点击add field 新增一条 FormList中的item
3.填写FormList中的item 输入框
4.点击reset 按钮
5. 普通item输入框被重置成了默认值，FormList中的item被重置为空

### What is expected?

resetFields重置表单时 FormList中的控件被重置为默认值

### What is actually happening?

resetFields重置表单时 FormList中的控件被重置为空

| Environment | Info |
| --- | --- |
| antd | 5.12.7 |
| React | 18.x |
| System | windows |
| Browser | Chrome 120.0.6 |

---
不知道是否是预期行为

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: Weird characters displayed when in composition mode
Labels: bug,editor-input-IME

Type: <b>Bug</b>

GIF

![type](https://github.com/microsoft/vscode/assets/47070852/e18fc860-325f-45c6-a1d3-f8b37326da31)

Test repo: https://github.com/xiyaowong/vscode-type-bug-report
Key code to reproduce the bug:
```javascript
const handler = vscode.commands.registerTextEditorCommand("type", (_editor, _edit, { text }) => {
	if (text === "i")
		handler?.dispose();
});
```

VS Code version: Code - Insiders 1.86.0-insider (d8a75eacf7c70e7327a460a8224dec14a65e1e27, 2024-01-04T05:36:53.531Z)
OS version: Windows_NT x64 10.0.22631
Modes:


<!-- generated by issue reporter -->
Repository: vscode
Issue: Unnecessary calls to 'codeAction/resolve' on mouse hovers
Labels: editor-code-actions,under-discussion

Type: <b>Bug</b>

Hovering with mouse over a list of available code actions that appears after clicking on a lightbulb displayed in the editor left margin (the same applies for the list of code actions that appears after right click in editor and selecting `Source Action...`), `codeAction/resolve` LSP call is invoked for each affected code action. This is not done when cycling the list using keyboard Up/Down when the `codeAction/resolve` is called only on the code action selected by user as to be performed.
The unnecessary calls to `codeAction/resolve` (caused by simple mouse hovers) represent a performance problem since the `codeAction/resolve` call is usually used to compute the `edit` property of a code action which could by quite costly (that was the reason to introduce the `codeAction/resolve` to LSP in version 3.16)

VS Code version: Code 1.85.1 (0ee08df0cf4527e40edc9aa28f4b5bd38bbff2b2, 2023-12-13T09:47:11.635Z)
OS version: Linux x64 6.6.3-1-default
Modes:


<!-- generated by issue reporter -->
Repository: TypeScript
Issue: `typesVersions` doesn't match behaviour of `exports`
Labels: Suggestion,Awaiting More Feedback

### 🔎 Search Terms

- "typesVersions"
- "exports"

### 🕗 Version & Regression Information

- This relates to the work around Node.js `exports` (i.e. #53116).
- This has never worked to my knowledge.


### ⏯ Playground Link

_No response_

### 💻 Code

`package.json`:
```json 
{
  "exports": {
    "./*": {
      "types": "./dist/types/*/*.d.ts",
      "import": "./dist/esm/*/*.js",
      "require": "./dist/cjs/*/*.js"
    }
  },
  "typesVersions": {
    "*": {
      "*": [
        "./dist/types/*/*.d.ts"
      ]
    }
  }
}
```


### 🙁 Actual behavior

These provided export paths work as expected in Node.js. For example, I can import from `foo/dist/esm/bar/bar.js` with:
```ts
import { bar } from 'foo/bar';
```

However, TypeScript is unable to resolve the double wildcard in `typesVersions`. I also see a validation error on the string (`"./dist/types/*/*.d.ts"`) in VS Code.

### 🙂 Expected behavior

I'd expect that `typesVersions` behaves the same way that `exports` does.

### Additional information about the issue

I realise that a quick solution to this would be to use `index.js` in each folder instead of a file with the same name as the folder, but wanted to report the different in behaviour here.

This may also technically be a feature request.
Repository: flutter
Issue: Better support similar to Android .9(nine patch) picture
Labels: c: new feature,framework,a: images,c: proposal,P3,team-framework,triaged-framework

### Use case

Although Flutter currently supports the display of .9 images through `Image.centerSlice`, it is more troublesome to use, and it does not support content margins.
Specifically, developers need to measure the specific centerSlice rectangular value. Failure to pay attention may lead to errors.
There is a similar solution on pub.dev (https://pub.dev/packages/ninepatch_image), which internally converts through `byteData = await image.toByteData(format: ui.ImageByteFormat.rawRgba)` and then traverses to find .9 The position of the black line in the picture is calculated to calculate `centerSlice`, and the black line is removed by cropping on the display.
Although the effect is realistic, it will be slightly lacking in performance.

### Proposal

Android's native processing method is obviously more convenient for developers.
When compiling, it writes the `centerSlice` related information of the .9 picture into the header of the .9 picture, and then removes the black line; when decoding the image, the `centerSlice` information can be obtained in the c language layer, no Where is the developer relations location required.
I hope flutter can also support this mode, and at least get the `centerSlice` information in the dart layer.
- https://android.googlesource.com/platform/frameworks/base.git/+/refs/heads/main/tools/aapt/Images.cpp#542

- https://android.googlesource.com/platform/frameworks/base.git/+/71f2cf116aab893e224056c38ab146bd1538dd3e/core/jni/android/graphics/NinePatch.cpp#143
Repository: PowerToys
Issue: Application interface keeps disappearing
Labels: Issue-Bug,Product-Settings,Severity-High

### Microsoft PowerToys version

0.76.2

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

When I open the settings, it randomly disappears. Like a crash but it is still running ok in the system tray so I can just try again and after 1 or 2 additional attempts it work. Then will randomly crash at any point

### ✔️ Expected Behavior

Setting should open and stay open

### ❌ Actual Behavior

Random crash of interface

### Other Software

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Unable to connect 127.0.0.1:7860
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [ ] 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
- [ ] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

when i start the app, it will open the website, but it show unable to connect, i had try other browser, all can't connect to 127.0.0.1
i had check host, it has line about 127.0.0.1 localhost

 
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/155725179/6d5b257d-cc9c-454b-908a-07545266eba9)
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/155725179/9c596d25-1bae-496e-a2d5-b951fdd46511)
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/155725179/ce5830e4-f0be-446c-b656-f89728d61985)


### Steps to reproduce the problem

Start the application,
Click start
the application will open the website automatically


### What should have happened?

The website should show the WebUI


### What browsers do you use to access the UI ?

Mozilla Firefox, Google Chrome, Microsoft Edge

### Sysinfo

Can't go webui

### Console logs

```Shell
Python 3.10.11 (tags/v3.10.11:7d4cc5a, Apr  5 2023, 00:38:17) [MSC v.1929 64 bit (AMD64)]
Version: v1.6.0-2-g4afaaf8a
Commit hash: 4afaaf8a020c1df457bcf7250cb1c7f609699fa7
Launching Web UI with arguments: --medvram-sdxl --theme dark --xformers --api --autolaunch
Tag Autocomplete: Could not locate model-keyword extension, Lora trigger word completion will be limited to those added through the extra networks menu.
[-] ADetailer initialized. version: 23.11.1, num models: 9
2024-01-05 17:20:23,032 - ControlNet - INFO - ControlNet v1.1.419
ControlNet preprocessor location: F:\sd-webui-aki-v4.5\extensions\sd-webui-controlnet\annotator\downloads
2024-01-05 17:20:23,227 - ControlNet - INFO - ControlNet v1.1.419
sd-webui-prompt-all-in-one background API service started successfully.
Loading weights [7f96a1a9ca] from F:\sd-webui-aki-v4.5\models\Stable-diffusion\anything-v5-PrtRE.safetensors
Creating model from config: F:\sd-webui-aki-v4.5\configs\v1-inference.yaml
Running on local URL:  http://127.0.0.1:7860
Loading VAE weights specified in settings: F:\sd-webui-aki-v4.5\models\VAE\animevae.pt

To create a public link, set `share=True` in `launch()`.
Startup time: 32.6s (prepare environment: 12.1s, import torch: 8.3s, import gradio: 1.5s, setup paths: 0.9s, initialize shared: 0.4s, other imports: 0.8s, setup codeformer: 0.2s, load scripts: 3.9s, create ui: 1.5s, gradio launch: 2.7s, add APIs: 0.1s, app_started_callback: 0.2s).
Applying attention optimization: xformers... done.
Model loaded in 5.3s (load weights from disk: 1.7s, create model: 0.5s, apply weights to model: 1.6s, load VAE: 1.1s, calculate empty prompt: 0.2s).
```


### Additional information

_No response_
Repository: vscode
Issue: workbench.action.toggleMaximizedPanel shortcut doesn't work when terminal is focused
Labels: keybindings

Type: <b>Bug</b>

I have binded `shift + escape` to the `workbench.action.toggleMaximizedPanel` command.

It works as expected, unless the Terminal has focus: in this case, it doesn't work.

I looked at the `terminal.integrated.commandsToSkipShell` setting and the `workbench.action.toggleMaximizedPanel` command is in the default skipped commands list so if I understood correctly, it is not supposed to be consumed by the shell so the shortcut should work when the Terminal has focus as well.

VS Code version: Code 1.85.1 (Universal) (0ee08df0cf4527e40edc9aa28f4b5bd38bbff2b2, 2023-12-13T09:48:06.308Z)
OS version: Darwin arm64 23.1.0
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Apple M1 Pro (10 x 24)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|3, 2, 3|
|Memory (System)|32.00GB (0.37GB free)|
|Process Argv|--crash-reporter-id f05a9ce0-d147-44d5-a49c-21931c637837|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (10)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-tailwindcss|bra|0.10.4
gitlens|eam|14.6.1
vscode-clangd|llv|0.1.26
prettify-json|moh|0.0.3
vscode-language-pack-fr|MS-|1.85.2023121309
remote-containers|ms-|0.327.0
cmake-tools|ms-|1.16.32
synthwave-vscode|Rob|0.1.15
svelte-vscode|sve|108.1.0
cmake|twx|0.0.17

(1 theme extensions excluded)

</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
vspor879:30202332
vspor708:30202333
vspor363:30204092
vstes627:30244334
vslsvsres303:30308271
vshan820:30294714
vscoreces:30445986
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593:30376534
py29gd2263:30899288
vscaac:30438847
vsclangdc:30486549
c4g48928:30535728
azure-dev_surveyone:30548225
89544117:30613380
pythongtdpath:30769146
i26e3531:30792625
welcomedialog:30910333
pythonidxpt:30866567
pythonnoceb:30805159
asynctok:30898717
pythontestfixt:30902429
pythonregdiag2:30928863
pyreplss1:30897532
pythonmypyd1:30879173
pythoncet0:30885854
pythontbext0:30879054
accentitlementst:30887150
dsvsc016:30899300
dsvsc017:30899301
dsvsc018:30899302
aa_t_chat:30882232
dsvsc019:30917259
cp7184t3:30927821

```

</details>

<!-- generated by issue reporter -->
Repository: pytorch
Issue: Operator 'aten::_weight_norm_interface' not implemented MPS device.
Labels: feature,triaged,module: mps

### 🚀 The feature, motivation and pitch

Because the operator 'aten::_weight_norm_interface' is not currently implemented for the MPS device we can not fully use the MAC M1/M2/M3 capabilities of pytorch.

I stumbled upon this issue when I tried to adapt the project [OpenVoice TTS](https://github.com/myshell-ai/OpenVoice?s=03) 
for my Mac M1 machine

### Alternatives

I am not aware of any alternatives for Mac M1. Alternative could be running on a Linux or Windows machine.

### Additional context

_No response_

cc @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen @razarmehr
Repository: transformers
Issue: [generation] Exact Search Decoding
Labels: Feature request

### Feature request

Hello Hugging Face Transformers Team,

I am writing to suggest a feature of an "exact search" decoding method, suggested in https://aclanthology.org/D19-1331/ 

Greedy search and beam search are both "greedy" in the sense that they are not guaranteed to find the global most likely generation. 

An exact search is a DFS-based search method with branch pruning that can guarantee to return the global optimal. 

The original implementation is located here: [DFS.py in SGNMT](https://github.com/ucam-smt/sgnmt/blob/master/cam/sgnmt/decoding/dfs.py).
Just need to adapt it to transformers generation module.



### Motivation

It has a strong research value because it returns the global optimal.
However, it may not be very practical for general users because it may be very slow.


### Your contribution

I could take the job to submit a PR if this is interesting for you. 
Otherwise, I can work on it as a fork under my account.
Repository: next.js
Issue: ❌ 😱 MDX Not WORKING 💥
Labels: bug,Markdown (MDX)

### Link to the code that reproduces this issue

https://github.com/aymanechaaba1/nextjs-mdx

### To Reproduce

1. `npm i`
2. `npm run dev`
3. Visit this [MDX Page](http://localhost:3000/projects)

### Current vs. Expected behavior

MDX is not displaying the style of usual MD files after following the exact steps in the doc. [MDX NextJS Doc](https://nextjs.org/docs/app/building-your-application/configuring/mdx)

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 22.6.0: Wed Jul  5 22:17:35 PDT 2023; root:xnu-8796.141.3~6/RELEASE_ARM64_T8112
Binaries:
  Node: 20.8.0
  npm: 10.2.5
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 14.0.4
  eslint-config-next: 14.0.4
  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)

MDX (@next/mdx)

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

next dev (local)

### Additional context

_No response_