sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: transformers
Issue: Make it easy to get seperate "prints" for individual runs/ users when using Transformers Agent
Labels: Feature request

### Feature request

I have started exploring the new Transformers Agent. And I would like to build a UI to help me speed up the process.

I might be running multiple runs in parallel or have multiple users using my application. I would like to be able to stream the information from the run as it arrives. I would like to store the information in a database containing all the runs I've done.

Currently all the valuable information about the run is printed I.e. you are using print to inform me like below

```bash
==Explanation from the agent==
I will use the following  tool: `image_generator` to generate an image.


==Code generated by the agent==
image = image_generator(prompt="rivers and lakes")


==Result==
<PIL.PngImagePlugin.PngImageFile image mode=RGB size=512x512 at 0x7F8DDC11C4C0>
```

This is for example done in `agenst.py`

![image](https://github.com/huggingface/transformers/assets/42288570/ed635571-63f2-45b4-9cc5-8acd33dcbc71)

Using `print` makes it hard for me to distinguish between multiple runs/ users. Especially if run in parallel.

Please provide a simple to use method to stream each run individually. It could be as simple as adding a `print` (or `write`) argument to the `Agent.run`, `HFAgent.run` and `OpenAI.run` method.

Alternatively some `run_id` argument could be provided and printed as well. Then I can split the stream that comes in by `run_id`. This is less preferred though that this also adds some complexity.

### Motivation

This will make it much, much easier to create interesting AI apps.

### Your contribution

I might do it 😄 . But I hope someone with knowledge of the code base would do it.

### Additional Context

An async `.run_async` function would also be much appreciated as my UI is built on top of Tornado. This will help me keep the app responsive.
Repository: youtube-dl
Issue: music.youtube.com
Labels: clarification-needed,incomplete

The code should be modified to chaneg youtube.music.com to www.youtube.com
Repository: godot
Issue: Crash without feedback when attempting to remove a freed child.
Labels: bug,topic:core,crash

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Manjaro Linux  KDE
Plasma Version: 5.27.4 KDE
Frameworks Version: 5.105.0
Qt Version: 5.15.9
Kernel Version: 5.15.109-1-MANJARO (64-bit)

### Issue description

If a variable pointing to a previously freed object is used as the argument of .remove_child the game crashes without any feedback. Obviously it is an error to remove a freed node, but there should be feedback so that the user can fix their mistake.

Interestingly the game does not crash if the node is refered to using its $ path. That is, in the following snippet (included in the minimal reproduction project):

```
	await get_tree().create_timer(1).timeout
	print("Freeing first child...")
	$Node2D.queue_free()
	await get_tree().create_timer(1).timeout
	print("Removing first child...")
	remove_child($Node2D)
	
	await get_tree().create_timer(1).timeout
	print("Freeing second child...")
	node2.queue_free()
	await get_tree().create_timer(1).timeout
	print("Removing second child...")
	remove_child(node2)
```

the first remove_child causes no problems, but the second one makes the game crash even before "Removing second child" is printed.

### Steps to reproduce

1. Create a variable. 
3. Assign a node to it.
2. Add the node to another node as a child.
4. Free the child node.
5. Try to remove the child node from the parent.

### Minimal reproduction project

Waits are introduced between each action so that the bug is easier to observe, and so that it is clear that the actions do not have to happen in the same frame.

[Godot.zip](https://github.com/godotengine/godot/files/11471304/Godot.zip)
Repository: PowerToys
Issue: Unit Converter: Result has only 5 significant digits, so large values may be inaccurate
Labels: Issue-Bug,Status-In progress,Run-Plugin

### Microsoft PowerToys version

0.69.1

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

%% 1MiB to B

![image](https://github.com/microsoft/PowerToys/assets/18096134/99036a83-ddec-4e81-ae49-71d89f300a03)

### ✔️ Expected Behavior

1048576 B

### ❌ Actual Behavior

1048600 B

### Other Software

_No response_
Repository: vscode
Issue: Not able to fully select an Arabic text inside quotation 
Labels: bug,editor-core

Not able to fully select an Arabic text inside double quotation (" ").. I can't select the last character as shown in the attached GIF

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.78.0
- OS Version: Windows_NT x64 10.2.22000

Steps to Reproduce:

1. Create .js file an add this object `const title =  "أبواب - بيئة تعليمية متكاملة"`
2. Now try to select the arabic text: `أبواب - بيئة تعليمية متكاملة`

![arabic-text-selection](https://github.com/microsoft/vscode/assets/24841143/d6488252-bd7e-4ea5-ae66-b129f1d1d165)


It's not just about the last character only, the whole Arabic text selection is hard and not smooth, you can try it yourself
Repository: go
Issue: runtime/coverage: coverage from other binaries is not collected in tests
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20.4 darwin/arm64
</pre>

### Does this issue reproduce with the latest release?

Yes, with devel go1.21-91b8cc0d.

### 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/filippo/Library/Caches/go-build"
GOENV="/Users/filippo/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="arm64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/filippo/pkg/mod"
GONOPROXY="github.com/FiloSottile/*,filippo.io/*"
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/filippo"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org"
GOROOT="/opt/homebrew/Cellar/go/1.20.4/libexec"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/opt/homebrew/Cellar/go/1.20.4/libexec/pkg/tool/darwin_arm64"
GOVCS=""
GOVERSION="go1.20.4"
GCCGO="gccgo"
AR="ar"
CC="cc"
CXX="c++"
CGO_ENABLED="1"
GOMOD="/Users/filippo/src/filippo.io/litetlog/go.mod"
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/_j/hq4ytn1n4b94fhrpvvb9tktr0000gn/T/go-build1323402631=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

Within a Go test, built a binary from a different package in the same module with `-cover` and executed it.

Ran the test with `-coverpkg=./...`.

### What did you expect to see?

Coverage of the command invocation included in the test summary.

### What did you see instead?

`coverage: 0.0% of statements in ./...`

---

I expected this to work because there is explicit support for it in the testing package, which propagates the temporary GOCOVERDIR to the environment.

https://github.com/golang/go/blob/91b8cc0dfaae12af1a89e2b7ad3da10728883ee1/src/cmd/go/internal/test/test.go#L1326-L1330

Indeed, rogpeppe/go-internal#201 takes advantage of this to run the test binary as a subprocess and collect coverage from that invocation with the coverage of the main test run.

However, there is then code to exclude coverage from other binaries, introduced for #57924.

https://github.com/golang/go/blob/91b8cc0dfaae12af1a89e2b7ad3da10728883ee1/src/runtime/coverage/testsupport.go#L84-L96

I think running integration tests within a Go test is a more idiomatic way to do it than rigging a script with `go tool covdata` invocations, and it's nice that GOCOVERDIR gets already set up and propagated automatically, but the pattern then breaks when the coverage data is not collected.

As an aside, it should be documented somewhere how test coverage is propagated and collected.
Repository: next.js
Issue: serverState shared by server actions and client component is inconsistent
Labels: bug

### 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 22.3.0: Mon Jan 30 20:39:46 PST 2023; root:xnu-8792.81.3~2/RELEASE_ARM64_T6020
    Binaries:
      Node: 16.19.1
      npm: 8.19.3
      Yarn: 1.22.19
      pnpm: 7.32.0
    Relevant packages:
      next: 13.4.2
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

https://github.com/ahabhgk/nextjs-from-client-server-action-repro

### To Reproduce

`npm run dev` and open localhost:3000, click the `add` button

### Describe the Bug

after you click the `add` button there should have some logs in your terminal

```shell
In RootLayout: 0
In add: 2
In RootLayout: 0 # <--- should be 2
```

### Expected Behavior

the second `In RootLayout: 0` should be `In RootLayout: 2`, since `add` change the serverState to 2 and after refresh, the serverState is 2 when rendering RootLayout

It seems there is two `_serverState.js` in the output, one is `"(sc_server)/./app/_serverState.js"`, and the other one is `"(sc_action)/./app/_serverState.js"`, which lead the inconsistent

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: react
Issue: Bug: useTransition and uSES do not work together, uT is not resilient to amount-of-render
Labels: Status: Unconfirmed

React version: 18.2.0

## Steps To Reproduce

We learn that components should not rely on render. But useTransition does seem to rely on it. If we wrap a set into a useTransition:

```jsx
const [pending, start] = useTransition()
...
start(() => set("foo"))
```

everything that now suspends because of it is marked as a transition, it will not go into suspense fallback but instead `pending` will be true. ✅

But if the suspending component, for whatever reason, happens to render again while still in suspense, giving react the same promise that it already has, then it will unpend because that render wasn't marked a transition. ❌

This at least happens when state managers are built on uSES.

Link to code example:

https://codesandbox.io/s/cool-fast-pcz6bv?file=/src/App.js

## The current behavior

```markdown
1. ❌ Fallback, loading...
2. ⚛️ Content
3. ❌ Fallback, loading...
4. ⚛️ Content
```

In that sandbox it:

1. suspends, it correctly goes into suspense fallback
2. unsuspends, it correctly shows the content
3. suspends again but wrapped into startTransition, it should not go into fallback but pend, but because the suspending component double renders for whatever reason it throws it's promise again towards react, but nothing marked it a transition this time, so the pending state disappears and it goes back into fallback


## The expected behavior

```markdown
1. ❌ Fallback, loading...
2. ⚛️ Content
3. ⚛️ Content
   ✅ Pending ...
4. ⚛️ Content
```

startTransition should mark the component that suspended a transition *as long as it suspends*.

btw, @dai-shi has an extension that lets us use zustand without uSES, it does not happen then: https://codesandbox.io/s/suspicious-hooks-hdvxhl?file=/src/App.js
Repository: storybook
Issue: [Feature Request]: referencing other CSF files in a CSF file and being able to reference those stories in the autodocs template
Labels: feature request,needs triage

### Is your feature request related to a problem? Please describe

This is following the discussion [here](https://github.com/storybookjs/storybook/issues/22451).

I use autodocs to generate the documentaiton and I was trying to create a DocBlock that will reference other stories (the DocBlock is for "related components", so for example, in a Button, you will see IconButton, ActionButton and ButtonGroup as related components").

The problem is that I imported the stories for the "related components" in the component file, but then `of` prop of `Canvas` failed to work

### Describe the solution you'd like

I would like `of` prop to work in a CSF file and not just in MDX

### Describe alternatives you've considered

The only other work around that I currently found was to disable `autodocs` and create an MDX file for every component

### Are you able to assist to bring the feature to reality?

no

### Additional context

_No response_
Repository: rust
Issue: Missed optimization when matching against a struct with only one relevant field
Labels: A-LLVM,I-slow,C-bug,C-optimization

Impl 1:
```rs
pub struct P {
    x: u8,
    y: u8,
}
pub fn f(x: P) -> u32 {
    match x {
        P { x: 1, y: 0 } => 123,
        P { x: 2, y: 0 } => 234,
        P { x: 3, y: 0 } => 456,
        P { x: 4, y: 0 } => 567,
        _ => 555,
    }
}
```
Impl 2:
```rs
pub struct P {
    x: u8,
    y: u8,
}
pub fn f(x: P) -> u32 {
    match x {
        P { y: 0, x: 1 } => 123,
        P { y: 0, x: 2 } => 234,
        P { y: 0, x: 3 } => 456,
        P { y: 0, x: 4 } => 567,
        _ => 555,
    }
}
```
Godbolt: https://godbolt.org/z/E5Yn3cqxh

The only difference between these functions is the order in which `x` and `y` are specified in the `match`. This should not produce different code at generation. This also happens on nightly.
Repository: rust
Issue: rustdoc: Inconsistant decision to include impl with docs but no visible items
Labels: T-rustdoc,C-bug

Since #90905, rustdoc has impl blocks with docs but no items: But it's logic doesn't make (user facing) sense 

```rust
pub struct Foo;

/// 1. Empty
impl Foo {}

/// 2. Private
impl Foo {
    fn private() {}
}

/// 3. Public
impl Foo {
    pub fn public() {}
}

/// 4. Public Hidden
impl Foo {
    #[doc(hidden)]
    fn public_hidden() {}
}

/// 5. Private Hidden
impl Foo {
    #[doc(hidden)]
    fn priviate_hidden() {}
}
```

Running this code across various flag's gets us:

| Header         |     | `--document-private-items` | `--document-hidden-items` | `--document-private-items --document-hidden-items` |
|----------------|-----|----------------------------|---------------------------|----------------------------------------------------|
| Empty          | ✔️  | ✔️                         | ✔️                        | ✔️                                                 |
| Private        | ❌  | ✔️                         | ✔️                        | ✔️                                                 |
| Public         | ✔️  | ✔️                         | ✔️                        | ✔️                                                 |
| Public Hidden  | ✔️  | ✔️                         | ✔️                        | ✔️                                                 |
| Private Hidden | ✔️  | ✔️                         | ✔️                        | ✔️                                                 |

It doesn't make sense that adding `#[doc(hidden)]` to a private function makes it's block visible, or that running `--document-hidden-items` makes a block with only private functions visible. I'm not sure what the exact behavior should be here
Repository: flutter
Issue: Get the size and position of a TextSpan within a RichText
Labels: c: new feature,framework,a: typography,c: proposal,P3,team-framework,triaged-framework

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

same as the #32137

I want to achieve the effect shown in the image, where the marker of an unordered list is aligned with the text on the same horizontal line. Currently, I cannot find any layout that can achieve this, so another solution is to obtain the position of a `TextSpan` in `Rich.text` and calculate the `position` where the marker needs to be placed based on this `position`.

If there are any simpler implementation solutions, please let me know. Thank you.


### Proposal

![image](https://github.com/flutter/flutter/assets/30992818/2fd62993-e17a-40fc-ab6d-632ed4c4c3bc)
Repository: PowerToys
Issue: Keyboard Manager - Remapping is overriden by built in Windows Hotkeys.
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.69.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

Step 1. Remap Alt (Left) to Win (Left)
Step 2. Remap Win (Left) to Alt (Left)
Step 3. Try Alt+G or Alt+W
Issue: It brings up Windows Game Bar.

I assume this happens with other built in Windows hotkeys. 

To prevent the inevitable "why rebind these keys?" I mistakenly bought a Logitech MX Keys for Mac because it was cheaper. 

### ✔️ Expected Behavior

I expect Alt G or Alt W to not bring up the windows game bar as ALT is my slow walking key in R6 Siege. 

### ❌ Actual Behavior

It brings up those menus. I haven't tested it with other hotkeys, I assume it messes those up aswell. 

### Other Software

The only other software running that could interfere with this is Logitech Options for the keyboard. But I have made no changes there.
Repository: angular
Issue: Connecting to websocket leaves app in unstable state
Labels: area: core,area: zones,core: hydration

### Which @angular/* package(s) are the source of the bug?

core

### Is this a regression?

No

### Description

When Hydration is being used and websockets (repro is using socket.io) are being connected to the client never becomes stable thus hydration never occurs.

For a while now we have always not initialized websockets while on the server (using `isPlatformBrowser(PLATFORM_ID)`) because they completely hang the universal server (I now understand this is because the `ApplicationRef` does not become stable) but now when using hydration, hydration never occurs for the same reason just not on the client.

There should be a way to use hydration alongside websockets (or have a mechanism in place to not include socket connections in the app becoming stable? Although that likely has ramifications).

At the very least there should be guidance/docs/errors around Hydration + Sockets so that we can build real-time applications that are also SSR'd.

While this repro is using Socket.io to demostrate the issue we also encountered issues with GraphQL Subscriptions which are also websockets.

### Please provide a link to a minimal reproduction of the bug

https://github.com/yharaskrik/socket-io-ng-hydration-issue

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

_No response_

### Anything else?

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Copy Metadata from file (for metadata overwritten by image editing software)
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 ?

Currently there are issues with metadata being overwritten by Photoshop and other image editing software.  

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/2940820/bde4fd58-4c02-4ed2-81da-3c377c25c675)

In PNG Info, it would be great if there was a "Repair Metadata with Source File" feature that would let you select a file to copy PNG data from.  Ideally the file loaded into PNG info would be modified directly, but even saving a new file with identical image data from what is loaded in the viewer plus the correct metadata from the original unedited photo would be a life saver.  I really need this because some of my custom image generation workflows rely on pulling the metadata from the file to automatically assign new generation parameters, and broken metadata throws errors, fails, and kills batch operations.

Cherry on top would be the ability to select which fields are pulled from the file and the opportunity to manually override other fields (like CFG, denoising, etc).

Cherry on top #2 would be a batch repair feature that would let you assign two folders (images to repair, images with correct metadata) and would process all of them in one go.  

### Proposed workflow

1. Go to PNG Info.  Load the edited image with corrupted metadata
2. Click a new "Repair metadata from file" button
3. Select the image with the correct metadata.  The new file is saved in outputs\png-info (new directory to keep things separate)


### Additional information

_No response_
Repository: pytorch
Issue: Theme update
Labels: module: docs,triaged,module: doc infra

### 📚 The doc issue

To update `pytorch_sphinx_theme` to support new `sphinx>=7.0.0`, I made 2 PRs: 

- https://github.com/pytorch/pytorch_sphinx_theme/pull/180
- https://github.com/pytorch/pytorch_sphinx_theme/pull/181

And there was a very old PR that I submitted but sadly got no attention. It fixes multiple visual bugs and improve visual looking:
- https://github.com/pytorch/pytorch_sphinx_theme/pull/150

### Suggest a potential alternative/fix

_No response_

cc @svekars @carljparker @ezyang @zou3519 @holly1238
Repository: godot
Issue: Cannot get class when setting root type import setting to class inherited from custom class
Labels: bug,topic:editor,topic:import

### Godot version

4.0.2.stable.arch_linux

### System information

Linux

### Issue description

If you have a chain of inherited classes, e.g. `CharacterBody3D > Base > Child`, you cannot set the Root Type of an imported scene to `Child`.

### Steps to reproduce

1. Create a script with `class_name Base` that extends `CharacterBody3D`
2. Create a script with `class_name Child` that extends `Base`
3. Add a `.blend` file to the project
4. In the import settings for the blend file, set "Root Type" to Base
5. Click "Reimport"
6. See "Cannot find class Base"

### Minimal reproduction project

[example.zip](https://github.com/godotengine/godot/files/11472985/example.zip)