sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [feat] Window builder physical size/position
Labels: good first issue,scope: core,type: feature request,status: backlog

### Describe the problem

There's no way to set the size and position of the window in the window builder to physical coordinates.

### Describe the solution you'd like

The size and position methods should be able to accept either logical or physical units.

### Alternatives considered

Setting the window size and position AFTER the window has been created, which for some reason accepts logical or physical coordinates despite the fact that the window builder doesn't? 🤔

### Additional context

My use case is positioning a window on a specific monitor. This can only be done with physical units :(
Repository: pytorch
Issue: c10d all_gather aborts with Signal 8 (SIGFPE) when tensor.numel() == 0
Labels: oncall: distributed,module: c10d

### 🐛 Describe the bug

Repro:

Create script "all_gather_test.py" containing:

```
import torch

torch.distributed.init_process_group('gloo')

# works
x = torch.ones((1, 1, 2))
y = [torch.zeros_like(x) for _ in range(torch.distributed.get_world_size())]
torch.distributed.all_gather(y, x)
print(y)

# aborts with
#  exitcode  : -8 (pid: 98824)
#  error_file: <N/A>
#  traceback : Signal 8 (SIGFPE) received by PID 98824
x = torch.ones((1, 0, 2))
y = [torch.zeros_like(x) for _ in range(torch.distributed.get_world_size())]
torch.distributed.all_gather(y, x)
print(y)
```

Run with :

`torchrun --nproc_per_node 4 all_gather_test.py`


I would expect the result to be a list of empty tensors; instead i get process aborts with signal 8 on all ranks.

### Versions

pythorch nightly Sept/15/2022

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @osalpekar @jiayisuse @SciPioneer @H-Huang @kwen2501
Repository: godot
Issue: Inaccurate cast_motion in GodotPhysics
Labels: bug,topic:physics,topic:3d

### Godot version

v4.0.beta1.official

### System information

Windows 10, Vulkan

### Issue description

Shapecast (cast_motion) in GodotPhysics returns noticeably inaccurate results - enough to cause visible jitter or choppiness.
The same cast_motion in Bullet physics would produce smooth results, but Bullet is no longer available.

Here I'm using a sphere cast to help with Camera placement, so the Camera does not go through surfaces. But the result jitters, and even when moved across the flat floor surface, the height of the Camera keeps changing, because of the cast_motion result not being accurate.

How I expect cast_motion to work: 
The result of cast_motion multiplied by query.motion should give a 3D position that would make the query.shape tangent to the surface, instead of a rough approximation.

None of the settings in Project Settings -> 3D Physics -> Solver help. I cannot achieve the same accuracy as Bullet Physics.

https://user-images.githubusercontent.com/49114816/190928715-2ce7a1d3-fb1f-4164-8582-2f44940872c8.mp4



### Steps to reproduce

Use PhysicsDirectSpaceState3D.cast_motion with a SphereShape3D, placing the camera using the result of the cast_motion call.
Once the distance becomes smaller, the inaccuracy becomes very obvious.
See minimal reproduction project.

### Minimal reproduction project

[InaccurateShapecast.zip](https://github.com/godotengine/godot/files/9595282/InaccurateShapecast.zip)
Repository: godot
Issue: AnimationTree nodes width is small thus text inside doesn't display properly.
Labels: enhancement,topic:editor,usability,topic:animation

### Godot version

4.0b1 mono

### System information

Windows 10, Nvidia gtx 1660Ti, latest drivers, Vulkan

### Issue description

In this video https://youtu.be/W7E5_jEHIyc you can see how some of the textx are just cut off, particularly when I open the StateMachine resource area there's text which gets cut off (Loc, Pa, Na).

### Steps to reproduce

Check the Resource area of the StateMachine node in the AnimationTree.

### Minimal reproduction project

-
Repository: stable-diffusion-webui
Issue: Simple mode
Labels: enhancement,extension-request

**Is your feature request related to a problem? Please describe.**
I would like to have a simple UI for quick generations but at the same time keep the adaptability of the current UI. Would there be interest in that?

**Describe the solution you'd like**
The idea is to differentiate between "simple" and "expert" mode (maybe using a checkbox). Simple mode would hide the least used UI elements, simplify the layout and offer the remaining options in a collapsible panel. It would also simplify the initially visible options. For example, display a "quality" dropdown instead of a "steps" slider and a "creative, mixed, strict" prompt following option for the cfg-scale.


**Describe alternatives you've considered**
An alternative would be to have a simplified tab on it's own. A console argument/ui-config.json (like --start-in-simplified-mode) would probably be better. That would also preserve backwards compatibility because it could default to the current behavior (expert mode).


**Additional context**
I've started implementing the changes I suggest, but did so as a new tab for now. 

Anyways, here are some Screenshots of what I propose. The labels are German for now because I made it to share a simple interface with my friends. "Qualität" equates to the the diffusion steps setting and "Anzahl" is the batch count. WIP:

![Screenshot_20220919-011703_Chrome](https://user-images.githubusercontent.com/21229739/190932451-13a1dad6-c6c6-447b-9d78-782f44b8bad7.jpg)

![Screenshot_20220919_013557](https://user-images.githubusercontent.com/21229739/190933042-96652253-5e3e-4962-a12c-f0b0278548fb.jpg)

Additionally, on small devices, I suggest moving the output panel above the settings in the normal txt2img tab. I found that when scrolling to the result on my phone, I often unintentionally change a slider. 

Edited to add Screenshots, remove typos, add details, improve description of what I want
Repository: godot
Issue: Godot freezes and crashes when I click on LightOccluder2D child node, but the game works and runs just fine.
Labels: topic:rendering,topic:editor,needs testing,performance

### Godot version

3.5

### System information

Windows 10

### Issue description

I saw a video where you can click on "Sprite" and create a "LightOccluder2D sibling" that fits your sprite texture's pixels, and it works just fine, but it creates LightOccluder2D node and every time I click on that node, Godot freezes up and crashes. 

Please help. 

### Steps to reproduce

It just happens when I click on the "Imp"'s "LightOccluder2D" node.

### Minimal reproduction project

[Scratch.zip](https://github.com/godotengine/godot/files/9602761/Scratch.zip)
Repository: godot
Issue: Open Project settings stuck when autoload file was deleted
Labels: bug,topic:editor

### Godot version

4.0 beta1

### System information

Windows 10

### Issue description

When autoload file was deleted, open project settings panel stuck.

![4B$K)~@1X_VWI9_V{%YMPBR](https://user-images.githubusercontent.com/12381740/190934756-a556d988-78b7-4c5b-9d07-c7fdddf18133.png)


### Steps to reproduce

Open project settings

### Minimal reproduction project

[example_project.zip](https://github.com/godotengine/godot/files/9595573/example_project.zip)
Repository: stable-diffusion-webui
Issue: Write all data to log.csv when using scripts
Labels: enhancement

**Is your feature request related to a problem? Please describe.**
This request could be considered a bug by some, however I don't find it to be one as it doesn't impact normal usage in a meaningful way.

**Describe the solution you'd like**
Currently when you save images using the `Save` button under the image grid, only the last prompt/seed/etc is saved to the log.csv file. It would be nice to have a way, when using a script (like `prompts from file`), to write all of the data per prompt to log.csv since it currently considers them all the same.

Alternatively, implementing the `PngInfo` to saved images would be great and just getting rid of log.csv all together.
Repository: storybook
Issue: Source Doc Block - JavaScript not formatting properly
Labels: bug,needs triage

When building a docs page and using `<Source />` with JavaScript via the `code` prop and using a template literal, it breaks when there's a line break in a specific location.

For example, here there is a line break above `return`,

```javascript
<Source
  language="javascript"
  dark
  format={true}
  code={dedent`
const ParentComponent = () => {
  const [isOpen, setIsOpen] = useState(false);
  const handleClick = () => {
    setIsOpen(true);
  };

  return (
  <>
    <Button onClick={handleClick}>Controlled toast</Button>
    <Toast isOpen={isOpen} onOpenChange={setIsOpen} />
  </>
); } `}
/>
```

Which leads to the error:

![CleanShot 2022-09-19 at 13 05 12@2x](https://user-images.githubusercontent.com/13479539/190958015-607dcc96-7962-4417-9b9f-341391060aee.jpg)

However, when removing the line break, it renders properly.

If the line break is right below `return`, it still renders properly.

Note:  This happens with or without `dedent`.

Cheers
Repository: material-ui
Issue: [accordion] When large content is present in accordion. The active accordion is going out of viewport
Labels: new feature,waiting for 👍,component: accordion,ready to take

### Duplicates

Possible solution is suggested for V1 but nothing is there in V5
[https://github.com/mui/material-ui/issues/12568](https://github.com/mui/material-ui/issues/12568)
### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Steps:

1. When large content is present in Accordion, the content is going out of viewport.
2. Example link - [https://codesandbox.io/s/distracted-sanne-rre74j?file=/demo.js](https://codesandbox.io/s/distracted-sanne-rre74j?file=/demo.js)
3. Click on the first item to expand the accordion
4. Now scroll to bottom and click on the 2nd to expand. 
5. Notice how the screen is not taken to the top of the accordion but stays at the bottom


### Current behavior 😯

Screen stays at end of the expanded accordion

### Expected behavior 🤔

Focus should be on top of the content on the expanded section

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: PowerToys
Issue: Expand the function of Screen Ruler
Labels: Issue-Feature,Product-Screen Ruler

### Description of the new feature / enhancement

![image](https://user-images.githubusercontent.com/37266092/190978510-6305bf15-25e0-41a6-9b9f-1fb35573d568.png)
**Screen Ruler** I mentioned is the PT function shows in the snapshot.


As I wish I suggest that:
1. Add a feature to get the window handle.
2. Add a box-like capture frame, like the snapshot with green and red handwriting note showed below, while mouse flow over one window(like the red note), this function can immediately box it(like the green note) and show width and height.
![image](https://user-images.githubusercontent.com/37266092/190980036-3d34a7e4-a7a8-4363-bbdc-1c96e2c34df0.png)


### Scenario when this would be used?

When we are doing GUI programming, we need to obtain the **handles** of _windows_ display on the screen.

### Supporting information

_No response_
Repository: kubernetes
Issue: Add the enabled field to NetworkPolicy 
Labels: sig/network,kind/feature,triage/accepted

Sometimes, I want to disable the networkpolicy temporarily. Now, I must delete it or edit it to match none. I wonder why not we add a field to control it
Repository: godot
Issue: .NET SDK downgrade prevents Godot build from working
Labels: bug,topic:dotnet

### Godot version

4.0.beta1

### System information

Windows 10, Vulkan, NVIDIA GeForce RTX 3070 Laptop GPU

### Issue description

I installed .Net 7 preview the other day because I wanted to try something in another Project. I uninstalled it, but Godot seems to still want to use it.

when I click "Build" in the top right corner the Build fails with this message:

`Found .NET SDK, but did not find dotnet.dll at [C:\Program Files\dotnet\sdk\7.0.100-preview.7.22377.5\dotnet.dll]
`

appendix: I think this issue might also accur, when downgrading from a higher dotnet 6 version to a lower one.

I would expect Godot to "Ask" Dotnet, which version it prefers and build with that, or just call dotnet.exe and not bother at all which Version it chooses. But something seems to force the newest version?

### Steps to reproduce

Have .Net 6 SDK installed
Install .Net 7 SDK preview
Create a Godot Project with Godot-Sharp beta 1
uninstall .Net 7 SDK preview

System should still have a valid version of .Net 6 availabel, but not of .Net 7.
Building the Project in Godot fails.

### Minimal reproduction project

_No response_
Repository: go
Issue: gccgo: struct comparison with blank field could be wrong
Labels: NeedsFix

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.18.2 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes, tested on GCC 12.

### 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="amd64"
GOBIN=""
GOCACHE="/home/melonedo/.cache/go-build"
GOENV="/home/melonedo/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/melonedo/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/melonedo/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.18.2"
GCCGO="/usr/bin/gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/home/melonedo/fuzzTest/go.mod"
GOWORK=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build557955963=/tmp/go-build -gno-record-gcc-switches"


</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->

Run `go run -compiler gccgo issue.go` on code:

```go
// MWE from signature fuzzer
package main

import "fmt"

type StructF11S1 struct {
        _ int16
        F1 int16
}

//go:noinline
func compare(a *StructF11S1, b *StructF11S1) bool {
        return *a == *b
}

func main() {
        a := StructF11S1{1, 2}
        fmt.Println(compare(&a, &a))
}
```



### What did you expect to see?

`true` should be printed.

### What did you see instead?

`false` is printed.

Run `gccgo -issue.go -fgo-dump-ast`, we can find that *a and *b are not referenced at all:
```
.main.compare(.main.a (g._2main_0StructF11S1),.main.b (g._2main_0StructF11S1)) (.main.$ret0 (bool)) : (g.func_8_2main_0StructF11S1_3_2main_0StructF11S1_9_8bool_9)
{
  tmp.66002704 (main.StructF11S1) // struct-equal2.go:12
  tmp.66089344 (main.StructF11S1) // struct-equal2.go:12
  {
    {
      tmp.66109760 (bool) = true // struct-equal2.go:12
      if tmp.66109760 // struct-equal2.go:12
      {
        tmp.66109760 = (tmp.66002704.1 == tmp.66089344.1)  // struct-equal2.go:12
      }
    }
    tmp.65273920 = tmp.66109760 // struct-equal2.go:12
    $ret0 = tmp.65273920 // struct-equal2.go:12
    return  // struct-equal2.go:12
  }
}
```

A fix has been proposed at https://go-review.googlesource.com/c/gofrontend/+/431736.
Repository: go
Issue: x/build: no error for missing file in windows workspace
Labels: Builders,NeedsInvestigation

[CL 430915](https://go.dev/cl/430915) failed mysteriously with a seemingly missing file:
https://storage.googleapis.com/go-build-log/706d84fc/windows-386-2008_7e064017.log

The reason, we discovered after testing on a local windows machine, is that AUX (including aux.go) is a reserved name on windows:
https://learn.microsoft.com/en-us/windows/win32/fileio/naming-a-file#naming-conventions

Git produces "error: invalid path 'gopls/internal/lsp/generator/aux.go'".  I don't think the windows TryBots use git directly, but it is surprising to me that the trybot run did not fail eagerly if it was unable to write a file to the workspace.
Repository: rust
Issue: `issue-64655-extern-rust-must-allow-unwind.rs` test triggers LLVM assertion on AArch64
Labels: A-LLVM,T-compiler,C-bug

When running the test suite on the `aarch64-unknown-linux-gnu` target with `llvm.assertions = true`, compiling the `issue-64655-extern-rust-must-allow-unwind.rs` test with `-C lto=fat` and `-C opt-level=0` triggers an LLVM assertion, preventing compilation:

```
---- [ui] src/test/ui/extern/issue-64655-extern-rust-must-allow-unwind.rs#fat0 stdout ----

error in revision `fat0`: test compilation failed although it shouldn't!
status: signal: 6 (SIGABRT) (core dumped)
command: "/home/ubuntu/rust/build/aarch64-unknown-linux-gnu/stage1/bin/rustc" "/home/ubuntu/rust/src/test/ui/extern/issue-64655-extern-rust-must-allow-unwind.rs" "-Zthreads=1" "--target=aarch64-unknown-linux-gnu" "--cfg" "fat0" "--error-format" "json" "--json" "future-incompat" "-Ccodegen-units=1" "-Zui-testing" "-Zdeduplicate-diagnostics=no" "-Cstrip=debuginfo" "-o" "/home/ubuntu/rust/build/aarch64-unknown-linux-gnu/test/ui/extern/issue-64655-extern-rust-must-allow-unwind.fat0/a" "-Crpath" "-Cdebuginfo=0" "-Lnative=/home/ubuntu/rust/build/aarch64-unknown-linux-gnu/native/rust-test-helpers" "-C" "opt-level=0" "-C" "lto=fat" "-L" "/home/ubuntu/rust/build/aarch64-unknown-linux-gnu/test/ui/extern/issue-64655-extern-rust-must-allow-unwind.fat0/auxiliary"
stdout: none
--- stderr -------------------------------
rustc: /home/ubuntu/rust/src/llvm-project/llvm/lib/CodeGen/GlobalISel/InstructionSelect.cpp:179: virtual bool llvm::InstructionSelect::runOnMachineFunction(llvm::MachineFunction&): Assertion `canReplaceReg(DstReg, SrcReg, MRI) && "Must be able to replace dst with src!"' failed.
------------------------------------------
```
Repository: opencv
Issue: WINDOW_KEEPRATIO not respected after displaying an image with the same aspect ratio as the window
Labels: category: highgui-gui,needs investigation

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##### System information (version)
- OpenCV => 4.5.5.64 and 4.6.0.66 (Python packages)
- Operating System / Platform => Ubuntu 20.04
- Python 3.8.10

##### Detailed description

While displaying successive images on the same window using the WINDOW_KEEPRATIO option, when an image has approximately the same aspect ratio as the display window, further images fill the entire window, not respecting the image's aspect ratio:

##### Steps to reproduce

```.py
cv2.namedWindow("random", cv2.WINDOW_KEEPRATIO | cv2.WINDOW_GUI_NORMAL)
while True:
    image = np.zeros(np.random.randint(100, 300, 2))    # Black image of random size
    cv2.imshow("random", image)
    cv2.waitKey()
```
Repository: angular
Issue: [Feature Request] Currency Pipe: improved digit info options
Labels: feature,area: common,area: i18n,feature: insufficient votes

### Which @angular/* package(s) are relevant/related to the feature request?

common

### Description

A common way to display currencies (at least in US) is to omit the cents if the price is a round number, or to show two digits if the price is not a round number.
For example, for `3` dollars, `$3`, and for `3.1` dollar, `$3.10`.

There is no way to accomplish this with the current currency pipe, which only takes a range for the number of digits after the decimal. The only options either make the first price `$3.00` and the second `$3.10`, or the first price `$3` and the second `$3.1`.

### Proposed solution

Extend the `digitsInfo` format. Currently, the format is `{minIntegerDigits}.{minFractionDigits}-{maxFractionDigits}`.
As an alternative, we could offer `{minIntegerDigits}.{allowedFractionDigits1},{allowedFractionDigits2}[,...]`. So the `digitsInfo` for the format above would be `1.0,2`.

### Alternatives considered

Alternately, one could use an `*ngIf` to change out the element with the currency, and use two elements, each with a currency pipe to accomplish the above. Obviously, that is kind of messy.
Repository: pytorch
Issue: nvFuser support for {ceil,floor,round,trunc}(int)
Labels: triaged,module: nvfuser

### 🐛 Describe the bug

In https://github.com/pytorch/pytorch/pull/85144, we add support for integers for these functions. In this case, they simply return a copy of the input.

For now, I'm just xfailing those tests, but we should add support for this in `nvfuser`.

### Versions

master
Repository: go
Issue: x/website: more Gopher artworks on hero section
Labels: NeedsInvestigation,FeatureRequest,website

### What is the URL of the page with the issue?
Refer to the Gopher on the ladder artwork
https://go.dev/
 
### What is your user agent?
NA

### Screenshot
NA 
 
### What did you do?
NA 
 
### What did you expect to see?
Not sure if this issue can discuss on improving Go marketing site.

We have seen some creativity from designers have created various form of Gophers artworks.
e.g. https://github.com/egonelbre/gophers

Instead of showing the same Gopher image, it could randomise various Gopher artworks just as Go can be written for many purposes.
 
### What did you see instead?
Gopher on the ladder.
Repository: vscode
Issue: Dead debug state
Labels: bug,debug

* run VS Code
* have a crash (sorry, fuzzy...)
* kill debuggee from dock
* disconnect/stop from viewlet
* the UI still things it is debugging

<img width="1575" alt="Screenshot 2022-09-19 at 17 02 26" src="https://user-images.githubusercontent.com/1794099/191049194-34e2944b-37a4-4956-a37f-02e894442c36.png">