sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Keyboard Shortcut to increase/decrease/mute/unmute Volume of Focused App/Program
Labels: Needs-Triage

### Description of the new feature / enhancement

Volume control of the app/program that is currently in focus by windows.

### Scenario when this would be used?

Instead of opening Volume Mixer to tinker with stuff with the mouse which is very slow,
that feature will give an option to quickly increase/decrease/mute/unmute a specific app/program that is currently in focus.

It can become a very intuitive habit too, to remember a key binding on the keyboard to do any of those actions immediately.

I think we can all agree that a keyboard shortcut is much more preferred by a substantial part of users. 

### Supporting information

_No response_
Repository: godot
Issue: Safari cannot parse web assembly at byte 1155: can't get 1th argument Type
Labels: bug,platform:web,platform:macos,topic:porting,confirmed

### Godot version

4.0.stable.official [92bee43ad]

### System information

macOS 13.2, Apple M2 Pro

### Issue description

Exporting a minimal Godot 4 project to Web and opening it in Safari 16.3 (18614.4.6.1.5) fails

```
[Error] Unhandled Promise Rejection: CompileError: WebAssembly.Module doesn't parse at byte 1155: can't get 1th argument Type
	promiseEmptyOnRejected
	promiseReactionJob
```

This was also mentioned in https://github.com/godotengine/godot/issues/70691#issuecomment-1446563071, but seems unrelated to the shader compilation time issue.

### Steps to reproduce

1. Create a `compatibility` project
2. Create a 2D scene, make it main scene, and add a `Label` with arbitrary text.
3. Export the project as `debug` to web.
4. Open the `.html` in Safari

### Minimal reproduction project

[MinimalProject.zip](https://github.com/godotengine/godot/files/10902812/MinimalProject.zip)
Repository: godot
Issue: add_autoload_singleton doesn't work if referencing the autoload within the plugin
Labels: topic:editor,topic:plugin

### Godot version

4.0 Stable

### System information

Windows 11 RTX 3070Ti Vulkan

### Issue description

Using `add_autoload_singleton` within a plugin script and then writing code that references the global singleton results in errors. The docs make it seem to have a purpose or benefit to use this method so users do not have to manually create the autoload. However if I reference the autoload in the plugin scripts  (i.e. Signals.connect()) I get errors that the autoload is not declared. This prevent Godot from enabling the plugin.

Is this a bug? If not what is the purpose of using `add_autoload_singleton` if I can't actually reference it in the plugin?

<img width="461" alt="autoload_errors" src="https://user-images.githubusercontent.com/65772616/223232871-63aa2577-5cfe-4754-8994-492abc900b74.png">

<img width="515" alt="autoload_enable_error" src="https://user-images.githubusercontent.com/65772616/223232918-c5524a17-1285-4445-bb1a-7ad9aa047b4a.png">

It seems this was supposed to be a nice way to write a plugin and remove the requirement for users to manually create the autoload however I can't seem to comprehend how this makes it easier when I can't even reference it with errors.


### Steps to reproduce

1. Create a new plugin
2. Use `add_autoload_singleton` in the `enter_tree` function
3. Reference the global autoload somewhere in the plugin

### Minimal reproduction project

[autoload_plugin.zip](https://github.com/godotengine/godot/files/10902939/autoload_plugin.zip)
Repository: pytorch
Issue: `torch.utils.checkpoint` should avoid updating BatchNorm statistics twice
Labels: module: checkpoint,triaged

### 🚀 The feature, motivation and pitch

`torch.utils.checkpoint` provides two checkpointing flavors
1. Reentrant
2. non-reentrant 

In both cases if the wrapped module contains `BatchNorm` layers, the batch norm will be updated twice because the forward pass has to be ran twice. This behavior makes reproducing experiment results between checkpointed and un-checkpointed runs harder. 
To repro the problem, one can run https://github.com/facebookresearch/fairscale/blob/main/tests/nn/checkpoint/test_checkpoint_activations_norm.py test without the fairscale wrapper. 

### Alternatives

Fairscale provides a patched Reentrant flavour of activation checkpoint wrapper, that uses 2 hooks to avoid the second forward pass updating the batchnorm stats. 
But currently we don't have a clean API to support this behavior in the non-reentrant case. I can think of one method to achieve this effect is to make the following modification in the non-reentrant pass, but not sure if this will work. UPDATE: it doesn't seemed to work. 
1. mark the `running_mean` and `running_var` tensor inside BatchNorm with a special attribute.
2. detect that special attribute during [pack](https://github.com/pytorch/pytorch/blob/master/torch/utils/checkpoint.py#L378), and return the normal tensor instead of the holder object
3. during `unpack`, if a tensor is passed in as argument, return the tensor directly instead of loading it from `storage`
4. during `unpack`, run the forward pass with `track_running_stats=False`, so the `running_mean` and `running_var` does not get updated. 

### Additional context

_No response_
Repository: godot
Issue: No syntax highlighting when project is set to Compatibility renderer
Labels: bug,topic:rendering,topic:editor,topic:gui

### Godot version

4.0.stable

### System information

Windows 11, AMD Ryzen 3600XT, Nvidia RTX 2060

### Issue description

When using Godot 4.0 stable and activating the Compatibility renderer, syntax highlighting for a GDScript script doesn't work, even if it is enabled. It does, however, work with every other renderer option.

![image](https://user-images.githubusercontent.com/18525423/223249691-8710c1b4-b718-4096-95d7-95d76747046f.png)
No syntax highlighting in Compatibility mode

![image](https://user-images.githubusercontent.com/18525423/223249946-9936504d-5338-41f4-8e3a-ba833395c98b.png)
Syntax highlighting in Forward+ mode

### Steps to reproduce

1. Enable Compatibility mode.
2. Open the script editor.

### Minimal reproduction project

[bugsyntax.zip](https://github.com/godotengine/godot/files/10903386/bugsyntax.zip)
Repository: TypeScript
Issue: [typescript] Incorrect edits with newline applying
Labels: Bug,Help Wanted,Domain: Refactorings

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No

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- VS Code Version: insiders
- OS Version: 

Steps to Reproduce:

Given these files:
`/a.ts`:
```ts
import {a, b} from './b'

```
**(must have final empty newline)**
`/b.ts`:
```ts
export const b = 5

```

Run *move to a new file* codeaction with all contents selected from b.ts, and this will happen with a.ts:

```ts
import {a} from './b'import { b } from "./b.1";
```

As I understand, vscode incorrectly applies edits in location of final newline.
Repository: go
Issue: x/talks: go Present hosted on go-talks returning 403 api.github.com error
Labels: Builders,NeedsInvestigation,Tools

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.19.5 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes


### 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="/Users/liamhogan/Library/Caches/go-build"
GOENV="/Users/liamhogan/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/liamhogan/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/liamhogan/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_amd64"
GOVCS=""
GOVERSION="go1.19.5"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/liamhogan/Documents/projects/go/GoPres/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 -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/tt/zpvl31fd7ms04nvsvw7517br0000gn/T/go-build3583598705=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?
Have a public repo using the Go Present package. Earlier today was able to access this presentation via https://go-talks.appspot.com/github.com/lhogan3/GoPresentation/slides/gopres.slide#1 but now getting a 403 error from api.github.com saying that it is not able to access this resource.
<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->



### What did you expect to see?
My presentation able to be navigated. 


### What did you see instead?
An error screen saying that there was a 403 error.
Repository: vscode
Issue: `contribShareMenu` proposed menus
Labels: feature-request,api,on-testplan,api-proposal

I'm filing this issue to track the finalization of the `contribShareMenu` API proposal since I was not able to find a tracking issue, cc @alexr00. 

## Current state

The `contribShareMenu` API proposal tracks the following menu points:
- `file/share`
- `editor/context/share`

This proposal has been in place for several months without changes, and was previously discussed in https://github.com/microsoft/vscode/issues/146309 and https://github.com/microsoft/vscode/issues/157722, but has not yet been finalized. This means it can't yet be used by most extensions, limiting its utility. An example of an extension that IMO would be a great fit for the Share submenus is Live Share (cc @jramsay):

![image](https://user-images.githubusercontent.com/30305945/223277779-e13f0512-414d-4995-bf9d-9ba5383295f2.png)

## Additional `share` submenus

As part of https://github.com/microsoft/vscode/issues/175676 I'm looking at integrating link sharing more deeply into our product surface area, with the goal of making collaboration via links as seamless as possible. Therefore I'm proposing to expand this API proposal to also include
- `editor/title/context/share`
- `explorer/context/share`

(Note, there is also `editor/lineNumber/context` via https://github.com/microsoft/vscode/issues/175945, but I have not added a `share` submenu for that context menu yet because we are introducing that context menu for the first time all up and it would be odd to only have one item in the menu which is itself a submenu.)
Repository: godot
Issue: Occasional stutters in compatibility mode on macOS
Labels: bug,platform:macos,topic:rendering,needs testing

### Godot version

4.0-stable

### System information

macOS 13.2.1, OpenGL 4.1 Metal 83, Compatibility, Apple M1

### Issue description

I'm experiencing very occasional stutters during gameplay on my M1 MacBook Air when running a very simple game in compatibility mode. This issue exclusively occurs when the game window is on my main Retina display and I have an external monitor connected.

The stuttering is also present on the release exports. I already tried disabling V-Sync and playing around with other settings, so I guess this issue might be specificaly related to Metal.

### Steps to reproduce

1. Connect an external monitor
2. Set any game to compatibility mode
3. Run the game
4. Place the window on your main display

### Minimal reproduction project

N/A. Just any project in general, though the 2D Platformer demo works well enough to reproduce the issue.
Repository: godot
Issue: Error saving shaders embedded in a ShaderMaterial tres without an open scene
Labels: bug,topic:core,topic:editor

### Godot version

4.0.stable

### System information

Windows 10

### Issue description

When editing a Shader embedded in a shader material resource, (.tres), the shader editor will show editing an open file `new_shader_material.tres::Shader_12345` similar to editing a subresource embedded in an open scene.

When saving using the File->Save menu option on the top left of the shader editor, an error pops up saying "This resource can't be saved because it does not belong to the edited scene", which is incorrect because the resource is embedded in a resource, not a scene.

![image](https://user-images.githubusercontent.com/39946030/223286011-4f66fd1b-df9a-4c5e-a5a7-3e7ea320f178.png)
Note also that hitting Ctrl-S will say "1 edited resource was saved" but the file open in the shader editor keeps an unsaved asterisk `(*)` all the way through closing the Godot editor.

The Shader resource does appear to be saved in some cases, despite the error message.

### Steps to reproduce

1. Open the attached project
2. Double click the `new_shader_material.tres` without opening a scene.
3. Click the Shader in the inspector to open the shader editor.
4. Change some code, such as `ALBEDO = vec3(1,1,0);`
5. Attempt to save with Ctrl-S
6. attempt to save with File -> Save

### Minimal reproduction project

[ShaderMaterialEdit.zip](https://github.com/godotengine/godot/files/10904043/ShaderMaterialEdit.zip)
Repository: TypeScript
Issue: Autocompletion did not work when the cursor was placed before the constructor()
Labels: Bug,Help Wanted,Domain: Completion Lists


*TS Template added by @mjbvz*

**TypeScript Version**: 5.0.1

**Search Terms**
- completion / 
- suggest / suggestions
- IntelliSense

See https://github.com/microsoft/TypeScript/issues/53124#issuecomment-1457338704 for minimal repo

---

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version:
<pre><code>
Version: 1.75.1 (user setup)
Commit: 441438abd1ac652551dbe4d408dfcec8a499b8bf
Date: 2023-02-08T21:32:34.589Z
Electron: 19.1.9
Chromium: 102.0.5005.194
Node.js: 16.14.2
V8: 10.2.154.23-electron.0
OS: Windows_NT x64 10.0.22000
Sandboxed: No
</code></pre>
- OS Version: 
<pre><code>
Windows 11 21H2
</code></pre>

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Oh hi there! 😄

To expedite issue processing please search open and closed issues before submitting a new one.
Existing issues often contain information about workarounds, resolution, or progress updates.

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### Description

<!-- ✍️-->

Autocompletion did not work when the cursor was placed before the constructor()

## Reproduction

Steps to reproduce the behavior:
1. Go to 'the line before constructor(private service: Service)'
2. Type 'a = this.service.'
3. Autocompletion list doesn't show the method of service.

**Expected behavior**

Show method of service.

### **Screenshots**

If applicable, add screenshots to help explain your problem.

![image](https://user-images.githubusercontent.com/46915773/220814253-009ae692-924c-4584-bfa5-176b081d80ce.png)

**Anything else relevant?**
<!-- ✍️Do any of these matter hardware, other extensions installed, build environment, ...? If so, please mention it below. -->
https://github.com/angular/vscode-ng-language-service/issues/1866#issue-1596155750
Repository: pytorch
Issue: [torchdistx] Future of the large model initialization
Labels: module: nn,triaged,ezyang's list,module: meta tensors,module: fsdp

For deep learning, when the model is large, model creation and initialization on host device will require tremendous time and sometimes causes host OOM. The existing [torchdistx](https://github.com/pytorch/torchdistx) package resolved this issue efficiently by introducing the `deferred_init` API which will first create model with fake tensor then materialized those tensor after the model is already partitioned, either by FSDP or other model parallelism methods.

However, it seems there is no active development in the torchdistx package, while the current FSDP implementation still depends on it for `deferred_init`. I'm wondering if there is any plan to merge the `deferred_init` API into the native Pytorch, and if no, what will be the native solution for large model initialization?

This issue is associated with this [PR](https://github.com/pytorch/xla/pull/4664) in the Pytorch/XLA repo.

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @ezyang @eellison @bdhirsh @zhaojuanmao @mrshenli @rohan-varma @awgu @fegin @penguinwu @saketh-are @soumith
Repository: flutter
Issue: Web HTML renderer reports rounded text height & alphabetic baseline location
Labels: engine,a: typography,platform-web,e: web_html,P2,team-web,triaged-web

https://github.com/flutter/flutter/pull/121306 was reverted because the web HTML renderer is reporting rounded text height / alphabetic baseline metrics. 

failures:
https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8787337181803429201/+/u/run_test.dart_for_web_tests_shard_and_subshard_7_last/test_stdout
https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8787337181024748465/+/u/run_test.dart_for_web_tests_shard_and_subshard_3/test_stdout
https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8787337181024748497/+/u/run_test.dart_for_web_tests_shard_and_subshard_1/test_stdout

When `fontSize = 14` and `textScaleFactor = 1.0`, with the "FlutterTest" font the text height should be exactly 14.0, and the baseline location should be `14 / 1024 * 768 = 10.5`. But the HTML renderer is reporting a text height of `15.0` and a baseline offset of `11.0`. 

For now I'm going to change the font size used in the failing tests to multiples of 4 to avoid the rounding.
Repository: stable-diffusion-webui
Issue: [Bug]: Very serious memory leak that cannot be controlled
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

When serving an API backend on a computer with multiple GPUs, the computer's memory will quickly be exhausted within a few hours.
Hardware Configuration:
2 x Intel(R) Xeon(R) Gold 6278C CPU @ 2.60GHz
512G DDR4 Memory
8 x nVidia V100S-PCIE
n x NVME SSD Raid1
Despite allocating 512GB of swap, only two of the 8 webui instances were up and running after hours.
The memory usage of the remaining two instances is shown in the figure.
![photo_2023-03-07_10-30-56](https://user-images.githubusercontent.com/117434248/223304336-8ca583dd-778d-4e74-bf2e-8262f7e3c9fb.jpg)
After adding the daemon, Linux will panic when the memory is really exhausted.

### Steps to reproduce the problem

1. start a webui
2. uninterrupted service
3. repeatedly switching models and lora


### What should have happened?

Everything remains normal.

### Commit where the problem happens

when lora is added

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

Linux

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

Google Chrome

### Command Line Arguments

```Shell
CUDA_VISIBLE_DEVICES=X bash stable-diffusion-webui/webui.sh  --api --listen --port X --disable-safe-unpickle
```


### List of extensions

no

### Console logs

```Shell
As normal, Kill due to OOM.
```


### Additional information

_No response_
Repository: godot
Issue: Tilemap parent collision missing
Labels: discussion,topic:2d

### Godot version

4.0-stable

### System information

Windows 11

### Issue description

In Godot 3.5 you could set [`collision_use_parent`](https://docs.godotengine.org/en/3.5/classes/class_tilemap.html#class-tilemap-property-collision-use-parent) to true on a tilemap inside of an Area2D node and trigger a event when you enter this area.

I'm not sure if this was removed from Godot, someplace I cant find, or can be replicated using code.

I basically want to be able to use `body_entered` for a tilemap.

Thanks, Nebelung

### Steps to reproduce

This [reddit comment](https://www.reddit.com/r/godot/comments/108zk1q/comment/j3vmcgb/?utm_source=share&utm_medium=web2x&context=3) sums it up well

```
Make an area2d node and instead of collision shape as the child, put the tilemap instead. On the tilemap inspector, under collision, use parent collision.
```

There is no parent collision or  `collision_use_parent` in the 4.0 docs

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Add more rename variables
Labels: Idea-Enhancement,Product-PowerRename

### Description of the new feature / enhancement

You can select all files using `(.*)`, now if you wanna add a prefix you'll need to static-ly add the old name in replace window. But the problem is not all file will have the same name. So, how can you add suffix & prefix to all files?

From Doc: https://learn.microsoft.com/en-us/windows/powertoys/powerrename
```
For example, given the file names:

powertoys.png, created on 11/02/2020 (november second)
powertoys-menu.png, created on 11/03/2020 (november third)
Enter the criteria to rename the items:

Search for: powertoys
Rename with: $MMM-$DD-$YY-powertoys
The value of the renamed file would result in:

Nov-02-20-powertoys.png
Nov-03-20-powertoys-menu.png
```

Proposal, add variable for filename like we have for time for timestamps.
Proposed variables: 

- FileName (Old name)
- FileNameWExtention (Old name with extension)
- ParrentName (Directory name containing the file)
- DirectoryAbsulute (Path joiner (i.e Invalid characters for file name) will be defined in settings)
- DirectoryRelative (Relative from where PowerRename was opened)

### Scenario when this would be used?

It's obvious why first two might me useful (add suffix & prefix to all files), but why directory name you ask?
Well suppose you have all your files organized by Directories (like you obviously do). Now you want to upload it to a service where directory is not allowed (i.e upload photos organized by directory to Google photos). 

Now if you have a folder called "Trip to X", where there are a, b, c folder. Now, you can add those Information easily as prefix to file (eg, Trip to X_a_DC03, Trip to X_b_DC23) to easily find them by search.

### Supporting information

_No response_