sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ollama
Issue: Users and users management commands
Labels: feature request

If one wants to host one or more model on a beefy computer and give access to a selected few but not the entire world, I would like to suggest some sort of user feature.

**Host**

The host device will have to install Ollama, install the models and port forward. The host device can create users, delete users, list the users, etc. The uses could simply be API Keys and each API key will have a name attached to them to know the user for this API key. Or the users could be a username and password. New commands in host such as `user create`, `user rename`, `user delete` will need to be added.

**Remote**

To access Ollama remotely, you need to use an API key or login with a username and password. Ollama CLI will allow you to add and remove models from remote devices. New commands such as `remote add model`, `remote remove model`, `list remote models`, `remote login`, `remote logout`, `remove list logins` will need to be added

To also allow each user to have a ranking in permissions. There will be the admin user which will have all permissions. Then moderators which will have most permissions and then users that have the least permissions and can only use the service but cannot modify the service.

This feature will also allow for more usecases of Ollama to be used on mobile devices. By having the models run on a remote device with the hardware specs to run the models, the mobile devices does not need o have the models installed on the device and with mobile device hardware being less powerful than desktop hardware, a user can setup a ollama host and use ollama on their phone over the internet.

I would like to also suggest good encryption with the connection between the remote device and host device.
Repository: godot
Issue: `StyleBoxTexture` does not propagate its `Texture2D`'s `changed` signal
Labels: enhancement,discussion,topic:core

### Tested versions

- Reproducible in v4.2.1.stable [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 Ti (NVIDIA; 31.0.15.4629) - 13th Gen Intel(R) Core(TM) i7-13700KF (24 Threads)

### Issue description

`StyleBoxTexture` does not connect its `Texture2D`'s `changed` signal to its own, so modification to the texture aren't automatically propagated.

### Steps to reproduce

Using the attached project:
- Run the project and click "Update Texture".
- The button on the right won't have changed, mouse over it to force it to redraw and show the change (the button's icon toggling between showing the left and right side).
- Click "Toggle Connection" to connect the texture's `changed` signal to the stylebox's `emit_changed`.
- Now clicking "Update Texture" will immediately change the button on the right.
- Click "Toggle Connection" again to disconnect the `changed` signal.
- Now once again clicking "Update Texture" won't show any change until you mouse over the button on the right.

### Minimal reproduction project (MRP)

[StyleBoxTexture-Changed-Signal-Propagation.zip](https://github.com/godotengine/godot/files/14462203/StyleBoxTexture-Changed-Signal-Propagation.zip)
Repository: angular
Issue: Runtime translations ignore i18nMissingTranslation settings
Labels: feature,area: i18n

### Which @angular/* package(s) are the source of the bug?

localize

### Is this a regression?

No

### Description

When translations are loaded using `loadTranslations` from `@angular/localize` the `i18nMissingTranslation` setting in the build options is ignored and a warning is logged for any missing translation or any error that occurs from calling `$localize`:

`No translation found for "<MessageId>" ("<Message>").
`

Since the `i18nMissingTranslation` was created for build time compilation there should be a way to set this value for runtime translations as currently there's no way to ignore errors that happen in `$localize` .


### Please provide the environment you discovered this bug in (run `ng version`)

```
Angular CLI: 17.2.1
Node: 18.18.2
Package Manager: npm 9.8.1
OS: win32 x64

Angular: 17.2.2
... animations, common, compiler, compiler-cli, core, forms
... localize, platform-browser, platform-browser-dynamic
... platform-server, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1702.1
@angular-devkit/build-angular   17.2.1
@angular-devkit/core            17.2.1
@angular-devkit/schematics      17.2.1
@angular/cli                    17.2.1
@angular/ssr                    17.2.1
@schematics/angular             17.2.1
rxjs                            7.8.1
typescript                      5.3.3
zone.js                         0.14.4
```
Repository: pytorch
Issue: Unnecessary CUDA synchronization, or missing warnings
Labels: module: cuda,triaged

### 🐛 Describe the bug

```python
import torch

dev = torch.device("cuda")

torch.cuda.set_sync_debug_mode(1)

x_ones = torch.ones((), device=dev) * 3.14  # no sync
x_full = torch.full((), 3.14, device=dev)  # no sync
x_tensor = torch.tensor(3.14, device=dev)  # sync
x_to = torch.tensor(3.14).to(dev)  # sync
x_full_dev = torch.full((), x_to, device=dev)  # sync
```

With "sync", I mean that I get this warning:
```
UserWarning: called a synchronizing CUDA operation (Triggered internally at ../c10/cuda/CUDAFunctions.cpp:147.)
```
With "no sync", I mean that I don't get the warning.

Is this correct, or is the warning not correctly triggered in some of those cases?

If this is correct, this is unexpected to me, and I think the cases which need a CUDA sync can be reimplemented in a way that they avoid the CUDA sync.

Also, it is unexpected to me that the first `torch.full` with the value on CPU (`x_full`) does not produce the sync, but `torch.full` with the value on device (`x_full_dev`) does produce a sync?


### Versions

Collecting environment information...                                              
PyTorch version: 2.1.0+cu121      
Is debug build: False               
CUDA used to build PyTorch: 12.1                                                   
ROCM used to build PyTorch: N/A                                                    
                                                                                   
OS: Ubuntu 22.04.3 LTS (x86_64)                                                    
GCC version: (Ubuntu 11.4.0-1ubuntu1~22.04) 11.4.0                          
Clang version: 15.0.7                                                              
CMake version: Could not collect                                                                                                                                      
Libc version: glibc-2.35                                                                                                                                              
                                                                                   
Python version: 3.11.2 (main, Feb  7 2023, 13:52:42) [GCC 11.3.0] (64-bit runtime)
Python platform: Linux-5.15.0-46-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: Could not collect
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration: GPU 0: NVIDIA GeForce GTX 980
Nvidia driver version: 530.41.03
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True  


cc @ptrblck
Repository: next.js
Issue: Optimize CSS Modules classnames
Labels: bug

### Link to the code that reproduces this issue

https://github.com/Mad-Kat/reproduction-module-css-hash-optimization

### To Reproduce

```bash
npm install
npm run build
npm run start
```
open the browser at `http://localhost:3000` and check the source.

### Current vs. Expected behavior

All class names look like `veryVeryVeryVeryVeryVeryLongModuleName_footer__UEyfO`. I expected it to be minified in production so that the module name doesn't matter.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.3.0: Wed Dec 20 21:30:44 PST 2023; root:xnu-10002.81.5~7/RELEASE_ARM64_T6000
Binaries:
  Node: 20.11.0
  npm: 10.2.4
  Yarn: 1.22.21
  pnpm: 8.15.1
Relevant Packages:
  next: 14.1.1
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: N/A
Next.js Config:
  output: N/A
```


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

App Router

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

next start (local), Vercel (Deployed)

### Additional context

_No response_
Repository: go
Issue: html: html.UnescapeString("(&#9)") does not decode single character number
Labels: NeedsInvestigation

### Go version

go version go1.21.4 linux/amd64

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/ubuntu/.cache/go-build'
GOENV='/home/ubuntu/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/ubuntu/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/ubuntu/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/opt/gol.21.4'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/opt/gol.21.4/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.21.4'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/dev/null'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build4093406638=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

the html.UnescapeString() function does not decode one character number correctly.

```golang
package main

import (
	"fmt"
	"html"
)

func main() {
	fmt.Println(html.UnescapeString("(&#9)"))
}
```

https://go.dev/play/p/kCEC5INrCNt

### What did you see happen?

output: 
```
(&#9)
```

I think the "No characters matched." check logic of function html.unescapeEntity() is incorrect.

https://cs.opensource.google/go/go/+/refs/tags/go1.22.0:src/html/escape.go;l=107

### What did you expect to see?

want:
```
(\t)
```

Edge/Chrome/Firefox displays the following html as   (　　).
```html
<pre>(&#9)</pre>
```

https://jsfiddle.net/Lkm6jy3c/
Repository: vscode
Issue: Window keeps "closing unexpectedly"
Labels: freeze-slow-crash-leak


Type: <b>Bug</b>

Ever since updating to 1.87.0 the VS Code window keeps closing with an error.


VS Code version: Code 1.87.0 (019f4d1419fbc8219a181fab7892ebccf7ee29a2, 2024-02-27T23:42:51.279Z)
OS version: Darwin arm64 23.2.0
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>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: enabled<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|23, 22, 13|
|Memory (System)|32.00GB (7.20GB free)|
|Process Argv|--crash-reporter-id 05efde12-5031-40a9-bd7c-ea20439fb0d3|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (23)</summary>

Extension|Author (truncated)|Version
---|---|---
github-markdown-preview|bie|0.3.0
markdown-checkbox|bie|0.4.0
markdown-emoji|bie|0.3.0
markdown-footnotes|bie|0.1.1
markdown-mermaid|bie|1.22.0
markdown-preview-github-styles|bie|2.0.3
markdown-yaml-preamble|bie|0.1.0
vscode-eslint|dba|2.4.4
prettier-vscode|esb|10.1.0
foam-vscode|foa|0.25.8
copilot|Git|1.169.0
copilot-chat|Git|0.13.0
vscode-github-actions|git|0.26.2
wireit|goo|0.8.0
vscode-graphql|Gra|0.9.1
vscode-graphql-syntax|Gra|1.3.2
polacode-2019|jef|0.6.1
svg|joc|1.5.3
git-graph|mhu|1.30.0
vscode-paste-image|mus|1.0.4
nunjucks|ron|0.3.1
lit-plugin|run|1.4.3
markdown-all-in-one|yzh|3.6.2


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vspor879:30202332
vspor708:30202333
vspor363:30204092
vscoreces:30445986
vscod805cf:30301675
binariesv615:30325510
vsaa593:30376534
py29gd2263:30899288
vscaat:30438848
c4g48928:30535728
azure-dev_surveyone:30548225
vscrp:30673768
962ge761:30959799
pythongtdpath:30769146
welcomedialogc:30910334
pythonidxpt:30866567
pythonnoceb:30805159
asynctok:30898717
pythontestfixt:30902429
pythonregdiag2:30936856
pyreplss1:30897532
pythonmypyd1:30879173
pythoncet0:30885854
h48ei257:30968133
pythontbext0:30879054
accentitlementst:30887150
dsvsc016:30899300
dsvsc017:30899301
dsvsc018:30899302
pydisww2:30959801
cppperfnew:30973185
d34g3935:30971562
edj9j583:30969295
fegfb526:30973843
78248357:30976999
ccp2r3:30958157
dsvsc020:30976470

```

</details>

<!-- generated by issue reporter -->
Repository: PowerToys
Issue: PowerToys shortcut bug
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Repro,Needs-Triage

### Microsoft PowerToys version

0.78.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

![powertoy remap bug](https://github.com/microsoft/PowerToys/assets/80124482/3806d957-00b2-4efc-b4f3-ed99c2d2f4ea)


### ✔️ Expected Behavior

hold (left) Alt+tab to crouch and access inventory in game

### ❌ Actual Behavior

exits game, though not giving application options like the original alt+tab option did and was intended for

### Other Software

PowerToys v0.78.0
Repository: stable-diffusion-webui
Issue: [Feature Request]: Implement Comfy Todo Node to Forge (heavily improve upscale speed ~ 30% and reduce ~ 30% or more Vram)
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 ?

Improve ~30% render upscale speed and reduce ~30% Vram

### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

Hi A1111

Recently Ethansmith2000 release a new node to Comfy name Todo which improve upscale speed a lot:

I already run it by myself on Comfyui which help me to upscale image from 1920x1080 into 4 times without running out of memory and also much faster. The quality is nearly identical with image not using this node. Can you implement this node code in to A1111

Here is the link of the node:

https://github.com/ethansmith2000/comfy-todo

Thank you so much
Repository: pytorch
Issue: [DTensor] `clip_grad_norm_` follow-ups
Labels: triaged,module: dtensor

- [ ] Statically enforced frozen dataclasses: https://github.com/pytorch/pytorch/pull/120238#discussion_r1507016873
- [ ] Can we get rid of `NormReduction` and directly pass the partial placement to `common_reduction_strategy`? https://github.com/pytorch/pytorch/pull/120238#discussion_r1507089658
- [ ] Can we simplify the `aten.stack` strategy? https://github.com/pytorch/pytorch/pull/120238#discussion_r1508502321

cc @wanchaol @XilunWu @tianyu-l
Repository: excalidraw
Issue: whitelist Pinterest.com
Labels: Embeddable

i use excalidraw for showcasing design architectures to my team,
i would like to show pinterest examples within excalidraw so please whitelist pinterest.com
also where can i access the list of whitelisted urls?
Repository: go
Issue: proposal: cmp: Add Cond[T any](cond bool, ifval, elseval T) T
Labels: Proposal

### Proposal Details

Recently, #64825 was marked as a likely declined proposal. This is an alternate proposal with a similar goal: to make writing simple, commonly used bool conversions easier. Here is the proposed addition:

```go
func Cond[T any](cond bool, ifval, elseval T) T {
   if cond {
     return ifval
  }
  return elseval
}
```

I have been using a helper like this in my code since Go 1.18 and I find it convenient to have. The bool conversions mentioned in #64825 would be `cmp.Cond(b, 1, 0)` with this alternative proposal.
Repository: vscode
Issue: Be able to make the panel take only the half of the editor with
Labels: under-discussion,layout

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
I want to be able to make the pannel half as large to allow the main editor to take the full height (see image below)
![image](https://github.com/microsoft/vscode/assets/80718477/89faa83c-143a-4297-afa1-dff208ad4bd9)
Repository: next.js
Issue: next/jest With loaderFile Config Option Resolving Incorrect Path for Custom Loader
Labels: bug,Testing

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/custom-loader-next-jest-xmq7nf

### To Reproduce

1. Run `npm run test` or `yarn test` in the Codesandbox.

### Current vs. Expected behavior

**Current:**

It's resolving the path of the loader file relative to the `src` directory instead of the root directory where the `next.config.js` is. When running `jest` the following error is thrown:

```
Error: Specified images.loaderFile does not exist at "/workspaces/workspace/src/imgixLoader.js".
    at assignDefaults (/workspaces/workspace/node_modules/next/dist/server/config.js:378:23)
    at loadConfig (/workspaces/workspace/node_modules/next/dist/server/config.js:765:32)
    at async getConfig (/workspaces/workspace/node_modules/next/dist/build/jest/jest.js:78:18)
    at async /workspaces/workspace/node_modules/next/dist/build/jest/jest.js:115:30
    at async readConfigFileAndSetRootDir (/workspaces/workspace/node_modules/jest-config/build/readConfigFileAndSetRootDir.js:129:20)
    at async readInitialOptions (/workspaces/workspace/node_modules/jest-config/build/index.js:403:13)
    at async readConfig (/workspaces/workspace/node_modules/jest-config/build/index.js:147:48)
    at async readConfigs (/workspaces/workspace/node_modules/jest-config/build/index.js:424:26)
    at async runCLI (/workspaces/workspace/node_modules/@jest/core/build/cli/index.js:151:59)
    at async Object.run (/workspaces/workspace/node_modules/jest-cli/build/run.js:130:37)
```

Additionally, when I move the loader file inside `src` to see if the tests pass, the loader doesn't seem to be used. When debugging the output of the render inside a test with an `Image` component, the `src` of the image uses the default `/_next/image?url` path instead of the one specified by the loader.

**Expected:**

It should be resolving the path of the loader file relative to the root directory (I.E. `/workspaces/workspace/imgixLoader.js` instead of `/workspaces/workspace/src/imgixLoader.js` in this example). It should also be using the loader within tests.

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
Binaries:
  Node: 20.11.0
  npm: 10.2.4
  Yarn: 1.22.19
  pnpm: 8.15.1
Relevant Packages:
  next: 14.1.1
  eslint-config-next: 14.1.0
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: standalone
```


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

Jest (next/jest)

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

Other (Deployed)

### Additional context

_No response_
Repository: godot
Issue: CPU Particles not emitting in correct direction with double precision
Labels: bug,topic:rendering,topic:3d,topic:particles

### Tested versions

- Reproducible in: Godot Engine v4.3.dev.mono.custom_build.a47830c66 (double precision enabled)
- Not Reproducible in: Godot Engine v4.3.dev.mono.custom_build.a47830c66 (double precision disabled)

### System information

Godot v4.3.dev.mono (a47830c66) - Pop!_OS 22.04 LTS - Wayland - Vulkan (Mobile) - dedicated Intel(R) Arc(tm) A750 Graphics (DG2) () - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)

### Issue description

This was discovered when testing the billboards issue over here: https://github.com/godotengine/godot/issues/89020.

I think they may be 2 different issues so I'm opening up a separate one for the sake of tracking.  Without further ado:

When running Godot with double precision, rotating the particles in 3d space has no effect on the direction particles are emitted in.  The builds without double precision do work though.  Here are some pictures showing without and with double precision:

## Double Precision Disabled
![image](https://github.com/godotengine/godot/assets/24307049/13081a78-5ddb-4c55-8f05-966e8d20ae2b)


## Double Precision Enabled
![image](https://github.com/godotengine/godot/assets/24307049/e4f49284-08f5-4beb-b881-fd1b2680448e)


### Steps to reproduce

1. Open the MSRP
2. Make sure you have a build of godot with and without double precision enabled.
3. See that the particles emit in the correct direction without double precision.
4. See that they do not respect rotation and emit in the wrong direction with double precision.

### Minimal reproduction project (MRP)

[GodotCpuParticlesBug.zip](https://github.com/godotengine/godot/files/14465025/GodotCpuParticlesBug.zip)
Repository: storybook
Issue: [Bug]: Not able to disable @storybook/addon-interactions at the root of the project
Labels: bug,help wanted,documentation,addon: interactions,sev:S3

### Describe the bug

Disabling the @storybook/addon-interactions addon for all stories as mentioned here https://storybook.js.org/docs/essentials/interactions#disable is not working. I would like to have it disabled for all, but the small amount of stories that needs it, for a question of performance.

### To Reproduce

Stripped down version of the project.

https://github.com/emilie-t-ledn/percy-test/pull/2/files

### System

```bash
System:
    OS: macOS 14.3
    CPU: (16) x64 Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 20.11.0 - ~/.nvm/versions/node/v20.11.0/bin/node
    Yarn: 1.22.17 - /opt/local/bin/yarn <----- active
    npm: 10.2.4 - ~/.nvm/versions/node/v20.11.0/bin/npm
  Browsers:
    Chrome: 122.0.6261.94
    Edge: 122.0.2365.63
    Safari: 17.3
  npmPackages:
    @storybook/addon-a11y: 7.6.17 => 7.6.17 
    @storybook/addon-essentials: 7.6.17 => 7.6.17 
    @storybook/addon-interactions: 7.6.17 => 7.6.17 
    @storybook/addon-links: 6.5.15 => 6.5.15 
    @storybook/addon-themes: 7.6.17 => 7.6.17 
    @storybook/addons: 7.6.17 => 7.6.17 
    @storybook/blocks: 7.6.17 => 7.6.17 
    @storybook/client-api: 7.6.17 => 7.6.17 
    @storybook/manager-api: 7.6.17 => 7.6.17 
    @storybook/react: 7.6.17 => 7.6.17 
    @storybook/react-webpack5: 7.6.17 => 7.6.17 
    @storybook/test: 7.6.17 => 7.6.17 
    @storybook/theming: 7.6.17 => 7.6.17 
    storybook: 7.6.17 => 7.6.17
```


### Additional context

_No response_