sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Feature Request]: Remote attach debugger to a1111
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 ?

I want to develop some network injections for sd and I want to use breakpoint to check whether things are running smoothly. Can the script start some debug servers I can attach to and use breakpoints?

### Proposed workflow

1.enable server by command line args
2.remote attach with vscode or something.
3.trigger function and breakpoint is triggered


### Additional information

_No response_
Repository: neovim
Issue: Broken (un-linked) colors
Labels: bug,defaults

### Problem

Hi!

I recently had to re-install my OS (which I didn't update in some time prior to that), and after fresh installation (and installation of the latest version of all the tools I'm using) I noticed some strange color scheme changes in neovim.. The color scheme haven't change, only the way some color groups are colored.. I was searching for it online, and found the github issue [#26378](https://github.com/neovim/neovim/issues/26378#issuecomment-1838256803) that touches on that, and in my particular case the problem was with the colors that were previously specified by `Identifier` color group (which are now rendered as a `Normal` color) and I think the mentioned github issue addresses that change:

`@variable and @lsp.type.variable are cleared instead of linking to Identifier to reduce visual noise.`

I tried setting `@variable` to the same color the `Identifier` is set to, but nothing has changed.. Also, changing the `Normal` color to `Identifier`'s color does work, but I don't want the rest of the text that used to be `Normal` to have the same color as Identifier, if that makes sense.. Now, obviously some text is still colored as `Identifier`, but the problem is with the part that used to be but it's not anymore..

Here are screenshots of before and after for easier visualization:

BEFORE:
![before](https://github.com/neovim/neovim/assets/6886981/5a886a16-f3f8-4905-a9d1-2ae57987aa66)


AFTER:
![after](https://github.com/neovim/neovim/assets/6886981/7d742220-4d1e-461d-ac5b-87dc525a078b)


I am referring to couple of lines at the top (18 to 15 to be precise) which used to be purple (`Identifier`), and now they are mostly white (`Normal`).. Also, I have black margin background in fzf, which used to have the same color as fzf background (no difference, all the same color):

![margin](https://github.com/neovim/neovim/assets/6886981/3f967614-8a2a-4234-b48d-1f8e0590a8fa)


Again, nothing in the config files/colorsheme changed, my home partition was not even mounted and stayed intact..
I understand some color groups are being un-linked, so I'm wondering if there is the way to link it back (at least the ones I'm having a problem with - `Identifier` and fzf margin background)



### Steps to reproduce

I can post my colorscheme/fzf config file if that helps, though again they didn't change..

### Expected behavior

Provided image above..

### Neovim version (nvim -v)

NVIM v0.10.0

### Vim (not Nvim) behaves the same?

In vim my colorshceme is completely broken..

### Operating system/version

Arch Linux

### Terminal name/version

alacritty 0.13.2 (bb8ea18e)

### $TERM environment variable

xterm-256color

### Installation

system pacakge manager (pacman)
Repository: godot
Issue: `CollisionShape3D` size gizmos disappear as soon as refraction is activated on a material behind the shape
Labels: bug,topic:editor,topic:3d

### Tested versions

- spotted in Godot v4.2.2
- still visible in Godot v4.3-beta2


### System information

Godot v4.3.beta2 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 Ti (NVIDIA; 31.0.15.5222) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

`CollisionShape3D` size gizmos disappear as soon as refraction is activated on a material behind the shape:

![image](https://github.com/godotengine/godot/assets/142265/207d982a-0850-4ece-840e-6e0b8709ff86)

This does not affect CSG size gizmos:
![image](https://github.com/godotengine/godot/assets/142265/1bd26cc3-5093-4f61-bec9-4a36ee6ce71d)


### Steps to reproduce

1. In a 3D scene, create a `CSGBox3D`
2. Add a `StandardMaterial3D` material to that box and enable Refraction in that material
3. In a different position, create either an `Area3D` or `RigidBody3D`
4. Add a child node of type `CollisionShape3D` and set it's shape to `BoxShape3D` or any other shape really
5. Align the editor's camera so that the collision box is in front of the csgbox
6. Select the collision shape -> size gizmos are not visible over the csgbox


### Minimal reproduction project (MRP)

[godot-repro_case-collisionshape3d_gizmo.zip](https://github.com/user-attachments/files/15955693/godot-repro_case-collisionshape3d_gizmo.zip)
Repository: godot
Issue: `Area2D` only fires one mouse input event while in plugin tool dock
Labels: bug,topic:editor,topic:physics,topic:2d

### Tested versions

- Reproducible in: v4.2.2.stable.mono.official [15073afe3], v4.3.beta2.mono.official [b75f0485b]

### System information

Godot v4.3.beta2.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.5244) - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads)

### Issue description

Not sure if its me missing something or it shouldn't be used in tool context in the first place but i'm reporting it just in case.

I have `Area2D` node in `SubViewport` node, while its launched normally as game everything works as intended, it detects every button and motion event from mouse. The issue starts when the same scene gets attached to editor dock, now it only fires one mouse event motion when it enters the area, no extra signals when mouse is moved inside/buttons are clicked/mouse exits area.

I doubt anything is blocking inputs as it works in 'normal game mode' and that one input goes through. 
If the issue is on my side i'd appreciate some guidance how to resolve it

Thank you for your time

### Steps to reproduce

Mouse events are printed in console, compare results from launching game and from included plugin in MRP.

### Minimal reproduction project (MRP)

[mrp.zip](https://github.com/user-attachments/files/15955797/mrp.zip)
Repository: rust
Issue: `non_camel_case_name` / `non_snake_case_name` / `non_upper_case_globals` don't fire for `use x as y`
Labels: A-diagnostics,T-compiler

### Code

```Rust
// doesn't warn
use Option as option;

// doesn't warn
use drop as Drop;

const FOO: () = ();
// doesn't warn
use FOO as foo;

// does warn
enum yip {}

// does warn
fn Woof() {}

// does warn
const mya: () = ();
```


### Current output

```Shell
unused import warnings, but not name warnings on the imports

warning: unused import: `Option as option`
 --> src/lib.rs:2:5
  |
2 | use Option as option;
  |     ^^^^^^^^^^^^^^^^
  |
  = note: `#[warn(unused_imports)]` on by default

warning: unused import: `drop as Drop`
 --> src/lib.rs:5:5
  |
5 | use drop as Drop;
  |     ^^^^^^^^^^^^

warning: unused import: `FOO as foo`
 --> src/lib.rs:9:5
  |
9 | use FOO as foo;
  |     ^^^^^^^^^^

warning: type `yip` should have an upper camel case name
  --> src/lib.rs:12:6
   |
12 | enum yip {}
   |      ^^^ help: convert the identifier to upper camel case (notice the capitalization): `Yip`
   |
   = note: `#[warn(non_camel_case_types)]` on by default

warning: constant `FOO` is never used
 --> src/lib.rs:7:7
  |
7 | const FOO: () = ();
  |       ^^^
  |
  = note: `#[warn(dead_code)]` on by default

warning: enum `yip` is never used
  --> src/lib.rs:12:6
   |
12 | enum yip {}
   |      ^^^

warning: function `Woof` is never used
  --> src/lib.rs:15:4
   |
15 | fn Woof() {}
   |    ^^^^

warning: constant `mya` is never used
  --> src/lib.rs:18:7
   |
18 | const mya: () = ();
   |       ^^^

warning: function `Woof` should have a snake case name
  --> src/lib.rs:15:4
   |
15 | fn Woof() {}
   |    ^^^^ help: convert the identifier to snake case (notice the capitalization): `woof`
   |
   = note: `#[warn(non_snake_case)]` on by default

warning: constant `mya` should have an upper case name
  --> src/lib.rs:18:7
   |
18 | const mya: () = ();
   |       ^^^ help: convert the identifier to upper case: `MYA`
   |
   = note: `#[warn(non_upper_case_globals)]` on by default
```


### Desired output

```Shell
import renames and re-exports should still be subject to the naming lints.
```


### Rationale and extra context

_No response_

### Other cases

_No response_

### Rust Version

```Shell
1.79.0 stable, tested on play.rust-lang.org
```


### Anything else?

_No response_

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Repository: vscode
Issue: Refactoring: Editor Hover
Labels: debt,polish,editor-hover

Refactoring: Editor Hover

This item is about refactoring the editor hover code. It is here to serve as a reminder of work to do:

- [x] The editor hover status bar should be created inside of its corresponding class, not outside. It can be accessed from outside then through a getter.
- [ ] Rewrite https://github.com/microsoft/vscode/blob/d38b24bf7ab6318bf69a5898857013f4c277a998/src/vs/editor/contrib/colorPicker/browser/standaloneColorPickerWidget.ts#L231 so that we do not register disposables within the rendering function. Registration should happen ideally a limited number of times, not on every rendering.
- [ ] Rewrite https://github.com/microsoft/vscode/blob/d38b24bf7ab6318bf69a5898857013f4c277a998/src/vs/editor/contrib/hover/browser/contentHoverRendered.ts#L25, to merge RenderedContentHoverParts and RenderedContentHover. Place the fields into an object (for example called 'source' or 'metadata') that will contain the additional data. Do not use a wrapper.
- [ ] Do not keep two objects in hover controller and markdown hover participant that represent essentially the same thing. Have only one object representing the hover state and call the methods directly on them. Consider changing the `IHoverPart` so that it contains the field `isExpandable`, the corresponding `accessibleContent` and a method which allows one to update the hover part and the editor content hover. This way we can get place all of the recent work concerning the verbosity of the hover into the `MarkdownHover` type directly instead of keeping it inside of the participant directly
- [ ] Draw a UML diagram of the whole feature area and understand the interplay of the classes and the data flow, in order to understand how to optimally refactor the code.
- [ ] The `_currentResult` is essentially defined more or less at the same time as the `_renderedContentHover` field. Can these be refactored to make this clear?
Repository: deno
Issue: Bad base64 decoding performance with `node:buffer`
Labels: perf,node API

https://x.com/justjs14/status/1805074553384697918

Code: https://github.com/just-js/lo-bench/blob/97001c993e1e46173d1257182e0af99534fad150/base64/base64.mjs

Version: Deno 1.44.4
Repository: godot
Issue: TileSet editor with low performance using the tile grid.
Labels: bug,topic:editor,topic:2d,performance

### Tested versions

- Reproducible in: v4.3.beta2.official [b75f0485b], v4.2 and later
- Not Reproducible in: v3.5 and later

### System information

Windows 10 - v4.3.beta2.official [b75f0485b] - GLES 3.0.0 Angle (Compatibility) [Intel R HD Graphics (0x00000102) Direct3D 11 vs__4_1 ps_4_1, D3D11-9.17.10.4459]]

### Issue description

When creating a TileSetAtlasSource (preferably with an image larger than 200px), set the editor's grid to a smaller region snap than the image, causing poor performance when the grid is rendered.

https://github.com/godotengine/godot/assets/53179496/b49eaf0c-e253-4be8-b84f-35b3890356a5



### Steps to reproduce

- Create a TileMapLayer/TileMap
- Assign a new TileSet
- Add an Atlas texture
- In the "Configure" section, write a minimum value for the region to fit (preferably smaller than the texture size)

### Minimal reproduction project (MRP)

N/A
Repository: kubernetes
Issue: TypeMeta is empty in Type client Apply and Patch responses
Labels: kind/bug,sig/api-machinery,triage/accepted

### What happened?

Called:

```go
applied, err := client.AppsV1().Deployments("default").Apply(context.TODO(), deployment, metav1.ApplyOptions{FieldManager: "test-fieldmanager"})
```
I found:

```go
applied.TypeMeta.Kind == ""
applied.TypeMeta.APIVersion == ""
```



### What did you expect to happen?

```go
applied.TypeMeta.Kind == "Deployment"
applied.TypeMeta.APIVersion == "apps/v1"
```

### How can we reproduce it (as minimally and precisely as possible)?

Make the above call.

### Anything else we need to know?

_No response_

### Kubernetes version

1.30, but this probably goes back to introduction of patch support in typed clients.

### Cloud provider

N/A

### OS version

Linux

### Install tools

_No response_

### Container runtime (CRI) and version (if applicable)

_No response_

### Related plugins (CNI, CSI, ...) and versions (if applicable)

_No response_
Repository: godot
Issue: [Android] Huge startup slowdown using .mo files
Labels: bug,platform:android,needs testing,topic:gui,performance

### Tested versions

Reproducible in 4.2.2.stable, 4.2.1.stable.
Has not been tested in earlier builds.

Issue occurs on both Android 13, and Android 12.

### System information

Godot v4.2.2.stable - Arch Linux #1 SMP PREEMPT_DYNAMIC Sun, 16 Jun 2024 19:06:37 +0000 - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 6900 XT (RADV NAVI21) () - 12th Gen Intel(R) Core(TM) i5-12600K (16 Threads)

### Issue description

When using big `.mo` files (about 10k lines) for translating the games, the exported versions on Android will experience a severe slowdown, which seems to get out of control the more lines there are.

Using the exact same `.po` files does not result in this slowdown, only the converted `.mo` format using the GNU `msgfmt` tool.

### Steps to reproduce

Create a game using `.mo` files as the translation sources, and populate these `.mo` files with a lot of lines.
I found that the effect can be noticeably seen starting around the ~10k lines. This is what I've used in the MRP.

To reproduce the issue, build an Android export for the MRP, and run it on an Android device. The game will show up a black screen at startup, and hang while the phone starts to heat up. After some time, the game will start properly.

Changing the translation source from the `.mo` files to the included `.po` files reduces the slowdown to what is expected for the amount of lines to load.

### Minimal reproduction project (MRP)

[mo_android_project.zip](https://github.com/user-attachments/files/15958015/mo_android_project.zip)
Repository: ollama
Issue: Will you please add this agent to your community integration list in your readme?   
Labels: feature request

This agent runs ollama and manages memories in files.  https://github.com/MikeyBeez/RAGAgent.
Repository: ui
Issue: [bug]: useTheme (system) does not update based on user preferences
Labels: bug

### Describe the bug

Once the theme is set to system, when changing the operating system settings it does not reflect the changes correctly, only after refreshing the page. [Vite]

https://github.com/shadcn-ui/ui/assets/16243531/35e1d9aa-576e-4555-9d3f-a20166552541

### Affected component/components

theme-provider

### How to reproduce

- Change the color mode to system
- Change system color preferences (appearance [dark, light])

### Codesandbox/StackBlitz link

https://stackblitz.com/~/github.com/shadcn/vite-template?file=src/main.tsx

### Logs

_No response_

### System Info

```bash
Platform: Darwin
Arch: x86_64
Version: Darwin Kernel Version 23.5.0: Wed May  1 20:09:52 PDT 2024; root:xnu-10063.121.3~5/RELEASE_X86_64
Node: v20.13.1
PNPM: 9.1.3
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: godot
Issue: Button groups don't work with packed scenes
Labels: needs testing,topic:gui

### Tested versions

The bug can be reproduced in both the last commit of the master branch (v4.3.beta.custom_build [e78dc83ee]) and in the latest official version of the engine (Godot v4.2.2.stable).

### System information

Windows 11 - NVIDIA GeForce RTX 4070 Laptop - Godot v4.2.2.stable - Vulkan(Forward+)

### Issue description

Buttons that are a packed scenes do not have the expected behavior if I convert them to toggles and add them to a button group.
By pressing them they can be activated but never deactivated.

### Steps to reproduce

1. Converts a button to a packed scene.
2. Add two or more of those buttons to a scene.
3. Enable the toggle mode property.
4. Have them share a button group resource.

### Minimal reproduction project (MRP)

[mrp.zip](https://github.com/user-attachments/files/15958686/mrp.zip)
Repository: pytorch
Issue: Support a more flexible way to mark all CI jobs in a similar category as unstable
Labels: module: ci,triaged,module: devx

Recently, PyTorch CI oncalls need to frequently create separate unstable issues for similar CI jobs because there is no way atm to cover them all in one issue.  For examples,

* All inductor TorchBench jobs:
    * https://github.com/pytorch/pytorch/issues/128932
    * https://github.com/pytorch/pytorch/issues/128931
    * https://github.com/pytorch/pytorch/issues/128929
    * https://github.com/pytorch/pytorch/issues/128848
* All ROCm jobs:
    * https://github.com/pytorch/pytorch/issues/129211
    * https://github.com/pytorch/pytorch/issues/129209
    * https://github.com/pytorch/pytorch/issues/129208

To avoid the hassle of opening/closing these issues, we should figure out a way to make a group of similar CI jobs as unstable.

cc @seemethere @malfet @pytorch/pytorch-dev-infra @ZainRizvi @kit1980 @clee2000
Repository: go
Issue: x/tools/gopls: OutgoingCalls mishandles dynamic function calls
Labels: NeedsInvestigation,gopls,Tools

![Screenshot 2024-06-24 at 12 57 11 PM](https://github.com/golang/go/assets/5658175/08355b78-0c55-41e5-a479-e04fbfd140b9)

Observe that the "outgoing calls" view shows edges from the site of the call `f()`. (The target of the call appears to be a node equivalent to the enclosing node for `Foo`, which is just wrong; the target of the call is obviously unknown.)  OutgoingCalls should not report dynamic calls.

Notice too that the order in which outgoing calls are listed appears to be nondeterministic.
Repository: pytorch
Issue: DISABLED test_tracker_multi_group_eager (__main__.TestTrackerFullyShard1DTrainingCore)
Labels: module: rocm,triaged,skipped

Platforms: rocm

This test was disabled because it is failing on main branch ([recent examples](https://torch-ci.com/failure?failureCaptures=%5B%22distributed%2F_tools%2Ftest_fsdp2_mem_tracker.py%3A%3ATestTrackerFullyShard1DTrainingCore%3A%3Atest_tracker_multi_group_eager%22%5D)).

This is a new test coming from https://github.com/pytorch/pytorch/pull/125323, it's failing on ROCm distributed job.

cc @jeffdaily @sunway513 @jithunnair-amd @pruthvistony @ROCmSupport @dllehr-amd @jataylo @hongxiayang
Repository: TypeScript
Issue: RTCStatsReport should inherit or extend from Map
Labels: Needs More Info

### ⚙ Compilation target

ESNEXT

### ⚙ Library

No idea why this item is mandatory

### Missing / Incorrect Definition

`RTCStatsReport` is defined as follows:

```ts
/** [MDN Reference](https://developer.mozilla.org/docs/Web/API/RTCStatsReport) */
interface RTCStatsReport {
    forEach(callbackfn: (value: any, key: string, parent: RTCStatsReport) => void, thisArg?: any): void;
}
```

As per documentation, `RTCStatsReport` is a `Map-like` object so it should include methods such as `values()`, `entries()` and members such as `size`. Note that it must NOT include `delete()`, `clear()` or `set()` since it's read-only (see doc links at the bottom).

However `RTCStatsReport` TypeScript definition only exposes `forEach()`.

### Sample Code

```TypeScript
const pc = new RTCPeerConnection();

pc.createDataChannel('foo', { negotiated: true, id: 123, ordered: true });

const stats = await pc.getStats();

console.log('--- num stats:', stats.size);

for (const [id, stat] of stats) {
	console.log('--- stat:', stat);
	console.log('--- stats.get(id):', stats.get(id));
}
```

Produces:

```
--- num stats: 2
--- stat: {id: 'D37', timestamp: 1719306842612.802, type: 'data-channel', bytesReceived: 0, bytesSent: 0, …}
--- stats.get(id): {id: 'D37', timestamp: 1719306842612.802, type: 'data-channel', bytesReceived: 0, bytesSent: 0, …}
--- stat: {id: 'P', timestamp: 1719306842612.802, type: 'peer-connection', dataChannelsClosed: 0, dataChannelsOpened: 0}
--- stats.get(id): {id: 'P', timestamp: 1719306842612.802, type: 'peer-connection', dataChannelsClosed: 0, dataChannelsOpened: 0}
```


### Documentation Link

- https://developer.mozilla.org/en-US/docs/Web/API/RTCStatsReport
- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Map#map-like_browser_apis
Repository: deno
Issue: thread 'tokio-runtime-worker' has overflowed its stack
Labels: bug,cli,high priority

Version: Deno 1.44.4

I have a complex CLI application to generate PDF's with pdfkit and a few extra libraries.

After the latest Deno update:
```
deno --version
deno 1.44.4 (release, aarch64-apple-darwin)
v8 12.6.228.9
typescript 5.4.5
```

everything crashes no matter what with:
```
cd src/pdf && \
        deno run -A --watch \
        pdf-cli.ts
Watcher Process started.

thread 'tokio-runtime-worker' has overflowed its stack
fatal runtime error: stack overflow
```

I'm puzzled about how to raise a bug report because I don't know how to supply a simple, reproducible test case.

Also, when I run this project AS IS but with Bun, it works as expected, with no crashes.

Any advice?

I have also realised that in the dockerfile, there is a version of Deno which I didn't upgrade. The application DOES work with that version:
```
deno --version
deno 1.43.1 (release, aarch64-apple-darwin)
v8 12.4.254.12
typescript 5.4.3
```
I have downgraded my main CLI deno to 1.43.1, and... the crash is gone.

Something had been broken between 1.43.1 and 1.44.4.
Repository: PowerToys
Issue: Keyboard Manager: No feature to group key/shortcut remappings and toggle them (on/off)
Labels: Needs-Triage

### Description of the new feature / enhancement

This idea is about adding a 'Grouping' feature to Keyboard Manager. It will allow users to group many shortcuts and remapped keys into one easily toggled group. The toggle would be at the individual key/shortcut level, as well as Group level.

It would also be convenient to have a way to access custom groupings in the quick access menu (tray icon) to quickly toggle them on/off.

### Scenario when this would be used?

This will allow more efficient use of Keyboard Manager when switching to different keyboard layouts, languages, or different users.

### Supporting information

Currently Keyboard manager does not have a way to recognize when there is a different language being used.