sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/tools/gopls: increase max number of completion candidates for unimported packages
Labels: FeatureRequest,gopls,Tools,gopls/completion

<!--
Please answer these questions before submitting your issue. Thanks!
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This is a feature request.

### gopls version

<!--
Output of `gopls -v version` on the command line
-->

latest master branch ([fa10359](https://github.com/golang/tools/commit/fa103593d02f86f400531e4294b9b294d4893901))

### What did you want to see?

- Make the max number of completion candidates for unimported packages configurable.

### What did you see instead?

The current implementation uses [hard-coded number (`5`)](https://github.com/golang/tools/blob/fa103593d/gopls/internal/lsp/source/completion/completion.go#L1108-L1108) for the unimported package completion. Though I know the unimported package completion is expensive, I think it's worth making the number of candidates for it configurable (actually, I'm using my own forked version of `gopls` that uses over `100` for unimported completion candidates for a long time.)
Repository: TypeScript
Issue: Can't infer the type of this self-calculated
Labels: Needs Investigation

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

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  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->

* infer
* self-calculated
* generic

### 🕗 Version & Regression Information

This is the behavior in every version I tried, and I reviewed the FAQ for entries about [Type Inference](https://www.typescriptlang.org/docs/handbook/type-inference.html)

### ⏯ Playground Link

<!--
  A link to a TypeScript Playground "Share" link which shows this behavior.
  This should have the same code as the code snippet below, and use whichever settings are relevant to your report.

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```tsx
type Exactify<T, X extends T> = T & {
  [K in keyof X]: K extends keyof T ? X[K] : never
}

declare function pick<T, X extends Exactify<{
  [K in keyof T]?: true
}, X>>(t: T, x: X): [Pick<T, keyof X>,...
```

[Playground Link](https://www.typescriptlang.org/play?ts=5.1.3#code/C4TwDgpgBAogHgQwMbAJYDMQB4AqAaKADSgjmAgDsATAZyhwD4oBeeqAMigG8AoKKANoBpKKgpQA1hBAB7dEQC6ALigjS5anSmz5OKAH4iwhVBUUIANwgAnHgF8ePKhCQAbBNejoArhRSoZcTBUJAlcAmJ1SlpYRH9MLF5+YVFxbTl6BX0VYGtvCHsIhgYACmAVfCg4FUIAShUBAAUQsMr0+UIGCIiSMmi6eGQ0BLF0GygAQQJR8YAhJkNZ0yhzK2sFRyRAmmAoYAAGFihg0JKuKAQVAHIARiuCACMVG6g7AnPLvbzoO1qeLYoO0EfAu+zwPAA9BCoAA9fQghA3cFQ2Hw-gIABMkOhcJ4JlYJwkZwu1zuj2er3eJK++VefyAA)

### 💻 Code

```ts
type Exactify<T, X extends T> = T & {
  [K in keyof X]: K extends keyof T ? X[K] : never
}

declare function pick<T, X extends Exactify<{
  [K in keyof T]?: true
}, X>>(t: T, x: X): [Pick<T, keyof X>, X, X extends Exactify<infer A, infer B> ? B : never]

const t0 = pick({ a: '1', b: 1 }, { a: true })
const [
  a0,
  a1,
// ^? Exactify<{ a?: string | undefined; b?: number | undefined }, { a: boolean }>
  a2
// ^? { a?: true | undefined; b?: true | undefined }
] = pick({ a: '1', b: 1 }, { a: true })
```

### 🙁 Actual behavior

The `a2` variable is `{ a?: true | undefined; b?: true | undefined }` type.

### 🙂 Expected behavior

Infer the `a2` variable is `{ a: boolean }` or `{ a: true }` type.
Repository: godot
Issue: Shader panel doesn't focus the shader for the currently selected Node
Labels: enhancement,topic:editor,usability

### Godot version

v4.1.beta.custom_build [814643b97] (it's the stencil PR)

### System information

Fedora, RX 590

### Issue description

I'm using a lot of built-in shaders to test things, and when i click on a node, the shader panel doesn't switch on the shader that's assigned to the node.
This created a lot of confusion during usage and I believe it is a major hurdle in general when editing multiple shaders in the same scene.

### Steps to reproduce

Download project from https://github.com/godotengine/godot/pull/78542 
https://github.com/godotengine/godot/files/11827071/stencil.zip

Open the scene. Each object has a different shader. Note how switching nodes doesn't switch to the active shader for that node. I lost a lot of time to it, and while I understand that this is not a common usecase, i had been frustrated at this also when developing my own shader generator plugin for VFX.

This is a major hurdle for anyone building shader-related tech.

### Minimal reproduction project

see above
Repository: stable-diffusion-webui
Issue: [Feature Request]: Generate images from all the caption files found in a selected folder
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 ?

The current "Prompt from file or textbox" -script does allow one to use the contents of a caption .txt file to generate a prompt, but it is unintuitive to use it for generating a lot of images from a lot of text files. Additionally, especially for generating regularization images, it would be useful for the WebUI also to name the generated images based on the names of the files their prompts came from. 

What I request is a new script for this. I'd likely make it myself but I have absolutely no scripting or programming skills and I think a lot of people could have use for this as well.

I was mostly thinking this would be used for generating the regularization/classification images for training but it could have other potential uses. I have not been able to find any reliable or easy-to-use methods for this so far. 

### Proposed workflow

1. Go to txt2img
2. Select this script, maybe called "Use prompts from a folder" or similar.
3. In the first field, input the path to the folder with the caption text files.
4. In the second field, input the path to the folder you want the generated images to be saved in (if empty, uses the same path as images generated otherwise in txt2img, ignores the settings for image saving)
5. (OPTIONAL): Input caption file extension the script should be looking for, would default to .txt but allows the user to change it to something else if they use other formats, like .caption.
6. Press Generate. The script would now go through all the applicable caption files in the folder and use their contents as positive prompts. It would use the user's current txt2img settings to generate the images, and save them in the chosen folder, with each image saved with the same file name as the caption file that was used to generate it.


### Additional information

_No response_
Repository: go
Issue: proposal: hash/crc32: Support both reverse and forward CRCs
Labels: Proposal

<!--
Our proposal process is documented here:
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-->
There are many widely used CRC algorithms, but the Go standard library implementation only supports CRC32s with reversed polynomials.
There are various terms for these variants: In https://reveng.sourceforge.io/crc-catalogue/all.htm, they are called "reflected", but they could also be considered "little endian". Some algorithms use a "big endian" bit order, which is not compatible.

Unfortunately, it isn't trivial to use a forward polynomial in a reversed implementation or vice-versa.
It seems that reversing the bit order in various places (including table calculation) would enable this (the opposite way is described here: https://stackoverflow.com/questions/53812834/computing-crc16-with-reflected-bit-reversed-input-in-c), but I couldn't get it to work with the CRC32 used in MPEG-TS.

Furthermore, the inversion of the CRC at the beginning and end of the CRC calculation in `crc32.simpleUpdate` does not account for algorithms using a different value than 0xffffffff for the initial and final XOR, but this is less of a concern. Different values can be applied before/after calling `crc32.Update`.
Repository: go
Issue: proposal: go/types: Create a public CoreType() function
Labels: Proposal

[Core types](https://go.dev/ref/spec#Core_types) is a first-class concept in the Go Spec, which was introduced with type parameter support. go/types is the official package for tooling developers to interact with type information for Go programs, but it doesn't offer a public API to determine a core type. As a result, this logic has been reimplemented multiple times by independent parties [[1](https://cs.opensource.google/go/go/+/master:src/go/types/under.go;l=26;drc=59964663e58d60719c707d9d59d7424d6f2ea7e0), [2](https://pkg.go.dev/golang.org/x/tools/internal/typeparams#CoreType), [3](https://pkg.go.dev/search?limit=25&m=symbol&q=coretype)], which isn't ideal for obvious maintenance reasons.

**Proposal**: Make the currently unexported [`coreType()`](https://cs.opensource.google/go/go/+/master:src/go/types/under.go;l=26;drc=59964663e58d60719c707d9d59d7424d6f2ea7e0) implementation in `go/types` exported for everyone to use.
Repository: youtube-dl
Issue: Paramount plus subtitle
Labels: site-support-request,DRM


How to download subtitles in italian language from third season of series Evil? , paramount plus USA.
Repository: godot
Issue: CodeEdit: `Auto Indent` behaves differently than `Convert Indent to Tabs or Spaces`. 
Labels: bug,topic:editor

### Godot version

3.x, 4.x

### Issue description

IMO `Auto Indent` should call `Convert Indent to Tabs` or `Convert Indent to Spaces`, dependent on the default editor settings for tabs or spaces.
And / or properly adjust the indentation in the current cursor line (or line selection), if this was implemented for this purpose (I couldn't follow the implementation myself).

### Steps to reproduce

For example, with the default editor settings, indent some line with 4 spaces. `Auto Indent [Ctrl-i]` inserts 2 TABs, `Convert Indent to Tabs` inserts 1 TAB.

### Minimal reproduction project

See also [fix indentation in script templates](https://github.com/godotengine/godot/pull/78675).

![image](https://github.com/godotengine/godot/assets/4047289/35995151-7fd4-4188-8735-be16350b93a7)
Repository: godot
Issue: AnimationPlayer: Call track doesn't call method if one of the arguments is an Array[Resource]
Labels: bug,needs testing,topic:animation

### Godot version

4.0.3 stable, 4.1.dev [3710f0692]

### System information

Godot v4.1.beta (3710f0692) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 (NVIDIA; 31.0.15.2849) - AMD Ryzen 5 3600X 6-Core Processor (12 Threads)

### Issue description

When using AnimationPlayer and attempting to use Call Track on a node with a script and calling a function where one of the arguments accepts an `Array[Resouce]` it will just silently fail to do so.

Debugging into the code, it gets to the GDScript VM failing with `CALL_ERROR_INVALID_ARGUMENT`. To be precise in [gdscript_vm.cpp#545](https://github.com/godotengine/godot/blob/3710f069293f2fde8afe33fea898c4b36fa5e943/modules/gdscript/gdscript_vm.cpp#L545)

### Steps to reproduce

1. Add AnimationPlayer to the node tree
2. In node add a script with a function accepting Array[Resource] as an argument
3. Add new animation and add Call Track for the node with the function
4. Put a key to call the function with an argument
5. Fill the array with any amount of Resources
6. Play the AnimationPlayer track and watch the function not getting called in the set keyframe

### Minimal reproduction project

[animation_player_call_bug.zip](https://github.com/godotengine/godot/files/11860532/animation_player_call_bug.zip)
Repository: PowerToys
Issue: Powertoys Settings will not open Windows 10
Labels: Issue-Bug,Priority-0

### Microsoft PowerToys version

0.70.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Settings

### Steps to reproduce

used Task Manager to kill all powertoys which are running.
Tried running as regular user - settings will not load
Tried running as Admin - settings will not load
Report a Bug ZIP file attached
[PowerToysReport_2023-06-25-16-37-34.zip](https://github.com/microsoft/PowerToys/files/11860588/PowerToysReport_2023-06-25-16-37-34.zip)


### ✔️ Expected Behavior

THe Settings Dialog window to open

### ❌ Actual Behavior

Nothing

### Other Software

_No response_
Repository: pytorch
Issue: DDP enhancement 
Labels: oncall: distributed

### 🚀 The feature, motivation and pitch

The DDP feature is super cool and efficient. However, it is hardware agnostic and there is no specification regarding the machines used as backend. Making this feature hardware aware can help a lot to optimize executions.

With some tips it is possible to get better performance in this area. I added some line of code based on this idea. It is something which does not go too deep in the code structure and can be exposed to the user as argument in torchrun. The result I obtained are interesting in term of speedup and training time reduction.

I will be happy to share my experience and my code with the community, looking for your feedbacks.

Rgrds

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: godot
Issue: Z-index not updated when use of Tilemap's `set_cell` method with instanced scene
Labels: bug,topic:2d

### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Ubuntu 22.04.2 LTS

### Issue description

**Context :**
I have a `Tilemap` with two layers:
- Ground with Z index 0
- Road with Z index 1

I created the ground from the Godot editor.
The tiles added on the 'Road' layer are instanced scene of a personal Scene inheriting `Area2D` and containing one `Sprite2D` and one `CollisionPolygon2D`.

**Action**
To add tiles on the 'Road' layer, I use the method `set_cell` of Tilemap:
`set_cell(1, map_position, 2, Vector2i(0, 0), road_scene_id)`

The road_scene_id is obtained via 
```
var road: Road = RoadScene.instantiate()
var road_scene_id: int = tile_set.get_source(2).create_scene_tile(road)
```

**Observed behavior**
When I check the Road objects created on Remote Scene when running the game, the z-index of the roads are 0 and not 1.

**Expected behavior**
I was assuming that the z-index was set according to the z-index of the layer in which I instantiate my scene.


### Steps to reproduce

Open the minimal reproduction project below.
Run the project.
Click on the button available on the top left corner: this will add a scene instance.
Check the remote scene: the scene instance (Area2D) has z-index = 0 and not 1.

### Minimal reproduction project

[Issue.zip](https://github.com/godotengine/godot/files/11860766/Issue.zip)
Repository: kubernetes
Issue: Consider providing separate etcd destination for CRDs
Labels: sig/api-machinery,kind/feature,triage/accepted

### What would you like to be added?

As of now, Kubernetes api server provides a mechanism to push events to a separate etcd cluster using the --etcd-servers-overrides="/events#" flag. This issue is to request similar mechanism for sending CRDs to separate etcd cluster.


### Why is this needed?

Primary motivation is to keep the main etcd cluster performant.

* CRD listing - Some workloads use their CRDs for events (example argo). These events cause issues similar to the Kubernetes native events - they have spiky writes and they keep getting LIST calls typically from monitoring tools. The motivation for moving these out of main etcd cluster is similar to the reasoning for moving Kubernetes events out of main etcd cluster.

* CRD count - Some CRDs produce millions of objects and affect the performance of main etcd cluster.
Repository: godot
Issue: TileSet auto-tile peering bit drawing is offset with uneven pixel tiles
Labels: bug,topic:editor,topic:2d

### Godot version

4.0.3

### System information

Windows 10, all renderers, Nvidia GTX2070 super

### Issue description

Drawing peering bits with uneven pixel tiles has offset bits. I noticed that while I was setting up the 3x3 tileset. To double check I created a 4x4 and everything was as expected. Both are included in the reproduction project.
![image](https://github.com/godotengine/godot/assets/26794315/ec4c985f-3da3-4305-809f-07f0549019e6)


### Steps to reproduce

1. Use a tileset with uneven pixel tile size.
2. Paint auto-tile terrain peering bits.

### Minimal reproduction project

[TileSet peering bit bug.zip](https://github.com/godotengine/godot/files/11860963/TileSet.peering.bit.bug.zip)
Repository: flutter
Issue: No DART_DEFINE_FROM_FILES Info.plist support
Labels: c: new feature,tool,t: xcode,c: proposal,P2,team-tool,triaged-tool

### Is there an existing issue for this?

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

### Use case

We have access to `DART_DEFINES` entry in Info.plist, but nothing to handle `--dart-define-from-file`

https://github.com/flutter/flutter/blob/b2e950131786f41e57e6d517846f2e73e6149f87/packages/flutter_tools/bin/macos_assemble.sh#L109

https://github.com/flutter/flutter/blob/b2e950131786f41e57e6d517846f2e73e6149f87/packages/flutter_tools/bin/xcode_backend.dart#L368

https://github.com/flutter/flutter/blob/b2e950131786f41e57e6d517846f2e73e6149f87/packages/flutter_tools/lib/src/build_info.dart#L275

### Proposal

add a `DART_DEFINE_FROM_FILES` entry in Info.plist that takes a list of files (if `--dart-define-from-file` can be used multiple times)
Repository: terminal
Issue: Saving settings moves/looses focus to Startup item
Labels: Issue-Bug,Product-Terminal,Priority-3,Area-SettingsUI

### Windows Terminal version

1.17.11461.0

### Windows build number

10.0.19045.2965

### Other Software

_No response_

### Steps to reproduce

Click Save button in Settings dialog (for any profile, nested item)

### Expected Behavior

Focus won't be lost/moved; current settings pane/context won't be changed/lost.

### Actual Behavior

Focus switches to Startup item, quiting some (distant) profile settings pane, unexpectedly changing context.
Repository: rust
Issue: unhelpful diagnostic regarding inferred `'static` bound
Labels: A-diagnostics,A-lifetimes,T-compiler,D-terse

### Code

```Rust
struct Foo;

impl Foo {
    fn bar(&self) -> &() {
        &()
    }
}

fn takes_static(_s: &'static ()) {}

fn main() {
    let foo = Foo;
    let my_reference = foo.bar();

    takes_static(my_reference);
}
```


### Current output

```Shell
error[E0597]: `foo` does not live long enough
  --> src/main.rs:13:24
   |
12 |     let foo = Foo;
   |         --- binding `foo` declared here
13 |     let my_reference = foo.bar();
   |                        ^^^^^^^^^
   |                        |
   |                        borrowed value does not live long enough
   |                        argument requires that `foo` is borrowed for `'static`
...
16 | }
   | - `foo` dropped here while still borrowed

For more information about this error, try `rustc --explain E0597`.
```


### Desired output

```Shell
error[E0597]: `foo` does not live long enough
  --> src/main.rs:13:24
   |
12 |     let foo = Foo;
   |         --- binding `foo` declared here
13 |     let my_reference = foo.bar();
   |                        ^^^^^^^^^
   |                        |
   |                        borrowed value does not live long enough
   |                        argument requires that `foo` is borrowed for `'static`
   |
15 |     takes_static(my_reference);
   |     ^^^^^^^^^^^^^^^^^^^^^^^^^^ help: `my_reference` inferred to be `'static` here
...
16 | }
   | - `foo` dropped here while still borrowed

For more information about this error, try `rustc --explain E0597`.
```


### Rationale and extra context

the current error message doesn't mention _where_ the `'static` bound comes from, making it seem very magical and not showing you where the problem actually arises. although obvious in a small example like this, it's pretty confusing in larger contexts.

### Other cases

_No response_

### Anything else?

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Batch and Control net Tile upscale
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 you launch a batch process with control net Tile mode, you will only get %25 of the renders before the process completes with no errors.

### Steps to reproduce the problem

1. Go to .... 
2. Press ....
3. ...


### What should have happened?

100% of renders should complete

### Commit where the problem happens

version: v1.3.2-RC-1-gbaf6946e  •  python: 3.10.9  •  torch: 2.0.1+cu118  •  xformers: 0.0.18  •  gradio: 3.32.0  •  checkpoint: 99cc69c4d9

### What Python version are you running on ?

Python 3.10.x

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

Windows

### What device are you running WebUI on?

Nvidia GPUs (RTX 20 above)

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

_No response_

### Command Line Arguments

```Shell
N/A
```


### List of extensions

N/A

### Console logs

```Shell
No error.
```


### Additional information

This is definitely a bug.  If I add an extra %75 more "Dummy" images into the directory then my source images will render and none of the dummy images will.

I expect this to be something about:

1. Batch starts, reads source directory for number of images.
2. Starts some loop.
3. The TILE mode is rendering 4 images for each of the source images.  (The nature of tiling)
4. The render completes when the number of TILES rendered equals the number of images in the directory.
Repository: terminal
Issue: Brand new Windows 10 install: This terminal has encountered an issue with the graphics driver and it could not recover in time.
Labels: Area-Rendering,Issue-Bug,Product-Terminal

### Windows Terminal version

1.17.11461.0

### Windows build number

10.0.19045.0

### Other Software

N/A

### Steps to reproduce

- New computer, fresh install of Windows 10
- Run all updates for Windows 10
- Ensure all drivers (graphics card, etc.) are up-to-date
- Enable WSL
- Install Terminal (or Terminal Preview, both versions behave identically)
- Open Terminal (or Terminal Preview) and receive the error message, "This terminal has encountered an issue with the graphics driver and it could not recover in time.  It has been suspended."
- Terminal is completely unusable, there is no place to type anything or use the terminal

![image](https://github.com/microsoft/terminal/assets/12999979/7ee25207-f409-44fe-9a5b-81250bb5ae4b)


### Expected Behavior

- New computer, fresh install of Windows 10
- Run all updates for Windows 10
- Ensure all drivers (graphics card, etc.) are up-to-date
- Enable WSL
- Install Terminal (or Terminal Preview, both versions behave identically)
- Open Terminal (or Terminal Preview) and be able to use it

### Actual Behavior

- Open Terminal (or Terminal Preview) and receive the error message, "This terminal has encountered an issue with the graphics driver and it could not recover in time.  It has been suspended."
- Terminal is completely unusable, there is no place to type anything or use the terminal

![image](https://github.com/microsoft/terminal/assets/12999979/7ee25207-f409-44fe-9a5b-81250bb5ae4b)