sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [feat] screensharing without pop up window
Labels: type: feature request

### Describe the problem

Currently to share the screen, we can call `navigator.mediaDevices.getDisplayMedia` which will popup a mandatory window to ask user to choose which screen to share. 

### Describe the solution you'd like

Is there possible to get the screenid from the tauri api(like electron desktopCapturer), and call `navigator.getUserMedia` to produce the mediastream with the screenid directly like following so as to avoid the popup window?
```
const stream = navigator.getUserMedia({
    audio: false,
    video: {
        mandatory: {
            chromeMediaSource: 'desktop',
            chromeMediaSourceId: screenId,
        }
    }
})
```

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: Color Discrepancies in Facial Restoration with ADetailer[Bug]: 
Labels: bug-report

### Checklist

- [X] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [X] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [X] The issue has been reported before but has not been fixed yet

### What happened?


I encountered noticeable color differences when using the ADetailer extension for facial restoration. I have tried switching different models, various versions of the web UI, different versions of ADetailer, and different versions of PyTorch, as well as upgrading to the latest graphics card driver, but the issue persists. Whenever ADetailer is enabled, the generated images have obvious color discrepancies. My system environment is Ubuntu 24.02, NVIDIA-SMI 560.35.03, Driver Version: 560.35.03, CUDA Version: 12.6, GPU: 4090.

open ADetailer: 
![open](https://github.com/user-attachments/assets/d1f74db2-af60-460c-a81c-a7b56c718660)

close ADetailer:
![close](https://github.com/user-attachments/assets/c36f75ad-5fb9-43c5-8a2b-f9d7f022c8b4)

The difference is here; it is very noticeable on my monitor.
![image](https://github.com/user-attachments/assets/8543aeae-5df1-4467-b4f9-0ee2fac3b0bd)


### Steps to reproduce the problem

In text2img, enable ADetailer, select face_yolov8m.pt, and start generating images.

### What should have happened?

No color differences before and after restoration.

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

_No response_

### Sysinfo

n text2img, enable ADetailer, select face_yolov8m.pt, and start generating images.

### Console logs

```Shell
The logs outputted in the terminal show no errors.
```


### Additional information

_No response_
Repository: electron
Issue: [Bug]: When `window.webContents.navigationHistory.goBack()` is called, the title set by the HTML's `<title>` tag will override the title set by `window.setTitle()`.
Labels: platform/windows,status/confirmed,has-repro-gist,has-repro-repo,32-x-y,33-x-y,34-x-y

### Preflight Checklist

- [x] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [x] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [x] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

32.0.1

### What operating system(s) are you using?

Windows

### Operating System Version

Windows 11	23H2	22631.4169	Windows Feature Experience Pack 1000.22700.1034.0

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

```
const window = new BrowserWindow();
window.setTitle('myTitle');
// After a route change in my HTML file, execute:
window.webContents.navigationHistory.goBack();
// => The title of the window should not be overridden by the HTML's title when `goBack()` is called.
```

### Actual Behavior

```
const window = new BrowserWindow();
window.setTitle('myTitle');
// After a route change in my HTML file, execute:
window.webContents.navigationHistory.goBack();
// => At this point, the title of the window is no longer 'myTitle', but the content of the title tag in the HTML file.
```

### Testcase Gist URL

_No response_

### Additional Information

The front-end uses Vue.js + Vue-Router
Repository: vscode
Issue: Inline chat: allow to resize at borders to make larger
Labels: feature-request,verification-found,verification-needed,inline-chat

Now that inline chat looks more like a peek widget, I would like to make it larger by dragging at its borders with a sash, similar to how we can do this for peek references:

![Image](https://github.com/user-attachments/assets/9214c685-d31c-4d0b-84fd-36be253ffe54)

![Image](https://github.com/user-attachments/assets/b1d77e80-8ad7-4654-b967-640fd0c56e77)
Repository: three.js
Issue: FBXLoader : node translation should not be applied to morph elements
Labels: Loaders

### Description

I have some trouble with some of my fbx, when i set the parameter morphTargetInfluences to some weight, i saw that the render of the influence does not match what was made with 3dsmax.
I have done some research to understand why, and manage to find the 'GeometricTranslation' is used in the function genMorphGeometry() when applying a 4x4 matrix (positionAttribute.applyMatrix4( preTransform );)
On the screenshot you can see empty space on top and bottom of the wires of the lamp that correspond to the value in 'GeometricTranslation'

Fbx blend shapes contains a list of vertice index to move and corresponding vertices position depends on the weight. It is raw data, for sure some transformation must apply with the matrix to match the expected render.
But blend shapes vertices positions are already the delta positions from the base vertices positions.
So it means the 'GeometricTranslation' is applied once to the basevertices positions, then currently one more time on the blend shapes vertices positions, that is on my point of view, not correct. I didn't find any documentation about it (hard to find for fbx), but on my side i had already written some c# fbx reader some time ago where i exclude this value.

I currently had a "dirty fix" in local, because not sure it is the good way to do, that is why i didn't made a pull request (and I'm not used to using GitHub also), i pass a second parameter to genGeometry() without translation (see code section)



### Reproduction steps

1. import a fbx with blend shapes and 'GeometricTranslation' not empty on the FbxNode that have blendshape
2. set 'morphTargetInfluences' to 1
3. display in scene


### Code

> remove the translation for morpher in genGeometry and pass also the matrix

	genGeometry( geoNode, skeleton, morphTargets, preTransform,  preTransform2) {
		...
		...
		const transform = generateTransform( transformData );
		transformData.translation = undefined;
		const transform2 = generateTransform( transformData );

		return this.genGeometry( geoNode, skeleton, morphTargets, transform, transform2 );
	}

> until it reach the genMorphGeometry function

	genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform2, name ) {
		...
		positionAttribute.applyMatrix4( preTransform2 );
		...
	}


### Live example

* 

### Screenshots

![image](https://github.com/user-attachments/assets/ef53cd68-26b8-412a-b446-1a26c6ba149f)


### Version

r169

### Device

_No response_

### Browser

_No response_

### OS

_No response_
Repository: node
Issue: `assert.any` for `assert.deepEqual` to match on types instead of values
Labels: assert,feature request

### What is the problem this feature will solve?

Given for example a `Date.now` in a nested object I would like be able to run `deepEqual` on the object.
Such situation often happens if you are testing responses from APIs or something similar.

This obviously will throw an AssertionError:
```javascript
        assert.deepEqual({
            a: 1,
            b: Date.now()
        }, {
            a: 1,
            b: 1728380577053,
        });
```

### What is the feature you are proposing to solve the problem?

One option would be to introduce an asymmetric matcher `assert.any` that could dynamically check on the given type in the expected object.
Checking the type is often enough in such situation.

This would pass:
```javascript
        assert.deepEqual({
            a: 1,
            b: Date.now()
        }, {
            a: 1,
            b: assert.any(Number),
        });
```

Another option would be to let you define custom asymmetric matchers:
```javascript
        assert.deepEqual({
            a: 1,
            b: Date.now()
        }, {
            a: 1,
            b: assert.asymetricMatcher((v) => typeof v === "Number"),
        });
```

### What alternatives have you considered?

I tried to use another assertion library which are capable of doing this: Vitest, unexpected.js, Jest
But this gives mangled output and I am not satisfied to bring in such big libraries for the sake of only doing asymmetric matching. Also I explain my tests in a documentation for other developers and I would like to use the Node built-in tools for simplicity.
Repository: go
Issue: proposal: slices: functions Shift, Rotate.
Labels: Proposal

### Proposal Details

```
// Shift return a slice with n zero values of E inserted at the given position.
func Shift[S ~[]E, E any](s S, at, n int) S 

// Rotate right-rotates the slice by n places. To left-rotate use -n.
func Rotate[S ~[]E, E any](s S, n int) S 
```

Judging from the source code of the `slices` package there already is an internal "rotateLeft/Right" function. I am unsure if there is a good reason not to export this useful function (especially as it is not trivial to implement without allocations). 

A "Shift" function is not trivial to implement efficiently either,  I think (without intermediate allocations, ie. making an zero slice of length and inserting it) . Maybe this can be done using other functions in the package that I am unaware of. In that case just an example would be nice.

(Looking at the implementation of `Insert` I think a Shift function  could simplify its implementation a little. Also `Insert` checks for overlap but this seems covered by `copy` already? Although maybe there's more to it then I can see by glancing at it).

### Updates after feedback

Apparently `shift` is commonly used to refer to a different operation on arrays/slices (especially in scripting languages) and bits.  Alternative names for `Shift` such as `InsertN` or `InsertZeros` should be considered.
Repository: pytorch
Issue: [feature request] [ux] Introduce special value `SDPBackend.ALL` (or similar functionality) to mean "all available backends" for `torch.nn.attention.sdpa_kernel(...)` (some special value `SDPBackend.ERROR` already exists)
Labels: triaged,enhancement,module: sdpa

### 🚀 The feature, motivation and pitch

This would simplify code using `torch.nn.attention.sdpa_kernel` as the list of backends may evolve (e.g. Flex Attention might become a backend for SDPA?) and hardcoding the list of all available backends in end-user code is brittle.

Otherwise some hacks required as supporting two code-paths: one with `sdpa_kernel` context manager, another without, and this complicates the code / graph.

Alternative solutions might be:
- supporting `with torch.nn.attention.sdpa_kernel([]):` to mean all backends
- supporting SDPBackend.all_backends or something to provide a list of all backends (should also be supported in torch.compile) - so that the user does not need to hardcode this list or iterate the members of enum and subtracting special value ERROR

Another minor incovenience is that `torch.nn.attention.sdpa_kernel(...)` accepts only a `list[SDPBackend]` while in configs often a list of strings is simpler to specify, so preprocessing with `getattr` is currently needed

### Alternatives

_No response_

### Additional context

_No response_

cc @jbschlosser @bhosmer @cpuhrsch @erichan1 @drisspg @mikaylagawarecki
Repository: ollama
Issue: GPU VRAM Usage Timeout Warnings on Embeddings Model Load 
Labels: bug,memory

### What is the issue?

Description:
We are experiencing repeated GPU VRAM recovery timeouts while running multiple models on the ollama platform. The GPU in use is 2x NVIDIA RTX A5000. The system logs show that the VRAM usage does not recover within the expected timeout (5+ seconds), which affects performance and stability.

The issue occurs when loading and running embedding models, particularly when switching between different models. Below is an excerpt of the log showing the repeated warnings and the affected models:

```
Okt 08 12:26:37 Aerion3 ollama[104243]: llama_model_loader: - type  f32:  243 tensors
Okt 08 12:26:37 Aerion3 ollama[104243]: llama_model_loader: - type  f16:  146 tensors
Okt 08 12:31:41 Aerion3 ollama[104243]: time=2024-10-08T12:31:41.710+02:00 level=WARN source=sched.go:646 msg="gpu VRAM usage didn't recover within timeout" seconds=5.167422277 model=/usr/share/ollama/.ollama/models/blobs/sha256-03aeef8493ea9a2b8da023e8d21ce77a97e83de66a692417579aa27b717cdaf3
Okt 08 12:31:41 Aerion3 ollama[104243]: time=2024-10-08T12:31:41.959+02:00 level=WARN source=sched.go:646 msg="gpu VRAM usage didn't recover within timeout" seconds=5.417004589 model=/usr/share/ollama/.ollama/models/blobs/sha256-03aeef8493ea9a2b8da023e8d21ce77a97e83de66a692417579aa27b717cdaf3
Okt 08 12:31:46 Aerion3 ollama[104243]: time=2024-10-08T12:31:46.768+02:00 level=WARN source=sched.go:646 msg="gpu VRAM usage didn't recover within timeout" seconds=5.057837537 model=/usr/share/ollama/.ollama/models/blobs/sha256-819c2adf5ce6df2b6bd2ae4ca90d2a69f060afeb438d0c171db57daa02e39c3d
```

Possible Causes under consideration:

- Insufficient VRAM: The GPU may not have enough VRAM to efficiently load and unload multiple models, leading to delays in VRAM recovery.  **This seems unlikely because the `nvtop` never shows GPU consumption above 4% when the warning appears**
- Memory Fragmentation: Fragmented memory in the VRAM might be causing issues when trying to allocate new contiguous memory.
- GPU Overload: The workload may be too heavy for the GPU, especially if multiple models are loaded simultaneously.
- CUDA Memory Management: Inefficient management of CUDA memory offloading may be causing this issue.

System Information:

- GPU: 2x NVIDIA RTX A5000
- ollama Version: 0.3.12
- Model in Use: `jina-embeddings-v2-base-en:latest`, `mxbai-embed-large-v1` and other models
- VRAM Available: ~24 GiB x2

Steps to Reproduce:

- Load and run multiple models in parallel or sequentially.
- Monitor system logs for VRAM recovery warnings as models are switched or loaded.


Expected Behavior:
The system should manage VRAM more efficiently, releasing it within the timeout to avoid warnings and improve overall performance.

Request:
Please investigate possible improvements to VRAM memory management or provide guidance on how to better configure the system to avoid these timeouts.

### OS

Linux

### GPU

Nvidia

### CPU

AMD

### Ollama version

0.3.12
Repository: godot
Issue: Compatibility renderer 3D MSAA suspected memory leak (Android)
Labels: bug,platform:android,topic:rendering,topic:3d

### Tested versions

v4.4.dev3.official [f4af8201b]

### System information

OpenGL API OpenGL ES 3.2 v1.r32p1-01eac0.394145956bc7cd8e697b330aba11e3d3 - Compatibility - Using Device: ARM - Mali-G57 MC2

### Issue description

When enabling MSAA 3D on Android the 'Native' memory use in the android studio profiler continuously rises. Whether this is the cause of my random crashing after X minutes of idling I don't yet know. Need to spend more time idling to find out (it was, ~10mins became 2+hours stable).

MSAA disabled:
![image](https://github.com/user-attachments/assets/a7bc05c7-07e2-4f10-b0c9-bb157351509f)

Enabled:
![image](https://github.com/user-attachments/assets/fcf92633-035d-40fb-b439-36b8bf127777)


### Steps to reproduce

See Description.

### Minimal reproduction project (MRP)

TBD
Repository: ollama
Issue: Getting Error with OpenAI compatibility
Labels: bug,api

### What is the issue?

```js
import { NextApiRequest } from 'next';
import { OpenAIStream, StreamingTextResponse } from 'ai';
import OpenAI from 'openai';

const openai = new OpenAI({
    baseURL: 'http://localhost:11434/v1',
    apiKey: 'ollama', // required but unused
  });

export async function POST(req: NextApiRequest) {
    const body = await req.json();
    console.log("messages", body);
    
    try {
        const response = await openai.chat.completions.create({
            model: 'llama3',
            messages: body.messages,
          });
    
        const stream = OpenAIStream(response);
    
        return new StreamingTextResponse(stream);
    } catch (error) {
        console.error("error", error);
    }
}
```
Log before Error:
```
messages { messages: [ { role: 'user', content: "What is today's date?" } ] }
```

Getting Error
```
error APIConnectionError: Connection error.
    at OpenAI.makeRequest (webpack-internal:///(rsc)/./node_modules/openai/core.mjs:321:19)
    at process.processTicksAndRejections (node:internal/process/task_queues:95:5)
    at async POST (webpack-internal:///(rsc)/./src/app/api/chat/route.ts:20:26)
```

### OS
macOS
### GPU
Apple
### CPU
Apple
### Ollama version
0.3.0
Repository: godot
Issue: Close button not fully in the corner (Godot not truly full screen)
Labels: discussion,needs testing,topic:gui

### Tested versions

Godot 4.3 form steam and Godot 4.3  stable mono form the website.

### System information

Windows 11 1920x1080 screen

### Issue description

When closing Godot I thorw my mouse in the cornor of the screen and click the close button. But the full screen of Godot is not truly fullscreen. Then the window under Godot will close, like my browser, IDE or discord.

### Steps to reproduce

* Open Godot and a other window.
* Make both full screen and have Godot on top.
* Put you mouse in the most far corner of the close button.
  * If not working, go to the most right of the screen and then up to the corner.
* Then close by accident the other window instead of Godot.

Here you can also see that discord is bigger when full screen then Godot. Look at the left of the server highlights.
![image](https://github.com/user-attachments/assets/67647371-e15a-4015-a1a2-8e7fbb5f5da9)
![image](https://github.com/user-attachments/assets/0ed58bdf-6c7f-4b74-abdb-f9c13f817ac0)


### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: "Theme Override" for "Font" does not exist for AcceptDialog-node. 
Labels: enhancement,discussion,topic:gui

### Tested versions

N/A

### System information

Godot v4.3.stable - Windows 10.0.18363 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (NVIDIA; 32.0.15.5599) - Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 Threads)

### Issue description

The AcceptDialog node does not provide an option to override the font theme for its text labels; it only works for subcomponents that support the override feature.

I’m not sure if this limitation can be bypassed by using a parent node that allows some kind of overriding, but I haven’t found a solution that works. If not, I could open it as a Godot Improvement Proposal.


Example (title and OK-button font can't be changed):
![AcceptDialog_example](https://github.com/user-attachments/assets/a474a135-7229-40b4-bc3a-7bbfa155ec14)


### Steps to reproduce

N/A

### Minimal reproduction project (MRP)

[mrp_issue.zip](https://github.com/user-attachments/files/17292813/mrp_issue.zip)
Repository: PowerToys
Issue: Microsoft Mouse without Bordes
Labels: Needs-Triage

### Description of the new feature / enhancement

Screenshot control V + Control C through different computers

### Scenario when this would be used?

Two diferents computers and the same net connected by Microsoft Mouse without Bordes, and the user copy an image (screenshot) from computer 1 and past in computer 2

### Supporting information

control c plus control V for characters works fine, but not for screenshots.
Repository: go
Issue: net: TestDualStackTCPListener failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "net" && test == "TestDualStackTCPListener"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8734647041618517201)):

    === RUN   TestDualStackTCPListener
        listen_test.go:273: listen tcp :49159: bind: address already in use
        listen_test.go:273: listen tcp :49164: bind: address already in use
    --- FAIL: TestDualStackTCPListener (0.01s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: rust
Issue: Decide on name for `Freeze`
Labels: T-lang,proposed-final-comment-period,disposition-merge,C-discussion,I-lang-radar,I-lang-bikeshed

We still need to pick a name for `Freeze` (which may still be `Freeze`) so that we can proceed with:

- https://github.com/rust-lang/rfcs/pull/3633

Thoughts?

cc @rust-lang/lang

@rustbot labels +T-lang +I-lang-nominated
Repository: godot
Issue: AnimationNode.blend_input time parameter is ignored when not seeking.
Labels: enhancement,discussion,topic:animation

### Tested versions

- Reproducible in `4.3.dev6`, `4.3.beta1`, `4.3.beta3`, `4.3.rc1`, `4.3.stable`, `4.4.dev3`
- Even more broken in `4.1.4**`, `4.2.1.stable**`, `4.2.2**`
- Not reproducible in `4.2.stable`, `4.3-dev4`, `4.3-dev5`
- Not reproducible in `4.1.3.stable*`, `4.1.4-rc1*`, `4.1.4-rc2*`, `4.1.4-rc3*`

`*`:  Mesh is broken in this version.
`**`: This version is even more broken, animation reverses when not seeking. Mesh is also broken

### System information

Godot v4.3.stable - Ubuntu 24.04.1 LTS 24.04 - X11 - Vulkan (Forward+)

### Issue description

AnimationNode.blend_input has a time parameter which advance the connected input node when passing seek == true.
When connected to an AnimationNodeAnimation, passing seek == false, the time parameter is ignored, the connected node not only does not advance, but the time parameter has no effect.

https://github.com/user-attachments/assets/ba88b9b3-cc3a-42c1-9396-f1cb8a32b13c

### Steps to reproduce

In the MRP:
- Open Main.tscn - Select the AnimationTree - Tab into the AnimationTree editor - Select AnimationNodePass
- In the inspector, uncheck `force_seek`, and modify `additional_blend_input_time` to observe that the `time` parameter has no effect.

### Minimal reproduction project (MRP)

[mrp-non-seeking-blend_input.zip](https://github.com/user-attachments/files/17293916/mrp-non-seeking-blend_input.zip)
Repository: excalidraw
Issue: When selecting a rectangle, ellipse, diamond, image, linear or arrow tool, clicking on the canvas should create a default sided shape
Labels: enhancement

Create a 100x100 shape on pointer up in the canvas if the pointer was not dragged if a rectangle, ellipse, diamond, image, linear or arrow tool is selected.
Repository: deno
Issue: `deno jupyter` doesn't support `Variables` table in VSCode
Labels: feat,deno jupyter

<img width="827" alt="Screenshot 2024-10-08 at 16 01 53" src="https://github.com/user-attachments/assets/bc652848-9e18-4786-be64-766a58bd9070">