sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Resizer Not Working for Portrait Photos
Labels: Issue-Bug,Product-Image Resizer,Needs-Team-Response

### Microsoft PowerToys version

0.62.1

### Running as admin

- [X] Yes

### Area(s) with issue?

Image Resizer

### Steps to reproduce

###

### ✔️ Expected Behavior

While resizing numerous portrait orientated photos I edited the presets to reflect the size I required, i.e. width: 3072 x Height: 4608. I then highlighted the required photos and selected the requisite size choice and clicked 'Resize'. Resizeing completed I then checked the metadata and found that Resizer had reversed the pixel sizes.

### ❌ Actual Behavior

On reviewing the photo size I found that Resizer had resized the photo to landscape and instead of Width: 3072 x Height: 4608 it inserted Width: 4608 x Height: 3072. Even using the 'Custom' option resizer insisted on reversing the figures and making the photo lanscape.

### Other Software

_No response_
Repository: terminal
Issue: Replace DirectSound with WASAPI
Labels: Product-Terminal,Issue-Task,Area-Quality

# Description of the new feature/enhancement

Apparently DirectSound is kind of poorly supported since Windows Vista. [Wikipedia](https://en.wikipedia.org/wiki/DirectSound#Windows_Vista/Windows_7):
> Windows Vista features a completely re-written audio stack based on the [Universal Audio Architecture](https://en.wikipedia.org/wiki/Universal_Audio_Architecture). Because of the architectural changes in the redesigned audio stack, a direct path from DirectSound to the audio drivers does not exist.[[8]](https://en.wikipedia.org/wiki/DirectSound#cite_note-8) DirectSound, [DirectMusic](https://en.wikipedia.org/wiki/DirectMusic) and other APIs such as [MME](https://en.wikipedia.org/wiki/MultiMedia_Extensions) are emulated as [WASAPI](https://en.wikipedia.org/wiki/Technical_features_new_to_Windows_Vista#Audio_stack_architecture) Session instances. DirectSound runs in emulation mode on the Microsoft software mixer. The emulator does not have hardware abstraction, so there is no hardware DirectSound acceleration, meaning hardware and software relying on DirectSound acceleration may have degraded performance. It's likely a supposed performance hit might not be noticeable, depending on the application and actual system hardware. In the case of hardware [3D audio effects](https://en.wikipedia.org/wiki/3D_audio_effect) played using DirectSound3D, they will not be playable; this also breaks compatibility with EAX extensions.[[9]](https://en.wikipedia.org/wiki/DirectSound#cite_note-creativeKB25937-9)

# Proposed technical implementation details (optional)

https://docs.microsoft.com/en-us/windows/win32/coreaudio/rendering-a-stream
Repository: stable-diffusion-webui
Issue: [Feature Request] Add Outpainting mk2 parameters to output text file
Labels: enhancement

As title suggest, please add the outpainting mk2 parameters to the output text file that contains the other generation parameters.
Repository: godot
Issue: Launcher deletes Connection to Project on Cancel
Labels: bug,platform:windows,topic:editor

### Godot version

4.0 mono

### System information

Windows 11

### Issue description

When Deleting a Project and ticking the "Delete Project on Disk" option while the Project is open in for example VScode..

Windows will complain "Folder is currently in usage" and pressing Cancel in Godot then deltes the Project connection but not the Project

the expected behaviour would be that nothing happens on pressing cancel but the Launcher will delete the connection to the Project.

### Steps to reproduce

1. create project
2. open the project in VScode or anyhting else that lets windows think "its currently in use" 
3. Delete the Project with "Delete From Disk" option set
4. Press cancel on Windows Popup when it complains about "folder is currently in use"
5. press cancel in Project deletion in godot 

=> connection in godot launcher is gone and project on disk is still existing
=> nothing should happen when pressing cancel

### Minimal reproduction project

just a new project with 1 file in it will do it
Repository: PowerToys
Issue: media keys
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Hello, how are you? I have had problems with some old keyboards since they do not have the multimedia keys, functions such as down or up, volume down does not appear. thanks for your attention

### Scenario when this would be used?

older keyboards that don't have media keys

### Supporting information

If it helps you I found something to solve it although it is not very efficient I hope it helps you.

https://androidfilehost.com/?fid=7161016148664836211

https://answers.microsoft.com/es-es/windows/forum/windows_10-hardware-winpc/windows-10-bajar-o-subir-volumen-de-windows-con-el/b4bf50fe-e40a-4b50-9c0c-2b9fc01ebbc8
Repository: stable-diffusion-webui
Issue: [Feature request/Enhancement] Support batching in X/Y grid when Prompt S/R is used
Labels: enhancement

**Is your feature request related to a problem? Please describe.**
Right now the X/Y grid script always generates images with a batches of 1.
https://github.com/AUTOMATIC1111/stable-diffusion-webui/blob/2ee9fc8eb84d5e1864dbabd8a8c6b279a6ae21ac/scripts/xy_grid.py#L137
This makes sense when the variables are e.g. sampler, CFG scale, or other options that require fresh sampling runs. If a variable is Prompt S/R, though, and on at least one of the dimensions the only thing that changes is the prompt, then batching should be possible across one or both dimensions, similar to how images are batched in the prompt matrix and prompts from file scripts.

**Describe the solution you'd like**
Add logic to support batch sizes larger than 1 in the X/Y grid script when possible. It should be possible along a Prompt S/R axis, and may be possible along a seed axis? I'm not sure how seeds are implemented.

**Describe alternatives you've considered**
Not sure.

**Additional context**
Can't think of any other context.
Repository: go
Issue: runtime, runtime/trace: EvGoCreate for empty function may lack stack
Labels: NeedsInvestigation,compiler/runtime

One of EvGoCreate's arguments is a stack for the called function. When the called function is empty, and it is the last function in the executable (I think), the stack's only frame has a PC of zero and no information. This is caused by this series of events:

- `runtime.traceGoCreate` calls `(*runtime.traceStackTable).put` with the called function's PC and `sys.PCQuantum` added to it.
- `(*traceStackTable).dump`, which is responsible for writing resolved stack frames to the trace, uses `runtime.CallersFrames` to turn the PCs into frames
- `(*runtime.Frames).Next` calls `runtime.findfunc`, which calls `runtime.findmoduledatap`. `findmoduledatap` contains a loop, searching for the correct module, based on the module's `minpc` and `maxpc`: `if datap.minpc <= pc && pc < datap.maxpc { return datap }` - In our case, however, `pc` is equal to `datap.maxpc`.

Looking at an example binary, the last function in it is 

```
000000000046ca60 <main.baz3>:
func baz3() {}
  46ca60:       c3                      ret    
  46ca61:       cc                      int3   
  46ca62:       cc                      int3   
  46ca63:       cc                      int3   
  46ca64:       cc                      int3   
  46ca65:       cc                      int3   
  46ca66:       cc                      int3   
  46ca67:       cc                      int3   
  46ca68:       cc                      int3   
  46ca69:       cc                      int3   
  46ca6a:       cc                      int3   
  46ca6b:       cc                      int3   
  46ca6c:       cc                      int3   
  46ca6d:       cc                      int3   
  46ca6e:       cc                      int3   
  46ca6f:       cc                      int3   
```

On `go baz3`, the EvGoCreate event contains a stack with the PC 46ca60 + 1 (I'm on amd64, where sys.PCQuantum is 1). The last module that `findmoduledatap` looks at has a `maxpc` of 46ca61, which equals our PC. `findmoduledatap` returns nil because it couldn't find a matching module, and that bubbles all the way up to `(*runtime.Frames).Next` returning an empty runtime.Frame.
Repository: transformers
Issue: add Unified-IO
Labels: New model

### Model description

I'd like to request the addition of the Unified-IO model. It is a multimodal model capable of visual question answering, image generation and more...
the repo is this: https://github.com/allenai/unified-io-inference
the paper: [Unified-IO: Sequential Modeling for Generally Applicable Vision Models](https://arxiv.org/abs/2206.08916)

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

https://github.com/allenai/unified-io-inference
Repository: PowerToys
Issue: Add Mermaid support for Markdown preview
Labels: Idea-Enhancement,Product-File Explorer,Needs-Triage

### Description of the new feature / enhancement

Title says it all. 
With VSCode and VS2022 now natively rendering mermaid diagrams, github already supports them out of the box, the time has come to also be able to preview the mermaid diagrams :)

### Scenario when this would be used?

Every time you're previewing a file with embedded Mermaid diagrams

### Supporting information

_No response_
Repository: godot
Issue: Even dimension group of tiles are offset by half a tile by default
Labels: discussion,topic:editor,documentation,topic:2d

### Godot version

4.0.beta1

### System information

Ubuntu 20.04

### Issue description

When grouping together tiles, if either dimension is an even number of tiles, the anchor box (that follows your mouse when you attempt to place the group of tiles) is offset by half a tile due to it being placed in the middle of the group:
![Screenshot from 2022-09-17 14-09-42](https://user-images.githubusercontent.com/6742815/190841545-120a4b3a-48d6-4432-969c-467387878717.png)

This results in, e.g. a 2x2 set of tiles taking up 3x3, with half a tile margin:
![Screenshot from 2022-09-17 14-08-56](https://user-images.githubusercontent.com/6742815/190841502-f31eda54-5996-4034-8be6-c2c1247bac0a.png)

This can be worked around by setting the texture_offset of each such group of tiles by half the tile width.


### Steps to reproduce

1. Create a new project and a new TileMap node.
2. Create a new TileSet on the TileMap Node and add a new Atlas with an image.
3. Group together a set of 2x2 tiles.
4. Attempt to place the group of 2x2 tiles.

### Minimal reproduction project

[tile-test.zip](https://github.com/godotengine/godot/files/9590997/tile-test.zip)
Repository: pytorch
Issue: performance between manually created graph and CUDAGraph.replay
Labels: triaged,module: cuda graphs

### 🐛 Describe the bug

I manually designed a simple neural network and made some experiments as follows:
![image](https://user-images.githubusercontent.com/73052387/190850338-7f8ff363-4870-4e0a-a9cf-9aa7fa3ac3a1.png)

class **_ManuallyCreatedGraph_** is my manually designed in source code , which inputs a captured graph and calls cuda runtime API **_cudaGraphAddChildGraphNode_** to construct a new cuda graph and launches it

I found the duration by **_torch.cuda.CUDAGraph.replay_** is obviously shorter than that of **_ManuallyCreatedGraph_**. I was confused .
Could you give some suggestions？ Thanks in advance!

### Versions

pytorch version : 1.12.0a0+git818477c
cuda version : 11.7

cc @mcarilli @ezyang
Repository: godot
Issue: Vulkan: 3D materials sometimes don't update when using some of the properties properly (roughness, metallic, vertex color)
Labels: bug,topic:rendering,needs testing,topic:3d

### Godot version

4.0b1 mono

### System information

Windows 10, Nvidia gtx 1660Ti, latest drivers, Vulkan

### Issue description

Sometimes 3D materials don't display/update properly, there's some misbehaviour. Please check the youtube video, I've added a comparison with 3.5 latest stable too just in case.

The issue:
As you can see in the video, in a brand new scene (basic settings, I've clicked on add light and environment in the three dots from the scene and kept it default) I have a cube with a standard material 3D. I set up its albedo color then wanted to change roughness and metalic but as you can see the material doesn't change when I change these values until I start changing some other values such as vertex color, disable ambient light, ...

The big issues:
I have no idea how to reproduce this, it happens to me randomly, I've closed godot started the project again, added cubes, the light and environment again and I did not find issues with roughness and metalic. It happens but I don't know when.

Video link:
https://youtu.be/wDN1qH5BUtY

### Steps to reproduce

I don't know how. I'm using godot 4.0 beta 1 mono build, bran new scene.

### Minimal reproduction project

None, I can't figure out what causes it, it's kinda random for now until I or someone finds out what causes this.
Repository: yt-dlp
Issue: Conditional trigger to activate --external-downloader
Labels: enhancement,triage,core:downloader

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I remove or skip any mandatory\* field

### Checklist

- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I'm running yt-dlp version **2022.09.01** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

Hello, 

I Would like to suggest a new feature for yt-dlp, if accomplishable or viable to be done.
After made this question on [r/youtube-dl](https://www.reddit.com/r/youtubedl/comments/xdes29/comment/iodiv7y/), seems to me that this is not possible yet.

**The context is:**
When using `--external-downloader aria2c` `--external-downloader-arguments "-x 16 -k 1M -s 32"` for large files like videos, the download speeds increases greatly, but for small files like audio, it becomes slower compared to the native yt-dlp downloader.

**What do I have in mind:**
The idea is to implement a new flag, for example `--external-downloader-trigger 50M` and yt-dlp would use _aria2c_ as external downloader only if the desired file to be downloaded was greater than 50mb; otherwise it would use its native downloader.

**Possible use cases:**
This is useful in the scenario of user automation, like a batch or bash script for example, or mentioning my use case, I'm using AutoHotkey to download videos and audios from YouTube when pressing a key combination. 

**Additional information:**
It is important to consider that despite it can be done programmatically at the script, most people are not so good at scripting like professional devs are. 
I think it would be necessary to check the size of the audio or video at the desired format to be downloaded, this seems complex to me.
So, implementing this conditional trigger can be challenging for people who are laymen in programming. If yt-dlp could bring it to us natively, it would be a great addition to its features.
Repository: godot
Issue: TextEdit get_caret_draw_pos inconsistent result
Labels: bug,topic:gui

### Godot version

master (57bdddce02370af3d13e6edc583afdc17264147d)

### System information

Arch Linux, Vulkan, Intel(R) HD Graphics 4000 (IVB GT2)

### Issue description

calling `get_caret_draw_pos` in events `caret_changed` and/or `text_changed` have inconsistent results.

**1. On empty line we get the centerish point of caret:**
![image](https://user-images.githubusercontent.com/157669/190856490-936e94be-e8a8-46ae-b294-be2a864663c0.png)

**2. After Enter key we get the previous position:**
![image](https://user-images.githubusercontent.com/157669/190856528-52e8063c-f8ce-408c-a616-3a429483eb1d.png)

i assume the standard is to return the current left/bottom position of the caret:
![image](https://user-images.githubusercontent.com/157669/190856606-267bcc66-bacd-4766-aae2-1cada94d68ea.png)


### Steps to reproduce

1. create a new plugin https://docs.godotengine.org/en/latest/tutorials/plugins/editor/making_plugins.html
2. copy below code to `plugin.gd`
3. activate plugin (restart godot?) and edit a code file

please do correct if i'm doing this wrong:
```gdscript
# position an outlined rectangles left/top to get_caret_draw_pos

@tool
extends EditorPlugin

var rect

func _enter_tree ():
	print("my plugin init")
	var editor = get_editor_interface()
	var script_editor = editor.get_script_editor()
	rect = ReferenceRect.new()
	rect.size = Vector2(8, 8)
	rect.border_color = "#f00"
	script_editor.connect("editor_script_changed",Callable(self,"editor_script_changed"))

func editor_script_changed (script):
	var editor = get_editor_interface()
	var script_editor = editor.get_script_editor()
	var base_editor = script_editor.get_current_editor()
	var code_editor = base_editor.get_base_editor()
	if code_editor is CodeEdit:
		if !rect.get_parent():
			code_editor.add_child(rect)
		if !code_editor.is_connected("caret_changed",Callable(self,"caret_changed")):
			code_editor.connect("caret_changed",Callable(self,"caret_changed").bind(code_editor))
		if !code_editor.is_connected("text_changed",Callable(self,"text_changed")):
			code_editor.connect("text_changed",Callable(self,"text_changed").bind(code_editor))

func text_changed (textedit):
	rect.position = textedit.get_caret_draw_pos()

func caret_changed (textedit):
	rect.position = textedit.get_caret_draw_pos()
```

### Minimal reproduction project

_No response_
Repository: godot
Issue: MSAA 8x and SSAO results into dark spots
Labels: bug,platform:macos,topic:rendering,topic:3d

### Godot version

4.0.beta1

### System information

macOS 13, M1 Pro, Vulkan Clustered

### Issue description

Enabling SSAO and setting MSAA to 8x results into very dark sides in comparison to lower MSAA settings.

SSAO & MSAA 4x:
![image](https://user-images.githubusercontent.com/6075580/190861877-5771dbee-765c-486f-b76f-23c63aa8c719.png)

SSAO & MSAA 8x:
![image](https://user-images.githubusercontent.com/6075580/190861890-fb3a1869-8a88-4669-976b-7e8b74e27b69.png)


### Steps to reproduce

1. Adding default environment and light into the scene
2. Enable SSAO in world environment
3. Add a MeshInstance in the scene and give it a box mesh
4. Switching between MSAA settings in the project settings shows that 8x make the dark sides a lot darker

### Minimal reproduction project

_No response_
Repository: PowerToys
Issue: Move window to specific zone keyboard shortcuts and editor
Labels: Needs-Triage

### Description of the new feature / enhancement

Currently there is no quick way to move window to a specific zone.

I would like to propose a feature that is similar to mac window management app — Moom.

1. Single keystroke to open move interface
<img width="515" alt="Screenshot 2022-09-17 at 18 00 02" src="https://user-images.githubusercontent.com/4349021/190863406-1fd50c74-8026-400c-bdaa-698347963d5e.png">


2. Then one would press a single key to move app to a desired position.

—

This is possible through a configuration interface like this where one could select regions and assign a single key for that exact window position
<img width="624" alt="Screenshot 2022-09-17 at 18 02 09" src="https://user-images.githubusercontent.com/4349021/190863473-1b484285-fc1f-4861-b4d0-9cdac2c95dda.png">

—

Video sample

https://user-images.githubusercontent.com/4349021/190863758-31dbc061-dfa4-4904-91d1-d4312c365483.mov



### Scenario when this would be used?

This allows for quick and determinate window management entirely with keyboard and a simple — yet powerful — shortcut management.

E. g. win+a to enable window management, then one would press a single key like ”a” to move the window to a desired configured location.

### Supporting information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request] Add img2img input image name to output text file
Labels: enhancement

Is it possible to add the name (or something to recognize which image was used) of the input image used in img2img inside the text files that contains all generation parameters?
Repository: stable-diffusion-webui
Issue: [Feature Request] Add model hash+name||file_name to .txt parameters
Labels: enhancement

Thank you for adding an option to use multiple weights, saves me time!

It would be really nice if the weight used was saved in the .txt output, so we would know which weight was used to generate the image.

I imagine a known-hash database could be implemented for pretty names, and in case webUI does not know the hash it could use add full filename minus the extension.

`7460a6fa:SD1.4`
`1a2b3c4d:SD1.4-EMA`
 `45dee52b:wd-v1-2-full-ema` (hash not recognized)

EDIT: Apparently model hash itself is already an opt-in option, so what I am really asking for is to just add a pretty name and a file name to the existing one if pretty name is not available (`Model hash: 45dee52b`)
Repository: PowerToys
Issue: Quick accent - an option to use universal accent characters (+ support for non-latin keyboard layouts)
Labels: Needs-Triage

### Description of the new feature / enhancement

Currently, Quick accent has two issues:
1. It works exclusively on latin characters.
2. It doesn't provide an easy way (aka universal for any character under cursor) of adding or removing an accent to already written text.

Both of them can be solved if there would be an option to use **separate** unicode characters for accents.
I.e., there's "Combining Acute Accent" (U+0301), and with it you can do:
Latin `a` + `U+0301` = `á` (<- these are two characters)
And it ^ can be removed with a single keystroke on backspace.
Additionally, by definition, it works on any characters that aren't currently supported. E.g., cyrillic `у / У` (this is not latin `y / Y`):
`у́ / У́`

### Scenario when this would be used?

* Any currently unsupported keyboard layout (e.g., cyrillic letters: `Аа Оо Уу Ыы Ээ Яя Юю Ии Ее` -> `А́а́ О́о́ У́у́ Ы́ы́ Э́э́ Я́я́ Ю́ю́ И́и́ Е́е́`)
* If a user prefers to keep an accent as a separate character (e.g., for ease of remove in a future).

### Supporting information

_No response_