sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Add SSIM as Loss Function
Labels: feature,module: loss,triaged,needs research

### 🚀 The feature, motivation and pitch

Hello, I am doing research in the field of Unsupervised Anomaly Detection. In Unsupervised Anomaly Detection, you can segment an anomaly area through Reconstruction Error, but in the case of areas with ambiguous boundaries, better performance is shown when using loss using SSIM than using existing losses. Therefore, I would like to be able to use SSIM as the loss function of pytorch. Thank you :) 

### Alternatives

_No response_

### Additional context

_No response_
Repository: frp
Issue: [Feature Request] Specify source interface for the client
Labels: proposal

### Describe the feature request

Hi,

Is it possible to specify the source interface to use on the client side ?

Regards,


### Describe alternatives you've considered

_No response_

### Affected area

- [ ] Docs
- [ ] Installation
- [ ] Performance and Scalability
- [ ] Security
- [ ] User Experience
- [ ] Test and Release
- [ ] Developer Infrastructure
- [ ] Client Plugin
- [ ] Server Plugin
- [ ] Extensions
- [X] Others
Repository: godot
Issue: CharacterBody2D:`move_and_slide` does not calculate `velocity` properly when landing on floor in Grounded mode
Labels: bug,topic:physics

### Godot version

4.0.1

### System information

MacOSX

### Issue description

I setup a `CharacterBody2D` in `Grounded` mode using the Godot 4 script template (you can use anything that allows you to move and jump).

- If I run against a wall while touching the ground, the `x` in `velocity` in the `CharacterBody2D` is zero - which makes sense.
- If run against a wall while in the air, the `x` velocity is also zero - which also makes sense.
- However, if I run and jump against the wall, as soon as the `CharacterBody2D` touches the ground, the `x` velocity is not truncated and maintains its x value as though it never hit the wall on that `move_and_slide` call.

When running a print per-physics-frame using `move_and_slide` that shows you the x velocity and the on floor boolean, you get something like this in the output:
```
...
0 false
0 false
0 false
300 true // the first frame when the character body hits the floor
0 true
0 true
0 true
...
```

It's a little annoying of a problem because this one frame in my platforming game sends a signal to the animation player to play the "run" animation since the character is supposed to be moving according to the CharacterBody2D but it's not. What ends up happening is that if my character runs into a wall and jumps, when they touch the ground there's an ugly flicker between the run animation and the idle animation since on the first frame the character is "moving" but on the second it's not.

It should stay consistent I feel.

### Steps to reproduce

1. Create a CharacterBody2D with a CollisionShape
2. Add the template script to the node
3. Add this line of code to the bottom of `_physics_process`: `printt(velocity.x, is_on_floor())`
4. Add a ground and wall
5. Add visuals so you can see or use the show debug collision shapes option
6. Run into a wall, keep holding the run button, and jump
7. Keep holding the run button (into the wall) and wait until the character hits the ground

Expected:
```
...
0 false
0 false
0 false
0 true
0 true
0 true
...
```

Actual:
```
...
0 false
0 false
0 false
300 true // the first frame when the character body hits the floor
0 true
0 true
0 true
...
```

### Minimal reproduction project

[move_and_collide_bug.zip](https://github.com/godotengine/godot/files/11091683/move_and_collide_bug.zip)
(The file is named `move_and_collide` but that's a typo. It uses `move_and_slide`, of course)


### Workaround
The only current workaround that I can think of that isn't expensive is simply using `get_real_velocity`. However, it's important to me to be able to get the motion velocity for many aspects of the project too. Most animations I want to play should use the `velocity` on the CharacterBody2D as reference.
Repository: create-react-app
Issue: disable console clearing in npm start
Labels: needs triage

what, in brief, is the officially sanctioned workaround to disable console clearing in npm start?
Repository: TypeScript
Issue: Error for explicit return type with no return statements is misleading
Labels: Bug,Domain: Error Messages,Fix Available,Rescheduled

```ts
function foo(): string {
}
```

Currently in nightly, you'll get the error

```
error TS2847: A function whose declared type is neither 'undefined', 'void', nor 'any' must return a value.
```

But this error message is inaccurate, as you can now annotate with `unknown`.
Repository: tensorflow
Issue: tf.data.Dataset.from_generator crashes with abortion
Labels: stat:awaiting tensorflower,type:bug,comp:data,TF 2.12

<details><summary>Click to expand!</summary> 
 
 ### Issue Type

Bug

### Have you reproduced the bug with TF nightly?

Yes

### Source

source

### Tensorflow Version

2.13.0-dev20230208

### Custom Code

Yes

### OS Platform and Distribution

_No response_

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/Compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current Behaviour?

```shell
tf.data.Dataset.from_generator crashes with abortion
```


### Standalone code to reproduce the issue

```shell
import tensorflow as tf
import numpy as np
ds = tf.data.Dataset.from_tensors([1]).repeat(-1)
def gen():
  for _ in ds:
    yield _
ds = tf.data.Dataset.from_generator(
    gen, output_types=tf.int32)
list(ds.take(2).as_numpy_iterator())
```


### Relevant log output

```shell
2023-03-28 12:06:28.440209: F tensorflow/tsl/platform/default/env.cc:74] Check failed: ret == 0 (11 vs. 0)Thread tf_data_private_threadpool creation via pthread_create() failed.
Aborted (core dumped)
```
</details>
Repository: rust
Issue: Recursive closures' error is confusing
Labels: A-diagnostics,T-compiler

### Code

```Rust
let some_recursive_closure = |x: u8| {
    println!("{}", x);
    if x != 0 {
        some_recursive_closure(x-1);
    }
};
```


### Current output

```Shell
error[E0425]: cannot find function `some_recursive_closure` in this scope
 --> src/main.rs:4:9
  |
4 |         some_recursive_closure(x-1);
  |         ^^^^^^^^^^^^^^^^^^^^^^ not found in this scope

For more information about this error, try `rustc --explain E0425`.
```


### Desired output

```Shell
error[E####]: attempted recursion inside a closure
 --> src/main.rs:4:9
  |
4 |         some_recursive_closure(x-1);
  |         ^^^^^^^^^^^^^^^^^^^^^^ closures are not permitted to recurse

For more information about this error, try `rustc --explain E####`.
```


### Rationale and extra context

I find this error message very confusing, because, well, `some_recursive_closure` _does_ exist in this scope! I just defined it!

The _actual_ problem is that there is an attempt at closure recursion here, which is apparently not permitted. I am not informed enough to judge whether it should, but at the absolute least the error ought to be a smidge more understandable.

### Other cases

```Rust
Reproduces in all channels, all editions.
```


### Anything else?

_No response_
Repository: pytorch
Issue: Some c++ library docstrings incorrectly linked/repeated
Labels: module: docs,module: cpp,triaged,module: mps

### 📚 The doc issue

For example, the docstring for [torch::mps::is_available()](https://pytorch.org/cppdocs/api/function_namespacetorch_1_1mps_1ac04d09cc0c1b3c42588745c70b9c7cac.html):

```
Returns true if MPS device is available.

Returns true if MPS device is available.

Returns true if at least one CUDA device is available.

If we compiled with CUDA but there is a driver problem, etc., this function will report CUDA is not available (rather than raise an error.)
```

Looks incorrect.

Another example: [at::cuda::is_available()](https://pytorch.org/cppdocs/api/function_namespaceat_1_1cuda_1abdf5679016d4e4149f80f3fe2e80890f.html).

```
CUDA is available if we compiled with CUDA, and there are one or more devices.

Returns true if MPS device is available.

Returns true if at least one CUDA device is available.

If we compiled with CUDA but there is a driver problem, etc., this function will report CUDA is not available (rather than raise an error.)
```

### Suggest a potential alternative/fix

_No response_

cc @svekars @carljparker @jbschlosser @kulinseth @albanD @malfet @DenisVieriu97 @razarmehr @abhudev
Repository: deno
Issue: Re-enable sigint_with_hanging_test test
Labels: tests,chore

I'm going to disable this test in #18424 because it either never worked or it doesn't work with the latest changes. I only see `"running 1 test from ./test/sigint_with_hanging_test.ts\r\ntest ...\r\n  step 1 ...\r\n    step 2 ...^C^J"` in the output.
Repository: kubernetes
Issue: Components in the kubelet are incorrectly pulling state from "desired" instead of the pod worker's "actual"
Labels: kind/bug,sig/node,priority/important-longterm,triage/accepted

### What happened?

The kubelet currently confuses "desired" and "actual" state in some subsystems in a way that leads to data races and hinders future features.  Pods that have been placed into a config source are "desired" - those then have to be "admitted" (pass hard admission handlers or be failed), and only then can the pod be a candidate to be started by the pod worker.  Because pods can overlap by UID in the kubelet (static pods mostly), the pod worker has to hold desired pods until the previous pod with that UID stops.  The list of "pods the pod worker has started and are still running" is the "actual" state of the kubelet - what is running right now.  Since the pod worker drives the SyncPod method, and the SyncPod method drives runtime components like CRI, volumes, probes, and resources, those components *must* consult the pod worker for state, not the podManager (which holds "desired config"). 

This was exposed by https://github.com/kubernetes/kubernetes/pull/114994#discussion_r1081495694 and must be addressed before we can tackle some larger issues (like the new in-place resizing).  A consequence of making this fix will be that admission in the kubelet needs to consult the pod worker rather than the pod manager, and that any subsequent change to in-place resizing must be updated to fit into this model (because the pod worker is now authoritative).

A visual description of the set of problems related to this issue is in https://docs.google.com/presentation/d/1wbPFANXVbk-e-5BvVHaZScqoqJsfcU_FQVmG-N7pv3c/edit#slide=id.g1de8a1ca1a4_0_0 (shared with the sig-node google group).

@bobbypage @rphillips @vinaykul 

/sig node
/priority important-soon

Probably has to go into 1.28, certainly I consider this a blocker to in-place resizing going beta.

### What did you expect to happen?

Components downstream of pod worker should consult it for state, not the pod manager.

### How can we reproduce it (as minimally and precisely as possible)?

N/A

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
# paste output here
```

</details>


### Cloud provider

<details>

</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: stable-diffusion-webui
Issue: [Bug]: All interface elements have become massive.
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?

The latest gradio update has made all interface elements gigantic.
![image](https://user-images.githubusercontent.com/323651/228348448-3f69c230-1bc3-4bad-88b0-b6a7dc98f898.png)


Browser is Firefox 111.0.1, on Ubuntu 22.10.

While this can be somewhat fixed by using the page zoom browser feature, doing this makes the previews minuscule and very hard to see until the generation is complete and it can be shown in full screen.
I've seen reports of other visual bugs but seems nobody else is affected by UI gigantism?

### Steps to reproduce the problem

Update to gradio 2.23.0.

### What should have happened?

![image](https://user-images.githubusercontent.com/323651/228350218-61d13fa9-f934-4f3e-8f32-71fc102f2873.png)
Things used to be more or less this size. (70% zoom), the buttons below the image used to be a single line.

### Commit where the problem happens

433b3ab7

### What platforms do you use to access the UI ?

Linux

### What browsers do you use to access the UI ?

Mozilla Firefox

### Command Line Arguments

```Shell
webui.sh --opt-channelslast --opt-split-attention --always-batch-cond-uncond --ckpt-dir="$MODEL_DIR" --xformers --no-half-vae
```


### List of extensions

No, everything is disabled.

### Console logs

```Shell
Nothing relevant in console.
```


### Additional information

_No response_
Repository: godot
Issue: Weird behavior when deleting SpriteFrames from AnimatedSprite2D 
Labels: bug,topic:editor,usability,topic:animation,topic:2d

### Godot version

4.0.1

### System information

Windows 11

### Issue description

When deleting SpriteFrames from AnimatedSprite2D after you manually deleted all corresponding animations it still tries to load Animations and outputs errors to the console. 
It took me some time to find the root of this problem and i think when you delete SpriteFrames from AnimatedSprite2D Godot should automatically clear all animations. Godot behaves correctly when there is one animation left minimum. But behaves weird when there are no animations left.

### Steps to reproduce

Really easy:

- Create new project
- Add Node2D
- Add AnimatedSprite2D as child
- Select AnimatedSprite2D->Inspector->NewSpriteFrames
- Select AnimatedSprite2D->Open bottom SpriteFrames tab->Delete default animation
- Select AnimatedSprite2D->Inspector->Dropdown SpriteFrames->Clear
- Notice how "Animation" directly below still has the reset icon
- Run project

Debugger:
E 0:00:00:0324   set_animation: There is no animation with name ''.
  <C++ Error>    Method/function failed.
  <C++ Source>   scene/2d/animated_sprite_2d.cpp:528 @ set_animation()



### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Fancy Zones Mouse Driven Window Throw Feature
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

MacOS developer Ryan Hanson has a product called Rectangle Pro, a powerful window management solution for MacOS. It has a specific feature called "Window Throw" which allows you to use a hotkey to rearrange a window with your mouse. On trigger with a hotkey, it presents a dot target on the mouse cursor, at which point you may move your mouse cursor up, down, left, right, or to the corners of the dot target, which then determines where the window will be placed on screen. 

The dot target does not snap to the center of the window, but rather to the mouse cursor, making quick adjustments to window positions very fluid and snappy. 

Here is a video of how the function works. 
https://user-images.githubusercontent.com/87554695/228355295-c38ef977-9a8e-4ff1-b2ec-cd68dc22cb4b.mp4

You may also adjust where the application window snaps based upon your mouse cursor relative to the dot target. This means if I wanted moving my mouse upwards past the target to maximize the window OR snap it to the top half of the screen, I can change that. 
https://user-images.githubusercontent.com/87554695/228356024-3bd92611-7b43-43b1-9408-3ecd076db992.mp4

This feature could be implemented by adding a dot target similar to Rectangle Pro as a optional feature, to avoid having to click and drag a window in FancyZones then holding the shift key to snap it. 

### Scenario when this would be used?

This can be used to have an alternative way of snapping windows within Fancy Zones. I particularly enjoy this feature on MacOS because it means I don't have to drag a window around using the trackpad, but rather perform an easy keyboard shortcut, and move my mouse a minimal amount. 

I could see this being very useful on Windows laptops, where someone does not wish to learn keyboard shortcuts to move a window, but can instead use one hot key and an intuitive, super short mouse gesture. 

I also want this not only for my Windows laptop, but Windows desktop as well. 

### Supporting information

The specific MacOS app I'm referencing this functionality from is Rectangle Pro and it's Window Throw feature. It is paid. 
[Here is a link to the application for download.](https://rectangleapp.com/pro)
Repository: stable-diffusion-webui
Issue: [Feature Request]: provide a jsonschema for the config.json
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 ?

Provide a a JSONschema definition for the `config.json` somewhere publicly available on a http request so users can add it as the schema for the `config.json` thereby enabling autocomplete and validation. 

current: 
![image](https://user-images.githubusercontent.com/61225/228361980-560fed94-dfa3-4551-a250-036abf22385d.png)

desired: 
[Screencast from 2023-03-29 07-13-19.webm](https://user-images.githubusercontent.com/61225/228362255-d6875ea6-f65e-4776-bd9c-2d9e54a5b469.webm)



### Proposed workflow

1. open `config.json`
2. add `"$schema": "https://json.schemastore.org/auto1111-config.json"`
3. rest of the config file now autocompletes and validates


### Additional information


- https://www.schemastore.org/json/ 
- https://code.visualstudio.com/docs/languages/json#_json-schemas-and-settings
Repository: storybook
Issue: [Bug]: theme `fontCode` not applied consistently when writing MDX
Labels: bug,help wanted,has workaround,mdx,sev:S3

### Describe the bug

The theme `fontCode` is not applied in some scenarios when writing MDX, instead either the browser user agent default  (`monospace`) is used or the storybook default (`ui-monospace, Menlo, Monaco, ...`).

```tsx
{/* .storybook/preview.tsx */}

import type { Preview } from '@storybook/react';
import { create } from '@storybook/theming/create';

export const theme = create({
  base: 'light',
  fontCode: 'VT323', // <-- the property I'm referring to
  ...
});

const preview: Preview = {
  parameters: {
    docs: { theme },
    ...
  }
};

export default preview;
```

``````jsx
{/* src/stories/reproduction.mdx */}

import { Meta, Source } from '@storybook/blocks';

export function Code({ code = '' }) {
  return <code>{code}</code>;
}

<Meta title="Example/Reproduction" />

# Reproduction

`Inline code with backticks` ✅

<code>Inline code as code element</code> ❌

<Code code="Inline code as react component returning code element" /> ✅

```
'Plain markdown code block' ❌
```

```js
'Syntax highlighted markdown code block' ✅
```

<Source code={`'Syntax highlighted source block' ❌`} />
``````

<img width="812" alt="image" src="https://user-images.githubusercontent.com/40395442/228356425-d5c8b846-9264-46c5-bcab-72a6c39c7682.png">



_I believe_ the expected behavior to be that the `font-family` specified as the theme `fontCode` would be applied in all of the above scenarios but.. maybe some of the scenarios is for good reason?

### To Reproduce

https://stackblitz.com/edit/github-fj1jen?file=src/stories/reproduction.mdx

### System

```shell
Environment Info:
  System:
    OS: macOS 13.1
    CPU: (8) arm64 Apple M1 Pro
  Binaries:
    Node: 18.12.1 - ~/.nvm/versions/node/v18.12.1/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v18.12.1/bin/yarn
    npm: 8.19.2 - ~/.nvm/versions/node/v18.12.1/bin/npm
  Browsers:
    Chrome: 111.0.5563.110
    Firefox: 111.0.1
    Safari: 16.2
  npmPackages:
    @storybook/addon-essentials: ^7.0.0-rc.8 => 7.0.0-rc.8 
    @storybook/addon-interactions: ^7.0.0-rc.8 => 7.0.0-rc.8 
    @storybook/addon-links: ^7.0.0-rc.8 => 7.0.0-rc.8 
    @storybook/blocks: ^7.0.0-rc.8 => 7.0.0-rc.8 
    @storybook/react: ^7.0.0-rc.8 => 7.0.0-rc.8 
    @storybook/react-vite: ^7.0.0-rc.8 => 7.0.0-rc.8 
    @storybook/testing-library: ^0.0.14-next.1 => 0.0.14-next.1
```


### Additional context

_No response_
Repository: flutter
Issue: Run AGP update on all integration_tests in flutter/dev
Labels: platform-android,P2,team-android,triaged-android

See discussion in https://github.com/flutter/packages/pull/3408 and https://github.com/flutter/flutter/issues/122137 and #122213 13 We should make all of the examples compatible with the upcoming version of Android Studio. 

This ticket covers integration_tests in https://github.com/flutter/flutter/tree/master/dev.
Repository: PowerToys
Issue: Add fallback to ensure window position is not out of the screen
Labels: Needs-Triage

Can we add a fallback for when the window position is out of screen? This can happen when switching between to completely different monitor layouts.

_Originally posted by @htcfreek in https://github.com/microsoft/PowerToys/issues/25064#issuecomment-1486399082_

Several modules have logic to save and restore previous window size and position. On switching monitors and/or layouts this can end up with bad window size and position (out of screen).
Repository: vscode
Issue: "Reveal In Explorer View" Doesn't snap to correct file
Labels: bug,help wanted,file-explorer,confirmation-pending

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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- VS Code Version: 1.76.2 (Universal)
- OS Version: Mac 13.2.1 (22D68)

Steps to Reproduce:

1. Launch VSCode (only repros on first attempt of session)
2. Open a few files
3. Navigate to a different left pane context (IE search)
4. Right click a file tab (Not the currently active file)
5. Click "reveal in explorer view"
6. Expected: file that you right clicked is revealed in the explorer view
7. Actual: The active file is revealed instead of the one that you clicked

Attatched 20 second repro video

https://user-images.githubusercontent.com/17601074/228370596-980e02db-7d67-4444-bd70-a2c10ec70e32.mov