sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Viewport.get_texture() not correct when alpha!=1.0
Labels: topic:rendering,needs testing

### Tested versions

v4.3.dev6.mono.official [89850d553]

### System information

Godot v4.3.dev6.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 5GB (NVIDIA; 31.0.15.3623) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

### Issue description

I'm create a scene like this:
![image](https://github.com/godotengine/godot/assets/35988767/dc7c4d0e-c04c-488a-ba81-eadb0b672c51)

and set viewport's transparent_bg to true:
![image](https://github.com/godotengine/godot/assets/35988767/f0c880cb-de02-4af2-9868-eee987da6339)

then set ColorRect's color with alpha <= 1.0:
![image](https://github.com/godotengine/godot/assets/35988767/b5f2f638-cc3c-44ca-aaa4-8b2637ba8c30)

then coding like this:
![image](https://github.com/godotengine/godot/assets/35988767/c393cb18-668e-450a-85ed-6b90441ff3d0)

then the output like this:
![image](https://github.com/godotengine/godot/assets/35988767/3366cb5a-f778-4253-bc11-e7fe011a08b8)


### Steps to reproduce

see above

### Minimal reproduction project (MRP)

[viewporttest.zip](https://github.com/godotengine/godot/files/15282347/viewporttest.zip)
Repository: vscode
Issue: code-insiders crashing with Russian language pack
Labels: bug,freeze-slow-crash-leak,linux,l10n-platform,confirmation-pending

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- VS Code Version:  1.90.0-insider
26c4a07b47a2bd34480a5e4cba2c2384c590b039
x64

- OS Version: Ubuntu 23.10

Steps to Reproduce:

1.  idk, but i have screen record 
3. https://drive.google.com/file/d/1hWm7oWDOEE0SHO-ZbPccvjcDMV2WxLLg/view?usp=sharing
Repository: kubernetes
Issue: when apiserver cache is not ready,  the List request with resourceVersion=0 fetch data from the apiserver cache
Labels: sig/api-machinery,kind/feature,triage/accepted

### What would you like to be added?

when apiserver cache is not ready,  the List request with resourceVersion=0 fetch data from the apiserver cache,  don't directly obtain from etcd.

[staging/src/k8s.io/apiserver/pkg/storage/cacher/cacher.go](https://github.com/kubernetes/kubernetes/blob/master/staging/src/k8s.io/apiserver/pkg/storage/cacher/cacher.go#L773)
```
func (c *Cacher) GetList(ctx context.Context, key string, opts storage.ListOptions, listObj runtime.Object) error {
	recursive := opts.Recursive
	resourceVersion := opts.ResourceVersion
	pred := opts.Predicate
	if shouldDelegateList(opts) {
		return c.storage.GetList(ctx, key, opts, listObj)
	}

	listRV, err := c.versioner.ParseResourceVersion(resourceVersion)
	if err != nil {
		return err
	}
	if listRV == 0 && !c.ready.check() {
		// If Cacher is not yet initialized and we don't require any specific
		// minimal resource version, simply forward the request to storage.
		return c.storage.GetList(ctx, key, opts, listObj)
	}
}
```

### Why is this needed?

In our cluster, the number of some resources like pods are very large(300k+), the number of node is 7k+. the apiserver cache sometime accumulating lag, the kubelet List request of get pod  directly obtain from etcd. It consumes lots of cpu & memory that's not expected. i want List request to fetch data from the apiserver cache like [ConsistentListFromCache](https://github.com/kubernetes/kubernetes/pull/118508) feature gate
Repository: rust
Issue: Rustdoc should consider not hiding items that come from the same Cargo workspace
Labels: T-rustdoc,C-discussion,A-rustdoc-ui

With PR https://github.com/rust-lang/rust/pull/124939, rustdoc hides in the "Aliased type" section of type alias every type that is not from the current crate.

However if we had access in rustdoc to the Cargo workspace information we could instead be more fine-grain and not hide those coming from the same workspace.

Crate A:
```rust
pub struct One<T>(T);
```

Crate B:
```rust
pub type OneString = One<String>;
```

If crate A and B are in the same workspace we should probably not hide the inner item, and therefor display:

```rust
// in Aliased Type
struct OneString(String)

// instead of
struct OneString(/* private items */)
```

@rustbot labels +T-rustdoc +A-rustdoc-ui +C-discussion
Repository: transformers
Issue: TokenClassificationPipeline support is_split_into_words tokeniser parameter
Labels: Core: Pipeline,Feature request

### Feature request

The TokenClassificationPipeline currently sets a hardcoded tokeniser config within it sanitiser method. This prevents users from passing their own config to the tokeniser. 

It would be good to support some user input for tokeniser config. Especially for is_split_into_words as input data may be split already.

### Motivation

It is common for token classification datasets to be split into words already so that they match their labels. 

### Your contribution

I naivley anticipate this being a simple change, so I am happy to submit a PR for it. Though it would first be nice to see a discussion surrounding the feature and if it fits with the goals of Transformers.
Repository: PowerToys
Issue: FancyZones - Offset in Pixel From Border To Trigger a Zone (Canvas Layout)
Labels: Needs-Triage

### Description of the new feature / enhancement

It seems there is not a way to set an offset of how much PX from the zone border are need to trigger the window reposition. This actually seems to happen with vanilla Aero Snap (not customizable) and most other Aero Snap Tools (customizable).

### Scenario when this would be used?

This would avoid unwanted repositioning. Currently the window will be resized if it is the canvas area. No matter if close or far from the border.

### Supporting information

_No response_
Repository: ui
Issue: Cannot increase width of Sheet for example: w-1/2 -> 50% of screen.
Labels: bug

### Describe the bug

I searched on code of sheet component. not found anything regarding hardcoded width.
if we try to give width more w-96 not apply in SheetContent. I applied like w-1/2, w-[75%] not working.

i need more width of sheet component.

### Affected component/components

Sheet, SheetConent

### How to reproduce

In SheetComponent give width w-1/2 and check ui. you will find the problem.

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Chrome And Edge
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: transformers
Issue: Implement kv cache sparsity like H2O with attention score
Labels: Feature request,Cache

### Feature request

Hello!

It is a bit like [#26553](https://github.com/huggingface/transformers/issues/26553), which implement `SinkCache`. I would love to see some method of kv cache sparsity like **H2O** implemented, as proposed in [http://arxiv.org/abs/2405.04434](http://arxiv.org/abs/2405.04434).

The authors have release the code here: [https://github.com/FMInference/H2O](https://github.com/FMInference/H2O).

People can use it like:
```python
from transformers import AutoModelForCausalLM AutoTokenizer, H2O_Cache

cache = H2O_Cache(recent_length=512, HH_length=512)
gen_out = model.generate(**inputs, do_sample=False, max_new_tokens=3000, past_key_values=cache)
```

### Motivation

<img width="899" alt="image" src="https://github.com/huggingface/transformers/assets/63134210/468abafb-ab40-4818-9fe3-1c156c9f2e4d">

> Our approach is based on the noteworthy observation that a small portion of tokens contributes most of the value when computing attention scores.
> a KV cache eviction policy that dynamically retains a balance of recent and H2 tokens

### Your contribution

I would love to help implement this into transformers.

It is not only implement a `H2Ocache` in `src/transformers/cache_utils.py`, but also change the order of some code in `LlamaAttention#forward` function, so `Cache#update` can get the attention score, which some method of kv cache sparsity like [snapKV](http://arxiv.org/abs/2404.14469) and future work also need.
Repository: PowerToys
Issue: Enable Universal Access to High Performance and Ultimate Performance Power Plans
Labels: Needs-Triage

### Description of the new feature / enhancement

"We've noticed that Microsoft occasionally removes the High Performance power plan on certain devices, particularly laptops. This can be frustrating for users who need that extra boost.  A simple shortcut within Power Tools to restore this plan would be incredibly helpful. Additionally, extending the Ultimate Performance option to all systems, not just laptops, would be a great way to unlock performance for everyone."

### Scenario when this would be used?

This feature would be especially valuable in scenarios involving intensive computational tasks such as video editing, 3D rendering, or running complex simulations. For instance, content creators who rely on heavy software for video editing would find the High Performance power plan essential for rendering projects more swiftly. Additionally, gamers would benefit from enhanced performance during gaming sessions, particularly when running high-spec games that demand substantial system resources. In professional settings, developers and engineers running large compilations or simulations would experience reduced completion times, making workflows more efficient and responsive. Extending the Ultimate Performance power plan to all systems would ensure that every user has the opportunity to optimize their device's capabilities based on their specific needs, thereby enhancing productivity and user satisfaction across a diverse range of applications.

### Supporting information

There is substantial feedback from power users on forums and social media requesting the ability to maintain or restore the High Performance plan, especially after system updates where it might be hidden or removed. This indicates a strong user demand and the practical utility of such a feature.
Repository: flutter
Issue: ValueNotifier should have an addValueListener method.
Labels: c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

### Use case

A listener of a ValueNotifier often needs the value itself when it is called, but the addListener method does not return the value of the ValueNotifier. It is often easier to get the value within the listener, for example in this case:

```
ValueNotifier<bool> loadingNotifier = getLoadingNotifier();
loadingNotifier.addListener(() => print("isLoading: ${loadingNotifier.value}"));
```
Before adding the listener, a variable must be created that can then be called within the listener.

It would be easier to pass the variable to the listener as follows:
```
getLoadingNotifier().addValueListener((isLoading) => print("isLoading: $isLoading"));
```

### Proposal

The ValueNotifier should have an `addValueListener`-Method which passes the value to its listeners.
```
void addValueListener(void Function(T value) listener);
```
Repository: godot
Issue: TabContainer becomes unresponsive after PopupMenu closes
Labels: bug,topic:gui

### Tested versions

- Reproducible in: v4.3.dev6.official [64520fe67], v4.2.2.stable.official [15073afe3]

### System information

Godot v4.2.2.stable - Debian GNU/Linux 12 (bookworm) 12 - Wayland - Vulkan (Mobile) - integrated Intel(R) Xe Graphics (TGL GT2) () - 11th Gen Intel(R) Core(TM) i7-1165G7 @ 2.80GHz (8 Threads)

### Issue description

I observed strange behavior when combining a TabContainer and a PopupMenu; after closing the PopupMenu the TabContainer becomes unresponsive. It is no longer possible to switch tabs or select controls on the already visible tab.

Opening the context menu by right-clicking on the tab-bar, or switching windows and then coming back tot he app restores the original behavior. 

### Steps to reproduce

See the included minimal reproduction project. It consist of a basic project with a TabContainer that has two Tabs each containing a panel with a button.

When started the tabs can be switched and the buttons can be clicked (they do nothing, but they are visibly selected when clicked). By using the right mouse button a context menu (PopupMenu) is opened at the mouse pointer's location. When opening the context menu anywhere on the selected tab (so not the tab-bar itself) and then closing the context menu (by clicking outside of it, or on the one item in the menu), it is no longer possible to switch tabs by clicking in the tab-bar. At this stage it is also impossible to select the buttons. Note that when hovering over the button with the mouse, it still light up, but clicking them no longer selects them.

Alt-tabbing out of the app and then going back restores functionality; buttons can be clicked again, and tabs can be switched.
Opening the context menu on the tab-bar instead of inside the tab itself also restores the functionality.

I also included a work-around in the MRP: when the provided _on_popup_menu_popup_hide function is connected to the PopupMenu's popup_hide signal, the issue does not occur. The function basically switches tabs and then switches back to the original tab.
In the uploaded version of the MRP I did not include this connection, to illustrate the problem. However, I thought this function might be useful in analyzing the problem, or at least as a work-around for other people affected by this issue.


### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/godotengine/godot/files/15282932/MRP.zip)
Repository: storybook
Issue: [Bug]: `parameters.options` are not respected when navigating to a story for the first time
Labels: bug,needs triage

### Describe the bug

When navigating to a story for the first time, the `parameters.options` defined for the story are not kicking in, with the options from the previous story (or those defined in _preview.js_) persisting. The options start taking effect on subsequent visits to the story.

### To Reproduce

https://stackblitz.com/~/github.com/sarkisandreyan/storybook-options-issue?file=src/stories/button.stories.ts

Steps to reproduce:
1. From `Button > Primary`, navigate to `Button > Secondary` (`parameters.options.showToolbar === true`).
2. Observe the toolbar still being hidden.
3. Navigate back to `Button > Primary`, then to `Button > Secondary` again.
4. Observe the toolbar showing this time.
5. Observe all subsequent navigations between `Button > Primary` and `Button > Secondary` correctly toggling the toolbar.

### System

```bash
npmPackages:
  @storybook/addon-docs: ^8.0.10 => 8.0.10 
  @storybook/addon-essentials: ^8.0.10 => 8.0.10 
  @storybook/addon-interactions: ^8.0.10 => 8.0.10 
  @storybook/addon-links: ^8.0.10 => 8.0.10 
  @storybook/angular: ^8.0.10 => 8.0.10 
  @storybook/blocks: ^8.0.10 => 8.0.10 
  @storybook/test: ^8.0.10 => 8.0.10 
  storybook: ^8.0.10 => 8.0.10
```


### Additional context

This seems to be a regression from Storybook v6.
Repository: pytorch
Issue: CUDNN not detected in official nightly devel image. We need to use `12.4.1` upstream images
Labels: module: binaries,module: cudnn,triaged

### 🐛 Describe the bug

Compiling from sources in the original nightly devel image CUDNN is not detected:
`docker pull ghcr.io/pytorch/pytorch-nightly:2.4.0.dev20240511-cuda12.4-cudnn8-devel` + https://github.com/pytorch/pytorch?tab=readme-ov-file#from-source

/cc @seemethere @malfet @osalpekar @atalman @csarofeen @ptrblck @xwang233 @albanD 

### Versions

main
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add a 'resize_by' param to '/sdapi/v1/img2img' API endpoint
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 ?

### In the UI > `Img2Img` Tab, there is a nifty way to set both `Width` and `Height` values simultaneously via the `Resize by` tab.

<img width="550" alt="Screenshot 2024-05-11 094539" src="https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/1613484/35053f22-7463-4102-8de5-bb08a099e81e">


### Currently, there is no such parameter in the `/sdapi/v1/img2img` API endpoint.

### When using the API, the `Width` and `Height` values must be explicitly specified.

Current empty .json for reference:

[img2img_input.json](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/15283009/img2img_input.json)


### As it stands, users are required to determine the `Width` and `Height` of their input image, and code their own calculations to yield the desired `Width` and `Height`.

---

## Please add a `resize_by` parameter to `/sdapi/v1/img2img`

---

### Proposed workflow

1. Use the '/sdapi/v1/img2img' API endpoint
2. Try dynamically upscaling images
3. It's not easy because there is no `resize_by` parameter


### Additional information

_No response_
Repository: vscode
Issue: Error: Model is disposed
Labels: bug,editor-code-actions

I closed an untitled editor right on startup and got:

```
ERR Model is disposed!: Error: Model is disposed!
    at TextModel._assertNotDisposed (vscode-file://vscode-app/Users/bpasero/Development/Microsoft/vscode/out/vs/editor/common/model/textModel.js:268:23)
    at TextModel.getFullModelRange (vscode-file://vscode-app/Users/bpasero/Development/Microsoft/vscode/out/vs/editor/common/model/textModel.js:828:18)
    at FileTemplateCodeActionProvider.provideCodeActions (vscode-file://vscode-app/Users/bpasero/Development/Microsoft/vscode/out/vs/workbench/contrib/snippets/browser/snippetCodeActionProvider.js:92:56)
    at async vscode-file://vscode-app/Users/bpasero/Development/Microsoft/vscode/out/vs/editor/contrib/codeAction/browser/codeAction.js:84:45
    at async Promise.all (index 0)
    at async getCodeActions (vscode-file://vscode-app/Users/bpasero/Development/Microsoft/vscode/out/vs/editor/contrib/codeAction/browser/codeAction.js:113:29)
```
Repository: PowerToys
Issue: Notification that some PowerToys modules are running as an administrator
Labels: Needs-Triage

### Description of the new feature / enhancement

Nice to inform about it, but then which modules are those?
It should be easily discoverable, particularly because the options are to always run all of PowerToys with admin rights, or turn the rights off, also with no way to shut off the notifications about this.

### Scenario when this would be used?

During the normal process of having PowerToys installed and running on a computer with one or more process given admin rights earlier on I suppose (before the notification) - without remembering which one(s) were given that right.

### Supporting information

_No response_
Repository: PowerToys
Issue: Quick Accent does not work when shift key is held down and using left/right arrow keys to activate. It does work when space is used to activate (if that option is enabled).
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.80.1

### Installation method

PowerToys auto-update, WinGet

### Running as admin

No

### Area(s) with issue?

Quick Accent

### Steps to reproduce

Set Quick Accent activation key to "Left, Right or Space". Open Notepad, type and hold both shift and S keys, then press right arrow. Nothing happens. Now press both shift and S keys, than press space bar, quick accent for capital S appears.

### ✔️ Expected Behavior

Accent bar appears and I can select Š.

### ❌ Actual Behavior

No accent bar appears.

### Other Software

_No response_
Repository: godot
Issue: LightmapGI baking crashes on higher quality settings when using lights with a size larger than 0
Labels: bug,topic:rendering,needs testing,crash,topic:3d

### Tested versions

4.2.stable, 4.3-dev6

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.5222) - AMD Ryzen 7 2700X Eight-Core Processor (16 Threads)

### Issue description

I discovered this bug in multiples scenes in a larger project where I could only bake the scene on medium quality settings, whereas Godot would crash when setting the quality of the LightmapGI to high (or increase the ray count in the project settings above a certain level). Disabling some of the static objects in the scene would allow to bake the scene on higher settings, so that also seems to have some effect on it. 

The baking process gets stuck at "Integrate indirect lighting" before the percentage number appears, the progress box in the center gets stretched for several seconds before Godot crashes completely or gets unresponsive. During this, the console prints an endless amount of repeating errors:

![godot_lightmapper_crash3JPG](https://github.com/godotengine/godot/assets/23431415/0efcf7d2-e0b8-4749-b721-2bd365f4cf60)

The problem seems to be that if a scene has a certain number of lights with a light size > 0, the lightmapper will crash. I guess that this limit depends on the complexity of the scene and the hardware (on my PC, I was able to bake on High settings up until around 10 lights in the mrp project). It also doesn't seem to be an issue with GPU memory, in the mrp project the usage never goes above 1.6gb.

### Steps to reproduce

1. Open the attached project
2. Open test-scene.tscn
3. Select the LightmapGI node
4. Bake the lightmaps on High or Ultra Settings
5. (Optional) If the baking process does not fail, duplicate some of the lights (like described above the limit is probably different on different systems)

### Minimal reproduction project (MRP)

[LightmapGI_MRP.zip](https://github.com/godotengine/godot/files/15283373/LightmapGI_MRP.zip)
Repository: create-react-app
Issue: Emperor
Labels: needs triage

If you have a general question about Create React App or about building an app with Create React App we encourage you to post in GitHub Discussions instead of this issue tracker. The maintainers and other community members can provide help and answer your questions there: https://github.com/facebook/create-react-app/discussions

If you're looking for general information on using React, the React docs have a list of resources: https://reactjs.org/community/support.html

If you've discovered a bug or would like to propose a change please use one of the other issue templates.

Thanks!