sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Animating AudioStreamPlayer volume db property does not work in game, only in editor
Labels: bug,discussion,topic:audio,topic:3d

### Tested versions

Reproducible in 4.2.1

### System information

Windows 11

### Issue description

When I animate the volume on an audio stream player it only works in the editor, does not work when the game is launched.

### Steps to reproduce

Create a scene
Add an AudioStream3d node
Add an AnimationPlayer node
Add a Camera3d node
Add an audio stream to the player node and set to autoplay.
Create a new animation with 2 keyframes attenuating the volume from 0db to -80db.  
Set the animation to autostart or play it from script.

Test in Editor:
Set the streamplayer to "playing" and scrub the timeline.  The volume does change.  Disable "playing"

Test in Game:
Launch the scene.  The volume does not go down.  In the remote scene tree the volume property has changed, but the actual volume coming out of the speakers does not change.

EDIT: Actually, doing more testing, it seems the volume property does not work in game at all, animated or not.  If I set a stream to just be at -80 db and start the scene with no animation, it still plays at full volume.

### Minimal reproduction project (MRP)

[test.zip](https://github.com/godotengine/godot/files/13914615/test.zip)
Repository: ollama
Issue: [Feature] Add the ability to run a command or start a shell from the interactive mode
Labels: feature request

Many times, I'll go into the CLI client interactive mode, e.g., `ollama run [model]` to get help on doing something.  Then, I have to start up another terminal window in order to actually do it.
To make this more user-friendly, two keyboard shortcuts should be added to the ollama run interactive mode -- `!` and `shell`. (It would be fine if they have to be preceded by a slash, e.g., `/!` and `/shell`. 

The first option (referred to as "bang") takes a command line, and upon the user pressing enter, spawns that command. When the command completes, the user is prompted to continue  For example, `/!ls` runs the `ls` command and displays the results,  and then prompts "Press Enter to continue" before it returns to the ollama run prompt. 

The second option spawns the user's preferred shell. 

This should behave similarly to the analogous behavior in vim, e.g., `:!ps` shows the list of processes.... `:shell` brings up my shell; exiting with ctrl+d etc. returns to the ollama run interactive prompt.
Repository: TypeScript
Issue: Misleading error message when interface tries to extend constrained type parameter
Labels: Help Wanted,Possible Improvement

### 🔎 Search Terms

"statically known members."
"could be instantiated with a different subtype of constraint 'object'."

### 🕗 Version & Regression Information

- This changed between versions 3.6.2 and 3.7.5


### ⏯ Playground Link

https://www.typescriptlang.org/play?ts=3.7.5#code/JYOwLgpgTgZghgYwgAgKIA84FsAOAbCAHgBVkJ1IQATAZ2QHsAjAKwgTAD4yKJq7SA3gF8AUEA

### 💻 Code

```ts
interface Example<T extends object> extends T {}
```


### 🙁 Actual behavior

I get the following message:

> Interface 'Example<T>' incorrectly extends interface 'T'.
>   'Example<T>' is assignable to the constraint of type 'T', but 'T' could be instantiated with a different subtype of constraint 'object'.

This error message is misleading. The interface does *not* vary with `T` and since it declares no new members, is completely compatible with `T`.

### 🙂 Expected behavior

I expect a descriptive message. Prior to 3.6.2, the error message was more helpful:
> An interface can only extend an object type or intersection of object types with statically known members.

This is still the error you get if the type variable `T` does not have the `extends` constraint.

### Additional information about the issue

_No response_
Repository: godot
Issue: Heightmap does not excute use when inserted in standardmaterial3D of a mesh
Labels: topic:rendering,topic:3d

### Tested versions

v4.2.1.stable.official [b09f793f5]
it also does not wok on v4.1.2

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - GLES3 (Compatibility) - GeForce GT 720M () - Intel(R) Core(TM) i7-4712MQ CPU @ 2.30GHz (8 Threads)

### Issue description

Heightmap does not excute use when inserted in standardmaterial3D of a mesh.

The heightmap was expected to be shown on the mesh after height was enabled and the heightmap inserted the a standardmaterial3D.
![image](https://github.com/godotengine/godot/assets/147405820/1a2ec824-6fdd-4d94-8782-3e5e8628ef9e)

During the test triplanar was disabled and normal map function works fine. All scale of the height map and UV1 was changed but not thing changed for the height map.

This was tested on CSGmesh3D, Meshinstant3D and imported blender file with .blend

The 2 heightmap were tested, one was created using material maker export to godot format, the other was a noise texture from fastnoise within godot.

### Steps to reproduce

1. create new CSGmesh3D
2. create new plane mesh in property tab
3. create new StandardMaterial3D in material option
4. click the new material and enable height map
5. insert texture for height map by noise texture fastnoise or sample texture from computer

### Minimal reproduction project (MRP)

N/A
Repository: stable-diffusion-webui
Issue: [Feature Request]: facial organs integrity detection
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 ?

hi , geys, 
sd1.5 txt2img always produce images with facial problems.
1) eyeball defect
2) ears defect
AFAK, we can mask and reproduce a new image, but how to detect these issues automatically !>-<!
i'm tring some eyeball detection method, like "https://github.com/antoinelame/GazeTracking"

### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

eyeball defetct
Repository: PowerToys
Issue: Screens are maximized instead of pinned into the zone
Labels: Issue-Bug,FancyZones-Dragging&UI,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.77.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

Move a window (not fullscreen) and try to put it into a zone, it does not 'pin' to the zone but the window is maximized over all zones and shows fullscreen.

### ✔️ Expected Behavior

the window sizes in the zone and does not maximize over the full screen (previous versions were working fine)

### ❌ Actual Behavior

Screen is made fullscreen (instead of showing in the zone)

### Other Software

_No response_
Repository: rust
Issue: Misleading error message for string parsing
Labels: A-diagnostics,T-compiler,C-bug,D-confusing

### Code

```Rust
use std::error::Error;

fn main() -> Result<(), Box<dyn Error>> {
    let foo = "3";
    let bar = foo.parse()?;
    
    Ok(())
}
```


### Current output

```Shell
Compiling playground v0.0.1 (/playground)
error[E0277]: the trait bound `(): FromStr` is not satisfied
    --> src/main.rs:5:19
     |
5    |     let bar = foo.parse()?;
     |                   ^^^^^ the trait `FromStr` is not implemented for `()`
     |
     = help: the following other types implement trait `FromStr`:
               bool
               char
               isize
               i8
               i16
               i32
               i64
               i128
             and 29 others
note: required by a bound in `core::str::<impl str>::parse`
    --> /playground/.rustup/toolchains/stable-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/core/src/str/mod.rs:2317:21
     |
2317 |     pub fn parse<F: FromStr>(&self) -> Result<F, F::Err> {
     |                     ^^^^^^^ required by this bound in `core::str::<impl str>::parse`
```


### Desired output

```Shell
A message clearly indicating that the problem is that bar or parse needs a type annotation.
```


### Rationale and extra context

The following seems to work fine:
```
fn main() {
    let foo = "3";
    let bar = foo.parse().unwrap();
}
```
Error message:
```
   Compiling playground v0.0.1 (/playground)
error[E0284]: type annotations needed
 --> src/main.rs:3:9
  |
3 |     let bar = foo.parse().unwrap();
  |         ^^^       ----- type must be known at this point
  |
  = note: cannot satisfy `<_ as FromStr>::Err == _`
help: consider giving `bar` an explicit type
  |
3 |     let bar: /* Type */ = foo.parse().unwrap();
  |            ++++++++++++
```

### Other cases

_No response_

### Rust Version

```Shell
rustc 1.73.0 (cc66ad468 2023-10-03)
binary: rustc
commit-hash: cc66ad468955717ab92600c770da8c1601a4ff33
commit-date: 2023-10-03
host: aarch64-apple-darwin
release: 1.73.0
LLVM version: 17.0.2
```


### Anything else?

_No response_
Repository: vscode
Issue: scroll behavior in editor is different compared to native scrolling on macOS or other websites on chrome
Labels: macos,trackpad/scroll

From @hym3242, https://github.com/microsoft/vscode/issues/146403#issuecomment-1856190854

> Hope I am not demanding too much, but I want to point out that although the speed is indeed slower, the trackpad scroll accelaration curve still feels somehow a little off. 
I draw a [graph](https://graphtoy.com/?f1(x,t)=(round(7*E**((x-4)/2.6))/7-1/7)*step(0,x)&v1=true&f2(x,t)=(E**((x-4)/2.6))-0.1&v2=false&f3(x,t)=&v3=false&f4(x,t)=round(7*0.25*x**1.45)/7&v4=true&f5(x,t)=&v5=false&f6(x,t)=&v6=false&grid=1&coords=7.451400524109531,5.150006198027145,8.969999932434161) in graphtoy to showcase:

<img width="800" alt="screenshot of graph" src="https://github.com/microsoft/vscode/assets/40355816/46c2efa5-173e-4163-a7d0-f4633cc1a56e">

>- x is scroll velocity, y is deltaY in pixel, every 'stair' represents one pixel.
>- Yellow is how macOS and Chrome native feel like, blue is what vscode feels like (both current and the new fixed insider)
>- Because this difference in acceleration, trying to set the vscode delta multiplier feels like being forced to choose between speed and precision. Increase it, you can scroll across large chunks of text easily but lose the pixel-level precision. Decrease it, you get a similar feel to native when you scroll rather slowly, but lose the ability to "throw" the text far away. As I said, this is analogous to turning off mouse accel after getting used to it -- you simply cannot accurately click on a 5-pixel button, while still being able to throw the cursor all the way to another 27inch monitor.
Repository: opencv
Issue: FAST cv2.KeyPoint
Labels: feature,category: python bindings

### Describe the feature and motivation

There is such a class of getting key points 
https://docs.opencv.org/3.4/d2/d29/classcv_1_1KeyPoint.html with the method: 
 KeyPoint() 
which creates a keypoint object for each point individually.

There is no method that creates multiple keypoints from, for example, the np array or whatever. 

I was trying to optimize my code and came across a situation where it is impossible to quickly move the points in order to perform a subsequent comparison of two keypoint stacks.

### Additional context

corrected_keypoints = [cv2.KeyPoint(x, y, 1) for x, y in corrected_keypoints_np]
 For more than 5000 keypoints, this takes about 0.5 -0.7 seconds on the CPU.
Repository: PowerToys
Issue: Always-on Top gets windows-minimized when I drag a windows and hover on windows
Labels: Issue-Bug,Product-Always On Top,Needs-Triage

### Microsoft PowerToys version

0.77.0

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

Always on Top

### Steps to reproduce

I prefer to send a short clip video of 10 seconds or less to demonstrate my view point of the issue.
here I can only post a picture not video.

### ✔️ Expected Behavior

Always-on Top app windows , no matter how I hover over it. 

### ❌ Actual Behavior

When I drag a window and hover it quickly on Always-on Top activated windows of any selected app, it gets minimized.

### Other Software

_No response_
Repository: bitcoin
Issue: rpc: actually deprecate `rpcuser` & `rpcpass`
Labels: Docs,RPC/REST/ZMQ

The logging to output that `Config options rpcuser and rpcpassword will soon be deprecated.` was added ~8 years ago in #7044. However these options still continue to get new usage today, i.e https://github.com/lightningnetwork/lnd/pull/8354#discussion_r1450166947, and it's easy to forget they are considered deprecated, given they aren't under the normal deprecation mechanism/there aren't more verbose warnings.

If we are going to deprecate these options, now seems like a good time to do so. We could start with updating all examples / docs in this repository, to remove any `rpcuser`/`rpcpass` usage.

If we aren't actually planning on ever deprecating/removing these options, we should probably update the logging output to remove the mentions of future deprecation.
Repository: angular
Issue: inject of ElementRef does not use generic type for the returned type inference
Labels: area: core,core: di,cross-cutting: types,P3,bug

### Which @angular/* package(s) are the source of the bug?

core

### Is this a regression?

No

### Description

Consider the example injection of the `ElementRef` with a specified generic type:

```typescript
  // OK: hostEl is of type ElementRef<HTMLElement>, as expected
  hostElExplicit = inject<ElementRef<HTMLElement>>(ElementRef);

  // KO: hostEl is of type ElementRef<any>, expecting ElementRef<HTMLElement>
  hostElInfered = inject(ElementRef<HTMLElement>);
```

Ideally ` inject(ElementRef<HTMLElement>)` would have the return type of `ElementRef<HTMLElement>`.

The fix is likely around the type definition for the `ProviderToken`.


### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/stackblitz-starters-p38xn9
Repository: terminal
Issue: Lock-Symbol for read-only panes
Labels: Area-UserInterface,Product-Terminal,Issue-Task

# Description of the new feature/enhancement

Find a way to highlight the fact, that a pane is in read-only mode

## Why though?

I use a 3 pane setup when I'm developing a web app.

1) just a console, git and stuff
2) watch-build backend
3) watch-build frontend

I want to be 2) and 3) in read-only mode most of the time to avoid typing into the pane when it accidentally gets focus. I dont know why but that happens quite often to me. But sometimes I want to cancel the process and then I never know if the pane is in read-only mode. That's kinda annoying


# Proposed technical implementation details (optional)

Some ideas:  
- show a lock icon in the upper right corner of the pane for example  
- change the background color of the pane
- change the frame color of the pane

A lock symbol in the tab is not good enough because it doesn't imply which pane is / which panes are locked if you have more than one pane.
Repository: pytorch
Issue: The bitwise_XX.Scalar_Tensor should be dispatched to core IR but is currently not
Labels: triaged,module: decompositions

### 🐛 Describe the bug

When running bitwise_and/bitwise_or/bitwise_xor on Scalar_Tensor it is dispatched to bitwise_and.Scalar_Tensor, but this is not core IR


```python
import torch
from torch._dynamo.backends.common import aot_autograd
from torch._decomp import core_aten_decompositions

def inner_compiler(fx_module: torch.fx.GraphModule, example_inputs):
    print(fx_module.code)
    return fx_module

aot_backend = aot_autograd(fw_compiler=inner_compiler, decompositions=core_aten_decompositions())

def fn(i1, i2):
    return torch.bitwise_and(i1, i2)
torch._dynamo.reset()
c = torch.compile(fn, backend=aot_backend)
x = 5
y = torch.tensor([-1, -2, 3], dtype=torch.int)
```

The result is:
```python
def forward(self, arg0_1):
    bitwise_and = torch.ops.aten.bitwise_and.Scalar_Tensor(5, arg0_1);  arg0_1 = None
    return (bitwise_and,)
```

### Versions

I executed this on Colab
torch.__version__ = 2.1.0+cu121

cc @SherlockNoMad @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @suo @ydwu4
Repository: pytorch
Issue: Logging when executing fx.Interpreter
Labels: good first issue,module: logging,triaged,oncall: pt2

### 🐛 Describe the bug

Something like this:

```
diff --git a/torch/fx/interpreter.py b/torch/fx/interpreter.py
index c36c5c1004b..afc963ed545 100644
--- a/torch/fx/interpreter.py
+++ b/torch/fx/interpreter.py
@@ -7,10 +7,14 @@ from ._compatibility import compatibility
 from . import config
 import torch.fx.traceback as fx_traceback
 import torch
+from torch._logging import LazyString
 from typing import Any, Dict, Iterator, List, Optional, Tuple, Union
 import inspect
 from contextlib import contextmanager
 from torch.hub import tqdm
+import logging
+
+log = logging.getLogger(__name__)
 
 __all__ = ['Interpreter', 'Transformer']
 
@@ -194,6 +198,7 @@ class Interpreter:
         Returns:
             Any: The result of executing ``n``
         """
+        log.debug("run_node %s", LazyString(lambda: n.format_node()))
         with self._set_current_node(n):
             args, kwargs = self.fetch_args_kwargs_from_env(n)
             assert isinstance(args, tuple)
```

### Versions

main

cc @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519
Repository: deno
Issue: flaky `integration::inspector::inspector_without_brk_runs_code` test
Labels: flaky

 https://github.com/denoland/deno/actions/runs/7498035167/job/20423580976?pr=21908
 It started printing hello all over the place after `integration::inspector::inspector_without_brk_runs_code`
Repository: vscode
Issue: Feature: Debug console filters in settings.json
Labels: feature-request,debug

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

## Short
I would like to be able to add filters to the debug console in the settings (settings.json inside the workspace). 

## Why
When we work in giant teams with very large projects, the debug console gets a lot of information. A lot of it is third-party library logs which, depending on the case, aren't even that necessary, but which we can't disable. It would be interesting if, just like the editor settings that we reinforce in the project so that all developers already clone the project with these settings, it would be very interesting if we could reinforce some rules in the debug console that are common to everyone working on the project.

## How
The same thing we have in the debug console search bar, but now with the possibility of adding these filters in the workspace settings. This way, developers won't have to enter the filters manually in the search box because the workspace settings will do the work for them.

`.vscode/settings.json`
```
{
...
  "debug.console.filters": [
    "!example",
    "foo-bar",
    "anything-else"
  ]
...
}
```
Repository: go
Issue: proposal: x/pkgsite: remove cookie banner
Labels: Proposal,pkgsite

### What is the URL of the page with the issue?

https://pkg.go.dev/

### What is your user agent?

Mozilla/5.0 (Macintosh; Intel Mac OS X 10.15; rv:121.0) Gecko/20100101 Firefox/121.0

### Screenshot

<img width="952" alt="Screenshot 2024-01-12 at 09 24 03" src="https://github.com/golang/go/assets/524812/e1af34a2-5beb-4b37-b367-2c0fed4de96e">


### What did you do?

Load any pkg.go.dev page from a browser with context cleared, such as from private mode.

### What did you see happen?

A cookie banner.

### What did you expect to see?

No cookie banner.

With big players such as github.com, [sentry.io](https://blog.sentry.io/we-removed-advertising-cookies-heres-what-happened/) apparently not needing banners, it seems to me the tracking cookies on pkg.go.dev do not carry their weight (banner and privacy implicatons). I propose tracking be removed and the banner taken down.
Repository: pytorch
Issue: [RFC] CI test stats
Labels: module: ci,triaged

## Motivation

One of the priorities for torch.compile this coming year is "usability", that is, how well torch.compile works on arbitrary code with good behavior. We'd like to measure this through:
- looking at the pass rate for torch.compile tests on the Dynamo shard in CI (e.g. the ratio of tests that pass in the Dynamo shard vs the eager shard)
- potentially adding even more tests for torch.compile configurations  to CI(CUDA, aot_eager, etc), and measuring the pass rate for those.
- Cluster and analyze test skip reasons (we expect there to be at least 8000+ skipped (failing) tests.)

I can download all of the XML test reports from CI and do the above analysis via scripts, but we would prefer this to be more automatic:
- there are a total of 14 Dynamo shards in CI, so this makes this process kind of annoying
- I'm probably not going to be the only person looking at this

## Pitch

It would cool if we:
- uploaded the test stats (for each (commit, test config, test configuration, test result) combination) to a database somewhere and make it queryable. CircleCI had something similar.
- had some nice HUD page where someone can scroll through the data

Thoughts? @pytorch/pytorch-dev-infra, @voznesenskym 




cc @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: material-ui
Issue: [material-ui][docs] Confusion about custom component in Grid demos
Labels: support: question,component: Paper,support: docs-feedback

### Related page

https://mui.com/material-ui/react-grid/

### Kind of issue

[Added by Sam: When looking at the Grid demos that use the `styled()` utility to define custom components, it's not immediately clear that those are not actually built-in Material UI components.]

### Issue description

Your page is for Paper, but the demo code is for Box and Item. Item does not seem to work in Vite or is Item deprecated?

With
```
import { Grid, Item } from "@mui/material";
...
    <Grid container spacing={2}>
 <Grid item xs={3}>
        <Item>Work</Item>
    </Grid> 
...
</Grid>
```

I get the following error message:
The requested module '/node_modules/.vite/deps/@mui_material.js?v=b5e471c3' does not provide an export named 'Item' 

Not import Item doesn't work either.

### Context

I am trying to create a series of boxes in a grid for a calendar as an assignment, but Item does not work. Trying out Paper instead but them page does not explain how to increase the height of each Paper.

**Search keywords**: Item