sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Feature Request]: Avoid stack dumps on <Ctrl+C>
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 ?

When pressing `<Ctrl+C>` to stop the application user doesn't need to see stack dumps, they want to exit.

### Proposed workflow

1. Press `<Ctrl+C>` at any point during application execution
2. Application exits with a message `Interrupted with <Ctrl+C>, exiting...`

### Additional information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Reset GPU button on Actions Tab
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 ?

There are many reasons why you need to restart Automatic1111 just to reset GPU support after an error.
It would be useful to have a button that would do this without restarting the entire application.

### Proposed workflow

1. Go to Settings tab
2. Press Actions
3. Reset GPU


### Additional information

The name "GPU Reset" may be misleading, but I don't know which one is more precise. Alternative names:
"Reset CUDA for GPU 0"
"Reset GPU 0 binding"

Idea:
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/11973278/6c52fb48-6cdb-40f2-a8f8-0886d4c542b4)
Repository: flutter
Issue: [ios] Stuck up in a scenario with multiple flutter screens containing PlatformView
Labels: platform-ios,a: existing-apps,a: platform-views,has reproducible steps,P2,team-ios,triaged-ios,found in release: 3.13,found in release: 3.16

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

1. Click FAB on Tab1 to go to the next page
2. Switch to Tab2 and click FAB to go to the next page
3. Switch to Tab1
4. Switch to Tab2, and Flutter pages on Tab2 cannot interact

If the next page is include Google Maps or WebView, this problem will occur, otherwise it is normal.
This bug appears in a scenario with multiple flutter pages.

### Expected results

Flutter pages on Tab2 can interact

### Actual results

Flutter pages on Tab2 cannot interact

### Code sample

https://github.com/LinXunFeng/FlutterHybridDemo


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

## Google Map

https://github.com/flutter/flutter/assets/19367531/116fe652-2c32-42e9-94d2-b0a5d74e8f3f

## WebView

https://github.com/flutter/flutter/assets/19367531/40d80355-03a5-4d28-a2ab-a4734ec3ecb5

</details>


### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
[✓] Flutter (Channel stable, 3.7.12, on macOS 13.4.1 22F770820d darwin-arm64
    (Rosetta), locale zh-Hans-CN)
    • Flutter version 3.7.12 on channel stable at
      /Users/lxf/fvm/versions/3.7.12
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 4d9e56e694 (6 months ago), 2023-04-17 21:47:46 -0400
    • Engine revision 1a65d409c7
    • Dart version 2.19.6
    • DevTools version 2.20.1

[✓] Android Studio (version 2022.2)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build
      17.0.6+0-17.0.6b802.4-9586694)

[✓] VS Code (version 1.83.0)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.10.2
```

</details>
Repository: vscode
Issue: Support Data Breakpoints across sessions
Labels: feature-request,debug,api-proposal

<!-- ⚠️⚠️ 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. -->

We are implementing a debugger extension, which is working as a remote debugger. 
While implementing data breakpoints feature, we found out there is no source binding approach and programatically control over data breakpoints which causes multiple problems.

To resolve those issues we need a support for ; 

- Data breakpoints can be created / removed programatically. 
- Source bound (although we can achieve this with dataId generated by dataBreakpointInfo method on DAP, it would be much better to manage if they are alike line breakpoints considering complexity of the methods while multiple sesions active.
Repository: PowerToys
Issue: Cannot map Ctrl+Space to Alt+Shift.无法将Ctrl+Space映射至Alt+Shift。
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.74.1

### Installation method

PowerToys auto-update, Microsoft Store

### Running as admin

None

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

You can reproduce it by following the normal steps.

### ✔️ Expected Behavior

正常映射

### ❌ Actual Behavior

![屏幕截图 2023-10-09 214500](https://github.com/microsoft/PowerToys/assets/131285299/fadb4da8-2d48-4698-9d7a-fc095c2a832d)
![屏幕截图 2023-10-09 214505](https://github.com/microsoft/PowerToys/assets/131285299/ee5c29bf-d435-4cb8-bfbc-fd77d53ffced)


### Other Software
### Detailed explanation
在WindowsXP/7中，切换拼音输入法（比如搜狗输入法）/非输入法（美式键盘）的快捷键是CTRL+SPACE，在Windows10/11中，中文下的美式键盘被删除，CTRL+SPACE变成了切换微软拼音或第三方输入法（比如搜狗输入法）的中英文，但很多时候（尤其是游戏和大型软件），输入法会因为误触/按键冲突而切到中文，导致游戏/软件不能正常工作。一个解决办法是添加一个英文下的美式键盘，但需要用ALT+SHIFT（切换语言）或WIN+SPACE（枚举所有语言的输入法）切换，我想用CTRL+SPACE切换，于是使用PowerToys改键，但它不起作用。

In Windows XP/7, the shortcut key for switching Pinyin input method (such as Sogou Pinyin) / non-input method (American keyboard) is CTRL+SPACE. In Windows 10/11, the American keyboard under Chinese has been deleted, CTRL+SPACE It has become a switch between Chinese and English using Microsoft Pinyin or a third-party input method (such as Sogou Pinyin). However, many times (especially games and large software), the input method will switch to Chinese due to accidental touch/key conflict, resulting in games/ The software does not work properly. One solution is to add an American keyboard in English, but you need to use ALT+SHIFT (switch language) or WIN+SPACE (enumerate input methods for all languages) to switch. I want to use CTRL+SPACE to switch, so I use PowerToys to change the keys. , but it doesn't work.

```[tasklist]
### Tasks
```
Repository: transformers
Issue: [RFC] Updating pipeline models
Labels: Feature request,WIP

### Feature request

We're considering updating the default models used in `transformers` pipelines. This has the potential to greatly improve performance, and get rid of limitations caused by the existing models, but it may also break backward compatibility. Many of the default models have not been changed since the tasks were first added in pipelines, so users might assume that they are 'permanent', and might be surprised by an update.

When updating pipelines, we would aim for the following objectives:

- The model should run on a base Colab instance (i.e. inference at max sequence length should fit inside 16GB VRAM)
- The default context length for text tasks should be long (at least 4k tokens where possible, ideally infinite with rope/alibi scaling)
- The performance should be as strong as reasonably possible within those two constraints

### Motivation

We have seen a number of [user issues](https://github.com/huggingface/transformers/issues/24392) prompted by the default pipeline models in `transformers` being outdated. For example, the default `sentiment-analysis` pipeline uses a finetuned `distilbert` model with a maximum sequence length of 512 tokens. You can see the full list of default models [here](https://github.com/huggingface/transformers/blob/main/src/transformers/pipelines/__init__.py#L155).

Performance on these tasks could be greatly improved with more modern models that have newer features like longer (potentially unlimited!) context lengths.

### Your contribution

I'll make the PR and potentially train new models for some of these tasks.
Repository: go
Issue: html/template: incorrect parsing of script element with CDATA tag since 1.21.1
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.21.1 darwin/arm64
</pre>

### Does this issue reproduce with the latest release?
Yes, it does. The script parses correctly using go1.21.0


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=''
GOARCH='arm64'
GOBIN=''
GOCACHE='/Users/<user>/Library/Caches/go-build'
GOENV='/Users/<user>/Library/Application Support/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='arm64'
GOHOSTOS='darwin'
GOINSECURE=''
GOMODCACHE='/Users/<user>/go/pkg/mod'
GONOPROXY='<redacted>'
GONOSUMDB='<redacted>'
GOOS='darwin'
GOPATH='/Users/<user>/go'
GOPRIVATE='<redacted>'
GOPROXY='<redacted>'
GOROOT='/opt/homebrew/Cellar/go/1.21.2/libexec'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/opt/homebrew/Cellar/go/1.21.2/libexec/pkg/tool/darwin_arm64'
GOVCS=''
GOVERSION='go1.21.2'
GCCGO='gccgo'
AR='ar'
CC='cc'
CXX='c++'
CGO_ENABLED='1'
GOMOD='/dev/null'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -arch arm64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -ffile-prefix-map=/var/folders/7n/55m6c9j15c561rfd89pfj5_r0000gn/T/go-build2874079816=/tmp/go-build -gno-record-gcc-switches -fno-common'
</pre></details>

### What did you do?

I have a Golang service which is parsing templates generated on the fly by a npm/gulp backend for the purposes of development. One of the packages in use in the node side is browsersync, which injects a script into the top of the body of the page. This script is encapsulated in CDATA tags.

A simple reproduction is available here: https://go.dev/play/p/zDDuftHipgG

This issue appears to have been caused by this commit: https://github.com/golang/go/commit/bbd043ff0d6d59f1a9232d31ecd5eacf6507bf6a

And is related to this security issue: https://github.com/golang/go/issues/62197

The commit author does mention that this change will break some legitimate code, but I believe that breaking CDATA tags is a significant enough issue that it should not be ignored.

### What did you expect to see?
The template parse and execute correctly.


### What did you see instead?
The execution fails with the error:
```
html/template:temp: ends in a non-text context: {stateJS delimNone urlPartNone jsCtxRegexp attrNone elementScript <nil>}
```
Repository: godot
Issue: Crashes when importing model, animations, or when loading bone maps
Labels: bug,topic:editor,confirmed,topic:import,crash,topic:3d

### Godot version

v4.1.2.stable.official.399c9dc39

### System information

Godot v4.1.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.3699) - AMD Ryzen 7 3750H with Radeon Vega Mobile Gfx (8 Threads)

### Issue description

While importing models, animations or setting bonemaps to model and animation skeletons, godot sometimes crashes. It's easy to reproduce, but it is inconsistent.

It can happen at any point when importing models or animations, reimporting models or animations, or when setting bonemaps to models and animation. It most frequently occurs when setting a bonemap for the first time. Restarting Godot and following the steps a second time rarely reproduces the error. 

This is the console error message I captured during one of the crashes:
ERROR: Attempt to disconnect a nonexistent connection from '<Object#0>'. Signal: 'property_list_changed', callable: 'EditorInspector::_changed_callback'.
   at: (core/object/object.cpp:1351)

### Steps to reproduce

Crashing while setting bones example
1. Create empty scene
2. double click modular.glb
3. Click on Skeleton3d
4. Retarget BoneMap
5. Quick Load, open synty_bone_map.tres file.
6. Choose the Humanoid Profile.
8. Now.....Sometime clicking anywhere else kills godot, sometimes clicking ok, and sometime at Reimport.

Keep in mind this also seems to happen when importing models and animations as well, not just when setting bones. Setting bonemaps however appears to reproduce the crash most frequently.

### Minimal reproduction project

[Animation Testing.zip](https://github.com/godotengine/godot/files/12846282/Animation.Testing.zip)
Repository: bitcoin
Issue: rpc: make loadtxoutset async
Labels: Feature

### Please describe the feature you'd like to see added.

`loadtxoutset` should return more quickly, perhaps just checking that the file exists. There should be another RPC to monitor the status.

### Is your feature related to a problem, if so please describe it.

1. `loadtxoutset` takes too long, even requiring `-rpctimeout=0`. This makes it hard for potential integrations like Umbrel, BTCPay server or Specter desktop to show progress.

2. Progress can only be followed via the debug log, which is too noisy during IBD.

### Describe the solution you'd like

It could follow the same pattern as `scanblocks`, with `start`, `status` and `abort`. The latter two won't need an argument. This would not be backwards compatible, but imo that's fine as long as it lands before mainnet support.

### Describe any alternatives you've considered

_No response_

### Please leave any additional context

_No response_
Repository: vscode
Issue: TypeError: Failed to parse URL from /.vscode/extensions/rebornix.ruby-0.28.1/dist/server/tree-sitter.wasm
Labels: under-discussion

before vscode update, everything was well, after update vsocde, then Open ruby project and ruby language server start failed.

```shell
abort(TypeError: Failed to parse URL from /Users/themadeknight/.vscode/extensions/rebornix.ruby-0.28.1/dist/server/tree-sitter.wasm). Build with -s ASSERTIONS=1 for more info.
(Use `Code Helper (Plugin) --trace-uncaught ...` to show where the exception was thrown)

Node.js v18.15.0
[Error - 21:21:26] Connection to server got closed. Server will not be restarted.
```
Repository: godot
Issue: AnimatableBody3D's Constant Linear/Angular velocity not doing anything
Labels: documentation,topic:physics

### Godot version

4.1.2, 4.2dev6

### System information

Godot v4.2.dev6 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3742) - 13th Gen Intel(R) Core(TM) i5-13600KF (20 Threads)

### Issue description

Hello ! 
AnimatableBody3D and StaticBody3D's constant angular velocity and constant angular velocity just don't seem to work.   
Their description is a bit blurry too : `The body's constant angular velocity. This does not rotate the body, but affects touching bodies, as if it were rotating.` 

Why would you want the body not rotating, but affecting other physics bodies as if it were rotating ? 
But in fact, it seems the body is not rotating and not affecting anything at all when you put a value in constant angular velocity or in constant angular velocity as you'll see in the joined project. 

Maybe I'm missing something... Those parameters would be rather useful id they did work. 


### Steps to reproduce

Run the project : the AnimatableBody3D should be rotating and moving (or at least affecting other bodies as if it were).    
You can put it's `animate` parameter to true to see it rotating manually in it's physics process and affecting other bodies. 

### Minimal reproduction project

[AnimatableBodyConstantVelocity.zip](https://github.com/godotengine/godot/files/12847252/AnimatableBodyConstantVelocity.zip)
Repository: godot
Issue: Flood of error message in multi-threaded render particles_is_inactive:  This function should never be used with threaded rendering, as it stalls the renderer
Labels: bug,topic:rendering,confirmed,topic:particles

### Godot version

v4.2.dev6.official [57a6813bb]

### System information

Linux pop-os 6.5.4-76060504-generic, RTX3060

### Issue description

When switching to multi-threaded render debug is flooded with these error messages

```
E 0:00:47:0085   particles_is_inactive: This function should never be used with threaded rendering, as it stalls the renderer.
  <C++ Error>    Condition "RenderingServerGlobals::threaded" is true. Returning: false
  <C++ Source>   servers/rendering/renderer_rd/storage_rd/particles_storage.cpp:1591 @ particles_is_inactive()
```

I thought it was fixed already, maybe change didn't go into 4.2.dev6 or was not fixed after all.

Bigger issue is why do we not have a cap on messages like that in general. For me one message like that is enough to pick it up.

I am unsure what is causing more performance degradation. The error message or the cause of this error message.

### Steps to reproduce

Turn on multi-threaded rendering
Add GPUParticle2D with one shoot mode
Run the project

### Minimal reproduction project

not included
Repository: godot
Issue: Godot crashed leaving severe screen burn on my monitor while using TileMap
Labels: topic:editor,needs testing,topic:2d

### Godot version

4.1.1.stable.official

### System information

macOS 13.5.1 Apple M1 Pro

### Issue description

While using the TileSet and TileMap windows, The TileMap stopped working (could not add tiles to 2D scene, the whole program started to flicker but was still responsive. The flickering was stopping/starting depending on how I zoomed in the scene or in the TileMap.

My whole computed started to be unresponsive. Had to force-restart.

I immediately saw my monitor had godot burnt into it.

The burn dissipated after a few minutes (15/20), and tweaking my monitor settings to try to make it refresh pixels.

Monitor is an LG 38GL950G, set at 3840x1600, 85Hz, no HDR.

I am afraid to open my project on this monitor now, and will not try to reproduce as it obviously harms the monitor somehow.
I can share the tileset png I used if necessary, but not publicly.

![IMG_4221](https://github.com/godotengine/godot/assets/3819893/664ecd39-9bff-4734-94ac-5e7bc1c32ed4)

### Steps to reproduce

- Import art of tileset, from this specific pack: https://rafaelmatos.itch.io/epic-rpg-world-pack-ancient-ruins
- Create a TileMap
- Create a TileSet
- Set Tile Size to 32x32
- Import TileSet from png `res://art/EPIC RPG World Pack - Ancient Ruins V 1.9/Tilesets/flooded grass- grass variation1.png`
- Zoom in/out in the TileSet, TileMap and 2D Scene windows... Try to add some tiles to the scene...

### Minimal reproduction project

N/A
Repository: godot
Issue: Strange shadow cast behaviour when the OccluderPolygon2D is concave
Labels: bug,topic:rendering,topic:2d

### Godot version

v4.1.2.stable.mono.official [399c9dc39]

### System information

Godot v4.1.2.stable.mono - Ubuntu 22.04.3 LTS 22.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 Ti (nvidia; 535.113.01) - Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz (6 Threads)

### Issue description

I realized that the shadow cast by a `PointLight2D` on a concave polygon does not work as expected if the `LightOccluder2D` has cull mode enabled.

![image](https://github.com/godotengine/godot/assets/12385467/0f139544-5b19-4cb0-acee-b4bfe6d095f9)
![image](https://github.com/godotengine/godot/assets/12385467/89e3acd3-24dc-47cf-b684-574b5e00392f)


### Steps to reproduce

1. Create a PointLight2D with shadows enabled
2. Create a Node with a `LightOccluder2D` with concave shape and cull mode set to `CounterClockWise`
3. Put them close to each other and move the light around the object

### Minimal reproduction project

Example scene. Save this file in `res://example.tscn` and run it

```
[gd_scene load_steps=5 format=3 uid="uid://b4i7i8loq7tq2"]

[sub_resource type="CanvasTexture" id="CanvasTexture_yiv30"]

[sub_resource type="Gradient" id="Gradient_f1o4p"]
colors = PackedColorArray(1, 1, 1, 1, 0, 0, 0, 1)

[sub_resource type="GradientTexture2D" id="GradientTexture2D_pq4xc"]
gradient = SubResource("Gradient_f1o4p")
width = 128
height = 128
fill = 1
fill_from = Vector2(0.5, 0.5)
fill_to = Vector2(0.816239, 0.863248)

[sub_resource type="OccluderPolygon2D" id="OccluderPolygon2D_hbshe"]
cull_mode = 2
polygon = PackedVector2Array(-314.879, -267.268, -128.71, -416.623, -105.726, -259.407, 45.9678, -213.814, -227.541, -183.943, -180, -296)

[node name="Node2D" type="Node2D"]
position = Vector2(993, 570)

[node name="Background" type="Sprite2D" parent="."]
modulate = Color(0.505882, 0.505882, 0.505882, 1)
scale = Vector2(5000, 5000)
texture = SubResource("CanvasTexture_yiv30")

[node name="PointLight2D" type="PointLight2D" parent="."]
position = Vector2(-160, -188)
color = Color(0.87451, 0, 0.384314, 1)
energy = 0.99
shadow_enabled = true
texture = SubResource("GradientTexture2D_pq4xc")
texture_scale = 20.32

[node name="LightOccluder2D" type="LightOccluder2D" parent="."]
position = Vector2(-279, -167)
scale = Vector2(0.435087, 0.636066)
occluder = SubResource("OccluderPolygon2D_hbshe")
```
Repository: pytorch
Issue: BCEWithLogitsLoss: Check if labels / targets are within zero and one
Labels: module: nn,triaged,actionable

### 🚀 The feature, motivation and pitch

`BCEWithLogitsLoss` currently performs no kind of checking wrt. the targets whatsoever. This means, that calling the loss function with targets not contained within the interval [0,1] succesfully computes values without throwing an error. However, these values don't have any kind of meaning.

In practice, though, passing invalid targets to `BCEWithLogitsLoss` can easily happen and can go unnoticed! Such mistakes can render whole experiments invalid; **if** they are even noticed in the first place!

For instance, this can happen if multi-class labels and predictions (i.e. 0,1,2,...,n) are erroneously used with BCEWithLogitsLoss. *Shouldn't this result in a shape-mismatch due to the prediction being a categorical distribution?* No, both predictions and targets will be broadcastable to each other in that case. In fact, commonly, their shape will be identical.

### Alternatives

_No response_

### Additional context

Admittedly, performing an additional check will have some performance impact. However, relatively to the rest of the computation, this impact should be neglectable. Furthermore, it would be possible to add a flag to the `BCEWithLogitsLoss` constructor that disables range-checks if desired by the user.

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: vscode
Issue: Quick search is showing results without full match
Labels: bug,search,confirmed

Results at top contains "cub", but scroll down a bit and there are "cu" only matches?

![Image](https://github.com/microsoft/vscode/assets/2193314/56a1fca4-2f4e-482f-b17c-6845715e1c70)

버전: 1.84.0-insider (user setup)
커밋: df7d3d054020b0775fc2445c25ada7450c508524
날짜: 2023-10-06T05:35:21.061Z
Electron: 25.8.4
ElectronBuildId: 24154031
Chromium: 114.0.5735.289
Node.js: 18.15.0
V8: 11.4.183.29-electron.0
OS: Windows_NT x64 10.0.22621