sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: transformers
Issue: Tranformers documentation translation to Persian
Labels: WIP

Hi!

Let's bring the documentation to all the Persian speaking community 🌐 

Who would want to translate? Please follow the 🤗 [TRANSLATING guide](https://github.com/huggingface/transformers/blob/main/docs/TRANSLATING.md). Here is a list of the files ready for translation. Let us know in this issue if you'd like to translate any, and we'll add your name to the list.

Some notes:

* Please translate using an informal tone (imagine you are talking with a friend about transformers 🤗).
* Please translate in a gender-neutral way.
* Add your translations to the folder called `<languageCode>` inside the [source folder](https://github.com/huggingface/transformers/tree/main/docs/source).
* Register your translation in `<languageCode>/_toctree.yml`; please follow the order of the [English version](https://github.com/huggingface/transformers/blob/main/docs/source/en/_toctree.yml).
* Once you're finished, open a pull request and tag this issue by including #issue-number in the description, where issue-number is the number of this issue. Please ping @stevhliu for review.
* 🙋 If you'd like others to help you with the translation, you can also post in the 🤗 [forums](https://discuss.huggingface.co/).

## Get Started section

- [ ] [index.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/index.md) (waiting for initial PR to go through)
- [ ] [quicktour.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/quicktour.md) 
- [ ] [installation.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/installation.md).

## Tutorial section
- [ ] [pipeline_tutorial.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/pipeline_tutorial.md)
- [ ]  [autoclass_tutorial.md](https://github.com/huggingface/transformers/blob/master/docs/source/autoclass_tutorial.md)
- [ ]  [preprocessing.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/preprocessing.md)
- [ ]  [training.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/training.md)
- [ ]  [accelerate.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/accelerate.md)
- [ ]  [model_sharing.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/model_sharing.md)

<!--
Keep on adding more as you go 🔥
-->
Repository: ui
Issue: [bug]: Cannot interact with Sonner toasts opened from Dialogs (or other modal elements)
Labels: bug

### Describe the bug

If you create a sonner from within any modalic element (dialog, context menu, dropdown, popover), any interaction with the resulting sonner toast will result in the modal element closing as well.

This issue was previously described in https://github.com/shadcn-ui/ui/issues/2401. However, increasing the `z-index` of the sonner group does not resolve the issue, and registering custom `onInteractOutside` handlers for every modalic component is an unwieldy option. Ideally, one should be able to interact with the sonners while a dialog is open without closing the dialog.

### Affected component/components

Sonner

### How to reproduce

1. Create a dialog
2. Use a button in the dialog to create a sonner toast. Alternatively, enable the close button for the toast.
3. Attempt to highlight text in the toast, or click the close button. The dialog will also close.

### Codesandbox/StackBlitz link

https://codesandbox.io/p/devbox/shadcn-playground-forked-kxc7l8?file=/src/App.js:34,45&workspaceId=b7d16bab-058a-4b6f-b4f8-cb3182273009

### Logs

_No response_

### System Info

```bash
MacOS 14.4.1 (23E224), Arc Version 1.37.0
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: node
Issue: Does node 20.x fully supports cgroups v2 ?  facing memory celling problem Kubernetes cluster
Labels: question,v20.x

### Version

20.x

### Platform

_No response_

### Subsystem

_No response_

### What steps will reproduce the bug?

Is #47259 fixed on node js 20.x ?

### How often does it reproduce? Is there a required condition?

_No response_

### What is the expected behavior? Why is that the expected behavior?

Node js being aware of memory and CPU available via cgroups v2

### What do you see instead?

Pods  running node js on my cluster running out of memory.

### Additional information

_No response_
Repository: godot
Issue: Repeated toggle fullscreen increases window size by the window decorations size each time we leave fullscreen
Labels: bug,topic:rendering

### Tested versions

- Reproducible in v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Ubuntu 22.04.4 LTS 22.04 - X11 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 860M (nvidia; 535.161.07) - Intel(R) Core(TM) i7-4710HQ CPU @ 2.50GHz (8 Threads)

### Issue description

Repeating toggle fullscreen (`DisplayServer.window_set_mode` with `DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN` (or `WINDOW_MODE_FULLSCREEN`) and `DisplayServer.WINDOW_MODE_WINDOWED` alternatively) increases the window size each time you leave fullscreen.

This was very visible in my game as I'm using aspect `keep`, so black edges were immediately visible.

I tried again in a MWE and found out that the exact size delta is equal to the window decorations size (obtained by computing ` DisplayServer.window_get_size_with_decorations() - DisplayServer.window_get_size()).

Test on Linux Ubuntu 22.04 with Unity desktop, where the decorations are just the window titlebar.

[2024-04-11 Godot 4.2.1 repeated toggle fullscreen increase window size.webm](https://github.com/godotengine/godot/assets/1067772/d36f191e-c1ef-4430-b223-eac4ba8b7e89)




### Steps to reproduce

1. Open MRP > demo scene
2. Run the game
3. Press F or F11 to toggle fullscreen multiple times
4. Check Output log each time you leave fullscreen and observe delta in window size, equal to window decorations size
5. If you do it enough you will see the window get bigger with bare eyes too

### Minimal reproduction project (MRP)

[v4.2.1 - Toggle full screen repeated causes window height to accumulate extra.zip](https://github.com/godotengine/godot/files/14948771/v4.2.1.-.Toggle.full.screen.repeated.causes.window.height.to.accumulate.extra.zip)
Repository: ui
Issue: [bug]: Issue with Tabs and Switch component inside an Astro Component
Labels: bug

### Describe the bug

Currently when using UI elements such as a Switch in Astro, one has to specify it as `client:visible` to work. Otherwise its not working at all. Also using Tabs gives `TabsContent must be used within Tabs` though I am using it within Tabs context.

astro.config.mjs

```
import { defineConfig } from 'astro/config';
import tailwind from "@astrojs/tailwind";
import react from "@astrojs/react";
// https://astro.build/config
export default defineConfig({
  site: <your_url>,
  integrations: [tailwind({
    applyBaseStyles: false,
  }), react()]
});

```

tsconfig.json 
```
{
  "extends": "astro/tsconfigs/base",
  "compilerOptions": {
    "jsx": "react-jsx",
    "baseUrl": ".",
    "paths": {
      "@/*": [
        "./src/*"
      ]
      
    }

  }
}

```

components.json
```

{
  "$schema": "https://ui.shadcn.com/schema.json",
  "style": "default",
  "rsc": false,
  "tsx": true,
  "tailwind": {
    "config": "tailwind.config.mjs",
    "css": "./src/styles/globals.css",
    "baseColor": "slate",
    "cssVariables": true,
    "prefix": ""
  },
  "aliases": {
    "components": "@/components",
    "utils": "@/lib/utils"
  }
}
```


### Affected component/components

Switch,  Tabs

### How to reproduce

1. Install Tabs component with the default config for tsconfig and astro configuration.
2. Use the Switch component without giving the `client:visible` prop to it inside an Astro component. It will be unresponsive. 
3. Use the Tabs component inside an Astro component, the below error will occur:
![image](https://github.com/shadcn-ui/ui/assets/38404074/38adc59a-6258-4a3f-85de-7560b56d5a6a)


### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
OS: Windows 11
Browser: Chrome
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: PowerToys
Issue: Key mapper is not working even after running it as admin & open when power on is enabled
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.79.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

Just add a key map for CAPS to esc & esc to CAPS key. Then if you restart your PC it doesn't work. Works only after Powertoys restart

### ✔️ Expected Behavior

Key mapping should work even after system restart 

### ❌ Actual Behavior

Key map is not working when restarted

### Other Software

_No response_
Repository: godot
Issue: Documentation for SceneTree.get_frame is misleading
Labels: topic:core,documentation

### Tested versions

Reproducible in 4.2 and 4.3.dev

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 31.0.15.5212) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)

### Issue description

The naming and documentation for `SceneTree.get_frame()` suggests that it is plainly the "frame count". But in reality, it is actually the _physics_ frame count specifically. There's nothing currently to tell the user this, and it's quite confusing, and leads to bugs.

Not sure if the solution would be to fix the documentation/naming, to change the way this number is incremented in `SceneTree`, or simply to remove the method completely, since there are already `Engine.get_process_frames()` and `Engine.get_physics_frames()`.

### Steps to reproduce

If you run this code:
```
func _process(delta: float) -> void:
	prints("_process", get_tree().get_frame())

func _physics_process(delta: float) -> void:
	prints("_physics_process", get_tree().get_frame())
```
You get output like this:
```
_physics_process 1
_physics_process 2
_process 2
_physics_process 3
_physics_process 4
_physics_process 5
_physics_process 6
_physics_process 7
_physics_process 8
_physics_process 9
_process 9
_process 9
_process 9
_process 9
_physics_process 10
_process 10
_physics_process 11
_process 11
_physics_process 12
_process 12
_physics_process 13
_physics_process 14
_process 14
```
Notice how the frame count is only incremented with the physics step, and not with the process step.

### Minimal reproduction project (MRP)

N/A
Repository: go
Issue: x/tools/gopls: nil panic loading actionSummary.Err
Labels: NeedsInvestigation,gopls,gopls/analysis

gopls version: v0.15.2/go1.22.0
gopls flags: 
update flags: proxy
extension version: 0.41.2
environment: Visual Studio Code darwin
initialization error: undefined
issue timestamp: Wed, 03 Apr 2024 02:58:36 GMT
restart history:
Wed, 03 Apr 2024 02:58:28 GMT: activation (enabled: true)

ATTENTION: PLEASE PROVIDE THE DETAILS REQUESTED BELOW.

Describe what you observed.

<ANSWER HERE>

<pre>panic: runtime error: invalid memory address or nil pointer dereference
[signal SIGSEGV: segmentation violation code=0x2 addr=0x58 pc=0x102c8263c]

goroutine 2858 [running]:
golang.org/x/tools/gopls/internal/cache.(*action).exec(0x1400058f800)
	  analysis.go:1185  0xac
golang.org/x/tools/gopls/internal/cache.execActions.func1.1()
	  analysis.go:1149  0x38
sync.(*Once).doSlow(0x0%3F, 0x0%3F)
	  once.go:74  0x100
sync.(*Once).Do(...)
	  once.go:65
golang.org/x/tools/gopls/internal/cache.execActions.func1()
	  analysis.go:1147  0x78
created by golang.org/x/tools/gopls/internal/cache.execActions in goroutine 2853
	  analysis.go:1145  0x44
</pre>

<details><summary>gopls stats -anon</summary>
{
  "DirStats": {
    "Files": 879,
    "TestdataFiles": 0,
    "GoFiles": 26,
    "ModFiles": 1,
    "Dirs": 286
  },
  "GOARCH": "arm64",
  "GOOS": "darwin",
  "GOPACKAGESDRIVER": "",
  "GOPLSCACHE": "",
  "GoVersion": "go1.22.0",
  "GoplsVersion": "v0.15.2",
  "InitialWorkspaceLoadDuration": "289.011584ms",
  "MemStats": {
    "HeapAlloc": 24062608,
    "HeapInUse": 33005568,
    "TotalAlloc": 47871456
  },
  "WorkspaceStats": {
    "Files": {
      "Total": 1411,
      "Largest": 1849364,
      "Errs": 0
    },
    "Views": [
      {
        "GoCommandVersion": "go1.22.0",
        "AllPackages": {
          "Packages": 248,
          "LargestPackage": 155,
          "CompiledGoFiles": 1406,
          "Modules": 15
        },
        "WorkspacePackages": {
          "Packages": 10,
          "LargestPackage": 7,
          "CompiledGoFiles": 25,
          "Modules": 1
        },
        "Diagnostics": 0
      }
    ]
  }
}

</details>

OPTIONAL: If you would like to share more information, you can attach your complete gopls logs.

NOTE: THESE MAY CONTAIN SENSITIVE INFORMATION ABOUT YOUR CODEBASE.
DO NOT SHARE LOGS IF YOU ARE WORKING IN A PRIVATE REPOSITORY.

<OPTIONAL: ATTACH LOGS HERE>
Repository: stable-diffusion-webui
Issue: [Bug]: name 'os' is not defined
Labels: bug-report

### Checklist

- [X] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

I tried to run webui natively on Arch with an RX6700XT.  After running `TORCH_COMMAND='pip install torch torchvision --extra-index-url https://download.pytorch.org/whl/rocm5.1.1' python launch.py --precision full --no-half` as stated in the installation instructions i got the following error: `Traceback (most recent call last):
  File "/mnt/nvme/StableDiffusion/stable-diffusion-webui/launch.py", line 15, in <module>
    commandline_args = os.environ.get('COMMANDLINE_ARGS', "--skip-torch-cuda-test") 
                       ^^
NameError: name 'os' is not defined`

I had to disable the Cuda test.

### Steps to reproduce the problem

1. Install the webui on arch for AMD, following the installation instructions
2. run cd stable-diffusion-webui
3. run source venv/bin/activate
4. add --skip-torch-cuda-test to COMMANDLINE_ARGS variable
5.  run the following command: `TORCH_COMMAND='pip install torch torchvision --extra-index-url https://download.pytorch.org/whl/rocm5.1.1' python launch.py --precision full --no-half`
6. See the Error `Traceback (most recent call last):
  File "/mnt/nvme/StableDiffusion/stable-diffusion-webui/launch.py", line 15, in <module>
    commandline_args = os.environ.get('COMMANDLINE_ARGS', "--skip-torch-cuda-test") 
                       ^^
NameError: name 'os' is not defined
` This also happens when removing the  --precision full --no-half statement.

### What should have happened?

Idk, whats supposed to happend. No Error would be fine i guess

### What browsers do you use to access the UI ?

_No response_

### Sysinfo

Idk how to get the sysinfo. trying ./webui.sh --dump-sysinfo gives me the same error

### Console logs

```Shell
Logs:
https://github.com/Aipathon/public/blob/main/log.txt
```


### Additional information

_No response_
Repository: godot
Issue: Failed to load GD scripts after saving dotnet project
Labels: bug,topic:gdscript,topic:editor,topic:dotnet

### Tested versions

Tested in 4.2.1 mono and v4.3-dev5 mono

### System information

Godot v4.2.1.stable.mono - Windows 10.0.22000 - Vulkan (Forward+) - dedicated AMD Radeon RX 5700 (Advanced Micro Devices, Inc.; 31.0.21023.2010) - Intel(R) Core(TM) i9-9900KF CPU @ 3.60GHz (16 Threads)

### Issue description

I use some plugins;
GameGui (https://github.com/brombres/Godot-GameGUI)
and
Dialogue Manager (https://github.com/nathanhoad/godot_dialogue_manager)

For some strange reason, whenever I make any changes to my code in C#, the first run of the project causes various GD scripts to fail from these 2 plugins. 

Not sure what the files that fail shares. 

Whenever I run the project the second time, it then runs without issues. If I build the project first and then run it, also no issue.

When I first installed GameGui there was no issue. The error suddenly started happening.

I have tried to use notepad for editing, to ensure VSCode wasn't causing the issue, but the same error happened. It seems to happen when Godot has to reload the scripts.

All the errors combined:
![image](https://github.com/godotengine/godot/assets/45199982/e51cca7b-c571-4979-bddf-d77911de309f)

`E 0:00:38:0338   load: Failed to load script "res://addons/dialogue_manager/test_scene.gd" with error "Parse error".
  <C++ Source>   modules/gdscript/gdscript.cpp:2788 @ load()`


Example of errors in the code
![image](https://github.com/godotengine/godot/assets/45199982/74ff4602-1e59-48f1-8d37-c987798db5b2)
![image](https://github.com/godotengine/godot/assets/45199982/869342f1-1ef5-476c-85a8-a5879796fc4e)
![image](https://github.com/godotengine/godot/assets/45199982/cc7412d8-18fa-4750-bf0b-20912eae9ac1)
![image](https://github.com/godotengine/godot/assets/45199982/c91ca90e-288a-4cac-9e11-61b2ad4bc15c)
![image](https://github.com/godotengine/godot/assets/45199982/7abc5954-d439-4bc7-b2fa-5ce08a3ece37)
![image](https://github.com/godotengine/godot/assets/45199982/79b2b249-cb8d-45c3-a915-e01ba1fb0ac4)


### Steps to reproduce

I have tried to no avail to recreate the bug...

### Minimal reproduction project (MRP)

I have tried to no avail to recreate the bug...
Repository: flutter
Issue: ☂️ Gradle 8.7, AGP 8.4, Java 21, support 
Labels: platform-android,P1,team-android,:hourglass_flowing_sand:

Goals: 
* Fix https://github.com/flutter/flutter/issues/138523 and any other doLast block issues 
* Update at least some of our own infra to use gradle 8.7, agp 8.4 and java 21.
Repository: godot
Issue: Texture Padding in tileset causing visual glitches
Labels: discussion,documentation,topic:2d

### Tested versions

- Tested in latest stable 4.2.1 build only.

### System information

Windows 11 - Godot 4.2.1 - Vulkan Mobile renderer (Same happens in forward +)

### Issue description

First of all, the Tilemaps I add to my tileset always become transparent. To fix this issue I have to disable "Use Texture Padding" as seen here:

![image](https://github.com/godotengine/godot/assets/7636427/0906e7ab-c94d-4468-9616-4eb3af56458e)


And here with the option checked:

![image](https://github.com/godotengine/godot/assets/7636427/4ee9bd8f-f1a8-4754-9003-53b2cdad753a)


Now, after this "quick fix", when play testing I have many lines between the tiles on screen, as shown here:

![image](https://github.com/godotengine/godot/assets/7636427/6932730b-a47c-419f-a13a-811874089319)


What I tried to fix this:

- Set filter to nearest
- Import all textures as Vram compressed and high quality enabled




 Now what half fix it:

Reimport the texture as lossless and set to generate mipmaps. The problem is,  apart from not being ideal for a mobile game, while Texture padding now works, I still have few lines in some tiles like here:

![image](https://github.com/godotengine/godot/assets/7636427/2d70346f-845a-4923-8645-7795899f2db6)


Unfortunately I cannot share my tileset since it's a paid asset with licensing, but I'll do my best to add more to this discussion.

Edit: 

Now I've noticed that after setting back to Vram compressed I get an error in the editor "Cannot blit_rect in compressed or custom image formats." Which is the culprit of not being able to use a VRAM compressed image and texture padding. Still that brings the line bugs from above.

### Steps to reproduce

Import a vram compressed texture in a tileset.

### Minimal reproduction project (MRP)

Can't share I'm afraid.
Repository: PowerToys
Issue: Making the mouse more findable on large screens with small fonts
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

I typically use a larger colored mouse point so I can find my house on my four screens 8K ish at native solution. This usually works far better than twiddling the control key for high lighting. The downside is that tooltips and the like are hidden behind the pointer. Making it translucent would be nice but a better approach may be auto-shrink. The mouse would be normal size and only grow when being moved. If necessary a slight jiggle would zoom it.

### Scenario when this would be used?

It would be used every day and constantly. Losing the mouse is a terrible thing and a constant annoyance and the twiddling of the ctrl is a distraction.

### Supporting information

I'd show you my desktop but the mouse scurries away when i try to do screen capture. It does remind me of the time, in the days of windows 0.9, when I explained the concept of mouse accleration to the Windows team 😉.
Repository: vscode
Issue: Repeated crashing of VSCode's chrome_crashpad_handler
Labels: info-needed

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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled? **Yes**

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
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- VS Code Version: 1.88.1
- OS Version: MacOS 14.4.1

Steps to Reproduce:

1. Open visual studio code
2. Begin editing any file
3. Many many crash dialogs will appear like below:
<img width="256" alt="image" src="https://github.com/microsoft/vscode/assets/25597810/62807af8-c738-46e7-b0c0-565571b5f238">