sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: excalidraw
Issue: [Feature Request] Add a search bar in collection level.
Labels: enhancement,Excalidraw+

It would be nice to have a search bar with a global search for each collection. When there are collections with more diagrams than they can show on one screen, it's hard to search for them. Doing a quick CNTL + F and searching would help, but I'm not sure if we can do this on the browser. But having a dedicated search bar in each collection can help.

![image](https://github.com/excalidraw/excalidraw/assets/42291934/ffe03fc3-846a-4f21-8f38-63a385958e38)

I'm open to take up this feature and work on it. 😉

Thanks!!
Repository: stable-diffusion-webui
Issue: [Bug]: Can't run webui-user.bat, " '-m' is not recognized.."
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?

**I can't launch the .bat file, even in administrator, because I keep getting this error. I also can't launch the .bat file by double-clicking it because windows says I don't have the required permissions. Any help is appreciated.**

'CALL python -c "import sys; print(sys.executable)"' is not recognized as an internal or external command,
operable program or batch file.
Creating venv in directory C:\Users\Name\stable-diffusion-webui\venv using python
Unable to create venv in directory "C:\Users\Name\stable-diffusion-webui\venv"

exit code: 9009

stderr:
'-m' is not recognized as an internal or external command,
operable program or batch file.

Launch unsuccessful. Exiting.
Press any key to continue . . .

- OS: Windows 10

### Steps to reproduce the problem

1. I don't know how to recreate it, it was working just fine a few months ago and I'm not sure what I changed. I just try and run the .bat file through the terminal and nothing.

### What should have happened?

It should start running stable diffusion on a local URL (I think?)

### Commit where the problem happens

89f9faa63388756314e8a1d96cf86bf5e0663045

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

Windows

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

Mozilla Firefox

### Command Line Arguments

```Shell
No, just webui-user.bat
```


### List of extensions

No

### Console logs

```Shell
'CALL python -c "import sys; print(sys.executable)"' is not recognized as an internal or external command,
operable program or batch file.
Creating venv in directory C:\Users\Name\stable-diffusion-webui\venv using python
Unable to create venv in directory "C:\Users\Name\stable-diffusion-webui\venv"

exit code: 9009

stderr:
'-m' is not recognized as an internal or external command,
operable program or batch file.

Launch unsuccessful. Exiting.
Press any key to continue . . .
```


### Additional information

Everyone tells me to add Python to my PATH and I think I did, but I can never tell if I installed python/SD in the right place or did something else like that which could mess it up.
Repository: godot
Issue: Not all path return a value issue with multiline code.
Labels: discussion,topic:gdscript

### Godot version

4.02.stable

### System information

Linux Ubunto 22.04

### Issue description

The following code is invalid : 

```gdscript
func get_normaldir( normal:Vector3 ) -> String:
	var x:float=abs(normal.x); var y:float=abs(normal.y); var z:float=abs(normal.z);
	if(x>y and x>z): return "x"; if(y>x and y>z): return "y"; if(z>x and z>y): return "z"; return ""
```

But this is fine : 

```gdscript
func get_normaldir( normal:Vector3 ) -> String:
	var x:float=abs(normal.x); var y:float=abs(normal.y); var z:float=abs(normal.z);
	if(x>y and x>z): return "x"; if(y>x and y>z): return "y"; if(z>x and z>y): return "z"; 
	return ""
```

### Steps to reproduce

The following code is invalid : 

```gdscript
func get_normaldir( normal:Vector3 ) -> String:
	var x:float=abs(normal.x); var y:float=abs(normal.y); var z:float=abs(normal.z);
	if(x>y and x>z): return "x"; if(y>x and y>z): return "y"; if(z>x and z>y): return "z"; return ""
```

But this is fine : 

```gdscript
func get_normaldir( normal:Vector3 ) -> String:
	var x:float=abs(normal.x); var y:float=abs(normal.y); var z:float=abs(normal.z);
	if(x>y and x>z): return "x"; if(y>x and y>z): return "y"; if(z>x and z>y): return "z"; 
	return ""
```

### Minimal reproduction project

The following code is invalid : 
```gdscript
func get_normaldir( normal:Vector3 ) -> String:
	var x:float=abs(normal.x); var y:float=abs(normal.y); var z:float=abs(normal.z);
	if(x>y and x>z): return "x"; if(y>x and y>z): return "y"; if(z>x and z>y): return "z"; return ""
```

But this is fine : 

```gdscript
func get_normaldir( normal:Vector3 ) -> String:
	var x:float=abs(normal.x); var y:float=abs(normal.y); var z:float=abs(normal.z);
	if(x>y and x>z): return "x"; if(y>x and y>z): return "y"; if(z>x and z>y): return "z"; 
	return ""
```
Repository: PowerToys
Issue: Protractor Tool
Labels: Idea-Enhancement,Idea-New PowerToy,Product-Mouse Utilities

### Description of the new feature / enhancement

Add a protractor tool
Angle of a corner where the mouse cursor is closer (corner determined by color differences) or;
Angle between mouse cursor and lines drawn
it would be nice to learn

I drew an example by hand lol:
![example](https://github.com/microsoft/PowerToys/assets/134140819/c935a8ab-2c3f-43a7-9be7-d630cf37a336)

(I wrote using translation, forgive any typos)
Thanks

### Scenario when this would be used?

May be useful for some UI and UX designers

### Supporting information

_No response_
Repository: rust
Issue: Tracking Issue for NEON intrinsics on 32-bit ARM
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(stdarch_arm_neon_intrinsics)]`

This is a tracking issue for the NEON intrinsics in `core::arch::arm`. This was split off from #90972 which tracked the AArch64 NEON intrinsics which have now been stabilized.

### Public API

Everything in `core::arch::arm` that starts with the letter `v`.

### Steps / History

- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

### Unresolved Questions

- Can we fix the unsoundness? https://github.com/rust-lang/rust/issues/129880

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: PowerToys
Issue: A highly customizable virtual keyboard (maybe for gaming on touch device).
Labels: Needs-Triage

### Description of the new feature / enhancement

Indeed, touch screen Windows devices are not mainstream. However, since Windows 11 has made significant efforts in terms of touch screen support, perhaps we can also do something for gamers.
I envisioned a virtual key solution similar to an Android emulator. However, unlike it, this solution converts taps into keyboard commands. These translucent virtual keys can be placed anywhere on the screen, floating above other windows. When the user presses them, they trigger the corresponding keyboard or joystick commands.

### Scenario when this would be used?

Gamers who use touch device, such as ROG FLOW z13, during the commute can use this to play some specific games.
If the mapping of on-screen virtual keys to keyboard keys is implemented, it's possible to play some platform jumping games that do not require precise shooting, such as Hollow Knight, Dead Cells.
If the mapping of on-screen virtual joysticks to joysticks is implemented, it's possible to play most games with full controller support.

### Supporting information

_No response_
Repository: go
Issue: runtime: TestRaceSignal failures
Labels: NeedsInvestigation,compiler/runtime

```
#!watchflakes
post <- pkg == "runtime" && test == "TestRaceSignal"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/cfb5bee3d630ef0a21197c43e4fcf5ce545976bd)):

    --- FAIL: TestRaceSignal (1.69s)
        crash_cgo_test.go:431: 
        crash_cgo_test.go:432: signal: child exited


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: Delaunay2D fails when trying to triangulate certain set of points
Labels: bug,topic:core,confirmed

### Godot version

3.5.1

### System information

Windows10, Ryzen 5600

### Issue description

Self expalnatory, calling Delaunay2D on a set of points fails to return a triangulation.
This triangulation can exist in matlab, so most likely godot bug.
### Steps to reproduce

Make an array of the points ill show below, calling the Geometry.Delaunay2D(list) returns an empty int array.

### Minimal reproduction project

```
List<Vector2> testList = new List<Vector2>();
testList.Add(new Vector2(0,0));
testList.Add(new Vector2(-13.3f,0));
testList.Add(new Vector2(-6.5f,-0.15f));
testList.Add(new Vector2(-6.8f,-0.15f));
GD.Print(Geometry.TriangulateDelaunay2d(testList.ToArray()).Count());
```
      
Use this or the equivalent in GDScript and you get 0 printed
Repository: pytorch
Issue: can not find tensorrt
Labels: feature,triaged,oncall: pt2

### 🐛 Describe the bug

I have tried below code.
 torch.compile(m, backend="tensorrt")
but can not found tensorrt in PyTorch 2.0.1

### Error logs

_No response_

### Minified repro

_No response_

### Versions

2.0.1

cc @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519 @chauhang @wconstab @ngimel
Repository: pytorch
Issue: [feature request] [minor] Inplace torch.flip_
Labels: triaged,enhancement,module: python frontend

### 🚀 The feature, motivation and pitch

Some usecases: littleendian<>bigendian byte-swaps for various dtypes, BGR<>RGB

There currently is a specialized flip version in byteswap context, discussed in
https://github.com/pytorch/pytorch/pull/101925#issuecomment-1555883474, but it could be useful in other contexts too if integrated into torch.flip_. Also, in that issue is linked a nice article on vectorized array reversal which is useful for torch.flip over the inner-most dim on CPU: https://dev.to/wunk/fast-array-reversal-with-simd-j3p https://github.com/Wunkolo/qreverse

Seems mostly useful for very small inner-dim sizes: 2-8, but might also be useful for time series, if need to use some time-reversed representations

Another useful thing could be more general value shuffle (including inplace): along a dim, given a permutation (I think this shuffle op exists in SSE/AVX). Is it currently implemented by `index_select`? If so, an inplace version might be nice to have as well

### Alternatives

_No response_

### Additional context

_No response_

cc @albanD
Repository: tensorflow
Issue: Insufficient documentation on GPU use, especially in MPS
Labels: stat:awaiting tensorflower,type:feature,comp:gpu,type:docs-feature

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

Documentation Feature Request

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

No

### Source

source

### Tensorflow Version

2.13

### 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?

I tried to find a documentation on allowing GPU and device-agnostic code on TensorFlow, but there was nowhere to be found and the documentation.

### Standalone code to reproduce the issue

```shell
There wasn't a code, but there is insufficient documentation on GPU and device-agnostic code to set up.
```


### Relevant log output

_No response_</details>
Repository: go
Issue: os: use pidfd_open with epoll on Linux instead of blocking wait in blockUntilWaitable
Labels: NeedsInvestigation

My understanding is that in `blockUntilWaitable` the `waitid` call blocks the thread you call it on. On Linux, we could instead use [`pidfd_open`](https://man7.org/linux/man-pages/man2/pidfd_open.2.html) and then monitor the file descriptor with epool:

> When the process that it refers to terminates, these interfaces (e.g., epool) indicate the file descriptor as readable.

I think this would then not block the thread?
Repository: go
Issue: os: process.Wait marks the process as already finished on ptrace stop signals on Linux
Labels: help wanted,NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20.4 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes.

### 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="amd64"
GOBIN=""
GOCACHE="/home/mitar/.cache/go-build"
GOENV="/home/mitar/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/mitar/.go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/mitar/.go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.20.4"
GCCGO="/usr/bin/gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
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 -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build3740724317=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

https://go.dev/play/p/PYGxV0Kg3pF

### What did you expect to see?

```
2009/11/10 23:00:00 status: true 5
2009/11/10 23:00:00 end
```

Or nothing, if process.Wait returns only on exit status and not stopped status.

### What did you see instead?

```
2009/11/10 23:00:00 status: true 5
2009/11/10 23:00:00 os: process already finished
```
Repository: go
Issue: x/sys/unix: OpenBSD's Pledge and Unveil functions can be annulled
Labels: help wanted,OS-OpenBSD,NeedsInvestigation,FeatureRequest,compiler/runtime

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20.1 openbsd/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes.


### 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="amd64"
GOBIN=""
GOCACHE="/path/to/.cache/go-build"
GOENV="/path/to/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="openbsd"
GOINSECURE=""
GOMODCACHE="/path/to/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="openbsd"
GOPATH="/path/to/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/openbsd_amd64"
GOVCS=""
GOVERSION="go1.20.1"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="cc"
CXX="c++"
CGO_ENABLED="1"
GOMOD="/path/to/foo/go.mod"
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 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build1212173938=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?
I ran this program:
```
package main

import "foo/bar"
import "golang.org/x/sys/unix"

func main() {
        if err := unix.Pledge("", ""); err != nil {
		panic(err)
	}
        bar.Greet()
}
```

Where the package `bar` contains this source file:
```
package bar

func init()  { println("Initializing bar.") }
func Greet() { println("Greetings from bar!") }
```

### What did you expect to see?
I didn't really expect it, but ideally the program would exit immediately, because the `unix.Pledge` call didn't allow the use of standard IO and `bar.init` is printing something to the standard output.

In C programs, pledge is often called as the first thing in the main function, to prevent any code (written by the author themself or the author of a used library) to use undesired syscalls. Because in Go the init function of used libraries/packages are always executed before the init function and variable declarations of the main package, I see no way to replicate this C pattern in Go. Thus `unix.Pledge` cannot provide the same safety guarantees in Go as in C.

I suspect this is a problem that cannot be solved without a change in the language. I think there should at least be a warning in the documentation of the `Pledge`, `PledgeExecpromises` and `PledgePromises`, but also `Unveil` and `UnveilBlock` functions.

If there is a way to force Go to execute `unix.Pledge` as the first thing in a program, I'm gladly taking instructions on how to do this.

### What did you see instead?
The program ran the `init` function of the `bar` package, before running `unix.Pledge`:

```
$ go run .
Initializing bar.
signal: abort trap (core dumped)
```
Repository: go
Issue: cmd/compile: closure func name changes when inlining
Labels: NeedsFix,compiler/runtime

```
% cat x.go
package main

func f(x int) func() {
	return func() {
		panic(x)
	}
}

func main() {
	f(1)()
}
% go run -gcflags=-l x.go
panic: 1

goroutine 1 [running]:
main.f.func1()
	/private/tmp/x.go:5 +0x26
main.main()
	/private/tmp/x.go:10 +0x22
exit status 2
% go run x.go
panic: 1

goroutine 1 [running]:
main.main.func1(...)
	/private/tmp/x.go:5
main.main()
	/private/tmp/x.go:10 +0x28
exit status 2
% 
```

Without inlining, the stack shows `main.f.func1` panicking, which is approximately correct: it's the 1st closure inside main.f.

With inlining, the stack instead shows `main.main.func1`, because now it's the 1st closure inside main.main due to inlining of f. However, that's a much less useful name, since the closure is still lexically inside main.f. If there is some way to preserve the old name even when inlining, that would be a good idea.

This is the source of a Kubernetes test failure using Go 1.21, because a more complicated function was not being inlined in Go 1.20 but is being inlined in Go 1.21 after [CL 492017](https://go.dev/cl/492017). The test expected to see "newHandler" on the stack when a closure lexically inside newHandler panicked.

If there's something we can do here, we probably should, both to keep the closure names helpful and to keep tests like the Kubernetes one passing.
Repository: godot
Issue: Broken DynamicFont -> FontFile 3to4 conversion
Labels: bug,topic:editor,needs testing

### Godot version

4.0.3.stable

### System information

Win 10, i5-11400H, 16GB RAM, RTX3050M

### Issue description

I recently posted problems with the transition to 3.6.dev (https://github.com/godotengine/godot/issues/76776). So, this version is not so broken it turns out!

Let's start with the topic of my previous post about 3.6.dev. Dependencies are also corrupted. So far I have noticed this only with fonts. Fonts referred to the file system, after the transfer they started referring to the scene as if the resource is local _(although it is not)_.

In Godot 4:
![image](https://github.com/godotengine/godot/assets/69055489/c3e70b63-ddea-4a82-821e-ae244ce323d8)
In Godot 3:
![image](https://github.com/godotengine/godot/assets/69055489/392b5848-b25a-426f-b051-2ac4a4d703d0)
Specifically, there is a problem with the crooked converter from 3 and 4. Correcting each place with your hands after it is just some kind of sadistic punishment.


And now let's talk about the scenes :)
Most of the scenes in my project are damaged. Judging by the error, this is due to an error in the built-in script of the scene that does not allow it to be opened. Although the problem may be related to something else, it needs to be sorted out.
![image](https://github.com/godotengine/godot/assets/69055489/6663d3de-fc87-4427-ab25-efe4f2357111)


I have almost no questions about the automatic translation of the code, it worked well, it is clear that edits are needed by hand, but this is acceptable. Although sometimes the way he translates the script syntax puts you in a stupor.


The animation in Animation Player has stopped working in the price for some reason, although you can still play the animation with the slider.
https://github.com/godotengine/godot/assets/69055489/533f04bd-1044-4e62-85bf-9177282f46ee

### Steps to reproduce

You can climb on my project, you won't have to search for a long time) 
I transferred the project completely, that is, the transfer parser worked out all the resources of the project.

### Minimal reproduction project

Link to my repository - https://github.com/Miskler/kHUTER
Branch `godot4`
Repository: godot
Issue: KinematicBody2D and CharacterBody2D physics difference
Labels: discussion,documentation,topic:physics

### Godot version

3.4.1, 4.0.1

### System information

Windows 10

### Issue description

When porting one of my older games to Godot 4, I noticed a small inconsistency with how CharacterBody2D handles slopes compared to KinematicBody2D. The way KinematicBody2D handled slopes in 3.4.1 was the center point of the game's gameplay, so it concerns me that with no substantial edits to the code that it produces a different result.
All of the settings between projects are the same.
3.4.1's snap vector is Vector2.DOWN, which for Godot 4 would just be snap_length 1.
3.4.1 sets stop_on_slope to false on default, so that is also applied for in the Godot 4 project.
The rest of the properties are the exact same.
I'm 90% sure this is a fundamental change in how the node works, and was in no way intentional. However, as an inconsistency I felt it was concerning enough to bring up.
As a general node change, I see no issue with this. Unfortunately, it breaks compatibility with older projects.

### Steps to reproduce

1. Make a new scene
2. Add a KinematicBody2D / CharacterBody2D to the scene
3. Add StaticBody collision to the scene with slopes (TileMap or otherwise)
4. Turn stop_on_slopes on the player body off. (Through code or property)
5. Add player impulse (Minimal reproduction projects have a very simple code for this. If it turns out to be the impulse causing the issue, please let me know.)

### Minimal reproduction project

[working.zip](https://github.com/godotengine/godot/files/11521519/working.zip) for Godot 3.4.1.
[different.zip](https://github.com/godotengine/godot/files/11523198/different.zip) for Godot 4.0.1
Repository: go
Issue: net/http: TestConnectRequest failures
Labels: NeedsInvestigation

```
#!watchflakes
post <- pkg == "net/http" && test == "TestConnectRequest"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/d6abd9322e8585e4022a619e6f8c4bdc8c2f83c1)):

    --- FAIL: TestConnectRequest (0.00s)
        --- FAIL: TestConnectRequest/h1 (23.53s)
            clientserver_test.go:909: 0. RoundTrip = Connect "https://127.0.0.1:51052": unexpected EOF


— [watchflakes](https://go.dev/wiki/Watchflakes)