sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rustdesk
Issue: Alt + NumPad codes are not sent to the remote OS (Windows)
Labels: bug

### Bug Description

Alt Codes seems not to be working https://en.wikipedia.org/wiki/Alt_code

### How to Reproduce

- Connect from Windows 10 to a remote Windows 10
- open Notepad
- start editing text
- Press and hold Alt, press Num4, press Num1

### Expected Behavior

`)` symbol will appear in the remote system

### Operating system(s) on local side and remote side

Windows 10 -> Windows 10

### RustDesk Version(s) on local side and remote side

1.2.3 -> 1.2.3

### Screenshots

Not applicable

### Additional Context

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: after ./webui.sh -f  no response
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [ ] 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
- [ ] 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?

after command ./webui.sh -f ,the log not continue working, and there is not error reported

### Steps to reproduce the problem

./webui.sh -f

### What should have happened?

some response,and the shell continue work

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

_No response_

### Sysinfo

I don’t  know how to show

### Console logs

```Shell
################################################################
Install script for stable-diffusion + Web UI
Tested on Debian 11 (Bullseye)
################################################################

################################################################
Running on root user
################################################################

################################################################
Create and activate python venv
################################################################

################################################################
Launching launch.py...
################################################################
Cannot locate TCMalloc (improves CPU memory usage)
Python 3.10.13 (main, Sep 11 2023, 13:44:35) [GCC 11.2.0]
Version: v1.6.1
Commit hash: 4afaaf8a020c1df457bcf7250cb1c7f609699fa7
```


### Additional information

ubuntu
Repository: godot
Issue: `Default Texture Filter` project setting has no option for anisotropic filtering
Labels: enhancement,discussion,topic:rendering,topic:2d

### Tested versions

v4.2.1.stable.official [b09f793f5]

### Issue description

`Default Texture Filter` project setting (`rendering/textures/canvas_textures/default_texture_filter`) has no option for anisotropic filtering.

|Project settings|Node property|
|-|-|
|![image](https://github.com/godotengine/godot/assets/36744029/94be223e-eca6-42f9-a8f4-b56deb051bd5)|![image](https://github.com/godotengine/godot/assets/36744029/05cf53a9-0812-4ed8-b774-dd96e46ef19c)|
Repository: react-native
Issue: TextInput with controled selection clear children when change position
Labels: Issue: Author Provided Repro,Component: TextInput,Needs: Triage :mag:,Newer Patch Available

### Description

If you have TextInput with styled Text element inside (instead of value) and when you add controlled selection, the children are ignored and you have blank text even when you have initialValue.

### Steps to reproduce

1. Create TextInput with children
2. Make it controlled selection Input
3. Change the selection to move the cursor
4. The children disappear

### React Native Version

0.72.6

### Affected Platforms

Runtime - Android

### Output of `npx react-native info`

```text
System:
  OS: Linux 6.6 Fedora Linux 39 (Xfce)
  CPU: (8) x64 Intel(R) Core(TM) i7-8550U CPU @ 1.80GHz
  Memory: 4.72 GB / 15.28 GB
  Shell:
    version: 5.2.21
    path: /bin/bash
Binaries:
  Node:
    version: 21.2.0
    path: ~/.nvm/versions/node/v21.2.0/bin/node
  Yarn: Not Found
  npm:
    version: 10.2.3
    path: ~/.nvm/versions/node/v21.2.0/bin/npm
  Watchman: Not Found
SDKs:
  Android SDK: Not Found
IDEs:
  Android Studio: Not Found
Languages:
  Java:
    version: 17.0.9
    path: /usr/bin/javac
  Ruby:
    version: 2.6.10
    path: /usr/local/rvm/rubies/ruby-2.6.10/bin/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.72.6
    wanted: 0.72.6
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: Not found
  newArchEnabled: Not found
iOS:
  hermesEnabled: Not found
  newArchEnabled: Not found
```
Sorry, I have no idea why it can't find Android Studio and SDK on my system. I have them installed, and updated recently to 2023.1.1 from November 9, 2023.


### Stacktrace or Logs

```text
There are no stacktrace with this bug
```


### Reproducer

https://github.com/jcubic/react-native-text-input.git

### Screenshots and Videos

The First Input is with children (each line has it's on `<Text>`) the second is with value.

![Peek 2023-12-17 17-56](https://github.com/facebook/react-native/assets/280241/0ca2d930-d60b-479f-a223-7d225ef0ebb5)

The same happens when you move the cursor in the bottom Input, the top content disappears.

![Peek 2023-12-18 21-32](https://github.com/facebook/react-native/assets/280241/877943a7-db28-43ee-8326-8961c3ce6228)
Repository: rust
Issue: rustdoc output on nightly uses bold text in Safari
Labels: O-macos,T-rustdoc,C-bug,A-rustdoc-ui

Running `cargo +nightly doc` on a library crate and viewing the resulting documentation in Safari 17.2 on macOS Sonoma 14.2 results in all non-code text being bold, like so:

<img width="997" alt="Screenshot 2023-12-17 at 12 06 35" src="https://github.com/rust-lang/rust/assets/98207/44a2daef-dda3-4302-ae24-e5d4b1b8dbe7">

However, if `cargo doc` is run on the same crate using Rust stable 1.74.1, the resulting docs are formatted correctly:

<img width="1008" alt="Screenshot 2023-12-17 at 12 07 42" src="https://github.com/rust-lang/rust/assets/98207/6bad54cb-6ff2-4916-b621-47134b0ca721">

When the built-on-nightly docs are opened in Firefox or Chrome, the text is not bold.  Recently-built docs on docs.rs are not bold in Safari at all.

Inspecting the web elements shows that Safari considers the text to have a font-weight of 400 (normal), so I'm guessing the problem is down to the selection of the font.  However, this is where my web styling skills end.

Stable Rust version:

`rustc --version --verbose`:
```
rustc 1.74.1 (a28077b28 2023-12-04)
binary: rustc
commit-hash: a28077b28a02b92985b3a3faecf92813155f1ea1
commit-date: 2023-12-04
host: x86_64-apple-darwin
release: 1.74.1
LLVM version: 17.0.4
```

Nightly Rust version:

`rustc +nightly --version --verbose`:
```
rustc 1.76.0-nightly (445177724 2023-12-16)
binary: rustc
commit-hash: 445177724ac2beebf4faa5a3ffacb2adbe7e7846
commit-date: 2023-12-16
host: x86_64-apple-darwin
release: 1.76.0-nightly
LLVM version: 17.0.6
```

Crate used to build docs shown above: https://github.com/jwodder/strtoint (though the problem happens with every library crate I build docs for)
Repository: godot
Issue: Lightmapping Crashes Engine
Labels: bug,topic:rendering,topic:editor,topic:thirdparty,needs testing,crash,topic:3d

### Tested versions

Reproduceable in v4.2-stable
Other versions not tried

### System information

Godot v4.2.stable.mono - Windows 11-22H2 - Vulkan (Forward+) - integrated AMD Radeon(TM) Vega 3 Graphics - AMD Ryzen 3 3250U with Radeon Graphics (4 Threads)

### Issue description

In my project I am using qodot with trenchbroom to generate meshes and uv2 unrapping them in the editor as written in the docs... qodot does support lightmapping as given in their [docs](https://qodotplugin.github.io/docs/graphics.html) 

So there shouldn't be any problems... The only remarkable changes to my project settings are the shadow resolution and atlas being doubled to 8192.. the lightmap gi node has been set to lowest with 4 probes and texture size has been halved to 8192... The ram and cpu usage doesnt max out, so I dont think it is an hardware issue... the godot logs folder has nothing in it so I screen recorded the console... 

Oh and I missed recording the loading bar of the engine... it always crashes which "Retrieving Textures"... I have tried with dfferent and no textures.. same result... 

I am providing necessary screenshots and recording below and will open a github issue if required later

The godot folder for the mvp (no logs folder even?)
![image](https://github.com/godotengine/godot/assets/76608488/87ef82fa-4cf4-43ed-92c3-7d056db5e23a)


The godot folder for my project (empty logs folder)
![image](https://github.com/godotengine/godot/assets/76608488/661f4e6c-c17c-4b04-a682-ae52ed09382d)

[The video](https://youtu.be/WCyz9G3RkmA)

### Steps to reproduce

Reproducing contains very specific things.. So I provided a MVP.. but anyhow

* New 3D scene
* Setup basic world environment settings, directional light
* Download qodot plugin and load the `test_world.map` file (can be found in mvp)
* Set shadow resolution and atlas to 8192 (doubled) in project settings
* Set lightmap quality to low, probes subdiv to 4 and resolution to 8192 (halved) in LightmapGI node
* Bake lightmap
* Should crash at "Retrieving Textures" stage

### Minimal reproduction project (MRP)

[MVP.zip](https://github.com/godotengine/godot/files/13697179/MVP.zip)

Sorry for 3.2mb above limit
Repository: deno
Issue: DevTools reports 100% CPU while doing nothing
Labels: upstream,debugger

Version: Deno 1.39.0  
Chromium: 120.0.6099.71

I created a simple reproduction script, `gg.ts`:

```ts
while (true) {
  await new Promise((resolve) => setTimeout(resolve, 1000));
}
```

Running it with `deno run --inspect gg.ts` and then viewing it in Chromium DevTools, the histogram at the top shows 100% CPU usage. 

![image](https://github.com/denoland/deno/assets/3639540/e0e0cd16-313c-4b60-b1ef-4be86ca392a4)

You can check my results in your DevTools here: [CPU-20231217T142344.cpuprofile](https://github.com/denoland/deno/files/13697665/CPU-20231217T142344.cpuprofile)

This started happening recently, and I don't know why. The CPU itself is not close to 100% on any core when viewed with `htop`. The problem does not occur when profiling a normal webpage in the same browser, just when inspecting Deno.
Repository: godot
Issue: PS4/Dual Shock 4 controller analogue input causes actions to ignore other connected controllers' analogue input events
Labels: bug,needs testing,topic:input

### Tested versions

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


### System information

Dual Shock 4 (PS4 controller) + other controllers (I used xbox, PS5, etc). Copied info: Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i5-4690 CPU @ 3.50GHz (4 Threads)

### Issue description

With multiple controllers connected, if one is a PS4/DS4 controller, other controllers' analogue inputs for an action shared by the PS4/DS4 will often be ignored when getting the action strength.

Getting the action strength seems to behave correctly exactly when a controller changes its axis value, but the action strength quickly zeroes again, presumably related to how 'flickery' the raw DS4 analogue input is.

To be clear:
- digital (non-analogue) inputs are not interrupted
- playing with a controller is fine if the DS4 is not connected
- playing with a DS4 is fine even if other controllers are connected
- using Input.get_joy_axis() behaves as expected even when the DS4 is interfering with action strength

I assume this is related to a previous bug where the PS4 controller would make keyboard input actions cut out despite being stronger. It may have existed then too and just not been noticed.

sorry if this report isn't the best, I'm not used to doing this! I'll help more if I can.

### Steps to reproduce

Attach my code to a label, have a "Left" action in the InputMap with an event listening for analogue stick left.
You'll need the PS4/DS4 controller and at least one other kind of controller, both connected.

You'll notice the "Input Action" will frequently go to 0 when using a non-DS4 controller while the DS4 is connected, and works fine if the DS4 is unplugged. The DS4 itself seems to work fine.
As you can see from the get_joy_axis() values, all controllers are reporting their values correctly, the issue is with the action strength.

### Minimal reproduction project (MRP)

```
extends Label

func _process(delta):
	var actionName = "Left"
	# cuts to 0 sometimes if a DS4 is connected:
	text = "Input Action:" + str(Input.get_action_strength(actionName)) 

	# inputs from specific gamepads still report correctly
	var events:Array[InputEvent] = InputMap.action_get_events(actionName)
	var analogueInput:InputEventJoypadMotion
	for e in events:
		if e is InputEventJoypadMotion:
			analogueInput = e

	for j in Input.get_connected_joypads():
		text += "\n" + Input.get_joy_name(j) + str(Input.get_joy_axis(j, analogueInput.axis))
```
Repository: rust
Issue: Missed niche optimization
Labels: T-compiler,A-layout,C-optimization

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
#[repr(u8)]
enum Foo {
    A = 0,
}

#[repr(u8)]
enum Bar {
    A = 1,
}

enum Choice {
    F(Foo),
    B(Bar),
}

fn main() {
    dbg!(core::mem::size_of::<Choice>());
}
```

I expected to see this happen: `Choice` has size 1

Instead, this happened: `Choice` has size 2

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

Rust version; 1.74.1

@rustbot label A-layout T-compiler
Repository: deno
Issue: Coverage failing to generate -- Missing transpiled source code
Labels: bug,testing

I was in the process of writing some tests for a project, and I wanted to test out the new html coverage feature. Unfortunately, as I got further along, the coverage started to fail to generate.
```
deno 1.39.0 (release, x86_64-apple-darwin)
v8 12.0.267.8
typescript 5.3.3
```

```
git clone git@github.com:deer/fresh_ga4.git
cd fresh_ga4
git checkout tests_coverage
deno test -A --coverage
deno coverage --html ./coverage
```
This results in the following error:
```
Task coverage deno coverage --html ./coverage
error: Missing transpiled source code for: "file:///Users/reed/code/temp/fresh_ga4/src/deps.ts".
              Before generating coverage report, run `deno test --coverage` to ensure consistent state.
```

The error is not at all helpful in this case (frustrating, even), since I've literally just run the tests with `--coverage`. I'm not sure how I've ended up in this state, but please let me know if any further info is needed.

There's one report from discord [here](https://discord.com/channels/684898665143206084/1061817842477043713/1061817842477043713) and [here](https://discord.com/channels/684898665143206084/684898665151594506/1062483956177584148), but there didn't seem to be any resolution.
Repository: ollama
Issue: Add support for ViP-LLaVA?
Labels: model request

Hi OLLaMa team,

[ViP-LLaVA](https://vip-llava.github.io/) is a region-level large multimodal model from LLaVA team that is capable of understanding visual prompts such as scribbles, bounding boxes, arrows, etc. 

There are only several lines of changes to the original LLaVA code. Huggingface already integrate ViP-LLaVA into the official transformers library. [https://huggingface.co/docs/transformers/main/model_doc/vipllava](https://huggingface.co/docs/transformers/main/model_doc/vipllava)

Consider adding ViP-LLaVA here?

Thank you!
Mu Cai
Repository: deno
Issue: REPL doesn't print exceptions from timeout
Labels: bug,repl

Version: Deno 1.39.0

```
$ deno
> setTimeout(() => { throw new Error("boom") }, 1000);
1
> setTimeout(() => { throw new Error("boom") }, 1000);
2
Uncaught Error: boom!
    at <anonymous>:2:9
    at Object.action (ext:deno_web/02_timers.js:149:11)
    at handleTimerMacrotask (ext:deno_web/02_timers.js:63:10)
    at eventLoopTick (ext:core/01_core.js:188:21)
```

The exception notification is printed only if another expression is evaluated. Not yet 100% sure what's going on here but the notifications are not properly received from the V8 inspector session - this is most likely caused by the event loop not getting woken up or the flow in the REPL which doesn't poll from incoming exceptions.

CC @mmastrac this might be of interest to you
Repository: godot
Issue: TextEdit cursor option for "caret_background_color" fails to activate
Labels: bug,topic:editor,topic:gui

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - macOS 14.2.0 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

The setting for the caret fails to render. Mentioned here:
https://github.com/godotengine/godot-proposals/issues/8473#issuecomment-1845930636

### Steps to reproduce

In Editor Settings, find the background color setting for the caret. Change it to whatever, but it will have no effect.
![image](https://github.com/godotengine/godot/assets/106015575/477be6c3-e699-45bf-bfae-69492ade0916)


### Minimal reproduction project (MRP)

Godot IDE
Repository: godot
Issue: Stereoscopic rendering in DX12 - not yet implemented
Labels: enhancement,platform:windows,topic:rendering,topic:xr

### Tested versions

- Reproducible in 4.3.dev (2d0ee20ff30461b6b10f6fdfba87511a0ebc6642)
- Not applicable in earlier builds.

### System information

Windows 10 - DX12 Forward+

### Issue description

**This is a KNOWN missing feature**, @RandomShaper specifically skipped this as it was not needed to get the Direct X implementation over the line. I'm creating this issue to ensure it doesn't fall off the radar, to house a MRP and to keep the discussion going.

The Direct X implementation in Godot does not support the Multiview extension yet preventing the ability to render a stereoscopic result required for VR purposes. Currently only the left eye image is rendered:

![image](https://github.com/godotengine/godot/assets/1945449/7cb0a4c0-4a76-4e33-adcd-cfbb7dc7525e)


### Steps to reproduce

The easiest way to reproduce this is to use the build in `Native mobile` XR interface which outputs a stereoscopic image to screen.

Just create a simple 3D project with an `XROrigin3D` and `XRCamera3D` node and some 3D Shapes:
![image](https://github.com/godotengine/godot/assets/1945449/65364382-d24c-4522-92be-5e8970e40827)

Then add the following code to a script on the root node:
```
# Called when the node enters the scene tree for the first time.
func _ready():
	var xr_interface = XRServer.find_interface("Native mobile")
	if xr_interface and xr_interface.initialize():
		# disable lens distortion
		xr_interface.k1 = 0.0
		xr_interface.k2 = 0.0

		# setup viewport
		var vp = get_viewport()
		vp.use_xr = true
```

### Minimal reproduction project (MRP)

[TestStereoDX12.zip](https://github.com/godotengine/godot/files/13698543/TestStereoDX12.zip)
Repository: ant-design
Issue: 最新版本的select组件没有设置下拉菜单的min-width，导致强制设定select的width为auto的时候，部分场景下下拉菜单展示过小，无法对齐。
Labels: Inactive,improvement

### Reproduction link

[重现链接](https://codesandbox.io/p/sandbox/antd-reproduction-template-forked-krjhwl)

### Steps to reproduce


上面的链接是官方文档的基本使用样例，可以发现下拉菜单只设置了width属性，没有设置min-width属性。
![image](https://github.com/ant-design/ant-design/assets/40681310/c39c1255-73d0-41b2-b7ee-d1a12d6fae2c)


### What is expected?

跟select组件里面的popupMatchSelectWidth 的属性描述一致，默认为true的时候，需要设定min-width
![image](https://github.com/ant-design/ant-design/assets/40681310/597b1c62-4bd7-46d5-8267-99931aed0a49)


### What is actually happening?

最新版本的下拉菜单没有设置min-width属性

| Environment | Info |
| --- | --- |
| antd | 5.12.1 |
| React | react |
| System | deepin linux |
| Browser | chrome 119 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: stable-diffusion-webui
Issue: [Bug]: Doesn't detect release package python version after 1.7.0 update, keeps trying to use PC's python version (3.11)
Labels: cannot-reproduce,bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [ ] 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?

Upon updating to the latest version and trying to run `run.bat` with the release package from before, it no longer detects the python version inside its own folder and keeps trying to use the python version that my PC has (that it is not compatible with).

### Steps to reproduce the problem

1. Grab release package (or have an existing installation, this is what I had)
2. Update to 1.7.0
3. Try to run `run.bat`.

### What should have happened?

It should be able to run just fine without it trying to seek out other Python versions on the PC.

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

Google Chrome

### Sysinfo

`Can't generate Sysinfo due to not being able to access the UI.`

### Console logs

```Shell
Traceback (most recent call last):
  File "...AI\Stable Diffusion\webui\launch.py", line 1, in <module>
    from modules import launch_utils
  File "...AI\Stable Diffusion\webui\modules\launch_utils.py", line 9, in <module>
    import importlib.metadata
  File "importlib\metadata\__init__.py", line 17, in <module>
  File "importlib\metadata\_adapters.py", line 3, in <module>
  File "email\message.py", line 15, in <module>
  File "email\utils.py", line 29, in <module>
  File "socket.py", line 51, in <module>
ImportError: Module use of python311.dll conflicts with this version of Python.
```


### Additional information

I'm concerned if this will keep happening for future updates, because this means I'll have to keep doing fresh installs all the time to get around this issue, which also means backing up my config files and other things I use all the time so that I don't lose what I've done.