sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: electron
Issue: [Feature Request]: Add support for updating windows notifications
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

https://github.com/electron/electron/blob/v24.0.0-nightly.20221216/shell/browser/notifications/win/windows_toast_notification.cc

It seems like currently, Electron is only capable of calling [ToastNotifier.Show](https://learn.microsoft.com/en-us/uwp/api/windows.ui.notifications.toastnotifier.show?view=winrt-22621)

### Proposed Solution

Would be really nice to be able to call [ToastNotifier.Update](https://learn.microsoft.com/en-us/uwp/api/Windows.UI.Notifications.ToastNotifier.Update?view=winrt-22621) so that we can make use of advanced features like [updating a progress bar](https://learn.microsoft.com/en-us/windows/apps/design/shell/tiles-and-notifications/toast-progress-bar?tabs=builder-syntax#using-data-binding-to-update-a-toast)

probably best accessed as `electron.Notification.update()` (windows only, only if toastxml was provided probably?)

### Alternatives Considered

This can be used with toastxml to create interactive notifications

Using the Update method rather than replacing the entire toast also ensures that the toast notification stays in the same position in Action Center and doesn't move up or down. It would be quite confusing to the user if the toast kept jumping to the top of Action Center every few seconds while the progress bar filled!

### Additional Information

_No response_
Repository: stable-diffusion-webui
Issue: Highres Fix works but locks ui to 50% forcing a restart on completion[Bug]: 
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?

While running Highres Fix I can see progress being made in the command window. Upon completion , it saves the image to my directory but, the web ui is stuck at 51%. This forces me to refresh the page every time, losing the prompt and settings I had already input.

### Steps to reproduce the problem

1. turn on high res fix
2. run


### What should have happened?

It should have hit 

### Commit where the problem happens

Latest version

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

Windows

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

Google Chrome

### Command Line Arguments

_No response_

### Additional information, context and logs

_No response_
Repository: next.js
Issue: Another Memory Leak in `next/image`
Labels: bug,linear: next

### Verify canary release

- [x] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 22.2.0: Fri Nov 11 02:03:51 PST 2022; root:xnu-8792.61.2~4/RELEASE_ARM64_T6000
Binaries:
  Node: 19.0.1
  npm: 9.2.0
  Yarn: 1.22.19
  pnpm: 7.21.0
Relevant packages:
  next: 13.1.1
  eslint-config-next: 13.1.1
  react: 18.2.0
  react-dom: 18.2.0


### Which area(s) of Next.js are affected? (leave empty if unsure)

Image optimization (next/image, next/legacy/image)

### Link to the code that reproduces this issue

https://github.com/jaunruh/next-image-test

### To Reproduce

Set up docker image:
- `docker build --no-cache -t next-test .`
- `docker run -p 3000:3000 --name next-test next-test`

Surf the app:
- open browser at `localhost:3000`
- scroll the home page and the project pages randomly
- use the `Resource usage` extension to monitor the memory usage
- see the memory only increase and never decrease

### Describe the Bug

The apps memory usage only ever increases and never really decreases anymore. On docker I have easily managed to pass 1gb in memory usage.
The app was run on digitalocean as a bare nodejs app and as a docker container locally and in digitalocean.
The memory usage in digitalocean (1 CPU, 512mb memory) looks as follows, but can also be reproduced with docker:

![image](https://user-images.githubusercontent.com/15611432/211162343-703f4ee0-7a8a-47bd-9bc4-2ad80e1ef58b.png)

In the provided repo there are also commented-out image tags. As soon as these are used the problem disappears.

### Expected Behavior

No continuous memory increase.

### Which browser are you using? (if relevant)

All major browsers

### How are you deploying your application? (if relevant)

docker run and build

<sub>[NEXT-2023](https://linear.app/vercel/issue/NEXT-2023/another-memory-leak-in-nextimage)</sub>
Repository: vscode
Issue: Add action to expand/collapse all nodes in call hierarchy
Labels: feature-request,callhierarchy

<!-- ⚠️⚠️ 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. -->
I would like to reconsider #81857, the feature seems extremely welcomed.
To address the possible loop problem, we could add a max depth restriction as a quick solution (and in the future detect the loops maybe).
@jrieken @miguelsolorio
Repository: godot
Issue: ObjectDisposedException on many internal nodes after reloading a scene
Labels: topic:dotnet

### Godot version

4.0-beta10.mono

### System information

Windows 11, Ryzen 3700U Vega 10 iGPU

### Issue description

After reloading a scene, a lot of errors come up when trying to interact with internal nodes of a scene. This happens also if:

- scene A loads scene B
- scene B loads scene A
- scene A loads scene B another time

### Steps to reproduce

The provided project has a scene with a timer; that scene is istantiated as a node inside another scene (Game.tscn). When Game.tscn gets reloaded if the internal scene tries to access the timer node the exception comes out.

### Minimal reproduction project

To reproduce the issue:

- load the project
- start the game
- click on the "Start Game" button
- don't jump, so that the game over title appears
- select "Back to Menu"
- select "Start Game" again

[flappy-bird.zip](https://github.com/godotengine/godot/files/10366873/flappy-bird.zip)
Repository: rust
Issue: implied bounds: lifetime equality lost after normalization
Labels: C-bug,S-bug-has-test,T-types,A-implied-bounds

This doesn't compile although it should
```rust
struct Equal<'a, 'b>(&'a &'b (), &'b &'a ()); // implies 'a == 'b
trait Trait { type Ty; }
impl<'x> Trait for Equal<'x, 'x> { type Ty = (); }
fn test<'a, 'b>(_: (<Equal<'a, 'b> as Trait>::Ty, Equal<'a, 'b>)) {}
//~^ ERROR lifetime may not live long enough
```
It compiles with this trivial change:
```diff
- fn test<'a, 'b>(_: (<Equal<'a, 'b> as Trait>::Ty, Equal<'a, 'b>)) {}
+ fn test<'a, 'b>(_: <Equal<'a, 'b> as Trait>::Ty, _: Equal<'a, 'b>) {}
```

@rustbot label C-bug T-types A-implied-bounds
Repository: PowerToys
Issue: why no let Ctrl+num to open in PowerToys Run
Labels: Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

In PowerToys Run
like title, use `Ctrl + AnyNumber` to open result.

such as, i want to open **third result** , and i can use `Ctrl+3` to open it , no `↓ ↓ ↓ Enter`
also, it's best to decide what keys i use by myself ,like `Alt+3` ~~or Shift+3(no this)~~

but in fact, i couldn't find settings about it ,or open it by keys

---

让`Ctrl+数字`快速打开PowerToys Run的结果吧求求了
每次都要↓ N^M遍再Enter，麻烦死了

### Scenario when this would be used?

using PowerToys Run

---

在使用PowerToys Run时

### Supporting information

~~不会有这么好的东西但被砍了吧~~

### remark
if it is already working , then the issue will be a bug report
```
Windows 11 22H2 22623.746 Pro
Windows Feature Experience Pack 1000.22636.1000.0
no any system updata
````
Repository: go
Issue: net: comment for constant not accurate
Labels: Documentation,help wanted,NeedsFix

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
 go1.19.4 windows/amd64

</pre>

### Does this issue reproduce with the latest release?

Yes (sorry, this is a very insignificant issue, but I could not help it to raise it)

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env

</pre></details>

### What did you do?

https://cs.opensource.google/go/go/+/refs/tags/go1.19.4:src/net/dnsconfig.go

### What did you expect to see?

	attempts      int           // number of tries before giving up on a query


### What did you see instead?

	attempts      int           // lost packets before giving up on server
Repository: PowerToys
Issue: It does not run at startup
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.66.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

auto update , restart the laptop and notice that powertoys awake does not come to life, notice that powertoys in general did not start

### ✔️ Expected Behavior

I expected powertoys, and in special awake, to run at laptop startup

### ❌ Actual Behavior

powertoys at to be clicked by me to start

### Other Software

no
Repository: godot
Issue: Changing node type of inherited scene breaks link with original asset.
Labels: bug,topic:editor,needs testing,topic:import

### Godot version

4.0 beta 10

### System information

Linux phoenix 6.0.12-arch1-1 #1 SMP PREEMPT_DYNAMIC Thu, 08 Dec 2022 11:03:38 +0000 x86_64 GNU/Linux

### Issue description

When I create a new inherited scene from a blender file I often want to change its type to a static body because it's just a prop or something.

If I do this, it works as expected except if I change the underlying Blender file, the inherited scene is not updated. If I don't change the scene type and add a static body as a child instead it seems to work as expected.

If I check the generated scene file it seems like the meshes reference to the model resource is completely broken and raw mesh data is brought into the scene file instead.

### Steps to reproduce

Create an inherited scene from a blender file
Change the root node type to StaticBody.
Modify the blender file
Note no update takes place.

### Minimal reproduction project

Shouldn't be needed as this happens with a stock godot project and any blender file.
Repository: stable-diffusion-webui
Issue: [Bug]: Enabling "cross-attention for training" results in bad embeddings
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?

using Settings -> Training -> Use cross attention optimizations while training has a massive negative impact on embedding training

i've tried with and without `xformers`, just to be sure, but when cross-attention for training is enabled, training results are sooo light its barely noticeable

e.g. if i train on photos of a woman, pretty much only thing it learned is that she's a brunette  
(if i use embedding for txt2img with 4x4 grid, i'll end up with 16 different faces, not 16 variations of the same face)

i took a look at embeddings vector actual tensor values and they are in a really tight range (min=-0.0505, max=0.0419), so basically barely any learned info  

then disable "cross-attention for training" and re-run exactly the same training.
results are perfect!

taking a look at embeddings vector actual tensor values, range is much wider (min=-0.3209, max=0.3804), by order of magnitude! (i've tried with different training sets, always the same overall difference)

just for completeness, my training data set is 70 images, learning steps 2500 and learning rate "0.01:100, 0.005:300, 0.001:700, 0.0005:1500, 0.0001:2500"

### Steps to reproduce the problem

Run same embeddings training with and without "cross attention for training" while keeping all other options same

### What should have happened?

Resulting embedding should be nearly identical

### Commit where the problem happens

151233399c4b79934bdbb7c12a97eeb6499572fb

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

Windows, Linux

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

Google Chrome, Microsoft Edge

### Command Line Arguments

```Shell
--api --xformers
```


### Additional information, context and logs

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: PUA:Win32/Presenoker in frpc_windows_amd64
Labels: upstream,gradio

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Could not share instance with --share command because windows defender blocked the file C:\stable-diffusion-webui\venv\Lib\site-packages\gradio\frpc_windows_amd64 cause PUA:Win32/Presenoker was detected in it.

Malwarebytes do not detect the virus in the file, could it be a windows defender false positive?

### Steps to reproduce the problem

use  argument --share when launching webui

### What should have happened?

webui should return a gradio link instead of "Could not create share link, please check your internet connection."

### Commit where the problem happens

151233399c4b79934bdbb7c12a97eeb6499572fb

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

Windows

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

Mozilla Firefox

### Command Line Arguments

_No response_

### Additional information, context and logs

_No response_
Repository: vscode
Issue: Detect indentation from content confused by Doxygen comments
Labels: feature-request,editor-indent-detection

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
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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: 1.74.2
- OS Version: macOS 12.6.1

Steps to Reproduce:

1. Paste the following snippet into a new document (language type C++)
```cpp
class A
{
   int a;
};

/** Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nunc condimentum
    dignissim convallis. */
class B
{
   /** Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nunc condimentum
       dignissim convallis. */
   int b;
};
```
2. Select Command Palette → "Detect Indentation from Content"

The correct tab size for this snippet is 3, but VSCode detects a tab size of 4. If either of the Doxygen comments is deleted, the correct tab size of 3 is detected. (The wrapped lines in the Doxygen comments should somehow be ignored for the purposes of determining the tab size).
Repository: PowerToys
Issue: FancyZones : Firefox pulled out tabs and openshot child windows are not being treated as elligible windows by FancyZones
Labels: Issue-Bug,FancyZones-Dragging&UI,Product-FancyZones,Needs-Triage,Area-App Compat

### Microsoft PowerToys version

0.66

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

Pull out a tab our of a firefox window, try to activate FancyZone, it does not activate, whether using shift or a non-primary mouse button. 

In OpenShot, take a tool panel and turn it into a child window, then try to drag it to a FancyZone, unfortunately, doesn't work, FancyZones doesn't activate on right click or shift as it should.


FancyZones does not consider these to be windows 

### ✔️ Expected Behavior

Same behaviour as any other window

### ❌ Actual Behavior

Nothing happens, same as if FancyZones was not installed.

I have "allow child window snapping" enabled.

Also, another minor annoyance is that, pulled out tabs create new window which FancyZone will move to "last known zone"
As per "Move newly created windows to their last known zone", so wherever you drop that tab, it will end up to the last created Firefox window, so I have to disable "Move newly created...."  functionality for now.

### Other Software

Firefox  108.0.2
OpenShot 3.0.0
Repository: godot
Issue: Switch tool when selecting tile in TileMap editor.
Labels: bug,topic:editor,confirmed,usability,topic:2d

### Godot version

4.0 Beta 10 Mono

### System information

Windows 10, 1080 ti

### Issue description

I don't know if this is a bug, or a missing feature.
When i press a tile on the tilemap the tool need to switch back to select tool in the main editor window.
If any other tool is selected when you press the tilemap tile to "paint" it will not work.
Don't know how many times i spent restarting the editor because the "tilemap paint tool" didn't work.

See screenshot.
![Skärmbild 2023-01-08 002209](https://user-images.githubusercontent.com/13393087/211173924-6b39f8c1-512e-433f-8c90-2b75f5f752bb.png)


### Steps to reproduce

See screenshot

### Minimal reproduction project

s
[bugreport.zip](https://github.com/godotengine/godot/files/10367381/bugreport.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Log Time Stamps
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 ?

Log time stamps of when actions are completed/performed. This helps me know how long some actions take which would help me in choosing batch sizes to run for a number of hours.

### Proposed workflow

1. Activity Log (in UI) including TimeStamps
2. Timestamps in the Terminal of when things took place.

### Additional information

_No response_
Repository: godot
Issue: Thread::wait_to_finish throws error when called on a joined/returned thread
Labels: discussion,topic:core

### Godot version

4.0 master

### System information

Win 10, AMD Radeon RX 590

### Issue description

I have a thread to handle UPNP stuff which blocks when called.

When the thread is done, it signals. The main thread `await`s this signal, and then calls `wait_to_finish` -- this throws an error about not being able to join a thread from itself. This means it's being cleaned up already like expected -- yet there is also a warning saying we must call `wait_to_finish` or it won't be properly cleaned up.

I have solved this problem with my personal fork of Godot by changing `Thread` and everything in the engine that uses it to use normal naming conventions (`wait_to_finish` becomes `join`, like everything else is named), and providing detach. I also moved the "cleanup" code, of which there was none (why was that warning even there?), to the destructor, making the class no longer require the warning about calling `wait_to_finish`, and also bringing it more in line with what most people expect out of a thread. 

My only concern is.... I don't know what I'm doing when it comes to GitHub -- do I make a pull request? The fact that I changed the name of a method that's in.... some 45 files if my text editor didn't lie... means I doubt this will make it in to 4.0, if ever. But there's definitely a problem here, even if my code isn't the solution.

### Steps to reproduce

Create a thread; don't call `wait_to_finish` on it. Warning appears that seems needless.

Create a thread and `await` a signal saying it's done. After the await, call `wait_to_finish`. Note it throws an error.

### Minimal reproduction project

[test_case_thread.zip](https://github.com/godotengine/godot/files/10367586/test_case_thread.zip)
Open the example.tscn scene and run it with F6. Note the warning about not having called `wait_to_finish` and also the error about trying to call join on itself.

**NOTE**: I tried to keep it exactly accurate to what went wrong so it still does do a UPNP discover -- this is not part of the problem, merely there to be the same timed external event.
Repository: neovim
Issue: nvim_parse_cmd/nvim_cmd don't work with ++opt arguments
Labels: bug,api

### Describe the bug

`nvim_parse_cmd` doesn't return command info to handle ++opt.
For example, `nvim_parse_cmd` parses `edit ++ff=unix test.txt` as `edit {file_name}`.
The same is true for `write ++p`.


### Steps to reproduce

minimal.lua
```lua
local cmd = vim.api.nvim_parse_cmd("edit ++ff=unix test.txt", {})
print(vim.inspect(cmd.args)) -- { "++ff=unix test.txt" }
vim.cmd(cmd)
print(vim.fn.bufname("%")) -- test.txt ++ff=unix
```

```
./build/bin/nvim --clean +'luafile minimal.lua'
```


### Expected behavior

nvim_parse_cmd returns cmd to handle ++opt.

```lua
local cmd = vim.api.nvim_parse_cmd("edit ++ff=unix test.txt", {})
vim.cmd(cmd)
print(vim.fn.bufname("%")) -- test.txt
```



### Neovim version (nvim -v)

0.9.0-dev-629+gd89290b45

### Vim (not Nvim) behaves the same?

N/A (nvim_parse_cmd)

### Operating system/version

Ubuntu 22.04

### Terminal name/version

wsltty

### $TERM environment variable

xterm-256color

### Installation

build from repo
Repository: PowerToys
Issue: RenameFolders
Labels: Needs-Triage

### Description of the new feature / enhancement

Allowing to rename folders

### Scenario when this would be used?

same like file rename

### Supporting information

_No response_