sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Quick Accent: Enhancement: Add "¡" and "¿" to "!" and "?" quick accent menu
Labels: Idea-Enhancement,Help Wanted,Good first issue,Product-Quick Accent

### Description of the new feature / enhancement

When "!" + <space> is pressed, a menu with "¡" appears.
When "?" + <space> is pressed, a menu with "¿" appears.


### Scenario when this would be used?

This is a set of characters used when writing in Spanish. It marks the beginning of an exclamation or question in a sentence.

### Supporting information

_No response_
Repository: pytorch
Issue: torch::quantile performance?
Labels: module: performance,triaged

### 🐛 Describe the bug

Computing quantiles is ~10X slower than expected

```python
import time
import torch
import numpy as np

t = torch.rand(1_000_000)
a = t.numpy()

start = time.time()
t.median()
end = time.time()
print("torch median", end - start)

start = time.time()
t.quantile(torch.tensor([0.25, 0.75]))
end = time.time()
print("torch quant ", end - start)

start = time.time()
np.median(a)
end = time.time()
print("numpy median", end - start)

start = time.time()
np.quantile(a, [0.25, 0.75])
end = time.time()
print("numpy quant ", end - start)
```

```
torch median 0.013309478759765625
torch quant  0.10049819946289062
numpy median 0.012769222259521484
numpy quant  0.014006376266479492
```

### Versions

```
Collecting environment information...
PyTorch version: 1.12.1+cu113
Is debug build: False
CUDA used to build PyTorch: 11.3
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.3 LTS (x86_64)
GCC version: (Ubuntu 9.3.0-17ubuntu1~20.04) 9.3.0
Clang version: Could not collect
CMake version: version 3.22.4
Libc version: glibc-2.31

Python version: 3.8.10 (default, Nov 26 2021, 20:14:08)  [GCC 9.3.0] (64-bit runtime)
Python platform: Linux-5.13.0-27-generic-x86_64-with-glibc2.29
Is CUDA available: True
CUDA runtime version: Could not collect
GPU models and configuration: 
GPU 0: NVIDIA A100-PCIE-40GB
GPU 1: NVIDIA A100-PCIE-40GB
GPU 2: NVIDIA A100-PCIE-40GB
GPU 3: NVIDIA A100-PCIE-40GB

Nvidia driver version: 495.46
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.8.3.2
/usr/lib/x86_64-linux-gnu/libcudnn_adv_infer.so.8.3.2
/usr/lib/x86_64-linux-gnu/libcudnn_adv_train.so.8.3.2
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_infer.so.8.3.2
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_train.so.8.3.2
/usr/lib/x86_64-linux-gnu/libcudnn_ops_infer.so.8.3.2
/usr/lib/x86_64-linux-gnu/libcudnn_ops_train.so.8.3.2
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.21.5
[pip3] torch==1.12.1+cu113
[conda] Could not collect
```

cc @VitalyFedyunin @ngimel
Repository: go
Issue: x/pkgsite: Excluding private packages from external site lookups
Labels: pkgsite

Running `golang.org/x/pkgsite/cmd/pkgsite` locally to see documentation for a package I'm working on has been a generally great experience, but I've noticed that pkgsite is trying to fetch information from https://deps.dev for my private packages, and I'd like to avoid those requests.

For example, if I make `go.mod`
```gomod
module example.com/demomodule

go 1.19
```

and `demo.go`

```go
package demomodule

func ThisIsAFunction() {}
```

When I run `golang.org/x/pkgsite/cmd/pkgsite` from that directory, I can see rendered docs when I go to http://localhost:8080/example.com/demomodule in my browser, but I also see failed requests to deps.dev:

```console
$ pkgsite
2022/09/16 09:17:27 Info: Listening on addr http://localhost:8080
2022/09/16 09:17:33 Info: FetchDataSource: fetching example.com/demomodule@latest
2022/09/16 09:17:33 Info: FetchDataSource: fetched example.com/demomodule@latest in 4.04575ms with error <nil>
2022/09/16 09:17:33 Warning: fetching url from deps.dev: Get "https://deps.dev/_/s/go/p/example.com%2Fdemomodule/v/v0.0.0/exists": context deadline exceeded
```

#47463 suggests other external sources might be called in the future, so would it make sense to have a configurable pattern (similar to how `GOPRIVATE/GONOPROXY/GONOSUMDB` work?) to exclude certain packages from being looked up in external resources?
Repository: godot
Issue: Incorrect behavior of painting tiles
Labels: bug,topic:editor,needs testing,topic:2d

### Godot version

4.0 beta1

### System information

Win11  GeForce GTX1060 6GB

### Issue description

![动画](https://user-images.githubusercontent.com/39994989/190650613-3f402b0d-ef99-468d-9c6a-7aafdd3e302f.gif)


### Steps to reproduce

After setting the terrain bit mask, you can see the surrounding tiles disappear when you draw the terrain with pencil. And when drawing with the line tool or the box tool, only the selected tiles are changed.

### Minimal reproduction project

[test2.zip](https://github.com/godotengine/godot/files/9586085/test2.zip)
Repository: stable-diffusion-webui
Issue: Use conda venv
Labels: enhancement

Is there a way to use the global conda venv for running this webui, since even after activating the conda venv the launch.py always installs packages into the local venv subfolder and uses them.
This way it is confusing which package versions are used, especially because the packages in requirements.txt can differ from those defined in launch.py.
For example, the original repo respects a conda venv like in https://github.com/sd-webui/stable-diffusion-webui/blob/master/webui.cmd
Repository: go
Issue: cmd/link: support for zstd-compressed DWARF sections
Labels: NeedsInvestigation,FeatureRequest,compiler/runtime

I recently read a blog post by @maskray comparing different compression algorithms for DWARF: https://maskray.me/blog/2022-09-09-zstd-compressed-debug-sections

The blog post concludes that zstd is the best choice (as it is in many other scenarios), and the author has done some work on establishing `ELFCOMPRESS_ZSTD`.

I don’t know if it’s too early, or if anything else is preventing us from doing so, but wanted to file this issue to track support for using zstd to make Go DWARF sections smaller and faster to write and read.

There is a good native Go implementation of zstd available: https://pkg.go.dev/github.com/klauspost/compress/zstd
Repository: go
Issue: runtime: clean up export_test.go
Labels: Thinking,NeedsInvestigation,compiler/runtime

@mknyszek, @cherrymui, @rsc, and I were discussing how to simplify `runtime/export_test.go`. It's become quite ungainly, and the difficulty of re-exporting runtime internals (especially data structures) I believe actively discourages us from writing unit tests. There are a few things we could do:

1. Generate `export_test.go`. Have some way of describing what runtime internals we want and just code generate the bulk of the wrappers. This is easy for functions, and remains messy for data structures, but at least a tool would be handling the mess.
2. Flip things around. Put (most) runtime unit tests in package `runtime` instead of `runtime_test`, so they can directly access runtime internals. Now because of layering we have the reverse problem we do today. These test functions can't import `testing`, so we would copy the `testing.TB` interface into runtime, write the tests to take this interface, and autogenerate trivial `TestX(*testing.T)` functions into `runtime_test` that would just call the real tests. We would also need access to some of the standard library (e.g., `sync.WaitGroup`, `reflect.DeepEqual`), and for that we can inject closures into the runtime test. The key advantage of this approach is that rather than trying to access unexported things across packages, we're accessing exported things across packages.
3. Make it possible to import `testing` from `runtime`. The `testing` package already widely uses the sort of cross-DAG injection I described above to minimize its dependencies, but it could go even further. This would benefit a couple dozen packages that can't import `testing` today. The advantage of this is that we wouldn't need to generate `TestX` wrappers because we could use `testing.T` directly. However, we would still need to inject other library dependencies as in option 2. Since it's easy to write a tool to generate the wrappers and this tool could be shared, it's not clear this is much of an advantage.

Overall, it seems like option 2 is the best balance. We can also migrate toward it incrementally, perhaps writing new tests in this style, or moving particularly onerous `export_test` tests over.
Repository: PowerToys
Issue: [Text Extractor] Text popup windows disappear on activating Text Extractor
Labels: Issue-Bug,Priority-2,Product-Text Extractor

### Microsoft PowerToys version

0.62.0

### Running as admin

- [ ] Yes

### Area(s) with issue?

TextExtractor

### Steps to reproduce

1. Open an app which generates a popup text box when you place the mouse over a certain part of the screen. (I was using the Settings page in an app called Anki.)
2. Activate the Text Extractor using the keyboard shortcut. (I set it to Win + Shift + F)
<img width="415" alt="image" src="https://user-images.githubusercontent.com/92206575/190673717-e167ab07-0d69-41db-a6f7-7d2c828cd67b.png">


### ✔️ Expected Behavior

The popup persists and the user can capture the popup for extracting text via OCR.

### ❌ Actual Behavior

The popup disappeared and, thus, I was unable to capture it for extracting text via OCR.

Note: The popup didn't disappear while capturing it via Snip & Sketch (using Win + Shift + S shortcut).

### Other Software

Anki v2.1.54
https://apps.ankiweb.net/
Repository: PowerToys
Issue: Run – Windows settings: Use the Control Panel icon for the corresponding items
Labels: Needs-Triage

### Description of the new feature / enhancement

Whether the presented results are from the new Settings app or the Control Panel, it's all just a list of cog wheels.

I'd to take another look to realize why the Control Panel section was opened when I wanted to check Add or remove programs (more on that in issue #20623).

Implementing this would obviously make things easier to distinguish at a glance.

### Scenario when this would be used?

When Windows settings are part of the search results for PowerToys Run.

### Supporting information

![image](https://user-images.githubusercontent.com/67732686/190676420-00e13f9d-4cc2-4388-a330-5e7076c4c746.png)
Repository: PowerToys
Issue: Additional Windows functions
Labels: Idea-New PowerToy,Product-Window Manager,Needs-Triage

### Description of the new feature / enhancement

Will be nice to have a button in the title bars like Chamaleon app and have this option list on right click app on task bar:
![window1](https://user-images.githubusercontent.com/8228538/190683440-8b6d519e-60f5-4eb0-938f-7ba330908779.png)
And some extra functions like:
Minimize to try
Transparency (0 to 100)
Trim windows (like OBS with Alt)
![Trim](https://user-images.githubusercontent.com/8228538/190683463-9f0c9dfd-b11a-4a2e-b9b5-8445821165c5.png)


### Scenario when this would be used?

Small screens, overlap windows, production, projectors... a lot of nice things can work with this

### Supporting information

[https://www.chameleon-managers.com/window-manager/](url)
Repository: pytorch
Issue: NestedTensor 2.0 issue tracking
Labels: triaged,module: nestedtensor

# Summary 
This is used as a top level doc to track all 1.13 issues for nestedtensors

# Issues:
- [x] Complete #83775 (move`torch.nested_tensor`)
- [x] Improve documentation in torch.nested, document op coverage https://github.com/pytorch/pytorch/pull/85186
- [x] Improve perf of NT matmul #85064 https://github.com/pytorch/pytorch/pull/85311
- [x] Improve perf of NT bmm ~https://github.com/pytorch/pytorch/pull/85441~ https://github.com/pytorch/pytorch/pull/85894
- [x] Add fastpath for matmul using bmm https://github.com/pytorch/pytorch/pull/85857
- [x] ~Improve perf of NT softmax https://github.com/pytorch/pytorch/pull/85441~ approach seemed to regress for bmm
- [x] https://github.com/pytorch/pytorch/issues/85376 https://github.com/pytorch/pytorch/pull/85593
- [x] Only allow one "-1" in reshape https://github.com/pytorch/pytorch/pull/85691
- [x] ~[Tutorial](https://pytorch.org/tutorials/prototype/nestedtensor) display issues~
- [x]  The [NestedTensor Tutorial](https://github.com/pytorch/tutorials/blob/main/prototype_source/nestedtensor.py) has been updated to have more reasonable baseline to compare against and utilizes _sdpa under the hood through nn.mha.
- [ ] #91508



# Non Blocking issues:
- [ ] #91471
# Push
- [ ] Do we want to expose `from_padded_tensor` or potentially `torch._nested_from_padded_and_nested_example`?


cc @cpuhrsch @jbschlosser @bhosmer @mikaylagawarecki
Repository: rust
Issue: Merge commits break LLVM CI download
Labels: T-bootstrap,E-medium,C-bug

While PRs are not allowed to have merge commits, they can still be useful locally (or for not rewriting history for longer-running branches). 

However, they break the commit detection logic for downloading CI artifacts.

### Steps to Reproduce

1. `git checkout <old-commit>`
2. `git merge --no-ff master`
3. `./x.py build library/std`

### Expected Result

Builds fine.

### Actual Result

~~~
...
downloading https://ci-artifacts.rust-lang.org/rustc-builds/<old-commit>/rust-dev-nightly-x86_64-unknown-linux-gnu.tar.xz
curl: (22) The requested URL returned error: 404      #                                                                               

error: failed to download llvm from ci

help: old builds get deleted after a certain time
help: if trying to compile an old commit of rustc, disable `download-ci-llvm` in config.toml:

[llvm]
download-ci-llvm = false

Build completed unsuccessfully in 0:01:43
~~~
Repository: vscode
Issue: Define ordering when multiple outlines are present
Labels: feature-request,outline

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: No

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- VS Code Version: 1.71.2
- OS Version: 12.6

Steps to Reproduce:

1. Add custom document symbols for a YAML document in addition to those provided by the RedHat YAML extension.

The bread crumbs for a document are not showing our custom document symbols but using those of another extension. Our outline also appears second in the outline view. In the screenshot below, we want the Solution tree to appear first. We are providing the custom document symbols via our language server extension and were directed here by that team (https://github.com/microsoft/vscode-languageserver-node/issues/1077).

![](https://user-images.githubusercontent.com/179807/190452505-e0d56381-8eda-4b61-84d5-7f06615c907a.png)

![](https://user-images.githubusercontent.com/179807/190452559-7ed65c17-ec31-436f-be4d-d67f75322fd9.png)
Repository: axios
Issue: maxRedirect=0 and response status 302 throw exception
Labels: state::triage

When the url is a 302 link, an exception will be thrown. I cannot get the response

```
let request = {
        url:url,
        method:'get',
        withCredentials:true,
        maxRedirects: 0,
        validateStatus: (status) => {
            return status >= 200 && status < 400;
        }
}

axios.request(request).then(response => {
        res.set(response.headers);
        res.status(response.status).send(response.data);
    }).catch(error => {
        if (error.response) {
            res.set(error.response.headers);
            res.status(error.response.status).send(error.response.data);
        }else{
            res.status(500).send(error);
        }
    });
```
Repository: react
Issue: Bug: onChange handler is lost between re-renders
Labels: Component: DOM,Type: Needs Investigation




React version: 18
In our application, we have a checkbox and a button on a page. The button opens a popup which in turn attaches a onClick event of type capture at body level.
Now, when we click on the checkbox we observed the onChange handler never gets a chance to execute.

## Steps To Reproduce
1. Click on the button to open a popup.
2. popup attaches a click handler at body level. This event is of type 'capture' to close the popup whenever some random click happens anywhere on the page. 
3. Now, if we click on the checkbox the body level click event is executed before the checkbox's onChange event.
4. This click event in turn updates some state, which causes re-render of the checkbox component.
5. popup is closed.
6. The onChange event attached with the checkbox never got a chance to be executed. It is lost somewhere.

[Link to code example:](https://codesandbox.io/s/cocky-moon-2tr7e8?file=/src/App.js)

## The current behavior
The checkbox remains either checked or unchecked.

## The expected behavior
The checkbox should get checked and unchecked with every other click.
Repository: bitcoin
Issue: Script: SCRIPT_VERIFY_SIGPUSHONLY sits unused (except tests)
Labels: Brainstorming

Turns out this flag was added for BIP62, which was withdrawn a long time ago. It's only used in tests, not in policy or consensus otherwise.

If there's no plans on picking the BIP back up, better to remove?

h/t @ajtowns
Repository: godot
Issue: Physical sky material missing the sun disk
Labels: discussion,topic:rendering,topic:3d

### Godot version

4.0 beta 1

### System information

Windows 11

### Issue description

PhysicalSkyMaterial doesn't have a sun disk.
So the **sun disk scale** property doesn't affect anything.

Workaround:
Convert PhysicalSkyMaterial to shader material.
Replace **LIGHT0_SIZE** constant with 0.1
```
float sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale);
float sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);
```
```
float sunAngularDiameterCos = cos(0.1 * sun_disk_scale);
float sunAngularDiameterCos2 = cos(0.1 * sun_disk_scale*0.5);
```

My guess is something with the **LIGHT0_SIZE**.


### Steps to reproduce

- Create a WorldEnvironment node
- Choose a new Environment
- Set mode to Sky
- Create new Sky and choose a PhysicalSkyMaterial
- Try adjusting sun disk scale

### Minimal reproduction project

[Sun.zip](https://github.com/godotengine/godot/files/9586461/Sun.zip)
Repository: godot
Issue: Moving anchors also moves offets
Labels: discussion,topic:editor,topic:gui

### Godot version

4.0

### System information

Windows 10  Ryzen 3,   Redeon VEga

### Issue description

Expectation:

Clicking this button should only move the anchors and not the offset.
![image](https://user-images.githubusercontent.com/9627628/190708129-6aa87d6b-78b0-4487-9540-15e202c6c921.png)

Instead, it moves both the anchor and the offset.  
![image](https://user-images.githubusercontent.com/9627628/190708188-deccdadd-11f8-42b3-b1a5-3fc3b26fcc00.png)


### Steps to reproduce

Select the offset button with the anchor mode toggled.  

Select another corner.  Notice the control node moves.  It should not.

### Minimal reproduction project

You can do this with any control node.
Repository: electron
Issue: [Feature Request]: Using SFSymbols as source for nativeImage
Labels: enhancement :sparkles:,platform/macOS,component/native-image

### 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

SFSymbols are macOS native icons consisting of 3k+ high quality icons. Currently seems there is no way to use them in Electron apps built for macOS.

<img width="691" alt="CleanShot 2022-09-16 at 21 47 10@2x" src="https://user-images.githubusercontent.com/7311462/190718766-6c6e1fe0-3407-44f5-b1f4-13ca7645f8c8.png">

It is trivial to use it natively in swiftUI

```swift
Image(systemName: "square.and.pencil")
```



### Proposed Solution

eg.

```ts
nativeImage.fromSFSymbolName("square.and.pencil")
```

### Alternatives Considered

It is possible to export SFSymbols to PNG using native MacOS app "SF Symbols", but it is quite a manual process.

### Additional Information

_No response_
Repository: PowerToys
Issue: Shortcut Guide
Labels: Issue-Docs,Needs-Triage,Needs-Team-Response

### Provide a description of requested docs changes

Either I'm blind, or the Shortcut Guide does not include the PowersToys from the latest release this week?
Repository: godot
Issue: TextureArray does not support float/half-float layers
Labels: bug,topic:core

### Godot version

3.x

### System information

Windows 10, GLES3

### Issue description

Somehow images in a `TextureLayered` get converted to normalized values. When you run the following code:

```gdscript
func _ready():
	# This works
	var im := Image.new()
	im.create(5,5, false, Image.FORMAT_RF)
	im.lock()
	for i in range(5):
		im.set_pixel(i, i, Color(i, i, i))
	im.unlock()
	
	im.lock()
	for i in range(5):
		print(im.get_pixel(i, i).r)
	im.unlock()
	
	# This breaks
	var arr = TextureArray.new()
	arr.create(5, 5, 1, Image.FORMAT_RF)
	arr.set_layer_data(im, 0)
	
	var im2 = arr.get_layer_data(0)
	im2.lock()
	for i in range(5):
		print(im2.get_pixel(i, i).r)
	im2.unlock()
```

It will first output 0, 1, 2, 3, 4 correctly, but the second time (using the image returned from `get_layer_data`) it prints 0, 1, 1, 1.

### Steps to reproduce

Create an image with e.g. `FORMAT_RF`, put values > 1.0 in via `set_pixel`, make the image part of a `TextureLayered`, then get the image from the layers, and read the pixels.

See the code mentioned above.

### Minimal reproduction project

See above.
Repository: flutter
Issue: Better accessibility support for lists
Labels: c: new feature,framework,a: accessibility,P3,team-framework,triaged-framework

In an HTML web page I can write something like this:
```
<html>
  <body>
    <ul>
      <li>An item</li>
      <li>Another item</li>
      <li>And another one</li>
    </ul>
  </body>
</html>
```
When the accessibility focus reaches "An item", the screen reader reads out "list with 3 items; an item; list item". In Flutter, there's no way I can see to mark a container as a list of items for accessibility, possibly something like:
```
Semantics(list: true)
```
and
```
Semantics(listitem: true)
```
or maybe be able to specify the item count directly in the parent as an alternative to the semantic engine inferring it from the numbe of descendants that have listitem: true.