sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Expand Icon not working correctly with high values of "Display Scale" 
Labels: bug,topic:gui

### Tested versions

- Reproducible in Godot 4.2.1 

### System information

Windows 11 pro 23H2 , Godot 4.2.1

### Issue description

I am working on a plugin which needs UI Editor
since my display resolution is high, I am using a high Scale value (Settings/System/Display/Scale & layout) for my primary Display (laptop):
![image](https://github.com/godotengine/godot/assets/21969875/8dad2cb5-9f3c-4529-9572-415d80c70209)

 when I use icons on buttons that are childe of a HBoxContainer, Icon image becomes super small 
 
![image](https://github.com/godotengine/godot/assets/21969875/9bcf150a-715d-4be4-92dc-6ee72568b257)
 So the rendered result would be:
 
![image](https://github.com/godotengine/godot/assets/21969875/14086489-2f60-4c3b-8abf-efe53a5bdd52)
(see the small white circles on the right)

when I change the Display scale to smaller values (say 125 for example) the icons get bigger, Like below:
![image](https://github.com/godotengine/godot/assets/21969875/d51d5a01-b74a-4973-a302-cf39a18ff001)


### Steps to reproduce

- Set primary Display Scale, on maximum value available
- Open the reproduction project, a tab named "List" is docked on the Upper left part of Editor.
- You can see the icons are very small.
- Close the Godot project, change the Scale back to a small value, like 100% 
- Open the project again, icons should be well sized.

### Minimal reproduction project (MRP)

Reproduction project:
[Bug Repro.zip](https://github.com/godotengine/godot/files/15009925/Bug.Repro.zip)
Repository: transformers
Issue: Token merging for LLM Inference
Labels: Feature request

### Feature request

I propose to create an Optimized Inference class for LLM where the input sequence is merged using SLERP to process smaller sequences. I did experiments on Mistral 7B Instruct and it turns out that you still have decent results while processing up to 2x smaller sequences.
The code is here https://github.com/samchaineau/llm_slerp_generation and I made it usable in a text-generation pipeline

![demo](https://github.com/huggingface/transformers/assets/47329252/1b10d269-c61d-4c7d-a499-dfbcf31b27bf)


### Motivation

While we are improving a lot on the training side, LLMs still generate in a brute force manner. From the experiments, processing the full sequence does not necessarily help to better predict the last token. Hence, we could speed up significantly the inference of the LLM by computing on a smaller sequence inside the attention modules. 

### Your contribution

I did experiments, proposed an OptimizedMistral class and a notebook to try it. I tested the merged inference model on alpaca eval and the results are encouraging as it still outperforms gemma 7B it for instance. I could help to build the wrapper class and see how to insure a dual usage : one for training and one for generation.
Repository: kubernetes
Issue: [bug] StorageError: invalid object
Labels: kind/bug,sig/api-machinery,help wanted,triage/accepted

Copied from https://github.com/kubernetes-sigs/controller-runtime/issues/1881 where this was originally reported, as it is unlikely this has anything to do with controller-runtime. Unfortunately, the prow transfer plugin doesn't support cross-org transfer :(

/kind bug
/sig api-machinery
/cc @stijndehaes @pier-oliviert
Hi All,

We are seeing a lot of error logs when running our operator into production. And we can't figure out what is happening. The basic flow of what we do goes as follows:

```
func (r *SparkReconciler) createSparkSubmitterPod(ctx context.Context, spark *runtimev1.Spark) error {
	var pod corev1.Pod
	err := r.Get(ctx, client.ObjectKey{
		Name:      submitterPodName(spark),
		Namespace: spark.Namespace,
	}, &pod)
	if apierrors.IsNotFound(err) {
		r.Log.V(1).Info("Creating the spark submitter pod")
		return r.doCreateSparkSubmitterPod(ctx, spark)
	}
	return errors.Wrap(err, "Failed getting the pod")
}
```
As you can see in the code snippet. We create a pod only when it does not exist. Because we read from cache we know that the get call can return not found when the pod exists. We do the following in the doCreateSparkSubmitterPod:

```
if err := r.Client.Create(ctx, pod); err != nil {
    if apierrors.IsAlreadyExists(err) {
	return nil
    }
    return errors.Wrap(err, "Failed creating the pod")
}
```
So we capture an already exists error. However we tend to see a lot of errors like this when running into production:
```
"error":"Operation cannot be fulfilled on pods \"255f70af-5699-46c6-8002-a4df45af5209\": StorageError: invalid object, Code: 4, Key: /registry/pods/addatatest2/255f70af-5699-46c6-8002-a4df45af5209, ResourceVersion: 0, AdditionalErrorMsg: Precondition failed: UID in precondition: f8104e60-1a9d-40ca-847e-52bc0f556844, UID in object meta: "
```

We have no clue on how to proceed on this. I think it might happen when the pod already exists. But not entirely sure. Perhaps someone can shed a light on this?
Repository: godot
Issue: Gamepad being reported twice on Linux
Labels: bug,platform:linuxbsd,topic:input

### Tested versions

- Reproducible in: v4.2.1.stable.gentoo [b09f793f5], v4.2.1.stable.official [b09f793f5]

### System information

Gentoo Linux - Godot v4.2.1.stable

### Issue description

Wean on Linux Gamepads are beeing reported twice in all cases this behavior is not present on Windows this messes up gamepad detection on cross platform code bases in my case I have one PS4 and one PS5 controller plugged in via USB this also occurs with two PS5 controllers 

**Output on Gentoo Linux**
`Gamepad 0 = PS5 Controller`
`Gamepad 1 = PS5 Controller`
`Gamepad 2 = PS4 Controller`
`Gamepad 3 = PS4 Controller`
`Gamepad 4 =`
`Gamepad 5 =`

**Output on Windows**
`Gamepad 0 = PS5 Controller`
`Gamepad 1 = PS4 Controller`
`Gamepad 2 = `
`Gamepad 3 =` 
`Gamepad 4 =`
`Gamepad 5 =`

### Steps to reproduce

**Step - 1**
Plugin any 2 Gamepads I have tested PS4 and PS5 controllers they both do the same thing

**Step - 2**
Add the following code to your GDScript this will print the names of your first 5 joypad devices
`print("Gamepad 0 = " + Input.get_joy_name(0))`
`print("Gamepad 1 = " + Input.get_joy_name(1))`
`print("Gamepad 2 = " + Input.get_joy_name(2))`
`print("Gamepad 3 = " + Input.get_joy_name(3))`
`print("Gamepad 4 = " + Input.get_joy_name(4))`
`print("Gamepad 5 = " + Input.get_joy_name(5))`


### Minimal reproduction project (MRP)

[Linux_Gamepad_Bug.tar.gz](https://github.com/godotengine/godot/files/15011038/Linux_Gamepad_Bug.tar.gz)
Repository: PowerToys
Issue: add an option for customizing close window or kill process keyboard shortcut in windows walker
Labels: Needs-Triage

### Description of the new feature / enhancement

I want an option to customize keyboard shortcut of closing window or killing process not to be forced to use Ctrl + f4 for closing the window and Ctrl + delete for killing process 

### Scenario when this would be used?

it will be way easier to manage and handle open apps to use a customize shortcut. for example: Ctrl + Space

### Supporting information

_No response_
Repository: material-ui
Issue: [material-ui][Switch] Unsupported color after upgrade @mui/material to 5.15.13
Labels: component: switch,package: material-ui,status: expected behavior

### Steps to reproduce

Link to live example: (https://stackblitz.com/edit/react-ceuj3r-aa3qzw?file=theme.ts)

Steps:
1. Update to MUI v.5.15.13 or 5.15.15
2. Use a theme provider with colors in 'r, g, b' format as below
```
export const theme = createTheme({
  palette: {
    primary: {
      main: '58, 53, 65',
      light: '58, 53, 65',
    },
  },
});
```
3. Add Switch component to your page as below
```
<ThemeProvider theme={theme}>
  <Switch color="primary" checked={true} />
</ThemeProvider>
```
4. Load the page in your browser


### Current behavior

Gives me the error:
MUI: Unsupported `58, 53, 65` color.
The following formats are supported: #nnn, #nnnnnn, rgb(), rgba(), hsl(), hsla(), color().

### Expected behavior

Renders the color without error

### Context

_No response_

### Your environment

I couldn't get `npx @mui/envinfo` to work.

Tested with Chrome browser.

**Search keywords**: Switch, theme, palette, ThemeProvider
Repository: rust
Issue: "wrap the `u32` in a closure with no arguments" doesn't always make sense
Labels: A-diagnostics,T-compiler

### Code

```Rust
fn f<F: FnMut()>() {}
fn main() {
    f::<u32>();
}
```


### Current output

```Shell
error[E0277]: expected a `FnMut()` closure, found `u32`
 --> src/main.rs:3:9
  |
3 |     f::<u32>();
  |         ^^^ expected an `FnMut()` closure, found `u32`
  |
  = help: the trait `FnMut<()>` is not implemented for `u32`
  = note: wrap the `u32` in a closure with no arguments: `|| { /* code */ }`
note: required by a bound in `f`
 --> src/main.rs:1:9
  |
1 | fn f<F: FnMut()>() {}
  |         ^^^^^^^ required by this bound in `f`
```


### Desired output

```Shell
The suggestion to "wrap" should not be shown, as there is no argument.
```


### Rationale and extra context

"wrap the `u32` in a closure with no arguments: `|| { /* code */ }`" doesn't make sense as there is no code of that type.

### Other cases

_No response_

### Rust Version

```Shell
Current nightly
```


### Anything else?

Even if there is an argument, this is somewhat questionable:
```rust
fn f<F: FnMut()>(_: F) {}
fn main() {
    f(0u32);
}
```
This suggests `f(|| 0u32)` but that's still ill-typed as the closure must have return value `()`. So the suggestion should probably only be shown if the type of the expression matches the return type of the closure.
Repository: ant-design
Issue: Pressing "ESC" key doesn't close the modal when the focus is on a search select inside the modal
Labels: Inactive,⌨️ Accessibility

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/p/sandbox/antd-reproduction-template-forked-2nrh6j?file=%2Findex.js%3A26%2C27)

### Steps to reproduce

- Click the "Open modal" button in the reproduction sandbox
- Click in the search input inside the modal, so that is has the focus
- Press the keyboard ESC key

### What is expected?

The modal closes.

### What is actually happening?

The modal stays open.

| Environment | Info |
| --- | --- |
| antd | undefined |
| React | 18.2.0 |
| System | Windows 10 Pro |
| Browser | Firefox 124.0.2 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: svelte
Issue: `event.currentTarget` wrongly changes reference to the <body> after an `await`, inside an onclick event
Labels: documentation

### Describe the bug

```svelte
<button onclick={async event => {
	console.log(event.currentTarget); // <button>
	await new Promise((resolve)=>resolve())
	console.log(event.currentTarget); // <body>
}}>Click me</button>
```

The first `event.currentTarget` correctly references the `button`, but after awaiting the promise (or in a then() ), it changes reference to the `body`

Problem disappears if I change the `onclick` to the old `on:click`

### Reproduction

https://svelte-5-preview.vercel.app/#H4sIAAAAAAAAA52Qvw6CMBDGX-XSCRIDO1oS4ws4uKlDLSdpLD3SXjGE8O6WiE5OTvfvu--Xu0ncjcUgqvMknOpQVGLf92IjeOyXIgxoGVMdKHq9dHa3yEwOyGlr9ENOKoxOAw7oGGQN08VdWJMLDKtSvoeFjt6neFK-Rd5-ZGSxsNRmPzQgpVxN8i2UJazsetlVT2UYHD7h6KkzAbPMY3IbMJf1mmV5_h-GmjFB5rk-LDdCh7vyi07P6Kgxd4ONqNhHnK_zC1Gr0X5HAQAA

### Logs

_No response_

### System Info

```shell
not relevant
```


### Severity

annoyance
Repository: godot
Issue: The debugger crashes randomly during debugging.
Labels: bug,topic:editor,needs testing,crash

### Tested versions

4.2.1stable.mono - 4.2.2stable.mono 


### System information

Windows 10,  Ryzen5 3500, GTX 1080Ti

### Issue description

During debugging, at a random stage of debugging, the game closes without any errors, and the debugging process stops. There are no errors following this. Without debugging, the game runs normally and does not close during operation.
Within the limits of my knowledge and skills, I looked through all the code where the error started to appear and also tried to detect it with the help of logging. But since the error occurs at a random moment of working with the inventory, I could not trace it.
Video: https://www.youtube.com/watch?v=9m1fz-Kz0w4&ab_channel=Lingondary

### Steps to reproduce

Run a debug inside Godot with GD Script

### Minimal reproduction project (MRP)

Any
Repository: godot
Issue: Changing the name of an autoload doesn't remove the old name from syntax highlighting/completion
Labels: bug,topic:gdscript,topic:editor

### Tested versions

v4.3.dev.custom_build [4b7776e31]

### System information

linux

### Issue description


https://github.com/godotengine/godot/assets/71937306/2272cd22-2e78-4233-902d-5de17ecd1ed4



### Steps to reproduce

- add any script as an autoload
- rename it

### Minimal reproduction project (MRP)

any
Repository: vscode
Issue: Debug API test flake
Labels: bug,debug,integration-test-failure

https://dev.azure.com/monacotools/Monaco/_build/results?buildId=268994&view=logs&j=0304f796-6596-5b42-8573-3d5da85bc4a5&t=1a53f334-c977-530c-cec1-ac39ef9d774a&l=575

 1) vscode API - debug
       start debugging:
     Error: Timeout of 60000ms exceeded. For async tests and hooks, ensure "done()" is called; if returning a Promise, ensure it resolves. (D:\a\_work\1\s\extensions\vscode-api-tests\out\singlefolder-tests\debug.test.js)
      at listOnTimeout (node:internal/timers:569:17)
      at processTimers (node:internal/timers:512:7)
Repository: pytorch
Issue: Error using the  "index_put_" function
Labels: module: binaries,module: windows,module: cpp,triaged,module: advanced indexing

### 🐛 Describe the bug

Hello. I am using a c++ version of pytorch. I have the follow code

```cpp
auto opts1 = torch::TensorOptions().dtype(torch::kInt);
auto opts2 = torch::TensorOptions().dtype(torch::kFloat);
torch::Tensor t1 = torch::zeros({3,3},opts2);
torch::Tensor i = torch::tensor({0,1,1,2},opts1);
torch::Tensor j = torch::tensor({1,1,1,1},opts1);
std::cout << "t1\n" << t1<<std::endl;
t1.index_put_({i,j},torch::tensor({1,2,3,4},opts2),true); //Error here
std::cout << "t1\n" << t1 <<std::endl;
```
When i use in-place operation of "index_put_", i get some error. I don't understand the error because i work in CLion with CMake and use MSVC compiler. All I see are assembler operations and addresses in disassembled code.
i noticed one thing. If i remove bool argument for accumulating, it'll work. I don't understand why it happens.

### Versions

-

cc @seemethere @malfet @osalpekar @atalman @peterjc123 @mszhanyi @skyline75489 @nbcsm @vladimir-aubrecht @iremyux @Blackhex @cristianPanaite @jbschlosser
Repository: vscode
Issue: Resizing Primary Side Bar opens terminal Panel
Labels: bug,layout,splitview-widget,confirmed

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- VS Code Version: 1.88.1
- OS Version: Windows 11 Pro 23H2
Commit: e170252f762678dec6ca2cc69aba1570769a5d39
Date: 2024-04-10T17:41:02.734Z
Electron: 28.2.8
ElectronBuildId: 27744544
Chromium: 120.0.6099.291
Node.js: 18.18.2
V8: 12.0.267.19-electron.0
OS: Windows_NT x64 10.0.22635

Steps to Reproduce:

1. Open Primary Side Bar with Panel closed
2. Resize the Primary Side Bar. 

It always opens the Panel where the terminal lives, it didn't happened before. 

Did something change? Is there a config that I didn't find to disable this behaviour?

https://github.com/microsoft/vscode/assets/74925460/338b5586-baa8-48b8-8c2c-020c357b8367
Repository: pytorch
Issue: vmap over getitem indexing raises a RunTime error
Labels: triaged,module: functorch

### 🐛 Describe the bug

Calling `torch.vmap` over indexing raises a runtime error:

```py
import torch


def index(x, y):
    return x[y]

batched_index = torch.vmap(index, (None, 0))

x = torch.arange(3)

# this works as expected
# tensor([[0, 2],
#         [1, 2]])
y1 = torch.tensor([[0, 2], [1, 2]])
result1 = batched_index(x, y1)
print(result1)

# this raises RuntimeError: vmap: It looks like you're calling .item() on a Tensor. We don't support vmap over calling .item()
# on a Tensor, please try to rewrite what you're doing with other operations. If error is occurring somewhere inside PyTorch 
# internals, please file a bug report.
y2 = torch.tensor([0, 2])
result2 = batched_index(x, y2)
print(result2)
```

Expected `result2` to return `torch.tensor([0, 2])`

This is related to #115347 but not exactly the same.

### Versions

```
Versions of relevant libraries:
[pip3] numpy==1.26.4
[pip3] optree==0.11.0
[pip3] torch==2.4.0a0+git9c4fc5f
[conda] magma-cuda121             2.6.1                         1    pytorch
[conda] magma-cuda124             2.6.1                         1    pytorch
[conda] mkl-include               2024.1.0              intel_691    intel
[conda] mkl-static                2024.1.0              intel_691    intel
[conda] numpy                     1.26.4                   pypi_0    pypi
[conda] optree                    0.11.0                   pypi_0    pypi
[conda] torch                     2.4.0a0+git9c4fc5f           dev_0    <develop>
```

cc @zou3519 @Chillee @samdow @kshitij12345 @janeyx99
Repository: angular
Issue: docs: @defer requires the parent component also be standalone
Labels: P3,area: docs

### Describe the problem that you experienced

When attempting to use `@defer` I found myself confused after reading the documentation: https://angular.dev/guide/defer#which-dependencies-are-defer-loadable

I had made my "target" component `standalone: true` and the only reference to it was inside that `@defer` block in the "parent" component.

I was confused as to why I wasn't seeing a bundle being generated for the component I deferred. I was given a hint by someone on my team that the *parent* also has to be standalone for it to `@defer` correctly!

I don't think the documentation is very clear that not only does the "target" component need to be standalone, but *also* the parent must be standalone.

### Enter the URL of the topic with the problem

- https://angular.dev/guide/defer#which-dependencies-are-defer-loadable
- https://angular.dev/guide/defer#behavior-with-ngmodule

### Describe what you were looking for in the documentation

Clear reasons why a chunk I expected to be `@defer`ed wasn't being split off.

### Describe the actions that led you to experience the problem

- I created a `standalone: true` component
- I put it in an `@defer` block in a parent (that was declared in NgModule)
- My deferred block wasn't split into a separate chunk

### Describe what you want to experience that would fix the problem

I would definitely like more clear documentation on what the requirements are to `@defer` a component.

Additionally, I think it would be helpful to potentially have a console warning (in dev mode) to indicate *why* something in an `@defer` block *is not* being split. This would be nice, but not a requirement :)

### Add a screenshot if that helps illustrate the problem

Stackblitz example: https://stackblitz.com/edit/stackblitz-starters-kzxukv?file=package.json

### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

_No response_
Repository: kubernetes
Issue: support `.spec.providerID` as a field-selector for Nodes
Labels: sig/node,sig/api-machinery,kind/feature,triage/accepted

### What would you like to be added?

I would like to be able to select nodes based on the `.spec.providerID` field.

something like `kubectl get node --field-selector spec.providerID=aws://us-east-1a/someId`

### Why is this needed?

This would be useful in the case that I have a cloud provider ID for the node's host (EC2 instance for example), but I don't have a clear way to map that to the Node's name.
Repository: pytorch
Issue: Request for modifying native allocator to use nvidia unified memory `cudaMallocManage`
Labels: module: cuda,triaged,needs research,module: CUDACachingAllocator

### 🚀 The feature, motivation and pitch

I'm training models on cuda and I'm struggling with cuda OOM error. When I customized `torch.cuda.CUDAPluggableAllocator` with `cudaMallocManaged`, I solved the OOM error that the native memory allocator couldn't, however, my custom allocator didn't have many of the nice features that the native allocator had, so I would like pytorch to add support for nvidia unified memory.

### Alternatives

_No response_

### Additional context

_No response_

cc @ptrblck
Repository: angular
Issue: BrowserViewportScroller not honoring native scroll margin
Labels: area: common

### Which @angular/* package(s) are the source of the bug?

router

### Is this a regression?

No

### Description

Angular ignores the scroll margin property - particularly scroll-margin-top, instead always scrolling the target to 0,0. The native HTML anchor scrolling honors this property, so this behavior must be considered a bug.

### Please provide a link to a minimal reproduction of the bug

This is a userland solution to the bug, at least for scrollMarginTop (which is the most common use case)

```
export class AppComponent {
  constructor(
    private router: Router,
    private viewportScroller: ViewportScroller,
  ) {
    router.events.pipe(filter((event: Event): event is Scroll => event instanceof Scroll)
    ).subscribe(e => {
      const element = document.querySelector(`#${e.anchor}`)

      if (element) {
        const offset = parseFloat(getComputedStyle(element).scrollMarginTop)
        viewportScroller.setOffset([0, offset])
      }
    });
  }
}
```

### Please provide the exception or error you saw

```true
No error message is emitted in the console.
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 17.0.7
Node: 21.7.1 (Unsupported)
Package Manager: npm 10.5.0
OS: darwin arm64

Angular: 17.0.7
... animations, cli, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1700.7
@angular-devkit/build-angular   17.0.7
@angular-devkit/core            17.0.7
@angular-devkit/schematics      17.0.7
@angular/material               17.0.4
@schematics/angular             17.0.7
rxjs                            7.8.1
typescript                      5.2.2
zone.js                         0.14.2
```


### Anything else?

_No response_