sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: [Windows] pytorch >= 2.5
Labels: module: build,module: windows,triaged

### 🐛 Describe the bug

I build pytorch from github but when I try to use I get this error:

```
Traceback (most recent call last):
  File "C:\Users\Admin\Desktop\Python\0.LLMs\AutoAWQ\AutoAWQ\setup.py", line 2, in <module>
    import torch
  File "C:\Users\Admin\Desktop\Python\0.LLMs\AutoAWQ\venv\Lib\site-packages\torch\_init_.py", line 262, in <module>
    _load_dll_libraries()
  File "C:\Users\Admin\Desktop\Python\0.LLMs\AutoAWQ\venv\Lib\site-packages\torch\_init_.py", line 258, in _load_dll_libraries
    raise err
OSError: [WinError 126] Não foi possível encontrar o módulo especificado. Error loading "C:\Users\Admin\Desktop\Python\0.LLMs\AutoAWQ\venv\Lib\site-packages\torch\lib\shm.dll" or one of its dependencies.
```


But the file is there.

### Versions

(venv) C:\Users\Admin\Desktop\Python\0.LLMs\AutoAWQ>python collect_env.py
Collecting environment information...
PyTorch version: N/A
Is debug build: N/A
CUDA used to build PyTorch: N/A
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 10 Pro (10.0.19045 64 bits)
GCC version: (MinGW-W64 x86_64-ucrt-posix-seh, built by Brecht Sanders, r2) 14.2.0
Clang version: 19.1.3
CMake version: version 3.30.4
Libc version: N/A

Python version: 3.12.7 (tags/v3.12.7:0b05ead, Oct  1 2024, 03:06:41) [MSC v.1941 64 bit (AMD64)] (64-bit runtime)
Python platform: Windows-10-10.0.19045-SP0
Is CUDA available: N/A
CUDA runtime version: 12.6.77
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: GPU 0: NVIDIA GeForce MX330
Nvidia driver version: 566.14
cuDNN version: C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v12.6\bin\cudnn_ops64_9.dll
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: N/A

CPU:
Name: Intel(R) Core(TM) i5-10210U CPU @ 1.60GHz
Manufacturer: GenuineIntel
Family: 205
Architecture: 9
ProcessorType: 3
DeviceID: CPU0
CurrentClockSpeed: 1609
MaxClockSpeed: 2112
L2CacheSize: 1024
L2CacheSpeed: None
Revision: None

Versions of relevant libraries:
[pip3] numpy==2.1.3
[pip3] torch==2.5.0a0+gita8d6afb
[pip3] triton==3.1.0
[conda] Could not collect

cc @malfet @seemethere @peterjc123 @mszhanyi @skyline75489 @nbcsm @iremyux @Blackhex
Repository: PowerToys
Issue: Bug deactivation of Ctrl when keyboard manager turned on
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.86.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

I assigned only one shortcut to Play/Pause in order to pause and play music on spotify without leaving my actual window. 

### ✔️ Expected Behavior

I was expecting that the shortcut add shortcut functionnality for Spotify.

### ❌ Actual Behavior

It overrides other shortcuts from other apps while running. Sometimes it even deactivate system shortcuts like Ctrl+V and Ctrl+C.

### Other Software

With shortcuts from Steelseries GG app (version 75.0.0).
Repository: ui
Issue: [bug]: Installing Dependencies issue
Labels: bug

### Describe the bug

I'm using the latest version of Next.js and attempted to integrate ShadCN, but I keep encountering errors. I've tried several approaches, including adding this to my package.json:
"overrides": {
  "react-is": "^19.0.0-rc-69d4b800-20241021"
}
I also tried manually installing dependencies and adjusting the React version, but the errors persist. Unfortunately, I haven't found any reliable solutions online, and the official documentation doesn't offer much help either.

### Affected component/components

installation 

### How to reproduce

N/A

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
N/A
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: vscode
Issue: Editor GPU: Render line numbers on the GPU
Labels: plan-item,performance,editor-gpu
Repository: vscode
Issue: Editor GPU: Render link underline decorations on GPU
Labels: plan-item,editor-gpu

Related: https://github.com/microsoft/vscode/issues/227094

![Image](https://github.com/user-attachments/assets/8d649b64-b31b-4fd9-89f0-852f65fbf366)

Blocked on https://github.com/microsoft/vscode/issues/234473

Link underlines specifically are also tricky as they use multiple classes. It's unclear if the current system will handle that yet properly.
Repository: vscode
Issue: Editor GPU: Render deprecated strikethrough decorations on the GPU
Labels: plan-item,editor-gpu

![Image](https://github.com/user-attachments/assets/1e57027a-a175-4782-890b-510d57e5ef90)

Blocked on https://github.com/microsoft/vscode/issues/234473
Repository: PowerToys
Issue: 键盘管理器中的重映射快捷键无效
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.86

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

我键盘管理器中的重映射快捷键无效  配置alt+w 发送 ctrl+w  无效

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: rust
Issue: compiletest: cdb version detection locally seems funky
Labels: A-debuginfo,C-enhancement,T-bootstrap,A-docs,A-compiletest

While investigating #133107, it seems that even if I have a suitably-versioned `cdb` e.g. `10.0.26100.2161` in `PATH`, compiletest cdb version detection seems to consider that I failed to satisfy

```
//@ min-cdb-version: 10.0.26100.2161
```
Repository: pytorch
Issue: fr_trace usability issues
Labels: oncall: distributed,triaged

Tried to analyze the output from https://github.com/pytorch/pytorch/issues/140563 and ran into a number of issues

1) interestingly i had a `fr_trace` in /usr/local/bin/fr_trace on my devserver.  not sure how it got there, but it confused me a for a while becuase it looks like a modern version of the script.  BUT it requires a 'mast job id' and i don't have one.

Then, I tried manually running python tools/flight_recorder/fr_trace.py from tip of repo- 
2) read_dir complains `args.folder` is non existent.  Indeed, args contains only `trace_dir` not `folder`.  Seems like a regression?

3) the dump format from the user in #140563 is impossible for the analyzer to parse.  The filenames have both hostname and rank number in them, so there is no 'common prefix'.  How did they get dumped in this format?
e.g. 
     ...
    nccl_trace_rank_container-node02_5
     ...
    nccl_trace_rank_container-node07_40
     ...

Gave up at this point..

cc @H-Huang @awgu @kwen2501 @wanchaol @fegin @fduwjj @wz337 @d4l3k @c-p-i-o
Repository: rust
Issue: Debuginfo tests are highly sensitive to debugger versions and thus very fragile
Labels: A-testsuite,A-debuginfo,T-compiler,T-bootstrap,C-bug,A-compiletest

AFAIK debugger visualization output usually don't guarantee output format stability, which as a corollary of #126092, this means that our debuginfo test suite is extremely fragile and prone to breakage from debugger version updates in CI.
Repository: rust
Issue: Tracking issue for release notes of #46571: Tracking issue for `const_size_of_val` and `const_align_of_val`
Labels: T-lang,relnotes,A-const-eval,relnotes-tracking-issue


This issue tracks the release notes text for #46571.

### Steps

- [ ] Proposed text is drafted by PR author (or team) making the noteworthy change.
- [ ] Issue is nominated for release team review of clarity for wider audience.
- [ ] Release team includes text in release notes/blog posts.

### Release notes text

The responsible team for the underlying change should edit this section to replace the automatically generated link with a succinct description of what changed, drawing upon text proposed by the author (either in discussion or through direct editing).

````markdown
# Const Stabilized APIs
- [`mem::size_of_val`](https://doc.rust-lang.org/stable/std/mem/fn.size_of_val.html)
- [`mem::align_of_val`](https://doc.rust-lang.org/stable/std/mem/fn.align_of_val.html)
````

> [!TIP]
> Use the [previous releases](https://doc.rust-lang.org/nightly/releases.html) categories to help choose which one(s) to use.
> The category will be de-duplicated with all the other ones by the release team.
>
> *More than one section can be included if needed.*

### Release blog section

If the change is notable enough for inclusion in the blog post, the responsible team should add content to this section.
*Otherwise leave it empty.*

````markdown
````

cc @Gankra -- origin issue/PR authors and assignees for starting to draft text
Repository: godot
Issue: `SpinBox` fires `ValueChanged` when focus changes to a `TreeItem` and it souldn't
Labels: bug,topic:gui

### Tested versions

v4.3.stable.mono.official [77dcf97d8]
tested on Windows11 and Ubuntu

### System information

v4.3.stable.mono.official

### Issue description
***Update:*** If you checked this issue earlier, the MRP link was broken. I fixed it.

We have a `SpinBox` that edits a selected value. The value is changed when `SpinBox.ValueChanged` is called.
There are 2 ways of selecting a value: using `Buttons` or via a `Tree`

When selecting what value to edit, we update the `SpinBox` to that value with `SetValueNoSignal`.

So when the `SpinBox` is focused and selecting the value by clicking on a button, thus moving the to the button, everything works as expected (the `SpinBox` shows the selected value and no `ValueChanged` signal fired).

But! when Selecting the value from a `Tree`, the `SpinBox` fires a `ValueChanged` signal with the old value (after its value was changed to the new one).. this is weird and should NOT happen. I think it happens when the focus changes to a `TreeItem`, but I could be wrong.

### Steps to reproduce

1. Run the attached project
2. Select the first or the second value to edit using buttons or using the tree
3. The spinbox updates with the selected value
4. Click on the spinbox to set the focus to it
5. if you select the value from the tree, the spinbox will fire a ValueChanged signal

Notice that if tou select another value by buttons, no signal is fired by the SpinBox


### Minimal reproduction project (MRP)

Minimal projecct:
[spinbox_bug.zip](https://github.com/user-attachments/files/17790457/spinbox_bug.zip)
Repository: pytorch
Issue: Implement Cut Cross Entropy
Labels: feature,module: nn,triaged,module: python frontend

### 🚀 The feature, motivation and pitch

https://github.com/apple/ml-cross-entropy Better version of cross entropy for large vocab sizes, this allows small models to have a dramatically higher batch size than otherwise. Implementing this conditionally would be trivial based on the input / output dimension and dtype of the input. There is a Pure triton implementation available that we can use in a compiler pass or add a dynamic dispatch for the faster version for A100s

### Alternatives

_No response_

### Additional context

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: go
Issue: cmd/compile: provide default PGO profiles that cover the runtime
Labels: Performance,NeedsInvestigation,FeatureRequest,compiler/runtime

Given no PGO coverage should have minimal impact and there seems to be limited ways to use the runtime codepaths.
It *might* be worth collecting average profiles for some go programs, filter for the runtime (or maybe std) and apply it if no profile at all were provided. This wouldn't make your code faster, but might for std and runtime.

Both seems benchmarkable claims, then we could discuss the process costs to collecting and maintaining such profiles.

similar to #70291 this idea came up during a brief PGO discussion at the Go contributor summit at golab.io
Repository: deno
Issue: `deno test --doc` "All imports in import declaration are unused" TS6192 error.
Labels: needs investigation,testing

I'm receiving the error:

```
TS6192 [ERROR]: All imports in import declaration are unused.
```

This is across a couple files and I can't seem to figure out why this is happening. Looking at the doc examples in the referenced locations/files all appears correct to me. I'm assuming this is some sort of Deno issue?

Example:
https://github.com/erictaylor/csp/actions/runs/11872117400/job/33085438634#step:8:18

Files referenced:
- https://github.com/erictaylor/csp/blob/fb7f7cd9a47ec20bd4e63168ec06526eaf0f4785/src/policy.ts#L11
- https://github.com/erictaylor/csp/blob/fb7f7cd9a47ec20bd4e63168ec06526eaf0f4785/src/value.ts#L111

Version: Deno 2.0.6
Repository: ollama
Issue: Clarify JSONL as the Returned Format for Streaming JSON Objects
Labels: documentation

**Current Documentation**:  
[API documentation](https://github.com/ollama/ollama/blob/4759d879f2376ffb9b82f296e442ec8ef137f27b/docs/api.md?plain=1#L79) states:  
> A stream of JSON objects is returned.

**Proposal**:  
Specify the format explicitly as:  
> A stream of JSON objects in [JSON Lines (JSONL)] format is returned.

**Reasoning**:  
By constraining the format to JSONL (i.e., each JSON object is serialized on a separate line as per [jsonlines.org](https://jsonlines.org/)), parsing implementations become simpler. Instead of relying on complex JSON parsing to determine object boundaries—especially when JSON content may include brackets—developers can leverage line-buffered iterators to process incoming chunks more efficiently.

This clarification aligns the documentation with common parsing practices for streaming JSON data and reduces potential ambiguity.
Repository: godot
Issue: Joystick Motion not triggering Pressed signal on Button when assigned via Shortcut
Labels: bug,topic:input,topic:gui

### Tested versions

4.3.stable.mono (official download)

### System information

Godot v4.3.stable.mono - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 32.0.15.6109) - Intel(R) Core(TM) i9-10900K CPU @ 3.70GHz (20 Threads)

### Issue description

When you attach InputEventAction shortcut to a Button, the button will not trigger it's pressed signal in response to that shortcut if the shortcut is triggered by gamepads joystick. At the same time if you log in the `Input.IsActionPressed` for the same InputEventAction in the `_Process` function, it correctly detects the action as pressed from joystick motion event.

I also tried using InputEventJoypadMotion in the Shortcut (instead of InputEventAction), but this also did not trigger the Shortcut.

### Steps to reproduce

See attached project. There's single button with `ui_up` action assigned via Shortcut. The pressed signal for the button logs "UP", and in the `_Process` the same action is checked and if detected as pressed spam-prints "UP in _Process" line.

Upon launching, if you press up arrow on keyboard or up arrow on the gamepad DPAD, you will see in logs:
```
"UP"
"UP in _Process"
"UP in _Process"
"UP in _Process"
... (repeats the same as long as you keep the action pressed)
```

If you instead use the joystick and move it upwards, the logs will only show:
```
"UP in _Process"
"UP in _Process"
"UP in _Process"
... (repeats the same as long as you keep the action pressed)
```

The button does not respond to the action being pressed, even though the action is clearly marked as pressed from the other code path.

### Minimal reproduction project (MRP)

[joystickinputrepro.zip](https://github.com/user-attachments/files/17787663/joystickinputrepro.zip)
Repository: ui
Issue: [feat]: List ListItem
Labels: area: request

### Feature description

I'm migrating from Vue/Quasar to React/ShadUI, I can't find a List and ListItem component.
Something like https://quasar.dev/vue-components/list-and-list-items
or https://mui.com/material-ui/react-list/


### Affected component/components

_No response_

### Additional Context

I'm aware <ul> <ol> exist, but those are not that great if you're trying to display a tappable list with items that lead somewhere.

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: rust
Issue: Tracking Issue for `async_fn_in_dyn_trait`
Labels: T-lang,C-tracking-issue,B-experimental

This is a tracking issue for dyn-compatible traits with async functions in them, called "async functions in dyn trait".
The feature gate for the issue is `#![feature(async_fn_in_dyn_trait)]`.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.  They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.  A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.  Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps

- [x] Approve as lang experiment.
- [ ] Implement in nightly.
  - https://github.com/rust-lang/rust/pull/133122
- [ ] Accept an RFC.
- [ ] Add documentation to the [dev guide][].
  - See the [instructions][doc-guide].
- [ ] Add documentation to the [reference][].
  - See the [instructions][reference-instructions].
- [ ] Add formatting for new syntax to the [style guide][].
  - See the [nightly style procedure][].
- [ ] Stabilize.
  - See the [instructions][stabilization-instructions].

[dev guide]: https://github.com/rust-lang/rustc-dev-guide
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs
[edition guide]: https://github.com/rust-lang/edition-guide
[nightly style procedure]: https://github.com/rust-lang/style-team/blob/master/nightly-style-procedure.md
[reference]: https://github.com/rust-lang/reference
[reference-instructions]: https://github.com/rust-lang/reference/blob/master/CONTRIBUTING.md
[stabilization-instructions]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[style guide]: https://github.com/rust-lang/rust/tree/master/src/doc/style-guide

### Unresolved Questions

TODO.

### Related

TODO.

cc @rust-lang/lang
Repository: godot
Issue: Incorrect "Parse Error" for cyclic dependency in Resource
Labels: bug,topic:core

### Tested versions

- Reproducible in: v4.4.dev4.official [36e6207bb]

### System information

macOS 15.2 Beta (24C5057p)

### Issue description

Opening project with cyclic dependency between scene and resource prints twice incorrect error in output log:
```
  scene/resources/resource_format_text.cpp:41 - res://some_my_res.tres:6 - Parse Error: 
  Failed loading resource: res://some_my_res.tres. Make sure resources have been imported by opening the project in the editor at least once.
  scene/resources/resource_format_text.cpp:41 - res://some_my_res.tres:6 - Parse Error: 
  Failed loading resource: res://some_my_res.tres. Make sure resources have been imported by opening the project in the editor at least once.
```

Resource is preloaded in main scene, and the main scene class name is used in function parameter in there resource.

### Steps to reproduce

Open attached project.
See output panel.
You will see errors.
Then remove parameter type "MyScene" in my_res.gd function "do"
Reload project
No errors in output window


### Minimal reproduction project (MRP)

[testgodotwrongerror.zip](https://github.com/user-attachments/files/17787728/testgodotwrongerror.zip)
Repository: godot
Issue: The property string "Physics Layer %d" in TileSet editor has not been got translated
Labels: bug,topic:editor

### Tested versions

- since 4.0
- available in 4.4.dev4
- tested only for windows

### System information

Windows

### Issue description

https://github.com/godotengine/godot/blob/master/editor/plugins/tiles/tile_set_atlas_source_editor.cpp#L742

For some reason, the string "Physics Layer %d" is not translated when the Editor is compiled. I tested in both Turkish and Spanish languages, both having a translation for it older than a year.

![image](https://github.com/user-attachments/assets/d949c458-1d3b-4b0c-9f76-ff4db0f7e61a)


### Steps to reproduce

- open the editor in a language other than English, start a new empty project
- add a new TileMap or TileMapLayer
- set a new TileSet
- add a new Physics Layer
- under TileSet editor, add a tile sheet, let it auto make an atlas
- click on "select", select a tile
- expand physics property to see this string not translated

### Minimal reproduction project (MRP)

same as above
Repository: next.js
Issue: PNPM and output standalone issue running pnpm run dev after pnpm rub build
Labels: bug,Output (export/standalone)

### Link to the code that reproduces this issue

https://github.com/Mr-Vipi/test-pnpm

### To Reproduce

1. clone the project I provided, is created from pnpm create next-app@14.2.18
there i changed only `output: standalone` in the next config.
2. run `pnpm run build`. It should terminate succesfully
3. run `pnpm run dev` once the build is finished and youl'll get the error

### Current vs. Expected behavior

I get this error: `Error: Cannot find module 'next/dist/pages/_app'` instead of being able to run the local server.

I have to delete the node modules and install them again to run the local server but once I have to make a build should repeat the process of deleting the node modules.

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 10 Home
  Available memory (MB): 16280
  Available CPU cores: 8
Binaries:
  Node: 22.11.0
  npm: N/A
  Yarn: N/A
  pnpm: 9.12.3
Relevant Packages:
  next: 14.2.18 // An outdated version detected (latest is 15.0.3), upgrade is highly recommended!
  eslint-config-next: 14.2.18
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.6.3
Next.js Config:
  output: standalone
```


### Which area(s) are affected? (Select all that apply)

Developer Experience, Output (export/standalone)

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local)

### Additional context

I tested as well with ▲ Next.js 15.0.4-canary.13, and the error persists
I tested with npm and got no error so it seams related to pnpm
Repository: godot
Issue: 'as' operator breaks expectation for Packed Array types being copied by reference
Labels: topic:gdscript,documentation

### Tested versions

reproducible in 4.3 stable


### System information

Godot v4.3.stable unknown - Arch Linux #1 SMP PREEMPT_DYNAMIC Tue, 22 Oct 2024 18:31:38 +0000 - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 7900 XTX (RADV NAVI31) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)

### Issue description

The 'as' operator does not follow the convention described for packed arrays in 

https://docs.godotengine.org/en/stable/classes/class_packedbytearray.html

"Note: Packed arrays are always passed by reference. To get a copy of an array that can be modified independently of the original array, use [duplicate](https://docs.godotengine.org/en/stable/classes/class_packedbytearray.html#class-packedbytearray-method-duplicate). This is not the case for built-in properties and methods. The returned packed array of these are a copies, and changing it will not affect the original value. To update a built-in property you need to modify the 
returned array, and then assign it to the property again."

In addition, there is no note (that i could find) of an exception on the static typing docs page.

https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/static_typing.html

The usage of 'as' should not copy packed arrays by value. Or if that's technically infeasible, the docs need to be updated to reflect this strange interaction.

### Steps to reproduce

```gdscript
func _ready() -> void:
	
	var array = PackedByteArray()
	array.resize(4)
	
	var array_2 = array
	var array_3 = (array as PackedByteArray)
	
	array.set(0, 32)
	array_2.set(1, 64)
	array_3.set(2, 128)
	
	print(array)
	print(array_2)
	print(array_3)
```
outputs
```
[32, 64, 0, 0]
[32, 64, 0, 0]
[0, 0, 128, 0]
```
expectation
```
[32, 64, 128, 0]
[32, 64, 128, 0]
[32, 64, 128, 0]
```

Tried this test with both `PackedByteArray` and `PackedInt32Array`.

### Minimal reproduction project (MRP)

N/A