sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: [joy-ui][Snackbar] Positioning is relative to Modal Dialog
Labels: on hold,component: snackbar,package: joy-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:
https://codesandbox.io/s/loving-galileo-33yp8g

Steps:

1. Click one of the buttons in the Modal to show the Snackbar


### Current behavior 😯

The Snackbar is positioned relative to the `ModalDialog`, not the window.

### Expected behavior 🤔

I would expect the Snackbar's position to be fixed relative to the viewport. I wonder if this constitutes rethinking how the `ModalDialog` is centered? Since fixed elements are relative to a parent with `transform`, perhaps the `ModalDialog` should be centered by making the `Modal` container have position `flex` and `alignItems`/`justifyContent` center? 

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
System:
    OS: macOS 14.1
  Binaries:
    Node: 20.9.0 - /usr/local/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 10.1.0 - /usr/local/bin/npm
  Browsers:
    Chrome: 119.0.6045.159
    Edge: Not Found
    Safari: 17.1
  npmPackages:
    typescript: 5.2.2 => 5.2.2 
```
</details>
Repository: vscode
Issue: Diff editor loses view state and jumps around when I clear changes
Labels: bug,diff-editor



https://github.com/microsoft/vscode/assets/22350/4114b658-1649-4b6f-b2bf-91f09cec1428
Repository: next.js
Issue: Can't deploy site to firebase using npm run build 
Labels: bug

### Link to the code that reproduces this issue

https://github.com/Vojteggg/CookBook

### To Reproduce

I have the default next.js app, from the tutorial, and I want to host it on firebase, I did firebase init hosting, and everything worked, but then I wanted to add github in between, so I ran firebase init hosting:github, configured it with running the npm run build only. When the script starts running on github it gives me an error that the command next was not found.
And yes, I installed specifically node, next using npm inside of the app folder.
Also I tried removing the node_modules and adding it again, but nothing seem to work/nor change anything inside the app.
The error:
Run npm run build

build
next build

sh: 1: next: not found
Error: Process completed with exit code 127.

Also when tried running npx next run it gives this error:
Invalid project directory provided, no such directory: app_folder/run

I want it to be hosted on Google as it is for a school project, and teacher wants it to be firebase.



### Current vs. Expected behavior

Dropping weird errors, while it should just deploy the site, the rest of the script works all good.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 23.0.0: Fri Sep 15 14:42:42 PDT 2023; root:xnu-10002.1.13~1/RELEASE_X86_64
Binaries:
  Node: 21.1.0
  npm: 9.6.7
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.3
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: N/A
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Additional context

_No response_
Repository: pytorch
Issue: The 'out'-parameter in torch.matmul() works for 'cuda' device but not for 'cpu'
Labels: module: cpu,module: error checking,triaged,module: correctness (silent),module: intel

### 🐛 Describe the bug

The call to torch.matmul() below produces an incorrect zero result when using the 'out' keyword and a 'cpu' device. However, it works correctly on a 'cuda' device.

    import torch
    torch.autograd.set_grad_enabled(False)

    def test(dev):
        w = torch.tensor([[1, 1]],
                         device=torch.device(dev),
                         dtype=torch.float)
        g = torch.tensor([[1, 0],
                          [0, 1]],
                          device=torch.device(dev),
                          dtype=torch.float)
        w = torch.matmul(w,g)
        print(dev+':', w)
        w[:] = torch.matmul(w,g)
        print(dev+':', w)
        # The following call produces an incorrect result for dev='cpu':
        torch.matmul(w,g,out=w)
        print(dev+':', w)

    test('cuda')
    test('cpu')

Outputs:

    cuda: tensor([[1., 1.]], device='cuda:0')
    cuda: tensor([[1., 1.]], device='cuda:0')
    cuda: tensor([[1., 1.]], device='cuda:0')
    cpu: tensor([[1., 1.]])
    cpu: tensor([[1., 1.]])
    cpu: tensor([[0., 0.]])

### Versions

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
GCC version: (x86_64-posix-seh, Built by strawberryperl.com project) 8.3.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: N/A

Python version: 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)] (64-bit runtime)
Python platform: Windows-10-10.0.19045-SP0
Is CUDA available: N/A
CUDA runtime version: 10.1.105
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 2070
Nvidia driver version: 537.42
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: N/A

CPU:
Architecture=9
CurrentClockSpeed=3600
DeviceID=CPU0
Family=207
L2CacheSize=2048
L2CacheSpeed=
Manufacturer=GenuineIntel
MaxClockSpeed=3600
Name=Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz
ProcessorType=3
Revision=

Versions of relevant libraries:
[pip3] No relevant packages
[conda] Could not collect

cc @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10 @malfet @frank-wei
Repository: transformers
Issue: Adding support for lookahead decoding for autoregressive (decoder + encoder-decoder) models
Labels: Feature request

### Feature request

Fu et al. propose a novel decoding technique that accelerates greedy decoding on Llama 2 and Code-Llama by 1.5-2x across various parameters sizes, without a draft model. This method can be extended to work on beam search decoding.

Blog post: https://lmsys.org/blog/2023-11-21-lookahead-decoding/
Code: https://github.com/hao-ai-lab/LookaheadDecoding

### Motivation

Lookahead decoding provides a massive speedup at a worthwhile tradeoff (namely, a windowed n-gram cache and a custom attention mask). There have been other proposals to integrate lookahead decoding in other libraries like TGI or vLLM, but it seems that for this specific feature, it would be best integrated into the core `transformers` library the same way that Flash Attention has.

### Your contribution

I'm busy with thesis work, but I can submit a PR based on the original implementation here if I have time.
Repository: godot
Issue: Loading res:// will crash on project open if an empty .import file exists.
Labels: bug,topic:core,crash

### Godot version

4.2.rc 7022271291a3d2a9cbd6a223d22a29fd775dfc5d

### System information

Godot v4.2.rc1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)

### Issue description

Referencing res:// (or using ResourceLoader.load with "res://" or even "" or "." will give some weird error messages.

However, if this is combined with the presence of a empty ".import" file, Godot will infinitely recurse through attempted remappings such as various file extensions until it segfaults.

```
ERROR: Resource file not found:  (expected type: )
   at: (core/io/resource_loader.cpp:279)
ERROR: Failed loading resource: . Make sure resources have been imported by opening the project in the editor at least once.
   at: (core/io/resource_loader.cpp:274)
```

### Steps to reproduce

1. open project
2. make sure a .import file exists.
3. open a scene or other resource referencing res://

### Minimal reproduction project

[EmptyRes.zip](https://github.com/godotengine/godot/files/13438439/EmptyRes.zip)
Repository: PowerToys
Issue: Shortcut to shift all applications from one screen to the other
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Keyboard - Shortcut to shift all applocations from one screen to the other

### Scenario when this would be used?

In a shared office space you may connect your laptop to different docking stations with new screen setups. Usually you have a bigger screen you connect to, which then becomes the main working screen. If you select this new screen to be you main working screen, all the applications stay on the small laptop screen though. To shift them all to the big screen, requires to open up each and then use WIN-shift with arrow keys to move it to the new screen, which is quite a hassle. Shis should be possible, by just shifting all applications via a keyboard shortcut, or exchanging all the apps from both screens. 

### Supporting information

_No response_
Repository: material-ui
Issue: [l10n] Split locale/index file
Labels: package: material-ui,l10n,enhancement

### Summary 💡

For multi language websites it could be handy to be able to dynamically import only required locale from `@mui/material/locale` to localize the theme.

Is it possible to split `locale/index.ts` into corresponding locale files to be able to dynamically import them?

Thank you.

### Examples 🌈

```
import(`@mui/material/locale/${locale}`).then((locale: Localization) => { ... })
```

### Motivation 🔦

We have a multi language web site and we need to alter mui theme localization based on app language.

Currently I need to import all mui locale configs that our app support, I would like reduce a bundle size and dynamically import only one that app really uses.
Repository: deno
Issue: Language server is very slow on large document count
Labels: perf,lsp

<details>
<summary>Repo Description</summary>

`scc` output:

![image](https://github.com/denoland/deno/assets/20284259/42612c56-2f4c-4109-82aa-4ed896d31dc9)

JSON and XML files are generated and relate to stub data mostly, but TypeScript code is hand-written and we were really excited when document preload feature has been released. I mean, we really do want to have auto-imports and other LSP suggestions over ~1.6k TypeScript files.
</details>

Deno config has nothing special, it just ignores some directories with generated assets, none of which are included in any language server status report.

The following VSCode settings

```
"deno.documentPreloadLimit": 10000,
"deno.maxTsServerMemory": 10000,
```

lead to language server being really slow. Here is the status report:

<details>
<summary>LS status report (~4k files)</summary>

![telegram-cloud-photo-size-2-5400184504817144349-x](https://github.com/denoland/deno/assets/20284259/ae1ca33a-e7be-4650-b818-44732e7b489d)
</details>

It says that `code_action` measurement equals to ~600ms, but sometimes `Cmd + .` press freezes language server for several seconds. That being said, writing code by hand is also hard, since we have to wait seconds for VSCode to update document errors. I mean, LSP is not slow for just some sort of "document lookup", it's just _slow in general_. Moreover, sometimes code actions work correctly only after several retries, each of which wastes several seconds, but it might be a different problem, I guess.

However, if we disable document preload feature, document count drops to roughly 1k and the language server starts to respond almost instantly.

<details>
<summary>LS status report (~1k files)</summary>

![telegram-cloud-photo-size-2-5400184504817144355-x](https://github.com/denoland/deno/assets/20284259/d0181ccd-b6ce-4ec5-a828-922a93f2dcc3)
</details>

Obviously, the documents that not preloaded are unable to be imported via `Cmd + .` or similar actions. Sadly, if we open more files, more files are getting collected by language server and the problem shows again.

To me, the main problem is that small difference in file count results in much larger difference in language server responsiveness. Again, subjectively, metrics in LS status report doesn't always show the actual VSCode timings.

- Deno version is 1.38.2.
- This issue has been trailing us for a long time, not only the last version of Deno is affected.
- We're experiencing this problem on ARM Macs, Windows and Linux PCs.
- All target hosts have enough RAM, but language server doesn't use much of it actually (only a few gigs in case of ~4k documents).
- Language server restart doesn't help if document preload is set, it starts to lag in the very beginning.
- I don't know of any large file ending up being loaded by language server.
Repository: angular
Issue: Create method to reflect type of Directive and Pipe
Labels: feature,help wanted,area: core,core: dynamic view creation,feature: insufficient votes

### Which @angular/* package(s) are relevant/related to the feature request?

core

### Description

There was aleady a request raised for this but somehow it was closed without implementing it.
here is the link of previous request: https://github.com/angular/angular/issues/47919

We added [isStandalone](https://github.com/angular/angular/blob/87074753410dfe7018afacf7bf346547278f3410/packages/core/src/render3/definition.ts#L742) to public api but didn't provide implementation of `reflectComponentType` equivalents for Pipes/Directive which was asked in original request

FYI: @JeanMeche  


### Proposed solution

-

### Alternatives considered

-
Repository: godot
Issue: GPUParticles2D trails continue simulating when tree is paused
Labels: bug,confirmed,topic:particles

### Godot version

v4.2.rc1.official [ad72de508]

### System information

Godot v4.2.rc1 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.3699) - AMD Ryzen 7 4800H with Radeon Graphics (16 Threads)

### Issue description

Particle trails continue simulating and cause weird artifacts when the game is paused. I have tested this on 4.2 Beta 6, RC1, but also on 4.1.3 stable.


https://github.com/godotengine/godot/assets/717574/9fad7052-6739-4cde-8a98-21a61404c09c

The above video is from the MRP included below.

### Steps to reproduce

* Load the included MRP project
* Start the game (main.tscn)
* Let the particles simulate for a little to see how they're supposed to be behaving.
* Press SPACE to pause the game. **Wait 5-10 seconds**
* Watch particles behave weirdly.
* Press SPACE to unpause the game to see even more chaos before the particle system returns to normal.
*

### Minimal reproduction project

[ParticleTrailPaused.zip](https://github.com/godotengine/godot/files/13439186/ParticleTrailPaused.zip)
Repository: next.js
Issue: react-resize-detector broken in dev env since v14.0.2
Labels: bug

### Link to the code that reproduces this issue

https://github.com/Ungedummt/debug-nextjs

### To Reproduce

1. Start app in development enviroment
2. Open page
3. Now there should show up a red square, but not a green square, which is wrong

### Current vs. Expected behavior
#### Currently
Only the red div is visible because the size of the green div is set to undefined.

#### Expected
Both the red and green divs should appear. This is because the size of the green div is intended to be constrained to match the size of the red div, provided by the functionality of `react-resize-detector`.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 10 Pro
Binaries:
  Node: 18.17.1
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.4-canary.9
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

I've also tried to export this as a static page, which seems to work. Also it works on hot reload.

The problem exists since this commit: 1b5e307f6bf1e3c98c27196a4fdf51b2c74aeee6
Repository: pytorch
Issue: add support for linalg lstsq in dynamo
Labels: triaged,oncall: pt2,module: dynamo,release notes: dynamo,internal ramp-up task

### 🚀 The feature, motivation and pitch

Per title

```python
import torch


@torch.compile(fullgraph=True)
def f(A, B):
    return torch.linalg.lstsq(A, B)


f(torch.rand(3, 4), torch.rand(3, 5))
```

### Alternatives

_No response_

### Additional context

We use `torch.linalg.lstsq` in TorchVision: https://github.com/pytorch/vision/blob/ab4c10229d43e9d9f94c1e771d19c44c15461281/torchvision/transforms/functional.py#L685

cc @ezyang @anijain2305 @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @amjames @msaroufim @bdhirsh @zou3519 @wconstab
Repository: godot
Issue: Sporadic threading issues in the physics server
Labels: bug,topic:editor,topic:physics,needs testing

### Godot version

4.2.rc (a34814b0b6767d1e894e0d7ef8fa7076b4eb20ce), previous commits as well

### System information

Windows 10.0.22621 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3070 Ti Laptop GPU (NVIDIA; 31.0.15.3742) - 12th Gen Intel(R) Core(TM) i7-12700H (20 Threads)

### Issue description

I'm not entirely sure about the nature of this bug, several times during my testing of multiple different projects and editor builds I had multithreading related errors from the physics server sporadically appear.

For example, you can get this on startup:

```
ERROR: Adding children to a node inside the SceneTree is only allowed from the main thread. Use call_deferred("add_child",node).
   at: (scene\main\node.cpp:1406)
Adding children to a node inside the SceneTree is only allowed from the main thread. Use call_deferred("add_child",node).
ERROR: Condition "!is_inside_tree()" is true.
   at: Window::popup_centered (scene\main\window.cpp:1642)
scene\main\window.cpp:1642 - Condition "!is_inside_tree()" is true.
ERROR: Condition "main_thread != Thread::get_caller_id()" is true. Returning: nullptr
   at: PhysicsServer2DWrapMT::space_get_direct_state (C:\Projects\godot-engine\master\servers\physics_server_2d_wrap_mt.h:113)
C:\Projects\godot-engine\master\servers\physics_server_2d_wrap_mt.h:113 - Condition "main_thread != Thread::get_caller_id()" is true. Returning: nullptr
```

One time it was followed by a barrage of errors with a repeating spam of the same error message (might be unrelated, but I'm none the wiser):

<img width="892" alt="godot windows editor dev x86_64_2023-11-20_16-18-10" src="https://github.com/godotengine/godot/assets/11782833/d2076eef-505b-40a4-b7c4-8cb49fd99eee">


----

I also had a crash on exit related to the physics server, but unfortunately I didn't capture the stack trace.

### Steps to reproduce

Undetermined at the time.

### Minimal reproduction project

Doesn't happen with a specific project, doesn't happen reliably at all.

Can't say if these are relevant, but you can start with the projects linked in https://github.com/godotengine/godot/issues/84171 and https://github.com/godotengine/godot/issues/85201
Repository: material-ui
Issue: [Autocomplete][material-next] Add Autocomplete component
Labels: umbrella,component: autocomplete

Part of https://github.com/mui/material-ui/issues/29345, related to https://github.com/mui/base-ui/issues/45

This is an umbrella issue to refine the scope and track work for the v6 Autocomplete

### Scope (not yet finalized)

Keep in mind we want to minimize breaking changes

- Convert to TS (also part of https://github.com/mui/base-ui/issues/45)
- Implement `slots` and `slotProps` (only `slotProps` is currently supported) as a replacement for `renderInput`, though it may be a good idea to not drop it immediately
- Fix https://github.com/mui/material-ui/issues/29381

### Breaking changes (accepted in the past, but unmerged/on hold)

- https://github.com/mui/material-ui/pull/36389
- https://github.com/mui/material-ui/pull/37301

### Dependencies

- [ ] Popper https://github.com/mui/material-ui/issues/39965
- [ ] ListSubheader
- [ ] Paper https://github.com/mui/material-ui/issues/39964
- [ ] IconButton https://github.com/mui/material-ui/issues/39943
- [x] Chip https://github.com/mui/material-ui/issues/38024
- [x] InputBase https://github.com/mui/material-ui/issues/38372
- [ ] OutlinedInput (only the classes) https://github.com/mui/material-ui/issues/39695
- [x] FilledInput (only the classes) https://github.com/mui/material-ui/issues/39052

---

All current Autocomplete issues: https://github.com/mui/material-ui/issues?q=is%3Aopen+is%3Aissue+label%3A%22component%3A+autocomplete%22+-label%3A%22package%3A+joy-ui%22
Repository: material-ui
Issue: [Paper][material-next] Add Paper component
Labels: on hold,component: Paper,design: material you

Part of https://github.com/mui/material-ui/issues/38374

### Migration Steps

- [ ] Copy component files from material (v5) to material-next
- [ ] Remove deprecated components and componentsProps props
- [ ] Drop support for ThemeProvider in favor of CssVarsProvider
- [ ] Migrate component to Typescript
- [ ] Refactor component to use `useSlotProps` from Base UI
- [ ] Implement Material You design specs
- [ ] Add component playground to v5 docs
- [ ] Refactor styles to use component CSS Variables

### Note

- Paper [uses](https://github.com/mui/material-ui/blob/master/packages/mui-material/src/Paper/Paper.js#L9) `getOverlayAlpha` which `material-next` is [importing from `material`](https://github.com/mui/material-ui/blob/master/packages/mui-material-next/src/styles/extendTheme.ts#L15-L19), we can copy it over to `material-next/styles`
Repository: pytorch
Issue: [WARNING] could not load None, generating random data instead is too spammy
Labels: triaged,module: minifier

### 🐛 Describe the bug

When running minifier but data dir doesn't exist

### Versions

main
Repository: material-ui
Issue: [Popper][material-next] Add Popper component
Labels: component: Popper,design: material you

Part of https://github.com/mui/material-ui/issues/38374

### Migration Steps

- [ ] Copy component files from material (v5) to material-next
- [ ] Remove deprecated components and componentsProps props
- [ ] Drop support for ThemeProvider in favor of CssVarsProvider
- [ ] Migrate component to Typescript
- [ ] Refactor component to use `useSlotProps` from Base UI
- [ ] Implement Material You design specs
- [x] ~Add component playground to v5 docs~
- [ ] Refactor styles to use component CSS Variables
Repository: go
Issue: x/tools/gopls: investigate if 'fixed' syntax needs more accurate positions
Labels: gopls,Tools

The implementation of file-based versions (https://go.dev/issue/62605) uses positions to associate syntax with a per-file go version.

gopls has logic to [fix syntax](https://cs.opensource.google/go/x/tools/+/master:gopls/internal/lsp/cache/parse.go;l=153;drc=3a915e469ff31e45aac35bc3f60937db145fe6bb) before type checking which likely invalidates some positions. For example, I think this manifests as https://github.com/golang/go/issues/64320#issue-2004980112, where we can't position a type checker error.

This is a reminder issue that this logic may need to be more careful about preserving valid positions, such as by setting the position of synthetic syntax to the file base. Otherwise, we may produce inaccurate type checking results in the future.

Not super urgent, because at the moment there is no file version that can affect type checker rules. You can't downgrade a file to before 1.21, when the semantics of file versions changed.

Putting this in gopls@v0.16, though if this slips to v0.17 that's OK.

CC @adonovan @griesemer for awareness of this type of subtlety.