sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: dynamo <> autograd.Function assumes that grad_outputs have the same subclass-ness as forward outputs
Labels: module: autograd,triaged,oncall: pt2,module: dynamo

This is currently an issue for @drisspg's float8 logic to optionally recompute casted weights in the backward ([PR](https://github.com/pytorch-labs/float8_experimental/pull/186)), which has a custom `autograd.Function` that returns a plain tensor in the [forward](https://github.com/pytorch-labs/float8_experimental/pull/186/files#diff-00f68398c8aad5a3e946cccd7211a80841da9403d6c664452a45e04101bea6d6R211), but ends up getting a tensor subclass (`Float8Tensor`) as a grad_output in the [backward](https://github.com/pytorch-labs/float8_experimental/pull/186/files#diff-00f68398c8aad5a3e946cccd7211a80841da9403d6c664452a45e04101bea6d6R214)

Dynamo's current policy is pretty reasonable, it assumes that the subclass-ness of forward outputs will match the inputs to the backward ([here](https://github.com/pytorch/pytorch/blob/main/torch/_dynamo/variables/higher_order_ops.py#L1539)), same as AOTAutograd. However, it's possible (and true in this case), for the gradients passed to the backward to be subclasses, even though the outputs of the forward were not subclasses.

I think there are a few options in this particular case:

(1) User hints: allow the user to "instruct" dynamo about the subclass-ness of grad_outputs. Bikeshedding, but some API like:
```
torch._dynamo.mark_subclass(grad_out, Float8Tensor)
```

or even type hints, could be used to have dynamo change how it decides to mock up gradients.

(2) Figure out a workaround for this case. For example, in theory if we allow_in_graph this entire custom autograd.Function, tracing it out in AOTAutograd should do the right thing. It's not immediately clear how possible this is.

cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7 @msaroufim @wconstab @anijain2305 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng
Repository: pytorch
Issue: LoweringException does not report associated user stack for code that failed
Labels: module: logging,triaged,oncall: pt2,module: inductor

### 🐛 Describe the bug

When you get a lowering exception, the user stack is not reported. For example, applying this patch to force an exception:
```
diff --git a/torch/_inductor/lowering.py b/torch/_inductor/lowering.py
index 7eccd596953..ac2bf366d88 100644
--- a/torch/_inductor/lowering.py
+++ b/torch/_inductor/lowering.py
@@ -808,6 +808,7 @@ def isnan(x):

 @register_lowering(aten.ceil)
 def ceil(x):
+    assert False
     if is_integer_type(x):
         return clone(x)
     fn = ops_wrapper("ceil")
```

And running this script:
```
import torch

def a(x):
  return torch.ceil(x)

@torch.compile
def b(x):
  return a(x)

b(torch.tensor([1.1]))
```

It would be helpful if we used the stack information on the aten node to print out the user stack that produced this aten node. This can assist users in modifying their model to avoid whatever bug they hit.

### Versions

main

cc @msaroufim @bdhirsh @anijain2305 @zou3519 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @aakhundov @ColinPeppler @amjames @desertfire @wconstab
Repository: godot
Issue: GPUParticle3D: Behaviour of Curves with Angular Velocity Param is inconsistant w/ the Docs.
Labels: discussion,topic:3d,topic:particles

### Tested versions

4.2.1.stable.official

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.3699) - Intel(R) Core(TM) i5-6600 CPU @ 3.30GHz (4 Threads)

### Issue description

According to the [Docs](https://docs.godotengine.org/en/stable/tutorials/3d/particles/process_material_properties.html#angular-velocity):

> If the Curve is also set, the value of the property will be multiplied by the value of the curve at the current point in a particle's lifetime.

For Angular Velocity Param this is not the case. 
With Min / Max value = 1, and a curve goes from 360 -> 0. The expected behaviour according to the docs is that the particle's rotation will slow to zero as the particle approach the end of it's lifetime.

The observed behaviour will have the particle change direction in the middle of it's lifetime.

The ask is either update the doc for Angular Velocity Curves if the behaviour is intended or correct the behavior so it's consistant with the other parameters.

### Steps to reproduce

- Create a GPUParticle3D (Amount = 1)
- QuadMesh DrawPass
- Process Material (No Gravity, Rotate_Y Flag on)
    - Under Animated Velocity -> Angular Velocity
    - Velocity Min/Max = 1, Create a curve with Min =0 Max = 360, and the curves goes from 360 -> 0.
    
https://github.com/godotengine/godot/assets/93998750/a7231ac4-fa7e-4340-8b65-fd658c6e4f02


### Minimal reproduction project (MRP)

N/A
Repository: vscode
Issue: resourceLabelFormatters include a leading backslash on Windows paths and stripPathStartingSeparator doesn't affect this
Labels: bug,label-provider

If I do _not_ specify a `resourceLabelFormatter` for a scheme, and the `path` component of that scheme looks like a file path, VS Code renders it as the file path:

Actual URI: `my-custom-file:///C::/Dev/Test%20Projects/macro-sample/bin/danny.dart`

Display:

![image](https://github.com/microsoft/vscode/assets/1078012/8cc0afc7-8bf0-4462-ba15-34549c8ce1df)

If I want to show some suffix on the end of this, I can use the `formatting.label` field:


```js
"resourceLabelFormatters": [
	{
		"scheme": "my-custom-file",
		"formatting": {
			"label": "${path} (generated file)"
		}
	}
],
```

However, the `${path}` here includes the leading slash from the path that VS Code was previously removing:

![image](https://github.com/microsoft/vscode/assets/1078012/a451ae26-f0e1-4611-ab3b-116a8db533f4)

This feels inconsistent - it should be possible to use `label` but include the same path that would be shown without it.

`stripPathStartingSeparator` looks like it might be the answer, but a) it doesn't make any difference in my testing and b) it's not clear if that would also strip a leading `/` on non-Windows platforms.
Repository: PowerToys
Issue: FancyZones opacity not working, always fully opaque
Labels: Issue-Bug,FancyZones-Dragging&UI,Needs-Team-Response

### Microsoft PowerToys version

0.77.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

Set opacity in FancyZones to any opacity, and move a window to a zone using the hotkey. 

### ✔️ Expected Behavior

Hover window over a zone will show a zone of the opacity selected in the FancyZones editor. 



### ❌ Actual Behavior

Opacity is always fully opaque, no matter the opacity setting in FancyZones

Here's a screenshot of the issue:
![FancyZonesIssueScreenshot](https://github.com/microsoft/PowerToys/assets/9300991/5ecac6a3-b6e6-4d9c-a638-aee0b6e34910)

Here's a video of the issue:
[FancyZonesOpacityBug.webm](https://github.com/microsoft/PowerToys/assets/9300991/b7ae4be7-06a2-41de-b72b-b21d63f2eacb)


### Other Software

Processor	AMD Ryzen 7 5800X3D 8-Core Processor              3.40 GHz
Installed RAM	32.0 GB
Device ID	F1C71909-546E-47DD-8446-8979E60A9B88
Product ID	00330-80000-00000-AA855
System type	64-bit operating system, x64-based processor
Pen and touch	No pen or touch input is available for this display

Edition	Windows 10 Pro
Version	22H2
Installed on	‎9/‎30/‎2022
OS build	19045.3930
Experience	Windows Feature Experience Pack 1000.19053.1000.0

![image](https://github.com/microsoft/PowerToys/assets/9300991/043b2226-9bf9-4a26-bb07-30c938fd90a8)
Repository: angular
Issue: Expand Control Flow to component dom elements
Labels: area: core,core: host and host bindings

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

core

### Description

There are multiple CSS frameworks which depend upon specific DOM structures to be correctly applied. e.g. table -> th -> td
Introduction of any element in the model, breaks the CSS selector.
The new control flow syntax greatly reduces the amount of breakages I see. It would be nice to extend this further to eliminate the component in the DOM.

### Proposed solution

Create a new control flow, such as 
@component name (param1:value, param2:value)
This in theory would not include the component structure in the DOM.

### Alternatives considered

I hack the CSS frameworks.
Repository: flutter
Issue: [RFW] Callout mismatching arguments
Labels: c: new feature,package,team-ecosystem,P3,p: rfw,triaged-ecosystem

## Problem
While writing RFW txt templates it is very easy to misspell arguments or provide ones with the wrong types. Even though typing mismatching can be somewhat handled today in local widgets, we don't give meaningful information to developers about what's missing.

e.g The `Icon` local widget in core is defined as follows

```dart
Icon(
  ArgumentDecoders.iconData(source, []) ?? Icons.flutter_dash,
)
```

Hence doing something like
```
widget Foo = Icon(
   // mispelling the arg name
   icn: {...},
   
   // passing the wrong type
   icon: 1,
);
```
Doesn't notify developers they're doing something wrong.
Repository: PowerToys
Issue: Mica/acrylic effect often don't load until next restart. (Windows 11 22H2)
Labels: Issue-Bug,Product-PowerToys Run,Area-User Interface,Needs-Triage

### Microsoft PowerToys version

0.77.0

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Just open PowerToys run after boot up, often it won't load the mica/acrylic effect. It rarely loads though. Even the next restart doesn't guarantee that it will load.

### ✔️ Expected Behavior

The mica/acrylic effect loaded properly all the time.
![image](https://github.com/microsoft/PowerToys/assets/100743937/593454e4-4f19-4d45-b2a7-63d55b83553a)


### ❌ Actual Behavior

Often the mica/acrylic effect didn't load after boot up. It fallbacks to the default opaque gray/white. If it loaded after boot up, even just turning on battery saver and turning it off could make the mica/acrylic don't load. 
![image](https://github.com/microsoft/PowerToys/assets/100743937/01f05030-93bd-421a-99f5-885dd1f566ba)



### Other Software

Processor	Intel(R) Core(TM) i3-1005G1 CPU @ 1.20GHz   1.19 GHz
Installed RAM	8,00 GB (7,77 GB usable)
System type	64-bit operating system, x64-based processor
Pen and touch	No touch and pen support

Edition	Windows 11 Home
Version	22H2
Installed on	‎10/‎01/‎2024
OS build	22621.675
Experience	Windows Feature Experience Pack 1000.22634.1000.0
Repository: flutter
Issue: [Impeller] TRect::Area can overflow
Labels: engine,P2,e: impeller,team-engine,triaged-engine

The `TRect::Area()` method currently uses a simple multiply to return its result which can easily overflow integer math dimensions. It should use a saturated operation on integers to return MAX_INT (or similar) when the area overflows the size of the integer coordinate type.
Repository: flutter
Issue: Focus management
Labels: framework,engine,f: focus,P2,design doc,team-framework,triaged-framework,:scroll:

### Document Link

https://flutter.dev/go/focus-management

### What problem are you solving?

Allow the engine and the framework to communicate back and forth platform and flutter focus changes.
Repository: go
Issue: x/build: cannot start trybots on CLs from unprivileged users with (unapproved) dependencies
Labels: Builders,NeedsFix

In LUCI, if a CL is owned by an unprivileged user [1], and has a dependency (parent CL) which is also owned by an unprivileged user (usually the same user) and not yet submittable, then LUCI will not allow testing with `Commit-Queue+1`, regardless of the privileges of the user requesting testing.

For example, https://go.dev/cl/556335 depends on https://go.dev/cl/555996.

LUCI responds with something like:

"CV cannot start a Run because of the following dependencies. They must be submittable (please check the submit requirement) because their owners are not committers or dry-runners. Alternatively, you can ask the owner of this CL to trigger a dry-run.

* https://go-review.googlesource.com/c/555996: not satisfying the Review-Enforcement and No-Wait-Release submit requirement"

This is an intentional limitation in LUCI intended to guard against a reviewer failing to notice malicious code in the parent CL. Still, it is a frustrating roadblock in development. We may want to loosen this to something like allowing testing if the dependencies also had a valid `Commit-Queue+1`.

[1] i.e., not Approver or may-start-trybots
Repository: pytorch
Issue: Improved workflow for tracing dynamism through complicated model
Labels: feature,triaged,oncall: pt2,module: dynamic shapes

### 🐛 Describe the bug

Today, if PT2 overspecializes a tensor, your best bet for diagnosing why it overspecialized is to TORCH_LOGS=dynamic and get it to tell you where in user code it specialized. However, sometimes, a specialization looks like this:

```
z = x + y
```

where x.size(0) is the shape that specialized and y is... well, it is constant, so that's why it specialized, but why is y constant? Nothing. To make matters worse, y may not be an input, and it may never have actually been dynamically sized.

To figure out why y is specialized in this situation, we need some sort of facility for tracing its provenance back in time. Here are some things that could help:

* Where was y allocated? Recursively ask this question until you get to an input to the model.
* Where did the size for y.size(0) come from? Recursively ask this question until you get to an input.

Not exactly sure what we should build here. Ideally, it just works if you have TORCH_LOGS=dynamic, no extra step necessary. Log postprocessing could potentially be a way to do it.

### Versions

main

cc @anijain2305 @chauhang @penguinwu @msaroufim @wconstab @bdhirsh @zou3519
Repository: go
Issue: unicode: upgrade to Unicode 15.1.0
Labels: NeedsFix,FixPending

### Go version

go version go1.21.5 linux/amd64

### Output of `go env` in your module/workspace:

```shell
not applicable
```


### What did you do?

https://go.dev/play/p/9biSMo4sTqo

### What did you see happen?

15.0.0

### What did you expect to see?

15.1.0
Repository: electron
Issue: [Bug]: Registered scheme doesn't honor privileges
Labels: platform/macOS,platform/linux,component/protocol,bug :beetle:,status/confirmed,has-repro-gist,25-x-y,26-x-y,27-x-y,28-x-y

### 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 bug report that matches the one I want to file, without success.

### Electron Version

28.0.0

### What operating system are you using?

Other Linux

### Operating System Version

nix-channel (Nix) 2.16.1

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

One of the sound track wouldn't play.

### Actual Behavior

Both sound tracks play.

### Testcase Gist URL

https://gist.github.com/aadcg/9e78ee363ec9046128b6b01344c95576

### Additional Information

_No response_
Repository: flutter
Issue: `build ios --config-only` doesn't handle arm64 workaround logic
Labels: platform-ios,tool,P2,team-ios,triaged-ios

(This is extremely niche so we may never fix it, but filing in case it comes up again.)

STR:

1. Check out `flutter/packages` at https://github.com/flutter/packages/pull/5915, or whatever hash that lands as.
2. `cd` into `packages/google_maps_flutter/google_maps_flutter_ios/examples/ios12`
3. `git clean -xfd .`
4. `flutter build ios --debug --no-codesign --config-only`
5. Attempt to build for a simulator from the Xcode UI

The build fails at this point. If you look at `Generated.xcconfig` it will show `EXCLUDED_ARCHS[sdk=iphonesimulator*]=i386`

Then do:
6. `flutter build ios --debug --no-codesign`

Now `Generated.xcconfig` correctly shows arm64 as an excluded architecture, and builds from the Xcode UI will work.

Expected behavior here is that `--config-only` is enough to successfully build from Xcode, with a correct `Generated.xccofig`.
Repository: PowerToys
Issue: Unable to import WinGet Command Not Found Module
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response,Product-CommandNotFound

### Microsoft PowerToys version

0.77.0

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

General

### Steps to reproduce

Try to import the WinGet Command not found module
`Import-module 'C:\Program Files\PowerToys\WinGetCommandNotFound.psd1'`


### ✔️ Expected Behavior

Module is imported successfully

### ❌ Actual Behavior

Error message: `Import-Module: Could not load file or assembly 'PowerToys.ManagedTelemetry, Version=0.77.0.0, Culture=neutral, PublicKeyToken=null'. Uncaught exception during type initialization. (0x80131534)`
![image](https://github.com/microsoft/PowerToys/assets/20605456/8843e1ec-8080-494f-94d0-bce42290af3e)


### Other Software

PowerShell 7.4.1
Windows Terminal
Windows ARM64 VM
Repository: flutter
Issue: ☂️ Support running iOS apps on ARM Macs as "My Mac (Designed for iPad)"
Labels: c: new feature,platform-ios,platform-mac,P3,platform-target-arm,team-ios,triaged-ios

Support running iPad apps on arm64 Macs with `My Mac (Designed for iPad)`.

We originally didn't allow `flutter run` to avoid confusion with macOS-proper development when that platform was not yet in stable (see comment in https://github.com/flutter/flutter/pull/84411).  

Now that macOS development has been in stable for awhile, and arm64 Macs are far more prevalent, let's enable this to make it easier for developers to debug their app in whatever way Apple supports.

- [x] https://github.com/flutter/flutter/issues/141290
- [ ] https://github.com/flutter/flutter/issues/141328
- [ ] https://github.com/flutter/flutter/issues/141332
- [ ] https://github.com/flutter/flutter/issues/141333
- [ ] https://github.com/flutter/flutter/issues/139147
- [ ] Audit iOS simulator tests in engine and framework to see if this can be used instead

https://github.com/flutter/flutter/issues/125741
Repository: storybook
Issue: [Bug]: URL with Hash ('#') in Storybook Do Not Scroll to Correct Position (ID Name)
Labels: help wanted,addon: docs,sev:S3

### Describe the bug

URLs with hashes ('#') and fragment IDs that lead to elements with `id` attributes do not scroll to the correct position when opening a fresh Storybook page from such URLs.


### To Reproduce

- Go to a Storybook page of **sufficient** height, get the URL of an anchor.
- Create a new tab, paste the URL, and enter it into the search bar.
- Notice that the linked ID is not in view and that the viewport is too high on the page.


### System

```
Storybook Environment Info:

  System:
    OS: macOS 14.2.1
    CPU: (12) arm64 Apple M2 Pro
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 20.10.0 - ~/.nvm/versions/node/v20.10.0/bin/node
    npm: 10.2.3 - ~/.nvm/versions/node/v20.10.0/bin/npm <----- active
  Browsers:
    Chrome: 120.0.6099.234
    Safari: 17.2.1
  npmPackages:
    @storybook/addon-actions: 7.5.3 => 7.5.3 
    @storybook/addon-docs: 7.5.3 => 7.5.3 
    @storybook/addon-essentials: 7.5.3 => 7.5.3 
    @storybook/addon-interactions: 7.5.3 => 7.5.3 
    @storybook/addon-links: 7.5.3 => 7.5.3 
    @storybook/addons: 7.5.3 => 7.5.3 
    @storybook/blocks: 7.5.3 => 7.5.3 
    @storybook/builder-vite: 7.5.3 => 7.5.3 
    @storybook/react: 7.5.3 => 7.5.3 
    @storybook/react-vite: 7.5.3 => 7.5.3 
    eslint-plugin-storybook: 0.6.15 => 0.6.15 
    storybook: 7.5.3 => 7.5.3 
```

### Additional context

Nuances:
- This also occurs on the Storybook documentation site itself. It could be the same issue.
- This issue does not occur for IDs that are in the initial viewport. Take this page for example (of the Storybook doc's site): 
  - https://storybook.js.org/docs/writing-stories/args
  - If you go to the first ID (in view upon initial load), scroll is successful: https://storybook.js.org/docs/writing-stories/args#args-object
  - If you go to the last ID (not in view upon initial load), scroll fails and ends too high on the page: https://storybook.js.org/docs/writing-stories/args#mapping-to-complex-arg-values
  - This happens in a private Storybook as well.
  - (_edit - added 11/18_:) If you go to the last IDs link in a new tab without traveling to that browser tab (until the page has loaded by waiting a few seconds), the page will scroll to the correct position.
Repository: godot
Issue: Using simple PNG texture in TextureRect when this PNG is also part of an AnimatedTexture resource gets animated in the TextureRect
Labels: bug,topic:rendering,topic:gui

### Tested versions

- Reproducible in: 4.2.1, 4.0, only with Compatibility renderer, not reproducible with Forward+ and Mobile


### System information

Godot v4.2.1.stable - Pop!_OS 22.04 LTS - X11 - GLES3 (Compatibility) - Mesa Intel(R) HD Graphics 620 (KBL GT2) () - Intel(R) Core(TM) i7-7500U CPU @ 2.70GHz (4 Threads)

### Issue description

Using static PNG texture in TextureRect, when this PNG texture is also used as a frame in AnimatedTexture, you get the animation from AnimatedTexture instead of static texture.

### Steps to reproduce

Use Compatibility renderer.
Create AnimatedTexture resource with few frames consisting of different PNG textures.
In a scene, create Sprite and as a Texture use this AnimatedTexture resource. It is animating as expected.
Add TextureRect node. As a Texture assign one of the simple PNG textures used in the AnimatedTexture too.
The TextureRect is animating too.

I would expect the texture in TextureRect to be static.

As mentioned above, this happens only with Compatibility renderer.

### Minimal reproduction project (MRP)

[texture-bug.zip](https://github.com/godotengine/godot/files/13969136/texture-bug.zip)