sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tensorflow
Issue: Add support for TensorRT 10
Labels: stat:awaiting tensorflower,type:feature,comp:gpu:tensorrt,TF 2.16

### Issue type

Feature Request

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

nightly

### Custom code

No

### OS platform and distribution

Linux RedHat 9.3

### Mobile device

_No response_

### Python version

3.11

### Bazel version

6.5.0

### GCC/compiler version

13

### CUDA/cuDNN version

12.4.1

### GPU model and memory

_No response_

### Current behavior?

TensorRT 10 GA has been released (https://developer.nvidia.com/tensorrt/download/10x).

It does not have `/usr/include/NvUtils.h` as required by `third_party/tensorrt/tensorrt_configure.bzl`, causing the build to fail.

### Standalone code to reproduce the issue

```shell
env TF_NEED_TENSORRT=1 ./configure
bazel build
```


### Relevant log output

```shell
cp: cannot stat '/usr/include/NvUtils.h': No such file or directory
```
Repository: pytorch
Issue: Export llama v3 to ONNX
Labels: module: onnx,triaged,onnx-triaged

### 🐛 Describe the bug

```python
from transformers import AutoModelForCausalLM, AutoTokenizer
import onnx
import torch
import onnxscript

model_id = "meta-llama/Meta-Llama-3-8B"

with torch.onnx.enable_fake_mode() as fake_context, torch.no_grad():
    model = AutoModelForCausalLM.from_pretrained(model_id).eval()
    tokenizer = AutoTokenizer.from_pretrained(model_id)
    base_prompt = "How many hours are in a day?"
    base_inputs = tokenizer(base_prompt, return_tensors="pt").to("cpu")
    export_options = torch.onnx.ExportOptions(fake_context=fake_context)
    input_ids = base_inputs.input_ids
    model = torch.export.export(model, args=(input_ids,))
_ = torch.onnx.dynamo_export(model, input_ids, export_options=export_options)
```

### Versions

main

Blocked by:
* Issue https://github.com/microsoft/onnxscript/issues/1471 
* PR https://github.com/pytorch/pytorch/pull/124977 
* Issue https://github.com/microsoft/onnxscript/issues/1462
Repository: flutter
Issue: [infra] Many builds are stuck in queue despite having idle machines in the pool
Labels: team-infra,P2,triaged-infra

### Type of Request

bug

### Infrastructure Environment

Not completely sure, but seems like an issue with the Cocoon scheduler

### What is happening?

Many builds are stuck in queue on commit 96d9cd1195917f66e7341f34eeb146d1a93a3767

![Screenshot 2024-04-25 at 2 45 43 PM](https://github.com/flutter/flutter/assets/1961493/7192fe94-61c7-4c63-b0ed-2f3e23dab2d7)

![Screenshot 2024-04-25 at 2 48 38 PM](https://github.com/flutter/flutter/assets/1961493/c72dce62-70ad-454e-ad06-cdb6fb260c75)

Even though it looks like there are many idle machines in the pool:

![Screenshot 2024-04-25 at 2 49 37 PM](https://github.com/flutter/flutter/assets/1961493/e9ae6722-d0d5-4ce5-9d69-752e48a3a9f4)


### Steps to reproduce

See the build is stuck https://flutter-dashboard.appspot.com/#/build


### Expected results

Builds should be scheduled and tests run when there are idle machines
Repository: godot
Issue: Running TPS Demo on MacOS emits DisplayServer warning
Labels: bug,platform:macos,topic:porting

### Tested versions

- Reproducible in: 4.3dev5 and 4.3 master (25-April-2024)
- 

### System information

Vulkan 1.2.280 - Forward+ - Using Device #0: Apple - Apple M1

### Issue description

I am running the TPS demo in windowed mode. I am getting the following message repeatedly in the console:
WARNING: Entering a window while a window is hovered should never happen in DisplayServer.
     at: _event_callback (scene/main/window.cpp:712)

It seems there is a wrong assumption in there, since it obviously does happen?


### Steps to reproduce

Run TPS demo in windowed mode. Switch between the game window and the macOS desktop.

### Minimal reproduction project (MRP)

https://github.com/godotengine/tps-demo
Repository: godot
Issue: Running TPS demo on macOS emits Vulkan error
Labels: bug,platform:macos,topic:rendering

### Tested versions

Godot Engine v4.3.dev.custom_build.11d376813 (2024-04-25 15:12:47 UTC)

### System information

Vulkan 1.2.280 - Forward+ - Using Device #0: Apple - Apple M1

### Issue description

Running the TDP demo emits the following Vulkan error repeatedly. No obvious visible malfunctions.
```
[mvk-error] VK_INCOMPLETE: Error writing pipeline cache data: Failed to write 4 bytes to output stream! Wrote 0
ERROR: VALIDATION - Message Id Number: 0 | Message Id Name: 
	VK_INCOMPLETE: Error writing pipeline cache data: Failed to write 4 bytes to output stream! Wrote 0
	Objects - 1
		Object[0] - VK_OBJECT_TYPE_PIPELINE_CACHE, Handle 105553165996896
   at: _debug_messenger_callback (drivers/vulkan/rendering_context_driver_vulkan.cpp:304)
```

### Steps to reproduce

Run TPS demo. Observe error message on console.

### Minimal reproduction project (MRP)

https://github.com/godotengine/tps-demo
Repository: pytorch
Issue: [Releng] Triton version for minor releases starting with 2.4 
Labels: oncall: releng,triaged

### 🐛 Describe the bug

Opening this issue to try to find the solution for coordinating the triton/pytorch releases.
Up to release [2.2](https://github.com/openai/triton/commits/release/2.3.x/) triton release was following pytorch releases.  

Starting with release [2.3](https://github.com/openai/triton/commits/release/2.3.x/) triton release was triton release [2.2](https://github.com/openai/triton/commits/release/2.2.x/) with following cherry-picks:
https://github.com/openai/triton/commit/aaf0ffb111a363fa47bc4f82a1e482b8f912dba4
https://github.com/openai/triton/commit/3f8d91bb17f6e7bc33dc995ae0860db89d351c7b

1. We need to establish the strategy we want to take when releasing triton for Pytorch 2.4 release. Will it be another release based on the  [2.3 branch](https://github.com/openai/triton/commits/release/2.3.x/)  ? Or it will follow current triton pin : https://github.com/pytorch/pytorch/blob/main/.ci/docker/ci_commit_pins/triton.txt ?
- One issue with doing cherry-picking releases based on [2.3 branch](https://github.com/openai/triton/commits/release/2.3.x/)   is that they lack CI/CD coverage, since the our CI/CD runs on pinned version of triton

3. We would like to work out on common strategy for synchronizing triton/pytorch releases starting with Pytorch Release 2.4

### Versions

2.4

cc @malfet @seemethere @jansel @ptillet @desertfire
Repository: vscode
Issue: DECSCUSR 0 should reset to the user-defined cursorStyle
Labels: bug,help wanted,upstream,good first issue,terminal,upstream-issue-linked

VS Code Version: 1.88.1
OS: Linux

Steps to Reproduce:

1. Add `"terminal.integrated.cursorStyle": "line"` to your settings.json
2. Run these commands in the integrated terminal:
```sh
printf "\033[4 q" # set cursor style to an underscore
printf "\033[0 q" # this should restore the cursor to the user-defined preference
printf "\033[ q"  # (this has the same effect as "0")
# ...but instead we end up with a "block" cursor
```

Relevant code: https://github.com/xtermjs/xterm.js/blob/2edc65baaa50f8b99c67f3df6f8d5d93c70a69e6/src/common/InputHandler.ts#L2732-L2738

Many popular terminals implement this behavior (e.g kitty, alacritty, Windows Terminal, ...)
More info on the topic: https://github.com/microsoft/terminal/pull/7379

xterm issue: https://github.com/xtermjs/xterm.js/issues/3293
Repository: terminal
Issue: Selection markers permanently disappear when they are scrolled out of view
Labels: Issue-Bug,Area-UserInterface,Product-Terminal

This has probably been around forever tbh, but they shouldn't be doing that.
Repository: kubernetes
Issue: ValidatingAdmissionPolicy:  Cost estimator for extended library was not registered
Labels: kind/bug,sig/api-machinery,triage/accepted

### What happened?

Thanks for @benluddy who raised the issue and investigated!

We didn't register the cost estimator for extended library hence the cost calculation is inaccurate for expression including extended library.


### What did you expect to happen?

The cost should reflect the extended library

/cc @jpbetz @benluddy 
/sig api-machinery
/triage accepted

### How can we reproduce it (as minimally and precisely as possible)?

An example would be:
```
apiVersion: admissionregistration.k8s.io/v1
kind: ValidatingAdmissionPolicy
metadata:
  name: costly-policy
spec:
  failurePolicy: Fail
  matchConstraints:
    resourceRules:
    - apiGroups:   [""]
      apiVersions: ["v1"]
      operations:  ["CREATE"]
      resources:   ["namespaces"]
  validations:
    - expression: "[1, 2, 3, 4, 5, 6, 7, 8, 9, 10].all(x, authorizer.requestResource.check('create').allowed())"
---
apiVersion: admissionregistration.k8s.io/v1
kind: ValidatingAdmissionPolicyBinding
metadata:
  name: "costly-binding"
spec:
  policyName: "costly-policy"
  validationActions: [Deny]
```

The cost of the above expression exceeds the per expression limit but didn't fail.


### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
# paste output here
```

</details>


### Cloud provider

<details>

</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: flutter
Issue: Proposal: a simple `MaterialInkController` widget
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

Imagine if `_Padding` and `_Container` were private classes, and there was only one way to add padding:

```dart
AnimatedContainer(
  duration: Duration.zero,
  padding: const EdgeInsets.only(top: 5),
  child: widget.child,
)
```

#### ☹️

<br>

I made a fun little theme-picker widget that looks really cool, but the implementation gives me the same gross feeling as the animated container from above.

<details> <summary><b>demo</b></summary>

![theme picker](https://github.com/flutter/flutter/assets/10457200/6dcdac32-d4b4-4750-ac07-8f07a8c771dd)

</details>

```dart
class _ThemePickerState extends State<ThemePicker> with SingleTickerProviderStateMixin {
  late final controller = AnimationController(vsync: this);

  Widget _builder(context, child) {
    return Material(
      color: _color,
      animationDuration: Duration.zero,
      borderRadius: BorderRadius.all(_radiusFrom(controller.value)),
      child: _inkWell,
    );
  }
}
```

I had a look through [material.dart](https://github.com/flutter/flutter/blob/f667376cc871024875abcefaddc9393371d67f02/packages/flutter/lib/src/material/material.dart#L453). Unfortunately, many components in the `Material` build method are private, so for now it's a package deal.

<br>

#### Proposal

There should be a public class that builds a stripped-down (yet fully functional) `Material`.

```dart
Widget _builder(context, child) {
  return ClipRRect(
    borderRadius: BorderRadius.all(_radiusFrom(controller.value)),
    child: ColoredBox(
      color: _color,
      child: BlankMaterial(child: _inkWell),
    ),
  );
}
```
Repository: pytorch
Issue: [DTensor] Keep track of data-dependent ops and skip _propagate_tensor_meta to go thru fake tensor
Labels: oncall: distributed,triaged,module: dtensor

### 🐛 Describe the bug

https://github.com/pytorch/pytorch/blob/main/torch/distributed/_tensor/sharding_prop.py#L80-L82

### Versions

N/A 

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu @wanchaol @fduwjj @tianyu-l @wconstab @yf225 @chauhang @d4l3k
Repository: neovim
Issue: redraw a specific floating window ignoring other pending screen updates
Labels: enhancement,ui,ui-extensibility

### Problem

There is no way to redraw and update a specific window without updating other windows that "need redrawing". Individual windows can be marked for redraw, but updates are only ever flushed to the UI via `update_screen()` which will go through *all* windows with pending updates. _In most cases_ this is either necessary (e.g. for splits, resizing, etc) or it's not a problem.

However, there is much work being done in PR #27855 (tracking issue #27811) to externalize messages and the command line for the TUI via floating windows (also [noice.nvim](https://github.com/folke/noice.nvim)). The current high-level redrawing logic for the command line/message grid is orthogonal to that of windows, which has the following advantages:
1. Visual selection is not cleared when redrawing the command line. For `:'<,'>[command]...` this is great because you can see what the ex-cmd is (presumably) operating on. Any call to `:redraw`, opening a new float, etc. will clear the visual selection highlight.
2. no redrawing clash with `inccommand`. command line can be redrawn independently, without being blocked ([#9777](https://github.com/neovim/neovim/issues/9777), [#9783](https://github.com/neovim/neovim/pull/9783), [#20463](https://github.com/neovim/neovim/issues/20463)) or clearing the preview.

Neither can be achieved via regular window redrawing, so if the cmdline/msg grid is externalized with a floating window we lose both of these benefits (I think #27950 somewhat addresses point (2) but still wouldn't allow properly re-updating the cmdline afterwards). Afaik this also applies to the native popup wildmenu which has its own seperate redrawing codepath.

In brief, externalized ui component providers in the TUI (specifically `ext_cmdline` and `ext_messages`, also likely `ext_popumenu` for `wildmenu`) have to use hacks and workarounds to maintain ephemeral screen state (like visual selection in cmdline, or cmdpreview) because there is no publicly exposed mechanism to redraw a window without screwing up the dirty screen state (which should be kept dirty). Some PRs have addressed this problem but in an ad-hoc/hacky manner.

### Expected behavior

Either:
1. a function in the api/stdlib that allows redrawing a specific float without touching any other pending screen updates. I think(hope?) its reasonable to expect that the (re)drawing of ***floating*** windows can be done in isolation of other windows/the "main" window grid. Somewhat related: #28101 but in its current state/scope it does not fix the issue
2. internal logic for keeping/restoring desirable ephemeral screen states: specifically the visual selection and command preview. I suppose the redrawing logic could check and handle each of theses cases individually, e.g. *not* removing the visual highlight, re-triggering the cmdpreview callback if needed, etc. There may be other similar "dirty screen states" that we want to keep though, I just can't think of any others.
Repository: pytorch
Issue: [DTensor] Sharding strategy not implemented error should be thrown earlier
Labels: oncall: distributed,triaged,module: dtensor

### 🐛 Describe the bug

```
global_tensor = torch.arange(8).view(4, 2)
mesh_2d = init_device_mesh(
    self.device_type, (2, 2), mesh_dim_names=("DP", "TP")
)
tp_mesh = mesh_2d["TP"]
dtensor_tp = distribute_tensor(
    global_tensor, tp_mesh, placements=[Shard(0)]
)

# This is expected, as we don't have DTensor op strategy registered for aten.diagonal.default
# Error -- NotImplementedError: Operator aten.diagonal.default does not have a sharding strategy registered.
# b= torch.diagonal(dtensor_tp)

# This is an example that `_propagate_tensor_meta(op_schema)` get called first and errors out, 
# so it doesn't correctly show the no sharding strategy registered error. 
# Error -- torch._subclasses.fake_tensor.DynamicOutputShapeException: aten.nonzero.default
a = torch.nonzero(dtensor_tp)

``` 

Related issue: https://github.com/pytorch/pytorch/issues/132016

### Versions

N/A    

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu @wanchaol @fduwjj @tianyu-l @wconstab @yf225 @chauhang @d4l3k
Repository: node
Issue: Deadlock with worker threads and TLS `createSecureContext`
Labels: tls,openssl,worker

### Version

- v20.11.0
- v21.7.3

### Platform

Darwin IRONCLADHQ-NMXQRHY6C 23.2.0 Darwin Kernel Version 23.2.0: Wed Nov 15 21:55:06 PST 2023; root:xnu-10002.61.3~2/RELEASE_ARM64_T6020 arm64

### Subsystem

crypto?

### What steps will reproduce the bug?

I believe the following script reproduces the deadlock:

```js
const { Worker, isMainThread } = require('worker_threads');
const { createSecureContext } = require('tls');

if (isMainThread) {
    for (let i = 0; i < 1000; i++) {
        new Worker(__filename);
    }

    let i = 0;

    const go = () => {
        createSecureContext();
        if (i % 1000 === 0) {
            console.log(i);
        }
        i++;
        setImmediate(go);
    }

    go();
} else {
    const go = () => {
        createSecureContext();
        setImmediate(go);
    }

    go();
}
```

Here is what I get when running the script:

```console
% node index.js                               
0
1000
2000
3000
4000
5000
6000
^C%                                                                                                                                                           
% node index.js
0
1000
2000
3000
4000
5000
6000
7000
8000
9000
^C%                                                                                                                                                           
% node index.js
0
1000
2000
3000
4000
5000
6000
7000
```

Here is what the Mac OS process sample shows:

![image](https://github.com/nodejs/node/assets/342540/6320bbd5-0c96-4a0f-9527-04c542eb5245)

Attached here is the full sample for the above process
[deadlock.txt](https://github.com/nodejs/node/files/15123743/deadlock.txt)

### How often does it reproduce? Is there a required condition?

The above script seems to reliably reproduce for me. This may be specific to apple silicon, I'm not sure!

### What is the expected behavior? Why is that the expected behavior?

I would expect the above script to run infinitely, and print incrementing values of 1000.

### What do you see instead?

The above script freezes after 6-10,000 iterations of the main process. All threads end up deadlocked somehow.

### Additional information

This is happening in a production application for us that only has 2 worker threads, it takes as little as 20 minutes, so I'm not sure how it's actually happening to us, but the above script forces the problem. Nobody would create this many secure contexts in practice, probably.
Repository: godot
Issue: `OS.request_permission` is now non-blocking
Labels: discussion,platform:android,documentation,needs testing

### Tested versions

v4.3.dev.mono.custom_build [00829d37f]

### System information

HarmonyOS 4.0.0

### Issue description

`OS.request_permission` will now not block the game process until the permission request is completed. This is inconsistent with the previous behavior and also breaks some functions of my game. My game requires local storage permissions to create some local folders and files for players to use. So you must make sure to complete the permission application before creating folders and files.

### Steps to reproduce

Add dangerous permissions and use `OS.request_permission`. After exporting to Android, open the game and a permission application window will pop up. However, the game will not wait for the permission application to be completed and is still running.

### Minimal reproduction project (MRP)

N/A
Repository: node
Issue: node22 performance degradation
Labels: performance,v22.x

### Version

22.0.0

### Platform

Linux debian 6.1.0-13-amd64 #1 SMP PREEMPT_DYNAMIC Debian 6.1.55-1 (2023-09-29) x86_64 GNU/Linux

### Subsystem

_No response_

### What steps will reproduce the bug?

```javascript
const COUNT1 = 1024;
const COUNT2 = 5120;
const COUNT3 = 20480;

function encrypt(buf, value = 199)
{
    let count = Math.min(buf.length, COUNT1);
    for (let i = 0; i < count; i++)
        buf[i] += value;

    count = Math.min(buf.length, COUNT2);
    for (let i = COUNT1; i < count; i += 2)
        buf[i] += value;
}

const buf = Buffer.alloc(65535);
function aa()
{
    console.time("j");
    for (let i = 0; i < 20 * 125; i++)
        encrypt(buf, 199);
    console.timeEnd("j");
}

for (let index = 0; index < 20; index++) {
    aa()
}
```



When I increase the number of operations, due to the optimization of v8, the performance will be shortened to 23ms, but it is still worse than the previous 21ms performance.


### How often does it reproduce? Is there a required condition?

node perf.js

### What is the expected behavior? Why is that the expected behavior?


in nodejs 20.12.2
```
j: 64.709ms
j: 54.228ms
j: 21.822ms
j: 21.83ms
j: 21.858ms
j: 21.851ms
j: 21.821ms
j: 21.841ms
j: 21.827ms
j: 21.887ms
j: 21.823ms
j: 21.863ms
j: 21.842ms
j: 21.857ms
j: 21.845ms
j: 21.851ms
j: 21.821ms
j: 21.843ms
j: 21.816ms
j: 21.847ms
```

in nodejs 22.0.0
```
j: 44.602ms
j: 34.992ms
j: 35.053ms
j: 34.981ms
j: 35.355ms
j: 35.013ms
j: 35.036ms
j: 34.979ms
j: 35.056ms
j: 35.135ms
j: 35.09ms
j: 34.989ms
j: 35.023ms
j: 34.974ms
j: 35.028ms
j: 35.076ms
j: 35.034ms
j: 34.973ms
j: 35.045ms
j: 35.013ms
```

### What do you see instead?

1

### Additional information

1
Repository: vscode
Issue: Editor placeholder multiline text - use ellipsis instead
Labels: feature-request,verification-found,verification-needed,editor-core

First, I'm not sure I like the placeholder pushing the chat input to multiple lines. And this differs from the decoration that I use in the case where there is other text in the input (https://github.com/microsoft/vscode/issues/208976#issuecomment-2078505023)

Also, the editor height doesn't react quite properly to text changes, see the recording

![Recording 2024-04-25 at 19 17 21](https://github.com/microsoft/vscode/assets/323878/81cb81fa-342c-454e-9a22-eb0e090b4411)
Repository: pytorch
Issue: When I set the operator weights all to 1, the operator weights change as soon as an input is made to the operator
Labels: triaged

### 🐛 Describe the bug

When I set the operator weights all to 1, the operator weights change as soon as an input is made to the operator.Before and after taking input to the operator, we output its state_dict(), and found that the two are different.

```python
import torch
import time
import numpy as np

if __name__ == "__main__":
    model_path = '/root/czx/log/batchnorm2d.pth'
    model = torch.load(model_path)
    print(model.state_dict())
    tensor = torch.rand(5,64,224,224).to('cuda:0')
    tensor = tensor.clamp(min=0, max=1)
    model(tensor)
    print(model.state_dict())
```
[batchnorm2d.zip](https://github.com/pytorch/pytorch/files/15124733/batchnorm2d.zip)



### Versions

ubuntu 18.04
torch-GPU
Repository: vscode
Issue: onDidChangeTabGroups not fired when switching focus between floating window and main window
Labels: bug,api,workbench-tabs

Part of https://github.com/microsoft/vscode-copilot-release/issues/811

- Add this code to an extension `vscode.window.tabGroups.onDidChangeTabGroups(e => console.log('CHANGE', e));`
- Open a floating window, the event is fired
- Click between the floating window and the main window, it's not fired