sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: [Editor] `Show Node in Tree` not available for Array[Node] property.
Labels: enhancement,topic:editor

### Tested versions

- v4.3.dev.mono.custom_build [bf8dd73e9]
- (this is a new feature since 4.2)

### System information

Win11

### Issue description

`Show Node in Tree` is disabled for nodes in array:

![image](https://github.com/godotengine/godot/assets/12966814/526bd11b-64ef-49d1-863a-7b56c3792077)
![image](https://github.com/godotengine/godot/assets/12966814/fa5ced08-7db1-4ff3-9db9-9f62695ef3e1)


### Steps to reproduce

Create scene with code:
```gdscript
extends Node

@export var my_node : Node
@export var my_nodes : Array[Node]
```

### Minimal reproduction project (MRP)

[SelectNodeTest.zip](https://github.com/godotengine/godot/files/13765416/SelectNodeTest.zip)
Repository: go
Issue: proposal: cmd/go: `go get -u` shouldn't bump minor release in `v0` packages.
Labels: Proposal,GoCommand,modules

### Proposal Details

I've seen people break their project with a `go get -u` in various forums. It does seem that the main culprits for leaving projects in a broken state are either due to `v0` packages or unversioned packages. 

Currently https://go.dev/blog/publishing-go-modules#v0-the-initial-unstable-version recommends making breaking changes on `v0` via bumping the minor release; and non-breaking changes via bumping patch release. For `v1` and above, the breaking changes are indicated via bumping major release.

`go get -u` bumps the minor&patch release, which is only safe to do on `v1+` packages based on the recommendations.

My proposal is to make `go get -u` default behaviour for `v0` packages only to bump `patch` release. That way `go get -u` would become less problematic.

If the old behaviour is still desirable, something like `go get -u=minor` can be used.

At the moment I'm unable to think of any significant downsides with this approach; other than `go get -u` not bumping minor releases on `golang.org/x` packages. And of course `go get -u` logic becoming more complex.

Related issues:
* Pinning certain versions https://github.com/golang/go/issues/29968
* Mentions a similar issue https://github.com/golang/go/issues/51922
Repository: rust
Issue: Compiling fails as a sync function but succeeds in async function
Labels: A-lifetimes,A-borrow-checker,T-compiler,T-types

The code can be compiled, but uncommentting the non_async_function2 and calling it in async_function will fail the compiling.

```rust
pub fn fx<'a, T: 'a, U>(_: &mut &'a mut T) -> fn(&mut &'a mut U) {
    fn f<'b, T: 'b>(_: &mut &'b mut T) {}
    f::<U>
}

struct PrintOnDrop<'a>(&'a mut String);
impl<'a> Drop for PrintOnDrop<'a> {
    fn drop(&mut self) {}
}

pub async fn async_function() {
    //pub fn non_async_function2() { 
        let mut m = "m".to_owned();
        let mut n = "n".to_owned();
        {
            let mut x1 = &mut m; // &'1 mut m
            let f = fx(&mut x1);
    
            let m1 = PrintOnDrop(x1);
            {
                let mut n1 = PrintOnDrop(&mut n);
    
                println!();
                drop(m1);
    
                f(&mut &mut n1);  // &mut &'1 mut n1
            }
        }
   // }
   // non_async_function2();
}

pub fn usage() -> Box<dyn std::future::Future<Output = ()>> {
    Box::new(async_function())
}
```
Repository: godot
Issue: Text editor selection is slow when using a mouse with a high polling rate
Labels: bug,needs testing,topic:input

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - macOS 14.1.1 - Vulkan (Mobile) - integrated Apple M2 Pro - Apple M2 Pro (12 Threads)

### Issue description

on my laptop (macbook m2), drag-selecting lines of text in the editor works correctly. using my mouse to do the same selection is really choppy and slow. the only difference between the two is that the trackpad polling rate is 120hz (same as monitor) and the mouse polling rate is 1000hz. I measured both of these on a polling rate tester.

i would guess that the editor is doing work on each received `move` event and my mouse is making it process ~8x more events per second than the trackpad?

### Steps to reproduce

use a high dpi mouse in the editor. mine is a logitech pro wireless

### Minimal reproduction project (MRP)

not applicable, should work in a new empty project with some junk text pasted into a gdscript
Repository: pytorch
Issue: Error: IndexError: map::at When using torch.distributed.all_reduce(tensor)
Labels: oncall: distributed,triaged

### 🐛 Describe the bug

dear, this is my code.
```
....
tensor = torch.rand(1, 1, 4096, dtype=torch.float16)
torch.distributed.all_reduce(tensor)
```
When I run this code, I get an error.
```
torch.distributed.all_reduce(tensor)
  File "/../torch/distributed/c10d_logger.py", line 47, in wrapper
    torch.distributed.all_reduce(tensor)
  File "/../torch/distributed/c10d_logger.py", line 47, in wrapper
    return func(*args, **kwargs)
  File "/../torch/distributed/distributed_c10d.py", line 2055, in all_reduce
    return func(*args, **kwargs)
  File "/../torch/distributed/distributed_c10d.py", line 2055, in all_reduce
    work.wait()
IndexError: map::at
    work.wait()
IndexError: map::at
```
What's the reason？

### Versions

torch==2.1.2

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu @wanchaol @fduwjj @wz337 @tianyu-l @wconstab @yf225
Repository: ollama
Issue: Is there any plan to support FinGPT
Labels: model request

Hey Team, Is there any plan to support [FinGPT](https://github.com/AI4Finance-Foundation/FinGPT) anytime soon?
Repository: PowerToys
Issue: [FancyZones] Option to disable window shadows when tiled
Labels: Needs-Triage

### Description of the new feature / enhancement

In many tiling setups (read windows managers on Linux), there are no shadows drawn on the windows when they are tiled alongside each other. It looks cleaner since shadows don't overlap with zone gaps or the content in inactive windows.

Since DWM in Windows 11 draws shadows on windows by default, the proposal is to add an opt-in toggle in FancyZones settings to disable shadows on windows in zones.

### Scenario when this would be used?

Purely aesthetics.

### Supporting information

Screenshot of swaywm with no shadows drawn by the compositor
![image](https://github.com/microsoft/PowerToys/assets/131632391/d96b332a-df65-4200-8a26-56363291953a)
Repository: rust
Issue: Inconsistent format string support for binary and hex representations of arrays
Labels: A-diagnostics,T-compiler,C-bug,D-papercut,A-fmt

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
fn main() {
    println!("{:02x?}", [10, 11, 12]);
    println!("{:08b?}", [10, 11, 12]);
}
```

I expected to see this happen:

It prints the given arrays in hexadecimal and in binary.

Instead, this happened:

Hexadecimal works if you comment out the binary line, but binary doesn't work.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.74.1 (a28077b28 2023-12-04)
binary: rustc
commit-hash: a28077b28a02b92985b3a3faecf92813155f1ea1
commit-date: 2023-12-04
host: x86_64-unknown-linux-gnu
release: 1.74.1
LLVM version: 17.0.4
```

```
rustc 1.75.0-beta.7 (b216e7b0e 2023-12-16)
binary: rustc
commit-hash: b216e7b0e7a2bdf11300a21a614dac6be3e99c5b
commit-date: 2023-12-16
host: x86_64-unknown-linux-gnu
release: 1.75.0-beta.7
LLVM version: 17.0.6
```

```
rustc 1.76.0-nightly (3f28fe133 2023-12-18)
binary: rustc
commit-hash: 3f28fe133475ec5faf3413b556bf3cfb0d51336c
commit-date: 2023-12-18
host: x86_64-unknown-linux-gnu
release: 1.76.0-nightly
LLVM version: 17.0.6
```

```
   Compiling bug v0.1.0 (/home/chaitrex/dev/bug)
error: invalid format string: expected `'}'`, found `'?'`
 --> src/main.rs:3:20
  |
3 |     println!("{:08b?}", [10, 20, 30]);
  |               -    ^ expected `'}'` in format string
  |               |
  |               because of this opening brace
  |
  = note: if you intended to print `{`, you can escape it using `{{`

error: could not compile `bug` (bin "bug") due to previous error
```

</p>
</details>
Repository: pytorch
Issue: [dynamo] Missing support for many trivial builtin functions in operator
Labels: good first issue,triaged,oncall: pt2,module: dynamo

### 🐛 Describe the bug

We are missing support for a few operators, operators.iconcat and operator.concat 
```python
import functools
import operator
import torch

def fn_works() -> None:
    a = list(range(1, 3))
    b = list(range(3, 6))
    c = [a, b]
    d = functools.reduce(operator.add, c, [])
    e = functools.reduce(operator.iadd, c, [])

def fn() -> None:
    a = list(range(1, 3))
    b = list(range(3, 6))
    c = [a, b]
    d = functools.reduce(operator.concat, c, [])
    e = functools.reduce(operator.iconcat, c, [])

comp_out_works = torch._dynamo.optimize(nopython=True)(fn_works)()
comp_out = torch._dynamo.optimize(nopython=True)(fn)()
```

Just glancing at operators documentation and the current builtin dynamo code: https://github.com/pytorch/pytorch/blob/c7e9c1510274184b41e408e6409f252bb1717085/torch/_dynamo/variables/builtin.py#L92

Things that work that I did not expect:
* operator.is
* operator.is_not
* `operator.__add__` # hurray for aliasing

I think we are also missing support for:
* operator.concat
* operator.iconcat
* operator.contains # almost certainly broken. Be careful this when has reversed operands
* operator.countOf
* operator.delitem # might make sense not to fold?
* operator.setitem # might make sense not to fold?
* operator.abs # surprisingly broken given builtins.abs works
* operator.length_hint # confirmed broken 
* operator.call # python 3.11+ only
* operator.attrgetter
* operator.itemgetter
* operator.methodcaller 


```python
def fn_abs() -> None:
    a = range(-10, 10)
    b = map(operator.abs, a)

comp_out = torch._dynamo.optimize(nopython=True)(fn_abs)()
```

@XuehaiPan want to take a look at this? You did a great job fixing some of the already broken ones.

Should probably done as we can just alias it to other builtin calls.
* operator.concat
* operator.iconcat
* operator.abs

### Versions

Tried on latest stable, but I am sure it's on master too from looking at the source.

cc @ezyang @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng
Repository: godot
Issue: AnimationPlayer does not wrap 3D rotation tracks between 180 and -180 degrees correctly when blending between animations
Labels: discussion,topic:animation,topic:3d

### Tested versions

- Reproducible in: 4.3.dev1, 4.2.1 stable, 4.2.dev6 and later 4.2 snapshots
- Not reproducible in: 4.2.dev5 and earlier 4.2 snapshots, 4.1.3 stable

### System information

Godot v4.2.1.stable - Zorin OS 16.3 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 () - AMD Ryzen 7 2700X Eight-Core Processor (16 Threads)

### Issue description

When changing the current animation in AnimationPlayer with the Default Blend Time property set to a value greater than 0, it wraps between 180 and -180 degrees in the wrong direction, going full circle instead of just a few degrees.

### Steps to reproduce

Add a MeshInstance3D node with a Mesh
Add an AnimationPlayer node
Create new Animation
Add a 3D rotation track for the MeshInstance3D
Create 2 keyframes, one must have a value of less than 180 degrees, the other a value of more than -180 (on the same axis)
Enable Animation Looping for the Animation
Duplicate the Animation
Set the Default Blend Time property of the AnimationPlayer to a value greater than 0
Play the Animation
Switch between the two animations while the animation is playing and the MeshInstance will rotate in the wrong direction

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/godotengine/godot/files/13766989/MRP.zip)
Repository: stable-diffusion-webui
Issue: [Bug]: network sdxl lora
Labels: bug-report

### Checklist

- [X] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

two loras two faces with additional network

### Steps to reproduce the problem

i followed this steps

https://www.youtube.com/watch?v=jh-TrplWVA0

so i have made a red green mask and so on


### What should have happened?

so two loras...
i want so see two different faces .. but error see below!
picture is still generated but with same face

### What browsers do you use to access the UI ?

Mozilla Firefox

### Sysinfo

win10
new 1.7.0
rtx 4060

### Console logs

```Shell
LoRA weight_unet: 1, weight_tenc: 1, model: kalle07_010_cosine_iter2_ 000012_jugger_20epoches_adafactor_new2_32_16(71f40b64e0e4)
dimension: {32}, alpha: {16.0}, multiplier_unet: 1, multiplier_tenc: 1
*** Error running process_batch: D:\stable-diffusion\webui\extensions\sd-webui-additional-networks\scripts\additional_networks.py
    Traceback (most recent call last):
      File "D:\stable-diffusion\webui\modules\scripts.py", line 742, in process_batch
        script.process_batch(p, *script_args, **kwargs)
      File "D:\stable-diffusion\webui\extensions\sd-webui-additional-networks\scripts\additional_networks.py", line 244, in process_batch
        network, info = lora_compvis.create_network_and_apply_compvis(
      File "D:\stable-diffusion\webui\extensions\sd-webui-additional-networks\scripts\lora_compvis.py", line 153, in create_network_and_apply_compvis
        network = LoRANetworkCompvis(text_encoder, unet, multiplier_tenc, multiplier_unet, modules_dim, modules_alpha)
      File "D:\stable-diffusion\webui\extensions\sd-webui-additional-networks\scripts\lora_compvis.py", line 341, in __init__
        comp_vis_lora_name = LoRANetworkCompvis.convert_diffusers_name_to_compvis(self.v2, du_lora_name)
      File "D:\stable-diffusion\webui\extensions\sd-webui-additional-networks\scripts\lora_compvis.py", line 302, in convert_diffusers_name_to_compvis
        assert cv_name is not None, f"conversion failed: {du_name}. the model may not be trained by `sd-scripts`."
    AssertionError: conversion failed: lora_te1_text_model_encoder_layers_0_mlp_fc1. the model may not be trained by `sd-scripts`.
```


### Additional information

_No response_
Repository: rust
Issue: `Vec::from_raw_parts` docs do not correctly handle empty buffers
Labels: A-collections,A-docs,T-libs

### Location

https://doc.rust-lang.org/std/vec/struct.Vec.html#method.from_raw_parts

### Summary

The docs state the precondition "`ptr` must have been allocated using the global allocator, such as via the [alloc::alloc](https://doc.rust-lang.org/std/alloc/fn.alloc.html) function", which means that the following code is unsound since `Vec::new` does not allocate to produce the pointer:

```rust
fn reassemble<T>(mut v: Vec<T>) -> Vec<T> {
  let capacity = v.capacity();
  let ptr = v.as_mut_ptr();
  let length = v.len();
  std::mem::forget(v);
  unsafe {Vec::from_raw_parts(ptr, length, capacity)}
}
```

I believe this to be highly surprising, and probably unintended.

`Vec::from_raw_parts` should allow `ptr` not to be obtained from an allocation if `capacity` times the size of `T` is zero.

If the documentation is correct `InPlaceDstBufDrop` is unsound: https://github.com/rust-lang/rust/blob/master/library/alloc/src/vec/in_place_drop.rs#L37

`String::from_raw_parts` and `Vec::from_raw_parts_in` have the same issue.

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Repository: go
Issue: runtime/trace: stop treating cgo calls as syscalls
Labels: NeedsInvestigation,compiler/runtime

The tracer currently treats calls into C as syscalls. In the old tracer, this was fine, because cgo calls are either few or they don't take enough time to cause state transitions. However, the new tracer emits state transitions for all syscalls, regardless of duration.

For OpenGL applications that don't have optimized renderers this can result in hundreds to thousands of state transitions per frame, two per call into OpenGL. A trace of Gotraceui (with vsync disabled) managed to have 5 million spans in 2.5 seconds, with half of the spans being for "blocked in syscall" and the other half being for "running."

With the new implementation, treating cgo calls as syscalls is as tenable as tracing every Go function call.

Treating cgo calls as syscalls was never done intentionally as far as I can tell, and is a side-effect of the implementation.

/cc @mknyszek
Repository: godot
Issue: Editor says it's expecting an old number of arguments for functions if function argument count changes
Labels: bug,topic:gdscript,topic:editor

### Tested versions

Regression 4.3 dev1

### System information

Windows 10, Godot 4.3 dev1

### Issue description

Godot Editor in 4.3 dev1 seems to have issues with functions that changed the number of arguments when they are called in other scripts.

### Steps to reproduce

Say I had a function DoGodot(hello : int, yes : float).

If I change DoGodot(hello : int), then in other scripts use DoGodot(5), it says it's expecting more arguments on the bottom bar of the editor. 

However, if I run it, it runs perfectly fine as it's valid code.

### Minimal reproduction project (MRP)

Pretty much in any project as of 4.3 dev1
Repository: rust
Issue: 🐛 Add support for Android in the compiler (termux)
Labels: T-compiler,C-feature-request

I was observing some issues from other people and it always said that the compiler was not supported as mentioned in the documentation, is there any alternative? 


![Screenshot_20231225-173358~2](https://github.com/rust-lang/rust/assets/101356556/234331b0-8fb1-4646-82fb-80375becd039)

```[tasklist]
### Tasks
```
Repository: ollama
Issue: DeciLM-7B Support
Labels: model request

This was mentioned in Last Week in AI podcast, worth checking in using via ollama

“ DeciLM-7B is a 7.04 billion parameter decoder-only text generation model, released under the Apache 2.0 license. At the time of release, DeciLM-7B is the top-performing 7B base language model on the Open LLM Leaderboard”

https://huggingface.co/Deci/DeciLM-7B
Repository: pytorch
Issue: pin_memory() for a custom Python object
Labels: triaged,actionable,module: data

### 🐛 Describe the bug

Please see these lines in the latest main branch.
https://github.com/pytorch/pytorch/blob/f6dfbffb3bb46ada6fe66b5da4f989f9d4d69b3c/torch/utils/data/_utils/pin_memory.py#L76-L77

It show it works if there comes a custom Python object implementing its `pin_memory` member function. However, contrary to the other branches, there is no space to pass `device` such as 

```python
 elif hasattr(data, "pin_memory"): 
     return data.pin_memory(device)
```

It seems valid to add such that capability to it.

### Versions

The latest main branch

cc @VitalyFedyunin @ejguan @dzhulgakov
Repository: PowerToys
Issue: Mica for PowerToys Run stops working 
Labels: Issue-Bug,External Dependency

### Microsoft PowerToys version

0.76.2

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

1. Open run a few times for a while or restart PC
2. Mica disappears 

 

### ✔️ Expected Behavior

Mica 100% of the time

### ❌ Actual Behavior

Mica stops working sometimes
<img width="1128" alt="Screenshot 2023-12-25 222508" src="https://github.com/microsoft/PowerToys/assets/102803783/e1ffa369-6891-446c-8c44-cda9f5e189cd">
<img width="1128" alt="Screenshot 2023-12-25 222519" src="https://github.com/microsoft/PowerToys/assets/102803783/58cda02e-51fe-4e87-b28f-d3f06779e55c">


### Other Software

_No response_
Repository: godot
Issue: `Node2D` and children not rendering when `use_xr` is active
Labels: discussion,documentation,topic:xr,topic:2d

### Tested versions

- Tested in: `Godot_v4.2.1-stable_win64` & `Godot_v4.0-stable_win64`
- Using Oculus Quest 2 via Oculus Link Cable
- `OpenXR: Running on OpenXR runtime: Oculus 1.92.0`
- `Vulkan API 1.3.260`

### System information

Windows 11 [Version 10.0.22621.2861]

### Issue description

Node2D or any 2D UI/HUD elements in a scene do not render when using XR

Not sure if this is a limitation or the XR implementation, a fault in the project setup, or a weird Quest 2 specific issue.
If it is an issue with the project configuration possibly further documentation is required because I can find nothing when Googling about this issue.

### Steps to reproduce

If you open the MRP and delete the `Player` and hit start it renders a conventional 3D scene with the sample UI of `Hello World` correctly rendering.

If you re-add the `Player` to the `World` scene (*the `Player` `onready` does the `get_viewport().use_xr = true`), then run the project the UI no longer renders.

### Minimal reproduction project (MRP)

Sample Project [vr-ui-test.zip (9MB)](https://github.com/godotengine/godot/files/13768363/vr-ui-test.zip)

**Scene Layout**
![image](https://github.com/godotengine/godot/assets/11359344/ec9c2c05-3e83-4684-a96a-9ef565f46572)
![image](https://github.com/godotengine/godot/assets/11359344/e837053e-d68c-463c-868b-1849f18b668b)
Repository: godot
Issue: Synchronization error when deleting a node incompletely.
Labels: bug,topic:network,topic:multiplayer

### Tested versions

Godot 4.2.1

### System information

Windows 11

### Issue description

In multiplayer, if you remove a node on the server and client (remove_child) and add it to another node, Godot tries to sync with the node at the old address.
Moreover, if a node is completely removed via queue_free and added to another node, then the error does not occur.

It looks like this: Player 2 must get into the submarine node. I delete (remove_child) the player node on player 2's computer from main node and immediately add it to the submarine node. This is immediately done on player 1’s computer. But player 2’s computer still tries to synchronize with the old node, producing errors.
If you do not delete the node on computer 1, then synchronization continues despite the fact that on computer 2 the node is located under the submarine node, and on computer 1 the node is located at the old address.

### Steps to reproduce

1) Connect via network
2) Player 2 is removed using remove_child from node 1 and added to node 2. The same is done on player 1’s computer. Synchronization is destroyed.
3) Player 2 is removed using remove_child from node 1 and added to node 2. But we do nothing on player 1’s computer. Synchronization continues normally, although on player 1's computer, player 2 is at the old address, and on computer 2 he is at the new address.
4) Player 2 is removed using queue_free on both computers from node 1 and added to node 2. Synchronization continues to work normally, on both computers player 2 is at the new address.

### Minimal reproduction project (MRP)

Join in multiplayer, add players, try to move one of the players from node1 to node2 via remove_child and add_child. Do not use the multiplayer synchronizer or multiplayer spawner. @RPC only.
Repository: ollama
Issue: [Feature request] update models from CLI
Labels: feature request

When an update is available to an already installed model, something like `ollama pull` (without an argument) or `ollama update` would be great!