sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: PT2 inference slowdown after updating Huggingface pin on CI
Labels: module: performance,triaged,oncall: pt2,module: inductor

From https://github.com/pytorch/pytorch/pull/133065#issuecomment-2288701447 . Basically, there was a noticeable performance drop on the inference side after bumping up the HF pin, [dashboard](https://hud.pytorch.org/benchmark/compilers?dashboard=torchinductor&startTime=Wed%2C%2007%20Aug%202024%2013%3A09%3A28%20GMT&stopTime=Wed%2C%2014%20Aug%202024%2013%3A09%3A28%20GMT&granularity=hour&suite=torchbench&mode=inference&dtype=bfloat16&deviceName=cuda%20(a100)&lBranch=gh/desertfire/449/head&lCommit=445863995081ff442d69a567431f056c2095f2aa&rBranch=main&rCommit=c8275e25a79903daac3aa5ed4ad8fd3132ca6adb)

cc @msaroufim @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames
Repository: pytorch
Issue: In-place operations should be deprecated and in the future, they should be removed from PyTorch.
Labels: module: nn,triaged,needs research

### 🚀 The feature, motivation and pitch

[In-place operations with autograd](https://pytorch.org/docs/stable/notes/autograd.html#in-place-operations-with-autograd) says below:

> Supporting in-place operations in autograd is a hard matter, and we discourage their use in most cases. Autograd’s aggressive buffer freeing and reuse makes it very efficient and there are very few occasions when in-place operations lower memory usage by any significant amount. Unless you’re operating under heavy memory pressure, you might never need to use them.

So, in-place operations will be rarely used as the article says above.

So, I don't think in-place operations are useful. they just make PyTorch complex.

If there are no in-place operations, for example `inplace` argument can be removed from [ReLU()](https://pytorch.org/docs/stable/generated/torch.nn.ReLU.html), [LeakyReLU()](https://pytorch.org/docs/stable/generated/torch.nn.LeakyReLU.html), [ELU()](https://pytorch.org/docs/stable/generated/torch.nn.ELU.html), etc for simplicity.

So, in-place operations should be deprecated and in the future, they should be removed from PyTorch.


### Alternatives

_No response_

### Additional context

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: flutter
Issue: [interactive_media_ads] Support companion ad formats for audio ads
Labels: c: new feature,package,c: proposal,team-ecosystem,P2,triaged-ecosystem,p: interactive_media_ads

### Use case

Publishers with linear audio ads will often have an accompanying companion display ad that is rendered during audio ad playback. Native IMA SDK supports companion ad implementations on Android & iOS.

### Proposal

Requesting interactive_media_ad package support companion ad formats in line with the native IMA SDK's implementation guides:
- Android: https://developers.google.com/interactive-media-ads/docs/sdks/android/client-side/companions
- iOS: https://developers.google.com/interactive-media-ads/docs/sdks/ios/client-side/companions
Repository: flutter
Issue: [interactive_media_ads] Support background audio ad playback
Labels: c: new feature,package,c: proposal,team-ecosystem,P2,triaged-ecosystem,p: interactive_media_ads

### Use case

Publishers with linear audio ads will often continue audio ad playback when users background the app. Audio ad background is currently supported by native IMA SDK on Android and iOS (via a dedicated IMA SDK flag).

### Proposal

interactive_media_ads package to support background audio ad playback on both Android & iOS platforms. For iOS, IMASettings will need to expose the [enabledBackgroundPlayback](https://developers.google.com/interactive-media-ads/docs/sdks/ios/client-side/reference/Classes/IMASettings#enablebackgroundplayback) flag.

iOS Guide: https://developers.google.com/interactive-media-ads/docs/sdks/ios/client-side/background_ad_playback
Android Guide: https://developers.google.com/interactive-media-ads/docs/sdks/android/client-side/background-ad-playback
Repository: PowerToys
Issue: Cannot install PT
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

UNKNOWN

### Installation method

Microsoft Store, WinGet

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

PT not listed as installed,
System Win 10 , Ver 22H2, OS 19045.4651

### ✔️ Expected Behavior

Tried to install via MS Store, and PS using Winget, both result in failure to install.
Log shows that it detects a previous version

### ❌ Actual Behavior

[1164:0FFC][2024-08-14T18:13:24]i101: Detected package: TerminatePowerToys, state: Absent, cached: None
[1164:0FFC][2024-08-14T18:13:24]i101: Detected package: WebView2, state: Present, cached: None
[1164:0FFC][2024-08-14T18:13:24]i101: Detected package: PowerToysUserSetup_0.83.0_x64.msi, state: Absent, cached: None
[1164:0FFC][2024-08-14T18:13:24]i052: Condition 'MinimumVersion >= DetectedPowerToysVersion' evaluates to false.
[1164:0FFC][2024-08-14T18:13:24]e000: PowerToys is already installed on this system for all users. We recommend first uninstalling that version before installing this one.
[1164:0FFC][2024-08-14T18:13:24]e000: Error 0x81f40001: Bundle condition evaluated to false: MinimumVersion >= DetectedPowerToysVersion
[1164:0FFC][2024-08-14T18:13:24]i199: Detect complete, result: 0x0


### Other Software

_No response_
Repository: terminal
Issue: Cannot create a binding to output Esc only
Labels: Product-Conpty,Area-VT,Issue-Bug

### Windows Terminal version

_No response_

### Windows build number

_No response_

### Other Software

_No response_

### Steps to reproduce

Try to create a new binding to output Esc character (\x1B)

### Expected Behavior

Pressing the binding should send Esc character to the app

### Actual Behavior

Nothing gets sent, which in WSL can be confirmed by running `cat` program.
Interestingly, it is possible to create a binding that sends Escape Sequences, e.g. `Alt-q` (\x1Bq), but not the Esc itself.
Repository: tauri
Issue: [bug] image shows laggy
Labels: type: bug,status: needs triage

### Describe the bug

Rust Backend: produce png(base64 encode) String continuously and quickly in another thread(capturing the screen), and use AppHandle.emit to send them to frontend.

Vue3 + Javascript Frontend: listen to update ref data, show it by using tag
```html
<img :src="data.png_base64" />
```
Result: img changes slowly and laggy.

### Reproduction

_No response_

### Expected behavior

img changing rate becomes as faster as it produced in the backend.

### Full `tauri info` output

```text
> wise-key@0.0.0 tauri
> tauri info


[✔] Environment
    - OS: Mac OS 14.5.0 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.81.0-nightly (fcaa6fdfb 2024-07-13)
    ✔ cargo: 1.81.0-nightly (154fdac39 2024-07-07)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: nightly-aarch64-apple-darwin (default)
    - node: 22.5.1
    - pnpm: 9.6.0
    - npm: 10.8.2

[-] Packages
    - tauri [RUST]: 2.0.0-rc.2
    - tauri-build [RUST]: 2.0.0-rc.2
    - wry [RUST]: 0.41.0
    - tao [RUST]: 0.28.1
    - @tauri-apps/api [NPM]: 2.0.0-rc.0
    - @tauri-apps/cli [NPM]: 2.0.0-rc.3

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - framework: Vue.js
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: vscode
Issue: New lines after code blocks aren't showing as whitespace in test assertion decoration
Labels: bug,testing

I expect a space before `msg`

![image](https://github.com/user-attachments/assets/d5208ac3-2b50-4500-99ef-0033ae92c438)
Repository: PowerToys
Issue: Add superscript plus and minus signs (Unicode 207A and 207B) to Quick Accent
Labels: Idea-Enhancement,Needs-Triage,Product-Quick Accent

### Description of the new feature / enhancement

Add superscript plus and minus signs (Unicode 207A and 207B) to Quick Accent

### Scenario when this would be used?

These characters are used to indicate the charge of a chemical ion—e.g., Cl⁻ or Na⁺

The use of these characters is preferable compared to using a regular minus sign or plus sign and manually superscripting it. They do not look right when this is done.

### Supporting information

_No response_
Repository: rust
Issue: Misleading help suggests `Sync` bound when shareable reference is passed across or into await
Labels: A-diagnostics,T-compiler,A-async-await,AsyncAwait-Triaged,D-confusing

#59245 results in an error that may be difficult to interpret when structuring generic async code:

```rust
use std::fmt::Display;

async fn run(mut state: impl Display) {
    do_stuff(&state).await;
    // ...
}

async fn do_stuff(state: &impl Display) {
    println!("{state}");
}

fn spawn_task<T>(state: T)
where
    T: Display + Send + 'static,
{
    tokio::spawn(run(state));
}
```

The compiler (as of 1.82.0-nightly (80eb5a8e9 2024-08-13)) produces this error output:

```
error[E0277]: `T` cannot be shared between threads safely
   --> src/main.rs:16:18
    |
16  |     tokio::spawn(run(state));
    |     ------------ ^^^^^^^^^^ `T` cannot be shared between threads safely
    |     |
    |     required by a bound introduced by this call
    |
    = note: required for `&T` to implement `Send`
note: required because it's used within this `async` fn body
   --> src/main.rs:8:41
    |
8   |   async fn do_stuff(state: &impl Display) {
    |  _________________________________________^
9   | |     println!("{state}");
10  | | }
    | |_^
note: required because it's used within this `async` fn body
   --> src/main.rs:3:35
    |
3   |   async fn run(state: impl Display) {
    |  ___________________________________^
4   | |     do_stuff(&state).await;
5   | |     // ...
6   | | }
    | |_^
note: required by a bound in `tokio::spawn`
   --> /home/mzabaluev/.cargo/registry/src/index.crates.io-6f17d22bba15001f/tokio-1.39.2/src/task/spawn.rs:167:21
    |
165 |     pub fn spawn<F>(future: F) -> JoinHandle<F::Output>
    |            ----- required by a bound in this function
166 |     where
167 |         F: Future + Send + 'static,
    |                     ^^^^ required by this bound in `spawn`
help: consider further restricting this bound
    |
14  |     T: Display + Send + 'static + std::marker::Sync,
    |                                 +++++++++++++++++++
```

A non-restrictive, but also unintuitive, solution is to make the reference passed to `do_stuff` mutable (i.e. provably exclusive), even though mutability is not required by the function body.

# Desired outcome

The help heuristic should detect that the `Sync` bound arises due to a shareable reference becoming a member of an async closure for which `Send` is required, and suggest using an exclusive reference as an alternative to restricting the bound.

_Originally posted by @mzabaluev in https://github.com/rust-lang/rust/issues/59245#issuecomment-2289520996_
Repository: pytorch
Issue: vmap + autograd.Function [generate_vmap_rule=False] + torch.compile don't work together
Labels: triaged,oncall: pt2,module: functorch,module: dynamo,dynamo-ctx-manager,dynamo-functorch

Related: https://github.com/pytorch/pytorch/issues/129845

cc @ezyang @chauhang @penguinwu @Chillee @samdow @kshitij12345 @janeyx99 @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @amjames
Repository: godot
Issue: Godot crashes after `Index p_index = 0 is out of bounds (size() = 0)` error.
Labels: bug,needs testing,crash,regression

### Tested versions

- Reproducible in: Godot v4.3.rc3.official.03afb92ef
- Not reproducible in: Godot v4.3-beta1-3, Godot v4.2

### System information

Godot v4.3.rc3 - Arch Linux #1 SMP PREEMPT_DYNAMIC Sun, 11 Aug 2024 16:19:06 +0000 - Wayland - Vulkan (Forward+) - integrated Intel(R) HD Graphics 5500 (BDW GT2) - Intel(R) Core(TM) i5-5200U CPU @ 2.20GHz (4 Threads)

### Issue description

Godot will randomly print ```Parameter "sd" is null``` and ```Index p_index = 0 is out of bounds (size() = 0)``` errors and then crash, so far I've no clue on how to trigger this error.

Error:
```
ERROR: Parameter "sd" is null.
   at: _shaped_text_is_ready (modules/text_server_adv/text_server_adv.cpp:6425)
ERROR: Parameter "sd" is null.
   at: _shaped_text_set_custom_ellipsis (modules/text_server_adv/text_server_adv.cpp:4153)
ERROR: ShapedTextDataAdvanced invalid.
   at: _shaped_text_overrun_trim_to_width (modules/text_server_adv/text_server_adv.cpp:5086)
ERROR: Parameter "sd" is null.
   at: _shaped_text_get_size (modules/text_server_adv/text_server_adv.cpp:6535)
ERROR: FATAL: Index p_index = 0 is out of bounds (size() = 0).
   at: get (./core/templates/cowdata.h:205)

================================================================
handle_crash: Program crashed with signal 4
Engine version: Godot Engine v4.3.rc3.official (03afb92efa18874da19f7fc185a32c005d20aa1d)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x3d1d0) [0x7bbb46a851d0] (??:0)
[2] /home/esh/.local/bin/godot_v4.3-rc3() [0x26814ee] (??:0)
[3] /home/esh/.local/bin/godot_v4.3-rc3() [0x24fc234] (??:0)
[4] /home/esh/.local/bin/godot_v4.3-rc3() [0x26f3478] (??:0)
[5] /home/esh/.local/bin/godot_v4.3-rc3() [0x48001ed] (??:0)
[6] /home/esh/.local/bin/godot_v4.3-rc3() [0x43147a4] (??:0)
[7] /home/esh/.local/bin/godot_v4.3-rc3() [0x23b6ac7] (??:0)
[8] /home/esh/.local/bin/godot_v4.3-rc3() [0x527a84] (??:0)
[9] /home/esh/.local/bin/godot_v4.3-rc3() [0x4202b2] (??:0)
[10] /usr/lib/libc.so.6(+0x25e08) [0x7bbb46a6de08] (??:0)
[11] /usr/lib/libc.so.6(__libc_start_main+0x8c) [0x7bbb46a6decc] (??:0)
[12] /home/esh/.local/bin/godot_v4.3-rc3() [0x43d45a] (??:0)
-- END OF BACKTRACE --
================================================================
```

### Steps to reproduce

As of now this error seems to happen randomly when using godot.

### Minimal reproduction project (MRP)

N/A
Repository: flutter
Issue: Create an iOS native looking version of the Counter app template
Labels: a: fidelity,f: cupertino,P2,team-design,triaged-design

See https://gist.github.com/mit-mit/bacdf0db8a30d1794fed4b98887bbcfb for recommended appearance. 

There should be a version of the counter app that reflect the cupertino design language, instead of material.

Discoverability will be the challenge here. Some ideas:
- Add a template to flutter create command, a la `flutter create -t ios_counter my_app`
- Check the development platform
  - generate the iOS counter template automatically via `flutter create` if the development machine is a mac
- Check the connected devices
  - generate the iOS counter template automatically via `flutter create` if a connected device is an iOS device
Repository: flutter
Issue: [flutter-web] Migrate internal users of html to canvaskit (tracking)
Labels: platform-web,P1,team-web,triaged-web
Repository: rust
Issue: Tracking Issue for struct_target_features (RFC 3525)
Labels: T-lang,C-tracking-issue,B-experimental,F-struct_target_features

<!--
NOTE: For library features, please use the "Library Tracking Issue" template instead.

Thank you for creating a tracking issue! 📜 Tracking issues are for tracking a
feature from implementation to stabilisation. Make sure to include the relevant
RFC for the feature if it has one. Otherwise provide a short summary of the
feature and link any relevant PRs or issues, and remove any sections that are
not relevant to the feature.

Remember to add team labels to the tracking issue.
For a language team feature, this would e.g., be `T-lang`.
Such a feature should also be labeled with e.g., `F-my_feature`.
This label is used to associate issues (e.g., bugs and design questions) to the feature.
-->

This is a tracking issue for the RFC "struct target features" (rust-lang/rfcs#3525).
The feature gate for the issue is `#![feature(struct_target_features)]`.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.
Discussion comments will get marked as off-topic or deleted.
Repeated discussions on the tracking issue may lead to the tracking issue getting locked.

### Steps
<!--
Include each step required to complete the feature. Typically this is a PR
implementing a feature, followed by a PR that stabilises the feature. However
for larger features an implementation could be broken up into multiple PRs.
-->

- [ ] Implement the RFC
  - https://github.com/rust-lang/rust/pull/127537
- [ ] Add support for feature-carrying structs as generic parameters
- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide])

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs
[nightly-style-procedure]: https://github.com/rust-lang/style-team/blob/master/nightly-style-procedure.md 
[Style Guide]: https://github.com/rust-lang/rust/tree/master/src/doc/style-guide

### Unresolved Questions
<!--
Include any open questions that need to be answered before the feature can be
stabilised.
-->

- [ ] Should functions with witness types as arguments implement Fn traits?
Repository: godot
Issue: Godot crashes when @tool is applied to a script that references a static var dict from another script
Labels: bug,topic:gdscript,topic:editor,crash

### Tested versions

- Current version: steam / v4.2.2.stable.official [15073afe3]


### System information

Windows 11

### Issue description

Godot completely crashes, without error when I apply `@tool` to my script. 
I can still run the project successfully by not loading the tool in the editor or by running from cmdline.

### Steps to reproduce

After a lot of testing, I have pinpointed the issue to this:

In the tool script at _ready and _process
```gdscript
unlocked = Economy.research[type]["unlocked"] 
```

where Economy is
```gdscript
class_name Economy
extends Node2D

static var money := 0.0


static var research := {
    NodeHandler.NodeType.SHOP: {"unlocked": true, "upgrade": 0, "max_buy": 0},
    NodeHandler.NodeType.MINE: {"unlocked": true, "upgrade": 0, "max_buy": 0},
    NodeHandler.NodeType.PROCESSOR: {"unlocked": true, "upgrade": 0, "max_buy": 0},
    NodeHandler.NodeType.REFINERY: {"unlocked": true, "upgrade": 0, "max_buy": 0},
    NodeHandler.NodeType.TETHER: {"unlocked": false, "upgrade": 0, "max_buy": 0},
    NodeHandler.NodeType.DUPLICATOR: {"unlocked": false, "upgrade": 0, "max_buy": 0},
}
```

### Minimal reproduction project (MRP)

I reduced my project to the bare minimum to reproduce this error on the min-bug branch:
https://github.com/rafalou38/IdleGame/tree/min-bug

The tool script is at res://views/shop/shop_item.gd
And the crash can be resolved by comenting the line
```gdscript
@tool
# or
unlocked = Economy.research[type]["unlocked"] 
```
Repository: material-ui
Issue: FocusTrap should not scroll the page
Labels: bug 🐛,package: base-ui

### Steps to reproduce

Link to live example: https://stackblitz.com/edit/react-3ufo5w-nfzjjw?file=Demo.tsx,index.tsx

Steps:
1. Click on the input element.
2. Press Tab to change the focus to the button (which is offscreen / outside the scroll area.)
3. Scroll back up, so the button is offscreen but still focused.
4. Press Space to trigger the button's click event.

### Current behavior

The scroll area is scrolled to the button. Depending on browser and screen positioning, scrolling may occur both when the menu is shown and when it's closed.

### Expected behavior

A popup or modal that temporarily traps the focus should be self-contained; it should not cause the containing page to scroll.

### Context

I encountered this within a [tree view](https://mui.com/x/api/tree-view/simple-tree-view/)'s context menus. Focus for SimpleTreeView is (in my opinion) odd: a TreeItem's area within the DOM consists of that item plus all its descendants, so focusing the tree item causes the tree to jump around as the browser tries to make a massive item as focused as possible.

The FocusTrap behavior makes this more obvious / encountered more often, since popping up a context menu for the 

See also #36508. If I understand correctly, that refers to behavior while the FocusTrap is active, while this refers to FocusTrap's restoration of focus on exit.

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: macOS 14.6.1
  Binaries:
    Node: 18.20.2 - ~/.nvm/versions/node/v18.20.2/bin/node
    npm: 10.5.0 - ~/.nvm/versions/node/v18.20.2/bin/npm
    pnpm: Not Found
  Browsers:
    Chrome: 127.0.6533.100
    Edge: Not Found
    Safari: 17.6
  npmPackages:
    @emotion/react:  11.13.0
    @emotion/styled:  11.13.0
    @mui/base:  5.0.0-beta.41
    @mui/core-downloads-tracker:  5.16.7
    @mui/icons-material:  5.16.7
    @mui/lab:  5.0.0-alpha.173
    @mui/material:  5.16.7
    @mui/private-theming:  5.16.6
    @mui/styled-engine:  5.16.6
    @mui/system:  5.16.7
    @mui/types:  7.2.15
    @mui/utils:  5.16.6
    @mui/x-date-pickers:  7.12.1
    @mui/x-internals:  7.12.0
    @mui/x-tree-view:  7.12.1
    @types/react: ^18.3.3 => 18.3.3
    react: ^18.3.1 => 18.3.1
    react-dom: ^18.3.1 => 18.3.1
    typescript: ^5.5.4 => 5.5.4
```
</details>


**Search keywords**: FocusTrap
Repository: godot
Issue: POINT_COORD shader builtin is broken on Windows
Labels: documentation,topic:shaders

### Tested versions

- Reproducible in 4.2.2.stable and 4.3-dev [8e666ad]

### System information

Godot v4.2.2.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated Intel(R) Arc(TM) A770 Graphics (Intel Corporation; 32.0.101.5768) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)

### Issue description

A polygon with a 1x1 white pixel texture (or any other texture) and a simple shader using `POINT_COORD` like the following behaves strangely on Windows while working as expected on Linux.

```glsl
shader_type canvas_item;

void fragment() {
	COLOR.rgb = vec3(POINT_COORD.x);
}
```

It does not seem to be related to the Intel Arc GPU as the same happens on a different system with an RTX 4070 Ti as well.

#### Linux:

[Screencast from 2024-08-14 22-57-31.webm](https://github.com/user-attachments/assets/827998f2-9022-460f-94ae-c20408a318e7)


#### Windows:

https://github.com/user-attachments/assets/8a839fb2-8053-4aa4-b818-f181946b8a17




### Steps to reproduce

1. Add a Polygon2D (Sprite2D reproduces the bug as well)
2. Add a texture to it
3. Add a ShaderMaterial to it
4. Write a shader using the `POINT_COORD` builtin

### Minimal reproduction project (MRP)

[point-coord-bug-repro.zip](https://github.com/user-attachments/files/16618885/point-coord-bug-repro.zip)