sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: puppeteer
Issue: [Bug]: Differences between PDFs created with headless: 'new' and headless: true
Labels: bug,confirmed,P3

### Minimal, reproducible example

```TypeScript
import puppeteer from 'puppeteer';

async function makePdf(headless) {
  const browser = await puppeteer.launch({
    headless,
  });

  const page = await browser.newPage();

  await page.goto('https://orange-dorise-3.tiiny.site/');

  await page.emulateMediaType('screen');

  await page.pdf({
    path: `headless-${headless}.pdf`,
    printBackground: true,
  });
}

await Promise.all([
  makePdf(true),
  makePdf('new'),
]);

process.exit(0);
```


### Error string

no error

### Bug behavior

- [ ] Flaky
- [X] PDF

### Background

I am using Puppeteer for generating PDF files from my HTML pages, which often contain YouTube videos embedded via iframe. I encountered an issue when using the headless: 'new' option, where the preview image of these videos is missing in the generated PDF. 

[Simple page example](https://github.com/vasylshylov/new-headless-pdf-issue/blob/5b2a5cb7e40f3c644a89947de4bf01731546e639/index.html)

### Expectation

PDF files created with both headless: 'new' and headless: true options should be identical.

### Reality

The PDF files are different. The file [headless-true.pdf](https://github.com/vasylshylov/new-headless-pdf-issue/blob/5b2a5cb7e40f3c644a89947de4bf01731546e639/headless-true.pdf) includes a YouTube video preview, while the file [headless-new.pdf](https://github.com/vasylshylov/new-headless-pdf-issue/blob/5b2a5cb7e40f3c644a89947de4bf01731546e639/headless-new.pdf) does not contain this preview.

### Puppeteer configuration file (if used)

_No response_

### Puppeteer version

21.1.1

### Node version

18.17.1

### Package manager

npm

### Package manager version

9.6.7

### Operating system

macOS
Repository: tensorflow
Issue: Error installing build from source
Labels: stat:awaiting tensorflower,type:build/install,wsl2

WSL2 - Ubantu-22.4
When configured I use 

"Would you like to interactively configure ./WORKSPACE for Android builds? [y/N]: N
Not configuring the WORKSPACE for Android builds."

But when I build I get this error 

"ERROR: Traceback (most recent call last):
        File "/home/n3/.cache/bazel/_bazel_n3/6f14c15d85335b4cb3c9403635dfd45f/external/build_bazel_rules_apple/apple/internal/transition_support.bzl", line 547, column 46, in <toplevel>
                _apple_platform_split_transition = transition(
Error in transition: Invalid transition input '//command_line_option:incompatible_enable_apple_toolchain_resolution'. Cannot transition on --experimental_* or --incompatible_* options
ERROR: /mnt/d/TensorflowC/tensorflow/WORKSPACE:88:14: error loading package '@com_github_grpc_grpc//src/compiler': at /home/n3/.cache/bazel/_bazel_n3/6f14c15d85335b4cb3c9403635dfd45f/external/com_github_grpc_grpc/bazel/grpc_build_system.bzl:28:6: at /home/n3/.cache/bazel/_bazel_n3/6f14c15d85335b4cb3c9403635dfd45f/external/build_bazel_rules_apple/apple/ios.bzl:33:5: at /home/n3/.cache/bazel/_bazel_n3/6f14c15d85335b4cb3c9403635dfd45f/external/build_bazel_rules_apple/apple/internal/ios_rules.bzl:95:5: initialization of module 'apple/internal/transition_support.bzl' failed and referenced by '//external:grpc_python_plugin'"

This is an iOS support error, right? 
I couldn't configure any iOS and Android WORKSPACE so why do I get this error?
Repository: rust
Issue: Non-exhaustive pattern error when matching on `!`
Labels: T-compiler,C-bug,F-never_type

<!--
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
#![feature(never_type)]

fn main() {
    let x: !;
    match x {
        _ if { loop {} } => (),
    }
}
```
https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=4a9450423c54a62242360d62e9480bf3

I expected to see this happen: complain about the uninitialized binding `x`.
Like it does in https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=99dc49582c1bce26b084e33bfd366026

Instead, this happened: error E0004: non-exhaustive patterns: `()` not covered
A match on a scrutinee of type `!` should not expect a pattern of type `()`.

### 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 1.71.1 (eb26296b5 2023-08-03)
binary: rustc
commit-hash: eb26296b556cef10fb713a38f3d16b9886080f26
commit-date: 2023-08-03
host: x86_64-unknown-linux-gnu
release: 1.71.1
LLVM version: 16.0.5
```
Repository: godot
Issue: Trying to override object's function with set() doesn't work
Labels: topic:core,documentation

### Godot version

v4.2.dev4.official [549fcce5f]

### System information

Godot v4.2.dev4 - Windows 10.0.19045 - Vulkan (Forward+)

### Issue description

Trying to use `object.set("function", func(val: int) -> int: return val)` to override an object's function fails silently. Trying to do it with `ClassDB.class_set_property(object, "function", func(val: int) -> int: return val)` returns `ERR_UNAVAILABLE`
I would have expect it to work like any other property, especially since trying to set a variable of type Callable like `var function: Callable` does work.
If this is intended, the behavior is a bit confusing since you can get the callable with `object.get("function")` but you can't set it.


### Steps to reproduce

1. Download the MRP
2. Run the project
3. Check the output in the console

### Minimal reproduction project

[setproperty.zip](https://github.com/godotengine/godot/files/12566577/setproperty.zip)
Repository: godot
Issue: Engine crash when changing Radiance Size (Godot 3.5.3)
Labels: bug,topic:rendering,topic:thirdparty,needs testing,crash,topic:3d

### Godot version

3.5.3 RC

### System information

Windows 10, Radeon RX 560 Series

### Issue description

When changing the Radiance Size in ProceduralSky, between 128 and 32, the engine freezes and crashes.
(The error only occurs in GLES3 rendering mode)

### Steps to reproduce

Place WorldEnvironment in the scene, change the radiance size in the Environment resource of the WorldEnvironment node

### Minimal reproduction project
[error.zip](https://github.com/godotengine/godot/files/12566819/error.zip)
Repository: rust
Issue: UB with ToSocketAddrs and statically linking glibc w/ Oracle Linux 9
Labels: A-linkage,O-linux,C-bug

<!--
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, compiling in debug mode with `-C target-feature=+crt-static` enabled:

```rust
use std::net::ToSocketAddrs;

fn main() {
    drop(("127.0.0.1 localhost", 80u16).to_socket_addrs());
    println!("Success");
}
```

I expected to see this happen: the program exits and prints `Success`.

Instead, this happened: When running the program on Oracle Linux 9, the program crashes (killed with signal 11/SEGV) with a segmentation fault, indicating undefined behavior. The program only crashes when statically linking the C runtime.

### 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 1.72.0 (5680fa18f 2023-08-23)
binary: rustc
commit-hash: 5680fa18feaa87f3ff04063800aec256c3d4b4be
commit-date: 2023-08-23
host: x86_64-unknown-linux-gnu
release: 1.72.0
LLVM version: 16.0.5
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

I collected the backtrace using GDB.

```
#0  0x00007f712d0cd4d4 in __nss_readline () from /lib64/libc.so.6
#1  0x00007f712d0d06ee in internal_getent () from /lib64/libc.so.6
#2  0x00007f712d0d17a9 in _nss_files_gethostbyname4_r () from /lib64/libc.so.6
#3  0x00007f712d20fadf in gaih_inet.constprop ()
#4  0x00007f712d211629 in getaddrinfo ()
#5  0x00007f712d19ae61 in std::sys_common::net::{impl#6}::try_from::{closure#0} () at library/std/src/sys_common/net.rs:206
#6  0x00007f712d195216 in std::sys::common::small_c_string::run_with_cstr<std::sys_common::net::LookupHost, std::sys_common::net::{impl#6}::try_from::{closure_env#0}> () at library/std/src/sys/common/small_c_string.rs:43
#7  std::sys_common::net::{impl#6}::try_from () at library/std/src/sys_common/net.rs:201
#8  core::convert::{impl#6}::try_into<(&str, u16), std::sys_common::net::LookupHost> () at library/core/src/convert/mod.rs:755
#9  std::net::socket_addr::{impl#10}::to_socket_addrs () at library/std/src/net/socket_addr.rs:266
#10 0x00007f712d17a756 in getaddrinfo_error::main () at src/main.rs:4
```

</p>
</details>
Repository: deno
Issue: Feat: Run all test files in same isolate/process
Labels: perf,feat,testing

Currently, each test file gets it's own isolate. Booting an isolate for each test file is expensive though and that form of isolation is not always needed. Case in point, most of the tests in the fresh repository are isolated by spinning up puppeteer or a new web server per test. Giving each test file its own isolate is not needed there and pure overhead.

For running 1000 empty tests the overhead is quite significant. I simulated running all tests in the same isolate by creating a test file which in turn imports all 1000 other test files.

| Isolation mode | time |
|---|--:|
| isolate per file (today) | 15s |
| everything in one isolate | 4s |

We should add an option to our test runner to pick the isolation mode.

- `--isolation file` -> default, the behavior from today
- `--isolation none` -> run everything in the same isolate

Even if tests run in the same isolate we can still concurrently run async tests and let the event loop do its thing.

## Steps to reproduce

1. Create a file `generate.ts` with the following contents:
  ```tsx
  import * as path from "https://deno.land/std@0.201.0/path/mod.ts";
  
  const __dirname = new URL(".", import.meta.url).pathname;
  const dir = path.join(__dirname, "tests");
  
  try {
    Deno.removeSync(dir, { recursive: true });
  } catch {}
  try {
    Deno.mkdirSync(dir);
  } catch {}
  
  // Generate a bunch of tests
  for (let i = 0; i < 1000; i++) {
    const file = path.join(__dirname, "tests", `test_file_${i}.test.ts`);
    const code = `Deno.test("Test ${i}", () => {});\n`;
    Deno.writeTextFileSync(file, code);
  }
  ```
2. Run `deno run -A generate.ts`
3. Run `deno test -A`
Repository: PowerToys
Issue: Mouse Pointer Style customisations to keep circular 'Busy' and 'Working in background'
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Context:
- Changing Mouse Pointer Style (either Size or Custom colour) in Windows Settings forces the 'Busy' and 'Working in background' pointers to revert to the classic egg timer cursors.

Feature request:
- Instead, allow the changing of size and colour from Settings/PowerToys to retain the blue circular timers. Also, update the mouse cursors so that the colour of the circular timers match that of the custom colour.

- Additionally, allow changing of mouse border thickness (independent of pointer size).

- Consider replacing 'Additional mouse settings' (Mouse properties) dialog to be maintained wholly in Settings.

### Scenario when this would be used?

This is important as it improves contrast and therefore productivity whilst still being aesthetically well designed.

### Supporting information

_No response_
```[tasklist]
### Tasks
```
Repository: vscode
Issue: {sequence} in terminal title doesn't result in same title as in other terminals
Labels: bug,terminal-tabs

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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.82.0
- OS Version: WIndows 10

Steps to Reproduce:

1. Set `terminal.integrated.tabs.title` as `${sequence}`
2. Launch a terminal with let's say oh-my-posh changing the title of the window with e.g. `console_title_template: "{{ if .Root }}+{{ end }}{{ .Shell }}: {{ .PWD }} ({{ .UserName }}@{{ .HostName }})"` config dynamically
3. VSCode shows just `cmd`:
![image](https://github.com/microsoft/vscode/assets/3606072/e19aa016-4e31-4e5a-ade2-6705e709d2b0)
other terminals show the full defined title:
![image](https://github.com/microsoft/vscode/assets/3606072/8653227c-b40b-491b-be63-6cefddd90f51)

I might be misunderstanding `{sequence}`. In that case it's a feature request to add a variable that holds the configured dynamic title.
Repository: Web-Dev-For-Beginners
Issue: Enrique 
Labels: no-issue-activity

**Describe the bug**
A clear and concise description of what the bug is.

**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error

**Expected behavior**
A clear and concise description of what you expected to happen.

**Screenshots**
If applicable, add screenshots to help explain your problem.

**Desktop (please complete the following information):**
 - OS: [e.g. iOS]
 - Browser [e.g. chrome, safari]
 - Version [e.g. 22]

**Smartphone (please complete the following information):**
 - Device: [e.g. iPhone6]
 - OS: [e.g. iOS8.1]
 - Browser [e.g. stock browser, safari]
 - Version [e.g. 22]

**Additional context**
Add any other context about the problem here.
Repository: pytorch
Issue: torch.compile graph breaks should be independent of DDP buckets
Labels: oncall: distributed,triaged,module: ddp,oncall: pt2

### 🐛 Describe the bug

Creating this issue to follow up on the discussion here: https://github.com/pytorch/pytorch/issues/108269#issuecomment-1708968063. As described [here](https://dev-discuss.pytorch.org/t/torchdynamo-update-9-making-ddp-work-with-torchdynamo/860) DDPOptimizer inserts graph buckets at DDP bucket boundaries when torch.compile and DDP are used together.

This tightly couples torch.compile graph breaks with DDP bucketing strategy (which should be completely orthogonal) and results in suboptimal performance. Concretely, this doesn't allow us to tune DDP bucket size appropriately. If you reduce the DDP bucket size, you potentially get better compute-communication overlap however this results in more graph breaks regressing compute performance. If you increase DDP bucket size this removes graphs breaks and gives better compute performance, however this results in a regression in compute-communication overlap.

Ideally, we would like to keep one constant (graph breaks) and tune the other (DDP bucket size) or vice-versa.

### Error logs

_No response_

### Minified repro

_No response_

### Versions

main branch

cc @mrshenli @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu @wanchaol @fduwjj @wz337 @tianyu-l @wconstab @yf225 @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519 @kiukchung @lucasllc @d4l3k
Repository: pytorch
Issue: Unnecessary cuda synchronizations that we should remove in PyTorch
Labels: module: performance,module: cuda,triaged

### 🚀 The feature, motivation and pitch

There are a number of unnecessary cuda synchronizations in PyTorch ops, and I think we should endeavor to remove them whenever possible.
To check syncs, you can use `torch.cuda.set_sync_debug_mode("warn")`

I'm creating this issue to track ones that I've seen/found.

- [x] torch.multinomial with `num_samples=1`. For this I think we should simply remove the error check causing the sync, and ideally turn it into a cuda async error. https://github.com/pytorch/pytorch/blob/main/aten/src/ATen/native/Distributions.cpp#L615
```
A = torch.rand(10)
torch.multinomial(A, num_samples=1)
```

- [ ] repeat_interleave with a tensor number of repeats encourages synchronization. We cannot use `repeats` with a non-cuda tensor, and that forces a synchronization. For this I think we should add a list of ints overload or allow passing a CPU tensor for repeats.
```
A = torch.randn(3, device='cuda')
num_repeats = torch.tensor([2, 3, 5])
out = torch.repeat_interleave(A, num_repeats.cuda(), dim=0)
```


- [ ] Indexing with a scalar tensor performs a synchronization. See https://github.com/pytorch/pytorch/issues/105641 for more details.

- [ ] `torch.normal` also incurs a sync on std: https://github.com/pytorch/pytorch/blob/main/aten/src/ATen/native/DistributionTemplates.h#L222

- [x] `nanmedian` incurs a sync: https://github.com/pytorch/pytorch/blob/main/aten/src/ATen/native/cuda/Sorting.cpp#L149

- [ ] prod_backward: https://github.com/pytorch/pytorch/issues/128396


### Alternatives

_No response_

### Additional context

_No response_

cc @ptrblck
Repository: pytorch
Issue: Really slow compilation times for torch.compile causing distributed training errors
Labels: oncall: distributed,triaged,module: ddp,oncall: pt2,module: startup-tracing-compile

### 🐛 Describe the bug

We are seeing issues where `torch.compile` takes a very long time (17mins - 30 mins) to compile models despite a warm cache and results in distributed training errors like NCCL timeouts since the jobs don't make progress. A couple of examples of slow compilation are follows: https://gist.github.com/pritamdamania87/a40cbad2ec15961beb16639ddb29af9c and https://gist.github.com/pritamdamania87/c5c9031347cfb57098360ce9f93b479e.

Also, this is not the first compile where we see such slow times. `TORCHINDUCTOR_CACHE_DIR` and `TRITON_CACHE_DIR` is set and the cache was populated during the first run of the training job. The second run of job still sees slow compilation times despite also setting `torch._inductor.config.compile_threads = 16`.

Would be great to know how to debug why the compilation times are so slow and how to speed this up.

### Error logs

_No response_

### Minified repro

_No response_

### Versions

PyTorch 2.0.1

cc @ezyang @gchanan @zou3519 @kadeng @msaroufim @mrshenli @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @fegin @XilunWu @wanchaol @fduwjj @wz337 @tianyu-l @wconstab @chauhang @d4l3k @anijain2305 @penguinwu @oulgen @jamesjwu @aorenste @laithsakka @rohan-varma @yf225 @bdhirsh @kiukchung @lucasllc
Repository: angular
Issue: Component with content children allows children to be incorrect types
Labels: feature,area: compiler,compiler: template type-checking,feature: insufficient votes

### Which @angular/* package(s) are the source of the bug?

compiler

### Is this a regression?

No

### Description

If I have a parent component with content children

@ContentChildren(ChildComponent&lt;string>)
children!: QueryList<ChildComponent&lt;string>>;

Nothing is type checking the children are of the correct type

&lt;app-parent>
  &ensp;&lt;app-child data="This is a string" />
  &ensp;<app-child [data]="2" />
  &ensp;<app-child [data]="true" />
  &ensp;<app-child [data]="obj" />
&lt;/app-parent>

Having children of any type that do not match the type definition in the parent component compiles and runs without errors or warnings.

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/stackblitz-starters-ufufrz

### Please provide the exception or error you saw

```true
There is no error, that is the problem. There should be a type mismatch error.
```


### Please provide the environment you discovered this bug in (run `ng version`)

_No response_

### Anything else?

_No response_
Repository: godot
Issue: Changing VSync mode in-game freezes and crashes the game
Labels: bug,topic:porting,crash

### Godot version

4.1.1.stable.mono

### System information

Debian GNU/Linux 12 (bookworm) 12 - Vulkan (Mobile) - dedicated AMD Radeon RX 580 Series (RADV POLARIS10) () - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

Title says everything. I just try setting VSync mode of the main window from Disabled or Mailbox to Enabled or Adaptive in code and the game window freezes. When I try to resize the window, change the window mode or move the window, the game crashes.

Errors:
![image](https://github.com/godotengine/godot/assets/39689572/b91d93ff-ee00-4b88-95b5-bce7068e391f)
![image](https://github.com/godotengine/godot/assets/39689572/abd14beb-b523-4d23-9a9d-8311dc261db9)

Swapping the VSync mode between Disabled and Mailbox works without issues.

### Steps to reproduce

Just create a simple project with a button. Set the VSync mode to Disabled or Mailbox in the project settings. Attach code to a button that will change the VSyncMode of the main window to Enabled or Adaptive when the button is pressed. Run the project, click the button, game freezes and crashes afterwards.

If you don't change the VSync mode on a press of a button, but in a _Ready function instead, the game will just crash and won't even display any errors except in the terminal (if you run it in the terminal).

Crashes both when set from C# and from GDScript.

### Minimal reproduction project

[VSyncCrash.zip](https://github.com/godotengine/godot/files/12567761/VSyncCrash.zip)
Repository: pytorch
Issue: About FSDP
Labels: oncall: distributed,triaged

@svenstaro 
I would like to ask why my GPU memory usage will be lower than FSDP mode when I am using DP mode?
model = DP(model)
`model = FSDP(model,auto_wrap_policy=my_auto_wrap_policy,
                        # use_orig_params=True,#是否保留原始参数
                        #  cpu_offload=CPUOffload(offload_params=True),
                        #  mixed_precision=fp16_policy,
                        # sharding_strategy=ShardingStrategy.SHARD_GRAD_OP, # ZeRO 2
                        sharding_strategy=ShardingStrategy.FULL_SHARD, # ZeRO 3
                        backward_prefetch = BackwardPrefetch.BACKWARD_POST, # optimize memory
                        # backward_prefetch = BackwardPrefetch.BACKWARD_PRE, # optimize speed
                        )`

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu
Repository: PowerToys
Issue: Hosts: DataGrid or DataTable for listing entries
Labels: Idea-Enhancement,Area-User Interface,Product-Hosts File Editor

### Description of the new feature / enhancement

```
<DataTemplate>
   <Grid>
```
Means that every entry is inserted as a Grid with a fixed left column and is independent from the others. It should be
```
<Grid>
    <DataTemplate>
```
and every entry should be added as a _row of data_.
Then, set the first `Width=Auto` and the second column will be aligned much better, against the left column.

Compare RegPreview.

https://github.com/microsoft/PowerToys/blob/main/src/modules/registrypreview/RegistryPreviewUI/RegistryPreviewXAML/MainWindow.xaml#L240-L291

### Scenario when this would be used?

Pretty and more dynamic alignment of the columns

### Supporting information

> Worth give a try after the CommunityToolkit 8 PR is merged.