sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: transformers
Issue: [i18n-<languageCode>] Translating docs to <languageName>中文
Labels: WIP

<!--
Note: Please search to see if an issue already exists for the language you are trying to translate.
-->

Hi!

Let's bring the documentation to all the <languageName>-speaking community 🌐 (currently 0 out of 267 complete)

Who would want to translate? Please follow the 🤗 [TRANSLATING guide](https://github.com/huggingface/transformers/blob/main/docs/TRANSLATING.md). Here is a list of the files ready for translation. Let us know in this issue if you'd like to translate any, and we'll add your name to the list.

Some notes:

* Please translate using an informal tone (imagine you are talking with a friend about transformers 🤗).
* Please translate in a gender-neutral way.
* Add your translations to the folder called `<languageCode>` inside the [source folder](https://github.com/huggingface/transformers/tree/main/docs/source).
* Register your translation in `<languageCode>/_toctree.yml`; please follow the order of the [English version](https://github.com/huggingface/transformers/blob/main/docs/source/en/_toctree.yml).
* Once you're finished, open a pull request and tag this issue by including #issue-number in the description, where issue-number is the number of this issue. Please ping @stevhliu and @MKhalusova for review.
* 🙋 If you'd like others to help you with the translation, you can also post in the 🤗 [forums](https://discuss.huggingface.co/).

## Get Started section

- [ ] [index.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/index.md) https://github.com/huggingface/transformers/pull/20180
- [ ] [quicktour.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/quicktour.md) (waiting for initial PR to go through)
- [ ] [installation.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/installation.md).

## Tutorial section
- [ ] [pipeline_tutorial.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/pipeline_tutorial.md)
- [ ]  [autoclass_tutorial.md](https://github.com/huggingface/transformers/blob/master/docs/source/autoclass_tutorial.md)
- [ ]  [preprocessing.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/preprocessing.md)
- [ ]  [training.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/training.md)
- [ ]  [accelerate.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/accelerate.md)
- [ ]  [model_sharing.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/model_sharing.md)
- [ ]  [multilingual.md](https://github.com/huggingface/transformers/blob/main/docs/source/en/multilingual.md)

<!--
Keep on adding more as you go 🔥
-->
Repository: godot
Issue: No pressed feedback when expanding an AudioStream resource in the inspector (unlike other resource types)
Labels: bug,topic:editor,topic:audio

- *Related to https://github.com/godotengine/godot/issues/95130.*

### Tested versions

- Reproducible in: 4.2.2.stable, 4.3.rc e343dbbcc

### System information

Godot v4.3.rc (e343dbbcc) - Fedora Linux 40 (KDE Plasma) - X11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4090 (nvidia; 555.58.02) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

### Issue description

When pressing an AudioStream resource to expand it, its name doesn't turn blue like it does for other resource types:

https://github.com/user-attachments/assets/a9f7424f-e580-4c68-8be3-92cdde3cd4e6

Note that unlike https://github.com/godotengine/godot/issues/95130, not even the resource type icon is modulated here.

This issue also occurred in Godot 4.2, even though the inspector preview used a different font that didn't match the rest of the editor UI:

https://github.com/user-attachments/assets/f944dd75-34a8-4826-b81f-3d5bb828d1ba

Compare this with something like texture properties (example in TextureRect):

https://github.com/user-attachments/assets/7531e3a6-432b-4d92-a116-958b0c5506e8

### Steps to reproduce

- Create an AudioStreamPlayer node.
- Add an AudioStream resource of any type.
- Click on its name to expand/collapse it. Notice how its color doesn't change to your editor theme's accent color (blue by default) like it does for other resource types.

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: No pressed feedback on inspector previews that display images (Texture2D, Mesh, Material)
Labels: bug,topic:editor

- *Related to https://github.com/godotengine/godot/issues/95129.*

### Tested versions

- Reproducible in: 4.2.2.stable, 4.3.rc e343dbbcc

### System information

Godot v4.3.rc (e343dbbcc) - Fedora Linux 40 (KDE Plasma) - X11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4090 (nvidia; 555.58.02) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

### Issue description

Unlike text-based resource previews, previews that display an image (such as Texture2D, Mesh and Material) don't get modulated with the editor accent color when expanded. Only the icon on the left is modulated. This looks inconsistent with the rest of the editor's pressed feedback.

https://github.com/user-attachments/assets/0d80cb13-d3a7-4fcb-8b0b-940faa7b6138

https://github.com/user-attachments/assets/08c434c9-4125-48d0-99d5-ff0a9a1cd8ad


### Steps to reproduce

- Create a MeshInstance3D node.
- Add a Meshresource of any type (other than ArrayMesh or ImmediateMesh, as these display text instad).
- Click on its name to expand/collapse it. Notice how its color doesn't change to your editor theme's accent color (blue by default) like it does for other resource types.

### Minimal reproduction project (MRP)

N/A
Repository: rust
Issue: Unclear why i have conflicting impl
Labels: A-diagnostics,T-compiler,D-confusing

### Code

```Rust
pub trait ErrorTrait: std::error::Error + std::fmt::Debug {}

#[derive(Debug)]
pub enum Error {
    VariantA,
    VariantB,
    Dynamic(Box<dyn ErrorTrait>),
}

impl std::fmt::Display for Error {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        write!(f, "{:?}", self)
    }
}

impl std::error::Error for Error {}

impl ErrorTrait for Error {}

impl<E: ErrorTrait + 'static> From<E> for Error {
    fn from(e: E) -> Error {
        Error::Dynamic(Box::new(e))
    }
}

fn main () {}
```


### Current output

```Shell
error[E0119]: conflicting implementations of trait `From<Error>` for type `Error`
  --> src/main.rs:20:1
   |
20 | impl<E: ErrorTrait + 'static> From<E> for Error {
   | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
   |
   = note: conflicting implementation in crate `core`:
           - impl<T> From<T> for T;

For more information about this error, try `rustc --explain E0119`.
error: could not compile `compiler-bug` (bin "compiler-bug") due to 1 previous error
```


### Desired output

```Shell
error[E0119]: conflicting implementations of trait `From<Error>` for type `Error`
  --> src/main.rs:20:1
   |
20 | impl<E: ErrorTrait + 'static> From<E> for Error {
   | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
   |
   = note: conflicting implementation in crate `core`:
           - impl<T> From<T> for T;
   = note: Error implements ErrorTrait in module `main` line 18

For more information about this error, try `rustc --explain E0119`.
error: could not compile `compiler-bug` (bin "compiler-bug") due to 1 previous error
```


### Rationale and extra context

In simple example it's easy see why there is conflicting implementation. In other case i was naming/merging error types so i ended in a module with `impl ErrorTrait for Error` where Error was now `crate::Error` and i could not understand why i had conflict impl. If message said ErrorTrait was implemented for Error the problem will be obvious in my case.

### Other cases

_No response_

### Rust Version

```Shell
rustc 1.82.0-nightly (f8060d282 2024-07-30)
binary: rustc
commit-hash: f8060d282d42770fadd73905e3eefb85660d3278
commit-date: 2024-07-30
host: x86_64-unknown-linux-gnu
release: 1.82.0-nightly
LLVM version: 18.1.7
```


### Anything else?

Thanks for best compiler errors <3
Repository: ui
Issue: [bug]: Scroll area takes height of screen not parent element when passed class h-full
Labels: bug

### Describe the bug

When you have a scroll element not which is not in the root div; and you apply the class "h-full" the element will take up the height of the screen not the parent div.

### Affected component/components

ScrollArea

### How to reproduce

1. Create a root element. Set height value to h-screen
2. Create a element in the root element which is slightly smaller
3. insert a Scroll Area component
4. put a large amount of data/elements/text in the ScrollArea component

- you should notice that the ScrollArea component overflows the screen

### Codesandbox/StackBlitz link

https://stackblitz.com/edit/stackblitz-starters-87rbtc?file=app%2Fpage.tsx

### Logs

_No response_

### System Info

```bash
Chrome
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: electron
Issue: [Bug]: Maximizing a window with `backgroundMaterial:` turns it black and removes the rounded corners
Labels: platform/windows,bug :beetle:,status/confirmed,component/BrowserWindow,has-repro-gist,component/wco,31-x-y,32-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

31.3.0

### What operating system(s) are you using?

Windows

### Operating System Version

Windows 11 23H2 22631.3958

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

I would like the acrylic effect of the window to still be applied when it is maximized.

### Actual Behavior

When maximizing the window with `backgroundMaterial: "acrylic"` the background turns black. normal window appearance: 
![image](https://github.com/user-attachments/assets/c61ccdc5-aa0a-4402-b7a4-eadc0472f944)
maximized appearance: 
![image](https://github.com/user-attachments/assets/97ee5b40-f4df-446e-a96c-dcad1396bb67)


### Testcase Gist URL

https://gist.github.com/notAperson535/475b248011fd7a22e6e7be3b5080baa5

### Additional Information

To even make this window maximizable these two parameters were added to the browser window:
```
titleBarStyle: "hidden",
titleBarOverlay: true,
```
Repository: PowerToys
Issue: FancyZones wont cross monitor
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.83.0

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

*have `Override Windows Snap` enabled for `relative position` and `move between monitors`
here is a display of how i have my zones setup on my two monitors:
![image](https://github.com/user-attachments/assets/d6494a71-dc9b-4747-b958-c6e3cd6d9829)

now, i snap a window into the left column of the right monitor.
press `Win+Left`

### ✔️ Expected Behavior

i would expect it to snap to the bottom row of the left monitor.

### ❌ Actual Behavior

it snaps to the small pip area at the bottom left of the right monitor.

### Other Software

_No response_
Repository: vscode
Issue: Linux: context menu runs action under mouse when opened - New in 1.92.0
Labels: bug,linux,confirmation-pending,system-context-menu

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.92.0
- OS Version: Linux

So I am aware of https://github.com/microsoft/vscode/issues/113175 - However I only have this problem when using 1.92.0 - Downgrading to 1.91.1 fixes it. I noticed the context-menu now "fades in", whereas before it just appeared (with no animations). Were there some changes in 1.92.0 that could cause this?

Steps to Reproduce:

1. Use 1.92.0
2. In file browser, right-click somewhere - It opens the context-menu in such a way, that on release of the right-click it immediately executes the entry that's below the cursor. Optimally, the context-menu would appear with an offset such that this does not happen
Repository: flutter
Issue: New feature: Need AutomaticKeepAliveClientMixin to work outside of ListView
Labels: c: new feature,framework,f: routes,P3,a: state restoration,team-framework,triaged-framework

### Use case

There are two pages for different orientations:

`Portrait Mode`: Uses PageA, which is complex with many widgets and multiple Navigators.
`Landscape Mode`: Uses PageB, a simpler page.

To optimize performance, when switching to Landscape mode, PageA is completely removed from the widget tree. When switching back to Portrait mode, PageA is re-created. This helps with performance but causes the state of the Navigators and other widgets in PageA lost.

One might consider using `Visibility.maintain()`, `Offstage()`, or `IndexedStack()` to keep PageA in the tree when in Landscape mode. 
However, I tried all of these methods, and it still affect performance as long as PageA remains in the widget tree.
I tried everything, but PageA still performs layout and triggers new frames.

### Proposal

I found that `ListView` + `AutomaticKeepAliveClientMixin` already implemented similar feature.
When keepAlive widget in ListView is out of the viewport, it's state is saved and can be restore when it's visible again.
Unfortunately, KeepAlive is only available inside a ListView, I want this feature for normal widget.

New widget:

`NewKeepAliveWidget(keepAlive: false, child: MyWidget());`

When `keepAlive = false` the state of `MyWidget` and it's child is saved, the widget is removed from the widget tree.
When `keepAlive = true` the state of `MyWidget` is restored.
The behavior is just same as `AutomaticKeepAliveClientMixin` in `ListView`.
Repository: flutter
Issue: Possibility override translations from custom libraries/packages
Labels: c: new feature,framework,a: internationalization,c: proposal,P3,team-framework,triaged-framework

### Use case

Well i decided alot of my apps are sharing alot of the same code. So i started to port alot of the code to my own "library/package". I've added some basic localization for the library. I got the impression that i would be able to override the translations in the library if the key conflict with my main app.

CustomLibrary has this translation in en.arb:
```
{
    "genericEmail": "E-mail",
}
```

In my main app i have same key but different translation:
```
{
    "genericEmail": "Your email",
}
```
My custom library has a Widget which use the translation
```
class EmailWidget extends StatelessWidget {
  const EmailWidget({super.key});

  @override
  Widget build(BuildContext context) {
    final translate = CustomLibraryLocalizations.of(context);
    return Text(translate.genericEmail);
  }
}
```

 I use EmailWidget in my main app and i would like my main app translation replace my custom library translation

### Proposal

It should be possible to override translations if they have same key. If the key does not exist it should fallback on the library localization.
Repository: excalidraw
Issue: copy pasted SVG or PNG cannot be undone
Labels: bug,good first issue,history

**Reproduction**

1. create a rectangle and trigger it's context menu (with right-click)
2. select "Copy to clipboard as PNG" or "Copy to clipboard as SVG"
3. paste (i.e. with `cmd + v`)
4. undo (i.e. with `cmd + z`)

**Expected behaviour**

PNG or SVG is removed from the scene

**Actual behaviour**

Nothing is undone (undo stack is likely not populated on paste)
Repository: material-ui
Issue: [select] Rely on stylable select 
Labels: waiting for 👍,component: select,enhancement

### Summary

We support two select modes:

- "normal" https://mui.com/material-ui/react-select/#basic-select
- "native" https://mui.com/material-ui/react-select/#native-select

The native select mode is meant to improve the UX on mobile, it's also meant to improve the performance when hitting limits with the "normal" one.

With the introduction of https://developer.chrome.com/blog/new-in-web-ui-io-2024#stylable_select, I wonder:

- Should we adopt this feature for our native select, matching the style of the none native one?
- Do we even need a Base UI select component. A question for Select component owner and maintainers to answer https://www.notion.so/mui-org/Select-31a61434055c498abf0f4a47254242e8

### Motivation

https://github.com/whatwg/html/issues/9799
Repository: godot
Issue: Godot 4.3 win64 crashes on startup
Labels: bug,topic:rendering,crash

### Tested versions

I tested on 4.3-beta1 and 4.3-rc2. 4.2 worked fine

### System information

Windows 10.0.22631 - GLES3 (Compatibility) - Intel(R) UHD Graphics 620 (Intel Corporation; 25.20.100.6518) - Intel(R) Core(TM) i7-8550U CPU @ 1.80GHz (8 Threads)

### Issue description

I was messing around with a custom godot build from #94321. I compiled it for windows x86_64. It worked fine. Then I compiled it for x86_32 by accident. I forgot what happened next, maybe I was playing around with the x86_32 build. But when I tried to open any godot 4.3 x64 build, it just crashes.

Here is the backtrace:

```
================================================================
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.3.beta.custom_build (52ed05f413673170642d5ab2c01334496e793e4d)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] <couldn't map PC to fn name>
[1] <couldn't map PC to fn name>
[2] <couldn't map PC to fn name>
[3] <couldn't map PC to fn name>
[4] <couldn't map PC to fn name>
[5] <couldn't map PC to fn name>
[6] <couldn't map PC to fn name>
[7] <couldn't map PC to fn name>
[8] ShaderGLES3::_load_from_cache (C:\godot\drivers\gles3\shader_gles3.cpp:605)
[9] ShaderGLES3::_initialize_version (C:\godot\drivers\gles3\shader_gles3.cpp:701)
[10] GLES3::CopyEffects::CopyEffects (C:\godot\drivers\gles3\effects\copy_effects.)
[11] RasterizerGLES3::RasterizerGLES3 (C:\godot\drivers\gles3\rasterizer_gles3.cpp)
[12] RenderingServerDefault::_init (C:\godot\servers\rendering\rendering_server_de)
[13] RenderingServerDefault::init (C:\godot\servers\rendering\rendering_server_def)
[14] Main::setup2 (C:\godot\main\main.cpp:2831)
[15] Main::setup (C:\godot\main\main.cpp:2461)
[16] widechar_main (C:\godot\platform\windows\godot_windows.cpp:165)
[17] _main (C:\godot\platform\windows\godot_windows.cpp:208)
[18] main (C:\godot\platform\windows\godot_windows.cpp:220)
[19] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[20] <couldn't map PC to fn name>
-- END OF BACKTRACE --
================================================================
```

I tried fixing it by updating graphic driver. It kind of worked. But then later, after I played around with both x64 and x32 version, and somehow x64 crashed again.

[Here's the previous conversation about this](https://forum.godotengine.org/t/godot-custom-build-crashed/75556/6)
### Steps to reproduce

idk

### Minimal reproduction project (MRP)

no
Repository: material-ui
Issue: [colorManipulator] Replace colorManipulator with CSS Relative Color Syntax (RCS)
Labels: performance,package: system,enhancement,customization: css

### Summary

The codebase rely on logic like

https://github.com/mui/material-ui/blob/85a3b55d22570881db6ac1b99181ef79c18fc58d/packages/mui-system/src/colorManipulator/colorManipulator.js#L240

which comes with bundle size. However, CSS Relative Color Syntax (RCS) https://lea.verou.me/specs/#relative-colors-rcs is coming. We will be able to rely on it. This should save bundle size and improve the customization experience as it will be clearer in the Browser devtool inspector tool where the color is coming from.

### Examples

```css
--color-lighterer: oklch(from var(--color) calc(l + 0.2) c h);
--color-alpha-50: oklab(from var(--color) l a b / 50%);
```

On the colorspace we want to use, oklch looks like a solid option: https://www.smashingmagazine.com/2023/08/oklch-color-spaces-gamuts-css/. It has a limit though: https://github.com/w3c/csswg-drafts/issues/9449, to be careful.

To see how this fit with `color-mix(`. 

---

If this is successful, we could also look doing the same for the color contrast utils. Actually, we might even need to consider both problems at the same time. https://lea.verou.me/blog/2024/contrast-color/ is a great dive into the topic. A must read (e.g. APAC vs. legal requirement). 

### Motivation

Is likely part of solving #40104, and #37901. 

**Search keywords**: -
Repository: pytorch
Issue: conda pytorch does not ship libnccl.so
Labels: module: binaries,triaged,module: nccl,topic: binaries

### 🐛 Describe the bug

When I `pip install torch`, it will bring `libnccl.so` via https://pypi.org/project/nvidia-nccl-cu12/ .

However, when I use conda to install torch, i.e. `conda install pytorch pytorch-cuda=12.1 -c pytorch -c nvidia` , it does not bring `libnccl.so` .

I also checked the `docker.io/pytorch/pytorch:2.4.0-cuda12.4-cudnn9-devel` image:

In `/opt/conda/lib`, I can find `libcudart.so`, `libcublas.so`, etc. But I cannot find `libnccl.so` . There is a system-level nccl in `/lib/x86_64-linux-gnu/libnccl.so` . Ideally,  pytorch should be self-contained, and ship its own `libnccl.so` just like the `pip` version I think.

Any reason for the difference?

### Versions

pytorch 2.4, with official installation.

cc @seemethere @malfet @osalpekar @atalman