sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: transformers
Issue: CLIPTokenizer (and others based on the same telephoned OpenAI code) incorrect tokenize 1138 out of 34483 words that have an exact match in vocab
Labels: WIP

### System Info

- `transformers` version: 4.36.0
- Platform: Linux-5.15.120+-x86_64-with-glibc2.35
- Python version: 3.10.12
- Huggingface_hub version: 0.19.4
- Safetensors version: 0.4.1
- Accelerate version: not installed
- Accelerate config: not found
- PyTorch version (GPU?): 2.1.0+cu118 (False)
- Tensorflow version (GPU?): 2.14.0 (False)
- Flax version (CPU?/GPU?/TPU?): 0.7.5 (cpu)
- Jax version: 0.4.20
- JaxLib version: 0.4.20
- Using GPU in script?: no
- Using distributed or parallel set-up in script?: no

### Who can help?

@ArthurZucker and @younesbelkada 

### Information

- [X] The official example scripts
- [X] My own modified scripts

### Tasks

- [X] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [X] My own task or dataset (give details below)

### Reproduction

Visit https://colab.research.google.com/drive/18I0mYxTV-UCDjKWTxfuaR3P6o00w18Q9?usp=sharing for a reproduction.

```
from transformers import CLIPProcessor
tokenizer = CLIPProcessor.from_pretrained("openai/clip-vit-base-patch32").tokenizer

# match whole words
whole_words = {k: v for k, v in tokenizer.get_vocab().items() if k.endswith("</w>")}
to_trim = len("<w/>")
missed = 0
for token_str, token_int in whole_words.items():
  tokenized = tokenizer.tokenize(token_str[:-to_trim])
  if len(tokenized) != 1:
    missed += 1
print(f"transformers {missed} words out of {len(whole_words)} incorrectly tokenized ({missed/len(whole_words)*100})%")
```
this prints `transformers 1138 words out of 34483 incorrectly tokenized (3.3001768987617086)%`

I see that everyone copied OpenAI's buggy tokenization code. Besides this issue there is also https://github.com/openai/CLIP/issues/343. The code in that repository was obviously not used for training, so this could explain a lot of misses / poor performance in CLIP based models.

### Expected behavior

tokenization of a word that exactly matches an entry in the vocab file should return exactly 1 token
Repository: stable-diffusion-webui
Issue: [Bug]: SD1.5 Embeddings have no effect on SDXL models (they should apply to the 1.5 TE inside XL, like they do in ComfyUI)
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Simple as that, 1.5 embeddings have zero effect on XL models instead of being applied to the CLIP text encoder. 
I've tested the behaviour in comfyui and auto1111. In the former they do have an effect if used with `embedding:filename` as opposed to just `filename` (it's easy to test). 

### Steps to reproduce the problem

1. Generate any XL image with an embedding
2. Delete the embedding file and generate it again, it will be the same exact picture
3. Try generating a picture in ComfyUI with `embedding:filename` and then just `filename` and you'll get 2 different pictures (plus a bunch of warnings because the embedding doesn't work on the OpenCLIP text encoder)


### What should have happened?

1.5 embeddings should be applied to CLIP. 

### Sysinfo

NA

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

_No response_

### Console logs

```Shell
NA
```


### Additional information

_No response_
Repository: next.js
Issue:  [PPR] css and font will be reoloaded when server component rerenders
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/tender-sanderson-m5fqfq

### To Reproduce

1. Run the dev server
2. Open the dev page in a new tab
3. Check the network tab using browser devtool
4. Start typing in the input box


### Current vs. Expected behavior

![image](https://github.com/vercel/next.js/assets/12595973/8ff66699-7e25-4a17-83f2-5b54cd29ed16)
Current: the css file gets reloaded when the search param changes
Expected: this shouldn't happen and will not happen when PPR is off

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Sun Aug  6 20:05:33 UTC 2023
Binaries:
  Node: 20.9.0
  npm: 9.8.1
  Yarn: 1.22.19
  pnpm: 8.10.2
Relevant Packages:
  next: 14.0.5-canary.7
  eslint-config-next: 14.0.3
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

I use `next-usequerystate` merely to reproduce this issue easily. This issue still happens even without the lib.
Repository: godot
Issue: Orphan Resource Explorer incorrect results
Labels: bug,topic:editor

### Tested versions

4.1.3

### System information

Windows 10

### Issue description

The Orphan Resource Explorer lists this file as orphaned:
![image](https://github.com/godotengine/godot/assets/16231628/7ecd4f05-e59b-41fe-af3a-c3f43cfbd7cb)

However, it is actually attached to a tscn:
![image](https://github.com/godotengine/godot/assets/16231628/053fe7b1-c1dc-4548-8af9-e0a6a6e14142)

Readily available in my project:
![image](https://github.com/godotengine/godot/assets/16231628/790afe90-dfd8-4f3d-9152-4288aab49fea)


### Steps to reproduce

- Run Orphaned Resource Explorer
- See it list scripts that are actually attached to tscn files in the project.

### Minimal reproduction project (MRP)

[TEST_RESOURCE.zip](https://github.com/godotengine/godot/files/13642633/TEST_RESOURCE.zip)
Repository: PowerToys
Issue: SVG with STYLE embed fails to build thumbs
Labels: Issue-Bug,Product-File Explorer,Needs-Triage

### Microsoft PowerToys version

0.76.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

File Explorer: Thumbnail preview

### Steps to reproduce

Hi,
New on Git, guess am at the right place, but please fix if not...
Issue is located with rendering SVG thumbnails. Did not find tickets referencing that, but may not have been deep enough !
Preview and thumbs were ok with my SVGs with no <style> embed.
I added some @font-face entries with WOFF2 mime64 encoded fonts (to get web browser or explorer to properly render with  no fonts installed)
The preview pane is still fine and properly render the file.
Web browser are also fine
The thumbs remains with default app for SVGs

### ✔️ Expected Behavior

Rendering the same way preview pane does would be much appreciated.
As a fail over, do not consider the <style> tag that makes the progress bar infinite looping in the Explorer.
At a time, explorer stops responding !
Sometimes I get a crash windows with some texts (but none available right now, will update ticket when getting one...)

### ❌ Actual Behavior

Breaks explorer to preview ALL files type and thumbnails.
It comes back uppon reboot till I hit files with <style> embed.

### Other Software

None  concerned
Thanks for all
Repository: godot
Issue: The frame duration setting of the first frame of AnimatedSprite2D is ignored in the first loop
Labels: bug,topic:animation,topic:2d

### Tested versions

4.2.stable

### System information

Windows 11

### Issue description

If you set the frame duration to a number greater than 1 on the first frame of an AnimatedSprite2D's "default" animation, it will ignore the frame duration setting on the first loop when the animation plays.

This only happens for the animation named "default".

### Steps to reproduce

1. Add AnimatedSprite2D
2. Add SpriteFrames
3. Add frames from sprite sheet
4. Set "Autoplay on load"
5. Set "Frame duration" to a number greater than 1 on the first frame of the "default" animation
6. Save the scene and play

### Minimal reproduction project (MRP)

[AnimatedSprite2DBug.zip](https://github.com/godotengine/godot/files/13642745/AnimatedSprite2DBug.zip)
Repository: godot
Issue: The custom resource cannot be displayed properly in the quick load resource list
Labels: bug,topic:editor

### Tested versions

4.2.mono, 4.1.3.stable.mono 

### System information

Windows10, Windows11

### Issue description

Something is often missing from the list of resources.
It often happens after git push, when new resources are created
Sometimes it happens when you restart my computer.

Something in the quick load resource list will not show.
Need to delete ".godot" folder. and build project
Then it shows up in quick load resource list 

### Steps to reproduce

1. Create new project

2. Create new C# script called "Item" that inherits from Resource

3. Build project

4. Create a "Resource" file named "Item_1.tres"

5. Set existing script of "Item_1.tres" to Item.cs

6. Add [GlobalClass] attribute in Item.cs

7. Create new C# script called "Test.cs" that inherits from Node
```
public partial class Test : Node
{
    [Export] private Item _item;
}
```

9. Build project

10. Create root node, and set existing script to "Text.cs"

11. Click "Item" Property in Inspector, click "Quick Load", no item in resource list
![s_1](https://github.com/godotengine/godot/assets/64601466/3636b7ab-2dde-4179-82ff-8df0f395edf3)

12. Create a "Item" resource file named "Item_2.tres"I, and click "Item" Property in Inspector, click "Quick Load"
![s_2](https://github.com/godotengine/godot/assets/64601466/79a4e7e2-11eb-4874-a6ce-6ab9b3dc765c)

13. open "Item_1.tres" in VSCode, there is no "script_class"
```
[gd_resource type="Resource" load_steps=2 format=3 uid=...
```
14. Add "script_class" in "Item_1.tres" resource
```
[gd_resource type="Resource" script_class="Item" load_steps=2 format=3 uid=...
```
15. Build project or not build project,and click "Item" Property in Inspector, click "Quick Load", the result is the same as step 12. only "Item_2.cs" in resource list

16. Reload current project, and click "Quick Load", only "Item_2.cs" in resource list

17. Close Project

18. Open in file Manager, and deleted ".godot" folder

19. Open Project, build project

20. Click "Item" Property in Inspector, click "Quick Load", "Item_1.cs" and "Item_2.cs" in resource list

### Minimal reproduction project (MRP)

N/A
Repository: pytorch
Issue: [Bug] Big difference between the output of Conv float precision and double precision
Labels: module: cudnn,module: cuda,module: convolution,triaged

### 🐛 Describe the bug

There is a big difference between the output of Conv in float precision and double precision in torch `1.12+cu113`. On other versions such as torch `1.12.1+cu102` there is no problem.

The code sample for reproduce the issue:

```python
# pylint: disable=missing-module-docstring, not-callable, invalid-name, line-too-long, no-member
import torch
import torch.nn.functional as F

torch.backends.cudnn.benchmark = False
torch.backends.cudnn.deterministic = True


def run_conv_forward_with_given_dtype(dtype) -> None:
    """Run the conv forward with given dtype.

    The conv inputs are from a real model.
    """
    input_tensor = torch.load("Conv_4_input.pt").to(dtype)
    weight_tensor = torch.load("Conv_4_weight.pt").to(dtype)
    bias_tensor = torch.load("Conv_4_bias.pt").to(dtype)

    out = F.conv2d(
        input_tensor,
        weight_tensor,
        bias_tensor,
        stride=[1, 1],
        padding=[0, 0],
        dilation=[1, 1],
        groups=1,
    )
    return out


print(f"The PyTorch version: {torch.__version__}")
print(f"The CUDNN version: {torch.backends.cudnn.version()}")

out_float = run_conv_forward_with_given_dtype(torch.float32)
out_double = run_conv_forward_with_given_dtype(torch.float64)

absolute_error = (out_float - out_double).abs()
relative_error = (out_float - out_double).abs() / out_double
print(f"The absolute error between float32 and float64: {absolute_error.max().item()}")
print(f"The relative error between float32 and float64: {relative_error.max().item()}")

index = torch.argmax(absolute_error)
print(f"The `{index}` element of the float32 output: {out_float.flatten()[index].item()}")
print(f"The `{index}` element of the float64 output: {out_double.flatten()[index].item()}")
```

Got output:
```
The PyTorch version: 1.12.1+cu113
The CUDNN version: 8302
The absolute error between float32 and float64: 0.002784239179315584
The relative error between float32 and float64: 94.2813634888402
The `1156171` element of the float32 output: -4.7595906257629395
The `1156171` element of the float64 output: -4.762374864942255
```

**All the code and related file can be found at: [bug_repro.tar.gz](https://github.com/pytorch/pytorch/files/13643091/bug_repro.tar.gz)**

### Versions

N/A
Repository: go
Issue: dl/internal/version: consider to unset GOTOOLCHAIN
Labels: NeedsDecision

I've updated my default go using `go env -w GOTOOLCHAIN=go1.21.5+auto`.

```
$ go env GOTOOLCHAIN
go1.21.5+auto
```

After that, the instruction in [managing go installation](https://go.dev/doc/manage-install) does not work any more.

```
$ go install golang.org/dl/gotip@latest
$ gotip download
...
$ gotip version
go version go1.21.5 darwin/amd64
```

Same for other version wrappers.

The easiest fix may be to set GOTOOLCHAIN=local or GOTOOLCHAIN=<targetversion> when these wrapper binaries invoke `go`.

Alternatively, we can deprecate the current "managing go installation" doc, and recommend to use `GOTOOLCHAIN` to switch the version instead.
Repository: next.js
Issue: Next.js expands request.body in memory
Labels: bug

### Link to the code that reproduces this issue

https://github.com/mtsmfm/nextjs-memory-issue

### To Reproduce

1. clone https://github.com/mtsmfm/nextjs-memory-issue
2. npm install
3. npm run dev
4. fallocate -l 100M 100mbfile
5. curl localhost:3000/debug -X POST -F 'file=@./100mbfile'
6. fallocate -l 1G 1gbfile
7. curl localhost:3000/debug -X POST -F 'file=@./1gbfile'

### Current vs. Expected behavior

I expect `request.body` behaves like a stream and it consumes fixed amount of memory.
But currently Next.js consumes 300MB+ for 100MB file and 1200MB+ for 1GB file.

Actually with plain `http.createServer`, it only consumes ~40MB on my machine.
https://github.com/mtsmfm/nextjs-memory-issue/blob/4d1a347f2e59c4f3ae0b3f775f47327088bbc1b0/plain.mjs#L63-L79

I guess one of the cause is conversion from `http.IncomingMessage` to `Request` class.

https://github.com/vercel/next.js/blob/v14.0.4/packages/next/src/server/web/spec-extension/adapters/next-request.ts#L99
https://github.com/mtsmfm/nextjs-memory-issue/blob/4d1a347f2e59c4f3ae0b3f775f47327088bbc1b0/plain.mjs#L24
https://github.com/mtsmfm/nextjs-memory-issue/blob/4d1a347f2e59c4f3ae0b3f775f47327088bbc1b0/plain.mjs#L81-L97

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP Thu Oct 5 21:02:42 UTC 2023
Binaries:
  Node: 20.9.0
  npm: 10.1.0
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 14.0.5-canary.7
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Additional context

_No response_
Repository: pytorch
Issue: Make test_public_bindings.py a lint
Labels: feature,triaged,better-engineering,actionable,module: python frontend

Can we make this a lint instead of a test? Seems cheap enough to check as part of our linter suite, and it's mildly annoying to put up a PR and have it fail tests on something trivial.

cc @albanD :)
Repository: godot
Issue: Godot 4.2 loads to black screen on Arch, Wayland (xWayland), and NVidia GPU, but works with --single-window
Labels: bug,platform:linuxbsd,topic:rendering,topic:porting

### Tested versions

Godot 4.2 Release


### System information

Arch Linux

### Issue description

- This is occurring on Arch Linux (latest update), KDE Plasma 5.27 (latest), Wayland Session, nvidia proprietary driver
- if you run it strictly as an executable, an xWayland window opens and the contents are black. The X in the right corner won't work either
- If you run godot with the --single-window parameter, godot project manager opens as expected

![godot-black-screen](https://github.com/godotengine/godot/assets/146586961/5334656c-f990-4d2e-94e1-e243a1095c3f)
![godot-working](https://github.com/godotengine/godot/assets/146586961/8d5c3002-f345-4137-87ed-00c7a41d5d82)


### Steps to reproduce

execute godot4.2 as above

### Minimal reproduction project (MRP)

Simply download the editor and execute
Repository: vscode
Issue: Improve settings UI for array based setting types
Labels: settings-editor,under-discussion

Repro steps:
* Install Pylint extension in VS Code
* Open extension settings
* Navigate to the "Pylint: Args" section

Result:
* Helper text reads: 

> "Arguments passed to Pylint for linting Python files. Each argument should be provided as a separate string in the array. Examples:
> 
> "pylint.args": ["--rcfile=<file>"]
> "pylint.args": ["--disable=C0111", "--max-line-length=120"]

* However, adding "pylint.args": ["--disable=C0111"] and hitting "Add Item" will break the extension. It looks like the cause is that it will inject it into the command line in this way: `python -m pylint --reports=n --output-format=json "pylint.args": ["--disable=C0111"] --clear-cache-post-run=y` which is malformed and will throw `exceptions.InvalidArgsError`

Solution:
* There are two confusing aspects: one is that you're already in the pylint.args section, so there's no need to specify pylint.args, and the other is that it's expecting each argument as a separated unquoted string 
* It seems that the hint should instead suggest adding each argument as an unquoted string like `--disable=C0111` instead of `"pylint.args": ["--disable=C0111"]` or `"--disable=C0111"` so that it's injected into the commandline arguments correctly
Repository: rust
Issue: Compilation unterminated when type variable is a huge array
Labels: I-compiletime,C-bug,F-transmutability

<!--
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

// check-pass
#![feature(transmutability)]

mod assert {
    use std::mem::{Assume, BikeshedIntrinsicFrom};
    pub struct Context;

    pub fn is_maybe_transmutable<Src, Dst>()
    where
        Dst: BikeshedIntrinsicFrom<Src, Context, {
            Assume {
                alignment: false,
                lifetimes: false,
                safety: true,
                validity: false,
            }
        }>
    {}
}

fn main() {
    let a : &'static [u8; 32768];
    assert::is_maybe_transmutable::<&'static [u16; 32768], &'static [u8; 32768]>();
}

```

I expected to see this happen: compilation terminated

Instead, this happened: compilation unterminated

### 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 1.74.0-nightly (0288f2e19 2023-09-25)
binary: rustc
commit-hash: 0288f2e1955b154262e0669ec5f7bb9a4c6cf5aa
commit-date: 2023-09-25
host: x86_64-unknown-linux-gnu
release: 1.74.0-nightly
LLVM version: 17.0.0
```

<!--
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>

```
nop
```

</p>
</details>
Repository: PowerToys
Issue: can't use finger to scroll the Preview Pane in the file explorer on surface 7+
Labels: Issue-Bug,Product-File Explorer,Needs-Triage

### Microsoft PowerToys version

0.76.1

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

File Explorer: Preview Pane

### Steps to reproduce

1.go to powertoys settings---file explorer add-ons---preview pane---pdf, and enable it.
2.go to file explorer , select a pdf file.
3.use finger to scroll the preview pane

### ✔️ Expected Behavior

the pane will move following my scrolling.

### ❌ Actual Behavior

it didn't move(it can scroll with the mouse scroll wheel)

### Other Software

Windows version: 23h2 22631.2792
computer: surface pro 7+
[PowerToysReport_2023-12-12-17-15-28.zip](https://github.com/microsoft/PowerToys/files/13646114/PowerToysReport_2023-12-12-17-15-28.zip)
Repository: go
Issue: x/sys/unix: missing some AIX syscalls, notably `Flock`
Labels: NeedsDecision,FeatureRequest,OS-AIX,compiler/runtime

### Go version

1.21.5

### What operating system and processor architecture are you using (`go env`)?

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/runner/.cache/go-build'
GOENV='/home/runner/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/runner/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/runner/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/opt/hostedtoolcache/go/1.21.5/x64'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/opt/hostedtoolcache/go/1.21.5/x64/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.21.5'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/home/runner/work/caddy/caddy/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build498393660=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

Trying to (cross-)compile Caddy for AIX with the following command

```
GOOS=AIX GOARCH=ppc64 go build -trimpath -o caddy
```

### What did you expect to see?

Successful compilation and build

### What did you see instead?

The compilation fails with errors about `unix.Flock` not existing:

```
$ GOOS=aix GOARCH=ppc64 go build
# github.com/dgraph-io/badger
../../../../go/pkg/mod/github.com/dgraph-io/badger@v1.6.2/dir_unix.go:63:13: undefined: unix.Flock
# github.com/dgraph-io/badger/v2
../../../../go/pkg/mod/github.com/dgraph-io/badger/v2@v2.2007.4/dir_unix.go:62:13: undefined: unix.Flock
```

The error points to the absence of `Flock` syscall for AIX in the `golang.org/x/sys/unix` package. I [searched ](https://cs.opensource.google/search?q=Flock&ss=go%2Fx%2Fsys:unix%2F&start=1)the respective directory within the package, and indeed the function is missing. AIX documentation documents the syscall `Flock` exists (see: [flock.h File](https://www.ibm.com/docs/en/aix/7.3?topic=files-flockh-file), and [lockfx, lockf, flock, or lockf64 Subroutine](https://www.ibm.com/docs/en/aix/7.3?topic=l-lockfx-lockf-flock-lockf64-subroutine)). I understand the syscalls definitions in the package are generated, so whatever source or script used to generate them is resulting in the gap.

As of now, we're only aware of the `Flock` function missing because it directly impacts us (see caddyserver/caddy#5970), but others may be missing and subject to verification.