sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: [aot_autograd] Handle `requires_grad` mutation in AOTAutograd
Labels: feature,module: autograd,triaged,needs research,oncall: pt2,module: aotdispatch,module: pt2-dispatcher

### 🚀 The feature, motivation and pitch

I believe it should not be too hard to support in-graph `requires_grad` mutations. 


### Solution
What we need to do is to functionalize mutations to `requires_grad` as a `copy()`, with the output having the new setting of requires_grad 

See also prev discussion: https://github.com/pytorch/pytorch/issues/109505#issuecomment-1771041570

### Requirements
1. The fwd + bwd graph compiled by AOTAutograd is valid iff a given input's `requires_grad` at the time it is passed to fwd/bwd. For instance, we need to fix the following by guarding the backwards graph: https://github.com/pytorch/pytorch/issues/113290.


### Questions

I'm not sure if the right approach is to use `__torch_function__` or `__torch_dispatch__` to dispatch the `requires_grad` mutation into a copy?


cc: @bdhirsh 

cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7 @msaroufim @bdhirsh @anijain2305 @chauhang
Repository: vscode
Issue: About menu shortcuts
Labels: bug,l10n-platform

Type: <b>Bug</b>

At the moment the menu shortcuts in Spanish are as follows: Archivo Alt + A but it shows the Help options. Edit Alt + E, but it shows the Run options. Selección, Alt + S correct. Ver Alt + V correct, Ir, Alt + I correct. Ejecutar, Alt + E is repeated with the Edit option. Terminal, Alt + T correct. Help, Alt + A was previously Alt + U.

VS Code version: Code 1.84.1 (2b35e1e6d88f1ce073683991d1eff5284a32690f, 2023-11-06T12:35:59.022Z)
OS version: Windows_NT x64 10.0.19045
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|AMD Ryzen 5 4400G with Radeon Graphics          (12 x 3693)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|7.43GB (1.97GB free)|
|Process Argv|--crash-reporter-id 1a15c27a-ae85-4ea6-9055-f45bb6de103a|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (1)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-language-pack-es|MS-|1.84.2023110809


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
vserr242cf:30382550
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263cf:30335440
vscorecescf:30445987
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593:30376534
pythonvs932:30410667
py29gd2263:30880072
vsclangdc:30486549
c4g48928:30535728
dsvsc012cf:30540253
pynewext54:30695312
azure-dev_surveyone:30548225
2e4cg342:30602488
f6dab269:30613381
vscrp:30673768
a9j8j154:30646983
showlangstatbar:30737416
pythonfmttext:30731395
fixshowwlkth:30771522
showindicator:30805244
pythongtdpath:30769146
i26e3531:30792625
pythonnosmt12:30797651
pythonidxpt:30866567
pythonnoceb:30805159
synctok:30869157
dsvsc013:30795093
dsvsc014:30804076
dsvsc015:30845448
pythontestfixt:30871694
pythonregdiag2:30871582
pythonmypyd1:30879173
pythoncet0:30874138
pythontbext0:30879054
dsvsc016:30880769
dsvsc017:30880892
aa_t_chat:30882232

```

</details>

<!-- generated by issue reporter -->
Repository: godot
Issue: Acces Android storage FileDialog
Labels: platform:android,needs testing

### Godot version

4.1.3

### System information

ANdroid Oxygen OS 13.1    -  Android 10

### Issue description

I saw some similar cases like this:
https://www.reddit.com/r/godot/comments/k05cqy/filedialog_in_android_pretty_useless/ without any solution valid
[edit] i came to this link from this link https://www.reddit.com/r/godot/comments/16cnwdr/how_to_use_android_native_file_picker_with_godot/


Open an android filedialog popups lead to an empty "/" with no authorized access even when using FileDialog.set_current_pass("res://")

### Steps to reproduce

Open an android filedialog popups lead to an empty "/" with no authorized access even when using FileDialog.set_current_pass("res://")

### Minimal reproduction project

N/A
Repository: kubernetes
Issue: Add a test for OOMKilled for LimitedSwap
Labels: sig/node,kind/feature,lifecycle/stale,needs-triage

### What would you like to be added?

We should add a swap test in e2e for swap that tests OOM with LimitedSwap.  We can replicate similar tests from OOMKilled but we should run them separately from conformance.  

### Why is this needed?

https://github.com/kubernetes/kubernetes/pull/121706

Testing UnlimitedSwap in OOM will cause a lot of failures in CI.  This is because the kernel will reclaim memory and you won't hit the pressure limit.  

LimitedSwap is necessary for OOM.  But we were not a
Repository: go
Issue: cmd/go: failures in TestScript/cover_statements due to unexpected linker invocations
Labels: NeedsInvestigation,GoCommand,compiler/runtime

```
#!watchflakes
post <- pkg == "cmd/go" && test == "TestScript" && `cover_.*.txt:\d+: .*link.* unexpected success`
```
Repository: go
Issue: all: test failures using sum.golang.org
Labels: NeedsFix,proxy.golang.org

```
#!watchflakes
post <- `reading https://sum\.golang\.org/.*: 4\d\d .*`
```

Issue pulled out from #64009.

(See https://build.golang.org/log/fd253333226181b0d29ced3f7640d9a547b2f047 for one example log.)
Repository: go
Issue: cmd/go: error from fetching go.mod checksum not diagnosed by `go list -mod=mod`
Labels: NeedsInvestigation,GoCommand

```
#!watchflakes
post <- pkg == "cmd/go" && log ~ `FAIL: TestScript/mod_sumdb_golang` && `go.sum and saved.sum differ`
```

(Pulled out from https://github.com/golang/go/issues/64021#issuecomment-1802733505.)
Repository: godot
Issue: AnimationPlayer displays animations on the wrong character model
Labels: bug,needs testing,topic:animation

### Godot version

4.13

### System information

windows 11

### Issue description

AnimationPlayer displays animations on only one local (3D) character model in the scene. The humanoid skeleton profile appears to be bugged. This doesn't appear to be related to the "local to scene" checkbox in the humanoid skeleton profile import menu

### Steps to reproduce

- Import two 3D models into a scene (models are using the humanoid skeleton profile)
- Make both models local
- Animations only play on one of the models, no matter which animation player is used
Only fix I've found is repeatedly re-importing the models until the correct one decides to finally play the animations (or never ever having two local character models in the same scene)
The animation player works the same when running the game; only one model plays the animations
I'm using the .glb file type when exporting from blender, if that matters

### Minimal reproduction project

[animation_bug.zip](https://github.com/godotengine/godot/files/13319970/animation_bug.zip)
Repository: flutter
Issue: ANGLE roll failing due to outdated vulkan headers
Labels: engine,P2,team-engine,triaged-engine

Example: https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8764985386273284641/+/u/build_host_debug_flutter:unittests_flutter_build_archives:artifacts_flutter_build_archives:embedder_flutter_tools_font-subset_flutter_build_archives:dart_sdk_archive_flutter_shell_platform_windows_client_wrapper:client_wrapper_archive_flutter_build_archives:windows_flutter/stdout

Attempting to update vulkan-deps to ToT results in new issues: https://github.com/flutter/engine/pull/47827

* Duplicate libcxx symbols: https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8764962552589641313/+/u/build_android_profile_default_clang_x64_gen_snapshot_flutter_shell_platform_android:embedding_jars_flutter_shell_platform_android:abi_jars/stdout
* Surface extension validation failure in Impeller: https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8764962559582405985/+/u/test:_Host_Tests_for_host_debug_unopt/stdout
```
[----------] 4 tests from BlitCommandVkTest
[ RUN      ] BlitCommandVkTest.BlitCopyTextureToBufferCommandVK
[FATAL:flutter/impeller/base/validation.cc(47)] Break on 'ImpellerValidationBreak' to inspect point of failure: Could not find the surface extension.
```
Repository: rust
Issue: Tracking Issue for `debug_closure_helpers`
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(debug_closure_helpers)]`

This is a tracking issue for adding helpers to `core::fmt` that can use closures for formatting values.

ACP: https://github.com/rust-lang/libs-team/issues/288

### Public API

```rust
// core::fmt

impl DebugList<'_, '_> {
fn entry_with<F>(&mut self, entry_fmt: F) -> &mut Self
where
F: FnOnce(&mut Formatter) -> fmt::Result;
}

impl DebugMap<'_, '_> {
fn key_with<F>(&mut self, key_fmt: F) -> &mut Self
where
F: FnOnce(&mut Formatter) -> fmt::Result;

fn value_with<F>(&mut self, value_fmt: F) -> &mut Self
where
F: FnOnce(&mut Formatter) -> fmt::Result;
}

impl DebugSet<'_, '_> {
fn entry_with<F>(&mut self, entry_fmt: F) -> &mut Self
where
F: FnOnce(&mut Formatter) -> fmt::Result;
}

impl DebugStruct<'_, '_> {
fn field_with<F>(&mut self, name: &str, field_fmt: F) -> &mut Self
where
F: FnOnce(&mut Formatter) -> fmt::Result;
}

impl DebugTuple<'_, '_> { // also DebugSet
fn field_with<F>(&mut self, field_fmt: F) -> &mut Self
where
F: FnOnce(&mut Formatter) -> fmt::Result;
}

pub from_fn<F>(f: F) -> FromFn<F>
where
    F: Fn(&mut Formatter<'_>) -> Result
{
    FormatterFn(f)
}

pub struct FromFn<F>(F)
where
    F: Fn(&mut fmt::Formatter<'_>) -> fmt::Result;

impl<F> fmt::Debug for FromFn<F>
where
    F: Fn(&mut fmt::Formatter<'_>) -> fmt::Result;

impl<F> fmt::Display for FromFn<F>
where
    F: Fn(&mut fmt::Formatter<'_>) -> fmt::Result;
```

### Steps / History

- [x] Implementation: #117730
- [x] Update to `from_fn` API: #129017
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

<!--
Once the feature has gone through a few release cycles and there are no
unresolved questions left, the feature might be ready for stabilization.

If this feature didn't go through the RFC process, a final comment period
(FCP) is always needed before stabilization. This works as follows:

A library API team member can kick off the stabilization process, at which point
the rfcbot will ask all the team members to verify they agree with
stabilization. Once enough members agree and there are no concerns, the final
comment period begins: this issue will be marked as such and will be listed
in the next This Week in Rust newsletter. If no blocking concerns are raised in
that period of 10 days, a stabilization PR can be opened by anyone.
-->

### Unresolved Questions

- [ ] Naming: Do any strong preferences exist regarding the new method names?
   - For now I've named them `{orig_method}_with`, for example `DebugStruct::field_with()` is like `DebugStruct::field()`.
- [ ] The `DebugMap` struct got `key_with()` and `value_with()`, but not `entry_with()` -- is it worth adding that?
- [x] Should `FormatterFn<F>` place a trait bound on `F` so that call sites can be tidier?

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: angular
Issue: docs: provide localization guidance for Angular.dev
Labels: hotlist: devrel,P2,area: docs-infra

We plan to restructure how we support the maintainers of localized versions of our documentation for Angular.dev.

We are currently in the research phase and will share more once we have a clear path moving forward. 
We are also in contact and including our Angular.io localization authors in this process. Currently all localized docs are maintained by GDEs (Angular Google Developer Experts). \
Repository: vscode
Issue: Shouldn't "integrate" the first view into its container icon when in the secondary side bar
Labels: polish,workbench-views,workbench-auxsidebar

When you have a single view on the secondary side bar, you lose context, because there is nothing visible for the view title/description except for the tooltip (which is currently broken see #197788). Because the secondary side bar doesn't have a "header" area like the main side bar, I would love it if when a view was the only view in the secondary side bar it would not integrate into the icon at all and instead render it like the multi-view case. The only exception would be to maybe not allow the view to be expandable in this case.
Repository: opencv
Issue: i want use opencv with jdk 17 at android platform, what should i do ?
Labels: question (invalid tracker)

### System Information

i want use opencv with jdk 17 at android platform, what should i do ?

### Detailed description

![image](https://github.com/opencv/opencv/assets/25238273/9f241026-a359-4f4d-b285-206afea35dfd)


### Steps to reproduce

i want use opencv with jdk 17 at android platform, what should i do ?

### Issue submission checklist

- [ ] I report the issue, it's not a question
- [ ] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [ ] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: godot
Issue: Setting `gui/theme/custom` while the game is running does nothing
Labels: enhancement,documentation

### Godot version

4.1.3

### System information

Godot v4.1.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 with Max-Q Design (NVIDIA; 31.0.15.1694) - Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 Threads)

### Issue description

Godot's `gui/theme/custom` project setting is incredibly useful, simplifying theming scenes that involve multiple CanvasLayers breaking the inheritance chain so that setting on scene route isn't an option.

However, while trying to add support for multiple themes into my game, I ran into an issue - using `ProjectSettings.set_setting("gui/theme/custom", new_theme)` does absolutely nothing.

Setting the property via an `override.cfg` file works, both in editor and in released builds.

### Steps to reproduce

- Use `ProjectSettings.set_setting("gui/theme/custom", new_theme)` to change to a theme.
- Observe nothing changed.

### Minimal reproduction project

[themeproblem.zip](https://github.com/godotengine/godot/files/13302741/themeproblem.zip)
Repository: deno
Issue: Can't escalate parent thread permissions with restricted `--allow-run` permissions
Labels: bug,testing

Calling `Deno.test` with restricted `--allow-run` permissions throw despite the run permissions being a subset of what is allowed:

```ts
Deno.test("test", {permissions:{run:["deno"]}}, async () => {
  const command = new Deno.Command("deno", {args:["info"]})
  await command.output()
})
```

```
> deno test --allow-run=deno test.ts
running 1 test from ./test.ts
test ... FAILED (2ms)

 ERRORS

test => ./test.ts:1:6
error: PermissionDenied: Can't escalate parent thread permissions
    at pledgePermissions (ext:cli/40_testing.js:560:14)
    at applyPermissions (ext:cli/40_testing.js:571:19)
    at outerWrapped (ext:cli/40_testing.js:489:20)

 FAILURES

test => ./test.ts:1:6

FAILED | 0 passed | 1 failed (3ms)

error: Test failed
```

Works as expected when full `--allow-run` permissions given
```
> deno test --allow-run test.ts
running 1 test from ./test.ts
test ... ok (21ms)

ok | 1 passed | 0 failed (23ms)
```

Expected behaviour is that it should works in both case, as the first example does not inquire for additional permissions and therefore isn't an escalation attempt.


```
deno 1.38.0 (release, x86_64-pc-windows-msvc)
v8 12.0.267.1
typescript 5.2.2
Repository: angular
Issue: Add @defer support to Module  when not standalone
Labels: area: core,core: defer

### Which @angular/* package(s) are relevant/related to the feature request?

compiler

### Description

Currently documentation say : 
They must be standalone. Non-standalone dependencies cannot be deferred and will still be eagerly loaded, even inside of control flow  defer blocks.

Can add support to classic modules in Angular to support of control flow defer ? 



### Proposed solution

No response

### Alternatives considered

no response
Repository: next.js
Issue: Nextjs 14/13 Static Exports fonts not loading
Labels: bug

### Link to the code that reproduces this issue

https://github.com/AlejandroSanchez90/call-me-jorge

### To Reproduce

I build my application using `output: 'export',` in next.config.js, then i get OUT folder with all the static files, then i remplace all the paths to add a '.' prefixed (/_next/ => ./_next/) so it loads js and images properly, but font never loads, i have them in my css file like @font-face, i see all the paths correct in the exported files, but i cant make them show in the site.

### Current vs. Expected behavior

My site is using fallback fonts because it wont load fonts 

### Verify canary release

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

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Home
Binaries:
  Node: 18.18.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 13.5.4
  eslint-config-next: 13.5.4
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: export
```


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

Static HTML Export (output: "export")

### Additional context

_No response_
Repository: godot
Issue: setting size.y on a ProgressBar node while show_percentage is true is not respected when the height is less than the font_size but show_percentage is set to false afterwards
Labels: bug,topic:gui

### Godot version

4.1.3

### System information

Windows 10

### Issue description

The following GDScript to instantiate a `ProgressBar`, set it's `size.y` to `5` and `show_percentage` to `false`, and add it to the scene does not work as expected.
```
node = ProgressBar.new()
node.size.y = 4 
node.show_percentage = false 
self.add_child(node)
```
This will show the `ProgressBar`, but the `size.y` will be `14` because the `font_size` is 14, even though `show_percentage` is false.

Switching the order of setting `size.y` and `show_percentage` will work as intended.
```
node = ProgressBar.new()
node.show_percentage = false 
node.size.y = 4 
self.add_child(node)
```

**Expected Behavior**

There should be some kind of warning when setting a property to a value that's below it's min, or the first code block should work as the second one does.

### Steps to reproduce

1. Create a script attached to a Sprite2D node
2. add this to the _ready function:
```
node = ProgressBar.new()
node.size.y = 4 
node.show_percentage = false 
self.add_child(node)
```
3. Run the game, the progress bar should have a height of 14
4. change the code to this:
```
node = ProgressBar.new()
node.show_percentage = false 
node.size.y = 4 
self.add_child(node)
```
5. Run the game, the progress bar should have a height of 4

### Minimal reproduction project

This seems trivial enough to not include a project, but I will upload one if requested.
Repository: tauri
Issue: [feat] Configuration Support for Registry Entries and Script Execution in Tauri's NSIS Installer
Labels: type: feature request

### Describe the problem

Our application deployment process, which relies on Tauri's NSIS installer, lacks the capability to add custom registry entries and execute scripts automatically during installation. The absence of this feature necessitates manual configuration, which complicates the setup process for users.

### Describe the solution you'd like

We propose enhancements to the Tauri NSIS installer configuration to include:
    1. Options in tauri.conf for managing custom registry entries during the install and uninstall processes.
    2. Hooks in tauri.conf for executing custom code immediately after installation, to ensure the application is ready for first use.

### Alternatives considered

An alternative method we've explored is using a template from Tauri's repository and patching it at runtime:
[NSIS Installer Template](https://raw.githubusercontent.com/tauri-apps/tauri/1.x/tooling/bundler/src/bundle/windows/templates/installer.nsi)

### Additional context

The alternative solution of runtime patching may lead to maintenance challenges. Over time, this approach could result in outdated code that becomes difficult to manage, posing risks to the sustainability of the application's installation framework.
Repository: godot
Issue: Godot Webrtc is too slow
Labels: discussion,needs testing,topic:network,performance

### Godot version

4.1.3

### System information

Any

### Issue description

I think my question couldn't be more accurate than :  
https://stackoverflow.com/questions/56327783/webrtc-datachannel-for-high-bandwidth-application

TLDR with transfert fonctions already using the max packet size allowed of 256k, my transfert speed on both applications on same network barely reaches 6-7 MB wheres as on remote connection with bandwith equivalent to 20MB , the data transfert will drop somewhere between 300-600 KB ps when it's not almost zero using mobile data with bandwith of 1MB. 

As when connected we dont know if we're on turn or real p2p, i tried usine another turn server and the result is the same. Is there optimizations or a way of troubleshootings that i am missing ?

### Steps to reproduce

Remotely connect webrtc peer, send packets.

[Edit] my point is, for exemple, why is a ssh copy ten times faster ?

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: malfunction
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.75.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

Shared clipboard and transferred files fail and require a restart of powertoys to restore them


### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: godot
Issue: Trying to display motion vectors spits out an error every frame when MSAA 3D is enabled
Labels: bug,topic:rendering,topic:editor,confirmed,topic:3d

### Godot version

v4.1.3.stable.official [f06b6836a]

### System information

Godot v4.1.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.3640) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads)

### Issue description

This is the error:

> Texture (binding: 0, index 0) needs the TEXTURE_USAGE_SAMPLING_BIT usage flag set in order to be used as uniform.
> ./servers/rendering/renderer_rd/uniform_set_cache_rd.h:129 - Condition "rid.is_null()" is true. Returning: rid
> drivers/vulkan/rendering_device_vulkan.cpp:7208 - Condition "!uniform_set" is true.
> Uniforms were never supplied for set (0) at the time of drawing, which are required by the pipeline

repeated over and over again.

I should also mention that I'm not using the mono version.

### Steps to reproduce

1. Click the three-dots icon in the top left of the scene view.
2. Go to "Display Advanced" and select "Motion Vectors"

### Minimal reproduction project

N/A