sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: dynamo/fx doesn't honor 'non-persistent' buffers
Labels: triaged,oncall: pt2,module: dynamo,dynamo-triage-june2024,dynamo-nn-modules

I found that when using torch.export + pippy + fx graph-splitter on a model that has a non-persistent buffer, the buffer was persistent by the time it came out the tracing system.

the motivation here is that when saving a model checkpoitn, we will not save 'non_persistent' buffers.  But if we load a checkpoint into a model, the load will fail if some FQNs (keys) are missing in the checkpoint file but needed by the model.  If we compile a model that had a non-persistent buffer and then try to load a checkpoint into the compiled model, the compiled model will insist on loading values for the buffers that were originally marked as non-persistent.

a minimal repro:
```
import torch

class RotaryEmbedding(torch.nn.Module):
    """
    RotaryEmbedding Module
    """

    def __init__(self):
        super().__init__()
        self.register_buffer(
            "freqs_cis", torch.empty((32, 32)), persistent=False
        )

    def forward(self, x):
        return x + self.freqs_cis

m = RotaryEmbedding()
cm = torch.compile(m)

# this is more basic than the thing I am complaining about, but it fails too
assert 'freqs_cis' in cm._buffers
assert 'freqs_cis' in cm._non_persistent_buffers_set

```

To be clear,

orig_mod.buf <-- came from .register_buffer("buf", _, persistent=False)

some tracing happened,

then finally traced_mod.buf exists as a buffer, but does not exist in `traced_mod._non_persistent_buffers_set`

The problem appears to originate in dynamo layer not sticking this info onto the root graph,

and then again as a bug in the fx graph splitter (fx/graph_module.py:234) which does not care about 'non-persistent-ness' when propagating a buffer from the orig mod to the split mod.

cc @ezyang @msaroufim @bdhirsh @anijain2305 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @kwen2501 @yf225 @jansel
Repository: PowerToys
Issue: Copy Contents of a file with a context menu entry
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

It is tedious when one has to open a file just to copy the contents of its, specially when it is a text file, I think basic files can just be copied from the right click menu

### Scenario when this would be used?

For people who have to copy the contents of a file, like social media managers and developers

### Supporting information

_No response_
Repository: excalidraw
Issue: Request to Maintain Library Bar Open After Item Selection
Labels: enhancement



https://github.com/excalidraw/excalidraw/assets/139263307/4f05a57a-45ad-492d-b619-4b6a2ce20bec



Currently, when utilizing the library bar on the right side of the interface, selecting an item automatically closes the library. While a close button is present, its functionality is overridden upon item selection, necessitating users to reopen the library for each item selection.

To enhance usability and streamline workflow, I suggest maintaining the library bar open after item selection. This adjustment would enable users to access multiple items from the library without the need to repeatedly open the library bar.

Retaining the library bar open post-item selection would significantly improve user experience, reducing unnecessary clicks and interruptions to workflow.

Thank you for considering this request to improve the functionality of the library feature.
Repository: godot
Issue: Revision of `editor/movie_writer/movie_file` property value storage location
Labels: discussion,topic:editor

### Tested versions

- Reproducible in 4.2.1
- Not reproducible in 3.5.3

### System information

Godot v4.2.1.stable - Ubuntu 22.04.4 LTS 22.04 - Wayland - Vulkan (Forward+) - integrated Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i7-1260P (16 Threads)

### Issue description

The current storage location of the [editor/movie_writer/movie_file](https://docs.godotengine.org/en/stable/classes/class_projectsettings.html#class-projectsettings-property-editor-movie-writer-movie-file) project settings property in the `project.godot` file poses challenges for user privacy, collaboration and version control. 
To enhance security and mitigate conflicts, we should store this value to a more suitable location.

### Steps to reproduce

1. Start a new project
2. Set the value of [editor/movie_writer/movie_file](https://docs.godotengine.org/en/stable/classes/class_projectsettings.html#class-projectsettings-property-editor-movie-writer-movie-file)
3. Have fun writing a custom script to avoid pushing this to version control

### Minimal reproduction project (MRP)

> A small Godot project which reproduces the issue, with no unnecessary files included. Be sure to not include the `.godot` folder in the archive (but keep `project.godot`).

I'd then be **very, very encouraged**, not to say **compelled**, to share the home directory name in the file path defined by this property, and I don't really want to do that 😿

[mrp.zip](https://github.com/godotengine/godot/files/14879514/mrp.zip)
Repository: next.js
Issue: Next.Js 14.1.0 Facing Build Error With Too Many Open Files
Labels: examples

### Verify canary release

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

### Provide environment information

```bash
in windows 64 bit, next.js 14.1.0, react 18.2.0, node 20.11.0
```


### Which example does this report relate to?

test

### What browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

### Describe the Bug

Im facing build error in local windows machine in windows 64 bit, next.js 14.1.0, react 18.2.0, node 20.11.0
its showing this anyone can help me on this. npm run dev getting compiling and launching properly. 

Build error occurred
[Error: EMFILE: too many open files, open 'C:\user\basic\UI\src.next\export-detail.json'] {
errno: -4066,
code: 'EMFILE',
syscall: 'open',
path: 'C:\user\basic\UI\src\.next\export-detail.json'
}

### Expected Behavior

Have to build the output project

### To Reproduce

install latest next.js 14.1.0, node 20.12.0, react 18.2.0
Repository: go
Issue: cmd/compile: unnecessary bounds check with slice offset
Labels: Performance,NeedsInvestigation,compiler/runtime

### Go version

go1.22

### Output of `go env` in your module/workspace:

```shell
GOARCH=amd64
GOOS=linux
```


### What did you do?

[Compile the following](https://go.dev/play/p/KBppXCKZdF4):
```go
package main

import "encoding/binary"

var src []byte
var dst uint64

func main() {
	const offset = 1
	if len(src) < offset+8 {
		return
	}
	dst = binary.BigEndian.Uint64(src[offset:])
}
```

### What did you see happen?

I see the following in the assembly:
```
	0x003f 00063 (/usr/local/go1.22.0/src/encoding/binary/binary.go:183)	MOVL	$7, AX
	0x0044 00068 (/usr/local/go1.22.0/src/encoding/binary/binary.go:183)	PCDATA	$1, $0
	0x0044 00068 (/usr/local/go1.22.0/src/encoding/binary/binary.go:183)	CALL	runtime.panicIndex(SB)
	0x0049 00073 (/usr/local/go1.22.0/src/encoding/binary/binary.go:183)	XCHGL	AX, AX
```

### What did you expect to see?

No bounds check.

The bounds check is avoided if `offset` is 0, but fails once it is non-zero. 

However, this provably safe so long as `offset+8` does not overflow an `int`.
Repository: PowerToys
Issue: [Power Toys-Fancy zones>Launch Zones Editor>Custom Tab>Columns>Edit]: On activating the toggle switch the whole dialogue gets closed and no changes occur.
Labels: FancyZones-Editor,Product-FancyZones,Area-Accessibility,Needs-Triage,Needs-Team-Response,A11yE+D,A11ySev3,A11yWCAG,Resolution-By Design

### Microsoft PowerToys version

v0.79.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

FancyZones Editor

### Steps to reproduce

**Test environment:**
OS Build: Windows 11 Enterprise insider preview 23H2 (22631.3296)
Power toys version: v0.79.0

**Repro Steps:**

1. Open the Power Toys app in the desktop.
2. Select the Fancy zones option from left navigation pane.
3. Now activate the editor using shortcut key or by mouse click.
4. Now navigate to the any of the edit button present inside the custom section.
5. Now navigate to the toggle switch and activate it.
6. Observe the issue.

**User Experience:**
Users may become frustrated when attempting to use the toggle switch, only to have the dialog box close unexpectedly without any changes taking effect.

**Guideline reference:**
https://www.w3.org/WAI/WCAG22/Understanding/focus-order

**Attachments:**

https://github.com/microsoft/PowerToys/assets/117908911/43632dfc-2d3e-4940-947b-aeff10825f76



### ✔️ Expected Behavior

Activating the toggle switch should:
Toggle the visibility of space between zones in the software interface.
Keep the dialog box open so that users can continue interacting with it or perform additional actions if needed.

### ❌ Actual Behavior

When activating the "Show Space Between Zone" toggle switch within a dialog box:
The dialog box closes abruptly.
No action occurs, and the intended functionality of the toggle switch is not executed.

### Other Software

_No response_
Repository: PowerToys
Issue: Add links to pull requests in release notes
Labels: Idea-Enhancement

### Description of the new feature / enhancement

In addition to linking the contributor of a certain change, also add a link to the pull request / commit that introduced this change. Similar to what VS Code does in their release notes (https://code.visualstudio.com/updates/v1_86#_pull-requests)

### Scenario when this would be used?

When reading the release notes of an update, I would like to be able to get a better understanding of changes that pique my interest. Jumping right into the pull request would help with that.

### Supporting information

I was reading through the latest 0.80 releases notes and clicked on the links of multiple features trying to get more information about them, just to realize it brought me to the GitHub profile of the contributor and not the PR that introduced it.
Repository: PowerToys
Issue: [Power Toys-Fancy zones>Launch Zones Editor>Custom Tab>Columns>Edit]: Incorrect focus order is observed after activating the default layout buttons.
Labels: Issue-Bug,FancyZones-Editor,Product-FancyZones,Area-Accessibility,Needs-Triage,A11yE+D,A11ySev3,A11yWCAG

### Microsoft PowerToys version

v0.79.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

FancyZones Editor

### Steps to reproduce

**Test environment:**
OS Build: Windows 11 Enterprise insider preview 23H2 (22631.3296)
Power toys version: v0.79.0

**Repro Steps:**

1. Open the Power Toys app in the desktop.
2. Select the Fancy zones option from left navigation pane.
3. Now activate the editor using shortcut key or by mouse click.
4. Now navigate to the any of the edit button present inside the custom section.
5. Now navigate to the radio buttons 'Default layout.....' activate it.
6. Observe the keyboard focus.

**Note:**
Issue is repro for all similar buttons present at template section also.

**User Experience:**
Incorrect focus order disrupts the natural flow of interaction, leading to frustration and inefficiency for users who rely on keyboard navigation.

**Guideline reference:**
https://www.w3.org/WAI/WCAG22/Understanding/focus-order

**Attachments:**



https://github.com/microsoft/PowerToys/assets/117908911/79e79a0f-b8b4-46ea-b95d-49e269f78e15


### ✔️ Expected Behavior

Activating the "Default Layout" button should not affect the focus order in an unexpected manner.
The focus should remain consistent with the logical flow of the user interface elements.

### ❌ Actual Behavior

After activating the "Default Layout" button:

- The focus order becomes incorrect.
- The focus moves to the back side of the canvas, which is unexpected.
- When pressing the Tab key multiple times, the focus returns to the "Default Layout" button.

### Other Software

_No response_
Repository: PowerToys
Issue: [Power Toys-Fancy zones>Launch Zones Editor>Custom Tab>Columns>Edit]: No visible label is present for the Show space between zones toggle switch.
Labels: Issue-Bug,FancyZones-Editor,Product-FancyZones,Area-Accessibility,Needs-Triage,A11yE+D,A11ySev3,A11yWCAG

### Microsoft PowerToys version

v0.79.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

FancyZones Editor

### Steps to reproduce

**Test environment:**
OS Build: Windows 11 Enterprise insider preview 23H2 (22631.3296)
Power toys version: v0.79.0

**Repro Steps:**

1. Open the Power Toys app in the desktop.
2. Select the Fancy zones option from left navigation pane.
3. Now activate the editor using shortcut key or by mouse click.
4. Now navigate to the any of the edit button present inside the custom section.
5. Dialogue will appear and now observe the toggle switch.
6. No visible name or tool tip is present.

**User experience:**
Users may be unsure about the purpose of the toggle switch without a visible name or tooltip, leading to confusion and uncertainty.

**Guideline reference:**
https://www.w3.org/WAI/WCAG22/Understanding/labels-or-instructions

**Attachments:**

https://github.com/microsoft/PowerToys/assets/117908911/dde62444-f216-414e-9ca6-15ba84f87051



### ✔️ Expected Behavior

The toggle switch should have a visible name or tooltip that clearly indicates its function to users.

### ❌ Actual Behavior

The toggle switch for "Show Space Between" lacks a visible name or tooltip, making its purpose unclear to users.

### Other Software

_No response_
Repository: godot
Issue: 5. kassadin Slash ?not exits dir occur every time when randomly
Labels: topic:editor,needs testing

### Tested versions

4.2 statble

### System information

windows10 godot4.2.1

### Issue description

when remove the .godot dir and reopen the project，will occur this dir on the top of the res://.Disapear a minutes later.

### Steps to reproduce

remove the .gotot dir and reopen project.

### Minimal reproduction project (MRP)

none
Repository: godot
Issue: class_name not loading(can not be accessed, here from other code) but loads after Deleting the line and retyping after few seconds. 
Labels: bug,topic:gdscript,topic:editor,needs testing

### Tested versions

- Reproducible in Godot v4.2.stable, was not able to test it other versions but I found a reddit comment 10 months earlier with same bug. The comment should in this post -> https://www.reddit.com/r/godot/comments/k0fdru/identifier_isnt_declared_in_current_scope_error/

### System information

Windows 11 - Godot v4.2.stable

### Issue description

A script "Interactable.gd" is used by all interactable objects' StaticBody3d, I misclicked and deleted the line in the script "class_name Interactable" and instinctively retyped it but now the "raycast3d.gd" script which is attached to Player's Raycast3d for interacting with interactable objects shows the error "could not find type Interactable in current scope" for the line "if is_colliding() and collider is Interactable:". But as the reddit comment suggested to delete the line "class_name Interactable" and retype it after few seconds and save in between worked.

### Steps to reproduce

I am unsure on how the bug even occurred in first place, thus not knowing how to reproduce it.

### Minimal reproduction project (MRP)

N/A
Repository: puppeteer
Issue: "[cookies.spec] Cookie specs Page.setCookie should set secure same-site cookies from a frame" fails with enabled field testing trial
Labels: bug,confirmed,P3

Run the test with [PUPPETEER_TEST_EXPERIMENTAL_CHROME_FEATURES](https://github.com/puppeteer/puppeteer/pull/12210)=true.

Expected: test passes
Actual: test fails

It is probably expected that the test fails but we need to find out which experiment causes this and if it is expected behavior.
Repository: PowerToys
Issue: Advancement to Chording in Keyboard Manager
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager,Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

More keys to be used for chording. Currently only two keys can be used with a modifier key. This can allow for unlimited options for chording.

### Scenario when this would be used?

By using this, we can store many patterns which will help for faster typing of most common text patterns such as  words, URLs, email id, phone numbers, names, etc.
Currently the chording is new and limited in applicability.

### Supporting information

I've been following CharaChorder (https://www.charachorder.com/products/charachorder-one) which is a complete chording based keyboard for increased typing speed. seems some of the good features can be added in PowerToys Chording feature.
Repository: godot
Issue: UI problems on Windows while in full-screen with embed_subwindows disabled. Flickering, Unusable option buttons.
Labels: documentation,topic:gui

### Tested versions

Project exported from Godot v4.2.1.stable.flathub [b09f793f5]

### System information

Windows. My tester is on Windows 10 though.

### Issue description

An application running in full-screen with the embed_subwindows disabled will flicker and kind of "lose focus". When you try to click on an option button, it is impossible to select any of the options.

Here is a small video sent by one of my users. It is happening on my game, but I realized a demo project and reproduced this error outside my game.

https://github.com/godotengine/godot/assets/44974422/589d3d4c-e265-4daf-ba06-dc9b6ed2eac1

## With embed_subwindows enabled

With this setting enabled, my tester reported the app to work as expected with no problem.

## Windows only?

As far as I know, it happens on Windows to all my users. I never encountered this problem on my Linux.

## Code sample

Here are the functions changing the mode of display:

```
func _toggle_fullscreen() -> void:
    get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN if (true) else Window.MODE_WINDOWED


func _toggle_borderless() -> void:
    get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN if (false) else Window.MODE_WINDOWED
    get_window().mode = Window.MODE_MAXIMIZED if (true) else Window.MODE_WINDOWED
    get_window().borderless = true


func _toggle_windowed() -> void:
    get_window().mode = Window.MODE_MAXIMIZED if (false) else Window.MODE_WINDOWED
    get_window().borderless = false
    get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN if (false) else Window.MODE_WINDOWED
```

### Steps to reproduce

1. Have an interface with an option button
2. Have buttons to switch of mode of display
3. Disable embed_subwindows in the settings
4. Run the project
5. Set it to fullscreen
6. Try to use the option button

The demo project will help you with these steps.

### Minimal reproduction project (MRP)

Here is a small project to test it. (You will have to manually enable or disable the embed_subwindows in the project settings. Doing it inside a script doesn't change anything).

[display_test.zip](https://github.com/godotengine/godot/files/14881588/display_test.zip)
Repository: next.js
Issue: Edge runtime - sorting using LocaleCompare not working as expected
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/k-lofnes/edge-vs-node-locale-compare

### To Reproduce

1. Go to https://edge-vs-node-locale-compare.vercel.app/
2. Use the diffrent routes
3. Se the results

### Current vs. Expected behavior

Following these steps you should have the same list, the data is the same and the sort is the same. Only diffrence is runtime. 
The data is a list of places using swedish alpahabet, and should sort alphabetic - using edge the special letters like "åäö" is showing first and not last as it should. The correct behavior is achived running Node. 

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Pro
Binaries:
  Node: 21.2.0
  npm: N/A
  Yarn: N/A
  pnpm: 8.15.1
Relevant Packages:
  next: 14.1.4
  eslint-config-next: 14.1.4
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.4.4
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Middleware / Edge (API routes, runtime)

### Which stage(s) are affected? (Select all that apply)

Vercel (Deployed)

### Additional context

_No response_
Repository: PowerToys
Issue: [Power Toys-Fancy zones>Launch Zones Editor>Custom Tab>Columns>Edit]: The info icon is not accessible with keyboard.
Labels: Issue-Bug,FancyZones-Editor,Product-FancyZones,Area-Accessibility,Needs-Triage,A11yE+D,A11ySev3,A11yWCAG

### Microsoft PowerToys version

v0.79.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

FancyZones Editor

### Steps to reproduce

**Test environment:**
OS Build: Windows 11 Enterprise insider preview 23H2 (22631.3296)
Power toys version: v0.79.0

**Repro Steps:**

1. Open the Power Toys app in the desktop.
2. Select the Fancy zones option from left navigation pane.
3. Now activate the editor using shortcut key or by mouse click.
4. Now navigate to the any of the edit button present inside the custom section.
5. Now try to navigate to the info icon present on the edit dialogue.
6. Observe the issue.

**User Experience:**
Lack of keyboard accessibility for the tooltip info icon prevents users who rely on keyboard navigation from accessing important information, impacting accessibility.

**Guideline reference:**
https://www.w3.org/WAI/WCAG22/Understanding/keyboard

**Attachments:**

https://github.com/microsoft/PowerToys/assets/117908911/50827c76-4241-4b3f-8858-e583ada0dd4b

![image](https://github.com/microsoft/PowerToys/assets/117908911/d01d3e13-cc65-4f2c-9d3b-3cbebc5b77e9)


### ✔️ Expected Behavior

All interactive elements, including the tooltip info icon, should be accessible via keyboard navigation to ensure equal access for all users.

### ❌ Actual Behavior

The tooltip info icon cannot be accessed using keyboard navigation.

### Other Software

_No response_