sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: [material-ui][Autocomplete] The options list is added to the DOM even when there are no options, causing style problems
Labels: bug 🐛,package: material-ui,component: autocomplete

### Search keywords

Autocomplete, freeSolo, empty-options-list

### Latest version

- [X] I have tested the latest version

### Steps to reproduce

Link to live example: (required)
https://codesandbox.io/p/sandbox/practical-meadow-yq7hs5

Steps:
1. Click on freeSolo Input Box
2. Notice the red border below to the input field which actually is a paper container for options list.


### Current behavior
When there are no options for freeSolo Autocomplete input box, The list dropdown is being render on the UI. This becomes issue when I use some custom styles for that root paper element. Please check below image.
![Screenshot 2024-01-29 at 8 17 38 PM](https://github.com/mui/material-ui/assets/54258397/05029b68-25cd-4adf-9ee0-20ffca4197f2)


### Expected behavior
When there are no options available for freeSolo input, We shouldn't render/mount the options list.

### Context
We are maintaining our own theme where we applied some custom styles to this options list in Autocomplete component. So when there are no options available for Autocomplete freeSolo input, the empty options list is getting rendered unnecessarily with the custom styles. So when user is trying to input something by clicking on input field and he shows these styles without making any sense. 

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>

**System**:
    OS: macOS 14.1.1

**Binaries**:
    Node: 14.21.1 - ~/.nvm/versions/node/v14.21.1/bin/node
    npm: 6.14.17 - ~/.nvm/versions/node/v14.21.1/bin/npm
    pnpm: Not Found

**Browsers**:
    Chrome: 121.0.6167.85
    Edge: 121.0.2277.83
    Safari: 17.1

**npmPackages**:
    @emotion/react: ^11.10.4 => 11.11.1 
    @emotion/styled: ^11.10.4 => 11.11.0 
    @mui/base:  5.0.0-beta.17 
    @mui/core-downloads-tracker:  5.14.11 
    @mui/icons-material: ^5.11.11 => 5.14.11 
    @mui/material: ^5.10.7 => 5.14.11 
    @mui/private-theming:  5.14.11 
    @mui/styled-engine:  5.14.11 
    @mui/system:  5.14.11 
    @mui/types:  7.2.4 
    @mui/utils:  5.14.11 
    @mui/x-data-grid: ^5.17.11 => 5.17.26 
    @mui/x-date-pickers: ^5.0.19 => 5.0.20 
    @types/react: ^18.0.21 => 18.2.22 
    react: ^18.2.0 => 18.2.0 
    react-dom: ^18.2.0 => 18.2.0 
    typescript: ^4.8.4 => 4.9.5
Repository: pytorch
Issue: [FSDP] High CPU RAM usage with FSDP sharded checkpointing
Labels: triaged,module: fsdp,module: distributed_checkpoint

### 🐛 Describe the bug

When using FSDP sharded checkpointing, I am seeing unusually high CPU RAM usage. Specifically, let's say I am training a 7B parameter model and checkpoints are saved in `float32` (so the optimizer state dict would be roughly 28GB). Then, during:
```python
optim_sd = get_optimizer_state_dict(model, optimizer, options=StateDictOptions(cpu_offload=True, full_state_dict=False))
```
it seems that **for each device**, CPU RAM according to the full state dict (so `world_size` * 28GB) is allocated (which leads to CPU OOM in my case), instead of only CPU RAM for the shard on the respective device. Is this expected behavior? My reading of https://github.com/pytorch/pytorch/issues/117476#issuecomment-1894590602 implies this might be the case.

My current workaround is to instead use `full_state_dict=True` for saving and loading when operating in environments contained by CPU RAM. Is there a better way?

cc: @awgu 

### Versions

```
Versions of relevant libraries:
[pip3] mypy-extensions==1.0.0
[pip3] numpy==1.26.3
[pip3] pytorch-lightning==2.1.3
[pip3] torch==2.3.0.dev20240117
[pip3] torchmetrics==1.3.0
[pip3] triton==2.2.0
```

cc @zhaojuanmao @mrshenli @rohan-varma @awgu @fegin @penguinwu @kwen2501 @LucasLLC
Repository: pytorch
Issue: Improve constant propagation in the dynamic shape case
Labels: triaged,module: fx.passes,module: dynamic shapes

### 🐛 Describe the bug

The program
```python
import torch

@torch.compile(dynamic=None)
def fn(x, y):
    return y + torch.ones(x, device=y.device).sum()

y = torch.randn(100, device="cuda")
fn(100, y)
```
is able to infer that we are doing `y + x`. On the other hand, it is not able to figure that out with `dynamic=True`.

### Versions

master

cc @ezyang
Repository: ant-design
Issue: Issue with Select component not displaying active value for sometime
Labels: Inactive,unconfirmed

### Reproduction link

[https://github.com/AbdulWahabRaza123/ant-design-issue](https://github.com/AbdulWahabRaza123/ant-design-issue)

### Steps to reproduce

- Run the project after installing the node modules.
- Navigate to http://localhost:3000/en/admin/home and check that the selector does not display the active value even though dom containing the value label.
- Go to the dashboard and refresh the tab; now you can observe that the value label starts showing. However, when you redirect back to the home, the selector will once again not display the value label.

### What is expected?

Expectedly, active value should be shown in the selector with an image.

### What is actually happening?

I am experiencing a bug in Ant Design. The scenario is as follows: I have a 3 to 4-page application where a shared Select component is utilized. The selector works fine on every page except the home page. The active or changed value label doesn't display in selector on the home page but does on other pages. Interestingly, when I redirect from the home page to any other page, the issue starts occurring on those pages as well. This is happening even though the active value label is correctly present in the DOM. Additionally, I am using an image with text as a label in the Select option.

I have resolved this issue by changing below given class styling from absolute to relative in the global.css
.select-icons {
position:relative !important;
}


| Environment | Info |
| --- | --- |
| antd | 5.13.3 |
| React | 18.2.0^ |
| System | G3 core i5 8GB RAM |
| Browser | brave 1.61.120 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: stable-diffusion-webui
Issue: Feature: validate settings in UI before starting generation 
Labels: enhancement

### Is there an existing issue for this?

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

### What would your feature do ?

Some combination of he just don’t make sense.
For example running a batch generate of 100 batches with a fixed, non random seed is just a waste of energy 

this happens to me a few times already:

I boot my pc and want to continue where I left off with my last prompt.
What I usually do is open the output folder, grab the newest picture and load it to the png info tab and click the “send to txt2img” button

The I go to the generation settings tab, make some adjustments to the prompt and increase the batch size to 100 because I always want many variants to choose from


Often times I forget to change the seed to -1 again which was set to the last images seed by the send to txt2img and instead just impatiently press the generate button

so the exact same image would be generated 100 times in a row which does not make any sense

### Proposed workflow

When batch size is set to a value that is not -1 while the batch size and:or batch count is larger than 1, display and error message overlay over the generate button and don’t start generating until either batch size/count are both zero or seed is -1



### Additional information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: make UI more responsive
Labels: enhancement

### Is there an existing issue for this?

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

### What would your feature do ?

I often have to forcibly exit the process running as webui to quickly cancel a long running generation process of a large or many images when I realize that the prompt is not correct 

then I just start the bat file again, put the window in the background, go back to the still opened tab in my browser where I already change the settings still entered from the previous generation 

 but I have to wait for quite some time until the backend service becomes responsive again so that the generation is successfully started when I press the big generate button

### Proposed workflow

Multiple possible solutions are possible
In the end the web server handling the generate button must start as quickly as possible 

### Additional information

_No response_
Repository: godot
Issue: Gray line at the bottom of scaled VideoStreamPlayer
Labels: bug,topic:gui

### Tested versions

Godot Engine v4.2.1.stable.official.b09f793f5 - https://godotengine.org



### System information

Linux; Vulkan API 1.3.255 - Forward+ - Using Vulkan Device #0: AMD - AMD Radeon RX 5600 XT (RADV NAVI10)  

### Issue description

When have a VideoStreamPlayer that's scaled down (in my case, to 50%), when the video plays, it shows a gray line at the bottom.  The gray line is not visible when I play the video at 1:1 scale.

I don't think this is the same as #62752 -- first, I think my video doesn't have any overscan since its resolution is a multiple of 16, and second, it doesn't manifest as duplication but as a grey line.

![gray-line](https://github.com/godotengine/godot/assets/77003/13a89274-61ea-4d83-a44f-52dc807e4e7f)

Weirdly, it seems to depend on some tiny details of the video file.  I have one video file which experiences it, and one that doesn't even though both are the same resolution, frame rate, etc.  The one with the line is made by:
`ffmpeg -r 30  -pattern_type sequence -i out/cat-%06d.png    -map 0:v  -y  cat.ogv`
The one without is made by:
`theora_png2theora -k 30 -f 30 out/cat-%06d.png -o cat2.ogv`

Unfortunately, as you can see, the second one produces a video with the wrong color (and I have to run it through ffmpeg anyway to get the audio added; to save you from having to hear my awful voice acting looping over and over, I didn't add the audio to either of the clips in the repro project).  

### Steps to reproduce

The attached sample code reproduces this issue.  I have a VideoStreamPlayer which is scaled (in this case, the root node is scaled, because that pretty closely matches my actual project).   There are actually two players, to demonstrate that the effect depends on some weird detail of the actual video; the one on the left is the one with the problem (the color mismatch on the right is Theora's fault not Godot's).

### Minimal reproduction project (MRP)

[white-line.zip](https://github.com/godotengine/godot/files/14086142/white-line.zip)
Repository: TypeScript
Issue: Runtime error when a derived class has uninitialized decorated field and a constructor with nested super call
Labels: Needs Investigation

### 🔎 Search Terms

decorator, initializer, constructor, super call

### 🕗 Version & Regression Information

- This is a crash
- This changed between versions ______ and _______
- This changed in commit or PR _______
- [x] This is the behavior in every version I tried (after ES decorators are implemented), and I reviewed the FAQ for entries about decorators
- I was unable to test this on prior versions because _______


### ⏯ Playground Link

https://www.typescriptlang.org/play?useDefineForClassFields=true&target=9&ts=5.4.0-dev.20240129#code/MYGwhgzhAEAiCmAnAlgN3gE2vAHgF3gDsMZRIYBvAX2goChpoABACgDMBXQ4PZAe0IsA+gBpowAQXwBKWg0bjJuPADowGDAElCyXmBDIAXknZce-QbPoKFeABbIIKtnz7QAvNAAMAbnmMqaXlA+Rc+AC5oMEIATz9GCUIIPEQOHj5EFit-aFQwRGgAI0h4D2gIDgAHE2l46Co6BrpEiD4QeBUQPgBzFkJ4AHc4JDRMLOdXaSA

### 💻 Code

```ts
class Derived extends class {} {
  @(function(_, context) {
    context.addInitializer(function() {
      this.foo = 0;
    })
  })
  foo: any;
  constructor() {
    var base = super();
  }
}

console.log(new Derived().foo)
```


### 🙁 Actual behavior

Runtime error: Must call super constructor in derived class before accessing 'this' or returning from derived constructor 

The generated code inserts `__runInitializers` calls before the nested super call. It seems that the transformer only searches top level super calls. We should probably traverse the constructor node.

### 🙂 Expected behavior

It should print `0`

### Additional information about the issue

_No response_
Repository: TypeScript
Issue: Bad MDN URL references for ValidityState
Labels: Bug,Help Wanted

### 🔎 Search Terms

MDN Reference validity customError valid

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about "MDN" and "URL"
- I was unable to test this on prior versions because it may have been MDN changing URLs that caused this to break, and not a particular version of TypeScript


### ⏯ Playground Link

https://www.typescriptlang.org/play?#code/C4TwDgpgBAwgrgZ2AewLYFEBOnmagXigDUBDAGwEsATC0AZWBOAgG0ByAY0RQ21zYC6AKFCRi5agXGUa9Rs3YA3CVUFA

### 💻 Code

```ts
type CustomError = ValidityState['customError']
type Valid = ValidityState['valid']
```

### 🙁 Actual behavior

When you hover over the `customError` or `valid` keys, the IntelliSense links to MDN Reference return a "Page not found" from MDN

### 🙂 Expected behavior

Likely these should be linking to https://developer.mozilla.org/en-US/docs/Web/API/ValidityState#customerror and https://developer.mozilla.org/en-US/docs/Web/API/ValidityState#valid

### Additional information about the issue

_No response_
Repository: godot
Issue: Input map action with two exact events in the project settings will have one event missing
Labels: bug,topic:input

### Tested versions

v4.2.1.stable.mono.official [b09f793f5]

### System information

 Windows 10

### Issue description

I have a key rebinding menu where player is allowed to have two sets of keybindings for actions (one of them being and alternative input for keyboard)
![image](https://github.com/godotengine/godot/assets/13497925/7710eb43-90a6-404b-a2f6-13e06ceea2de)
If I were to edit the second event to be the same as the first one (W press), and then in the code go over the events, there will be only two events mapped to the action (W and joystick)

The issue is about making sure that what is visible in the Project's Settings Input map matches the thing we get in code.
If I see 3 events mapped to the action, I expect  ```InputMap.action_get_events("action").size()``` return 3.

Possible solutions:
* Making sure InputMap in code has all events defined in Project Settings
* If making it work with exact events mapped to the action is problematic then we should see a warning that this event is already added and not be allowed to add it. There also needs to be same check when editing existing event

### Steps to reproduce

1. Create an action (called "action" for example) in the Project's Settings Input map with 3 or more events, two or more should be the same
2. Create a script and put the following line in the _ready
3. ```print(InputMap.action_get_events("action").size());```
4. The number printed will be less than the number of events mapped to the action

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/godotengine/godot/files/14087015/MRP.zip)
Repository: flutter
Issue: iOS 17 tests sometimes fail to find Dart VM in CI 
Labels: platform-ios,P2,team-ios,triaged-ios

Occasionally, we fail to find the Dart VM for iOS 17 devices. Looking at the device logs, it seem that the app never actually launches / debugger never attaches. Since iOS 17 launches through Xcode, it could be that there is some sort of error message showing in Xcode that we don't see.

https://ci.chromium.org/ui/p/flutter/builders/staging/Mac_ios%20microbenchmarks_ios_xcode_debug/2180/overview
https://ci.chromium.org/ui/p/flutter/builders/staging/Mac_arm64_ios%20hot_mode_dev_cycle_ios__benchmark/76/overview
https://ci.chromium.org/ui/p/flutter/builders/staging/Mac_x64_ios%20hot_mode_dev_cycle_ios__benchmark/47/overview
https://ci.chromium.org/ui/p/flutter/builders/staging/Mac_ios%20flutter_gallery_ios__start_up_xcode_debug/2488/overview
Repository: go
Issue: runtime/cgo: clarify whether Go code can write Go pointers to C memory
Labels: Documentation,NeedsInvestigation,compiler/runtime

Before the pointer passing rules (https://pkg.go.dev/cmd/cgo#hdr-Passing_pointers) were updated for pinning, Go code was forbidden from writing Go pointers (including pointers like `*C.x`) to C memory. With pinning, this is no longer explicitly stated, but only implied by an implementation note at the bottom of the section:

> Note: the current implementation has a bug. While Go code is permitted to write nil or a C pointer (but not a Go pointer) to C memory, the current implementation may sometimes cause a runtime error if the contents of the C memory appear to be a Go pointer. Therefore, avoid passing uninitialized C memory to Go code if the Go code is going to store pointer values in it. Zero out the memory in C before passing it to Go.

Given that pinning exists, I don't think it's unreasonable to allow Go code to write Go pointers to C memory, but more thought needs to be given as to what restrictions that places on the GC implementation. (Note that C code can write pinned Go pointers to C memory.)

This is further confused by the fact that this implementation note still applies. (Specifically, it's referring to the deletion part of the write barrier. If there's a Go-heap-pointer-looking value that's being deleted by a write to C memory, then the GC will get confused.)

This issue was created in the context of https://groups.google.com/g/golang-nuts/c/_7bUuHX0ca4.
Repository: godot
Issue: [GPU Regression] In TileSet when moving around
Labels: bug,topic:editor,topic:2d,performance

### Tested versions

- 4.2.1 Stable
- v4.2.beta.custom_build [https://github.com/godotengine/godot/commit/d443f127ef1db9fb2fe623ba1c17ded5402aff10]
- 4.2-stable

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.4633) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

When using TileSet and moving around with mouse, the GPU jumps to 20% usage, and the transition is not smooth.
I.e. we have regression problem in TileSet.

https://github.com/godotengine/godot/assets/17744127/62d0bc2e-f49b-4bb7-9820-a1cc57afab8b

Notice the GPU jumps to 22% usage, which is crazy (I have RTX 3070).

### Steps to reproduce

1. Download the example
2. Click on TileMap node
3. Click on TileSet tab
4. Select 'Interiors_free' tile set
5. Click on 'select' tool
6. Move around with mouse-wheel clicked

To make much more regression, in the 'select' tool, open 'Miscellaneous', and click on 'Probability' - it will show the propability for each tile (1.00) and the problem becomes much worse.

### Minimal reproduction project (MRP)

[RegressionTileSet.zip](https://github.com/godotengine/godot/files/14087571/RegressionTileSet.zip)
Repository: pytorch
Issue: DISABLED test_inductor_reuse_buffer_after_inplace_collective (__main__.C10DFunctionalNativeTest)
Labels: module: rocm,triaged,skipped

Platforms: rocm

This test was disabled because it is failing on main branch ([recent examples](https://torch-ci.com/failure?failureCaptures=%5B%22distributed%2Ftest_c10d_functional_native.py%3A%3AC10DFunctionalNativeTest%3A%3Atest_inductor_reuse_buffer_after_inplace_collective%22%5D)).

cc @sunway513 @jithunnair-amd @pruthvistony @ROCmSupport @dllehr-amd @jataylo @hongxiayang
Repository: godot
Issue: RenderingServer.instances_cull_aabb not reliable
Labels: topic:rendering,documentation,topic:3d

### Tested versions

v4.3.dev2.official [352434668]

### System information

Godot v4.3.dev2 - Ubuntu 22.04.3 LTS 22.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (nvidia; 535.154.05) - Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (6 Threads)

### Issue description

Using `RenderingServer.instances_cull_aabb` in a `@tool` to detect intersection is giving weird results.

My tree looks like this:
![image](https://github.com/godotengine/godot/assets/392218/38357ad6-7fc7-494e-b04a-6c8230fec83f)

Both the MeshInstance3Ds have a BoxMesh resource of size (1,1,1)

![Screenshot from 2024-01-29 19-30-59](https://github.com/godotengine/godot/assets/392218/9dd45985-8573-4415-b549-b105f4b76d12)

The red box is my probe. In the script there is a start/stop toggle. Initially I would place the red cube and then hit start which would perform the RenderingServer.instances_cull_aabb call. It was not giving a reply I could understand. Sometimes it would show that there was a hit, other times not—while the boxes were clearly intersecting. The screenshot shows such a case.

I then wired the red cube to move down and continuously probe. Now toggling start will begin that process. 

As the red cube moves down and overlaps, it only starts reporting overlap halfway through the other box and then the reporting continues until the red cube is almost three times further below.


### Steps to reproduce (UPDATED)

**In the editor, if you move any nodes** ( the meshes) around (i.e. translate them) that somehow sticks in a cache/array somewhere and the `RenderingServer.instances_cull_aabb` call immediately report that as a hit. 

If you **hide/show** the node you moved, it seems to clear it from that cache and the detection works properly.

I confirmed this by making the gray cubes in code, using `instances_cull_aabb` (which worked) and then removing them by code. This works on each run.

So, the problem is something about the editor.


### Minimal reproduction project (MRP)

I have pushed to my demo repo here:
https://gitlab.com/dbat/server_area_issue
(Start the test_cull scene)
Repository: vscode
Issue: LaTeX not rendering in cell text/html encoded outputs when embedded inside html
Labels: feature-request,notebook-output

![image](https://user-images.githubusercontent.com/20933017/212032244-86f555f9-a3c5-4f7a-84c2-96a894f6325a.png)
## Environment data

-   VS Code version: 1.74.3
-   Jupyter Extension version (available under the Extensions sidebar): v2022.11.1003412109
-   Python Extension version (available under the Extensions sidebar): v2022.20.2

## Expected behaviour

Expect that LaTeX in table is rendered.

The outputs render correctly in Jupyter and JupyterLab, but looks like html outputs are not going through MathJax typeset to render math if inside html.

## Actual behaviour

LaTeX in table is raw text and not showing as rendered math.

## Steps to reproduce:

1. Open a python kernel
2. Run this cell:
```text
%%html
<div>$\sqrt(2)$</div>
```
3. Since math is nested inside of div html, instead of seeing √2 in LaTex, you will see plaintext `$\sqrt(2)$`

## Possible fix
After running transform on text/html to react element, can MathJax.Typeset be called on the root element of the output display? That will match Jupyter/JupyterLab's behavior to have math supported more natively in many scenarios. This is currently making html math outputs from kernels like IQ# (Azure Quantum's kernel for Q# language) very hard to read without MathJax being rendered.

The markdown renderer doesn't work for many of these scenarios, since the markdown renderer doesn't treat html correctly in many cases, such as if it's tabbed, it treats it like a block quote, so just changing the presentation type doesn't work.