sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: overflow (?) on cuda tensor after matrix multiplication
Labels: module: numerical-stability,module: cuda,triaged

### 🐛 Describe the bug

Two ways of matrix division gives not the same results if using cuda context.
Using CPU context working as expected, difference matrix is filled zeroes..
Using Cuda gives difference matrix, where 255 pos is not zero.


```import torch

def test_func(GT):
        GT_1 = GT.clone()
        GT_2 = GT.clone()
        
        GT_1 /= GT_1[..., 2].unsqueeze(-1)
        GT_2 = GT_2[...] / GT_2[..., 2].unsqueeze(-1)

        dif = GT_1 - GT_2
        print(f"argmin: {dif.argmin().item()}, min: {dif.min().item()}")
        print(f"argmax: {dif.argmax().item()}, max: {dif.max().item()}")

if __name__ == "__main__":
        canonical = torch.rand([100,3]).type(torch.float32)
        Homo = torch.rand([3,3]).type(torch.float32)
        
        print("_________CPU EXEC_________")
        GT = canonical @ Homo.transpose(-1,-2)
        test_func(GT)
        
        print("_________GPU EXEC_________")
        canonical = canonical.cuda()
        Homo = Homo.cuda()
        GT = canonical @ Homo.transpose(-1,-2)
        test_func(GT)


OUTPUT:
_________CPU EXEC_________
argmin: 0, min: 0.0
argmax: 0, max: 0.0
_________GPU EXEC_________
argmin: 255, min: -0.9257388710975647
argmax: 0, max: 0.0
```




### Versions

[pip3] numpy==1.23.5
[pip3] pytorch-lightning==1.8.4.post0
[pip3] pytorchvideo==0.1.5
[pip3] torch==1.12.1+cu116
[pip3] torchmetrics==0.11.0
[pip3] torchvision==0.13.1+cu116

cc @ngimel
Repository: pytorch
Issue: node.stack_trace does not handle escaping correctly
Labels: oncall: fx

### 🐛 Describe the bug

While working on our importer in Torch-MLIR, I noticed that `node.stack_trace` is just a string rather than a more structured piece of data. This repro is extracted from that importer code. I am needing to regex match `node.stack_trace` to extract the source location, but of course that is perilous. The example below, if put in a file `repro".py` fails to extract a correct stack trace. I could make my regex smarter but I think the solution is to expose the source location info in a more structured manner.

```
from typing import List

import operator
import re

import torch
import torch._dynamo as dynamo

def my_backend(gm: torch.fx.GraphModule, example_inputs: List[torch.Tensor]):
    for node in gm.graph.nodes:
        if node.op == "call_function" and node.target == operator.mul:
            print(f"node.stack_trace is of type {type(node.stack_trace)}")
            print(node.stack_trace)
            m = re.search(
                r"""File "([^"]+)", line ([0-9]+),""", node.stack_trace)
            if m is None:
                print("FAILED TO MATCH")
            else:
                file, line = m.group(1), int(m.group(2))
                print(f"MATCHED {file}:{line}")
    return gm

@dynamo.optimize(my_backend)
def f(x):
    return x * x

example_inputs = (torch.randn(3, 4),)
f(*example_inputs)
```

Output if the file is called `repro".py`
```
$ python /tmp/repro'"'.py
node.stack_trace is of type <class 'str'>
Module stack: {}
  File "/tmp/repro".py", line 27, in f
    return x * x

FAILED TO MATCH
```

Example output if the file is called `repro2.py`
```
$ python /tmp/repro2.py
node.stack_trace is of type <class 'str'>
Module stack: {}
  File "/tmp/repro2.py", line 27, in f
    return x * x

MATCHED /tmp/repro2.py:27
```

### Versions

PyTorch version: 2.0.0.dev20221213+cpu
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: Debian GNU/Linux rodete (x86_64)
GCC version: (Debian 12.2.0-3) 12.2.0
Clang version: 14.0.6-2
CMake version: version 3.25.0
Libc version: glibc-2.35

Python version: 3.10.8 (main, Nov  3 2022, 15:17:13) [GCC 12.2.0] (64-bit runtime)
Python platform: Linux-5.19.11-1rodete1-amd64-x86_64-with-glibc2.35
Is CUDA available: False
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.24.0rc2
[pip3] torch==2.0.0.dev20221213+cpu
[pip3] torchvision==0.15.0.dev20221213+cpu
[conda] Could not collect

cc @ezyang @SherlockNoMad @EikanWang @jgong5 @wenzhe-nrv
Repository: godot
Issue: Context menus don't appear when second monitor is plugged in (DisplayServer regression)
Labels: bug,topic:editor,topic:porting,regression

### Godot version

Godot 4 Beta 8

### System information

KDE Neon 5.26 (based on Ubuntu 22.04) on X11 display server (Mesa Intel UHD Graphics 620) Inte Core i7-8565U x86_64

### Issue description

When second monitor is connected to HDMI, all context menus are invisible on one of the monitors, while they work as expected on the other. In my case the menus are invisible on my primary laptop display, but if I move the Godot window to my secondary display, I can see the menus.

For example, when I click on Scene menu, the text changes color to blue, but I don't see the drop down menu. While the menu is "open" I can hover over other menus to the side and they also highlight in blue, which makes me think it's a render issue for the drop down.

This bug only happens when **Single Window Mode** is disabled in editor settings.

May be related to #60718

### Steps to reproduce

1. Create fresh project in Godot while using two monitors.
2. Attempt to go into Project settings by clicking on the Project menu.
3. Menu text highlights to blue, but no menu drops down
4. Move the window to the other monitor and repeat step 2. This time menu drops down as expected.

### Minimal reproduction project

Can be reproduced with initial empty project.
Repository: vscode
Issue: Exit code isn't handled correctly in fish shell integration
Labels: bug,help wanted,terminal-shell-fish

> @Tyriar The new `fish_prompt` function does not work properly in my case. My fish configuration uses a right prompt and shows the exit code of the command (green check mark). The exit code is always shown as good, even if the executed program returns a non-0 code. The right prompt is also misaligned. It is one line below where it is supposed to be.
> 
> ![Screenshot from 2022-08-31 12-26-29](https://user-images.githubusercontent.com/273459/187658288-12063827-a08c-493a-a6fc-929562f771b5.png)
> 
> https://github.com/microsoft/vscode/blob/8d28ffac6d57b230d74ff00ce1083c5867040902/src/vs/workbench/contrib/terminal/browser/media/shellIntegration.fish#L113-L117
> 
> The status code issue seems to be caused by executing `__vsc_fish_prompt_start ` first, because this will overwrite `$status` and `$pipestatus`.
> The misaligned right prompt seems to relate to some newline shenanigans fish does. It removes the last newline from the prompt, but since `__vsc_fish_cmd_start` is after the prompt it doesn't work any longer. I found these related links: <https://github.com/kovidgoyal/kitty/issues/4032>, <https://github.com/kovidgoyal/kitty/commit/f277cbf3f3fe03cecaec7e619bf8d8970d945dfa>
> 
> If I change the above snippet to this it seems to work better for me.
> 
> ```fish
>     # No fish_mode_prompt, so put everything in fish_prompt.
>     function fish_prompt
>       set --local prompt (__vsc_fish_prompt)
>       __vsc_fish_prompt_start
>       if set -q prompt[2]
>         builtin printf '%s\n' $prompt[1..-2] # print all but last element of array, each followed by a new line
>       end
>       builtin printf '%s' $prompt[-1] # print the last component without a newline
>       __vsc_fish_cmd_start
>     end
> ```

Originally reported by @jonasbb at https://github.com/microsoft/vscode/issues/139400#issuecomment-1232759033
Repository: PowerToys
Issue: "Switch between windows in the current zone" is too "blind"
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

This remark is regarding FancyZones  "Switch between windows in the current zone". Enhancement 

Can we have here some popups to see what are the possible selections in that zone? Like using the well-known Alt+Tab switching method.

### Scenario when this would be used?

With this, and mapping the hotkey on ALT+Q (in one direction) and  ALT+W (the other), you can have the same feeling as having more separate computers running "Windows" and switching applications on it with ALT+TAB (only 1 character afterward 
see TAB, Q, W) 
And selecting those "virtual computers" will be done using a new hotkey: see my "Hotkey for "Moving focus between zones" issue 
https://github.com/microsoft/PowerToys/issues/22840
I guess the  Alt+Tab hotkey is the "most fixed" combination in Windows, so the look and feel of switching between windows has to be the same.

### Supporting information

After all, this is what we want: 
Separate zones, that acts as separate units in a "Windows op. system manner". So, we need to easily switch between them and switch also in its "content". To distribute the applications between them, is already nicely done with the Win+Arrows keys.
Repository: TypeScript
Issue: Re-exporting CJS module with `export =` from ESM via `export *` causes type error
Labels: Needs Investigation

# Bug Report

TypeScript raises diagnostics when re-exporting a cjs package whose type declaration is defined with `export =` via `export *` in an ES module.

### 🔎 Search Terms

- "'export =' and cannot be used with 'export *'"

### 🕗 Version & Regression Information

5.0.0-dev.20221216

### ⏯ Playground Link

N/A - multiple files

### 💻 Code

1. `mkdir scratch && cd scratch`
1. `npm init -y`
1. `npm i react @types/react typescript@next`
1. tsconfig.json
    ```json
    {
      "compilerOptions": {
        "target": "ESNext",
        "moduleResolution": "NodeNext",
        "strict": true
       }
    }
    ```
1. react.mts
    ```ts
    export * from "react";

    // notice this import is fine and does not error
    import { useCallback } from "react";
    ```
1. main.mts
    ```ts
    import { useCallback } from "./react.mjs";
    console.log(useCallback);
    ```

### 🙁 Actual behavior

Try type checking & emitting:

```
> npx tsc
main.mts:1:10 - error TS2305: Module '"./react.mjs"' has no exported member 'useCallback'.

1 import { useCallback } from "./react.mjs";
           ~~~~~~~~~~~

react.mts:1:15 - error TS2498: Module '"V:/scratch-npm/node_modules/@types/react/index"' uses 'export =' and cannot be used with 'export *'.

1 export * from "react";
                ~~~~~~~


Found 2 errors in 2 files.

Errors  Files
     1  main.mts:1
     1  react.mts:1
```

It will emit, so try running it and see that it works:

```
> node main.mjs
[Function: useCallback]
```

### 🙂 Expected behavior

Should type check fine because this works at runtime and `export =` matches the runtime code which has a single `module .exports = ...` assignment.
Repository: godot
Issue: Clip children on transparent background/viewport draws black (Premult doesn't work)
Labels: bug,topic:rendering,topic:2d

### Godot version

4.0 Beta 8

### System information

Windows 10, Geforce GTX1080, Vulkan

### Issue description

This has been mentioned before in 3.x but the workaround was [to apply a material with to a viewport container](https://github.com/godotengine/godot/issues/32615#issuecomment-538993298)- that is no longer possible and does not work with a sub viewport container in 4.0 so it is currently impossible to use clip children at all on transparent viewports~

If there is a different workaround or I've done this incorrectly let me know!
![image](https://user-images.githubusercontent.com/75141902/208164859-0f70af0d-cda8-41ea-88f5-a75463660ddc.png)



### Steps to reproduce

In project settings set  Display > Window > Transparent to true.
In project settings set Rendering > Transparent Background to ture
Create any node with a visible child that can use clip children > set clip children to clip only.

### Minimal reproduction project

Includes both a viewport with a premult canvas material on it (the old workaround method) and alone
[BlackTest3.5.zip](https://github.com/godotengine/godot/files/10248186/BlackTest3.5.zip)
Repository: PowerToys
Issue: Keyboard key remap: Keypad num keys aren't properly remapped with modifier keys
Labels: Needs-Triage

### Description of the new feature / enhancement

I want to remap this set of keys on my numpad:
Num lock -> ins
7/Home -> del
/ -> home
8/Up -> end
* -> pgup
9/pgup -> pgdown

Key combinations including <shift> don't work correctly:
<shift>+7/Home does Home instead of <shift>+Del
<shift>+8/Up does Up instead of <shift>+End
<shift>+9/PgUp does nothing instead of <shift>+PgDown
<ctrl>+<shift>+8/Up does Home instead of <ctrl>+<shift>+End


### Scenario when this would be used?

Laptop with ins+del+home+end+pgup+pgdown scattered around the keyboard instead of where they are expected.



### Supporting information

_No response_
Repository: flutter
Issue: Fragile padding and anchor math for toolbars
Labels: a: text input,framework,f: material design,team-design,triaged-design

For TextSelectionToolbars and SpellCheckSuggestionsToolbar, there is a Padding widget in the Overlay that helps the toolbars naturally position themselves with respect to the device's screen padding.  Usually this is included via an app's Scaffold, but inside of an Overlay it's not there.

Currently, the Padding widget seems to include padding that's related to the toolbar (`_kToolbarContentDistanceBelow`), and the toolbar's anchor also compensates for screen padding that should be done via Padding (`mediaQueryData.padding.top`).

Instead, ideally the Padding would set all of the device screen padding and the anchor would just position itself within it.  That would make the positioning logic much easier and more inline with how Flutter usually handles this.

### References

 * SpellCheckSuggestionsToolbar PR: https://github.com/flutter/flutter/issues/117221
 * TextSelectionToolbar code: https://github.com/flutter/flutter/blob/9102f2fe0bd26db6074ac4a17785296cd341ecb9/packages/flutter/lib/src/material/text_selection_toolbar.dart#L109
Repository: vscode
Issue: Inside of Jupyter Notebook cannot replace text with a multi-line text
Labels: feature-request,notebook-find

### Applies To

- [X] Notebooks (.ipynb files)
- [ ] Interactive Window and\/or Cell Scripts (.py files with \#%% markers)

### What happened?

Was trying to replace text with multi-line text but does not work in a cell or in the entire notebook. The multi-line text is copied as one line, missing new line.

https://user-images.githubusercontent.com/704686/208154267-d08b204d-4b27-4d5f-89de-bed77315f203.mp4



### VS Code Version

Version: 1.74.1 Commit: 1ad8d514439d5077d2b0b7ee64d2ce82a9308e5a Date: 2022-12-14T10:35:03.979Z Electron: 19.1.8 Chromium: 102.0.5005.167 Node.js: 16.14.2 V8: 10.2.154.15-electron.0 OS: Linux x64 6.0.6-76060006-generic Sandboxed: No

### Jupyter Extension Version

v2022.11.1003412109

### Jupyter logs

_No response_

### Coding Language and Runtime Version

Python 3.9.15

### Language Extension Version (if applicable)

Python v2022.20.1

### Anaconda Version (if applicable)

conda 22.9.0

### Running Jupyter locally or remotely?

Remote
Repository: PowerToys
Issue: predefining the Alt+Tab behavoir with a   "FancyZone Alt+Tab usage" checkbox
Labels: Needs-Triage

### Description of the new feature / enhancement


remark for "Switch between windows in the current zone".
Maybe a checkbox extension for over defining the "Alt+Tab" behavior like 
"Setting  Alt+Tab  for switching application in the current zone " worth to take in consideration. 
or "FancyZone Alt+Tab usage"

If the checkbox is checked you cannot set the hotkeys, and vice versa. 


### Scenario when this would be used?

If a window which belongs to zone is selected the ALT+Tab will handle only the windows in that zone.
If no window is selected or a window that is not in a zone the Alt +Tab is working as before.  

With this feature the well know and fixed hotkey (Alt+Tab) can be used in a better "FancyZone" manner . 

### Supporting information

_No response_
Repository: storybook
Issue: [Feature Request]:Nuxt Support and/Examples
Labels: feature request,vue3,nuxt

### Is your feature request related to a problem? Please describe

Getting the advantage of doing Storyboard for Nuxt 3 (the new current version) and to be noted there was no official support for Nuxt 2 and back previously.

### Describe the solution you'd like

Guide and proven path to doing everything awesome Storybook does with Nuxt 3 solutions.

### Describe alternatives you've considered

Using Vue... not desperate enough to migrate to React. Not bad tech, it's just not Vue to our team.

### Are you able to assist to bring the feature to reality?

yes, I can

### Additional context

We will help test and create examples. We are not Nuxt core team but will engage with all of the above, including posting online socially and training videos.
Repository: godot
Issue: `DisplayServer.WINDOW_MODE_WINDOWED` not working correctly after window is maximized and then made fullscreen
Labels: bug,topic:porting,confirmed

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

v4.0.beta8.official [45cac42c0]

### System information

Windows 10

### Issue description

In 3.5 I had this issue: https://github.com/godotengine/godot/issues/61871

4.0 beta 8 fixed this by adding the non exclusive fullscreen, but the changes caused a problem where you can't get back to windowed mode in script at all after entering fullscreen or exclusive fullscreen while having a maximized window. This is what I'm trying to do, 2 different toggles for maximize/windowed and fullscreen/windowed:

		if on_fullscreen_icon == true:
			print(DisplayServer.window_get_mode())
			if DisplayServer.window_get_mode() != DisplayServer.WINDOW_MODE_FULLSCREEN:
				DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
			elif DisplayServer.window_get_mode() != DisplayServer.WINDOW_MODE_WINDOWED:
				DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
				DisplayServer.window_set_size(Vector2(1280, 720))
				DisplayServer.window_set_position(Vector2(320, 180))
		elif on_maximized_icon == true:
			print(DisplayServer.window_get_mode())
			if DisplayServer.window_get_mode() != DisplayServer.WINDOW_MODE_MAXIMIZED:
				DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_MAXIMIZED)
			elif DisplayServer.window_get_mode() != DisplayServer.WINDOW_MODE_WINDOWED:
				DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
				DisplayServer.window_set_size(Vector2(1280, 720))
				DisplayServer.window_set_position(Vector2(320, 180))

What happens is that the 3 lines in both the elif statement don't do what they should be doing and just go back to fullscreen instead of windowed. You should be able to reproduce this in a small example as well.

In Godot 3.5 this was working by doing the following:

		if on_fullscreen_icon == true:
			OS.window_fullscreen = !OS.window_fullscreen
		elif on_maximized_icon == true and !OS.window_fullscreen:
			if OS.window_maximized:
				OS.window_maximized = !OS.window_maximized
				OS.set_window_size(Vector2(1280, 720))
				OS.set_window_position(Vector2(320, 180))
			else:
				OS.window_maximized = !OS.window_maximized

### Steps to reproduce

Maximize window (in script or just manually) then enable fullscreen or exclusive fullscreen. Now if you disable fullscreen again you are unable to change the window size, position or set it to windowed mode through script.

### Minimal reproduction project

N/A, just try to leave either maximized or fullscreen window after going from maximized>fullscreen.

This is probably a windows specific issue just like my last one.
Repository: rust
Issue: Rustdoc-Json: ExternalCrate lacks details
Labels: T-rustdoc,A-rustdoc-json

Currently `ExternalCrate` is defined as:
```rust
pub struct ExternalCrate {
    pub name: String,
    pub html_root_url: Option<String>,
}
```

Say the json includes an entry like this:
```rust
ExternalCrate {
    name: "aho_corasick",
    html_root_url: None,
}
```

From this there is no way to determine what version of the crate is being referenced and that `aho-corasick` is actually spelled with a hyphen.

@rustbot modify labels: +A-rustdoc-json +T-rustdoc
Repository: flutter
Issue: Add monitoring to ensure firebase applications are running correctly
Labels: p: firebase,d: api docs,c: proposal,team-infra,P3,triaged-infra

Context: Recently, a firebase deployment caused an outage of api.flutter.dev. Fortunately, the issue was caught within 5 minutes, but in the future we would like to have some sort of monitoring in order to know right away there is an issue.

https://firebase.google.com/docs/perf-mon may provide a solution
Repository: vscode
Issue: Update style for when the quick pick input is not enabled
Labels: bug,polish,quick-pick

Seems like we should be dimming the value text and setting the input use a `disabled` attribute to start. I assume we're showing progress via a notification or some other indicator?

<img width="581" alt="CleanShot 2022-12-06 at 10 53 05@2x" src="https://user-images.githubusercontent.com/25163139/205997275-de7003cb-c1af-4fc3-b046-346b5dcfead6.png">

_Originally posted by @daviddossett in https://github.com/microsoft/vscode/issues/163753#issuecomment-1339828869_
Repository: pytorch
Issue: Simple deleting from the sys cache fails on reimport
Labels: triaged,enhancement,module: python frontend

### 🐛 Describe the bug

### Bug description
I am working on a project in which I need to throw `torch` package out of the sys cache in order to be able to reload new version of the torch package. However, this minimal example fails:
```
import torch
import sys

if __name__ == "__main__":
    sys.modules.pop("torch", None)
    import torch
```
With the following error:
```
Traceback (most recent call last):
  File "/home/andi/Memgraph/code/mage/python/test_mage/test_submodules.py", line 10, in <module>
    import torch
  File "/home/andi/.local/lib/python3.10/site-packages/torch/__init__.py", line 233, in <module>
    for name in dir(_C):
NameError: name '_C' is not defined
```

### Versions

```
Python platform: Linux-5.15.0-56-generic-x86_64-with-glibc2.35
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] mypy-extensions==0.4.3
[pip3] numpy==1.22.2
[pip3] numpydoc==1.5.0
[pip3] torch==1.12.1+cpu
[pip3] torch-tb-profiler==0.4.0
[pip3] torchaudio==0.12.1+cpu
[pip3] torchvision==0.13.1
[conda] blas                      1.0                         mkl  
[conda] cpuonly                   2.0                           0    pytorch
[conda] ffmpeg                    4.3                  hf484d3e_0    pytorch
[conda] mkl                       2021.4.0           h06a4308_640  
[conda] mkl-service               2.4.0            py39h7f8727e_0  
[conda] mkl_fft                   1.3.1            py39hd3c417c_0  
[conda] mkl_random                1.2.2            py39h51133e4_0  
[conda] numpy                     1.23.4           py39h14f4228_0  
[conda] numpy-base                1.23.4           py39h31eccc5_0  
[conda] pytorch                   1.13.1              py3.9_cpu_0    pytorch
[conda] pytorch-mutex             1.0                         cpu    pytorch
[conda] torchaudio                0.13.1                 py39_cpu    pytorch
[conda] torchvision               0.14.1                 py39_cpu    pytorch
```


cc @albanD