sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: ItemList text threshold for truncating with ellispis (...) may need changing
Labels: bug,topic:gui

### Tested versions

4.3

### System information

Windows 10

### Issue description

In an ItemList, names are truncated if they are too wide for the list. Usually this is done with an ellipsis `...`, but when the width is small enough, no ellipsis is used, so more of the original name is preserved. This is good behavior, otherwise a label like `new_script.gd`, truncated to 5 characters, would appear as `ne...` rather than `new_s`.

There is some threshold for when truncation stops using ellipses. **Possibly this threshold should be changed, so that ellipsis truncation is used for more narrow controls than it currently is.**

The exact logic may also need tweaking. In this example, the list item named `wwwwwwwwwwwwww` is truncated without an ellipsis, even though visually it has room for an ellipsis.

Observed behavior in the MRP:

https://github.com/user-attachments/assets/74bc973d-7544-4236-97bb-af7895c3864b

**Context:**
I first noticed this behavior when testing https://github.com/godotengine/godot/pull/96909. That PR changed the minimum width of the script list to 100, and now the width is small enough that many script names are truncated with no ellipsis. 

Observed behavior in the https://github.com/godotengine/godot/pull/96909 artifact. Not how `new_script.cs` file is truncated without ellipsis.

https://github.com/user-attachments/assets/de277fb5-d98e-4320-a506-41a2ff36f1ad


### Steps to reproduce

Open the MRP.
Adjust the HSplitContainer left and right. You can test with and without 16x16 icons.
Observe that at a certain width, some labels are truncated using an ellipsis and some are not.

### Minimal reproduction project (MRP)

[mrp-truncation.zip](https://github.com/user-attachments/files/17033343/mrp-truncation.zip)
Repository: deno
Issue: bug: jupyter kernel permissions are ignored
Labels: feat

Version: Deno 1.46.3

```bash
deno 1.46.3 (stable, release, aarch64-apple-darwin)
v8 12.9.202.5-rusty
typescript 5.5.2
```

The deno kernel doesn't use Deno's permissions api.


![image](https://github.com/user-attachments/assets/302172fc-b8bc-483f-99dc-34b36319abf0)
Repository: rust
Issue: Fix cross-edition fragment specifier span behavior
Labels: A-macros,T-lang,T-compiler,C-bug

In the lang call on 2024-09-04, we [agreed](https://github.com/rust-lang/rust/pull/129755#issuecomment-2329806350) that the span of the token used to fill in the fragment specifier should be used for deciding the behavior.

That is, if we have code like this in a Rust 2021 crate:

```rust
#[macro_export]
macro_rules! make_matcher {
    ($name:ident, $fragment_type:ident, $d:tt) => {
        #[macro_export]
        macro_rules! $name {
            ($d _:$fragment_type) => { true };
            (const { 0 }) => { false };
        }
    };
}
make_matcher!(is_expr_from_2021, expr, $);
```

And code like this in a Rust 2024 crate:

```rust
make_matcher!(is_expr_from_2024, expr, $);
```

We would expect that `is_expr_from_2024` would exhibit the Rust 2024 behavior.

We'd also like to fix this for `pat`, pending of course a crater run.

cc #129755

cc @eholk @vincenzopalazzo @compiler-errors

Tracking:

- https://github.com/rust-lang/rust/issues/123742
Repository: pytorch
Issue: triangular ops cuda kernel int overflow
Labels: module: cuda,triaged,module: 64-bit,module: linear algebra

### 🐛 Describe the bug

# minimal repro

```python
import torch

def triangulate_check(d):
    tri_func = [torch.tril, torch.triu]
    for f in tri_func:
        on_cpu = f(torch.ones([d, d], device='cpu', dtype=torch.bool))
        on_gpu = f(torch.ones([d, d], device='cuda', dtype=torch.bool))
        is_identical = torch.all(on_cpu == on_gpu.to('cpu'))
        print(f"{f.__name__}: d={hex(d)} identical={is_identical}")

triangulate_check(0x10000)
triangulate_check(0x10000 + 1)
```

```
tril: d=0x10000 identical=True
triu: d=0x10000 identical=True
tril: d=0x10001 identical=False
triu: d=0x10001 identical=False
```

The bug was first introduced in the initial cuda kernel implementation for triangulation ops (tril, triu which are lower, upper)

https://github.com/pytorch/pytorch/commit/b4c3268b23c30cb14b1a249e9566e0bd54c9bcd8#diff-f09d9c010be6a94210ece2f019facc2566c5b14367209a958e8bab0d06408b81

no impact for cpu implementation.

# root cause
https://github.com/pytorch/pytorch/blob/ea10c072f3e5a0afea9ef308eb64a73e5915c811/aten/src/ATen/native/cuda/TriangularOps.cu#L47


referring to CUDA docs:
 https://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html?highlight=blockIdx#blockidx 

[https://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html?highlight=blockdim#blockdim](https://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html?highlight=blockIdx#blockdim)

`blockIdx`, `blockDim` are uint3 (dim3 is based on uint3) type

-> unsafe multiplication leading to integer overflow, which is enough to render the whole linear index wrong.

# fix
safe arithmetic:

```python
  int64_t linear_idx = ((uint64_t)blockIdx.x * (uint64_t)blockDim.x + (uint64_t)threadIdx.x) * (uint64_t)elements_per_thread;
```

it would be better to introduce safe arithmetic functions in general

# Credits
@HofitBata
@grados

### Versions

Collecting environment information...
PyTorch version: 2.1.0a0+32f93b1
Is debug build: False
CUDA used to build PyTorch: 12.2
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.3 LTS (x86_64)
GCC version: (Ubuntu 11.4.0-1ubuntu1~22.04) 11.4.0
Clang version: Could not collect
CMake version: version 3.27.4
Libc version: glibc-2.35

Any torch version basically

cc @ptrblck @msaroufim @jianyuh @nikitaved @pearu @mruberry @walterddr @xwang233 @Lezcano @ezyang @gchanan @zou3519 @kadeng
Repository: flutter
Issue: `Linux tool_integration_tests_4_4` taking ~40 minutes
Labels: team-tool

The longer anyone test takes, the longer presubmits and post submits take.
Repository: PowerToys
Issue: Advanced Paste- as CSV (from excel cells copy)
Labels: Needs-Triage

### Description of the new feature / enhancement

While it is possible to save-as within excel to create a csv version of cells, if you have a small number of cells, being able to copy and used advanced paste in CSV format would be amazing and a real time saver.

### Scenario when this would be used?

When using excel, I often need to import to a different application as CSV. It's a real pain when I only want to paste a few cells of data.

### Supporting information

_No response_
Repository: godot
Issue: Empty custom RichTextEffect is misplacing some ligature glyphs
Labels: bug,topic:gui

### Tested versions

- Reproducible in v4.3.stable.mono.official [77dcf97d8]

### System information

Godot v4.3.stable.mono - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1070 (NVIDIA; 31.0.15.3713) - AMD Ryzen 7 1700 Eight-Core Processor (16 Threads)

### Issue description

When applying custom RichTextEffect with empty_ProcessCustomFX method the rendered text should be exactly the same as the text that isn't wrapped in any bbcode block. Instead even with empty effects some ligature glyphs are misplaced, making the resultuing text look very bad - [effectone] (c#), [effectthree] (gd)

![obraz](https://github.com/user-attachments/assets/ba69daed-6b34-4d18-961d-76217c2062d8)

I looked at the source code of rich_text_label.cpp and this is the line that's messing up the some of the glyph positions.

![obraz](https://github.com/user-attachments/assets/8ce3a7f7-2765-40ee-bf59-8db38804cd9a)

I'm not really sure how it should work but noticed that the vector is not added for some built-in effects, like rainbow (which correctly displays the text).

My workaround is to just set the offset to empty vector in the process function, which seems to fix the issue  - [effecttwo] (c#), [effectfour] (gd)

### Steps to reproduce

1. Create scene with RichTextLabel
2. Use a font with ligatures
3. Create custom RichTextEffect without any logic, just returning true from the process function
4. Attach custom RichTextEffect to RichTextLabel and wrap the text in custom bb code
5. Some of the ligature glyphs will be displaced

### Minimal reproduction project (MRP)

[richtexteffect.zip](https://github.com/user-attachments/files/17034291/richtexteffect.zip)
Repository: godot
Issue: Resource Local to Scene Flag causes Post Import script to convert Resource from External to Built-in
Labels: bug,confirmed,topic:import

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Ubuntu 24.04.1 LTS 24.04 - X11 - Vulkan (Forward+) - integrated AMD Radeon Graphics (RADV RENOIR) - AMD Ryzen 7 7730U with Radeon Graphics (16 Threads)

### Issue description

Setting the flag, local to scene, on an external resource will cause a post import script (EditorScenePostImport) that loads that resource to convert it from external to built-in for that scene. Expected resource to remain external until runtime which then a duplicate of the resource would be made for it's scene.

Expected:
![expected](https://github.com/user-attachments/assets/6f3ec562-2343-4fb4-ad19-b54c54e93b75)

Actual:
![actual](https://github.com/user-attachments/assets/a1626d40-3b5b-48dc-a763-bb2324b0199f)


### Steps to reproduce

1. Unzip and open project
4. View `cube/cube.tscn` to confirm shared `Integrity` resource on meshes `Cube_Healthy` and `Cube_Damaged` loaded as external
5. Open `cube/cube_integrity.tres` and set `Local to Scene` to true
6. Reimport by opening `cube/cube.glb` and clicking button at bottom of import dialog
7. Review `cube/cube.tscn` to view shared `Integrity` resource on meshes is now a built-in rather then reference the external.

### Minimal reproduction project (MRP)

[load-external-resource-as-local.zip](https://github.com/user-attachments/files/17034633/load-external-resource-as-local.zip)
Repository: pytorch
Issue: [pipelining] try not to dry run module when creating PipelineStage?
Labels: oncall: distributed

### 🚀 The feature, motivation and pitch

Today `PipelineStage`'s init method would dry run the module with the example input:
https://github.com/pytorch/pytorch/blob/48d18fbd4cf785e1f69a6555d97a39023a5d199e/torch/distributed/pipelining/stage.py#L1270

This demands extra memory and may OOM for large models which additionally requires TP/FSDP or Activation Checkpointing to keep the memory envelope low. (But they might not have been applied at this point of pipeline stage creation.) 

### Alternatives

The dryrun is for generating `output_args`, the shape of which we rely on to create gradient recv buffers during backward.

A workaround would be for user to provide `output_args` to `PipelineStage` init but it is not ergonomic. 

Also, inference runs do not have backward to worry about.

### Additional context

cc: @H-Huang @wconstab 

cc @XilunWu @H-Huang @awgu @wanchaol @fegin @fduwjj @wz337 @wconstab @d4l3k @c-p-i-o
Repository: pytorch
Issue: [Inductor] Some mechanism to fuse pointwise ops (and more) into a user-defined triton kernel
Labels: triaged,oncall: pt2,module: inductor,module: user triton

We had an interesting use case that looks like the following:
- user initially had a model that used PyTorch operations.
- then, they switched it to user-defined triton kernels for the forward and backward
- previously, Inductor would fuse the aten backward operations with aten.add that showed up from the gradient computation
- when using the user-defined triton kernels, we lose that fusion, because Inductor doesn't fuse into user-defined triton kernels.

cc @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @oulgen @aakhundov
Repository: transformers
Issue: Pass input_ids to _update_model_kwargs_for_generation
Labels: Feature request,Generation

### Feature request

For flexibility in adding additional kwargs to models and handling them consistently with generation utils, it might be useful if input_ids was available in _update_model_kwargs_for_generation. 

### Motivation

My current use-case involves passing a user-defined position index, separate from position_ids, and incrementing it during generation depending on which tokens are generated (e.g. if a sep token is generated, the position index resets, whereas if a standard token is generated, it increments by 1).

The most natural way for me to handle generation in such a model would be to overwrite _update_model_kwargs_for_generation and handle the incrementation index there.

However, this would require access to input_ids. Although the logic can be handled by prepare_inputs_for_generation, because this cannot update model_kwargs, it cannot be computed incrementally, making the computation more complicated.

I expect other custom use cases would also benefit from this change.

### Your contribution

If this sounds reasonable it is a simple change which I'd happily help with
Repository: storybook
Issue: [Bug]: React Context Provider in Global Decorator not working in monorepo
Labels: bug,needs triage

### Describe the bug

In a monorepo where storybook is one of the packages (ie packages/storybook) rending stories from another package (ie packages/components), any imported react providers put into a decorator in preview don't actually provide the value, but if I use the provider at the story level (which is colocated with the component in packages/components), it works.

### Reproduction link

http://localhost:6006/?path=/story/components-level--area-1-level-1&globals=backgrounds.value:transparent;backgrounds.grid:!true

### Reproduction steps

1. Go the above link.
2. Dragging the green block between the sun and the flower should make a sound, but it doesn't (global provider is loading sounds).
3. Go to Solvers/BreadthFirstSearch/Area1Level2
4. Immediately you'll hear a sound, and if you drag a block away and back, you'll hear the sound (uses a story level provider).

### System

```bash
Chromatic
```


### Additional context

I THINK it's because storybook is using built code when I import the providers into preview, but is using the story's components directly when it find a story in that package, making them TECHNICALLY different react contexts.
Repository: vscode
Issue: Problems do not show up in problems panel with repeated tasks
Labels: bug,tasks

With contributing the problem matcher from the extension standpoint, repeated use of the same exact task produces weird behavior:

1. First time the task is ran with contributed problem matcher, the error/problems show up in the problems panel properly.
2. The very next time I run the exact same task, the problem/error somehow disappears entirely:  https://github.com/microsoft/vscode-python/pull/24114#issuecomment-2353989195
3. This issue of problems disappearing does not happen if the task terminal is in brand new state. (So in order to have problems show up each time with the same task+problem matcher), I would have to exit out of any existing task terminal and re-run. 

@meganrogge Also mentioned that this does not seem unique to task again, when she ran the vscode build task, there would be errors in the buffer, but none reported in the problems area.
Repository: pytorch
Issue: High MacOS queue
Labels: high priority,module: ci,triaged

> NOTE: Remember to label this issue with "`ci: sev`"

## Current Status
Ongoing

## Error looks like
Pending MacOS jobs

## Incident timeline (all times pacific)
Sep 17th

## User impact
Pending MacOS jobs, need to force merge

## Root cause
The number of available MacOS runners drops from 60 to 22

## Mitigation
TBD

## Prevention/followups
TBD


cc @ezyang @gchanan @zou3519 @kadeng @msaroufim @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: go
Issue: os: Open("file/.") does not produce an error on wasip1
Labels: NeedsInvestigation

### Go version

master

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

```shell
$ go env
GO111MODULE=''
GOARCH='arm64'
GOBIN=''
GOCACHE='/Users/dneil/Library/Caches/go-build'
GOENV='/Users/dneil/Library/Application Support/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='arm64'
GOHOSTOS='darwin'
GOINSECURE=''
GOMODCACHE='/Users/dneil/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='darwin'
GOPATH='/Users/dneil'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/Users/dneil/src/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/Users/dneil/src/go/pkg/tool/darwin_arm64'
GOVCS=''
GOVERSION='devel go1.24-adf220a5d5 Mon Sep 9 17:11:52 2024 +0000'
GODEBUG=''
GOTELEMETRY='on'
GOTELEMETRYDIR='/Users/dneil/Library/Application Support/go/telemetry'
GCCGO='gccgo'
GOARM64='v8.0'
AR='ar'
CC='clang'
CXX='clang++'
CGO_ENABLED='1'
GOMOD='/tmp/m2/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -arch arm64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -ffile-prefix-map=/var/folders/kw/0t4d_x2n4plg9157krpjtxmw0047mf/T/go-build1969548244=/tmp/go-build -gno-record-gcc-switches -fno-common'
```


### What did you do?

```
package main

import (
        "fmt"
        "os"
)

func main() {
        _, err := os.Open("file/.")
        fmt.Println(err)
}
```

```
$ touch file
$ go run main.go
open file/.: not a directory
$ GOOS=wasip1 GOARCH=wasm go run main.go
<nil>
```

### What did you see happen?

When built with GOOS=wasip1, the os package performs some path cleaning on filenames which results in a terminal "/." being removed. This causes opening a non-directory file to unexpectedly succeed.

### What did you expect to see?

An error opening "file/.", because "file" is not a directory.
Repository: ollama
Issue: I'd like to request a new feature for a workflow that runs a security scan when there is a change to the build system.
Labels: feature request

How's it going? I'd like to request when the build-system i.e. the Dockerfile, go.mod, requirements.txt etc. are updated, a workflow is triggered that scans a slimmed down resulting docker image and reports security issues. The general idea can be found in https://github.com/rempel1234/ollama/blob/main/.github/workflows/owasp-scan.yaml https://github.com/rempel1234/ollama/blob/main/.github/workflows/qa-sec.yml
https://github.com/rempel1234/ollama/blob/main/.github/workflows/virustotal.yaml
Currently, they'd still need to be fine-tuned to make sure the report is formatted properly (removing any non-high or critical findings, or findings that are accepted risks), consolidated into one workflow, remove all failure states, possibly change the reporting mechanism to be an email to hello@ollama... and the commits redone to be fewer commits, and more meaningful messages...
Repository: rust
Issue: rustdoc: make linking to examples easier and detect dead links
Labels: T-rustdoc,C-enhancement

When writing module-level or other high-level documentation, I often want to link to our examples to show users how to do something in more detail. See https://github.com/bevyengine/bevy/pull/15056 for an example of this problem.

This is distinct from the automatically generated links to examples, `rustdoc-scrape-examples`, (which are great!): we want to be able to manually link to specific examples.

@GuillaumeGomez pointed out that this can be done in part using relative paths, e.g. `../../src/custom_loop/custom_loop.rs.html#19`. However, this is very fragile: any change to either file breaks the link with no tooling to detect the breakage. This functionality is also undocumented, and could be broken by rustdoc / docs.rs at any time.

To add full support, he thinks we might need an intra-doc link extension to make it work.
Repository: godot
Issue: ERROR: Caller thread can't call this function in this node (/root). Use call_deferred() or call_thread_group() instead
Labels: needs testing,crash

### Tested versions

Reproducible in Godot_v4.4-dev2_linux.x86_64, and Godot_v3

### System information

Linux fedora 38, 

### Issue description

I download Godot, on the link: https://github.com/godotengine/godot-builds/releases/download/4.4-dev2/Godot_v4.4-dev2_linux.x86_64.zip, I extract the program, I do create the project, then when I edit is error is showed:
```
ERROR: Caller thread can't call this function in this node (/root). Use call_deferred() or call_thread_group() instead.
   at: propagate_notification (scene/main/node.cpp:2446)

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.4.dev2.official (97ef3c837263099faf02d8ebafd6c77c94d2aaba)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib64/libc.so.6(+0x3dbb0) [0x7f624994abb0] (??:0)
[2] llvm::CmpInst::Create(llvm::Instruction::OtherOps, llvm::CmpInst::Predicate, llvm::Value*, llvm::Value*, llvm::Twine const&, llvm::Instruction*) (??:0)
[3] [0x7f622026e8c0] (??:0)
-- END OF BACKTRACE --
```

![Captura de tela de 2024-09-17 19-42-54](https://github.com/user-attachments/assets/08f97ac8-6e52-4c85-8cd7-dedf27020c89)
![Captura de tela de 2024-09-17 19-43-56](https://github.com/user-attachments/assets/9459f29d-13d5-4b68-a7cc-20281212bc43)
![Captura de tela de 2024-09-17 19-44-15](https://github.com/user-attachments/assets/1adc05b8-e708-4dde-81d3-d73ac1e8ae88)
![Captura de tela de 2024-09-17 19-44-39](https://github.com/user-attachments/assets/3480b1d5-dc7d-4b33-a69b-bba393ae028f)
![Captura de tela de 2024-09-17 19-44-51](https://github.com/user-attachments/assets/0d65c84b-83a5-4c8a-a4b6-dfba71847e97)

### Steps to reproduce

The images on issue description reproduce the errors.

### Minimal reproduction project (MRP)

[fb_godot_2.zip](https://github.com/user-attachments/files/17036182/fb_godot_2.zip)
Repository: svelte
Issue: Compiler option for bundler to provide optimization info about asset import
Labels: perf

### Describe the problem

Developers and the bundler know that `img` is an asset in `import img from './myimg.png';`. However, the Svelte compiler does not know this, which limits the ability to inline it into the template and otherwise optimize it. The fact that it's an asset means it has a few key properties: it is a string, it is always defined, it is immutable, and it is the same on server and client so does not affect hydration.

### Describe the proposed solution

Four options:
- Harcode knowledge that `.png`, `.jpg`, `.svg`, etc. file extension represents an asset. This is probably a pretty safe assumption an would minimize API surface area. It's not the ideal long-term solution, but would be a quick win in terms of reducing the output file size
- A compiler option such as `isAsset`. The bundler can provide a function which Svelte can call to determine whether an import URL is an asset. This is still relatively easy to implement, but introduces an API that may eventually be obsoleted by some more general API. I think this is okay as we could deprecate it when that time comes and as it's just an optimization is easy to ignore any value passed in that manner
- Some more general API. This is impossible to do without an API because only the bundler knows if the same value will be returned both on the client side and server side (e.g. aliases or exports conditions). This cannot be implemented purely in Svelte (https://github.com/sveltejs/svelte/pull/13242) or purely in Vite (https://github.com/vitejs/vite/issues/18119) and requires the two to communicate. This could be something like:
```
bundler: {
  resolveId,
  load
}
```
- `vite-plugin-svelte` could do some preprocessing to turn imports into constants so that they can be inlined in the templates

### Importance

nice to have