sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: kubernetes
Issue: Informer: Single TweakListOptionsFunc type
Labels: sig/api-machinery,kind/feature,triage/accepted

### What would you like to be added?

Currently, every SharedInformerFactory has an associated `factory_interfaces.go` file. In this generated file, there's a type called `TweakListOptionsFunc func(*"k8s.io/apimachinery/pkg/apis/meta/v1".ListOptions)`. This could be moved to a single type somewhere shared (perhaps in `k8s.io/apimachinery/pkg/apis/meta/v1`), so that this common type can be passed around more easily.

### Why is this needed?

I'm trying to use generics to make a simple controller framework, and this is one of the sticking points preventing me from presenting a common interface for managing both internal and external types. This likely ties in to the larger discussion on #106846
Repository: flutter
Issue: Flutter tool hangs if the application crashes very early in startup
Labels: platform-android,tool,P3,team-tool,triaged-tool

I think this _probably_ is low priority since I doubt it happens normally for non-Engine developers.

If you `flutter run` an Android application that experiences a native crash quickly enough, the tool appears to hang. If you manually check `adb logcat` you can find the tombstone and/or other exceptions.

This seems like some kind of race in the tool logic that's probably fixable.
Repository: go
Issue: runtime: TestCrashWhileTracing failures
Labels: NeedsInvestigation,compiler/runtime

```
#!watchflakes
default <- pkg == "runtime" && test == "TestCrashWhileTracing"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/f98d3e5c695c7526b8c63972aa6e10d74579eef9)):

    --- FAIL: TestCrashWhileTracing (0.01s)
        crash_test.go:910: could not create trace.NewReader: bad file format: not a Go execution trace?
        exec.go:210: command was started, but test did not wait for it to complete: /data/local/tmp/go_android_exec/runtime.test-135992/runtime.test


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: transformers
Issue: Fine-tuning a pruned model
Labels: Feature request

### Feature request

I used [OWL](https://github.com/luuyin/OWL) to prune a Mistral-7b model and would like to further train this pruned model. Is there a way to pass a global mask (based on the pruned model) to ensure those weights don't get updated, particularly when using DDP.

**Note**:  We cannot update the parameter list of the optimizer as the pruning is not structured.

### Motivation

Pruning helps with creating more efficient models, and it would be interesting to analyze the effects of further training pruned models.

### Your contribution

We would be glad to submit a PR for this use case.
Repository: PowerToys
Issue: Powertoys demo version crashing taskbar in windows 10
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.76.2

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

I got a pop up message about fancyzones causing an issue. I noticed that it would crash the taskbar (I run the taskbar in auto-hide mode) when I move the mouse to the left edge of the screen to pop up the taskbar. 
The taskbar animation would get about halfway through fully opening the taskbar, but would then freeze. Restarting explorer after that would not help - it continues to crash.

### ✔️ Expected Behavior

taskbar to not crash when I unhide it

### ❌ Actual Behavior

taskbar freeze halfway through un-hiding

### Other Software

fancyzones in powertools (latest updates version)
Repository: next.js
Issue: 14.0.4-canary.36 breaks build of turborepo on Vercel - Works up to 14.0.4-canary.35
Labels: bug

### Link to the code that reproduces this issue

https://github.com/avitorio/outstatic

### To Reproduce

1. Clone the monorepo above
2. Set up the project on Vercel with the following settings:

```
Build command:     cd ../.. && pnpm turbo run build --scope=outstatic-dev-blog --include-dependencies --no-deps
Root directory:    apps/dev
```

<img width="951" alt="CleanShot 2024-02-22 at 22 20 55@2x" src="https://github.com/vercel/next.js/assets/1417109/8d6bc461-22c0-489f-ac37-92089b6d100b">


Go to `/apps/dev/package.json` and set `next: 14.0.4-canary.36`

run `pnpm install`
Deploy it on vercel

You'll get:

```
Error: A Serverless Function has exceeded the unzipped maximum size of 250 MB. : https://vercel.link/serverless-function-size
21:48:24.910
```

### Current vs. Expected behavior

Current: Build fails on Vercel when triggered via GitHub if `next: ^14.0.4-canary.36` and above
Expected: Build completes on Vercel on `next: ^14.0.4-canary.35`


### Provide environment information

```bash
Node: 18 on Vercel
```


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

Turbopack (--turbo)

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

Vercel (Deployed)

### Additional context

I tested my reproduction against different canary releases, and the first one that introduced the bug was "14.0.4-canary.36", since reverting to "14.0.4-canary.35" works.
Repository: pytorch
Issue: torch.compile() drops transformer/Qwen1.5-7B model output quality from good to unusable
Labels: needs reproduction,triaged,oncall: pt2,module: pt2 accuracy

### 🐛 Describe the bug

Not sure how we can further debug this and provide more data but we are seeing drastic output quality difference between no-torch.compile and torch.compile.  We are new to torch.compile().

Does torch.compile inherently cause accuracy issues? Not sure if just natural part of the beast. 

model load code:
```
model = AutoModelForCausalLM.from_pretrained(
    adapter_path,
    device_map="cuda",
    config=config,
    torch_dtype=torch.bfloat16,
    attn_implementation="flash_attention_2",

# if we comment the following line, output quality returns to normal
model = torch.compile(model, mode="reduce-overhead", fullgraph=True)
```

gen code and gen-params are same for generation. 

The difference is as if we are running a vastly different, a much more inaccurate model when torch.compile() is enabled. The difference, drop in quality, is not related to randomness of sampling.  

### Versions

``` 
model: finetuned Qwen1.5-7B
transformers: 3.38.1
pytorch: 2.2
accelerate: 0.27.2
flash-attn: 2.5.3
os: ubuntu 22.04
gpu: 4090
```



cc @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519
Repository: godot
Issue: Gizmo handle for moving object will disappear when I add a new node into the scene on Mac 
Labels: bug,topic:editor,needs testing,topic:2d

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

MacBook Pro (Retina, 15-inch, Mid 2014) OS : Big Sur ver 11.7.10 Processor 2.5 GHz Quad-Core Intel Core i7 Memory 16 GB 1600 MHz DDR3 Graphics NVIDIA GeForce GT 750M 2 GB Intel Iris Pro 1536 MB

### Issue description

Gizmo handle to move object will disappear when I add a new node into the scene or even when I see the different window, and go back to the scene then the handle disappear.
What I mean “the handle disappear” is normally there is the handle XYZ of course, but when It’s gone, It become only like XY. (Z axis handle gone).
Btw, other handle like Rotation and Size are fine. Only in Move mode. #
<img width="1440" alt="Screen Shot 2024-02-23 at 10 15 55 AM" src="https://github.com/godotengine/godot/assets/52026697/85ec16d0-1d93-480a-8c8e-1880f4bd1592">
↑ in this example, the handle of Y & Z axis are gone.


### Steps to reproduce

Basically, Add some new node into the scene, but it seems randomly.


### Minimal reproduction project (MRP)

N/A
Repository: pytorch
Issue: Make upsample_bicubic2d_out_frame support BFloat16
Labels: triaged,module: bfloat16

### 🚀 The feature, motivation and pitch

Training large models with bf16 is necessary, and many vision models have the upsample_bicubic2d_out_frame operation. However, it does not support BFloat16. Making upsample_bicubic2d_out_frame support BFloat16 is appreciated.

Related issue: https://github.com/huggingface/transformers/issues/28868

### Alternatives

_No response_

### Additional context

_No response_
Repository: neovim
Issue: Modeline: columns=# and rows=# do not change terminal size.
Labels: bug,tui,startup

### Problem

nvim does not resize a windowed terminal based on "columns=#" or "lines=#" in a modeline.

It does however _think_ it has done so.  The status line reflects the modeline's terminal extent.

### Steps to reproduce

Create a test file containing a modeline that sets columns and lines.

```
% cat test.txt
# vim: columns=80 lines=25
```

Open a terminal window in a reasonably capable windowing terminal program.  I use iTerm2.

Manually resize the terminal window to noticeably wider than 80 columns and visibly taller than 25 lines.

Edit the test file:
```
env -i TERM=xterm-256color "$(which nvim)" --clean test.txt
```

nvim will not resize the terminal, but it will place and size the status line as if the terminal did resize.  For example:

<img width="473" alt="Screen Shot 2024-02-22 at 21 32 01" src="https://github.com/neovim/neovim/assets/81828/6778ed9a-2c1f-4bcf-a34d-46134063258d">

Execute `:set lines=26` or `:set columns=81`.  The window should immediately resize to the new extents.  The new settings must be different from the current ones or nvim will assume no resize needs to occur.

### Expected behavior

I expect the `columns=` and `lines=` in a modeline to resize the terminal the way they do when executed manually.

### Neovim version (nvim -v)

0.9.5. No commit ID reported. `brew info` says: Built from source on 2024-02-11 at 03:06:55

### Vim (not Nvim) behaves the same?

No, vim resizes the terminal. vim 9.0.1544

### Operating system/version

macOS 11.7.10

### Terminal name/version

iTerm2 Build 3.4.20

### $TERM environment variable

xterm-256color

### Installation

`brew install nvim`, 11 days ago
Repository: pytorch
Issue: faster communication
Labels: oncall: distributed,triaged

### 🚀 The feature, motivation and pitch

I noticed that with the release of the new version of nccl, a new feature appeared(https://docs.nvidia.com/deeplearning/nccl/user-guide/docs/usage/bufferreg.html). This feature seems to be able to speed up transformer by combining some technologies, such as paper 'Overlap Communication with Dependent Computation via Decomposition in Large Deep Learning Models'. 
So I think it is interesting if pytorch could provide a high-level API to use these technologies.

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu @wanchaol @fduwjj @wz337 @tianyu-l @wconstab @yf225
Repository: tauri
Issue: [feat] Window white screen in a weak network environment
Labels: type: feature request

### Describe the problem

How to solve the problem of white screen when a tauri application opens a new window in a weak network environment? 

Can it support loading local loading effects first when resources are not loaded when tauri opens a window

### Describe the solution you'd like

Windows provide a way to load local resources

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: flutter
Issue: [Windows 11] Paste from clipboard history is broken
Labels: a: text input,framework,platform-windows,a: desktop,e: OS-version specific,has reproducible steps,P2,found in release: 3.19,found in release: 3.20,team-windows,triaged-windows

### Steps to reproduce

In Windows 10+, you can open your [clipboard history](https://www.microsoft.com/en-us/windows/tips/clipboard-history) using `Win + v`. This shows a popup with a list of previously copied content. Clicking on an item in this list should paste it. 

*Steps to reproduce*
On a Windows 11 machine (this does not repro on Windows 10):

1. Create a simple text field
2. Open the Windows clipboard history using `Win + v`
3. Click on an item to paste it

![image](https://github.com/flutter/flutter/assets/75003816/848f2725-7b9a-4d6b-9176-7ab0f8f6c1ae)


### Expected results

The data should be pasted into the textfield

### Actual results

i'm seeing empty text field.

### Code sample

<details open><summary>Code sample</summary>

```dart
  runApp(MaterialApp(
      home: Scaffold(
        body: Center(
          child: Padding(
            padding: const EdgeInsets.all(8.0),
            child: TextFormField(),
          ),
        ),
      ),
    ));
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>


https://github.com/flutter/flutter/assets/75003816/2aaca933-0c6a-429d-8fa9-717dadc6732a



</details>


### Logs

<details open><summary>Logs</summary>

```console
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 3.19.0, on Microsoft Windows [Version 10.0.22631.3155], locale en-US)
[√] Windows Version (Installed version of Windows is version 10 or higher)
[√] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[√] Chrome - develop for the web
[√] Visual Studio - develop Windows apps (Visual Studio Community 2022 17.8.2)
[√] Android Studio (version 2023.1)
[√] VS Code (version 1.86.2)
[√] Connected device (3 available)
[√] Network resources

• No issues found!
```

</details>
Repository: flutter
Issue: [ios]Support secure paste for iPad hardware keyboard shortcut (CMD+V)
Labels: a: text input,platform-ios,engine,P3,team-ios,triaged-ios,fyi-text-input

## Problem: 

When user type CMD+V, Flutter app shows paste warning, but native app does not show the warning. (related: https://github.com/flutter/flutter/issues/103163)

## Why flutter apps trigger this warning?

The path is quite complex with multiple steps: 
1. User press CMD+V
2. iOS calls `FlutterTextInputView`'s key press [event handlers](https://github.com/flutter/engine/blob/23fc488a6c33b7633ecff4b27713782fc4dcc640/shell/platform/darwin/ios/framework/Source/FlutterTextInputPlugin.mm#L2219-L2238)  
3. The keyboard event is [eventually relayed to FlutterKeyboardManager](https://github.com/flutter/engine/blob/23fc488a6c33b7633ecff4b27713782fc4dcc640/shell/platform/darwin/ios/framework/Source/FlutterViewController.mm#L1863), which sends to the framework
4. Framework handles the keyboard event and [request access to clipboard](https://github.com/flutter/flutter/blob/2d422a326120714355d06aa713f809c9aea84651/packages/flutter/lib/src/widgets/editable_text.dart#L2483) from the engine
5. FlutterPlatformPlugin [programmatically access the pasteboard](https://github.com/flutter/engine/blob/23fc488a6c33b7633ecff4b27713782fc4dcc640/shell/platform/darwin/ios/framework/Source/FlutterPlatformPlugin.mm#L379), triggering the paste warning

## Why native apps are ok?
As explained in [the design doc](https://docs.google.com/document/d/16-8kn58h_oD902e7vPSh6W20aHRBJKyNOdSe5rbAe_g/edit?resourcekey=0-gVdJ3fbOybV70ZKeHU7fkQ&tab=t.0), iOS has access to private APIs, which contains the secret logic that unlocks the pasteboard content. That logic is probably invoked by the default keyboard handler (which we override). 

## Solution? 

To find out where this logic is, I removed the custom handlers from both `FlutterTextInputView` and `FlutterViewController`. By doing so, iOS will just follows the responder chain and eventually use default handlers, which unlocks the pasteboard contents. Then I was able to successfully paste in content using keyboard, without triggering the paste warning. 

So problem solved? Not quite! 

Removing these custom handlers will probably break framework's [KeyboardListener widget](https://api.flutter.dev/flutter/widgets/KeyboardListener-class.html). I am not familiar with how keyboard works, so this will need more investigation to properly solve it (if it's solvable). I don't think it's high priority, as it only impact iPad hardware keyboard.
Repository: PowerToys
Issue: File Locksmith: handle Win32-reserved names (NUL, CON, PRN, AUX, etc.)
Labels: Needs-Triage

### Description of the new feature / enhancement

When aimed at a file with a name on a [list of reserved names (<kbd>Ctrl+F</kbd>, `Do not use the following reserved names for the name of a file`)](https://learn.microsoft.com/en-us/windows/win32/fileio/naming-a-file#naming-conventions), such as `nul`, `aux.txt` or similar, File Locksmith could at least **inform of the problem**.

Better yet, it could offer to **delete** the problematic file or **add a prefix to its name** to sidestep the problem.

### Scenario when this would be used?

After running a Python project I ended up with a file called `nul` in my system. As I was removing it (the whole folder), Explorer got stuck on that file and couldn't do anything with it — it even requested administrative privileges, which were granted, but didn't change anything, Explorer silently skipped deletion of the file.

### Supporting information

Prior encounters and resolution methods:
- Stack Overflow: https://stackoverflow.com/questions/17883481/delete-a-file-named-nul-on-windows
- Server Fault: https://superuser.com/questions/282194/how-do-i-remove-a-file-named-nul-on-windows
Repository: godot
Issue: ABXY button mapping incorrect for Nintendo Switch Pro Controller
Labels: bug,platform:macos,topic:input,regression

### Tested versions

Reproducible in Godot v4.3.dev (b15105a35)

### System information

Godot v4.3.dev (b15105a35) - macOS 14.3.1 - Vulkan (Forward+) - dedicated AMD Radeon Pro 5500 XT - Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (16 Threads)

### Issue description

The mappings for the A, B, X, and Y buttons on the Nintendo Switch Pro Controller are off. The A and B buttons are switched, as are the X and Y buttons. I've attached a short video of my pressing the buttons on the controller and seeing what the editor picked up.

https://github.com/godotengine/godot/assets/9957987/0598d279-d0de-462b-8e24-4bc9ceb4c182


### Steps to reproduce

1. Use a very recent version of Godot (presumably one since #80709 was merged).
2. In a fresh project, go to Project Settings > Input Map, add a new action, and open the Event Configuration window for that action.
3. Connect a Nintendo Switch Pro Controller to the computer.
4. Press the A, B, X, and Y buttons on the controller, and see what button Godot registers.
    - If you press A, Godot will register `Joypad Button 0 (Bottom Action, Sony Cross, Xbox A, Nintendo B)`, despite it being the Right Action button.
    - If you press B, Godot should register `Joypad Button 1 (Right Action, Sony Circle, Xbox B, Nintendo A)`, despite it being the Bottom Action button.
    - If you press X, Godot should register `Joypad Button 2 (Left Action, Sony Square, Xbox X, Nintendo Y)`, despite it being the Top Action button.
    - If you press Y, Godot should register `Joypad Button 3 (Top Action, Sony Triangle, Xbox Y, Nintendo X)`, despite it being the Left Action button.

### Minimal reproduction project (MRP)

N/A
Repository: vscode
Issue: Native hover in folding control
Labels: under-discussion,editor-hover

Found a still native hover in the folding arrow:

<img width="295" alt="image" src="https://github.com/microsoft/vscode/assets/900690/ee169bba-ae7a-4f45-8657-2aacea53e0ec">
Repository: flutter
Issue: [Impeller] Documentation on why advanced blends are slow is out of date.
Labels: P3,c: tech-debt,team-engine,triaged-engine

[The current documentation](https://github.com/flutter/engine/blob/0dedb21c2a7215677481869bebb316a1da197997/impeller/docs/blending.md#advanced-blends) talks about multiple passes and memory bandwidth issues. With framebuffer fetch being the default on both Metal and Vulkan, this is no longer true and the costs are greatly reduced (though not the same as a pipeline blend).

We should patch up this bit of documentation.
Repository: godot
Issue: Godot Editor Compact UI not making everything compact
Labels: enhancement,discussion,topic:editor,topic:gui

### Tested versions

v4.3.dev3.official [36e943b6b]

### System information

Windows 10

### Issue description

![image](https://github.com/godotengine/godot/assets/11051231/90258532-52ca-4162-943f-8e1211d7a6f8)
Image of Default UI mode in Godot

![image](https://github.com/godotengine/godot/assets/11051231/bf97481d-01b2-48b4-84bc-d5da5c44b503)
Image of Godot Compact UI mode

Some Elements are compact some aren't. Does seem like an inconsistency.
See the Margin of the Scale UI Elements, they are unaffected by the compact mode. I would expect them to also get compact, have the same margin as the other elements. 

### Steps to reproduce

Change to Compact Mode in the Editor Settings

### Minimal reproduction project (MRP)

-
Repository: godot
Issue: Material Preview doesn't Update in Filesystem
Labels: topic:editor,usability

### Tested versions

v4.3.dev3.official [36e943b6b]

### System information

Windows 10

### Issue description

![image](https://github.com/godotengine/godot/assets/11051231/fd314312-8e45-4edc-9da4-4a5d09000c54)
I made some changes to the Material as you can see it in the inspector to the left. It has this orange albedo texture applied to it. 
But this change is not reflected in the FileSystem, there the material is still white (default). 
I was expecting the material in the filesystem to look like the one in the inspector.

### Steps to reproduce

Create a Material change its properties in the inspector. Have a look at it in the filesystem view. 

### Minimal reproduction project (MRP)

[Godot 4.3 Demo Bug Report.zip](https://github.com/godotengine/godot/files/14383261/Godot.4.3.Demo.Bug.Report.zip)
Repository: go
Issue: proposal: all: port to target sylixos/arm64 & sylixos/amd64
Labels: Proposal

### Proposal Details

Hello community,

I am a representative of AcoInfo, and I am thrilled to announce a significant achievement – the development of  [sylixos](https://docs.acoinfo.com/sylixos/introduction_to_sylixos/sylixos_basic_concepts.html), a Unix-like RT system, since 2006.

While our system may not have gained global recognition, it has garnered a substantial user base in East Asia.

In March 2023, we reached a noteworthy milestone by successfully porting Go, enabling cross-compilation for the sylixos/arm64 and sylixos/amd64 target machines in [Go version 1.20.1](https://docs.acoinfo.com/cloudnative/quickstart/first_vsoa/go.html), including the x/sys package.   This represents a significant advancement in cross-compilation form windows|linux|macos to sylixos environment.

However, simplifying usability and ensuring the functionality of most modules is no easy task. The initial step in achieving this goal is gaining acceptance from the community for our proposal.

So we are eager to contribute to the Go community by submitting patches to enhance support for sylixos/arm64 and sylixos/amd64 ports.

To ensure the success of these ports, we have devised a comprehensive plan:

1. Provide two target machines remotely (RK3568/sylixos | Intel i5/sylixos) remotely..
2. Submit the patches after receiving community approval for this proposal.
3. Aim to complete the submission and review of all patches by November, ensuring a stable state.
4. Commit to maintaining sylixos/arm64 and sylixos/amd64 ports and target machines for an extended period.
5. We appreciate your consideration and eagerly anticipate collaborating with the Go community to bring these enhancements to fruition.

Best regards,
Herb Cheng
AcoInfo Representative