sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Degenerate ranges are allowed in NumPy, but not in PyTorch.
Labels: triaged,module: numpy

### 🐛 Describe the bug

```python
import torch as t
t.arange(5, 0)
```

Result:
```
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
RuntimeError: upper bound and larger bound inconsistent with step sign
```

I can understand why this behavior was implemented, but it seems wrong for a few reasons:

1. NumPy, whose API heavily inspires that of PyTorch, allows this:
```python
>>> import numpy as np
>>> np.arange(5, 0)
array([], dtype=int64)
```
2. Most programming languages (including Python), are perfectly happy letting you construct degenerate ranges.

### Versions

```
Collecting environment information...
/home/brennan/.local/lib/python3.10/site-packages/torch/cuda/__init__.py:146: UserWarning: 
NVIDIA GeForce RTX 3080 Laptop GPU with CUDA capability sm_86 is not compatible with the current PyTorch installation.
The current PyTorch install supports CUDA capabilities sm_37 sm_50 sm_60 sm_70.
If you want to use the NVIDIA GeForce RTX 3080 Laptop GPU GPU with PyTorch, please check the instructions at https://pytorch.org/get-started/locally/

  warnings.warn(incompatible_device_warn.format(device_name, capability, " ".join(arch_list), device_name))
PyTorch version: 1.12.1+cu102
Is debug build: False
CUDA used to build PyTorch: 10.2
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.10 (x86_64)
GCC version: (Ubuntu 12.2.0-3ubuntu1) 12.2.0
Clang version: 15.0.2-1
CMake version: version 3.24.2
Libc version: glibc-2.36

Python version: 3.10.7 (main, Nov 24 2022, 19:45:47) [GCC 12.2.0] (64-bit runtime)
Python platform: Linux-5.19.0-26-generic-x86_64-with-glibc2.36
Is CUDA available: True
CUDA runtime version: Could not collect
CUDA_MODULE_LOADING set to: 
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 3080 Laptop GPU
Nvidia driver version: 515.86.01
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] mypy-boto3-ec2==1.23.0.post1
[pip3] mypy-boto3-elbv2==1.23.0.post1
[pip3] mypy-boto3-resourcegroupstaggingapi==1.23.0.post1
[pip3] mypy-boto3-route53==1.23.0.post1
[pip3] mypy-boto3-s3==1.23.0.post1
[pip3] mypy-boto3-sts==1.23.1
[pip3] mypy-extensions==0.4.3
[pip3] numpy==1.21.5
[pip3] torch==1.12.1
[conda] Could not collect
```

cc @mruberry @rgommers
Repository: tauri
Issue: Tauri opens webcam even when it's not in use
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

> This issue happens on macOS. I don't own a Windows machine so I haven't tested on it.

I'm building an online call app, like Google Meet, using Daily.co's library daily-js. Users can start audio-only calls and video calls.

If they start audio calls and they haven't muted their mic (by default it's not muted), the library uses the mic only. If they start a video call then the library uses the webcam and mic.

There are no issues when using the app in Chrome and Safari (I'm on mac). But when I start an audio call in Tauri, my webcam light turns on even though it's not a video call. This doesn't happen in Safari and Chrome so I suspect Tauri has something to do with it?

Please help 🙂

Daily.co === https://daily.co/
daily-js === https://www.npmjs.com/package/@daily-co/daily-js

### Reproduction

1. Signup for a [Daily.co](https://daily.co/) account.

2. Go to the Rooms page and create a new call room. Leave every option as is and proceed to create the room.

3. Clone [this repo](https://github.com/gyenabubakar/tauri-webrtc-eg) (reproduction project) and run

```
git switch daily-js && npm i && npm run tauri:dev
```

4. Back on [dashboard.daily.co](https://dashboard.daily.co), select the room you just created and copy the room URL.

5. Paste the URL in the input provided in the now running Tauri app and submit it.

6. When the call loads, try toggling off your webcam. If your webcam has an LED, it'll still be on, meaning the camera is still being used.

This is the issue I'm facing now.

### Expected behavior

Tauri must stop using the webcam when video stream is turned off. In my case, the webcam LED should be off, indicating that the camera is no longer in use.

### Platform and versions

Environment
  › OS: Mac OS 13.0.1 X64
  › Node.js: 16.18.1
  › npm: 8.19.2
  › pnpm: Not installed!
  › yarn: Not installed!
  › rustup: 1.25.1
  › rustc: 1.65.0
  › cargo: 1.65.0
  › Rust toolchain: stable-aarch64-apple-darwin

Packages
  › @tauri-apps/cli [NPM]: 1.2.2
  › @tauri-apps/api [NPM]: 1.2.0
  › tauri [RUST]: 1.2.3,
  › tauri-build [RUST]: 1.2.1,
  › tao [RUST]: 0.15.8,
  › wry [RUST]: 0.23.4,

App
  › build-type: bundle
  › CSP: unset
  › distDir: ../build
  › devPath: http://localhost:1420/
  › framework: Svelte
  › bundler: Vite

App directory structure
  ├─ node_modules
  ├─ static
  ├─ src-tauri
  ├─ .svelte-kit
  ├─ .git
  ├─ .vscode
  ├─ .idea
  └─ src

### Stack trace

_No response_

### Additional context

## Pay attention to the green LED on the top

https://user-images.githubusercontent.com/26672526/209866658-2b04d3d2-94f5-48d8-b259-e0ef529d97b6.mov
Repository: material-ui
Issue: Mui Value out of Range Console Error
Labels: package: system,customization: theme

Hello! I've been unable to find a solution to the console error 

> MUI: The value provided 1.0499999999999998 is out of range [0, 1].

This happens after setting tonalOffset in my config file to 0.7 because I prefer the way it lightens the color in the theme palette.

`"theme": {
		"palette": {
			"tonalOffset": "0.7",
			"type": "light",
			"primary": {
				"main": "#006a71",
				"contrastText": "#ffffff"
			},
			"secondary": {
				"main": "#004964"
			},
			"error": {
				"main": "#d9531e"
			}
		}
	}`
	
I've seen related issues with the Select component and whatnot. While this bug isn't breaking anything and all the colors show up the way they should, I'd really like to understand why this is happening, despite my tonal offset value being set within the range of 0 to 1.
Repository: godot
Issue: Only 8 DirectionalLight2Ds can Affect the Scene at Once
Labels: topic:rendering,documentation,topic:2d

### Godot version

v4.0.beta10.official [d0398f62f]

### System information

Windows10, NVIDIA GeForce RTX 3060 Ti (31.0.15.2225), Vulkan

### Issue description

As the title states, it looks like only 8 directional lights can affect an entire scene at once. I'm aware there is a limit that you can change for affecting a single object - up to 8 per object by default, and you can increase it. However, the cap is being applied to the entire scene, so two distinct sprite nodes on different canvas layers share the cap. Changing the limits that exist in the settings has no affect on this limitation. This is illustrated in the video attached.

https://user-images.githubusercontent.com/31106886/209869275-f3bd8248-28e6-43d4-9290-2e86b5b79af6.mp4

In this set-up, lights 1-8 only affect layer 0. light 9 affects layers 0 and 1. The left sphere is on layer 1, and the right is on layer 0. As you can see, while the first 8 lights are on, 9 won't be rendered for either. Whenever I turn one off, light 9 gets rendered for both. Turning it back on will override 9 and 9 will no longer be rendered.

I expect this limit to exist, similar to limit already existing for single objects and regular light nodes, where I can increase the cap as needed in the project settings.

### Steps to reproduce

Create a 2D scene and add any sprite with a normal map.
Add 9+ lights to the scene.
Observe that only the first 8 render.

### Minimal reproduction project

I'm including a shader which makes the problem easier to see; with default lighting, the combined lights aren't really suited to show off the problem but the problem persists regardless as far as I'm aware.
[directionallight.zip](https://github.com/godotengine/godot/files/10316557/directionallight.zip)
Repository: pytorch
Issue: torch.compile incorrect when imperative autograd APIs are used
Labels: module: autograd,triaged,module: correctness (silent),months,oncall: pt2,module: aotdispatch,module: pt2-dispatcher

## Issue description

torch.compile may be silently incorrect when Tensor.retain_grad or Tensor.register_hook are involved.

## Code example

Example with retain_grad:
```py
 # Test 1:
 # Tensor.retain_grad inside function
 # on intermediate, and on output
 # See if the grad can be used :P

 def f(x):
     y = x.clone()
     y.retain_grad()
     z = y.clone()
     z.retain_grad()
     return z, y

 of = torch.compile(backend='aot_eager')(f)

 x = torch.randn([], requires_grad=True)
 z, y = of(x)
 z.clone().backward()
 # inspect z.grad, y.grad
 # Bug: they do not exist. May lead to silent correctness problems
```

Example with register_hook:
```py
# If you register a hook on an intermediate, it won't work.
def f(x):
    y = x * x
    z = y * x * x * x * 1 * 1 * 1. * 1. * 1.
    print("graph_break")
    y.register_hook(lambda x: x if x is None else 3.14 * x)
    result, = torch.autograd.grad(z, x)
    return result

of = torch.compile(backend='aot_eager')(f)
x = torch.tensor(1., requires_grad=True)

expected = f(x)
result = of(x)
# assertion failed
assert torch.allclose(result, expected)
```

cc @ezyang @gchanan @kadeng @albanD @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7 @msaroufim @bdhirsh @anijain2305 @chauhang @wconstab @soumith @ngimel
Repository: pytorch
Issue: torch.compile with aotautograd does not support double backwards
Labels: module: autograd,triaged,enhancement,months,ezyang's list,oncall: pt2,module: aotdispatch,module: pt2-dispatcher

## Code example

The second-order gradients are completely bogus:
```py
def f(x):
    # Just to make sure there isn't a limit or something
    y = x * x * x * x * x * 1 * 1 * 1. * 1. * 1.
    print("graph_break")
    gx, = torch.autograd.grad(y, x, create_graph=True)
    ggx, = torch.autograd.grad(gx, x)
    return gx, ggx

x = torch.tensor(1., requires_grad=True)
of = torch.compile(backend='aot_eager')(f)

gx, ggx = f(x)
ogx, oggx = of(x)
assert torch.allclose(gx, ogx)
# BUG: second-order gradients are completely bogus. assertion failed
assert torch.allclose(ggx, oggx)
```

## Fix

Easy short-term fix is likely marking the autograd.Function backward pass as once_differentiable and adding a better error message

cc @ezyang @albanD @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7 @bdhirsh @anijain2305 @chauhang @msaroufim @wconstab @gchanan @soumith @ngimel
Repository: pytorch
Issue: Clean up nt impl duplicates where one can
Labels: triaged,better-engineering,module: nestedtensor,release notes: nested tensor

# Summary
There is overlap between some of the NestedTensor implementations defined in NestedTensorMath.cpp and NestedTensorTransformerFunctions.cpp. As well since NestedTensorMath was the only cpp file for a while some of the implementations would be better suited to different files for organizational purposes. This issue is used to track the clean up of the code base.

cc @cpuhrsch @jbschlosser @bhosmer @mikaylagawarecki
Repository: godot
Issue: [Bullet] instanced child RigidBody only animates if parent RigidBody is sleeping
Labels: bug,topic:physics,topic:3d

### Godot version

3.5.1 stable

### System information

macOS Ventura 13.0.1 (Apple M1 Pro)

### Issue description

Hi,

I'm working on a space simulation.

The user ship is a rigidbody. This object has a child Spatial object that sets the position of the instantiation of another rigidbody (the shot).

Everything is fine if the user ship rigidbody is sleeping. If not the shot freezes any movement until the parent rigidbody is sleeping.

Both rigid bodies are not colliding.

### Steps to reproduce

Too much steps. See the minimal reproduction project.

### Minimal reproduction project

[rigid.zip](https://github.com/godotengine/godot/files/10316717/rigid.zip)
Repository: godot
Issue: SVG style is not cascaded
Labels: bug,topic:thirdparty,topic:import

### Godot version

v4.0.beta10.official [d0398f62f]

### System information

Windows 10, Vulkan API 1.3.224

### Issue description

If there is several style rules for one element in SVG then will be applied only first from top.

Example:
```svg
<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128">
    <style>
        line{
            stroke-width: 2px;
        }
        #vertical{
            stroke: red;
        }
        #horizontal{
            stroke: blue;
        }
    </style>
    <rect width="128" height="128" fill="gray" />
    <g id="vertical">
        <line x1="32" y1="0" x2="32" y2="512" />
        <line x1="64" y1="0" x2="64" y2="512" />
        <line x1="96" y1="0" x2="96" y2="512" />
    </g>
    <g id="horizontal">
        <line x1="0" y1="32" x2="512" y2="32" />
        <line x1="0" y1="64" x2="512" y2="64" />
        <line x1="0" y1="96" x2="512" y2="96" />
    </g>
</svg>
```

In chromium based browsers that svg is displayed normal.
![img1](https://user-images.githubusercontent.com/13046849/209886923-528b5dfa-8d07-4b45-89e0-99d8f3416335.png)

In Godot lines not shown at all. Because probably when applied first rule with `stroke-width` then other rules not have affect and lines haven't color so they are invisible.
<img width="221" alt="img2" src="https://user-images.githubusercontent.com/13046849/209886929-36cf0c7e-854d-4611-a0c3-0480f25ac0ca.png">


### Steps to reproduce

![test](https://user-images.githubusercontent.com/13046849/209886990-28171743-760e-4fe1-9c46-a5b0e8fb90cb.svg)
Just save this svg file and open in Godot.

### Minimal reproduction project

[mrp.zip](https://github.com/godotengine/godot/files/10316998/mrp.zip)
Repository: PowerToys
Issue: [FancyZone] Add allow / block list for "Move newly created windows to their last known zones"
Labels: Idea-Enhancement,Product-Settings,FancyZones-Settings,Product-FancyZones

### Description of the new feature / enhancement

Hope the feature "Move newly created windows to their last known zones" could only work for some apps, not all apps.

For example, apps in block list will NOT move the the last known zone when opened.

Even more, is it possibile to set one zone for specified app?


### Scenario when this would be used?

For example, current version may make pop-up window of web broswer too large, if web broswer is in some zone.

It would be better if user can block `chrome.exe` auto move to the lsat zone.

### Supporting information

_No response_
Repository: godot
Issue: HTML5 export for Godot 4.x takes 1-2 minutes to load on macOS
Labels: bug,platform:web,platform:macos,topic:porting,confirmed,topic:thirdparty,performance

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*
***Bugsquad note2:** Also, please avoid asking when this will be fixed. The issue is confirmed to be with the version of ANGLE used by Chromium, so we are all waiting for Google to ship the fix.*

___

### Godot version

4.0.beta10

### System information

MacOS Monterey 12.2.1

### Issue description

Godot games block the main thread (And potentially crashes it) on MacOS.

Untested for Windows or Linux.

This happens from both a generic build and when you run the project in a browser from the engine.

### Steps to reproduce

Create a new project for Godot Beta 10.

Add a UI Button to the screen.

Have it print things out, whatever you wish.

Add an HTML5 export, install the HTML5 export library if necessary.

Click the run on HTML5 button on the top right.

Proceed to wait for 1-2 minutes before the game will fully load.

### Minimal reproduction project

[TestGodot4Web.zip](https://github.com/godotengine/godot/files/10317128/TestGodot4Web.zip)
Repository: opencv
Issue: dnn can't load mask-rcnn onnx model, error(-212:Parsing error)
Labels: bug

### System Information

Environment:
* OpenCV: 4.6.0
* Platform: ubuntu 20.04
* pytorch 1.11.0

### Detailed description

Export pytorch model to onnx code:
```
# export the model
dy_axes = {'input': {0: 'batch', 2: 'height', 3: 'width'}}
input_label = ['in_img']
output_label = ['out_box', 'out_accept', 'out_score', 'out_mask']
torch.onnx.export(pytorch_model,                # model being run
                  img,                          # model input (or a tuple for multiple inputs)
                  onnx_model_name,              # where to save the model (can be a file or file-like object)
                  export_params=True,           # store the trained parameter weights inside the model file
                  opset_version=11,             # the ONNX version to export the model to
                  do_constant_folding=True,     # whether to execute constant folding for optimization
                  input_names=input_label,      # the model's input names
                  output_names=output_label,    # the model's output names
                  dynamic_axes={})              # variable length axes
```

Report error:
```
terminate called after throwing an instance of 'cv::Exception'
  what():  OpenCV(4.6.0) /home/fanuc/fanuc/SDK_ws/opencv-4.6.0/modules/dnn/src/graph_simplifier.cpp:76: error: (-212:Parsing error) Input node with name onnx::Div_766 not found in function 'getInputNodeId'
```

The report show Div_766 not found, however, I review my model on netron, Div_766 exists (as shown in fig). Moreover, I test my onnx model on python-onnx, it can work correctly.
![mask-rcnn-net](https://user-images.githubusercontent.com/48231519/209894791-aa524f15-c6c0-4692-a68a-1cf5ead58c5d.png)

Here is my mask-rcnn onnx model:
https://1drv.ms/u/s!ArseFaneAcYbwV2H1spjyCEcOsUZ?e=Cmu3Xj


### Steps to reproduce

```
int main(int argc, char** argv) {
	// load model
	cv::dnn::Net net = cv::dnn::readNetFromONNX(bin_model);  // load mask-rcnn onnx model
}
```

### Issue submission checklist

- [X] I report the issue, it's not a question
- [x] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [x] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: go
Issue: cmd/asm: add Intel architecture ISA extension for user interrupts
Labels: NeedsInvestigation,FeatureRequest,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.19.4 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
yes


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/XXXX/.cache/go-build"
GOENV="/home/XXXX/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/XXXX/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/XXXX/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/home/XXXX/Code/personal.XXXX.user.interrupts/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/home/XXXX/Code/personal.XXXX.user.interrupts/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.19.4"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
GOWORK=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build2212410684=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### The issue
Go assembler for x86 does not currently have support for the user interrupts instructions: CLUI, STUI, SENDUIPI, TESTUI, UIRET. These instructions are supported by the Sapphire Rapids platform and specified in Intel ISA Extensions Reference (since rev 041). I believe the x86_64 is assembler instructions in aenum.go are generated from a csv generated from X86spec and Intel® 64 and IA-32 Architectures Software Developer's Manual. Given that I am not supposed to modify aenum.go and aenames.go there is no viable way to add extended ISA instructions to the assembler.
Repository: pytorch
Issue: DISABLED test_merge_liveness (jit.test_freezing.TestMKLDNNReinplacing)
Labels: oncall: jit,module: flaky-tests,skipped

Platforms: linux

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/failure/test_merge_liveness) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/10335682113).

Over the past 72 hours, it has flakily failed in 2 workflow(s).

**Debugging instructions (after clicking on the recent samples link):**
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Grep for `test_merge_liveness`


cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: pytorch
Issue: DISABLED test_tensor_as_tensor_shape_prop (test_jit.TestScript)
Labels: oncall: jit,module: flaky-tests,skipped

Platforms: linux

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/failure/test_tensor_as_tensor_shape_prop) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/10335682113).

Over the past 72 hours, it has flakily failed in 2 workflow(s).

**Debugging instructions (after clicking on the recent samples link):**
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Grep for `test_tensor_as_tensor_shape_prop`


cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: pytorch
Issue: DISABLED test_optional_list (test_jit.TestScript)
Labels: oncall: jit,module: flaky-tests,skipped

Platforms: linux

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/failure/test_optional_list) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/10335682113).

Over the past 72 hours, it has flakily failed in 2 workflow(s).

**Debugging instructions (after clicking on the recent samples link):**
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Grep for `test_optional_list`


cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: pytorch
Issue: DISABLED test_always_alive_values (jit.test_freezing.TestMKLDNNReinplacing)
Labels: oncall: jit,module: flaky-tests,skipped

Platforms: linux

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/failure/test_always_alive_values) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/10335682113).

Over the past 72 hours, it has flakily failed in 2 workflow(s).

**Debugging instructions (after clicking on the recent samples link):**
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Grep for `test_always_alive_values`


cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: pytorch
Issue: DISABLED test_switch_inputs_to_inplace (jit.test_freezing.TestMKLDNNReinplacing)
Labels: oncall: jit,module: flaky-tests,skipped

Platforms: linux

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/failure/test_switch_inputs_to_inplace) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/10335682113).

Over the past 72 hours, it has flakily failed in 2 workflow(s).

**Debugging instructions (after clicking on the recent samples link):**
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Grep for `test_switch_inputs_to_inplace`


cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel