sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: proposal: x/sys/unix: PtraceGetRegs should allow getting non-default registers
Labels: Proposal

Currently `unix.PtraceGetRegs` only gets default set of registers, `NT_PRSTATUS`. It would be great if it would be possible to also get other sets. Probably we need another function for this. Example is that on arm, one needs to use `NT_ARM_SYSTEM_CALL` to get the system call register.

Similarly for setting registers.

Because `ptracePtr` is private, one has to duplicate it if you want to create a custom ptrace call.
Repository: pytorch
Issue: [Optimizer Perf] Improve speed of _init_group to c++
Labels: module: performance,module: optimizer,triaged,needs research

### 🚀 The feature, motivation and pitch

It has been noticed on many models that[ _init_group](https://github.com/pytorch/pytorch/blob/main/torch/optim/adamw.py#L90-L146) takes 33% of the whole `optimizer.step()` on **every step**  for popular optimizers like adam, adamw, etc. since it has to loop through each single param for each step

## Proposal, do this in c++

just like how `_group_tensors_by_device_and_dtype` in https://github.com/pytorch/pytorch/pull/100007 was moved in c++, lets move _init_group there too

cc: @janeyx99 @crcrpar

cc: @clchan @ezhang887

### Alternatives

_No response_

### Additional context

_No response_

cc @vincentqb @jbschlosser @albanD @janeyx99 @crcrpar
Repository: storybook
Issue: [Bug]: Storybook crashes after loading component
Labels: bug,needs triage

### Describe the bug

Crashing after component load

![Безымянный1](https://github.com/storybookjs/storybook/assets/25720221/bfec8bfa-6ccd-4994-a2ed-8acec3de3e6f)
![Безымянный2](https://github.com/storybookjs/storybook/assets/25720221/af849a18-2538-4fbc-bc2a-c3545f56762f)
![Безымянный3](https://github.com/storybookjs/storybook/assets/25720221/c55d656a-43fd-4a40-b187-ef25785ba6df)

https://github.com/storybookjs/storybook/assets/25720221/7a226adb-5176-4c0c-a52b-2353abefd89f



### To Reproduce

After component render
<hr />


main.ts -> 
```
const config: StorybookConfig = {
    stories: ['../../src/**/*.stories.@(js|jsx|mdx|ts|tsx)'],
    staticDirs: ['../../public'],
    addons: [
        '@storybook/addon-links',
        '@storybook/addon-essentials',
        '@storybook/addon-interactions',
        '@storybook/theming',
        {
            name: '@storybook/addon-coverage',
            options: {
                istanbul: {
                    ...coverageConfig,
                },
            },
        },
        '@storybook/addon-storysource',
        '@storybook/addon-a11y',
        '@whitespace/storybook-addon-html',
        '@bbbtech/storybook-formik/register',
        '@geometricpanda/storybook-addon-badges',
        '@storybook/addon-designs',
        'storybook-css-modules',
        'storybook-react-i18next',
        'storybook-addon-mock',
    ],
    framework: {
        name: '@storybook/react-vite', 
        options: {
            builder: {
                viteConfigPath: './vite.config.ts',
            },
        },
    },
    core: {
        builder: '@storybook/builder-vite',
    },
    typescript: {
        reactDocgen: 'react-docgen', 
    },
    async viteFinal(config, { configType }) {
        return mergeConfig(config, {
            resolve: {
                alias: {
                    '~': path.resolve(__dirname, '../../src'),
                },
            },
        });
    },
};
```

### System

```shell
node - v18.17.1
npm - 9.6.7
react - 18.2.0
@storybook/addon-a11y - 7.3.2
@storybook/addon-actions - 7.3.2
@storybook/addon-coverage - 0.0.9
@storybook/addon-designs - 7.0.5
@storybook/addon-essentials - 7.3.2
@storybook/addon-interactions - 7.3.2
@storybook/addon-links - 7.3.2
@storybook/addon-storyshots - 7.3.2
@storybook/addon-storyshots-puppeteer - 7.3.2
@storybook/addon-storysource - 7.3.2
@storybook/addon-styling - 1.3.7
@storybook/builder-vite - 7.3.2
@storybook/builder-webpack5 - 7.3.2
@storybook/cli - 7.3.2
@storybook/jest - 0.2.1
@storybook/manager-api - 7.3.2
@storybook/manager-webpack5 - 6.5.16
@storybook/react - 7.3.2
@storybook/react-vite - 7.3.2
@storybook/test-runner - 0.13.0
@storybook/testing-library - 0.2.0
@storybook/theming - 7.3.2
storybook-addon-mock - 4.2.1
storybook-addon-sass-postcss - 0.1.3
storybook-addon-themes - 6.1.0
storybook-css-modules - 1.0.8
storybook-react-i18next - 2.0.8
typescript - 4.7.4
vite - 4.4.9
```


### Additional context

_No response_
Repository: tauri
Issue: [bug] Safari MacOS Spelling is Hiding the Styles / Underline for Errors
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

When building tauri for macOS the native spelling styles no longer appear. Specifically around the underline styles, however, if you right click on a misspelled word the native spellchecker options still appear so functionally it's working but without the UI it makes it hard for the user to see / correct errors.  

### Reproduction

In just the regular safari browser open place cursor in an input type field (input, text area etc) and mispell a word. Observe that safari underlines the misspelled or incorrect word. 

Run the same app using `npm run tauri dev` and repeat the same steps and observe that the underlines are hidden.

Photos Provided show the following:

1.) Safari underlines showing in browser
2.) Tauri Build hiding underlines
3.) Hidden tauri underlines will work when right clicked 


![Screenshot 2023-08-28 at 4 02 36 PM](https://github.com/tauri-apps/tauri/assets/82471930/acc546cc-c196-4c50-a7c9-58be316cea0b)
![Screenshot 2023-08-28 at 4 02 48 PM](https://github.com/tauri-apps/tauri/assets/82471930/bf2427e2-08ce-42e2-b7b9-e1017789d16f)
![Screenshot 2023-08-28 at 4 03 04 PM](https://github.com/tauri-apps/tauri/assets/82471930/459085a7-1979-4dff-ad05-ca6912624832)


### Expected behavior

Underline spelling should be visible to the user in tauri mac os builds.

### Platform and versions

```text
[✔] Environment
    - OS: Mac OS 13.5.0 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.68.0 (2c8cc3432 2023-03-06)
    ✔ Cargo: 1.68.0 (115f34552 2023-02-26)
    ✔ rustup: 1.25.2 (fae52a197 2023-02-01)
    ✔ Rust toolchain: stable-x86_64-apple-darwin (default)
    - node: 16.18.1
    - yarn: 1.22.19
    - npm: 8.19.2
```


### Stack trace

_No response_

### Additional context

I talked with @FabianLars about this in discord and his guess was at the webview issue and asked me to open this bug. Finally getting around to it
Repository: vscode
Issue: Moved lines compare becomes broken when double clicking
Labels: bug,diff-editor

Testing #191508 

- VS Code Version: 
  Version: 1.82.0-insider
  Commit: f7973f357e7c316a88e8817886f41a843021fe74
  Date: 2023-08-28T05:03:24.392Z (15 hrs ago)

Steps to Reproduce:

1. Create a moved code block
2. Click "compare" button to enable compare mode, arrow becomes orange and editors become scrolling synced
3. Double-click "compare" button again - compare mode disabled and enabled again, but the editor shakes and left and right sides become non scrolling synced


https://github.com/microsoft/vscode/assets/22894169/90d6f8d4-3176-4538-a707-72e1b69fb9e3


[Example](https://microsoft.github.io/monaco-editor/playground.html?source=v0.42.0-dev-20230828#XQAAAALaCAAAAAAAAABBqQkHQ5NjdMjwa-jY7SIQ9S7DNlzs5W-mwj0fe1ZCDRFc9ws9XQE0SJE1jc2VKxhaLFIw9vEWSxW3yscxE1qvjEChkmZ_i818hfkoqOpFQHEvIxUC2MltD4RrsefaY-dWUozyzjhjaNhLTMC_Igv4t660m7K-kjCQbkK5uLUYbkexhOoeUaoQquHvon1NihTA_6yWQzyG7w4Npa97wcDfSr5khrPGIcc24bZraWG82zNjLOhWWTAKuqocJxPuGM_2PxTYuVqbTmfVhQKzgF-vZQyz2n7-cO6PhCoqwCiHn3IrIyMGTvL2kpWrYl_7lta7r2JM-86l2MGqB03YnmFtU8t5oMkyVjE5c4RlenSiFqYu7pP7yD7kZT6wm1-lfTAvra7DdKG8q4_M6XudjLy5kIYM4HQzjyOZvnXei7dErNjBueQHf2pZ4IY_9LfzQq-ZlYInR55Pg3FwVhC1s2bhJbgOp_ZFQ5-VdPxUNqtqr189U2yee1QIUUWpB0P_gkotlVN1XFfjt0W1XEJQxBO-BMoJmdB83iZKCXfDxDw75WtSqTZ0R0U1QMkg2jTdujPJ6fUSugy4f057ccWXXyKuMX0geaZax70EZgmWH9CtvSPWbo_-UudgX5P3lEvNuQn3ZN666qJUNCfmorU2ZNfjHHQ96Cfi9UANcsSZwJWdX03ljQpKi8FliGZ5IiHq4J_qjHMCIllqX71e7mkmtlsy6h3MulCIRo5AWg_en9_WNDKoJlE1pnTsyjoBhe33cke2Oyef33viImmtzaf7_n9YUbUkEhYPmKmVNVS3e5A0WSg_Je1S0vjGDfsFPqln-ufzC-TVs2k6gCjUTjXT79ed46YZDAij_9ueBwE)
Repository: flutter
Issue: [Impeller] Add a way to query for supported Texture PixelFormats.
Labels: P2,e: impeller,team-engine,triaged-engine

Currently, there is no way to query for what texture formats are actually supported.

Right now, we rely on `Capabilities::GetDefaultColorFormat`, `Capabilities::GetDefaultStencilFormat` (and soon: [`Capabilities::GetDefaultDepthStencilFormat`](https://github.com/flutter/flutter/issues/133194)) to select guaranteed working Texture PixelFormats in common situations. These "defaults" are extremely useful and I strongly recommend we keep them exposed. However, this also means there is no supported way to safely use any other formats that the platform may support.

Perhaps we could have the backend determine all of the available Texture PixelFormats on initialization and supply this information when the Capabilities struct is being built. The backend would just form a bitmask that corresponds to a [PixelFormat](https://github.com/flutter/engine/blob/14d38f887a598fb335d99932aabe89cc10fb46fc/impeller/core/formats.h#L94C21-L94C21) enum values. Then, we'd just have a `Capabilities::GetSupportedPixelFormats()` that returns the bitmask for anding. If we wind up needing more than 32 (doubt it), we could switch to a constant lookup `Capabilities::IsPixelFormatSupported(PixelFormat)`.

Further, Impeller's HAL can provide clear validation around which formats are supported on the current platform, and fail early/loudly when `IMPELLER_DEBUG` is enabled.
Repository: godot
Issue: Errors on simple plugin in the output area about material_search.escn
Labels: bug,topic:editor

### Godot version

Godot Engine v4.1.1.stable.mono.official.bd6af8e0e

### System information

Windows 10 , NVIDIA GeForce GTX 950

### Issue description

I followed this video tutorial https://www.youtube.com/watch?v=qy4nBHMXIPk for a simple plugin and I got strange errors These are the errors in the output area if I run scene for plugin:

`
  Cannot open file 'res://WEB/godot-blender-exporter-master/godot-blender-exporter-master/tests/uv_tester_material.tres'.
  Failed loading resource: res://WEB/godot-blender-exporter-master/godot-blender-exporter-master/tests/uv_tester_material.tres. Make sure resources have been imported by opening the project in the editor at least once.
  scene/resources/resource_format_text.cpp:592 - res://WEB/godot-blender-exporter-master/godot-blender-exporter-master/tests/reference_exports/material/material_search.escn:9 - Parse Error: 
  Cannot load scene as text resource from path 'res://WEB/godot-blender-exporter-master/godot-blender-exporter-master/tests/reference_exports/material/material_search.escn'.
  core/io/file_access.cpp:762 - Condition "f.is_null()" is true. Continuing.
  Cannot open file 'res://WEB/godot-blender-exporter-master/godot-blender-exporter-master/tests/uv_tester_material.tres'.
  Failed loading resource: res://WEB/godot-blender-exporter-master/godot-blender-exporter-master/tests/uv_tester_material.tres. Make sure resources have been imported by opening the project in the editor at least once.
  scene/resources/resource_format_text.cpp:592 - res://WEB/godot-blender-exporter-master/godot-blender-exporter-master/tests/reference_exports/material/material_search.escn:9 - Parse Error: 
  Cannot load scene as text resource from path 'res://WEB/godot-blender-exporter-master/godot-blender-exporter-master/tests/reference_exports/material/material_search.escn'.
  core/io/file_access.cpp:762 - Condition "f.is_null()" is true. Continuing.
`followed

### Steps to reproduce

Follow this https://www.youtube.com/watch?v=qy4nBHMXIPk. The error appears at min 5:40 

### Minimal reproduction project

Follow this https://www.youtube.com/watch?v=qy4nBHMXIPk. The error appears at min 5:40
Repository: next.js
Issue: npm run build tries to compile arbitrary files and fails
Labels: create-next-app,bug,linear: next

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: #91-Ubuntu SMP Thu Jul 15 19:09:17 UTC 2021
    Binaries:
      Node: 18.17.1
      npm: 9.6.7
      Yarn: N/A
      pnpm: N/A
    Relevant Packages:
      next: 13.4.19
      eslint-config-next: 13.4.19
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.2.2
    Next.js Config:
      output: N/A
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

CLI (create-next-app), ESLint (eslint-config-next), Turbopack (--turbo)

### Link to the code that reproduces this issue or a replay of the bug

https://nextjs.org/

### To Reproduce

```sh
mkdir ~/work ~/tmp
cd ~/work
npx create-next-app@latest
✔ What is your project named? … my-app
✔ Would you like to use TypeScript? … Yes
✔ Would you like to use ESLint? … Yes
✔ Would you like to use Tailwind CSS? … No
✔ Would you like to use `src/` directory? … No
✔ Would you like to use App Router? (recommended) … No
✔ Would you like to customize the default import alias? … No
cd my-app
printf 'NEXTAUTH_URL=http://localhost:3000\nHOMEPAGE=http://localhost:3000\n\n' >~/tmp/env.sh
ln -s ../../tmp/env.sh .env
npm run build
```

### Describe the Bug

next build fails with:
```
> my-app@0.1.0 build
> next build

- info Loaded env from /home/testuser/work/my-app/.env
- info Linting and checking validity of types  
Failed to compile.

../../tmp/env.sh
Module parse failed: Unexpected token (1:17)
You may need an appropriate loader to handle this file type, currently no loaders are configured to process this file. See https://webpack.js.org/concepts#loaders
> NEXTAUTH_URL=http://localhost:3000
| HOMEPAGE=http://localhost:3000
| 

Import trace for requested module:
../../tmp/env.sh


> Build failed because of webpack errors
- info Creating an optimized production build .
```

### Expected Behavior

The app should compile without any error. Also strange is, that even if one does a `mv .env .xxx` and runs `npm run build` again, it fails with the same error, too. Very strange, because .xxx shouldn't be used/referenced anywhere.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

<sub>[WEB-1470](https://linear.app/vercel/issue/WEB-1470/npm-run-build-tries-to-compile-arbitrary-files-and-fails)</sub>
Repository: pytorch
Issue: [inductor] minifier fails on moco
Labels: triaged,enhancement,oncall: pt2,module: dynamic shapes,module: inductor,module: minifier

Run without minifier, the failure seems to be tensor being assigned to symint compile error:
```python
CUDA_LAUNCH_BLOCKING=1 ./benchmarks/dynamo/torchbench.py --inference --performance --no-skip --inductor --freezing --only moco
...
torch._dynamo.exc.BackendCompilerFailed: backend='compile_fn' raised:
TypeError: can't assign a SymInt to a torch.cuda.LongTensor

While executing %setitem_1 : [num_users=0] = call_function[target=operator.setitem](args = (%l__self___queue_ptr, 0, %mod), kwargs = {})
Original traceback:
  File "/data/users/jansel/torchbenchmark/torchbenchmark/models/moco/moco/builder.py", line 66, in <resume in _dequeue_and_enqueue>
    self.queue_ptr[0] = ptr
```


If I enable the minifier, the error somehow changes to an IMA at runtime and the compile error goes away:
```python
TORCHDYNAMO_REPRO_AFTER=dynamo CUDA_LAUNCH_BLOCKING=1 ./benchmarks/dynamo/torchbench.py --inference --performance --no-skip --inductor --freezing --only moco
...
  File "/tmp/torchinductor_jansel/4j/c4jliihk5stxxkbqkwmftdi3lzst3kortckftv6e3hikrpuh5wyo.py", line 665, in call
    triton_poi_fused_convolution_0.run(arg162_1, buf0, 96, 50176, grid=grid(96, 50176), stream=stream0)
  File "/data/users/jansel/pytorch/torch/_inductor/triton_heuristics.py", line 426, in run
    return launcher(
  File "<string>", line 6, in launcher
torch._dynamo.exc.BackendCompilerFailed: backend='compile_fn' raised:
RuntimeError: Triton Error [CUDA]: an illegal memory access was encountered

While executing %submod_0 : [num_users=2] = call_module[target=submod_0](args = (%l_im_q_,), kwargs = {})
Original traceback:
None

Set TORCH_LOGS="+dynamo" and TORCHDYNAMO_VERBOSE=1 for more information

Minifier script written to /data/users/jansel/pytorch/torch_compile_debug/run_2023_08_28_13_50_54_266476-pid_245453/minifier/minifier_launcher.py. Run this script to find the smallest traced graph which reproduces this error.
```


If I run the generated script, the failure can't be reproed:
```python
python /data/users/jansel/pytorch/torch_compile_debug/run_2023_08_28_13_50_54_266476-pid_245453/minifier/minifier_launcher.py
...
RuntimeError: Input graph did not fail the tester
```

cc @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @aakhundov @ColinPeppler @amjames @desertfire @wconstab @Xia-Weiwen @ngimel
Repository: flutter
Issue: [engine] request: easy to use backend agnostic golden-file testing
Labels: engine,P2,c: tech-debt,team-engine,triaged-engine

Maybe this is already as good as it's going to get, and it's a matter of documentation, but I'd love to be able to do golden-file tests that run on all (well, both, Skia and Impeller) backends. For example in https://github.com/flutter/flutter/issues/126009, I'd love to be able to add a `instrumentatiion_unittests.cc` that does something like:

```cc
TEST_P(Stopwatch, VisualizeRendersCorrectlyInSkia) {
  // Code...
}

TEST_P(Stopwatch, VisualizeRendersCorrectlyInImpeller) {
  // Code ...
}
```

I would recommend having separate goldens (we don't guarantee backends generate pixel-perfect code). Ideally something like:

```cc
TEST_P_X_BACKEND(Stopwatch, VisualizeRendersCorrectly) {
  // Code ...
}
```

This would be a huge help in avoiding fidelity regressions (and to verify fixes other than screenshots attached to PRs).
Repository: ant-design
Issue: I need help with the table
Labels: 💡 Feature Request,Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/ws38fr)

### Steps to reproduce

I added title and footer to my table, I would like the table to occupy all the rest of the div, leaving the top title and footer at the bottom and the table occupying the rest, when I leave the header fixed, the table only grows on the y axis if I add more data, I would like to leave it occupying the rest of the y axis even if the data is little or zero.

### What is expected?

that the table occupies the remainder of the y axis, with or without data, leaving the title at the top and the footer and bottom fixed

### What is actually happening?

table with fixed header, does not occupy 100% of the y axis

| Environment | Info |
| --- | --- |
| antd | 5.8.5 |
| React | 18.2.0 |
| System | linux |
| Browser | chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: go
Issue: x/build,cmd/go: `unexpected stale targets` on `linux-loong64-3a5000`
Labels: Builders,NeedsInvestigation,GoCommand,arch-loong64

```
#!watchflakes
post <- builder == "linux-loong64-3a5000" && log ~ `unexpected stale targets`
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/944042c11eadb64c85531f073101ed856402fca2)):

    go tool dist: unexpected stale targets reported by /tmp/workdir-host-linux-loong64-3a5000/go/pkg/tool/linux_loong64/go_bootstrap list -gcflags="" -ldflags="" for [cmd] (consider rerunning with GOMAXPROCS=1 GODEBUG=gocachehash=1):
    	STALE cmd/pprof: stale dependency: cmd/vendor/github.com/google/pprof/internal/driver
    	STALE cmd/vendor/github.com/google/pprof/driver: stale dependency: cmd/vendor/github.com/google/pprof/internal/driver
    	STALE cmd/vendor/github.com/google/pprof/internal/driver: build ID mismatch


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: flutter
Issue: Uptime monitoring for Flutter resources
Labels: team-infra,P2,from: postmortem,triaged-infra

It would be nice if we had a system to check on the uptime of our project's resources. Ideally it would have the following characteristics:

 - open to anyone, or at least anyone on the Flutter team. (i.e. not be limited to Googlers)
 - sends notifications to Discord when something goes wrong. (i.e. not limited to e-mail)

Currently we use Google-internal tools for this but it fails both these requirements.
Repository: svelte
Issue: Better HTMLDialogElement support for transitions
Labels: transition/animation

### Describe the problem

I've been trying to implement HTMLDialogElements with their native APIs. Adding transitions was a frustrating experience.

[This is a minimal working example, without transitions](https://svelte.dev/repl/0cd212b524b94dc78fbd7a50134ae2b3?version=4.2.0). It uses no Svelte, only the native [HTMLDialogElement API](https://developer.mozilla.org/en-US/docs/Web/API/HTMLDialogElement): ` showModal()` displays the modal with its backdrop. `close()` and `cancel()` close the dialog. The element's methods also take care of all ARIA roles, focus and other accessibility tools. The backdrop can be styled with the dialog' s `::backdrop` pseudo-class.

#### Problem
 - It cannot use Svelte transition or easing because `in:`, `out:`, `fade:`, etc., all rely on the addition/removal from the DOM. This is incompatible to the HTMLDialogElement API, as the element must remain in the DOM at all times, or you must do a full implementation, which defeats the purpose of the feature-rich HTMLDialogElement.

### Describe the proposed solution

If Svelte would support transitions of elements between the `display:none` and other display states, and also apply them to the backdrop pseudo-class, most if not all of these problems would be solved (including the problems with the alternative solutions below)



### Alternatives considered

[This is a minimal example fo the workaround](https://svelte.dev/repl/2090b78756d24e05b2bd5895aa1539cd?version=4.2.0). By using an if-condition we remove the HTMLDialogElement from the DOM. An additional variable (e.g., `visible`) is used to remember if the dialogs visibility. We also have to implement a custom `showModal()` and `closeModal()` that changes not only the dialogs state, but also the independently managed visibility. Then we have to export the custom `showModal()` to the parent, resulting in an additional variable. All together that is quite a jump in complexity. Now we can add a transition to the dialog and it will work, because the element is actually removed and re-added to the DOM.

#### Problem
- The transition is applied only to the modal, not to the backdrop.
- The transition is janky. It is not applied correctly every time. Sometimes the transition is applied twice or more times resulting in flickering.
- Enormous complexity requiring manual implementations of some native HTMLDialogFeatures.

### Importance

would make my life easier