sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tensorflow
Issue: Tensorflow 2.x: call model inference using C/C++ API from inputs, allocated in GPU memory
Labels: stat:awaiting tensorflower,type:support,comp:runtime,subtype: ubuntu/linux,TF 2.13

### Issue type

Support

### Have you reproduced the bug with TensorFlow Nightly?

No

### Source

binary

### TensorFlow version

v2.13.0-rc2-7-g1cb1a030a62

### Custom code

Yes

### OS platform and distribution

Linux Ubuntu 20.04

### Mobile device

_No response_

### Python version

3.9

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

A100 80Gb

### Current behavior?

I’d like to use TensorFlow 2.13 in scientific simulation code, written in C++, via [C-API](https://www.tensorflow.org/install/lang_c). The code runs simulation on GPU, so all necessary input data for the model are already placed on GPU too.

I need to prepare input for the model, that contains multiple TF_Tensors.

My question is: Is it possible to control, where to place TF_Tensor? Can I make it point to existing on-GPU array to avoid CPU-to-GPU memory transfer?

If wrapping TF tensor around existing data is not possible, would that be possible to copy memory within GPU?

I found [TF_AllocatorAttributes](https://github.com/tensorflow/tensorflow/blob/master/tensorflow/c/tf_tensor.h#L33) struct, that contains placement flag and it is used, for example, in [TF_AllocateTemp](https://github.com/tensorflow/tensorflow/blob/master/tensorflow/c/kernels.h#L503), but this function requires also TF_OpKernelContext ctx. Unfortunately it is not clear for me where to take it and is it safe at all to use it in C-API

### Standalone code to reproduce the issue

```shell
-
```


### Relevant log output

_No response_
Repository: godot
Issue: Trying to emit a signal after the signal is awaited earlier in the function causes multiple errors.
Labels: bug,enhancement,topic:core

### Tested versions

- Reproducible in 4.2.1.stable, 4.2.stable, 4.1.1.stable, 4.0.2.stable
(Likely all versions since 'await' was introduced)

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3699) - Intel(R) Core(TM) i5-4690 CPU @ 3.50GHz (4 Threads)

### Issue description

If you await a signal in a function and then later in the function emit that same signal, an error [1] gets thrown. After that, another error [2] gets thrown once the function returns.

The specific errors from the MRP are below:

Error 1:
```
E 0:00:01:0726   my_scene.gd:9 @ _ready(): Resumed function '_ready()' after await, but script is gone. At script: res://my_scene.gd:7
  <C++ Error>    Method/function failed. Returning: Variant()
  <C++ Source>   modules/gdscript/gdscript_function.cpp:197 @ resume()
  <Stack Trace>  my_scene.gd:9 @ _ready()
                 my_scene.gd:16 @ _unhandled_input()
```
Error 2:
```
E 0:00:01:0726   my_scene.gd:16 @ _unhandled_input(): Attempt to disconnect a nonexistent connection from 'Node2D:<Node2D#26591888582>'. Signal: 'my_signal', callable: 'GDScriptFunctionState::_signal_callback'.
  <C++ Error>    Condition "!s->slot_map.has(*p_callable.get_base_comparator())" is true. Returning: false
  <C++ Source>   core/object/object.cpp:1420 @ _disconnect()
  <Stack Trace>  my_scene.gd:16 @ _unhandled_input()
```

### Steps to reproduce

Create a new node2d and attach this script to it:
```
extends Node2D

signal my_signal


func _ready():
	await my_signal;
	# Calling emit() causes error: "Resumed function '_ready()' after await, but script is gone.
	my_signal.emit();
	# Reaching the end of _ready() causes error: Attempt to disconnect a nonexistent connection from '[Node2D]'.
	print("This print statement is a dummy used to demonstrate that the two errors don't happen at the same time.");


func _unhandled_input(event):
	if event.is_pressed():
		my_signal.emit();
```
Run the scene and trigger the unhandled input.

### Minimal reproduction project (MRP)

[EmittingSignalAfterAwaitMRP.zip](https://github.com/godotengine/godot/files/13847967/EmittingSignalAfterAwaitMRP.zip)
Repository: rust
Issue: dead_code suggestion for unused fields does not account for changes to auto trait implementations
Labels: A-lints,T-lang,T-compiler,C-discussion

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
use std::rc::Rc;

struct Pending(Rc<()>);

fn pending() -> Pending {
    Pending(Rc::new(()))
}

fn main() {
    let _ = pending();
}
```

(The original code: https://github.com/rust-lang/futures-rs/blob/72e7e397cdfe7574e9b5d8845cafefc6e5dda70a/futures-executor/tests/local_pool.rs#L13)

I expected to see this happen: no warning or a warning suggests `Pending(PhantomData<Rc<()>>)`.

Instead, this happened:

A warning suggests `Pending(())`.

```
error: field `0` is never read
  --> futures-executor/tests/local_pool.rs:13:16
   |
13 | struct Pending(Rc<()>);
   |        ------- ^^^^^^
   |        |
   |        field in this struct
   |
   = note: `-D dead-code` implied by `-D warnings`
   = help: to override `-D warnings` add `#[allow(dead_code)]`
help: consider changing the field to be of unit type to suppress this warning while preserving the field numbering, or remove the field
   |
13 | struct Pending(());
   |                ~~
```

Changing `Rc<()>` to `()` changes auto trait implementations of `Pending`, so dead_code should not suggest such a code or should suggest both code (`PhantomData<Rc<()>>` and `()`) with explanations.

~~Also, if it suggests PhantomData, it should also be noted that PhantomData is not able to propagate all auto-traits (e.g., Unpin). (although this is not a problem in the above case)~~ EDIT: see https://github.com/rust-lang/rust/issues/119645#issuecomment-1879509605

https://github.com/rust-lang/futures-rs/actions/runs/7428509435/job/20215931270

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.77.0-nightly (595bc6f00 2024-01-05)
binary: rustc
commit-hash: 595bc6f00369475047538fdae1ff8cea692ac385
commit-date: 2024-01-05
host: aarch64-apple-darwin
release: 1.77.0-nightly
LLVM version: 17.0.6
```

---


This has been shown in the latest nightly (nightly-2024-01-06) since https://github.com/rust-lang/rust/pull/118297 (cc @shepmaster). IMO, it should not be changed to be warned by default with such a lint with a wrong suggestion.
Repository: PowerToys
Issue: Switching between screens of two different resolutions,Mouse cursor movement incorrect
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.76.2

### Installation method

GitHub

### Running as admin

None

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

When switching between screens of two different resolutions, when the mouse moves from Screen A to the edge and onto Screen B, it moves normally. However, the mouse on Screen A, it returns to the center of the top of Screen A after reaching the edge. Similarly, when returning from Screen B to Screen A, the mouse starts moving from the center of the top of Screen A. 

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: rust
Issue: Remove duplicate diagnostics introduced by #119432
Labels: C-cleanup,A-diagnostics,T-compiler,A-const-eval,A-const-prop

A side effect of #119432 is that some overflowing operations on promoted consts now create duplicate diagnostics. Although not visible to the user, they are unnecessary and need to be addressed. See relevant conversation: https://github.com/rust-lang/rust/pull/119432#discussion_r1443161280
Repository: godot
Issue: Godot Randomly Crashes When Changing The Modulation Of A Node2D
Labels: bug,topic:rendering,needs testing,crash

### Tested versions

Reproducible in:
- 4.3-dev1
- 4.2.1_stable_mono_win64 
- 4.1.3_stable_win64 (previous version my Godot editor was before reinstalling)

### System information

Godot v4.2.1.stable.mono - Windows 10.0.19045 - Vulkan (Mobile) - dedicated Radeon RX 560X Series (Advanced Micro Devices, Inc.; 31.0.21905.1001) - AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx (8 Threads)

### Issue description

Sometimes, when I try to change the modulation of my Sprite2D, the editor randomly crashes producing this error

![vulkan-error-log](https://github.com/godotengine/godot/assets/59679148/88c45ea2-ddc1-44d5-b8c1-bea19320a309)

This issues seems similar to #71929

### Steps to reproduce

I produced a short video that shows what i do generally

https://github.com/godotengine/godot/assets/59679148/95bd0a5e-b3ea-4298-bce8-7a1c3b6f44d9

1. Open a new project
2. Make any node2d
3. change modulation 
4. continue until crash occurs



### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Late OpenXR initialization not working under OpenGL
Labels: bug,topic:xr

### Tested versions

Reproducible in 4.2.1 stable

### System information

Godot v4.2.1.stable - Windows 10.0.22621 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)

### Issue description

In an OpenGL project, if you set OpenXR to disabled in the project settings, and use a script to initialize it at runtime, the initialization attempt fails.
This is supposed to work with OpenGL (doesn't work with Vulkan).

### Steps to reproduce

Open the test scene, run it, and press the `Turn on VR` button.
It runs some code that is (as far as I can tell) identical to the code shown in @BastiaanOlij 's guide here:
https://www.youtube.com/watch?v=shbHGhkh4NM
However, if you look in the console, you can see that the initialization failed.

### Minimal reproduction project (MRP)

[vr_test.zip](https://github.com/godotengine/godot/files/13848445/vr_test.zip)
Repository: godot
Issue: AStar2D get_id_path() returns a path when the first point is disabled 
Labels: bug,discussion,topic:navigation

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - integrated Intel(R) UHD Graphics (Intel Corporation; 27.20.100.9415) - Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz (8 Threads)

### Issue description

AStar2D's get_id_path() function returns a path when the first point is disabled using set_point_disabled(). It shouldn't.

get_path_id() does not return a path when any other point is disabled using set_point_disabled().

### Steps to reproduce

See code snippet:

```
var astar_test = AStar2D.new()
astar_test.add_point(0,Vector2(0,0))
astar_test.add_point(1,Vector2(0,1))
astar_test.add_point(2,Vector2(0,2))
astar_test.add_point(3,Vector2(0,3))

astar_test.connect_points(0,1)
astar_test.connect_points(1,2)
astar_test.connect_points(2,3)

print(astar_test.get_id_path(0,3)) #Finds a path. Expected behaviour.

astar_test.set_point_disabled(0,true) #Disable the first point.

print(astar_test.get_id_path(0,3)) #Finds a path, despite the first point being disabled. Unexpected behaviour.

astar_test.set_point_disabled(0,false) #Re-enable the first point

astar_test.set_point_disabled(3,true) #Disable the last point

print(astar_test.get_id_path(0,3)) #Does not find a path. Expected behaviour.

```

### Minimal reproduction project (MRP)

[astar2d_bug.zip](https://github.com/godotengine/godot/files/13848493/astar2d_bug.zip)
Repository: ant-design
Issue: 在使用Tabs组件时出现错误
Labels: 🐛 Bug,Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/p/sandbox/antd-reproduction-template-forked-y4cifi?file=%2Fpackage.json%3A6%2C24)

### Steps to reproduce

查看重现链接即可

### What is expected?

如果当前选中Tab2时，鼠标经过下拉应当出现Tab1、Tab3这两个选项的

### What is actually happening?

实际只出现Tab2、Tab3这两个选项，无法去切换到Tab1

| Environment | Info |
| --- | --- |
| antd | undefined |
| React | 18.2 |
| System | win11 |
| Browser | Chrome/112.0.0.0 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: next.js
Issue: next/image: confusing error message when requesting non-existent file.
Labels: bug,Image (next/image)

### Link to the code that reproduces this issue

https://github.com/kz-d/nextjs-sample-image-not-found

### To Reproduce

1. clone the repository and start the server

```
git clone git@github.com:kz-d/nextjs-sample-image-not-found.git
cd my-app & npm run dev
```

2. access a non-existent Image File.

ex, `http://localhost:3000/_next/image?url=%2Fimages%2Fnot-exists.png&w=384&q=75`

Observe the Response:

・The browser displays an error message: `The requested resource isn't a valid image.`
・The response's status code: `400`
・The server logs show: `The requested resource isn't a valid image for /images/not-exists.png received text/html; charset=utf-8`

### Current vs. Expected behavior

This error message might give the impression that the file exists but has an issue with its format. 
Therefore, even if the cause is a simple mistake in file path placement or a typo, it can initially lead to some difficulty in investigation.

What do you think about having a message like 'image not found' displayed when a non-existent file is specified?

related links
https://stackoverflow.com/questions/71617582/i-am-getting-the-error-the-requested-resource-isnt-a-valid-image-for-public-l

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 22.5.0: Mon Apr 24 20:53:19 PDT 2023; root:xnu-8796.121.2~5/RELEASE_ARM64_T6020
Binaries:
  Node: 20.10.0
  npm: 10.2.3
  Yarn: N/A
  pnpm: 8.14.0
Relevant Packages:
  next: 14.0.4
  eslint-config-next: 14.0.4
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


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

Image optimization (next/image, next/legacy/image)

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

next dev (local), next start (local)

### Additional context

_No response_
Repository: PowerToys
Issue: Power Automate integration for Powertoys Run
Labels: Idea-Enhancement,Help Wanted,Idea-New PowerToy,Product-PowerToys Run,Run-Plugin

### Description of the new feature / enhancement

A plugin for powertoys run that allows you to run flows created in power automate



![PowerAutomatePlugin](https://github.com/microsoft/PowerToys/assets/41360688/ef2bf7ab-c846-4fde-979a-0743c934241c)




### Scenario when this would be used?

Power Automate is a useful utility that lets you automate repetitive tasks, but currently to run any 'flow' one has to open the app and do it from there; It would be useful if you could do that right from powertoys run, the utility already has plugins for other apps like OneNote and VS code and this would make an excellent addition to the tool's capabilities.

### Supporting information

_No response_
Repository: transformers
Issue: [Flax] Migration from frozen to regular dicts with v0.7.1+
Labels: WIP

### Feature request

As of version 0.7.1, Flax defaults to returning **regular dictionaries** with the methods `.init` and `.apply`, not **frozen dictionaries** as was the case before: https://github.com/google/flax/discussions/3191

The `.init` method is called in the Transformers method `model.init_weights`, where we randomly initialised the model's parameters:
https://github.com/huggingface/transformers/blob/4ab5fb8941a38d172b3883c152c34ae2a0b83a68/src/transformers/models/gpt_neo/modeling_flax_gpt_neo.py#L370

Therefore, this Flax update is a breaking change for Transformers: previously, calling `model.init_weights` returned a frozen dict of params, whereas now it returns a regular dict. However, blindly reverting to using frozen dicts might cause issues for Flax users, since they will get regular dicts of params from Flax, but get frozen ones from Transformers.

This leaves us with two options:
1. Update the `model.init_weights` method to always return a frozen dict, even in the `module.init` returns a standard dict. This mitigates the breaking change and reverts to the behaviour we had before
2. Follow the Flax behaviour and return regular dicts of params with v0.7.1+. This would keep Transformers in-line with the latest Flax philosophy, at the expense of a breaking change

 A PR to implement 1 is in #28367: it is a single line change for each of the Flax modelling files. To implement 2, we would need to check if the `random_params` return by the `module.init` method are frozen or not, and match the dictionary type on the returned outputs.

Note that the change in behaviour will only really affect users who are initialising parameters themselves (with `_do_init=False`). These are typically advanced users who are familiar with the Flax library, and want an easy way of dropping-in Transformers Flax modules into other Flax scripts. Therefore, I would be in favour of 2, in order to maintain equivalence between the Flax and Transformers libraries. For users who rely on automatic init (`_do_init=True`), there's unlikely to be any friction, since they tend not to access the model params anyway.
Repository: godot
Issue: Transparent progress window when clicking Build Project on Mono version
Labels: bug,topic:editor,needs testing,topic:gui

### Tested versions

- Reproducible in: v4.3.dev1.mono.official [9d1cbab1c], v4.0.stable.mono.official [92bee43ad]

### System information

Godot v4.3.dev1.mono - Linux Mint 21.2 (Victoria) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 Ti (nvidia; 535.129.03) - AMD Ryzen 5 2600 Six-Core Processor (12 Threads)

### Issue description

When clicking the Build Project button the top right, a window appears showing progress:
![image1](https://github.com/godotengine/godot/assets/152298916/8a475cc5-25c7-4f0f-852c-d54400a8d7e2)

However, on subsequent presses, the window is transparent.
![image2](https://github.com/godotengine/godot/assets/152298916/589c388a-8b5c-4bd7-a44f-938543a50a8e)


### Steps to reproduce

1. Create a new project.
2. Add a node and attach a C# script. 
3. Click Build Project, see correct window.
4. Click Build Project again, see transparent window.

### Minimal reproduction project (MRP)

[test.zip](https://github.com/godotengine/godot/files/13849772/test.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Fast weight control of the LoRa model
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

The new method enables LoRa weight modification by clicking on the symbols `<` and `>` _(bracket symbols)_ 
These symbols can be pressed without any additional keyboard inputs. 

### Proposed workflow

1. Add the LoRa model to the input field
2. To increase or decrease the weight, hover over one of the symbols that indicate it's the LoRa model: `<` or `>`
3. In case the symbol `<` is clicked, the model weight decreases
4. The weight in the application is defaulted to `0.1`, so the LoRa model weight _reduced by that amount_ upon clicking

### Additional information

At the moment, we can modify the LoRa model by pressing the CTRL key along with the Up or Down arrow keys. 
These functions are not available in a _mobile or VR_ environment. Therefore, new functionality is necessary.

Example input: `<lora:ABC:1.0>`
After clicking once `<` , weight changes to: `<lora:ABC:0.9>`
After clicking twice `>` , weight changes to: `<lora:ABC:1.1>`

*The function activates changes only to the numbers that come after the model name and the first colon (`:`) symbol
Repository: godot
Issue: Button Group breaks inheritance if the scene is opened in the editor (without changing anything)
Labels: bug,needs testing,topic:gui

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - macOS 14.2.1 - GLES3 (Compatibility) - Apple M1 - Apple M1 (8 Threads)

### Issue description

I assigned certain buttons to a button group. It works great until the moment I open the scene where the buttons are placed, after which a setting gets reset and inheritance gets broken.

### Steps to reproduce

Open the attached project in Godot (don't click on any scenes!).
Start it (click the launch button in the upper right corner) and watch the console.
The printout will tell you which 3 buttons belong to a button group.

Close the project (press Esc) and back in the IDE, and open the "level 01" scene.
Don't change anything in the scene!
Launch the project again.
Now the console log will show that no buttons belong to the group despite nothing actually changing from the first time the project was launched.

I tried everything I can think of, resaving the button group, making it unique, removing the "menu" from the base scene and readding it, remaking the whole setup from scratch, experimenting by making the button group local or not… It just loses the buttons from the group no matter what.

### Minimal reproduction project (MRP)

[engage button group changes settings.zip](https://github.com/godotengine/godot/files/13849829/engage.button.group.changes.settings.zip)
Repository: PowerToys
Issue: How to add <Enter> after text in Key mapping
Labels: Product-Keyboard Shortcut Manager,Issue-Docs,Needs-Triage

### Provide a description of requested docs changes

In keyboard manager documentation there is no guidance as to how to add special key functions in key remapping.

For Example - The documentation describes how to map H to Hello! but I'd like to add  an <Enter> after the text. I have tried Alt013 but I cannot find any guidance as to whether this is possible or not.