sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Cannot select/click on Bone2D node via mouse in the editor
Labels: bug,topic:editor,topic:2d

### Tested versions

Works in  v3.5.3.stable.official [6c814135b]

Does not work in v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Ubuntu 22.04.4 LTS 22.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (nvidia; 525.147.05) - AMD Ryzen 7 4800H with Radeon Graphics (16 Threads)

### Issue description

Bone2D is not selectable/clickable like it was in in Godot v 3.5, I'm not sure if this is a bug or an intentional feature:

https://github.com/godotengine/godot/assets/73928607/39906bc7-6938-450e-867e-825146e9bb75


Here's how it worked properly in 3.5 for reference:

https://github.com/godotengine/godot/assets/73928607/35ed0b4f-5416-4d0a-aced-5fcc7b4504ee





### Steps to reproduce

1. Create a Skeleton2D node
2. Add multiple Bone2D nodes as children of it
3. Try and click on them via mouse

### Minimal reproduction project (MRP)

[BoneSelectIssue.zip](https://github.com/godotengine/godot/files/14773403/BoneSelectIssue.zip)
Repository: ui
Issue: [bug]: combobox search do not work with cmdk 1.0.0
Labels: bug

### Describe the bug

combobox search do not work with cmdk 1.0.0

### Affected component/components

ComboBox

### How to reproduce

search in combox

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
chrome
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: flutter
Issue: Function to add service-worker code for flutter web application
Labels: c: new feature,tool,platform-web,c: proposal,P2,team-web,triaged-web

### Use case

In flutter web, developers need to set up service-worker to run background jobs. For example, firebase_messaging introduces the following snippet to be added.

https://firebase.google.com/docs/cloud-messaging/flutter/receive#background_messages

Developers may also need to write code to handle local pushes.

https://developer.mozilla.org/en-US/docs/Web/API/ServiceWorkerGlobalScope/notificationclick_event

---

However, the flutter web template does not have this function.
For example, I checked the latest `flutter_bootstrap.js` and I couldn't found the ability to add code to service-worker.

https://github.com/flutter/flutter/pull/144434

For this reason, I would like the function to add the code for the application to the service-worker.

### Proposal

I propose the creation of `application_service_worker.js` to which developers can add code.

I think adding `importScripts("application_service_worker.js");` to `flutter_service_worker.js` will load the developer's code into the service-worker.

https://developer.mozilla.org/en-US/docs/Web/API/WorkerGlobalScope/importScripts

---

The following process is imagined.

`application_service_worker.js`

```javascript
importScripts("https://www.gstatic.com/firebasejs/8.10.0/firebase-app.js");
importScripts("https://www.gstatic.com/firebasejs/8.10.0/firebase-messaging.js");

firebase.initializeApp({
  apiKey: "...",
  authDomain: "...",
  databaseURL: "...",
  projectId: "...",
  storageBucket: "...",
  messagingSenderId: "...",
  appId: "...",
});

const messaging = firebase.messaging();

// Optional:
messaging.onBackgroundMessage((message) => {
  console.log("onBackgroundMessage", message);
});
```

`flutter_service_worker.js`

```javascript
'use strict';

importScripts("application_service_worker.js");

const MANIFEST = 'flutter-app-manifest';
const TEMP = 'flutter-temp-cache';
const CACHE_NAME = 'flutter-app-cache';

~~~
```
Repository: storybook
Issue: [Bug]: Next JS addon shows errors using compiled .js instead of original .ts
Labels: bug,nextjs,needs triage

### Describe the bug

When using the Next JS addon, any errors will use the compiled main.js as the source instead of the uncompiled .ts file.

Using Vite
```
value is undefined

Select<@http://localhost:4400/src/input/Select.tsx:136:15
...
```

Using Next JS
```
value is undefined

./libs/client/components/shared/src/input/Select.tsx/Select<@http://localhost:4400/main.iframe.bundle.js:1081:5
...
```

### To Reproduce

1. Create a Storybook for a TypeScript component that throws an error using Next JS addon.
2. Run the Storybook.

Repro: https://stackblitz.com/edit/github-nh9svy

### System

```bash
Storybook Environment Info:

  System:
    OS: Linux 5.15 Debian GNU/Linux 11 (bullseye) 11 (bullseye)
    CPU: (16) x64 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz
    Shell: 5.1.4 - /bin/bash
  Binaries:
    Node: 20.2.0 - /usr/local/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn <----- active
    npm: 9.6.6 - /usr/local/bin/npm
    pnpm: 8.6.1 - /usr/local/share/npm-global/bin/pnpm
  npmPackages:
    @storybook/addon-docs: 7.6.1 => 7.6.1 
    @storybook/addon-essentials: 7.6.1 => 7.6.1 
    @storybook/addon-interactions: 7.6.1 => 7.6.1 
    @storybook/client-api: 7.0.10 => 7.0.10 
    @storybook/core-common: ^7.0.9 => 7.6.16 
    @storybook/core-server: 7.6.1 => 7.6.1 
    @storybook/jest: 0.2.3 => 0.2.3 
    @storybook/nextjs: 7.6.1 => 7.6.1 
    @storybook/react-vite: ^8.0.4 => 8.0.4 
    @storybook/test-runner: ^0.16.0 => 0.16.0 
    @storybook/testing-library: 0.2.2 => 0.2.2 
    @storybook/testing-react: ^2.0.0 => 2.0.1 
    chromatic: ^6.5.1 => 6.24.1 
    eslint-plugin-storybook: ^0.6.12 => 0.6.15 
    storybook: 7.0.10 => 7.0.10
```


### Additional context

_No response_
Repository: material-ui
Issue: [docs-infra] Investigate the report of web vitals
Labels: scope: docs-infra

Just noticed this warning while working on _app.js:
> ⚠ Fast Refresh had to perform a full reload when ./pages/_app.js changed. Read more: https://nextjs.org/docs/messages/fast-refresh-reload

Looks like it's caused by the reportWebVitals function that is [exported](https://github.com/mui/material-ui/blob/2827bacf567fc95ef147d543316ffe688896db90/docs/pages/_app.js#L370). Is this a deprecated next.js feature? I can't find anything about it anymore in the docs, except for these [old ones](https://nextjs.org/learn-pages-router/seo/monitor/custom-reporting). The current docs seem to mention a useReportWebVitals  [hook](https://nextjs.org/docs/pages/api-reference/functions/use-report-web-vitals) instead.


## Actions/ questions to answer

- What does the code is currently reporting?
- Do we need those information or can we rely on [Search console](https://search.google.com/search-console/core-web-vitals?resource_id=sc-domain%3Amui.com) for that aspect
- Either update to the up to date way of handling web vital with NextJS, or just drop it

**Search keywords**:
Repository: rust
Issue: Don't use *move* in `Pin` documentaton
Labels: C-enhancement,A-docs,T-libs

### Location

https://doc.rust-lang.org/std/pin/index.html#what-is-moving

### Summary

As explained there *move* usually has a different meaning in Rust. I suggest using another word to avoid this confusion.
We could use 
- Displace
- Transfer
- Relocate
Repository: pytorch
Issue: Dynamo legacy to functional collectives remapping without copy_
Labels: oncall: distributed,triaged,oncall: pt2,module: dynamic shapes

### 🚀 The feature, motivation and pitch

Current remapping adds copy_ operation to the graph which effectively adds significant number on conditions on tensor strides / sizes and result with DataDependentError which is hard to bypass (especially for Inductor checks for non-Overlapping memory layout)

Potential solution is to find a way of remapping without copy_, but that could be done when output tensor was created and used only for output of collectives. In that case it's creation can be fused as return of functional collective.

Code point: 
https://github.com/pytorch/pytorch/blob/main/torch/distributed/_functional_collectives.py#L1046

### 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 @chauhang @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519
Repository: deno
Issue: `deno compile --analyze` 
Labels: feat,cli,compile

for debugging large binaries similar to esbuilds analyze. 
```
tmp.js ───────────────────────────────────────────────────────────────── 1.1mb ─ 100.0%
   └ ../tmp.mjs ─ 1.1mb ── 99.9%
```

cc @halvardssm
Repository: transformers
Issue: Change Device Allocation and Improve Shape Handling in Trainer evaluation loop
Labels: Feature request

### Feature request

## Context
Currently when setting the [compute_metrics](https://github.com/huggingface/transformers/blob/main/src/transformers/trainer.py#L360) parameter as non-null value it sets the [prediction_loss_only](https://github.com/huggingface/transformers/blob/main/src/transformers/trainer.py#L3402)  param as `False`.

As `prediction_loss_only` is `False`, [self.prediction_step](https://github.com/huggingface/transformers/blob/main/src/transformers/trainer.py#L3586) will return non-null value for the `logits` variable.

This variable will be used here to be [padded](https://github.com/huggingface/transformers/blob/main/src/transformers/trainer.py#L3608), then [concatenated](https://github.com/huggingface/transformers/blob/main/src/transformers/trainer.py#L3612) to previously stored logits.

## What bothers me

### Device Allocation
If the logits are tensors, a new tensor will be created using the same device as logits' one ([cf](https://github.com/huggingface/transformers/blob/main/src/transformers/trainer_pt_utils.py#L91)). Meaning that if `logits` is on `cuda:0`, the resulting tensor will also be on `cuda:0`. This unnecessarily consumes VRAM as after the tensor will be moved back to CPU ([cf](https://github.com/huggingface/transformers/blob/main/src/transformers/trainer.py#L3626)) without further operations.

IMO the resulting tensor should be on CPU from the beginning to avoid consuming VRAM unnecessarily. But let me know if I miss something :)

### Handling of Shapes

It seems that the concatenation is only done across `logits` ([cf](https://github.com/huggingface/transformers/blob/main/src/transformers/trainer.py#L3608)), not taking into account the shape of previously registered logits in `preds_host`. Meaning that at each iteration, the `logits` should have the same max length otherwise it will raise the following error : `RuntimeError: Sizes of tensors must match except in dimension 0. Expected size [SHAPE] but got size [ANOTHER SHAPE] for tensor number 1 in the list.`

This causes issue for `AnyToSeq` models (i.e `SeqToSeq`) where the length of the outputs sequences can vary from one iteration to another. The current workaround would be to pad the output to a fix max length (i.e by padding the input itself to a fix max length) however this greatly increase the necessary compute, thus making the training process slower.

A fix could be to directly cast the logits to numpy with a non-constant shapes across logits.

---

@muellerzr I would be happy to have your input on that one

### Motivation

For more context, I encountered those behaviors when working on [that issue](https://github.com/Thytu/SMIT/issues/6).

Fixing both behaviors would :
* Remove the spikes in VRAM usage generated when using `compute_metrics`
* Avoid having to pad the model's input unnecessarily thus reducing the compute required and making the training faster.

### Your contribution

It's kinda of a blocker on my side, so I would be happy to work on a PR :)
Repository: transformers
Issue: Support DBRX Model
Labels: New model

### Feature request

Support the DBRX model (only correct pronunciation: DB-Rex) [blog post](https://www.databricks.com/blog/introducing-dbrx-new-state-art-open-llm).

Code is from the open source [databricks/dbrx](https://github.com/databricks/dbrx) repository.

### Motivation

> Across a range of standard benchmarks, DBRX sets a new state-of-the-art for established open LLMs. Moreover, it provides the open community and enterprises building their own LLMs with capabilities that were previously limited to closed model APIs; according to our measurements, it surpasses GPT-3.5, and it is competitive with Gemini 1.0 Pro. It is an especially capable code model, surpassing specialized models like CodeLLaMA-70B on programming, in addition to its strength as a general-purpose LLM.

### Your contribution

https://github.com/huggingface/transformers/pull/29910
Repository: flutter
Issue: Give `origin` param in `Gridview.builder` instead of `reverse`
Labels: c: new feature,framework,f: scrolling,c: proposal,P2,team-framework,triaged-framework

### Use case

This feature will allow me to create a GitHub contribution heatmap-like feature where the layout of grid items should start from the `bottom right corner`, whereas in Flutter it starts in the `top left corner` by default and the `top right corner` when using `reverse: true`.

This feature will enable developers to build more customizable layouts in `Gridview.builder`

Please close this if it's a skill issue and let me know how to achieve this without a new feature, I've tried and couldn't replicate the order in which the children layout i.e., (bottom -> top -> bottom of prev column -> top ) so on...


### Desired result
![Screenshot 2024-03-27 at 21 53 14](https://github.com/flutter/flutter/assets/59935432/e7fd630e-dd25-4903-80f4-8893e862fcc2)
Repository: TypeScript
Issue: Go-to-definition should only show relevant definitions when value & type have same name
Labels: Suggestion,Awaiting More Feedback

### 🔎 Search Terms

"go to definition", "same identifier", "value", "type"

### 🕗 Version & Regression Information

Always was the case, AFAIK

### ⏯ Playground Link

https://www.typescriptlang.org/play?#code/C4TwDgpgBMULxQN4F8oFgBQmDGB7AdgM6ywIrpYYBmArvtsAJYFRUAUAhgE4DmAXDACUSKKgD0YqD1yN8PGLigATCFVmMmLFgANg2qAAsIXCIGgCKYwBuEQstXrNRKLipQARrmAGoAWhjhoDnwlKEsOABsaaF1tABooCGt8GANcGh5vMMjovShsIPxPd2gaQggQ2RTGWzBwjmwIAWBCbF8Eri5cLigAFQBlACYAdgAWAE4BAHJgSagTKmNbYEUOUIio+LcaWGri2XlS8qgOW1XQSENjCAA6KAARRhCQNKgAWwggqGmAlxhJgH5MJggA

### 💻 Code

```ts
type t = {} 

const t = {} 

function f(arg: t) { } // going to definition on `t` here​ gives definitions of both - type and value `t`, even though value `t` cannot be used in this place: tsc - error TS2749: 't' refers to a value, but is being used as a type here. Did you mean 'typeof t'?

```

### 🙁 Actual behavior

"Go to definition" on a param type `t` shows 2 definitions - value & type which have same name - even though the value's definition is completely irrelevant.

### 🙂 Expected behavior

"Go to definition" shows only relevant definition of `type t`

### Additional information about the issue

_No response_
Repository: rust
Issue: [TSan] futex syscalls are not marked as blocking, causing hangs on TSan builds when combined with async signals
Labels: T-compiler,A-sanitizers,C-bug

I've been investigating the Firefox Profiler hangs that were happening in TSan builds, and discovered that LLVM doesn't correctly mark some blocking functions calls (https://github.com/llvm/llvm-project/issues/83561 and https://github.com/llvm/llvm-project/issues/83844). And it was failing to send async signals like `SIGPROF` properly.

There is also a Rust test case in the second issue if you want to try it yourself: https://github.com/canova/rustc-tsan-testcase

They've been resolved now, but Rust needs to get the LLVM patches as well and on top of it it needs to do a manual handling for `FUTEX_WAIT` syscalls.

It looks like for calling syscalls directly, there isn't a way to intercept the call (it's possible for glibc calls like `pthread_mutex_lock` etc.). That's why when a syscall is being called, the program itself has to inject [pre/post syscall hooks](https://github.com/llvm/llvm-project/blob/313bf28f98f714a0bd8f74a3beb4631d94428f89/compiler-rt/include/sanitizer/linux_syscall_hooks.h) itself. [My PR](https://github.com/llvm/llvm-project/pull/86537) added these new hooks for `futex` syscalls so they can be marked as blocking properly. Rust std library also calls `FUTEX_WAIT` syscalls directly, which means that we need to add `__sanitizer_syscall_pre_futex` and `__sanitizer_syscall_post_futex` to here (beware that these are macros, so you'll want to cal the functions that the macros call instead):
https://github.com/rust-lang/rust/blob/10a7aa14fed9b528b74b0f098c4899c37c09a9c7/library/std/src/sys/pal/unix/futex.rs#L60-L70

I tried implementing it, but I couldn't make the linker happy yet. It can't find the hooks, they should be inside the libclang_rt but I can't seem to make it work. Any help would be appreciated!
Repository: flutter
Issue: Scrollbar does not reach the bottom of the textfield
Labels: a: text input,framework,f: material design,f: scrolling,has reproducible steps,found in release: 3.19,team-text-input,found in release: 3.21

### Steps to reproduce

Run the code below

### Expected results

The scrollbar should reach the bottom of the textfield

### Actual results

The scrollbar stops midway

### Code sample

<details open><summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Scrollbar',
      theme: ThemeData(
        colorScheme: ColorScheme.fromSeed(seedColor: Colors.green),
        useMaterial3: false,
      ),
      home: const MyHomePage(title: 'Flutter Scrollbar'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  const MyHomePage({super.key, required this.title});

  final String title;

  @override
  State<MyHomePage> createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  final _scrollController = ScrollController();

  String _buildMessages() {
    const messages = "Hello there";
    return List<String>.filled(30, messages).join('\n');
  }

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        backgroundColor: Theme.of(context).colorScheme.inversePrimary,
        title: Text(widget.title),
      ),
      body: Center(
        child: Column(
          mainAxisAlignment: MainAxisAlignment.start,
          children: <Widget>[
            Scrollbar(
              thumbVisibility: true,
              thickness: 6,
              controller: _scrollController,
              child: TextField(
                scrollController: _scrollController,
                maxLines: 9,
                readOnly: true,
                controller: TextEditingController(text: _buildMessages()),
              ),
            ),
          ],
        ),
      ),
    );
  }
}

```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

![image](https://github.com/flutter/flutter/assets/107134362/2b9c3a39-2e6c-4d02-99fc-002186c2efb1)


</details>





### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.16.4, on macOS 14.4 23E214 darwin-x64, locale en-CA)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 15.3)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2022.3)
[✓] IntelliJ IDEA Ultimate Edition (version 2023.1.6)
[✓] VS Code (version 1.87.2)
[✓] Connected device (3 available)
[✓] Network resources

• No issues found!
```

</details>
Repository: flutter
Issue: Separate tests from builds that generate artifacts
Labels: c: proposal,P2,c: tech-debt,team-engine,triaged-engine

From @godofredoc on an internal doc on "Engine Goldens + Cherrypick Workflow":

> Would it be possible to add a goal to separate tests from the builds generating artifacts? 
>
> The context of this request is that builds that generate release artifacts run on secure infrastructure that can only be triggered by new commits and manual runs with multiparty approvals. This would mean that if goldens get blocked on small differences that are manually approved the entire release process can be delayed. If all the tests are separated to its own builders then we would be able to retry from the dashboard without MPAs and huge delays because of the limited resources.
>
> Happy to provide more details if needed.

As of right now, (I believe) @godofredoc is suggesting this should be a blocker to having a cherrypick workflow on the release branch, and I tend to agree with him that without this separation we'd be putting a lot of burden on release engineers.

Anyway, filed as an issue to discuss with the engine/web team. Feel free to chime in.

/cc @zanderso @gaaclarke @jonahwilliams @mdebbar for a start.
Repository: godot
Issue: Godot freezing when loading a resource into itself
Labels: bug,topic:editor,crash,topic:animation

### Tested versions

Godot 4.2 and I believe any other godot version

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 31.0.15.5186) - 12th Gen Intel(R) Core(TM) i9-12900K (24 Threads)

### Issue description

This issue happens when you save any resource and then if the resource allows it, loading the saved resource into itself
To be more specific about my issue, using animation tree and saving the state manager and loading the saved state manager into itself

### Steps to reproduce

First step is to make a state machine in the animation tree node
![image](https://github.com/godotengine/godot/assets/85768334/b15ed28a-79d6-4590-84cd-2974c6df2703)
Then I saved the animation tree like this to a folder
![image](https://github.com/godotengine/godot/assets/85768334/66fb8022-a492-4e5c-9949-18591ffea179)
Then I loaded the saved file from before into the same state machine as before
![image](https://github.com/godotengine/godot/assets/85768334/31a65570-25f1-4749-b43e-f593f562b1f7)
Then godot freezes, which makes sense considering that is an endless loop

### Minimal reproduction project (MRP)

It happens with every project