sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Whether tensor parallelism supports the overlap of communication calculations for gradient computation, and how to implement it
Labels: oncall: distributed,triaged

### 🚀 The feature, motivation and pitch

I want to know How to achieve the overlap of communication calculations when finding the gradient after row cutting/column cutting of the linear layer，thanks
The following is
https://pytorch.org/docs/2.3/distributed.tensor.parallel.html

### Alternatives

_No response_

### Additional context

_No response_

cc @XilunWu @H-Huang @awgu @kwen2501 @wanchaol @fegin @fduwjj @wz337 @wconstab @d4l3k @c-p-i-o
Repository: deno
Issue: Deno panic after pipe output to unknown command
Labels: bug

Version: Deno 1.45.5
Platform: Max OS X 14.6.1

I accidentally typo'd in the command I wanted to pipe the output of coverage to. This generated a panic by Deno.

```bash
$ deno task coverage
Task coverage deno coverage | dun run mod.ts
dun: command not found

============================================================
Deno has panicked. This is a bug in Deno. Please report this
at https://github.com/denoland/deno/issues/new.
If you can reliably reproduce this panic, include the
reproduction steps and re-run with the RUST_BACKTRACE=1 env
var set and include the backtrace in your report.

Platform: macos aarch64
Version: 1.45.5
Args: ["/opt/homebrew/bin/deno", "coverage"]

thread 'main' panicked at library/std/src/io/stdio.rs:1118:9:
failed printing to stdout: Broken pipe (os error 32)
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
Repository: godot
Issue: Switching IME language mid-input keeps non-committed text visible on Wayland
Labels: bug,platform:linuxbsd,topic:input,topic:gui

### Tested versions

v4.3.1.rc.custom_build [ff9bc0422]

### System information

Godot v4.3.1.rc (ff9bc0422) - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Wed Aug  7 16:19:28 UTC 2024 - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 7900 XT (RADV NAVI31) - AMD Ryzen 9 7900X 12-Core Processor (24 Threads)

### Issue description

On the Wayland version of the editor, on KDE with fcitx5 as IME, I can switch between French and Japanese. When typing Japanese, I have to commit text when converting kanji for instance; if I go back to French with non-committed text, this text will follow the caret (see video below).

https://github.com/user-attachments/assets/75878b5c-4884-4618-bd7a-d46ee6438f0a

On X11, non-committed text is deleted.

### Steps to reproduce

Write text in multiple languages, with at least one requiring committing text (like Japanese, probably Chinese as well, I don't know about other languages), and switch between languages with some uncommitted text.
Reminder: the issue occurs on KDE, Wayland editor with fcitx5 IME.

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Project corrupts when a project setting has a custom resource as its value
Labels: bug,topic:core

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.22631 - 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

After executing the following code:
```gdscript
# plugin.gd
@tool
extends EditorPlugin

func _enter_tree() -> void:
    ProjectSettings.set_setting("corrupt/test/resource", CustomResource.new())
```
```gdscript
# CustomResource.gd
extends Resource
class_name CustomResource
```
And then reloading the project, the following happens:
1. The project doesn't reopen after closing.
2. After opening the project manager manually, the project manager says the project is missing from the file system. However, opening the location of the project in file explorer, it is still there. Hovering over the warning symbol shows "This project uses features unsupported by the current build: Unknown version".
![image](https://github.com/user-attachments/assets/1261ed72-5fd4-48a2-8138-cd8491d2fc0d)

Opening the project's `project.godot` file and changing
`test/resource=Object(Resource,"resource_local_to_scene":false,"resource_name":"","script":Resource("res://CustomResource.gd"))` to `test/resource=Object(Resource,"resource_local_to_scene":false,"resource_name":"")` (removing the resource's script) fixes the problem and after reloading the project manager the project shows up normally.

### Steps to reproduce

1. Create a new project.
2. Create a new script that extends `Resource` and give it a `class_name`.
3. Create a plugin.
4. In the plugin's `_enter_tree()` function, set a custom project setting to an instance of the resource defined above.
5. Disable and re-enable the plugin to run the code.
6. Attempt to reload the project (and see that it does not reopen).
7. Open the project manager and see that the project is corrupted.
8. Open the project's `project.godot` file and remove the `script=Resource(...)` from the value of the new setting.
9. Close and reopen the project manager and see that the project is not corrupted.

### Minimal reproduction project (MRP)

[Corrupt.zip](https://github.com/user-attachments/files/16782905/Corrupt.zip)
Repository: godot
Issue: script_editor_cache.cfg stores old version of script filename resulting in "Case mismatch opening requested file" console spam.
Labels: bug,topic:editor

### Tested versions

4.3

### System information

Windows 10, Vulkan forward +, Nvidia 3070

### Issue description

I renamed a script file outside of the editor that had an upper case letter to match the standard snake_case filenames and, after restarting the project, got a bunch of spam in the console, even though nothing referenced the original filename:

`drivers/windows/file_access_windows.cpp:181 - Case mismatch opening requested file 'res://addons/console/Console.gd', stored as 'res://addons/console/console.gd' in the filesystem. This file will not open when exported to other case-sensitive platforms.`
![image](https://github.com/user-attachments/assets/3b37dc29-7578-440c-b5aa-a337892a655f)


### Steps to reproduce

Not sure if this is exclusive to addons, but I have a simple developer console, and it's had a non-standard filename, so I decided to fix this.  In my active project, it wasn't a problem, as I renamed it within Godot, but when I replaced the addon with the updated version in a test project, I started getting errors, even though nothing referenced the original "Console.gd" filename.  I tried enabling/disabling the addon and restarting the project several times and ensured nothing was referencing it in the autoload/plugin/scripts/etc.

Before:

```gdscript
func _enter_tree():
	print("Console plugin activated.")
	add_autoload_singleton("Console", "res://addons/console/Console.gd")
```

After:

```gdscript
func _enter_tree():
	print("Console plugin activated.")
	add_autoload_singleton("Console", "res://addons/console/console.gd")
```

Deleting the ".godot" directory fixes the issue, and upon further inspection, it seems the project_metadata.cfg was the culprit:

`scripts=["res://addons/console/console.gd", "res://addons/console/plugin.cfg", "res://addons/console/console_plugin.gd", "res://addons/console/Console.gd", "res://main_scene.gd", "res://spinning_cube.gd"]`

The script_editor_cache.cfg and editor_layout.cfg might also cause the problem as they also contain references to the file.

Edit: Seems the project_metadata.cfg does not cause it.  The script_editor_cache definitely does, though.  Editor_layout likely does as well.  As a side note, it's kind of interesting how many times the error message pops up suggesting that Godot might be reading these files more often than it needs to and reducing these reads could speed up project reload times.


### Minimal reproduction project (MRP)

[test-console_case_error.zip](https://github.com/user-attachments/files/16783136/test-console_case_error.zip)

Note: .godot directory is necessary to reproduce the issue.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Want to disable the Prompts from file or textbox script automatically concatenating from the top prompt box.
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 ?

Won't concatenate the top prompt box either at the start or end, will just ignore it and only rely on the List of prompts inputs.

### Proposed workflow

A simple checkbox to disable in settings or a 'none' option under 'Insert prompts at the'

### Additional information

_No response_
Repository: godot
Issue: Softbody3D with custom mesh invisible depending on LOD bias
Labels: bug,topic:rendering,confirmed,topic:3d

### Tested versions

- 4.2.2 stable
- 4.3 stable
- 4.4 dev 1
- 4.4 dev 7

### System information

Godot v4.3.stable - Linux Mint 22 (Wilma) - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 (amdgpu; 6.7.0) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

I have a Softbody3D with a custom mesh  (imported from Blender). It is only visible when changing the LOD bias to a high value. Lower values make it invisible or only temporarily visible. This only happens with a detailed custom mesh like in the video, not a default mesh.

With LOD bias = 1 - invisible

https://github.com/user-attachments/assets/fa44b59a-78fe-4b69-b915-b1566557be24

With LOD bias = 17 - temporarily visible

https://github.com/user-attachments/assets/0332945f-88d2-4abf-be84-e42da76cf3e8

With LOD bias = 128 (max) - visible without a problem

https://github.com/user-attachments/assets/72e1cbe2-8e39-4ecb-88ce-bdfe564aa71d


### Steps to reproduce

1. new SoftBody3D scene (setup as in the MRP, default settings + camera + light etc.)
2. set "Complex Custom Mesh.res" as mesh (it might work with other complex meshes as well)
3. play around with the LOD bias setting of the Softbody3D (1 was always invisible)

I have three Softbodys in the MRP:
Complex Custom Mesh Softbody - the one where the problem occurs
Simple Custom Mesh Softbody - also a custom mesh but only a simple plane where no problem occurs
Default Mesh Softbody - Engine default plane mesh where no problem occurs

[Complex Custom Mesh.res.zip](https://github.com/user-attachments/files/16783353/Complex.Custom.Mesh.res.zip)



### Minimal reproduction project (MRP)

[softbodyLodMrp.zip](https://github.com/user-attachments/files/16783312/softbodyLodMrp.zip)
Repository: deno
Issue: Deno.connect() with timeout and/or AbortSignal
Labels: feat,public API,ext/net

I encountered a problem with `Deno.connect()` and graceful program exit (e.g. with a SIGINT signal handler). If the remote peer of a TCP connection does not answer the `SYN`, for example because it is filtered by a firewall, Deno awaits a connection timeout from the kernel which can be more than 2 minutes on default linux installations (based on `/proc/sys/net/ipv4/tcp_syn_retries`). Exiting with `Deno.exit()` is still possible, of course, but it skips any shutdown and abort handlers defined in the application.

Can `Deno.connect()` be adjusted to accept either an `AbortSignal` or a custom timeout value?
Repository: go
Issue: x/tools/gopls: support renaming a test package to make it external
Labels: FeatureRequest,gopls,Tools

#### What did you do?

Using gopls to develop Go tests. Working on a test package `foo`, I need to make it an external package `foo_test`, as otherwise I start running into import cycles when adding some more imports.

#### What did you expect to see?

Gopls should support renaming the package name in a test file from `foo` to `foo_test` via its rename action. It would effectively do the same that I now do manually, which is:

1) rename the package name from `foo` to `foo_test`
2) add an import of the original `foo` package
3) rewrite all unqualified references to the original `foo` package, such as `Bar` and `Bar.Baz`, to `foo.Bar` and `foo.Bar.Baz`.

Note that this process could fail if one of the unqualified references was unexported like `bar`, since that can't be reached via an import. I think it's fine for gopls to leave the broken `foo.bar` in this case, and let the user deal with the problem with the best solution - which might be to export the name, or to use an `export_test.go` file, or use existing exported API instead. But gopls should still aim to do as much as possible here, even if the result still has a few build errors.

#### What did you see instead?

> protocol error: ServerError(0): cannot rename to _test package                                                                                                                                                       

#### Build info

```
golang.org/x/tools/gopls v0.0.0-20240823192219-0734f6249fc1
    golang.org/x/tools/gopls@v0.0.0-20240823192219-0734f6249fc1 h1:adMOkkhp86ogfEmvcqIVEfqTJiF3ZRVQc2kJRHxuv/o=
    github.com/BurntSushi/toml@v1.2.1 h1:9F2/+DoOYIOksmaJFPw1tGFy1eDnIJXg+UHjuD8lTak=
    github.com/google/go-cmp@v0.6.0 h1:ofyhxvXcZhMsU5ulbFiLKl/XBFqE1GSq7atu8tAmTRI=
    golang.org/x/exp/typeparams@v0.0.0-20221212164502-fae10dda9338 h1:2O2DON6y3XMJiQRAS1UWU+54aec2uopH3x7MAiqGW6Y=
    golang.org/x/mod@v0.20.0 h1:utOm6MM3R3dnawAiJgn0y+xvuYRsm1RKM/4giyfDgV0=
    golang.org/x/sync@v0.8.0 h1:3NFvSEYkUoMifnESzZl15y791HH1qU2xm6eCJU5ZPXQ=
    golang.org/x/telemetry@v0.0.0-20240712210958-268b4a8ec2d7 h1:nU8/tAV/21mkPrCjACUeSibjhynTovgRMXc32+Y1Aec=
    golang.org/x/text@v0.17.0 h1:XtiM5bkSOt+ewxlOE/aE/AKEHibwj/6gvWMl9Rsh0Qc=
    golang.org/x/tools@v0.24.1-0.20240823192219-0734f6249fc1 h1:KqzLXpTyjOPebElwYOBIjaAiN+nsMpzGF5V+sXq6xwQ=
    golang.org/x/vuln@v1.0.4 h1:SP0mPeg2PmGCu03V+61EcQiOjmpri2XijexKdzv8Z1I=
    honnef.co/go/tools@v0.4.7 h1:9MDAWxMoSnB6QoSqiVr7P5mtkT9pOc1kSxchzPCnqJs=
    mvdan.cc/gofumpt@v0.6.0 h1:G3QvahNDmpD+Aek/bNOLrFR2XC6ZAdo62dZu65gmwGo=
    mvdan.cc/xurls/v2@v2.5.0 h1:lyBNOm8Wo71UknhUs4QTFUNNMyxy2JEIaKKo0RWOh+8=
go: devel go1.24-36b45bca66 2024-08-26 22:29:43 +0000
```
Repository: flutter
Issue: ElevatedButton's background color isn't being animated between enabled/disabled states
Labels: framework,a: animation,f: material design,has reproducible steps,P2,team-design,triaged-design,found in release: 3.24,found in release: 3.25

### Steps to reproduce

1. Run sample code
2. Tap on the button "Press here"

### Expected results

The background color of the button should be animated

### Actual results

The background color is instantly swapped.

### Code sample

<details open><summary>Code sample</summary>

```dart
void main() async {
  WidgetsFlutterBinding.ensureInitialized();
  runApp(const MyApp());
}

class MyApp extends StatefulWidget {
  const MyApp({super.key});

  @override
  State<MyApp> createState() => _MyAppState();
}

class _MyAppState extends State<MyApp> {
  bool enabled = false;
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      theme: ThemeData.light().copyWith(
        elevatedButtonTheme: ElevatedButtonThemeData(
          style: ElevatedButton.styleFrom(
            backgroundColor: Colors.black,
            foregroundColor: Colors.white,
            disabledBackgroundColor: Colors.grey[300],
            disabledForegroundColor: Colors.grey[500],
          ),
        ),
      ),
      home: Scaffold(
        body: Center(
          child: Column(
            mainAxisAlignment: MainAxisAlignment.center,
            children: [
              ElevatedButton(
                onPressed: enabled ? () {} : null,
                child: Text(enabled ? "Enabled" : "Disabled"),
              ),
              CupertinoButton(
                onPressed: () {
                  setState(() {
                    enabled = !enabled;
                  });
                },
                child: const Text("Press here"),
              ),
            ],
          ),
        ),
      ),
    );
  }
}
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

https://github.com/user-attachments/assets/02679c52-1e07-47fc-9334-4cea79e0bc6c

</details>

### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel master, 3.25.0-1.0.pre.160, on macOS 14.6.1 23G93 darwin-arm64, locale en-SI)
[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 15.4)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2023.2)
[✓] VS Code (version 1.92.2)
[✓] Connected device (4 available)
[✓] Network resources

• No issues found!
```

</details>
Repository: kubernetes
Issue: Watches are not drained during graceful termination when feature gate APIServingWithRoutine is on
Labels: kind/bug,sig/api-machinery,triage/accepted

### What happened?

I tried to observe the graceful termination of kube-apiserver, in particular, how watches are drained.
1) I created a cluster in 1.30 with kube-apiserver flags
```
--shutdown-delay-duration=10s --shutdown-send-retry-after=true --shutdown-watch-termination-grace-period=60s 
```
and with feature gate `APIServingWithRoutine` on.
Also, I added to kube-apiserver's manifest the following line
```
"terminationGracePeriodSeconds"=60,
```
2) I killed the kube-apiserver, and found the following log during graceful termination:
```
"[graceful-termination] active watch request(s) have drained" duration="1m0s" activeWatchesBefore=0 activeWatchesAfter=0 error=null
```
`activeWatchesBefore=0` is not the expected behavior.
Also, I do not observe any logs of watches being closed.

### What did you expect to happen?

I expected a non-zero number of watches to be drained during graceful termination.
When I do the same procedure as above but for cluster 1.29.6 (or a cluster with feature gate `APIServingWithRoutine` off) I see a log similar to this one
```
"[graceful-termination] active watch request(s) have drained" duration="1m0s" activeWatchesBefore=623 activeWatchesAfter=0 error=null"
```
and, preceding it, there are logs of watches being closed (with latency in ~minutes)

### How can we reproduce it (as minimally and precisely as possible)?

Create clusters in 1.30 with provided kube-apiserver flags and with feature gate `APIServingWithRoutine` on and off, respectively.

### Anything else we need to know?

This issue seems to be related to:
- https://github.com/kubernetes/kubernetes/issues/125614

In particular, disabling the feature gate `APIServingWithRoutine` on the kube-apiserver leads to the correct behavior (watches are being drained as in 1.29 version)

### Kubernetes version

Observed in 1.30.2+

### Cloud provider

N/A


### OS version

N/A

### Install tools

N/A

### Container runtime (CRI) and version (if applicable)

N/A


### Related plugins (CNI, CSI, ...) and versions (if applicable)

N/A
Repository: vscode
Issue: The "add dev container files" quick pick can remove the item you want
Labels: bug,containers

Testing #226686

If your timing is unlucky it's very easy to lose the custom template you pasted in:

1. Open the "add dev container files" quick pick
2. Choose add to workspace
3. Paste in your custom template path
4. See that the quick pick item offers to use your custom template ✅
5. Pause, and see that the quick pick item that offers to use your custom template is removed 🐛



![Image](https://github.com/user-attachments/assets/759f5df1-5446-47b3-91cf-874b0a8656a4)
Repository: godot
Issue: Viewport camera won't rotate when pressing right mouse click while using a Wacom Tablet and Pen.
Labels: topic:editor,usability,needs testing,topic:3d

### Tested versions

This is reproducible in any project in any version of godot.

### System information

Windows 11 - Godot Engine v4.3.stable.official

### Issue description

Viewport camera won't rotate when pressing right mouse click while using a Wacom Tablet and Pen. The right mouse button has to be configured to one of the pen buttons to test this.

When using a mouse the viewport camera rotates when pressing and moving a mouse. So it should have the same behavior when using a tablet for navigating.

This is quite a bummer for artists that use devices like Wacom tablet for pretty much any kind of work of navigation using a computer.

This is reproducible in any project in any version of godot.

### Steps to reproduce

The right mouse button has to be configured to one of the pen buttons to test this.

When using a mouse the viewport camera rotates when pressing and moving a mouse. But won't work the same way with a pen and tablet.

### Minimal reproduction project (MRP)

This is reproducible in any project in any version of godot.
Repository: godot
Issue: Lambda requires extra line before End Of File
Labels: bug,discussion,topic:gdscript,confirmed

### Tested versions

- Reproducible in Godot 4.3

### System information

Windows 11, Godot 4.3-stable

### Issue description

If I leave a lamda at the end of the file like this (line 12):
![image](https://github.com/user-attachments/assets/10fdfd4c-9913-424b-9eb2-6efe984c47d8)
The parser throws an error:
![image](https://github.com/user-attachments/assets/608b2b4c-e7c1-4393-bf61-f72f763f04a2)
However, this is fine (with extra line 13):
![image](https://github.com/user-attachments/assets/ea623cf4-f229-4942-8669-09271aa97876)

Ignore the fact that I'm doing stupid signal stuff above and causing infinite recursion, that's not a bug that's lack of sleep 💩

Pretty annoying as I frequently write lambdas like this and they happen to be at the EOF.

### Steps to reproduce

Open the MRP, issue.gd will not be parsed correctly.

### Minimal reproduction project (MRP)

[lambda-eof-mrp.zip](https://github.com/user-attachments/files/16784606/lambda-eof-mrp.zip)
Repository: pytorch
Issue: Use `torch._C._stash_obj_in_tls` for global state in serialization
Labels: module: serialization,triaged

### 🐛 Describe the bug

Specifically, this issue is to track https://github.com/pytorch/pytorch/pull/134504#discussion_r1733494807 in #134504

Fixing this will properly propagate thread local state to our cpp threadpool (used for DDP and such)

However, we should also do this properly for all global state in serialization (e.g. `_safe_globals`, `_default_mmap_options`, everything in `_serialization_tls`

### Versions

main

cc @mruberry