sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: [material-ui] Uncontrolled TextField components fail to reset, and their floating labels don't return to default in a <form> with a reset button
Labels: component: text field,package: material-ui,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example without using state: https://codesandbox.io/p/sandbox/cranky-chihiro-vc6pq4

Link to live example using state: https://codesandbox.io/p/sandbox/upbeat-joana-2n4dz9

### Current behavior 😯

1. When using TextField component after clearing First TextField (First name), Pressing the reset button in a form overlaps default value of TextField with the placeholder (First name).

2. When using TextField component after entering some value in second TextField (Last name), Pressing the reset button in a form only reverts value of the TextField, but floating label (Last name) of TextField does not set back to its default position.

3. When using TextField component after selecting value in second TextField (Last name) from suggestions (previously entered values), Pressing the reset button in a form reverts value of the TextField and floating label returns to its default position while in above case it does not.

If I use TextField with state then it will work properly for all above cases.

### Expected behavior 🤔

Value of the TextField will get reset to its default value and floating label (placeholder) also returns to its default position while clicking on the reset button when we are not using the state (for the first codesandbox).

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: Windows 10 10.0.19045
  Binaries:
    Node: 20.9.0 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.19 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 10.1.0 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Chromium (120.0.2210.77)
  npmPackages:
    @emotion/react: ^11.11.1 => 11.11.1
    @emotion/styled: ^11.11.0 => 11.11.0
    @mui/base:  5.0.0-beta.28
    @mui/core-downloads-tracker:  5.15.1
    @mui/material: ^5.15.1 => 5.15.1
    @mui/private-theming:  5.15.1
    @mui/styled-engine:  5.15.1
    @mui/system:  5.15.1
    @mui/types:  7.2.11
    @mui/utils:  5.15.1
    @types/react: ^18.2.45 => 18.2.45
    react: ^18.2.0 => 18.2.0
    react-dom: ^18.2.0 => 18.2.0
    typescript: ^4.9.5 => 4.9.5
```
</details>
Repository: godot
Issue: Animations of Animation Library do not work in AnimationTree
Labels: bug,topic:animation

### Tested versions

Reproducible in 4.2.1

### System information

Window10 - Godot 4.2.1 Vulkan(forward+)

### Issue description


The animations of Animation library can be played in AnimationPlayer but can't be played in AnimationTree
For example, the image shows the **Land** animation can't be played but jump and Fall01 can.

There are two animation libraries in the project, one is default animations of 3D model, another is imported from external animations (you can check MRP)

the path of tracks between these animation libraries are different as below.
- %GeneralSkeleton:Hips
- root/GeneralSkeleton:Hips

![land_animation_faile_in_animationTree](https://github.com/godotengine/godot/assets/4739992/cfddc014-2a4f-4d5d-a818-f5faeacf1b2a)


### Steps to reproduce

1. Create new project
2. Copy sophia.glb into project
3. ReImport sophia.glb (has Default animation), set animation save path and add bonemape for humanoid general skeleton, 
5. Copy some animations (External animation) into project
6. Check these animations(Default and External animations) can be played with AnimationPlayer
7. Add AnimationTree and set State Machine root
8. Add Default animations and External animations to AnimationTree
9. External Animations can't be played

### Minimal reproduction project (MRP)

[animation_library_issue.zip](https://github.com/godotengine/godot/files/13724442/animation_library_issue.zip)
Repository: stable-diffusion-webui
Issue: A1111 not opening with everything installed
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [ ] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [ ] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

venv "C:\a1111\stable-diffusion-webui\venv\Scripts\Python.exe"
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Version: v1.7.0
Commit hash: cf2772fab0af5573da775e7437e6acdca424f26e
Installing torch and torchvision
C:\a1111\stable-diffusion-webui\venv\Scripts\python.exe: No module named pip
Traceback (most recent call last):
  File "C:\a1111\stable-diffusion-webui\launch.py", line 48, in <module>
    main()
  File "C:\a1111\stable-diffusion-webui\launch.py", line 39, in main
    prepare_environment()
  File "C:\a1111\stable-diffusion-webui\modules\launch_utils.py", line 378, in prepare_environment
    run(f'"{python}" -m {torch_command}', "Installing torch and torchvision", "Couldn't install torch", live=True)
  File "C:\a1111\stable-diffusion-webui\modules\launch_utils.py", line 116, in run
    raise RuntimeError("\n".join(error_bits))
RuntimeError: Couldn't install torch.
Command: "C:\a1111\stable-diffusion-webui\venv\Scripts\python.exe" -m pip install torch==2.0.1 torchvision==0.15.2 --extra-index-url https://download.pytorch.org/whl/cu118
Error code: 1
Press any key to continue . . .



### Steps to reproduce the problem

i have no idea

### What should have happened?

ive had a1111 before and i just redid all the steps, not sure whats wrong though, please help 

### What browsers do you use to access the UI ?

Mozilla Firefox

### Sysinfo

very confused on how to do this

### Console logs

```Shell
^
```


### Additional information

_No response_
Repository: godot
Issue: Signals disconnect after debugging if GDExtension library is missing
Labels: needs testing,topic:gdextension

### Tested versions

- Reproducible in: v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 XT (Advanced Micro Devices, Inc.; 31.0.22023.1014) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

### Issue description

When using a gdextension node with signals, I expect the signals to stay connected if the `.dll` or `.so` files are missing and are later reintroduced. This works correctly most of the time. However if the library files are missing and you hit F5 to run the project, the signals permanently disconnect and we must manually set up all the signal connections again.

### Steps to reproduce

### Setup
1. Create a gdextension that emits a signal.
2. Create a new Godot project
3. Add the gdextension node you created in step 1
4. Add another node with a script
5. Attach the gdextension node's signal to this new node's script.

### See the correct behavior
1. Close Godot
2. Delete the gdextension's `.dll` or `.so` files
3. Open Godot
4. Click on the gdextension node and open the Node panel in the right sidebar. Note that the signals do not display. This is fine.
5. Close Godot
6. Put the `.dll` or `.so` files back
7. Open Godot
8. Click on the gdextension node and open the Node panel in the right sidebar. The signal displays and is still connected.

### See the incorrect behavior
1. Perform steps 1 - 4 from "See the correct behavior"
2. Press F5 to run the game
3. Close the game and Godot
4. Follow steps 6 - 7 from "See the correct behavior"
5. Click on the gdextension node and open the Node panel in the right sidebar. The signal displays and is **not** connected.

### Minimal reproduction project (MRP)

[demo.zip](https://github.com/godotengine/godot/files/13725364/demo.zip) - Godot project, includes a compiled DLL gdextension for Windows 10
[tutorial.zip](https://github.com/godotengine/godot/files/13725384/tutorial.zip) - Source code for the gdextension based on the gdextension tutorial
Repository: material-ui
Issue: [material-ui][Typography] Font size issue with the `h4` variant when using it with `responsiveFontSizes( )`
Labels: bug 🐛,component: Typography,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example without using responsiveFontSizes: https://codesandbox.io/p/sandbox/keen-elbakyan-4mgpvp

Link to live example using responsiveFontSizes: https://codesandbox.io/p/sandbox/gallant-pare-x95nr8

### Current behavior 😯

* When I apply responsiveFontSizes( ) to my theme, I observe that the font size of the h4 variant in the Typography component deviates by approximately 2 pixels compared to its size when responsiveFontSizes( ) is not used.
* This discrepancy is exclusive to the h4 variant. Other variants like h1, h2, h3, etc., exhibit a much smaller difference, around 0.1 pixels, which is negligible and as expected.
* This problem occurs with both createTheme and experimental_extendTheme aka extendTheme.

**1. While using responsiveFontSizes( ):**


![with rfs](https://github.com/mui/material-ui/assets/121926499/aa0cd223-90b6-45fe-a3f0-18ba9bbc63a1)



**2. Without using responsiveFontSizes( ):**

![without rfs](https://github.com/mui/material-ui/assets/121926499/bb528ce8-2981-44d6-9445-734f2e6febf9)



### Expected behavior 🤔

The font size difference for all variants, including h4, should be minimal and consistent with responsiveFontSizes( ).


### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: Windows 10 10.0.19045
  Binaries:
    Node: 20.9.0 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.19 - ~\AppData\Roaming\npm\yarn.CMD 
    npm: 10.1.0 - C:\Program Files\nodejs\npm.CMD  
  Browsers:
    Chrome: Not Found
    Edge: Chromium (120.0.2210.77)
  npmPackages:
    @emotion/react: ^11.11.1 => 11.11.1
    @emotion/styled: ^11.11.0 => 11.11.0
    @mui/base:  5.0.0-beta.24
    @mui/core-downloads-tracker:  5.14.18
    @mui/lab: 5.0.0-alpha.153 => 5.0.0-alpha.153
    @mui/material: ^5.14.18 => 5.14.18
    @mui/private-theming:  5.14.18
    @mui/styled-engine:  5.14.18
    @mui/system:  5.14.18
    @mui/types:  7.2.9
    @mui/utils:  5.14.18
    @types/react:  18.2.39
    react: ^18.2.0 => 18.2.0
    react-dom: ^18.2.0 => 18.2.0
    typescript: ~5.3.2 => 5.3.2
```
</details>
Repository: ant-design
Issue: TreeSelect组件使用懒加载数据回显时 组件回显数据的顺序在更新treeData 后发生了变化
Labels: Inactive,improvement

### Reproduction link

[https://github.com/BadMooncc/TreeSelect--bug](https://github.com/BadMooncc/TreeSelect--bug)

### Steps to reproduce

1、启动项目
2、进入首页刷新页面
3、发现数据在treeData更新之后 默认选中的数据顺序发生变化了

bug演示视频地址： https://live.csdn.net/v/353294

### What is expected?

顺序不应该被重置

### What is actually happening?

实际展示的数据顺序被重置了

| Environment | Info |
| --- | --- |
| antd | 5.12.1 |
| React | 18.2.0 |
| System | macOS sonoma 14.1 |
| Browser | chorme 120.0.6099.109(arm64) |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: node
Issue: armv7l libc don't have version `GLIBCXX_3.4.26' 
Labels: build,arm

### Version

v20.10.0

### Platform

Linux localhost 3.4.113-lineageos-g0d0607df650 #1 SMP PREEMPT Thu Nov 2 17:52:53 UTC 2023 armv7l GNU/Linux

### Subsystem

_No response_

### What steps will reproduce the bug?

just run `node` command

### How often does it reproduce? Is there a required condition?

every time



### What is the expected behavior? Why is that the expected behavior?

_No response_

### What do you see instead?

node: /lib/arm-linux-gnueabihf/libstdc++.so.6: version `GLIBCXX_3.4.26' not found (required by node)


### Additional information

_No response_
Repository: kubernetes
Issue: StreamWatcher is consuming high memory in high pod churn case
Labels: kind/bug,sig/scalability,sig/api-machinery,help wanted,triage/accepted

### What happened?

I am following the standard controller framework as per [Controller Framework](https://github.com/kubernetes/sample-controller/blob/master/docs/controller-client-go.md) and in high pod churn case my application is consuming high memory and its keep on growing

### What did you expect to happen?

Memory should not be increased or it should be stable

<img width="454" alt="Screenshot 2023-12-20 at 1 57 25 PM" src="https://github.com/kubernetes/kubernetes/assets/133967625/cb069dc2-f3d2-4187-be6b-d4c199e9665f">

--------------------------------------
<img width="307" alt="Screenshot 2023-12-20 at 1 56 46 PM" src="https://github.com/kubernetes/kubernetes/assets/133967625/0875a957-0dcd-424e-98b5-f05ce0abfba9">

--------------------------------------

<img width="708" alt="Screenshot 2023-12-20 at 3 54 47 PM" src="https://github.com/kubernetes/kubernetes/assets/133967625/cb917dd3-d200-489f-819e-f934eba8b9d6">









### How can we reproduce it (as minimally and precisely as possible)?

I am using a cluster where 500 pods are running and creating and deleting 50 pods per min and my pod informer is working fine but memory usage is keep on increasing and resulting into OOMkilled




### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version Server Version: version.Info{Major:"1", Minor:"26", GitVersion:"v1.26.9+07c0911", GitCommit:"e782f8ba0e57d260867ea108b671c94844780ef2", GitTreeState:"clean", BuildDate:"2023-10-02T12:12:59Z", GoVersion:"go1.19.10 X:strictfipsruntime", Compiler:"gc", Platform:"linux/amd64"}
# paste output here
```

</details>


### Cloud provider

<details>
Openshift
AWS 
Observing this issue on every type of cloud
</details>


### OS version

Not OS specific issue its a genric and observed across all OS AMD/ARM based


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: ollama
Issue: Showing modelfiles on ollama.com
Labels: feature request,ollama.com

Similar to docker hub showing the Dockerfile that each docker image was created with, is there a repository of the Modelfiles that models in the Ollama library were created with? If not, what do you think of creating one?

I can run `ollama show <model> --modelfile` but that only works for models I have downloaded.
Repository: angular
Issue: reportProgress not working
Labels: area: common/http

### Which @angular/* package(s) are the source of the bug?

common

### Is this a regression?

Yes

### Description

After upgrading my project to Angular 17, I started not being able to listen to reportProgress. I thought it was related to the backend configuration. When I tried jquery ajax at my local, I was able to listen to the events with xhr.upload. The code is below;



	const headers = new HttpHeaders({ 'ngsw-bypass': '' });

	return this.apiService
		.put(
			new ApiCall({
				apiUrl: payload.files.data.upload_to,
				path: '',
				body: payload.files.data.file,
				options: {
					reportProgress: true,
					observe: 'events',
					headers: headers,
				},
			})
		)
		.pipe(
			takeUntil(this.fileFacade.destroy$),
			// map(() => fileAction.uploadFilesSuccess()),
			map((event: HttpEvent<any>) => {
				console.log(event);

				switch (event.type) {
					case HttpEventType.UploadProgress:
						let progress = Math.round((event.loaded / event.total) * 100);
						return fileAction.setUploadProgress({ percent: progress });
					case HttpEventType.Response:
						return fileAction.uploadFilesSuccess();
					default:
						return fileAction.uploadFilesFail(null);
				}
			}),
			catchError((err) => of(fileAction.uploadFilesFail(err)))
		);

Thats my api service function;

	put(apiCall: IApiCall) {
		apiCall = this.setApiCall(apiCall);

		const url = apiCall.getFullPath();

		return this.http.put(url, apiCall.body, apiCall.options).pipe(
			tap((res: any) => res),
			catchError(this.handleError)
		);
	}

When it works this way, only event type 0 is returned, regardless of whether the file is large or small. (HttpEventType.Sent)

### Please provide a link to a minimal reproduction of the bug

_No response_

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 17.0.7
Node: 20.9.0
Package Manager: npm 10.1.0
OS: darwin arm64

Angular: 17.0.7
... animations, cli, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, platform-server
... router, service-worker, ssr

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1700.7
@angular-devkit/build-angular   17.0.7
@angular-devkit/core            17.0.0
@angular-devkit/schematics      17.0.0
@angular/cdk                    17.0.1
@schematics/angular             17.0.7
rxjs                            7.8.1
typescript                      5.2.2
zone.js                         0.14.2
```


### Anything else?

_No response_
Repository: vscode
Issue: `Sticky Errors - Show Location Of Errors In File`
Labels: feature-request

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
Show the location of errors in a file using small arrows, with a number indicating the number of errors.
Something like:
![overview](https://github.com/microsoft/vscode/assets/115815794/3d0b01b8-6274-4768-ad76-c1cc5a5d7f80)
Repository: PowerToys
Issue: FancyZones: move window preserving zone span
Labels: FancyZones-Layouts,Needs-Triage

### Description of the new feature / enhancement

Add an option to preserve window span when moving between zones via hotkeys (using **Move windows based on: Relative position**). It could be a settings toggle or a separate hotkey. Maybe a layout-level toggle, but I'm not sure if that's feasible.

This would be extremely useful for grid layouts and would make both moving and resizing more ergonomic.
- Moving because user won't have to resize the window anew after moving it.
- Resizing because currently window can only be expanded in one direction on each axis. Move that preserves window size would make this usecase a whole lot easier to work with, though I guess it won't be clear which direction a window can be expanded in and in which it should be moved. Example of what I mean:
    - given a window that spans 1 zone
    - expand it downwards so that it spans 2 zones, works as expected
    - expand it upwards so that it spans 3 zones, instead of expanding upwards it shrinks from the bottom, so there's no way to expand both downwards and upwards without moving the window, and currently moving the window collapses it to a single zone.

I'm not sure on proper terminology so in case it's not clear what I mean:
Moving a window - `Win + Arrow keys`
Resizing a window - `Ctrl + Win + Alt + Arrow keys` (documented [here](https://learn.microsoft.com/en-us/windows/powertoys/fancyzones#snapping-to-multiple-zones-with-the-mouse-and-keyboard))

Below is a video showing current behavior, with this proposal instead of collapsing to zone 9 when Win + > is pressed, the window would move from spanning zones 1278 to spanning zones 2389

https://github.com/microsoft/PowerToys/assets/36513243/1c58f5ab-6f76-4001-b562-8ab1a9d3911f

### Scenario when this would be used?

Keyboard-accessible grid layouts with high zone count where each window usually spans multiple zones.

### Supporting information

_No response_
Repository: transformers
Issue: [Flash Attention 2] Performance improvement
Labels: Good Difficult Issue,Flash Attention

### Feature request

The current flash attention 2 integration is sub-optimal in performance because it requires unpadding and padding the activations on **each** layer. For example in llama implementation:

https://github.com/huggingface/transformers/blob/769a9542de4e8b23f0a551738e18760621f463e8/src/transformers/models/llama/modeling_llama.py#L591-L612

These small kernels for unpad/pad keep gpu waiting for cpu, as shown in the visible gaps between kernels in cuda stream.

![image](https://github.com/huggingface/transformers/assets/39846316/f8bfa837-3ddd-447f-a6dd-de4883db63e6)

I'll suggest unpadding the activations at the very beginning (right after word embeddings) and padding it back at the end (maybe before lm_head), and the gap should disappear.


### Motivation

To eliminate performance overhead of flash attention 2.

### Your contribution

I can write the code when I'm not busy. Maybe not now.
Repository: pytorch
Issue: Potential cublas handle leaking
Labels: module: cuda,triaged,module: cublas

### 🐛 Describe the bug

https://github.com/pytorch/pytorch/blob/main/aten/src/ATen/cuda/CublasHandlePool.cpp#L101C11-L101C25
static auto pool = std::shared_ptr<CuBlasPoolType>(
      new CuBlasPoolType(), [](CuBlasPoolType* p) {
        // Leak the memory.
      });
This makes the destructor of DeviceThreadHandlePool never get called when the process exits or crashes. As a result, the Handle objects stored in its member created_handles never get freed and cublasDestroy is not called either. Perhaps  CUBLAS_STATUS_ALLOC_FAILED will return in the following calls to cublasCreate in other processes.

### Versions

current version

cc @ptrblck @csarofeen @xwang233
Repository: deno
Issue: Deno Typescript error checking behaves differently from tsc, despite same tsconfig.json
Labels: tsc

Version: Deno 1.39.0 (v8 12.0.267.8 typescript 5.3.3)

I'm attempting to migrate a project from Node, and getting hundreds of errors.
The project has a tsconfig.json.

`tsc --version` says 5.3.3 (same as deno typescript version)

When I simply run `tsc` on the original project, I don't get any error.
I adjusted file suffixes and converted usage of npm packages to std ones.
When I run `deno test someTest.ts`, I het hundreds of type errors...

BUG:
even in presence of a tsconfig.json, deno does not behave the same as tsc 

Is there a workaround ? How do I get deno to behave the same as tsc ?