sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Tasks should add a new line before the VS Code format message if it's not at the start of a line
Labels: bug,tasks

The ` * ` part should be on the left, I think we should write `\r\n` to the terminal if the cursor x is > 0.

Repro:

1. Run a task on Windows
2. Ctrl+c to cancel it


![Image](https://github.com/microsoft/vscode/assets/2193314/05462686-e58e-41ac-9de6-0f8e5300ede0)
Repository: pytorch
Issue: [FSDP] supports QLora finetuning
Labels: feature,triaged,module: fsdp

### 🚀 The feature, motivation and pitch

Currently FSDP is rejecting tensor parameters with dtype unit8. is_floating_point() only allows one of the (torch.float64, torch.float32, torch.float16, and torch.bfloat16)  
```
torch/distributed/fsdp/flat_param.py:720
>>> if dtype is None and not tensor.is_floating_point():
>>>    raise ValueError("Cannot flatten integer dtype tensors")
```
Since in Qlora setup, the base model is loaded as unit8 dtype. This makes qlora + fsdp imcompatible. 

### Alternatives

I have considered simply removed this dtype check but concerned about unknown impact. 

### Additional context

_No response_

cc @zhaojuanmao @mrshenli @rohan-varma @awgu @fegin @penguinwu
Repository: material-ui
Issue: [Divider][material-next] Add Divider component
Labels: component: divider,design: material you

This issue is to track the work for adding the Divider component to @mui/material-next, moving forward the Material You effort (https://github.com/mui/material-ui/issues/29345)

Material You Divider specification: https://m3.material.io/components/divider/overview

**Migration Guide steps**

- [x] Copy component files from material (v5) to material-next
- [ ] Remove deprecated components and componentsProps props
- [ ] Drop support for ThemeProvider in favor of CssVarsProvider
- [ ] Migrate component to Typescript
- [x] Refactor component to use Base UI’s hook if it exists: There's no Base UI hook, pure presentation component
- [x] Implement Material You design specs: PR [#39179](https://github.com/mui/material-ui/pull/39179)
- [x] Add component playground to v5 docs: PR [#39179](https://github.com/mui/material-ui/pull/39179)
- [ ] Refactor styles to use component CSS Variables: WIP @rajvinder-kaur
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add image ration presets and custom widht and leght preset slots
Labels: enhancement,extension-request

### 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 ?

I want buttons with for example 9;16 and 16:9 and 1:1 and then it will create images in that ratio, aswell there is something like that but where you can save your own leght and hight values. Makes life easier.

### Proposed workflow

1. Go to web ui
2. Press a ration
3. Generate your image


### Additional information

_No response_
Repository: tensorflow
Issue: XLA compiled `tf.matmul` can work for two size-incompatible matrices
Labels: stat:awaiting tensorflower,type:bug,comp:xla,TF 2.13

### Issue type

Bug

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

Yes

### Source

source

### TensorFlow version

2.15.0-dev20230914

### Custom code

Yes

### OS platform and distribution

_No response_

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

XLA compiled `tf.matmul` can work for two size-incompatible matrices, like `[1, 5]` and `[10, 1]`. By contrast, if we run `tf.matmul` directly without XLA compilation, it will raise the error as expected: `Matrix size-incompatible: In[0]: [1,5], In[1]: [10,1] [Op:BatchMatMulV2] name: `

### Standalone code to reproduce the issue

```shell
import tensorflow as tf
"""
With XLA
"""
class Model(tf.keras.Model):
  def __init__(self):
    super(Model, self).__init__()
    self.w = tf.Variable(tf.random.normal([10,1]),
            shape=tf.TensorShape(None),
            dtype='float32')
  @tf.function(jit_compile=True)
  def call(self, x):
    return tf.matmul(x, self.w)

m = Model()

# Inputs to the model
x1 = tf.constant([1., 2., 3., -3., 2.5], shape=[1, 5])
print(m(x1))
# tf.Tensor([[-11.37509]], shape=(1, 1), dtype=float32)

"""
Without XLA
"""
class Model(tf.keras.Model):
  def __init__(self):
    super(Model, self).__init__()
    self.w = tf.Variable(tf.random.normal([10,1]),
            shape=tf.TensorShape(None),
            dtype='float32')

  def call(self, x):
    return tf.matmul(x, self.w)

m = Model()

# Inputs to the model
x1 = tf.constant([1., 2., 3., -3., 2.5], shape=[1, 5])
print(m(x1))
"""
InvalidArgumentError: Exception encountered when calling layer 'model' (type Model).

{{function_node __wrapped__BatchMatMulV2_device_/job:localhost/replica:0/task:0/device:GPU:0}} Matrix size-incompatible: In[0]: [1,5], In[1]: [10,1] [Op:BatchMatMulV2] name: 

Call arguments received by layer 'model' (type Model):
  • x=tf.Tensor(shape=(1, 5), dtype=float32)
"""
```


### Relevant log output

_No response_
Repository: godot
Issue: Unknown compression type for exr
Labels: bug,confirmed,topic:import

### Godot version

4.1

### System information

Manjaro

### Issue description

Attempted loading an exr obtained from polyhaven: https://polyhaven.com/a/lauter_waterfall
Specifically, the 4k Varient, got the following error:

modules/tinyexr/image_loader_tinyexr.cpp:70 - Unknown compression type.
  core/io/image_loader.cpp:101 - Error loading image: res://textures/lauter_waterfall_4k.exr
  Error importing 'res://textures/lauter_waterfall_4k.exr'.

### Steps to reproduce

Install godot from official arch repositories 
download above exr file, import and observe error

### Minimal reproduction project

[hello-godot.zip](https://github.com/godotengine/godot/files/12641577/hello-godot.zip)
Repository: godot
Issue: Scene loses reference to the instanced scene when you reimport mesh which is present in instanced scene
Labels: bug,topic:editor,confirmed,topic:import,topic:3d

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.3623) - AMD Ryzen 9 5950X 16-Core Processor (32 Threads)

### Issue description

Scene loses reference to the instanced scene when you reimport mesh which is present in instanced scene

### Steps to reproduce


https://github.com/godotengine/godot/assets/12017366/b1d78ebe-a386-4d60-a811-4d6b0afff535

1. Have 3 scenes that are instanced inside each other (`scene`, `instanced_scene`, `torch`), in the deepest one contains a mesh
2. Open `scene`, `instanced_scene`, `torch` scenes
3. Save `scene`, `instanced_scene`, `torch` scenes
4. Close `instanced_scene`, `torch`
5. Reimport said mesh
6. Open `instanced_scene`
7. See that there is no `Open in Editor` button
8. Move some other object in this scene
9. Save the  scene
10. You can't see the mesh in the `scene` and `instanced_scene` anymore




### Minimal reproduction project

[BrokenScene.zip](https://github.com/godotengine/godot/files/12641710/BrokenScene.zip)
Repository: rust
Issue: Confusing lifetime diagnostics for trait impl
Labels: A-diagnostics,T-compiler,D-confusing

### Code

```Rust
trait Tr {
    fn func(x: &u8, y: &u16) -> !;
}

impl Tr for () {
    fn func(_x: &u8, _y: &'static u16) -> ! {
        unimplemented!();
    }
}
```


### Current output

```Shell
error[E0308]: method not compatible with trait
 --> lib.rs:6:5
  |
6 |     fn func(_x: &u8, _y: &'static u16) -> ! {
  |     ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ lifetime mismatch
  |
  = note: expected signature `fn(&u8, &u16) -> _`
             found signature `fn(&u8, &'static u16) -> _`
note: the anonymous lifetime as defined here...
 --> lib.rs:6:17
  |
6 |     fn func(_x: &u8, _y: &'static u16) -> ! {
  |                 ^
  = note: ...does not necessarily outlive the static lifetime
```


### Desired output

_No response_

### Rationale and extra context

The lifetime mismatch occurs because for `y`, the lifetime of the trait (anonymous) will not outlive the lifetime of the impl (`'static`). However, the diagnosis is making reference to (the lifetime of?) `x`, which does not have anything to do with the mismatch.

If I define an explicit lifetime for `x` in the impl fn:
```
note: the anonymous lifetime as defined here...
 --> lib.rs:6:5
  |
6 |     fn func<'a>(_x: &'a u8, _y: &'static u16) -> ! {
  |     ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  = note: ...does not necessarily outlive the static lifetime
```
It refers to some anonymouse lifetime using the span of the whole impl function signature.

Something similar happens if I remove the `x` argument (from both trait and impl):
```
note: the anonymous lifetime as defined here...
 --> lib.rs:6:5
  |
6 |     fn func(_y: &'static u16) -> ! {
  |     ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  = note: ...does not necessarily outlive the static lifetime
````




### Other cases

_No response_

### Anything else?

I think the issue might be in the `msg_span_from_named_region` function from `compiler/rustc_infer/src/infer/error_reporting/mod.rs`:

https://github.com/rust-lang/rust/blob/341ef15eeed243dce9a30e800173450393bf776b/compiler/rustc_infer/src/infer/error_reporting/mod.rs#L230-L244

In this case, `name` is `kw::UnderscoreLifetime` and `generics.get_named(name)` will find the span of the first anonymous lifetime. If there is none, it will fallback to the span of `scope` (the whole function signature).

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Repository: stable-diffusion-webui
Issue: [Bug]: 
Labels: asking-for-help-with-local-system-issues

I click on webui-user.bat and nothing happens.... I transferred to C drive, everything worked, but I have very little space on C drive, how can I make it work on D drive?
Repository: godot
Issue: C# At the end of the await Task.Yield() call, the context is not returned
Labels: bug,topic:dotnet

### Godot version

3.5.2 4.1.1

### System information

Godot v4.1.1.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 31.0.15.3141) - 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz (12 Threads)

### Issue description

At the end of the `await Task.Yield()` call, the context is not returned.

### Steps to reproduce

Code:

```
	private async void Load() {
		var i = 0;
		while (i < 100) {
			GD.Print(i++);
			await Task.Yield();
		}
	}
	
	public override void _Ready()
	{
		Load();
		GD.Print("Ready end");
	}
	
	public override void _Process(float delta) {
		GD.Print("===");
	}
```

When `await Task.Yield()` is called for the first time, the context is changed to the previous one. The work of `_Ready` method continues. Then the `_Process` is executed. After which `await Task.Yield()` is called again, as a result of which the context does not change and the cycle continues to run.

Expected log:
```
0
Ready end
===
1
===
2
===
3
===
. . .
```

Result log:

```
0
Ready end
===
1
2
3
. . .
97
98
99
===
===
===
. . .
===
===
===

```

### Minimal reproduction project

[Bug.zip](https://github.com/godotengine/godot/files/12641787/Bug.zip)
Repository: stable-diffusion-webui
Issue: Do not installed Webui under a directory with leading dot (`.`)
Labels: announcement

If you're seeing this
![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/40751091/f80b25cc-a729-4519-bd8d-c7a4d3a2fdb9)

make sure you did not place your webui install under a directory or subdirectory that has a leading dot (`.`)

example
```
B:\Downloads\.subdir\sd.webui
             ^
```

the reason
since Gradio version 3.33.0, they add a [new security feature that blocks files under a `dot directory` to be served](https://github.com/gradio-app/gradio/blob/v3.41.0/CHANGELOG.md#breaking-changes-9)

> The /file= route no longer allows accessing dotfiles or files in "dot directories" by [@akx](https://github.com/akx) in https://github.com/gradio-app/gradio/pull/4303

in webui 1.6.0 we switch from Gradio 3.32.0 -> 3.41.2, and so the browser will not be able to access webui files if it is installed under a `dot` dir

related issues
https://github.com/AUTOMATIC1111/stable-diffusion-webui/issues/12474#issuecomment-1722315735
https://github.com/vladmandic/automatic/issues/2106

note this may also has an effect on certain extensions, if they have files that are intend to be served but are named with a leading dot

---

another cause of CSS not loading is if you launch webui from a different work directory then webui root
https://github.com/AUTOMATIC1111/stable-diffusion-webui/pull/13210 (this fix in in dev branch but not yet in master)
so if you are experiencing similar issue to above but webui is not installed under a dot dir make sure the wrok dir is webui root
Repository: go
Issue: net: `interface_linux.go` has redundant code
Labels: help wanted,NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
yes


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env

</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->

```go
func addrTable(ift []Interface, ifi *Interface, msgs []syscall.NetlinkMessage) ([]Addr, error) {
	var ifat []Addr
loop:
	for _, m := range msgs {
		switch m.Header.Type {
		case syscall.NLMSG_DONE:
			break loop
		case syscall.RTM_NEWADDR:
			ifam := (*syscall.IfAddrmsg)(unsafe.Pointer(&m.Data[0]))
			if len(ift) != 0 || ifi.Index == int(ifam.Index) {
				if len(ift) != 0 {
					var err error
					ifi, err = interfaceByIndex(ift, int(ifam.Index))
					if err != nil {
						return nil, err
					}
				}
				attrs, err := syscall.ParseNetlinkRouteAttr(&m)
				if err != nil {
					return nil, os.NewSyscallError("parsenetlinkrouteattr", err)
				}
				ifa := newAddr(ifam, attrs)
				if ifa != nil {
					ifat = append(ifat, ifa)
				}
			}
		}
	}
	return ifat, nil
}
```
In the above code, the following code logic seems to be an invalid code logic.
```go
if len(ift) != 0 {
    var err error
    ifi, err = interfaceByIndex(ift, int(ifam.Index))
    if err != nil {
        return nil, err
    }
}
```
` len(ift) != 0 || ifi.Index == int(ifam.Index) ` never executes `ifi.Index == int(ifam.Index)` when `len(ift) != 0`, 
therefore reassigning `ifi` has no effect.

### What did you expect to see?



### What did you see instead?
Repository: tensorflow
Issue: XLA compiled model skip `build` method
Labels: stat:awaiting tensorflower,type:bug,comp:tf.function,TF2.14

### Issue type

Bug

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

Yes

### Source

source

### TensorFlow version

2.15.0-dev20230914

### Custom code

Yes

### OS platform and distribution

_No response_

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

XLA compiled model skip `build` method, which is not expected since the `build` method is expected to be invoked automatically before the first execution of `call()`invoked automatically before the first execution of call().

The example below shows that the XLA compiled model doesn't invoke `build` since `self.w` is still `[[1, 0], [0, 1]]` instead of the result by `add_weight`.

### Standalone code to reproduce the issue

```shell
"""
Without XLA
"""
import tensorflow as tf

class Model(tf.keras.Model):
  def __init__(self):
    super(Model, self).__init__()
    self.w = tf.Variable([[1., 0.], [0., 1.]])

  def build(self, input_shape):
    super(Model, self).build(input_shape)
    self.w = self.add_weight("weight", shape=input_shape[1:], trainable=True)
    
  def call(self, x):
    return tf.matmul(x, self.w), self.w

# Initializing the model
m = Model()
# Input to the model
x1 = tf.constant([[6., 7.], [2., 7.]], shape=[1,2,2])
print(m(x1))
"""
(<tf.Tensor: shape=(1, 2, 2), dtype=float32, numpy=
array([[[4.0300035, 3.5133138],
        [3.804155 , 5.0799932]]], dtype=float32)>, <tf.Variable 'model_4/weight:0' shape=(2, 2) dtype=float32, numpy=
array([[ 0.05646205, -0.3916698 ],
       [ 0.5273187 ,  0.83761895]], dtype=float32)>)
"""

"""
With XLA
"""

class Model(tf.keras.Model):
  def __init__(self):
    super(Model, self).__init__()
    self.w = tf.Variable([[1., 0.], [0., 1.]])

  def build(self, input_shape):
    super(Model, self).build(input_shape)
    self.w = self.add_weight("weight", shape=input_shape[1:], trainable=True)

  @tf.function(jit_compile=True)  
  def call(self, x):
    return tf.matmul(x, self.w), self.w

# Initializing the model
m = Model()
# Input to the model
x1 = tf.constant([[6., 7.], [2., 7.]], shape=[1,2,2])
print(m(x1))

"""
(<tf.Tensor: shape=(1, 2, 2), dtype=float32, numpy=
array([[[6., 7.],
        [2., 7.]]], dtype=float32)>, <tf.Tensor: shape=(2, 2), dtype=float32, numpy=
array([[1., 0.],
       [0., 1.]], dtype=float32)>)
"""
```


### Relevant log output

_No response_
Repository: terminal
Issue: [megathread] ConPTY buffer gets out-of-sync 
Labels: Product-Conpty,Needs-Tag-Fix,Issue-Scenario

_maintainer edit_: we're promoting this to a megathread cause this is a **H**ard problem. This is now tracking "try to make an in-proc version of conpty"

See: https://github.com/microsoft/terminal/issues/15976#issuecomment-1722596700 for details. 

Thoughts:
* [ ] fix the conhost singletons?
* [ ] Load conhost.exe as a dll
* [ ] Keep the pipes (but in proc!)

Things we might be able to actually solve with this:
* #7449

----


### Windows Terminal version

1.17.11461.0

### Windows build number

22621.2283

### Other Software

_No response_

### Steps to reproduce

This is an indirect repro, since we can't see how the openconsole buffer looks like at any instant when it's acting as a conpty.

- Open `wt.exe` and `openconsole.exe`.
- Go to open console's **Layout** settings, and set **"Screen Buffer Size"** height to 1 (for now, this removes the scrollback region and makes *this* openconsole behave like conpty.)
- Pick a string that can easily *wrap* several times if we shrink the window size for both WT and OpenConsole, example:
```txt
"1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80"
```
- Put the string into the prompt and try to find an optimal window size where both the WT and openconsole has exactly the same amount of rows and cols on the screen. **Avoid having scrollbars on OpenConsole while doing this, scrollbars means *scrollback* height is not 0 anymore, which is important for this repro**. I used 12(r) x 35(c).
- Fill the buffer with the above text. If you're using `pwsh`, you can simply press `enter`, and it will echo the string back. That should be enough in this case.
- Now, increase the width of the window for both WT and openconsole one by one, by 1 level. This should cause a "reflow" as we call it.
- After the reflow, WT and openconsole is out of sync on the first line of the viewport.

### Expected Behavior

After the reflow, both buffers should stay in sync.

### Actual Behavior

Buffers are out of sync.
Repository: material-ui
Issue: [joy-ui][Select] options stay open when clicking outside (Safari)
Labels: bug 🐛,component: select,package: joy-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: https://mui.com/joy-ui/react-select/#basic-usage

Steps:

1. Open the example in **Safari**
2. Click on the select to open the options list
3. Click outside => the options list stays open


### Current behavior 😯

The options list doesn't close when clicking outside. Only **Safari** is affected. Chrome works as expected.

### Expected behavior 🤔

The options list should close when clicking outside the select.

### Context 🔦

_No response_

### Your environment 🌎

_No response_
Repository: excalidraw
Issue: Croatian Language Support
Labels: translation

Could Croatian be added to Crowdin, I'd like to help translating it.
Repository: godot
Issue:  Unable to Build Project with c# solution (Godot 4.1.1)
Labels: bug,needs testing,topic:dotnet

### Godot version

4.1.1 Stable 

### System information

Windows 10 - Gotot 4.1.1 Stable 

### Issue description

Run Game failed if i have c# solution in project with these errors
 editor/editor_node.cpp:6468 - An EditorPlugin build callback failed.
  Transient parent has another exclusive child
 If i delete csproj file it runs well  , but cant rebuild ( it will regenerate csproj and have error again) 
I'm using Rider with gotot plugin ,MSBuild dotnet 6



### Steps to reproduce

Create Empty project
Create c# script
Create c# solution
Run it


### Minimal reproduction project

Reproduction Project
[Test5 copy.zip](https://github.com/godotengine/godot/files/12642719/Test5.copy.zip)
Repository: godot
Issue: HORI Nintendo Switch HORIPAD Wired Controller not working properly on Mac OS
Labels: bug,platform:macos,topic:input

### Godot version

3.5 stable

### System information

MacBook Pro Apple M1 13.0

### Issue description

Godot recognizes my [Horipad Switch](https://www.amazon.com/Nintendo-Switch-HORIPAD-Controller-Officially-Licensed/dp/B01NAUATSM) as a "Retro Bit Sega Genesis 6B Controller" on Mac OS, meaning I cannot use the analog sticks since this profile doesn't have analog sticks mapped:
`030000000d0f0000c100000072050000,Retro Bit Sega Genesis 6B Controller,a:b2,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b8,rightshoulder:b6,righttrigger:b7,start:b9,x:b3,y:b0,platform:Mac OS X,`

I see on the [gamecontrollerdb.txt](https://github.com/godotengine/godot/blob/master/core/input/gamecontrollerdb.txt) that the Horipad Switch controller profile exists, but only for Windows & Mac OS.
`030000000d0f0000dc00000000000000,Horipad Switch,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,`

### Steps to reproduce

1. Launch Godot on Mac OS
2. Use a Horipad for Switch
3. It being recognized as "Retro Bit Sega Genesis 6B Controller" when using ::
```
func _ready():
    for i in range(Input.get_connected_joypads().size()):
        print("Joypad " + str(i) + ": " + Input.get_joy_name(i))
```

4. Wrong profile for controller which doesn't allow for mapping of left/right analog sticks such as ::
```
input_vector.x = Input.get_joy_axis(0, JOY_AXIS_0)  # Left stick horizontal axis
input_vector.z = -Input.get_joy_axis(0, JOY_AXIS_1)  # Left stick vertical axis
```

### Minimal reproduction project

N/A