sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Floating point exception when running torch.nn.AdaptiveMaxPool3d
Labels: triaged

### 🐛 Describe the bug

Probably due to zero argument:

```
results = dict()
import torch
arg_1 = 0
arg_2 = True
arg_class = torch.nn.AdaptiveMaxPool3d(arg_1,return_indices=arg_2,)
arg_3_0_tensor = torch.rand([2, 2, 4, 4, 4], dtype=torch.float32)
arg_3_0 = arg_3_0_tensor.clone()
arg_3 = [arg_3_0,]
try:
  results["res_cpu"] = arg_class(*arg_3)
except Exception as e:
  print("Error:"+str(e))
arg_class = arg_class.cuda()
arg_3_0 = arg_3_0_tensor.clone().cuda()
arg_3 = [arg_3_0,]
try:
  results["res_gpu"] = arg_class(*arg_3)
except Exception as e:
  print("Error:"+str(e))

print(results)
```

### Versions

```
PyTorch version: 1.13.1
Is debug build: False
CUDA used to build PyTorch: 11.6
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (x86_64)
GCC version: (Ubuntu 11.3.0-1ubuntu1~22.04) 11.3.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.35

Python version: 3.9.15 (main, Nov 24 2022, 14:31:59)  [GCC 11.2.0] (64-bit runtime)
Python platform: Linux-5.15.0-58-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 11.6.124
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration: GPU 0: NVIDIA GeForce GTX 1660 Ti
Nvidia driver version: 525.78.01
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.5
[pip3] torch==1.13.1
[pip3] torchaudio==0.13.1
[pip3] torchvision==0.14.1
[conda] blas                      1.0                         mkl  
[conda] ffmpeg                    4.3                  hf484d3e_0    pytorch
[conda] mkl                       2021.4.0           h06a4308_640  
[conda] mkl-service               2.4.0            py39h7f8727e_0  
[conda] mkl_fft                   1.3.1            py39hd3c417c_0  
[conda] mkl_random                1.2.2            py39h51133e4_0  
[conda] numpy                     1.23.5           py39h14f4228_0  
[conda] numpy-base                1.23.5           py39h31eccc5_0  
[conda] pytorch                   1.13.1          py3.9_cuda11.6_cudnn8.3.2_0    pytorch
[conda] pytorch-cuda              11.6                 h867d48c_1    pytorch
[conda] pytorch-mutex             1.0                        cuda    pytorch
[conda] torchaudio                0.13.1               py39_cu116    pytorch
[conda] torchvision               0.14.1               py39_cu116    pytorch

```
Repository: pytorch
Issue: Process get killed when running torch.combinations
Labels: needs reproduction,module: performance,triaged,module: edge cases

### 🐛 Describe the bug

Process get killed even when feeding tensor with lower dimensions:


```
import torch
import numpy as np
arg_1_tensor = torch.randint(-512,16384,[4], dtype=torch.int16)
arg_1 = arg_1_tensor.clone()
arg_2 = 17
arg_3 = False
try:
  res = torch.combinations(arg_1,r=arg_2,with_replacement=arg_3,)
except Exception as e:
  print("Error:"+str(e))
```



### Versions

```
PyTorch version: 1.13.1
Is debug build: False
CUDA used to build PyTorch: 11.6
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (x86_64)
GCC version: (Ubuntu 11.3.0-1ubuntu1~22.04) 11.3.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.35

Python version: 3.9.15 (main, Nov 24 2022, 14:31:59)  [GCC 11.2.0] (64-bit runtime)
Python platform: Linux-5.15.0-58-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 11.6.124
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration: GPU 0: NVIDIA GeForce GTX 1660 Ti
Nvidia driver version: 525.78.01
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.5
[pip3] torch==1.13.1
[pip3] torchaudio==0.13.1
[pip3] torchvision==0.14.1
[conda] blas                      1.0                         mkl  
[conda] ffmpeg                    4.3                  hf484d3e_0    pytorch
[conda] mkl                       2021.4.0           h06a4308_640  
[conda] mkl-service               2.4.0            py39h7f8727e_0  
[conda] mkl_fft                   1.3.1            py39hd3c417c_0  
[conda] mkl_random                1.2.2            py39h51133e4_0  
[conda] numpy                     1.23.5           py39h14f4228_0  
[conda] numpy-base                1.23.5           py39h31eccc5_0  
[conda] pytorch                   1.13.1          py3.9_cuda11.6_cudnn8.3.2_0    pytorch
[conda] pytorch-cuda              11.6                 h867d48c_1    pytorch
[conda] pytorch-mutex             1.0                        cuda    pytorch
[conda] torchaudio                0.13.1               py39_cu116    pytorch
[conda] torchvision               0.14.1               py39_cu116    pytorch
```

cc @ngimel
Repository: flutter
Issue: [web] [images] Optimize sized image loading
Labels: engine,c: performance,platform-web,a: images,perf: speed,e: web_canvaskit,P3,team-web,triaged-web

In https://github.com/flutter/engine/pull/38905, we added the following API in dart:ui:

```dart
Future<Codec> instantiateImageCodecWithSize(
  ImmutableBuffer buffer, {
  TargetImageSizeCallback? getTargetSize,
});

typedef TargetImageSizeCallback = TargetImageSize Function(
  int intrinsicWidth,
  int intrinsicHeight,
);
```

This was easily implemented in the VM engine, but in the web engine, in order to know the intrinsic size of the image, we first have to create a codec, decode the first frame, and then extract the intrinsic width & height out of that frame.  Then we consult the `TargetImageSizeCallback` for the target size, and we create _another_ codec against the target size, discarding the first codec.

There's a possible optimization we could make whereby we could return the first codec (rather than discarding it and creating another) if the `getTargetSize` callback returned a target size that either (a) had both the width & height null, or (b) specified the same size as the intrinsic size.

In order to do this, we'd take advantage of the fact that the CanvasKit codec knows the width & height of the image without needing to get  the first frame.  We could expose that implementation detail encapsulated inside the web engine (without exposing the width & height to the public `Codec` API), thus allowing us to avoid getting the image's first frame - and in turn allowing us to return the codec directly rather than discarding it and creating another.
Repository: PowerToys
Issue: Screen Pixel Color Monitor 
Labels: Needs-Triage

### Description of the new feature / enhancement

Play a sound when the color of a defined pixel on the screen changes.

### Scenario when this would be used?

You can use utility to monitor a given pixel color on your computer screen. The pixel to be monitored can be defined by specifying X and Y co-ordinates of the screen.

- You want to detect a change in the screen by sound.

- You want to be notified when a process of a program is complete.

### Supporting information

_No response_
Repository: neovim
Issue: `vim.diagnostic.open_float` opens window one character beyond end of diagnostic
Labels: bug,needs:response,diagnostic

### Describe the bug

`vim.diagnostic.open_float` works one column beyond the end of the diagnostic. I think it's because this [`d.end_col >= col`](https://github.com/neovim/neovim/blob/master/runtime/lua/vim/diagnostic.lua#L1316) should be `d.end_col > col` since `end_col` is exclusive. But reasoning about off-by-one errors is hard so someone more familiar with the code should think about whether that fix will present other issues before applying it.

### Steps to reproduce

Call `vim.diagnostic.open_float` one column past the diagnostic and observe that the window opens.

### Expected behavior

`vim.diagnostic.open_float` should only work if called inside the diagnostic.

### Neovim version (nvim -v)

0.7.0

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

CentOS 7.9

### Terminal name/version

xfce4-terminal 0.8.10 (Xfce 4.16)

### $TERM environment variable

tmux-256color

### Installation

system package manager
Repository: pytorch
Issue: Segmentation fault when running torch.ge
Labels: needs reproduction,triaged

### 🐛 Describe the bug


Due to dimension mismatch:

```
import torch
import numpy as np
arg_1_tensor = torch.rand([3], dtype=torch.float32)
arg_1 = arg_1_tensor.clone()
arg_2_tensor = torch.randint(0,8,[], dtype=torch.uint8)
arg_2 = arg_2_tensor.clone()
arg_3_tensor = torch.neg(torch.rand([3, 3, 3], dtype=torch.complex64))
arg_3 = arg_3_tensor.clone()
try:
  res = torch.ge(arg_1,arg_2,out=arg_3,)
except Exception as e:
  print("Error:"+str(e))
```

### Versions

```
PyTorch version: 1.12.0
Is debug build: False
CUDA used to build PyTorch: 10.2
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (x86_64)
GCC version: (Ubuntu 11.3.0-1ubuntu1~22.04) 11.3.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.35

Python version: 3.9.15 (main, Nov 24 2022, 14:31:59)  [GCC 11.2.0] (64-bit runtime)
Python platform: Linux-5.15.0-58-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: Could not collect
CUDA_MODULE_LOADING set to: 
GPU models and configuration: GPU 0: NVIDIA GeForce GTX 1660 Ti
Nvidia driver version: 525.78.01
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.5
[pip3] torch==1.12.0
[pip3] torchaudio==0.12.0
[pip3] torchvision==0.13.0
[conda] blas                      1.0                         mkl  
[conda] cudatoolkit               10.2.89              hfd86e86_1  
[conda] ffmpeg                    4.3                  hf484d3e_0    pytorch
[conda] mkl                       2021.4.0           h06a4308_640  
[conda] mkl-service               2.4.0            py39h7f8727e_0  
[conda] mkl_fft                   1.3.1            py39hd3c417c_0  
[conda] mkl_random                1.2.2            py39h51133e4_0  
[conda] numpy                     1.23.5           py39h14f4228_0  
[conda] numpy-base                1.23.5           py39h31eccc5_0  
[conda] pytorch                   1.12.0          py3.9_cuda10.2_cudnn7.6.5_0    pytorch
[conda] pytorch-mutex             1.0                        cuda    pytorch
[conda] torchaudio                0.12.0               py39_cu102    pytorch
[conda] torchvision               0.13.0               py39_cu102    pytorch

```
Repository: storybook
Issue: Resolve docs `README.md` files -- update or migrate to docs proper.
Labels: documentation

### Is your feature request related to a problem? Please describe

Currently we have a `README.md` in `addon/docs` for each renderer, that are both out of date and cover a lot of the same ground (with some specifics). We should fold whatever's common into the docs proper, and consider what we do with the renderer-specific stuff:

- [React:  docgen](https://github.com/storybookjs/storybook/blob/e0228420db831fddb42d1eb6cd157db62fe0d3c1/code/addons/docs/react/README.md#L111)
- [Angular: compodoc](https://github.com/storybookjs/storybook/blob/e0228420db831fddb42d1eb6cd157db62fe0d3c1/code/addons/docs/angular/README.md#L47)
- [Vue (3): preset options](https://github.com/storybookjs/storybook/blob/e0228420db831fddb42d1eb6cd157db62fe0d3c1/code/addons/docs/vue/README.md#L37)
- [web-components: custom elements](https://github.com/storybookjs/storybook/blob/e0228420db831fddb42d1eb6cd157db62fe0d3c1/code/addons/docs/web-components/README.md#L30)
Repository: pytorch
Issue: [BE] move _apply_to_tensors from FSDP to torch.distributed.utils, use in _recursive_to
Labels: oncall: distributed,triaged,better-engineering,module: ddp

### 🚀 The feature, motivation and pitch

_recursive_to function has some specific logic for iterating through container types, _apply_to_tensors in FSDP does this a bit more generally. We should move this to torch.distributed.utils and have _recursive_to use this function.

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: storybook
Issue: Make HMR work with component JSDoc comments
Labels: bug,help wanted,addon: docs,sev:S3

When you update the comment on the *component* for a CSF file, the component is HMR-ed:
 - In some cases the new comment + docgen comes over the wire
 - In other cases it does not.

In all cases, the component in the store is not updated with new docgen info.
We need to figure out what's happening and if it is possible to resolve.
Repository: godot
Issue: Reference problem with class types
Labels: bug,topic:gdscript,needs testing

### Godot version

3.5.1

### System information

any

### Issue description

I was having memory leak while using the xr tools addon. After some investigation I found that one particular code creates a leak with one of the scripts itself. It can be fixed by removing the type annotations, but that doesn't seem like the right solution.




### Steps to reproduce

I produced a minimal example that triggers the problem:
```
class_name MyClass
extends Node

static func leak_bug(node: Node) -> MyClass:
	return node.get_node_or_null("something") as MyClass
```

the output with godot --verbose looks like so:
```
Loading resource: res://Main.tscn
Loading resource: res://Main.gd
ERROR: Condition "_first != nullptr" is true.
   at: ~List (./core/self_list.h:108)
ERROR: Condition "_first != nullptr" is true.
   at: ~List (./core/self_list.h:108)
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
     at: cleanup (core/object.cpp:2070)
Leaked instance: GDScript:1255 - Resource path: res://Main.gd
Leaked instance: GDScriptNativeClass:613
Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).
ERROR: Resources still in use at exit (run with --verbose for details).
   at: clear (core/resource.cpp:417)
Resource still in use: res://Main.gd (GDScript)
Orphan StringName: get_node_or_null
Orphan StringName: GDScriptNativeClass
Orphan StringName: res://Main.gd
Orphan StringName: node
Orphan StringName: Node
Orphan StringName: leak_bug
Orphan StringName: _init
Orphan StringName: GDScript
StringName: 8 unclaimed string names at exit.
```

### Minimal reproduction project

n/a
Repository: godot
Issue: Editor gets stuck when rotating a mesh stored in an Array in the inspector
Labels: bug,topic:core,topic:gdscript

### Godot version

v4.0.beta.custom_build.eaf306e0b

### System information

Win10, AMD 2600, GeForce GTX 1060, Vulkan API 1.3.205

### Issue description

The Godot editor gets stuck when rotating a mesh stored in an array in the inspector.
This "issue" came up about two days ago. It looks like it just occurs on custom nodes (**either C++ modules or gdscript**)!

I tried to figure it out, but I failed :(

### Steps to reproduce

I created a small project to reproduce it.
1. Open project.
2. Change the size of TestNodeB's mesh array and create a BoxMesh in it.
4. Rotate the BoxMesh.

Then TestNodeA will be stuck when rotating a mesh, but TestNodeB will not.

### Minimal reproduction project

[Test.zip](https://github.com/godotengine/godot/files/10477743/Test.zip)
Repository: material-ui
Issue: When the menu pops up, the width or height of the menu bar will shake
Labels: component: menu

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:

Steps:

1.https://mui.com/material-ui/react-menu/
2.Click any instance and observe it carefully


### Current behavior 😯

The width and height of the provided menu component case will shake when it pops up

### Expected behavior 🤔

_No response_

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: TypeScript
Issue: Cannot specify a JSDoc `@overload` signature using the `@type` tag
Labels: Suggestion,Awaiting More Feedback,Domain: JSDoc,checkJs,Domain: JavaScript

Often, I use `@type` because the `@param` + `@return` syntax is so unwieldy; however, it's not usable with `@overload`.

```js
// @ts-check

/**
 * @overload
 * @type {(x: number) => number}
 */
/**
 * @type {(x: number) => number}
 */
function id(x) {
    return x;
}

id(123).toFixed(2);
// ~~~ Expected 0 arguments, but got 1.
```

I'd expect the above not to error; but it does.
Repository: stable-diffusion-webui
Issue: [Feature Request]: inclusion of the option to convert embeddings .pt files and vae.pt files into the safetensors format.
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 ?

Te feature would allow you to select .vae.pt files and embedding.pt files for the merge checkpoint section of the webui so that users could convert the embeddings and vae files into the safetensors format.

### Proposed workflow

1. Go to te checkpoint merge tab and select the VAE or embedding.pt files that you would like to convert to safetensors format.
2. Press the convert button to get the webui to produce a safetensors format file of the embeddings or vae.



### Additional information

![image](https://user-images.githubusercontent.com/116048802/214000583-1746b01a-7af7-4081-820e-55342f342310.png)
Repository: storybook
Issue: [Bug]: The type in the documentation is displayed as any
Labels: bug,needs triage

### Describe the bug

I have several types which placed  in my .d.ts file

    type Children = ReactChild | {} | boolean | null | undefined
    interface ChildrenArray extends Array<Children> {}

In the interface of the component itself, children has the following type

`children: Children | ChildrenArray`

In the Storybook of my component, the type is displayed as any, but if you write the type separately then everything is fine.
It's most likely a bug somewhere.

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: angular
Issue: Route animation selectors stop working as soon as createComponent + attachView are called
Labels: area: animations

### Which @angular/* package(s) are the source of the bug?

@angular/router@15.1.1 and earlier

### Is this a regression?

No

### Description

If createComponent + attachView are called before bootstrap (example use case: to hydrate certain components on prerendered applications & keep performance good without killing TTI),
the routing animations stop behaving. 

Things I noticed:
- It doesn't matter where the router.navigate is triggered from (hydrated component or not)
- The ":leave" selector stops working entirely, :enter still seems to work.
- Calling appRef.deattachView(hydratedComponentView), - the routing animations start working again.


I have created a repro where you can turn on & off  `simulateHydration` from the `environment.ts`. 
How it works:

- SimulateHydration = false: There is a simple routing slide animation.
- SimulateHydration = true: The header component is attached using createComponent + attachView. The application can be bootstrapped at any time by clicking somewhere on the window, after which you will notice that the sliding animations when changing routes, no longer work. If you remove the { optional: true }, you will notice the error only with the querySelector not matching any leave elements only happens on this version.

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/angular13-validation-cz7edf?file=src/environments/environment.ts

### Please provide the exception or error you saw

```true
Animation does not work / behaves differently
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular 15.1.1.
Replicated on Stackblitz.
```


### Anything else?

_No response_
Repository: PowerToys
Issue: Image Resizer - Support "Nearest Neighbor"
Labels: Needs-Triage

### Description of the new feature / enhancement

Could *Image Resizer* support **Nearest Neighbor** please? 

This type of resize is used to resize pixel art. Other resize methods cause pixel art to become blurry.

Eg. a new checkbox could be added simply called "Resize pixel art (nearest neighbor)"

### Scenario when this would be used?

Resizing pixel art. My personal use case is for uploading upscaled sprites to wikis (atm many wikis upload sprites at their original size, resulting in tiny images that you can't see properly).

### Supporting information

_No response_
Repository: PowerToys
Issue: VSCode started from Run doesn't see user environment variables
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.66.0

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

- Open Run
- Type 'code' and open VSCode
- In embedded terminal execute ```$Env:Path ```

### ✔️ Expected Behavior

System Path + User Path are displayed

### ❌ Actual Behavior

Only System Path is displayed

### Other Software

VSCode
1.74.3
97dec172d3256f8ca4bfb2143f3f76b503ca0534
x64
Repository: opencv
Issue: Text Detection in Python returning TypeError
Labels: bug,category: python bindings,category: samples

### System Information

Python opencv_version = "4.5.5.64"
Operating System / Platform: MacOs Monterey 12.6
Python version: 3.9.13

### Detailed description

Running the script here: 

https://github.com/opencv/opencv/blob/master/samples/dnn/text_detection.py 

With command: 

`python opencv-east.py --model="frozen_east_text_detection.pb" 
`

Returns error:
```
Traceback (most recent call last):
  File "/Users/x/x/lx/opencv-east.py", line 241, in <module>
    main()
  File "/Users/x/x/x/opencv-east.py", line 200, in main
    vertices = cv.boxPoints(boxes[i])
TypeError: only integer scalar arrays can be converted to a scalar index
```

### Steps to reproduce

Copy - paste file. 

Run with `python opencv-east.py --model="frozen_east_text_detection.pb" 


### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: pytorch
Issue: [complex] Jacobian of a non-holomorphic complex valued function
Labels: triaged,complex_autograd

### 🐛 Describe the bug

```python
import torch

def fn(x):
    return x.conj()

x = torch.randn(1, dtype=torch.cdouble)
jac = torch.autograd.functional.jacobian(fn, x)
print(jac) # tensor([[1.-0.j]], dtype=torch.complex128)
```

`conj` is not a holomorphic function and the Jacobian can't be represented with just a complex number.

cc: @lezcano 


### Versions

master