sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue:  Logs are not appearing in the console window upon completion of the standalone build.
Labels: bug,Output (export/standalone)

### Link to the code that reproduces this issue

https://github.com/SeoYoung-C/next-14-issue

### To Reproduce

1. I am using Winston. Additionally, I am formatting the logger in ECS format, so I am using the @elastic/winston-ecs-format library to change the log format.

2. When using the app directory structure in next.js 14 and using the @elastic/winston-ecs-format library, I encountered an error "Module not found: Can't resolve 'elastic-apm-node'". To use this module in next.config.js, I added the following option:
```
/** @type {import('next').NextConfig} */
const nextConfig = {
    output: 'standalone',
    compiler: {
        removeConsole: {
            exclude: ['error', 'info', 'warn'],
        },
    },
    experimental: {
        serverComponentsExternalPackages: ['@elastic/ecs-winston-format'],
    }
}

module.exports = nextConfig
```
3. I'm using Docker to build the app, therefore applying standalone to build the app. After the build, the @elastic/winston-ecs-format library is not included in the .next/standalone/node_modules folder.

4. In the bug-fix version 14.0.4-canary.36, I've confirmed that the module was included in the build. However, in the version built using standalone, the console logs are not being displayed.

### Current vs. Expected behavior

The build should be completed with '@elastic/ecs-winston-format' included in '.next/standalone/node_modules'. Additionally, logs entered via Winston should be visible in the console window.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 23.1.0: Mon Oct  9 21:27:27 PDT 2023; root:xnu-10002.41.9~6/RELEASE_X86_64
Binaries:
  Node: 20.10.0
  npm: 10.2.3
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.4-canary.36
  eslint-config-next: 14.0.3
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: standalone
```


### Which area(s) are affected? (Select all that apply)

App Router, Standalone mode (output: "standalone")

### Additional context

I've tested this on both local and Docker environments.
Repository: ollama
Issue: Add support for gpt4-x-alpaca
Labels: model request

Hi there,
this is an amazing model:
https://huggingface.co/chavinlo/gpt4-x-alpaca
Cheers.
Repository: transformers
Issue: deepspeed autotuning intergration
Labels: Feature request

### Feature request

intergrate deepspeed autotuning

### Motivation

without setting any config, make deepspeed easier to use

### Your contribution

none
Repository: rust
Issue: Add Context-Sensitive IR PGO (CSIR PGO)
Labels: A-LLVM,C-enhancement,T-compiler,C-optimization

Clang [has](https://clang.llvm.org/docs/UsersManual.html#cmdoption-fcs-profile-generate) support for an additional PGO mode - Context-Sensitive PGO. This is completely the same way as now used by Rustc but the main difference is when instrumentation is done. In usual (IR PGO) instrumentation is done before the inlining phase, with CSIR PGO - after the inlining phase. This could be important since the inlining decisions can introduce some noise into the profiling information.

In https://github.com/llvm/llvm-project/issues/56274#issuecomment-1407117774 comment, there is a small insight into the actual effects on the performance. According to this, we can treat CSIR PGO as a light replacement for LLVM BOLT optimization. For some people, it could be important since LLVM BOLT does not work on all platforms.

Right now it's not clear, could we implement CSIR PGO by just passing the right LLVM flag, or some frontend changes are required too? I guess some CSIR PGO implementation in Clang is required here. In any way, CSIR PGO information should be added to the Rustc PGO documentation.

CSIR PGO also was mentioned in the initial PGO issue for Rustc: https://github.com/rust-lang/rust/issues/59913#issue-432504990
Repository: rust
Issue: Vec-growing logic emitted for Vecs which never grow
Labels: T-compiler,I-heavy,T-libs

Consider these two examples:
```rust
pub fn foo(sizes: &[u64]) -> u64 {
    let mut top = Vec::with_capacity(1);
    for &size in sizes {
        /*if top.capacity() <= top.len() {
            unsafe { std::hint::unreachable_unchecked() }
        }*/
        top.push(size);
        top.pop();
    }
    top.iter().sum()
}
```
```rust
pub fn bar(sizes: &[u64]) -> u64 {
    const TOP_ELEMENTS: usize = 3;
    let mut top = Vec::with_capacity(TOP_ELEMENTS + 1);
    for &size in sizes {
        /*if top.capacity() <= top.len() {
            unsafe { std::hint::unreachable_unchecked() }
        }*/
        let i = 0; //top.partition_point(|&cur| cur > size);
        top.insert(i, size);
        top.truncate(TOP_ELEMENTS);
    }
    top.iter().sum()
}
```

Godbolt: https://rust.godbolt.org/z/PhrMr7dYr

Neither are ever going to grow their Vec from the initial size. Yet, `RawVec::reserve_for_push` and friends are emitted when compiling.
Uncommenting the `unreachable_unchecked` hints allows the optimizer to clean everything up. Might be asking a lot of the compiler but it would be great if it could figure that out by itself.

Tested with Rust 1.74 and with 1.76.0-nightly (87e1447aa 2023-11-30).
Repository: godot
Issue: Debugger stops when loading scripts with invalid syntax
Labels: discussion,topic:core,topic:gdscript

### Godot version

v4.2.stable.official [46dc27791]

### System information

Windows 10

### Issue description

I'm the developer of the GdUnit4 plugin and run into a regression issue since update to Godot 4.2.
My plugin provides a tool to mock scripts for testing purpose.
When i `load` a given script to mock by using `GDScript.load(<path>)` it produces now runtime errors when the script has some syntax errors.
This breaks now my implementation and the Debugger stops during load on the script error. Before, it was just load the script without checking for syntax/script errors.

The `load` is now checking in addition for script errors, this is a major regression!
Before I could just load any script also "broken" scripts.

Please roll this change back or provide a flag to enable/disable script syntax checking on load.



### Steps to reproduce

res://tests/invaldScript.gd
```
extends Node

func ready(
```

```
var resource = load("res://tests/invaldScript.gd")
```
The debugger now stops on the invalid script
![image](https://github.com/godotengine/godot/assets/347037/592f976b-a26c-401e-8c02-6d19c44b27b6)




### Minimal reproduction project

n/a
Repository: next.js
Issue: Missing console logs in api routes in production mode
Labels: bug

### Link to the code that reproduces this issue

https://github.com/rawi96/missing-console-logs-in-api-routes

### To Reproduce

1. create a  new Next App with `npx create-next-app@latest`
2. Create a new api route in `/src/app/api/test/route.ts`
3. Add this Code to the route.ts

```
export async function GET() {
  console.log(
    "I can see this log ONLY in development mode, not in production mode"
  );
  console.error(
    "I can see this error ONLY in development mode, not in production mode"
  );

  return Response.json({ message: "Hello Next JS" });
}
```
4. npm run build
5. npm start
6. Go to localhost:3000/api/test
7. You can see "Hello Next JS" but there are NO logs in the terminal
8. When I start the app with `npm run dev` I can see the logs

How can I see the console logs in my production env?
(I need this because I have an issue which only appears in prod mode.)

### Current vs. Expected behavior

Current behaviour:
- I can not see any logs in the api route in production mode. Only in the dev mode

Expected behaviour:
- See all logs in prod and dev mode

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 22.5.0: Thu Jun  8 22:22:20 PDT 2023; root:xnu-8796.121.3~7/RELEASE_ARM64_T6000
Binaries:
  Node: 20.8.1
  npm: 10.1.0
  Yarn: N/A
  pnpm: 7.0.0
Relevant Packages:
  next: 14.0.3
  eslint-config-next: 14.0.3
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

_No response_
Repository: godot
Issue: The print function affects the operation of the script
Labels: discussion,documentation

### Godot version

3.5.2

### System information

Ubuntu 22.04

### Issue description

The print function affects the operation of the script

### Steps to reproduce

If you comment out line 14 (which just contains a print), the program changes.

### Minimal reproduction project

[Test print.zip](https://github.com/godotengine/godot/files/13538728/Test.print.zip)
Repository: godot
Issue: Non-whitespace symbols counted as whitespace for justifying in [fill] bbcode
Labels: bug,topic:gui

### Godot version

v4.2.stable.mono.official [46dc27791]

### System information

Godot v4.2.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3699) - 13th Gen Intel(R) Core(TM) i5-13600KF (20 Threads)

### Issue description

In `RichTextLabel` the text inside bbcode `[fill]` will have expanded whitespaces width to cover full area
I want to use invisible, but not white-space characters to make some words still be together, separated by default width whitespace, not expanded as default white-space in `[fill]`
But if you will use non-whitespace character (but still visual looks like white space), for example unicode's `⠀` (U+2800 BRAILLE PATTERN BLANK), it still be counted as whitespace and will be with expanded width
For example, in css, non-whitespace characters are not taken into account when using `text-align: justify`(which behaves similarly to `[fill]`)

### Steps to reproduce

1. Add text to `RichTextLabel` with bbcode `[fill]`: `[fill]This is the test[/fill]`
2. Replace one of white spaces with `⠀` (U+2800 BRAILLE PATTERN BLANK)
3. Nothing changed, replaced space still be with expanded width


### Minimal reproduction project

N/A
Repository: godot
Issue: SDFGI will only enable if you unassign baked light data from LightmapGI nodes
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

4.2.stable

### System information

Windows 11, Vulkan, Forward+

### Issue description

I'm trying to set up a game where I can toggle between LightmapGI baked light and SDFGI. But SDFGI doesn't enable if you disable the LightmapGI node, you have to unassign the baked light data in the node before SDFGI re-enables.

https://github.com/godotengine/godot/assets/4955051/69281642-7369-4d68-8a9c-42992f598299



### Steps to reproduce

Set up a project with SDFGI enabled and add a lighmapgi node and bake the light, then toggle on and off the lightmapgi node.

### Minimal reproduction project

[baked_light_sdfgi_toggle.zip](https://github.com/godotengine/godot/files/13538755/baked_light_sdfgi_toggle.zip)
Repository: next.js
Issue: Error after fresh create on windows (14.0.3): Application error: a client-side exception has occurred (see the browser console for more information).
Labels: bug

### Link to the code that reproduces this issue

https://github.com/semkolol/nextjs-issue-example

### To Reproduce

1. create-next-app@latest (14.0.3) on Windows
2. Thats it, from here I just started the dev server and it shows the error in the title, but only on Windows, works fine on my Mac 

### Current vs. Expected behavior

I expected the app to also work on windows, instead it doesn't 

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Home
Binaries:
  Node: 18.18.0
  npm: N/A
  Yarn: N/A
  pnpm: 8.7.1
Relevant Packages:
  next: 14.0.3
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: N/A
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Additional context

_No response_
Repository: godot
Issue: Callable set as lambda function gets removed when reloading class in debug
Labels: bug,topic:gdscript

### Godot version

4.2

### System information

Godot v4.2.stable unknown - Arch Linux #1 SMP PREEMPT_DYNAMIC TKG Tue, 07 Nov 2023 19:00:51 +0000 - Wayland - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU () - AMD Ryzen 7 5800HS with Radeon Graphics (16 Threads)

### Issue description

If we instantiate a node, set a Callable property to a lambda function on the child, and we reload some class in the editor while the game is running, the Callable property is null which crashes the game when it's called.

If the callable is set to a proper function, it doesn't crash. This works as intended:
```gdscript
func a():
    return "a"

func _ready():
    var sprite = ...
    sprite.f = a
    self.add_child(sprite)
```

This does not:
```gdscript
func _ready():
    var sprite = SPRITE_2D.instantiate()
    sprite.f = func():
        return "override func"
    self.add_child(sprite)
```

### Steps to reproduce

- Open the project
- Run the game
- Modify something in sprite_2d.gd or parent.gd
- The game stops execution because of null callable

### Minimal reproduction project

[Callable lambda bug.zip](https://github.com/godotengine/godot/files/13538875/Callable.lambda.bug.zip)
Repository: rust
Issue: rustc decides variable is of unsized type even when it is clear later it's not
Labels: T-compiler,A-inference,C-bug

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
fn any<T>() -> T { loop {} }

fn foo() {
    let v = any();
    let r: &[i32] = &v;
    let _: [i32; 1] = v;
}
```
[Playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=1b611d7678ac78c4b39caaf2187f0b54).

I expected to see this happen: compiles successfully, with `v` deduced to be `[i32; 1]`

Instead, this happened:
```
error: mismatched types
 --> src/lib.rs:6:23
  |
5 |     let r: &[i32] = &v;
  |                      - here the type of `v` is inferred to be `[i32]`
6 |     let _: [i32; 1] = v;
  |            --------   ^ expected `[i32; 1]`, found `[i32]`
  |            |
  |            expected due to this

error: the size for values of type `[i32]` cannot be known at compilation time
 --> src/lib.rs:4:9
  |
4 |     let v = any();
  |         ^ doesn't have a size known at compile-time
  |
  = help: the trait `Sized` is not implemented for `[i32]`
  = note: all local variables must have a statically known size
  = help: unsized locals are gated as an unstable feature

error: the size for values of type `[i32]` cannot be known at compilation time
 --> src/lib.rs:4:13
  |
4 |     let v = any();
  |             ^^^ doesn't have a size known at compile-time
  |
  = help: the trait `Sized` is not implemented for `[i32]`
note: required by a bound in `any`
 --> src/lib.rs:1:8
  |
1 | fn any<T>() -> T { loop {} }
  |        ^ required by this bound in `any`
help: consider relaxing the implicit `Sized` restriction
  |
1 | fn any<T: ?Sized>() -> T { loop {} }
  |         ++++++++
```

rustc assumes `v: [i32]`, and then fails both because it's an unsized type and because it can't match with `let _: [i32; 1] = v;`.

Strangely enough, it does compile with trait objects:
```rust
fn any<T>() -> T { loop {} }

fn foo() {
    let v = any();
    let r: &dyn std::fmt::Debug = &v;
    let _: [i32; 1] = v;
}
```
[Playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=c65618db059c13abe6535c4c108622de).
Repository: godot
Issue: Conflict of .godot folder when installing gdUnit4
Labels: topic:plugin,needs testing

### Godot version

v4.2.stable.official [46dc27791]

### System information

Godot v4.2.stable - LMDE 5 (elsie) 5 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 3GB (nvidia) - AMD Ryzen 7 1700 Eight-Core Processor (16 Threads)

### Issue description

I found that I needed to delete the .godot folder when upgrading to v4.2 of the gdUnit4 AddOn in order for this AddOn to work.

### Steps to reproduce

Upgrade from Godot V4.1 to V4.2 where gdUnit was installed in the Godot 4.1 project, and then delete this AddOn folder and copy and paste the new gdUnit4 AddOn to the project addons folder. The AddOn does not present itself in the IDE even after re-loading the Godot Engine.

### Minimal reproduction project

Not available.
Repository: pytorch
Issue: libtorch can't switch between with and without layers by is_training()
Labels: module: cpp,triaged

### 🐛 Describe the bug

Libtorch may not be able to detect layers that change presence or absence depending on whether the model is training or not.

I wrote the following policy-value network, trained the model a certain number of times, and loaded it in C++.
(The code is part of the network)
```py
def forward(self,x):
    x = F.relu(self.bn1(self.conv1(x)))
    for n in range(self.n_blocks):
      x = getattr(self,f"resblock{n}")(x)

    #: policy head
    x_p = F.relu(self.bn_p(self.conv_p(x)))
    x_p = self.flat_p(x_p)
    logits = self.logits(x_p)
    policy = F.softmax(logits,dim=1)

    #: value head
    x_v = F.relu(self.bn_v(self.conv_v(x)))
    x_v = self.flat_v(x_v)
    x_v = self.fc2_v(self.fc1_v(x_v))
    value = F.tanh(x_v)

    return (logits if self.training else policy),value
```

If I run model.eval() and pass one tensor through here in C++ and have it output the first argument, I get something like this.
```
-4.20324
-1.88821
-1.33345
-1.39375
-2.22946
...
-3.67278
-4.49324
-4.33311
-6.66434
-5.40003
```
At least it is clear that this output is not through softmax.
It could be solved immediately by passing torch::nn::functional::softmax() on the C++ side.

### Versions

Collecting environment information...
PyTorch version: 2.1.1
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 12.5.1 (arm64)
GCC version: Could not collect
Clang version: 14.0.0 (clang-1400.0.29.102)
CMake version: version 3.27.8
Libc version: N/A

Python version: 3.9.1 (default, Dec 11 2020, 10:13:38)  [Clang 12.0.0 (clang-1200.0.32.27)] (64-bit runtime)
Python platform: macOS-12.5.1-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Apple M1 Pro

Versions of relevant libraries:
[pip3] numpy==1.26.2
[pip3] torch==2.1.1
[pip3] torchaudio==2.1.1
[pip3] torchvision==0.16.1
[conda] Could not collect

cc @jbschlosser
Repository: stable-diffusion-webui
Issue: [Feature Request]: Implementing support for PIXART-α: Fast Training of Diffusion Transformer for Photorealistic Text-to-Image Synthesis
Labels: enhancement

PIXART-α: Fast Training of Diffusion Transformer for Photorealistic Text-to-Image Synthesis

https://pixart-alpha.github.io/

This model is literally better than SDXL 

I made a full tutorial for those who wonders. 

[**PIXART-α : First Open Source Rival to Midjourney - Better Than Stable Diffusion SDXL - Full Tutorial**](https://youtu.be/ZiUXf_idIR4)

[![image](https://cdn-uploads.huggingface.co/production/uploads/6345bd89fe134dfd7a0dba40/NccIesCaYHEpKshYB-jF0.png)](https://youtu.be/ZiUXf_idIR4)
Repository: vscode
Issue: `replaceInput` code duplication
Labels: debt,editor-find

For example:

https://github.com/microsoft/vscode/blob/4b9608ccceba9fee3d5ceb5f76e0b728d7a05068/src/vs/base/browser/ui/findinput/replaceInput.ts#L142-L165

repeats in:

https://github.com/microsoft/vscode/blob/4b9608ccceba9fee3d5ceb5f76e0b728d7a05068/src/vs/base/browser/ui/findinput/findInput.ts#L165-L188

I might be off on who owns this actually, sorry, went with some git blame info.
Repository: next.js
Issue: next-code-elimination tool fails to parse parameterless invocations of functions with specified type parameters
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/next-js-code-elimination-parsing-failure-reproduction-yl5rg4?file=%2Fapp%2Fpage.tsx%3A6%2C62

### To Reproduce

View [reproduction in next-code-elimination tool](https://next-code-elimination.vercel.app/s/rblOeBs4V), or manually copy code below and paste into Your Code editor pane in [next-code-elimination-tool](https://next-code-elimination.vercel.app/):
```tsx
declare function useSomething<T>(): unknown;

export default function Home() {
  const something = useSomething<unknown>();

  return null;
}
```

### Current vs. Expected behavior

Currently the parsing fails when invoking `useSomething` without any parameter:
```
Unexpected token (3:113)
  1 | // This is the code that is bundled for the client-side:
  2 | 
> 3 | declare function useSomething<T>():unknown;export default function Home(){const something=useSomething<unknown>();return null;}
    |                                                                                                                 ^
```

When passing at least one parameter to the invocation, the parsing succeeds:
```tsx
declare function useSomething<T>(): unknown;

export default function Home() {
  const something = useSomething<unknown>('foobar');

  return null;
}
```

I'd expect both cases to be parsed successfully.

### Which area(s) are affected? (Select all that apply)

Not sure

### Additional context

Not sure if this issue fits more as a Bug Report or a Docs Request for an Update or Improvement