sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Memory leak in optimizeCss
Labels: bug

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/old-currying-xtd57t

### To Reproduce

1. Enable experimental `optimizeCss`
2. Keep the site running for longer time under some traffic
3. Watch the memory grows indefinitely until the app crashes

### Current vs. Expected behavior

There's some kind of memory leak when the `optimizeCss` (Critters) is enabled. The memory usage grows linearly to traffic and is not freed, if the pages are SSG. This eventually results in the app crash.

### 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 22.6.0: Wed Jul  5 22:22:05 PDT 2023; root:xnu-8796.141.3~6/RELEASE_ARM64_T6000
Binaries:
  Node: 16.18.1
  npm: 8.19.2
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 13.5.6
  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

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

next start (local), Other (Deployed)

### Additional context

Memory usage graph of our app:
<img width="1255" alt="Zrzut ekranu 2024-01-8 o 15 07 53" src="https://github.com/vercel/next.js/assets/1322846/2dac1a57-8066-4966-bcce-423d4d0b0e6b">


The drops are manual restarts to keep the app running. The moment it finally stabilizes is when we disabled `optimizeCss`.
Repository: godot
Issue: AnimationPlayer duplicates tracks when copy and pasting from different animations
Labels: bug,discussion,topic:editor,usability,topic:animation

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 31.0.101.5081) - 11th Gen Intel(R) Core(TM) i7-1165G7 @ 2.80GHz (8 Threads)

### Issue description

**What happends?**
When copying and pasting animation tracks from the same properties, I end up with duplicate tracks for the same property. (see gif below). 

**Expected behavior**
I expected that the copied values would end up after the cursor in the already existing tracks and that new tracks would only be created if not present previously. 
![image](https://github.com/godotengine/godot/assets/21160216/cfe8d81a-804c-4ad7-953e-3eb41e9b4e83)

Another approach would be that the "Clean Up Animation" button would merge those tracks if there is no overlaping values (ie.: two tracks are seting different values at the same keyframe)
![image](https://github.com/godotengine/godot/assets/21160216/008527a8-25b3-45f1-a6be-15d286ff52d2)
![image](https://github.com/godotengine/godot/assets/21160216/ec7d05c8-ef36-4007-8be7-438e1c5e6b48)



### Steps to reproduce

1. Create a new animation
2. Copy tracks from the idle animation
3. Paste into the new animation
4. Copy tracks from attack animation
5. Paste into the new animation
6. There are now two tracks for frame and transform.
![issue](https://github.com/godotengine/godot/assets/21160216/f81cacd4-356f-4ba4-999f-a7a5daa245b2)


### Minimal reproduction project (MRP)

[animation_issue.zip](https://github.com/godotengine/godot/files/13888178/animation_issue.zip)
Repository: godot
Issue: Keying the initial value of a shader parameter inserts `Variant::Nil` and the animation does not work as expected
Labels: bug,topic:editor,confirmed,topic:shaders,topic:animation

### Tested versions

- Reproduceable in: 4.3.dev, 4.2.1.stable, 4.2.stable (either totally doesn't animate or as discrete keyframe values),
- Reproducible??? in 4.1.1.stable (something not correct with one of uniforms in reproduction)
- Not reproducible in 4.1.stable

### System information

Godot v4.3.dev1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3734) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)

### Issue description

In production game we noticed that shader parameters are not animated inside a game but looked OK in editor. Instead of interpolating values are set to values saved in a material resource. 

As I was creating a reproduction project it was totally off in editor where it acted as discrete values on a float uniform.

4.2 I noticed a warning about shader float value
```scene/animation/animation_mixer.cpp:879 - AnimationMixer: 'test', Value Track: '.:material:shader_parameter/red' uses a non-numeric type as key value with UpdateMode.UPDATE_CONTINUOUS. This will not be blended correctly, so it is forced to UpdateMode.UPDATE_DISCRETE. (User)```

4.1.1 it looked correct for `uniform float alpha` until I introduced `uniform float red` and its value wasn't animated.

### Steps to reproduce

- new project
- add Sprite2D with AnimationPlayer
- create a float uniform in shader (didn't think about colors and vectors)
- animate those parameters with animation player
* in 4.2.1 production project animated in editor but not in the game. But in reproduction project keyframes acted as Discrete.

### Minimal reproduction project (MRP)


[Animate Shader Parameters 4.1.zip](https://github.com/godotengine/godot/files/13888449/Animate.Shader.Parameters.4.1.zip)
[Animate Shader Parameters 4.1.1.zip](https://github.com/godotengine/godot/files/13888453/Animate.Shader.Parameters.4.1.1.zip)
[Animate Shader Param 4.2.zip](https://github.com/godotengine/godot/files/13888455/Animate.Shader.Param.4.2.zip)
[Animate SHader Bug 4.2.1.zip](https://github.com/godotengine/godot/files/13888456/Animate.SHader.Bug.4.2.1.zip)
[Animate Shader Bug 4.3dev.zip](https://github.com/godotengine/godot/files/13888458/Animate.Shader.Bug.4.3dev.zip)
Repository: storybook
Issue: [Bug]: Dark mode stops working with Tailwind CSS in Storybook with Vite when "dark" keyword removed
Labels: bug,tailwind,sev:S3,addon: themes

### Describe the bug

**Describe the bug**
When using Storybook with Vite and Tailwind CSS, the dark mode feature of `@storybook/addon-themes` is not working as expected. When switching to dark mode, a "dark" class is added to the HTML element, the styles associated with the ".dark" class are not being applied, causing the dark mode to not display correctly.

*This issue occurs when we remove the "dark" keyword from our `Configure.mdx` file.*

Here's the CSS class we've defined for dark mode:

```
	.dark {
		--background: 224 71.4% 4.1%;
		--foreground: 210 20% 98%;
        }
```

**To Reproduce**
Steps to reproduce the behavior:
1. Set up a Storybook project with Vite and Tailwind CSS.
2. Use @storybook/addon-themes to enable theme switching.
3. Define dark mode colors in Tailwind CSS.
4. Switch to dark mode in Storybook.

**Expected behavior**
When switching to dark mode, the "dark" class should come with the appropriate styles and the UI should switch to dark mode.

**Screenshots**
Currently when "dark" keyword removed from project
![image](https://github.com/storybookjs/storybook/assets/37534146/fd3081b0-c84d-473d-b20d-ae465b0491d4)
When "dark" added to somewhere in mdx
![image](https://github.com/storybookjs/storybook/assets/37534146/5e7fcd20-89b0-4cd9-b1cf-4c09c27be9e0)


### To Reproduce

_No response_

### System

```bash
System:
    OS: macOS 14.2.1
    CPU: (12) arm64 Apple M2 Pro
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 18.17.1 - ~/Library/Caches/fnm_multishells/20202_1704872557318/bin/node
    npm: 9.6.7 - ~/Library/Caches/fnm_multishells/20202_1704872557318/bin/npm
    pnpm: 8.14.0 - ~/Library/Caches/fnm_multishells/20202_1704872557318/bin/pnpm <----- active
  Browsers:
    Chrome: 120.0.6099.199
    Safari: 17.2.1
  npmPackages:
    @storybook/addon-a11y: 7.6.7 => 7.6.7 
    @storybook/addon-essentials: 7.6.7 => 7.6.7 
    @storybook/addon-interactions: 7.6.7 => 7.6.7 
    @storybook/addon-links: 7.6.7 => 7.6.7 
    @storybook/addon-themes: 7.6.7 => 7.6.7 
    @storybook/blocks: 7.6.7 => 7.6.7 
    @storybook/react: 7.6.7 => 7.6.7 
    @storybook/react-vite: 7.6.7 => 7.6.7 
    @storybook/test: 7.6.7 => 7.6.7 
    @storybook/test-runner: 0.16.0 => 0.16.0 
    storybook: 7.6.7 => 7.6.7
```


### Additional context

As a workaround, we added a comment in an MDX file like this:
```
//dark
```
This seems to temporarily solve the issue, but we believe this is not the intended behavior and would appreciate a more permanent solution.
Repository: PowerToys
Issue: Crop and lock not displaying correctly
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response,Product-CropAndLock

### Microsoft PowerToys version

0.77.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Crop and Lock

### Steps to reproduce

crop and lock has started displaying incorrect areas of crop

### ✔️ Expected Behavior

display correct areas of crop

### ❌ Actual Behavior

crop and lock has started displaying incorrect areas of crop

### Other Software

_No response_
Repository: vscode
Issue: `languages.match` doesn't work for notebook cell documents in document close events
Labels: bug,api,editor-api

Underlying reason is that the document data for the notebook cell document got already removed from the `ExtHostDocumentsAndEditors` registry. Since matching the notebook cell requires the underlying notebook document to get to the notebook type the match fails and return 0.
Repository: next.js
Issue: Next.js default not-found/404 page doesn't render on Vercel deployments
Labels: bug,Navigation,Runtime

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/dry-dust-r83nds?file=%2Fnext.config.js%3A10%2C32

### To Reproduce

1. Start the application locally in dev.
2. Navigate to a page that doesn't exist, i.e. http://localhost:3000/nosuchpage and see Next's default 404 page.
3. Host the Next.js app on Vercel.
4. Navigate to a page that doesn't exist, i.e. http://helloworld.com/nosuchpage and we see a broken version of the homepage rather than Next's not-found/404 page.

### Current vs. Expected behavior

When navigating to incorrect/non-existent paths, the Next.js default not-found/404 page doesn't render on Vercel deployments, but does during local development. 

We would expect to see the 404/not-found page in the Vercel's production deployment, just as we see it in dev. 

### 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 23.1.0: Mon Oct  9 21:32:11 PDT 2023; root:xnu-10002.41.9~7/RELEASE_ARM64_T6030
Binaries:
  Node: 21.3.0
  npm: 10.2.4
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.5-canary.46
  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)

Not sure, App Router, Middleware / Edge (API routes, runtime), Routing (next/router, next/navigation, next/link)

### Which stage(s) are affected? (Select all that apply)

Vercel (Deployed)

### Additional context

We are hosting our Next.js app on Vercel.

As per these [Next.js docs](https://nextjs.org/docs/app/api-reference/file-conventions/not-found) we have also tried making our own not-found.tsx component and placed it under ./app so all incorrect paths should result in the custom 404 being displayed, but they don't on Vercel, but do during local development. As suggested in other threads, we have also tried placing it throughout the application, but with no with success.

Note: running in production mode locally still gives a 404
Repository: pytorch
Issue: request: torch.compile support for tensor subclass subgraph boundaries
Labels: triaged,module: __torch_dispatch__,oncall: pt2,module: pt2-dispatcher

### 🐛 Describe the bug

Is it possible to enable tensor subclasses in subgraph boundaries?  It doesn't seem to currently work for `Float8Tensor`.  Logs: https://gist.github.com/vkuzo/53e92dfd91879c0710975b8a657fd91d

This is needed for easier development of float8 training (currently we are forced to keep everything full graph compatible, this is really restrictive for experimental projects).

Full reproduction instructions: https://github.com/pytorch-labs/float8_experimental/pull/166

### Versions

```
(pytorch) [vasiliy@devgpu009.ftw2 ~/local/pytorch (main)]$ python
Python 3.11.4 (main, Jul  5 2023, 13:45:01) [GCC 11.2.0] on linux
Type "help", "copyright", "credits" or "license" for more information.
>>> import torch; torch.__version__
'2.2.0a0+git967863d'
```

cc @Chillee @ezyang @zou3519 @albanD @samdow @msaroufim @wconstab @bdhirsh @anijain2305
Repository: node
Issue: NODE_EXTRA_CA_CERTS does not work when set in env file
Labels: confirmed-bug,dotenv

### Version

v21.5.0

### Platform

Darwin MACM-YXGQWMKDQK 22.6.0 Darwin Kernel Version 22.6.0: Wed Jul  5 22:22:05 PDT 2023; root:xnu-8796.141.3~6/RELEASE_ARM64_T6000 arm64

### Subsystem

_No response_

### What steps will reproduce the bug?

Run 
node --env-file ./config/.env.development

With env file containing NODE_EXTRA_CA_CERTS

The variable is not taken into account.

Run same script but exporting the variable first, it is correctly taken into account.

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

Always!

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

The ca cert should be taken into account

### What do you see instead?

It is not correctly taken into account and I get errors about self signed certificates

### Additional information

_No response_
Repository: PowerToys
Issue: FancyZones across TaskView Multi-Desktops
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Can we have it so that FancyZones can be saved per TaskView multi-desktops? I'd like to have different layouts per saved virtual desktop.

### Scenario when this would be used?

TaskView multi-desktops

### Supporting information

I feel like this proposal worked in past versions. Maybe the feature function is broken?
Repository: PowerToys
Issue: FancyZones: Layout Shortcut for Different Layouts Per Monitor (or shortcut only affects one monitor)
Labels: FancyZones-Hotkeys,FancyZones-Layouts,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

I utilize a shortcut key often for my main monitor depending on what I am doing.

I would however not want the shortcut to affect the second monitor OR have a shortcut save a different layout per monitor.

### Scenario when this would be used?

Anytime you're using shortcuts to switch layouts quickly, but only want to affect one monitor or want a different layout per monitor.

### Supporting information

_No response_
Repository: neovim
Issue: UI protocol: repeated `ext_hlstate`, missing ui flush when deleting lines
Labels: bug,ui,ui-extensibility,highlight

### Problem

When the `ext_hlstate` extension is enabled, and more than around 500 lines are deleted using `indent-blankline.nvim` or`mini.indentscope`, the `hl_attr_define` event is repeated many times and `flush` is never called.

This causes ui clients like Neovide to stop updating.

The original issue is reported here, see that for more information and log files from Neovide
* https://github.com/neovide/neovide/issues/2217

### Steps to reproduce

1. Create a file `minimal.lua`
```lua
-- Run this file as `nvim --clean -u minimal.lua`

for name, url in pairs{
  -- ADD PLUGINS _NECESSARY_ TO REPRODUCE THE ISSUE, e.g:
  -- some_plugin = 'https://github.com/author/plugin.nvim'
  mini_indentscope = 'https://github.com/echasnovski/mini.indentscope'
} do
  local install_path = vim.fn.fnamemodify('nvim_issue/'..name, ':p')
  if vim.fn.isdirectory(install_path) == 0 then
    vim.fn.system { 'git', 'clone', '--depth=1', url, install_path }
  end
  vim.opt.runtimepath:append(install_path)
end

-- ADD INIT.LUA SETTINGS _NECESSARY_ FOR REPRODUCING THE ISSUE
require('mini.indentscope').setup({})
```

2. run `neovide -- --clean -u minimal.lua
3. open a big source file
4. delete more than 500 lines

### Expected behavior

The lines should be deleted normally

### Neovim version (nvim -v)

0.9.5, Neovide 0.12.1

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

Linux

### Terminal name/version

N/A

### $TERM environment variable

N/A

### Installation

Pacman
Repository: material-ui
Issue: [material-next] Revise state style implementation
Labels: on hold,design: material you

The hover and focus state in some components (i.e., Button) is not implemented per spec. For more information see: https://github.com/mui/material-ui/pull/40124#pullrequestreview-1811570089

The Chip has the correct implementation using [`color-mix`](https://developer.mozilla.org/en-US/docs/Web/CSS/color_value/color-mix): https://github.com/mui/material-ui/blob/master/packages/mui-material-next/src/Chip/Chip.tsx#L253

We should revisit the rest of the components.

**Search keywords**:
Repository: PowerToys
Issue: PowerToys Run | Folder Plugin: ~ for home directory doesn't handle relocated folders
Labels: Idea-Enhancement,Product-PowerToys Run,Run-Plugin

### Microsoft PowerToys version

0.77.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Relocate Desktop to another drive/location.  Use ~\Desktop in PowerToys Run with Folder plugin enabled.

### ✔️ Expected Behavior

I expect ~\Desktop to work

### ❌ Actual Behavior

It doesn't; wants to do a web search

### Other Software

_No response_
Repository: pytorch
Issue: Improve behaviour of `torch.linalg.lstsq` on CUDA GPU for rank defficient matrices
Labels: module: cuda,triaged,module: linear algebra,actionable

### 🚀 The feature, motivation and pitch

As per the documentation:
> For CUDA input [`torch.linalg.lstsq`] assumes that A is full-rank.

While documented, this behaviour is counter-intuitive for end-users especially if the function silently fails.

Interestingly, currently calling `torch.linalg.lstsq` on CUDA for rank defficient input silently fails in non-batched-mode but throws a `_LinAlgError` in batched mode.

It is also counter-intuitive that `torch.linalg.lstsq` on CUDA is not able to fallback to a more stable SVD driver despite `torch.linalg.svd` being supported on CUDA.

It would be great if:
1. The QR based implementation always threw an error is the input is not full rank
2. An SVD backend would be available on CUDA as well

### Alternatives

An alternative is to implement an SVD-based least-squares and use that instead of `torch.linalg.lstsq`. Here is a basic implementation (feel free to post refinements):
```python
def svd_lstsq(AA, BB, tol=1e-5):
    U, S, Vh = torch.linalg.svd(AA, full_matrices=False)
    Spinv = torch.zeros_like(S)
    Spinv[S>tol] = 1/S[S>tol]
    UhBB = U.adjoint() @ BB
    if Spinv.ndim!=UhBB.ndim:
      Spinv = Spinv.unsqueeze(-1)
    SpinvUhBB = Spinv * UhBB
    return Vh.adjoint() @ SpinvUhBB
```

### Additional context

Simple script to replicate:
```python
import torch
print(f'Running PyTorch version: {torch.__version__}')

torchdevice = torch.device('cpu')
if torch.cuda.is_available():
  torchdevice = torch.device('cuda')
  print('Default GPU is ' + torch.cuda.get_device_name(torch.device('cuda')))
print('Running on ' + str(torchdevice))

b = 2
r = 5
c = 3
k = 1

if b==1:
  A = torch.randn(r, c, device=torchdevice)
  if k==1:
    B = torch.randn(r, device=torchdevice)
  else:
    B = torch.randn(r, k, device=torchdevice)
else:
  A = torch.randn(b, r, c, device=torchdevice)
  B = torch.randn(b, r, k, device=torchdevice)

# degrade rank
A[...,-1] = 0
print("A",A)

try:
  X_lstsq = torch.linalg.lstsq(A, B).solution
  print("X_lstsq",X_lstsq)
except Exception as error:
  print("An error occurred:", type(error).__name__, "–", error)

X_pinv=torch.linalg.pinv(A) @ B
print("X_pinv",X_pinv)

def svd_lstsq(AA, BB, tol=1e-5):
    U, S, Vh = torch.linalg.svd(AA, full_matrices=False)
    Spinv = torch.zeros_like(S)
    Spinv[S>tol] = 1/S[S>tol]
    UhBB = U.adjoint() @ BB
    if Spinv.ndim!=UhBB.ndim:
      Spinv = Spinv.unsqueeze(-1)
    SpinvUhBB = Spinv * UhBB
    return Vh.adjoint() @ SpinvUhBB

X_svd= svd_lstsq(A, B)
print("X_svd",X_svd)
```

Related issues: #88101 #85021 #10454

cc @ptrblck @jianyuh @nikitaved @pearu @mruberry @walterddr @xwang233 @Lezcano
Repository: transformers
Issue: Adding mixtral attention_bias in style of llama modeling
Labels: Feature request

### Feature request

### System Info
transformers version: 4.36.2

### Who can help?
don't have a clue about this

### Information
Refer to llama2 modeling code, I want to add attention bias option in mixtral model and configuration for flexibility of experiments.  
If this changes seems appropriate, I will make a PR for it

### Expected behavior
After changes, attention bias option of model is added in config.  
Can be controlled like example below(default config value is false)
```
from transformers import AutoConfig
config = AutoConfig.from_pretrained("variant_of_mixtral")
config.attention_bias = True
```

### Motivation

Refer to llama2 modeling code, I want to add attention bias option in mixtral model and configuration for flexibility of experiments.  

### Your contribution

I have created a fix branch. I can make a PR of it
refer to [link](https://github.com/Moreh-LeeJunhyeok/transformers/tree/mixtral_add_attention_bias)
Repository: stable-diffusion-webui
Issue: [Bug]: 1.7x DEV v1.7.0-329-g85bf2eb4 alphas_cumprod Downcast setting got lost and stuck on some models
Labels: bug

### 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
- [X] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

A image generated without downcast gets downcasted after 1 run of the XYZ Plot (checkpoint change)

### Steps to reproduce the problem

1. Generate a Image without Downcast (default setting Dev Version)
2. Save it
3. Reuse it with the save subseed number
4. Make a xyz plot with this image and 2 models (also the origin model)
5. **Run the plot (it shows right)**
6. **Run the generation without a Script**
7. Now The Image is generated **WITH** downcast 
8. Stop the webui service Process / Start the webui Service Process (nor UI Reload)
9. Generate the Image -- Now it is WITHOUT Downcast

### What should have happened?

The "without Downcast" should be respected also after running a xzy Script.


### What browsers do you use to access the UI ?

Mozilla Firefox

### Sysinfo

[sysinfo-2024-01-10-17-17.json](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/13890919/sysinfo-2024-01-10-17-17.json)


### Console logs

```Shell
Total progress: 100%|███████████████████████████████████████████████████████████████████████████████████████████████|
```


### Additional information

_No response_