sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: stable-diffusion-webui
Issue: [Feature Request]: Upgrade PyTorch to 2.1.2 for Macs
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 ?

New [pytorch release 2.1.2](https://github.com/pytorch/pytorch/releases/tag/v2.1.2) brings some bug fixes and optimizations for Macs.

With this version and the command line below, the generation time on M1 is about 20-25% faster.
`export COMMANDLINE_ARGS="--skip-torch-cuda-test --opt-sub-quad-attention --upcast-sampling --no-half-vae --medvram-sdxl --use-cpu interrogate"`

Some people with M2 Macs said that generation time was reduced even more.

### Proposed workflow

Replace
```
export COMMANDLINE_ARGS="--skip-torch-cuda-test --upcast-sampling --no-half-vae --use-cpu interrogate"
export TORCH_COMMAND="pip install torch==2.0.1 torchvision==0.15.2"
```

with
```
export COMMANDLINE_ARGS="--skip-torch-cuda-test --opt-sub-quad-attention --upcast-sampling --no-half-vae --medvram-sdxl --use-cpu interrogate"
export TORCH_COMMAND="pip install torch==2.1.2 torchvision==0.16.2"
```
in webui-macos-env.sh

### Additional information

Most important Mac-related fixes in 2.1.2:

Fix crashes for float16 empty tensors (https://github.com/pytorch/pytorch/pull/115183)
Fix MPS memory corruption when working with tensor slices (https://github.com/pytorch/pytorch/pull/114838)
Fix crashes during Conv backward pass on MPS devices (https://github.com/pytorch/pytorch/pull/113398)
Partially fix nn.Linear behavior on AArch64 platform (https://github.com/pytorch/pytorch/pull/110150)

I am at your disposal for any kind of tests on M1 MacBook Pro and iMac 2019 (Intel) with Radeon 580X 8GB
Repository: PowerToys
Issue: PowerToys Run: UI feedback for service plugin
Labels: Idea-Enhancement,Help Wanted,Product-PowerToys Run,Run-Plugin

### Description of the new feature / enhancement

When trying to use the PowerToys Run Service plugin to restart a service which has dependencies, it fails silently. This is made worse by the lack of visual feedback, there is no way to know that the restart actually failed.

It would be nice to have a small UI showing the progress of the start/stop/restart command, and it could serve as a base to later handle services with dependencies.

### Scenario when this would be used?

Whenever trying to use Powertoys Run to manage services.

### Supporting information

_No response_
Repository: godot
Issue: Control grow_horizontal displays incorrect parameters
Labels: discussion,topic:gui

### Tested versions

- Reproducible in Godot 4.2

### System information

Windows 10 - Godot_v4.2.1-stable_win64

### Issue description

When creating a control node with anchors as its layout mode and a Custom anchor preset, it shows the grow direction.

When checking the hint of the horizontal grow direction, it discusses "Begin, End, Both" instead of "Left, Right, Both" which are the given parameters. The documentation for this at [Control - GrowDirection](https://docs.godotengine.org/en/4.2/classes/class_control.html#enum-control-growdirection) uses an enum with the values `GROW_DIRECTION_BEGIN `, `GROW_DIRECTION_END`, and `GROW_DIRECTION_BOTH`.

Its either we change the parameter names to "Begin", "End", "Both" or change the hint for the parameters.

### Steps to reproduce

Create a control node > set its layout_mode to anchors > set the anchors_preset to Custom

### Minimal reproduction project (MRP)

[control-grow-horizontal.zip](https://github.com/godotengine/godot/files/13754566/control-grow-horizontal.zip)
Repository: tauri
Issue: [feat] Expose async runtime's sleep() function
Labels: type: feature request

### Describe the problem

Most of the common items you'd need from the async runtime (e.g. Tokio) are adequately exposed from the `async_runtime` module, and I understand the goal to keep it lightweight. However, one common but missing items is an async `sleep()`, useful for e.g. debouncing events.

### Describe the solution you'd like

It would be great if `sleep()` is re-exported. Most runtimes have such a function, usually taking a standard `Duration` (which could also be exported, if need be).

### Alternatives considered

Importing the entirety of `tokio`, which in this case would be very overkill.

### Additional context

_No response_
Repository: godot
Issue: CSGPolygon that uses Path3d produces `"ERROR: Condition "!is_inside_tree()" is true. Returning: Transform3D() at: get_global_transform (scene/3d/node_3d.cpp:343)" on "get_tree().reload_current_scene()"`
Labels: bug,topic:core,topic:3d

### Tested versions

- Reproducible in 4.3 NET dev 1, 4.2.1 NET, 4.1.3 NET, 3.5.6 NET, 3.4.5 NET. Also works in non-NET versions
- Tested with Visual Studio. Not yet tested in other IDE's
- Have not yet found a version this does not happen in. 

### System information

Godot v4.2.1.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.4617) - AMD Ryzen 9 7950X 16-Core Processor (32 Threads)

### Issue description

One of many bugs related to Path3D and CSGPolygon
CSGPolygon that uses Path3d produces "ERROR: Condition "!is_inside_tree()" is true. Returning: Transform3D() at: get_global_transform (scene/3d/node_3d.cpp:343)" on "get_tree().reload_current_scene()"

### Steps to reproduce

Run Godot using an external IDE such as Visual Studio to see errors produced that Godot does not normally show you.
![image](https://github.com/godotengine/godot/assets/73031279/a1276074-e49a-427c-a160-98cb50f5594e)

Change the directory in the task and launch json to the correct files

Create a scene with a path node.

Add a csg polygon node that uses said path node.

Run project using IDE

Reload scene.

Error is non fatal so it shouldn't be too high priority



### Minimal reproduction project (MRP)

[bugtime.zip](https://github.com/godotengine/godot/files/13754948/bugtime.zip)
Repository: svelte
Issue: Svelte 5: Introduce $effect.tick
Labels: runes

### Describe the problem

Mutating state within effects is something that can cause infinite loops and should be avoided, but sometimes this is the only/most natural way to solve a problem
To solve this, reactive statements in Svelte 3/4 were only executed once per tick, which is a terrible thing to have by default but a great optional behavior

### Describe the proposed solution

My suggestion is `$effect.tick`, a version of effect that only runs once per tick, mimicking the behavior of $: statements
Not only does this create a place where state can be mutated reactively without worrying about loops or performance issues as it facilitates migration from previous versions

### Alternatives considered

Abusing untrack and asynchronous code

### Importance

would make my life easier
Repository: godot
Issue: Change_scene_to_* bugs after changing scene manually
Labels: topic:core,documentation

### Tested versions

- Reproducible in v4.2.1.stable.official [b09f793f5], v4.1.3.stable.mono.official [f06b6836a]

### System information

Godot v4.2.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

Change scene through `get_tree().change_scene_to_packed` bugs after changing scene manually.

I followed the steps from [docs](https://docs.godotengine.org/en/stable/tutorials/scripting/change_scenes_manually.html) to change scene manually, and then used the method [change_scene_to_packed](https://docs.godotengine.org/en/stable/classes/class_scenetree.html#class-scenetree-method-change-scene-to-packed) in this new scene.

When starting the scene from second scene, it works as documentation states:

> The current scene node is immediately removed from the tree. From that point, [Node.get_tree](https://docs.godotengine.org/en/stable/classes/class_node.html#class-node-method-get-tree) called on the current (outgoing) scene will return null. [current_scene](https://docs.godotengine.org/en/stable/classes/class_scenetree.html#class-scenetree-property-current-scene) will be null, too, because the new scene is not available yet.
> 
> At the end of the frame, the formerly current scene, already removed from the tree, will be deleted (freed from memory) and then the new scene will be instantiated and added to the tree. [Node.get_tree](https://docs.godotengine.org/en/stable/classes/class_node.html#class-node-method-get-tree) and [current_scene](https://docs.godotengine.org/en/stable/classes/class_scenetree.html#class-scenetree-property-current-scene) will be back to working as usual.

But when I start from previous scene and change to that one using the manual steps, the second scene is never deleted from tree.

### Steps to reproduce

MRP attached bellow with just minimal code to show what is happening and 3 scenes. Note that if you start from Scene_2 it works as it should until you came back to scene 1. Also note from remote scene that new "scene_2" are stacked and never deleted if you keep going.

### Minimal reproduction project (MRP)

[ChangeSceneBug.zip](https://github.com/godotengine/godot/files/13755215/ChangeSceneBug.zip)
Repository: godot
Issue: servers/rendering/renderer_scene_cull.cpp:3401 - Parameter "scenario" is null.
Labels: bug,topic:rendering,topic:3d

### Tested versions

Godot Engine v4.2.1.stable.official

### System information

Godot v4.2.1.stable - Windows 10.0.22000 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.4617) - Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (16 Threads)

### Issue description

I am not entirely sure if it's a bug or not but I've tried posting it on the reddit first but nobody replied. I am new at using GODOT engine.

I am not entirely sure why it has happened because it has popped out of the blue but I have two scenes, one scenario has a game layout and objects and the second scene has player node that has mesh and player script inside it. Whenever I update the script it works just fine but whenever I try to adjust the camera position or the mesh position it doesn't update in first scene.

![image](https://github.com/godotengine/godot/assets/28166876/ff5e2dfc-67ec-4f5a-bde2-52f570fafe0b)
![image](https://github.com/godotengine/godot/assets/28166876/d5c6edb2-a569-4f88-9a5b-59473d612e49)


https://github.com/godotengine/godot/assets/28166876/cbc47d29-5728-4cea-b152-a35d7edd7bbe

I have tried googling the error but I've found nothing.

### Steps to reproduce

At first I started the project and noticed that the controller's mesh is out of place I went to fix it in second scene and saved, it started throwing me ```servers/rendering/renderer_scene_cull.cpp:3401 - Parameter "scenario" is null.``` error whenever changing the scenes. I have checked the dependencies and everything seems to be in place.

### Minimal reproduction project (MRP)

[Test.zip](https://github.com/godotengine/godot/files/13756708/Test.zip)
Repository: godot
Issue: POT generation doesn't provide information from which line text was extracted
Labels: enhancement,topic:editor

### Tested versions

- Reproducible in: v4.2.1.rc1.official [daeb1c729], v4.2.stable.official [46dc27791]

### System information

Linux Fedora Silverblue, v4.2.1.rc1.official [daeb1c729], AMD gpu, Wayland

### Issue description

Godot's POT generation doesn't include information about line from which line text was extracted.

### Steps to reproduce

Create any script and place on any line tr function:
```gdscript
func _ready() -> void:
    a = tr("Text to translate", "Cool Context")
```
Then add this script to POT generation system, generate POT.

Result be something like this:
```gettext
#: path/to/script/script.gd
msgctxt "Cool Context"
msgid "Text to translate"
msgstr ""
```
#: path/to/script/script.gd is missing information about this line.
It should be included as:
#: path/to/script/script.gd:2

Because Godot doesn't include this information, some po editing programs will fail to open script with that line, at least Poedit won't do that (considering that this is widely used software, this is important bug).

![зображення](https://github.com/godotengine/godot/assets/54743395/0bd056af-2572-4223-afc2-c2fe72961c87)

Manually adding line will work.

### Minimal reproduction project (MRP)

[pot_no_line_generation.zip](https://github.com/godotengine/godot/files/13756876/pot_no_line_generation.zip)
Repository: godot
Issue: WorldEnvironment node interfers with fullscreen effect using SubViewport
Labels: bug,topic:rendering

### Tested versions

Tested with v4.2.1.stable.official [b09f793f5]

### System information

Windows 10

### Issue description

I have a fullscreen effect based on two shaders and a viewport, that - when it works - highlights objects depending on their Layer:

![Screenshot_2](https://github.com/godotengine/godot/assets/3142253/f644553f-6a08-4558-b71a-6e5978af9544)

As soon as I add WorldEnvironment node to the scene (with an Environment resource), the highlighting stops working:

![Screenshot_1](https://github.com/godotengine/godot/assets/3142253/21554b10-8779-4325-a2d1-d6b76adbde6b)

### Steps to reproduce

In the reproduction project there is a fullscreen effect, based on a MeshInstance3D quad, as described and recommended in the documentation. The effects needs to read the depth twice, once from a SubViewport (that writes the depth into the ALBEDO), and once normally.

To see how this works, open highlight_demo_scene.tscn and run it.

To reproduce the fault behavior, add the dng_world_environment.tscn scene (which just contains a WorldEnvironment node) to the scene. The highlighting won't work any more.

Note that this only applies to the WorldEnvironment node. If you add the Environment resource to the Camera3D, the effect is still working as it should.

### Minimal reproduction project (MRP)

[HighlightGodotProject.zip](https://github.com/godotengine/godot/files/13757004/HighlightGodotProject.zip)
Repository: godot
Issue: `RichTextLabel`: usage of `Push` and `Pop` functions leads to errors when using `RemoveParagraph()`
Labels: bug,needs testing,topic:gui

### Tested versions

Reproducible in v4.2.1.stable.mono.official [b09f793f5]

### System information

Arch Linux

### Issue description

Normally, the count returned by `GetParagraphCount()` in a RichTextLabel matches the number of paragraphs that can be removed. However, if tags using the Pop and Push functions are used, trying to remove paragraphs stops to work reliably, the wrong paragraphs are deleted or the following error appears in the debug log:
```
ERROR: Index p_index = 0 is out of bounds (count = 0).
   at: remove_at (./core/templates/local_vector.h:75)
```

### Steps to reproduce

A minimal example looks like this (also attached as a Godot project), BBCode must be enabled:
```C#
PushBold();

Newline();

Pop();

GD.Print(GetParagraphCount()); // Always is 2, so we should be always able to remove 2 paragraphs

RemoveParagraph(GetParagraphCount() - 1);
RemoveParagraph(GetParagraphCount() - 1); // Produces out of bounds error when PushBold() and Pop() is used
```

### Minimal reproduction project (MRP)

[RTLBughunt.zip](https://github.com/godotengine/godot/files/13757569/RTLBughunt.zip)
Repository: rust
Issue: Suggest unused lifetime parameters
Labels: A-lints,A-lifetimes,T-compiler,C-feature-request

### Code

```Rust
type Foo<'a> = ();

fn foo<'a>() -> Foo<'a> { () }

fn main() {
    foo();
}
```


### Current output

```Shell
Success
```


### Desired output

```Shell
warning: lifetime parameter `'a` is never used
 --> src/main.rs:1:10
  |
1 | type Foo<'a> = ();
  |          ^^
  |
  = note: `#[warn(dead_code)]` on by default

warning: lifetime parameter `'a` is never used
 --> src/main.rs:3:8
  |
3 | fn foo<'a>() -> Foo<'a> { () }
  |        ^^
```

### Rationale and extra context

_No response_

### Other cases

_No response_

### Anything else?

_No response_
Repository: godot
Issue: FileSystem window starts squashed
Labels: bug,topic:editor,usability

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - macOS 14.2.1 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)

### Issue description

I'm using the vertical division of the FileSystem window (thank you to the person that implemented it, it's very useful!), but every time I start my project (and I think other things can trigger it too), the FileSystem window gets squashed like this, note the directories on the left side can't be seen at all:
![image](https://github.com/godotengine/godot/assets/106015575/7ba67e7b-b14f-4d95-ac6c-bb529def4d24)

This is what it should look like:
![image](https://github.com/godotengine/godot/assets/106015575/2e3e0250-7a11-4edd-885d-1ca35f04e275)

### Steps to reproduce

Set the FileSystem window to vertical division (by clicking the icon in the upper right corener of the FileSystem window). Adjust the division to halfway or something like that. Close Godot, and reopen the same project.

The window will get squashed.

### Minimal reproduction project (MRP)

Godot 4.2.1
Repository: vscode
Issue: Autoindent on paste fails when first line of clipboard is a comment
Labels: javascript,editor-autoindent,under-discussion,on-unit-test

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- VS Code Version: 1.85.1
- OS Version: Darwin arm64 22.6.0

Steps to Reproduce:
1. Ensure the **Editor: Auto Indent** setting is set to "full"
2. Add the following to a `.js` file:

```js
// comment
const foo = 42

function bar() {

    console.log("bar")
}
```

3. Copy the the first two lines to the clipboard
4. Put the cursor on the empty line inside the `bar` function
5. Paste from the clipboard

Expected: The two pasted lines should be autoindented inside the function
Actual: The lines are not auto indented, they retain their original indent of 0

This only happens when the first line being pasted is a comment.
Repository: pytorch
Issue: RuntimeError: derivative for aten::_scaled_dot_product_flash_attention_backward is not implemented
Labels: triaged,enhancement,module: sdpa

### 🐛 Describe the bug

I found the scaled_dot_product_attention() can't implemented the backwark() . I 
RuntimeError: derivative for aten::_scaled_dot_product_flash_attention_backward is not implemented

### Versions

I found the scaled_dot_product_attention() can't implemented the backwark() . The complete codes are as follows.

import torch
import torch.nn.functional as F
from torch.autograd import grad
query = torch.rand(32, 8, 128, 64, dtype=torch.float16, device="cuda",requires_grad=True)
key = torch.rand(32, 8, 128, 64, dtype=torch.float16, device="cuda",requires_grad=True)
value = torch.rand(32, 8, 128, 64, dtype=torch.float16, device="cuda",requires_grad=True)
with torch.backends.cuda.sdp_kernel(enable_math=True):
    out = F.scaled_dot_product_attention(query, key, value)
g = grad(out, query, grad_outputs=torch.ones_like(out), create_graph=True)[0].reshape(32, -1)
g_norm = g.norm(p=2, dim=1) ** 2
gp = g_norm.mean()
gp.backward()

RuntimeError: derivative for aten::_scaled_dot_product_flash_attention_backward is not implemented

cc @jbschlosser @bhosmer @cpuhrsch @erichan1 @drisspg @mikaylagawarecki
Repository: transformers
Issue: Tokenizer adds an additional space after the added token
Labels: Good Difficult Issue

### System Info

- `transformers` version: 4.35.2
- Platform: Linux-6.1.58+-x86_64-with-glibc2.35
- Python version: 3.10.12
- Huggingface_hub version: 0.19.4
- Safetensors version: 0.4.1
- Accelerate version: 0.25.0
- Accelerate config: 	not found
- PyTorch version (GPU?): 2.1.0+cu121 (False)
- Tensorflow version (GPU?): 2.15.0 (False)
- Flax version (CPU?/GPU?/TPU?): 0.7.5 (cpu)
- Jax version: 0.4.23
- JaxLib version: 0.4.23
- Using GPU in script?: no
- Using distributed or parallel set-up in script?: no

### Who can help?

@ArthurZucker

### Information

- [ ] The official example scripts
- [X] My own modified scripts

### Tasks

- [ ] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [X] My own task or dataset (give details below)

### Reproduction
```python
from transformers import AutoTokenizer

checkpoint = "facebook/nllb-200-distilled-600M"
tokenizer = AutoTokenizer.from_pretrained(checkpoint, src_lang = "eng_Latn", tgt_lang = "zho_Hans")
tokenizer.add_tokens(["abcd"])

sent = 'I like to walk abcdgym along the beach'
print("tokenizer: ", tokenizer.tokenize(sent))
print("tokenizer: ", tokenizer.decode(tokenizer.encode(sent)[1:-1]))

sent = 'I like to walk gymabcd along the beach'
print("tokenizer: ", tokenizer.tokenize(sent))
print("tokenizer: ", tokenizer.decode(tokenizer.encode(sent)[1:-1]))
```
### Expected behavior

The output from my code:
![image](https://github.com/huggingface/transformers/assets/71968397/5ba945f5-eb79-4c7d-b82f-8b74c2db0321)

The original post where I raised this potential bug and was asked to file an issue would be at: https://discuss.huggingface.co/t/tokenizer-shrinking-recipes/8564/5

For context, I am originally trying to add Chinese tokens to the tokenizer. However, for illustration purposes, I have demonstrated the “bug” in English. Chinese words are not separated by spaces and hence in the example you will see me trying to add a token that is a subword.

Evidently, tokenizer.add_tokens() works well if there will always be space after the added token but it doesn’t work as intended if there isn’t space after the added token (where the tokenizer will then introduce the additional space on its own).

I read the [docs](https://huggingface.co/docs/transformers/v4.36.1/en/internal/tokenization_utils#transformers.SpecialTokensMixin.add_tokens) and figured out it is probably because the added tokens are isolated before the tokenization algorithm is applied, hence I am not 100% sure this behaviour by the tokenizer is intended.