sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: [Composable] Unified way to check if modules are managed by composable API
Labels: oncall: distributed,release notes: distributed (composable)

### 🚀 The feature, motivation and pitch

Today to check if a top-level module is managed by a composable API (replicate, fully_shard, trec_shard), the `_get_registry(module)` API can be used. However, this is limited when considering the case of nested wrapping. i.e. if I have the following:

```
class UnitModule:
    self.lin1 = nn.Linear(...)

m = UnitModule()
fully_shard(m)
```

then I can check that `m` is managed by FSDP composable API, but there's no easy way for me to tell that `self.lin1` is also sharded. 

The generalization that if `_get_registry(module)` returns True then all of module's children are also managed by that composable API is not true in practice. For example, I could've called `replicate()` or `trec_shard` on `self.lin1` and it would be managed by another composable API. Or, I could've specified `fully_shard` to ignore `self.lin1` as well. 

The following API could work, but seems a bit cumbersome:

```
def get_fsdp_managed_modules(root_module):
    fsdp_mods = []
    fsdp_roots = [m for m in root_module.modules() if 'fully_shard' in _get_registry(m)]
    for m in fsdp_roots:
        if 'replicate' not in _get_registry(m) and 'trec_shard' not in _get_registry(m) and not _is_fsdp_ignored(m):
            fsdp_mods.append(m)
    return fsdp_mods
```

In general there are a couple pieces of information that we probably want:
- whether a particular module is the root module of a composable (fsdp, sharded, replicate) subtree
- whether a module is not (necessarily) the root, but still managed by a composable API
- whether a module is explicitly ignored by any of the composable APIs.

Would love suggestions / feedback on this issue.

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: rust
Issue: Cache LLVM between try runs
Labels: A-LLVM,T-infra

We currently spend an inordinate amount of time rebuilding LLVM on every try run. See for example https://github.com/rust-lang-ci/rust/actions/runs/5073748000/jobs/9113150676#step:25:38905, where building LLVM with PGO and BOLT takes up 111 out of 131 total minutes of the run.

We should cache LLVM between runs so perf runs don't take so long. It should be fine to cache LLVM until the next time the `src/llvm-project` is updated, the same way `download-ci-llvm` works today. To avoid having three different LLVM artifacts stored in S3 per commit, we'd replace the current artifacts with the BOLT artifacts, leaving the `-alt` builds as the unoptimized + debug-assertions build.

@rust-lang/wg-llvm @Kobzol @rust-lang/infra
Repository: flutter
Issue: DevTools should warn about results being unreliable when they come from iOS simulators.
Labels: tool,d: devtools,P3,team-tool,triaged-tool

A number of key optimizations are disabled on simulators as the focus is largely on on-device performance. The variation is even more stark on simulators on Intel Macs with Discrete GPUs.

We should warn on, or disable gathering performance metrics on iOS simulators.
Repository: flutter
Issue: [Impeller] Flutter GPU: Run tests on CI.
Labels: engine,P2,e: impeller,team-engine,triaged-engine

This issue tracks running the Impeller Scene and dart:gpu tests on CI as we continue to make progress on those prototypes. Per @zanderso, the Engine V2 build setup should make configuring such a shard somewhat straightforward.
Repository: godot
Issue: Mesh instantiated from .blend file is shown as broken when viewing from specific angle
Labels: bug,topic:import,topic:3d

### Godot version

v4.0.3.stable.mono

### System information

Windows 10 22H2 Nvidia GTX 1060 Ti

### Issue description

Mesh from .blend file it is displayed as broken when viewing from specific angles. I have enabled .blend file import feature in Project Settings -> Blender -> Enabled. I can instantiate exported .glb file properly, but instantiating auto imported .blend file produces glitchy mesh.

### Steps to reproduce


https://github.com/godotengine/godot/assets/8630984/53381f61-8d91-4f06-9b39-a6bda5eee89c



### Minimal reproduction project

.blend file that I used [Wizard.zip](https://github.com/godotengine/godot/files/11580149/Wizard.zip)
Repository: pytorch
Issue: _view_func but without keeping original view tensor alive
Labels: module: autograd,triaged,needs design,module: viewing and reshaping

### 🐛 Describe the bug

Tensor._view_func lets you reapply a view tensor's view func to a different tensor. That's good, but often what I want is to hold onto this view function **while freeing the original tensor** (e.g., if I'm using this to reconstruct a tensor later from a new base.) There's no way to do this right now.

### Versions

main

cc @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7
Repository: neovim
Issue: extmarks: more granular control over virt_text_hide
Labels: enhancement,api,marks

### Problem
The `virt_text_hide` option of `nvim_buf_set_extmark` serves two purposes at the same time:
1. Hide the `overlay` virtual text when the extmark is in the text hidden by 'nowrap'
2. Hide the `overlay` virtual text when the extmark is in Visual selection

And it's not possible to only choose one of them.

Furthermore:
1. With the 'smoothscroll' option, more additions to the `virt_text_hide` option will be needed to control the behavior of virtual text if the extmark is hidden because of 'smoothscroll'.
2. `virt_text_hide` currently only applies to `overlay` virtual text, but one want to make it apply to other types of virtual text as well. E.g. hide `right_align` or `eol` virtual text if the extmark is off the screen.

### Proposal

Make the `virt_text_hide` also accept an Dictionary of flags in addition to a Boolean.
Some of the possible flags:
- `visual`: hide the virtual text if the extmark is in Visual selection
- `leftcol`: hide the virtual text if the extmark is hidden because it is to the left of the viewport with 'nowrap'
- `skipcol`: hide the virtual text if the extmark is hidden by 'smoothscroll'
- Some other flag (`rightcol`?) to hide `right_align` or `win_col` virtual text if the extmark is to the right of the viewport?

If `true` is passed then enable the four flags mentioned above.

If three flags to hide the virtual text of an off-screen extmark is too many, then it may be better to combine them into a single `offscreen` flag.
Repository: flutter
Issue: [integration_test] Flutter Web WASM support
Labels: a: tests,c: new feature,tool,platform-web,c: proposal,f: integration_test,P2,e: wasm,team-web,triaged-web

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

I couldn't find an issue for this and wanted to be able to track it. Being able to run integration tests under WASM compilation will be crucial for library authors to feel confident claiming support for WASM and for app authors to be confident that WASM builds to not introduce regressions.

### Proposal

Adding a `--wasm` flag to `flutter test` or new WASM-specific device options to make Flutter projects testable under WASM compilation.
Repository: pytorch
Issue: Add default device function interface for device-aware apis
Labels: triaged,module: dispatch

_Originally posted by @mikaylagawarecki in https://github.com/pytorch/pytorch/pull/102155#pullrequestreview-1446953358_
     Hi @mikaylagawarecki , Some of the current community functions include c++ and pyhton, which have a default device of cuda. 
e.g.` _pin_memory` has a default dispatchkey of KCUDA, 
`DispatchKeySet _dk = c10::DispatchKeySet(c10::computeDispatchKey(c10::nullopt, self.layout(), device.value_or(at::kCUDA)));`
and` fork_rng `on the python side has a default device_type of` cuda`, 
`def fork_rng(devices=None, enabled=True, _caller="fork_rng", _devices_kw="devices", device_type="cuda")`etc. 
For third-party hardware devices, such as privateuse1, we need to set additional device parameters, `fork_rng(device_type='xxx')`,`pin_memory('xxx')`, when using the above functions. Some other functions have the same problem, the default device is cuda, which leads to incompatible api usage.
    We want to set a default device function in the community. On third-party devices, by setting the default device interface, the above function can be called directly, such as` fork_rng()`, without the need to set the device_type additionally. this will improve the compatibility of the community code on different devices.
Repository: godot
Issue: Crash during `MessageQueue::flush`
Labels: bug,needs testing,crash,topic:gui

### Godot version

v4.0.2.stable.custom_build

### System information

Windows 10, Forward+

### Issue description

Seeing hundreds of reports of crash on exit which causes some of my own cleanup code to not be run (saving settings, etc.)

Example stack trace: https://kar-games.sentry.io/share/issue/ec148845fd2841feab9cd51472c540b7/



### Steps to reproduce

Unknown

### Minimal reproduction project

Unknown
Repository: godot
Issue: RigidBody ignores gravity if supporting node is removed from scene tree with remove_child()
Labels: enhancement,topic:physics,topic:3d

### Godot version

4.0.3.stable.official

### System information

Microsoft Windows 10 Home (x64), Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz, 2601 Mhz, 6 Core(s), 12 Logical Processor(s), NVIDIA GeForce GTX 1660 Ti (Driver Version 31.0.15.3203) GLES3

### Issue description

When stacking RigidBody nodes, if the nodes have no velocity and the underlying node is removed from the tree with remove_child(), then the remaining node will float in the air, ignoring gravity.

### Steps to reproduce

I've included a sample project that showcases this: if you wait for the cubes to stabilize, you can use the number keys to remove nodes from the scene tree which will leave the other RigidBody nodes to hover in the air.

https://github.com/godotengine/godot/assets/81714784/322e5ef3-294a-45a0-99c5-2c708e7e5e10



### Minimal reproduction project

Project: [FloatingBlocks.zip](https://github.com/godotengine/godot/files/11581190/FloatingBlocks.zip)
Repository: deno
Issue: `test` command doesn't wait for inspector to disconnect before exiting
Labels: bug,debugger,testing

Contrary to Deno's `run` command, the `test` command doesn't wait for any attached inspectors to disconnect before exiting. This makes it difficult to profile test runs.

## Steps to reproduce

1. Create a test file `foo.test.js` with the following content:
  ```js
  Deno.test("foo", () => {});
  ```
2. Run `deno test -A --inspect-brk foo.test.js`
3. Open the URL `chrome://inspect` in a browser
4. Click the `Performance` tab (if it's not there got to the `Profiler` tab and a message appears that you can try out the new `Performance` tab)
5. Hit the "Record" button in the `Performance` tab.
6. -> Deno process exits and the recording cannot be stopped because the connection is dropped.

Trying the same steps with the `run` command works as expected.
Repository: neovim
Issue: nvim_cmd+nvim_parse_cmd!=nvim_command for :edit +linenr
Labels: bug,api

### Problem

nvim_parse_cmd not parsing linenr in `:edit +linenr`

### Steps to reproduce

nvim --clean
`:lua vim.api.nvim_command('edit +1 index.html')` -- this works
`:lua vim.api.nvim_cmd(vim.api.nvim_parse_cmd('edit +1 index.html',{}),{})` -- this opens "+1 index.html”

### Expected behavior

Both command should open index.html, first line.

### Neovim version (nvim -v)

v0.9.0

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

irrelevant 

### Operating system/version

archlinuxarm

### Terminal name/version

Termux

### $TERM environment variable

xterm-256color

### Installation

pacman
Repository: next.js
Issue: Instrumentation hook not resolved with mixed src dir and root instrumentation file
Labels: bug,Instrumentation

### 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 22.4.0: Mon Mar  6 20:59:28 PST 2023; root:xnu-8796.101.5~3/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.7.0
      npm: 8.15.0
      Yarn: 1.22.19
      pnpm: 8.2.0
    Relevant packages:
      next: 13.4.5-canary.0
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 4.7.4
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/lkostrowski/next-instrumentation-src-repro

### To Reproduce

Reproduction is example `with-opentelemetry`. 

Files were moved to `src`
`instrumentation.ts` prints console.log

### Describe the Bug

[Docs](https://nextjs.org/docs/app/building-your-application/optimizing/open-telemetry#using-vercelotel) say to create `instrumentation.ts` in the root of the project. 

If app has no `src` dir, file in root indeed works. If `src` exists, file `src/instrumentation.ts` also works.

With app in `src` and `/instrumentation.ts` combination, file is not resolved

### Expected Behavior

I see one of following behaviors

# Option 1

If this is expected behavior, I'd expect docs to say that explicitly  and Next server/devserver/build should inform me, that I have created a file in the wrong location and I should move it

# Option 2

1. Allow both directions.
2. Add test case where app in src work together with instrumentation in root
3. Check against duplicated files and break build/server if duplicated, to avoid unexpected behavior

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: TypeScript
Issue: When I use extract method or constant in some senarino , the trailing comment got lost after extraction performed
Labels: Bug,Help Wanted,Domain: Refactorings

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->

### 🕗 Version & Regression Information

<!-- When did you start seeing this bug occur?



Please keep and fill in the line that best applies:
-->
found on 4.9.5- the latest version
- This is a bug
When I use extract method or constant in some senarino , the trailing comment got lost after extraction performed. it seems that a trailing comment in the end of a comments in In the last position of a complete expression statement are not generated.

### ⏯ Playground Link

<!--
  A link to a TypeScript Playground "Share" link which shows this behavior.
  This should have the same code as the code snippet below, and use whichever settings are relevant to your report.

  As a last resort, you can link to a repo, but these will be slower for us to investigate.
-->
[Playground link with relevant code](https://www.typescriptlang.org/play?#code/PTAEFkE9QYwewCYFNQHM5IM6gBZIE5JA)

### 💻 Code

<!-- Please post the relevant code sample here as well. This code and the Playground code should be the same, do not use separate examples -->
```ts
class Fire {
    product() {
      /*start*/1 + 1/*end*/;
    }
  }
```

### 🙁 Actual behavior

<!-- What happened, and why it was wrong -->
```ts
//  extract constant 
class Fire {
    product() {
      /*start*/const newLocal = 1 + 1;
    }
  }

// extract method
class Fire {
    product() {
      /*start*/this.newMethod();
    }

  private newMethod() {
    1 + 1;
  }
  }
```

### 🙂 Expected behavior

<!-- What you expected to happen instead, and why -->
```ts
//  extract constant 
class Fire {
    product() {
      /*start*/const newLocal = 1 + 1/*end*/;
    }
  }

// extract method 
class Fire {
    product() {
      /*start*/this.newMethod();
    }

  private newMethod() {
    1 + 1/*end*/;
  }
  }
```
Repository: godot
Issue: Class icon not available from gdscript
Labels: enhancement,topic:gdscript,topic:editor,topic:plugin

### Godot version

4.1.dev

### System information

N/A

### Issue description

As far as I can see, it is currently not possible to get the class icon (defined using `@icon`) for a `Script`, from a a script!

This would be a nice touch for resource editors such as https://github.com/don-tnowe/godot-resources-as-sheets-plugin/tree/Godot-4 .

I honestly wasn't sure if this warrants a bug. If you feel this is better as a godot proposal, please close, but to me this felt like something that should be there, and is basically one `ClassDB::bind` away, if it's wanted.

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
Repository: Python
Issue: Do... something? about `machine_learning/forecasting`
Labels: enhancement

### Feature description

In reference to #7305, it's clear to me that @nandiya isn't coming back to fix the warnings in `machine_learning/forecasting/run.py`. With that said, I want to discuss some more fundamental issues that I have with the file and get other opinions on what to do about them.

- At the risk of sounding harsh, I think some of the code was haphazardly written. The warnings mentioned in #7305 are mostly due to the code providing far too few input observations (like, literally only 4 observations). Adding more observations doesn't necessarily resolve the warnings either, as there are other bugs in the code (passing bad arguments into functions and incorrectly reading a CSV file) that prevent the code from fully running. To me, it almost seems like the file was never run or tested independently, as these bugs and warnings would've been caught by just running the code.
- I suspect that the code could've been plagiarized (or at the very least uncredited). At the top of the file, it says this:
    
    > this is code for forecasting
    > but i modified it and used it for safety checker of data
   
    ... but modified from where? No sources were ever referenced.
- This file isn't an algorithm, much less a machine learning algorithm. Forecasting is a very general statistical task, and there's no single algorithm for it. In actuality, this file uses three different statistical methods (linear regression, SARIMAX, and SVR) to complete a forecasting task. Why not simply implement each of those algorithms in separate files?
- Related to the previous point, this file is clearly a how-to. The SARIMAX and SVR code relies entirely on pre-existing implementations in other packages.

My main question is what we should do about this file. Fixing the existing code would resolve the warnings brought up in #7305 and would address the first issue, but it doesn't really address any of the other issues. What do you all think we should do about this file?
Repository: pytorch
Issue: discuss.pytorch.org signup issue
Labels: module: docs,triaged

### 🐛 Describe the bug

"New registrations are not allowed from your IP address (maximum limit reached). Contact a staff member."

I do not have a registration account yet it says otherwise. On the website there is no contact information at all. 

### Question

How can I sign up still?

cc @svekars @carljparker
Repository: vscode
Issue: Show the extension details (instead of just the title) in extension's settings
Labels: feature-request,settings-editor

Type: <b>Feature Request</b>

In VScode > Settings (UI) > Extensions tab, I get a list of extensions where I can see the list of Extensions (their `title`) and expand them to change the extension's settings

But it's a huge problem when extensions have similar names, it's very difficult to know what extension one is changing the settings for.

I know, I could search the extension I wish to change in the Extensions (Ctrl + X) list, and click 'Extension settings' to directly go to correct location.

Request: Add author name, and a few other important details in the settings list, so one can choose the correct extension based on 'author' and 'icon' instead of just the 'title'.
 - Add icons in the list <details><summary>Screenshot</summary><img src="https://github.com/microsoft/vscode/assets/48156230/9a191030-0626-4aa9-b555-a769efa32aeb" alt="extension-list"/></details>
 - Add details in the heading section <details><summary>Screenshot</summary><img src="https://github.com/microsoft/vscode/assets/48156230/66da4f7f-dc0e-4058-8a47-39c3a8fcaef3" alt="chosen-extension"/></details>


VS Code version: Code 1.78.2 (b3e4e68a0bc097f0ae7907b217c1119af9e03435, 2023-05-10T14:47:05.613Z)
OS version: Linux x64 5.15.0-72-generic
Modes:
Sandboxed: Yes


<!-- generated by issue reporter -->
Repository: transformers
Issue: Adding GPTNeoX (Tensorflow version)
Labels: New model

### Model description

Huggingface has GPTNeoX model by ElutherAI. It's a 20 billion parameter autoregressive language model trained on the Pile, whose weights will be made freely and openly available to the public through a permissive license.

However Huggingface currently has only PyTorch implementation of the model.
I would like to contribute it's corresponding TensorFlow implementation.

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

_No response_
Repository: godot
Issue: SDFGI: Omnilights that have their bake mode set to static are culled very aggressively
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0.2.stable.official

### System information

Windows 11 22H2, RTX 3060 Mobile, NVIDIA Driver 531.79, Vulkan

### Issue description

When using SDFGI and having omnilights in the scene with their bake mode set to static, the omnilights are culled at a very short range in the SDF representation, causing very noticeable lighting fade in artifacts in the scene.

https://github.com/godotengine/godot/assets/39361911/89a8eea8-b640-4330-9a46-ea25e250e8ee

I've confirmed that omnilights with their bake mode set to dynamic don't suffer from the same issue.

### Steps to reproduce

1. Enable SDFGI.
2. Set up a row of omnilights in a darkly lit corridor.
3. Set the omnilights' bake mode to static.
4. Move the camera through the row of omnilights.

### Minimal reproduction project

Test project is too big to upload, but I've set up a branch on the Github repo of the test project.
[Godot-Sun-Temple-Tweaked/sdfgi-static-lights](https://github.com/Jamsers/Godot-Sun-Temple-Tweaked/tree/sdfgi-static-lights)
Repository: godot
Issue: Moving GPUParticles2D with collision enabled causes particles to collide with nothing
Labels: bug,topic:rendering,confirmed,topic:2d,topic:particles

### Godot version

4.2.dev1

### System information

Windows 10, Forward+, Nvidia GeForce GTX 1050

### Issue description

When a GPUParticles2D instance that has collision detection enabled and local coords disabled is moved (or its parent is moved, etc.), it appears that some of the particles it has generated will sometimes bounce as if the light occluders moved for them.

### Steps to reproduce

The minimal reproduction project has a GPUParticles2D node following the cursor on the screen, emitting a ring of particles every second. A marked light occluder is added.

Fixing the cursor in place allows the particles to move freely and as expected; however, if one moves the cursor back and forth across the occluder while the particles are running, the collision bug will activate, sometimes causing the particles to bounce off nothing or even clip through the collider.

### Minimal reproduction project

[LocalParticles.zip](https://github.com/godotengine/godot/files/12186640/LocalParticles.zip)