sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [bug] build ios on macos m2 failed
Labels: type: bug,status: needs triage,platform: iOS

### Describe the bug

follow office tutorial create ios app failed
VERSION:
  MAC: 14.2.1 (23C71) 
  CHIP: M2
  Xcode: Version 15.4 (15F31d)
  SDK: iOS 17.5 (21F77)
  Simulator: iOS 17.5 (21F79)

### Reproduction

$ cargo create-tauri-app --beta

✔ Project name · tauri-mobile
✔ Choose which language to use for your frontend · TypeScript / JavaScript - (pnpm, yarn, npm, bun)
✔ Choose your package manager · npm
✔ Choose your UI template · Vue - (https://vuejs.org/)
✔ Choose your UI flavor · TypeScript
✔ Would you like to setup the project for mobile as well? · yes

Template created! To get started run:
  cd tauri-mobile
  npm install
  npm run tauri android init
  npm run tauri ios init

For Desktop development, run:
  npm run tauri dev

For Android development, run:
  npm run tauri android dev

For iOS development, run:
  npm run tauri ios dev
$  cd tauri-mobile
$  sudo npm install
$  npm run tauri ios init
$  npm run tauri ios dev

### Expected behavior

run ios app success

### Full `tauri info` output

```text
Compiling tauri-plugin-shell v2.0.0-beta.7
   Compiling tauri v2.0.0-beta.22
error: could not find native static library `Tauri`, perhaps an -L flag is missing?

error: could not compile `tauri` (lib) due to 1 previous error
warning: build failed, waiting for other jobs to finish...
    Error [tauri_cli_node] Failed to run `cargo build`: command ["cargo", "build", "--package", "tauri-mobile", "--manifest-path", "/Users/admin/data/temp/tauri-mobile/src-tauri/Cargo.toml", "--target", "x86_64-apple-ios", "--features", "tauri/rustls-tls", "--lib", "--no-default-features"] exited with code 101
Command PhaseScriptExecution failed with a nonzero exit code

note: Run script build phase 'Build Rust Code' will be run during every build because the option to run the script phase "Based on dependency analysis" is unchecked. (in target 'tauri-mobile_iOS' from project 'tauri-mobile')
** BUILD FAILED **


The following build commands failed:
        PhaseScriptExecution Build\ Rust\ Code /Users/admin/Library/Developer/Xcode/DerivedData/tauri-mobile-bhctzfruuliawpetisispxcxfkbf/Build/Intermediates.noindex/tauri-mobile.build/debug-iphonesimulator/tauri-mobile_iOS.build/Script-171B021A7107307DBD2559A4.sh (in target 'tauri-mobile_iOS' from project 'tauri-mobile')
(1 failure)
    Error command ["xcodebuild"] exited with code 65
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: pytorch
Issue: Torch dynamo deep dive and overview discrepancy
Labels: module: docs,triaged,oncall: pt2

### 📚 The doc issue

PyTorch docs website has a [compiler_deepdive](https://pytorch.org/docs/stable/torch.compiler_deepdive.html), but the content it has in it is from [torch.compiler_dynamo_overview](https://github.com/pytorch/pytorch/blob/main/docs/source/torch.compiler_dynamo_overview.rst). The actual deepdive, [compiler_dynamo_deepdive](https://github.com/pytorch/pytorch/blob/main/docs/source/torch.compiler_dynamo_deepdive.rst), doesn't have a page on pytorch.org/docs

### Suggest a potential alternative/fix

publish both the overview and deepdive to the website

cc @svekars @brycebortree @ezyang @anijain2305 @chauhang
Repository: pytorch
Issue: _foreach_addc_
Labels: module: optimizer,triaged,module: mta

### 🚀 The feature, motivation and pitch

On the surface, I'd like to call `_foreach_addc_(list of tensors, list of tensors, 1D-tensor)`. This is because I am adding a gradient (argument 2) with per-layer learning rates (argument 3) to the params (argument 1). The per-layer learning rate is the average size of the weight in the layer. This technique is used by Adafactor, and has been seen before in Adam as "AdamWScale": https://github.com/PiotrNawrot/nanoT5/blob/1c82d67bf8dea635be68a3b2a68a43b68b665193/nanoT5/utils/copied_utils.py#L243

Reasoning more generally about APIs:

Per-layer LRs are single floats per parameter tensor. So are things like vector norms. I assume that `_foreach` ops are slower than regular tensor ops on GPU. So these collections of single floats should be 1D tensors, rather than Lists of tensors. For example, AdamW stacks lists of 0D tensors into a 1D tensor: https://github.com/pytorch/pytorch/blob/dadc0ed4c8ea0cd46402d7ff39415b3464b121cd/torch/optim/adamw.py#L589 I would like to use a 1D tensor as the scaling parameter in `_foreach_addc_`, just as AdamW does for `_foreach_addcmul_`. 

It also appears AdamW is hosting the tensor LR on CPU to reduce the cost of re-stacking this tensor from a list every step. I'm thinking I will instead assume the list of tensors never changes, and keep a fixed-size tensor of LRs.

Maybe I should want `_foreach_norm` to return a 1D tensor, instead of a tuple of tensors?

### Alternatives

I could do `_foreach_mul` then `_foreach_add`, with lists of tensors.

### Additional context

I'm investigating optimizer speed because I had a 20 TFLOPS decrease when going from 8xH100 FSDP to 1xH100, at 100M scale. That was unintuitive, because there's less comms. My guess is that increased optimizer work is the cause, although this issue is not related, since it addresses only fixed launch overhead.

cc @vincentqb @jbschlosser @albanD @janeyx99 @crcrpar @mcarilli
Repository: rust
Issue: Confusing documentation for wasm32-wasip1-threads
Labels: T-compiler,A-docs,O-wasi

### Location

https://doc.rust-lang.org/rustc/platform-support/wasm32-wasip1-threads.html#building-the-target

### Summary

The section seems to suggest to add
```
[target.wasm32-wasip1-threads]
wasi-root = ".../wasi-libc/sysroot"
```
to use with `cargo build -Zbuild-std` in a crate, but doing so results in the following error:
```
error: expected a table, but found a string for `target.wasm32-wasip1-threads.wasi-root` .../.cargo/config.toml
```
Repository: ant-design
Issue: Dynamic row adjustment
Labels: 💡 Feature Request,Inactive

### What problem does this feature solve?

In Ant Design tables with large datasets and pagination, the pagination component can appear:

 - Misplaced: Ending with empty space below the table when there's room for more rows.
 - Overflowing: Pushing content below the table viewport when space is limited.

### What does the proposed API look like?

## Proposed Solution:
Implement a new feature for the Table component that dynamically adjusts the number of displayed rows based on available space in the parent container. This can be achieved using the `useRef` hook in React to get the table's height and the parent container's viewport height.

## Implementation:
 - Introduce a new prop for the Table component, for example, `dynamicRowAdjustment`. This prop can be a boolean, by default it will be false
 - Utilize `useRef` to create a reference to the table element. Within the component lifecycle methods (e.g., componentDidMount or componentDidUpdate), calculate the available space in the parent container by subtracting the table's height from the viewport height. 
 - Based on the available space and a configurable threshold (e.g., minimum row height), adjust the number of rows displayed in the table. This could involve modifying the pageSize prop of the pagination or manipulating the data source directly.

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: pytorch
Issue: Fuyou Training Framework Integration for PyTorch
Labels: feature,triaged

### 🚀 The feature, motivation and pitch

Fuyou Training Framework Integration for PyTorch

Description:

Integrate the Fuyou training framework into PyTorch to enable efficient fine-tuning of large language models (up to 175B parameters) on low-end GPUs with limited CPU memory. This framework optimizes the use of SSD-CPU communication to maximize GPU utilization and support huge model fine-tuning on commodity hardware.

Motivation and Pitch

Motivation:

	1.	Accessibility: High-end GPU servers are prohibitively expensive for many academic researchers. Enabling efficient training on low-end GPUs democratizes access to cutting-edge AI research.
	2.	Efficiency: Existing solutions like ZeRO-Infinity are optimized for high-end hardware and perform poorly on low-end systems. Fuyou addresses this gap, offering substantial improvements in GPU utilization and training efficiency.
	3.	Performance: Empirical results demonstrate Fuyou’s superior performance in fine-tuning large models on consumer-grade GPUs, making it a valuable addition to PyTorch.

Pitch:

	•	Cost-Effective: Fuyou allows researchers to fine-tune massive models without the need for expensive hardware, significantly reducing the cost barrier.
	•	High Utilization: By optimizing SSD-CPU-GPU communication, Fuyou ensures high GPU utilization, making the training process more efficient and faster even on low-end GPUs.
	•	Wider Adoption: Integrating Fuyou into PyTorch would expand its user base, particularly among researchers and developers with limited hardware resources.


### Alternatives

1.	ZeRO-Infinity:
	•	Pros: Already integrated and optimized for high-end GPU servers.
	•	Cons: Inefficient on low-end hardware, leading to low GPU utilization and limited model size capability.
	2.	Manual Optimization:
	•	Pros: Custom optimizations can be tailored to specific hardware setups.
	•	Cons: Requires significant expertise and time, leading to inconsistent results and higher development costs.

### Additional context

https://arxiv.org/abs/2403.06504

Design and Implementation

	1.	SSD-CPU-GPU Communication Optimization:
	•	Implement efficient data swapping mechanisms between SSD, CPU, and GPU to maximize GPU utilization.
	•	Develop a scheduler to manage the data flow and computation to reduce bottlenecks and idle times.
	2.	Integration with PyTorch:
	•	Create a PyTorch module or extension that incorporates Fuyou’s optimization strategies.
	•	Ensure compatibility with existing PyTorch APIs to allow seamless adoption by users.
	3.	User-Friendly API:
	•	Design a simple and intuitive API for configuring and running Fuyou, enabling users to easily leverage its capabilities without deep technical knowledge.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add support for PixArt Sigma
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 ?

Make it possible to use pixart models in auto1111. Comfyui, SwarmUi and sdnext support has already been implemented.

### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

_No response_
Repository: node
Issue: Increase minimum macOS version
Labels: build,macos

`std::format("hello {}", "world")` is not available before 13.3, and we support 11. Is there any reason not to update minimum macOS version in the next major?

- macOS 11 release date -> 2020
- macOS 13 release date -> 2022

```
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/c++/v1/__format/formatter_floating_point.h:73:32: error: 'to_chars' is unavailable: introduced in macOS 13.3
  to_chars_result __r = _VSTD::to_chars(__first, __last, __value, __fmt, __precision);
```

```
../../src/node_file.cc:2159:25: note: in instantiation of function template specialization 'std::format<char *>' requested here
    auto message = std::format("src and dest cannot be the same %s", src.out());
```

cc @nodejs/build @nodejs/tsc
Repository: rust
Issue: Infinite recursion when reordering bounds in where clause
Labels: A-trait-system,C-bug,T-types,fixed-by-next-solver

I ran into this issue while playing around with the type system a bit.

##### The code
```rust
struct Entity {
    id: u32,
}

trait Item {
    type Id;
}

impl Item for Entity {
    type Id = u32;
}

trait Get<Path, Output> {
    fn get(&self, path: &Path) -> Option<&Output>;
}

struct VecIndex<P, I>
where
    State: Get<P, Vec<I>>,
    I: Item,
{
    path: P,
    id: I::Id,
}

impl<P, I> Get<VecIndex<P, I>, I> for State
where
    State: Get<P, Vec<I>>,
    I: Item,
{
    fn get(&self, path: &VecIndex<P, I>) -> Option<&I> {
        todo!();
    }
}

struct State;

struct EntitiesPath;

impl Get<EntitiesPath, Vec<Entity>> for State {
    fn get(&self, _: &EntitiesPath) -> Option<&Vec<Entity>> {
        todo!()
    }
}

struct EntityIdPath<P>
where
    State: Get<P, Entity>,
{
    path: P,
}

impl<P> Get<EntityIdPath<P>, u32> for State
where
    State: Get<P, Entity>,
{
    fn get(&self, path: &EntityIdPath<P>) -> Option<&u32> {
        todo!()
    }
}

fn main() {
    let path = VecIndex {
        path: EntitiesPath,
        id: 23,
    };

    let path = EntityIdPath { path };
}
```

### The problem
I couldn't get this code to compile after introducing the `Item` trait and adding the `I` bound to the where clause. I kept getting
```
error[E0275]: overflow evaluating the requirement `State: Get<VecIndex<_, Vec<Vec<Vec<Vec<...>>>>>, ...>`
```


After basically giving up, I was tidying up the code a bit and when I swapped the order of the bounds in the where clauses (`I: Item` with `State: Get<..>`), the code suddently compiled.

Only the where clause for the `Get` impl seems to matter in this case. Very concretely, this complies:
```rust
impl<P, I> Get<VecIndex<P, I>, I> for State
where
    I: Item,
    State: Get<P, Vec<I>>,
{
    // ...
}
```
But this doesn't:
```rust
impl<P, I> Get<VecIndex<P, I>, I> for State
where
    State: Get<P, Vec<I>>,
    I: Item,
{
    // ...
}
```

### Related
I was trying to find related issues but had a hard time narrowing it down. I think it might be related to https://github.com/rust-lang/rust/issues/112991, but I don't understand what is happening here well enough to really judge.

### Meta
I tested it on multiple versions of nightly (including the latest `1.81.0`) and stable, the error is present in all of them.
Repository: deno
Issue: connection error: unexpected end of file
Labels: upstream

```sh
export DENO_TLS_CA_STORE=system
```

```sh
~/labs
❯ deno --version
deno 1.43.5 (release, aarch64-apple-darwin)
v8 12.4.254.13
typescript 5.4.5
```

```sh
~/labs
❯ deno run -A -r https://fresh.deno.dev
error: error sending request for url (https://deno.land/std@0.208.0/fs/_util.ts): connection error: unexpected end of file
    at https://deno.land/std@0.208.0/fs/ensure_dir.ts:2:33
```

Am I missing something here?
Repository: vscode
Issue: vscode.dev: better focus for the git password entry field when git pushing from terminal
Labels: ux,quick-pick,under-discussion

I ran git push from a terminal in a hosted instance of vscode.dev and didn't notice that it was opening an "enter password" input. It seemed like the git push was just hanging. I was using the default light theme but don't easily notice the input field in the dark theme either. I've attached a screenshot below.

Input element: `<div class="quick-input-header"></div>`:

<img width="686" alt="Screenshot 2024-06-23 at 13 01 45" src="https://github.com/microsoft/vscode/assets/8116382/67e2c1a9-31eb-45e0-9749-09027637331e">

Version: 1.90.2
Commit: 5437499feb04f7a586f677b155b039bc2b3669eb
User Agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/125.0.0.0 Safari/537.36
Embedder: vscode.dev

<!-- generated by web issue reporter -->
Repository: godot
Issue: `force_drag()` does not immediately update cursor
Labels: bug,topic:input,topic:gui

### Tested versions

4.3 beta2 and earlier

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

`force_drag()` forces a drag and drop operation, but the cursor is only updated on first mouse movement. Easily observable with a Button that forces drag and doesn't allow dropping.

### Steps to reproduce

1. Attach this to Button node:
```GDScript
extends Button

func _pressed() -> void:
	force_drag({}, null)
```
2. Press the button

For better results, move the cursor over button, focus it (without pressing) and activate it with Enter. The cursor will only change once you move the mouse.

### Minimal reproduction project (MRP)

N/A
Repository: material-ui
Issue: [joy-ui] Temperature check on the future of Joy UI
Labels: docs,package: joy-ui,RFC

### What's the problem?

I'm tempted by Joy UI for a greenfield project, but I'm a bit worried about whether it's a dead end or not. I totally understand putting it on pause to focus on other projects. What I'm wondering is - now that you've had some time - do you think you'll still go back to Joy-UI development when that's done? Or would you recommend sticking with MUI for the time being?

I'm more concerned with longevity than the look & feel, though the look & feel of Joy UI is probably a better fit for this particular application.

### What are the requirements?

_No response_

### What are our options?

_No response_

### Proposed solution

_No response_

### Resources and benchmarks

_No response_

**Search keywords**:
Repository: godot
Issue: Strange error when changing Spotlight3D Projector texture during runtime, but not during _ready():  ;  texture_remove_from_decal_atlas: Parameter "t" is null. 
Labels: bug,topic:rendering,topic:3d

### Tested versions

My version:
v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.5222) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)

### Issue description

Very strange issue when changing Spotlight Projector texture to a different texture during runtime.
Setting the texture in _ready() works fine, but changing the texture after that throws an error, however, it does change the texture and does not crash.

error in question: E 0:00:02:0198   texture_remove_from_decal_atlas: Parameter "t" is null.
  <C++ Source>   servers/rendering/renderer_rd/storage_rd/texture_storage.cpp:2745 @ texture_remove_from_decal_atlas()

Expected:
No error when changing textures

Got:
Strange error when changing textures

### Steps to reproduce

>Add a spotlight to your scene

>Have a script with a function that changes the spotlight's texture

>Press specified button (in my test project it's ui_accept)

>See error message when texture changes

### Minimal reproduction project (MRP)

[BugReproduction.zip](https://github.com/user-attachments/files/15945512/BugReproduction.zip)
Repository: three.js
Issue: TSL: Wrong compilation of `min(...)` and `max(...)` with 3 or more parameters
Labels: Enhancement,TSL

### Description

TSL allows many parameters to functions `min(...)` and `max(...)`. Using more than 2 parameters, however, fails:

* Both GLSL and WGSL trigger a syntax error, as they support only two parameters, but the code has 3 parameters
* The compiled code contains only the first three parameters; the rest are silently ignored

The GLSL error is:
```
THREE.WebGLBackend: Must have a compiled fragment shader attached:
SHADER_INFO_LOG:
ERROR: 0:56: 'min' : no matching overloaded function found
ERROR: 0:56: 'max' : no matching overloaded function found
```

The WGSL error is (significantly shortened):
```
Error while parsing WGSL: no matching call to
'min(abstract-float, abstract-float, abstract-float)'
overload expects 2 arguments, call passed 3 arguments
```

### Suggested solutions
* compile `min(a,b,c,d,...)` into `min(a,min(b,min(c,...)))`; and the same for `max`
* throw an error message if more than 2 parameters are used
* describe in the documentation what functions accept multiple parameters and how they are dealt with when the functions are chained

### Untested situation
Chained `min(...)` and `max(...)` are not tested

### Reproduction steps

1. Use `min` or `max` with more than 3 parameters:
```
mn = min( 11, 12, 13, 14, 15 );
mx = max( 21, 22, 23, 24, 25 );
```
2. Observe the error message in the console

### Code

(see the live example)

### Live example

Minimal code. Does not render anything meaningful, just generates the error messages. 

[https://codepen.io/boytchev/pen/RwmyQLY](https://codepen.io/boytchev/pen/RwmyQLY)


### Screenshots

Demonstration that only the first three parameters are compiled:

Using the TSL editor in GLSL mode:

![image](https://github.com/mrdoob/three.js/assets/70705048/745c45ad-1efe-4176-ac84-6bbeb161b3e1)

Using the TSL editor in WGSL mode:

![image](https://github.com/mrdoob/three.js/assets/70705048/ff408c45-51c8-4e4d-b0ef-62e76a927586)


### Version

r165

### Device

Desktop

### Browser

Chrome, Firefox

### OS

Windows
Repository: godot
Issue: The transform of a Node3D/Spatial is changed when one or 2 of the scale values are set to -1
Labels: discussion,topic:editor,usability,needs testing,topic:3d

### Tested versions

- Reproducible in Godot 3.5 and all major versions of 4 including 4.3 beta

### System information

Windows 11 - Forward +

### Issue description

When in the editor you can set a Node3D's scale.x to -1 to mirror it along that axis (to reuse animations for example).  Animations mirror perfectly in the editor.  However, when running the project the transform is changed from a rotation of V(0) and a scale of V3(-1, 1, 1) to a rotation.x of 180 and a scale of V3(-1).  This can affect some things, but particularly the way animations and tween will run on the node.

Editor/Local:
![image](https://github.com/godotengine/godot/assets/25456663/5d8ad122-c10d-430b-8067-4d9b7d861965)

Remote:
![image](https://github.com/godotengine/godot/assets/25456663/b714e85d-c652-4685-99c4-77cc45bf292a)

A similar error happens for different combinations of setting scale to -1, but does not occur if negative values of 1 are not used or if  the entire scale is set to -1.

This can be worked around by manually setting the rotation and scale in the ready function, which results in the expected behavior.  The attached MRP is in v4.3.beta2.official [b75f0485b]

I understand that this may be impossible to fix given the way transforms work in 3D (which I don't pretend to understand entirely) but since forcing the correct values via GDscript does fix the issue I am hoping there is a way for the engine to do the same by default.

### Steps to reproduce

1. Create a Node3D
2. Set its scale.x to -1
3. Run the project
4. Click the remote tab, select the Node3D
5. Observe that the entire scale is now -1 and the rotation.x is 180 degrees

### Minimal reproduction project (MRP)

[vector-3-scaling.zip](https://github.com/user-attachments/files/15945593/vector-3-scaling.zip)
Repository: deno
Issue: KV without path will not persist data if compiled
Labels: bug,compile,ext/kv

Version: Deno 1.44.4 (release, x86_64-pc-windows-msvc) (same behaviour on Linux)
v8 12.6.228.9
typescript 5.4.5



When compiling a script that uses DenoKv, it fails to persist data.

This can be fixed by supplying a path to Deno.openKv, which is bad since i need to change my script for the environment it would run in (deno run and  deno deploy vs deno compile).

There might be similar issues, see:
https://github.com/denoland/deno/issues/10693

minimal reproducible example:

```typescript
const kv = await Deno.openKv(); // setting a persistant path, will store the data
const key = ["device", "key"];
await kv.set(key, "hi deno team.");
kv.close();

const kv2 = await Deno.openKv(); // setting a persistant path here, will read the data
const {value} = await kv2.get(key);
console.log(value); // Expected Output: hi deno team.
kv2.close();
```

Works fine

> deno run --allow-all  --unstable-kv main.ts

Does not work

> deno compile --allow-all  --unstable-kv -o main main.ts
> ./main


This is a bug, since from the `Deno.openKv()` I would assume that it would work without a path.  
See: https://deno.land/api@v1.44.4?s=Deno.openKv

I also tried setting `--location` on deno compile, but same issue.