sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Improve performance of `ilog` and `checked_ilog` for primitive integer types
Labels: I-slow,T-libs

Currently `checked_ilog` is implemented with iterated divisions:

https://github.com/rust-lang/rust/blob/e7f9f48d767c1e17e125d83e3102d568f87b868d/library/core/src/num/int_macros.rs#L2475-L2495

It's pretty straightforward to convert it to iterated multiplications:

```rust
fn checked_int_log(self, base:Self) -> Option<u32> {
    if self <= 0 || base <= 1 {
        None
    } else {
        let mut n = 0;
        let mut r = 1;

        // Optimization for 128 bit wide integers.
        if Self::BITS == 128 {
            let b = Self::ilog2(self) / (Self::ilog2(base) + 1);
            n += b;
            r *= base.pow(b);
        }

        while r <= self / base {
            n += 1;
            r *= base;
        }
        Some(n)
    }
}
```

and this results in some decent speedups (1.5x - 7x).
Repository: kubernetes
Issue: Pod Security Admission rejects dropping all capabilities with non-upper casing
Labels: sig/node,lifecycle/frozen,sig/security,needs-triage

It seems like the Pod Controller accepts different casings of `ALL` when dropping capabilities

```yaml
apiVersion: v1
kind: Pod
metadata:
  labels:
    run: foo
  name: foo
spec:
  containers:
  - image: ubuntu
    command: ["sleep","9999"]
    name: foo
    resources: {}
    securityContext:
      capabilities:
        drop:
          - all
```


```
root@foo:/# cat /proc/1/status | grep Cap
CapInh:	0000000000000000
CapPrm:	0000000000000000
CapEff:	0000000000000000
CapBnd:	0000000000000000
CapAmb:	0000000000000000
```

But the Pod Security Admission controller requires the constant to be `ALL`
https://github.com/kubernetes/kubernetes/blob/a08ee808079d0bda65b0819e1d212c27ca422e4a/staging/src/k8s.io/pod-security-admission/policy/check_capabilities_restricted.go#L30
https://github.com/kubernetes/kubernetes/blob/a08ee808079d0bda65b0819e1d212c27ca422e4a/staging/src/k8s.io/pod-security-admission/policy/check_capabilities_restricted.go#L94

Given there are tons of existing K8s yaml that _could_ run in the restricted profile it might make sense to make the admission controller comparison be case insensitive.

/sig security
Repository: pytorch
Issue: cuda rng state for 2.0.1 cannot be used for 2.1.0
Labels: module: cuda,triaged,module: random

### 🐛 Describe the bug

Running `torch.cuda.random.get_rng_state().size()` in 2.0.1 and 2.1.0 (nightly) gives different results (816 vs 16). This breaks backwards compatibility of checkpoint loading/saving between the two versions because [rng state can't be set](https://github.com/pytorch/pytorch/blob/v2.0.1/torch/cuda/random.py#L43) when the expected tensor size is different.

### Versions

pytorch 2.0.1 and 2.1.0 (8/27 nightly and rc4)

cc @ptrblck @pbelevich
Repository: pytorch
Issue: [FSDP] Implement additional check for turn on 2D TP + FSDP extension
Labels: triaged,module: fsdp

### 🚀 The feature, motivation and pitch

Currently, since we only support TP + FSDP, we automatically turn on the extension, when we detect FSDP's DeviceMesh has a parent mesh. This check is currently sufficient. 

However, additional check is required once we support other types of composition, for example, FSDP + PiPPy. Creating an issue to keep track of this.

### Alternatives

_No response_

### Additional context

_No response_

cc @zhaojuanmao @mrshenli @rohan-varma @awgu @fegin @penguinwu
Repository: rust
Issue: `rustc` fails to compile valid code
Labels: A-trait-system,A-associated-items,T-compiler,C-bug,fixed-by-next-solver

I'm running 1.72.0, I also tried 1.70.0.

The line that doesn't compile does not depend on any generic arguments by that point, but somehow the compiler thinks it still does.

I've written a little repo for my issue:

```rust
use std::time::{SystemTime, UNIX_EPOCH};

#[derive(Debug)]
struct MyError {}

struct Timestamp { v: i64 }
struct TimestampNanos { v: i64 }

impl TryFrom<Timestamp> for TimestampNanos {
    type Error = MyError;
    
    fn try_from(ts: Timestamp) -> Result<Self, MyError> {
        if ts.v > 0 {
            Ok(TimestampNanos { v: ts.v })
        }
        else {
            Err(MyError {})
        }
    }
}

impl TryFrom<SystemTime> for Timestamp {
    type Error = MyError;
    
    fn try_from(time: SystemTime) -> Result<Self, MyError> {
        let duration = time.duration_since(UNIX_EPOCH).map_err(|_e| { MyError {} })?;
        let v = duration.as_secs() as i64;
        Ok(Self { v })
    }
}

fn buggy<T>(ts: T) -> Result<i64, MyError>
where
    T: TryInto<Timestamp>,
    MyError: From<T::Error>,
{
    let timestamp_a: Timestamp = ts.try_into()?;


    // Fails to compile
    let timestamp_c: TimestampNanos = timestamp_a.try_into()?;

    // Workaround
    // let timestamp_b: Result<TimestampNanos, MyError> = timestamp_a.try_into();
    // let timestamp_c: TimestampNanos = timestamp_b?;

    Ok(timestamp_c.v)
}

fn main() {
    println!("{}", buggy(SystemTime::now()).unwrap());
}
```

This is my compile error:
```
error[E0271]: type mismatch resolving `<TimestampNanos as TryFrom<Timestamp>>::Error == <T as TryInto<Timestamp>>::Error`
  --> src/main.rs:41:51
   |
41 |     let timestamp_c: TimestampNanos = timestamp_a.try_into()?;
   |                                                   ^^^^^^^^ expected `MyError`, found associated type
   |
   = note:       expected struct `MyError`
           found associated type `<T as TryInto<Timestamp>>::Error`
help: consider constraining the associated type `<T as TryInto<Timestamp>>::Error` to `MyError`
   |
34 |     T: TryInto<Timestamp, Error = MyError>,
   |                         +++++++++++++++++
```

Note that the bug goes away if the single line `let timestamp_c: TimestampNanos = timestamp_a.try_into()?;` is split into two lines.
Repository: next.js
Issue: FOUC with CSS Modules and Next.js 13.4.19
Labels: bug

### Link to the code that reproduces this issue or a replay of the bug

~~https://github.com/olalonde/nextjs-fouc~~

https://github.com/olalonde/nextjs-fouc2

### To Reproduce

https://github.com/olalonde/nextjs-fouc2

npm install
npm start

Refresh localhost:3000 multiple times, you will see the content flash and move. 

### Current vs. Expected behavior

There should be no flash of unstyled content.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.5.0: Mon Apr 24 20:53:44 PDT 2023; root:xnu-8796.121.2~5/RELEASE_ARM64_T8103
    Binaries:
      Node: 20.5.0
      npm: 9.8.0
      Yarn: 1.22.19
      pnpm: 7.30.0
    Relevant Packages:
      next: 13.4.20-canary.31
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.0.4
    Next.js Config:
      output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Store SHA256 & Size information in JSON file rather than config
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 ?

Store the SHA256 & file size in the JSON file. You can do that for all models including VAE. That way if you do a new install or move models about, not need to rehash anything if file size match. 


Also in drop down list for VAE you may want to include AutoV2 hash. Also hash and size information you might want to include it in the pop up dialog. 

### Proposed workflow

NA

### Additional information

_No response_
Repository: material-ui
Issue: [joy-ui][Input] Should Input have a label prop?
Labels: discussion,component: text field,package: joy-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

In my opinion, adding three extra lines of code and importing 2 more components seems like too much complexity for such a commonly-used and trivial use case:

```
<FormControl>
  <FormLabel>Label</FormLabel>
  <Input placeholder="Placeholder" />
  <FormHelperText>This is a helper text.</FormHelperText>
</FormControl>
```

Wouldn't it be better to abstract this all away with a `label` and 'helperText' prop. like so:

```
<Input label="Label" helperText="This is a helper text."/>
```

I know the regular Mui library has this on TextField, so why not the JoyUI Input?

### Examples 🌈

_No response_

### Motivation 🔦

- reduce lines of code
- reduce imports
- increase simplicity of code
- more opinionated.
Repository: excalidraw
Issue: Tests location proposal
Labels: discussion,test

In the spirit of #6987, I am opening this issue to propose streamlining the locations of tests into predetermined directories.  Some ideas:
1. All tests reside inside a second-level directory named `tests`: eg `excalidraw-app/tests` or `src/tests`.
2. All tests reside inside a `tests` subdirectory of the directory for the code they cover: eg `testWysiwyg.test.tsx` would live in `src/element/tests/`.
3. Eliminate `tests` directories altogether; make tests go in the same directory as the code they cover; and place test helpers in a first-level directory: eg `src/tests/helpers/api.ts` would move to `test-helpers/api.ts`.

@excalidraw Thoughts?
Repository: godot
Issue: Path3D has editor performance issues when points are added over a long distance
Labels: bug,topic:editor,confirmed,topic:3d,performance

### Godot version

v4.2.dev.custom_build [da81ca62a]

### System information

Godot v4.2.dev (da81ca62a) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.3699) - AMD Ryzen 5 2600 Six-Core Processor (12 Threads)

### Issue description

I noticed that when I loaded up one of my game's levels that uses a long Path3D, the editor was slow to respond when I initially selected the Path3D node, and then when I was panning around with the camera, there were intermittent hiccups in the performance and the editor would freeze for a second.

If you create a Path3D with a bunch of points while zoomed right in, the performance is okay, but if you zoom all the way out and start adding points, it takes longer and longer to process as you add each new point. I also found that after I'd added the points, if I panned the camera around I'd get random stutters/freezes like something is being re-calculated as the view changes.

### Steps to reproduce

Create a Path3D node
Zoom all the way out and start adding a bunch of points
Notice the editor become less responsive as more points are added (not that many are needed to cause this, maybe 15 or so)
With the Path3D node still selected, pan the camera around continuously and you may notice some stutters (how long it takes to happen for me is a bit inconsistent, but usually after a few seconds it starts happening) 

### Minimal reproduction project

I don't think a minimal reproduction project is really needed
Repository: godot
Issue: TAA Bad Quality
Labels: discussion,topic:rendering,needs testing,topic:3d

### Godot version

4.1.1 Stable

### System information

Windows 11- 4.1.1 Stable - intel 6200U nvidia 940M - Vulkan Forward +

### Issue description

I don't know why, but I couldn't get good results from TAA like other engines (unreal and unity)
The movement completely destroys TAA !

If I only use TAA (not using MSAA as an aid) the anti-aliasing disappears completely during camera movement.
This picture was taken while I was moving the camera, you can clearly see that anti-aliasing is not working well.
(Even if we enable MSAA, the decrease in anti-aliasing quality is visible in motions)

![image](https://github.com/godotengine/godot/assets/1758504/998a070a-8686-4adc-83b1-7ddddbc04a47)


### Steps to reproduce

![image](https://github.com/godotengine/godot/assets/1758504/e0de1a36-c196-4882-bdbb-52c3fe680fcb)


### Minimal reproduction project

https://github.com/LegionGames/FirstPersonController
Repository: tauri
Issue: [feat] Add support for exotic content-type drag&drop (eg. urls)
Labels: type: feature request

### Describe the problem

I was trying to drop a Spotify track on my tauri window and unfortunately the `"tauri://file-drop` event does not contain the payload data I'm interested with. In that case I need the `public.url` type identifier (`UTType.url.identifier`),

Here is the relevant swift code to access it:
```swift
    .onDrop(of: [.url], isTargeted: $isDragging) { providers -> Bool in
      providers.first?.loadDataRepresentation(
        forTypeIdentifier: UTType.url.identifier,
        completionHandler: { (data, error) in
          if let data = data, let url = URL(dataRepresentation: data, relativeTo: nil),
            let components = URLComponents(url: url, resolvingAgainstBaseURL: false),
            let id = components.path.split(separator: "/").last
          {
            trackID = String(id)
            print("Track with ID \(trackID) dropped")  // Log message here
          }
        })
      return true
    }
``` 

### Describe the solution you'd like

Would be nice if we could somehow access this inside either a custom event or directly inside the existing file-drop event.

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: godot
Issue: scene/gui/control.cpp:856 - Condition "parent_rect_size.x == 0.0" is true. error when dragging anchors.
Labels: bug,topic:editor,confirmed,topic:gui

### Godot version

Godot Engine v4.1.1.stable.official.bd6af8e0e

### System information

OpenGL API 4.1 Metal - 83 - Compatibility - Using Device: Apple - Apple M2

### Issue description

When trying to drag the anchor points of a panel I am getting the error: scene/gui/control.cpp:856 - Condition "parent_rect_size.x == 0.0" is true.

I can adjust the size of the panel with the transform option in the inspector.
![Screenshot 2023-09-15 at 1 36 28 PM](https://github.com/godotengine/godot/assets/3206753/9209a5c1-3156-4599-b03b-f7d12a25848b)


This error did appear in a previous build but was previously resolved: https://github.com/godotengine/godot/pull/42371

### Steps to reproduce

1. click on the panel in the GUI
2. try and change the size using anchor points
3. receive error
4. this happens even if I change the panel to be a direct child of the staticbody2d

### Minimal reproduction project

[Archive.zip](https://github.com/godotengine/godot/files/12623668/Archive.zip)
Repository: pytorch
Issue: Interleaved isend and irecv causes hang
Labels: oncall: distributed,triaged

There seems to be a bug with `isend()` and `irecv()` which prevents asynchronicity when the calls are interleaved. In this case we are calling

rank 0: sync send() [completed] -> Async recv() -> Async send() [completed] -> Async recv()
rank 1: sync recv() [completed] -> Async recv() [completed] -> Async send() -> Async send()

Minimal example

```python
import torch
import torch.distributed as dist
import torch.multiprocessing as mp
import os
import datetime

def setup_dist(rank, world_size):
    os.environ['MASTER_ADDR'] = 'localhost'
    os.environ['MASTER_PORT'] = '12355'
    torch.cuda.set_device(rank)
    dist.init_process_group("nccl", rank=rank, world_size=world_size, timeout=datetime.timedelta(seconds=10))

def main(rank, world_size):
    setup_dist(rank, world_size)
    fwd_handles = []
    bwd_handles = []
    if rank == 0:
        dist.isend(torch.randn([1]).to("cuda"), dst=1).wait()
        bwd_handles.append(dist.irecv(torch.randn([1]).to("cuda"), src=1))
    elif rank == 1:
        dist.irecv(torch.randn([1]).to("cuda"), src=0).wait()

    if rank == 0:
        fwd_handles.append(dist.isend(torch.randn([1]).to("cuda"), dst=1))
        bwd_handles.append(dist.irecv(torch.randn([1]).to("cuda"), src=1))
    elif rank == 1:
        fwd_handles.append(dist.irecv(torch.randn([1]).to("cuda"), src=0))
        bwd_handles.append(dist.isend(torch.randn([1]).to("cuda"), dst=0))
        bwd_handles.append(dist.isend(torch.randn([1]).to("cuda"), dst=0))

    print(f"Rank {rank} waiting for {fwd_handles=}, {bwd_handles=}")
    for handle in fwd_handles:
        handle.wait()
    print(f"Rank {rank} done waiting for fwd_handles, now running {bwd_handles=}")
    for handle in bwd_handles:
        handle.wait()

if __name__ == "__main__":
    n_gpus = 2
    world_size = n_gpus
    mp.spawn(main, args=(world_size,), nprocs=world_size, join=True)
```

output

```
Rank 1 waiting for fwd_handles=[<torch.distributed.distributed_c10d.Work object at 0x7f672134b9b0>], bwd_handles=[<torch.distributed.distributed_c10d.Work object at 0x7f6720f0d330>, <torch.distributed.distributed_c10d.Work object at 0x7f67210ea8b0>]
Rank 1 done waiting for fwd_handles, now running bwd_handles=[<torch.distributed.distributed_c10d.Work object at 0x7f6720f0d330>, <torch.distributed.distributed_c10d.Work object at 0x7f67210ea8b0>]
Rank 0 waiting for fwd_handles=[<torch.distributed.distributed_c10d.Work object at 0x7faec809e5b0>], bwd_handles=[<torch.distributed.distributed_c10d.Work object at 0x7faec809d2b0>, <torch.distributed.distributed_c10d.Work object at 0x7faec8036e70>]
Rank 0 done waiting for fwd_handles, now running bwd_handles=[<torch.distributed.distributed_c10d.Work object at 0x7faec809d2b0>, <torch.distributed.distributed_c10d.Work object at 0x7faec8036e70>]
```


cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @kwen2501 @awgu @penguinwu
Repository: next.js
Issue: Error [ERR_PACKAGE_PATH_NOT_EXPORTED]: Package subpath './server.edge' is not defined by "exports" in Netlify
Labels: bug

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

https://github.com/marnauortega/nextjs-dynamic-route-err-500

### To Reproduce

1. Visit this url: https://nextjs-dynamic-route-err-500.netlify.app/error
2. You'll get a 500 error page

### Current vs. Expected behavior

Dynamic routes should work correctly, but when deployed to Netlify they cause 500 errors.

### Verify canary release

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

### Provide environment information

```bash
next: 13.4.19
host: netlify
```


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

App Router

### Additional context

I didn't post it with canary release because I was getting a different error concerning a missing styled.jsx.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add Würstchen / Stable Cascade support
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 ?

We released Würstchen 2 days ago in Diffusers. The blog post can be found here: https://huggingface.co/blog/wuerstchen
TLDR; It is much faster than SDXL, requires less memory and generates images at higher resolutions. 
The tradeoff? Fine details are hard for the model due to its f42 spatial compression of images.
However, with future versions we are sure we can improve this a lot.
The GitHub with code is [here](https://github.com/dome272/wuerstchen/) and the Diffusers documentation is [here](https://huggingface.co/docs/diffusers/api/pipelines/wuerstchen).

### Proposed workflow

It could just be loaded like any other model in the GUI.

### Additional information

_No response_
Repository: godot
Issue: GridMap rotation causes offset in-game
Labels: bug,topic:core,topic:3d

### Godot version

4.1.1 [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 (NVIDIA; 31.0.15.3734) - 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz (16 Threads)

### Issue description

When you rotate a 3D tile using A, S or D in GridMap mode, the editor will show the tile placed as normal. However, when running the project in-game, the tiles will be offset.

In-Editor: 
![image](https://github.com/godotengine/godot/assets/9446588/8710502b-2b5c-4cfb-8788-1b22e82f44cc)

In-Game:
![image](https://github.com/godotengine/godot/assets/9446588/29bd05e4-1bfc-491c-85ea-f3f2b15685bd)

This was done using the "gridmap_starter" demo provided in the documentation, see reproduction steps for the link.

### Steps to reproduce

1. Download the **gridmap_starter.zip** project [found here](https://docs.godotengine.org/en/4.1/tutorials/3d/using_gridmaps.html) and open it in **Godot 4.1.1**.
3. Follow the instructions on the documentation until you're able to add tiles.
4. Rotate the tiles using A, S and D randomly while adding them to the GridMap on the Y axis.
5. Add a camera that points towards your GridMap tiles you just placed.
6. Show the Camera's perspective in a 2nd View in the 3D editor.
7. Run the project from the editor.
8. **The tiles should be rotated, but look nothing like in the editor preview camera.**

### Minimal reproduction project

N/A; Reproduction project is based off of existing project.
Repository: tensorflow
Issue: Invalid `Conv2d` can be executed without compilation
Labels: stat:awaiting tensorflower,type:bug,comp:apis,comp:tf.function

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

2.15.0-dev20230914

### Custom code

Yes

### OS platform and distribution

_No response_

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

An invalid `Conv2d` can be executed without compilation. By contrast, after using `@tf.function(jit_compile=True)`, it will raise error `Negative dimension size caused by subtracting 2 from 1 for '{{node conv2d_6/Conv2D}} ...`

### Standalone code to reproduce the issue

```shell
import tensorflow as tf

"""
Don't use @tf.function(jit_compile=True)
"""

class Model(tf.keras.Model):

  def __init__(self):
    super(Model, self).__init__()
    self.conv2d = tf.keras.layers.Conv2D(5, 2, activation=tf.nn.relu)

  def call(self, x):
    conv2d = self.conv2d(x)
    return conv2d

# Initializing the model
m = Model()

# Inputs to the model
# This input results in a Conv2D kernel that has the shape (1, 2, 3, 5).
x1 = tf.constant([[[[1., 2., 3.], [4., 5., 6.]]]], shape=[1, 1, 2, 3])

y = m(x1)
print(y.shape)
# (1, 0, 1, 5)

"""
Using @tf.function(jit_compile=True)
"""
class Model(tf.keras.Model):

  def __init__(self):
    super(Model, self).__init__()
    self.conv2d = tf.keras.layers.Conv2D(5, 2, activation=tf.nn.relu)
  @tf.function(jit_compile=True)
  def call(self, x):
    conv2d = self.conv2d(x)
    return conv2d
# Initializing the model
m = Model()

# Inputs to the model
# This input results in a Conv2D kernel that has the shape (1, 2, 3, 5).
x1 = tf.constant([[[[1., 2., 3.], [4., 5., 6.]]]], shape=[1, 1, 2, 3])

y = m(x1)
"""

    ValueError: Exception encountered when calling layer 'conv2d_6' (type Conv2D).
    
    Negative dimension size caused by subtracting 2 from 1 for '{{node conv2d_6/Conv2D}} = Conv2D[T=DT_FLOAT, data_format="NHWC", dilations=[1, 1, 1, 1], explicit_paddings=[], padding="VALID", strides=[1, 1, 1, 1], use_cudnn_on_gpu=true](x, conv2d_6/Conv2D/ReadVariableOp)' with input shapes: [1,1,2,3], [2,2,3,5].
    
    Call arguments received by layer 'conv2d_6' (type Conv2D):
      • inputs=tf.Tensor(shape=(1, 1, 2, 3), dtype=float32)


Call arguments received by layer 'model_10' (type Model):
  • x=tf.Tensor(shape=(1, 1, 2, 3), dtype=float32)
"""
```


### Relevant log output

_No response_