sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: M1 mps issue
Labels: triaged,module: correctness (silent),module: mps

### 🐛 Describe the bug

I've been tracing an issue that arose while using yolov5 object detector/classifier on the recently supported 'mps' device. The issue first manifested itself as objects being detected in the wrong locations (sometimes). Some of the time it performs the detection correctly, which leads me to believe this isn't a major issue.

Tracing the issue: https://github.com/ultralytics/yolov5/issues/10178

It looks like this is a torch issue and not a yolo issue. 

I would really appreciate some help tracing the root of the problem further, or even some hints on where to look next.



### Versions

```
PyTorch version: 1.14.0.dev20221116
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 12.3 (arm64)
GCC version: Could not collect
Clang version: 13.1.6 (clang-1316.0.21.2.5)
CMake version: Could not collect
Libc version: N/A

Python version: 3.10.6 | packaged by conda-forge | (main, Aug 22 2022, 20:38:29) [Clang 13.0.1 ] (64-bit runtime)
Python platform: macOS-12.3-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.4
[pip3] torch==1.14.0.dev20221116
[pip3] torchaudio==0.14.0.dev20221116
[pip3] torchvision==0.15.0.dev20221116
[conda] numpy                     1.23.4                   pypi_0    pypi
[conda] torch                     1.14.0.dev20221116          pypi_0    pypi
[conda] torchaudio                0.14.0.dev20221116          pypi_0    pypi
[conda] torchvision               0.15.0.dev20221116          pypi_0    pypi
```

cc @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen @razarmehr @abhudev
Repository: rust
Issue: rustc suggests syntactically invalid fixes with proc macros
Labels: A-diagnostics,T-compiler,D-invalid-suggestion,A-proc-macros

Given the following code: [link to playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=354005ee91b3abdfa7158e3cb705955a)

```rust
// An example case where rustc suggests borrowing (adding a `&`) with a proc macro.
use serde::Deserialize;

#[derive(Deserialize)]
struct Foo;

#[derive(Deserialize)]
struct Bar<'a> {
    #[serde(flatten)]
    foo: &'a Foo,
}

fn main() { }
```

The current output is:

```
Compiling playground v0.0.1 (/playground)
error[[E0277]](https://doc.rust-lang.org/stable/error-index.html#E0277): the trait bound `&Foo: Deserialize<'_>` is not satisfied
 --> src/main.rs:8:5
  |
8 |     #[serde(flatten)]
  |     ^ the trait `Deserialize<'_>` is not implemented for `&Foo`
  |
help: consider borrowing here
  |
8 |     &#[serde(flatten)]
  |     +

For more information about this error, try `rustc --explain E0277`.
error: could not compile `playground` due to previous error
```

Ideally the output should not suggest code that is outright syntactically invalid, especially considering how adding a borrow *anywhere* in the `Bar` struct declaration does not fix this issue, I do however understand how in the case of the macro being expanded borrowing *may* do something.

I however am not quite sure myself and would love if someone could actually explain the intricacies of why to me.
Repository: godot
Issue: Physics not working as expected when instancing a rigid body scene. 
Labels: bug,topic:physics

### Godot version

4.0 beta 6

### System information

Windows 11, i7-9750H, Nvidia RTX 2070

### Issue description

When instantiating a rigid body into a scene the physics engine ignores its mass property when apply_central_impulse is used.

### Steps to reproduce

1. Create main scene.
2. Add Node3D as child and add new script
3. Preload an existing rigid body scene in script
4. instansiate the rigid body
5. add as child to root
6. set rigid body transform to node3D transform
7. apply_central_impulse to rigid body
8. run scene
9. Change rigid body mass and re-test

### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/10096806/test.zip)
Repository: vscode
Issue: Gutter for local history modification
Labels: feature-request,timeline,timeline-local-history

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
v1.66 [added local history](https://code.visualstudio.com/updates/v1_66#_local-history). It would be great to have file modification markers (gutters) like for git, for the workspaces in which git isn't being used.

I'd be happy to have the following:

* A setting to enable local history change gutters for workspaces without a git repo.
* A command to reset the change markers.
* A setting whether to reset the markers every time the workspace is re-opened.

To be clear, that's what I mean:

![image](https://user-images.githubusercontent.com/5781692/204104925-cd3fdeb3-8d00-40e4-a3a4-82867a0d5a0d.png)

P.S. [Notepad++ v8.4.6](https://notepad-plus-plus.org/news/v846-released/) added it recently and it's very convenient for temp files and file which are opened spontaneously.

![image](https://user-images.githubusercontent.com/5781692/204104978-b4620533-2bd0-4a2a-af2b-cfd7b5a52d47.png)
Repository: godot
Issue: Control nodes in inherited scenes cannot reset anchors and other positional properties to inherited values
Labels: bug,topic:editor,topic:gui

### Godot version

4.0 Beta 6

### System information

Windows 10

### Issue description

After changing the transform properties of an inherited control scene in the editor, the properties in the transform tab (position, size, etc...) cannot be reset to the base scene's values. Pressing the reset property button simply sets the position and size to zero.

### Steps to reproduce

1. Create a 2D scene with a control node as the root.
2. Save then create a new scene that inherits from the base scene.
3. Change the size and position of the control node in the inherited scene in the property editor. (layout -> transform)
4. Press the reset property button next to size and position.

### Minimal reproduction project

N/A
Repository: rust
Issue: Const generics: compile error if array length is u8
Labels: A-diagnostics,T-compiler,C-bug,A-suggestion-diagnostics,D-terse,A-array

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
pub struct MaxLengthString<const N: u8> {
    len: u8,
    buf: [u8; N],
}
```

And I got this compilation error:

```
error[E0308]: mismatched types
 --> src/lib.rs:3:15
  |
3 |     buf: [u8; N],
  |               ^ expected `usize`, found `u8`

For more information about this error, try `rustc --explain E0308`.
```

This works fine if the const parameter is of type `usize`, but I think it should work for the other unsigned types that are smaller than `usize`.  Or at the very least, maybe there should be a different error message that says this is definitely not supported.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.67.0-nightly (8681d4cff 2022-11-25)
binary: rustc
commit-hash: 8681d4cffcd23bbe619984ab62772a91827a40dc
commit-date: 2022-11-25
host: x86_64-unknown-linux-gnu
release: 1.67.0-nightly
LLVM version: 15.0.4
```


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Repository: stable-diffusion-webui
Issue: [Bug]: xformers used even on AMD GPUs
Labels: asking-for-help-with-local-system-issues,platform:amd

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

With the new 2.0 commits the webui will try to use xformers even on my linux installation that uses AMD via ROCm. This fails and my understanding is, that xformers will only work for NVIDIA GPUs.
[xformers-error.txt](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/10096970/xformers-error.txt)


### Steps to reproduce the problem

1. Install Linux on an AMD machine (mine is a Vega56) and install ROCm and all further dependencies for webui. AMD support can then be installed via `TORCH_COMMAND='pip install torch torchvision --extra-index-url https://download.pytorch.org/whl/rocm5.2' python launch.py`
2. install the newest webui version (commit b5050ad)
3. generate an image with any model (1.5 or 2.0)
4. after the last iteration finishes, an xformers call fails with the attached error message


### What should have happened?

Since I did not specify any arguments that force xformers, it should not have been used, since my system is incompatible.

### Commit where the problem happens

b5050ad

### What platforms do you use to access UI ?

Linux

### What browsers do you use to access the UI ?

Mozilla Firefox

### Command Line Arguments

```Shell
--medvram
```


### Additional information, context and logs

[xformers-error.txt](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/10096970/xformers-error.txt)
Repository: flutter
Issue: [video_player] Calling `seekTo` with _controller.value.position may result in a different frame in the video
Labels: p: video_player,package,team-ecosystem,has reproducible steps,P2,found in release: 3.3,found in release: 3.7,triaged-ecosystem


**Expected results:** <!-- what did you want to see? -->
The position you get from the controller should be absolute and not wrong. When I checked the position with VLC/WindowsMovieMaker/otherAudioPlayers... its not the same. INFACT when i enter the same position in the _controller.seekTo command... I once again get another position! 

**Actual results:** <!-- what did you see? -->
When you click on the FAB (in the official example) and pause the video... and you call _controller.value.position.inMilliseconds to get the postion... you get that answer in milliseconds... lets say "x"
Now if you enter that same number in _controller.seekTo( Duration(milliseconds: x))....  you will get a totally different position!?!


So is there  way to get the actual non erroneous position... or may be the frameNumber?
Im working in Flutter 3.3
video_player: ^2.4.8
and platform is WEB, 
running it on chrome
Repository: godot
Issue: `AnimationNodeTransition.set_enabled_inputs` spams hundread of error messages
Labels: bug,topic:animation

### Godot version

3.6.beta.custom_build. 71f5bb391

### System information

Ubuntu 22.04 - Nvidia GTX 970, Gnome shell 42 X11

### Issue description

```
extends Node
func _process(delta):

	var temp_variable948 = AnimationNodeTransition.new()
	temp_variable948.set_input_caption(3, ".")
	temp_variable948.set_enabled_inputs(5)
```
```
ERROR: Condition "p_name.find(".") != -1 || p_name.find("/") != -1" is true.
   at: add_input (scene/animation/animation_tree.cpp:312)
ERROR: Condition "p_name.find(".") != -1 || p_name.find("/") != -1" is true.
   at: add_input (scene/animation/animation_tree.cpp:312)
ERROR: Condition "p_name.find(".") != -1 || p_name.find("/") != -1" is true.
   at: add_input (scene/animation/animation_tree.cpp:312)
ERROR: Condition "p_name.find(".") != -1 || p_name.find("/") != -1" is true.
   at: add_input (scene/animation/animation_tree.cpp:312)

```

### Steps to reproduce

Above

### Minimal reproduction project

N/A
Repository: godot
Issue: Toggling "Use Physical Keycode" in Project Settings' Input Map doesn't properly update next Input Map edit
Labels: bug,topic:editor,topic:input

### Godot version

4.0b6

### System information

Linux/Manjaro

### Issue description

This one was a doozy to think of a proper title. To add to it, though, is that some actions' events will change to empty if the the you cancel out of the edit input dialog.

### Steps to reproduce

1. Make two actions in the Input Map through Project Settings and make them use physical keycodes;
2. Edit one of them and toggle off Physical Keycode;
3. Edit one again and observe that the input is now empty and says "(Physical)" (or "<modifier keys> + (Physical)")
4. Cancel out of the edit input dialog and observe that the other action's input is an empty action.

### Minimal reproduction project

N/A
Repository: godot
Issue: MeshDataTool#create_from_surface: unexpected error for empty mesh
Labels: bug,topic:core,usability

### Godot version

v3.5.1.stable.official [6fed1ffa3]

### System information

macOS

### Issue description

```gdscript
var mdt = MeshDataTool.new()
var m = Mesh.new()
mdt.create_from_surface(m, 0)
```

calling create_from_surface() on MeshDataTool with an empty mesh gives two, instead of one, error messages:

```
E 0:00:01.247   surface_get_primitive_type: Index p_idx = 0 is out of bounds (surfaces.size() = 0).
  <C++ Source>  scene/resources/mesh.cpp:919 @ surface_get_primitive_type()
  <Stack Trace> ...
```

```
E 0:00:01.247   create_from_surface: Condition "p_mesh->surface_get_primitive_type(p_surface) != Mesh::PRIMITIVE_TRIANGLES" is true. Returned: ERR_INVALID_PARAMETER
  <C++ Source>  scene/resources/mesh_data_tool.cpp:43 @ create_from_surface()
  <Stack Trace> ...
```

### Steps to reproduce

```gdscript
var mdt = MeshDataTool.new()
var m = Mesh.new()
mdt.create_from_surface(m, 0)
```

### Minimal reproduction project

```gdscript
var mdt = MeshDataTool.new()
var m = Mesh.new()
mdt.create_from_surface(m, 0)
```
Repository: godot
Issue: Callable.callv() silently ignores call if parameters don't match
Labels: bug,topic:core,confirmed

### Godot version

4.0.beta6.official

### System information

Windows 11

### Issue description

Calling `.callv()` on a Callable and passing an array with an incorrect number of parameters will just silently ignore the call -- the Callable is not executed and there is no error reported in the log or in the debugger.

Note that `.call()` *does* generate a run time error if called with the wrong number of parameters.

### Steps to reproduce

```
func _ready():
    my_func.callv(["A", "B"])

func my_func(x:
    print(x)
```

will run without error, but nothing will be printed to the log.

The attached repro project duplicates the above code, essentially, with a few extra calls to show that the function works normally. 

### Minimal reproduction project

[bugrepro-callvfailure.zip](https://github.com/godotengine/godot/files/10097214/bugrepro-callvfailure.zip)
Repository: godot
Issue: Pressing tilde/grave key on keyboard produces different scancode depending on keyboard layout used in Windows
Labels: bug,platform:windows,topic:input

### Godot version

v3.5.stable.official [991bb6ac7]

### System information

Windows 7

### Issue description

When running a scene in Godot and pressing **tilde + W** or **tilde + P** key combinations on keyboard, running scene closes suddenly. Pressing **tilde + Q** maximizes/minimizes the window. There is no input key set for tilde key in the project. This occurs when using German, Spanish(traditional) or Croatian (my native language) keyboard layout. When using English US or UK, Spanish(international) or French the bug is gone. I only had time to test several layouts... When running exported application pressing tilde + Q still maximizes/minimizes the window, tilde + P closes the application and tilde + W does nothing. This makes tilde key pretty much unusable when developing or using it for input in game and causes frustration when tilde + W is hit on accident.

I printed scancodes in output when tilde key is pressed while using different layouts and noticed that depending on the layout used scancodes can oscillate between two values:
![gqycUjFhDc](https://user-images.githubusercontent.com/83368850/204113130-bbc23ec7-91fa-4eb2-9100-3e867f2b957e.png)

![walagPPQah](https://user-images.githubusercontent.com/83368850/204113135-9f06c13a-1897-4109-9609-1a383ac76e1f.png)

![a1KHoAhxhP](https://user-images.githubusercontent.com/83368850/204113141-20c3bdbe-13ec-4c54-9c1d-5e4783c50991.png)


### Steps to reproduce

1. change keyboard layout in Windows to the one of the aforementioned ones (German, Spanish (trad.) or Croatian)
2. create new project/run existing project
3. run scene
4. press tilde + Q to maximize/minimize
5. press tilde + W or tilde + P to close scene

### Minimal reproduction project

N/A
Repository: flutter
Issue: Unclear documentation for MouseTracker.updateWithEvent
Labels: framework,d: api docs,P2,team-framework,triaged-framework

I don't really understand what this means:

```dart
  /// Trigger a device update with a new event and its corresponding hit test                                                                     
  /// result.                                                                                                                                     
  ///                                                                                                                                             
  /// The [updateWithEvent] indicates that an event has been observed, and is                                                                     
  /// called during the handler of the event. It is typically called by                                                                           
  /// [RendererBinding], and should be called with all events received, and let                                                                   
  /// [MouseTracker] filter which to react to.                                                                                                    
  ///                                                                                                                                             
  /// The `getResult` is a function to return the hit test result at the                                                                          
  /// position of the event. It should not simply return cached hit test                                                                          
  /// result, because the cache does not change throughout a tap sequence.                                                                        
  void updateWithEvent(PointerEvent event, ValueGetter<HitTestResult> getResult) {
```

Might be worth going through the MouseTracker docs and adding sample code, fixing any grammar issues, and generally trying to add more detail to the explanations.

cc @gspencergoog @goderbauer
Repository: PowerToys
Issue: File LockSmith via commandline
Labels: Idea-Enhancement,Help Wanted,Product-File Locksmith

### Description of the new feature / enhancement

Thank you for creating this feature

I went through documents
https://learn.microsoft.com/en-us/windows/powertoys/file-locksmith
and found no info on how to unlock folder using commandline(CMD)

### Scenario when this would be used?

to unlock folder using programming

for example, in LockHunter
https://lockhunter.com/

I can run in 
> C:\Program Files\LockHunter\LockHunter.exe "C:\Temp"
to unlock folder

### Supporting information

_No response_
Repository: pytorch
Issue: Segfault on torch.nn.functional.one_hot with large tensor on Python 3.9
Labels: needs reproduction,module: crash,triaged

### 🐛 Describe the bug

Running `torch.nn.functional.one_hot(...)` on a large tensor (like 10,000 elements) segfaults:

```
import torch
t = torch.randint(0, 6, size=(10000, 1))
torch.nn.functional.one_hot(t)
```

Results in a segfault (no stack trace)
```
Process finished with exit code 139 (interrupted by signal 11: SIGSEGV)
```

### Versions

Collecting environment information...
PyTorch version: 1.13.0
Is debug build: False
CUDA used to build PyTorch: Could not collect
ROCM used to build PyTorch: N/A

OS: macOS 10.15.7 (x86_64)
GCC version: Could not collect
Clang version: 12.0.0 (clang-1200.0.32.29)
CMake version: Could not collect
Libc version: N/A

Python version: 3.9.13 (main, Aug 25 2022, 18:29:29)  [Clang 12.0.0 ] (64-bit runtime)
Python platform: macOS-10.15.7-x86_64-i386-64bit
Is CUDA available: False
CUDA runtime version: Could not collect
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: Could not collect
Nvidia driver version: 1.1.0
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.3
[pip3] torch==1.13.0
[pip3] torchaudio==0.13.0
[pip3] torchvision==0.14.0
[conda] blas                      1.0                         mkl  
[conda] mkl                       2021.4.0           hecd8cb5_637  
[conda] mkl-service               2.4.0            py39h9ed2024_0  
[conda] mkl_fft                   1.3.1            py39h4ab4a9b_0  
[conda] mkl_random                1.2.2            py39hb2f4e1b_0  
[conda] numpy                     1.23.3                   pypi_0    pypi
[conda] numpy-base                1.23.1           py39h3b1a694_0  
[conda] torch                     1.13.0                   pypi_0    pypi
[conda] torchaudio                0.13.0                   pypi_0    pypi
[conda] torchvision               0.14.0                   pypi_0    pypi

cc @ezyang @gchanan @zou3519
Repository: go
Issue: proposal: unicode/utf8: provide generic versions of all functions 
Labels: Proposal,Proposal-Hold

I'm trying to a write a generic function that operates on either `string | []byte`. However, I'm unable to do so since the implementation of that function needs to depend on either `utf8.DecodeRune` or `utf8.DecodeRuneInString`, but I'm unable to express that as a simple expression without using a type switch.

I propose we add generic versions of:
```go
func DecodeRune[Bytes []byte | string](p Bytes) (r rune, size int)
func DecodeLastRune[Bytes []byte | string](p Bytes) (r rune, size int)
func FullRune[Bytes []byte | string](p Bytes) bool
func RuneCount[Bytes []byte | string](p Bytes) int
func Valid[Bytes []byte | string](p Bytes) bool
```

It is unclear what the name should be since the simpler names are already taken by the non-generic variants.
Perhaps, we should have a v2 variant of `utf8` that operates on either type.