sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: transformers
Issue: Support context parallel training with ring-flash-attention
Labels: Feature request,Flash Attention

### Feature request

Hi, I'm the author of [zhuzilin/ring-flash-attention](https://github.com/zhuzilin/ring-flash-attention).

I wonder if you are interested in integrating context parallel with [zhuzilin/ring-flash-attention](https://github.com/zhuzilin/ring-flash-attention), so that user can train llm with long data more efficiently.

### Motivation

As openai o1 released, it will probably be common for people to train model with really long cot data. And it will be nice if most model within the transformers library can support training with long context efficiently with certain type of context parallel, i.e. the context length scale linearly with the number of GPUs.

The 3 existing context parallel methods are the deepspeed ulysses, ring attention and the one proposed in the [llama3 tech report](https://arxiv.org/abs/2407.21783). The deepspeed ulysses will be limited by the number of kv heads (the maximum context length can be `num_head_kv * seq_length_per_gpu`), which makes it a little unfriendly to GQA models. So it will be great if the transformers library could support the one or both of the other 2 context parallel methods.

And both ring attention and the llama3 strategy are supported with flash attention in [zhuzilin/ring-flash-attention](https://github.com/zhuzilin/ring-flash-attention), whose correctness has been proved by [jzhang38/EasyContext](https://github.com/jzhang38/EasyContext). The library basically has the same api as flash attention, and hides the communication required from its user to make it a easy substitution from any origin flash attention api callsite.

Therefore, I believe it will be easy to support the context parallel with [zhuzilin/ring-flash-attention](https://github.com/zhuzilin/ring-flash-attention). For example, we could have different branch in `modeling_flash_attention_utils._flash_attention_forward`.

### Your contribution

I'd love to help if you have interests :)
Repository: godot
Issue: ProjectSetting.load_resource_pack will not overwrite GDScript functions.
Labels: topic:gdscript,needs testing,topic:export

### Tested versions

4.2 stable

### System information

macOS

### Issue description

I'm creating a mobile game and I'd like to implement a proper patch system. I read the document, ProjectSetting.load_resource_pack should do the trick.

So I did a experiment, create a simple GDScript function like below

```
class_name UtilStr
extends RefCounted

static func test_patch() -> void:
    print("original")
```

And with a slightly modified version

```
class_name UtilStr
extends RefCounted

static func test_patch() -> void:
    print("patched version")
```

I packed a runnable app with original version. And pack a patch only contains the modified version to user://patch.pck.
I wrote a simple function to load the patch in the first scene's _ready() function like below

```
const patch_path := "user://patch.pck"

if FileAccess.file_exists(patch_path):
    if not ProjectSettings.load_resource_pack(patch_path):
        print_debug("load %s failed" % [patch_path])
        return
    UtilStr.test_patch()
```

I expect "patched version" is print in console, but I got "original". Seems the ProjectSetting.load_resource_pack doesn't overwrite gdscript?

If it is designed to work like this? How to implement a proper patch system for mobile game?

### Steps to reproduce

1. Pack runnable for the game.
2. Modify one function in GDScript and pack only the changed file to patch.pck
3. Run the game.

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Multiply blend darker in Mobile renderer.
Labels: topic:rendering,documentation,topic:3d

### Tested versions

- Reproducible in: 4.0.stable,  v4.0.4.stable, 4.1.stable, 4.1.4.stable, 4.2.stable, 4.3.stable, 4.4.dev2

### System information

Godot v4.1.4.stable - Nobara Linux 40 (KDE Plasma) - X11 - Vulkan (Mobile) - dedicated AMD Radeon RX 6600 XT (RADV NAVI23) () - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

I use Forward+ for my project and I use a gradient texture set to Multiply to fake shadows, it works as expected in Forward+, but upon compiling for mobile I noticed the shadows looked off.

The only possible workaround is using Compatibility for mobile projects, but that doesn't allow using the features provided in Mobile renderer.

v.4.0.stable
![image](https://github.com/user-attachments/assets/99f5b0a2-603c-436c-ae8f-7bc97c570ca9)

v.4.3.stable
![image](https://github.com/user-attachments/assets/f84971bb-45fa-4635-aa35-f7394a1a04e1)

v4.4.dev2
![image](https://github.com/user-attachments/assets/c976cc24-4355-4b22-b259-770d20f27531)

Removing the gradient, since I thought it might be related to the textures, but it is still dark.
![image](https://github.com/user-attachments/assets/9655774f-e654-4988-8f9b-d0c7a43f92be)
Disabling ambient light, fog, depth draw and shadows doesn't change anything either

This is how it looks in Forward+ and Compatibility, using v4.4.dev2
![image](https://github.com/user-attachments/assets/18a52196-3fe6-497e-a347-8d79953189ea)
![image](https://github.com/user-attachments/assets/9f88ef07-78dc-42ca-a101-f68930c53948)

Let me know if I missed anything or made any mistakes as this is my first issue, thank you.

### Steps to reproduce

Create a new MeshInstance3D.
Give it a mesh, Quad or Plane recommended.
Give it a new StandardMaterial3D or ORMMaterial3D.
Set Blend Mode to Multiply.
Set Shading Mode to Unshaded.
Switch renderer to Mobile and compare to Forward+ and Compatibility. It will appear darker in Mobile.

You can also reproduce it using a very basic ShaderMaterial with the following code
```glsl
shader_type spatial;
render_mode blend_mul, unshaded;

uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;

void fragment() {
	vec4 albedo_tex = texture(texture_albedo, UV);
	ALBEDO = albedo.rgb * albedo_tex.rgb;
}

````

### Minimal reproduction project (MRP)

Open node_3d.tscn
[BlendTest.zip](https://github.com/user-attachments/files/16994269/BlendTest.zip)
Repository: PowerToys
Issue: Mouse without Boarders advanced multi monitor non-grid layout control
Labels: Needs-Triage

### Description of the new feature / enhancement

Mouse without boarders should be able to support non-grid layouts of multi monitors between hosts. Users may not have grid like layouts of their actual monitors. 

### Scenario when this would be used?

I have the following [display set up](https://imgur.com/a/98YmSzX) 

- Orange = Laptop monitors (Windows11)
- Blue = Computer monitors (Windows10)

I have Mouse without boarders (MWB) set up and it works, but getting from monitor to monitor is not working the way I want.

I want the following navigation points

- Laptop Orange 2 right side connect to the left of Computer monitor 2.
- Laptop Orange 2 top connect to the bottom Computer Monitor 1. 

But this does not work. Currently it works as the following.

- Laptop Orange 2 right side connects to left of Computer monitor 1.
- Laptop Orange 1 left side connects to right of Computer monitor 2.

There should be a way to layout every MONITOR of each host. The current grid layout only works well when each host has only one monitor. Or when each host with multi monitor are all next to each other or all above or below each other. In the real world most people do not have this layout. 


### Supporting information

_No response_
Repository: PowerToys
Issue: Allow windows to snap to fancy layouts when moving windows using Alt+Space+M
Labels: Needs-Triage

### Description of the new feature / enhancement

Natively in Windows, Alt+Space opens the right click dropdown menu in the top left corner of the currently active window. You can then use those menu items to resize or move a window entirely from the keyboard. It would be nice if powertoys recognized this action and allowed you to drop windows into fancy layouts while manipulating a window strictly using the keyboard. 

### Scenario when this would be used?

This would be used any time when a user has a fancy layout but is not using the mouse or keypad for some reason. 

### Supporting information

NA
Repository: godot
Issue: Godot 3.5/3.6 Freezes with GLES3 backend on AMD GPU under Ubuntu
Labels: bug,topic:rendering,needs testing

### Tested versions

Reproducible in
- 3.6.stable.mono
- 3.5.stable.mono
- 3.5.stable

### System information

Xubuntu 24.04.1 LTS - Godot 3.6.stable.mono - OpenGL ES 3.0 Renderer: AMD Radeon Graphics (radeonsi, gfx1103_r1, LLVM 17.0.6, DRM 3.57, 6.8.0-40-generic)

### Issue description

When using Godot editor or games that run on GLES3 backend, there is random freezes of all the system. Theses freezes last 3-4 seconds and seem to be limited to the graphics because after resuming, all actions did while the freezes will be executed (like unminimize window). 

Here the syslog when that occurs:
```
2024-09-13T15:31:05.662265+02:00 darkbook kernel: amdgpu 0000:c1:00.0: amdgpu:   in page starting at address 0x0000000000000000 from client 10
2024-09-13T15:31:05.662266+02:00 darkbook kernel: amdgpu 0000:c1:00.0: amdgpu: GCVM_L2_PROTECTION_FAULT_STATUS:0x00301430
2024-09-13T15:31:05.662266+02:00 darkbook kernel: amdgpu 0000:c1:00.0: amdgpu: 	 Faulty UTCL2 client ID: SQC (data) (0xa)
2024-09-13T15:31:05.662267+02:00 darkbook kernel: amdgpu 0000:c1:00.0: amdgpu: 	 MORE_FAULTS: 0x0
2024-09-13T15:31:05.662268+02:00 darkbook kernel: amdgpu 0000:c1:00.0: amdgpu: 	 WALKER_ERROR: 0x0
2024-09-13T15:31:05.662268+02:00 darkbook kernel: amdgpu 0000:c1:00.0: amdgpu: 	 PERMISSION_FAULTS: 0x3
2024-09-13T15:31:05.662269+02:00 darkbook kernel: amdgpu 0000:c1:00.0: amdgpu: 	 MAPPING_ERROR: 0x0
2024-09-13T15:31:05.662270+02:00 darkbook kernel: amdgpu 0000:c1:00.0: amdgpu: 	 RW: 0x0
2024-09-13T15:31:16.122394+02:00 darkbook kernel: [drm:amdgpu_job_timedout [amdgpu]] *ERROR* ring gfx_0.0.0 timeout, but soft recovered
```

Here the differents backend I test:
- ❗️ OpenGL ES 3.0 Renderer: AMD Radeon Graphics (radeonsi, gfx1103_r1, LLVM 17.0.6, DRM 3.57, 6.8.0-40-generic)
- ✅ OpenGL ES 2.0 Renderer: AMD Radeon Graphics (radeonsi, gfx1103_r1, LLVM 17.0.6, DRM 3.57, 6.8.0-40-generic)
- ✅ Vulkan API 1.3.274: AMD Radeon Graphics (RADV GFX1103_R1)

So the freezes seem to only occur on OpenGL ES 3.0 Renderer.

Note I haven't problems with others non Godot apps.

Thanks in advance for the help and don't hesitate to ask me for further informations. 

(sorry for my bad english, I am french :joy: )


### Steps to reproduce

- Launch Godot 3.5/3.6
- Create a project with GLES3 backend
- Do some things into editor (add sprite, create node, ...). Freezes are random and can occurs after 10-15 seconds.
- When freezes, you can do nothings. All the environment are freezes (even other non GLES3 apps, and OS).

### Minimal reproduction project (MRP)

N/A
Repository: svelte
Issue: Collapse inlined variables into templates
Labels: perf

### Describe the problem

In https://github.com/sveltejs/svelte/pull/13075 we generate code like:
```
const x = "foo";
$.template(`hello ${x}`);
```

It would be nicer if this were simply:
```
$.template(`hello foo`);
```

### Describe the proposed solution

Ideally this is implemented by esbuild (https://github.com/evanw/esbuild/issues/3570) and Oxc (https://github.com/oxc-project/oxc/issues/2646). Failing that, we may have to implement it ourselves

### Importance

nice to have
Repository: pytorch
Issue: opcheck doesn't handle Tensors with esoteric dtypes
Labels: triaged,module: custom-operators,oncall: pt2,module: float8,module: opcheck,module: pt2-dispatcher

In particular, torch.testing.assert_close doesn't handle Float8_e4m3fn. Our options are to work around it in opcheck or get torch.testing.assert_close to handle Float8_e4m3fn

cc @ezyang @chauhang @penguinwu @yanbing-j @vkuzo @albanD @kadeng @bdhirsh
Repository: pytorch
Issue: If mark_dynamic fails (Not all values of RelaxedUnspecConstraint are valid) due to specialization, error message should print where specialization came from
Labels: good first issue,triaged,oncall: pt2,module: dynamic shapes

### 🐛 Describe the bug

Self explanatory

internal xref: https://fb.workplace.com/groups/1075192433118967/posts/1502206057084267

### Versions

main

cc @chauhang @penguinwu
Repository: flutter
Issue: License checker should check that all code files outside of third party have copyright header
Labels: c: new feature,P2,team-engine,triaged-engine

Discovered as part of https://github.com/flutter/engine/pull/55155
Repository: TypeScript
Issue: super() typed as returning void
Labels: Suggestion,Awaiting More Feedback

### 💻 Code

```
class Parent {}

class Child extends Parent {
	constructor() {
		super().func();
	}

	func() {

	}
}
```


### 🙁 Actual behavior

super() in constructor return the object but TS assumes it returns void:

![image](https://github.com/user-attachments/assets/c9faba08-4698-4091-b939-f37d7f9e5e9f)

### 🙂 Expected behavior

super() should return the object.
Repository: go
Issue: encoding/json: Decoder.Token does not return an error for incomplete JSON
Labels: NeedsInvestigation

When dealing with incomplete JSON, the `(*Decoder).Token` method returns `io.EOF` at the end of the input instead of providing an appropriate error. For example, the following code does not produce an error:

https://go.dev/play/p/HHEwVkRCs7a
```go
dec := json.NewDecoder(strings.NewReader(`[123,`))
for {
	_, err := dec.Token()
	if err == io.EOF {
		break
	}
	if err != nil {
		panic(err)
	}
}
```

According to the documentation, **Token guarantees that the delimiters [ ] { } it returns are properly nested and matched**. However, in this example, `[` is not properly nested and matched.
Repository: godot
Issue: Sizing artifacts for CollisionShape2Ds
Labels: bug,topic:editor,topic:physics,regression

### Tested versions

- Reproducable in Godot 4.3
- Not reproducable in previous versions _(EDIT: I was incorrect, this appears to be reproducable in previous 4.x versions, tested upto 4.2.1)_

### System information

Windows 11 - Godot v4.3 - Forward+ Renderer - Intel UHD Graphics 630

### Issue description

![godot_col_artifact](https://github.com/user-attachments/assets/446c4a32-1ba0-42ef-abfd-d0733da2f5aa)

When changing the size of a CollisionShape2D, there appears to be some scaling artifacts that glitches the visual of the shape. The size is correct in the inspector but incorrect in the editor so it appears to be a visual bug. Collisions also seem to work fine.

### Steps to reproduce

1. Add a CollisionShape2D into the scene.
2. Add a new shape Resource then try changing the size of the shape.
Repository: node
Issue: Support clearing Node.js cache for package.json
Labels: feature request,loaders

### What is the problem this feature will solve?

When a long-running Node.js process is active and a package.json file is modified (for example, by adding "type": "module"), Node.js does not detect this change. It continues treating the package as CommonJS, which results in an error like Unexpected token 'export' when attempting to use ES modules.

This is crucial for us at [bit](https://github.com/teambit/bit), where we run a background process called “bit server” that manages the local development workspace. Among its tasks is creating new web components, which initially have a package.json without "type": "module". If the component is later determined to be ESM, the package.json is updated accordingly. (Explaining why this can’t be handled differently is beyond the scope of this feature request).

### What is the feature you are proposing to solve the problem?

I propose adding an API that allows clearing the cached information related to the package.json of a specific module (or optionally clearing the cache for all modules). Either option would solve the issue.


### What alternatives have you considered?

Restarting the Node.js process, but this results in a poor user experience.
Repository: vscode
Issue: Broken hover and tooltip behavior for OSC 8 hyperlinks
Labels: bug,terminal-links

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->

## Version Info

Version: 1.93.1 (Universal)
Commit: 38c31bc77e0dd6ae88a4e9cc93428cc27a56ba40
Date: 2024-09-11T17:20:05.685Z
Electron: 30.4.0
ElectronBuildId: 10073054
Chromium: 124.0.6367.243
Node.js: 20.15.1
V8: 12.4.254.20-electron.0
OS: Darwin arm64 23.6.0

## Steps to Reproduce:

1. Show some content in an integrated terminal that contains OSC 8 hyperlinks (the ones with dashed underlines).

2. When hovering over a hyperlink and quickly moving the mouse away, the tooltip is triggered even when the tooltip is no longer hovered, and the tooltip remains triggered when scrolling. The only way to close the tooltip is to hover over the tooltip/hyperlink area and hover away.

  https://github.com/user-attachments/assets/223172f7-e03b-4526-98db-c478b84279b9

3. When hovering over a hyperlink long enough to trigger the tooltip, the tooltip remains triggered when scrolling until hovering away.

  https://github.com/user-attachments/assets/0d3e6deb-97c6-46d5-9e01-8d866e123d41

NOTE: This issue is only present for OSC 8 hyperlinks, not terminal links that are provided natively (like filename/directory links) or through a `TerminalLinkProvider `.
Repository: godot
Issue: Gizmo in CSGMesh3D is not updated when scaling the node in the 3D editor viewport
Labels: bug,topic:rendering,topic:editor,topic:3d

### Tested versions

4.3 stable, 4.4 dev2

### System information

Godot v4.4.dev2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated Radeon RX 560 Series (Advanced Micro Devices, Inc.; 31.0.14001.45012) - Intel(R) Core(TM) i5-4570 CPU @ 3.20GHz (4 Threads)

### Issue description

I noticed two problems when using CSGMesh3D

1. AABB does not update (blue border) when resizing with the scale tool in the top bar
![1](https://github.com/user-attachments/assets/82ad7fea-0fd6-4eb6-a294-cf1934c09fe4)

3. When selecting CSGMesh3D, the Gizmo struggles for depth, this is especially noticeable when moving the camera (**Fixed**)
![2](https://github.com/user-attachments/assets/aef49421-e374-47e5-a8ce-07c426b9125f)


### Steps to reproduce

1. Open MRP
2. Select the biggest cube (BIGBOX)
3. Move the camera, you will notice artifacts on the cube (fight for depth)
4. Reduce the cube, AABB will not update until we select another node

### Minimal reproduction project (MRP)

[vox.zip](https://github.com/user-attachments/files/16996585/vox.zip)
Repository: vscode
Issue: Python Coverage Compatability Requests
Labels: feature-request,under-discussion,testing

Hi @connor4312! We have begun implementation of test coverage for python and had a few items we wanted to surface in terms of the UI. Wanted to start an issue so @brettcannon can contribute his thoughts! Thanks
Repository: electron
Issue: [Feature Request]: HIDDevice Object should contain `usagePage` and `usage` properties
Labels: enhancement :sparkles:,web-platform-apis

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

When implementing the [setDevicePermissionHandler(handler)](https://www.electronjs.org/docs/latest/api/session#sessetdevicepermissionhandlerhandler) we could not filter devices based on `usagePage`. As we would not care about the vendor or product in our app we can't preconnect the device based on usage.  

### Proposed Solution

Add `usagePage` and `usage` properties to device information, just like it can be read in the browser when a device is connected.
[requestDevice()](https://wicg.github.io/webhid/#dom-hid-requestdevice) has these properties in it's [HIDDeviceFilter](https://wicg.github.io/webhid/#dom-hiddevicefilter) as well.

### Alternatives Considered

No idea.

### Additional Information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: Improved pip version and system setup
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 ?

on python 12 torch is not found try pipx



### Proposed workflow

sudo pacman -S python-pipx
pipx install torch

### Additional information

_No response_
Repository: vscode
Issue: vscode.dev blocks simple browser
Labels: bug,web

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 
- OS Version: 

Steps to Reproduce:

1. Enter to vscode.dev
2. try to use simplebrowser
3. It Blocks urls
![Captura de pantalla 2024-09-13 a la(s) 10 44 32 a  m](https://github.com/user-attachments/assets/4409c172-b9b1-470b-afcd-2851bb701eb6)
![Captura de pantalla 2024-09-13 a la(s) 10 46 35 a  m](https://github.com/user-attachments/assets/2a9ed7ba-1603-410a-9f12-a2f51382c3e5)

The expected behavior should be to load the webpage, this to be able to hot reloading inside vscode.dev as the same as I can in local vscode.