sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ollama
Issue: Feature Request: Detect Truncation Due to Exceeding Context Size
Labels: feature request

Understanding whether model output has been truncated due to exceeding context size is crucial for trusting the model to provide complete and accurate information. Here are some specific examples that illustrate why it's necessary to know if the output has been truncated:
1. **Question-Answering Systems**: When building a question-answering system, if the answer to a user's query is truncated due to exceeding context size, the user may receive incomplete or inaccurate answers, which can degrade user experience and system reliability.
2. **Text Summarization**: When using a model to generate summaries of articles or reports, if the summary is truncated due to exceeding context size, it may omit key information, leading to incomplete understanding of the original content.
3. **Chatbots**: In chatbot applications, if a response in a conversation is truncated due to exceeding context size, it may cause the dialogue flow to be interrupted, affecting the user's interaction experience with the bot.
4. **Content Generation**: When using a model to generate articles, stories, or other creative content, if the generated text is truncated due to exceeding context size, it may disrupt the coherence and completeness of the content.
5. **Machine Translation**: In machine translation scenarios, if the translated text is truncated due to exceeding context size, it may result in the loss of the latter part of the translation, affecting translation accuracy.
6. **Natural Language Processing Tasks**: When dealing with long texts in any natural language processing task, such as sentiment analysis or topic classification, if the model's output is truncated due to exceeding context size, it may lead to incorrect processing results.
7. **Legal and Compliance**: In applications with high legal or compliance requirements, the completeness and accuracy of information are crucial. If model output is truncated due to exceeding context size, it may violate these requirements and lead to serious consequences.
8. **Academic and Research**: When using large language models in academic research, ensuring the completeness and accuracy of results is vital for validating research hypotheses and conclusions. If model output is truncated, it may negatively impact the effectiveness and reliability of the research.

Please consider implementing a mechanism within the API that clearly indicates whether the output has been truncated. This could be a boolean flag in the response payload or an error message that provides insight into the truncation.
Thank you for your attention to this matter. I believe this feature would greatly enhance the usability and trustworthiness of ollama for all users.
Repository: PowerToys
Issue: [FancyZones] Difficult to select multiple fancy zones when not in main desktop
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.80.1

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

Drag a window for selecting multiple zones (pressing Shift while draging and setting the mouse over the border between zones) in the main desktop and any other desktop (different behaviour occur).

(it is impossible to take screenshots while doing this, sorry)

### ✔️ Expected Behavior

Selecting multiple zones shall be easy in other desktops as well as it is right now for the main desktop.

### ❌ Actual Behavior

In the main desktop there is some margin (how near you have to be to the magin with the mouse) where FancyZones detect that you are selecting multiple zones (this behaviour is good).

In any other desktop, you have to be exactly in the margin to select multiple zones (quite anoying, you need to much mouse precission).

### Other Software

_No response_
Repository: godot
Issue: [macOS] Changing the vertical synchronization cause a system kernel crash
Labels: bug,platform:macos,topic:rendering,crash

### Tested versions

Godot v4.2.1.stable.mono

### System information

Godot v4.2.1.stable.mono - macOS 14.4.1 - Vulkan (Forward+) - integrated Apple M2 - Apple M2 (8 Threads)

### Issue description

1. When the project is started, trying to change the vertical synchronization in the macos system will cause the macos system kernel to crash and the computer to restart with a black screen.
2. After preliminary testing, the scenario was run through the editor environment. No problem was found the first time, but the second run after closing the window would cause the system to crash.
3. If you use vscode to run the scene in debugging mode, no system crash is currently found.

### Steps to reproduce

1. Open the editor
2. Run the project

### Minimal reproduction project (MRP)

[ErrorDemo.zip](https://github.com/godotengine/godot/files/15073379/ErrorDemo.zip) (.NET version)
[ErrorDemo_gdscript.zip](https://github.com/user-attachments/files/17663973/ErrorDemo_gdscript.zip) (GDScript version)

_Production team edit: Added the gdscript version_
Repository: flutter
Issue: Reference material spec for text scaling when available in `TabBar` for the label
Labels: framework,f: material design,P2,team-design,triaged-design

### Use case

Currently, there is no reference material spec for the maximum `TabBar` label size. Similar to https://github.com/flutter/flutter/issues/58769.

When testing Android Components `TabBar` with maximum Android system font size and comparing with Flutter `2.0`  text scale factor on Android, we can get a close a match.

These are  Android Components `TabBar`  and Flutter `TabBar` stacked on top of each other with 50% opacity.
![Screenshot 2024-04-23 at 10 56 29](https://github.com/flutter/flutter/assets/48603081/fa06148d-9002-426c-9b88-4ea3b80a52bd)

This could be used as an eye-ball value. We do in some widgets such as `AppBar` as well as Cupertino widgets.

https://github.com/flutter/flutter/blob/1f59013c6569fbcae8765f65c76c7f19dd6ea3c1/packages/flutter/lib/src/material/app_bar.dart#L37

This value will fix this issue https://github.com/flutter/flutter/issues/13322 in the meantime. 

### Proposal

Update `TabBar` max label text scale factor when we get reference material spec.
Repository: next.js
Issue: `generateStaticParams` issue with `output: "export"` in config during development
Labels: bug,Output (export/standalone)

### Link to the code that reproduces this issue

https://github.com/hsucherng/nextjs-genstaticparams-output-export-issue

### To Reproduce

1. Run `npm run dev`.

### Current vs. Expected behavior

Current behaviour: When I try to view `http://localhost:3000/en`, an error occurs: `Error: Page "/[lang]/page" is missing exported function "generateStaticParams()", which is required with "output: export" config`.

Expected behaviour: I should be able to view `http://localhost:3000/en` without any errors.

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Pro
  Available memory (MB): 32503
  Available CPU cores: 8
Binaries:
  Node: 18.18.0
  npm: N/A
  Yarn: N/A
  pnpm: n?A
Relevant Packages:
  next: 14.3.0-canary.18 // Latest available version is detected (14.3.0-canary.18).
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: export
```


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

Output (export/standalone)

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

next dev (local)

### Additional context

I've tried with 14.1.3 and 14.2.2. The issue happens on both versions.

`npm run dev` works fine until `output: "export"` is added into the Next config.

A side note that `npm run build` works as intended. It is `npm run dev` that does not work as expected.
Repository: pytorch
Issue: Add scaled_dot_product_attention "scale" argument to nn.MultiHeadAttention 
Labels: triaged,module: sdpa

### 🚀 The feature, motivation and pitch

Recently the Maximal Update Parametrization ([muP, arxiv 2203.03466](https://arxiv.org/abs/2203.03466)) is becoming prevalent in large model training becaus of its "zero-shot hyperparameter" transfer capabilities (i.e., grid search the best HPs on 2-10M params models and and train the 2B+ params with the same HPs)

Refs:
- [FLM-101B: An Open LLM and How to Train It with $100K Budget](https://arxiv.org/abs/2309.03852)
- [Cerebras-GPT: Open Compute-Optimal Language Models Trained on the Cerebras Wafer-Scale Cluster](https://arxiv.org/abs/2304.03208)
- [JetMoE: Reaching Llama2 Performance with 0.1M Dollars](https://arxiv.org/abs/2404.07413)

One modification involved in getting a transformer muParametrized is to modify the softmax scaling from $1/\sqrt{d}$ to $1/d$ or $1/d*\alpha$ with $\alpha$ being grid searched/learnable

This can easily be done with `torch.nn.functional.scaled_dot_product_attention` using its "[scale](https://pytorch.org/docs/stable/generated/torch.nn.MultiheadAttention.html#torch.nn.MultiheadAttention)" argument, but nothing like that exists for [torch.nn.MultiheadAttention](https://pytorch.org/docs/stable/generated/torch.nn.MultiheadAttention.html#torch.nn.MultiheadAttention).


### Alternatives

_No response_

### Additional context

_No response_
```[tasklist]
### Tasks
```


cc @jbschlosser @bhosmer @cpuhrsch @erichan1 @drisspg @mikaylagawarecki
Repository: godot
Issue: PackedStringArrays do not consistently coerce into Array[String]
Labels: bug,topic:gdscript

### Tested versions

- Reproducible in: 4.3dev5

### System information

Godot v4.3.dev5 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 Ti (NVIDIA; 31.0.15.1640) - AMD Ryzen 7 4800H with Radeon Graphics (16 Threads)

### Issue description

I know this is slightly improper but in this case starting with the code seems easiest:
```gdscript
extends Node
func _ready():
	testA(PackedStringArray(["test", "string"]))

func testA(string_array: Array[String]):
	testB(string_array)

func testB(string_array: Array[String]):
	print(string_array)
```
which will result in the error on line 6:
 `Invalid type in function 'testB' in base 'Node (test.gd)'. The array of argument 1 (Array) does not have the same element type as the expected typed array argument.`
 The weird part being that function A was able to accept the `PackedStringArray` as if it were `Array[String]`. However, function B fails with an unhelpful message claiming it's an `Array`. If you change B to take a `PackedStringArray` it all works. 

### Steps to reproduce

Generate a PackedStringArray somehow (.split() or the constructor are tested)
Pass it through more than one function

### Minimal reproduction project (MRP)

MRP included just in case it saves you a few seconds, but you just have to put a node in with the script attached:
[stringarray.zip](https://github.com/godotengine/godot/files/15074510/stringarray.zip)
Repository: ant-design
Issue: ant design website mobile view menu overlapping issue
Labels: 🐛 Bug,📝 Documentation,Inactive,unconfirmed

The page content overlapping the menu initially until scroll one page bottom...

![image](https://github.com/ant-design/ant-design/assets/17724230/4bb2380b-94ec-464d-8512-3704dd01cf66)

![image](https://github.com/ant-design/ant-design/assets/17724230/ced6ef7e-1c26-4807-8cc6-bb41c1586076)

Blog Screen Mobile View Design Issue:
![image](https://github.com/ant-design/ant-design/assets/17724230/db6d0cff-9092-476f-a079-10c194621053)

![image](https://github.com/ant-design/ant-design/assets/17724230/884d82f8-20d6-4921-9916-812dc36789f6)
Repository: vscode
Issue: Verbose Hover: Hover jumps when there is not enough space
Labels: feature-request,editor-hover

Testing #210904

When the hover grows and there is no more space at the top of the window the hover jumps to be displayed below the line for which the hover is provided. I'm not sure if there is a simple way to solve this problem, but the user experience would be much nicer if this would not happen.

https://github.com/microsoft/vscode/assets/44439583/281aa55d-bf45-4757-8a4f-1f07c908e665
Repository: vscode
Issue: No time line entries for large notebooks
Labels: bug,timeline,notebook

Testing #210949

No time line entries for large notebooks even with
* Auto save enabled
* Manually saving notebooks
Repository: godot
Issue: Rider forgets about the Godot namespace when building for Android
Labels: bug,platform:android,needs testing,topic:dotnet

### Tested versions

Tested in 4.2.2 Mono stable 64Bit

### System information

Windows 11, Godot 4.2.2, Rider 2023.1 Build #RD-233.11799.303

### Issue description

Whilst Rider works fine when working on a Godot project in the editor, the moment I either export an Android APK or try a remote debugging session on my Android device Rider just seems to forget about the existence of the Godot namespace and all its classes until I restart Rider. If I just start the game for Windows there's no issue and the project keeps working.

### Steps to reproduce

With the attached sample project, simply open it up, double click the Hello.cs from the FileSystem tab and confirm that the Godot namespace is found. In Godot, start a remote debug session and go back to Rider, once the game has been installed on your Android device Rider will forget about the Godot namespace.

Note, when creating the MRP it didn't happen until I manually generated the C# solution via `Project -> Tools -> C# -> Create C# Solution` so the bug may be related to that. 

### Minimal reproduction project (MRP)

[AndroidBug.zip](https://github.com/godotengine/godot/files/15075205/AndroidBug.zip)
Repository: godot
Issue: EditorExportPlugin: _customize_resource and _customize_scene do not respect convert_text_resources_to_binary setting
Labels: bug,topic:plugin,topic:export

### Tested versions

Confirmed in: v4.3.dev5.official [89f70e98d], v4.2.1.stable.official [b09f793f5], v4.1.1.stable.official [bd6af8e0e], v4.0.3.stable.official [5222a99f5]

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.4633) - AMD Ryzen 9 7900X 12-Core Processor (24 Threads)

### Issue description

When `_begin_customize_resources` returns true in an `EditorExportPlugin`, some scenes and resource files are converted to binary on export regardless of the `editor/export/convert_text_resources_to_binary` setting.

The MRP contains a single plugin, consisting of an `EditorImportPlugin`, a custom `Resource` type created by the import plugin, and an `EditorExportPlugin`, which does nothing but return true for `_begin_customize_resources`. It also contains a text file, named `test.xyz`, containing three lines of text which are imported into a custom `XyzFile` resource by the import plugin.

In my observation, native Godot resources do not _seem_ to be affected by this problem, but `Resource`-derived types saved in `.tres` files in `.godot/imported` do. I don't know if it's a problem with how I'm setting up and using the custom resource importer, but perfectly vanilla `.tscn` files are also affected, so I assume that's not the issue.

In practice, I haven't noticed any problems loading the binary-converted files, but the documentation does warn that **"[@GDScript.load](https://docs.godotengine.org/en/stable/classes/class_%40gdscript.html#class-gdscript-method-load) will not be able to return the converted files in an exported project"**, which makes the behavior slightly concerning as someone who has to dynamically load a wide array of custom resources created by import plugins.

If nothing else, it feels inconsistent enough to be noteworthy.

### Steps to reproduce

1. Export the provided project (as PCK/ZIP, to see what's being exported)
2. `main.tscn` and `test.xyz` (a custom resource) are exported to `.godot/exported` as binary data, even though `editor/export/convert_text_resources_to_binary` is set to false
3. Open `addons/xyz/xyz_exporter.gd` and modify `_begin_customize_resources` to return false
4. Export the project again
5. `main.tscn` and `test.xyz` are now both exported as text resources, as expected
6. Set `editor/export/convert_text_resources_to_binary` to true in the editor settings
7. Export the project again
8. `main.tscn` is exported as binary (as expected), and `test.xyz` is exported as text (unexpected)

### Minimal reproduction project (MRP)

[customize_resources_bug.zip](https://github.com/godotengine/godot/files/15074919/customize_resources_bug.zip)
Repository: pytorch
Issue: Questions about parameter initialization, especially with torch.bfloat16 precision
Labels: module: nn,triaged,module: initialization

### 🐛 Describe the bug

``` python
import torch
import torch.nn as nn
from torch.nn.init import normal_
```
![image](https://github.com/pytorch/pytorch/assets/34329208/c73f5c4d-891b-4ee9-a80e-b5e882367fcc)

# Note
It has been verified that the above phenomenon exists on both GPU and NPU; it has also been verified that the above phenomenon also exists after fixing the random seed.

# Questions
- What factors are related to the maximum and minimum values after initialization?
- Why are the maximum and minimum values after initialization executed multiple times very similar or even the same?
- Why do tensors with larger dimensions have the same maximum and minimum values after initialization under bf16, but not the same under tensors with smaller dimensions?

### Versions

![image](https://github.com/pytorch/pytorch/assets/34329208/5d8b29f2-9b8f-48e3-9795-5e87b78ecc85)
![image](https://github.com/pytorch/pytorch/assets/34329208/a01c0246-99bc-45cf-9da9-a8d23d892311)


cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: godot
Issue: Error when getting a C# Resource within a C# Resource in GDScript
Labels: bug,topic:dotnet,regression

### Tested versions

- Reproducible in: 4.2.2-rc2 up to 4.3-dev2 - Not reproducible in: 4.2.1-stable, 4.2.2-rc1, 4.3-dev3 to 4.3-dev5

### System information

Godot v4.2.2.stable.mono - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce MX230 (NVIDIA; 30.0.15.1169) - Intel(R) Core(TM) i5-8265U CPU @ 1.60GHz (8 Threads)

### Issue description

After updating my project from 4.2.1-stable to 4.2.2-stable I've found that the project doesn't work anymore.
The problem seemingly comes from the fact that I have a Resource within a Resource. I think it is C# Specific. I havent tried making a MRP in GDScript.
![error](https://github.com/godotengine/godot/assets/133993540/340583c6-3cf4-4168-b14c-0f3d1fe8ee18)


### Steps to reproduce

Open up the project. Build C#. Reload Current Project.

### Minimal reproduction project (MRP)

[GlobalClassResourceMinRepro.zip](https://github.com/godotengine/godot/files/15075315/GlobalClassResourceMinRepro.zip)
Repository: vscode
Issue: Error rendering should be unified across notebooks and editor
Labels: under-discussion,notebook-output

Testing #210942

I am not sure if the direction of rendering errors in a custom way in Notebooks is the best way forward.
Could we somehow re-use our rendering in the problems view? Or nudge the users towards the Problems view? Do we want to build two problem rendering solutions?

fyi @lszomoru @joaomoreno 



![Image](https://github.com/microsoft/vscode/assets/1926584/f6268281-cd55-43c3-aad5-ce591f9336d9)
Repository: vscode
Issue: Problem rendering in notebooks should use default VS Code workbench font
Labels: bug,notebook-output

Testing #210942

The font looks off for error rendering. Can we use a custom workbench font, so this rendering does not look alien?


![Image](https://github.com/microsoft/vscode/assets/1926584/fc95d44d-7169-4782-ad89-bbd0a026ccfb)
Repository: next.js
Issue: The combination of `basePath` and Middleware makes page props empty object in Next.js v14+
Labels: bug,Middleware,Pages Router

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/github/mizdra/repro-next-base-path-json-redirect/tree/main/

https://github.com/mizdra/repro-next-base-path-json-redirect

### To Reproduce

1. Open http://localhost:3000/base in browser
2. Click `/base/other-page` link and transit it
3. Navigates back to `/base`


### Current vs. Expected behavior

Expected: The page displays `pageProps: {"hello":"server side props of Home"}`.
Actual: The page displays `pageProps: {}`.

https://github.com/vercel/next.js/assets/9639995/7d00c118-1f39-47ed-a5b6-3779099fcf2c



### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.4.0: Wed Feb 21 21:44:43 PST 2024; root:xnu-10063.101.15~2/RELEASE_ARM64_T6000
  Available memory (MB): 32768
  Available CPU cores: 10
Binaries:
  Node: 21.4.0
  npm: 10.2.4
  Yarn: N/A
  pnpm: 8.12.0
Relevant Packages:
  next: 14.2.2 // Latest available version is detected (14.2.2).
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.4.5
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Middleware, Pages Router

### Which stage(s) are affected? (Select all that apply)

next dev (local), next start (local)

### Additional context

The minimum version at which this problem occurs is 14.0.0. It does not occur in versions 13.5.6 or lower.

Also, setting `skipMiddlewareUrlNormalize` to `true` dose not cause the problem. This is a workaround.
Repository: vscode
Issue: Accessible view: pressing the "Menu" key breaks all context menus and accessible view
Labels: bug,accessibility

Testing #210598

VS Code: latest 1.89.0-insider
OS: Windows_NT x64 10.0.22631
GHPR extension: v0.87.2024042204 (pre-release)

1. Checkout PR with multiple comments
2. Open Comments pane
3. Open accessible view with Alt+F2
4. Press the "Menu" keyboard key -> accessible view closes unexpectedly
  ![image](https://github.com/microsoft/vscode/assets/1908215/5c8b47c7-1951-48f8-8acd-b6a14510f27a)

5. Press Alt+F2 again -> accessible view doesn't open and an error is shown:
    **Failed to execute 'removeChild' on 'Node': The node to be removed is not a child of this node.**
6. All right-click actions in VS Code no longer work (e.g. right-click a file in Explorer view no longer shows the context menu)
7. Run Reload Window command to restore all functionality

Note: pressing Shift+F10, which can be substitute for the Menu key, doesn't have this effect.
Repository: vscode
Issue: Terminal Icon picker weird placement
Labels: bug,help wanted,good first issue,terminal-tabs

The terminal icon picker is positioned at the far top of the window. This looks a bit weird as the top border of the widget is not visible. I would have expected the widget to be placed bellow the command center.

<img width="594" alt="image" src="https://github.com/microsoft/vscode/assets/44439583/996bc79b-40ab-4386-b485-72a4961f825a">