sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: torch.lt with out parameter does not return the correct shape
Labels: triaged,oncall: pt2,module: dynamo

### 🐛 Describe the bug

The torch.lt function without the out parameter does not return the correct shape. In the code snippet below, the forward function returns the v4_0 tensor, which has a shape of torch.Size([]). However, in torch.compile, the returned value's shape is [7, 7], which is incorrect. This is fuzzed test case.

### Error logs
```
/opt/conda/envs/std/lib/python3.8/site-packages/torch/_prims_common/wrappers.py:169: UserWarning: An output with one or more elements was resized since it had shape torch.Size([7, 7]) which does not match the required output shape {str(shape)}. This behavior is deprecated, and in a future PyTorch release outputs will not be resized unless they have zero elements. You can explicitly reuse an out tensor t by resizing it, inplace, to zero elements with t.resize_(0).
  warnings.warn(msg)
torch.Size([]) ==> torch.Size([])
returned value's shape : torch.Size([7, 7])
```
### Minified repro
```
import torch
import torch.nn as nn
print("torch version: ",torch.__version__)

inputs = {'v3_0': torch.randn(7, 7), 'v1_0': torch.randn(()), 'v0_0': torch.randn(7, 7)}
class Model(nn.Module):
    def forward(self, v3_0, v1_0, v0_0):
        # v3_0: [7, 7], torch.float32
        # v1_0: [], torch.float32
        # v0_0: [7, 7], torch.float32
        v4_0 = torch.lt(v1_0, other=40, out=v3_0)
        print(v1_0.shape, "==>", v4_0.shape)
        return v4_0

model = Model().to(torch.device("cpu"))

print('==== TorchComp mode ====')
ret_exported = torch.compile(model)(**inputs)
print("returned value's shape :", ret_exported.shape)
```
### Versions

torch version:  2.5.0.dev20240626+cu118

cc @ezyang @anijain2305 @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng
Repository: godot
Issue: Editor 2D Window changing zoom/position after mouse movement finished
Labels: bug,topic:editor,topic:2d

### Tested versions

Reproducible: Godot v4.2.2.stable, Godot 4.3 beta1, only in Compatibility, not Mobile or Forward.

### System information

Reproducible: Godot v4.2.2.stable - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4070 (NVIDIA; 32.0.15.5612; Driver: 556.12) - AMD Ryzen 5 5600 6-Core Processor (12 Threads); Screen FPS: 165

### Issue description

It's a weird issue that I've been having since earlier this year and I'm not sure if anyone will be able to reproduce it.
When maneuvering within the 2D editor window with mouse input, the position or zoom will sometimes change after the mouse input was already finished. See the attached video [video 1](https://github.com/godotengine/godot/assets/4991495/7020baf2-ceeb-4b88-a8b8-09fa18c3895f)' where I only zoom out, and after finishing the zoom it snaps back in a bit and then I only zoom in and it snaps back out after a short delay. This only happens in **Compatibility Mode**, not Mobile or Forward. It does not show in window or screen recordings of OBS - the attached video [video 2](https://github.com/godotengine/godot/assets/4991495/3f06d1f3-ee18-45c3-8c51-26a7b24a5113) was recorded at the same time as video 1 was recorded and the observed behaviour is not seen in the screen recording.
I've got a screen recording of the console output getting updated, then going back to a stale state then getting to the current state again (check the number of messages jumping from 37 to 38 then back to 37 then to 38), as seen in video [video 3](https://github.com/godotengine/godot/assets/4991495/a23c6ca3-5285-42ca-8994-c172ced8900b).

I suspect a Nvidia graphics driver update messing something up. The last driver update from Nvidia alleviated some problems (before the script editor also had the behavior of displaying outdated states briefly before snapping back to the current state)

[video 1](https://github.com/godotengine/godot/assets/4991495/7020baf2-ceeb-4b88-a8b8-09fa18c3895f) 
[video 2](https://github.com/godotengine/godot/assets/4991495/3f06d1f3-ee18-45c3-8c51-26a7b24a5113)
[video 3](https://github.com/godotengine/godot/assets/4991495/a23c6ca3-5285-42ca-8994-c172ced8900b)








### Steps to reproduce

Open a project and zoom in, zoom out or drag the 2D view in the editor by mouse. After mouse movement has been finished, the zoom or position will change a bit without input sometimes (50-75% of cases)

### Minimal reproduction project (MRP)

none
Repository: rust
Issue: Should tokens passed through `macro_rules` be able to join?
Labels: A-macros,T-lang,T-compiler,C-discussion,A-proc-macro-back-compat,WG-macros

Should this example
```rust
macro_rules! mac {
    ($a:tt sep $b:tt) => { 1 $a$b 2 } 
}

fn main() {
    mac!(= sep =);
}
```
emit `1 == 2` and compile successfully?
Or, in other words, should the first emitted `=` have the [`Spacing::Joint`](https://doc.rust-lang.org/stable/proc_macro/enum.Spacing.html) set, if the output is processed by a proc macro?

We need some well-defined rule for setting spacing for tokens produced from macro variables.

**Possible alternatives:**
1. - Always use `Joint`.
      - This is very unreasonable.
2. - Always use `Alone`.
      - This is the first reasonable alternative.
3. - Inherit from the passed token - that means `Alone` in the example above because there is a space after the first `=` in `mac!(= sep =)`.
      - Probably unreasonable, the token sequence in the input have little relation to the output sequence for which we emit the spacing, in the example above it is demonstrated by `sep` being present in the input but not in the output.
      - Note: the issue is about *single* passed token trees (or last token trees in sequences), tokens passed in the *middle* of something like `$($tt)*` should of course use this option.
4. - Inherit from the macro parameter *declaration* - i.e. `$a:tt` in the example (or just the `$a` part of it).
      - This doesn't seem reasonable to me
5. - Inherit from the macro parameter *use*, that means `Joint` in the example above because there is no space after `$a` in `1 $a$b 2`.
      - This is the second reasonable alternative.

Right now the spacing is emitted inconsistently, sometimes it follows the rule `2.`, sometimes `3.`.
Adopting any consistent rule may cause breakage (@nnethercote may remember which exactly) and needs to go through crater.

- I would personally try the rule `5.` first, because it gives macro author freedom to control and change spacing as they want, unlike rule `2.` that prevents joining entirely.
- However we may be forced to adopt rule `2.` instead due to backward compatibility issues. It would be less flexible, but macro variables creating a "barrier" for joining is also a reasonable enough model.
Repository: rust
Issue: rustc ignores first exposed private type / span incorrect
Labels: A-diagnostics,T-compiler

I tried to look for an existing issue but could not find any. Apologies if this has been reported already.

It should be reporting the private error for `Wants_X`, but instead it completely skips the error on `builder()` and displays error for `finish()`

### Code

```Rust
mod something {
    pub struct S {
        x: u32,
    }
    impl S {
        pub fn builder() -> Wants_X {
            Wants_X
        }
    }
    struct Wants_X;
    pub struct Data_X(u32);
    impl Wants_X {
        pub fn next_number(self, number: u32) -> Wants_Finish {
            Wants_Finish(Data_X(number))
        }
    }
    struct Wants_Finish(Data_X);
    impl Wants_Finish {
        pub fn finish(self) -> S {
            S {
                x: self.0.0
            }
        }
    }
}

fn main() {
    {
        use something::*;
        let s = S::builder()
            .next_number(32)
            .finish();
    }
}
```


### Current output
```rust
error: type `Wants_Finish` is private
  --> src\bin\test_private.rs:32:14
   |
32 |             .finish();
   |              ^^^^^^ private type
```

If you remove the `finish()` line, the output is still wrong (span appears to be incorrect).
```rust
error: type `Wants_Finish` is private
  --> src/main.rs:30:17
   |
30 |           let s = S::builder()
   |  _________________^
31 | |             .next_number(32);
   | |____________________________^ private type
```
If you make `Wants_Finish` `pub`, you get this (span definitely wrong)

```rust
error: type `Wants_X` is private
  --> src/main.rs:31:14
   |
31 |             .next_number(32)
   |              ^^^^^^^^^^^ private type
```


### Desired output

```rust
error: type `Wants_X` is private
  --> src/main.rs:30:17
   |
30 |         let s = S::builder()
   |                 ^^^^^^^^^^^^ private type
```


### Rationale and extra context

_No response_

### Other cases

_No response_

### Rust Version

```Shell
1.81.0-nightly
(2024-06-24 6b0f4b5ec3aa707ecaa7)
```


### Anything else?

_No response_
Repository: godot
Issue: Mouse cursor disappears when hovered over any editor text fields.
Labels: bug,topic:input,topic:gui

### Tested versions

- Reproducible in Godot 4.2.2.stable.
- Unknown for other versions.

### System information

Windows 11 23H2

### Issue description

I remember this happening a while ago and stopping, but now it’s started again and I can’t figure out how to fix it.

Basically, my mouse cursor works as normal most of the time, but if I am working in the Godot editor and hover it over any typing field like a search bar in the editor or, most notably, the script terminal, it just disappears. This makes it extremely difficult to code. It randomly started last week while I was working, I have no idea what caused it. There appears to be no mouse or cursor Editor Settings so there doesn’t seem to be a way to easily fix it. I do not have the Windows setting turned on to hide the cursor when typing (I’ve never used that, I hate it), but even if I did, this would not be the exact issue I’m having as it hides the very second it passes into the text field, not the second I type. This only happens in Godot and does not occur in any other program.

I have closed and opened Godot many times since this started, as well as restarted and updated my computer multiple times. I’m running Windows 11 23H2.

This is also posted in the [Godot forums](https://forum.godotengine.org/t/mouse-cursor-hiding-itself-in-editor-when-hovered-over-text-fields/68914). One user has asked me to provide my editor caret settings, I provided them and have not heard back from that user.

### Steps to reproduce

I have no idea how to reproduce this as I have no idea what started it. I have no lines in any of my code that controls the mouse or the mouse cursor, in game or in editor.

### Minimal reproduction project (MRP)

My project is too large to upload here and I don't know what I can and can't include in the zip in order to reproduce it.
Repository: tauri
Issue: [bug] [v2] trayIcon set_visible(true) method is not working
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

[set_visible](https://docs.rs/tauri/2.0.0-beta.22/tauri/tray/struct.TrayIcon.html#method.set_visible) method does not seem to work on tauri v2.
It works well when visible is false, but the icon is not exposed when it is true again.

### Reproduction

https://github.com/gusxodnjs/tauri-issues/tree/bug/tray_icon_set_visible

### Expected behavior

_No response_

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 13.5.2 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.79.0 (129f3b996 2024-06-10)
    ✔ cargo: 1.79.0 (ffa9cf99a 2024-06-03)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 18.17.0
    - yarn: 1.22.21
    - npm: 9.6.7

[-] Packages
    - tauri [RUST]: 2.0.0-beta.22
    - tauri-build [RUST]: 2.0.0-beta.17
    - wry [RUST]: 0.40.1
    - tao [RUST]: 0.28.1
    - tauri-cli [RUST]: 2.0.0-alpha.18
    - @tauri-apps/api [NPM]: 2.0.0-beta.13
    - @tauri-apps/cli [NPM]: 2.0.0-beta.20

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - framework: React
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: Remove Disabled Power Features from the side bar so that its more of a gui/command center for power tools
Labels: Needs-Triage

### Description of the new feature / enhancement

please remove disabled features in power tools. i only want to see power tool features i have enabled in the sidebar.

### Scenario when this would be used?

this would make power tools mainstream usable. instead of having to memorize 20 new strange key bind shortcuts how about one shortcut to launch the dashboard.

### Supporting information

I keep like 5 features enabled and i want to use them more but i cant remember their dumb keybinds. this change could really enhance the user experience. PLEASE GOD PLEASE
Repository: ollama
Issue: Provide a single command for "serve + pull model", to be used in CI/CD
Labels: feature request

I am building a container image on top of the official `ollama/ollama` image and I want to store in this image the model I intend to serve, so that I do not have to pull it after startup. The use case is to run Ollama in an autoscaled container environment.

The issue is that today, Ollama requires `ollama serve` before the `ollama pull` command can be used.

# Expected

I'd expect to be able to use a very simple Dockerfile like this:

```
FROM ollama/ollama
RUN ollama pull gemma:2b
CMD ["serve"]
```

# Observed

I cannot use a simple Dockerfile, I need to use a bash script that would start the server, wait for it to start, and only when started, pull the model:

```
wait_for_ollama() {
  while ! nc -z localhost 8080; do 
    sleep 1  # Wait 1 second before checking again
  done
}

# Start ollama serve in the background
ollama serve & 

# Wait for ollama serve to start listening
wait_for_ollama
echo "ollama serve is now listening on port 8080"

# Run ollama pull
ollama pull gemma:2b

# Indicate successful completion
echo "ollama pull gemma:2b completed"
```

That I then reference in my Dockerfile:


```
FROM ollama/ollama
ADD pull.sh /
RUN ./pull.sh
CMD ["serve"]
```
Repository: tauri
Issue: [feat] Support transparent webviews on mobile
Labels: type: feature request,platform: iOS,platform: Android

### Describe the problem

wry supports creating transparent webviews on both mobile and desktop, but AFAICT the tauri method is only enabled on desktop. I've only used v2 but from looking at the docs this might have been possible in v1?

### Describe the solution you'd like

Enable calling `WebviewWindowBuilder::transparent` on mobile

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: godot
Issue: FileSystem scrolls when moving a dock tab below it
Labels: bug,topic:editor

### Tested versions

v4.2.2.stable.official [15073afe3],v4.3.beta2.official [b75f0485b]

### System information

Godot v4.2.2.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3070 (NVIDIA; 32.0.15.5599) - 11th Gen Intel(R) Core(TM) i9-11900K @ 3.50GHz (16 Threads)

### Issue description

When rearranging the dockable tabs, if the filesystem tab is docked above others, then when moving a lower tab the filesystem will scroll down.

### Steps to reproduce

Have FileSystem tab on upper dock.
Any tab on lower dock, below FileSystem.
Then move that lower tab, and the scroll will occur.
Here is a video showing it with the MRP:

https://github.com/godotengine/godot/assets/43964088/a872e809-7a5e-4e64-b4cc-5e328ce20b1e



### Minimal reproduction project (MRP)

MRP from the video example with a folder of 100 empty txt files:
[MRP-filesystem-scroll.zip](https://github.com/user-attachments/files/16041910/MRP-filesystem-scroll.zip)
Repository: godot
Issue: Different skeletons in an imported scene can't have same bone names
Labels: discussion,topic:import,topic:3d

### Tested versions

Reproducible in 4.3.beta2

### System information

Godot v4.3.beta2 - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 32.0.15.5599) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)

### Issue description

When any Blender file or GLTF file (haven't tested others) is imported, if the file contained multiple skeletons, they cannot have bones with the same names as each other. e.g., if a file contained `Skeleton1` and `Skeleton2`, they cannot each have a `Head` bone. One of them gets sanitized by Godot into `Head_2`. The naming sanitation conflict resolution for bones is applied on a file level as opposed to on a skeleton level.

This makes it impossible to author multiple characters, or pieces of clothing in the same file without messing up the consistency of their bone names, which a lot of character tech relies on.

This is a Godot issue, not an issue from the exporting program, because the actual GLTF file contains the correct bone names.

### Steps to reproduce

- Open up the attached project's `test.tscn`, and inspect each imported skeleton. Note that one of them has incorrectly renamed bones suffixed with `_2`.
- Now open up the GLTF file in a text editor. Note that the bones in each skeleton are correct.

### Minimal reproduction project (MRP)

[bug-report.zip](https://github.com/user-attachments/files/16042021/bug-report.zip)
Repository: ollama
Issue: Add environment variable for "read only" mode
Labels: feature request

When running as a server, Ollama currently exposes all Ollama features as [an API](https://github.com/ollama/ollama/blob/main/docs/api.md)

If run as a public API, API maintainers might want to only expose Ollama's generation and model listing capabilities, so that their endpoint is "read only", and not other endpoints that could mutate the server's state (push, pull, delete...)

We could imagine an environment variable like `OLLAMA_READ_ONLY` that would achieve the above.
Repository: neovim
Issue: fails to start if vcruntime140.dll is missing (windows server 2022)
Labels: platform:windows,distribution,ux,complexity:low

### Problem

I've installed neovim on Windows server 2022, but the program does not seem to start.

### Steps to reproduce

 * Install neovim
 * Execute (from powershell) `& "C:\Program Files\Neovim\bin\nvim.exe"`
 * Execute (from powershell) `& "C:\Program Files\Neovim\bin\nvim.exe" --clean`
 * Execute (from powershell) `& "C:\Program Files\Neovim\bin\nvim.exe" --help`
 * Execute (from powershell) `& "C:\Program Files\Neovim\bin\nvim.exe" --clean --help`

### Expected behavior

I would expect neovim to start.
When invoked with `--help` to show the help message

### Neovim version (nvim -v)

0.10.0 (nvim -v does not print anything)

### Vim (not Nvim) behaves the same?

vim (VIM - Vi IMproved 9.1) starts correctly and is able to edit files

### Operating system/version

Windows Server 2022 (update june 2024)

### Terminal name/version

powershell

### $TERM environment variable

""

### Installation

setup
Repository: neovim
Issue: Editing a file over scp fails on Windows
Labels: platform:windows,bug-vim,remote,netrw

### Problem

Attempting to edit a file using scp fails because the wrong path is provided for the local temp file.

Nvim tries to execute: `scp -q "user@remote:/path/to/file" "/C/Users/User/AppData/Local/Temp/[...]"`
which fails with `"/C/Users/User/AppData/Local/Temp/[...]: No such file or directory`
because `"/C/Users[...]"` is equivalent to `"C:/C/Users[...]"`, and there is no `C/` folder in the `C:` drive.

The path to the local file should be either `"/Users/User/[...]"` or `"C:/Users/User/[...]"`

### Steps to reproduce

On Windows:
```
nvim --clean
:e scp://user@host//path/to/file
```

### Expected behavior

Nvim tries to execute  `scp -q "user@remote:/path/to/file" "C:/Users/User/AppData/Local/Temp/[...]"` and then proceeds as normal

### Neovim version (nvim -v)

0.9.5, 0.10.0

### Vim (not Nvim) behaves the same?

yes, 9.1

### Operating system/version

Windows 11 23H2

### Terminal name/version

cmd.exe, nvy.exe

### $TERM environment variable

undefined

### Installation

msi
Repository: vscode
Issue: Option (or default) to open readme.md 
Labels: feature-request,workbench-welcome

<!-- ⚠️⚠️ 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. -->
My project creates projects for others, including a readme for instructions/getting started.  I would like this to auto-open, either by default, or by an option in settings or workspace.  I think this is a generally useful feature, which I have seen provided in other IDEs.
Repository: flutter
Issue: IOS 17 Webview WKWebsiteDataStore(forIdentifier);
Labels: c: new feature,platform-ios,p: webview,package,e: OS-version specific,P2,team-ios,triaged-ios

### Use case

Relatively recently with the advent of iOS version 17, profiles appeared in Safari, and WKWebsiteDataStore now allows you to specify the ID of a separate storage. I did not find an implementation in the library. Is it possible to add this function?

### Proposal

Example from https://webkit.org/blog/14423/building-profiles-with-new-webkit-api/
let profileIdentifier = UUID()
let profileDataStore = WKWebsiteDataStore(forIdentifier: profileIdentifier)
let configuration = WKWebViewConfiguration()
configuration.websiteDataStore = profileDataStore
let webView = WKWebView(frame: .zero, configuration: configuration)
Repository: flutter
Issue: [interactive_media_ads] Support Interactive Media Ads (IMA) in Flutter Web
Labels: c: new feature,platform-web,package,c: proposal,P3,team-web,triaged-web,p: interactive_media_ads

### Use case

In the linked issue https://github.com/flutter/flutter/issues/134228, it appears that only Android and iOS device supports for IMA are planned. I am seeing that Android implementation on the client side is already available (https://pub.dev/packages/interactive_media_ads/versions/0.0.2+1) and iOS implementation seems to be on the way. However, I am wondering if Flutter Web will also be supported.

I understand web can require a very different implementation. If Flutter Web will not be planned, what are some challenges to implement the web support? If anyone is willing to give me guidance, I can spend the time to contribute its implementation.

### Proposal

Requesting to add Flutter Web support for IMA as part of `flutter/packages/interactive_media_ads`