sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ollama
Issue: ONNX backend runtime support to simplify HW support?
Labels: feature request

A repetitive issue I see coming up over and over again is people not being able to run models on their hardware for any number of reasons, one of the biggest being that llama.cpp has not incorporated the proper level of support for their chosen hardware manufacture or hardware SDK.  If I understand the goal of Ollama correctly to be a nice easy way of running LLMs with an API layer over lower level LLM libraries, would it make sense to heavily consider moving to a single solution runtime that can provide support of most all hardware configurations (aka ONNX)? 

These are some of the most commented PRs currently and there will probably be more to come from increasingly smaller/niche HW vendors (examples: Ascend NPU or Google Coral TPU):
- https://github.com/ollama/ollama/pull/5593
- https://github.com/ollama/ollama/pull/5059
- https://github.com/ollama/ollama/pull/2458
- https://github.com/ollama/ollama/pull/5426
- https://github.com/ollama/ollama/pull/5872

Would it maybe make more sense to offload this hard work to the ONNX runtime folks and keep Ollama focused on what it is good at, being a great API for LLM inference?  I realize this would require a massive amount of work to implement yet another backend, but I am making this ticket more as a callout for a trend I see in some of the Ollama tickets.

https://onnxruntime.ai/docs/execution-providers/
Repository: PowerToys
Issue: Unicode Codepoint Picker
Labels: Needs-Triage

### Description of the new feature / enhancement

A keybound popout for that is similar in use to the existing ["emoji keyboard"](https://support.microsoft.com/en-us/windows/windows-keyboard-tips-and-tricks-588e0b72-0fff-6d3f-aeee-6e5116097942#:~:text=During%20text%20entry%2C%20type%20Windows%20logo%20key%C2%A0%C2%A0%2B%20.%20(period).%20The%20emoji%20keyboard%20will%20appear.) (emoji picker) that's bound to <kbd>⊞ + .</kbd> / <kbd>Super + .</kbd>

The difference being that it searches uncode codepoints rather than emojis. Could have a lot of info like [unicode-explorer.com](https://unicode-explorer.com/c/200C) does, or could be a simple search by designated name like "ZERO WIDTH NON-JOINER"

### Scenario when this would be used?

I'm very often using google to search for unicode codepoints so I can copy them, would be nice to have something like this easily accessible.

### Supporting information

I don't understand what this section is for but I probably don't need it
Repository: angular
Issue: devtools injector preview (inside components tab) displays invalid NgModule injector
Labels: area: devtools

### Which @angular/* package(s) are the source of the bug?

devtools

### Is this a regression?

Yes

### Description

**TL;DR; Displaying NgModule-related injectors is invalid.**

setup, cases:
- EmployeeListingComponent has `EmployeeService` injected
- 2 cases compared:
  - case 1: svc is `providedIn: root`
  - case 2: svc is **additionally** provided in `@NgModule` `EmployeesModule`

#### case 1 (correct)

As expected, the path of injectors from component's local injector up to the root is displayed. There's only 1 provided (root), everything is fine.

<img width="2402" alt="image" src="https://github.com/user-attachments/assets/98b58bf3-c104-47cc-b47b-dcaa73f00e9b">

----

#### case 2 (incorrect), svc is **additionally** provided in `@NgModule` `EmployeesModule`

what's wrong:
- image is misleading: injector traversal goes bottom->up. And there are 2 instance providers (1 in root, 1 in NgModule). So assuming the image is correct, the root one should be found first... but the image is probably not right:
- I think NgModule injector should **NOT** be above the root injector (it's a child module, the root shouldn't be a child of a child module, etc.); shouldn't EmployeeModule injector's providers be "flattened" with root injector?

<img width="2361" alt="image" src="https://github.com/user-attachments/assets/d7f2f143-8190-4a4f-af22-bfddd0b81a67">

there's code (`employee.module.ts`) which makes sure that the instance is grabbed from the proper injector

```ts
  // 👇 HERE
  providers: [{
    provide: EmployeesService,
    useFactory: () => {
      const http = inject(HttpClient)
      const svc = new EmployeesService(http)
      svc.origin = 'employees.module'
      return svc
    }
  }],
```

<img width="989" alt="image" src="https://github.com/user-attachments/assets/892e20ec-bf95-494c-8e10-86f220f64787">

----

**moreover** I'm unable to find the EmployeeModule in the `injector tree tab` :( (note that EmployeeModule and Employee_**Routing**_Module are **different**).

<img width="2045" alt="image" src="https://github.com/user-attachments/assets/4e8a26f7-bded-4111-b398-02b413848460">

## important: toggling between case1 and case2

[`employee.module.ts` - remove the only provider](https://github.com/ducin/angular-bug-repros/commit/65e9bc6b3db5766a38c89f94760bbb13cb90f604#diff-7826b7a18690077bfbd65e8eb33348a8e594dda5c77e2bf1e21c8b314fd75f51)

### Please provide a link to a minimal reproduction of the bug

https://github.com/ducin/angular-bug-repros/tree/devtools_components_tab_previewing_injector_lookup

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

```true
angular v18.1.3, devtools: 1.0.17
node: v20.13.1
npm: 10.5.2
os: macos sonoma v14.5
```


### Anything else?

_No response_
Repository: material-ui
Issue: [Grid2] Rollout plan
Labels: umbrella,component: Grid,v6.x migration

### Summary

We recently made Grid v2 stable, #43054 so now it's time to look at the rollout plan, effectively to get completely get rid of the old one.

A possible action plan:

- [ ] 0. Fix the migration experience
- [ ] 0.a. There is no clear warning when doing `<Grid2 item>`. It says:

<img width="584" alt="SCR-20241127-papu" src="https://github.com/user-attachments/assets/efc78fda-4ef4-43e8-91ce-1f308f37f694">

I think we need a custom prop type instead, that clearly explain that this is a Grid v1 prop, that you can now remove the prop.

- [ ] 0.b. There is no clear prop-type warning when doing `<Grid2 xs={12}>`. The attribute gets silently applied to the DOM:

<img width="186" alt="SCR-20241127-pcfd" src="https://github.com/user-attachments/assets/087d9097-95f8-4a6e-8531-4aa15ae22ca4">

- [ ] 0.c. I got the impression that the migration guide was started but not finished: https://mui.com/material-ui/migration/migration-grid-v2/. I couldn't rely a lot on it. The problems I saw:

  - It doesn't talk about what to do with the `xs`, `sm`, etc. props.
  - It references older version of Material UI before newer ones, isn't the order inverted?
  - It doesn't have a full set of step to go from Grid to Grid2 when using Material UI v6
  - In https://mui.com/material-ui/migration/migration-grid-v2/#why-you-should-migrate we could list the value of not using negative margins: e.g. https://github.com/mui/mui-private/pull/685

- [ ] 1. Update the h1 in https://next.mui.com/material-ui/react-grid/ to mention deprecated, so Google and Algolia search results are clear
- [ ] 2. ~Reexport Grid v2 from `@mui/system/Grid2` getting one step closer to move everyone imports from @mui/material to mui/system #40594~
- [ ] 3. Migrate all the MUI codebase to the Grid v2
- [ ] 4. Introduce a deprecation warning when using Grid v1 #42259
- [ ] 5. In the next major swap the implementation for the Grid namespace, put the deprecated Grid v1 into the exported GridLegacy namespace and deprecate Grid2 imports
- [ ] 6. In the major after that next major, remove Grid2 and GridLegacy.

### Motivation

Simplicity
Repository: ollama
Issue: glm4 model function call support
Labels: feature request,model request

The glm4 model supports function calls, but the templates in the model repository do not.
Repository: godot
Issue: Export size of windows desktop executable increased in 4.3 compared to 4.2.2
Labels: platform:windows,discussion,topic:buildsystem

### Tested versions

v4.3.stable.official [77dcf97d8]
v4.2.2.stable.official [15073afe3]

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 32.0.15.6081) - AMD Ryzen 5 5600H with Radeon Graphics (12 Threads)

### Issue description

I have a newly created project with one scene of Node2D in Godot v4.2.2. Exported executable with default export template and embedded PCK has size of 67,984 KB. The same project in v4.3 when exported with the same settings and "Compressed binary tokens" weights 82,151 KB. Hasn't 4.3 version aimed towards executable's size reduction? Or is this a feature for Web export only?

### Steps to reproduce

1. Create new project.
2. Add Node2D and save scene.
3. Export project with Windows Desktop option and embedded PCK.

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/user-attachments/files/16742098/MRP.zip)
Repository: godot
Issue: get_gravity() doesn't update after move_and_collide()
Labels: discussion,documentation,topic:physics,needs testing,topic:2d

### Tested versions

v4.3.stable.mono.official [77dcf97d8]

### System information

Godot v4.3.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.5244) - AMD Ryzen 5 2600X Six-Core Processor (12 Threads)

### Issue description

`PhysicsBody2D.get_gravity()` is not updating its value after I call `move_and_collide()`

I'm doing multiple iterations of move_and_collide() in one frame to draw a `Line2D` path in the direction the object will be going and stop at any collision point. The problem is that `get_gravity()`'s value doesn't change at all over the course of the iterations, it stays constant the entire time. I'm using `Area2D` nodes as gravity points, so the gravity value should never be constant for a moving object, and without `get_gravity()` updating I can never actually predict the path my object will take in the future.

If this is intended behavior, there's no indication in the documentation. [It just says](https://docs.godotengine.org/en/stable/classes/class_physicsbody2d.html#class-physicsbody2d-method-get-gravity) `Returns the gravity vector computed from all sources that can affect the body` which is not the behavior I'm observing.

### Steps to reproduce

Use multiple `move_and_collide()` iterations in one frame whilst the object is inside an `Area2D` with `gravity_point` enabled and observe that the value returned from `get_gravity()` is the same for every iteration.

### Minimal reproduction project (MRP)

[get_gravity_bug_godot_4.3.zip](https://github.com/user-attachments/files/16742277/get_gravity_bug_godot_4.3.zip)
Repository: godot
Issue: Internal Script Error (Opcode = 0)
Labels: bug,topic:gdscript,topic:editor

### Tested versions

Reproducible in Godot 4.3 Stable

### System information

Godot v4.3.stable - macOS 14.6.1 - GLES3 (Compatibility) - Intel(R) Iris(TM) Plus Graphics OpenGL Engine (1x6x8 (fused) LP - Intel(R) Core(TM) i3-1000NG4 CPU @ 1.10GHz (4 Threads)

### Issue description

When running my project, triggering a breakpoint, commenting out said breakpoint, saving, and continuing, Godot throws this error:
```
E 0:00:09:0562   Grid.gd:125 @ (): Condition ' (ip + 7 + _pointer_size) > _code_size ' is true. Breaking..:
  <C++ Source>   modules/gdscript/gdscript_vm.cpp:693 @ call()
  <Stack Trace>  Grid.gd:125 @ ()
```
Continuing from there closes/crashed the running game menu.

### Steps to reproduce

1) Run the project.
2) When the breakpoint shows up, click continue. (might not be required)
3) When the next breakpoint shows up, comment out the breakpoint in the createError() function, save, and click continue.
4) Error should have appeared.

Might be a little inconsistent, maybe a 90% chance.


https://github.com/user-attachments/assets/79e8fa8d-326f-4849-9f92-98749fdcfa96




### Minimal reproduction project (MRP)

[opcode-=-0-rmp.zip](https://github.com/user-attachments/files/16742298/opcode-.-0-rmp.zip)
Repository: PowerToys
Issue: Can't remap Win+Shift+S
Labels: Issue-Docs,Needs-Triage

### Provide a description of requested docs changes

![image](https://github.com/user-attachments/assets/99605efe-3fc8-4f53-b07c-4186a27bbf64)

I'm trying to have Win+Shift+S launch Greenshot instead of the built in snipping tool (as the builtin tool freezes the computer sometimes), but PowerTools doesn't seem to be able to overwrite it. Even if I just try having it launch calc, it still launches the snipping tool when I hit Win+Shift+S
Repository: PowerToys
Issue: fails to restart after closing
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.83.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

when closing powertoys via the task manager, it fails to restart manually.  all of the options are checked, etc. but the actual powertoys requires a PC restart 

### ✔️ Expected Behavior

when restarting manually, powertoys should actually restart

### ❌ Actual Behavior

the app launched, and all settings are correct, however none of the tools actually function until PC restart

### Other Software

_No response_
Repository: pytorch
Issue: configure ignores USE_QNNPACK=0 and still looks for third_party/QNNPACK
Labels: module: build,triaged

### 🐛 Describe the bug

The USE_QNNPACK=0 environment variable is ignored and the build fails with this message:

```
-- Building version 2.4.0a0+gitUnknown
Could not find any of CMakeLists.txt, Makefile, setup.py, LICENSE, LICENSE.md, LICENSE.txt in /usr/ports/misc/py-pytorch/work-py311/pytorch-v2.4.0/third_party/QNNPACK
Did you run 'git submodule update --init --recursive'?
```

distutils is used for build.


### Versions

pytorch-2.4.0

Build in the FreeBSD ports framework.

cc @malfet @seemethere
Repository: neovim
Issue: conceal can use a cchar from the wrong buffer
Labels: bug,syntax,display,conceal

### Problem

Sometimes concealed text in one buffer is replaced by a :syn-cchar defined in a different buffer's syntax rules.

### Steps to reproduce

This isn't easy to reproduce; I suspect it's caused by a race condition in the syntax highlighting between different buffers. The simplest reproducer I've found so far is:
```
nvim --clean -c 'checkhealth|vert help reference_toc'
```

Sometimes, but not always, help tags in the `:help` window will render with a ─ (U+2500 BOX DRAWINGS LIGHT HORIZONTAL) on either side of them, like this:
![image](https://github.com/user-attachments/assets/4f5ef6f1-bceb-48f4-bf16-1dde330aee6c)

Pressing Ctrl-L may fix that:
![image](https://github.com/user-attachments/assets/322cfcbf-f960-4c12-8d4b-a2f61d0157b9)

Though pressing Ctrl-L again may make it recur, toggling between the two states.

That box drawing character is configured in `runtime/syntax/checkhealth.vim`:
```vim
syn match healthHeadingChar "=" conceal cchar=─ contained containedin=helpSectionDelim
```
But that is not expected to affect the behavior of an ft=help buffer.

This seems to happen more often with certain terminal sizes (I've been reproducing it in a 100 column by 40 line terminal fairly regularly).

### Expected behavior

The `|` surrounding help tags should be hidden at `conceallevel=2`, rather than replaced with `─`.

I see that there's a static variable called `static int current_sub_char = 0;` that stores the "current" `cchar`, but it's not clear to me how that's meant to work across different buffers. It seems as though one buffer is seeing a cchar that only exists in the syntax rules for a different buffer.

### Neovim version (nvim -v)

NVIM v0.11.0-dev-660+gcf44121f7

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

I can't reproduce reliably enough to be sure (given no :checkhealth in vim)

### Operating system/version

Ubuntu 24.04

### Terminal name/version

Tested with Windows Terminal and wsltty

### $TERM environment variable

xterm-256color

### Installation

Nightly release from GitHub
Repository: pytorch
Issue: [Torch.Export] [Regression] Index Put Outputs Fake Tensor in 2.4 (Was Good in 2.3)
Labels: triaged,module: regression,oncall: pt2,oncall: export

### 🐛 Describe the bug

Run this example
```
import torch


class Model(torch.nn.Module):
    def forward(self, x):
        x = x.clone()
        x.index_put_(
            indices=(torch.LongTensor([0, -1]), torch.LongTensor([-2, 1])),
            values=torch.Tensor([1.0, 5.0]),
        )
        return x
    

if __name__ == "__main__":
    SHAPE = (3, 4)

    model = Model()
    model.eval()

    x = torch.rand(SHAPE)
    exported_program = torch.export.export(model, (x,))
    graph_module = exported_program.module()

    x = torch.rand(SHAPE)
    y = graph_module(x)
    print(y)
```
With torch 2.4, we get fake tensor
```
FakeTensor(..., size=(3, 4))
```
In previous torch 2.3, we can get normal result
```
tensor([[0.8517, 0.5608, 1.0000, 0.3297],
        [0.1325, 0.2706, 0.1296, 0.6235],
        [0.2908, 5.0000, 0.3512, 0.2101]])
```

### Versions

torch              2.4.0

cc @ezyang @chauhang @penguinwu @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @suo @ydwu4
Repository: ant-design
Issue: Dropdown menu blinks when position is `bottom` and the trigger is close to left/right screen edge
Labels: 🐛 Bug,Inactive,unconfirmed

### Reproduction link

[![Edit on StackBlitz](https://developer.stackblitz.com/img/open_in_stackblitz.svg)](https://stackblitz.com/edit/antd-reproduce-5x-az6c7n?file=demo.tsx)

### Steps to reproduce

1) add a dropdown to the page https://ant.design/components/dropdown#dropdown
2) place the button that triggers the dropdown menu as close as possible to the right border of the window
3) make sure that dropdown menu has bigger width than the trigger element (so it will be partially hidden behind the screen border)
4) click on the trigger

### What is expected?

The dropdown menu gets opened and doesn't blink

### What is actually happening?

The dropdown menu gets opened but it blinks.


| Environment | Info |
| --- | --- |
| antd | 5.19.1 |
| React | 18.0.0 |
| System | macos sonoma 14.6 beta |
| Browser | Chrome 127.0.6533.120  |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: flutter
Issue: FlutterEngineGroupCache on iOS
Labels: platform-ios,engine,c: proposal,P3,team-ios,triaged-ios

### Use case

I want to use use FlutterEngineGroupCache on iOS.

Android version of the class: https://api.flutter.dev/javadoc/io/flutter/embedding/engine/FlutterEngineGroupCache.html

My use case: I want to be able to use same FlutterEngineGroup on every isolate, even one that was spawned from a foreground service or another plugin (flutter_isolate which handles plugins). And while I can quite easily share code between one plugin and main client, I can't easily share code between two plugins and one client, thus having the need for a "store" for FlutterEngineGroup objects.

Why I want to do this: share complex objects via ports: https://github.com/flutter/flutter/issues/152484
I want quick pushing of objects without the need of serialization/deserialization.

### Proposal

Expose a simple singleton which gets and sets FlutterEngineGroup objects on iOS, the same way it does on Android.
Repository: TypeScript
Issue: Inconsistent boolean literal types in objects
Labels: Bug,Help Wanted

### 🔎 Search Terms

boolean invariant type parameter literal widen union

### 🕗 Version & Regression Information

- This is the behavior in every version I tried

### ⏯ Playground Link

https://www.typescriptlang.org/play/?ts=5.7.0-dev.20240824&ssl=14&ssc=130&pln=1&pc=1#code/PTAECEHsA8B4BUB8oAuBPADgU1ASwM54B2AbgIYBOuZRKxo8AsAFAvrYQwLIC8oA3i1CgA5lhQAuUAAoAlKB7J4AbiGh84qdPIAbAK5Yp8eYtAlIuACarmAXxstLWAMY7KOAGZ6izlLkhEoABGXEjaZPqGDLJSUHBIDszOAfh0QUQAjArBMNL8oBgUkBhSAAygtrLKoCCccPmFxVJEegC2QVgUFYgsyUSpwUQATLFcDUUloC3tnd3ZIdB5BRNlFVU1YADyANYsvSlpQVl8C0uNkx4RGmvVtXGw4005kDpYNN37-YcjdQ-LTyEXm9ArZeDlFo8LlccJVbmAAKIUIoUAA04L+5yklx011BU0gdDI+HwuBERDIQVeqEgv0hUkBr3eoJYQA

### 💻 Code

```ts
// Box<T> type is invariant in T

type Box<T> = {
  get: () => T;
  set: (value: T) => void;
};

declare function box<T>(value: T): Box<T>;

const bn1 = box({ prop: 0 }); // Box<{ prop: number }>
const bn2: Box<{ prop: number }> = box({ prop: 0 }); // Ok

const bb1 = box({ prop: false }); // Box<{ prop: boolean }>
const bb2: Box<{ prop: boolean }> = box({ prop: false }); // Error, box<{ prop: false }> not assignable to Box<{ prop: boolean }>
```


### 🙁 Actual behavior

Error on `bb2` is surprising and inconsistent with lack of error on `bn2`.



### 🙂 Expected behavior

Expected the `box(false)` expression to have type `Box<boolean>` for both `bb1` and `bb2`.

### Additional information about the issue

This issue is a small variation of https://github.com/microsoft/TypeScript/issues/48363 that was fixed by @ahejlsberg in https://github.com/microsoft/TypeScript/pull/48380
Repository: vscode
Issue: Notebook Find width cutting off "of x results" portion of widget -- Chinese Simplified
Labels: polish,notebook-find

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- VS Code Version: 1.92.2 (user setup)
- OS Version:  Windows_NT x64 10.0.22631
Steps to Reproduce:

1.  Create a .ipynb file and a .py file, then type any thing in them.
2. Search in the py file,  we can see the full information about the search result.
![image](https://github.com/user-attachments/assets/7f50fee4-c972-4435-bf28-73bdf738881f)
3.  Search in the ipynb file, it can not show the total num of matches. 
![image](https://github.com/user-attachments/assets/6267f00d-6df8-413a-be76-c43cbc8c77d2)
Repository: ui
Issue: [feat]: only some colors are available in the CLI choice - why not blue, green, violet?
Labels: area: request

### Feature description

On the [theme-choosing site](https://ui.shadcn.com/themes), we can choose different base colors. However, when running: `npx shadcn-svelte@latest init` (the fact that it's Svelte is irrelevant, it works exactly the same in standard shadcn), we are only provided with some of them:

https://github.com/shadcn-ui/ui/blob/259a9ff56acc44551eca2a36023b4101d42e42df/packages/cli/src/utils/registry/index.ts#L39-L62

### Affected component/components

All

### Additional Context

I could take care of that issue, but I would need a little guidance about what is needed apart from extending the `getBaseColors` method.

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs