sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: electron
Issue: [Bug]: Input elements with `autofocus` are not focused, nor editable, after an `alert()` or `confirm()`
Labels: platform/windows,bug :beetle:,status/confirmed,component/webcontents,has-repro-comment,26-x-y,27-x-y

### 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 bug report that matches the one I want to file, without success.

### Electron Version

26.2.1

### What operating system are you using?

Windows

### Operating System Version

Windows 11 Pro 22H2 22621.2428

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

Suppose I have a dialog element with an autofocus input:

```html
<dialog>
  <label>
    This should be auto-focused and editable:
    <input autofocus />
  </label>
</dialog>
```

Now suppose I want to show that dialog:

```javascript
document.querySelector('dialog').showModal();
```

The input element is auto-focused as expected and all is well.




### Actual Behavior

However, now suppose I want to show that dialog **after showing a standard `alert()` or `confirm()`**:

```javascript
alert('This alert will block the focusable element.');
document.querySelector('dialog').showModal();
```

The input element is no longer focused, is no longer editable, and seemingly completely stuck until I give focus to a different window entirely, and then come back to the Electron app.

### Testcase Gist URL

https://sfo2.digitaloceanspaces.com/festive-sky/alert-focus-test.html

### Additional Information

This type of thing works fine in Google Chrome.  It seems to be an issue specific to Electron.
Repository: godot
Issue: Could not determine track hint
Labels: bug,confirmed,regression,topic:animation

### Godot version

`master` branch at commit a574c0296b38d5f786f249b12e6251e562c528cc

### System information

Arch Linux

### Issue description

When switching animations in an AnimationPlayer, there's a chance the following error message will show:

```
ERROR: Parameter "obj" is null.
   at: get_property_list (core/variant/variant_setget.cpp:1248)
```

### Steps to reproduce

Reproducing this issue seems to be somewhat inconsistent, but here are the steps:

1.  Choose the `AnimationPlayer` node in the main scene within the MRP.
2. Select several of the first few animations. Make sure each selection is different.
3. Select the animation named `shards_fade_in`, and the error message should show. If not keep selecting different animations and eventually it will show.

### Minimal reproduction project

[AnimationSelectionBug.zip](https://github.com/godotengine/godot/files/12911666/AnimationSelectionBug.zip)

### Additional Notes

In Godot v3 this particular issue does not happen: [AnimationSelection_Godot3.zip](https://github.com/godotengine/godot/files/13208262/AnimationSelection_Godot3.zip)
Repository: pytorch
Issue: _foreach_copy_ supports fast copy between cpu and cuda devices.
Labels: feature,triaged,module: mta

### 🚀 The feature, motivation and pitch

The current implementation of PyTorch's `foreach_copy` operator requires the source and target tensors to be on the same device to enter the fast route in the [code](https://github.com/pytorch/pytorch/blob/e0e15a4ac61648cc8f63f0ab102c32e8884fb5d1/aten/src/ATen/native/cuda/ForeachBinaryOpList.cu#L260). 

While I understand this limitation for other operators, I believe `copy` is a special case because copying between devices is a fairly common operation. Supporting this feature could be useful.


### Alternatives

_No response_

### Additional context

_No response_

cc @crcrpar @mcarilli
Repository: godot
Issue: Index p_transition = 0 is out of bounds
Labels: bug,topic:editor,needs testing,topic:animation

### Godot version

4.1.1stable

### System information

MacOS Monterrey

### Issue description

I'm unable to play my animation in an animation tree.

https://github.com/godotengine/godot/assets/76092869/624d9c65-aaaf-4dfa-8b66-cf7d9dff4ef2

And I'm getting this error

```
scene/animation/animation_node_state_machine.cpp:1540 - Index p_transition = 0 is out of bounds (transitions.size() = 0)
```


### Steps to reproduce

N/A

### Minimal reproduction project

[Archive.zip](https://github.com/godotengine/godot/files/12913005/Archive.zip)
Repository: pytorch
Issue: I have a trouble with to_symmetric
Labels: needs reproduction,module: sparse,triaged

### 🐛 Describe the bug

This is my code:
```
dataset = DGraphFin(root=path, name=dataset_name, transform=T.ToSparseTensor())

nlabels = dataset.num_classes
if dataset_name in ['DGraph']:
    nlabels = 2   

data = dataset[0]
data.adj_t =  data.adj_t.to_symmetric() 
```

I got the warning : UserWarning: Sparse CSR tensor support is in beta state.
And an error:AttributeError: 'Tensor' object has no attribute 'to_symmetric'.
I don't know why. Why someone can run successfullly, but I can't?

### Versions

Stable (2.1.0)
python 3.8 
CUDA 11.8
Windows 11

cc @alexsamardzic @nikitaved @pearu @cpuhrsch @amjames @bhosmer
Repository: ollama
Issue: Support `ppc64le` architecture
Labels: feature request

Hello all,

Thanks for Ollama, it is a great thing to use:)

I've installed it on my local (Manjaro) and it works nice. After that, I'm trying to install on a server, which is running with IBM POWER8NVL cpu and Ubuntu 18.04 is my latest updated choice. It means, I cannot run the install script, because of the script's demand for AMD64 cpu architecture. Then I've decided to build it. 

First, I've installed gcc, cmake, nvidia-cuda-toolkit packages with apt and then, I've installed go with  "`snap install go --classic`".

After that, I've downloaded Ollama with "`wget https://github.com/jmorganca/ollama/archive/refs/heads/main.zip`" and unzipped it. Then, I did "`go generate ./...`" in the unzipped directory, but at the end, I've received an error message, which is below:

```
go generate ./...
go: downloading gonum.org/v1/gonum v0.13.0
go: downloading github.com/spf13/cobra v1.7.0
go: downloading github.com/olekukonko/tablewriter v0.0.5
go: downloading github.com/dustin/go-humanize v1.0.1
go: downloading github.com/pdevine/readline v1.5.2
go: downloading golang.org/x/term v0.10.0
go: downloading golang.org/x/sync v0.3.0
go: downloading github.com/gin-contrib/cors v1.4.0
go: downloading github.com/mitchellh/colorstring v0.0.0-20190213212951-d06e56a500db
go: downloading github.com/mattn/go-runewidth v0.0.14
go: downloading github.com/gin-gonic/gin v1.9.1
go: downloading golang.org/x/crypto v0.10.0
go: downloading golang.org/x/exp v0.0.0-20230817173708-d852ddb80c63
go: downloading github.com/pbnjay/memory v0.0.0-20210728143218-7b4eea64cf58
go: downloading github.com/rivo/uniseg v0.2.0
go: downloading github.com/spf13/pflag v1.0.5
go: downloading github.com/gin-contrib/sse v0.1.0
go: downloading gopkg.in/yaml.v3 v3.0.1
go: downloading github.com/ugorji/go/codec v1.2.11
go: downloading golang.org/x/net v0.10.0
go: downloading github.com/mattn/go-isatty v0.0.19
go: downloading github.com/pelletier/go-toml/v2 v2.0.8
go: downloading google.golang.org/protobuf v1.30.0
go: downloading github.com/go-playground/validator/v10 v10.14.0
go: downloading golang.org/x/sys v0.11.0
go: downloading github.com/leodido/go-urn v1.2.4
go: downloading github.com/gabriel-vasile/mimetype v1.4.2
go: downloading github.com/go-playground/universal-translator v0.18.1
go: downloading golang.org/x/text v0.10.0
go: downloading github.com/go-playground/locales v0.14.1
fatal: not a git repository (or any of the parent directories): .git
llm/llama.cpp/generate_linux.go:3: running "git": exit status 128
```

I've also done some searching, but I couldn't find a solution. Do you have any ideas?

Best,
Orkut
Repository: pytorch
Issue: Simulating lower memory on GPU does not indicate simulated memory in error message
Labels: module: cuda,module: memory usage,triaged,module: CUDACachingAllocator

### 🐛 Describe the bug

I'm on an 80G A100 trying to debug an OOM folks are getting running my code on a 40G, and found the `torch.cuda.set_per_process_memory_fraction(0.5)` API which I'm using to simulate lower CUDA memory conditions. 

However, upon an OOM I get an error message such as

```
  content_understanding.utils.injected_exception.NonRetryableExceptionWrapper: (OutOfMemoryError) CUDA out of memory. Tried to allocate 64.00 MiB. GPU 0 has a total capacty of 79.15 GiB of which 38.09 GiB is free. Including non-PyTorch memory, this process has 41.06 GiB memory in use. Of the allocated memory 39.10 GiB is allocated by PyTorch, and 427.46 MiB is reserved by PyTorch but unallocated. If reserved but unallocated memory is large try setting max_split_size_mb to avoid fragmentation.  See documentation for Memory Management and PYTORCH_CUDA_ALLOC_CONF
```

where the simulated reduced memory is not reflected (80G is). To repro, call the above API and allocate a > 40G tensor.

### Versions

main

cc @ptrblck
Repository: next.js
Issue: Image is partially outputed by `next/image`
Labels: bug,Image (next/image)

### Link to the code that reproduces this issue

https://github.com/Keith-CY/bug-reproduce-of-next-image

### To Reproduce

Commit to reproduce the bug of next/image: https://github.com/Keith-CY/bug-reproduce-of-next-image/commit/0e454f30f882f78a6d5e96a0cede3a625d2d59c7

1. place the same image under `/public/images/` and `/src/pages/`
2. add the following code in `index.page.tsx` to render images
```
<img src="/images/5.png" width="200" />
<Image src={ClothImg} width="200" alt="cloth" />
```
3. run dev mode, 

### Current vs. Expected behavior

Expect the image to be rendered fully, but it's rendered partially

Comparison in the MVP
![image](https://github.com/vercel/next.js/assets/7271329/13413f2c-ce3b-4b96-89b2-e6261202cd17)

Comparison in my product

https://github.com/vercel/next.js/assets/7271329/f76828a7-51f4-4b9f-b054-04661027ed62

![image](https://github.com/vercel/next.js/assets/7271329/088ede3d-cf4a-458d-8822-59348f1668ec)



### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operation System:
  Platform: darwin
  Arch: arm64
  Version: 13.4.1 (c) (22F770820d)
Binaries:
  Node: v18.17.0
  npm: 9.6.7
Relevant Packages:
  next: 13.5.5-canary.17
```


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

Image optimization (next/image, next/legacy/image)

### Additional context

I wanted to compare `<Image src={url} />` and `<Image src={static_image_data} />` , so I added
```
<Image src="/images/5.png" width="200" height="200" alt="cloth" />
```

it was rendered correctly, and then `<Image src={static_image_data} />` worked too, possibly related to cache.
Repository: next.js
Issue: Problem with asPath for server side request when using a custom server and app.render
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://github.com/andwin/next-custom-server-aspath-issue

### To Reproduce

1. Clone the repo
2. `npm ci`
3. `npm run dev`
4. `curl -I http://localhost:3000/test`

### Current vs. Expected behavior

I have a next.js app with custom urls and have to look up what kind of page should be used for rendering each page and then look up the data needed for the rendering.

When using a custom server to manage custom routes like this:

```javascript
server.get('/test', (req, res) => app.render(req, res, '/'))
```

I used to be able to get the path requested by the user from `asPath` in `_app.js` like this:

```javascript
MyApp.getInitialProps = ({ ctx }) => {
  const { asPath } = ctx;

  return {
    pageProps: {
      asPath,
    },
  }
}
```

But in current releases `asPath` it is instead set to the path I send to the render function.

I have found a workaround getting the user requested path from `req` in `_app.js` like this

```javascript
MyApp.getInitialProps = ({ ctx }) => {
  const originalUrl = ctx.req?.originalUrl
  const { asPath } = ctx

  return {
    pageProps: {
      asPath,
      originalUrl,
    },
  }
}
```

But then I have to use `originalUrl` for serverside requests and `asPath` for client side navigation.

I have tested the output of my reproduction repo in all versions from `13.3.4` with `curl -I http://localhost:3000/test`

Up to version 13.4.12 I get the following output { asPath: '/test', originalUrl: '/test' }

13.4.13 - (and all canary releases) no output in terminal and { asPath: '/', originalUrl: undefined } in browser

13.4.14-canary.* Same as above

13.4.15-canary.0 { asPath: '/', originalUrl: undefined }

13.4.19 Same as above

13.4.20-canary.24 { asPath: '/', originalUrl: '/test' }

13.5.4 { asPath: '/', originalUrl: '/test' }

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.0.0: Fri Sep 15 14:41:43 PDT 2023; root:xnu-10002.1.13~1/RELEASE_ARM64_T6000
Binaries:
  Node: 20.7.0
  npm: 10.1.0
  Yarn: N/A
  pnpm: 7.7.0
Relevant Packages:
  next: 13.5.5-canary.17
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


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

Routing (next/router, next/navigation, next/link)

### Additional context

_No response_
Repository: pytorch
Issue: Implement device parameter in Dropout2d
Labels: feature,module: nn,triaged

### 🚀 The feature, motivation and pitch

Please provide a `device` parameter to the Dropout2d layer for creating it on a target device like so:

```python
dropout = nn.Dropout2d(
    p=0.5,
    device=torch.device('cuda'),
)
```

### Alternatives

Currently, [PyTorch's Dropout2D layer](https://pytorch.org/docs/stable/generated/torch.nn.Dropout2d.html) does not support creating it on a specific device. This means that one needs first create it on the CPU and then move it to the desired device, if any. Lacking this feature results in extra code to be written by the user:

```python
dropout = nn.Dropout2d(
    p=0.5,
)
dropout1.cuda()
```

### Additional context

Creating the layer on CPU and moving it to GPU might also be slower, when compared to creation directly on the target device, as hinted at by the performance tuning guide:

<https://pytorch.org/tutorials/recipes/recipes/tuning_guide.html#create-tensors-directly-on-the-target-device>

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: stable-diffusion-webui
Issue: [Bug]: macOS14 may not recognize the path address in the mobile hard disk when starting stable-diffusion-webui in the mobile hard disk.
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

When macOS14 starts stable-diffusion-webui in the mobile hard disk, it may not be able to recognize the path address in the mobile hard disk. A new stable-diffusion-webui will be created in the user path or an error message will be displayed indicating that the path cannot be found.

### Steps to reproduce the problem

1.Place the stable-diffusion-webui file on the mobile hard drive
2.Start the terminal in the mobile hard disk
3.Execute stable-diffusion-webui

### What should have happened?

I think that under normal circumstances the program should know the path of the model or file in the mobile hard disk.

### Sysinfo

OS：MacOS14
stable-diffusion-webui：16.0

### What browsers do you use to access the UI ?

Google Chrome

### Console logs

```Shell
No
```


### Additional information

_No response_
Repository: PowerToys
Issue: [FancyZones] Automated UI tests
Labels: Area-Tests,FancyZones-Editor,Product-FancyZones

### Test plan:

- [x] #29246
- [ ] #29239 
- [ ] #29245
- [x] #29240
- [ ] #29241
- [ ] #29242

```[tasklist]
### Tasks
- [ ] https://github.com/microsoft/PowerToys/issues/29246
- [ ] https://github.com/microsoft/PowerToys/issues/29239
- [ ] https://github.com/microsoft/PowerToys/issues/29245
- [ ] https://github.com/microsoft/PowerToys/issues/29240
- [ ] https://github.com/microsoft/PowerToys/issues/29241
- [ ] https://github.com/microsoft/PowerToys/issues/29242
```
Repository: PowerToys
Issue: [FancyZones] Tests: FZEditor 
Labels: Area-Tests,FancyZones-Editor,Status-In progress

### Editor tests list

- [x]  Add test data and start → verify data is correct (custom layouts, template layouts, defaults, shortcut keys)
- [x]  Create a new canvas - verify layout exists
- [x]  Create a new canvas - cancel - doesn’t exist
- [x]  Create a new grid - verify the layout exists
- [x]  Create a new grid - cancel - doesn’t exist
- [x]  Duplicate template by button (+ check default)
- [x]  Duplicate template by menu (+ check default)
- [x]  Duplicate custom by button (+ check shortcut key and default)
- [x]  Duplicate custom by menu (+ check shortcut key and default)
- [x]  Delete non-applied layout
- [x]  Delete applied layout
- [x]  Delete-cancel
- [x]  Delete from context menu
- [x]  Delete: hotkey released
- [x]  Delete: default layout reset to default-default
- [x]  Edit template and save 
- [x]  Edit template and cancel
- [x]  Edit custom and save
- [x]  Edit custom and cancel
- [x]  Edit canvas: add zone
- [x]  Edit canvas: delete zone
- [x]  Edit canvas: move zone
- [x]  Edit canvas: resize zone
- [x]  Edit grid: split zone
- [x]  Edit grid: merge zones
- [x]  Edit grid: move splitter
- [x]  UI Init: assigned layouts selected
- [x]  UI Init: applied default - check params
- [x]  UI Init: assigned custom layout, but id not found
- [x]  Assign the same template but with different params to monitors
- [x]  Assign layout on each monitor
- [x]  Assign custom
- [x]  Assign template
- [x]  Assign shortcut key and save
- [x]  Assign shortcut key and cancel
- [x]  Reset shortcut key and save
- [x]  Reset shortcut key and cancel
- [x]  Set default layout + verify both prev and current after reopening
- [x]  applied-layouts.json keeps info about not connected devices - verify they’re present after closing
- [x]  applied-layouts.json keeps info about other virtual desktops
- [x]  first launch without `custom-layouts.json`, `default-layouts.json`, `layout-hotkeys.json` and `layout-templates.json`
- [ ] Verify correct layout miniatures: template 
- [ ] Verify correct layout miniatures: custom 
- [ ] Verify correct layout miniatures: after editing template layout
- [ ] Verify correct layout miniatures: after editing custom layout  
- [ ] Verify applied layout is drawn behind the editor window after opening
- [ ] Verify that the newly applied layout is drawn behind the editor window after applying another layout
- [ ] Verify selected layout is drawn behind the editor window after selecting the layout for editing
Repository: godot
Issue: Control node mouse_enter, mouse_exit don't work on Linux when the game window is deactivated
Labels: bug,platform:linuxbsd,topic:gui

### Godot version

4.1.1.stable.official.bd6af8e0e

### System information

Fedora Linux 38 - Godot v4.1.1.stable - Vulkan (Forward+) - AMD Radeon RX 6950 XT (RADV NAVI21)

### Issue description

When I move mouse outside the viewport and back in, the mouse_enter and mouse_exit signals work as expected both, when the game window is in focus or is not. mouse_enter and mouse_exit work well for Control nodes too, but only if the game window is in focus if it is deactivated, then viewport mouse_enter and mouse_exit work as expected, but they don't for a Control node.

The issue happens only on Linux and both on Wayland and X11.

Check out this video it shows the issue and how to reproduce it with the minimal reproduction project: https://youtu.be/MwbevFiOvAU

### Steps to reproduce

Press play
Make sure the game window is active and also the Godot editor Output tab is active at the bottom
Move mouse in and out of the game window
Observe the messages in Godot editor Output tab window, they will appear both for the viewport and Control node
Now deactivate the game window (select some other window) but make sure you still see the game window
Move the mouse pointer again in and out of the game window
Observe that in the Godot editor Output tab only messages for the viewport appear
(Check this video if anything is unclear: https://youtu.be/MwbevFiOvAU)

### Minimal reproduction project

[ControlNodeWindowFocusBugReport.zip](https://github.com/godotengine/godot/files/12916831/ControlNodeWindowFocusBugReport.zip)

Check the video on how to use the project: https://youtu.be/MwbevFiOvAU
Repository: PowerToys
Issue: [FancyZones] Tests: snapping windows (mouse/keyboard)
Labels: Area-Tests,Product-FancyZones

 - [ ] Dragging windows holding shift
 - [ ] Use a non-primary mouse button to activate zones
 - [ ] Snapping a window to one zone by dragging
 - [ ] Snapping a window to several zones by dragging
 - [ ] Check overlapping algorithms
 - [ ] Make window transparent enabled/disabled
 - [ ] Snap window by shortcut - by zone number
 - [ ] Snap window by shortcut - by position
 - [ ] Extend zones for the snapped window
 - [ ] Restore size when unsnapping
 - [ ] Snap elevated window with/without running PT as administrator
Repository: opencv
Issue: Partially porting dnn resize_layer to T-API
Labels: feature

### Describe the feature and motivation

I ported parts of the resize_layer dnn implementation to T-API for considerable performance gain. (I'm primarily interested in the performance of FaceDetectYN). I am about to create a pull request and will add performance/profiling data. Anyway the real performance boost will occur once I am finished porting NaryEltwiseLayer to T-API and in combination with #23894 because then the data will stay on the GPU all the time.
Repository: ant-design
Issue: [Dropdown] Submenu is not closed after item click if "openKeys" is a controlled prop
Labels: Inactive,unconfirmed

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-ncrqp6?file=/index.js)

### Steps to reproduce

1. Create a dropdown with a menu with "openKeys" and "onOpenChange"
2. Open a submenu
3. Click a submenu item

### What is expected?

Both parent and submenu are closed

### What is actually happening?

Only parent menu is closed

| Environment | Info |
| --- | --- |
| antd | 5.10.1 |
| React | 18.x |
| System | Windows |
| Browser | Chrome 118.0.5993.71 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: go
Issue: x/net/http2/h2c: uses obsolete upgrade mechanism
Labels: NeedsInvestigation

x/net/http2/h2c package uses [HTTP Upgrade headers based mechanism](https://github.com/golang/net/blob/d28c0b17437aac95ef32d25b3ff2c919ee165ebb/http2/h2c/h2c.go#L105-L124) to determine if a connection should be upgraded to h2c.
This mechanism was deprecated by RFC 9113 https://datatracker.ietf.org/doc/html/rfc9113#name-http-2-version-identificatio

Perhaps it makes sense to leave the functionality as is to not break existing clients (?) but would be good to maybe mention the deprecation in code comments and rewrite the other comments that refer to the obsolete RFC 7540 to refer to sections in RFC 9113