sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: transformers
Issue: TimeSeriesTransformerForPrediction model unused parameters Runtime error in Distributed environment
Labels: Good Difficult Issue

### System Info

transformers==4.31
accelerate==0.21

I'm trying to run TimeSeriesTransformerForPrediction in a distributed environment based on the following notebook: https://huggingface.co/blog/time-series-transformers

If I run the notebook as is I get the following error immediately after the first loss is calculated: 
```
 Expected to have finished reduction in the prior iteration before starting a new one. This error indicates that your module has parameters that were not used in producing loss. You can enable unused parameter detection by passing the keyword argument `find_unused_parameters=True` to `torch.nn.parallel.DistributedDataParallel`, and by 
making sure all `forward` function outputs participate in calculating loss. 
If you already have done the above, then the distributed data parallel module wasn't able to locate the output tensors in the return value of your module's `forward` function. Please include the loss function and the structure of the return value of `forward` of your module when reporting this issue (e.g. list, dict, iterable).
Parameter indices which did not receive grad for rank 0: 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146
 In addition, you can set the environment variable TORCH_DISTRIBUTED_DEBUG to either INFO or DETAIL to print out information about which particular parameters did not receive gradient on this rank as part of this error
```

If I modify the accelerator in the following way:
```
ddp_kwargs = DistributedDataParallelKwargs(find_unused_parameters=True)
accelerator = Accelerator(kwargs_handlers=[ddp_kwargs])
```
It will usually run for many iterations but it randomly fails with an error message similar to above.

The code appears to run fine in cpu mode or on GPU in a non-distributed environment.

### Who can help?

_No response_

### Information

- [X] The official example scripts
- [ ] My own modified scripts

### Tasks

- [ ] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [ ] My own task or dataset (give details below)

### Reproduction

Run the following notebook in a distributed GPU environment: https://huggingface.co/blog/time-series-transformers

### Expected behavior

I would expect the model to train and perform `.backward(loss)` without error.
Repository: rust
Issue: Inconsistent Compiler Warning for Unused Type Parameter with Generic Constraints in Nightly with #![feature(generic_const_exprs)]
Labels: T-compiler,C-bug,requires-nightly,F-generic_const_exprs,requires-incomplete-features

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
#![feature(generic_const_exprs)]

pub trait MyTrait<T> {}

pub struct MyStruct<D: MyTrait<U>, U> {
    foo: D,
}

pub trait OtherTrait {
    const LENGTH: usize;
}

pub struct OtherStruct<C: OtherTrait, D: MyTrait<U>, U>
where
    [(); C::LENGTH]:,
{
    foo: D,
    state: [bool; C::LENGTH],
}
```

I expected to see this happen: In this code, MyStruct produces an "unused type parameter" warning, while OtherStruct does not, despite both structs having a similar usage of U within a trait bound. Without `#![feature(generic_const_exprs)]` both are accepted.

Instead, this happened: The compiler raises a warning for MyStruct but not for OtherStruct.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.73.0-nightly (6ef7d16be 2023-08-19)
binary: rustc
commit-hash: 6ef7d16be0fb9d6ecf300c27990f4bff49d22d46
commit-date: 2023-08-19
host: x86_64-unknown-linux-gnu
release: 1.73.0-nightly
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

```
error[E0392]: parameter `U` is never used
  --> src/matrix.rs:48:36
   |
48 | pub struct MyStruct<D: MyTrait<U>, U> {
   |                                    ^ unused parameter
   |
   = help: consider removing `U`, referring to it in a field, or using a marker such as `PhantomData`
   = help: if you intended `U` to be a const parameter, use `const U: usize` instead
```

</p>
</details>

I fully appreciate the warning I get from the compiler when enabling the feature, so I really have nothing to complain about - but thought the report might be helpfull none the less :)
Repository: godot
Issue: Calling a class method on NOTIFICATION_PREDELETE will crash the editor
Labels: bug,topic:core,crash

### Godot version

v4.2.dev.custom_build [eca6f0eb5]

### System information

Windows 10, Forward+, NVIDIA GeForce GTX 1050 Ti (31.0.15.3179)

### Issue description

Calling a class method from `_notification` on `NOTIFICATION_PREDELETE` will crash the Godot editor.
It seems `self` is `<Object#null>` at that time.
Right before the Godot editor closes, it will say something about "attempting to call _on_predelete on a null instance" or something similar.

This makes sense, since self is null.

However, it seems like a bug that the object is a null instance on predelete, when you would want to clean up resources that the object was responsible for.

### Steps to reproduce

#### Create a node that creates an object that will be deleted at the end of the function:
```gdscript
extends Node

func _ready():
    var test_ref_counted = TestRefCounted.new()
```
#### Create a RefCounted object which runs some code on predelete:

1. The following will correctly print "predelete"
```gdscript
class_name TestRefCounted
extends RefCounted

func _notification(what):
    if what == NOTIFICATION_PREDELETE:
        print("predelete")
```
2. The following will print <Object#null>
```gdscript
class_name TestRefCounted
extends RefCounted

func _notification(what):
    if what == NOTIFICATION_PREDELETE:
        print(self)
```
3. The following will crash the Godot editor, because you attempt to call a function on a null object.
```gdscript
class_name TestRefCounted
extends RefCounted

func _on_predelete():
    pass

func _notification(what):
    if what == NOTIFICATION_PREDELETE:
        _on_predelete()
```

### Minimal reproduction project

This MRP has the code in point 3 in "Steps to reproduce", and will crash the Godot editor if ran.
[MRP-predelete.zip](https://github.com/godotengine/godot/files/12389286/MRP-predelete.zip)
Repository: PowerToys
Issue: mouse wheel
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

The Power Toys interface doesn't respond to the mouse scroll wheel on a Logitech mouse, Win 11 22H2. 

### Scenario when this would be used?

Whenever using the Power Toys interface.

### Supporting information

_No response_
Repository: PowerToys
Issue: Improved management of Keyboard Manager
Labels: Needs-Triage

### Description of the new feature / enhancement

Possibility to create shortcuts with more than one action key, for example the unicodes I want to use rematch are "alt + 166" and "alt + 167", but I cannot remap them to "alt + ]" and "alt + " because there is no possibility to add more than one numpad key, nor any other that is not command.

### Scenario when this would be used?

I will make a suggestion to improve the key remap feature and shortcuts, in which I have greatly disappointed. it turns out that by my notebook having a standard US International keyboard, and I write in Portuguese br, I lose some characters that I often use, so I tried to recreate a shorter shortcut to the functions of Unicode "alt 166" and "alt 167" that are the ordinal symbols (ª and º), the great powertoys would no longer make it possible for an action key, so I can't remap these, because it only accept a button of NumPad upgrade feet.

### Supporting information

_No response_
Repository: vscode
Issue: search match case not working for notebooks
Labels: bug,search,confirmed

Type: <b>Bug</b>

When I type a word in all caps in the search field of the search pane and enable the "match case" option, the results still include lower case occurrences within .ipynb notebooks (in my case, within input cells of the notebooks).

VS Code version: Code 1.81.1 (6c3e3dba23e8fadc360aed75ce363ba185c49794, 2023-08-09T22:22:42.175Z)
OS version: Windows_NT x64 10.0.19045
Modes:
Remote OS version: Linux x64 4.18.0-477.15.1.el8_8.x86_64


<!-- generated by issue reporter -->
Repository: next.js
Issue: Next dev CLI does not tell config errors before automatically stopping
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
❯ npx next info

    Operating System:
      Platform: linux
      Arch: x64
      Version: #1 SMP PREEMPT_DYNAMIC Fri, 11 Aug 2023 11:03:36 +0000
    Binaries:
      Node: 20.5.0
      npm: 9.8.1
      Yarn: 1.22.19
      pnpm: 8.5.1
    Relevant Packages:
      next: 13.4.20-canary.0
      eslint-config-next: 13.4.19
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.0.4
    Next.js Config:
      output: N/A

```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://codesandbox.io/p/sandbox/nifty-nova-46w2sz?file=%2Fnext.config.js%3A18%2C4

### To Reproduce

First, run the `dev` server with `next dev`. Everything should work fine.

Then try to append an invalid `async headers()` function to your `next.config.js`, and let the dev server reload itself (see pic attached).

Mine was the following :
```JS
async headers() {
  return [
    {
      source: '/_next/static/media/*',
      headers: [
        {
          key: 'Cache-Control',
          value: 'public, max-age=31536000, immutable',
        },
      ],
    }
  ]
}
```

### Describe the Bug

While reloading itself, the dev server doesn't tell about the config error and just crashes without logging anything, nor an error code (see green arrow on the beginning of the line following the last log - that means it exited with code 0).

![image](https://github.com/vercel/next.js/assets/29630035/65c67324-ab33-442a-9db5-65b4d0c61883)

https://github.com/vercel/next.js/assets/29630035/7e24478e-21dd-4edc-932f-d2f58bf6f336

### Expected Behavior

The error should at least be mentionned, and perhaps the server should exit with a code other than 0.

(This behavior could also be used for the next `next dev` that will log the error before stopping, an error code would be a good thing here too).

### Which browser are you using? (if relevant)

/

### How are you deploying your application? (if relevant)

/
Repository: storybook
Issue: [Bug]: Seems conflict with UnoCSS
Labels: bug,needs triage

### Describe the bug

In a react + vite project, storybook keeps loading(done in a couple of minutes if lucky) once unocss is used.
In a react + cra project, it just crash if using unocss(with error 'ModuleParseError: Module parse failed: Unexpected token').

### To Reproduce

1.Create a react project with vite or cra(eject for unocss);
2.Install storybook(works fine currently);
3.Install and configure unocss for vite or webpack;
4.Run storybook, the problem appears.

### System

```shell
Environment Info:

  System:
    OS: macOS 10.15.7
    CPU: (4) x64 Intel(R) Core(TM) i5-6360U CPU @ 2.00GHz
  Binaries:
    Node: 16.19.0 - ~/.nvm/versions/node/v16.19.0/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v16.19.0/bin/yarn
    npm: 8.19.3 - ~/.nvm/versions/node/v16.19.0/bin/npm
  Browsers:
    Chrome: 116.0.5845.96
    Safari: 13.1.3
  npmPackages:
    @storybook/addon-essentials: ^7.3.2 => 7.3.2
    @storybook/addon-interactions: ^7.3.2 => 7.3.2
    @storybook/addon-links: ^7.3.2 => 7.3.2
    @storybook/addon-onboarding: ^1.0.8 => 1.0.8
    @storybook/blocks: ^7.3.2 => 7.3.2
    @storybook/react: ^7.3.2 => 7.3.2
    @storybook/react-vite: ^7.3.2 => 7.3.2
    @storybook/testing-library: ^0.2.0 => 0.2.0
```


### Additional context

_No response_
Repository: create-react-app
Issue: Advertise deprecated status
Labels: needs triage,issue: bug report

Hello,

I just spent a day setting up an app with create-react-app and only now realized that create-react-app is deprecated.

Could this be advertised loudly on the homepage ( https://create-react-app.dev/ ) so developers like me do not keep creating apps this way only to later realize that they've chosen an unmaintained framework for their React project?
Repository: godot
Issue: AcceptDialog DialogText has pixelated text when Main Window is scaled using GLES3
Labels: bug,topic:rendering,topic:gui

### Godot version

4.1.1

### System information

Windows 10 21H2 - Ryzen 5 5600X - GTX 1060 6GB - Nvidia 536.67 - GLES3 Specific

### Issue description

The `DialogText` in an `AcceptDialog` appears pixelated when using GLES3

### Steps to reproduce

1. Add an `AcceptDialog` to the Scene,
2. Set the windows to be resizable, keep the aspect ratio & Mode as canvas_items in the project's settings.
3. build the project and run it,
4. try to scale the windows and notice the pixelated mess at some scalings.

### Minimal reproduction project

N/A

![image](https://github.com/godotengine/godot/assets/39861216/7860c81f-5189-4803-9f1a-5201c88972d5)
Repository: godot
Issue: AcceptDialog Title becomes blocks when scaled if no DialogText provided and other
Labels: bug,topic:rendering,topic:gui

### Godot version

4.1.1

### System information

Windows 10 21H2 - Ryzen 5 5600X - GTX 1060 6GB - Nvidia 536.67 - Any Backend

### Issue description

Has the title suggest, any `AcceptDialog`'s titles becomes blocks whenever scaled if no text provided.
The issue can also happen sometimes when scaling the dialog window using your mouse.

### Steps to reproduce

1. Add an `AcceptDialog` to the Scene,
3. build the project and run it,
4. try to scale the windows and notice that the dialog's title become blocks

### Minimal reproduction project

N/A

https://github.com/godotengine/godot/assets/39861216/a33b7613-d5d4-48dd-8f0c-e0cb79249cd1
Repository: godot
Issue: AcceptDialog not centered w/ "Center of Main Window Screen" when text unable to wrap with insufficient width from code
Labels: bug,topic:gui

### Godot version

4.1.1

### System information

Windows 10 21H2 - Ryzen 5 5600X - GTX 1060 6GB - Nvidia 536.67 - GLES3 Specific

### Issue description

AcceptDialog is not centered if the text should be wrapping & doesn't have enough space to do so, if `DialogText` is set from code.

Note that the Godot editor will set the appropriate width minimal width if you write the text you want and then try to set the dialog's width to a value lower than the "minimal required".

However, this can be bypassed by accident & without knowledge when setting the text from code.

### Steps to reproduce

1. Add an `AcceptDialog` to the Scene,
2. Set initial position to "Center of Main Window Screen"
3. Add a script anywhere that takes a dialog using the `Export` attribute,
4. Set `DialogText` or the GDScript equivalent then show the dialog,
5. build the project and run it,
6. the `AcceptDialog` element isn't centered.

### Minimal reproduction project

[Bug Testing.zip](https://github.com/godotengine/godot/files/12391706/Bug.Testing.zip)

C# & GDScript used included


![image](https://github.com/godotengine/godot/assets/39861216/4a000308-8c12-48a8-9eb0-f515a42035f0)
Repository: PowerToys
Issue: PowerToys-Run
Labels: Issue-Bug,Product-PowerToys Run,Priority-1

### Microsoft PowerToys version

0.72.0

### Installation method

Microsoft Store

### Running as admin

None

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Folders are only chosen as the first result (even when searching for the exact name) by putting the modifier for Windows Search to 100. However, it still only shows the folder as the first result but selects the first program (way further down the list). e.g. if you are looking for the folder "XYZ", "XYZ" is the first result (after putting the modifier to 100) but word is what opens if you click enter.

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: go
Issue: proposal: support padding for generic structs
Labels: Proposal

I'm trying to add padding on a generic struct (the full code is [here](https://github.com/puzpuzpuz/xsync/pull/104)):
```go
type slotOfPadded[I any] struct {
	slotOf[I]
	pad [64 - (unsafe.Sizeof(slotOf[I]{}) % 64)]byte
}

type slotOf[I any] struct {
	turn uint64
	item I
}
```
and getting a compiler error as a result:
```
array length 64 - (unsafe.Sizeof(slotOf[I]{}) % 64) (value of type uintptr) must be constant
```

The padding is required to both align atomic ops on the `turn` field (I need to deal with an array of `slotOfPadded` structs) and to prevent false sharing.

The language doesn't seem to support this use case, but maybe there are any workarounds I'm not aware of. If there are none, it would be great to support adding padding on a generic struct.
Repository: flutter
Issue: [video_player] Videos are stretched when the video being played doesn't have a 1.0 Pixel Aspect Ratio (PAR)
Labels: p: video_player,package,has reproducible steps,P2,team-android,triaged-android,found in release: 3.13,found in release: 3.14

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

1. use video_player load a video witch PAR is not 1.0;
2. use videoController.value.aspectRatio，to set the videoPlayer parent widget aspectRatio ,
3. finally，the video in screen was stretched.

### Expected results

there is no way to get real DAR(PAR x SAR = DAR),to make the video display normally.

### Actual results

the video in screen was stretched.

### Code sample

<details><summary>VideoPlayer widget like this:</summary>

```dart
AspectRatio(
          aspectRatio: _videoController.value.aspectRatio,
          child: VideoPlayer(_videoController),
        )
```

</details>


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.10.5, on macOS 11.6.1 20G224 darwin-x64, locale zh-Hans-CN)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.2)
[✓] Xcode - develop for iOS and macOS (Xcode 13.2.1)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2022.2)
[✓] VS Code (version 1.81.1)
[✓] Connected device (3 available)
[✓] Network resources

• No issues found!
```

</details>
Repository: pytorch
Issue: caching keys+values in TransformerDecoderLayer for faster inference
Labels: module: nn,triaged

### 🚀 The feature, motivation and pitch

In autoregressive generation, at step k, we only need to compute the new token k+1, based on all the previous ones. 
This can be done in $O(k  d)$ for each step, if we cache previous examples.
However, the current nn.TransformerDecoderLayer (and Encoder) does not support this.
Therefore, currently the most efficient inference method would be  in $O(k^2  d)$ for each step.



### Alternatives

add an option to feed in previously calculated keys+values, and if they appear, avoid some unneeded computations.

### Additional context

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @bhosmer @cpuhrsch @erichan1 @drisspg
Repository: excalidraw
Issue: Pro subscriber - Whitelist more URLs for webembed? Or have custom setting in pro to whitelist?
Labels: whitelist

Hi, I am paying subscriber for excalidraw pro. 

I have been waiting a long time for API access to my boards to automate some stuff for my team. The web embed feature allows me to get most of those wishes done by doing the rendering elsewhere and displaying it in the embed. 

Can at least PRO have less strict URL policy? 

EDIT: 
Where can I find the whitelisted URL's? The only other option I have then is to find a service and use that as a host to funnel through... Don't really like that solution tho.
Repository: storybook
Issue: [Bug]: Storybook interactions don't work in storybook composition
Labels: bug,composition,sev:S2

### Describe the bug

With the storybook composition you do not see the interactions of your child storybook. It then says "No interactions found" while the interactions are being performed

### To Reproduce

- Create a storybook project and add storybook composition
- Then create another storybook that you link to your previously created storybook
- In your child storybook (from your 2nd step) create a story that has interactions
- If you then run both storybooks, you will see in the parent storybook that you have no interactions

### System

```shell
Environment Info:

  System:
    OS: Linux 6.2 Ubuntu 22.04.2 LTS 22.04.2 LTS (Jammy Jellyfish)
    CPU: (32) x64 AMD Ryzen 9 7950X 16-Core Processor
  Binaries:
    Node: 16.19.0 - ~/.nvm/versions/node/v16.19.0/bin/node
    npm: 8.19.3 - ~/.nvm/versions/node/v16.19.0/bin/npm
  Browsers:
    Chrome: 114.0.5735.133
  npmPackages:
    @storybook/addon-essentials: ^7.3.1 => 7.3.1 
    @storybook/addon-interactions: ^7.3.1 => 7.3.1 
    @storybook/addon-links: ^7.3.1 => 7.3.1 
    @storybook/addons: ^7.3.1 => 7.3.1 
    @storybook/blocks: ^7.3.1 => 7.3.1 
    @storybook/testing-library: ^0.2.0 => 0.2.0 
    @storybook/theming: ^7.3.1 => 7.3.1 
    @storybook/vue3: ^7.3.1 => 7.3.1 
    @storybook/vue3-vite: ^7.3.1 => 7.3.1
```


### Additional context

_No response_
Repository: Web-Dev-For-Beginners
Issue: Wrong chapter links in translated home page
Labels: no-issue-activity

In homepage(translated):
https://microsoft.github.io/Web-Dev-For-Beginners/#/README.zh-cn

The link in the "课程" section，links are wrong，for example:
https://microsoft.github.io/Web-Dev-For-Beginners/#/1-getting-started-lessons/1-intro-to-programming-languages/translations/README.zh-cn

It should be:
https://microsoft.github.io/Web-Dev-For-Beginners/#/1-getting-started-lessons/1-intro-to-programming-languages/README.zh-cn
Repository: Web-Dev-For-Beginners
Issue: Request for translated pdf
Labels: no-issue-activity

In the translated page:
https://microsoft.github.io/Web-Dev-For-Beginners/#/1-getting-started-lessons/1-intro-to-programming-languages/README.zh-cn
the link for pdf is still English version.

Mark the link as [in English] or upload a translated version would be better.
Repository: opencv
Issue: about nvidia MIG
Labels: question (invalid tracker)

##### System information (version)
- OpenCV => 4.5.5
- Operating System / Platform => Ubuntu20.02
- Cuda => 11.6
- Cudnn=>8.4


I am trying to program and implement MIG on Nvidia A100 GPU, how do I specify the MIG ID to the thread?
Can CV:: cuda:: setDevice functional? Is there anyone who has done it before who can give me some guidance?