sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Converting from a Panel to a PanelContainer can't be undone properly
Labels: bug,topic:gui

### Tested versions

- Reproducible in 3.5.3 and 3.6 (rc1)

### System information

Windows 10

### Issue description

Undoing a conversion from Panel to PanelContainer won't put the children back in their old positions.

Converting a Panel to a PanelContainer causes the position of a child Label (presumably all children irrespective of type) to be controlled by the PanelContainer. If you then undo the conversion, the labels won't be put back in their old positions properly, causing data loss

### Steps to reproduce

- Create a scene
- Add a root Control node
- Add a Panel child, make it bigger so that there's some room to work with
- Add a Label child to the Panel
- Put some text in the Label so you can see it
- Select and drag the Label to the bottom right of the Panel
- Convert the Panel from a Panel to a PanelContainer
- Press CTRL + Z (undo)

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Android version freezes
Labels: bug,platform:android,topic:editor

### Tested versions

4.2.2 Stable android

### System information

android 13

### Issue description

Editor freezes

https://youtu.be/9LvKUnFpb_U

### Steps to reproduce

The editor displays the window that says you don't have any projects and asks if you want to open the asset library.
Press cancel.
Click on "new" create new project.
Click "browse" to select a folder in which to create the new project.
Click on "create folder".
Tap the screen in an empty area, next to the window that asks you to enter the folder name.
The window to enter the folder name will disappear and you will not be able to do anything now. No touch will do.

See the video.

### Minimal reproduction project (MRP)

...
Repository: godot
Issue: Shapecast issue
Labels: topic:physics,needs testing,topic:3d

### Tested versions

Tested this on:
Godot v4.2.2.stable.mono
Godot v4.3.stable.mono

Both have this issue.

### System information

Godot v4.2.2.stable.mono - Linux Mint 21 (Vanessa) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (nvidia; 535.161.07) - AMD Ryzen 5 1600 Six-Core Processor (12 Threads)

### Issue description

Capsule shape size needs to be a minimum of 2.7f to detect a standard 1sqm cube.

### Steps to reproduce

Start provided mrp press run. Change the provided exported floats on the caster node: shapeWidth and shapeHight. Set them to something below 2.7f and to 2.7f or above.

### Minimal reproduction project (MRP)

[Raycast isolation MRP.zip](https://github.com/user-attachments/files/16624657/Raycast.isolation.MRP.zip)
Repository: material-ui
Issue: [material-ui][Modal] Bring back transition component in test that fails with React 19
Labels: test,component: modal,package: material-ui

While upgrading to React 19 ([PR](https://github.com/mui/material-ui/pull/42824)), a `Modal` component test started to fail ([failure example](https://app.circleci.com/pipelines/github/mui/material-ui/135645/workflows/fddf4f65-f8dc-488b-ac66-5ce83d40c941/jobs/731226?invite=true#step-106-44)). The `Modal` is not unmounted. The component works as expected when tested manually, but the combination of `Modal` + `Fade` (and probably any other transition component) makes the test fail.

https://github.com/mui/material-ui/blob/d00b50e76cc7f81f93307d151ab72a2ea6407b4a/packages/mui-material/src/Modal/Modal.test.js#L590-L612 

The [issue](https://github.com/mui/material-ui/issues/12831) linked in the comment above the test points to a [PR](https://github.com/mui/material-ui/pull/16694) where a fix was implemented for a bug with the backdrop staying open. The fix consisted on:

```diff
-const [exited, setExited] = React.useState(!open);
+const [exited, setExited] = React.useState(true);
```

This fix was lost in translation once `Modal` was migrated to use `useModal` from Base UI. Last year, a user [reported the bug](https://github.com/mui/material-ui/issues/12831#issuecomment-1441222517) again.

Re-applying this fix solves the failing test, but breaks one `Drawer` component (which uses `Modal` under the hood) use case: when the `Drawer` is initially open, it won't run the exit animation the first time is closed.

Note: Using `true` as the initial state is the approach used [across the codebase](https://github.com/search?q=repo%3Amui%2Fmaterial-ui%20%22const%20%5Bexited%2C%20setExited%5D%20%3D%20React.useState(true)%3B%22&type=code), with `Modal` being the only component using `!open` as the initial state.

We decided to remove the `Fade` component as child in the test to make it pass (see https://github.com/mui/material-ui/pull/42824), but we want to investigate further and bring it back. 

**Search keywords**: modal, react 19, transition, test
Repository: godot
Issue: Godot does not recognise versioning of editor_layout.cfg (i.e. running Godot v3 alongside v4)
Labels: bug,topic:editor

### Tested versions

v4.2.2.stable.official [15073afe3]

### System information

Godot v4.2.2.stable - Windows 10.0.19044 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.2756) - AMD Ryzen 9 5950X 16-Core Processor (32 Threads)

### Issue description

Godot 3 and Godot 4 use the same editor_layouts.cfg file. The problem is that there Godot 4 types being used that aren't supported in Godot 3 causing an error message.

Perhaps Godot's use of user application data (e.g. `appdata/roaming/godot`) should be versioned, e.g. `appdata/roaming/godot4`) going forward?

### Steps to reproduce

Running Godot 4, and adding a docked ui via EditorPlugin results in my `C:\Users\lernie\AppData\Roaming\Godot\editor_layouts.cfg` to saved to contain this:

```
[lernie-1]

dock_filesystem_split=0
dock_filesystem_display_mode=0
dock_filesystem_file_list_display_mode=1
dock_split_3=-102
dock_split_4=125
dock_hsplit_1=0
dock_hsplit_2=470
dock_hsplit_3=-963
dock_hsplit_4=341
dock_1_selected_tab_idx=0
dock_2_selected_tab_idx=0
dock_3_selected_tab_idx=0
dock_4_selected_tab_idx=0
dock_5="Scene,History"
dock_5_selected_tab_idx=0
dock_6="FileSystem,Node"
dock_6_selected_tab_idx=1
dock_7="Inspector"
dock_7_selected_tab_idx=0
dock_8="Import,Control"
dock_8_selected_tab_idx=1
dock_floating={}
dock_filesystem_file_sort=0
dock_filesystem_selected_paths=PackedStringArray("res://addons/main_screen_lang/main_panel.tscn")
dock_filesystem_uncollapsed_paths=PackedStringArray("res://", "res://scenes/", "res://addons/", "res://addons/main_screen_lang/")
```
When I open Godot 3, it complains:
```
ERROR: ConfigFile parse error at C:/Users/lernie/AppData/Roaming/Godot/editor_layouts.cfg:25: Unexpected identifier: 'PackedStringArray'..
```

### Minimal reproduction project (MRP)

n/a
(The problem can be reproduced by including a PackedStringArray type as value to `editor_layouts.cfg`. Godot 3 will raise the error.)
Repository: pytorch
Issue: `ELU()`'s `alpha` argument with `int`, `complex` or `bool` and `inplace` argument with `int`, `complex` and `float` work against the doc
Labels: module: docs,module: nn,triaged,module: python frontend

### 🐛 Describe the bug

[The doc](https://pytorch.org/docs/stable/generated/torch.nn.ELU.html) of `ELU()` says the types of `alpha` and `inplace` argument are `float` and `bool` respectively as shown below:

- alpha ([float](https://docs.python.org/3/library/functions.html#float)) – the α value for the ELU formulation. Default: 1.0
- inplace ([bool](https://docs.python.org/3/library/functions.html#bool)) – can optionally do the operation in-place. Default: False

But `alpha` argument with `int`, `complex` or `bool` and `inplace` argument with `int`, `complex` and `float` work against [the doc](https://pytorch.org/docs/stable/generated/torch.nn.ELU.html) as shown below:

```python
import torch
from torch import nn

my_tensor = torch.tensor([-1., 0., 1.])
elu = nn.ELU(alpha=1, inplace=1)
elu(input=my_tensor)
# tensor([-0.6321,  0.0000,  1.0000])

my_tensor = torch.tensor([-1., 0., 1.])
elu = nn.ELU(alpha=1.+0.j, inplace=1.+0.j)
elu(input=my_tensor)
# tensor([-0.6321,  0.0000,  1.0000])

my_tensor = torch.tensor([-1., 0., 1.])
elu = nn.ELU(alpha=True, inplace=1.)
elu(input=my_tensor)
# tensor([-0.6321,  0.0000,  1.0000])
```

### Versions

```python
import torch

torch.__version__ # 2.3.1+cu121
```

cc @svekars @brycebortree @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: pytorch
Issue: torch.cond example fails in PyTorch2.4
Labels: triaged,module: python frontend

### 🐛 Describe the bug

I don't want to believe it's PyTorch's issue as it's in the example. 
Try example https://pytorch.org/docs/stable/cond.html in PyTorch 2.4.0
<img width="678" alt="image" src="https://github.com/user-attachments/assets/37a1e038-0f91-4764-bfbd-702b0bb2a909">
<img width="1486" alt="image" src="https://github.com/user-attachments/assets/78ec418f-cbd7-48a3-a697-aa83fef86f86">


### Versions

Collecting environment information...
PyTorch version: 2.4.0+cpu
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 11 Enterprise
GCC version: Could not collect
Clang version: Could not collect
CMake version: Could not collect
Libc version: N/A

Python version: 3.10.11 (tags/v3.10.11:7d4cc5a, Apr  5 2023, 00:38:17) [MSC v.1929 64 bit (AMD64)] (64-bit runtime)
Python platform: Windows-10-10.0.22631-SP0
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Architecture=9
CurrentClockSpeed=3600
DeviceID=CPU0
Family=179
L2CacheSize=6144
L2CacheSpeed=
Manufacturer=GenuineIntel
MaxClockSpeed=3600
Name=Intel(R) Xeon(R) W-2133 CPU @ 3.60GHz
ProcessorType=3
Revision=21764

Versions of relevant libraries:
[pip3] numpy==1.26.2
[pip3] onnx==1.14.0
[pip3] onnxruntime==1.16.3
[pip3] optree==0.11.0
[pip3] torch==2.4.0
[pip3] torchaudio==0.11.0+cpu
[pip3] torchvision==0.19.0
[conda] Could not collect

cc @albanD
Repository: godot
Issue: Hover popup menus appear black in Wayland (XWayland)
Labels: bug,platform:linuxbsd,topic:porting,topic:gui

### Tested versions

4.3.stable

### System information

Fedora 40 - KDE Plasma 6.1.3 (Wayland) - AMD Radeon Vega 8 Graphics - 8 × AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx

### Issue description

With `single_window_mode` and `prefer_wayland` disabled, popup windows that appear on hover (i.e. toolbar menus or tooltips) render black until the cursor hovers over them.

https://github.com/user-attachments/assets/a393c43c-a4a7-4675-bdf0-d8218353f90e

This is only present in Wayland. In X11 popups seem to appear black only for a split second.
In Godot 4.2.2 and prior the issue was missing. It only appeared in 4.3.

Sorry if the issue is already reported, I couldn't find anything similar.

### Steps to reproduce

1. Open Godot Editor in Wayland
2. Click on a toolbar menu item
3. Hover on a different toolbar menu item
4. Observe the popup menu being black

### Minimal reproduction project (MRP)

Empty project
Repository: puppeteer
Issue: [Feature]: Add Ignore SSL Warnings and Disable Web Security for FireFox browser
Labels: feature,bidi,P3

### Feature description

Hello there,
Chrome browser has many args flags to use and some (not many) of the flags can be used for FireFox.
If possible to add 2 flags from the chrome browser to the Firefox. (to have the same functionality)
`--disable-web-security`
`--ignore-certificate-errors`

Would appreciate it!
Repository: godot
Issue: Running C# projects is slower since 4.3
Labels: bug,needs testing,topic:dotnet,regression,performance

### Tested versions

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

### System information

Godot v4.3.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon R7 350 Series (Advanced Micro Devices, Inc.; 27.20.20913.2000) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

opening the engine is significantly slower than previous versions and so is building projects,along with that sometimes the building process freezes and crashes and the first few frames after building the project is always a freeze frame,i also notice that during that freeze frame process time spikes to around 10ms maybe everything is being loaded all at once?
![image](https://github.com/user-attachments/assets/b0238674-ff01-4bc3-b6ad-80e29c9c54d5)


### Steps to reproduce

just build any project and turn on both FPS and processing monitoring

### Minimal reproduction project (MRP)

N/A
Repository: deno
Issue: Deno panics when arguments are logged inside Proxy get handler
Labels: bug

Deno version/platform:
```bash
Platform: macos aarch64
Version: 1.45.5
```

Output of `RUST_BACKTRACE=full deno run repro.js`:
```js
thread 'main' panicked at /private/tmp/deno-20240804-11972-reb6i7/deno_core/core/error.rs:1179:69:
called `Option::unwrap()` on a `None` value
stack backtrace:
   0:        0x1018eb8cc - <std::sys_common::backtrace::_print::DisplayBacktrace as core::fmt::Display>::fmt::hf39803c4c3b51aba
   1:        0x100b3c088 - core::fmt::write::hbf8e5b0458d484e6
   2:        0x1018e55f8 - std::io::Write::write_fmt::h9d86762e315790f6
   3:        0x1018eb728 - std::sys_common::backtrace::print::h69d5458f6b7dcb4e
   4:        0x1018e25bc - std::panicking::default_hook::{{closure}}::h2ef3755a81b71a1e
   5:        0x1018e2288 - std::panicking::default_hook::hd6154982520b4b4e
   6:        0x100aa41ac - deno::setup_panic_hook::{{closure}}::h84c297acab1ea025
   7:        0x1018e3190 - std::panicking::rust_panic_with_hook::h6c5a53a893b2d04c
   8:        0x1018ec3b4 - std::panicking::begin_panic_handler::{{closure}}::hf68643424cf09aa5
   9:        0x1018ec348 - std::sys_common::backtrace::__rust_end_short_backtrace::hf6eb2a8a834e3b5e
  10:        0x1018e2960 - _rust_begin_unwind
  11:        0x100b46688 - core::panicking::panic_fmt::h4444480175e63da9
  12:        0x100b46950 - core::panicking::panic::h02dd2f23cf0e0420
  13:        0x100b415f8 - core::option::unwrap_failed::h18a31a45446c2f45
  14:        0x100c59338 - <extern "C" fn(A0,A1,A2) .> R as v8::support::CFnFrom<F>>::mapping::c_fn::h9b99a1432d854570
```

Reproduction:
```js
const proxy = new Proxy({}, {
    get(target, prop, receiver) {
        console.log('get', { target, prop, receiver });
        return 0;
    },
});

console.log(proxy);
```

Possibly related: #24980, #12926
Repository: pytorch
Issue: AOTInductor unit test issue tracker
Labels: triaged,oncall: pt2,module: aotinductor

# test_aot_inductor failures
- [x] #122048
- [x] #122050
- [x] #122978
- [ ] #122980
- [ ] #122983
- [x] #122984
- [x] #122986
- [x] #122989
- [ ] #123691
- [ ] #122990
- [ ] #122991
- [x] #122051
- [x] #121838
- [x] #123210


cc @ezyang @chauhang @penguinwu @chenyang78
Repository: godot
Issue: blend file does import but will not render materials/textures correctly
Labels: needs testing,topic:import,topic:3d

### Tested versions

reproducable on macos 14.5 (23F79) godot stable v4.3 

### System information

macos 14.5 (23F79) godot stable v4.3 

### Issue description

When I drag a blend file into godot, it imports correctly.
However the materials or textures are not rendered correctly.
![Screenshot 2024-08-15 at 14 53 54](https://github.com/user-attachments/assets/d0757f26-f2c0-42de-9e56-a40e7793f536)
![Screenshot 2024-08-15 at 14 54 45](https://github.com/user-attachments/assets/28872b02-52c7-4e4c-ade2-28a1b439b034)



### Steps to reproduce

Simply drag and drop a blend file into godot. 

### Minimal reproduction project (MRP)

https://github.com/drewpotter/testgame
Repository: godot
Issue: High Quality VRAM Compressed textures crashes game on OpenGL with ANGLE on Windows
Labels: bug,platform:windows,topic:rendering,crash

### Tested versions

Tested on: Godot **4.3** _Release_ and Godot **4.2.2** _Release_

The project was not tested on godot 4.1 because the angle compatibility on windows was introduced on version 4.2

### System information

Godot v4.3.stable - Windows 11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 2050 (NVIDIA; 32.0.15.6070) - 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz (12 Threads)

### Issue description

If your project uses any compressed texture where the high quality setting is enabled, and you use **OpenGl** with **ANGLE** on **Windows**, the texture will not load and the game will crash.

This issue seems to persist with both textures formats (S3TC BPTC and ETC2 ASTC)

This was tested on both recent computers (with rtx 2050), and also second generation intel cpus (2010-2011)

### Steps to reproduce

Create a new project, use the compatibility option, then import an image and select the "compressed texture" option and select the high quality option.

After that, run the project using Angle on Windows.

(I recommend exporting the project first so the editor doesn't crash)

### Minimal reproduction project (MRP)

**THE PROJECTS ARE SET TO USE THE NORMAL OPENGL MODE**

To see the bug on action, set to angle mode manually _(Reminder that this bug was tested on windows)_

[Godot 4.2.2 Opengl3 ANGLE PROJECT.zip](https://github.com/user-attachments/files/16626069/Godot.4.2.2.Opengl3.ANGLE.PROJECT.zip)
[Godot 4.3 Opengl Angle - Project.zip](https://github.com/user-attachments/files/16626070/Godot.4.3.Opengl.Angle.-.Project.zip)
Repository: PowerToys
Issue: File Explorer add-ons Preview Unknown File Type as Text
Labels: Idea-Enhancement,Product-File Explorer,Needs-Triage

### Description of the new feature / enhancement

Allow File Explorer Add-Ons to have a switch to allow ALL unknown files to be Previewed as text.

### Scenario when this would be used?

When viewing files with unknown file extensions (not associated with an app) Preview the selected unknown file as text.

I frequently find myself in a folder where there are files I would like to view and see what is in them and must open them using either notepad, vscode, or notepad++ to see what is in them.

A nice feature for me would be the ability to toggle between Text and Hex Dump on the fly.


### Supporting information

_No response_
Repository: godot
Issue: GDScript compilation error with no description in built-in scripts
Labels: bug,topic:gdscript,needs testing,crash,regression

### Tested versions

- Reproducible in 4.3 stable

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 (NVIDIA; 32.0.15.6081) - AMD Ryzen 7 2700X Eight-Core Processor (16 Threads)

### Issue description

I'm yet to figure out the context and describe the issue precisely. I've opened my project (previously on 4.2.2) in newly released 4.3 and that gave me a fuzzy compilation error:
![image](https://github.com/user-attachments/assets/8915fa1f-cd11-454f-9185-04c745303af2)


Also, this seems to cause this error next:
```
Invalid call. Nonexistent function 'new' in base 'GDScript'
```

Also, the editor crashes on exit with no helpful information:
![image](https://github.com/user-attachments/assets/d6c13dff-a396-4bdc-9871-3bc46d0727a6)

I tried to remove `.godot/` folder, but that didn't help.

Context about project setup (something may be irrelevant to the issue, but I don't know what might be actually useful):
1. I have a custom graph-based (`GraphNode`, `GraphEdit`) plugin for the editor. It also allows to configure custom GUI for particular data types via calling a static `register_gui()` function (which puts that gui in static Dictionary)
2. `configure_ineditor_plugins.gd` is an autoload where all those `register_gui()` are invoked
    - This autoload is automatically added by another plugin called `setup` in its `_enable_plugin()` method. This plugin also provides `EditorExportPlugin`, but I don't believe this matters.
4. The class that fails to load on the screenshot is a `@tool` script (basic GUI implementation provided by plugin) from which other `@tool` scripts (custom GUIs in `editor/` folder, project-specific) inherit. This offending class inherits `GraphNode` which is experimental, but there are no visible errors in its code.
5. The error comes from `configure_ineditor_plugins.gd`, but is caused by the compilation error.

### Steps to reproduce

Don't have an MRP yet. This just happens when opening the project.

### Minimal reproduction project (MRP)

Don't have one yet, sorry
Repository: TypeScript
Issue: TypeScript can't infer type of default parameters
Labels: Help Wanted,Possible Improvement

### 🔎 Search Terms

infer default parameters
function wrapper
function factory

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ
  - I tried down to version 4.0.3 (since in the earlier version `Generator` type is not generic)

### ⏯ Playground Link

https://www.typescriptlang.org/play/?#code/CYUwxgNghgTiAEAzArgOzAFwJYHtVNQBEQYsA3EAHgEF4QAPDEVYAZ3jQGtUcB3VANoBdADTwASgD4AFACh4CggC540gHQbYAc1YrqASngBeSfADizElAw4YlLj35ipI2fpUO++APQAqX-AAtjhgnCDA8HAYyDD4vt4A3LKyiEQk5CDSKOjYePC+0lDG8AAMYgBGxQDkVYYA3vLwYHisOBAgahA4WtINivBQrvDe3vAAegD8jQrl8iPjUwoAvvpJK0lAA

### 💻 Code

```ts
declare function fnDerive<A extends unknown[], R>(
    fn: (...args: A) => Generator<unknown, R>,
): unknown /** mocked return */;

fnDerive(function *(a = 0, b = '') {
  console.log({
    a,
 // ^?
    b
 // ^?
  });
});
```


### 🙁 Actual behavior

The type of `a` and `b` is `unknown`.

<img width="480" alt="image" src="https://github.com/user-attachments/assets/a509fbe0-65c9-4e3d-855d-3a5cdd9729c0">

### 🙂 Expected behavior

The type of `a` and `b` should be `number` and `string`

### Additional information about the issue

I was working with a library [`gensync`](https://www.npmjs.com/package/gensync) when I hit this issue, and I extracted the minimum reproduction out of it.

Note that if I don't use default parameters, typescript can infer the `a` and `b` types correctly:

```ts
declare function fnDerive<A extends unknown[], R>(
    fn: (...args: A) => Generator<unknown, R>,
): unknown /** mocked return */;

fnDerive(function *(a?: number | undefined, b?: string | undefined) {
  console.log({
    a,
 // ^?
    b
 // ^?
  });

  a ??= 0;
  b ??= '';
  console.log({
    a,
 // ^?
    b
 // ^?
  });
});

```

<img width="653" alt="image" src="https://github.com/user-attachments/assets/be8b0785-0e9b-44b5-8559-40a03c670368">
Repository: pytorch
Issue: `CELU()`'s `alpha` argument with `int`, `complex` or `bool` and `inplace` argument with `int`, `complex` and `float` work against the doc
Labels: module: docs,triaged,module: python frontend

### 🐛 Describe the bug

[The doc](https://pytorch.org/docs/stable/generated/torch.nn.CELU.html) of `CELU()` says the types of `alpha` and `inplace` argument are `float` and `bool` respectively as shown below:

> - alpha ([float](https://docs.python.org/3/library/functions.html#float)) – the α value for the CELU formulation. Default: 1.0
> - inplace ([bool](https://docs.python.org/3/library/functions.html#bool)) – can optionally do the operation in-place. Default: False

But `alpha` argument with `int`, `complex` or `bool` and `inplace` argument with `int`, `complex` and `float` work against [the doc](https://pytorch.org/docs/stable/generated/torch.nn.ELU.html) as shown below:

```python
import torch
from torch import nn

my_tensor = torch.tensor([-1., 0., 1.])
celu = nn.CELU(alpha=1, inplace=1)
celu(input=my_tensor)
# tensor([-0.6321,  0.0000,  1.0000])

my_tensor = torch.tensor([-1., 0., 1.])
celu = nn.CELU(alpha=1.+0.j, inplace=1.+0.j)
celu(input=my_tensor)
# tensor([-0.6321,  0.0000,  1.0000])

my_tensor = torch.tensor([-1., 0., 1.])
celu = nn.CELU(alpha=True, inplace=1.)
celu(input=my_tensor)
# tensor([-0.6321,  0.0000,  1.0000])
```

### Versions

```python
import torch

torch.__version__ # 2.3.1+cu121
```

cc @svekars @brycebortree @albanD