sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: internal asset failure
Labels: needs reproduction,triaged,module: linear algebra

### 🐛 Describe the bug

Traceback (most recent call last):
  File "/home/ec2-user/experiments/kan/pykan/kan_exp_1.py", line 25, in <module>
    model.train(dataset, opt="LBFGS", steps=50);
  File "/home/ec2-user/experiments/kan/pykan/kan/KAN.py", line 898, in train
    self.update_grid_from_samples(dataset['train_input'][train_id].to(device))
  File "/home/ec2-user/experiments/kan/pykan/kan/KAN.py", line 244, in update_grid_from_samples
    self.act_fun[l].update_grid_from_samples(self.acts[l])
  File "/home/ec2-user/experiments/kan/pykan/kan/KANLayer.py", line 218, in update_grid_from_samples
    self.coef.data = curve2coef(x_pos, y_eval, self.grid, self.k, device=self.device)
  File "/home/ec2-user/experiments/kan/pykan/kan/spline.py", line 138, in curve2coef
    coef = torch.linalg.lstsq(mat.to(device), y_eval.unsqueeze(dim=2).to(device),
RuntimeError: false INTERNAL ASSERT FAILED at "../aten/src/ATen/native/BatchLinearAlgebra.cpp":1539, please report a bug to PyTorch. torch.linalg.lstsq: (Batch element 0): Argument 6 has illegal value. Most certainly there is a bug in the implementation calling the backend library.
=================================== (this code below fails roughly once every three tries)
```python
from kan import *
# create a KAN: 2D inputs, 1D output, and 5 hidden neurons. cubic spline (k=3), 5 grid intervals (grid=5).
model = KAN(width=[2,5,1], grid=5, k=3, seed=0)

# create dataset f(x,y) = exp(sin(pi*x)+y^2)
f = lambda x: torch.exp(torch.sin(torch.pi*x[:,[0]]) + x[:,[1]]**2)
dataset = create_dataset(f, n_var=2)

model.train(dataset, opt="LBFGS", steps=20, lamb=0.01, lamb_entropy=10.)
model = model.prune()
model.train(dataset, opt="LBFGS", steps=50);

mode = "auto" # "manual"

if mode == "manual":
    # manual mode
    model.fix_symbolic(0,0,0,'sin');
    model.fix_symbolic(0,1,0,'x^2');
    model.fix_symbolic(1,0,0,'exp');
elif mode == "auto":
    # automatic mode
    lib = ['x','x^2','x^3','x^4','exp','log','sqrt','tanh','sin','abs']
    model.auto_symbolic(lib=lib)

model.train(dataset, opt="LBFGS", steps=50);
print(model.symbolic_formula()[0][0])
```


### Versions

wget https://raw.githubusercontent.com/pytorch/pytorch/main/torch/utils/collect_env.py
# For security purposes, please check the contents of collect_env.py before running it.
python collect_env.py

cc @jianyuh @nikitaved @pearu @mruberry @walterddr @xwang233 @Lezcano
Repository: vscode
Issue: Notebook Papercuts when Experimenting with LLMs
Labels: under-discussion,notebook,papercut :drop_of_blood:

I’ve spent a significant amount of time in Jupyter Notebooks over the past few weeks, experimenting with language models (LLMs). My focus has been on testing various models, crafting prompts, and exploring different retrieval algorithms and prompts.

I’ve managed to get my work done effectively but also ran into following issues/papercuts during my 5+ hours in the Notebook.

- Keyboard shortcuts
  - [ ] https://github.com/microsoft/vscode/issues/209143
  - [x] https://github.com/microsoft/vscode/issues/209144
  - [x] https://github.com/microsoft/vscode/issues/209146
- Variable View
  - [ ] https://github.com/microsoft/vscode/issues/209153
  - [ ] https://github.com/microsoft/vscode/issues/208865
- Output rendering
  - [x] https://github.com/microsoft/vscode/issues/209158
  - [x] https://github.com/microsoft/vscode/issues/209156
- TOC/StickyScroll
  - [ ] https://github.com/microsoft/vscode/issues/209151
  - [ ] https://github.com/microsoft/vscode/issues/208554
  - [ ] https://github.com/microsoft/vscode/issues/209161
- MISC
  - [x] https://github.com/microsoft/vscode/issues/209149
  - [x] https://github.com/microsoft/vscode/issues/209150
  - [ ] https://github.com/microsoft/vscode/issues/206827
  - [ ] :runner: https://github.com/microsoft/vscode/issues/209154
Repository: flutter
Issue: Engine repo: clang_format not inserting newline at EOF for C++/ObjC/shaders
Labels: engine,P2,team-engine,triaged-engine

We seem to be missing `InsertNewlineAtEOF: true` behavior, which Chromium style should include already. Tried briefly scattering it around our `.clang-format` files locally, but that didn't get it to budge.
Repository: godot
Issue: GltfDocument Memory Leak issue
Labels: bug,needs testing,topic:import

### Tested versions

reproduced in v4.0.4.stable

### System information

Android & iOS - Godot v4.0.4.stable - Mobile

### Issue description

```
func loadGltf():
	var document = GLTFDocument.new()
	var path = "res://Assets/demo.glbt"
	var state = GLTFState.new()
	document.append_from_file(path, state)
	if is_instance_valid(node):
		node.free()
	node = document.generate_scene(state)

func _on_release_pressed():
	if is_instance_valid(node):
		node.free()
```
When I try to load a glb file through GltfDocument API, then free the node.
It seems a memory leak after the above process.
As you can see from the below screenshot which is taken from Android Studio Profiler:
![0F236451-B503-417B-B5F9-798DDD865E85](https://github.com/godotengine/godot/assets/3387612/cafb3352-3881-4a63-bb56-8510f5cbf75c)
I hope to receive your response as soon as possible.Thanks!

### Steps to reproduce

Just press "load" button, then press "release" button.  Check the memory changes from IDE(like Android Studio Profiler)

### Minimal reproduction project (MRP)

[GltfDocumentMemoryLeakTest.zip](https://github.com/user-attachments/files/15812422/GltfDocumentMemoryLeakTest.zip)
Repository: godot
Issue: Array.remove( int position ) accepts String as an argument instead of throwing error
Labels: bug,topic:gdscript,confirmed

### Tested versions

- Reproducible in: 3.5.3.stable, 3.5.stable, 3.3.4.stable

### System information

Apple M1 Pro 2021 running MacOS 14.1

### Issue description

In the [3.5 documentation](https://docs.godotengine.org/en/3.5/classes/class_array.html#class-array-method-remove), it states that the remove() method for Array accepts one argument of the type int which indicates the position of element to be removed. However, the remove() method will accept a String without throwing an error, and removes the first element of the Array it's applied to, if a String is given.

See example code: 

```gdscript
	var arr = [0,1,2,3,4,5,6]
	arr.remove("text")
	print(arr) # Prints [1,2,3,4,5,6]
```

This code should throw an error, but it doesn't.

### Steps to reproduce

Run the code example above in a gdscript file

### Minimal reproduction project (MRP)

N/A
Repository: ant-design
Issue:    Button组件默认样式 transition: all会导致额外的副作用
Labels: Inactive

### What problem does this feature solve?

Button的transition: all会导致我在修改一些类似margin的属性时也会意外触发transition动画

### What does the proposed API look like?

建议Button里面需要的transition属性具体写出来，不用使用all

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: rust
Issue: compiletest: Deficiencies and pitfalls of `//@ normalize-*` headers
Labels: A-testsuite,T-bootstrap,E-medium,C-bug,A-compiletest

These headers allow individual tests to define custom output-normalization rules, so that output snapshots are less sensitive to things like platform differences, line numbers, and timestamps.

Unfortunately, they have a few limitations and pitfalls:
- [x] The value parser for these headers is very lax, and when it does fail to parse, the header is silently ignored.
  - #126370
  - Other headers have similar problems: #123760
- [X] The parser doesn't require a colon `:` after the header name, so the test suite contains an inconsistent mix of with-colon and without-colon rules.
  - #126777
- The rules cannot contain literal double-quote `"` characters, which is very awkward for some kinds of output (e.g. JSON).
- The parser uses `parse_cfg_name_directive` to help read the header name, which is sometimes useful (e.g. for defining separate rules for 32-bit and 64-bit), but most of the time it means that tests have to awkwardly write `normalize-stderr-test` instead of the more intuitive `normalize-stderr`.
- The rules are applied to both compile output and run output, which is usually not a problem in practice, but can be unexpected.
- Like many other headers, they are only meaningful in `ui`-mode tests, and are silently ignored if they appear in other kinds of test.

@rustbot label +A-compiletest
Repository: ant-design
Issue: TimePicker.RangePicker `format` should support array type 
Labels: help wanted,💡 Feature Request,Inactive

```jsx
<TimePicker.RangePicker order={false} format={['当日 HH:mm', '次日 HH:mm']} />
```
Repository: rust
Issue: Several tests with `//@ needs-force-clang-based-tests` don't seem to run anywhere
Labels: A-testsuite,T-compiler,C-bug,A-run-make

(Follow-up to #126180 and #126257.)

There are currently 5 tests that use the `needs-force-clang-based-tests` header (formerly `needs-matching-clang`):

- `tests/run-make/cross-lang-lto-clang/Makefile` (this one does actually run)
- `tests/run-make/cross-lang-lto-pgo-smoketest/Makefile`
- `tests/run-make/cross-lang-lto-riscv-abi/rmake.rs`
- `tests/run-make/issue-84395-lto-embed-bitcode/Makefile`
- `tests/run-make/wasm-override-linker/Makefile`

Tests with this header only run when `RUSTBUILD_FORCE_CLANG_BASED_TESTS` is set. That environment variable is only set in the `x86_64-gnu-debug` job, and only when running `x --stage 2 test tests/run-make --test-args clang`. So in practice, 4/5 of the above tests don't appear to ever run in any CI job.

@rustbot label +A-testsuite
Repository: PowerToys
Issue: Remapping Altgr to left Alt resulting in holding left Alt
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.81.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

I tried to remap Altgr + arrow keys, which Windows interprets as left Ctrl + right Alt + arrow keys, into left Alt + arrow keys. However, after pressing Altgr + arrow keys, the system behaves as if the left Alt key was holding down. I need to press left Alt again for the system to recognize that the left Alt key was released.

### ✔️ Expected Behavior

Altgr + arrow keys should function like Alt + arrow keys. 

### ❌ Actual Behavior

Altgr + arrow keys were mapped to left Alt + arrows, but Windows would assume that left Alt was holding down even after all the keys were released.

### Other Software

_No response_
Repository: vscode
Issue: Terminal Ignoring First Character Of Input Via `Terminal.sendText`
Labels: bug,api,terminal-input

Type: <b>Bug</b>

So, I've been noticing this for a while now, but a lot of times (not _every_ time) when I am using the terminal in VSCode and start typing, the initial first key press doesn't get recognized. I just thought it was a quirk and is easy enough to ignore...

BUT...

I have an extension I have authored that utilizes the terminal to execute commands. I have just noticed that (intermittently) when I call the `sendText` method, the first character of the string passed into that method _also_ gets ignored.

Given the following code:

```ts
const terminal = vscode.window.createTerminal("MyTerminal");

terminal.sendText("cd ..");
```

I would expect the command being sent to the terminal to be `cd ..`, but in the terminal (and only sometimes) it attempts to execute `d ..` - which is obviously _not_ what is expected.

Is there any way to mitigate this? Is this just a bug in the actual terminal?

VS Code version: Code 1.90.0 (89de5a8d4d6205e5b11647eb6a74844ca23d2573, 2024-06-04T19:33:54.889Z)
OS version: Windows_NT x64 10.0.22631
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|13th Gen Intel(R) Core(TM) i7-13620H (16 x 2918)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|15.71GB (6.22GB free)|
|Process Argv|--crash-reporter-id 34d3cda8-5b84-4fa8-8387-6931ddf6106c|
|Screen Reader|no|
|VM|0%|
</details>Extensions: none<details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vspor879:30202332
vspor708:30202333
vspor363:30204092
vswsl492:30256859
vscod805cf:30301675
binariesv615:30325510
vsaa593:30376534
py29gd2263:31024239
vscaat:30438848
c4g48928:30535728
azure-dev_surveyone:30548225
962ge761:30959799
pythongtdpath:30769146
welcomedialogc:30910334
pythonidxpt:30866567
pythonnoceb:30805159
asynctok:30898717
pythontestfixt:30902429
pythonregdiag2:30936856
pythonmypyd1:30879173
h48ei257:31000450
pythontbext0:30879054
accentitlementst:30995554
dsvsc016:30899300
dsvsc017:30899301
dsvsc018:30899302
cppperfnew:31000557
dsvsc020:30976470
pythonait:31006305
jchc7451:31067544
showvideot:31016892
chatpanelc:31048052
dsvsc021:30996838
jg8ic977:31013176
pythoncenvpt:31062603
a69g1124:31058053
dvdeprecation:31068756
pythonprt:31056678
dwnewjupyter:31046869
newcmakeconfigv2:31071590
26j00206:31048877

```

</details>

<!-- generated by issue reporter -->
Repository: godot
Issue: Incorrect lerp usage with deltatime for camera smoothing (and probably other things too)
Labels: bug,topic:rendering,needs testing,topic:2d

### Tested versions

- Issue was checked for and is present in all the recent major release branches (master, 3.x, 3.5, and 4.2)

### System information

N/A

### Issue description

The function that interpolates the camera position to the position it should be following isnt properly calculated with the frame delta, causing any usage of camera smoothing to be frame rate dependent (and more jittery that it needs to be!). Currently it calculates the % to move by multiplying the delta time and the smoothing speed, but this is easily seen to be wrong; imagine if the delta time was >1, that would mean the camera would go all the way over its target, which should not be possible at all! The correct way to do this is using an exponential function, which adds up correctly over different frame rates and will never go above 1. Something like
```c++
			real_t c = 1 - pow(0.7, position_smoothing_speed * delta);
			smoothed_camera_pos = ((camera_pos - smoothed_camera_pos) * c) + smoothed_camera_pos;
```
would fix the issue, 0.7 can be any number between 0 and 1 though.

### Steps to reproduce

Compare the motion of the camera between two different fpses (say, 15 and 120) and notice how even if they have the same speed, they move completely differently.

### Minimal reproduction project (MRP)

N/A (i based this issue on the c++ code, not actually making it in a project)
Repository: godot
Issue: Incorrect flat shading
Labels: enhancement,discussion,topic:rendering,topic:3d

### Tested versions

Godot 4.3 beta1

### System information

Godot v4.3.beta1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated Radeon RX 560 Series (Advanced Micro Devices, Inc.; 31.0.14001.45012) - Intel(R) Core(TM) i5-4570 CPU @ 3.20GHz (4 Threads)

### Issue description

I decided to test flat shading in Godot, and discovered strange behavior of shadows, this happens in all rendering modes

https://github.com/godotengine/godot/assets/130399274/baca083f-4bf9-435e-bb1d-1d6a06692921



### Steps to reproduce

Add a flat-shaded model to the scene, animate it to show shadows

### Minimal reproduction project (MRP)

[bug.zip](https://github.com/user-attachments/files/15813755/bug.zip)
Repository: flutter
Issue: [tool] PathAccessException when trying to delete stale assets in `flutter_assets` build directory 
Labels: c: crash,P2,team-tool,triaged-tool

On stable 3.22.

Command: `flutter assemble`

```txt
PathAccessException: PathAccessException: Cannot delete file, path = 'C:\<redacted>\build\app\intermediates\flutter\debug\flutter_assets\assets/<redacted>.png' (OS Error: Access is denied.
, errno = 5)
at _File.throwIfError(file_impl.dart:675)
at _File._deleteSync(file_impl.dart:329)
at FileSystemEntity.deleteSync(file_system_entity.dart:407)
at ForwardingFileSystemEntity.deleteSync(forwarding_file_system_entity.dart:70)
at ForwardingFileSystemEntity.deleteSync(forwarding_file_system_entity.dart:70)
at ErrorHandlingFileSystem.deleteIfExists(error_handling_io.dart:80)
at FlutterBuildSystem.trackSharedBuildDirectory(build_system.dart:778)
at FlutterBuildSystem.build(build_system.dart:666)
at <asynchronous gap>(async)
at AssembleCommand.runCommand(assemble.dart:322)
at <asynchronous gap>(async)
at FlutterCommand.run.<anonymous closure>(flutter_command.dart:1394)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:153)
at <asynchronous gap>(async)
at CommandRunner.runCommand(command_runner.dart:212)
at <asynchronous gap>(async)
at FlutterCommandRunner.runCommand.<anonymous closure>(flutter_command_runner.dart:372)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:153)
at <asynchronous gap>(async)
at FlutterCommandRunner.runCommand(flutter_command_runner.dart:308)
at <asynchronous gap>(async)
at run.<anonymous closure>.<anonymous closure>(runner.dart:130)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:153)
at <asynchronous gap>(async)
at main(executable.dart:93)
at <asynchronous gap>(async)
```
Repository: pytorch
Issue: Lintrunner results inconsistent
Labels: triaged,module: devx

https://hud.pytorch.org/hud/pytorch/pytorch/ade3d07483f609d802d2f567fa66ac0d5420254b/1?per_page=100

torch/_inductor/jagged_lowerings.py failure randomly disappears and re appears

https://hud.pytorch.org/hud/pytorch/pytorch/732b4e90740f5fe84d40f716f911c6dcbd9845fb/1?per_page=100

mod_tracker failure disappears and reappears

cc @ZainRizvi @kit1980 @huydhn
Repository: ui
Issue: Input of type number is returning as string
Labels: bug

### Describe the bug

Utilizing the Form Component of Shadcn, I noticed that the Input Components of type number are returning me string values.

Now I have a schema here from ZOD

`likelihood_rating: z.number().int().min(1).max(5),`


And this is my formField:

 ```
<FormField
                    control={form.control}
                    name="likelihood_rating"
                    render={({ field }) => (
                      <FormItem>
                        <FormLabel>Likelihood Rating</FormLabel>
                        <FormControl>
                          <Input
                            type="number"
                            placeholder="Likelihood Rating"
                            {...field}
                            autoComplete="likelihood_rating"
                          />
                        </FormControl>
                        <FormMessage className="text-end" />
                      </FormItem>
                    )}
                  />
```


So now because of validation I am getting this FormMessage being displayed

![image](https://github.com/shadcn-ui/ui/assets/102602290/f9f9f7b5-0f1f-4f61-8a83-573114309bef)


Is there anything I can do with this?

### Affected component/components

Input

### How to reproduce

1. Create a Zod Validation, that receives a number value:
`likelihood_rating: z.number().int().min(1).max(5),`

2. Now create a const form utilizing the useForm:
```
 const form = useForm({
    resolver: zodResolver(registerSchema),
    defaultValues: {
      likelihood_rating: "",
      consequence_rating: "",
      rating_category: "",
    },
  });
```
  
  
  
  3. Lastly create a Form utilizing the Form component of shadcn:
  ```
<FormField
                    control={form.control}
                    name="likelihood_rating"
                    render={({ field }) => (
                      <FormItem>
                        <FormLabel>Likelihood Rating</FormLabel>
                        <FormControl>
                          <Input
                            type="number"
                            placeholder="Likelihood Rating"
                            {...field}
                            autoComplete="likelihood_rating"
                          />
                        </FormControl>
                        <FormMessage className="text-end" />
                      </FormItem>
                    )}
                  />
```

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Windows 11, Browser(Brave), CodeEditor(VSCode)
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: ollama
Issue:  Models based on 'Qwen2ForCausalLM' are not yet supported
Labels: bug

### What is the issue?

I have downloaded the Qwen2-7b modle file(file type:safetensor), then using ollama create to load modle[ollama create QWEN2-7B -f qwen7b.modefile], the following is modle file content: FROM /app/antlaobr/models/Qwen2-7B
but get the follow error:

(base) antlabor@gpu001:/app/antlabor/models$ ollama create QWEN2-7B -f qwen7b.modefile
transferring model data
unpacking model metadata
Error: Models based on 'Qwen2ForCausalLM' are not yet supported


pls help me to solve this 

### OS

Linux

### GPU

Nvidia

### CPU

_No response_

### Ollama version

0.1.43
Repository: PowerToys
Issue: Functionality improvement of shortcut keys
Labels: Needs-Triage

### Description of the new feature / enhancement

When pressing a shortcut key to call out a functional component, use "Shift+Win shift+V" to call the component of high level paste. 
That is said you press Shift+Win , release pressing, and then press "shift+V".
The origin keys "Shift+Win+V" is hardly used for one hand.

### Scenario when this would be used?

When pressing a shortcut key to call out a functional component

### Supporting information

_No response_