sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Optimize reading code generated via pytorch codegen in triton kernel
Labels: needs reproduction,triaged,oncall: pt2,module: inductor

### 🐛 Describe the bug

I run a model with torch.compile, and I notice that a triton kernel generated with some code line like this:（just in simplified expressions）

1.     tmp0 = tl.load(in_ptr0 + xxxx)
2.     tmp1 = tl.load(in_ptr1 + xxx)
3.     tmp6 = tl.load(in_ptr0 +xxx)
4.     tmp7 = tl.load(in_ptr1 + xxx) 
5.     tmp19 = tl.load(in_ptr0 + xxx)
6.     tmp20 = tl.load(in_ptr1 + xxx)
7.     tmp30 = tl.load(in_ptr0 +xxx)
8.     tmp31 = tl.load(in_ptr1 +xxx)


and I adjust the reading order use the following method: four consecutive statements to read the in_ptr1 address, and then four consecutive statements to read  in_ptr0.  This solution can bring 8% performance improvement for this triton op。
So could we optimize it as a general method for codegen triton op generated in Pytorch？  

### Error logs

_No response_

### Minified repro

_No response_

### Versions

torch2.3

cc @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire
Repository: godot
Issue: net8.0-android failed to build, assembly not found
Labels: enhancement,platform:android,topic:dotnet,topic:export

### Tested versions

- Reproducible in: 4.3.stable.mono.official.77dcf97d8

### System information

Godot v4.3.stable.mono - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Wed Aug  7 16:19:28 UTC 2024 - Wayland - GLES3 (Compatibility) - AMD Radeon Vega 3 Graphics (radeonsi, raven2, LLVM 18.1.8, DRM 3.57, 6.9.12-3-MANJARO) - AMD Ryzen 3 3250U with Radeon Graphics (4 Threads)

### Issue description

I am forced to use net8.0-android because I need to have SkiaSharp.NativeAssets.Android for APK.
When building APK, it emits this:
![Screenshot from 2024-09-29 15-29-35](https://github.com/user-attachments/assets/60cfd0e9-340c-4301-be47-b27138e98915)

Though, if I use net8.0 it will be built. But libSkiaSharp dll won't be found (during using the application) [messages from logcat]
```
09-29 13:49:30.972  9234  9354 E godot   : USER ERROR: System.TypeInitializationException: The type initializer for 'SkiaSharp.SKImageInfo' threw an exception.
09-29 13:49:30.972  9234  9354 E godot   :  ---> System.DllNotFoundException: libSkiaSharp
09-29 13:49:30.972  9234  9354 E godot   :    at SkiaSharp.SKImageInfo..cctor()
09-29 13:49:30.972  9234  9354 E godot   :    --- End of inner exception stack trace ---
09-29 13:49:30.972  9234  9354 E godot   :    at SkiaSharp.Views.Godot.SKControl._Draw()
09-29 13:49:30.972  9234  9354 E godot   :    at Godot.CanvasItem.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret)
09-29 13:49:30.972  9234  9354 E godot   :    at Godot.Control.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret)
09-29 13:49:30.972  9234  9354 E godot   :    at SkiaSharp.Views.Godot.SKControl.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret)
09-29 13:49:30.972  9234  9354 E godot   :    at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr godotObjectGCHandle, godot_string_name* method, godot_variant** args, Int32 argCount, godot_variant_call_error* refCallError, godot_variant* ret)
09-29 13:49:30.972  9234  9354 E godot   :    at: void Godot.NativeInterop.ExceptionUtils.LogException(System.Exception) (:0)
```

I expected from one of these, I can use SkiaSharp on Android.

### Steps to reproduce

1. Clone recursively: [GitHub](https://github.com/symful/kaolin.flow-godot-skiasharp)
2. Open the Godot project in the `scene/` folder
3. Export Android

You may change the `TargetFramework` in the folder to `net8.0`, compile it, then run in your phone to test it out for the second case I mentioned above.

### Minimal reproduction project (MRP)

https://github.com/symful/kaolin.flow-godot-skiasharp (not so minimal, but I don't have time to make one)
Repository: PowerToys
Issue: Key remapping issue
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.84.1

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

I had to remap a key a few months ago because it was ghost-typing. Yesterday I got a fresh Windows installation after that I installed Powertoys but the key binding is still working but it's not showing in the keyboard manager in Powertoys to undo it.

### ✔️ Expected Behavior

The old key mapping must be shown so that I can make changes or remove them automatically after uninstallation.

### ❌ Actual Behavior

I cant access the old keymapping to make any changes or completely removing it

### Other Software

_No response_
Repository: pytorch
Issue: DTensor does not support `nn.init.eye_`
Labels: triaged,module: dtensor

### 🐛 Describe the bug

Related:

* https://github.com/pytorch/pytorch/issues/130671

`nn.init.eye_` is not supported on `DTensor`s. I wonder what other [inplace `nn.init` functions](https://pytorch.org/docs/stable/nn.init.html) are not supported?

```python
# Modified from https://github.com/pytorch/pytorch/tree/main/torch/distributed/_tensor
# to run this file (i.e. dtensor_example.py):
# torchrun --standalone --nnodes=1 --nproc-per-node=1 dtensor_example.py
import os
import torch
from torch import nn
from torch.distributed._tensor import init_device_mesh, Shard, distribute_tensor

mesh = init_device_mesh("cuda", (int(os.environ["WORLD_SIZE"]),))

tensor = torch.rand((3, 3))
my_dtensor = distribute_tensor(tensor, mesh, [Shard(dim=0)])
nn.init.eye_(my_dtensor)

```

```
[rank0]: NotImplementedError: Operator aten.eye.m_out does not have a sharding strategy registered.
```

### Versions

```
torch==2.4.0
```

cc @wanchaol @tianyu-l @wz337 @XilunWu @d4l3k
Repository: tauri
Issue: [feat] Add support for macos touchbar
Labels: type: feature request,platform: macOS

### Describe the problem

add support for macos touchbar.

### Describe the solution you'd like

Support touchbar.

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: ui
Issue: [bug]: Error "useTheme must be used within a ThemeProvider" doesn't throw at all.
Labels: bug

### Describe the bug

If we call `useTheme` out side of the `ThemeProvider`, it should throw an error saying "useTheme must be used within a ThemeProvider".

### Affected component/components

Root of the application

### How to reproduce

1. Apply darkmode as instruct in the docs
2. Call `useTheme()` outside of the `ThemeProvider`

Expected result: Is should throw an error.

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Windows, Chrome
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: material-ui
Issue: [core] True ESM support
Labels: umbrella,breaking change,scope: code-infra

### Steps to reproduce

I'm creating this issue as an umbrella to solve ESM support in Material UI v7.

What does success looks like?

- We close those issues
  - [x] #35233
  - [ ] #30671
  - [ ] #37335
  - [ ] #30525
  - [ ] #35773
  - [ ] #26254
  - [ ] #44055
  - [ ] #43980
  - [ ] #44265
  - [ ] #44180
  - [ ] #45018
  - [ ] https://github.com/dai-shi/waku/issues/428
  - [ ] https://github.com/vitejs/vite/issues/12423

- Likely same root cause
  - [ ] #43433
  - [ ] #43242

- https://github.com/wooorm/npm-esm-vs-cjs/blob/c0a92334da4979f7614143734bbe7931d2a0dcde/data/2024-08-28.json#L2626 is no longer flagged as "faux" but "dual", see their legend description.


### Current behavior

_No response_

### Expected behavior

_No response_

### Context

_No response_

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>


**Search keywords**: -
Repository: flutter
Issue: [google_maps_flutter] zIndex is silently truncated on iOS
Labels: p: maps,package,team-ecosystem,P2,triaged-ecosystem

### What package does this bug report belong to?

google_maps_flutter

### What target platforms are you seeing this bug on?

iOS

### Have you already upgraded your packages?

Yes

### Dependency versions

<details><summary>pubspec.lock</summary>

```lock
[Paste file content here]
```

</details>


### Steps to reproduce

1. Copy paste the code and open it

### Expected results

The marker with the higher zIndex should be drawn above the other

### Actual results

The marker thats second in the array is drawn above

### Code sample

<details open><summary>Code sample</summary>

```dart
class MapZIndexExample extends StatelessWidget {
  const MapZIndexExample({super.key});

  @override
  Widget build(BuildContext context) {
    return GoogleMap(
      compassEnabled: false,
      initialCameraPosition: const CameraPosition(
        target: LatLng(37.334542, -122.009325),
        zoom: 12,
      ),
      myLocationButtonEnabled: false,
      zoomControlsEnabled: false,
      minMaxZoomPreference: const MinMaxZoomPreference(3, 20),
      markers: {
        const Marker(
          markerId: MarkerId('1'),
          position: LatLng(37.334542, -122.014325),
          zIndex: 3.7,
        ),
        const Marker(
          markerId: MarkerId('2'),
          position: LatLng(37.334542, -122.009325),
          zIndex: 3.5,
        ),
      },
    );
  }
}
```

</details>


### Screenshots or Videos

<details open>
<summary>Screenshots / Video demonstration</summary>

<img src="https://github.com/user-attachments/assets/ee8565d2-7b84-404e-87bc-96fed37f5db4" height="600">


</details>


### Logs

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


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: deno
Issue: deno fmt: Indentation of script tag in component files (svelte/vue)
Labels: suggestion,deno fmt

As of Deno deno 2.0.0-rc.6, `deno fmt --unstable-component` indents <script> tag in component files:

```diff
 <script lang="ts">
-import { Button } from "$lib/components/ui/button"
+	import { Button } from "$lib/components/ui/button"
```

It is quite common in Vue and Svelte ecosystem not to indent <script> and <style> tags in a componenet due to additional nesting. This is what [dprint does](https://dprint.dev/plugins/markup_fmt/config/) by default and makes it configurable per filetype and tag.

I'd like to propose to follow dprint defaults and, if it zen of Deno allows, expose option to configure it.
Repository: flutter
Issue: [Google_maps_flutter][iOS]: After clustering update, location updates lost their animation
Labels: c: regression,platform-ios,p: maps,package,has reproducible steps,P2,team-ios,triaged-ios,found in release: 3.24,found in release: 3.26

### What package does this bug report belong to?

google_maps_flutter

### What target platforms are you seeing this bug on?

iOS

### Have you already upgraded your packages?

Yes

### Dependency versions

<details><summary>pubspec.lock</summary>

```lock
[Paste file content here]
```

</details>


### Steps to reproduce

1. Checkout flutter/packages repo. 
2. Build the example app at `packages/google_maps_flutter/google_maps_flutter_ios/example`
3. Go to the place marker section
4. Add a marker
5. Tap on a marker
6. Tap on "Change position"

---
Run the same app from the after checking out pre clustering [google_maps_flutter_ios-v2.11.0](https://github.com/flutter/packages/tree/google_maps_flutter_ios-v2.11.0)

### Expected results

- The marker when position changes should animated from its old position to new position

### Actual results

- With the older tag, it expects as behaved
- At current main, the position change animation no longer works

### Code sample

<details open><summary>Code sample</summary>

https://github.com/flutter/packages/tree/main/packages/google_maps_flutter/google_maps_flutter_ios/example/ios14
</details>


### Screenshots or Videos

<details open>
<summary>Screenshots / Video demonstration</summary>

Old Tag - 
<img src="https://github.com/user-attachments/assets/1278f876-e65b-44fd-8eca-0968c05d43d1" height="600">

Current Main - 
<img src="https://github.com/user-attachments/assets/affcd731-22b2-4f6f-a424-b3b2160a588a" height="600">

</details>


### Logs

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


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: godot
Issue: Minimum value `0.0001` in `hintString` for `Export` property with `PropertyHint.Range` shown as `0` in Editor
Labels: discussion,topic:editor,usability

### Tested versions

- Reproducible in: `v4.3.stable.mono.arch_linux`

### System information

Godot v4.3.stable.mono unknown - Garuda Linux #1 SMP PREEMPT_DYNAMIC Fri, 20 Sep 2024 09:23:13 +0000 - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 6950 XT (RADV NAVI21) - AMD Ryzen 7 3800X 8-Core Processor (16 Threads)

### Issue description

`Export` property in C# Resource class with `hintString = "0.0001,1,or_greater"` and `PropertyHint.Range`, when setup to the minimum allowed value (`0.0001`), displayed in Editor as `0`, while still displaying correct value when hovering on the field.

![Screenshot_1](https://github.com/user-attachments/assets/ee44d3b0-a0fb-4aab-94c7-4c1de4e41896)

When the minimum value in `hintString` is set to `0.001` - now it displayed correctly in the Editor.

### Steps to reproduce

1. Create a custom Resource class in C#.
2. Add code `[Export(PropertyHint.Range, "0.0001,1,or_greater")] public float MyValue { get; private set; }`.
3. Compile code.
4. Create a new Resource asset and assign a newly created custom Resource class as a script to it.

### Minimal reproduction project (MRP)

[firearms.zip](https://github.com/user-attachments/files/17179285/firearms.zip)
Repository: ui
Issue: [bug]: astro `TooltipTrigger` must be used within `Tooltip`
Labels: bug

### Describe the bug

When I used shadcn's tooltip component in the astro project, I got an error of `TooltipTrigger` must be used within `Tooltip`

### Affected component/components

tooltip

### How to reproduce

1. see stackblitz code

### Codesandbox/StackBlitz link

https://stackblitz.com/edit/withastro-astro-rkam7x?file=src%2Fpages%2Findex.astro

### Logs

_No response_

### System Info

```bash
mac chrome astro
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: angular
Issue: Nested afterRenderEffect() should run at least once
Labels: area: core,core: reactivity

### Which @angular/* package(s) are relevant/related to the feature request?

platform-browser-dynamic

### Description

Hello!
First, it's a feature request, not a bug report. 
If you think it should keep working as is - that's fine.

I'm creating it because I found this case after an hour of investigating why `afterRenderEffect()` does not work.
The execution path in the real code was not as simple as in the example I provided.

So, in our code, we have to load Stripe and mount one of its elements to an HTML element. If we do it during the initial rendering - everything works fine. When we tried to do it conditionally (when the user selects another payment method), `afterRenderEffect()` was not executed until something else had been changed on the page.

I found that it is because the `mount()` method was called inside `untracked()`, and, technically, `afterRenderEffect()` was called outside of a reactive context, so there was no error message. But in fact, `afterRenderEffect()` would not run.

https://stackblitz.com/edit/stackblitz-starters-yhxufr?file=src%2Fmain.ts

### Proposed solution

Please run nested `afterRenderEffect()` at least once.

### Alternatives considered

The fix was easy (although a little bit dirty), I just replaced `untracked()` usage with `setTimeout()`, but please consider running nested `afterRenderEffect()` at least once without that workaround.
Repository: pytorch
Issue: [inductor] grid_sampler_2d is slower than eager in operatorbench
Labels: triaged,oncall: pt2,module: inductor,internal ramp-up task

Repro with
```
$ python benchmarks/dynamo/microbenchmarks/operatorbench.py --op aten.grid_sampler_2d.default                               
aten.grid_sampler_2d.default: 100%|████████████████████████████████████████████████████████████████████████████████████████| 1/1 [00:02<00:00,  2.44s/it]
aten.grid_sampler_2d.default: inductor=0.5073x (0.5073-0.5073) took 3s
```

`--inductor-config autotune` helps a bit, but it is still slower.

This op gets decomposed here:
https://github.com/pytorch/pytorch/blob/c9653bf2ca6dd88b991d71abf836bd9a7a1d9dc3/torch/_decomp/decompositions.py#L4176-L4358

cc @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @aakhundov @vfdev-5 @fdrocha @lezcano 

Related #104296
Repository: kubernetes
Issue: Sync.Once in client-go metrics play badly with components that want to provide them by default
Labels: kind/bug,sig/api-machinery,sig/instrumentation,triage/accepted

In Controller-Runtime, we register our metrics provider for the client-go [leaderelection](https://github.com/kubernetes-sigs/controller-runtime/blob/4381fa0aeee43e331be14b0d70cd276e1e91ad7a/pkg/metrics/leaderelection.go#L26), [workqueue](https://github.com/kubernetes-sigs/controller-runtime/blob/4381fa0aeee43e331be14b0d70cd276e1e91ad7a/pkg/metrics/workqueue.go#L99) and [clientmetrics](https://github.com/kubernetes-sigs/controller-runtime/blob/4381fa0aeee43e331be14b0d70cd276e1e91ad7a/pkg/metrics/client_go_adapter.go#L43-L54).

This is because controller-runtime provides a metrics endpoint and we want it to by default have all the metrics relevant to controllers.

Unfortunately, all this register funcs are internally a `sync.Once`. This means that if someone wants to register their own metrics, they have to do before someone else does. As of today, controller-runtime does this in an `init`, but even if it did that later, users would have to register this before controller-runtime does and make sure that no other dep registers it first, otherwise it will not work.

IMHO, we should remove the `sync.Once` so that as many metrics provides as wanted can be registered and this doesn't become a "first one wins, rest gets nothing" kind of situation where anyone who wants their custom adapter has to be super careful to be the first to register it to avoid it silently breaking.

There was some prior discussion around this specifically in the context of workqueue metrics, where its now possible to set a per-workqueue metrics provider that takes precedence over the global one as workaround:
* https://github.com/kubernetes/kubernetes/pull/114242

In that context, a PR to allow overriding the global one was rejetected, but i think we should be doing this: https://github.com/kubernetes/kubernetes/pull/116616

There was also some Slack discussion around this: https://kubernetes.slack.com/archives/C0EG7JC6T/p1719851021075269

This originally got reported as an issue in controller-runtime: https://github.com/kubernetes-sigs/controller-runtime/issues/2957

/sig api-machinery
/kind bug
Repository: pytorch
Issue: Setting a wrong value to `bias` argument of `nn.RNN()` gets an indirect error message
Labels: module: nn,module: rnn,triaged

### 🐛 Describe the bug

Setting the wrong value `10` to `bias` argument of [nn.RNN()](https://pytorch.org/docs/stable/generated/torch.nn.RNN.html) gets the indirect error message as shown below. *It also happens with `batch_first` and `bidirectional` argument of `nn.RNN()`:

```python
import torch
from torch import nn

my_tensor = torch.tensor([[8., -3., 5.]])

torch.manual_seed(42)
                                             # ↓↓
rnn = nn.RNN(input_size=3, hidden_size=2, bias=10)
rnn(input=my_tensor) # Error
```

```
TypeError: rnn_tanh() received an invalid combination of arguments - got (Tensor, Tensor, list, int, int, float, bool, bool, bool), but expected one of:
 * (Tensor data, Tensor batch_sizes, Tensor hx, tuple of Tensors params, bool has_biases, int num_layers, float dropout, bool train, bool bidirectional)
      didn't match because some of the arguments have invalid types: (Tensor, Tensor, !list of [Parameter, Parameter, Parameter, Parameter]!, !int!, !int!, !float!, !bool!, bool, bool)
 * (Tensor input, Tensor hx, tuple of Tensors params, bool has_biases, int num_layers, float dropout, bool train, bool bidirectional, bool batch_first)
      didn't match because some of the arguments have invalid types: (Tensor, Tensor, !list of [Parameter, Parameter, Parameter, Parameter]!, !int!, int, float, bool, bool, bool)
```

So, it should directly say something like below:

> `bias` argument must be `bool`

### Versions

```python
import torch

torch.__version__ # '2.3.0'
```

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: godot
Issue: Converted `CPUParticles3D` to `GPUParticles3D` weird particle creation behavior
Labels: bug,topic:3d,topic:particles

### Tested versions

4.4-dev2

### System information

Godot v4.4.dev2 - Windows 10.0.19045 - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 4050 Laptop GPU (NVIDIA; 32.0.15.6070) - 13th Gen Intel(R) Core(TM) i5-13500HX (20 Threads)

### Issue description

Here's a scene falling with beautiful "snow" using CPUParticles3D
![Godot_v4 4-dev2_win64_fQda594ACA](https://github.com/user-attachments/assets/b3efaecb-c2e9-4eac-bc9e-44372b391d78)

Here's what happens when the particles are converted to GPU particles.
https://github.com/user-attachments/assets/ae589387-3adf-47e8-ba8b-ebdfa230d872

I'm not sure how to exactly describe it in words but when converting, it doesn't create the amount of particles it should on the default speed scale, and only actually creates the particles at a higher speed scale, and then resetting the speed scale to 1 the created particles fall as they should.



### Steps to reproduce

Create a CPUParticles3D such as shown above, convert to GPUParticles3D, then see it doesn't create as many as it shou;d

### Minimal reproduction project (MRP)

[New Compressed (zipped) Folder.zip](https://github.com/user-attachments/files/17179862/New.Compressed.zipped.Folder.zip)