sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Deallocating large BTreeMap takes very long time
Labels: I-slow,S-needs-repro

When deallocating large BTreeMap takes very long time. Deallocating a BTreeMap with 15GB size with 60M elements(each element is 250 byte) takes around 20 seconds on my computer. 
In my plogram, when code is exiting, that deallocating occures and takes long time. But in that case, deallocating is not needed because just freeing all allocated memory pages by os is enough.
Repository: pytorch
Issue: control output type in matmul
Labels: triaged,needs design,matrix multiplication

### 🚀 The feature, motivation and pitch

Current matmul supports only the same input and output tensor types.
As a result it can produce numerically incorrect outputs for cases when input tensors are int8 or float8 (e.g. torch.float8_e5m2):
if input arguments for a matmul have type int8 the the output also will be int8 (same story with float8).

I guess it is hard to extend the existing api of matmul, but it would be great to create matmul_v2(x, y, output_type)

### Alternatives

I see some progress in this direction: for torch.float8_e5m2 on gpu use case, I can use torch._scaled_mm() it already has out_dtype.

Another option is to cast input arguments to higher precision (e.g. float32) so that the output also will have the same high precision. This approach defeats the purpose of having 8 bits types.

Another option is to use custom operations. It works.

Alternative frameworks such as [TF](https://www.tensorflow.org/api_docs/python/tf/linalg/matmul), [JAX](https://jax.readthedocs.io/en/latest/_autosummary/jax.numpy.linalg.matmul.html) support this kind of feature already.


### Additional context

It is useful for running large language models.
Repository: tensorflow
Issue: GPU MaxPool gradient ops do not yet have a deterministic XLA implementation
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.16

### Issue type

Feature Request

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

binary

### TensorFlow version

tf 2.16

### Custom code

Yes

### OS platform and distribution

Linux Ubuntu 22.04

### Mobile device

_No response_

### Python version

3.9.19

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

12.4/8.9.7.29

### GPU model and memory

NVIDIA GeForce RTX 3090

### Current behavior?

When TF deterministic was set, runtime exception was thrown at MaxPooling2D().

### Standalone code to reproduce the issue

```shell
When TF deterministic was set, runtime exception was thrown at MaxPooling2D().
```


### Relevant log output

```shell
Traceback (most recent call last):
  File "/home/ws/miniconda3/envs/tf216/lib/python3.9/site-packages/IPython/core/interactiveshell.py", line 3526, in run_code
    exec(code_obj, self.user_global_ns, self.user_ns)
  File "<ipython-input-2-3dda39ff370e>", line 1, in <module>
    runfile('/mnt/projects/Projects/Test_Classification/train_model.py', wdir='/mnt/projects/Projects/Test_Classification')
  File "/opt/pycharm-community-2024.1/plugins/python-ce/helpers/pydev/_pydev_bundle/pydev_umd.py", line 197, in runfile
    pydev_imports.execfile(filename, global_vars, local_vars)  # execute the script
  File "/opt/pycharm-community-2024.1/plugins/python-ce/helpers/pydev/_pydev_imps/_pydev_execfile.py", line 18, in execfile
    exec(compile(contents+"\n", file, 'exec'), glob, loc)
  File "/mnt/projects/Projects/Test_Classification/train_model.py", line 956, in <module>
    history = model.fit(x_train, y_train,
  File "/home/ws/miniconda3/envs/tf216/lib/python3.9/site-packages/keras/src/utils/traceback_utils.py", line 122, in error_handler
    raise e.with_traceback(filtered_tb) from None
  File "/home/ws/miniconda3/envs/tf216/lib/python3.9/site-packages/tensorflow/python/eager/execute.py", line 53, in quick_execute
    tensors = pywrap_tfe.TFE_Py_Execute(ctx._handle, device_name, op_name,
tensorflow.python.framework.errors_impl.UnimplementedError: Graph execution error:
Detected at node gradient_tape/functional_1_1/max_pooling2d_4_1/MaxPool2d/MaxPoolGrad defined at (most recent call last):
<stack traces unavailable>
GPU MaxPool gradient ops do not yet have a deterministic XLA implementation.
	 [[{{node gradient_tape/functional_1_1/max_pooling2d_4_1/MaxPool2d/MaxPoolGrad}}]]
	tf2xla conversion failed while converting __inference_one_step_on_data_13588[]. Run with TF_DUMP_GRAPH_PREFIX=/path/to/dump/dir and --vmodule=xla_compiler=2 to obtain a dump of the compiled functions.
	 [[StatefulPartitionedCall]] [Op:__inference_one_step_on_iterator_14045]
```
Repository: PowerToys
Issue: Game mode request
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.81.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce (default settings)
Scenario 1
==============
Install PowerToys (latest version)
open notepad by pressing Win + R then type "notepad" and press Enter
Press Win + V and navigate to the emojis or any other section where you have to paste something but focus on trying to scroll with 2 fingers to see more emojis

Scenario 2
==============
Install Gameloop/ Call of duty mobile via gameloop pubg or any other game that uses mouse movement
install PowerToys on both computer and enable mouse without borders
connect 2 Pc's
play any game on the remote machine with gameloop while on the other PC

### ✔️ Expected Behavior
- Synaptics 2 fingers and gestures in browsers/ windows explorer with 2 fingers works but doesnt do anything in some cases like @ settings, and some menus
-  Locking the cursor to the remote computer/ app with gameloop and game using the local device resources (keyboard & mouse) to send keystrokes to remote PC running the Gameloop emulator to leverage both machine's capabilities

### ❌ Actual Behavior

- Scrolling with 2 fingers when trying to paste an emoji does not work I have to manually scroll with the side bar instead
- When gameloop tries to capture the mouse well the cursor runs away (out of the lock) but the in game character still spins uncrontrolably & looks up or down which makes playing the game difficult.

### Other Software

Gameloop version 5.1.143.90

### Generated report
[PowerToysReport_2024-06-08-12-43-36.zip](https://github.com/user-attachments/files/15747707/PowerToysReport_2024-06-08-12-43-36.zip)

### Attempts to fix
- temporary fixes involve; setting the easymouse to (shift) & enabling moving mouse relatively (would be nice to make this switch when a particular program start thus (Game mode request would be wise to combine it with Windows GameBar)
Repository: vscode
Issue: Tasks being detected from gitignored directories
Labels: bug,tasks

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Does this issue occur when all extensions are disabled?: Yes/No

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- VS Code version: Code 1.88.1 (e170252f762678dec6ca2cc69aba1570769a5d39, 2024-04-10T17:34:12.840Z)
- OS version: Linux x64 6.6.28

I'm using [direnv](https://direnv.net) with [nix-direnv](https://github.com/nix-community/nix-direnv) which sets up a dev environment for the local directory (including installing tools/packages, etc.). 

As a side effect, `direnv` caches a lot of files under a `.direnv` directory which I usually put into my `.gitignore`. But the problem is that VS Code still detects tasks from the directory despite it being excluded from the VCS.

This ends up polluting my task list with a lot of irrelevant stuff:

![image](https://github.com/microsoft/vscode/assets/72612857/f8f8a061-8e05-41ce-91e5-648cbf301bc1)

Steps to Reproduce:

1. Put a file that can be detected as a task into a hidden directory (`package.json`'s `scripts`, etc.).
2. Press <kbd>Ctrl+Shift+B</kbd> to open the task list.
Repository: ollama
Issue: Support for zpoint_large_embedding_zh
Labels: model request

[https://huggingface.co/iampanda/zpoint_large_embedding_zh](https://huggingface.co/iampanda/zpoint_large_embedding_zh)

Thanks.
Repository: rust
Issue: Tracking Issue for offset_of_slice
Labels: T-lang,T-libs-api,B-unstable,C-tracking-issue,S-tracking-needs-to-bake,B-experimental,F-offset_of_slice

The feature gate for the issue is `#![feature(offset_of_slice)]`.

This is a tracking issue for allowing offset_of to determine the offset of unsized fields whose tail is a slice, and hence their alignment and their offset is statically known.

### Steps
<!--
Include each step required to complete the feature. Typically this is a PR
implementing a feature, followed by a PR that stabilises the feature. However
for larger features an implementation could be broken up into multiple PRs.
-->

- [ ] Implement the RFC
- [ ] Adjust documentation ([see instructions on rustc-dev-guide][doc-guide])
- [ ] Formatting for new syntax has been added to the [Style Guide] ([nightly-style-procedure])
- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide])

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs
[nightly-style-procedure]: https://github.com/rust-lang/style-team/blob/master/nightly-style-procedure.md 
[Style Guide]: https://github.com/rust-lang/rust/tree/master/src/doc/style-guide

### Implementation history

- https://github.com/rust-lang/rust/pull/126150
Repository: flutter
Issue: Pigeon throws `TypeError` with `copyrightHeader` in `kotlinOptions`
Labels: package,team-ecosystem,has reproducible steps,p: pigeon,P2,triaged-ecosystem,found in release: 3.22,found in release: 3.23

### Steps to reproduce

1. Add `copyrightHeader` in kotlinOptions.
2. run `dart run pigeon` command.

### Expected results

The copyright should be generated in the generated Kotlin class.

### Actual results

Throws TypeError in the console.

### Code sample

<details open><summary>Code sample</summary>

```dart
@ConfigurePigeon(
  PigeonOptions(
    kotlinOut: '...',
    kotlinOptions: KotlinOptions(
      package: '...',
      copyrightHeader: [
        'Copyright here...',
        '',
      ],
    ),
  ),
)
```

</details>


### Screenshots or Video

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


### Logs

<details open><summary>Logs</summary>

```console
Building package executable... (1.2s)
Built pigeon:pigeon.
Unhandled exception:
type 'List<dynamic>' is not a subtype of type 'Iterable<String>?' in type cast
#0      KotlinOptions.fromMap (package:pigeon/kotlin_generator.dart:64:47)
#1      PigeonOptions.fromMap (package:pigeon/pigeon_lib.dart:353:27)
#2      Pigeon.runWithOptions (package:pigeon/pigeon_lib.dart:2258:31)
#3      Pigeon.run (package:pigeon/pigeon_lib.dart:2193:12)
#4      runCommandLine (package:pigeon/pigeon_cl.dart:14:17)
#5      main (file:///C:/Users/yanshouwang/AppData/Local/Pub/Cache/hosted/pub.dev/pigeon-20.0.1/bin/pigeon.dart:10:14)
#6      _delayEntrypointInvocation.<anonymous closure> (dart:isolate-patch/isolate_patch.dart:295:33)
#7      _RawReceivePort._handleMessage (dart:isolate-patch/isolate_patch.dart:184:12)
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.22.0, on Microsoft Windows [Version 10.0.22631.3672], locale zh-CN)
[✓] Windows Version (Installed version of Windows is version 10 or higher)
[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[✓] Chrome - develop for the web
[✓] Visual Studio - develop Windows apps (Visual Studio Community 2022 17.9.6)
[✓] Android Studio (version 2023.3)
[✓] IntelliJ IDEA Community Edition (version 2023.1)
[✓] IntelliJ IDEA Community Edition (version 2024.1)
[✓] Connected device (3 available)
[✓] Network resources

• No issues found!
```

</details>
Repository: vscode
Issue: Diff Editor: setting for the word similarity heuristic threshold
Labels: feature-request,diff-editor

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

### Context

From #210310 and #204044, we know that the diff editor implements a heuristic to decide whether matched words are similar enough to actually be matched. This aims to limit random matches for larger code edits. Unfortunately, in the case of smaller edits, it often makes unchanged parts of code displayed as changed, which is confusing.

### Use cases

See the aforementioned issues for examples of the unexpected behaviour. See also [this Monaco Playground link](https://microsoft.github.io/monaco-editor/playground.html?source=v0.49.0#XQAAAAKKAgAAAAAAAABBqQkHQ5NjdMjwa-jY7SIQ9S7DNlzs5W-mwj0fe1ZCDRFc9ws9XQE0SJE1jc2VKxhaLFIw9vEWSxW3yscw2A2GRgmSatbNyrNa50VLHWwDOn0YI7IfU0xJ0CGYU1vRtgnKPmZzQcQ1F9I-F9YcvQUj8HivueDk6xk10aTun2h4XSie769X204VRVOYAVgJtKen85w_UuX2mqWeYUYNi7XtxxiWyAVofubVVNH1QHp3WQC44v1dXz3o2B4D6S7iJ6YOY77n-sbcE4DNBLJYWiAc4dikJvr0nZvYlGBHEo2sWxjdJUEoczk1LQwjjKZQHwfJ4V3XC-unFv5mvCscdGaglKuZIA5cDcD1BnIbNWUzWEn6yGzt-vwW5CErqt3lUjRvhlscqnA2Q_fvGrbLcA3sRCGThEXu7x7Mp5bmRnRxsDJuQ6ziON9SfdCOpvLNBv-JjgoWY_808hcA) for more examples from real code.

### Feature request

The threshold for the heuristic seems to be defined here: https://github.com/microsoft/vscode/blob/d40dff9ef9aacb8e5226bcf3938c71f4b9543120/src/vs/editor/common/diff/defaultLinesDiffComputer/heuristicSequenceOptimizations.ts#L274

Instead of the hardcoded 2/3, please make it configurable.

### Possible interface

I'd like to use it Monaco Editor among other editor options. Name suggestion: `wordSimilarityThreshold`.

In VS Code, rather than a continuous 0-1 range, it could be a "Diff Mode" setting with 3 options: "character" (value 0), "word" (value 1), "mixed" (value 2/3).
Repository: flutter
Issue: MouseRegion for Touchscreens
Labels: c: new feature,framework,P3,team-framework,triaged-framework

### Use case

I'm working on a "swipe to select" feature on a photos app, where photos are selected as they are swiped over in the gallery (grid of photos). This would have been easy to do this if there were an `onEnter` callback that would trigger when the pointer enters a photo widget. This is just one use case, I'm sure having this callback would help in many other scenarios as well. 

I've tried to get this working using `GestureDetector` and `Listener` and none of it's callbacks trigger when hovering over, when `PointerDownEvent` was triggered from outside the hovered widget. I also tried overriding `handleEvent` of `RenderBox` to get it work with the whatever little understanding I had about it. Couldn't find any pub packages that'll help.



### Proposal

Would be great to have the ability to detect entering and exiting events on widgets by pointer on a touchscreen. 
Since we already have `MouseRegion` for Web and Desktop, if it's easy create a Mobile (touchscreen) equivalent, it would definitely help.

Thank you!
Repository: godot
Issue: Game (DEBUG) immediately Crashes when calling AddLines() on an EditorNode3DGizmo
Labels: bug,topic:editor,confirmed,topic:dotnet,crash

### Tested versions

Using v4.2.2 stable, mono, win64 it appears that no matter what I pass to the AddLines() method, it crashes the game.

### System information

Windows 10 - v4.2.2.stable (mono) - Vulkan (Forward+)

### Issue description

I'm trying to draw some lines on screen using an `EditorNode3DGizmo` however when the code reaches the `AddLines()` method inside the `_Redraw()` call, the game crashes with an Access Violation Exception in Godots own code.
![image 1](https://github.com/godotengine/godot/assets/146040109/bda9a300-7e93-4389-93ad-c42012f7baaa)


### Steps to reproduce

1. Make a `3D Scene`.
2. Add a `Camera3D` node to the scene.
3. Make a class that inherits from the `Camera3D` node and attach it to the `Camera3D` node.
4. Inside that class make an internal class of type `EditorNode3DGizmo`
5. Override the `_Redraw()` method and include a call to `AddLines()`. Even leaving the lines array empty will cause this bug to appear.
6. In the parent class, instantiate the gizmo in `_Ready()`.

It should now crash the game immediately on start.

### Minimal reproduction project (MRP)

[MinimumReproductionProject-AddLines.zip](https://github.com/user-attachments/files/15747762/MinimumReproductionProject-AddLines.zip)
Repository: tauri
Issue: feat: better localhost development 
Labels: type: feature request

### Describe the problem

recently i found tauri, and try to migrate my project to tauri and found a convenient  features that tauri is not have,that propagation request to it's host when using native request. 

eg:
```js
// in native ios emulator:
fetch('localhost:1420/api/endpoint')
// it will forward this request to laptop's localhost:1420/api
```

```js
// and in vite config.ts or some other proxy tools already define proxy like
server: {
      proxy: {
          '/api': {
              target: 'http://127.0.0.1:3000',
              changeOrigin: true,
              rewrite: (path) => path.replace(/^\/api/, ''),
          },
      },
  },
```



would consider add it into tauri，otherwise, when i start dev the project if my laptop ip change,i need change ip each time.

if support visit emulator localhost it will propagation to it's host，i may use localhost when dev， and use some hostname in production.






### Describe the solution you'd like

https://github.com/ionic-team/capacitor/issues/6388 like this issue have some valuable info,that user can visit emulator localhost to visit it's host


<img width="646" alt="image" src="https://github.com/tauri-apps/tauri/assets/1646883/c0db4349-7e03-44af-a835-2f3b104dd4a0">

capacitor http request request localhost and it's have response

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: tauri
Issue: [bug] Incorrect and inconsistent window positions
Labels: type: bug,status: needs triage

### Describe the bug

I use tauri on v2 project on `macOS`
When creating new window with specific position, the position is incorrect and inconsistent comparing of doing it with global tauri.
 


### Reproduction

Example on Rust side, it creates the window with invalid offset.

```rust
#[tauri::command]
async fn test(app_handle: AppHandle) {
  if let Some(window) = app_handle.get_webview_window("main") {
    let position = window.outer_position().unwrap();
    println!("position: {:?}", position);
    let window = WebviewWindowBuilder::new(&app_handle, "main1", WebviewUrl::App("/index.html".into()))
      .position(position.x as f64 + 30.0, position.y as f64 + 30.0) // 30px offset x+y
      .build();
  }
}
```

Example correct position using global tauri:

```js
// needs  window:allow-create permission
(async () => {
    const position = await window.__TAURI__.window.getCurrent().outerPosition()
    console.log(position.x, position.y)
    new window.__TAURI__.window.Window("main1", {url: "/index.html", x: position.x + 30, y: position.y + 30})
})()
```

### Expected behavior

The window should be created with offset of 30px on x,y

### Full `tauri info` output

```text
npx tauri info
WARNING: no lock files found, defaulting to npm

[✔] Environment
    - OS: Mac OS 14.4.1 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.75.0 (82e1608df 2023-12-21)
    ✔ cargo: 1.75.0 (1d8b05cdd 2023-11-20)
    ✔ rustup: 1.27.0 (bbb9276d2 2024-03-08)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 18.19.1
    - yarn: 1.22.22
    - npm: 10.2.4
    - bun: 1.1.6

[-] Packages
    - tauri [RUST]: 2.0.0-beta.22
    - tauri-build [RUST]: 2.0.0-beta.17
    - wry [RUST]: 0.40.1
    - tao [RUST]: 0.28.0
    - tauri-cli [RUST]: 2.0.0-beta.17
    - @tauri-apps/api : not installed!
    - @tauri-apps/cli [NPM]: 2.0.0-beta.9

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../src
```


### Stack trace

_No response_

### Additional context

1. Position values are inconsistent
`window.outer_position` returns `PhysicalPosition<i32>` while `WebviewWindowBuilder::new().position()` expects `f64`
2. Using `window.set_position(position);` right after creating it move it to correct position
Repository: ui
Issue: [bug]: Documentation playground example application error
Labels: bug

### Describe the bug

[ee36f67b-a857-4e24-b46d-cea87008bb49.webm](https://github.com/shadcn-ui/ui/assets/20143684/57641002-b997-4d3b-a1c3-aa3768c524df)


### Affected component/components

Examples/Playground : Combobox

### How to reproduce

1. Go to examples.
2. Go to playground.
3. Click on load preset combobox

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Chrome
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: next.js
Issue: Next.js v15 (canary) cannot show `Modal` of `@chakra-ui/react` v2.8.2 only on `next dev`
Labels: bug,Webpack,Runtime,Turbopack,linear: turbopack

### Link to the code that reproduces this issue

https://github.com/exKAZUu/nextjs-v15-chakra-ui-modal

### To Reproduce

1. `git clone https://github.com/exKAZUu/nextjs-v15-chakra-ui-modal`
2. `cd nextjs-v15-chakra-ui-modal`
3. `yarn && yarn dev`
4. Open http://localhost:3000/
5. Push `Open Modal`

### Current vs. Expected behavior

Next.js 14.2.3 with the same `react` and `react-dom` shows the following modal, but, Next.js canary doesn't show anything.

<img width="474" alt="image" src="https://github.com/vercel/next.js/assets/436237/dbd45d92-3c2a-4ce0-b0a5-a0d422c949b3">

The DOM seems to be constructed correctly, but `<section>`'s `opacity` is wrongly `0`.

<img width="884" alt="image" src="https://github.com/vercel/next.js/assets/436237/7d8d70b9-2018-4d23-a669-959a83f25fad">


### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.5.0: Wed May  1 20:14:59 PDT 2024; root:xnu-10063.121.3~5/RELEASE_ARM64_T8122
  Available memory (MB): 16384
  Available CPU cores: 8
Binaries:
  Node: 22.2.0
  npm: 10.7.0
  Yarn: 1.22.22
  pnpm: N/A
Relevant Packages:
  next: 15.0.0-canary.36 // Latest available version is detected (15.0.0-canary.36).
  eslint-config-next: N/A
  react: 19.0.0-rc-107a2f8c3e-20240617
  react-dom: 19.0.0-rc-107a2f8c3e-20240617
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Runtime, Turbopack, Webpack

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

`yarn dev --turbo` yields the same result. However, `yarn build && yarn start` works well. So I think it is due to Webpack and Turbopack issues.