sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: transformers
Issue: Community contribution: Adding Flash Attention 2 support for more architectures
Labels: Good Second Issue

### Feature request

Flash Attention 2 is a library that provides attention operation kernels for faster and more memory efficient inference and training: https://github.com/Dao-AILab/flash-attention

![Screenshot 2023-09-22 at 17 49 18](https://github.com/huggingface/transformers/assets/49240599/1395f962-26ca-4728-a8d0-085792295c28)


Let's try to add Flash Attention 2 support for more architectures! Currently supported architectures are

- [x] Llama
- [x] Falcon

It would be great to add the support for more architectures such as

- [x] Bark
- [x] Bart
- [ ] BERT | @sorenmc 
- [ ] CLIP https://github.com/huggingface/transformers/pull/27444/
- [x] DistilBERT
- [x] GPT-2
- [x] GPT-J
- [x] GPTBigCode (Starcoder) | @susnato 
- [x] GPT-neo
- [x] GPT-neo-x | @younesbelkada #26463
- [x] OPT | @susnato #26414 
- [x] Llava
- [x] VipLlava
- [x] mBART
- [x] Mistral
- [x] Mixtral
- [ ] MPT | @rajveer43 
- [ ] T5
- [ ] Persimmon | @jeromeku 
- [x] Phi
- [x] Whisper
- [x] Qwen2

... and many more

Adding this feature would require to follow the same protocol as in https://github.com/huggingface/transformers/pull/25598 
 . First create a new module inside the corresponding modeling file termed as `xxxFlashAttention` that inherits from `xxxAttention` and override the foward method to use the public methods from `flash-attn`. Make sure to have access to a GPU that supports Flash Attention 2. 

Given the slight challenge of the issue, labelling it as a good second issue!

If you are interested to take up the challenge, comment below with the architecture name you want to integrate and open a PR!

Once you open a PR, feel free to ping @LysandreJik @ArthurZucker @amyeroberts @younesbelkada @fxmarty @SunMarc @pacman100 for a review

### Motivation

Making LLMs more memory efficient and faster ! 

### Your contribution

Reviewing PRs and possibly adding the support for more models
Repository: godot
Issue: Tilemap drawing does not work with certain peering bits.
Labels: discussion,topic:editor,topic:2d

### Godot version

4.1.1

### System information

Godot v4.1.1.stable - Arch Linux #1 SMP PREEMPT_DYNAMIC Wed, 13 Sep 2023 08:37:40 +0000 - Vulkan (Compatibility) - Mesa Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i7-12700H (20 Threads)

### Issue description

While creating a tileset/tilemap, I just couldn't draw certain tiles whose peering bits where "exotic". Here is an example of something I would like to get:

![2023-09-22_18-23](https://github.com/godotengine/godot/assets/18720444/912d83ed-318e-4360-955f-33db5779c043)

So I created a very simple tileset with the most basic tiles plus the ones I would need in my example. When I add the peering bits (by painting the terrain in the tileset) ONLY to the 7 tiles I need, it works fine:

![2023-09-22_18-27](https://github.com/godotengine/godot/assets/18720444/0a87b79c-c087-41af-8247-f58df3a47fed)

But if I try to add the peering bits to the other "standard" tiles, then I just can't get the desired structure (see the new attempt, right to the previous one):

![2023-09-22_18-29](https://github.com/godotengine/godot/assets/18720444/fad25495-9615-4758-a20b-d4af4bcb9b4d)

I checked several times, I'm pretty sure the setup is right, so I guess it is not a desired behaviour?

PS: with different tiles added or removed from the tileset, I get other weird behaviours (tiles constantly changing when REdrawing them, which made my desired structure achievable, but only after redrawing some specific surrounding tiles in a specific order… But I'm not sure it is related, I just wanting to mention it just in case, I might open another issue if it doesn't exist yet.)

### Steps to reproduce

A simple project is provided. Simply open it, open the tilemap scene and reproduce both situations explained in the issue description.

### Minimal reproduction project

[tilemap_issue.zip](https://github.com/godotengine/godot/files/12702805/tilemap_issue.zip)
Repository: next.js
Issue: Next.js hot reloading not working. Version 13.5.2
Labels: bug

### Link to the code that reproduces this issue

https://github.com/adarsh-gupta101/View-Transition-API

### To Reproduce

1. Clone the repo
2. npm i
3. npm run dev
4. try changing the content and see no result.+/change in the browser

### Current vs. Expected behavior

**current behaviour** : no hot reloading + _no error_

**expected behaviour:** Hot reloading or and _error_

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Home Single Language
Binaries:
  Node: 20.7.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 13.5.3-canary.1
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: N/A
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Additional context

_No response_
Repository: rust
Issue: [rustc] Tolerate spaces and blanks inside @response files
Labels: T-compiler,C-feature-request,A-CLI

We have build tooling that generates rust command-line arguments inside response files, passed like `rustc @args.rsp`.
In some cases, the tool emits response files with empty lines, or lines that contain only a single space.

Case (second line is a single space):
```
foo.rs
 
```

diagnostic:
```
error: multiple input filenames provided (first two filenames are `foo.rs` and ` `)
```

Case (second line is blank):
```
foo.rs

```

diagnostic:
```
error: multiple input filenames provided (first two filenames are `foo.rs` and ``)
```

Could the `rustc` compiler be updated to ignore space-only and blank lines in response files?
Repository: godot
Issue: VKB-Sim T-Rudder not recognized by Godot
Labels: discussion,topic:input

### Godot version

v4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (16 Threads)

### Issue description

The VKB-Sim T-Rudder  are rudder pedals used for flight simulation, and this device is not recognized by godot's Input Mapper and its also not visible on `Input.get_connected_joypads()` (I checked with `get_joy_name` and all my other devices where there), I can use the rudder pedals in games and tested using Gamepad Tester and they work correctly.

This device only have one axis and no buttons, please let me know if you requiere any more information or anything I can do to help

### Steps to reproduce

Just open the Input Mapper and try to map the pedals to any input, its not recognized

### Minimal reproduction project

No specific project required, any new project gives the same result
Repository: TypeScript
Issue: Generated d.ts includes implicit any for recursive types
Labels: Help Wanted,Possible Improvement

### 🔎 Search Terms

recursive any noImplicitAny d.ts

### 🕗 Version & Regression Information

- This is the behavior in every version I tried (3.3 through 5.2), and I reviewed the FAQ for entries about anything related to this.



### ⏯ Playground Link

[playground link](https://www.typescriptlang.org/play?#code/MYewdgzgLgBAhjAvDAFASiQPngbgFAD0BMA4gKZhkBOcUZEAXDACZnAA2cVZMokscJuizwwAT3xEYAZQASIAK7tmMAOYVqtMk1YcuPPtHhCMibFDEAHMiABmuPEA)

### 💻 Code

```ts
const a = () => a;
```


### 🙁 Actual behavior

Any is implicitly introduced in the d.ts:
```typescript
declare const a: () => any;
```

Note that the local type checking (not using the d.ts) correctly handles this recursive type without introducing "any", and builds fine with noImplicitAny enabled.

### 🙂 Expected behavior

Either generate something without implicitly introducing `any`, or generate an error if `noImplicitAny` is enabled.
In this case, the below code generation for the d.ts would work:
```typescript
declare const a: () => typeof a;
```

### Additional information about the issue

_No response_
Repository: flutter
Issue: SelectionArea pops up incorrect context menu when semantics is on
Labels: framework,engine,a: accessibility,platform-web,P2,team-web,triaged-web

The context menu for selected content provided by the `SelectionArea` should provide selection-specific menu options, but when semantics is on it pops up a generic menu:

<img width="355" alt="Screenshot 2023-09-22 at 10 35 00 AM" src="https://github.com/flutter/flutter/assets/211513/cb9a1ae0-db2e-4b6b-98c0-22ee8a63759b">

Repro

```
import 'package:flutter/material.dart';
import 'package:flutter/rendering.dart';

const Color darkBlue = Color.fromARGB(255, 18, 32, 47);

void main() {
  runApp(MyApp());
  SemanticsBinding.instance.ensureSemantics();
}

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      theme: ThemeData.dark().copyWith(
        scaffoldBackgroundColor: darkBlue,
      ),
      debugShowCheckedModeBanner: false,
      home: Scaffold(
          body: Center(
            child: MyWidget(),
          ),
        ),
    );
  }
}

class MyWidget extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return SelectionArea(child: Text(
      'Select this text',
      textAlign: TextAlign.center,
      style: Theme.of(context).textTheme.headlineSmall,
    ));
  }
}
```
Repository: vscode
Issue: overflowing collapsed diff breadcrumbs aren't scrollable
Labels: feature-request,diff-editor

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.83.0-insider (Universal)
- OS Version: Mac OS 13.6

Steps to Reproduce:

1. Set `diffEditor.hideUnchangedRegions.enabled` to `true`
2. Open a diff where the change occurs in deeply nested code.
3. Ensure the window is sized such that the collapsed code breadcrumbs overflow the editor width
-> The breadcrumbs for the collapsed code regions are clipped with no way to scroll the clipped portion into view. This diverges from the behavior of file breadcrumbs which can be scrolled both via a scrollbar and via a scroll-wheel or trackpad.
Repository: vscode
Issue: collapsed diff breadcrumbs don't show in timeline diffs
Labels: feature-request,diff-editor

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.83.0-insider (Universal)
- OS Version: Mac OS 13.6

Steps to Reproduce:

1. Set `diffEditor.hideUnchangedRegions.enabled` to `true`
2. Open a file diff from the Timeline view
-> The collapsed code regions don't have breadcrumbs (introduced [here](https://code.visualstudio.com/updates/v1_82#_collapsed-unchanged-code-headers)) like they do when viewing diffs in other contexts such as working tree changes or pull requests.
Repository: kubernetes
Issue: Support for kubelet node capacity overrides
Labels: sig/node,kind/feature,triage/accepted

### What would you like to be added?

I would like to propose adding new kubelet options which would allow users to override values for node CPU and memory capacity which are currently detected using cadvisor and which are used by kubelet internally and reported as node’s capacity to API server. 

Values of those options would take precedence over the values read from cadvisor. Those would be used both internally by kubelet for instance for pod addmission logic and node allocatable resources calculation but also externally as node capacity reported to API server.

As overriding node capacity could invalidate some of host CPU and memory low-level metadata like for instance CPU topology, functionalities in kubelet like CPU manager should not be supported together with the capacity overrides - enabling them at the same time should cause a kubelet panic during the startup.


### Why is this needed?

An option to override node capacity would be useful for many testing and bootstrapping use cases where [Kind](https://kind.sigs.k8s.io/) and [minikube](https://minikube.sigs.k8s.io/docs/start/) clusters are currently used. In those use cases current kubelet logic always takes the full host capacity as a node capacity.

This is problematic in use cases where:

- We want to provide a fixed amount of resources for a Kubernetes node regardless of the size of the host on which they are running. This may be useful for instance when running on hosts of different sizes.

- We want to run a multi-node cluster on a single host and we do not want each node to have access to a full VM capacity but instead we would like to provide each node with a part of host capacity.

Those use cases are currently only partially supported through a kube reservation override which requires calculating it based on an actual host size or through a manipulation of the sys filesystem as seen by kubelet which is quite a complicated solution and it is hard to maintain.
Repository: kubernetes
Issue: Support node allocatable and capacity managed by external controller
Labels: sig/node,kind/feature,lifecycle/stale,needs-triage

### What would you like to be added?

I would like to propose adding new kubelet options which would stop kubelet from detecting, calculating and updating information about CPU and memory capacity and allocatable resources. Instead those values would need to be set by a dedicated external controller which could use any logic to provide them. Kubelet in such a setup would be watching for node CPU and memory capacity and allocatable resources changes on an API node resource status and react accordingly when those change.

### Why is this needed?

Many open source and commercial virtualization solutions like [KVM](https://www.linux-kvm.org/page/CPUHotPlug) and VMWare support dynamic CPU and memory hotplugging without the need to restart a VM. With those solutions we would like to have a way to update node capacity and allocatable resources to match the current VM state without a need to restart kubelet.

Moreover in cases when some resources are removed we would like to update node resources values before the actual change in resources is effective to avoid race conditions and situations when for instance some recently scheduled pods would need to be killed just after node capacity has been reduced or situations where pods require some grace period before being killed but the resources available on the node has already been changed. Because of those relying on kubelet to retrospectively detect the node capacity changes by itself is not sufficient.

Other situations when kubelet may not be able to detect resources available on a node on its own is when there are some non containerized workloads running on the same host. In this situation kubelet cannot properly detect how much resources on a given host are actually available for running pods. This information could be obtained from some external source be a node agent or a controller responsible for running those non containerized workloads and communicated to kubelet by updating node allocatable resources status.

A different solution to a similar problem has been proposed in [KEP-3953: Dynamic node resize](https://github.com/kubernetes/enhancements/pull/3955). This proposal addresses some issues with the other proposal by providing more flexibility when it comes to logic used to detect node capacity and allocatable resources and timing when those should be changed.
Repository: godot
Issue: A class _init can be called before its _static_init
Labels: bug,topic:gdscript

### Godot version

v4.2.dev.custom_build [eca6f0eb5]

### System information

Windows 10, Forward+, NVIDIA GeForce GTX 1050 Ti (31.0.15.3623)

### Issue description

The `_init` function of an inner class can be called before its `_static_init` function in special circumstances; making static variables potentially unreliable to use in the `_init` function of a class.

If an instance of the class is created from a static variable after the class has been declared, its `_init` class will be called before any of the static variables in the class has been initialized, and before its `_static_init` function has been called.

i.e.
```gdscript
class MyClass:
	static var static_integer := 1
	
	static func _static_init():
		print("_static_init: ", static_integer)
		
	func _init():
		print("_init: ", static_integer)


static var instance = MyClass.new()
```
Prints:
```
_init: <null>
_static_init: 1
```

https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html#static-constructor
The following link talks about the static constructor;
"A static constructor is a static function _static_init that is called automatically when the class is loaded, after the static variables have been initialized:"

The mention of "static variables" in this sentence is ambiguous. Which static variables are being talked about - static variables in the class owning the _static_init function, or *all* static variables?

This text, if it should be taken literally, also seems to indicate that the class has actually not yet been loaded, when `static var instance = MyClass.new()` is being called.

This to me, seems like a bug.

### Steps to reproduce

Copy paste the example code above.

### Minimal reproduction project

*Edit*: Add MRP which will create a static instance of both an inner class and an outer class.
[MRP-init-before-static.zip](https://github.com/godotengine/godot/files/12706681/MRP-init-before-static.zip)
Output for me:
```
OuterClass._static_init: 1
InnerClass._init: <null>
OuterClass._init: 1
InnerClass._static_init: 1
```
Repository: godot
Issue: Child node following Parent node inconsistently
Labels: bug,topic:2d

### Godot version

4.1.1-stable

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 31.0.101.4502) - 12th Gen Intel(R) Core(TM) i7-1255U (12 Threads)

### Issue description

When instantiating and adding a RigidBody2D node as a child to a Sprite2D via code, the child's coordinates get locked to the parents movement only when the RigidBody2D object has a Light2D node (some other nodes also have this issue read below).

When the RigidBody2D node has Light2D attached:
https://github.com/godotengine/godot/assets/90912935/f901061e-2b74-41d4-a974-6554ca6d1ab9


When the RigidBody2D node doesn't have Light2D attached the object moves independently as expected.



### Steps to reproduce

have a Sprite2D that instantiates a scene containing a RigidBody2D object via
```
var projectile_scene: PackedScene = preload("res://RigidBody2D.tscn")
	
func _physics_process(delta):
	if Input.is_action_just_pressed("shoot"):
		var projectile = projectile_scene.instantiate()
		add_child(projectile)
		
func _process(delta):
	var direction = Input.get_vector("left","right","up","down")
	position += 10 * direction
```
If this RigidBody2D has a child node of Light2D, LightOccluder2D, GPUParticles2D or CPUParticles2D (there could be more nodes I haven't tested) it sometimes locks on the CharacterBody2D (parent node) as shown in the video above falling down slowly, and sometimes gets stuck in the middle of the parent node (doesnt happen when screen recording).

---

As a slightly separate issue (let me know if I should open a separate issue for this) If the _process() and _physics_process() functions get merged like so:
```
var projectile_scene: PackedScene = preload("res://RigidBody2D.tscn")
	
func _physics_process(delta):
	if Input.is_action_just_pressed("shoot"):
		var projectile = projectile_scene.instantiate()
		add_child(projectile)

	var direction = Input.get_vector("left","right","up","down")
	position += 10 * direction
```
This time the object falls down smoothly (unlike the previous one) but still is locked to the parent node:

https://github.com/godotengine/godot/assets/90912935/244122a5-de41-41f5-ad90-f67b4e9570cf



### Minimal reproduction project

[Misc.zip](https://github.com/godotengine/godot/files/12704129/Misc.zip)