sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: [PT2] Graph break in forward pre-hook skips compiling forward for `nn.Transformer`
Labels: low priority,triaged,oncall: pt2,module: dynamo

If there is a graph break in the forward pre-hook (`nn.Module.register_forward_pre_hook()`), then the `nn.Transformer.forward()` gets skipped from being compiled.
```
from typing import Any

import torch
import torch.distributed as dist
import torch.nn as nn
import torch._dynamo

def forward_pre_hook_with_graph_break(module: nn.Module, inp: Any):
    torch._dynamo.graph_break()
    return inp

def forward_pre_hook(module: nn.Module, inp: Any):
    return inp

def run_transformer_1d():
    torch.manual_seed(42)
    model = nn.Transformer().cuda()
    model.register_forward_pre_hook(forward_pre_hook_with_graph_break)
    # model.register_forward_pre_hook(forward_pre_hook)
    model = torch.compile(model)
    src = torch.randn((20, 512, 512), device="cuda")
    tgt = torch.randn((10, 512, 512), device="cuda")
    for _ in range(3):
        out = model(src, tgt).sum()
        out.backward()

if __name__ == "__main__":
    torch.cuda.set_device("cuda:0")
    run_transformer_1d()
```

`TORCH_LOGS="+dynamo"` with graph break in the hook (no compiled function!): P863664749
`TORCH_LOGS="+dynamo"` without graph break in the hook (compiled function!): P863667227

@ezyang said that this is "~expected" and to cc @ezyang @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng @yanboliang. FWIW, I am less concerned with compiling `nn.Transformer` specifically. This is related to FSDP, where I want to `torch._dynamo.disable` the module hooks but still compile the module forward. If there is not a good general solution, then we can revisit the FSDP issue specifically (i.e. we do not need to one-off fix this for `nn.Transformer` since it is only being used as the example model here).

Version: main

cc: @ezyang @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519
Repository: ollama
Issue: Multline editing prior lines not possible
Labels: bug

I would like to edit the text pasted after the multiline delimiter editable such that I can go back on previous lines to edit.
Repository: vscode
Issue: Attempting to open a large file crashes vscode
Labels: under-discussion,editor-textbuffer

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VSCode has always had issues with large files (i.e. binary or large text files). These are problematic when you're using vscode for data science and accidentally click on them in the editor. Recently though the editor has started crashing when a large file is selected, ie. I have a 700mb jsonlines file in my training data folder. With no extensions enabled the editor always locks for a long period of time then crashes if I accidentally select it.

- VS Code Version: 1.83.0
- OS Version: Ubuntu 22.04

Steps to Reproduce:

1. Click on a large file, i.e. train.jsonl (710MB) in `Folders`
2. VSCode locks up then crashes

![image](https://github.com/microsoft/vscode/assets/5028974/1d88068a-62c8-4190-b34a-e6f60e4cb3b4)

Ideally, there would be some form of warning when attempting to open a file that's too large for the editor (or better still the editor shouldn't try and load large files in there entirety), similar to the warning when trying to open an unsupported (i.e. binary) file.

Also the error message has a `reopen` option but that didn't work for me.
Repository: react-native
Issue: Performance logger does not automatically clean up timespan object properties, resulting in stoppage of XHR requests
Labels: Issue: Author Provided Repro,🌐Networking,Needs: Triage :mag:

### Description

As previously reported here - https://github.com/facebook/react-native/issues/30288

* [XMLHttpRequest calls `startTimepan`](https://github.com/facebook/react-native/blob/main/packages/react-native/Libraries/Network/XMLHttpRequest.js#L568-L569) using a key generated from the request URL.
* The GlobalPerformanceLogger created by `createPerformanceLogger` adds [new timespans using the key](https://github.com/facebook/react-native/blob/main/packages/react-native/Libraries/Utilities/createPerformanceLogger.js#L291-L294), but they are never removed
* [Hermes limits objects to 196,607 properties](https://github.com/facebook/hermes/issues/752)

Once the limit has been reached, no new XHR's can be made. Each will throw `Property storage exceeds 196607 properties`


### React Native Version

0.72.6

### Output of `npx react-native info`

```
info Fetching system and libraries information...
System:
  OS: macOS 13.5.2
  CPU: (10) arm64 Apple M1 Pro
  Memory: 205.81 MB / 32.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 16.16.0
    path: /usr/local/bin/node
  Yarn:
    version: 1.22.15
    path: /usr/local/bin/yarn
  npm:
    version: 8.11.0
    path: /usr/local/bin/npm
  Watchman:
    version: 2023.09.04.00
    path: /opt/homebrew/bin/watchman
Managers:
  CocoaPods:
    version: 1.11.3
    path: /Users/mvestal/.rvm/gems/ruby-3.0.0/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 22.4
      - iOS 16.4
      - macOS 13.3
      - tvOS 16.4
      - watchOS 9.4
  Android SDK: Not Found
IDEs:
  Android Studio: 2021.2 AI-212.5712.43.2112.8815526
  Xcode:
    version: 14.3.1/14E300c
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 11.0.16
    path: /usr/bin/javac
  Ruby:
    version: 3.0.0
    path: /Users/mvestal/.rvm/rubies/ruby-3.0.0/bin/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.72.6
    wanted: 0.72.6
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: false
iOS:
  hermesEnabled: true
  newArchEnabled: false
```

### Steps to reproduce

Make 196608 XMLHttpRequests with unique URLs.

### Snack, screenshot, or link to a repository

https://snack.expo.dev/R1hc74OsN

![Screenshot 2023-10-24 at 4 00 07 PM](https://github.com/facebook/react-native/assets/554505/e20c5b39-d90b-4c59-bf6a-f0fb2d0b85ba)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add "Clear Manually Saved Defaults" or "Reset to Factory Settings" button in "Defaults" section of settings. 
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Once you've applied changes in the defaults section, there's no way to remove those changes. Even deleting config.json and ui-config.json and re-starting doesn't seem to restore all the changed settings completely. Renders that worked before applying new defaults don't render in the same way, even after deleting ui-config, meaning there are some settings that are sticking even after a delete. 

Adding a button in that section that says "Clear Manually Saved Defaults" or "Reset to Factory Settings" would provide a quick and easy way to actually clear all settings to what they were on install (or where they were before you manually saved new defaults).

### Proposed workflow

From the main UI window:

1. Click "Settings" tab in top panel.
2. Click "Defaults" in left panel.
3. Click "Clear Manually Saved Defaults". 
4. Click "Apply" button.
5. Click "Reload UI"


### Additional information

After manually saving new defaults, I eventually decided I wanted to clear them, but couldn't find a way to do it inside the UI. I took advice found on github and reddit and deleted the ui-config.json and config.json files, then restarted the UI. 

But ever since that change, Loras don't seem to apply any more (or they apply inconsistently), weights don't seem effective any more. The sampler model I chose for the new default stayed the default choice, even though I deleted the ui-config.json and congif.json file. It feels like a few other changes persisted through the delete as well, and it feels like prompt and settings combos that were once achieving strong results are now giving terrible results. 

I hesitate to do a new install, but I've made sure the UI is current with regular gitpulls.
Repository: three.js
Issue: GLTFLoader Animate Wrong Mesh
Labels: Loaders,Needs Investigation

### Description

GLTFLoader will animate the wrong mesh when two meshes have the same name. This is possible when the mesh contains more than primitives and will get assigned unique name by the library.



### Reproduction steps

1. Create a GLTF file with atleast 2 meshes.
2. One mesh with two primitives, the other with only one primitives.
3. Add an animation to the second mesh.
4. Name the first mesh "object", and the other mesh "object_1".
5. The name will collide and GLTFLoader will animate the wrong mesh.

Sample GLTF: https://drive.google.com/uc?id=14vWv7eXHKmRbsg5Q2-QQOAAdUQ48HRhk


### Code

```js
import * as THREE from 'three';

import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';

let mixer;

const clock = new THREE.Clock();

const renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );

const pmremGenerator = new THREE.PMREMGenerator( renderer );

const scene = new THREE.Scene();
scene.background = new THREE.Color( 0xbfe3dd );
scene.environment = pmremGenerator.fromScene( new RoomEnvironment( renderer ), 0.04 ).texture;

const camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 100 );
camera.position.set( 5, 2, 8 );

const controls = new OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 0.5, 0 );
controls.update();
controls.enablePan = false;
controls.enableDamping = true;

const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath( 'jsm/libs/draco/gltf/' );

const loader = new GLTFLoader();
loader.setDRACOLoader( dracoLoader );
loader.load( 'models/gltf/tri.gltf', function ( gltf ) {

	const model = gltf.scene;
	model.position.set( 1, 1, 0 );
	scene.add( model );
	mixer = new THREE.AnimationMixer( model );
	mixer.clipAction( gltf.animations[ 0 ] ).play();
	animate();

}, undefined, function ( e ) {
	console.error( e );
} );


window.onresize = function () {
	camera.aspect = window.innerWidth / window.innerHeight;
	camera.updateProjectionMatrix();
	renderer.setSize( window.innerWidth, window.innerHeight );
};

function animate() {
	requestAnimationFrame( animate );
	const delta = clock.getDelta();
	mixer.update( delta );
	controls.update();
	stats.update();
	renderer.render( scene, camera );
}
```


### Live example

* [jsfiddle-latest-release](https://jsfiddle.net/g3atw6k5/)
* [jsfiddle-dev](https://jsfiddle.net/hjqw94c5/)


### Screenshots

Left: Three.js with GLTFLoader
Right: Windows 3D Viewer

https://github.com/mrdoob/three.js/assets/9153578/fa22db66-2ac2-4feb-bfbe-550677f791c5



### Version

r157

### Device

Desktop

### Browser

Chrome

### OS

Windows
Repository: material-ui
Issue: [lab][Timeline] Add directional `TimelineConnector`
Labels: new feature,waiting for 👍,package: lab,component: timeline

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Ideally, the current `TimeoutConnector` could be made to be directional using props.

This could be via a `direction` prop, for example: `"up" | "down"`.

It might also make sense to be able to set a direction on the `Timeline` parent; connectors could then default to whatever the `Timeline` prop specifies.

### Examples 🌈

<img width="870" alt="image" src="https://github.com/mui/material-ui/assets/32483798/e4b2b877-e173-4f76-b5c5-5880bf7d08ce">


```ts
import * as React from 'react';
import Timeline from '@mui/lab/Timeline';
import TimelineItem from '@mui/lab/TimelineItem';
import TimelineSeparator from '@mui/lab/TimelineSeparator';
import TimelineConnector from '@mui/lab/TimelineConnector';
import TimelineContent from '@mui/lab/TimelineContent';
import TimelineDot from '@mui/lab/TimelineDot';

export default function BasicTimeline() {
  return (
    <Timeline direction="down">. {/**.set `direction` on the whole timeline */}
      <TimelineItem>
        <TimelineSeparator>
          <TimelineDot />
          <TimelineConnector />
        </TimelineSeparator>
        <TimelineContent>Eat</TimelineContent>
      </TimelineItem>
      <TimelineItem>
        <TimelineSeparator>
          <TimelineDot />
          <TimelineConnector direction="up" />  {/**.set `direction` on a specific connector */}
        </TimelineSeparator>
        <TimelineContent>Code</TimelineContent>
      </TimelineItem>
      <TimelineItem>
        <TimelineSeparator>
          <TimelineDot />
        </TimelineSeparator>
        <TimelineContent>Sleep</TimelineContent>
      </TimelineItem>
    </Timeline>
  );
}
```

### Motivation 🔦

The current connector does not indicate the direction. Perhaps it can be achieved with some CSS trickery on the Mui classes, but that is unergonomic at best.

I can think of lots of cases where I'd like to use the `Timeline` and `TimelineConnector` to illustrate the history of some resource/process/etc, and having directional connectors makes it much easier to see the direction at a glance.

Without directional connectors, we tend to have to use dates–which require much more effort to grok quickly.
Repository: godot
Issue: Configuring InputEventJoypadButton in Inspector opens Event Configuration window too large
Labels: bug,topic:editor,usability

### Godot version

v4.2.beta3.official [e8d57afae]

### System information

Godot v4.2.beta3 - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3070 Ti (NVIDIA; 31.0.15.3758) - Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (12 Threads)

### Issue description

Since at least Godot 4.2 Beta 2 pressing the configure button when assigning a shortcut on a Button Node to an InputEventJoypadButton opens the Event Configuration window too large to fit on the screen which can not be closed except for hitting ALT+F4. After closing the window by pressing ALT+F4, pressing the configure button again opens the Event Configuration window at a proper size.


Minimum scene to reproduce
![Screenshot 2023-10-24 214421](https://github.com/godotengine/godot/assets/72231891/ef82f46e-a16d-43e4-b801-9dd968ba85bd)

Issue window
![Screenshot 2023-10-24 214458](https://github.com/godotengine/godot/assets/72231891/1211bc4e-8f82-4ee4-94a4-73bbe1661071)

Window after pressing configure a second time
![Screenshot 2023-10-24 214517](https://github.com/godotengine/godot/assets/72231891/f0898b70-1cd1-4ad9-bfe0-419592fc8bc2)


### Steps to reproduce

Add Button Node, create new shortcut, create new InputEventJoypadButton, press configure

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Mouse Without Borders Preventing Shutdown
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.74.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

1. Have Mouse Without Borders Running (I am running it in service mode)
2. Try shutting down your computer
3. Windows will say an app is preventing shutdown (this doesn't seem to happen every time, maybe 80-ish% of the time)
4. Hit cancel
5. Open Event Viewer > Windows Logs > Application
6. Look in the list for a recent information level event from source `Winsrv`
7. When clicking on the correct event the message will be something to the effect of `The following application attempted to veto the shutdown: PowerToys.MouseWithoutBorders.exe.`

### ✔️ Expected Behavior

I am not expecting Mouse Without Borders to prevent system shutdown.

### ❌ Actual Behavior

Mouse Without Borders attempts to prevent system shutdown 80-ish% of the time.

### Other Software

_No response_
Repository: godot
Issue: AudioStreamWAV locked to 8bit despite having a 16bit option
Labels: discussion,documentation,topic:audio

### Godot version

4.1

### System information

linux

### Issue description

Yes, the data() Method indeed alerts you that it wants a signed 8 bit array (-128 to 127), but there is a format property that has the enum:

● FORMAT_8_BITS = 0
8-bit audio codec.
● FORMAT_16_BITS = 1
16-bit audio codec.
● FORMAT_IMA_ADPCM = 2
Audio is compressed using IMA ADPCM.

So, it should have suport for 16 bit audio in the data.

But, the alert indeed shows to be true, and even if setting the audio to be 16 bits, a random generator from -64 to 64, produces the same dinamic range, in either 8 or 16 bits.

And the lenght of the 16 bit file is half the lenght of the 8 bit one.
Thats odd.

![image](https://github.com/godotengine/godot/assets/32851924/6088c88f-1341-4892-aefa-b9ab82de70f3)

So, the bitchange instead of changing the depth of volume, changes the lenght of execution.

High resolution audio is a need, and the lenght issue is a undefined behaviours, so that is pretty bugged.

Thats it.

### Steps to reproduce

Run the project and see the files
(ajust the path)

### Minimal reproduction project
```

extends Node
func _ready():
	var rec1 = AudioStreamWAV.new()
	var rec2 = AudioStreamWAV.new()
	var rec3 = AudioStreamWAV.new()
	var rec4 = AudioStreamWAV.new() 
	
	var arr1 = PackedByteArray([])
	var arr2 = PackedByteArray([])
	
	rec1.format = AudioStreamWAV.FORMAT_8_BITS
	rec2.format = AudioStreamWAV.FORMAT_16_BITS
	rec3.format = AudioStreamWAV.FORMAT_8_BITS
	rec4.format = AudioStreamWAV.FORMAT_16_BITS
	
	for each in 44100 *10:
		arr1.append(randi_range(pow(2,6)*-1,pow(2,6)))
	
	for each in 44100 *10:
		arr2.append(randi_range(pow(2,14)*-1,pow(2,14)))
		
	rec1.set_data(arr1)
	rec1.save_to_wav("/home/*USER*/Downloads/Godot4/rec1")
	
	rec2.set_data(arr1)
	rec2.save_to_wav("/home/*USER*/Downloads/Godot4/rec2")
	
	rec3.set_data(arr2)
	rec3.save_to_wav("/home/*USER*/Downloads/Godot4/rec3")
	
	rec4.set_data(arr2)
	rec4.save_to_wav("/home/*USER*/Downloads/Godot4/rec4")
```
Repository: godot
Issue: Scan thread aborted... every time I close Godot
Labels: bug,topic:editor,topic:plugin

### Godot version

4.1.Stable.Mono

### System information

Windows 10, NVidiaRTX 2070

### Issue description

After installing a plugin on my project, the system started to throw a warning each time I close Godot:

```
Plugin Enabled
Plugin Disabled
WARNING: Scan thread aborted...
     at: _notification (editor/editor_file_system.cpp:1224)
ERROR: Condition "!EditorSettings::get_singleton() || !EditorSettings::get_singleton()->has_setting(p_setting)" is true. Returning: Variant()
```
After that, I've tried disabling the plugin, removing files, deleting .godot folder and even deleting godot cache..and the only way I can get rid of this issue is by removing almost every file on my project...
I've also tried updating Godot to 4.2 beta2 and the problem was still there..
It happens on one project only... I've created new projects from scratch where I added the plugin that caused the issue and the problem didn't trigger...

I've uploaded a MRP which triggers the issue 70% of the time... on my normal project it triggers 100% of the time

### Steps to reproduce

1- Open the project.
2- Close it

The issue should trigger 7 out of 10 times.

### Minimal reproduction project

[Godot5.zip](https://github.com/godotengine/godot/files/13160973/Godot5.zip)
Repository: go
Issue: crypto/tls: don't require Config to set MinVersion = TLS13 when using QUIC
Labels: NeedsFix

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.21.0 darwin/arm64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What did you do?

Using QUIC currently requires passing in a `tls.Config` that defines TLS 1.3 as its minimum TLS version. This makes it difficult to run a TLS/TCP and QUIC service using the same `tls.Config`, since the TLS/TCP service potentially doesn't want to limit the available TLS versions to TLS 1.3.

The workaround applied by quic-go at the moment is cloning the config and setting TLS 1.3, but this has various downsides, as described by @dneil in https://github.com/golang/go/issues/63691.



### What did you expect to see?

crypto/tls knows when a `Config` is used for QUIC. Instead of requiring `MinVersion` to be set explicitly, it should treat any config as if this field was set to TLS 1.3.
Repository: next.js
Issue: When I set matcher: [""] to an empty array in middleware.ts. The development server crashed 
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/masakinihirota/middleware-app

### To Reproduce

Setting the matcher property of a middleware to an empty array cause the error message "Invalid middleware found" to be displayed and the development server to crash. 

```middleware-app\middleware.ts
import { NextRequest, NextResponse } from "next/server";

export function middleware(request: NextRequest) {
  if (request.nextUrl.pathname === "/about") {
    return NextResponse.redirect(new URL("/redirected", request.url));
  }
  if (request.nextUrl.pathname === "/another") {
    return NextResponse.rewrite(new URL("/rewrite", request.url));
  }
  return NextResponse.next();
}

export const config = {
  matcher: [""],
  //       ^^^^
};


``

# step by step
[example]
https://github.com/vercel/next.js/tree/canary/examples/middleware

```terminal
pnpm create next-app --example middleware middleware-app
cd middleware-app
pnpm run dev
```

`matcher: ['/about/:path*', '/another/:path*'],`
↓ changed
` matcher: [''],`

```terminal
`source` is missing for route {"source":""}


Error: Invalid middleware found
```




### Current vs. Expected behavior

Avoid crashing the development server

### 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 10 Pro
Binaries:
  Node: 18.17.1
  npm: N/A
  Yarn: N/A
  pnpm: 8.7.1
Relevant Packages:
  next: 13.5.6
  eslint-config-next: 12.2.0
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 4.7.4
Next.js Config:
  output: N/A
```


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

Not sure, Middleware / Edge (API routes, runtime)

### Additional context

_No response_