sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Rustdoc search: `Query parser error: "Unexpected *"` when searching for `-> Option<*const T>`
Labels: T-rustdoc,C-bug,A-rustdoc-search

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
pub fn to_opt<T>(p: *mut T) -> Option<*const T> {
        if p.is_null() {
            None
        } else {
            Some(p.cast_const())
        }
}
```

And did:

`cargo doc --open`

Then searched for `-> Option<*const T>`

I expected to see this happen: I see the function `to_opt` in the search results

Instead, this happened: I got the error `Query parser error: "Unexpected *"`

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.68.0 (2c8cc3432 2023-03-06)
binary: rustc
commit-hash: 2c8cc343237b8f7d5a3c3703e3a87f2eb2c54a74
commit-date: 2023-03-06
host: aarch64-apple-darwin
release: 1.68.0
LLVM version: 15.0.6
```

This happens in the JS index and I'm an absolute noob at JS so I have no idea how to fix this nor if the index is even in a format that allows for this search pattern at the moment
Repository: godot
Issue: Console spammed with errors when adding a fresh SkeletonModification2DTwoBoneIK
Labels: bug,topic:editor,topic:animation,topic:2d

### Godot version

4.0.2, 4.0.3-RC1, and master

### System information

PopOs 22.04, Nvidia

### Issue description

Adding a SkeletonModification2DTwoBoneIK spams the console with the following error, without leaving any time for the user to configure it : 

`scene/2d/skeleton_2d.cpp:642 - Index p_idx = -1 is out of bounds (bones.size() = 0).`

![2023-05-03_23-00](https://user-images.githubusercontent.com/3624853/236049355-2ff1d49e-d0e7-4e8a-98cf-a35792587c14.png)



### Steps to reproduce

1. Create a 2D scene
2. Add a Skeleton2D node
3. Add a new modification stack
4. Add a SkeletonModification2DTwoBoneIK
5. Appreciate the error bombing in the console

### Minimal reproduction project

No need. It's easily reproduced with a single built-in Skeleton2D node
Repository: flutter
Issue: Distribute macOS engine as an xcframework 
Labels: platform-ios,engine,platform-mac,P2,team-ios,triaged-ios

For Swift Package Manager to work with macOS, the macOS engine artifact needs to be an xcframework.

- [x] [engine] Create FlutterMacOS.xcframework and archive it: https://github.com/flutter/engine/pull/50300
- [x] [tool] Replace usage of FlutterMacOS.framework artifact with new FlutterMacOS.xcframework artifact
  * Ensure codesigning: https://github.com/flutter/flutter/pull/143244
- [x] [tool] Stop building the xcframework on `flutter build macos-framework` and instead use the one in the artifact cache: https://github.com/flutter/flutter/pull/143244
- [ ] [engine] Remove FlutterMacOS.framework archive
  - [x] Before the old FlutterMacOS.framework can be removed, we'll need to let the Flutter release team know so they can update their roll scripts, and coordinate with the Fl@G team to make sure build rules are updated, if needed.

Example of when it was done for iOS: https://github.com/flutter/flutter/issues/60109
Repository: pytorch
Issue: [doc] torch.scalar_tensor doc is missing
Labels: module: docs,triaged

### 📚 The doc issue

```python
>>> import torch
>>> k = 4
>>> torch.scalar_tensor(k)
tensor(4.)
>>> torch.scalar_tensor.__doc__
>>> 
```

Main branch: `2.1.0a0+git2ac6ee7`

cc @svekars @carljparker
Repository: godot
Issue: Print an error when attempting to assign an exported node to a Resource
Labels: enhancement,topic:core,topic:editor

### Godot version

master

### System information

Windows 10

### Issue description

When creating a custom `Resource` on the inspector that exports a `Node`, that node will be `null` on runtime:

![image](https://user-images.githubusercontent.com/13313321/236056246-49e672a5-f45a-496e-89d5-ac4164564868.png)

In this case, printing `resource.node` on ready returns null

### Steps to reproduce

Either setup the description above or run the minimal repro project below

### Minimal reproduction project

[resource-node-path-bug.zip](https://github.com/godotengine/godot/files/11391432/resource-node-path-bug.zip)
Repository: storybook
Issue: [Feature Request]: Collapse other component when another component is clicked on the sidebar
Labels: feature request,ui

### Is your feature request related to a problem? Please describe

Is there any way to collapse other components on the sidebar when another is clicked on ?

### Describe the solution you'd like

When one component is clicked on the sidebar all other expanded components on the sidebar close 

### Describe alternatives you've considered

_No response_

### Are you able to assist to bring the feature to reality?

yes, I can

### Additional context

_No response_
Repository: rust
Issue: Out of date information about Rvalue::Aggregate
Labels: A-docs,A-contributor-roadblock

### Location

rustc_middle::mir::Rvalue::Aggregate

### Summary

Following #107267, the statement "Disallowed after deaggregation ..." is not valid anymore.
Repository: flutter
Issue: Audit concurrent work pools in the engine.
Labels: engine,P2,team-engine,triaged-engine

By default, concurrent worker pools may create threads equal to the number of logical cores on the device. For this reason, it is only ever a good idea of one of these pools be present in the engine. Since the DartVM is shared between all shells and the shutdown is the VM carefully managed to the thread safe, TheOne™ instance of the pool is stored with [the DartVM instance](https://github.com/flutter/engine/blob/a0906bdfc845ee4321e624d24e07a579a7b66432/runtime/dart_vm.h#L161) managed by the engine.

But the API doesn't restrict the creation of many such pools. Indeed, the Vulkan backend in Impeller was creating its own pool per context instead of sharing the one pool already created when the VM instance was launched.

This create many more threads than necessary. We must ensure that only one such pool is created and used in the process.
Repository: flutter
Issue: Transform precision loss at high scaling factors due to use of 32-bit floats
Labels: engine,c: rendering,has reproducible steps,P2,found in release: 3.7,found in release: 3.11,team-engine,triaged-engine

### Steps to reproduce

1. Apply a canvas transform at a higher zoom level (2 ^ 19).
2. Draw a path
3. Translate canvas transform minimally

cc @dnfield - this is the reproducible I mentioned in: [121299](https://github.com/flutter/flutter/issues/121299#issuecomment-1442582234)

### Expected results

Canvas transform keeps precision and matches result of applying matrix directly to path points.

### Actual results

Canvas transform loses precision and path appears to stair-step.

### Code sample

<details><summary>Code sample</summary>

[DartPad](https://dartpad.dev/?id=56146e9846267b67fbf33b86f3e15b14)

Difference can be seen by flipping the preTranslate bool at the top.

</details>


### Screenshots or Video

_No response_

### Logs

_No response_

### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel master, 3.4.0-40.0.pre.7, on Microsoft Windows [Version 10.0.19045.2846], locale en-US)
[√] Windows Version (Installed version of Windows is version 10 or higher)
[√] Android toolchain - develop for Android devices (Android SDK version 33.0.0)
[√] Chrome - develop for the web
[√] Visual Studio - develop for Windows (Visual Studio Community 2022 17.2.3)
[√] Android Studio (version 2021.3)
[√] VS Code, 64-bit edition (version 1.71.2)
[√] Connected device (3 available)
[√] HTTP Host Availability

• No issues found!
```

</details>
Repository: yt-dlp
Issue: mark truncated filenames with ellipsis "…" in `-o` template if length exceeds x bytes
Labels: enhancement,triage

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I'm running yt-dlp version **2023.03.04** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

(Asking here so as not to lead #1136 further off-topic.)

In https://github.com/yt-dlp/yt-dlp/issues/1136#issuecomment-1503888641 a solution was proposed to mark truncated filenames in `-o` template:

> Add a `%(title.201&…|)s` - read as "if `title.201` (201'th char) exists, then (`&`) add `…`, else (`|`) add nothing"

This works for character count but apparently not for the subsequently discussed byte count (which may be more useful when dealing with unicode chars):

```shell
yt-dlp ZYlALC1Pmv4 --skip-download --no-config --print "%(title).50s%(title.51&…|)s"
Hubble Space Telescope, Planet 9, Curiosity Mars R…    # truncates at 50 chars and detects 51st char

yt-dlp ZYlALC1Pmv4 --skip-download --no-config --print "%(title).50B%(title.51B&…|)s"
Hubble Space Telescope, Planet 9, Curiosity Mars R     # truncates at 50 bytes but doesn't detect 51st byte
```

I guess this is either the wrong syntax or not yet possible to do.
In the latter case, would it be worth considering this new syntax as an enhancement ?

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: storybook
Issue: [Feature Request]: addon-actions allow inspector items to be expanded by default
Labels: feature request,good first issue,help wanted,addon: actions

### Is your feature request related to a problem? Please describe

The actions addon is a fantastic way to visualise the events a component produces however there are a lot of events displayed in the panel it can be quite frustrating having to individually expand them to see what the payload looks like. It interrupts the flow of exploring a component story and is quite repetitive

I am currently experiencing this as I'm working with some stories that produce events as part of the core functionality, where the payloads are max 2 levels deep which means for each event I need to make 2 clicks to expand the event fully and actually see what happened, this would be much better as 0 clicks and I can just glance at the panel when I need to see details of recent events

### Describe the solution you'd like

The actions panel uses the [react-inspector](https://www.npmjs.com/package/react-inspector) component to display the event objects, ie here https://github.com/storybookjs/storybook/blob/next/code/addons/actions/src/components/ActionLogger/index.tsx#L31, and this exposes a prop called expandLevel which is "an integer specifying to which level the tree should be initially expanded".

Storybook could allow the configuration of this prop (and possibly others e.g. expandPaths) as a story parameter or as an option on the `action` function for more granular control about which events in particular get auto expanded based on the particular story or usage

### Describe alternatives you've considered

The only alternative I can think of is manually expanding the events which is not practical for a significant amount of events, there is also no clean way of providing extra props to the react-inspector component

### Are you able to assist to bring the feature to reality?

yes, I can

### Additional context

_No response_
Repository: flutter
Issue: Proposal to add an IconImage widget
Labels: c: new feature,framework,a: images,c: proposal,P3,team-framework,triaged-framework

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

Just like one can create ImageProviders from assets, network, and memory. There should be a way to create an image from IconData. It will save a lot of time and will be very convenient as the builtin icons can be directly used instead of downloading it as a png/jpg and adding it to the assets.

We already have a [ImageIcon](https://api.flutter.dev/flutter/widgets/ImageIcon-class.html) widget. Why not have something the other way around?

**Example Use Case**:

[SwitchListTile](https://api.flutter.dev/flutter/material/material/SwitchListTile/SwitchListTile.html) requires activeThumbImage and inactiveThumbImage which need to be ImageProviders. I want to use pre-built icons that are already shipped with flutter, but unable to do so directly as there is no way to convert an icon into an image.

### Proposal

An IconImage widget that provides Icons.heart (example) as an Image.
Repository: transformers
Issue: Detr Models cannot be loaded with `device_map="auto"`
Labels: Good Difficult Issue

### System Info

- `transformers` version: 4.28.1
- Platform: macOS-13.1-x86_64-i386-64bit
- Python version: 3.9.2
- Huggingface_hub version: 0.12.1
- Safetensors version: not installed
- PyTorch version (GPU?): 1.13.1 (False)
- Tensorflow version (GPU?): not installed (NA)
- Flax version (CPU?/GPU?/TPU?): not installed (NA)
- Jax version: not installed
- JaxLib version: not installed
- Using GPU in script?: no
- Using distributed or parallel set-up in script?: no

### Who can help?

_No response_

### Information

- [ ] The official example scripts
- [ ] My own modified scripts

### Tasks

- [ ] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [ ] My own task or dataset (give details below)

### Reproduction

```python
from transformers import pipeline

p = pipeline(
    "object-detection", 
    model="facebook/detr-resnet-50", 
    image_processor="facebook/detr-resnet-50", 
    device_map="auto"
)
```

### Expected behavior

This does not work because the `transformers.models.detr.modeling_detr.DetrConvEncoder` model init involves copy weights from `nn.BatchNorm2d` to `DetrFrozenBatchNorm2d` which is not allowed when on a meta device.

```
 File "/Users/chiragjn/venv39/lib/python3.9/site-packages/transformers/pipelines/__init__.py", line 779, in pipeline
    framework, model = infer_framework_load_model(
  File "/Users/chiragjn/venv39/lib/python3.9/site-packages/transformers/pipelines/base.py", line 262, in infer_framework_load_model
    model = model_class.from_pretrained(model, **kwargs)
  File "/Users/chiragjn/venv39/lib/python3.9/site-packages/transformers/models/auto/auto_factory.py", line 471, in from_pretrained
    return model_class.from_pretrained(
  File "/Users/chiragjn/venv39/lib/python3.9/site-packages/transformers/modeling_utils.py", line 2629, in from_pretrained
    model = cls(config, *model_args, **model_kwargs)
  File "/Users/chiragjn/venv39/lib/python3.9/site-packages/transformers/models/detr/modeling_detr.py", line 1373, in __init__
    self.model = DetrModel(config)
  File "/Users/chiragjn/venv39/lib/python3.9/site-packages/transformers/models/detr/modeling_detr.py", line 1205, in __init__
    backbone = DetrConvEncoder(config)
  File "/Users/chiragjn/venv39/lib/python3.9/site-packages/transformers/models/detr/modeling_detr.py", line 354, in __init__
    replace_batch_norm(backbone)
  File "/Users/chiragjn/venv39/lib/python3.9/site-packages/transformers/models/detr/modeling_detr.py", line 314, in replace_batch_norm
    frozen.weight.data.copy_(bn.weight)
NotImplementedError: Cannot copy out of meta tensor; no data!
```

The model loads fine with a specific device with `device` argument.
Repository: PowerToys
Issue: PowerToys Run
Labels: Needs-Triage

### Description of the new feature / enhancement

Optional to search for folders only (excluding the files in it)

### Scenario when this would be used?

I want to direct to my project folder and open the folder only, not the files in it. 
example:

I search for "Kozara"
Shows "E:\BALKAN\Kozara\09_3D PRINT\Kozara_Top_Holder_v2.obj • - Sublime Text"
I wanted "E:\BALKAN\Kozara\"

### Supporting information

_No response_
Repository: rust
Issue: unsized_fn_params allows some unsized locals
Labels: A-MIR,requires-nightly,F-unsized_fn_params

Found in https://github.com/rust-lang/miri/issues/2872: this code
```rust
#![feature(core_intrinsics, unsized_fn_params)]
use std::intrinsics;

pub fn forget_unsized(t: [i32]) {
    intrinsics::forget(t)
}
```
with `-Zmir-opt-level=0` generates this LLVM IR
```
define void @_ZN4test14forget_unsized17h6fbb3409c8556ed4E(ptr %0, i64 %1) unnamed_addr #0 {
start:
  %_2 = alloca { ptr, i64 }, align 8
  %t = alloca { ptr, i64 }, align 8
  %2 = getelementptr inbounds { ptr, i64 }, ptr %t, i32 0, i32 0
  store ptr %0, ptr %2, align 8
  %3 = getelementptr inbounds { ptr, i64 }, ptr %t, i32 0, i32 1
  store i64 %1, ptr %3, align 8
  %4 = getelementptr inbounds { ptr, i64 }, ptr %t, i32 0, i32 0
  %5 = load ptr, ptr %4, align 8, !noundef !2
  %6 = getelementptr inbounds { ptr, i64 }, ptr %t, i32 0, i32 1
  %7 = load i64, ptr %6, align 8, !noundef !2
  %8 = mul nsw i64 %7, 4
  %9 = alloca i8, i64 %8, align 16
  call void @llvm.memcpy.p0.p0.i64(ptr align 16 %9, ptr align 1 %5, i64 %8, i1 false)
  %10 = getelementptr inbounds { ptr, i64 }, ptr %_2, i32 0, i32 0
  store ptr %9, ptr %10, align 8
  %11 = getelementptr inbounds { ptr, i64 }, ptr %_2, i32 0, i32 1
  store i64 %7, ptr %11, align 8
  ret void
}
```
Notice the `alloca`. This is bad! Our alloca code path is unsound (it does not properly account for alignment); the point of the `unsized_fn_params` feature gate (separate from `unsized_locals`) was to avoid hitting that code path.

I repeat my stance that we should remove the unsound alloca code path (effectively de-imlementing unsized locals) to ensure this can never happen.

We don't have a MIR building ping group AFAIK, so Cc @rust-lang/wg-mir-opt I guess.

Here's a Miri testcase:
```rust
#![feature(forget_unsized, unsized_fn_params)]

fn main() {
    let b: Box<[u32]> = Box::new([1, 2, 3]);
    std::mem::forget_unsized(*b);
}
```
Repository: pytorch
Issue: GPU VRAM usage significantly higher for Lenet5 models when compared to other frameworks
Labels: triaged,better-on-discuss-forum

### 🐛 Describe the bug

Hello everybody.

I’ve been experimenting with different models and different frameworks, and I’ve noticed that, when using GPU, training Lenet-5 on the MNIST dataset on PyTorch leads to higher GPU VRAM usage when compared to the Keras and TensorFlow v1.X implementations. 

I'm on a Ubuntu 18.04.4 system equipped with an NVIDIA Quadro RTX 4000 GPU with 8GB of VRAM and an Intel(R) Core(TM) i9-9900K CPU running at 3.60GHz.

Here are boxplots that showcase the performance of numerous Lenet5:


![Screenshot 2023-05-04 015324 - Copy (2)](https://user-images.githubusercontent.com/132307143/236125280-c7e019fb-2dec-4a1a-b1e3-9ae3c395b2e4.png)


Any ideas on what may be causing this?


### Versions

The version of relevant libraries are:

numpy==1.19.5
torch==1.10.0
torchaudio==0.10.0
torchvision==0.11.1
mkl==2022.2.1
mkl-fft==1.3.0
mkl-random==1.2.1
mkl-service==2.4.0
Repository: rust
Issue: `dyn Future` suppresses unconditional recursion 
Labels: A-lints,C-bug

There was a `unconditional_recursion` in code, and there was no warning related to it. (in case of `dyn Future`)

I tried this code:
## Code

```rust
use std::{future::Future, pin::Pin}

fn do_something() -> Pin<Box<dyn Future<Output = ()>>> {
  Box::pin(async { do_something().await })
}

```

The code mentioned above does not trigger any warning or errors. The behaviour was first caught when working with `async_trait`, where it also does a similar transformation. 

This is unique to `dyn Future` because, I tried reproducing this with other possible `Future` recursions but, they were instantly caught.

## Examples

With Async Function
```rust
async fn do_something() {
  do_something().await
}

/*

error[E0733]: recursion in an `async fn` requires boxing
 --> src/main.rs:8:25
  |
8 | async fn do_something() {
  |                         ^ recursive `async fn`
  |
  = note: a recursive `async fn` must be rewritten to return a boxed `dyn Future`
  = note: consider using the `async_recursion` crate: https://crates.io/crates/async_recursion

*/
```

With `impl Future`
```rust

fn do_something() -> Pin<Box<impl Future<Output = ()>>> {
  Box::pin( async { do_something().await } )
}

/*

error[E0720]: cannot resolve opaque type
  --> src/main.rs:12:31
   |
12 | fn do_something() -> Pin<Box<impl Future<Output = ()>>> {
   |                              ^^^^^^^^^^^^^^^^^^^^^^^^^ recursive opaque type
13 |     Box::pin(async { do_something().await })
   |     -----------------------------------------
   |     |                |
   |     |                async closure captures itself here
   |     returning here with type `Pin<Box<[async block@src/main.rs:13:14: 13:45]>>`

*/

```
Repository: vscode
Issue: Standalone color picker should select color 255,0,0 instead of 0,0,0 by default
Labels: under-discussion,editor-color-picker

When you want to quickly insert the color by:

1. Opening color picker
2. Clicking the Hue slider

Currently it always inserts `rgb(0, 0, 0)` because default is set in the bottom left corner. It would be better if it was in the top right corner.

<img width="400" src="https://user-images.githubusercontent.com/9638156/236131297-edb20b06-3918-4ac7-898b-cf860567ec76.png">
Repository: godot
Issue: Running the current scene (instead of the default scene) is impossible in the Android editor
Labels: bug,platform:android,topic:editor

### Godot version

4.0.2

### System information

Xiaomi Pad 5, Adreno 640, Compatibility mode

### Issue description

Good evening,

As the issue's title says, It doesn't seem possible to run a current scene in Godot's android editor. When trying to do so, it'll run the main scene that I've set for the project
Here's a video for a more visual representation:

https://user-images.githubusercontent.com/34092413/236132988-b8ddccf6-d5cc-4dd0-9126-83325483a565.mp4



### Steps to reproduce

1-Make project
2-Set a main scene for the project
3-Ruin main scene, should start it right away
4-Make another scene and try to run it with the 'Run Current Scene' button


### Minimal reproduction project

N/A