sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: put profiling results from different ranks into one webpage
Labels: OSS contribution wanted,oncall: profiler

### 🚀 The feature, motivation and pitch

there's always device imbalance when we run the workload on more than one devices with TP and DP.  We can get to know what happened in each GPU with torch.profiler and prof.export_chrome_trace in chrome://tracing. But we are unable to put all the ranks profiling results together in a single webpage, the one webpage can give us a big picture of the device imbalance.

the feature might contain two things.
1) to align timeline among all the ranks, and so there's only one timeline for all the ranks.
2) a script to combine all the profiling result files into one file and so we can display it in one webpage.

thanks.

### Alternatives

_No response_

### Additional context

_No response_

cc @robieta @chaekit @aaronenyeshi @guotuofeng @guyang3532 @dzhulgakov @davidberard98 @briancoutinho @sraikund16 @sanrise
Repository: godot
Issue: [TRACKER] External file changes issues
Labels: topic:editor,usability,tracker

```[tasklist]
### Git-related issues
```

```[tasklist]
### External editor issues
- [ ] https://github.com/godotengine/godot/issues/91035
- [ ] https://github.com/godotengine/godot/issues/88399
```

```[tasklist]
### UID-related issues
- [ ] https://github.com/godotengine/godot/issues/87418
```

```[tasklist]
### Rename issues
- [ ] https://github.com/godotengine/godot/issues/85274
```
Repository: godot
Issue: Unicode Character “¨” (U+00A8) breaks the Script Editor (edition/save no longer possible)
Labels: bug,topic:gdscript,topic:editor

### Tested versions

4.3 beta 1

### System information

Ubuntu 24.04 under Gnome

### Issue description

In the GDScript editor, when using a US international with dead keys keyboard layout, if you press the " (double quote) key, the script editor will interpret it, and display it as Unicode Character “¨” (U+00A8) and does not like it at all: it is impossible to do any further edit in the file. You can still move the cursor around in the file, but edition becomes impossible. Also you can no longer save the file.

Godot will complain  with parsing errors:

```
Godot Engine v4.3.beta1.official (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors.
--- Debug adapter server started on port 6006 ---
--- GDScript language server started on port 6005 ---
New Scene Root
Attach Script
  res://node_3d.gd:6 - Parse Error: Invalid character "¨" (U+00A8).
  modules/gdscript/gdscript.cpp:2943 - Failed to load script "res://node_3d.gd" with error "Parse error". (User)
  res://node_3d.gd:6 - Parse Error: Invalid character "¨" (U+00A8).
  res://node_3d.gd:6 - Parse Error: Invalid character "¨" (U+00A8).
  res://node_3d.gd:6 - Parse Error: Invalid character "¨" (U+00A8).
```

Even closing/reopening the file does not help: edition is still impossible in this file. My workaround is to close the project, edit the file with any text editor, then reopen the project.

Should be possible to reproduce with other keyboard layout, or just copy-paste the character I guess ?

Just for the context, using the mentioned keyboard layout, in most editors (such as this Github issue editor), you need to press " key and then space to actually produce the double quote properly. If you don´t press space then it is indeed shown as the Diaeresis char.


### Steps to reproduce

- Create a blank project, 2D or 3D
- Attach one gdscript to root node
- Try to produce this character: https://www.compart.com/en/unicode/U+00A8 (double quote key on US international layout)
- You can no longer edit or save the script

### Minimal reproduction project (MRP)

No MRP because when you type the character, you can no longer save the file !
Repository: ui
Issue: [bug]: TableCell onClick is triggered when a child CommandItem is clicked
Labels: bug

### Describe the bug

I have a DataTable with an `onClick` on every table cell. The intention is to have whole table rows clickable.

It worked fine until I added a `Popover` with a `Command` into one of the cells. Now every option I select (in `CommadItem`) triggers the `onClick` of the parent `TableCell`. It doesn't matter if the `CommandItem`'s clicked option is on the cell or far from it, it still triggers the `onClick` of the **parent** `TableCell`.

TableItem:
```typescript
 <TableCell
          style={{
            width:
              cell.column.getSize() === Number.MAX_SAFE_INTEGER
                ? 'auto'
                : cell.column.getSize(),
          }}
          key={cell.id}
          className={cn(
            '',
            variant === 'compact' && 'py-3',
            onRowClick && 'cursor-pointer',
          )}
          onClick={() => onRowClick && onRowClick(row.original)}
        >
          {flexRender(
            cell.column.columnDef.cell,
            cell.getContext(),
          )}
 </TableCell>
 ```

Popover:
```typescript
<PopoverContent className="w-[140px] p-0" align="start">
      <Command>
        <CommandList>
          <CommandEmpty>Error, contact support.</CommandEmpty>
          <CommandGroup>
            {options.map(option => {
              return (
                <CommandItem
                  key={option.value}
                  onClick={e => e.stopPropagation()}
                  onSelect={() => handleStatusUpdate(option)}
                >
                  <div className="flex items-center gap-x-2">
                    {option.icon}
                    {option.label}
                  </div>
                </CommandItem>
              );
            })}
          </CommandGroup>
        </CommandList>
      </Command>
</PopoverContent>
 ```

### Affected component/components

TableCell, Popover, CommandItem

### How to reproduce

1. Initiate a `DataTable`
2. Add an `onClick` to the `TableCell`
3. Add a `Popover` with a `Command` inside with a couple of options
4. Click on one of the options
5. Parent `TableCell`'s `onClick` will be triggered

### 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: Calling `notFound()` from a dynamic catch-all segment displays unnecessary console warning about missing slots
Labels: bug

### Link to the code that reproduces this issue

https://github.com/sefakeles/nextjs-issue-reproduction

### To Reproduce

1. Start the application in development (next dev).
2. Navigate to an unknown path (e.g. /unknown).
3. Open the console to see the following warning.

<img width="1726" alt="Screenshot 2024-06-08 at 19 59 40" src="https://github.com/vercel/next.js/assets/374292/3fe5699a-51bf-417f-b886-b402e50b455b">


### Current vs. Expected behavior

Calling `notFound()` from a dynamic catch-all segment displays unnecessary console warning about missing slots. Normally this console warning should be displayed only for parallel routes.

As described in [this comment](../blob/a9d842a24e6a96f50aae2e764ec04234e1ac609b/packages/next/src/client/components/not-found-boundary.tsx#L41) a missing `children` slot is the typical not-found case, so no need to warn the developer.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.5.0: Wed May  1 20:12:58 PDT 2024; root:xnu-10063.121.3~5/RELEASE_ARM64_T6000
  Available memory (MB): 16384
  Available CPU cores: 10
Binaries:
  Node: 20.14.0
  npm: 10.7.0
  Yarn: 4.2.2
  pnpm: N/A
Relevant Packages:
  next: 14.2.3 // Latest available version is detected (14.2.3).
  eslint-config-next: 14.2.3
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.4.5
Next.js Config:
  output: N/A
```


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

Developer Experience

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

next dev (local)

### Additional context

The warning message was introduced with #60186.
Repository: ollama
Issue: Ollama API documentation should contain the default values for API options.
Labels: documentation,feature request,api

As a developer, I want to know the default values Ollama uses for API request `options` so that I can create reproducible API calls between different kinds of clients.

Some AI libraries provide default values for options that are different from those used by the Ollama API. I want to override the library's default value with the Ollama default value.
I understand I will also need to check the `modelfile`, but if the `modelfile` does not specify a value, it will use what Ollama uses.

The https://github.com/ollama/ollama/blob/main/docs/modelfile.md#valid-parameters-and-values lists the options but with an example, which I don't assume may not represent the default value.
Repository: next.js
Issue: <Link> to an AppRoute Page with a <form action={}> renders a form tag with a js error in place of the function name on the action prop. 
Labels: bug,Navigation,Partial Prerendering (PPR)

### Link to the code that reproduces this issue

https://github.com/devnet-uk/nextjs_Link_Form_bug.git

### To Reproduce

1. Start the application: pnpm run dev
2. Navigate to the application url via any browser: http://localhost:3000 
3. Click on the Link component to navigate to the "contact" AppRoute. Once the page has rendered load the browser DevTools to inspect the produced HTML. 
4. The form tag action attribute will contain a React rendered Javascript template error message. 

![image](https://github.com/vercel/next.js/assets/6757436/bf0e2a9b-e037-4f1c-ac0e-f3cbd3e491b6)

This doesn't inhibit invocation of the action but does remove all the hidden inputs ($ACTION_ properties). which is causing issue such as MissingCSRF: CSRF token was missing during an action.

However, if I refresh the page or create manually an <a> anchor to the page, the form renders properly.


### Current vs. Expected behavior

Following the steps from the previous section, I expect a properly formed <form tag> as per this image: 
![image](https://github.com/vercel/next.js/assets/6757436/0244c6b0-5fa7-4d4c-b3bd-136bec08b2e3)

but I observed the following rendered form tag:
![image](https://github.com/vercel/next.js/assets/6757436/be1f3311-c524-4368-abe7-5ed74e214c4a)


### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.5.0: Wed May  1 20:12:58 PDT 2024; root:xnu-10063.121.3~5/RELEASE_ARM64_T6000
  Available memory (MB): 65536
  Available CPU cores: 10
Binaries:
  Node: 21.7.3
  npm: 10.5.0
  Yarn: 1.22.22
  pnpm: 9.2.0
Relevant Packages:
  next: 14.2.3 // Latest available version is detected (14.2.3).
  eslint-config-next: 14.2.3
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.4.5
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Developer Experience, Navigation, Partial Prerendering (PPR)

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

_No response_
Repository: flutter
Issue: [image_picker] maxWidth and maxHeight setting do not work with images taken from a device camera in Portrait orientation
Labels: platform-android,p: image_picker,package,has reproducible steps,P2,team-android,triaged-android,found in release: 3.22,found in release: 3.23

### Steps to reproduce
This is affecting version **image_picker 1.1.2** as of this writing

maxWidth/maxHeight setting previously were not working: https://github.com/flutter/flutter/issues/88901
A subsequent PR attempted to fix this: https://github.com/flutter/packages/pull/5527

This fix appears to work with regular photos stored in the device gallery, but not for photos taken from the camera and stored in the device gallery.

A part of me wonders if this has to do with exif metadata and images being landscape vs portrait.  I know this was a problem for some time with uploading images to PHP servers which was later fixed in PHP7.x

**Scenario 1:**
- Take a photo in portrait orientation (normal upright holding of the phone) with large MP size.  For example if I snap a photo from a Samsung S21 it saves the image at 3000x4000 pixels
- `final List<XFile>? images = await _picker.pickMultiImage(maxWidth: 4032, maxHeight:3024, requestFullMetadata: false);`

   **_DOES NOT WORK.  This will return an image sized: 3000x4000_**


**Scenario 2:**
- Save a photo that's 3000x4000 pixels to your gallery: `https://picsum.photos/3000/4000`
- `final List<XFile>? images = await _picker.pickMultiImage(maxWidth: 4032, maxHeight:3024, requestFullMetadata: false);`

   **_WORKS.  This will return an image sized: 2268x3024_**



### Expected results

maxWidth and maxHeight should both have an effect on final output

### Actual results

It appears only one of the factors (in my example only maxWidth) has an effect on the final output

### Code sample

Code example as above

### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
Flutter 3.23.0-13.0.pre.148 • channel master • https://github.com/flutter/flutter.git
Framework • revision 73152214b8 (2 days ago) • 2024-06-07 00:32:32 -0400
Engine • revision 47b15dfba1
Tools • Dart 3.5.0 (build 3.5.0-234.0.dev) • DevTools 2.36.0

```

</details>
Repository: godot
Issue: The more scenes and resources that are open in the editor, the longer it takes for the project to run
Labels: bug,topic:editor,performance

### Tested versions

4.3.dev [96a386f3c424af96d950ee5098b4b0e4907c9508]
Bisected to 8a74d8438f5

### System information

Windows 11 - AMD Ryzen 9 7950X 16-Core Processor (32 Threads)

### Issue description

I have a medium-sized project and it is very slow to start running from the editor even a simple isolated scene. This is due to `EditorNode::try_autosave()` which forces editor plugins to save opened resources. Every open scene and resources such as gdshaders in the Shader Editor will be saved (two times) without changes.
https://github.com/godotengine/godot/blob/5833f597865c773fae3ee09fc4e31d4a243f812d/editor/editor_node.cpp#L1936-L1937

Saving unchanged resources is one of the issues but this triggers another one. It emits several deferred `filesystem_changed` signals which execute slow tasks at the end of the run process. For example, profiling shows that 70% of the time is spent here:

https://github.com/godotengine/godot/blob/5833f597865c773fae3ee09fc4e31d4a243f812d/editor/plugins/script_editor_plugin.cpp#L2934-L2936

This callback executes dozens of times when the project starts which causes a huge delay in attaching the debugger and the editor frozen on "Saving Scene 100%" progress bar.

### Steps to reproduce

Run (F5) with lots of open scenes and resources.

### Minimal reproduction project (MRP)

n/a
Repository: PowerToys
Issue: File Time/Date Stamp update
Labels: Needs-Triage

### Description of the new feature / enhancement

Allow users to much more simply change the time/date stamp on files

### Scenario when this would be used?

I occasionally receive files in email, and by the time I move them into my file system, the time/date of their arrival has long gone past. So I can re-locate the email that contained them, I like to change the time/date stamp on the file to match the email.

### Supporting information

This feature is supported by a variety of other tools, but to have it included in a tool set I already use would save time.
Also, knowing how detailed Power Toys is being maintained, I can see it taking much fewer keypresses to use.
Repository: angular
Issue: Disabling UIkit tootltips using preventDefault throws undefined error in browser on every mouseover element with tooltip
Labels: area: zones

### Which @angular/* package(s) are the source of the bug?

zone.js, Don't known / other

### Is this a regression?

Yes

### Description

Encountering an "undefined" error in browser console under the following conditions:

Angular 18.0.3, UIkit 3.21.5

- Create a button with a UIkit tool tip

- In ngOnInit, disable the tool tip programmatically using preventDefault in event handler for beforeshow for UIkit uk-tooltip elements

When rendered in the browser, each time a user hovers over the button, an "undefined" error is generated in the borwser console.

**Could not reproduce using UIkit in CodePen:**

https://codepen.io/jsiwek/pen/vYwJeOK

**Created a Stackblitz/Angular demo of the issue:**

https://stackblitz.com/edit/stackblitz-starters-cyagxs

The behavior in the Stackblitz demo appears identical to what I'm seeing in my development environment.


### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/stackblitz-starters-cyagxs

### Please provide the exception or error you saw

```true
zone__js.js?v=59c4960d:1792 undefined

api.onUnhandledError @ zone__js.js?v=59c4960d:1792
handleUnhandledRejection @ zone__js.js?v=59c4960d:1813
api.microtaskDrainDone @ zone__js.js?v=59c4960d:1807
drainMicroTaskQueue @ zone__js.js?v=59c4960d:487
invokeTask @ zone__js.js?v=59c4960d:400
ZoneTask.invoke @ zone__js.js?v=59c4960d:386
data.args.<computed> @ zone__js.js?v=59c4960d:1378
setTimeout (async)
scheduleTask @ zone__js.js?v=59c4960d:1380
scheduleTask @ zone__js.js?v=59c4960d:316
scheduleTask @ zone__js.js?v=59c4960d:171
scheduleMacroTask @ zone__js.js?v=59c4960d:189
scheduleMacroTaskWithCurrentZone @ zone__js.js?v=59c4960d:556
(anonymous) @ zone__js.js?v=59c4960d:1407
proto.<computed> @ zone__js.js?v=59c4960d:795
show @ uikit.min.js:1
focus pointerenter pointerdown @ uikit.min.js:1
invokeTask @ zone__js.js?v=59c4960d:326
runTask @ zone__js.js?v=59c4960d:136
invokeTask @ zone__js.js?v=59c4960d:397
invokeTask @ zone__js.js?v=59c4960d:900
globalCallback @ zone__js.js?v=59c4960d:921
globalZoneAwareCallback @ zone__js.js?v=59c4960d:946
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 18.0.3
Node: 18.20.3
Package Manager: npm 10.2.3
OS: linux x64

Angular: 18.0.2
... animations, common, compiler, compiler-cli, core, forms
... platform-browser, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1800.3
@angular-devkit/build-angular   18.0.3
@angular-devkit/core            18.0.3
@angular-devkit/schematics      18.0.3
@angular/cli                    18.0.3
@schematics/angular             18.0.3
rxjs                            7.8.1
typescript                      5.4.5
zone.js                         0.14.7
    

~/projects/stackblitz-starters-cyagxs
```


### Anything else?

_No response_
Repository: node
Issue: Sending/receiving ancillary data (FDs) over Unix domain sockets
Labels: feature request

### What is the problem this feature will solve?

Ability to send/receive ancillary data over Unix domain sockets. This is necessary for eg. implementation of the Wayland protocol (which uses this feature for high-performance sharing of memory buffers between compositors and clients), and thereby allows implementing graphical applications for Wayland systems.

### What is the feature you are proposing to solve the problem?

Some kind of extension to the `net` core module that allows for sending file descriptors over (Unix domain) sockets, those being sent as ancillary data. Support for this seems to already exist in libuv, from what I've been able to find; it just isn't wired to the `net` core module in any way.

### What alternatives have you considered?

I've looked through all the relevant source code in core modules (both the JS and C++ side) to figure out if there is already a way to do this, but was unable to find one; it seems that the `StreamBase:Writev` method hard-sets the ancillary FD to a null pointer, for instance.

Sending/receiving FDs is a hard requirement for Wayland protocol implementation, and there are no alternative mechanisms. I'm unable to write C/C++ and therefore cannot talk to libuv directly myself.
Repository: pytorch
Issue: Proposal to add a CUDA backend for tensor conversion from BSR/BSC tensors to CSR/CSC tensors
Labels: module: sparse,module: cuda,triaged

### 🚀 The feature, motivation and pitch

Currently the tensor.to_sparse_csr() function call does not handle BSR formats. Both BSR/BSC and CSR/CSC formats use the dispatch keys SparseCsrCPU and SparseCsrCUDA. However, only the CSC format is handled after the function call is dispatched. Any BSR/BSC input, though legal, will result in an error. The simplest code to reproduce is the following

```
>>> import torch
>>> crow_indices = torch.tensor([0, 2, 4])
>>> col_indices = torch.tensor([0, 1, 0, 1])
>>> values = torch.tensor([[[0, 1, 2], [6, 7, 8]],
...                        [[3, 4, 5], [9, 10, 11]],
...                        [[12, 13, 14], [18, 19, 20]],
...                        [[15, 16, 17], [21, 22, 23]]])
>>> bsr = torch.sparse_bsr_tensor(crow_indices, col_indices, values, dtype=torch.float64, device="cuda")
>>> 
>>> bsr.to_sparse_csr()
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
RuntimeError: sparse_compressed_to_sparse_csr: expected SparseCsr or SparseCsc layout but got SparseBsr
```

The proposed solution is to add a cuSPARSE backend for the .to_sparse_csr() function. The actual tensor conversion can be done through this [function](https://docs.nvidia.com/cuda/cusparse/#gebsr2csr). 

A similar issue also exists in .to_sparse_csc(). However, they could all be fixed in a single PR. 

The fix will allow the above tensor conversions to work under CUDA graph capture at the same time. 

Please let me know if the usage of the cuSPARSE conversion function is recommended. 

### Alternatives

_No response_

### Additional context

_No response_

cc @alexsamardzic @nikitaved @pearu @cpuhrsch @amjames @bhosmer @jcaip @ptrblck @msaroufim
Repository: godot
Issue: Custom Icon for Resource needs re-opening editor to show up in the Inspector
Labels: bug,topic:editor,usability

### Tested versions

- Reproducible in: 4.3.beta1.official [a4f2ea91a]

### System information

macOS Sonoma 14.1.1 (23B81) - OpenGL API 4.1 Metal - 88 - Compatibility - Using Device: Apple - Apple M1 Pro

### Issue description

Given a custom resource like this:
```gdscript
@icon("res://icon.svg")

class_name MyCustomResource
extends Resource

@export var my_int_value: int = 100
```

The FileSystem immediately shows the custom icon for `.tres` files created with it:
![Screenshot 2024-06-08 at 8 05 45 PM](https://github.com/godotengine/godot/assets/4588601/3506bf50-3968-4829-b0b0-f1af5ab77d29)

But the Inspector does not:
![Screenshot 2024-06-08 at 8 05 48 PM](https://github.com/godotengine/godot/assets/4588601/0f562801-7302-4842-a963-51848058844c)

After re-opening the editor, the Inspector shows the custom icon:
![Screenshot 2024-06-08 at 8 09 13 PM](https://github.com/godotengine/godot/assets/4588601/1e1fd60d-bb29-4df6-b475-85f3971f750d)


### Steps to reproduce

1. create empty project
1. create a `script` extending `Resource`, give it a `class_name` and an `@icon`
1. create a `.tres` resource using the custom resource script created in the previous step
1. observe how the `.tres` file shows the custom icon in the FileSystem OK
1. observe how the `.tres` file does not show the custom icon in the Inspector
1. close and re-open the editor
1. observe how the `.tres` file does shows the custom icon in the Inspector OK

### Minimal reproduction project (MRP)

N/A