sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Pytorch XPU Windows build failed in cmake rerun loop due to the source code deep path
Labels: triaged,module: xpu

### 🐛 Describe the bug

When we follow below steps to build XPU pytorch wheel on Windows platform, if the pytorch source code path too long (>52 in total), the cmake will re-run 100 times and failed in the end.

Steps:
1. install MSVC 2022
2. install xpu support package by following https://www.intel.com/content/www/us/en/developer/articles/tool/pytorch-prerequisites-for-intel-gpu/2-5.html 
3. Build
```
set VS2022INSTALLDIR=C:\Program Files\Microsoft Visual Studio\2022\Community
"C:\Program Files (x86)\Intel\oneAPI\setvars.bat" 
set USE_KINETO=0
python setup.py bdist_wheel
```

With Ninja
```
ninja: error: manifest 'build.ninja' still dirty after 100 tries, perhaps system time is not set
```
Cmake only
```
CMake is re-running because generate.stamp is out-of-date.
Check the system time…
```

### Versions

```
Collecting environment information...
PyTorch version: 2.5.0a0+git3f3774a
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 11 Enterprise
GCC version: Could not collect
Clang version: Could not collect
CMake version: version 3.24.1
Libc version: N/A

Python version: 3.10.6 | packaged by conda-forge | (main, Aug 22 2022, 20:29:51) [MSC v.1929 64 bit (AMD64)] (64-bit runtime)
Python platform: Windows-10-10.0.22631-SP0
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Architecture=9
CurrentClockSpeed=2400
DeviceID=CPU0
Family=207
L2CacheSize=14336
L2CacheSpeed=
Manufacturer=GenuineIntel
MaxClockSpeed=2400
Name=12th Gen Intel(R) Core(TM) i9-12900
ProcessorType=3
Revision=

Versions of relevant libraries:
[pip3] numpy==2.1.0
[pip3] optree==0.12.1
[pip3] torch==2.5.0a0+git3f3774a
[conda] mkl-include               2024.2.1                 pypi_0    pypi
[conda] mkl-static                2024.2.1                 pypi_0    pypi
[conda] numpy                     2.1.0                    pypi_0    pypi
[conda] optree                    0.12.1                   pypi_0    pypi
[conda] torch                     2.5.0a0+git3f3774a          pypi_0    pypi
```

cc @gujinghui @EikanWang @fengyuan14 @guangyey
Repository: godot
Issue: `Area3D`'s reverb bus makes `AudioStreamPlayer3D` not output to its own bus.
Labels: needs testing,topic:audio

### Tested versions

- Reproducible in: every version since 4.0.stable

### System information

Godot v4.4.dev (88197d4a5) - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 (NVIDIA; 31.0.15.4617) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

When an `AudioStreamPlayer3D` is inside an `Area3D` that has its reverb bus enabled, the correct amount of the audio is sent to the bus set as the reverb bus, but the player stops sending any signal to its own bus.

Example: If we have a single `AudioStreamPlayer3D` in a scene set to the "Dry" bus, and it's inside an `Area3D` that has its reverb bus set to the "Wet" bus, the "Dry" bus will become silent.

![image](https://github.com/user-attachments/assets/3f993963-0e05-4610-817b-6104f8522833)
*Silent "Dry" bus when inside Area3D with "Wet" reverb bus.*

https://github.com/user-attachments/assets/1ec0a6f2-b101-4927-b1da-12283e6ed927


From what I understand, according to [these docs](https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html#reverb-buses), this was meant to still send the signal to the player's bus with the purpose of it being the "dry" signal and the reverb bus being the "wet" signal. If i misunderstood this and what i described in this issue is the expected behavior, feel free to close the issue.

### Steps to reproduce

- Add an `AudioStreamPlayer3D` node to the scene and assign it bus A
- Add an `Area3D` node to the scene, enable the reverb bus, and set it to bus B
  - Make sure the `AudioStreamPlayer3D` is physically inside the `Area3D`
- Assign any AudioStream to the `AudioStreamPlayer3D` and start playing it. Same happens on editor and in-game.

### Minimal reproduction project (MRP)

[area3d_reverb.zip](https://github.com/user-attachments/files/16839375/area3d_reverb.zip)
Repository: pytorch
Issue: DISABLED test_random_no_reused_random_states_float64 (__main__.TestCuda)
Labels: module: cuda,triaged,module: flaky-tests,skipped

Platforms: linux

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_random_no_reused_random_states_float64&suite=TestCuda&limit=100) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/29554997762).

Over the past 3 hours, it has been determined flaky in 5 workflow(s) with 15 failures and 5 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_random_no_reused_random_states_float64`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.



<details><summary>Sample error message</summary>

```
Traceback (most recent call last):
  File "/var/lib/jenkins/workspace/test/test_cuda.py", line 1047, in test_random_no_reused_random_states
    run(func, torch.device("cuda"), dtype)
  File "/var/lib/jenkins/workspace/test/test_cuda.py", line 1042, in run
    return torch.stack([t1, t2]).unique().shape[0]
  File "/opt/conda/envs/py_3.10/lib/python3.10/site-packages/torch/_tensor.py", line 991, in unique
    return torch.unique(
  File "/opt/conda/envs/py_3.10/lib/python3.10/site-packages/torch/_jit_internal.py", line 624, in fn
    return if_false(*args, **kwargs)
  File "/opt/conda/envs/py_3.10/lib/python3.10/site-packages/torch/_jit_internal.py", line 624, in fn
    return if_false(*args, **kwargs)
  File "/opt/conda/envs/py_3.10/lib/python3.10/site-packages/torch/functional.py", line 1075, in _return_output
    output, _, _ = _unique_impl(input, sorted, return_inverse, return_counts, dim)
  File "/opt/conda/envs/py_3.10/lib/python3.10/site-packages/torch/functional.py", line 968, in _unique_impl
    output, inverse_indices, counts = torch._unique2(
RuntimeError: Host and device pointer dont match with cudaHostRegister. Please dont use this feature by setting PYTORCH_CUDA_ALLOC_CONF=use_cuda_host_register:False (default)

To execute this test, run the following from the base repo dir:
    PYTORCH_TEST_CUDA_MEM_LEAK_CHECK=1 python test/test_cuda.py TestCuda.test_random_no_reused_random_states_float64

This message can be suppressed by setting PYTORCH_PRINT_REPRO_ON_FAILURE=0
```

</details>


Test file path: `test_cuda.py`

cc @ptrblck @msaroufim @clee2000
Repository: PowerToys
Issue: Mouse utilities: Make Mouse Pointer Crosshairs Use the Windows Accent Color
Labels: Idea-Enhancement,Needs-Triage,Product-Mouse Utilities

### Description of the new feature / enhancement

Instead of choosing a crosshairs color, we'd like to make Mouse Pointer Crosshairs use the Windows accent color, please.

### Scenario when this would be used?

Under Mouse Pointer Crosshairs Appearance & behavior, a user can select two options: 1) Use Windows Accent Color; and 2) Use Custom Color.

### Supporting information

If Use Windows Accent Color is selected, it will have the same color as the Windows accent color, which is used on taskbar, action center, and title-bars.
Repository: godot
Issue: Instant freeze when using the vulkan forward+ renderer
Labels: bug,topic:rendering,needs testing

### Tested versions

v4.3.stable.official.77dcf97d8
Appeared when upgrading to 4.3

### System information

Fedora release 40 (Forty) - Godot Engine v4.3.stable.official.77dcf97d8 - https://godotengine.org Vulkan 1.3.278 - Forward+ - Using Device #0: Intel - Intel(R) HD Graphics 5500 (BDW GT2)

### Issue description

Godot freezes immediatly when editing or running a project using the forward+ vulkan renderer.
The project selection menu works.
Due to the nature of the freeze, I think it may be related to the vulkan swapchain somehow.
The driver I'm using has tripped up some of my projects in the past because it doesn't accept double buffering:
```
                143-            -------------------------
                144-                    minImageCount = 3
                145:                    maxImageCount = 0
--
                175-                    PRESENT_MODE_IMMEDIATE_KHR:
                176-                            minImageCount = 4
                177:                            maxImageCount = 0
--
                198-                    PRESENT_MODE_MAILBOX_KHR:
                199-                            minImageCount = 4
                200:                            maxImageCount = 0
--
                221-                    PRESENT_MODE_FIFO_KHR:
                222-                            minImageCount = 3
                223:                            maxImageCount = 0
--
                244-                    PRESENT_MODE_FIFO_RELAXED_KHR:
                245-                            minImageCount = 3
                246:                            maxImageCount = 0
--
```
(info extracted from vkinfo)
I tried looking into presenting / swapchain creation code to see if I could find anything, but no luck so far.


### Steps to reproduce

Edit, create & edit, or run a project using the forward+ renderer.

### Minimal reproduction project (MRP)

N/A
Repository: flutter
Issue: Autocomplete field options in the SingleChildScrollView remains open even when field goes out of view.
Labels: framework,f: material design,platform-web,a: desktop,has reproducible steps,P2,team-text-input,triaged-text-input,found in release: 3.24,found in release: 3.25

### Steps to reproduce

1. Wrap Autocomplete field in the SingleChildScrollView.
2. Click on the field as if you are selecting options.
3. Scroll to make field out of view. Remember to scroll by two fingers (not by clicking and dragging the scrollbar).
4. You will notice the options overlay remains open and follow the field which is not even visible.

### Expected results

Options should close as soon as field goes out of view.

### Actual results

It remains open.

### Code sample

https://dartpad.dev/?id=61735dfd0bbd1de1211510d4cdab387d

### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

![image](https://github.com/user-attachments/assets/0e2cb92b-984f-4d2a-824f-2976852295af)

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
Dart SDK 3.5.1 and Flutter SDK 3.24.1
```

</details>
Repository: godot
Issue: Certain GLTF imports have broken normals
Labels: bug,topic:import

_Originally posted by @rafrafek in https://github.com/godotengine/godot/issues/85406#issuecomment-2325031951_

I tried to reproduce it in an MRP and now instead of having dark strips in becomes entirely darker when rotating:

https://github.com/rafrafek/normals-demo

![image](https://github.com/user-attachments/assets/47fa3485-a64f-44c5-9954-65df8f9c9dd7)
Repository: rust
Issue: Confusing suggestion to use `cargo:rustc-link-lib` in a cargo project with a lib and bins
Labels: A-linkage,A-diagnostics,T-cargo,D-confusing,D-incorrect

### Problem

-- I created this repo to showcase/reproduce the error: https://github.com/kusnezoff-alexander/cargo-build-linking-bug --

The success of linking C-libraries during `cargo build` seems to depend on the existence of `lib.rs` even if only the binary is built.
Building packages which offer both a library and binary could suffer from this potential bug. This bug has been only been reproduced so far for linking against a library via
```rust
println!("cargo:rustc-link-search=../libs");
println!("cargo:rustc-link-lib=static=mylib");
```
inside `build.rs`.

**Exptected behavior**: The existence of a file called `lib.rs` should have no effect on the linking during `cargo build`:

**Observed behavior**:
1. Without the existence of `lib.rs`: Linking to custom C-library does work (see `./linking-without-lib-works` for working example)
2. Withthe existence of `lib.rs`: Linking to custom C-library does not work (see `./linking-with-lib-doesnt` for working example)

### Steps

1. `git clone https://github.com/kusnezoff-alexander/cargo-build-linking-bug`
2. `cd libs && make all`
3. `cd linking-does-work && cargo build` - should exit successfully
4. `cd linking-doesnt-work && cargo build` - should throw an error that extern function-symbol isn't defined (although the only difference to the previous case is the existence of lib.rs)


### Possible Solution(s)

_No response_

### Notes

- interestlingly though, it does work if `export RUSTFLAGS="-L <absolute-path-to-this-dir>/libs/ -l mylib"` is set

### Version

```text
cargo 1.80.1 (376290515 2024-07-16)
release: 1.80.1
commit-hash: 37629051518c3df9ac2c1744589362a02ecafa99
commit-date: 2024-07-16
host: x86_64-unknown-linux-gnu
libgit2: 1.7.2 (sys:0.18.3 vendored)
libcurl: 8.6.0-DEV (sys:0.4.72+curl-8.6.0 vendored ssl:OpenSSL/1.1.1w)
ssl: OpenSSL 1.1.1w  11 Sep 2023
os: Fedora 40.0.0 [64-bit]
```
Repository: pytorch
Issue: Issue with Weight Synchronization When Using Consecutive DDP Instances in the Same torch.distributed Environment
Labels: oncall: distributed,triaged

### 🐛 Describe the bug

Hello, I am working on a project where I need to use multiple consecutive instances of DistributedDataParallel (DDP) within the same torch.distributed environment. In my scenario, I initially train a model, to later create a second model by reusing a layer from the first one. 

However, I am observing that when using the second DDP instance for the second model, the weights are not synchronizing correctly across multiple GPUs. While the first model seems to work fine, the second model shows discrepancies in the weights between GPUs. 

Is it possible to have multiple consecutive DDP instances within the same torch.distributed environment? Or are there any special considerations I need to be aware of to ensure the weights are synchronized correctly? I would appreciate any guidance or recommendations on this issue.

Thank you.

### Versions

-

cc @XilunWu @H-Huang @awgu @kwen2501 @wanchaol @fegin @fduwjj @wz337 @wconstab @d4l3k @c-p-i-o
Repository: PowerToys
Issue: In windows 11 Power Toys, I want to change always on top's windows pane's opacity should be adjustable.
Labels: Needs-Triage

### Description of the new feature / enhancement

I want that "always on topped" windowpane also should have the feature to adjust their opacity. Because it will be really helpful work together with just behind windows pane.

### Scenario when this would be used?

For example: If I am watching educational video class and the same time I want to note or draw in OneNote then I will keep video window open in full screen mode and OneNote in "always on top" mode. Now requested feature will be very helpful in this situation. Because in adjusted opacity of always on topped windows pane allows us to see what things are happening in just behind of always on topped windows pane.

### Supporting information

_No response_
Repository: godot
Issue: input_pickable does not open the right documentation page for StaticBody2D
Labels: enhancement,discussion,topic:editor

### Tested versions

- Reproduced in 4.3.Stable

### System information

Godot v4.3.stable (77dcf97d8) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.3623) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

when working with input_pickable, I attempted to check the documentation on the property for my StaticBody2D by ctrl+clicking on the property. This will bring you to the CollisionObject2D page which notes the default for input_pickable as true, which is correct for things like Area2D, but is not correct for nodes which inherit from PhysicsBody2D. This caused me some confusion before I realized that input_pickable was actually false. It would make more sense for input_pickable to open the PhysicsBody2D page for nodes which inherit PhysicsBody2D, or to add a note on the CollisionObject2D page regarding this override. 

![image](https://github.com/user-attachments/assets/d8b5f041-3b17-4e10-b237-681a00934c1a)
![image](https://github.com/user-attachments/assets/46263b58-808f-4437-96bb-9d7e41417b87)
![image](https://github.com/user-attachments/assets/5af5f50a-40d9-4f20-8fb7-a41dd9b5abe7)

### Steps to reproduce

- add a staticbody2D node
- attach a script
- type `input_pickable`
- ctrl+click on `input_pickable`
- observe issue

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/user-attachments/files/16840427/MRP.zip)
Repository: godot
Issue: Shader breaks TileMapLayer Terrain connection
Labels: bug,topic:2d

### Tested versions

- Reproducible in Versions 4.3 and 4.2.2, both using a TileMap and a TileMapLayer. 

### System information

Windows 11 Godot 4.3 stable, compatibility mode

### Issue description

As soon as the shader is doing anything, the terrain borders break. The tiles surrounded by each other seem to work correctly, but the connection tiles to transparency are way off, as you can see here:

https://github.com/user-attachments/assets/c36ace9c-926c-4f7b-a350-4c61143d7642


Applying the shader material is working fine, as long as there is no actual code in the shader.
I do call set_cells_terrain_connect by code, but it does look the same as in the editor.

https://github.com/user-attachments/assets/1101235a-35c0-4f8f-963a-b987cae3a488


Same in the old version using a TileMap

https://github.com/user-attachments/assets/22538627-8c06-48a2-ae22-98a1aae4a8d9



What's happening here?

### Steps to reproduce

* Start a new project, compatibility mode
* create 2D scene
* add a TileMap or TileMapLayer
* create a new TileSet 
* set up a simple terrain, connecting to transparency (Mode "match sides")
* draw the terrain to the scene in any way so terrain borders are visible
* create a new shader material for the TileMap(Layer)'s CanvasItem
* create a new shader script
* assign any value to COLOR in fragment()

### Minimal reproduction project (MRP)

N/A
Repository: Python
Issue: Create error handling function in linear regression algorithm of ML
Labels: awaiting triage

### What would you like to share?

We can add error handling function to the linear regressio algorithm in the ML folder; so that it can handle errors and still run the linear regression algorithm

### Additional information

_No response_
Repository: rust
Issue: [rustdoc] re-add --disable-minification
Labels: T-rustdoc,C-enhancement

the line to change would be in `write_shared.rs:154`:
`cx.shared.fs.write(filename, f.minified())`

this should use `f.bytes` instead of `f.minified()` if the `--no-minify` flag is specified.

this flag would mostly be useful for debugging rustdoc itself, allowing js and css errors to accurately report line numbers.
Repository: rust
Issue: [rustdoc search] kind filters should not be allowed in type-based search
Labels: T-rustdoc,C-bug,A-type-based-search,A-rustdoc-search

queries like `bool -> fn:new` are nonsense and should not be accepted.
Repository: ui
Issue: [bug]: Blocks color palette does not work. (no effect changing colors)
Labels: bug

### Describe the bug

The blocks color palette chooser does not change colors used by the blocks. 

See screenshot:
![image](https://github.com/user-attachments/assets/1a913bfb-03b7-41c6-bc0c-ebaa966cbdf5)


### Affected component/components

website: Blocks

### How to reproduce

Go to https://ui.shadcn.com/blocks

 Choose a color palette

### Codesandbox/StackBlitz link

This is on the shadcn website

### Logs

_No response_

### System Info

```bash
Irrelevant
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: material-ui
Issue: [Grid2] `size` and `gap` should work when direction is `column` or `column-reverse`
Labels: new feature,waiting for 👍,component: Grid

### Summary

Since V6 Grid became deprecated and Grid2 recommended.

Unfortunately it's not possible to convert from Grid to Grid2 since Grid2 doesn't support the direction property. So no column direction is allowed.

Goal:
Grid2 items can be also arranged in column direction. 

### Examples

Example with deprecated Grid and new Grid2. Both Grids should look the same but Grid2 can't handle height while direction is set to column:
https://stackblitz.com/edit/stackblitz-starters-6zeyer?file=src%2FApp.tsx


### Motivation

Refactor Code from Grid to Grid2

**Search keywords**: Grid2 Grid direction column
Repository: pytorch
Issue: Add the pages of `torch.e` and `torch.pi` to PyTorch doc
Labels: module: docs,triaged,actionable,module: python frontend

### 📚 The doc issue

I found `torch.e` and `torch.pi` can be used with PyTorch as shown below:

```python
import torch

torch.e # 2.718281828459045
torch.pi # 3.141592653589793
```

But [PyTorch doc](https://pytorch.org/docs/stable/index.html) doesn't have thier pages to explain.

So, thier pages should be created to explain.

### Suggest a potential alternative/fix

_No response_

cc @svekars @brycebortree @tstatler @albanD
Repository: godot
Issue: ResourceLoader does not find resource when using binary .res format and supplying a type hint.
Labels: bug,topic:core

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1070 (NVIDIA; 32.0.15.5612) - AMD Ryzen 7 1700X Eight-Core Processor (16 Threads)

### Issue description

When I supply a type hint AND use a binary format for the ResourceLoader, it can't find the resource. The returned error:

```
E 0:00:01:0649   game.gd:16 @ _ready(): Resource file not found: user://savefile.res (expected type: Savegame)
  <C++ Error>    Condition "!file_check->file_exists(p_path)" is true. Returning: Ref<Resource>()
  <C++ Source>   core/io/resource_loader.cpp:288 @ _load()
  <Stack Trace>  game.gd:16 @ _ready()
```

Here is my code:

```
func _ready() -> void:
	# WORKS 1: 
	# Filetype .tres
	# You can add a Type Hint for ResourceLoader or not, both works
	var my_savegame : Savegame = Savegame.new()
	ResourceSaver.save(my_savegame, "user://savefile.tres")
	my_savegame = ResourceLoader.load("user://savefile.tres", "Savegame")

	# Does NOT work! Error: _ready(): Resource file not found: user://savefile.res (expected type: Savegame) 
	# Filetype .res (binary)
	# Type Hint for ResourceLoader (if you remove the type hint, it works!)
	ResourceSaver.save(my_savegame, "user://savefile.res")
	my_savegame = ResourceLoader.load("user://savefile.res", "Savegame")
```


### Steps to reproduce

1. Open the Project
2. Press play
3. Look at the Error log

1. Then open game.gd 
2. remove the type hint in line 16
3. Press play again
4. Now it will work, no error dropped

### Minimal reproduction project (MRP)

[test_resourceloader_hint.zip](https://github.com/user-attachments/files/16840965/test_resourceloader_hint.zip)