sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: transformers
Issue: [New model] ImageBind: One Embedding Space To Bind Them All
Labels: New model

### Model description

As stated in their [blog post](https://ai.facebook.com/blog/imagebind-six-modalities-binding-ai/), 

> "[ImageBind is] the first AI model capable of binding information from six modalities. The [model](https://github.com/facebookresearch/ImageBind) learns a single embedding, or shared representation space, not just for text, image/video, and audio, but also for sensors that record depth (3D), thermal (infrared radiation), and inertial measurement units (IMU), which calculate motion and position."



### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

GitHub repo: https://github.com/facebookresearch/ImageBind
Paper: https://facebookresearch.github.io/ImageBind/paper
Blog: https://ai.facebook.com/blog/imagebind-six-modalities-binding-ai/
Demo: https://imagebind.metademolab.com/
Video: https://dl.fbaipublicfiles.com/imagebind/imagebind_video.mp4
Weights: https://dl.fbaipublicfiles.com/imagebind/imagebind_huge.pth (currently only 1 that I can see)
Repository: stable-diffusion-webui
Issue: [Bug]: Could not load library libcudnn_cnn_infer.so.8. Error: libnvrtc.so: cannot open shared object file: No such file or directory
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

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

### What happened?

Fresh install of both Ubuntu 22.04 and Stable Diffusion and on the first render attempt I get the following error in the console: Could not load library libcudnn_cnn_infer.so.8. Error: libnvrtc.so: cannot open shared object file: No such file or directory. The app totally crashes.

I had this working fine on the same machine a few weeks ago but I had to reset the machine and now it's Stable Diffusion isn't working at all.

### Steps to reproduce the problem

1. Try to run it on Ubuntu and it crashes


### What should have happened?

It should have rendered a new image as usual

### Commit where the problem happens

master/latest

### What platforms do you use to access the UI ?

Linux

### What browsers do you use to access the UI ?

Google Chrome, Brave

### Command Line Arguments

```Shell
~/stable-diffusion-webui/webui.sh --listen
```


### List of extensions

none

### Console logs

```Shell
Could not load library libcudnn_cnn_infer.so.8. Error: libnvrtc.so: cannot open shared object file: No such file or directory
```


### Additional information

_No response_
Repository: godot
Issue: Contrasting and unintuitive behavior when setting the collision layer of a physics layer in a TileSet through code
Labels: enhancement,topic:2d

### Godot version

4.0

### System information

Linux

### Issue description

Setting the collision layer of a CharacterBody2D through code using set_collision_layer_value makes the collision layer assume a different value in comparison to setting the collision layer of a physics layer in a TileSet through code using set_physics_layer_collision_layer when passing the same layer value.

For example, assuming no layer is previously set:

When using set_collision_layer_value(10, true)
Then collision_layer is equal to 512.

When using set_physics_layer_collision_layer(0, 10)
Then get_physics_layer_collision_layer(0) returns 10.

When enabling the 10th collision layer of the first physics layer in the editor
Then get_physics_layer_collision_layer(0) returns 512.

Which doesn't seems right, specially considering that set_physics_layer_collision_layer may set multiple layers, depending on the value passed as argument, which contrasts with the method's name in singular.

It also causes confusion when trying to uniformly set the collision layer of several components, as you have to deal with different levels of abstraction if there are TileMaps in the set.

The same occurs when setting the mask.

### Steps to reproduce

1. Create a scene with a CharacterBody2D and a TileMap with a TileSet with a physics layer
2. Unset all collision layers in the editor
3. Set a CharacterBody2D collision layer with set_collision_layer_value(10, true)
4. Set a physics layer collision layer with set_physics_layer_collision_layer(0, 10)
5. Compare the value returned from get_physics_layer_collision_layer(0) with the collision_layer attribute value

### Minimal reproduction project

N/A
Repository: storybook
Issue: [Bug]: Storybook 7 + Nextjs 13 - POSTCSS not being processed in main iframe
Labels: bug,help wanted,has workaround,nextjs,sev:S2

### Describe the bug

Hey 👋 

I am using the zero-config storybook init script for a nextjs 13 project.  I've customized the project's `postcss` options (following [these instructions](https://nextjs.org/docs/pages/building-your-application/configuring/post-css#customizing-plugins)).  

* the custom `postcss.config.json` processing rules are respected in global css imported via `./storybook/manager.ts` (included in `manager-bundle.css`)
* component css is also properly processed when imported into my next.js project (included in the nextjs page bundle)

However, __all css that loads within the main storybook iframe is unprocessed__ (appears to be loading from the raw source css file).

### To Reproduce

I was able to make a minimal repro of this issue using `storybook.new` -> https://stackblitz.com/edit/github-biicxm?preset=node

I've also posted the minimal code to a personal test repo which you can peruse [here](https://github.com/mcpatten/sb7-next-postcss-repro).  All the changes I've made beyond the default install are encapsulated in [this commit](https://github.com/mcpatten/sb7-next-postcss-repro/commit/3f17c45d09ad67cdea338563962656c660de2473).

Hope this helps!

### System

```shell
System:
    OS: macOS 13.3.1
    CPU: (8) x64 Intel(R) Core(TM) i5-8259U CPU @ 2.30GHz
  Binaries:
    Node: 20.0.0
    Yarn: 1.22.19
    npm: 9.6.4
  Browsers:
    Chrome: 112.0.5615.137
    Firefox: 112.0.2
    Safari: 16.4
  npmPackages:
    @storybook/addon-essentials: ^7.0.7 => 7.0.7 
    @storybook/addon-interactions: ^7.0.7 => 7.0.7 
    @storybook/addon-links: ^7.0.7 => 7.0.7 
    @storybook/blocks: ^7.0.7 => 7.0.7 
    @storybook/manager-api: ^7.0.7 => 7.0.7 
    @storybook/nextjs: ^7.0.7 => 7.0.7 
    @storybook/react: ^7.0.7 => 7.0.7 
    @storybook/testing-library: ^0.1.0 => 0.1.0 
    @storybook/theming: ^7.0.7 => 7.0.7
```


### Additional context

_No response_
Repository: vscode
Issue: Remove leading spaces when inserting tabs
Labels: feature-request,editor-autoindent

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

In Visual Studio since forever, when you press tab to insert a tab (in a file with indentation set to tabs) and indent to the next tab stop it converts any spaces to the left of the cursor to tabs before jumping to the next tab stop.  (Which might result in just one space being converted to a tab if that tab will take you to the next tab stop.)

VSCode doesn't do this so you usually end up with orphaned spaces followed by tabs.  This is OCD-annoying.
Repository: TypeScript
Issue: Feature Request: Update wrong defined import statements?
Labels: Suggestion,Awaiting More Feedback

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

I wonder if there is a feature in vscode to automatically delete imports **that are incorrectly defined**? Like this:

![image](https://user-images.githubusercontent.com/4191018/236634791-7d4df0f1-9ced-4fec-8df9-3c8f78669988.png)

There is no function named "getData" from "response.ts". Because that function is moved somewhere else within the project. I ask this because incorrectly defined import statements are not deleted automatically by "removeUnusedImports". Because they are used in the file.
 
In fact, if it could be deleted, then the "addMissingImports" command could do its job and add these imports to the file, so that we could see that the function that was moved in the project **was imported from the right place**. 


_PLUS, it would be great if this feature could work when functions are relocated, just like vscode detects when files are relocated and updates the imports. But I am not sure about feasibility of this._
Repository: TypeScript
Issue: Make Typescript "infer function return type" also work for variables.
Labels: Suggestion,Awaiting More Feedback

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

The functionality of "Infer return type" should be available for variables as well as functions. There is [an extension](https://marketplace.visualstudio.com/items?itemName=nick-lvov-dev.typescript-explicit-types) that adds this functionality, but this seem like something that should work out of the box. Also the extension has its own issues, like dramatically slowing down the quick fix menu for large selections, and it just looks awkward and creates a redundant menu item when using it on a function:
![image](https://user-images.githubusercontent.com/201923/236530365-d63766ff-f468-4f46-bece-7cba3ee199fe.png)
Repository: vscode
Issue: [html] Allow renaming images using F2
Labels: feature-request,html


Type: <b>Bug</b>

For an html file:

```
<img src="./cat.gif">
```

I'd like to be able to trigger rename on `./cat.gif` to  rename both the attribute and the file itself (`cat.gif`)

We already support this in markdown files

VS Code version: Code - Insiders 1.79.0-insider (Universal) (a7133ae9e21e01ed204b02e17e8fc3e91dcadae7, 2023-05-09T10:00:34.036Z)
OS version: Darwin x64 22.4.0
Modes:
Sandboxed: Yes

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz (16 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|2, 2, 2|
|Memory (System)|32.00GB (0.01GB free)|
|Process Argv|--crash-reporter-id 48781ca2-1705-4f64-9bab-325055aab55d|
|Screen Reader|no|
|VM|0%|
</details>
<!-- generated by issue reporter -->
Repository: godot
Issue: Cannot bake lightmaps for procedurally generated ArrayMesh
Labels: discussion,topic:rendering,topic:3d

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 10, Forward+

### Issue description

I'm procedurally generating an ArrayMesh for a class I'm making that extends Node3D.  This node creates an ArrayMesh and assigned it to the mesh of a MeshInstance3D.  The ArrayMesh has UV2 coordinates defined for the lightmap.  However, when I select the LightmapGI in my scene and try to start the bake, I get an error saying `No meshes to bake.  Make sure they contain an UV2 channel and that the 'Bake Light' flag is on.'`

I cannot find a `Bake Light` flag anywhere and my meshes have a UV2 channel.  Why is the bake not working?

### Steps to reproduce

Open the attached project.  Select the LightmapGI node in the main.tscn project and select Bake Lightmaps from the editor toolbar.  An error message will be produced saying there are no meshes to bake.

### Minimal reproduction project

[lightmap_runtime_node.zip](https://github.com/godotengine/godot/files/11435304/lightmap_runtime_node.zip)
Repository: go
Issue: x/tools/gopls: add refactoring capabilities for plumbing context.Context
Labels: FeatureRequest,gopls,Refactoring

**Is your feature request related to a problem? Please describe.**
As we add things like logging and tracing to more places in the codebase, I find I'm often plumbing the context.Context to new areas of the code.  It's relatively straightforward but in a large codebase it can take a while.

**Describe the solution you'd like**
It would be great if there was refactor support for plumbing context back upwards through the function stack.  I think its fairly standard to have `ctx context.Context` as the first item in a parameter list. I'd like to be able to put in a nested function call and then right click on the undefined variable error and have an error resolution be "plumb context from parent".

**Describe alternatives you've considered**
The only alternative I've considered is the refactor with some mixture of search/replace and manual fixes .  I keep imagining one day I should be able to tell an LLM to do it for me.  I searched through the vscode marketplace and didn't see anything that would do what I want.
Repository: rust
Issue: Floating point modulo producing incorrect compuations
Labels: T-compiler,C-bug,A-floating-point

<!--
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
fn ieee_mod(a: f32, b: f32) -> f32 {
  a - (a / b).round() * b
}

fn libc_mod(a: f32, b: f32) -> f32 {
  a % b
}


fn main() {
    let x = 1.5 * 3.14;
    let y = 0.5 * 3.14;
    
    assert_eq!(ieee_mod(x, y), libc_mod(x, y));
}
```

I expected the assert to pass.

Instead, this happened:
```
thread 'main' panicked at 'assertion failed: `(left == right)`
  left: `0.0`,
 right: `1.5699999`', bug.rs:14:5
```

### Meta

This is most likely due to division being rounded, but mod not. This caused a bug in a sin table function I was writing.

This is standard libc behavior but it is still not correct and can cause bugs where none are expected.

<!--
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 1.69.0 (84c898d65 2023-04-16)
binary: rustc
commit-hash: 84c898d65adf2f39a5a98507f1fe0ce10a2b8dbc
commit-date: 2023-04-16
host: x86_64-unknown-linux-gnu
release: 1.69.0
LLVM version: 15.0.7
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

```
stack backtrace:
   0: rust_begin_unwind
             at /rustc/84c898d65adf2f39a5a98507f1fe0ce10a2b8dbc/library/std/src/panicking.rs:579:5
   1: core::panicking::panic_fmt
             at /rustc/84c898d65adf2f39a5a98507f1fe0ce10a2b8dbc/library/core/src/panicking.rs:64:14
   2: core::panicking::assert_failed_inner
   3: core::panicking::assert_failed
   4: bug::main
   5: core::ops::function::FnOnce::call_once
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
```

</p>
</details>
Repository: flutter
Issue: [flutter_tools] Unexpected null value in AppInspector.jsEvaluate in dwds
Labels: tool,a: debugging,platform-web,assigned for triage,P2,team-tool,triaged-tool

Command `flutter run`
beta/3.10.0-1.5.pre

```
RPCError: ext.flutter.debugDumpFocusTree: (-32603) ext.flutter.debugDumpFocusTree: Unexpected error from chrome devtools:text: Uncaught (in promise)exception:  preview: null  description: null  type: string  value: Unexpected null value.attempted JS eval: `require("dart_sdk").developer.invokeExtension(    "ext.flutter.debugDumpFocusTree", JSON.stringify({}));`#0      handleErrorIfPresent (package:dwds/src/utilities/server.dart:91:5)#1      getResultOrHandleError (package:dwds/src/utilities/server.dart:105:3)#2      AppInspector.jsEvaluate (package:dwds/src/debugging/inspector.dart:346:20)<asynchronous suspension>#3      StackZoneSpecification._registerUnaryCallback.<anonymous closure> (package:stack_trace/src/stack_zone_specification.dart:124:15)<asynchronous suspension>
at new _OutstandingRequest(vm_service.dart:1822)
at VmService._call(vm_service.dart:2366)
at VmService.callServiceExtension(vm_service.dart:2337)
at FlutterVmService._checkedCallServiceExtension(vmservice.dart:885)
at FlutterVmService.invokeFlutterExtensionRpcRaw(vmservice.dart:904)
at FlutterVmService.flutterDebugDumpFocusTree(vmservice.dart:649)
at ResidentHandlers.debugDumpFocusTree(resident_runner.dart:762)
at <asynchronous gap>(async)
at TerminalHandler.processTerminalInput(resident_runner.dart:1821)
at <asynchronous gap>(async)
```
Repository: rust
Issue: casting variable with type `&Unsized` to `&dyn Trait` incorrectly says that the variable is unsized.
Labels: A-diagnostics,T-compiler

### Code

```Rust
use std::fmt::Debug;

fn f(x: &dyn Debug) {
    println!("{:?}", x)
}

fn main() {
    let x: &[u8] = &[1, 2, 3];
    f(x);
}
```


### Current output

```Shell
Compiling playground v0.0.1 (/playground)
error[E0277]: the size for values of type `[u8]` cannot be known at compilation time
 --> src/lib.rs:9:7
  |
9 |     f(x);
  |       ^ doesn't have a size known at compile-time
  |
  = help: the trait `Sized` is not implemented for `[u8]`
  = note: required for the cast from `[u8]` to the object type `dyn Debug`
help: consider borrowing the value, since `&[u8]` can be coerced into `dyn Debug`
  |
9 |     f(&x);
  |       +

For more information about this error, try `rustc --explain E0277`.
error: could not compile `playground` (lib) due to previous error
```


### Desired output

_No response_

### Rationale and extra context

This error confused me as it was in a context that I thought the type of `x` is actually `[u8]`, but it was `&[u8]` and the problem was about `dyn` cast.

### Other cases

_No response_

### Anything else?

_No response_
Repository: flutter
Issue: Responsive MenuAnchors
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

### 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

As menus get quite large and extensive, it's useful to have to have them docked at the bottom of the screen for mobile users as a modal bottom sheet, to force the user's attention to it.

The current MenuAnchor seems an appropriate widget for most common menu needs but its architecture does not allow this responsivity to be patched in (e.g. no ability to listen whether the menu opens or closes, hijack or extend callbacks or classes).

It is unfavorable to duplicate and to abstract the menu for a button to switch between MenuAnchor and a handmade bottom sheet.

### Proposal

This issue is to request for this Material guideline to be implemented: https://m3.material.io/components/menus/guidelines#5b54f967-3653-499d-bd36-2d0f9e450a1f

MenuAnchor could have a callback, field or internal check when to show a bottom sheet instead. To consider: This should not happen with app bar popup menus (i.e. option to disable this behavior).

An alternative approach would be to expose and make MenuAnchor more hackable for the end-developer, to provide this functionality.

A current workaround is as follows, but I deem it to be a heavy workaround and not really ideal than the "magic" MenuAnchor already provides: https://gist.github.com/Craftplacer/06e80fa5aa4553a544e6f1e93118550a
Repository: go
Issue: internal/godebug: TestCmdBisect failures
Labels: NeedsInvestigation,compiler/runtime

```
#!watchflakes
post <- pkg == "internal/godebug" && test == "TestCmdBisect"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/eab50a1d88409f2bbb63081a98d47d13013e6681)):

    --- FAIL: TestCmdBisect (0.77s)
        godebug_test.go:98: bad bisect output:
            have [godebug_test.go:115]
            want [godebug_test.go:115 godebug_test.go:118 godebug_test.go:119]
            complete output:
            bisect: checking target with all changes disabled
            bisect: run: GODEBUG=buggy=1#n /ramdisk8GB/workdir-host-aix-ppc64-osuosl/tmp/go-build4047929630/b001/godebug.test -test.run=BisectTestCase... ok (4 matches)
            bisect: run: GODEBUG=buggy=1#n /ramdisk8GB/workdir-host-aix-ppc64-osuosl/tmp/go-build4047929630/b001/godebug.test -test.run=BisectTestCase... ok (4 matches)
            bisect: checking target with all changes enabled
            bisect: run: GODEBUG=buggy=1#y /ramdisk8GB/workdir-host-aix-ppc64-osuosl/tmp/go-build4047929630/b001/godebug.test -test.run=BisectTestCase... FAIL (5 matches)
    ...
            testing.tRunner()
            	/ramdisk8GB/workdir-host-aix-ppc64-osuosl/go/src/testing/testing.go:1595
            runtime.goexit()
            	/ramdisk8GB/workdir-host-aix-ppc64-osuosl/go/src/runtime/asm_ppc64x.s:885
    
            ---
            bisect: checking for more failures
            bisect: run: GODEBUG=buggy=1#-110 /ramdisk8GB/workdir-host-aix-ppc64-osuosl/tmp/go-build4047929630/b001/godebug.test -test.run=BisectTestCase... ok (3 matches)
            bisect: run: GODEBUG=buggy=1#-110 /ramdisk8GB/workdir-host-aix-ppc64-osuosl/tmp/go-build4047929630/b001/godebug.test -test.run=BisectTestCase... ok (3 matches)
            bisect: target succeeds with all remaining changes enabled


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: Changing value in `@icon` for a `Node` does not update icon in editor until restarted
Labels: bug,topic:editor

### Godot version

4.0.2.stable.official

### System information

Windows 11, AMD Ryzen 7 5800H, Vulkan API 1.3.224, NVIDIA GeForce RTX 3070 Laptop GPU

### Issue description

When changing the path in a GDScript file inheriting from `Node`, the icon does not change

```gdscript
@icon("res://assets/path/to/icon.svg")

extends Node
class_name CustomNode
```

### Steps to reproduce

- Right click in the filesystem in the editor and hit "New Script..."
- Name it and ensure it inherits from `Node`
- For the template, select "Object: Empty"
- Hit "Create"

After creating the custom node, add it to your scene. Then add the following line to your script, observing the node's icon in your scene tree:

```gdscript
@icon("res://assets/path/to/icon.svg")
```

After saving the script, the icon of the node does not change. The change to the icon is not reflected until the editor is restarted

### Minimal reproduction project

N/A