sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: [DeviceMesh] Add support for `group: Tuple[ProcessGroup, ...]` in `from_group()`
Labels: triaged,module: DeviceMesh

We recently added a `DeviceMesh.from_group()` API to support constructing a `DeviceMesh` from an existing `ProcessGroup` to help interoperate with training code that uses `ProcessGroup` for some parallelisms and `DeviceMesh` for others.
https://github.com/pytorch/pytorch/blob/9043ccafdf133002ce6c6993429c419054ee9ad7/torch/distributed/device_mesh.py#L432-L433

We want to expand the API to support HSDP.
- Generalize the `group` argument to support `Union[ProcessGroup, Tuple[ProcessGroup, ...]]` so that the user can pass in a tuple of the inter-node and intra-node PGs
- [Optional] Add `mesh_dim_names: Optional[Tuple[str, ...]] = None` kwarg so that the user can still give named mesh dims
Repository: stable-diffusion-webui
Issue: [Bug]:  Python Script error on Krita + SD extention
Labels: not-an-issue

### Checklist

- [ ] The issue exists after disabling all extensions
- [x] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [ ] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

Hello and thanks in advance for any advice given.
I've been using Krita for a short time now (new to art and stuff) and decided to try and use Stable Difussion extention for Krita, which might help me learn and improve my learning curve (so that one day I don't need AI maybe), but ever since I "installed" SD on Krita, I've been getting this *Script errors* every time I open the program.
Closing them allows Krita to open and run normally (brushes and pencils work fine) but I fear that trying the SD extentions might blow an error I cannot resolve.
![Krita errors](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/168689908/3d8d17a7-5e65-413f-bb50-664b5003ba6a)
![Krita errors1](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/168689908/a58277ce-b14b-4de7-883b-106b2a6f5336)
![Krita errors2](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/168689908/967bd60b-5648-495d-8820-1989a8abb3e3)
![Krita errors3](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/168689908/e79dd0cc-b5ee-4c31-b54a-41c363f6f8d2)
![Krita errors4](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/168689908/cbfdc7fc-2935-48a7-b1b7-01e2c2110c15)


### Steps to reproduce the problem

Simply installed the Stable Difussion extention on Krita, enabled it, reset the program, and this Script Error message windows started to appear.

### What should have happened?

I don't know what actually is supposed to happen, but I imagine I shouldn't be getting this script errors if everything was fine and in order.

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

Mozilla Firefox

### Sysinfo

[sysinfo-2024-05-02-00-04.json](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/15182380/sysinfo-2024-05-02-00-04.json)


### Console logs

```Shell
https://pastebin.com/Z3fXwxW7
```


### Additional information

For information purposes I have a RTX 3060 12gb with a I5 9400F
Repository: Web-Dev-For-Beginners
Issue: Add a note also to https://code.visualstudio.com/docs/editor/profiles about this, as well as https://code.visualstudio.com/docs/editor/extension-marketplace.
Labels: no-issue-activity

              Add a note also to https://code.visualstudio.com/docs/editor/profiles about this, as well as https://code.visualstudio.com/docs/editor/extension-marketplace.

Adding it to the Profiles page is important since it goes at lengths describing how good Profiles is for extensions.

_Originally posted by @thernstig in https://github.com/microsoft/vscode-docs/issues/7221#issuecomment-2079241577_
Repository: godot
Issue: Meshes with gi_mode disabled do not recieve indirect light from LightmapGI/LightmapProbes
Labels: topic:rendering,documentation,topic:3d

### Tested versions

- Reproduced in: 4.0.stable, 4.1.stable, 4.2.stable, 4.3.dev6

### System information

Godot v4.2.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 Ti (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (12 Threads)

### Issue description

Setting a mesh's GI Mode to Disabled does not allow it to receive indirect lighting from Lightmap Probes, as the tooltip and documentation suggests.
![editor_screenshot_2024-05-02T023311](https://github.com/godotengine/godot/assets/21314708/50caab02-fc65-4fe2-bea4-79e94320f79f)
These meshes are the same resource with the same material, but the one on the left has it's GI mode set to Dynamic, while the one on the right has it set to Disabled. There is only a LightmapGI for global illumination in the scene, so we should expect them to both use the lightmap probes to receive indirect lighting, as the documentation describes.

This should work, since the documentation makes it seem intended for projects that blend multiple GI types, and for objects that should not be baked at all but still should receive indirect lighting e.g. player characters / npcs / dynamic props.

### Steps to reproduce

Use the MRP, select the LightmapGI node and just bake the lighting. (The lmbake resource breaks without the .godot folder, so you'll have to bake it yourself.) Then run the project.

### Minimal reproduction project (MRP)

[MRP.zip (For 4.2)](https://github.com/godotengine/godot/files/15182989/MRP.zip)
Repository: godot
Issue: PointLight2D Blend mode Mix doesn't work, causes black shadows, blends wrongly, light colors are off
Labels: feature proposal,topic:rendering,topic:2d

### Tested versions

- Reproducible in: v4.2.2.stable.mono.official [15073afe3]

### System information

Godot v4.2.2.stable.mono - Linux Mint 21.3 (Virginia) - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 (RADV NAVI23) () - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads)

### Issue description

Godot lights with Add blend mode, when accumulated they add infinitely making the pixels where two or more lights are around way too brighter
![image](https://github.com/godotengine/godot/assets/32240709/f34da437-e011-4b85-9822-c0f84d1a85ea)
changing mode to mix gives such result:
![image](https://github.com/godotengine/godot/assets/32240709/ea592bd8-5247-45cc-b3ce-fcde531ecc87)
which after changing gradient from black to black + transparent gives this:
![image](https://github.com/godotengine/godot/assets/32240709/c243df53-6b47-4590-95a6-a29dae8dea2a)
which is close but not ideal, for instance, light in the center doesn't light it at all, it's just dark by last light
also turning off modulate canvas with mix lights gives this unwanted black shadows:
![image](https://github.com/godotengine/godot/assets/32240709/55fabcba-2d18-45ef-b9d2-8e6befcc171e)
which is not ideal for day-night cycle

Changing from `White<->Black+Transparent` to `White<->White+Transparent` gradient seems to temporary fix it,
since it looks like this in the night:

But when it's day, all the lights "disappear":
![image](https://github.com/godotengine/godot/assets/32240709/04e98420-b331-445d-920d-af8dae6e7176)
Changing their energy a bit helps lights to be seen in day as well
![image](https://github.com/godotengine/godot/assets/32240709/31d62614-0a22-4567-91a3-cd6c8b0a01a2)

Though then changing light color becomes hard since color set doesn't match the one shown in inspector and some color's wont be ever reached because how mix blending works
![image](https://github.com/godotengine/godot/assets/32240709/720c49ae-3975-48bf-a03c-9d196134c511)
It also looks bad in day

# Expected result:
Here's an example from the competition's engine:
![image](https://github.com/godotengine/godot/assets/32240709/25bb9274-1431-4981-a03b-97d5d9895069)

It uses blending mode "Multiply" and "Alpha blend" which are not present in Godot 

I'd suggesting adding multiply blend mode to Godot

### Steps to reproduce

Create new scene with background image for clarity, add CanvasModulate and set it to `#4671ff`
Spawn PointLight2D, set it's texture to GradientTexture2D with Fill mode Radial as here:
![image](https://github.com/godotengine/godot/assets/32240709/566167f7-0b63-47bb-87b6-e1fd37dc16b7)
And change that light's blend mode to mixed, duplicate a bunch of times and scatter around close to each other.
Change Gradient from black to black + transparent for other issue, and finally change/reset CanvasModulate to see wrong black shadows from Mix mode

### Minimal reproduction project (MRP)

[IssueWithLight2D.zip](https://github.com/godotengine/godot/files/15182901/IssueWithLight2D.zip)
Repository: rust
Issue: creating mutable variable of reference in destructuring of tuple containing one immovable (!Copy) object causes `E0507`: cannot move out of shared reference and incorrect help diagnostic
Labels: A-diagnostics,T-compiler,D-invalid-suggestion

### Code

```Rust
struct Hi; // this is immovable
let (mut _x,) = &(Hi,);
```


### Current output

```Shell
error[E0507]: cannot move out of a shared reference
 --> src/main.rs:3:21
  |
3 |     let (mut _x,) = &(Hi,);
  |          ------     ^^^^^^
  |          |
  |          data moved here
  |          move occurs because `_x` has type `Hi`, which does not implement the `Copy` trait
  |
help: consider borrowing the pattern binding
  |
3 |     let (ref mut _x,) = &(Hi,);
  |          +++
```


### Desired output

```Shell
error[E0507]: cannot move out of a shared reference
 --> src/main.rs:3:21
  |
3 |     let (mut _x,) = &(Hi,);
  |          ------     ^^^^^^
  |          |
  |          data moved here
  |          move occurs because `_x` has type `Hi`, which does not implement the `Copy` trait
  |
```


### Rationale and extra context

`let (ref mut _x,) = (&Hi,);` causes an error

### Rust Version

```Shell
rustc 1.80.0-nightly (c987ad527 2024-05-01)
binary: rustc
commit-hash: c987ad527540e8f1565f57c31204bde33f63df76
commit-date: 2024-05-01
host: x86_64-unknown-linux-gnu
release: 1.80.0-nightly
LLVM version: 18.1.4
```


### Anything else?

https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=9670d1424d20a93ed49b9bc818f4e0a4
Repository: next.js
Issue: redirect to url with a different base path in server action does not work
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://github.com/levinqdl/reproduction-app

Config the app with base path `/app`.
To demonstrate the issue, a rewrite from `/external` to `https://example.vercel.sh` is added, in production, it should be another app with the same origin and a different base path.

### To Reproduce

1. Start the app in development (next dev)
2. Visit http://localhost:3000/app
3. Click redirect

### Current vs. Expected behavior

Expect:

the page is redirected to bing.com

Current:

1. the route changes to http:/localhost:3000/external, and the page got a 404 error page from next.js
2. if I refresh browser on the 404 page, contents of https://example.vercel.sh is shown

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.4.0: Fri Mar 15 00:10:42 PDT 2024; root:xnu-10063.101.17~1/RELEASE_ARM64_T6000
  Available memory (MB): 32768
  Available CPU cores: 10
Binaries:
  Node: 20.11.1
  npm: 10.2.4
  Yarn: 1.22.19
  pnpm: 9.0.6
Relevant Packages:
  next: 14.3.0-canary.36 // Latest available version is detected (14.3.0-canary.36).
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Navigation, server action, base path

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local),  Other (Deployed)

### Additional context

The issue breaks navigation from apps routed by different base paths, such as OAuth flow. I think it's because Next.js perform redirects to same origin of the app as a client side navigation, not considering the base path.
Repository: excalidraw
Issue: Question: Is there anything similar to Figma components?
Labels: enhancement

Is there a component or something similar that allows you to have groups linked to another group and when the parent group is updated, the children are updated?

**Example**:

https://github.com/excalidraw/excalidraw/assets/132106533/35ee52e7-d8ec-4e55-94b5-06aa6a8cae84
Repository: pytorch
Issue: insert_deferred_runtime_asserts does not work with modulus
Labels: triaged,module: dynamic shapes

### 🐛 Describe the bug

insert_deferred_runtime_asserts operates by symbolic tracing through the PythonReferenceAnalysis. However, the implementation of mod is not traceable:

```
    @staticmethod
    def mod(x, y): 
        ret = abs(x) % abs(y)
        if x < 0:
            ret *= -1
        return ret
```

due to the conditional on x. 

This is related to @lezcano complaining about how C and Python modulus semantics are not the same.

### Versions

main
Repository: flutter
Issue: [in_app_purchase]: Proposal to include expiry date of purchased subscription
Labels: c: new feature,p: in_app_purchase,package,c: proposal,team-ecosystem,P2,triaged-ecosystem

### Use case

the date of expiry date of purchase item is not return in response 


### Proposal

we need expiry date in response which currently not coming in response so we have to manage it manually which is not prefferable for long term subscription and when there are many subscription.

Package:- in_app_purchase:3.2.0 we are using this package when we purchase any subscription, we are not getting expiry date for that subscription.
we are using firebase as backend and storing expiry date but as it is not retrieving we have to manage it manually by own.
Repository: go
Issue: proposal: context: add method like WithoutCancel but preserve context deadline
Labels: Proposal

### Context

The current context.WithoutCancel function supported since Go 1.21 creates a new context that inherits all values from the parent except for cancellation and deadline exceeding. It loses the deadline information set on the parent. This becomes a limitation when we want to maintain a specific timeout even if the parent gets canceled.

### Use case
Middleware and interceptor patterns often require preserving request deadlines. A middleware can use context.WithoutCancel to ensure its execution continues regardless of client cancellation. However, if the parent context had a deadline set, it's lost with the current implementation. This can lead to unintended behavior if the request processing takes longer than the intended timeout.

### Workaround
To address this issue, I try create a function that produces a context with the same deadline as the parent, even if the parent is cancelled. Here's a workaround to the issue:
```go
func WithoutCancelButDeadline(ctx context.Context) (context.Context, context.CancelFunc) {
  newCtx := context.WithoutCancel(ctx)
  deadline, ok := ctx.Deadline()
  if !ok {
    return context.WithCancel(newCtx)
  }
  return context.WithDeadline(newCtx, deadline)
}
```
This workaround has drawbacks:

- It creates a new timer for the new context, instead of reusing the existing one from the parent.
- It returns a cancellation function that's not actually used.

### Proposal new API:
A more efficient approach would be to introduce a new API that directly returns the context without these redundancies. Here are some potential names for this new function (or an alternative with a clearer name):

```go
func WithoutCancelButDeadline(parent context.Context) context.Context
func WithoutCancelPreserveDeadline(parent context.Context) context.Context
func WithDeadlineWithoutCancel(parent context.Context) context.Context
func WithDeadlineOnly(parent context.Context) context.Context
```
Repository: rust
Issue: rustdoc picks an odd "canonical" path for some often-reexported types
Labels: T-rustdoc,A-rustdoc-search

It seems that recently, rustdoc started to not show duplicate results for a type when it gets reexported. That is great! However, the name it decides to pick is sometimes odd.

Consider for instance [`InterpError`](https://doc.rust-lang.org/nightly/nightly-rustc/?search=InterpretError): rustdoc shows this as `miri::InterpError`, which makes it look like a type defined in Miri. That's not the case though, the type is defined in rustc_middle. I would have expected this to be shown as `rustc_middle::mir::interpret::InterpError` -- that's the canonical path for this type, as far as I am concerned. Certainly it should be showing some rustc crate as otherwise one could easily think that this type is not available outside Miri.

Cc @rust-lang/rustdoc
Repository: flutter
Issue: SliverPesistentHeader does not work inside a SliverCrossAxisGroup when there is a SliverAppBar
Labels: c: new feature,framework,f: material design,f: scrolling,has reproducible steps,P2,team-framework,triaged-framework,found in release: 3.19,found in release: 3.22

### Steps to reproduce

1. Add a CustomScrollView
2. Add a pinned  SliverAppBar inside
1. Add a pinned SliverPesistentHeader inside a SliverCrossAxisGroup



### Expected results

The pinned header should be visible below the app bar

### Actual results

The header does not get pinned.

### Code sample

https://dartpad.dev/?id=92ed6802da1d50544035ba53ff3c762f

### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

https://github.com/flutter/flutter/assets/19904063/d53108b3-0829-4a0a-b2d9-a51158289dd6

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[✓] Flutter (Channel stable, 3.19.3, on macOS 14.4.1 23E224 darwin-arm64, locale en-GB)
[✓] Android toolchain - develop for Android devices (Android SDK version 35.0.0-rc1)
[!] Xcode - develop for iOS and macOS (Xcode 15.0)
    ✗ Unable to get list of installed Simulator runtimes.
[✓] Chrome - develop for the web
[✓] Android Studio (version 2023.2)
[✓] VS Code (version 1.88.1)
[✓] Connected device (3 available)
[✓] Network resources
```

</details>
Repository: vscode
Issue: Merge editor: expose commands for "accept left/right/combination" for current selection
Labels: feature-request,merge-editor

When I have a merge conflict selected in the merge editor, I would like to be able to accept left/right/combination using a keyboard shortcut. I believe this requires commands which are currently missing. We have `merge.acceptAllInput1` and `merge.acceptAllInput2` but we need something for the current selection.
Repository: kubernetes
Issue: Provide an easy way to send graceful shutdown signal to all processes in a Windows container
Labels: kind/feature,sig/windows,needs-triage

### What would you like to be added?

When a Kubernetes Pod has a container with a startup script as the entrypoint to do some initialization work before starting the actual main process, only the script host process gets the shutdown signal (`SIGTERM` on Linux; `CTRL_SHUTDOWN_EVENT` on Windows according to the [docs](https://kubernetes.io/docs/concepts/windows/intro/#compatibility-v1-pod)). This is consistent with the [documented behavior](https://kubernetes.io/docs/concepts/workloads/pods/pod-lifecycle/#pod-termination), so I guess it's on purpose.

I'd like to suggest adding a mode (flag in the container spec) to allow sending the shutdown signal to all processes inside the container, at least on Windows.

### Why is this needed?

Unfortunately, when used as a script host entrypoint, neitther `cmd.exe` nor PowerShell will propagate the shutdown signal to the main process by default. In PowerShell, it's probably possible to come up with some code to handle `CTRL_SHUTDOWN_EVENT` explicitly and then somehow send the signal to the main process, but AFAIK that requires some (relatively) complicated programming; and also, PowerShell entrypoint processes come at a rather high memory overhead. In `cmd.exe`, often preferred for efficiency, there doesn't seem to be any way to do that at all.

I've noticed that Docker does it differently: it will send its own shutdown signal to all processes, even ones unrelated to the entrypoint process. Kubernetes' [Windows compatibility documentation](https://kubernetes.io/docs/concepts/windows/intro/#compatibility-v1-pod) actually references the Docker implementation, with a link to this Github issue: https://github.com/moby/moby/issues/25982. An [answer to that issue](https://github.com/moby/moby/issues/25982#issuecomment-375105522) mentions the behavior I observed with Docker (emphasis mine):

> The second fix for this was in Windows 10 Build 17074, which changes two things. First, the notification to is changed to CTRL_SHUTDOWN_EVENT for both windowsservercore and nanoserver based images. **Second, it extends the notification in windowsservercore based images to affect all process running in the container**, including sending service shutdown notifications to services running in the container. This is currently available in insider builds, and will be available in Windows Version 1803, in the 1803 based container images.

I guess, it's not possible to change the default behavior of Kubernetes on Windows to align with that of Docker, as it should remain consistent with Linux and would be a breaking change. But maybe a corresponding mode could be introduced to allow easy graceful shutdown when using entrypoint scripts?
Repository: flutter
Issue: [video_player] VideoPlayerController.initialize() never return if the file is invalid (text file)
Labels: p: video_player,package,team-ecosystem,P2,triaged-ecosystem

### Steps to reproduce

on mac os
```
      VideoPlayerController controller = VideoPlayerController.file(file);
      await controller.initialize();
```
if file is a `.fish` file (a shell script that is not a video but a text file) `await controller.initialize();` will never return or throw an exception, you wait indefinitely...

### Expected results

if the file is not a video it should throw an exception

### Actual results

up

### Code sample

<details open><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>


### 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
[Paste your output here]
```

</details>
Repository: excalidraw
Issue: Feature Request Excalidraw+ - Allow a scene to be shared between different workspace/collections
Labels: Excalidraw+

Sharing a scene with a url is a super nice feature.
It works very well to share with "casual users".

Excalidraw+ also has the concept of a workspace in which multiple users can collaborate.

However, there is scenario where 2 people from a different workspace would like to more together.
In that case, currently, one person can have the scene in his workspace, but the other one would just work on the shared url.
Without being able to "federate" it inside his workspace.

Have a way for the second person to have it inside his workspace would be nice.