sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tensorflow
Issue: Aborted (core dumped) in `tf.raw_ops.ResourceApplyCenteredRMSProp/tf.raw_ops.ResourceSparseApplyCenteredRMSProp`
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.16

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

tf 2.16

### Custom code

Yes

### OS platform and distribution

Linux Ubuntu 22.04.3 LTS (x86_64)

### Mobile device

_No response_

### Python version

3.9.13

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

On specific input, tf.raw_ops.ResourceApplyCenteredRMSProp/tf.raw_ops.ResourceSparseApplyCenteredRMSProp triggers "Aborted (core dumped)". We ran the code on colab's latest TensorFlow Nightly, which also triggers the crash. The cause of the crash may be the grad parameter.

### Standalone code to reproduce the issue

```shell
import tensorflow as tf

var = tf.Variable([1.0, 2.0, 3.0])
accum = tf.Variable([0.1, 0.2, 0.3], dtype=tf.complex64) 
accum2 = tf.Variable([0, 1.2, -3.3], dtype=tf.complex64) 
lr = 0.01
grad = tf.constant([0.1, 0.2, 0.3])
momentum = 0.9

# crash
tf.raw_ops.ResourceSparseApplyCenteredRMSProp(var=var.handle, mg=accum.handle, ms=accum2.handle, mom=var.handle,
                                              lr=lr, rho=lr,
                                              momentum=momentum,
                                              epsilon=0.9, grad=tf.constant([0.1, 0.2, 0.3]),
                                              indices=tf.constant([1,2,2]),
                                              use_locking=False)
# crash
# tf.raw_ops.ResourceApplyCenteredRMSProp(var=var.handle, mg=accum.handle, ms=accum2.handle, mom=var.handle,
#                                               lr=lr, rho=lr,
#                                               momentum=momentum,
#                                               epsilon=0.9, grad=tf.constant([0.1, 0.2, 0.3]),
#                                               use_locking=False)
```


### Relevant log output

```shell
2024-06-06 01:23:02.820585: I tensorflow/core/util/port.cc:113] oneDNN custom operations are on. You may see slightly different numerical results due to floating-point round-off errors from different computation orders. To turn them off, set the environment variable `TF_ENABLE_ONEDNN_OPTS=0`.
2024-06-06 01:23:02.853830: I tensorflow/core/platform/cpu_feature_guard.cc:210] This TensorFlow binary is optimized to use available CPU instructions in performance-critical operations.
To enable the following instructions: AVX2 AVX512F AVX512_VNNI FMA, in other operations, rebuild TensorFlow with the appropriate compiler flags.
2024-06-06 01:23:03.911976: F tensorflow/core/framework/tensor.cc:844] Check failed: dtype() == expected_dtype (8 vs. 1) float expected, got complex64
Aborted (core dumped)
```
Repository: godot
Issue: Wayland: Window Resizing w/ Ultrawide - Wonky & Crash
Labels: bug,platform:linuxbsd,topic:porting,needs testing

### Tested versions

- Reproducible in 4.3 Beta 1
- Window resizing still jacked in Dev6, but I didn't get an actual crash as I did in Beta 1

### System information

Godot v4.3.beta1 - Garuda Linux #1 ZEN SMP PREEMPT_DYNAMIC Fri, 31 May 2024 15:14:26 +0000 - Wayland - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (nvidia; 550.78) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

### Issue description

Just to add to the system info, Garuda is Arch-based.
* NOTE * I am using the C# (mono) version - This appears to not be captured in the Help => Copy System Settings Menu
* dotnet 8 is installed
I have 3 monitors, 1 of them (the main one) is an ultrawide.  The right-most is actually my TV, but it's HD and I don't think an aberration, but just in case.  I am also connected through either HDMI or DisplayPort, through a KVM switch that I use between my work laptop and my PC.  Again, I reckon it shouldn't make any difference, but for any possible info.

So just created a new project in 4.3 Beta 1, started w/ the wayland argument.
Basically, because it appears KDE "takes over" the title bar, while the menus show up, there is no minimize/maximize/close.
On startup, it fits to the ultrawide fine, but without the title bar, the only way I found to manipulate it was the ironic use of the Windows key & down arrow.  

This pulls it down to a skinny window--then I try to size it to my liking, it won't go any wider than...perhaps HD width?  Looks like it, but it won't go all the way to the bottom either.  I can drag it over to the normal HD monitor and fit it to that ok.

In Beta 1, after futzing with this I actually got a crash.
In Dev 6, the window resizing is still terrible, but I didn't get an actual crash.  Don't know if that means it *can't* happen, but it's what I got.  I'm adding 2 text files, which are the terminal outputs of each.


### Steps to reproduce

Simply open any project.  Presumably it maximizes to the monitor, then press Windows key + down arrow, then try resizing window in various ways.  Hopefully "have an ultrawide" is not necessary but the terminal output is here for reference :).

[Godot4.3Beta1_Wayland_Crash.txt](https://github.com/user-attachments/files/15599178/Godot4.3Beta1_Wayland_Crash.txt)
[Godot4.3Dev6_Wayland_WindowBehavior.txt](https://github.com/user-attachments/files/15599179/Godot4.3Dev6_Wayland_WindowBehavior.txt)


### Minimal reproduction project (MRP)

No project needed, a brand new one exhibited the behavior.
Repository: deno
Issue: Add `navigator.platform`
Labels: web,suggestion

`navigator.platform` is available in many runtimes such as: Browsers, Node.js (>=v21, [experimental](https://nodejs.org/api/globals.html#navigatorplatform)), and Bun. If this is available in Deno, platform detection can be very easily done in a cross-runtime way.
Repository: kubernetes
Issue: [flaky] TestReflectorWatchHandler is flaking
Labels: sig/api-machinery,kind/flake,triage/accepted

### Which jobs are flaking?

https://prow.ppc64le-cloud.cis.ibm.net/view/gs/ppc64le-kubernetes/logs/periodic-kubernetes-unit-test-ppc64le/1798429794040287232

### Which tests are flaking?

```TestReflectorWatchHandler```

### Since when has it been flaking?

```June 04, 2024```

### Testgrid link

_No response_

### Reason for failure (if possible)

_No response_

### Anything else we need to know?

Able to reproduce it on ```arm64``` as well, with stress tool :

```
% stress ./cache.test -test.run ^TestReflectorWatchHandler

/var/folders/3p/5y2c1zc51x173nqxbdslj7200000gn/T/go-stress-20240606T101941-4158651769
E0606 10:19:42.345776   47435 reflector.go:757] "Unhandled Error" err="testing/testing.go:1689: expected type *v1.Pod, but watch event object had type *v1.Service" logger="UnhandledError"
--- FAIL: TestReflectorWatchHandler (0.00s)
    reflector_test.go:367: unexpected error <nil>
FAIL


ERROR: exit status 1


/var/folders/3p/5y2c1zc51x173nqxbdslj7200000gn/T/go-stress-20240606T101941-271045215
E0606 10:19:42.793423   47743 reflector.go:757] "Unhandled Error" err="testing/testing.go:1689: expected type *v1.Pod, but watch event object had type *v1.Service" logger="UnhandledError"
--- FAIL: TestReflectorWatchHandler (0.00s)
    reflector_test.go:367: unexpected error <nil>
FAIL


ERROR: exit status 1


/var/folders/3p/5y2c1zc51x173nqxbdslj7200000gn/T/go-stress-20240606T101941-3702912391
E0606 10:19:42.916108   47799 reflector.go:757] "Unhandled Error" err="testing/testing.go:1689: expected type *v1.Pod, but watch event object had type *v1.Service" logger="UnhandledError"
--- FAIL: TestReflectorWatchHandler (0.00s)
    reflector_test.go:367: unexpected error <nil>
FAIL


ERROR: exit status 1
```

### Relevant SIG(s)

/sig node
Repository: godot
Issue: .blend files import issue in Android editor
Labels: discussion,platform:android,topic:editor,documentation

### Tested versions

Using Godot v 4.0 android version

### System information

Android 14

### Issue description

I am not able to import .blend files in Godot android editor because of the blender 3 path. What path should I give there to make it work properly. I have also tried to get the complete blender installation folder into the android device and then given its path, but it also don't work. Please help

### Steps to reproduce

Try to give blender 3 path in Godot android editor

### Minimal reproduction project (MRP)

You can create a new project in android editor
Repository: ollama
Issue: Performance degrades over time when running in Docker with Nvidia GPU
Labels: bug,performance,nvidia,docker

### What is the issue?

I am working in a multi-GPU environment.  I set up multiple docker containers to assign each GPU to it so I can process my workload in parallel.

Here is the command I use to set up the container:
`sudo docker run -d --gpus device=GPU-46b6fece-aec9-853f-0956-2d43359e28e3 -v ollama:/root/.ollama -p 11435:11434 --name ollama0 ollama/ollama`

I change the port for each container and use a list of clients to split the workload.

I noticed the performance of the Ollama Docker container degrades significantly over time. I am processing a workload with over 134,000 queries with llama3:instruct. In the beginning, the processing speed is about 1 to 2 items/s, after processing a few thousands of queries, it slows down to 10 to 12 items/s, and it gets worse over time.

If I remove and reconfigure the container, The performance will return to normal. 

### OS

Linux

### GPU

Nvidia

### CPU

AMD

### Ollama version

0.1.38
Repository: pytorch
Issue: Import Error: cannot import name 'XNNPACKQuantizer' from 'torch.ao.quantization.quantizer'
Labels: oncall: quantization,topic: docs

### 🐛 Describe the bug

from torch.ao.quantization.quantizer import (
  XNNPACKQuantizer,
  get_symmetric_quantization_config,
)

the code abve report error:

ImportError: cannot import name 'XNNPACKQuantizer' from 'torch.ao.quantization.quantizer'

the version of my torch is blew:
torch                    2.3.1
torchaudio               2.3.1
torchvision              0.18.1



### Versions

torch                    2.3.1
torchaudio               2.3.1
torchvision              0.18.1

cc @jerryzh168 @jianyuh @raghuramank100 @jamesr66a @vkuzo @jgong5 @Xia-Weiwen @leslie-fang-intel @msaroufim
Repository: PowerToys
Issue: Fancy Zones Spawning Child Wnidows
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.81.1

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

There is an app called **TickTick** that behaves very strangely with FancyZones when you have the **Move newly created windows to their last known zone** option checked on. 

The app will start up and correctly move to the last known zone it was on. However, an additional white, unmovable window is spawned with it and is stuck in the last known zone. 

If I uncheck the option, this problem will stop happening with the app. 

I am not sure if this is due to something in FancyZones that is causing it to spawn that additional window or if it's a problem in the TickTick app itself. Would love some insight on that!

The app is free so it should be easy to replicate. 

Here are screenshots of it:
![UfcSzqBuUw](https://github.com/microsoft/PowerToys/assets/87973909/90a93c6e-235d-4855-a5fc-70e240628f5d)

![2024-06-06 %08h55m01s](https://github.com/microsoft/PowerToys/assets/87973909/294775d1-697c-470a-8635-649271d2d93f)



### ✔️ Expected Behavior

Launch the app and only one window for the app, which is it's main one will appear and correctly move to it's last known zone.

### ❌ Actual Behavior

The app plus another white window of the app are both spawned and moved to the last known zone. The white window will permanently stay in the zone and cannot be moved. 

### Other Software

TickTick v5.5.1.0
Repository: pytorch
Issue: A trivial but annoying bug in random_split
Labels: needs reproduction,triaged,module: data

### 🐛 Describe the bug

```
import torch
from torch.utils.data import random_split
trainsets = random_split(range(10), [0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05])
```
```
Traceback (most recent call last):
  File "D:\碩論\test\test.py", line 3, in <module>
    trainsets = random_split(range(10), [0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05])
                ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Python311\Lib\site-packages\torch\utils\data\dataset.py", line 454, in random_split
    raise ValueError("Sum of input lengths does not equal the length of the input dataset!")
ValueError: Sum of input lengths does not equal the length of the input dataset!
```
Speculated cause:
print(0.05+0.05+0.05+0.05+0.05+0.05+0.05+0.05+0.05+0.05+0.05+0.05+0.05+0.05+0.05+0.05+0.05+0.05+0.05+0.05) gives "1.0000000000000002" by plain Python in the first place.

### Versions

Collecting environment information...
PyTorch version: 2.2.1+cu118
Is debug build: False
CUDA used to build PyTorch: 11.8
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 11 Home
GCC version: (x86_64-posix-seh-rev0, Built by MinGW-W64 project) 8.1.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: N/A

Python version: 3.11.2 (tags/v3.11.2:878ead1, Feb  7 2023, 16:38:35) [MSC v.1934 64 bit (AMD64)] (64-bit runtime)
Python platform: Windows-10-10.0.22631-SP0
Is CUDA available: True
CUDA runtime version: Could not collect
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 3060 Laptop GPU
Nvidia driver version: 546.80
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Architecture=9
CurrentClockSpeed=2500
DeviceID=CPU0
Family=207
L2CacheSize=11776
L2CacheSpeed=
Manufacturer=GenuineIntel
MaxClockSpeed=2500
Name=12th Gen Intel(R) Core(TM) i9-12900H
ProcessorType=3
Revision=

Versions of relevant libraries:
[pip3] numpy==1.25.1
[pip3] torch==2.2.1+cu118
[pip3] torchaudio==2.2.1+cu118
[pip3] torchvision==0.17.1+cu118
[conda] Could not collect


cc @andrewkho @gokulavasan @VitalyFedyunin @dzhulgakov
Repository: three.js
Issue: TSL: Missing While Support
Labels: TSL

### Description

`While` support is currently missing in the Three Shading Language. Just like `loop` it would be great to add `while` node support in both WGLSL and GLSL builder.
Repository: material-ui
Issue: [docs][joy-ui] Change dark theme component background color without affecting other states
Labels: docs,on hold,package: joy-ui,customization: theme,support: docs-feedback

### Related page

https://mui.com/joy-ui/customization/themed-components/

### Kind of issue

Missing information

### Issue description

I would assume that changing `backgroundColor` of a Joy UI component would not override other states such as hover and use the color from the default style for these states. 

It is the case observed for the light mode. See the [sandbox](https://codesandbox.io/p/sandbox/changing-joy-ui-button-via-theme-light-swhvth), hover the button and the color changes. However, when trying to do the same in dark mode, it overrides other states (see [sandbox](https://codesandbox.io/p/sandbox/changing-joy-ui-button-via-theme-dark-sjzkdq)).

I couldn't find out from the documentation if this is intended behavior or not and what should be done to get a similar effect for the dark mode.

### Context

I am trying to apply a custom backgroundColor to a Joy UI Button component which is in dark mode. However, it also overrides all other states which I do not wish to change and changing them all manually is tedious.

**Search keywords**: button, component, theme, background
Repository: rust
Issue: Buggy debuginfo test suite, or just `function-names.rs`?
Labels: O-windows,A-debuginfo,T-compiler,C-bug

In https://github.com/rust-lang/rust/pull/125958 (a PR which changes the way consts are handled in the compiler, and thus alters details like their hashing, etc.) a few lines were trimmed out of a debuginfo test because it was unreasonable to get it to work, despite the function names seemingly being present.

It seems like there might be a bug in the way that the debuginfo test suite handles `[...]`? Or it might incorrectly treat certain checks as ordering-sensitive, when hashing can change orders? It's unclear, but in any case, undesirable.

This mostly affected the Windows variant of the test.
Repository: godot
Issue: Dynamically added subchild in an instanced scene is not duplicated using Node.duplicate()
Labels: discussion,topic:core,needs testing

### Tested versions

- Reproducible in: 4.2.2.stable [15073afe3], 4.2.2 rc2, 4.2.2 rc3
- Not Reproducible in: 4.2.stable [46dc27791], 4.2.1.stable [b09f793f5], 4.2.2 rc1

### System information

Godot v4.2.2.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.3699) - Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz (12 Threads)

### Issue description

As the title states, nodes[C] added to any child[B] of an instanced scene[A] dynamically are not duplicated when calling Node.duplicate() on [A].

Meanwhile, it works if "[A] is not an instanced scene" or "calling Node.duplicate(7) which does not use PackedScene.instantiate() for duplicating".

For clearify the hierarchy relation, see the attachment below:
![image](https://github.com/godotengine/godot/assets/49547609/72caef1c-aa97-47ff-bd6f-a5efedc5de60)
which [C] is a dynamically added node

Not sure if this is the desired behaviour with some internal changes inside Node.duplicate() after 4.2.2 rc2.


### Steps to reproduce

1. Create a scene.
2. Add a child to the scene.
3. Instance the scene into main scene in the editor.
4. Add a node to the child of the instanced scene with a script.
5. Duplicate the instanced scene in script.

### Minimal reproduction project (MRP)

[Test.zip](https://github.com/user-attachments/files/15605030/Test.zip)
Repository: godot
Issue: `get_cmdline_args` not contains the used Godot arguments
Labels: discussion,topic:core

### Tested versions

v4.2.2.stable.mono.official [15073afe3]

### System information

Windows, macOS, Linux

### Issue description

I want to determine the engine is running outside the Godot editor by checking the used command line arguments to decide my plugin should be load or not. This is need to not load the plugin UI stuff when running in a test environment, e.g. GitHub CI action.

e.g. `$GODOT_BIN --path ./ -e --quit-after 2000 --headless`
Printing the result of 
```
	var args := OS.get_cmdline_args()
	args.append_array(OS.get_cmdline_user_args())
	prints("plugin cmd args", args)
```
shows only 
`plugin cmd args ["--editor"] `

I would expect to get all used arguments here.
I found this issue https://github.com/godotengine/godot/issues/84019 about `--headless` but it is a common issue.

> There are a bunch of engine arguments like this that get trimmed from get_cmdline_args()'s output from some reason, but I could never understand why.

So at least it is inconsistent, the `--editor` is not filtered.
This blocks me to decide to run the plugin UI part or not when calling form command line.
Using a custom argument will me not help because my tool can be used by custom users, e.g. rebuild the Godot cache by only using the Godot `--import` parameter. 

### Steps to reproduce

use the simple plugin example
```
@tool
extends EditorPlugin


func _enter_tree() -> void:
	check_running_in_test_env()


func _exit_tree() -> void:
	pass


func check_running_in_test_env() -> bool:
	var args := OS.get_cmdline_args()
	args.append_array(OS.get_cmdline_user_args())
	prints("plugin cmd args", args)
	if args.has("--add") or args.has("-a") or args.has("--quit-after") or args.has("--import"):
		return true
	return false

```

try running the godot via command line
`$GODOT_BIN --path ./ -e --quit-after 2000 --headless --foo`
shows
`plugin cmd args ["--foo", "--editor"]`
or with the new `--import` option
`$GODOT_BIN --path ./ --import --headless --foo`
shows
`plugin cmd args ["--foo", "--editor"]`

So there is no way to detect Godot is running with specific Godot arguments.

### Minimal reproduction project (MRP)

n/a
Repository: react
Issue:  DevTools Components Hide components filter should hide the component it owns
Labels: Type: Enhancement,Component: Developer Tools

When I go to the Components tab of the React DevTools, I have an option to hide components in:
```
Settings > Components > Hide components where...
```

In this I can hide a component based on its name. The issue is that among many others I have a component called `Period` that has a ton of components underneath it because it uses `React Datepicker`. I add a rule like:
```
^ name matches Period
```
but all it hides is the entry for my component. I obviously expected to hide it together with all its descendants, but instead the very single line called `Period` vanishes from the tree, and now the tons of subcomponents (Datepicker, remember?) are all there as if hanging directly from the `Period`'s parent component.

React version: 18.2.0
DevTools version: [5.2.0-1717ab0171](https://github.com/facebook/react/blob/main/packages/react-devtools/CHANGELOG.md#520)

## Steps To Reproduce

1. create a React page with any component hierarchy with more than 2 levels
2. in React DevTools > Components, go to `Settings > Components > Hide components where...`
3. filter out a component by name
4. now you'll see that the component that you filtered out disappeared, but its descendants are still all there, attached to the component's parent.

Link to code example:

My code is corporate and therefore cannot be shared. However, the description I gave and the steps to reproduce are quite unmistakable. This is not a circumstance bug on my code.

## The current behavior
Currently, if I want to hide a component and all its descendants, I would need to add these one by one to the filters, which becomes highly impractical very soon.

Furthermore, in hiding components under the component I'm trying to hide, I might be hiding components elsewhere with the same name that I need not hide.

## The expected behavior
I'm not sure what purpose this serves, but this is really not practical. There should at the very least be an option for physical filter and logical filter, where physical would be "every instance of this name" and logical would be "every instance of this name AND its descendants".

Other improvements would be selecting components to be collapsed by default (like filtering out, but with the option to see them).

Finally, not sure this is intended, but filtering is case insensitive. JavaScript is not.