sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: angular
Issue: Add a typed version of the ControlValueAccessor interface
Labels: area: forms

### Which @angular/* package(s) are relevant/related to the feature request?

forms

### Description

The `ControlValueAccessor` interfaces relies on `any` for the typing of its definitions, I would like to be able to strongly type a `ControlValueAccessor`

### Proposed solution

Instead of:
```ts
@Component({ /*...*/ })
class MyComponent implements ControlValueAccessor {
  writeValue(obj: any): void {}
  registerOnChange(fn: any): void {}
  registerOnTouched(fn: any): void {}
  setDisabledState?(isDisabled: boolean): void {}
}
```

I would have liked to be able to write:
```ts
@Component({ /*...*/ })
class MyComponent implements TypedControlValueAccessor<TValue> {
  writeValue(obj: TValue): void {}
  registerOnChange(fn: (value: TValue) => void): void {}
  registerOnTouched(fn: () => void): void {}
  setDisabledState?(isDisabled: boolean): void {}
}
```

### Alternatives considered

This is non blocking and just some qualify of life
If absolutely necessary, I can create another interface acting as an adapter for the non-typed version
Repository: stable-diffusion-webui
Issue: unselected sdxl styles panel by default
Labels: enhancement

### Is there an existing issue for this?

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

### What would your feature do ?

As the SDXL Styles panel is always selected and unfold at launching. But it's not a most used module. Can I set any ui config to make it inacitived by deafult? thanks.

### Proposed workflow

None


### Additional information

_No response_
Repository: ant-design
Issue: `Flex` 组件会给子元素 `a` 增加过多样式，`gap` 属性的 `SizeType` 没有 `ts` 提示
Labels: Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/p/sandbox/ji-ben-bu-ju-antd-5-13-1-forked-mf662v?file=%2Fdemo.tsx%3A11%2C3)

### Steps to reproduce

https://codesandbox.io/p/sandbox/ji-ben-bu-ju-antd-5-13-1-forked-mf662v?file=%2Fdemo.tsx%3A11%2C3

### What is expected?

不希望 `Flex` 组件的子元素 `a` 自带样式，`gap` 需要类型提示

### What is actually happening?

`Flex` 组件会给子元素 `a` 增加过多样式，`gap` 属性的 `SizeType` 没有 `ts` 提示

| Environment | Info |
| --- | --- |
| antd | 5.13.2 |
| React | 18.2.0 |
| System | MacOS 12.6 |
| Browser | Chrome 121.0.6167.85 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: Adapt windows of same app on virtual desktops with different layout
Labels: Needs-Triage

### Description of the new feature / enhancement

In Windows, it is possible to make a window appear on all virtual desktops. However, if fancy zones are configured with different layouts on different virtual desktops the app window doesn't adapt to the new layout after changing the desktop. As the app window adapts correctly if the layout is changed manually (via the layout editor), this feature should be relatively easy to add (no?)

### Scenario when this would be used?

Any scenario where an app is opened on multiple virtual desktops with different fancy zones layout.

### Supporting information

_No response_
Repository: material-ui
Issue: [material-ui] Add an example project with Next.js 14 (App Router) and Tailwind CSS
Labels: waiting for 👍,package: material-ui,ready to take,examples,nextjs

### Summary

Currently, there is no example configuration for next 14 with app-router, Tailwind CSS and MUI in examples.
Also configuring MUI CssBaseline is a bit tricky if we have tailwind in our project

### Examples

_No response_

### Motivation

A full new example project also helps with this [issue](https://github.com/mui/material-ui/issues/40416) where people are confused with nextjs pages directory setup

**Search keywords**: tailwindcss nextjs 14 app-router
Repository: godot
Issue: 3d freelook. on low acceleration speed freelook doesn't update viewport, unless you constatnly rotate camera.
Labels: bug,topic:editor,topic:3d

### Tested versions

- reproducible in: Godot v4.2.1.stable, v4.1.3.stable, v3.5.3

### System information

Godot v4.2.1.stable - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Thu Dec 21 16:21:45 UTC 2023 - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (RADV NAVI22) () - AMD Ryzen 5 2600 Six-Core Processor (12 Threads)

### Issue description

3d freelook.
when zoom is set to 1000, with low acceleration speed freelook doesn't update viewport, unless you constantly rotate camera.

when zoom is set to 1000m, and your freelook acceleration speed is at minimum, you may try pressing 'w' or 's' , but you won't be moving.
when you release key - you jump to the point, where you supposed to move.  
but, if you you constantly rotate camera, while moving - viewport will update each frame.

https://github.com/godotengine/godot/assets/16347074/e32e7371-25d4-4098-9055-f7cf5c20f10c

reproducible in any new project.

### Steps to reproduce

1. in 3d, set zoom to 1000m with your mouse wheel
![image](https://github.com/godotengine/godot/assets/16347074/cdc3ee73-c3fa-4017-ab08-921f7912b1b0)
2. fly to your mesh in freelook mode with rmb + wasd
3. set minimal acceleration speed in freelook with rmb + mouse wheel
![image](https://github.com/godotengine/godot/assets/16347074/6a511d8f-00e8-47b7-b139-1fc890c55dae)
4. hold 'w' or 's' (do not move your mouse) to see that you are not moving.
5. start constantly rotating you camera, and press 'w' or 's' to see viewport is updating while moving.

### Minimal reproduction project (MRP)

N/A
Repository: angular
Issue: Unable to find `zh-Hant-TW` or `zh-TW` locale in `@angular/common`
Labels: area: i18n

### Which @angular/* package(s) are the source of the bug?

common

### Is this a regression?

No

### Description

When I using i18n support in Angular, I can't use `zh-TW` for my locale. When building, there is always produce a warning for me.


### Please provide a link to a minimal reproduction of the bug

https://github.com/doggy8088/ng-i18n-demo/commit/1acddbdf8b96ff1bba4568ad4e5d5b58e9ced52f

### Please provide the exception or error you saw

![image](https://github.com/angular/angular/assets/88981/2f0db564-3305-432e-a2b3-2045020430d3)

```true
▲ [WARNING] Locale data for 'zh-TW' cannot be found. Using locale data for 'zh'. [plugin angular-locale-data]     

    angular:polyfills:angular:polyfills:2:7:
      2 │ import 'angular:locale/data:zh-TW';
        ╵        ~~~~~~~~~~~~~~~~~~~~~~~~~~~
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 17.1.1
Node: 20.10.0
Package Manager: npm 10.2.3
OS: win32 x64

Angular: 17.1.1
... animations, cli, common, compiler, compiler-cli, core, forms
... localize, platform-browser, platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------       
@angular-devkit/architect       0.1701.1
@angular-devkit/build-angular   17.1.1
@angular-devkit/core            17.1.1
@angular-devkit/schematics      17.1.1
@schematics/angular             17.1.1
rxjs                            7.8.1
typescript                      5.2.2
zone.js                         0.14.3
```


### Anything else?

_No response_
Repository: pytorch
Issue: [DTensor] DTensor fails to execute backward of index_put op.
Labels: triaged,module: dtensor

### 🐛 Describe the bug

When performing the backwarding of the index_put op, if the target tensor's require_grad is set to True, it will execute the following logic, which contains an op to create a zero tensor from the given values_info.
```python
# generated code in torch/csrc/auotgrad/generated/Functions.cpp
variable_list IndexPutBackward0::apply(variable_list&& grads) {
  std::lock_guard<std::mutex> lock(mutex_);
  TORCH_CHECK(!indices_released_, ERR_BACKWARD_TWICE);
  IndexRangeGenerator gen;
  auto self_ix = gen.range(1);
  auto values_ix = gen.range(1);
  variable_list grad_inputs(gen.size());
  const auto& grad = grads[0];
  auto indices = unpack_opt_list(indices_);
  bool any_grad_defined = any_variable_defined(grads);
  if (task_should_compute_output({ self_ix })) {
    auto grad_result = any_grad_defined ? (accumulate ? grad : grad.index_put(indices, values_info.zeros(), false)) : Tensor();
    copy_range(grad_inputs, self_ix, grad_result);
  }
  if (task_should_compute_output({ values_ix })) {
    auto grad_result = any_grad_defined ? (grad.index(indices)) : Tensor();
    copy_range(grad_inputs, values_ix, grad_result);
  }
  return grad_inputs;
} 
```
If the tensor of the op is DTensor, an error will be reported in DTensor dispatch, like this
```
RuntimeError: aten.index_put.default: got mixed torch.Tensor and DTensor, need to convert all torch.Tensor to DTensor before calling distributed operators!
```
A minimal repro script is here:
```python
# before executing the repro, you might need to register a simple sharding propagation strategy or rule of aten.index_put.
class SampleTest(DTensorTestBase):
    @with_comms
    def test_indexput_backward(self):
        device_mesh = DeviceMesh(self.device_type, range(self.world_size))
        bsz = 4
        hidden_dim = 16
        x = torch.rand(bsz, hidden_dim).requires_grad_(True)
        index = torch.tensor([0, 1])
        src = torch.rand(2, hidden_dim).requires_grad_(True)

        dx = distribute_tensor(x, device_mesh, [Replicate()])
        dindex = distribute_tensor(index, device_mesh, [Replicate()])
        dsrc = distribute_tensor(src, device_mesh, [Replicate()])
        dout = torch.ops.aten.index_put(dx, [dindex], dsrc, accumulate=False)
        dout.sum().backward()
```
Our current solution is to hack the dispatch logic and manually insert the `from_local` for the generated zero tensor. Is there any better solution for this? Thanks ahead for any reply.

### Versions

nightly

cc @wanchaol @XilunWu @tianyu-l
Repository: godot
Issue: Shadow rendering does not respect cull mode on mobile renderer
Labels: bug,topic:rendering,topic:3d

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 31.0.23013.1023) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)

### Issue description

When using mobile renderer, the cull mode of a material (or a shader) is not respected by shadows:
![image](https://github.com/godotengine/godot/assets/25323231/fbdda137-8b19-4329-a4f1-9393296c1656)


### Steps to reproduce

1. Set up a scene with a sun
2. Create a plane and disable the cull mode of its material
3. Rotate the plane 180 degrees horizontally
4. It no longer cast shadows

### Minimal reproduction project (MRP)

[Cull.zip](https://github.com/godotengine/godot/files/14072580/Cull.zip)
Repository: tauri
Issue: sidecar node backend is running in background
Labels: type: bug,status: needs triage

### Describe the bug

I have create exe of react application where i have added node-sqlite backend as sidecar. when i run exe and close it using × it is closing exe as well as backend and working fine. i have scenerio where i am using this exe with node sidecar opened into autocad pallete window in which i run exe through code and open into pallete .now when i close pallete my exe is closing but node backend is still running in background . how can i close stop backend exe also when i stop my app exe.

### Reproduction

_No response_

### Expected behavior

when i close autocad pallete both app exe and side exe should close .

### Full `tauri info` output

```text
#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")]
use tauri::{
  api::process::{Command, CommandEvent},
  Manager,
};

fn main() {
  tauri::Builder::default()
  .setup(|app| {
  let window = app.get_window("main").unwrap();
  tauri::async_runtime::spawn(async move {
    // `new_sidecar()` expects just filename, NOT whole path like JavaScript
    let (mut rx, mut child) = Command::new_sidecar("node-sqlite-backend")
    
    .expect("failed to create `my-sidecar` binary command")
    .spawn()
    .expect("Failed to spawn sidecar");

    
    while let Some(event) = rx.recv().await {
      if let CommandEvent::Stdout(line) = event {
        println!("Stdout: {}", line);
        window
          .emit("message", Some(format!("'{}'", line)))
          .expect("failed to emit event");
        // write to stdin
        child.write("message from Rust\n".as_bytes()).unwrap();
      }
    }
  });
    Ok(())
  })
  .run(tauri::generate_context!())
  .expect("error while running tauri application");
}



this is my main.rs code where i am added my backend binary as sidecar
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: go
Issue: cmd/compile: unsafe conversion from slice to struct pointer generates worse code on amd64 than on 386
Labels: Performance,NeedsInvestigation,FeatureRequest,compiler/runtime

### Go version

go version devel go1.22-b7c630dc3a Tue Jan 9 01:36:54 2024 +0000 linux/amd64

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/dominikh/.cache/go-build'
GOENV='/home/dominikh/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/dominikh/prj/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/dominikh/prj'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/home/dominikh/prj/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/home/dominikh/prj/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='devel go1.22-b7c630dc3a Tue Jan 9 01:36:54 2024 +0000'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/home/dominikh/prj/src/example.com/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build1255434568=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

Compile

```
package pkg

import "unsafe"

type T struct {
	A, B int
}

func Foo(x []byte) {
	Sink = (*T)(*(*unsafe.Pointer)(unsafe.Pointer(&x))).A
}

var Sink int
```

### What did you see happen?

When compiling for GOARCH=386, the function body compiles to

```
0x0012 00018 (/home/dominikh/prj/src/example.com/foo.go:10)     MOVL    command-line-arguments.x+4(SP), AX
0x0016 00022 (/home/dominikh/prj/src/example.com/foo.go:10)     MOVL    (AX), AX
0x0018 00024 (/home/dominikh/prj/src/example.com/foo.go:10)     MOVL    AX, command-line-arguments.Sink(SB)
```

but when compiling for GOARCH=amd64, it compiles to

```
0x0000 00000 (/home/dominikh/prj/src/example.com/foo.go:9)      MOVQ    AX, command-line-arguments.x+8(SP)
0x0005 00005 (/home/dominikh/prj/src/example.com/foo.go:9)      MOVQ    BX, command-line-arguments.x+16(SP)
0x000a 00010 (/home/dominikh/prj/src/example.com/foo.go:9)      MOVQ    CX, command-line-arguments.x+24(SP)
0x000f 00015 (/home/dominikh/prj/src/example.com/foo.go:10)     MOVQ    command-line-arguments.x+8(SP), AX
0x0014 00020 (/home/dominikh/prj/src/example.com/foo.go:10)     MOVQ    (AX), AX
0x0017 00023 (/home/dominikh/prj/src/example.com/foo.go:10)     MOVQ    AX, command-line-arguments.Sink(SB)
```

Where the first 4 instructions are unnecessary.
Repository: stable-diffusion-webui
Issue: [Bug]: FP8 breaks some LORAs
Labels: bug-report

### 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?

`Networks with errors: ahxl_v1 (32)`
Tested multiple SDXL models and all are broken
Only breaks certain LORAs 
Tested both fp8 and fp16 LORAs

### Steps to reproduce the problem

1.Enable FP8 for SDXL in settings and load LORA
2. Perform inference as usual
3.  Some LORAs will show errors without more detail

### What should have happened?

1. Better and clearer error measure or
2. Improve FP8 supports for LORAs

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

Mozilla Firefox

### Sysinfo

[sysinfo-2024-01-27-16-44.json](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/14073045/sysinfo-2024-01-27-16-44.json)


### Console logs

```Shell
N.A
```


### Additional information

_No response_
Repository: godot
Issue: Using "get_theme_X" methods fail to retrieve theme property when type variation is set on Godot v4.2.x
Labels: discussion,topic:gui

### Tested versions

- Reproducible in v4.2 starting with commit [58126e479cd7341ec2ae306131e14868bcff06ca](https://github.com/godotengine/godot/commit/58126e479cd7341ec2ae306131e14868bcff06ca) @YuriSizov 
- Not reproducible in v4.1.3 and versions prior to commit listed above after using git bisect

### System information

Godot v4.2.1.stable (b09f793f5) - Fedora Linux 39 (Workstation Edition) - Wayland - GLES3 (Compatibility) - AMD Radeon Graphics (radeonsi, gfx1103_r1, LLVM 17.0.6, DRM 3.54, 6.6.13-200.fc39.x86_64) () - AMD Ryzen 7 7840U w/ Radeon  780M Graphics (16 Threads)

### Issue description

Using any `get_theme_X` method (e.g. `get_theme_icon`) on a Control node with a theme variation returns an empty/invalid value. This issue goes away if you remove the theme variation property on the Control node.

For example, from the MRP, this scene has two Texture2D nodes with the same script below:

```gdscript
@tool
extends TextureRect

func _ready() -> void:
	theme_changed.connect(_on_theme_changed)
	_on_theme_changed()


func _on_theme_changed() -> void:
	var icon := get_theme_icon("highlight", "CustomType") as Texture2D
	if not icon:
		return
	texture = icon
```

One has its theme variation property set, while the other does not, which creates this result:

![image](https://github.com/godotengine/godot/assets/376460/8a9738ff-ae5e-4918-8fdc-e979d7cb8103)

This issue does not appear in Godot v4.1.3 or versions prior to commit [58126e479cd7341ec2ae306131e14868bcff06ca](https://github.com/godotengine/godot/commit/58126e479cd7341ec2ae306131e14868bcff06ca).

### Steps to reproduce

You can run the provided MRP project to reproduce the issue.

The gist is:

- Create a theme with a custom type and theme item on that custom type
- Set the root Control node to use the theme
- Create a child Control node and set the theme variation property to use the created custom theme type
- Call any `get_theme_X` method (e.g. `get_theme_icon`) to get the theme property

### Minimal reproduction project (MRP)

[ThemeIssue-MRP.zip](https://github.com/godotengine/godot/files/14073385/ThemeIssue-MRP.zip)
Repository: pytorch
Issue: [c10d] Avoid busy looping in C10D_NCCL_CHECK_TIMEOUT
Labels: oncall: distributed,triaged,module: nccl

### 🚀 The feature, motivation and pitch

Today `C10D_NCCL_CHECK_TIMEOUT` implements a while loop that calls `ncclCommGetAsyncError` in a busy looping manner.

At the very least, we should add `sched_yield()` in the loop so as to be nice to other threads. This would work for collective calls such as `ncclAllreduce` which are _likely_ to return "instantly".

For APIs that might take longer time, such as `ncclCommInitRankConfig` or `ncclCommFinalize`, `sleep` or `wait` mechanisms may be needed.

Same for `C10D_NCCL_CHECK_TIMEOUT_GROUPEND`.

### Alternatives

_No response_

### Additional context

https://github.com/pytorch/pytorch/blob/1460334436e9058b72ae01d0e76842f4bb673640/torch/csrc/distributed/c10d/NCCLUtils.hpp#L93-L108

cc @XilunWu @H-Huang @awgu @wanchaol @fegin @fduwjj @wz337 @wconstab @d4l3k @c-p-i-o
Repository: godot
Issue: editor/naming/node_name_casing not respected for default Create Root Node buttons
Labels: bug,topic:editor

### Tested versions

- Reproducible in: v4.3.dev2.official [352434668]

### System information

Windows 10 & Debian GNU/Linux 11 (bullseye)

### Issue description

The 3 default "Create Root Node" buttons:
- `2D Scene`
- `3D Scene`
- `User Interface`
all generate a root node that doesn't respect the `editor/naming/node_name_casing` project setting

![Screenshot from 2024-01-27 15-08-47](https://github.com/godotengine/godot/assets/18179992/8af5c7a3-6718-4bee-b8e2-60788fc636a5)


### Steps to reproduce

1. change the `editor/naming/node_name_casing` project setting to something other than PascalCase
2. create a new scene
3. use any of the default 3 "Create Root Node" buttons
4. see that the `Node2D`, `Node3D`, or `Control` nodes do not follow the case setting

### Minimal reproduction project (MRP)

this can be done with a fresh, empty Godot project. Here's one with `naming/node_name_casing=2` (snake_case) 
[casing.zip](https://github.com/godotengine/godot/files/14073752/casing.zip)
Repository: godot
Issue: editor/naming/node_name_casing not respected by `Add Sun to Scene` and `Add Environment to Scene` buttons
Labels: bug,topic:editor,topic:3d

### Tested versions

- Reproducible in: v4.3.dev2.official [352434668]

### System information

 Windows 10 & Debian GNU/Linux 11 (bullseye)

### Issue description

The `Add Sun to Scene` and `Add Environment to Scene` buttons for 3D scenes don't respect the `editor/naming/node_name_casing` project setting

### Steps to reproduce

1. change the `editor/naming/node_name_casing` project setting to something other than PascalCase
2. create a new 3D Scene
3. Click the `Add Sun to Scene` and `Add Environment to Scene` buttons in the `Edit Sun and Environment settings` menu
4. see that the `DirectionalLight3D` and `WorldEnvironment` nodes created by those buttons do not follow the case setting

### Minimal reproduction project (MRP)

this can be done with a fresh, empty Godot project. Here's one with `naming/node_name_casing=2` (snake_case) 
[casing.zip](https://github.com/godotengine/godot/files/14073752/casing.zip)