sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tensorflow
Issue: Segmentation fault with tf.raw_ops.AudioSpectrogram
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.15

### Issue type

Bug

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

Yes

### Source

binary

### TensorFlow version

tf 2.15

### Custom code

Yes

### OS platform and distribution

Ubuntu 20.04

### Mobile device

_No response_

### Python version

3.9

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

Segmentation fault error with specific input parameters.

### Standalone code to reproduce the issue

```shell
import tensorflow as tf

# Generate input data
input_data = tf.random.normal([1, 44100], dtype=tf.float32)

# Invoke tf.raw_ops.AudioSpectrogram with a negative window_size
spectrogram = tf.raw_ops.AudioSpectrogram(input=input_data, window_size=-1024, stride=64, magnitude_squared=False)

# Print the spectrogram
print(spectrogram)
```


### Relevant log output

```shell
Segmentation fault (core dumped)
```
Repository: tensorflow
Issue: Aborted (core dumped) with tf.raw_ops.AvgPoolGrad
Labels: type:bug,comp:ops,TF 2.15

### Issue type

Bug

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

Yes

### Source

binary

### TensorFlow version

tf 2.15

### Custom code

Yes

### OS platform and distribution

Ubuntu 20.04

### Mobile device

_No response_

### Python version

3.9

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

core dumped error with specific input parameters.

### Standalone code to reproduce the issue

```shell
import tensorflow as tf

# Generate input data
input_data = tf.random.normal([1, 28, 28, 3])
grad = tf.random.normal([1, 14, 14, 6])  # Change the number of channels in grad tensor

# Perform average pooling
result = tf.nn.avg_pool2d(input_data, ksize=[1, 2, 2, 1], strides=[1, 2, 2, 1], padding='VALID', data_format='NHWC')

# Compute gradient
grad_result = tf.raw_ops.AvgPoolGrad(orig_input_shape=tf.shape(input_data), grad=grad, ksize=[1, 2, 2, 1], strides=[1, 2, 2, 1], padding='VALID', data_format='NHWC')

print(grad_result)
```


### Relevant log output

```shell
free(): corrupted unsorted chunks
Aborted (core dumped)
```
Repository: tensorflow
Issue: core dumped with tf.raw_ops.FakeQuantWithMinMaxVarsPerChannel
Labels: type:bug,comp:ops,TF 2.15

### Issue type

Bug

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

Yes

### Source

binary

### TensorFlow version

tf 2.15

### Custom code

Yes

### OS platform and distribution

Ubuntu 20.04

### Mobile device

_No response_

### Python version

3.9

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

core dumped error with specific input parameters.

### Standalone code to reproduce the issue

```shell
import tensorflow as tf

# Generate input data
input_data = tf.constant([[1.5, 2.5, 3.5], [4.5, 5.5, 6.5]])

# Define min and max values per channel
min_per_channel = tf.constant([1.0, 2.0, 3.0])
max_per_channel = tf.constant([2.0, 3.0, 4.0])

# Invoke tf.raw_ops.FakeQuantWithMinMaxVarsPerChannel with inputs as 0-dimensional tensor and max as a 1x3 tensor
quantized_output = tf.raw_ops.FakeQuantWithMinMaxVarsPerChannel(inputs=tf.constant(0.0), min=min_per_channel, max=max_per_channel, num_bits=8, narrow_range=False)

# Print the quantized output
print(quantized_output)
```


### Relevant log output

```shell
2024-03-09 15:02:07.858055: F tensorflow/core/framework/tensor_shape.cc:356] Check failed: d >= 0 (0 vs. -1)
Aborted (core dumped)
```
Repository: next.js
Issue: openGraph type: product should not throw an error
Labels: bug

### Link to the code that reproduces this issue

https://github.com/enchorb/next.js

### To Reproduce

In the metadata object add openGraph: { type: 'product }.

### Current vs. Expected behavior

Should not throw an error

### Provide environment information

```bash
N/A
```


### Which area(s) are affected? (Select all that apply)

App Router, Metadata (metadata, generateMetadata, next/head)

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local)

### Additional context

_No response_
Repository: PowerToys
Issue: Make taskbar icon context menu theme aware (aka enable dark mode)
Labels: Idea-Enhancement,Help Wanted,Area-Context Menu

### Description of the new feature / enhancement

Right click PowerToys taskbar icon show a dark style background when use dark mode of system theme.

### Scenario when this would be used?

The current theme always white.
![image](https://github.com/microsoft/PowerToys/assets/28323948/a528a07a-ce40-40dc-85e3-64cdfc4130f4)


### Supporting information

_No response_
Repository: godot
Issue: ImageTexture fails to "create_from_image" with error "Invalid image: image is empty" from an Image generated by one or more GradientTexture1D stored in an array
Labels: topic:rendering

### Tested versions

Godot 4.2

### System information

Godot v4.2.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 31.0.22024.3) - AMD Ryzen 7 7700X 8-Core Processor (16 Threads)

### Issue description

I am trying to combine multiple GradientTexture1D gradients into a array to generate an image to texture a planet.
using the code below, how while i can read the data and generate an "Image" i cant generate an ImageTexture...
it trows the error "Invalid image: image is empty" while the "data" that is needed is apparently read extracted and valid...
Unless i am making a mistake the code below should work.

```gdscript
func update_biome_texture() -> ImageTexture:
	var image_texture = ImageTexture.new()
	var dyn_image = Image.new()
	var h : int = biomes.size()
	if h > 0:
		var w : int = biomes[0].gradient.width
		var data : PackedByteArray
		for b in biomes:
			var gradient_image = b.gradient.get_image()
			if gradient_image.get_width() > 0 and gradient_image.get_height() > 0:
				data.append_array(gradient_image.get_data())
		if data.size() > 0:
			dyn_image.create_from_data(w, h, false, Image.FORMAT_RGBA8, data)
			image_texture.create_from_image(dyn_image)
			image_texture.resource_name = "biome texture"
		else:
			print("Error: Gradient data is empty.")
	return image_texture
```

### Steps to reproduce

Boot up the MRP.

1. Go from main to planet.
2. Click on the Planet object in the scene.
3. Open the PlanetData.gd script (the code is in there) 
4. Search for "func update_biome_texture()" (to find the code)
5. in the inspector, toggle the "dev_code_or_data_edit_mode" bool.
(this should force the project to regenerate the planet object and try to load and apply a texture)
6. you have your error.



### Minimal reproduction project (MRP)

[Dark Stars.zip](https://github.com/godotengine/godot/files/14547335/Dark.Stars.zip)
Repository: storybook
Issue: [Bug]: Attributes that are mapped to boolean properties are shown with quotes inside the "Show code" section.
Labels: bug,good first issue,help wanted,block: source,sev:S3,upgrade:8.0

### Describe the bug

**IS**

```
<button type="button" primary="">Button</button>
```

**SHOULD**

```
<button type="button" primary>Button</button>
```

### To Reproduce

https://stackblitz.com/edit/github-tk7nc8

### System

```bash
Storybook Environment Info:

  System:
    OS: Linux 5.0 undefined
    CPU: (8) x64 Intel(R) Core(TM) i9-9880H CPU @ 2.30GHz
    Shell: 1.0 - /bin/jsh
  Binaries:
    Node: 18.18.0 - /usr/local/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 10.2.3 - /usr/local/bin/npm <----- active
    pnpm: 8.15.3 - /usr/local/bin/pnpm
  npmPackages:
    @storybook/addon-essentials: ^8.0.0-beta.5 => 8.0.0-beta.6 
    @storybook/addon-links: ^8.0.0-beta.5 => 8.0.0-beta.6 
    @storybook/blocks: ^8.0.0-beta.5 => 8.0.0-beta.6 
    @storybook/test: ^8.0.0-beta.5 => 8.0.0-beta.6 
    @storybook/web-components: ^8.0.0-beta.5 => 8.0.0-beta.6 
    @storybook/web-components-vite: ^8.0.0-beta.5 => 8.0.0-beta.6 
    storybook: ^8.0.0-beta.5 => 8.0.0-beta.6
```


### Additional context

Using the latest storybook.new Lit + TS template
Repository: pytorch
Issue: Add clearer docs for `torch.distributed.<OP>` vs. `torch.distributed.nn.<OP>
Labels: oncall: distributed,module: docs

### 📚 The doc issue

Torch distributed offers two ways of doing distributed operations:
- `torch.distributed.<OP>`
- `torch.distributed.nn.<OP>

The second one wraps distributed ops, e.g. `all_reduce`, with a function to propagate through gradients. 

This can very easily result in a very subtle error where users use the first, default path and get incorrect gradients 😱. This is not clearly explained in the docs anywhere (to the best of my knowledge).

### Suggest a potential alternative/fix

Clearly call out that torch distributed does not propagate gradient and link to alternative import which auto-wraps for user.

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu @wanchaol @fduwjj @wz337 @tianyu-l @wconstab @yf225 @chauhang @svekars @brycebortree
Repository: godot
Issue: Shader editor randomly removes tabs from empty lines before saving
Labels: bug,topic:editor,usability,topic:shaders

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___ 
### Tested versions

- Reproducible in: v4.3.dev4.official [df78c0636]

### System information

v4.3.dev4.official [df78c0636]

### Issue description

I saved a `.gdshader` file with tabs on empty lines, and right before saving, tabs were removed.
Then I saved another `.gdshader` file, and tabs were kept.
This behavior should not be random, it should behave consistently. I would say the editor should not modify my file when I save it.

I noticed changing the file name, or making insignificant changes to the content, can change the behavior after godot restarts.
Deleting `.godot` also sometime cause the behavior to change.

This may not be the only thing that the editor changes before saving. It does not save the last empty line either.

### Steps to reproduce

- Try saving different shaders with different contents, and observe that tabs are sometime kept, sometime not.
- The provided MRP have files that behave differently. The `.godot` folder is included because deleting it breaks the MRP, so keep it.

### Minimal reproduction project (MRP)

[gdshader-trim.zip](https://github.com/godotengine/godot/files/14547584/gdshader-trim.zip)
Note this includes the `.godot` folder because deleting it breaks it.
Due to how random this was I would not be surprised if you need different shader files to observe the bug, so perhaps the MRP will not work.
Repository: pytorch
Issue: logistic sigmoid function outputs NaN indeterminate on complex input
Labels: module: cpu,triaged,module: complex,module: NaNs and Infs

### 🐛 Describe the bug

When sending a complex input where the real part of each element is infinity/-infinity, sigmoid functions (`torch.special.explit` and `torch.nn.functional.sigmoid`) outputs NaN.
However, when I sent the first row of this complex input to sigmoid functions, they will return normal value.

Here is the code:

```
import numpy as np
import torch

input = torch.tensor([
    [-np.inf+0.j, np.inf+0.j, np.inf+0.j, np.inf+0.j],
    [np.inf+0.j, -np.inf+0.j, np.inf+0.j, -np.inf+0.j],
])
print(torch.special.expit(input))
# tensor([[nan+nanj, 1.-0.j, 1.-0.j, 1.-0.j],
#         [1.-0.j, nan+nanj, 1.-0.j, nan+nanj]])
        
print(torch.nn.functional.sigmoid(input))
# tensor([[nan+nanj, 1.-0.j, 1.-0.j, 1.-0.j],
#         [1.-0.j, nan+nanj, 1.-0.j, nan+nanj]])

print(torch.special.expit(input[0]))
# tensor([0.+0.j, 1.+0.j, 1.+0.j, 1.+0.j])

print(torch.nn.functional.sigmoid(input[0]))
# tensor([0.+0.j, 1.+0.j, 1.+0.j, 1.+0.j])

```

At least, sigmoid functions are element-wise operations and thus it may be weird that results on a specific element of the input tensor is affected by the total shape of the input tensor.
Moreover, please check if yielding NaN for a complex value whose real part is infinity is expected or not. 


### Versions

[pip3] numpy==1.25.2
[pip3] torch==2.1.0+cu121
[pip3] torchaudio==2.1.0+cu121
[pip3] torchdata==0.7.0
[pip3] torchsummary==1.5.1
[pip3] torchtext==0.16.0
[pip3] torchvision==0.16.0+cu121
[pip3] triton==2.1.0

cc @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10 @ezyang @anjali411 @dylanbespalko @mruberry @Lezcano @nikitaved @amjames
Repository: stable-diffusion-webui
Issue: [Feature Request]: Device Selection/Override for webui.sh and fix broken check
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 ?

When installing on linux using webui.sh, the installation falsely identified my system as having an AMD GPU and tried to install everything as such.

I looked into webui.sh and saw how you are detecting this, and I see where the problem is. So as such I will show how my 3 devices appear with lspci:
```
30:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Renoir (rev c9)
10:00.0 3D controller: NVIDIA Corporation GP102GL [Tesla P40] (rev a1)
21:00.0 3D controller: NVIDIA Corporation GP102GL [Tesla P40] (rev a1)
```
Simple removing the if block entirely and letting it install as cuda bypassed this entirely.

But even still, I saw no matter what it was looking for AMD and overriding the default NVIDIA behavior.
This should be something selectable or something that can be overridden.

I would also suggest, if possible not using this way of checking for this, but instead use 
`lshw -c video`
Which outputs:
```
  *-display
       description: 3D controller
       product: GP102GL [Tesla P40]
       vendor: NVIDIA Corporation
       physical id: 0
       bus info: pci@0000:21:00.0
       logical name: /dev/fb0
       version: a1
       width: 64 bits
       clock: 33MHz
       capabilities: pm msi pciexpress bus_master cap_list fb
       configuration: depth=32 driver=nvidia latency=0 mode=1920x1080 visual=truecolor xres=1920 yres=1080
       resources: iomemory:600-5ff iomemory:680-67f irq:103 memory:f9000000-f9ffffff memory:6000000000-67ffffffff memory:6800000000-6801ffffff
  *-display
       description: VGA compatible controller
       product: Renoir
       vendor: Advanced Micro Devices, Inc. [AMD/ATI]
       physical id: 0
       bus info: pci@0000:30:00.0
       logical name: /dev/fb0
       version: c9
       width: 64 bits
       clock: 33MHz
       capabilities: pm pciexpress msi msix vga_controller bus_master cap_list fb
       configuration: depth=32 driver=amdgpu latency=0 resolution=1920,1080
       resources: iomemory:780-77f iomemory:780-77f irq:30 memory:7810000000-781fffffff memory:7820000000-78201fffff ioport:e000(size=256) memory:fc300000-fc37ffff
```
which is more accurate.

### Proposed workflow

There are two ways one could do this:
1. launch ./webui.sh with --gpu  and have a way to override it.
2. prompt user to select if multiple are detected.
Repository: godot
Issue: Inconsistent/Broken Behavior of PopupMenu Item Tooltips
Labels: bug,topic:porting,topic:input,topic:gui

### Tested versions

v4.2.1.stable.mono.official [b09f793f5]
v4.3.dev.custom_build [f28964805]

### System information

Godot v4.2.1.stable.mono - Windows 10.0.22631 - Vulkan (Forward+) - integrated AMD Radeon(TM) Graphics (Advanced Micro Devices, Inc.; 31.0.24002.92) - AMD Ryzen 7 PRO 6850U with Radeon Graphics (16 Threads)

### Issue description

Single Window Mode: Maybe ok, but `ui_cancel` will close the popup instead of hiding the tooltip which is the behavior everywhere else. For example, the escape key will not simultaneously clear a tool mode tooltip and deselect a node at the same time. 

Multi Window Mode: `ui_cancel` does not hide the tooltip and the tooltip partially locks up the PopupMenu by not allowing you to use arrow keys to navigate, hover highlight is not functional. 

![image](https://github.com/godotengine/godot/assets/105675984/8c0e256b-1d55-4b12-b9fa-9edc6ffd7aee)


### Steps to reproduce

Single Window Mode: 

1.  Show the tooltip in the above screenshot
2.  Press `ui_cancel` (escape by default) 

Mullti Window Mode:

1.  Show the tooltip in the above screenshot
2.  Press `ui_cancel` (escape by default) 
3.  Try to use arrow keys to navigate items
4.  Try to hover highlight items

### Minimal reproduction project (MRP)

N/A
Repository: storybook
Issue: [Documentation]: Outdated tutorial docs
Labels: documentation

### Describe the problem

Outdated translation of a tutorial

https://storybook.js.org/tutorials/intro-to-storybook/react/ko/simple-component/

### Additional context

It requires migration and not works properly.
Repository: three.js
Issue: playground: Plugging 'greater than' node into color socket of standard material leads to crash
Labels: Nodes

### Description

Error message:
```
THREE.WebGLProgram: Shader Error 0 - VALIDATE_STATUS false

Material Name: 
Material Type: MeshStandardNodeMaterial

Program Info Log: Must have a compiled fragment shader attached:
SHADER_INFO_LOG:
ERROR: 0:1526: 'greaterThan' : no matching overloaded function found

FRAGMENT

ERROR: 0:1526: 'greaterThan' : no matching overloaded function found

  1521: 
  1522: 
  1523: 	vec3 TransformedNormalView = normalize( nodeVarying0 );
  1524: 
  1525: 	
> 1526: 	vec4 diffuseColor = vec4( greaterThan( nodeUniform1, nodeUniform2 ) ); diffuseColor.a *= opacity;
  1527: #if 0 > 0
  1528: 	vec4 plane;
  1529: 	#ifdef ALPHA_TO_COVERAGE
  1530: 		float distanceToPlane, distanceGradient;
  1531: 		float clipOpacity = 1.0;
  1532: 		[three.module.js:20276:14](https://threejs.org/build/three.module.js)
  ```
  
  This also affect all other logic operators.

### Reproduction steps

Rebuild the following node graph in the three.js playground:
![image](https://github.com/mrdoob/three.js/assets/21260178/004442d1-a093-4a7c-ad9d-b1f000a8835c)


### Code

No code required.

### Live example

Open this [example.json](https://github.com/mrdoob/three.js/files/14548050/example.json) in the playground.

### Version

r162

### Device

Desktop

### Browser

Chrome, Firefox

### OS

Linux
Repository: storybook
Issue: [Bug]: ArgTypes not inferred properly from `custom-elements.json` for cssProperties
Labels: bug,help wanted,sev:S3,docgen

### Describe the bug

ArgTypes do not seem to be properly inferred from a `custom-elements.json` file.

Given this JSDoc for a custom element:

```typescript
/**
 * An example element.
 *
 * @cssproperty {length} [--some-size=1em] - A comment about some size
 * @cssproperty [--animation-duration=1s] - Duration of the animation
 */
```

and the following `custom-elements.json`

```json
"cssProperties": [
            {
              "type": {
                "text": "length"
              },
              "description": "The size of the circle",
              "name": "--circle-size",
              "default": "1em"
            },
            {
              "description": "Duration of the circle animation",
              "name": "--animation-duration",
              "default": "1s"
            }
          ],
```

The controls are displayed as "Object" instead of at least strings.


### To Reproduce

https://stackblitz.com/~/github.com/peschee/storybook-cem-test

### System

```bash
Storybook Environment Info:

  System:
    OS: Linux 5.0 undefined
    CPU: (5) x64 Intel(R) Core(TM) i9-9880H CPU @ 2.30GHz
    Shell: 1.0 - /bin/jsh
  Binaries:
    Node: 18.18.0 - /usr/local/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 10.2.3 - /usr/local/bin/npm <----- active
    pnpm: 8.15.3 - /usr/local/bin/pnpm
  npmPackages:
    @storybook/addon-essentials: ^8.0.0-rc.3 => 8.0.0-rc.3 
    @storybook/addon-links: ^8.0.0-rc.3 => 8.0.0-rc.3 
    @storybook/blocks: ^8.0.0-rc.3 => 8.0.0-rc.3 
    @storybook/test: ^8.0.0-rc.3 => 8.0.0-rc.3 
    @storybook/web-components: ^8.0.0-rc.3 => 8.0.0-rc.3 
    @storybook/web-components-vite: ^8.0.0-rc.3 => 8.0.0-rc.3 
    storybook: ^8.0.0-rc.3 => 8.0.0-rc.3
```


### Additional context

_No response_
Repository: godot
Issue: CanvasGroup custom shaders are always clipped to screen size because of screen texture
Labels: enhancement,feature proposal,topic:rendering

### Tested versions

4.2.2 rc1

### System information

Windows 10, amd rx 480 gpu

### Issue description

When writing a custom material shader for a CanvasGroup, it's not possible to access texels outside of the screen. Trying to do so results in reading edge-clamped data, because the screen texture is mapped to the screen rather than the calculated area of the CanvasGroup's children.

The margin properties don't help here.

This could be fixed by https://github.com/godotengine/godot-proposals/issues/6506 ("Allow canvas groups to be used as textures"). However, because it makes certain full-screen custom shaders on CanvasGroups impossible, I think this is a bug or design mistake that needs to be fixed rather than a feature request.

### Steps to reproduce

Create a CanvasGroup with contents extending outside of the screen and add a custom shader material that zooms out. The edges will be clamped. For example:

```glsl
shader_type canvas_item;
uniform sampler2D screen_texture : hint_screen_texture, repeat_enable;
void fragment() {
    vec2 uv = SCREEN_UV;
    uv -= vec2(0.5);
    uv *= 2.0;
    uv += vec2(0.5);
    vec4 tex = textureLod(screen_texture, uv, 0);
    tex.a = 1.0;
    COLOR = tex * COLOR;
}
```

![Godot_v4 2 2-rc1_win64_2024-03-09_18-34-13](https://github.com/godotengine/godot/assets/585488/8c9124fa-116d-4551-b7e0-73ded6f8d4d7)


### Minimal reproduction project (MRP)

[CanvasRepro.zip](https://github.com/godotengine/godot/files/14548148/CanvasRepro.zip)
![Godot_v4 2 2-rc1_win64_2024-03-09_18-44-14](https://github.com/godotengine/godot/assets/585488/00c9f4b8-76f3-4da7-a60e-057a6396230f)
Repository: PowerToys
Issue: Fast search work with USB driver
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

In PowerToysRun, when a USB key/ SSD / HDD are connected, the fast research doesn't work on them.

### Scenario when this would be used?

When a person want so search on their SDD document, the fast search are very interesting.
When a person want to see in fast research their personal documents in her PC and not the documents of their work.
When a person want so search on their SDD document, the fast search are very interesting. (search in the archive)
When a SSD aren't organised well, but u know the title of the document, should be grateful to have this functionality.

### Supporting information

I find anything about this.
Repository: material-ui
Issue: [base-ui] Remove all sources from http://github.com/mui/material-ui
Labels: package: base-ui

### Summary

https://github.com/mui/material-ui/tree/master/packages/mui-base should be removed as soon as possible, the sources moved to https://github.com/mui/base-ui.

### Examples

https://github.com/mui/material-ui/pull/41369 shouldn't have happened in this repository.

### Motivation

No logic forking.

**Search keywords**: -