sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: yt-dlp
Issue: On MAC: On the same call, when providing the update and arguments to download the video, the download fails
Labels: bug,cant-reproduce

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm asking a question and **not** reporting a bug or requesting a feature
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar questions **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Please make sure the question is worded well enough to be understood

by calling yt-dlp in mac, I got this issue and upfront to open a bug report, i wanna be sure.

This happens only on MAC. On Windows and Linux it works fine.
On the same call, when providing the update and arguments to download the video, the download fails
example

`yt-dlp --update-to master -S vcodec:h264,res,acodec:aac <URL_of_the_video> -P "F:/Videos/" -o "My Title.mp4"`

- it checks for the update
- if founded: 
--    it updates itself then
--    it stops without re-run itself and going ahead to execute the arguments given to download the video.
- if not founded:
--   it goes ahead normally by downloading the video as requested

### Provide verbose output that clearly demonstrates the problem

- [X] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [X] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [X] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: ollama
Issue: Invalid prompt generation when the request message exceeds the context size
Labels: bug

### What is the issue?

Hello! You're doing a great job! Thank you so much!

Probably I found a bug when the user message exceedes the `num_ctx` value in the API server.

I started the server in the debug mode: `OLLAMA_ORIGINS=* OLLAMA_DEBUG=1 ollama serve`

The below JS script works correctly with the `x/llama3.2-vision:latest` model.

```ts
async function test() {
  const r = await fetch('http://127.0.0.1:11434/v1/chat/completions', {
    method: 'POST',
    headers: {
      Accept: 'application/json',
      'Content-Type': 'application/json'
    },
    body: JSON.stringify({
      model: 'x/llama3.2-vision:latest',
      messages: [
        {
          role: 'user',
          content: [
            {
              type: 'text',
              text: 'describe the image.',
            },
            {
              type: 'image_url',
              image_url: {
                url: IMAGE_BASE64
              }
            }
          ]
        }

      ]
    }),
  });
  const j = await r.json();
  console.log(j);
}
```

In the console I can see:

```
time=2024-11-03T23:59:41.397+01:00 level=DEBUG source=routes.go:1453 msg="chat request" images=1 prompt="
user
\n\ndescribe the image\n\n[img-0]


assistant
\n\n"
```

In this case the generated sequence looks correctly. But if I change in my script `text: 'describe the image.',` => `text: 'describe the image.'.repeat(200),` then I see in the console:

```
time=2024-11-04T00:04:30.828+01:00 level=DEBUG source=routes.go:1453 msg="chat request" images=1 prompt="
user
\n\n[img-0]


assistant
\n\n"
```

So by some reason now the content after `
user
\n\n` has disappeared. The problem here is that the API returns a response generated without the queried message.

When I increase the `num_ctx` value then it starts work again.

**Expected behavior**: I think the API should return an error stating that the request contains a message that is too long.

### OS

macOS

### GPU

Apple

### CPU

Apple

### Ollama version

0.4.0-rc6
Repository: pytorch
Issue: [CuDNN Attention] Performance Grouped Query Attention
Labels: module: performance,triaged,module: sdpa

# Summary
We recently landed support for grouped query attention via use `enable_gqa` on sdpa, however this is only enabled on the flash attention backend.  This leads to a weird situation where it could have been more beneficial for a user to have not used the enable GQA flag and called repeat interleave prior to calling SDPA in order to use the CUDNN net backend.  

It looks  Like there is explicit support for the GQA situation in the CUDI and NAPI, we should add support for this. 
https://docs.nvidia.com/deeplearning/cudnn/latest/api/cudnn-graph-library.html#cudnn-backend-operation-reduction-descriptor

cc @msaroufim @mikaylagawarecki @jainapurva, @eqy, @Skylion007
Repository: ui
Issue: [bug]: error using sidebar on mobile
Labels: bug

### Describe the bug

## Error:
When opened the sidebarit returns an error.

![image](https://github.com/user-attachments/assets/70b1de6f-68aa-4ada-8042-0b03ca3d142d)

![image](https://github.com/user-attachments/assets/4b232f88-2a03-499d-b04e-43779f1aa1a0)

![image](https://github.com/user-attachments/assets/6cdf81ef-87f5-4d54-b732-d908115f9d80)


## Solution:
As the Sheet component uses the dialog I believe that just add the SheetTitle 
![image](https://github.com/user-attachments/assets/190df4cf-4671-405e-a798-4ff3768312b9)



### Affected component/components

Sidebar

### How to reproduce

1. Create SideBar Component
2. Access page with resolution mobile
3. Open SideBar

### Codesandbox/StackBlitz link

_No response_

### Logs

```bash
`DialogContent` requires a `DialogTitle` for the component to be accessible for screen reader users.

If you want to hide the `DialogTitle`, you can wrap it with our VisuallyHidden component.

For more information, see https://radix-ui.com/primitives/docs/components/dialog
```


### System Info

```bash
Windows 11 Pro
Brave
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: vscode
Issue: Conditional breakpoint is not being hit with source-mapped TypeScript variables in VSCode
Labels: feature-request,debug


Type: <b>Bug</b>

Conditional breakpoints in VSCode are not being hit when set on TypeScript variables that are source-mapped to slightly different names in the generated JavaScript code. However, these breakpoints work correctly in the browser debuggers (both Firefox and Chrome).

Reproduction repository: https://github.com/Luke265/vscode-cond-brk-issue

Tested on Windows 10 and Ubuntu 24 (fresh install)

VS Code version: Code 1.95.1 (65edc4939843c90c34d61f4ce11704f09d3e5cb6, 2024-10-31T05:14:54.222Z)
OS version: Windows_NT x64 10.0.19045
Modes:

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

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 x 3999)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled<br>webnn: disabled_off|
|Load (avg)|undefined|
|Memory (System)|31.95GB (19.51GB free)|
|Process Argv|--crash-reporter-id 30abc7bb-2472-4e0a-aa9d-4f4bba929bd9|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (1)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-firefox-debug|fir|2.9.10


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vspor879:30202332
vspor708:30202333
vspor363:30204092
vscod805cf:30301675
binariesv615:30325510
vsaa593:30376534
py29gd2263:31024239
c4g48928:30535728
azure-dev_surveyone:30548225
962ge761:30959799
pythongtdpath:30769146
pythonnoceb:30805159
asynctok:30898717
pythonmypyd1:30879173
h48ei257:31000450
pythontbext0:30879054
cppperfnew:31000557
dsvsc020:30976470
pythonait:31006305
dsvsc021:30996838
bdiig495:31013172
dvdeprecation:31068756
dwnewjupytercf:31046870
newcmakeconfigv2:31071590
impr_priority:31102340
nativerepl1:31139838
refactort:31108082
pythonrstrctxt:31112756
cf971741:31144450
iacca1:31171482
notype1:31157159
5fd0e150:31155592
dwcopilot:31170013

```

</details>

<!-- generated by issue reporter -->
Repository: godot
Issue: .NET Export Ignores Solution Path and Incorrectly Appends Assembly Name for Projects in Subdirectories
Labels: topic:dotnet

### Tested versions

Reproducible in: 4.3.stable.mono.official [77dcf97d8]

### System information

Godot v4.3.stable.mono - Windows 10.0.22631 - Vulkan (Mobile) - dedicated Radeon RX 580 Series (Advanced Micro Devices, Inc.; 26.20.13002.133) - AMD Ryzen 5 2600 Six-Core Processor (12 Threads)

### Issue description

During project export, Godot's .NET integration incorrectly constructs the solution file path for C# projects that exist as part of a larger solution. The export process appears to ignore the configured solution path and instead tries to find a solution file named after the assembly name, whereas normal project execution (F5) works correctly with the specified solution path.

The export process fails with the error:
```
This project contains C# files but no solution file was found at the following path: 
C:/Repos/my-game/src/MyGame.Server/../../MyGame.sln/MyGame.Server.sln
```

The export process incorrectly:
1. Ignores the specified solution filename in the Solution Directory setting
2. Attempts to find a solution file named after the assembly name
3. Appends this assumed filename to the solution directory path

### Steps to reproduce

1. Create a new Godot 4.3 C# project in a subdirectory of a larger solution
2. Configure project settings:
   ```
   Assembly Name: "MyGame.Server"
   Solution Directory: "../../MyGame.sln"
   ```
3. Verify that the project runs correctly with F5
4. Attempt to export the project using any preset
5. Observe the error about not finding the solution file

### Workaround Steps
You can work around this issue by either:

1. Create a server-specific solution in the Godot project directory:
```bash
cd src/MyGame.Server
dotnet new sln -n MyGame.Server
dotnet sln add MyGame.Server.csproj
dotnet sln add ../../src/MyGame.Shared/MyGame.Shared.csproj
dotnet sln add ../../src/MyGame.Shared.Godot/MyGame.Shared.Godot.csproj
```

2. Or create a symbolic link in the Godot project directory:
```bash
cd src/MyGame.Server
mklink MyGame.Server.sln ..\..\MyGame.sln
```

Both workarounds are suboptimal as they:
- Introduce duplicate solution files or symbolic links
- Complicate source control and build processes
- May cause confusion for other developers

### Minimal reproduction project (MRP)

Not at the moment.
Repository: pytorch
Issue: DISABLED test_rng (__main__.TestCompilerBisector)
Labels: triaged,module: flaky-tests,skipped,oncall: pt2,module: dynamo

Platforms: linux, rocm, slow

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_rng&suite=TestCompilerBisector&limit=100) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/32449134122).

Over the past 3 hours, it has been determined flaky in 11 workflow(s) with 22 failures and 11 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_rng`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `dynamo/test_compiler_bisector.py`

cc @clee2000 @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @amjames
Repository: tauri
Issue: [bug] Tauri unilaterally overrides MACOSX_DEPLOYMENT_TARGET, causes sys crates to spuriously rebuild
Labels: type: bug,platform: macOS

### Describe the bug

On macOS, there's a special env var `MACOSX_DEPLOYMENT_TARGET` that implicitly configures the system's C compiler, linker, and opts in to or out of breaking changes in macOS. Objects built for different deployment targets may be incompatible. The `cc` crate [knows this](https://github.com/rust-lang/cc-rs/blob/7a786c5e3dc149f32e565360dd8c3e43748592f5/src/lib.rs#L3766) and emits `cargo:rerun-if-env-changed=MACOSX_DEPLOYMENT_TARGET`, which invalidates cache of sys crates whenever `cargo build` sees a different value of this variable.

Unfortunately, something in Tauri is trying to override `MACOSX_DEPLOYMENT_TARGET` to `10.13`.

This causes two bugs:

1. Even if I set `MACOSX_DEPLOYMENT_TARGET` env var to a different value, the project is built for 10.13 anyway.

2. The override causes `cargo` to invalidate cache of sys crates, and rebuild `objc-sys` and all of `wry`, `tauri`, and its plugins, every time `cargo tauri dev` sees any file change!

   > Dirty objc-sys v0.3.5: the env variable MACOSX_DEPLOYMENT_TARGET changed

   I'm not sure where Cargo is getting another value from. I suspect that `rust-analyzer` is building the project in a way that doesn't support Tauri's way of overriding `MACOSX_DEPLOYMENT_TARGET`, or perhaps there's just a race condition in Cargo that compares an unset value from before the build start with a value set during the build.

   The end result is that `cargo tauri dev` is painfully slow.



### Reproduction


To reproduce, modify `src/main.rs` to add:

```rust
compile_error!(env!("MACOSX_DEPLOYMENT_TARGET"));
```

and run:

```bash
unset MACOSX_DEPLOYMENT_TARGET
cargo tauri dev
```

The expected result:

```text
error: environment variable `MACOSX_DEPLOYMENT_TARGET` not defined at compile time
```

The actual result:

```text
error: 10.13
```

----

Second test:

```bash
export MACOSX_DEPLOYMENT_TARGET=11.0
cargo tauri dev
```

The expected result:

```text
error: 11.0
```

The actual result:

```text
error: 10.13
```


### Expected behavior

_No response_

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 15.1.0 arm64 (X64)
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.82.0 (f6e511eec 2024-10-15)
    ✔ cargo: 1.82.0 (8f40fc59f 2024-08-21)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (environment override by RUSTUP_TOOLCHAIN)
    - node: 23.1.0
    - yarn: 1.22.22
    - npm: 10.9.0

[-] Packages
    - tauri 🦀: 2.0.6
    - tauri-build 🦀: 2.0.2
    - wry 🦀: 0.46.3
    - tao 🦀: 0.30.5
    - tauri-cli 🦀: 2.0.4

[-] Plugins
    - tauri-plugin-shell 🦀: 2.0.2

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../src
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: TypeScript
Issue: When using typeof for the interface, it is hoped that the jsdoc comments of the expression can inherit typeof by default
Labels: Suggestion,Help Wanted,Experience Enhancement

### 🔍 Search Terms

"typeof","jsdoc"

### ✅ Viability Checklist

- [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
- [x] This wouldn't change the runtime behavior of existing JavaScript code
- [x] This could be implemented without emitting different JS based on the types of the expressions
- [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
- [x] This isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [x] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

```
/** JSDoc1 */
const test = { a: 0 }

declare module 'vue' {
  interface ComponentCustomProperties {
    /** JSDoc2 */
    testInInterface: typeof test,
  }
}

const test2 = {
  /** JSDoc3 */
  test
}
```

I hope that when not writing JSDoc2 or JSDoc3, testInInterface and test2.test can have comments for const test in JSDoc1

### 📃 Motivating Example

The interface has the feature of declaring and merging, allowing developers to extend the interfaces defined in the component library. In front-end development, extending Vue's global components, directives, and properties is often used.

Taking a Vue component as an example, including its global and local usage schemes, there is currently a lack of JSDoc comments

- global
```
import vueComponentWithJsDoc from './test.vue'

declare module 'vue' {
  interface GlobalComponents {
    vueComponentWithoutJsDoc: typeof vueComponentWithJsDoc
  }
}
```

- local
```
import vueComponentWithJsDoc from './test.vue'
import { defineComponent } from 'vue'

export default defineComponent({
  components: { vueComponentWithoutJsDoc: vueComponentWithJsDoc  }
})
```

When using components in the template, both of the above schemes lack JSDoc comments
```
<template>
  <vue-component-without-js-doc />
</template>
```

### 💻 Use Cases

1. JSDoc comments can be included when declaring a merge interface
2. The type obtained by the typeof instance is missing the jsdoc annotation
3. Manually copy a jsdoc comment onto the interface field
Repository: godot
Issue: The custom mouse image set in the project prompts a memory leak when the game exits.
Labels: bug,platform:windows,needs testing,topic:input

### Tested versions

The custom mouse image set in the project prompts a memory leak when the game exits, and can be reproduced in the following versions.
v4.2.1.stable.official [b09f793f5]
v4.3.stable.official [77dcf97d8]
v4.4.dev3.official [f4af8201b]

### System information

Windows 11 - Godot v4.3.stable.official [77dcf97d8] （Forward+）

### Issue description

The following content is translated by machine translation. My English is not very good, so I apologize here and hope you can understand. When I set the mouse image in the project settings, and during the game, I click the close button of the window or use get_tree().quit(), the following error appears in the Console:

```
ERROR: 1 RID allocations of type 'N10RendererRD14TextureStorage7TextureE' were leaked at exit.
ERROR: Parameter "RenderingServer::get_singleton()" is null.
   at: ~CompressedTexture2D (scene/resources/compressed_texture.cpp:464)
WARNING: 2 RIDs of type "Texture" were leaked.
     at: finalize (servers/rendering/rendering_device.cpp:5829)
```

The project in which I reproduced this error is an empty project, and the mouse texture uses the built-in default icon.svg. I am not a professional developer.  After I removed the custom content for the mouse image, the error no longer appeared.I don't know how to solve this problem.

### Steps to reproduce

Set a custom mouse image in the project settings, then run the game, and exit through the window's close button or by using the get_tree().quit() function.

### Minimal reproduction project (MRP)

“N/A”
Repository: PowerToys
Issue: The window pinning feature should add a pin icon at the top of the window
Labels: Needs-Triage

### Description of the new feature / enhancement

The current window pinning feature can only display a border around the window, but the border significantly affects visibility. I hope an option can be added to set the style of the pinned window to display an image only in the upper right or upper left corner of the window. For example, I could set an image of a thumbtack to appear in the upper right corner.

![Image](https://github.com/user-attachments/assets/9dab6abc-d23a-4f88-8ce1-39348781808b)


### Scenario when this would be used?

When you need the window to stay on top but don't want the prominence of the window being on top to be too obvious, this feature will be just right

### Supporting information

_No response_
Repository: pytorch
Issue: `torch.compile` doesn't support `set` arguments
Labels: triaged,oncall: pt2,module: dynamo

### 🐛 Describe the bug

```python
"""Demonstrate error with `torch.compile` with `set` argument.

pip install torch@https://download.pytorch.org/whl/nightly/cu124/torch-2.6.0.dev20241103%2Bcu124-cp310-cp310-linux_x86_64.whl pytorch-triton@https://download.pytorch.org/whl/nightly/pytorch_triton-3.1.0%2Bcf34004b8a-cp310-cp310-linux_x86_64.whl
"""

import torch

@torch.compile
def func_using_set() -> torch.Tensor:
    with torch.random.fork_rng(devices={torch.device("cuda:0")}):
        return torch.randn((1, 2))

func_using_set()
```

```
InternalTorchDynamoError: NotImplementedError: argument of type: <class 'set'>

from user code:
   File "/tmp/ipykernel_765512/1017228397.py", line 6, in func_using_set
    with torch.random.fork_rng(devices={torch.device("cuda:0")}):
```

cc: @ezyang 

### Versions

PyTorch version: 2.6.0.dev20241103+cu124
Is debug build: False
CUDA used to build PyTorch: 12.4

Versions of relevant libraries:
[pip3] pytorch-triton==3.1.0+cf34004b8a
[pip3] torch==2.6.0.dev20241103+cu124

cc @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @amjames