sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: SCons does not respect `debug_symbols="yes"` in `custom.py`
Labels: bug,topic:buildsystem,confirmed

### Tested versions

- Reproducible in: master branch

### System information

Win 10 + Visual Studio 2022 + MSVC toolchain

### Issue description

Building template_release with debug symbol to profile the engine (using Visual Studio's built-in profiler). Since I don't know how to pass cmdline args in VS, I write all args in custom.py, including `debug_symbols="yes"`, but no pdb files are generated.

Further tests shows that scons seems to completely ignore `debug_symbols` in custom.py and always use the default for each target. Specify debug_symbols from cmdline is not affected.

Not very sure but I found this code piece in `SConstruct` in the root:
```Python
# line 181-209
customs = ["custom.py"]
......
opts = Variables(customs, ARGUMENTS)
......
opts.Add(BoolVariable("debug_symbols", "Build with debugging symbols", False))
```
It seems to override my args in custom.py.

Also the `production` flag does not consider this:
```Python
# line 611-613
if env["production"]:
    env["debug_symbols"] = methods.get_cmdline_bool("debug_symbols", False)
```

Not tested but other variables are likely to use the same logic, so I guess my custom.py is completely ignored?

Expected behavior: scons respect build options in custom.py

### Steps to reproduce

- download latest master branch code
- create a `custom.py`, add `debug_symbols="yes"` in it
- build with no cmdline args ( just `scons` )
- check the bin folder, there should be no pdb file

### Minimal reproduction project (MRP)

Godot engine itself
Repository: vscode
Issue: Minimap folding marker names hide
Labels: editor-minimap,under-discussion

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

In certain cases, everything becomes unreadable. Maybe there's a way to hide it. I didn't find it
![image](https://github.com/user-attachments/assets/f78ebece-e645-48e7-8740-1bfd5800ad2c)
Repository: rust
Issue: Tracking Issue for `non_null_from_ref`
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(non_null_from_ref)]`

This is a tracking issue for adding the convenience constructors `from_ref` and `from_mut` to `core::ptr::NonNull`.

### Public API

```rust
// core::ptr

impl<T: ?Sized> NonNull<T> {
    pub const fn from_ref(r: &T) -> Self;

    pub const fn from_mut(r: &mut T) -> Self;
}
```

### Steps / History

- [x] API change proposal (ACP): [#448](https://github.com/rust-lang/libs-team/issues/448/)
- [x] Implementation: #130822
- [ ] Final comment period (FCP)
- [ ] Stabilization PR

### Unresolved Questions

- None yet.
Repository: pytorch
Issue: A `complex` tensor with `linalg.matrix_norm()` returns a `float` tensor is returned even if I set `dtype=torch.complex64`
Labels: triaged,module: complex,module: linear algebra

### 🐛 Describe the bug

A `int` tensor with [linalg.matrix_norm()](https://pytorch.org/docs/stable/generated/torch.linalg.matrix_norm.html) gets the error message as shown below:

```python
import torch
from torch import linalg

my_tensor = torch.tensor([[-2, -1, 0],
                          [1, 2, 3]])
linalg.matrix_norm(input=my_tensor) # Error
```

> RuntimeError: linalg.matrix_norm: Expected a floating point or complex tensor as input. Got Long

So, I used a `complex` tensor with `linalg.matrix_norm()` but a `float` tensor is returned even if I set `dtype=torch.complex64` as shown below:

```python
import torch
from torch import linalg

my_tensor = torch.tensor([[-2.+0.j, -1.+0.j, 0.+0.j],
                          [1.+0.j, 2.+0.j, 3.+0.j]])
linalg.matrix_norm(input=my_tensor)
# tensor(4.3589)

linalg.matrix_norm(input=my_tensor, dtype=torch.complex64)
# tensor(4.3589)
```

### Versions

```python
import torch

torch.__version__ # '2.3.0'
```

cc @ezyang @anjali411 @dylanbespalko @mruberry @Lezcano @nikitaved @amjames @jianyuh @pearu @walterddr @xwang233
Repository: ui
Issue: [bug]: Fast clicking/taping when ticking checkboxes will return it to its original state
Labels: bug

### Describe the bug

When multiple checkboxes are present on a single page, there is an issue where rapidly clicking a checkbox can cause it to revert to its previous state. This behavior appears to be triggered when a "double-click" (dblclick) browser event is registered. It is really hard to reproduce it on a destop, but on mobile i can reproduce it every time. 

The problem has been observed specifically in the Safari browser on iOS devices.

For further reference, please see the related GitHub issue: [React Issue #19841](https://github.com/facebook/react/issues/19841).

A demonstration of this behavior can be found in the following video: [Video Example](https://github.com/user-attachments/assets/3e7d23e9-1a71-4871-a01d-5f6380173fc9)

Someho ChakraUI managed to make this issue a thing in a past. 
https://v2.chakra-ui.com/docs/components/checkbox/usage

### Affected component/components

Checkbox

### How to reproduce

1. Have multiple checkboxes on one page (or go to https://ui.shadcn.com/docs/components/checkbox | Form Section)
2. Try to check/uncheck them quickly.

### Codesandbox/StackBlitz link

https://ui.shadcn.com/docs/components/checkbox

### Logs

_No response_

### System Info

```bash
It works the same in Simulator and on Real Device
iOS: 18.0
Safari for iOS
```


### Before submitting

- [x] I've made research efforts and searched the documentation
- [x] I've searched for existing issues
Repository: pytorch
Issue: torch.onnx.errors.UnsupportedOperatorError: Exporting the operator 'aten::linalg_inv' to ONNX opset version 18 is not supported
Labels: module: onnx,triaged

### 🐛 Describe the bug

I’m attempting to export my model to ONNX using opset version 18, but I’m encountering an error related to the `aten::linalg_inv` operator not being supported. I’ve tried multiple opset versions and updated all relevant packages, but the issue persists.

The error message I receive is:
```
torch.onnx.errors.UnsupportedOperatorError: Exporting the operator 'aten::linalg_inv' to ONNX opset version 18 is not supported.
```

### Environment Details:
- **Torch version:** 2.4.1+cu124
- **Torchvision version:** 2.4.1+cu124
- **ONNX version:** 1.16.2
- **ONNXRuntime version:** 1.19.2 (including GPU support)
- **Python version:** [Your Python version]
- **OS:** [Your operating system]

### Steps to Reproduce:
1. Define a model using the `torch.linalg.inv()` operation.
2. Attempt to export the model to ONNX using `torch.onnx.export`.
3. The export fails due to the unsupported `aten::linalg_inv` operator.

Here’s a sample of the export code I’m using:
```python
input_names = ['source', 'target_frame', 'source_head_segmap', 'seg_target', 'source_head_blend']
output_names = ['output']

torch.onnx.export(
    reconstruction_module, 
    (source, target_frame, source_head_segmap, seg_target, source_head_blend), 
    onnx_output_path,
    export_params=True, 
    opset_version=18, 
    do_constant_folding=True, 
    input_names=input_names, 
    output_names=output_names,
    verbose=True
)
```

### Expected Behavior:
The model should export successfully to ONNX format, supporting the `linalg_inv` operation.

### Actual Behavior:
The export fails with the following error message:
```
torch.onnx.errors.UnsupportedOperatorError: Exporting the operator 'aten::linalg_inv' to ONNX opset version 18 is not supported.
```

### What I’ve Tried:
- Tested opset versions 11 through 18.
- Updated all related packages (torch, torchvision, onnx, onnxruntime, onnxruntime-gpu).
- Searched for potential workarounds or alternatives, but found no solutions that maintain the model’s functionality.

### Request:
Could you please provide support for the `aten::linalg_inv` operator in ONNX export, or suggest a potential workaround that retains the matrix inversion functionality?

Thank you for your time and assistance!


### Versions

torch        : 2.4.1+cu124
torchvision  : 2.4.1+cu124
onnxruntime  : 1.19.2
onnxruntime-gpu : 1.19.2
onnx         : 1.16.2
windows: 11 
cuda: 12.5
gpu: 4060
Repository: PowerToys
Issue: Fancy Zones - Multiple Layouts Available while holding shift
Labels: Needs-Triage

### Description of the new feature / enhancement

When using fancy zones you are locked into one specific layout.  You can obviously drag and drop in the gutter of a layout to access both (like if you had a ultra wide with a 4 column view you could access 2 of the 4 columns with the gutter) but what is missing is other specific layouts like (4 square grid) or 25 / 75, etc...     What would be nice is to be able to drag to a specific area (like the very top bar of the screen) and a sidebar (topbar) slides down which has your layouts where you can mouse over and it changes to that layout (while still holding shift), which opens up basically "every" layout without having to let go of the window and without having to individually go back in and select a new layout.  Would be nice to be able to do this while continuing to hold down shift and drag the window so you don't need any additional input or any additional toggles.   It should all work based on hover and time over the button.

Example:

Hold shift, grab a window.     Fancy zones shows up with a layout.   
while holding shift, drag the window to the very top of the screen,  hold for a few seconds, and the top pane slides down showing your multiple custom views.  while holding shift, mouse over one of those layouts and pause for a few seconds, and that layout loads.    while continuing to hold shift, drag the window to the new area and let go and it will snap to that fancy zone..

### Scenario when this would be used?

This would be useful when switching workflows.   IE:  Youtube vs IDE Development.   or Game Development vs Web Development.       Web or Application Dev would be mostly dual column or triple columns where general desktop (like web, email, teams, etc would be more of a 4 up grid layout).   

### Supporting information

_No response_
Repository: pytorch
Issue: The MPS Backend sometimes samples outside of distribution domain with `multinomial`
Labels: triaged,module: correctness (silent),module: mps

### 🐛 Describe the bug

Using the MPS backend, it is possible to sample elements outside of the domain when using `multinomial`. See below for code snippet: 

```python
import torch
import torch.distributions

device = torch.device("mps")
# 10 dimensional distribution, expected max output is 9
violating_dist = torch.tensor([4.3330236804e-04, 1.6706718498e-07, 5.6105983504e-07, 2.5240040486e-05,
        5.4649823142e-05, 5.5108112283e-03, 9.9348586798e-01, 4.5977579077e-08,
        4.8896443332e-04, 3.4132514770e-07], device=device)

sample = torch.multinomial(violating_dist, 100000000, True)
# >> 11, outside domain!
print(torch.max(sample))

# This distribution is the one above with default printing precision
almost_similar_non_violating_dist = torch.tensor([4.3330e-04, 1.6707e-07, 5.6106e-07, 2.5240e-05, 5.4650e-05, 5.5108e-03,
                               9.9349e-01, 4.5978e-08, 4.8896e-04, 3.4133e-07], device=device)
sample = torch.multinomial(almost_similar_non_violating_dist, 100000000, True)
# >> 9
print(torch.max(sample))

# Violating distribution but on cpu
sample = torch.multinomial(violating_dist.cpu(), 100000000, True)
# >> 9
print(torch.max(sample))
```

So for some reason, on MPS this particular probability tensor sometimes samples an 11 even though there are only 10 elements it can sample from (and hence the maximum should be 9). Furthermore, it doesn't happen with the same tensor when defined with lower precision, nor does it happen with the CPU backend. 

### Versions

Collecting environment information...
PyTorch version: 2.4.1
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 14.7 (arm64)
GCC version: Could not collect
Clang version: 15.0.0 (clang-1500.3.9.4)
CMake version: Could not collect
Libc version: N/A

Python version: 3.9.6 (default, Feb  3 2024, 15:58:27)  [Clang 15.0.0 (clang-1500.3.9.4)] (64-bit runtime)
Python platform: macOS-14.7-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Apple M3 Max

Versions of relevant libraries:
[pip3] mypy-extensions==1.0.0
[pip3] numpy==2.0.2
[pip3] storchastic==0.3.7
[pip3] torch==2.4.1
[pip3] torchvision==0.19.1
[conda] No relevant packages


cc @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen
Repository: ant-design
Issue: Don't depreciate Collapse.Panel
Labels: Inactive,unconfirmed

### What problem does this feature solve?

Right now I am getting a warning regarding depreciation of [Collapse.Panel](https://ant.design/components/collapse), while the new API is ideal for simple FAQ accordion, for much more complex collapse such as form collapse, the list is not ideal, it's better to keep both the API.


### What does the proposed API look like?

Don't depreciate the Collapse.Panel, in Collapse Component as it's ideal for more complex elements.

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: New copilot chat icons are of different width doesn't look good
Labels: bug,chat

Earlier
![image](https://github.com/user-attachments/assets/c9b65d1d-c261-4bc0-bd14-09fa60019c7e)

Newer
![image](https://github.com/user-attachments/assets/c128e2de-8f2d-41db-8b3f-e8ca956589b8)

The new icons has different width see the @ and send icons width is larger than other two icons which doesn't look good.
Not sure why we have introduced these two skinny icons even though they are taking the same 22 * 22 space
Repository: godot
Issue: Godot editor crashes when trying to connect new signal to node
Labels: topic:editor,needs work,needs testing,crash

### Tested versions

4.3

### System information

Windows 11

### Issue description

Connect new signal to a node, i configure the editor to use VSCode as main script editor
It already happened 3 times but i don't know the exact problem
(a detail that can be no necessary, i was streaming all the 3 times that the crash happened and even OBS crashed)
(well in fact it freezes the godot editor, i must kill the process from task manager)

### Steps to reproduce

Connect a new signal to node, it crashes exactly when opening the script in VSCode with the created function

### Minimal reproduction project (MRP)

it happens randomly, I apologize for the short description but really i don't know the exact cause of this problem
Repository: storybook
Issue: Internal: Sandbox vitest tests do not include symlinked stories
Labels: build

### Describe the bug

Seems like our Vitest sandbox tests are only testing the basic stories, and not any of the symlinked stories at all. I quickly checked that the behavior works in Vitest `~2.0.0` but does not in Vitest `~2.1.0`.

Take a look in a recent run in `next`: https://app.circleci.com/pipelines/github/storybookjs/storybook/84147/workflows/ae66030f-9e87-494b-a0db-cd3016f2a198/jobs/708910
Notice that only the basic stories are tested. There are 8 tests in that run, it should be around 190.
<img width="985" alt="image" src="https://github.com/user-attachments/assets/5d613200-e01e-4b05-b71d-07852309034a">

To reproduce:
- create a vite based sandbox
- run `yarn vitest`
- experience the issue
Repository: tauri
Issue: [bug] Chinese characters cannot be input on Linux which is ubuntu 22.04.
Labels: type: bug,platform: Linux,status: needs triage

### Describe the bug

When compiling and running on Ubuntu 22.04 , Chinese  cannot be input in the dialog box. Is it because some versions are not matched on linux?
tauri  version = "1.2.4"

### Reproduction

_No response_

### Expected behavior

_No response_

### Full `tauri info` output

```text
none
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: Bug cannot open project Godot 4.3 its says my opengl need 3.0 but my opengl is 3.0 
Labels: needs testing

### Tested versions

I tested on 4.3
intel core i3 4130
Intel Hd graphics 4300

### System information

Windows 10 Godot 4.3 {compability Overriden) intel core i3 4130

### Issue description

not just that  i cannot to try the project when i try the project its crash
![Screenshot (40)](https://github.com/user-attachments/assets/99992586-dec0-453f-b014-4a6bb1efacde)


### Steps to reproduce
if you just want to open the project Just use cmd

### Minimal reproduction project (MRP)

I dont know how to fix please help
Repository: rust
Issue: Tracking Issue for `option_array_transpose`
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(option_array_transpose)]`

This is a tracking issue for the `option_array_transpose`.

This feature permits going from an `[Option<T>; N]` to `Option<[T; N]>`.

### Public API

```rust
// core::option

impl<T, const N: usize> [Option<T>; N] {
    fn transpose(self) -> Option<[T; N]>;
}
```

### Steps / History

- [x] Implementation: https://github.com/rust-lang/rust/pull/130829
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

### Unresolved Questions

- The operation is irreversible (contrary to the other `transpose` methods), should it be named differently? https://github.com/rust-lang/rust/pull/130829#issuecomment-2386765701 

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: ollama
Issue: AMD ROCm Card can not use flash attention
Labels: feature request,amd

### What is the issue?

My cards is w7900, and rocm driver is 6.3 , I found the llama-cpp server started by Ollama  always without -fa flag.

I check the code , found :
              
               // only cuda (compute capability 7+) and metal support flash attention
		if g.Library != "metal" && (g.Library != "cuda" || g.DriverMajor < 7) {
			flashAttnEnabled = false
		}

This code sames wrong.  

Ref:  https://github.com/Dao-AILab/flash-attention/pull/1010   Support for RoCM has been added tk flash attention 2



### OS

Linux

### GPU

AMD

### CPU

Intel

### Ollama version

_No response_
Repository: pytorch
Issue:  [torch.export.load] failed while executing `pow_by_natural`
Labels: triaged,oncall: pt2,export-triaged,oncall: export

### 🐛 Describe the bug

After I fixed the serialization error on export save with https://github.com/pytorch/pytorch/pull/136364 I have then another, I think not related, issue loading the serialized exported program. See the errors at https://github.com/pytorch/pytorch/pull/136364#issuecomment-2364179682

### Versions

nightly

cc @ezyang @chauhang @penguinwu @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @suo @ydwu4
Repository: storybook
Issue: [Bug]: Action in object disappears in Controls panel
Labels: bug,help wanted,sev:S3

### Describe the bug

After upgrading from Storybook 6 to Storybook 8, we are experiencing an issue when trying to show an object with an Action (`import { action } from '@storybook/addon-actions';`) in our Controls. 

This is our `link` arg:
<img width="281" alt="image" src="https://github.com/user-attachments/assets/5a60c8c8-5e65-4504-ab8e-29b083ce1a8c">

This is what we expect, and is shown on the Docs page:
![image](https://github.com/user-attachments/assets/99446c3e-aa60-424b-a276-026467731c63)

This is what actually happens:
![image](https://github.com/user-attachments/assets/560f29da-1455-46a2-8807-476b88a4dae4)

The Action does work as expected and is shown in the Actions tab when clicking the `link`, but it isn't shown in the `link` object on the Controls.

### Reproduction link

https://stackblitz.com/edit/github-39beua?file=src%2Fstories%2FButton.stories.ts

### Reproduction steps

1. Set up a story with controls.
2. Add an argument with type `object` to your args, one of the properties should contain an `action`. (`import { action } from '@storybook/addon-actions;`)

Expected result: Object is fully shown in controls.
Actual result: The property containing an action is missing from the Object in the controls.

### System

```bash
Storybook Environment Info:

  System:
    OS: macOS 14.6.1
    CPU: (12) arm64 Apple M2 Pro
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 18.18.2 - ~/.nvm/versions/node/v18.18.2/bin/node
    npm: 9.8.1 - ~/.nvm/versions/node/v18.18.2/bin/npm <----- active
    pnpm: 9.5.0 - ~/.nvm/versions/node/v18.18.2/bin/pnpm
  Browsers:
    Chrome: 129.0.6668.59
    Edge: 129.0.2792.52
    Safari: 17.6
  npmPackages:
    @storybook/addon-actions: ^8.3.0 => 8.3.0 
    @storybook/addon-essentials: ^8.3.0 => 8.3.0 
    @storybook/addon-links: ^8.3.0 => 8.3.0 
    @storybook/addon-storysource: ^8.3.0 => 8.3.0 
    @storybook/addon-styling-webpack: ^1.0.0 => 1.0.0 
    @storybook/ember: ^8.3.0 => 8.3.0 
    @storybook/ember-cli-storybook: ^0.6.1 => 0.6.1 
    storybook: ^8.3.0 => 8.3.0
```


### Additional context

_No response_
Repository: PowerToys
Issue: Please add a per-application startup-folder option for workspaces
Labels: Idea-Enhancement,Help Wanted,Needs-Triage,Product-Workspaces

### Description of the new feature / enhancement

Workspaces is great for launching multiple apps simultaneously. It provides long overdue functionality for Windows. The one thing I haven't reliably been able to do so far is customize the settings for all applications in such a way as to specify their startup-folder location. With some applications (e.g., Windows Terminal), I can add another command-line parameter (`-d <path>`) that seems to work. But many applications often lack this ability. I know that the Windows API methods to launch processes all take startup paths, so it would be a trivial addition to the existing data set but pay a _lot_ of dividends in time saved for opening/saving files from within those applications and other startup-folder sensitive operations.

### Scenario when this would be used?

For applications that don't offer a command-line option to specify a startup folder, this would be helpful in many scenarios:

1. Standard open/save dialogs starting in the folder I want them to by default, rather than having to change them every single time.
2. Applications being able to find their proper set of configuration files based on startup path.
3. Applications that generate files in the same folder as their executable dumping them where I actually want them.

And many more.

### Supporting information

I think the ask is pretty clear, but as a Windows developer I'll put it this way:

1. Add UI to capture startup paths. 
2. Add UI to edit application startup paths--please allow environment variables to be referenced by said UI!
3. Add code to resolve those startup paths when launching to hand them off to the Windows process-related APIs.
Repository: PowerToys
Issue: Key of "/" can't be remapped 
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.84.1

### Installation method

GitHub

### Running as admin

None

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

1. We remap button of "/" to send text "? " (with extra space)
2. We then remap a shortcut of "Ctrl + /" to send text "/" 


### ✔️ Expected Behavior

1. When we press button of "/", we should get "? " (with extra space)
2. When we press "Ctrl + /", we should get "/" 

### ❌ Actual Behavior

1. When we press button of "/", we get "? " (with extra space) ✅
2. When we press "Ctrl + /", we get "? " (with extra space) instead of "/" ❌


### Other Software

_No response_