sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: transformers
Issue: Native support of ChatGLM-6b
Labels: New model,Feature request

### Feature request

Support https://huggingface.co/THUDM/chatglm-6b (and its int4 variants) in the Transformers library instead of relying on remote code execution.


### Motivation


This model performs really well (despite being a small model compared to large ones) and got a LOT of attention recently. It might be the SD moment for LLM IMO as it runs perfectly on consumer GPUs.

It would be great if Transformers can have native support for this model, instead of relying on remote code execution. A native integration will also make it much easier to use the model on Inference API / Endpoints. 

### Your contribution

cc @sgugger @osanseviero
Repository: vscode
Issue: Right click in WebView causes focus to shift to the last active Tree View Item
Labels: bug,help wanted,webview

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- VS Code Version:  1.76.2
- OS Version: Windows 10

Steps to Reproduce:

1. Clone the following sample: https://github.com/microsoft/vscode-extension-samples/blob/main/webview-sample
2. Run the extension and open the WebView
3. Click on any tree view item (like in the explorer)
4. Right click inside the WebView and watch as the tree view item is focused

This is especially annoying if you have a some form of `input` so you cannot do Right-Click -> Copy/Cut/Paste, see video:

https://user-images.githubusercontent.com/12927950/226585223-ce73ab7b-62c2-41d9-8786-e42d109024c8.mp4
Repository: godot
Issue: Visibility layer has no effect on 2D lights
Labels: bug,topic:rendering,topic:2d

### Godot version

v4.0.1-stable_mono_win64

### System information

Windows 11 Pro, AMD Radeon RX580

### Issue description
Visibility layers don't work for 2D lights.

#### Situation
- I have some nodes set exclusively to visibility layer 2, others to visibility layer 3. 
- The viewport canvas cull mask is set to layer 2.

![image](https://user-images.githubusercontent.com/1015540/226584041-cab0553e-4e12-4c33-8d0a-9d5a12064c3f.png) ![image](https://user-images.githubusercontent.com/1015540/226583930-363df2e3-b22c-43ea-9846-23e01aef4657.png)

Reproduction project editor view:
![image](https://user-images.githubusercontent.com/1015540/226585538-1b6c35d8-e888-4c24-af68-103e4999fb5a.png)

#### What happens
Only nodes on visibility layer 2 are shown, as expected, and the others are hidden except for the lights. **All** lights are visible, regardless of visibility layer.

![image](https://user-images.githubusercontent.com/1015540/226585355-0f3a8373-4bdd-48b7-bbbc-b572fb3f90af.png)


#### What I expect
I would expect only the lights on visibility layer 2 to be visible.

Expected outcome (using visible toggle in editor):
![image](https://user-images.githubusercontent.com/1015540/226586169-33935c2e-9ca7-4bc5-b4e6-d66ffac2f104.png)


### Steps to reproduce
Using the included reproduction project:
1. Open & run the project
2. Toggle the viewport cull mask using the buttons at the top
3. Watch as it applies to the other nodes but not the lights

Alternatively, DIY:
1. Create a PointLight2D or DirectionalLight2D and set its visibility layer to 2
2. Create another PointLight2D or DirectionalLight2D and set its visibility layer to 3
3. Set the viewport cull mask to either layer 2 or 3
4. Watch as the lights are both still visible

### Minimal reproduction project
[light2d-visibility-repro-2.zip](https://github.com/godotengine/godot/files/11032355/light2d-visibility-repro-2.zip)

(original reproduction project with only PointLight2D: [light2d-visibility-repro.zip](https://github.com/godotengine/godot/files/11027307/light2d-visibility-repro.zip))
Repository: godot
Issue: 4.0.1 RC Wipes export_presets.csg file
Labels: bug,topic:editor,needs testing

### Godot version

4.0.1 RC

### System information

Windows 10

### Issue description

None of the export options show up in the export tab from my previous 4.0 project. Attempting to add a new one wipes all the old data from file the file. 

### Steps to reproduce

- Have 4.0 project with export presets defined
- Migrate to 4.0.1
- Open exports tab
- Observe that it is blank
- Open export_presets.cfg file externally and observe it isn't blank
- Try adding new export to export tab
- Observe export_presets.cfg is completely overwritten

### Minimal reproduction project

N/A
Repository: vscode
Issue: Notebook output settings not applied immediately
Labels: bug,notebook-output

Testing #177719

I have to reopen the notebook when I turn off scrolling or change the text line limit.
Repository: angular
Issue: Improve Changelog viewing experience
Labels: area: dev-infra

### Describe the problem that you experienced

As a person responsible for framework and package updates in an enterprise project, I find it very difficult to figure out the changes between any two releases in a concise form. The incremental and very verbose format of CHANGELOG.md doesn't help (and it also fails to list some important changes) and takes a lot time to digest and scroll through (and to filter `next` and `rc` releases as well).

### Enter the URL of the topic with the problem

angular.io; update.angular.io

### Describe what you were looking for in the documentation

aggregated diff of Changelog between any two selected releases

### Describe the actions that led you to experience the problem

tried consuming CHANGLELOG.md as well as tried using update.angular.io

### Describe what you want to experience that would fix the problem

I would see an interface place at angular.io that would allow me to pick any two public releases - down to a patch - and get a 'diff' in a very concise, human-readable form, that could be pasted or linked to in internal communications channel in an organization. This would allow teams to quickly recognize what improvements, what deprecations were made, as well as to which areas need more attention when conducting acceptance tests after an update.

I think the following issues should be addressed to improve this experience:

1. Format of the logs - these should be grouped by areas, aggregated (ie. without intermediate releases in between), no tables, pure text and github links. I am not sure using git commit messages for communication is a good solution - they may get too technical. Would be great if the most prominent features could be listed at the top.
2. Missing minor and patch releases - update.angular.io has stopped listing minor/patch releases since v11. If you want to figure out a diff between `14.1.1` and `15.2.3` - you're out of luck.
3. Separately listed, but also aggregated, Deprecation notes (actual deprecations that took place, not the intended ones - so this is a bit different from this section https://angular.io/guide/deprecations
4. If the checkboxes (like `[ ] I use Angular Material`) are to be kept, there should also be `[ ] I use Angular CDK` and perhaps some more (forms?)


### Add a screenshot if that helps illustrate the problem

_No response_

### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

_No response_
Repository: vscode
Issue: Featured Extension Icon Alignment
Labels: polish,getting-started

In the welcome screen:

![image](https://user-images.githubusercontent.com/2931520/226626183-56df3a39-505e-4136-b936-fd93467560fa.png)

The alignment of the extension icon seems off.
I think this is because the surrounding space is slightly different in each direction:

![image](https://user-images.githubusercontent.com/2931520/226625860-41d07c0e-5eac-4528-a9d5-ef8aa66c5f7b.png)
Repository: pytorch
Issue: functorch roll-up issue for 2.1
Labels: triaged,module: functorch

P0 Critical (silent incorrectness, crashes)
- [x] https://github.com/pytorch/pytorch/issues/97161
- [x] https://github.com/pytorch/pytorch/issues/96887
- [x] https://github.com/pytorch/pytorch/issues/96854

P0 Interaction with PT2
- [ ] needs better error messages: https://github.com/pytorch/pytorch/issues/96041

UX
- [ ] Better error message for https://github.com/pytorch/pytorch/issues/94397
- [ ] https://github.com/pytorch/pytorch/issues/97248 (large)

Coverage
- [x] https://github.com/pytorch/pytorch/issues/95561
- [ ] https://github.com/pytorch/pytorch/issues/96855
- [x] https://github.com/pytorch/pytorch/issues/95888
- [x] https://github.com/pytorch/pytorch/issues/95738
- [x] https://github.com/pytorch/pytorch/issues/95057
- [x] https://github.com/pytorch/pytorch/issues/94630
- [x] https://github.com/pytorch/pytorch/issues/97558
- [x] https://github.com/pytorch/pytorch/issues/99187
Repository: godot
Issue: "Unable to load .NET runtime, specifically hostfxr." when launching.
Labels: bug,platform:linuxbsd,topic:dotnet

### Godot version

4.0.1

### System information

 Linux Mint 21.1 Vera base: Ubuntu 22.04 jammy

### Issue description

When launching Godot 4.0.1 .NET an error screen is shown:
![image](https://user-images.githubusercontent.com/47914319/226622824-97acf62d-6e26-4fac-9778-ff917f9db58e.png)
dotnet is installed, included in the path:
![image](https://user-images.githubusercontent.com/47914319/226623714-f5e9a7be-64b8-4783-8f72-1cfc5e51752e.png)
![image](https://user-images.githubusercontent.com/47914319/226623946-30de93e4-c413-4b02-a2e3-9691a5946b30.png)


### Steps to reproduce

Download https://github.com/godotengine/godot/releases/download/4.0.1-stable/Godot_v4.0.1-stable_mono_linux_x86_64.zip
Run on the Linux system with installed dotnet

### Minimal reproduction project

None
Repository: flutter
Issue: [Material 3] Implement Standard Navigation Drawer
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

As indicated in https://github.com/flutter/flutter/issues/123072 by @danagbemava-nc, I reopen this issue.

Standard Navigation Drawer is missing on Flutter:

![image](https://user-images.githubusercontent.com/45597426/226631573-a62c441c-2fdc-42c1-ac28-d54746b9fb72.png)

Only the modal version is currently implemented.
Repository: pytorch
Issue: A more systematic API for resolving the "vmap-incompatible in-place operation" error
Labels: triaged,actionable,needs design,module: functorch

# Motivation

Users may run into "vmap-incompatible in-place operation" error when creating a Tensor via a factory function and in-placing into it. For example:

```py
def f(x):
  y = torch.empty(x.shape)
  y.copy_(x)
  return y

x = torch.randn(2, 3)
vmap(f)(x)
```
In this example, inside `f`: `y` is a Tensor of shape [3], but we're trying to copy a BatchedTensor (which has underlying shape [2, 3]) into `y`.

Our general advice for this situation is to use `Tensor.new_empty`. This ends up creating a `y` that is a BatchedTensor:

```py
def f(x):
  y = x.new_empty(x.shape)
  y.copy_(x)
  return y

x = torch.randn(2, 3)
vmap(f)(x)
```

Sometimes, it is not completely obvious to the user what tensor to call new_empty on. Take the following code as example:
```py
def f(x, y)
  z = torch.empty(x.shape)
  z.copy_(x)
  z.copy_(y)
  return z

# Case 1
vmap(f, (0, None))(torch.randn(2, 3), torch.randn(3))
# Case 2
vmap(f, (None, 0))(torch.randn(3), torch.randn(2, 3))
```
The way to rewrite f to support both of the above cases is a bit silly:
```py
def f(x, y)
  z = torch.cat([x, y]).new_empty(x.shape)
  z.copy_(x)
  z.copy_(y)
  return z
```
# Pitch

One possible API is that we provide an API to construct a BatchedTensor inside a function being vmapped. There are a couple of ideas on how it could look like:
```py

def f(x, y)
  # Option 1
  z = torch.empty(x.shape)
  z = torch.lift(z)
  
  # Option 2
  z = torch.lifted_empty(x.shape)
  
  # Option 3
  z = torch.empty(x.shape, lift=True)
  
  # Option 4
  z = torch.empty(x.shape)
  z = torch.lift_as(z, (x, y))  # Grants z the properties of x and y

  z.copy_(x)
  z.copy_(y)
  return z
```

Other ideas welcome.


cc @Chillee @samdow @soumith @kshitij12345 @janeyx99
Repository: angular
Issue: Angular DevTools causes Chrome to lock up when using Okta SSO
Labels: area: devtools

### Which @angular/* package(s) are the source of the bug?

Don't known / other

### Is this a regression?

Yes

### Description

When logging into sites using Okta SSO with Angular DevTools extension enabled, Chrome will lock up indefinitely.

### Please provide a link to a minimal reproduction of the bug

https://twitter.com/sptonjohn/status/1630987187989905408

### Please provide the exception or error you saw

```true
I did not see an error or exception. The Okta login freezes on "One moment please..." screen and all Chrome windows/tabs become unresponsive.
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular DevTools: 1.0.7
Chrome: 111.0.5563.65
```


### Anything else?

This is reproducible by everyone on my team. Disabling the Angular DevTools extension fixes the issue.
Repository: deno
Issue: node: implement dgram.Socket APIs
Labels: feat,node compat

`dgram.Socket` is needed to run [multicast-dns](https://www.npmjs.com/package/multicast-dns) in compat mode. (feature request from community)

- [ ] `socket.addMembership()`
- [ ] `socket.addSourceSpecificMembership()`
- [ ] `socket.dropMembership()`
- [ ] `socket.dropSourceSpecificMembership()`
- [ ] `socket.setBroadcast()`
- [ ] `socket.setMulticastInterface()`
- [ ] `socket.setMulticastLoopback()`
- [ ] `socket.setMulticastTtl()`
- [ ] `socket.setTtl()`
- [x] `socket.ref()` #21777
- [x] `socket.unref()` #21777
Repository: flutter
Issue: Partial screen flickering on Android
Labels: platform-android,engine,c: rendering,P2,team-android,triaged-android

Split off from https://github.com/flutter/flutter/issues/100522.

This issue is intended to capture reproduction steps from users for apps that are experiencing *partial* screen flickering on Android in Flutter versions newer than 3.7.

Please only comment here with one of two things:
1. A code sample and detailed reproduction steps that triggers the issue, or
1. Full un-redacted device logs collected starting from just before the flickering starts.

Since #100522 got a little bit out of hand, on this issue comments will be hidden, deleted, or split off into separate issues in line with Flutter's issue hygiene policies.
Repository: deno
Issue: `deno compile` output can't dynamically import files that were not present at compilation time
Labels: compile

_(Creating this issue as a continuation of https://github.com/denoland/deno/issues/8655)_

As @dsherret commented in #8655, Deno 1.31 added support for [statically analyzable dynamic imports](https://deno.com/blog/v1.31#deno-compile-works-with-statically-analyzable-dynamic-imports), and Deno 1.32 will add support for web workers (https://github.com/denoland/deno/commit/090169cfbc6699486765b729d532b5b837210b12) and the ability to specify non-analyzable modules to include in the binary (https://github.com/denoland/deno/commit/b64ec7926831896f4e43b685891111409de45e85).

These are good improvements to `deno compile`, but they don't cover many use-cases described in #8655.

Here's an incomplete list of things that `deno compile`'s output can't do:

* [Config files written in javascript/typescript](https://github.com/denoland/deno/issues/8655#issuecomment-1437444576) 
* [User-defined plugins](https://github.com/denoland/deno/issues/8655#issuecomment-1247057354)
* [Inspect user supplied values (`graphgen inspect path/to/your/custom/setup.ts`)](https://github.com/denoland/deno/issues/8655#issuecomment-1247057354)
* [Writing interpreters of other languages](https://github.com/denoland/deno/issues/8655#issuecomment-1173616850)
* [Running user javascript files created by a deno-based compiler](https://github.com/denoland/deno/issues/8655)
* [Filesystem-based routing](https://github.com/denoland/deno/issues/8655#issuecomment-833422361)
Repository: flutter
Issue: Uniform arrays & VAO/VBO support in Shaders
Labels: c: new feature,engine,c: proposal,P3,team-engine,triaged-engine

## Use case
I am currently developing a library for 2D games that mostly relies on a custom renderer for sprites and 2D meshes (that uses `drawVertices`). For a lot of situations, support for uniform arrays & VAOs/VBOs would have been extremely beneficial, here are just some of the examples:
- Sending a personal transform matrix for each sprite to do some transformations on the GPU
- Telling the sprite batch renderer which texture sampler the current sprite should use (to bind multiple at the same time)
- Providing a list of light sources and obstacles to the lighting shader; in-general, providing complex data to more complex shaders

And many more, I am sure!
Currently, something like this can only be done with a "data texture", but it's a workaround and building a texture is `async`, which usually means skipping a frame. I am also sure it's much less efficient.

## Proposal
Evaluate and engineer support for uniform arrays and VAOs/VBOs in Flutter, allowing to attach them to shaders.
Repository: PowerToys
Issue: Inocrect calculations
Labels: Issue-Bug,Product-PowerToys Run,Priority-3,Status-Reproducible

### Microsoft PowerToys version

64.1

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

It incorrectly evaluates  (23^29) % 91 as 28

### ✔️ Expected Behavior

It should evaluate to 4

### ❌ Actual Behavior

It evaluates to 28

### Other Software

_No response_
Repository: godot
Issue: Color Picker window doesn't update the color depending on the changes you make to the other sliders
Labels: bug,topic:gui

### Godot version

4.0

### System information

Win 10

### Issue description

I've had this issue for a couple of days now where the color picker window is unstable. 
First issue is that I have to press on a slider1-3 times for it to actually change to the selection. I cliick on the color window for the modulate property for example and I've set Godot to use HSV by default(this occured after I made this change in the settings) so the HSV sliders show. I click somewhere on the Hue slider and see the indicator change to it but when I release the mouse click, it goes back to the old hue. It also closes the picker window sometimes without me doing anything. 

The second is that the current color isn't updated on the sliders to reflect the changes you make. If I click and hold the mouse button on a slider while dragging, the three other sliders stay the same color as it was before I clicked on it. It only updates once I make a change on another slider. This happens when I click or drag the slider. See this screenshot where I changed the hue to green but the saturation bar is still on red. I can even close the picker window and reopen it and it stays red. 
![image](https://user-images.githubusercontent.com/128168396/226672904-b4e7e943-c57f-4a00-af88-95de75630d33.png)

I will admit though that this might just be normal instability in the new release, possibly a computer issue but I thought I'd mention in case others have this issue too. 

### Steps to reproduce

![image](https://user-images.githubusercontent.com/128168396/226674803-c2a741fa-8739-4919-a2db-0ec7cc6eca41.png)
Don't know if this is even related but it's the only thing I can think of.

### Minimal reproduction project

Editor settings > Inteface > Default Color Picker Mode - Set to HSV
Repository: godot
Issue: DisplayServer.tts_is_speaking returns false when TTS is speaking or generating text
Labels: bug,platform:windows,topic:porting

### Godot version

4.0.0 official binaries

### System information

Windows 10

### Issue description

According to the docs, `DisplayServer.tts_is_speaking` is supposed to return true if there's something speaking, or being generated. At the moment, that appears to be false on Windows, immediately after you try to speak something. (I tested Windows 10 only, not Linux, because a) I know it depends on the OS TTS library, and b) TTS works awesome on Linux anyway.)

This seems to be voice-independent (affects both voices available on Windows 10).

### Steps to reproduce

Easy peasy, add this to any scene:

```gdscript
DisplayServer.tts_speak("here's a long text message that should take quite a while to generate, and to speak, depending on your computer specs, of course.")
print("Am I generating or speaking? %s" % DisplayServer.tts-is_speaking()
```

Expected output: `Am I generating or speaking? true`
Actual output: `Am I generating or speaking? false`


### Minimal reproduction project

N/A, it's trivial to reproduce
Repository: flutter
Issue: [Localizations] Add support for long-tail languages
Labels: c: new feature,framework,a: internationalization,c: proposal,P3,team-framework,triaged-framework

## Use case

Currently, Flutter is supporting a limited set of languages (can be found [here](https://github.com/flutter/flutter/blob/master/packages/flutter_localizations/lib/src/l10n/generated_material_localizations.dart#L40817-L40896)).

## Proposal

Add more languages (especially long-tail languages) to make the library more inclusive

Some example languages (in language codes):

- ak
- ig
- ha
- om
- ti
- yo
Repository: godot
Issue: Not enough error handling for Callables when they aren't triggered due to user error
Labels: bug,topic:porting

### Godot version

4.0.0 official binaries

### System information

Windows 10

### Issue description

Title says it all - adding a callback for TTS_UTTERANCE_ENDED or TTS_UTTERANCE_CANCELLED doesn't invoke the callable when speech finishes. This is on Windows 10.

### Steps to reproduce

Easy peasy, add this to any scene:

```gdscript
DisplayServer.tts_set_utterance_callback((DisplayServer.TTS_UTTERANCE_STARTED, _done_speaking)
DisplayServer.tts_speak("hello, callback!")

func _done_speaking():
  print("DONE!!")
```

`Done!!` never prints.

### Minimal reproduction project

N/A
Repository: vscode
Issue: Scrollable output scroll bar should use default cursor
Labels: bug,notebook-output

Testing #177719

Currently shows text cursor when hovering the scroll bar:

![Recording 2023-03-21 at 10 24 26](https://user-images.githubusercontent.com/2193314/226691729-cf78c950-6392-41e8-952d-0121443440c7.gif)
Repository: vscode
Issue: Resizing notebooks locks up the UI thread
Labels: bug,freeze-slow-crash-leak,notebook-layout

Testing #177719

![Recording 2023-03-21 at 10 28 03](https://user-images.githubusercontent.com/2193314/226692499-b7a26eb0-2012-4064-9830-630546eb126d.gif)

This seems to go away when doing a perf/cpu profile, it might do something with process priority that fixes the problem? Regardless, in all profiles I see some 15-20ms frames on my fast CPU (12th Gen Intel(R) Core(TM) i7-12700KF 3.61 GHz) which will be much worse on the average machine.