sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: rustdoc: don't render the `auto` of auto traits
Labels: T-rustdoc,P-low,C-bug,A-rustdoc-ui,A-auto-traits

Uplifted from [#t-lang/Removal of `auto trait` syntax (comment)](https://rust-lang.zulipchat.com/#narrow/stream/213817-t-lang/topic/Removal.20of.20.60auto.20trait.60.20syntax/near/392812211).

We currently render the contextual keyword `auto` in the docs of auto traits. E.g., for `std::marker::Sync`, we display the following code block at the top of the page:

```rs
pub unsafe auto trait Sync { }
```

However, the feature `auto_traits` is no longer planned to be stabilized[^1]. Instead it will likely be marked as internal soon[^2].
It might even be possible that the syntax `auto trait` will be removed altogether (see #116126).

Therefore, I don't think rustdoc should display this effectively internal syntax in the public docs. As a replacement for it, it should add a section or similar to the page of auto traits shortly explaining what the special semantics of the given trait are and potentially link to some more elaborate docs.

If this doesn't get claimed within one month, I will work on it.

[^1]: [#t-lang/Removal of `auto trait` syntax (comment)](https://rust-lang.zulipchat.com/#narrow/stream/213817-t-lang/topic/Removal.20of.20.60auto.20trait.60.20syntax/near/392487050)
[^2]: [#t-lang/Removal of `auto trait` syntax (comment)](https://rust-lang.zulipchat.com/#narrow/stream/213817-t-lang/topic/Removal.20of.20.60auto.20trait.60.20syntax/near/393572565)
Repository: material-ui
Issue: [joy-ui][Autocomplete] Typescript & React runtime error using Autocomplete
Labels: typescript,component: autocomplete,package: base-ui,package: joy-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Trying to use Joy UI's Autocomplete in a controlled state as per the docs, I get a TypeScript error:
![image](https://github.com/mui/material-ui/assets/9912830/28d833a3-3694-4ed7-8ea2-60ab907ed8f1)

I also get a runtime error on the browser from React.
![image](https://github.com/mui/material-ui/assets/9912830/43f0ff6f-2cb7-4dd4-88d6-576ccd72b44b)

I've tried passing objects with `value` and `label` as options, passing a `value` prop, but I also get the same typescript error. It expects it to be an array of `string` or the inferred type from option. I also get errors if I pass it an array.

Am I using this component wrong, or is there an issue with these types?

Reproduction:
(MUI Joy's own example has type errors)
https://codesandbox.io/s/cp2zmj?file=/Demo.tsx

### Current behavior 😯

_No response_

### Expected behavior 🤔

_No response_

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: pytorch
Issue: TypeError: Got unsupported ScalarType BFloat16
Labels: triaged,module: numpy

### 🐛 Describe the bug

Converting bfloat16 to numpy fails:

```python
tensor = torch.ones((10, ), dtype=torch.bfloat16)
item.numpy()
```

### Versions

```python
(.venv) ➜  lightning git:(introduce_cache) ✗ python collect_env.py
Collecting environment information...
PyTorch version: 2.0.1
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 13.5.2 (arm64)
GCC version: Could not collect
Clang version: 14.0.3 (clang-1403.0.22.14.1)
CMake version: Could not collect
Libc version: N/A

Python version: 3.9.15 (main, Dec  5 2022, 15:51:18)  [Clang 14.0.0 (clang-1400.0.29.202)] (64-bit runtime)
Python platform: macOS-13.5.2-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 M1 Max

Versions of relevant libraries:
[pip3] mypy==1.0.0
[pip3] mypy-extensions==1.0.0
[pip3] numpy==1.24.1
[pip3] pytorch-lightning==1.9.0
[pip3] torch==2.0.1
[pip3] torchdata==0.6.1
[pip3] torchmetrics==0.11.1
[pip3] torchvision==0.15.1
[conda] Could not collect
```

cc @mruberry @rgommers
Repository: TypeScript
Issue: `tsc` loses the class name in sourcemap
Labels: Help Wanted,Possible Improvement

### 🔎 Search Terms

- stack trace
- lose class name

### 🕗 Version & Regression Information

Now I use TypeScript v5.2.2. This is not a critical bug, so I did not pay attention when it appeared.

### 💻 Code

```ts
// tmp.ts
class MyClass {
  static staticMethod() {
    throw new Error('Error in static method');
  }
}

MyClass.staticMethod();
```

Enable sourceMap in tsconfig, compile this code with `tsc` and then run compiled file with `--enable-source-maps` option:

```bash
tsc tmp.ts
node --enable-source-maps dist/tmp.js
```

### 🙁 Actual behavior

```text
Error: Error in static method
    at Function.staticMethod
```

As you can see, the class name is missing from the stack trace. This bug appears only when the error occurs in static methods.

### 🙂 Expected behavior

```text
Error: Error in static method
    at MyClass.staticMethod
```
Repository: vscode
Issue: Settings sync removed the profile from another machine
Labels: bug,settings-sync

Removed and created a profile with same name on one machine and other machine has removed it.
Repository: neovim
Issue: Third level of directories turn into files on Alt-Tab in Netrw tree view
Labels: bug-vim,netrw

### Problem

In the tree view of Netrw, the directories at the third level of nesting are *oftentimes* turning into files after switching windows with Alt+Tab. (They aren't being rewritten with files, just look and behave like files.)
```
../
.config/                       <- First level, the current directory
| anthy/                       <- Second level, the directory inside of the current directory
| | imported_words_default.d/  <- Third level, the directory inside of directory of the current directory,
| | last-record2_default.utf8                                                     gets turned into a file
| | lock-file_default
```

This is what you get after Alt+Tab:

```
../
.config/                       <- First level, the current directory
| anthy/                       <- Second level, the directory inside of the current directory
| | imported_words_default.d  <- Third level, the directory inside of directory of the current directory,
| | last-record2_default.utf8                                      but looks like a file and doesn't open
| | lock-file_default
```

### Steps to reproduce

1. Open Netrw
2. Open the tree view (press `i` multiple times)
3. Open up directories (`Enter`) to get to the third level of nesting
4. Alt+Tab, maybe a bunch of times, maybe quickly
5. See how the folder turned into a file

### Expected behavior

Let the directories be themselves

### Neovim version (nvim -v)

NVIM v0.9.2

### Vim (not Nvim) behaves the same?

yes, 2:9.0.1927-1.fc38 (not on DEFAULTS — there's no Netrw that way, but on the clean install)

### Operating system/version

Fedora 38

### Terminal name/version

Gnome Console

### $TERM environment variable

xterm-256color

### Installation

DNF
Repository: godot
Issue: Precision of ShapeCast3D decreases as distance to target increases
Labels: bug,topic:physics,topic:3d

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 5700 (Advanced Micro Devices, Inc.; 31.0.22011.4008) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

It seems that increasing the distance to the target for the `ShapeCast3D` node decreases the precision of the collision check. 

I've configured a scene with a simple animation moving a prism around. Placing the target at around 3 meters shows this result:

https://github.com/godotengine/godot/assets/9631648/96c01f70-47fc-4185-a324-7e6a4eea6787

Switching to 10m (which is where I've first noticed this issue):

https://github.com/godotengine/godot/assets/9631648/15305abc-d502-4d89-8db9-2832ccb6e83a

100 meters:

https://github.com/godotengine/godot/assets/9631648/c716bda5-bdc4-48dd-90a4-051931c54dd0

And 1000 meters:

https://github.com/godotengine/godot/assets/9631648/b900f4f7-ee46-49e9-9dbb-e3a2eba88a6e

As you can see, even cases which I would expect to work (10 meters) don't work smoothly. At above 100 meters things break down completely.

For comparison, here's jolt at 10 meters (and works the same even at 1000 meters):

https://github.com/godotengine/godot/assets/9631648/262b404b-c5a2-41bc-86df-706b193a5c2a



### Steps to reproduce

- Create a new project
- Enable the `Visible Collision Shapes` option under `Debug`
- Set up a scene with ShapeCast3D node and some physics bodies
- Run the scene with different `Target Position` settings

### Minimal reproduction project

I didn't add any visible shape to the ShapeCast. Please enable the `Visible Collision Shapes` under `Debug`.
[shapecastrepro.zip](https://github.com/godotengine/godot/files/12769395/shapecastrepro.zip)
Repository: flutter
Issue: `ios-usb-dependencies` build failing
Labels: team-infra,P2,triaged-infra,fyi-tool

### Is there an existing issue for this?

- [X] I have searched the [existing infra issues](https://github.com/flutter/flutter/issues?q=is%3Aopen+is%3Aissue+label%3Ateam-infra)

### Type of Request

bug

### Infrastructure Environment

LUCI

### What is happening?

`ios-usb-dependencies` build has been failing for months: https://ci.chromium.org/ui/p/flutter/builders/prod/ios-usb-dependencies

Looking at the error, it seems that we're expecting `libplist-2.0.3.dylib`

https://flutter.googlesource.com/recipes/+/refs/heads/main/recipes/ios_usb_dependencies/ios-usb-dependencies.resources/libplist.sh#28

However, it's creating `libplist-2.0.4.dylib`

https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8769020256275116193/+/u/install_libplist/stdout

### Steps to reproduce

N/A

### Expected results

`ios-usb-dependencies` build not to fail.

Also, we should probably have some sort of monitoring for this. This seems to have been going on undetected for months. It hasn't been an issue since we haven't needed to upgrade any of the tools, but if we had, we'd have been surprised to find that we wouldn't have been able to without fixing what's going wrong.
Repository: pytorch
Issue: AOT Autograd Neg View Support
Labels: triaged,module: functionalization,oncall: pt2,module: aotdispatch,module: pt2-dispatcher

### 🐛 Describe the bug

The following fails with aot_eager.  It would be great if aot autograd could both a) handle neg_view correctly and b) remove ._neg_view() from the graph that is passed to inductor. 

```
import torch
device = torch.device

def forward(inp):
    a = inp._neg_view()
    b = a.add_(3)

    return a, b

inp = torch.rand([5, 5]).cuda()

out_eager = forward(inp.clone())
out_comp = torch._dynamo.optimize("aot_eager")(forward)(inp)

torch.testing.assert_close(out_comp, out_eager)
``` 

> AssertionError: Tensor-likes are not close!

### Versions

master

cc @bdhirsh @ezyang @msaroufim @wconstab @anijain2305 @zou3519
Repository: godot
Issue: Animated Tilemap Tiles will occasionally flicker black
Labels: bug,needs testing,topic:2d

### Godot version

4.0 Stable

### System information

Windows 10 - Intel(R) Core(TM) i7-6800K CPU @ 3.40GHz - RogStrix 2080 Super

### Issue description

I've video recorded the issue here: https://www.youtube.com/watch?v=RHE1Y0t5pw8
(It had to be recorded with my phone because using screen recording programs seems to stop the bug)

Issue:
About 5% of the time launching the game (via the engine) animated tileset tiles will flicker black.

So far I've learned:
- Using a screen recording program or restarting the game stops the bug
- The bug is not dependent on player input
- The bug only occurs with animated tileset tiles
- The tileset tiles in question are only animated (there are no other special settings or data on them)
- The flicker does not coincide with any specific frame of the animation
- The bug also does not seem to be linked to any of my other game systems' timings (the project is still very small)

### Steps to reproduce

I don't know if this will reproduce the issue for other people, as it's not 100% and is really quite unpredictable, but I:

1 created and imported a tileset sheet with animation frames
2 set up the tileset to animate using the frames in the spritesheet
3 placed the animated tiles on the map
4 load the game and watch the tiles
5 repeat step 4

### Minimal reproduction project

It says the file is too big
Repository: tensorflow
Issue: Tensorflow profiler client does not support IPv6
Labels: stat:awaiting tensorflower,type:bug,comp:apis,TF 2.11

### Issue type

Bug

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

No

### Source

source

### TensorFlow version

tf 2.11.0

### Custom code

Yes

### OS platform and distribution

Linux Ubuntu 22.04.3

### Mobile device

_No response_

### Python version

3.10.2

### Bazel version

6.0.0

### GCC/compiler version

_No response_

### CUDA/cuDNN version

11/8.2

### GPU model and memory

_No response_

### Current behavior?

[https://github.com/google/tsl/blob/3dee2c5930eb8ee9c6a7486434240dafadf12fb4/tsl/profiler/utils/session_manager.cc#L188]()

`std::vectorabsl::string_view parts = absl::StrSplit(host_port, ':');`

When trying to connect to an IPv6 host-port pair, which is typically denoted as [xxxx:xxxx:blah]:port, `profiler_client.trace()` throws an error. It should have logic that supports both IPv4 and IPv6. 

### Standalone code to reproduce the issue

```shell
File 1:
jax.profiler.start_server(9876) #on IPv6 xxxx:xxxx:x:xxxx:xxxx::xxx

File 2:
from tensorflow.python.profiler import profiler_client
profiler_client.trace(
        '[xxxx:xxxx:x:xxxx:xxxx::xxx]:9876',
        duration_ms=1000,
        logdir='foo',
    )
```


### Relevant log output

```shell
Traceback (most recent call last):
  File "foo.py", line 2, in _trigger_trace
    profiler_client.trace(
  File ".../foo.runfiles/tensorflow_python_deps_tensorflow/tensorflow/python/profiler/profiler_client.py", line 129, in trace
    _pywrap_profiler.trace(
tensorflow.python.framework.errors_impl.InvalidArgumentError: Could not interpret "[xxxx:xxxx:x:xxxx:xxxx::xxx]:9876" as a host-port pair.
```
Repository: vscode
Issue: Problem matcher only matches on restored PTY
Labels: bug,tasks

I'm trying to fix an issue Alex mentioned (linked in a comment to this issue) by updating the esbuild problem matchers and am running into this issue:

1. Have these problem matches (on main) https://github.com/connor4312/esbuild-problem-matchers
2. Run an esbuild task that produces errors
3. Notice no task errors are detected
4. Reload the window
5. Notice the task terminal is restored and problems are now reported

A naive guess is that esbuild lines are not coming all in a single terminal write and tasks don't match regexes correctly when that happens. The Typescript problem matcher always works.
Repository: rust
Issue: Missed optimization: converting "equivalent" `enum`s
Labels: A-LLVM,I-slow,T-compiler

With Rust 1.72.0:

```rust
#[repr(u32)]
pub enum E1 {
    A = 0,
    B = 1,
    C = 255,
}

pub enum E2 {
    A = 0,
    B = 1,
    C = 255,
}

pub fn f(e: E1) -> E2 {
    match e {
        E1::A => E2::A,
        E1::B => E2::B,
        E1::C => E2::C,
    }
}

pub fn g(e: E2) -> E1 {
    match e {
        E2::A => E1::A,
        E2::B => E1::B,
        E2::C => E1::C,
    }
}
```

compiles to branches (`f`) and a table-based approach (`g`):

```asm
example::f:
        test    edi, edi
        je      .LBB0_1
        cmp     edi, 1
        jne     .LBB0_4
        mov     al, 1
        ret
.LBB0_1:
        xor     eax, eax
        ret
.LBB0_4:
        mov     al, -1
        ret

example::g:
        inc     dil
        movsx   rax, dil
        lea     rcx, [rip + .Lswitch.table.example::g]
        mov     eax, dword ptr [rcx + 4*rax]
        ret

.Lswitch.table.example::g:
        .long   255
        .long   0
        .long   1
```

However, they could simply be:

```asm
example::f:
        mov     eax, edi
        ret

example::g:
        movzx   eax, dil
        ret
```

https://godbolt.org/z/Ko5cKKojh

The compiler figures it out correctly if the values are contiguous (e.g. changing `255` above to `2`), or if the sizes / `repr` is the same.

This sort of code may happen when one is safely wrapping an automatically generated Rust `enum` from (e.g. from C code) into a better `enum` (e.g. with a smaller layout, better docs or more idiomatic variant names).
Repository: pytorch
Issue: Tests modify global state cause later tests to fail
Labels: module: ci,triaged,needs design,module: devx

## Context

I've been working on getting the Dynamo tests to reset the Dynamo state before and after each unittest, otherwise, the state from one test affects subsequent tests, leading to unexpected behavior.

However, Dynamo is not the only place where we have global state. We've ran into situations in the past where changing e.g. the global default dtype in one test had a downstream effect on other tests.

Can we make unittests better by better isolating them somehow?

## Pitch

Some ideas:
- One naive way to do this is to run each test in its own process, but this is probably not feasible due to the amount of overhead it adds to each test.
- Another idea is to have some centralized place where "all pytorch state" is kept and reset this state before and after each test runs.
- Linters for abuse of APIs that modify global state? For example, instead of using torch.set_default_dtype, we should use a context-manager version (if we have one) so it's clear the global state gets cleaned up. This would still require us to identify all of the APIs that do modify global state and put them somewhere.

cc @ZainRizvi @kit1980 @huydhn @clee2000 @janeyx99, @jbschlosser, @pytorch/pytorch-dev-infra for ideas 



This is more of a tracker for tests that modify global state somehow, and then tests that run after them change outcome depending on whether the first test was run or not.  I want to keep track of this to see how often it happens and why it happens.  

The tests afterwards generally get marked as flaky because they usually succeed on file level retry, which starts at the failing test and doesn't run the first test.

Examples of this include:
* Test 1 adds to dictionary that is imported or declared at the module level.  Test 2 reads that dictionary and changes outcome after seeing the new addition
* Test 1 imports extra modules.  Test 2 crawls through imports to check functions in each module.  The new module causes the outcome to change.
* Test 1 sets an attribute.  Test 2 sees the new attribute. (https://github.com/pytorch/pytorch/pull/110254)
* APIs - set_default_dtype
* dynamo state, dynamo cache

Fixes can include cleaning up after the function or moving tests to run in different files (then CI will run in different processes).

cc @seemethere @malfet @pytorch/pytorch-dev-infra @ZainRizvi @kit1980 @huydhn
Repository: material-ui
Issue: [joy-ui][Drawer] Unmount children when Drawer is closed
Labels: component: drawer,package: joy-ui,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Not sure if this is intended, but currently the `Drawer` component in Joy UI always keeps its children mounted, even when clsoed. There also isn't a `keepMounted` option to change this behavior. This is different from `Modal`, which by default unmounts its children when closed.

### Examples 🌈

Line in `Modal` that unmounts the children when the `Modal` is closed: https://github.com/mui/material-ui/blob/07730e88ae7491451bc5ff7dfd57dd710bd9d658/packages/mui-joy/src/Modal/Modal.tsx#L142

### Motivation 🔦

_No response_
Repository: flutter
Issue: [Impeller] Add functionality to convert texture format and size.
Labels: engine,P3,e: impeller,team-engine,triaged-engine,e: opengl

This is likely going to be backend specific. Will be useful for implementing image resizing on the GPU, as well as for readback to specific pixel formats.

On Metal backends, this can likely just use [MPSImageConversion](https://developer.apple.com/documentation/metalperformanceshaders/mpsimageconversion?language=objc)  and [MPSImageScale](https://developer.apple.com/documentation/metalperformanceshaders/mpsimagescale?language=objc) - though we need to double check the availability.

For Vulkan, I think the blit pass itself is capable of converting pixel formats but I'm not smart enough to understand the spec for [vkCmdBlitImage](https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/vkCmdBlitImage.html) . If it can't do resizing, the we can create a render pass and draw the mipped texture - or do software resizing.

For OpenGL, we could probably just do sofware resizing/conversion. So we'd likely need a fallback regardless.

Needed for Texture readback APIs, as these currently bounce all of our pixel data through Skia.
Repository: stable-diffusion-webui
Issue: [Bug]: Pip.ini file specifying install location is not overridden by venv
Labels: bug-report

### Is there an existing issue for this?

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

### What happened?

When running webui-user.bat in Windows, the lack of a venv\pip.ini file specifying the pip install location, the default value from the user's main pip.ini file will be used, if it exists. 

Creating a venv\pip.ini file and specifying the venv site-packages folder as the location resolves the issue. 

### Steps to reproduce the problem

Setup a pip.ini file for the system. Run webui-user.bat. See torch is not found error.

### What should have happened?

Webui should have installed packages to the venv pip folder and launched successfully.

### Sysinfo

n/a

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

_No response_

### Console logs

```Shell
n/a
```


### Additional information

_No response_
Repository: PowerToys
Issue: PowerRename - adding letters that cycle through the alphabet
Labels: Idea-Enhancement,Product-PowerRename,Needs-Triage

### Description of the new feature / enhancement

I would like to add a letter to each filename that cycles through the alphabet. For example, I want my first file to be A (original filename), then the second file to be B (original filename), and then the third file to be C (original filename).

### Scenario when this would be used?

We frequently rename files based on information requests.

### Supporting information

_No response_