sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: `unique()` is not intuitively understandable at all.
Labels: triaged

### 📚 The doc issue

[The doc](https://pytorch.org/docs/stable/generated/torch.unique.html) of `unique()` says that `return_inverse=True` returns the indices for where elements in the original input ended up in the returned unique list as shown below:

> - input ([Tensor](https://pytorch.org/docs/stable/tensors.html#torch.Tensor)) – the input tensor

>- sorted ([bool](https://docs.python.org/3/library/functions.html#bool)) – Whether to sort the unique elements in ascending order before returning as output.

> - return_inverse ([bool](https://docs.python.org/3/library/functions.html#bool)) – Whether to also return the indices for where elements in the original input ended up in the returned unique list.

> - return_counts ([bool](https://docs.python.org/3/library/functions.html#bool)) – Whether to also return the counts for each unique element.

> - dim ([int](https://docs.python.org/3/library/functions.html#int), optional) – the dimension to operate upon. If None, the unique of the flattened input is returned. Otherwise, each of the tensors indexed by the given dimension is treated as one of the elements to apply the unique operation upon. See examples for more details. Default: None

But the indices are not returned while `return_counts=True` properly returns the couns for each unique element as shown below:

```python
import torch

my_tensor = torch.tensor([[[2, 2, 0], [0, 1, 1]],
                          [[1, 3, 0], [0, 0, 2]]])
torch.unique(input=my_tensor, return_inverse=True, return_counts=True)
# (tensor([0, 1, 2, 3]),
#  tensor([[[2, 2, 0],    ←
#           [0, 1, 1]],   ←
#          [[1, 3, 0],    ←
#           [0, 0, 2]]]), ←
#  tensor([5, 3, 3, 1]))
```





### Suggest a potential alternative/fix

```python
torch.__version__

torch.__version__ # 2.3.0+cu121
```
Repository: rust
Issue: Rustdoc links are broken when glob reexporting items from a `doc(hidden)` module in another crate.
Labels: T-rustdoc,C-bug,A-intra-doc-links,A-cross-crate-reexports,A-rustdoc-ui

Rustdoc silently (no warnings) generates broken links when the item being linked to is glob-reexported from a module with the `#[doc(hidden)]` attribute that is from a different crate. This happens regardless of which crate the link is written in.

To reproduce, run `cargo doc` on two crates `foo` and `bar` with the following contents:

```rust
// foo/src/lib.rs
#[doc(hidden)]
pub mod hidden_module {
    /// [`FooOne`] [`FooTwo`] [`FooThree`]
    pub struct FooOne;
    pub struct FooTwo;
    pub struct FooThree;
}
```

```rust
// bar/src/lib.rs
pub use foo::hidden_module::{FooTwo, *};

/// [`FooOne`] [`FooTwo`] [`FooThree`]
pub struct Bar;
```

The links to `FooOne` and `FooThree` are broken as if they were unknown names, even though rustdoc emits no warnings about them like it usually does for broken links, and the documentation is otherwise functional.

### Meta

`rustc --version --verbose`:
```
rustc 1.79.0 (129f3b996 2024-06-10)
binary: rustc
commit-hash: 129f3b9964af4d4a709d1383930ade12dfe7c081
commit-date: 2024-06-10
host: x86_64-apple-darwin
release: 1.79.0
LLVM version: 18.1.7
```

Also reproduces on nightly.

@rustbot label +T-rustdoc
Repository: ollama
Issue: Suggestions 
Labels: feature request

Terminal color/bold codes (needs 3 and 3.%)
Custom terminal app (Vulkan for stuff like svgs? Maybe for videos?))
Selinux for English (nouns verbs pronouns)
Voice command and output
Don’t know that much assembly but I think you can daisy chain stuff
I know this is written in go, but a scripting language (if x = chem(h202))

for models haven’t tried to look at them, on the fly compression with etc, some sort of index or master index to cache, instead of printing word by word, you can print the entire thing with a progress bar (or a friendly logo!), and a custom title bar and buttons, and skins
Repository: stable-diffusion-webui
Issue: [Feature Request]: Running natively on Windows' IIS
Labels: enhancement

### Is there an existing issue for this?

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

### What would your feature do ?

instructions or a method to run it via windows' native IIS. I already run php and database-based applications with it, i am curious if it can run text generation too.

### Proposed workflow

1. Go to your browser
2. Press your bookmark
3. the application had been running all along since system start, or might get started by your actions if not running yet


### Additional information

https://stackoverflow.com/questions/6823316/python-on-iis-how
https://learn.microsoft.com/en-us/previous-versions/windows/it-pro/windows-server-2012-r2-and-2012/hh994592(v=ws.11)
Repository: godot
Issue: Window changes position when editor is resized
Labels: bug,topic:gui

_Edit: Found an easier way to reproduce_

### Tested versions

Reproduces in:
- v4.3.beta2.official [b75f0485b]
- v4.2.2.stable.official [15073afe3]

### System information

Windows 10.0.22631 - GLES3 (Compatibility) - AMD Radeon RX 7700 XT (Advanced Micro Devices, Inc.; 31.0.24033.1003) - AMD Ryzen 7 5700X3D 8-Core Processor (16 Threads)

### Issue description

When a window is absolutely positioned at (0, 0), its position changes to (0, 36) when the editor window is resized. This happens with any Y less than 36.

### Steps to reproduce

- Open MRP in editor
- Open window.tscn and reset the window's position to (0, 0)
- Resize the editor window
- Check the window's position

### Minimal reproduction project (MRP)

[window-move.zip](https://github.com/user-attachments/files/16118408/window-move.zip)
Repository: kubernetes
Issue: Codegen tools creates wrong conversion for struct if member order is not matching
Labels: sig/api-machinery,triage/accepted

The `conversion-gen` tool produces wrong conversion code for a pointer to a struct, if source and destination struct have multiple members of the same type, but the member ordering is different.

Here is an example to show the issue for an extended struct from k8s.io/code-generator/examples/apiserver/apis/example:

Type `example/v1`:
```go
package v1 // "k8s.io/code-generator/examples/apiserver/apis/example/v1"

type TestTypeStatus struct {
	Blah  string `json:"blah"`
	Times *Times `json:"times,omitempty"`
}

type Times struct {
	Start *metav1.Time `json:"start,omitempty"`
	End   *metav1.Time `json:"end,omitempty"`
}
```

and the internal type:

```go
package example // "k8s.io/code-generator/examples/apiserver/apis/example"

type TestTypeStatus struct {
	Blah  string
	Times *Times
}

type Times struct {
	End   *metav1.Time
	Start *metav1.Time
}
```

Note, that the ordering of the members `Start` and `End` have been changed.

Converting `example/v1` to `v1` shows that the values have been swapped:

```
$ go run ./main.go
examplev1.TestTypeStatus:
blah: blah
times:
  end: "2023-12-31T23:00:00Z"
  start: "1993-12-31T23:00:00Z"

---
example.TestTypeStatus:
Blah: blah
Times:
  End: "1993-12-31T23:00:00Z"
  Start: "2023-12-31T23:00:00Z"

---conversion ok: false%
```

The complete example code can be found [here](https://github.com/MartinWeindel/code-generator/compare/master...MartinWeindel:code-generator:example/wrong-conversion?expand=1)
Repository: excalidraw
Issue: version `@next` with upcoming major version
Labels: package:excalidraw

instead of `0.17.1-xxxxx`, use `0.18.1-xxxxx`. To automate this, parse the current major version and increment.
Repository: rust
Issue: Support `vfp5` target feature
Labels: O-Arm,T-compiler,C-feature-request,A-target-feature

ARM Cortex-M7 has `vfp5`, according to documentation - [1][doc-0] and [2][doc-1].

LLVM already has it, see https://github.com/llvm/llvm-project/issues/95053 (`FPUVersion::VFPV5`).

Seems to `rustc` doesn't supports it, throwing message
```
'+vfp5' is not a recognized feature for this target (ignoring feature)
```

Could be great to support `vfp5` in the `rustc` ❤️‍🔥


[doc-1]: https://embeddedartistry.com/blog/2017/10/11/demystifying-arm-floating-point-compiler-options/
[doc-0]: https://developer.arm.com/documentation/ddi0489/f/floating-point-unit/about-the-fpu


- - -

Oh I see that [there](https://github.com/rust-lang/rust/blob/master/compiler/rustc_target/src/spec/targets/thumbv7em_none_eabihf.rs#L29-L36) is `vfp4d16sp` feature. Am I right? Maybe could be good to create alias for it as `vfp5`?
https://github.com/rust-lang/rust/blob/35e6e4c5e9d3936df098d30750f28716740ea71b/compiler/rustc_target/src/spec/targets/thumbv7em_none_eabihf.rs#L29-L36

Also I see features
- `vfp4d16` - VFP4 instructions with only 16 d-registers
- `vfp4d16sp` - VFP4 instructions with only 16 d-registers and no double precision
- `vfp4sp` -  VFP4 instructions with no double precision
Repository: godot
Issue: Curve2D.tessellate() duplicates each redundant point 60 times.
Labels: discussion,needs testing,topic:2d,performance

### Tested versions

- Reproducible in: 4.3.beta2.official [b75f0485b]

### System information

Godot v4.3.beta2 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 (NVIDIA; 32.0.15.5585) - Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz (8 Threads)

### Issue description

If you tessellate a 5 points square (5th point is to close the curve), you end up with an array of 5 points (normal behavior).

If for some reason, one of that point is repeated in your curve, the curve still form the exact same square, with a 6th useless point. But if you tessellate it, you end up with an array of **66** points, with the redundant point repeated 61 times in a row.
If every point is duplicated (still the same curve), you end up with **325** points.

This doesn't seem to serve any purpose so I assume this is a bug.


(PS. Explanation of why I have redundant points and why this might be an issue in practice :

I'm clipping polygons for a freeform digging system, which is how I ended up with duplicate points in my array - might be because of an error in my code tho.  

Then my script started throwing "convex decomposing failed" errors, and while looking for the issue in the debugger, I realized that my polygons had WAY more points than they should.

Eventually tracked it down to the tessellate() function that would multiply the points, then I throw back the new shape into it when digging again, multiplying those 60 times again exponentially.

Now after generating my new terrain polygons, I use a function to remove all points that are less than 1.0 distance to the previous one and I don't have any error anymore)

### Steps to reproduce

- Create a Curve2D, tessellate it, check the amount of points.
- Duplicate a point in the curve.
- Tesselate it again, check the amount of points. It will have gone up by 61.

Example : Starting curve is (0,0)  ,  (0,1)  ,  (1,1) .    Tessellate point count is 3.
Second curve is  (0,0)  ,  (0,1)  ,  (0,1)  ,  (1,1) .    Tesselate point count is 64.

### Minimal reproduction project (MRP)


[tessellate-bug-mrp.zip](https://github.com/user-attachments/files/16118995/tessellate-bug-mrp.zip)

This create a curve in the form of a square, tessellate it, print the points count. 
Then duplicates every points and repeat, 10 times.
The amount of points grows very fast (5 -> 325 -> 645 -> ...)

Second test is tessellating, then creating a new curve with the result and tessellating again.
The amount of points grows exponentially (5 -> 325 -> 20485) then fail on the third loop (tessellate() returns \<null> with no error)
Repository: tauri
Issue: [bug] [macos] set_content_protected not working for screensharing started on chrome browser.
Labels: type: bug,status: needs triage

### Describe the bug

`set_content_protected(true)` is not working when I am trying to share the screen on google meet from chrome.

### Reproduction

To reproduce
1. Setup a new tauri app on Mac OS
2. Add a setup call to builder and call `set_content_protected(true)`
3. Start a new google meet from browser, start sharing and open the tauri app
4. Join the google meet from a different system

```rust
fn main() {
    tauri::Builder::default()
    .setup(|app| Ok({
        let window = app.get_window("main").expect("Failed to get window");
        let result = window.set_content_protected(true);
        // print the result
        println!("Result: {:?}", result);
        }))
        .invoke_handler(tauri::generate_handler![greet])
        .run(tauri::generate_context!())
        .expect("error while running tauri application");
}

```

### Expected behavior

The app should not be visible on the screenshare but it shows up in screenshare.

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 13.6.7 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.79.0 (129f3b996 2024-06-10)
    ✔ cargo: 1.79.0 (ffa9cf99a 2024-06-03)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-x86_64-apple-darwin (default)
    - node: 18.20.3
    - yarn: 1.22.22
    - npm: 10.7.0

[-] Packages
    - tauri [RUST]: 1.7.1
    - tauri-build [RUST]: 1.5.3
    - wry [RUST]: 0.24.10
    - tao [RUST]: 0.16.9
    - @tauri-apps/api [NPM]: 1.6.0
    - @tauri-apps/cli [NPM]: 1.6.0

[-] App
    - build-type: bundle
    - CSP: unset
    - distDir: ../dist
    - devPath: http://localhost:1420/
    - bundler: Vite
✨  Done in 31.14s.
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: next.js
Issue: 404 page triggers on every page
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/itsLaserr/min-repro

### To Reproduce

Clone my repo https://github.com/itsLaserr/min-repro
`npm run dev `
or 
`npm run build` and `npm run start`

### Current vs. Expected behavior

**Current behavior**
On page load or switch "404 page" console logs, this console log is located in the notfound page and this is not supposed to happen as nothing on the current page resulted in 404. This happens on ALL pages

**Expected behavior**
its Expected that on page load or switch where nothing is 404 the notfound page shouldnt get triggered in any way as it has nothing to do with the current page.

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Pro
  Available memory (MB): 16252
  Available CPU cores: 12
Binaries:
  Node: 20.11.1
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.2.4 // Latest available version is detected (14.2.4).
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: N/A
Next.js Config:
  output: N/A
```


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

Runtime

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

next dev (local), next start (local)

### Additional context

_No response_
Repository: godot
Issue: Crashes and disappears without any errors (updated with video)
Labels: topic:editor,needs testing

### Tested versions

v4.3.beta2.official [b75f0485b]

### System information

Newest MacOS / Mac mini M1

### Issue description

Sometimes the whole Editor (not the launched game) just vanishes, without reporting any errors. After that the automatically generated MacOS error report gets generated and I have to restart Godot again.

### Steps to reproduce

I am not sure what triggers it but it always happens when I actually click on something within IDE (an Inspector entry, or drag a part of the Scene in the 2D view…). Some parts of the project are more prone to crashing than others (working with Camera2D, HSlider…) but it might be a coincidence.

Sometimes it takes longer and sometimes shorter for this to happen but eventually it crashes. While I was using older builds, I usually left Godot running even when I left for work, and generally never turned it off and it just worked, but the new build crashes within two days maximum if I leave it open.

### Minimal reproduction project (MRP)

I was following the steps from https://github.com/godotengine/godot/issues/47379#issuecomment-849878294
to run the Godot with --verbose argument. I'm attaching the log files

- from the console
- from the project directory
- and the automatically generated MacOS report if it's of any help.
[godot from terminal.txt](https://github.com/user-attachments/files/16119548/godot.from.terminal.txt)
[godot.log](https://github.com/user-attachments/files/16119549/godot.log)
[godot2024-07-01T03.55.35 macOS generated.txt](https://github.com/user-attachments/files/16119550/godot2024-07-01T03.55.35.macOS.generated.txt)
Repository: godot
Issue: [Import] Child nodes get reparented when two objects have the same name without the import hint
Labels: bug,topic:import,topic:3d

### Tested versions

v4.3.beta.custom_build [f3af22b10] (master)

### System information

Godot v4.3.beta (f3af22b10) - macOS 14.5.0 - Vulkan (Forward+) - integrated Apple M1 Max - Apple M1 Max (10 Threads)

### Issue description

https://github.com/godotengine/godot/assets/60579014/aaea9510-b8bb-4261-b2af-babd96fe2a9f

This happens because godot only keeps the hint in the name when there's a conflict (as opposed to always keeping it). This can probably be solved by just always keeping hints in the names

cc @Hilderin 

### Steps to reproduce

1. Create a cube in a blend file, call it `Cube-col` and export
2. Add some child node to it in Godot with editable children
3. Create another cube in blender, call it `Cube` and export
4. The new cube steals the child of the old cube

### Minimal reproduction project (MRP)

Can only be reproduced by following the steps
Repository: transformers
Issue: Add MultiStepLR with Warmup Scheduler
Labels: Feature request

### Feature request

I would like to propose the addition of a new learning rate scheduler that combines MultiStepLR with a warmup phase. Currently, the Transformers library does not include a scheduler that uses both MultiStepLR and warmup. This feature can be beneficial for training models where the learning rate needs to be adjusted at specific epochs with an initial warmup phase to stabilise training.

### Motivation

In many training scenarios, it is beneficial to start with a warmup phase where the learning rate gradually increases, followed by a phase where the learning rate decreases at specific milestones (steps).

### Contribution

I propose adding a new scheduler, `get_multistep_schedule_with_warmup`, which combines the functionality of MultiStepLR and Warmup. This scheduler will increase the learning rate linearly during the warmup phase and then follow the MultiStepLR schedule. I am more than happy to create a pull request (PR) implementing this feature. Please let me know if this sounds like a valuable addition, and I will proceed with the implementation.
Repository: godot
Issue: No way to check if `AudioEffectRecord` has data before calling `get_recording()`
Labels: enhancement,feature proposal,topic:audio

### Tested versions

- Reproduceable in v4.2.2.stable.official [15073afe3]

### System information

Godot v4.2.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3699) - Intel(R) Core(TM) i7-10700KF CPU @ 3.80GHz (16 Threads)

### Issue description

Calling `AudioEffectRecord.get_recording()` on an instance of `AudioEffectRecord` that recently started recording (sometimes longer than 200ms ago) will return an error due to data not populating the `recording_data` field. Specifically [line 207 in godot/servers/audio/effects/audio_effect_record.cpp](https://github.com/godotengine/godot/blob/master/servers/audio/effects/audio_effect_record.cpp#L207C1-L208C1) fails with an error. I have found no way of checking if this is empty beforehand to avoid this error (in GDScript).

I would expect the method to either return an empty `AudioStreamWav` or have an exposed `is_recoding_empty()` method to check before calling `get_recording()`.


### Steps to reproduce

1. Create an audio bus named "Record" and add the `Record` effect to it
2. Create a new scene and attach the following script to a node:
```gdscript
var effect: AudioEffect;

func _ready():
	var idx = AudioServer.get_bus_index("Record")
	effect = AudioServer.get_bus_effect(idx, 0)

func _process(_delta: float) -> void:
	if effect.is_recording_active():
		effect.get_recording()

func _unhandled_input(event: InputEvent) -> void:
	if event is InputEventMouseButton:
		if event.is_pressed():
			# Start recording
			effect.set_recording_active(true)
		if event.is_released():
			# Stop recording
			effect.set_recording_active(false)
```
3. Run the scene and click mouse
4. Observe error in editor

### Minimal reproduction project (MRP)

File size: 3.2KB
[AudioEffectRecordErrorExample.zip](https://github.com/user-attachments/files/16117176/AudioEffectRecordErrorExample.zip)
Repository: ollama
Issue: Ollama CPU based don't run in a LXC (Host Kernel 6.8.4-3)
Labels: bug,linux,performance,needs more info

### What is the issue?

I use Proxmox VE for virtualization. If I install ollama in a Linux VM it works fine. If I install Ollama in a LXC (Host Kernel 6.8.4-3) it don't works with CPU.

#####
ollama run tinyllama 
Error: timed out waiting for llama runner to start - progress 1.0
#####

For LXC with Ollama and Nvidia GPU it works but not for CPU. 

It make no difference to install it nativ (curl -fsSL https://ollama.com/install.sh | sh ) or use docker.  I have no idea what the problem is maybe an Kernel Issue.

CPU:
Architecture:             x86_64
  CPU op-mode(s):         32-bit, 64-bit
  Address sizes:          43 bits physical, 48 bits virtual
  Byte Order:             Little Endian
CPU(s):                   64
  On-line CPU(s) list:    3,14,15
  Off-line CPU(s) list:   0-2,4-13,16-63
Vendor ID:                AuthenticAMD
  Model name:             AMD EPYC 7282 16-Core Processor
    CPU family:           23
    Model:                49
    Thread(s) per core:   2
    Core(s) per socket:   16
    Socket(s):            2
    Stepping:             0
    Frequency boost:      enabled
    CPU(s) scaling MHz:   104%
    CPU max MHz:          2800,0000
    CPU min MHz:          1500,0000
    BogoMIPS:             5600,11
    Flags:                fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush mmx fxsr sse sse2 ht syscall nx mmxext fxsr
                          _opt pdpe1gb rdtscp lm constant_tsc rep_good nopl nonstop_tsc cpuid extd_apicid aperfmperf rapl pni pclmulqdq monitor ssse3
                           fma cx16 sse4_1 sse4_2 movbe popcnt aes xsave avx f16c rdrand lahf_lm cmp_legacy svm extapic cr8_legacy abm sse4a misalign
                          sse 3dnowprefetch osvw ibs skinit wdt tce topoext perfctr_core perfctr_nb bpext perfctr_llc mwaitx cpb cat_l3 cdp_l3 hw_pst
                          ate ssbd mba ibrs ibpb stibp vmmcall fsgsbase bmi1 avx2 smep bmi2 cqm rdt_a rdseed adx smap clflushopt clwb sha_ni xsaveopt
                           xsavec xgetbv1 cqm_llc cqm_occup_llc cqm_mbm_total cqm_mbm_local clzero irperf xsaveerptr rdpru wbnoinvd amd_ppin arat npt
                           lbrv svm_lock nrip_save tsc_scale vmcb_clean flushbyasid decodeassists pausefilter pfthreshold avic v_vmsave_vmload vgif v
                          _spec_ctrl umip rdpid overflow_recov succor smca sev sev_e


### OS

Linux

### GPU

_No response_

### CPU

AMD

### Ollama version

0.1.48