sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tensorflow
Issue: RuntimeError: failed to create XNNPACK runtimeNode number 2977 (TfLiteXNNPackDelegate) failed to prepare.
Labels: stat:awaiting tensorflower,type:bug,comp:lite,TFLiteConverter,2.17

### 1. System information

- OS Platform and Distribution (e.g., Linux Ubuntu 16.04):
Google Colab with Python 3.10.12
- TensorFlow installation (pip package or built from source):
pip package
- TensorFlow library (version, if pip package or github SHA, if built from source):
v2.17.0

### 2. Code

```
import tensorflow as tf

saved_model_dir = '/content/saved_model'

num_calibration_steps = 100

input = tf.cast(tf.random.normal((1, 640, 640, 3)), tf.float32)
dummy_input = tf.cast(tf.random.normal((1, 2)), tf.int64)

def representative_dataset_gen():
    for _ in range(num_calibration_steps):
        yield [dummy_input, input] #model has 2 input tensors

converter = tf.lite.TFLiteConverter.from_saved_model(saved_model_dir)
converter.optimizations = [tf.lite.Optimize.DEFAULT]
converter.representative_dataset = representative_dataset_gen
converter.target_spec.supported_ops = [
  tf.lite.OpsSet.TFLITE_BUILTINS_INT8,
  tf.lite.OpsSet.SELECT_TF_OPS
]
converter.inference_input_type = tf.int8
converter.inference_output_type = tf.int8

tflite_quant_model = converter.convert()

# Save the quantized model to a local file
with open('quantized_model.tflite', 'wb') as f:
    f.write(tflite_quant_model)
```

### 3. Failure after conversion

After converting the model from ONNX using onnx2tf, I got saved_model, which I tried to convert to int8 quantized model using the code above. When trying to inference the model, after reading the model by the interpreter and calling the function `allocate_tensors()` 
```
interpreter = tf.lite.Interpreter(model_path="/content/quantized_model.tflite")
interpreter.allocate_tensors()
```
I get the following error:

```
RuntimeError                              Traceback (most recent call last)
[<ipython-input-7-b6b80a3bdf94>](https://localhost:8080/#) in <cell line: 6>()
      4 interpreter = tf.lite.Interpreter(model_path="/content/quantized_model.tflite")
      5 print(interpreter.get_input_details())
----> 6 interpreter.allocate_tensors()

[/usr/local/lib/python3.10/dist-packages/tensorflow/lite/python/interpreter.py](https://localhost:8080/#) in allocate_tensors(self)
    535   def allocate_tensors(self):
    536     self._ensure_safe()
--> 537     return self._interpreter.AllocateTensors()
    538 
    539   def _safe_to_run(self):

RuntimeError: failed to create XNNPACK runtimeNode number 2977 (TfLiteXNNPackDelegate) failed to prepare.
```

Could someone give me some advice, suggestions on how to solve this error? I couldn't even find that anyone has solved the same problem. 
The closest to this error is this [issue](https://github.com/tensorflow/tensorflow/issues/61395), but the workaround is to convert the ONNX model to Keras and for my complex model it is not possible to fix.
Repository: PowerToys
Issue: Chat GPT in advanced paste
Labels: Needs-Triage

### Description of the new feature / enhancement

Mi nueva propuesta es que en la funcion de pegado avanzado le puedas preguntar cosas a Chat GPT

### Scenario when this would be used?

Suppose you are typing a text in German and you don't know how to say open, you can ask Chat GPT through the special paste, it will translate it and paste it automatically.
Another case would be that for example you are making a summary but you don't have time, you tell Chat GPT through the special paste, it will summarize and paste it automatically.

### Supporting information

You can use all the functions of Chat GPT but in advanced pasting, all the functions but you can generate images.
Repository: flutter
Issue: [Impeller] RenderPass::SetPipeline should accept a pipeline future and not the actual pipleine
Labels: P3,e: impeller,team-engine,triaged-engine

Context is https://github.com/flutter/engine/pull/55694

> So I think this is a problem in the HAL design. We expect to be able to have a pipeline synchronously for encoding but 

  1) we can only get the pipeline on a particular thread for GLES
  2) we don't actually need the pipeline until we render - which always happens on the react thread.

I think it would be something to punt to a new PR, but I would consider change the HAL design such that SetPipeline accepted the pipleine future. The Vulkan/Metal implementation would call WaitAndGet immediately while the GLES implementation would defer that until encoding.
Repository: godot
Issue: Godot Editor keeps closing by itself.
Labels: bug,topic:editor,needs testing,crash

### Tested versions

- Reproducible on 4.3, 4.2 and 4.1

### System information

Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 6GB Laptop GPU (NVIDIA; 32.0.15.6109) - 12th Gen Intel(R) Core(TM) i5-12450H (12 Threads)

### Issue description

I am developing a game in godot for some time now, and while I work at it, it tends to close on itself a lot, just working normally, then freezes for a sec and closes. Tried to run with console and verbose to see what could be happening, all I got was:

```Vulkan 1.3.280 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce RTX 3050 6GB Laptop GPU```

On console every time it crashes, and on verbose:

```
glTF: accessor offset 0 view offset: 5356 total buffer len: 24684 view len 1104
glTF: Total meshes: 1
glTF: Creating mesh for: bote
Using present mode: Enabled
```

Verbose I tried only once. Appears similar to [#81670](https://github.com/godotengine/godot/issues/81670). But I am not sure and I don't have the same technical knowledge about Vulkan to retrace the steps easily.

### Steps to reproduce

Using the MRP I've linked together, just double click plate.glb, it will open the 3D viewer window, just messing around with the 3D model (clicking and dragging making it spin and roll) will make the editor freeze and close in a couple of seconds.

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/user-attachments/files/17300212/MRP.zip)
Repository: PowerToys
Issue: [Peek] Improve efficiency when displaying large image files
Labels: Needs-Triage

### Description of the new feature / enhancement

The image previewer handles displaying a file by creating a `BitmapImage` and setting its source to the image file stream. This decodes the image at its original resolution and then scales it to fit within the control's bounds.

We can improve efficiency by supplying the desired dimensions to the decoder, taking advantage of internal optimisations to improve performance and memory usage. This could help with large and/or uncompressed files, e.g. high-resolution TIFFs.

### Scenario when this would be used?

This would be useful for general image viewing, as it ensures the most efficient decoding path, but especially for larger files and those much larger than the intended display size.

### Supporting information

More information can be found on the Image control page here: https://learn.microsoft.com/en-us/windows/windows-app-sdk/api/winrt/microsoft.ui.xaml.controls.image?view=windows-app-sdk-1.6#image-files-and-performance

We may be able to tap into the code that sizes the main window to discover the intended display size for the file, which would then be passed into the ImagePreviewer or otherwise bound to the BitmapImage's `DecodePixelWidth`.
Repository: godot
Issue: Shadows not properly rendered from OmniLight3D when using vertex shading
Labels: topic:rendering,documentation,topic:3d

### Tested versions

- Reproducible in v4.4.dev3.official [f4af8201b] Not Reproducible in v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated GeForce GTX 1060 with Max-Q Design - Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 Threads)

### Issue description

Upgrading from 4.3 to 4.4.dev seems to break omni light shadows
![image](https://github.com/user-attachments/assets/df398493-1b47-4379-a430-9b2d72fa1d4c)

Building the scene from scratch in a new project has the desired effect:
![image](https://github.com/user-attachments/assets/a6406fed-8739-4afa-9e8d-af7c49a9db6e)



### Steps to reproduce

I created a scene with 2 boxes (1 with faces flipped and 1 wish shadows only) inside an existing project and that new scene had omnilight shadows that behaved as expected in 4.3. Upgrading the project to 4.4 causes the lights to break. It's worth noting that creating a fresh project with just the scene shown above and upgrading that to 4.4 does not seem to create the issue.

### Minimal reproduction project (MRP)

N/A
I tried to create the scene described above in a new project but it succeeded.
Repository: vscode
Issue: "Stop Debugging" variant for terminating entire process tree
Labels: feature-request,debug

<!-- ⚠️⚠️ 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. -->
<img width="213" alt="image" src="https://github.com/user-attachments/assets/6f70c58b-d53b-49c5-beab-452b3dc247b5">

I'd really like for "Stop Debugging" (or a variant thereof) to terminate the entire process tree.

Debugging multi-process applications is common in Python / pytorch, but to "Stop" my application I need to press Stop _per subprocess_.

I have to press stop over 10 times to kill a realistic program — because each time I press Stop, it then takes me to the next subprocess, and we have subprocesses for dataloader workers, per-GPU model workers, model compilation workers… and it moves my focus every time. I get further and further from the line of code or problem that made me want to Stop the program, and by the end of the carousel my focus is left inside the torchrun wrapper script, which is never where I'm doing development.

the consequence right now is that I avoid as far as possible running my application in a realistic way. I reduce processes until it's down to just 3, so that I only have to press stop 3 times to terminate the program.

pressing "Restart" basically doesn't work, because a new process cannot be started until all processes from the current run have been killed. so for my most common task "run until I hit a problem, hit restart": I have to hit Stop 3 times then Run, when what I really want is to just hit restart once.

possible solutions:

- additional stop button (super stop, etc)
- little chevron next to stop button, which expands with a dropdown of other types of stop (which can be otherwise accessed via commands / keyboard shortcuts)
- no GUI, just a command that I could look for / keybind
- the same applies to the "restart" button

I think I'd want gentle termination of the subprocesses, but to disconnect the debugger so I don't have to watch the shutdown procedure and all the exceptions that get raised along the way.

thanks for any consideration you can give this!
Repository: rust
Issue: Tracking Issue for compiletest directive handling bugs and papercuts
Labels: T-compiler,T-bootstrap,C-tracking-issue,A-compiletest,E-needs-design

This is a tracking issue to collect bugs and papercuts related to compiletest directive handling (incl. parsing/syntax, error reporting, validation and actual wiring up to how tests get run). This is explicitly not for feature requests like negative ui error annotations.
Repository: neovim
Issue: directional text motions (like vim-ninja-feet)
Labels: enhancement,mappings,normal-mode

### Problem

Vim and Neovim have concise mappings for acting on text objects. Example: `vab` selects-and-includes a pair of `()`s, `di[` deletes the contents of `[]`s. 

However there aren't many text motions available that incorporate the user's current cursor position. There are horizontal options like `dfB` to mean "delete from the cursor to the first letter B" but a user cannot as easily express "delete all text starting from this cursor position up to the end of this paragraph" as a mapping in a generic way.

### Expected behavior

As it happens, there's a plugin that does this, https://github.com/tommcdo/vim-ninja-feet

In short: It adds "operator-pending" mappings that consider the cursor's current position.

A typical text motion + object pair like `vap`, now has 2 more options `v[ap` and `v]ap`. `[` means "from the start of the text object to the current cursor" and `]` means "from the cursor to the end of the text object"

With built-in text objects or other plugins, examples like the following become easily possible:

`v[ic` means "select all lines that are comments from the current cursor position to the last comment"
`d]ip` means "delete from the current cursor line to the end of the paragraph"
`gc[ii` means "comment all of the lines from the cursor down to the last line of same indent"

Neovim has recently been added more meaningful text operations such as [built-in commenting](https://github.com/neovim/neovim/pull/28176), [unimpaired-style mappings](https://github.com/neovim/neovim/commit/bb7604eddafb31cd38261a220243762ee013273a), and there's a GitHub issue for [adding `gs` to sort lines](https://github.com/neovim/neovim/issues/19354#issue-1303638463). Please consider adding directional text motions to improve manipulating text. What do you think?
Repository: next.js
Issue: Turbopack does not import from exports correctly when *.ts and *.tsx are specified 
Labels: bug,Turbopack,linear: turbopack

### Link to the code that reproduces this issue

https://github.com/RhysSullivan/bun-transpile-packages-turbopack

### To Reproduce

To validate it is broken with Turbo:
- bun dev:turbo
- navigate to http://localhost:3000/single , see that it compiles correctly
- navigate to http://localhost:3000/multiple , see that it fails to compile

The only difference between these packages is the exports section of package.json


To validate it works with Turbo disabled
- bun dev:no-turbo
- navigate to http://localhost:3000/single , see that it compiles correctly
- navigate to http://localhost:3000/multiple , see that it compiles correctly



### Current vs. Expected behavior

Turbopack should work with multiple file extensions in the exports field

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.4.0: Fri Mar 15 00:19:22 PDT 2024; root:xnu-10063.101.17~1/RELEASE_ARM64_T8112
  Available memory (MB): 16384
  Available CPU cores: 8
Binaries:
  Node: 20.13.1
  npm: 10.5.2
  Yarn: N/A
  pnpm: 9.1.2
Relevant Packages:
  next: 15.0.0-canary.181 // Latest available version is detected (15.0.0-canary.181).
  eslint-config-next: N/A
  react: 19.0.0-rc-2d16326d-20240930
  react-dom: 19.0.0-rc-2d16326d-20240930
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


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

Turbopack

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

next dev (local), next build (local), next start (local)

### Additional context

_No response_
Repository: rust
Issue: Cannot build bare metal mach-o binaries
Labels: requires-custom-config,S-needs-info

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried to compile a bare metal aarch64 Rust Mach-O binary with the following target json spec:
```json
{
  "abi": "softfloat",
  "arch": "aarch64",
  "crt-objects-fallback": "false",
  "data-layout": "e-m:o-i64:64-i128:128-n32:64-S128-Fn32",
  "disable-redzone": true,
  "features": "+v8a,+strict-align,-neon,-fp-armv8",
  "is-builtin": false,
  "linker": "ld64.lld",
  "linker-flavor": "gnu-lld",
  "llvm-target": "aarch64-unknown-none-macho",
  "max-atomic-width": 128,
  "metadata": {
    "description": "Bare ARM64, softfloat",
    "host_tools": false,
    "std": false,
    "tier": 2
  },
  "panic-strategy": "abort",
  "relocation-model": "static",
  "stack-probes": {
    "kind": "inline"
  },
  "target-pointer-width": "64"
}
```

I expected to see this happen: No errors

Instead, this happened: 
```
rustc-LLVM ERROR: Global variable '__rustc_debug_gdb_scripts_section__' has an invalid section specifier '.debug_gdb_scripts': mach-o section specifier requires a segment and section separated by a comma.
```

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.83.0-nightly (6f4ae0f34 2024-10-08)
binary: rustc
commit-hash: 6f4ae0f34503601e54680a137c1db0b81b56cc3d
commit-date: 2024-10-08
host: x86_64-unknown-linux-gnu
release: 1.83.0-nightly
LLVM version: 19.1.1
```

Unfortunately RUST_BACKTRACE=1 doesn't change anything so I cannot give backtrace at the moment. I will look into building rustc if needed.
Repository: kubernetes
Issue: K8s Compatibility Versions (`--emulated-version`) feature should have integration test to validate feature gate compatibility
Labels: sig/api-machinery,kind/feature,triage/accepted

### What would you like to be added?

Currently the K8s Compatibility Versions feature has some tests associated with API compatibility such as `TestEnableEmulationVersion` (https://github.com/kubernetes/kubernetes/blob/master/test/integration/apiserver/apiserver_test.go#L3149) but no tests associated with feature gate compatibility.  This issue tracks adding feature gate compatibility integration test(s) to fill this testing gap. 

### Why is this needed?

This is needed as currently the Compatibility Versions feature (--emulated-version) has as a goal the ability to allow k8s to emulate a prior (up to n-3) version but the feature gate compatibility that is promised in the feature is currently not tested

/sig api-machinery
/assign
/triage accepted
Repository: PowerToys
Issue: NewPlus supports using variables such as yyyyMMdd in template folder names or file names
Labels: Needs-Triage

### Description of the new feature / enhancement

NewPlus supports using template strings such as yyyyMMdd (represent the current date) in template folder names or file names.

For example, in “%LocalAppData%\Microsoft\PowerToys\NewPlus\Templates” there are the following folders:
> "${yyyyMMdd}: Title"
> "${ParentFolderName}-PartA"

When I used the first template on 2024-10-10, it generated: 
>"20241010: Title"

And when I used the second template inside the "Work" folder, it generated:
>"Work-PartA"

In addition, it should be possible to use specific variables to specify the part of the file name that needs to be modified after creating a new file. Usually, after creating a new file, it will switch to the rename file state and select the entire file name in the rename text box, as shown below.
<img width="107" alt="Snipaste_2024-10-09_10-33-08" src="https://github.com/user-attachments/assets/537eaba2-7f9a-4b75-a864-aedb726da6bd">
But most of the time, only specific parts need to be modified. For example, creating a template folder with variables above to get "20241010: Title", user only need to change the last word "Title" to the name of a specific item.
<img width="110" alt="Snipaste_2024-10-09_10-33-41" src="https://github.com/user-attachments/assets/0eded4bc-678f-4fa8-8756-67f4b16b4537">

So I want to be able to use a tag like # to specify the part of the file name that actually needs to be modified, to change the cursor/selection behavior when automatically renaming after creating the file.
The resulting template folder name may look like this:
> "${yyyyMMdd}: #Title#"



### Scenario when this would be used?

This method can expand the flexibility of the NewPlus module and reduce a large number of renaming operations. It does not introduce too many complex operations, and only requires changing the file name of the template file.

### Supporting information

no
Repository: PowerToys
Issue: Preset of change typing keyboard language
Labels: Needs-Triage

### Description of the new feature / enhancement

I have studied multiple languages and have had to install such as Japanese Chinese or French, the problem is when I switch to each language like English I need to switch languages back and forth to change it back to English it's very frustrating, so I think if we can do a preset of languages like choose the language would you like on this preset 1 and then do the same when we change the language by default 

### Scenario when this would be used?

1. Frequent language switching: If you often switch between languages while typing, having a preset can save you time and reduce errors.
2. Specific tasks: For certain tasks, you might need to use a particular language. For example, if you're writing a document in French, you can set French as your default keyboard language.
3. Multiple languages in one document: If you're writing a document that includes text in multiple languages, a preset can help you quickly switch between them.
4. Learning a new language: A preset can help you practice typing in a new language.
5. Accessibility: For users with disabilities, a preset keyboard language can make typing easier by eliminating the need to manually switch languages.to switch languages manually

### Supporting information

_No response_
Repository: go
Issue: x/tools/gopls: add analyzer to simplify slice to array conversions
Labels: NeedsDecision,gopls,Tools

### Go version

go1.23.1

### Output of `go env` in your module/workspace:

```shell
n/a
```


### What did you do?

Run `gofmt -s`

### What did you see happen?

Nothing.

### What did you expect to see?

Rewrite of `*(*logid.PublicID)(buf)` to `logid.PublicID(buf)`. Where `logid.PublicID` is an `[...]byte` type and `buf` is an `[]byte`.

Go 1.17 introduced conversion of slices to array pointers, which resulted in code of the `*(*A)(s)` pattern. Go 1.20 introduced direct conversion of a slice to an array, thus making the `*(*A)(s)` pattern redundant.
Repository: godot
Issue: ScrollBar no highlight in 3D
Labels: bug,confirmed,topic:input,topic:gui

### Tested versions

Reproducible in:
  - v4.4.dev.custom_build [4c4e67334]
  - v4.3.stable.official [77dcf97d8]

Works in:
  - v4.2.stable.official [46dc27791]


### System information

Godot v4.3.stable - Ubuntu 24.04.1 LTS 24.04 - Wayland - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 (RADV NAVI23) - 12th Gen Intel(R) Core(TM) i5-12400F (12 Threads)

### Issue description

In the gui_in_3d demo the mouse over highlight works on buttons and sliders, but if you add a scroll bar it does not show mouseover highlight for scroll bar?

https://github.com/godotengine/godot-demo-projects/blob/master/viewport/gui_in_3d/gui_3d.gd

- It works when the ui is extracted to a 2d scene and run like that. scroll bar shows mouse over highlight. But in 3D not work?
- It works fine for buttons and sliders.
- It shows the highlight sometimes if you click around on the bar to move the grabber around a bit and then correctly un-highlights when move off bar… but should show on mouse over like it does for other controls?

Thanks.

### Steps to reproduce

- make a control scene with a scroll bar, note highlight works
- put it in 3d, note it not

### Minimal reproduction project (MRP)

https://github.com/rakkarage/test-grabber
Repository: ant-design
Issue: 【BUG】TimeLine组件自定义Dot问题
Labels: Inactive,improvement

### Reproduction link

[![Edit on StackBlitz](https://developer.stackblitz.com/img/open_in_stackblitz.svg)](https://stackblitz.com/edit/react-zcpcqe?file=demo.tsx)

### Steps to reproduce

如上代码示例 如果外层的元素不是白色背景 那自定义dot的白色背景色就很突兀
![image](https://github.com/user-attachments/assets/ee6d079d-b3b0-4c5f-83fb-73e08b0b6464)

### What is expected?

预期没有这个白色背景 且自定义节点和时间轴可以连接起来

### What is actually happening?

实际结果 出现了白色背景

| Environment | Info |
| --- | --- |
| antd | 5.21.2 |
| React | 18.2.0 |
| System | Mac OS |
| Browser | Chrome  129.0.6668.58 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->