sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Setting a 1D tensor as `input` and a 0D tensor as `index` and vice versa for `gather()` works against the error message
Labels: module: error checking,triaged,actionable,module: scatter & gather ops,module: edge cases

### 🐛 Describe the bug

Setting a 1D tensor as `input` and a 2D tensor as `index` for [gather()](https://pytorch.org/docs/stable/generated/torch.gather.html) gets the error message as shown below:

```python
import torch

torch.gather(input=torch.tensor([10, 11, 12]), # 1D tensor
             dim=0,
             index=torch.tensor([[2]])) # 2D tensor
# Error
```

> RuntimeError: Index tensor must have the same number of dimensions as input tensor

But setting a 1D tensor as `input` and a 0D tensor as `index` for `gather()` works against the error message as shown below:

```python
import torch

torch.gather(input=torch.tensor([10, 11, 12]), # 1D tensor
             dim=0,
             index=torch.tensor(2)) # 0D tensor
# tensor(12)
```

Also, setting a 0D tensor as `input` and a 1D tensor as `index` for `gather()` works against the error message as shown below:

```python
import torch

torch.gather(input=torch.tensor(2), # 0D tensor
             dim=0,
             index=torch.tensor([0, 0, 0])) # 1D tensor
tensor([2, 2, 2])
```

### Versions

```python
import torch

torch.__version__ # 2.3.1+cu121
```

cc @malfet
Repository: svelte
Issue: Svelte 5: Docs - Migration of multiple named slots to children/snippets pattern
Labels: documentation

### Describe the bug

Migrating `named slots` to `snippets` and the `@render children()` pattern is not documented well, or is very difficult to find.

The new `snippet` system is great and a big step forward, thank you all for your hard work.
That being said, `snippets` and their relationship to a component's `children` seems under-documented.

The examples I found resembled the following:

```svelte
<script>
  let { children } = $props();
</script>

{#if children}
  {@render children()}
{/if}
```

The only information I could find online about migrating `named slots` to `snippets` was [this stack overflow article](https://stackoverflow.com/questions/78664060/how-do-we-do-named-slots-in-in-svelte-5).

Proposed Documentation (adapted from the linked stack overflow post):

### Svelte 4

<strong>Component Definition</strong>
```svelte
<!-- ContactCard.svelte -->
<article>
  <!-- With fallback content  -->
  <slot name="name">
    <span>No name found!</span>
  </slot>

  <!-- Without fallback content  -->
  <slot name="address"></slot>
</article>
```
<strong>Component Usage</strong>
```svelte
<script>
  import ContactCard from './ContactCard.svelte';
</script>

<ContactCard>
  <span slot="name"> P. Sherman </span>
  <span slot="address"> 34 Wallaby Way </span>
</ContactCard>
```

### Svelte 5
<strong>Component Definition</strong>
```svelte
<!-- ContactCard.svelte -->
<script>
  let { name, address } = $props();
</script>

<article>
  <!-- With fallback content -->
  {#if name}
    {@render name()}
  {:else}
    <span>No name found!</span>
  {/if}

  <!-- Without fallback content -->
  {@render address?.()}
</article>
```
<strong>Component Usage</strong>
```svelte
<script>
  import ContactCard from './ContactCard.svelte';
</script>

<ContactCard>
  {#snippet name()}
    P. Sherman
  {/snippet}

  {#snippet address()}
    42 Wallaby Way <br />
    Sydney
  {/snippet}
</ContactCard>
```


### Reproduction

docs issue

### Logs

_No response_

### System Info

```shell
docs issue
```


### Severity

annoyance
Repository: transformers
Issue: Support `StaticCache` in assisted generation
Labels: Good Difficult Issue,Generation,Cache

Looking for contributions!

Assisted generation (or speculative decoding) is a strategy to speed up generation. Using `StaticCache` and `torch.compile` is another strategy to speed up generation. Currently, the two are not compatible. It would be nice to be able to use both at the same time, for maximum speed 😎 

In a nutshell, assisted generation has to clear the cache of the models for the tokens that were rejected. `StaticCache` doesn't have the functions to do it implemented.
Repository: pytorch
Issue: Footgun: Dynamo x tensors created inside or outside of inference_mode
Labels: triaged,inference mode,module: dynamo

The problem:
- Dynamo guards against the DispatchKeys of tensors.
- If a Tensor is created inside inference_mode, then it does not have the ADInplaceOrView key.
- If a Tensor is created outside inference_mode, then it does have the ADInplaceOrView key.
- Passing Tensors that were created inside/outside of inference_mode to a torch.compile'd function triggers recompilations.

Potential solutions:
- better logging: TORCH_LOGS=recompiles should recognize this situation and explain it in english (like the above). End users don't know what DispatchKeys are.
- Changing the semantics of inference_mode to make it so that we don't need to guard on ADInplaceOrView. I'm not sure if this is feasible, because people can turn inference_mode off



cc @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng @amjames @rec
Repository: go
Issue: crypto/aes: add generic bitsliced implementation
Labels: NeedsFix

The generic pure-Go AES implementation, used when a platform lacks AES-NI hardware support, operates in variable-time. This is a (very) long running issue (see #19413, #16821, #13795, #4299, etc) which is noted in the crypto/aes package documentation.

While documented explicitly in crypto/aes, it may not be obvious to consumers of crypto/tls. In Go 1.16, we deprioritized AES ciphers on systems that lacked hardware support, but despite this there are still scenarios where users who lack AES-NI may end up negotiating AES based ciphers, resulting in usage of a variable-time implementation.

It is probably time to throw out the variable-time generic implementation, and finally add a bitsliced version. This would mean that all of our AES implementations would be constant-time, regardless of the platform. Since this was last considered there have been a slew of reasonable bitsliced implementations developed in the community, so there is a lot of prior art to consult on the best way to go about this.

We'll also need to add a constant-time GHASH implementation for AES-GCM to be constant-time. BearSSL has a novel approach to this, which spreads the bits out to avoid the need for separate carrying: https://www.bearssl.org/constanttime.html#ghash-for-gcm.

We expect bitslicing will result in reduced performance over the current generic implementation, but it seems like that is a reasonable trade-off for having full constant-time platform coverage.

 cc @golang/security @FiloSottile
Repository: godot
Issue: Moving Files via Script Does Not Update Resources in Scene
Labels: enhancement,discussion,topic:editor

### Tested versions

Tested in v4.3.stable.mono.official [77dcf97d8]

### System information

Windows 11, RX 6600, Intel 10400 CPU

### Issue description

## TL;DR: `DirAccess.Rename()` and `DirAccess.RenameAbsolute()` do not update resource paths when scene.tscn files are moved from A to B

Moving files via code will break the resources in scenes. Have a look at "Steps to Reproduce" and the attached MRP below for more info.

> [!IMPORTANT]
> Manually dragging the resource files directly in the Godot editor will auto update the resource paths with no issues.

Although manually clicking "Fix Dependencies" on the scene when opening it will fix all resource paths *(that is after moving the files via script)*

Perhaps something like `.FixDependencies()` should be called whenever `directory.Rename(...)` is executed. Maybe this could also be done if a developer does something like `System.File.IO.Move(...)` instead of using the Godot methods.

I have tried searching for a similar already submitted issue to this and I could not find anything.

## Why do I need this?
Look at the "Caution" note I put in the README of this repo [here](https://github.com/ValksGodotTools/Template?tab=readme-ov-file#four-double-click-on-the-main-scene-in-resscenesyour_scenetscn) *(if the link isn't taking you to the correct spot in the readme because of all the media that loads in, the caution note I'm referring to is under "Setup Guide" right after Step 4)*

### Steps to reproduce

1. Create a new scene "sub" inside the main scene "main" with a script attached inside "sub"
2. Create a new script in `res://Scripts` and attach this script to be inside the "sub" scene
3. Create a new script in "main" that moves the "sub" script from `res://Scripts` to `res://`

```cs
using DirAccess dir = DirAccess.Open(ProjectSettings.GlobalizePath("res://"));

// this "Player.cs" script is the "sub" script I'm referring to
Error error = dir.Rename("Scripts/Player.cs", "Player.cs"); 

if (error != Error.Ok)
    GD.Print(error); // no error will be printed because it will move the file with no issues
```

5. Run the game
6. Click on the console output so it updates or close the game to update console output and you will notice errors similar to this

![Untitled](https://github.com/user-attachments/assets/72c0f73c-abae-45d1-993f-6e5b437d2beb)

> [!NOTE]
> Please use the MRP attached below instead of trying to re-create this scenario I've described above.


### Minimal reproduction project (MRP)

1. Press `F5` to run the game and `res://Scripts/Player.cs` will be moved to `res://Player.cs`
2. Close the game and the following errors will appear in console

![Untitled](https://github.com/user-attachments/assets/9bf0ba8b-65f9-43cd-b42f-60baf2d7d916)

https://github.com/user-attachments/assets/8576de8f-962a-4fee-9022-c0134b3ad0f0

> [!NOTE]
> MRP: [filemovetest.zip](https://github.com/user-attachments/files/16715888/filemovetest.zip) *(requires v4.3.stable.mono.official [77dcf97d8] to run)*
Repository: ollama
Issue: I can not push 8g model to Ollama
Labels: bug

### What is the issue?

using 

>ollama push me/mymodel

im getting upload rate like this

> 39 MB/8.5 GB  1.4 MB/s   1h41m

it will chug chug chug to 40 or 50% then i get the error

> Error: max retries exceeded: http status 502 Bad Gateway: <?xml version="1.0" encoding="UTF-8"?><Error><Code>InternalError</Code><Message>We encountered an internal connectivity issue. Please try again.</Message></Error>

im wondering if my ISP is getting me off? Or perhaps im not uploading fast enough so ollama server cuts me off?

any tips on how to push largish models? it will do 4g ok

### OS

macOS

### GPU

Apple

### CPU

Apple

### Ollama version

0.3.6
Repository: material-ui
Issue: [TablePaginationActions]: Add ability to add a component between the left navigation and right navigation in TablePaginationActions.
Labels: component: TablePagination,enhancement,customization: dom

### Summary

The default `ActionsComponent` for `TablePagination` is `TablePaginationActions` which renders the page navigation buttons.  If `TablePaginationActions` can accept a custom component as a prop to render between the left navigation and right navigation, `TablePaginationActions` can be used to create a custom Action Component.




### Examples

<img width="522" alt="Screen Shot 2024-08-22 at 1 08 06 PM" src="https://github.com/user-attachments/assets/84754c9b-b07e-43ae-84d4-48ec5683be2a">


### Motivation

We have a design to add a `TextField` between the Left Navigation and Right Navigation to enter the page number.
Currently, there is no way to add this `TextField` component in `TablePaginationActions`. We have to fork the `TablePaginationActions` component and add the `TextField`. 
If MUI can provide a prop to add a component between the left navigation and right navigation in `TablePaginationActions`, we can avoid the fork.

**Search keywords**: TablePaginationActions
Repository: material-ui
Issue: The scroll bar locking behavior (What if it'd be customizable with this global CSS)
Labels: docs,component: select

              added this 

`body {
overflow: auto !important;
}`

To overcome any CSS or JavaScript preventing the body from scrolling or locking the scroll bar.

But I ended up with the MUI offset of the right margin of the screen, like it fluctuates to the opposite.

I made that to stop the fluctuation from the scrollbar hiding, but MUI still got another offset.

_Originally posted by @samueltesfayegari in https://github.com/mui/material-ui/issues/17353#issuecomment-2305711595_
            

**Search keywords**:
Repository: terminal
Issue: Dim terminal when app terminates
Labels: Issue-Feature,Area-UserInterface,Product-Terminal

I have a profile which is used for SSH. When the connection is lost, I get a message saying the process has terminated and I am to press ENTER to restart. It's not always easy to spot this message, since it can appear at  the top or middle of the screen (wherever the cursor happened to be). I propose that at this time (optionally) dim the entire window. This way it will be easier to notice the app termination and hit ENTER before continuing.
Repository: flutter
Issue: [Android, iOS] Write integration tests to test `SystemUiMode` expected behavior
Labels: platform-android,platform-ios,P3,team-android,triaged-android

We should consider writing integration tests to test the expected behavior of setting different [`SystemUiMode`](https://api.flutter.dev/flutter/services/SystemUiMode.html)s.

We currently test this behavior using unit tests, but integration tests will add value because changes to Android's support of these different modes is likely as it is beginning to prefer edge-to-edge (like [it becoming the default in Android 15](https://developer.android.com/about/versions/15/behavior-changes-15#edge-to-edge)), and these tests will catch any changes that come from Android (or iOS) SDK changes that are unit tests will not catch.
Repository: flutter
Issue: [ios 18] Launching debug mode app from the home screen (not from the debugger) segfault crashes on launch at `-createTouchRateCorrectionVSyncClientIfNeeded`
Labels: platform-ios,P3,team-ios,triaged-ios

### Steps to reproduce

1. Under Xcode 16 Beta 5, install and run the app in debug mode on an iOS 18 device. 
2. Kill the app
3. Launch from springboard

### Expected results

The app should show a full screen saying that Launching app in debug mode springboard is not supported

### Actual results

Crashes

### Code sample

Empty flutter app

### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>

I found this related message from the console: 

```
[app<com.example.testProj3(07968AC9-DF97-4295-8DF7-7122871E7718)>:1948] Terminating with context: <RBSTerminateContext| domain:10 code:0x8BADF00D explanation:[app<com.example.testProj3>:1948] Failed to terminate gracefully after 5.0s



ProcessVisibility: Unknown

ProcessState: Running

WatchdogEvent: process-exit

WatchdogVisibility: Background

WatchdogCPUStatistics: (

    "Elapsed total CPU time (seconds): 9.560 (user 5.530, system 4.030), 27% CPU",

    "Elapsed application CPU time (seconds): 0.000, 0% CPU"

) reportType:CrashLog maxTerminationResistance:Interactive>
```


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

na
Repository: go
Issue: x/vulndb: TestLintReports/data/reports/GO-2024-2974.yaml failures
Labels: NeedsInvestigation,vulncheck or vulndb

```
#!watchflakes
default <- pkg == "golang.org/x/vulndb" && test == "TestLintReports/data/reports/GO-2024-2974.yaml"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8738885417329807217)):

    === RUN   TestLintReports/data/reports/GO-2024-2974.yaml
        all_test.go:116: modules[18] "github.com/evmos/evmos/v19": version &{19.0.0 fixed} does not exist
    --- FAIL: TestLintReports/data/reports/GO-2024-2974.yaml (0.07s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: go
Issue: x/sys/windows: TestAddRemoveDllDirectory failures
Labels: OS-Windows,NeedsInvestigation,compiler/runtime

```
#!watchflakes
default <- pkg == "golang.org/x/sys/windows" && test == "TestAddRemoveDllDirectory"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8738870700785974897)):

    === RUN   TestAddRemoveDllDirectory
    Exception 0xc0000005 0x0 0x1869b8f1000 0x7ffbf29e95c8
    PC=0x7ffbf29e95c8
    
    runtime.cgocall(0x7ff68c2657f0, 0x7ff68c580200)
    	C:/Users/swarming/.swarming/w/ir/x/w/goroot/src/runtime/cgocall.go:157 +0x38 fp=0x400004fcf0 sp=0x400004fcb0 pc=0x7ff68c1f48a8
    syscall.SyscallN(0x7ffbeee76910?, {0x400004fda0?, 0x3?, 0x1?})
    	C:/Users/swarming/.swarming/w/ir/x/w/goroot/src/runtime/syscall_windows.go:544 +0xe8 fp=0x400004fd70 sp=0x400004fcf0 pc=0x7ff68c2616c8
    syscall.Syscall(0x40000900f0?, 0xffffffffffffffff?, 0x7ff68c56fea0?, 0x1869b852460?, 0x0?)
    	C:/Users/swarming/.swarming/w/ir/x/w/goroot/src/runtime/syscall_windows.go:482 +0x30 fp=0x400004fdc0 sp=0x400004fd70 pc=0x7ff68c2614b0
    ...
    r24  0x77659ff7c8
    r25  0x77659ffc48
    r26  0x0
    r27  0x77659ff7f0
    r28  0x7ff68c57f580
    r29  0x77659ff750
    lr   0x7ffbf29e9580
    sp   0x77659ff6c0
    pc   0x7ffbf29e95c8
    cpsr 0x20000000


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: flutter
Issue: ☂️ HTML renderer post-deprecation tasks
Labels: engine,platform-web,e: web_canvaskit,P2,team-web,triaged-web

This is the umbrella for non-blocking [HTML deprecation](https://github.com/flutter/flutter/issues/145954) issues. We should address them as soon as possible, but they will not block the deprecation process. Each bullet is an issue, and the sub-bullets explain why it regresses due the HTML deprecation and why it's non-blocking:

- [x] Switch to sliced CJK fallback fonts (https://github.com/flutter/flutter/issues/138288). Currently, CJK fonts are not sliced. To render a single character of, say, Korean, we fetch a 6MB font file. Instead, sliced fonts are 30-60kb per file, and you only need a few of them to cover text that fits on one screen.
  - **Regression**: because the HTML renderer can use browser built-in fonts, the 6MB fallback will be observed as a big regression.
  - **Non-blocking**: because developers can supply their own fonts, and employ strategies such as prefetching fonts based on the user locale/language preferences (e.g. `window.navigator.languages`).
- [x] Switch to COLRv1 emoji font (https://github.com/flutter/flutter/issues/119536). The `useColorEmoji` is available, but it fetches a 24MB font file, which is not practical for most apps. The reason why it's so big is because the font bundles a bitmap for every emoji. Flutter supports COLRv1 vector format, which is orders of magnitude more compact:
  - **Regression**: same as with the CJK fonts, HTML renderer can use browser built-in emojis. Switching to CanvasKit would cause emojis to become grayscale, and `useColorEmoji` is too expensive.
  - **Non-blocking**: because the developer can provide their own trimmed emoji font, and not need our fallback.
- [ ] High-quality image scaling (https://github.com/flutter/flutter/issues/135655). Our current image options seem to be too confusing to get good image scaling results. On the web, as a developer, one rarely needs to do anything about images, and they just show up at high quality. The HTML renderer inherits it from the browser.
  - **Regression**: image quality can degrade when scaled in some situations, and CanvasKit needs hand-holding to get to the right quality.
  - **Non-blocking**: there is a way to get decent quality using the available options like `FilterQuality`. The developer can use browser APIs to scale the image and then render it into Flutter without scaling.
- [ ] Backdrop filter support in platform views (https://github.com/flutter/flutter/issues/143747). This is simply not implemented in CanvasKit and Skwasm.
  - **Regression**: apps that rely on HTML renderer's BDF support will stop applying the effect to platform views.
  - **Non-blocking**: this only affects the case when BDF and platform views are used at the same time. The vast majority of apps are able to alter their UX in a way that does not hit this case. A good amount of prep work has been done to implement support in CanvasKit. Worse case, an app that critically needs this, can skip a Flutter SDK release, and get the feature in the next release.
Repository: terminal
Issue: encountered errors while loading user settings
Labels: Issue-Bug,Area-Settings,Product-Terminal

### Windows Terminal version

1.20.11781.0

### Windows build number

10.0.26100.1586

### Other Software

_No response_

### Steps to reproduce

launch cmd.exe

### Expected Behavior

No errors, how do I make this go away?

### Actual Behavior

This is what started happening to day on one of my Windows 11 machines and it keeps happening each time I open a new terminal... 

![image](https://github.com/user-attachments/assets/003c6c6f-fba5-4275-ae33-c96ef5a4a5b8)
Repository: tensorflow
Issue: Using --config=cuda_clang ignores compute capabilities and TensorRT values set by the configuration script
Labels: stat:awaiting tensorflower,type:build/install,2.17

### Issue type

Build/Install

### Have you reproduced the bug with TensorFlow Nightly?

No

### Source

source

### TensorFlow version

2.17.0

### Custom code

No

### OS platform and distribution

_No response_

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

When running the configuration script, using Clang for CUDA (`--config=cuda_clang`) is an option. When this is enabled, however, the compute capability and TensorRT settings (which set `TF_CUDA_COMPUTE_CAPABILITIES` and `TF_NEED_TENSORRT` respectively) are ignored, as `--config=cuda_clang` [sets these unconditionally](https://github.com/tensorflow/tensorflow/blob/v2.17.0/.bazelrc#L229-L243).

### Standalone code to reproduce the issue

```shell
$ TF_NEED_CUDA=1 TF_CUDA_CLANG=1 TF_CUDA_COMPUTE_CAPABILITIES=sm_87 TF_NEED_TENSORRT=0 ./configure

# The following does not respect the given compute capability and TensorRT options
$ bazel build //tensorflow/tools/pip_package:wheel --repo_env=WHEEL_NAME=tensorflow

# As a workaround, the variables can be set manually in the build command
$ bazel build //tensorflow/tools/pip_package:wheel --repo_env=WHEEL_NAME=tensorflow --repo_env=TF_CUDA_COMPUTE_CAPABILITIES=... --repo_env=TF_NEED_TENSORRT=...
```


### Relevant log output

_No response_