sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Expand All keyboard shortcut is missing unless you add a node to the tree
Labels: bug,topic:editor,needs testing,topic:input

### Tested versions

- Reproducible in 4.2.2 and 3.5.3 (seems old)

### System information

Windows 10

### Issue description

If you open a project and go directly to Editor Settings > Shortcuts and search for Expand All, it is missing from the list.

If you close that window, and then add a node to the try, or otherwise click on a node in the tree, it will add the shortcut to the list (so now if you search the editor settings>shortcut list, Expand All will suddenly be there)

It seems that commands for the shortcut list don't populate until they're first made to appear in editor?

### Steps to reproduce

- Open a project
- Go directly to Editor > Editor Settings > Shortcuts and search for the word Expand (before clicking on any nodes)
- Note the lack of an Expand All option

- Close settings, and click on a node/add a node and click on it
- Go directly to the settings/shortcut again and search Expand
- Note the appearance of Expand All

### Minimal reproduction project (MRP)

N/A - from my testing it is reproducible in any project that you open and go to settings before selecting a node
Repository: pytorch
Issue: [export] Llama2 export with dynamic shapes fails using Torch 2.4 nightly
Labels: oncall: export

### 🐛 Describe the bug

I'm trying to export Llama2-7B model with dynamic shapes and encountered the following error.  This passes with torch 2.3   so it is a regression. 
In the python session : 
1) Please login via huggingface-cli (install it via `pip install -U "huggingface_hub[cli]"` ) 
    https://huggingface.co/docs/huggingface_hub/en/guides/cli#huggingface-cli-login. The user access token can be accessed in your settings.
   
Code: 
```py
import torch
from transformers import AutoModelForCausalLM, AutoTokenizer

llama_path = "meta-llama/Llama-2-7b-hf"
model = AutoModelForCausalLM.from_pretrained(llama_path).eval().cuda()
tokenizer = AutoTokenizer.from_pretrained(llama_path)

base_prompt = "How many hours are in a day?"
base_inputs = tokenizer(base_prompt, return_tensors="pt").to("cuda:0")
input_ids = base_inputs.input_ids
pyt_out = model(input_ids)

seq_len = torch.export.Dim("seq_len", min=2, max=1024)

from torch.nn.attention import SDPBackend
with torch.nn.attention.sdpa_kernel([SDPBackend.MATH]), torch.no_grad():
    ep = torch.export.export(model, (input_ids,), dynamic_shapes=({1: seq_len},))

```

Error : 
```py
File "/root/.pyenv/versions/3.10.14/lib/python3.10/site-packages/torch/_dynamo/guards.py", line 1717, in SHAPE_ENV                              
    guards = output_graph.shape_env.produce_guards(                                                                                               
  File "/root/.pyenv/versions/3.10.14/lib/python3.10/site-packages/torch/fx/experimental/symbolic_shapes.py", line 4163, in produce_guards        
    raise ConstraintViolationError(                                                                                                               
torch.fx.experimental.symbolic_shapes.ConstraintViolationError: Constraints violated (seq_len)! For more information, run with TORCH_LOGS="+dynamic".                                                                                                                                               
  - Not all values of seq_len = L['input_ids'].size()[1] in the specified range seq_len <= 1024 satisfy the generated guard Ne(Mod(L['input_ids'].size()[1], 64), 0).
```

Please find the full log file here : 
[llama2.log](https://github.com/user-attachments/files/15781600/llama2.log)

cc: @ezyang @angelayi 

### Versions

Versions of relevant libraries:
[pip3] numpy==1.26.4
[pip3] pytorch-triton==3.0.0+45fff310c8
[pip3] torch==2.4.0.dev20240610+cu121
[pip3] torch-tensorrt==2.4.0.dev0+c6f8cb464
[pip3] torchvision==0.19.0.dev20240610+cu121
[pip3] triton==2.3.1
[conda] Could not collec

cc @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @suo @ydwu4
Repository: flutter
Issue: HapticFeedback: Support UINotificationFeedbackType.success/warning/error on iOS
Labels: c: new feature,platform-ios,framework,c: proposal,P3,team-ios,triaged-ios

### Use case

When notifying the user of the success or failure of an action through vibration, I would like to use the standard API on iOS.
As an alternative, I am currently using one of HapticFeedback's heavyImpact/lightImpact/mediumImpact/selectionClick/vibrate, but this does not provide the expected vibration feedback on iOS.

### Proposal

iOS provides an API called UINotificationFeedbackGenerator, which is designed to notify users of the outcome of an action. While HapticFeedback currently supports three types of vibration (UIImpactFeedbackGenerator, UISelectionFeedbackGenerator, and kSystemSoundID_Vibrate), adding UINotificationFeedbackType’s success/warning/error would allow for standard vibration notifications for the success or failure of a user action. Therefore, it would be great if the following HapticFeedback API could be provided:

- success(): UINotificationFeedbackType.success on iOS, HapticFeedbackConstants.CONFIRM on Android
- warning(): UINotificationFeedbackType.warning on iOS, HapticFeedbackConstants.REJECT on Android
- error(): UINotificationFeedbackType.error on iOS, HapticFeedbackConstants.REJECT on Android

Note that there may be room for discussion regarding warning(), as there is no direct equivalent on Android.
Repository: ollama
Issue: How to disallow the use of both gpu and cpu
Labels: feature request

When using both GPU and CPU, the output will be garbled, so I want to prohibit this scenario


![image](https://github.com/ollama/ollama/assets/32543872/8dec48d9-12aa-4ccc-b2a6-6243ec1f6b27)
Repository: material-ui
Issue: [material-ui][Masonry] layout forms a single column when the first item is hidden
Labels: bug 🐛,package: material-ui,component: masonry

### Steps to reproduce

Link to live example: https://react-nxweja.stackblitz.io/

Steps:
1. Create a Masonry layout using Material UI.
2. Hide the first item in the Masonry layout using CSS or JavaScript.
3. Observe the behavior of the remaining items in the layout.

### Current behavior

When the first item in the Masonry layout is hidden, all the remaining items are forced into a single column instead of distributing evenly across the available space.

### Expected behavior

The remaining items should adjust and distribute evenly across the columns, maintaining the Masonry layout even if the first item is hidden.

### Context

I am using the Masonry component to create a visually appealing grid layout for a photo gallery. The layout should remain balanced and distribute items evenly across columns. However, when the first item is hidden, it disrupts the entire layout, forming a single column, which is not the intended behavior and affects the gallery's visual consistency.

### Your environment

  System:
    OS: macOS 14.1.1
  Binaries:
    Node: 19.8.1 - /usr/local/bin/node
    npm: 9.5.1 - /usr/local/bin/npm
    pnpm: 9.1.2 - /usr/local/bin/pnpm
  Browsers:
    Chrome: 125.0.6422.142
    Edge: Not Found
    Safari: 17.1
  npmPackages:
    @emotion/react: ^11.11.4 => 11.11.4 
    @emotion/styled: ^11.11.5 => 11.11.5 
    @mui/base:  5.0.0-beta.40 
    @mui/core-downloads-tracker:  5.15.19 
    @mui/icons-material: ^5.15.19 => 5.15.19 
    @mui/lab: ^5.0.0-alpha.170 => 5.0.0-alpha.170 
    @mui/material: ^5.15.19 => 5.15.19 
    @mui/private-theming:  5.15.14 
    @mui/styled-engine:  5.15.14 
    @mui/system:  5.15.15 
    @mui/types:  7.2.14 
    @mui/utils:  5.15.14 
    @types/react: 18.2.8 => 18.2.8 
    react: ^18.3.1 => 18.3.1 
    react-dom: ^18.3.1 => 18.3.1 
    typescript: 4.8.4 => 4.8.4 

**Search keywords**: Masonry layout, single column, hidden item, layout issue
Repository: godot
Issue: Connection icon of a present signal not disappear after disconnecting that signal
Labels: bug,topic:editor

### Tested versions

Godot v4.3.beta (5241d30bf)

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.5168) - 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz (16 Threads)

### Issue description

The connection icon that shows the connection of a function in script panel seems will not disappear after the signal is disconnected and there is nothing connected to that function.

See the video below:

https://github.com/godotengine/godot/assets/8315986/b76db307-d1ec-4983-b9b9-74649d920765



### Steps to reproduce

* make a new node and a script with a normal function
* connect a signal of that node to the function
* keep script panel open, disconnect the signal from inspector
* see the connection icon is still present, if you close the script panel and reopen again, it disappears

### Minimal reproduction project (MRP)

N/A
Repository: next.js
Issue: project builds in Vercel but link only populates "Application error: a server-side exception has occurred" and Runlog indicates PrismaClientInitializationError
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/morganwestcoding/forme-nextjs

### To Reproduce

<img width="767" alt="Screenshot 2024-06-10 at 8 54 28 PM" src="https://github.com/vercel/next.js/assets/17777272/632dfba4-904d-4aed-8eec-a1a237988e76">

When I upload repository to vercel, it builds then i get the following errors

Error: Failed to fetch posts.
    at o (/var/task/.next/server/app/page.js:1:18226)
    at async b (/var/task/.next/server/app/page.js:1:18882) {
  digest: '3513136040'
}

Error in getPosts: PrismaClientInitializationError: 
Invalid `prisma.post.findMany()` invocation:


Prisma Client could not locate the Query Engine for runtime "rhel-openssl-3.0.x".

We detected that you are using Next.js, learn how to fix this: https://pris.ly/d/engine-not-found-nextjs.

This is likely caused by a bundler that has not copied "libquery_engine-rhel-openssl-3.0.x.so.node" next to the resulting bundle.
Ensure that "libquery_engine-rhel-openssl-3.0.x.so.node" has been copied next to the bundle or in "node_modules/.prisma/client".

We would appreciate if you could take the time to share some information with us.
Please help us by answering a few questions: https://pris.ly/engine-not-found-bundler-investigation

The following locations have been searched:
  /var/task/node_modules/.prisma/client
  /var/task/.next/server
  /vercel/path0/node_modules/.prisma/client
  /var/task/.prisma/client
  /tmp/prisma-engines
    at In.handleRequestError (/var/task/.next/server/chunks/418.js:122:7069)
    at In.handleAndLogRequestError (/var/task/.next/server/chunks/418.js:122:6119)
    at In.request (/var/task/.next/server/chunks/418.js:122:5827)
    at async a (/var/task/.next/server/chunks/418.js:127:11014)
    at async o (/var/task/.next/server/app/page.js:1:17560)
    at async b (/var/task/.next/server/app/page.js:1:18882) {
  clientVersion: '5.14.0',
  errorCode: undefined
}



### Current vs. Expected behavior

I am only seeing the error screen here https://forme-nextjs.vercel.app/ but i should be seeing my application ui 

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.5.0: Wed May  1 20:16:51 PDT 2024; root:xnu-10063.121.3~5/RELEASE_ARM64_T8103
  Available memory (MB): 8192
  Available CPU cores: 8
Binaries:
  Node: 20.14.0
  npm: 10.7.0
  Yarn: 1.22.21
  pnpm: N/A
Relevant Packages:
  next: 14.2.3 // Latest available version is detected (14.2.3).
  eslint-config-next: 14.0.4
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.4.5
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)

Vercel (Deployed)

### Additional context

_No response_
Repository: flutter
Issue: [ios] presence of a semantics action affects platform view positioning
Labels: platform-ios,P2,team-ios,triaged-ios

Adding a `SemanticsAction` to an ancestor node of an iOS platform view can cause the platform view to be incorrectly positioned.

To reproduce:

* Basics
  * Setup your local environment for iOS development (e.g. install Xcode)
  * `cd dev/integration_tests/ios_platform_view_tests`
  * `open ios/Runner.xcworkspace` in Xcode
  * Open `PlatformViewUITests`
* Passing configuration:
  * Run the test as is
  * Witness the test passing
* [On this line](https://github.com/flutter/flutter/blob/f05095e0b7aa034bdfa258ff5af2dc808c0e5c6a/dev/integration_tests/ios_platform_view_tests/lib/main.dart#L159) wrap `UiKitView` in a `Semantics` widget adding it any non-scrolling action (adjusting `const` as needed), say, `onIncrease`, like so:

```
            child: Semantics(
              onIncrease: () {},
              child: UiKitView(viewType: 'platform_text_field'),
            ),
```

* Rerun the test in Xcode
* Witness the test failing on [this line](https://github.com/flutter/flutter/blob/f05095e0b7aa034bdfa258ff5af2dc808c0e5c6a/dev/integration_tests/ios_platform_view_tests/ios/PlatformViewUITests/PlatformViewUITests.m#L66) with the following error:

```
Failed to failed to scroll to visible (by AX action) TextField, {{46.5, 115.0}, {300.0, 50.0}}, identifier: 'platform_view[0]', value: Platform Text Field, error: Error kAXErrorCannotComplete performing AXAction kAXScrollToVisibleAction on element AX element pid: 88534, elementOrHash.elementID: 4546916864.36. (Underlying Error: Error kAXErrorCannotComplete performing AXAction kAXScrollToVisibleAction on element AX element pid: 88534, elementOrHash.elementID: 4546916864.36)
```

Breadcrumbs:

* The problem starts with [this line](https://github.com/flutter/engine/blob/b1572f349bbee73a24008c0f340f468c306e4654/shell/platform/darwin/ios/framework/Source/SemanticsObject.mm#L466), where the presence of an action alters the value if `isFocusable`.
* From @jmagman: the problem manifests as an [incorrectly positioned platform view](https://github.com/flutter/flutter/pull/149741#issuecomment-2151093664).
* From @jmagman: [detailed instructions for how to repro with a custom engine build](https://github.com/flutter/flutter/issues/149838#issuecomment-2155681131).

## Expected behavior

Simply adding an action to an ancestor of a platform view should not alter the platform view's position on the screen.
Repository: godot
Issue: Having a native subwindow visible makes CPU% go from ~10% to ~80% with Linux compatibility renderer (VSync doesn't work)
Labels: bug,platform:linuxbsd,topic:rendering,topic:porting,confirmed,performance

_Edit: Updated MRP to print FPS_

### Tested versions

Reproduces in:
- v4.3.beta1.official [a4f2ea91a]
- v4.3.dev6.official [64520fe67]
- v4.3.dev1.official [9d1cbab1c]
- v4.2.2.stable.official [15073afe3]

Doesn't reproduce with Forward+ or Mobile renderer, or in Windows.


### System information

Arch Linux <span>#</span>1 SMP PREEMPT_DYNAMIC Fri, 31 May 2024 15:14:45 +0000 - Tty - GLES3 (Compatibility) - Mesa Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i5-1235U (12 Threads)

### Issue description

Whenever a native subwindow is visible, processor usage shoots up.

### Steps to reproduce

Run MRP and click the button.

### Minimal reproduction project (MRP)

[native-window-cpu.zip](https://github.com/user-attachments/files/16038682/native-window-cpu.zip)
Repository: pytorch
Issue: _foreach_atan2
Labels: module: optimizer,triaged,actionable,module: mta

### 🚀 The feature, motivation and pitch

This is useful for Adam-atan2, from [Scaling Exponents Across Parameterizations and Optimizers](https://arxiv.org/abs/2407.05872), which allows skipping the `eps` parameter of Adam.

### Alternatives

Without it, we have to fallback to for loops.

### Additional context

_No response_

cc @vincentqb @jbschlosser @albanD @janeyx99 @crcrpar @mcarilli
Repository: opencv
Issue: CMake Error at cmake/OpenCVDetectCUDAUtils.cmake:297 (list):   list GET given empty list
Labels: question (invalid tracker),category: build/install,category: gpu/cuda (contrib)

### Describe the doc issue

![image](https://github.com/opencv/opencv/assets/64570194/65c8cf16-21ef-4dfc-9d6b-8a5216c70fe3)


What is wrong with this? Configuration is unsuccessful.What can I do?

### Fix suggestion

_No response_
Repository: godot
Issue: Engine Crashed. Alt Tab while Dragging glb files when godot minimized. (No Longer Happening ; Update: Happened Again)
Labels: needs testing,crash

### Tested versions

4.2.2

### System information

Godot v4.2.2.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.3758) - AMD Ryzen 3 3100 4-Core Processor (8 Threads)

### Issue description

engine crashing when alt tab pressed to switch back to godot window, after selected and dragging in process of glb models from desktop

### Steps to reproduce

open godot project
press win+d to go to desktop
select multiple glb files.
try to drag and drop in godot.
Engine Crashes Sometimes. now it's working fine.

### Minimal reproduction project (MRP)

any new project might do.
Repository: deno
Issue: `import.meta.resolve` does not resolve `npm:` specifiers that have not been loaded already but are in a package that is already loaded
Labels: bug,deno_core,cli

```js
import CanvasKitInit, { CanvasKit } from "npm:canvaskit-wasm/bin/canvaskit.js";

console.log(import.meta.resolve(`npm:canvaskit-wasm/bin/canvaskit.js`));
console.log(import.meta.resolve(`npm:canvaskit-wasm/bin/canvaskit.wasm`));
```

This outputs:

```
file:///Users/lucacasonato/Library/Caches/deno/npm/registry.npmjs.org/canvaskit-wasm/0.39.1/bin/canvaskit.js
npm:canvaskit-wasm/bin/canvaskit.wasm
```
Repository: godot
Issue: Scrubbing an Animation Timeline with an animation track does not visually update the animation
Labels: bug,topic:editor,topic:animation

### Tested versions

-Reproducible in Version 4.2.1 Stable

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz (8 Threads)

### Issue description

I have a Sprite 3D node with an animation player, in which all the animations change the 'frame' value to progress through the sprite sheet.

I have a second animation player which I use for cutscenes. I use an animation track to control the Sprite's animation. When the animation is _played_, the editor visually updates just fine. However when I manually scrub through the animation, the Sprite retains the last frame that was played until the play button is pressed again. 

https://github.com/godotengine/godot/assets/172264464/09f218b8-c54c-4e22-b4fb-94d7a6aecda6



I don't believe this is intentional behavior, as every other track value seems to update visually.

### Steps to reproduce

1. Create a Sprite3D node with a spritesheet texture. Set the HFrames and VFrames value accordingly.
2. Create an animation player node as a child of the Sprite3D. 
3. Create an animation which increments the 'Frames' property of the Sprite3D.
4. Create a second animation player, as a sibling to the Sprite3D.
5. Create an animation of the second animation player, with an animation track linking to the first animation player.
6. Scrub through the timeline and observe that the animation does not update visually.

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/user-attachments/files/15784752/MRP.zip)
Repository: puppeteer
Issue: Set up benchmark tests in CI
Labels: feature,confirmed,P3

- query multiple elements
- eval multiple times
- many args / many return items

The CI should be able to compare performance results before and after the commit and report if the results are regressing.
Repository: rust
Issue: run-make: audit `//@ ignore-cross-compile` rmake.rs tests
Labels: C-cleanup,A-testsuite,T-compiler,A-run-make

`tools.mk`'s `$(RUSTC)` doesn't pass `--target $TARGET`, which breaks for example `tests/run-make/inaccessible-temp-dir/Makefile` (https://github.com/rust-lang/rust/commit/1d847b86593d79511ddc78aa374c0f20536a449c). We should try to see if we *can* make the ported rmake.rs tests work even in cross-compile scenarios.

We should experiment with modifying `rustc()` in run-make-support such that we supply to it:

- `--target $TARGET`
- `HOST_RPATH_ENV` (or was it `_DIR`?)
- `TARGET_RPATH_ENV` (or was it `_DIR`?)

If a run-make test can't be run when cross-compiled, we should *at least* document *why* (for example the compiled binary needs to be run).
Repository: go
Issue: x/mobile: does not work with Go 1.22 if a vendor folder is present, even with the `GO111MODULE=off` workaround
Labels: NeedsInvestigation,mobile

### Go version

go1.22.4 linux/amd64

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/root/.cache/go-build'
GOENV='/root/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/opt/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/opt/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/opt/go_dist/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/opt/go_dist/go/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.22.4'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/mobiletest/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build2991625483=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

Using a dummy main.go:

```
main.go 
package mobiletest

func Foo() {
}
```

```
go install golang.org/x/mobile/cmd/gomobile@latest
gomobile init
go mod init mobiletest
go mod vendor
gomobile bind -a -target android .
go get golang.org/x/mobile/bind
```




### What did you see happen?

The above fails with:

```
"golang.org/x/mobile/bind" is not found; run go get golang.org/x/mobile/bind: no Go package in golang.org/x/mobile/bind                                                                                            
```


As a workaround, before Go1.22, one could install mobile/bind to `$GOPATH` and use `gomobile bind` without modules to side-step this issue completely:

```
GO111MODULE=off go get -u golang.org/x/mobile/cmd/gomobile
GO111MODULE=off gomobile bind -a -target android .
```

Since GO 1.22 however, `go get` is not allowed anymore outside of modules.


### What did you expect to see?

No error running `gomobile bind`.

`gomobile bind` seems to be unworkable using Go 1.22 when a vendor folder is present. The only workaround seems to be to delete the `vendor` folder before using `gomobile bind`. 

Related: https://github.com/golang/go/issues/34181, but the `GO111MODULE=off` workaround does not work anymore as of Go 1.22.