sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: transformers
Issue: ALBEF: Align Before Fuse
Labels: New model

### Model description

Align Before Fuse (ALBEF) is a vision-language (VL) model that showed competitive results in numerous VL tasks such as image-text retrieval, visual question answering, visual entailment, and visual grounding. 

The authors propose to use text encoder (BERT's first half layers) and image encoder (ViT) to create an aligned representation for respective modality before fusing them together with a multi-modal encoder (BERT's second half layers). The model is trained on multi-modal representation tasks and momentum distillation to achieve state-of-the-art results in VL tasks.

As multi-modal models are gaining more attention in academia/industry, I think ALBEF could be a nice addition to the transformers library.



### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

- There are an official implementation and pre-trained/fine-tuned weights by the authors at this [repo](https://github.com/salesforce/ALBEF)
- Link to the [paper](https://arxiv.org/abs/2107.07651)
Repository: godot
Issue: Vulkan: GPUParticlesCollisionSDF3D does not work after baking until the scene is saved and reloaded
Labels: bug,topic:editor,topic:3d,topic:particles

### Godot version

4.0.alpha8

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 510.60.02)

### Issue description

Particle collision with a GPUParticlesCollisionSDF3D does not work after baking until the scene is saved and reloaded.
Also, if you clear the texture data while the scene is open, SDF collision will still work (even though it shouldn't).

This hints at a signal not being emitted or a function not being called when the GPUParticlesCollisionSDF3D's `texture` property changes.

I stumbled upon this while working on https://github.com/godotengine/godot/pull/60992.

### Steps to reproduce

- Add a MeshInstance3D and a GPUParticles3D node.
- Enable collision on the GPUParticles3D's process material. Also increase the GPUParticles3D's amount to 100 and lifetime to 10. On the process material, change the emission shape to **Sphere** so you can see particles falling down individually.
- Add a GPUParticlesCollisionSDF3D that covers the entire MeshInstance3D.
- Select the GPUParticlesCollisionSDF3D node and click **Bake SDF** at the top of the 3D viewport.
- Notice that the particles doesn't collide with the generated SDF.
- Save the scene then use **Scene > Reload Saved Scene** in the top-left corner of the editor.
- Notice that the particles now collide with the generated SDF.

### Minimal reproduction project

[test_gpuparticles3d_sdf_collision_2.zip](https://github.com/godotengine/godot/files/8683839/test_gpuparticles3d_sdf_collision_2.zip)
Repository: rust
Issue: Unterminated string error message points at the wrong line
Labels: C-enhancement,A-diagnostics,T-compiler

Given the following code: 
https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=2e32fcf710139d444b28553c200dd8e7
```rust
fn main() {
hello("world);
// a bunch of code was here
env("FLAGS", "-help")
}
```


The current output is:

```
error[E0765]: unterminated double quote string
 --> bug.rs:4:20
  |
4 |   env("FLAGS", "-help")
  |  ____________________^
5 | | }
  | |__^
```

Ideally the output should look like:

```
error[E0765]: unterminated double quote string
 --> bug.rs:2:7
  |
2 |   hello("world);
  |  _______^
3 | | // a bunch of code was here
4 | | env("FLAGS", "-help")
5 | | }
  | |__^
```

The error message points at line 4, but the mistake is on line 2. I encountered this issue in a Rust program that has 215 lines. The compiler was pointing at line 208, but the unterminated string was on line 180.

Both rustc 1.56.1 and rustc 1.62.0-nightly (a5ad0d29a 2022-05-12) are affected by this issue.

@rustbot label C-feature-request

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Repository: flutter
Issue: Flutter web [canvaskit]  Chinese Text render have serious performance for infinite ListView.builder on iOS safari
Labels: engine,platform-web,e: web_canvaskit,has reproducible steps,P2,browser: safari-ios,found in release: 3.0,found in release: 3.1,team-web,triaged-web

If you have long text render, scroll the ListView will found obvious performance problem.
browser will hang or automatically reload current page.

Reproduce the issue, you should
1、have long list and  item have long text(only need 100+ words)
2、browse by iPhone safari and infinitely scroll
3、build with --web-renderer canvaskit 

here my code:
```
class MyHomePage extends StatefulWidget {
  MyHomePage({Key? key, required this.title}) : super(key: key);
  final String title;

  @override
  _MyHomePageState createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> { 
  bool _loading = false;
  List<String> itemRows = [];
  List<String> titleRows = [];
  
  @override
  void initState() async {
    super.initState();
    String json = await rootBundle.loadString('assets/c.json');
    List<String> jsonRows = jsonDecode(json);
    titleRows.addAll(jsonRows);
    _onRefresh();
  }

  Future<void> _onRefresh() async{
    itemRows.clear();
    for(int i = 0; i < 20; i++){
      itemRows.add((itemRows.length+1).toString());
    }
    if(mounted)
    setState(() {

    });
  }

  void _onLoading() async{
    await Future.delayed(Duration(milliseconds: 500));
    for(int i = 0; i < 10; i++){
      itemRows.add((itemRows.length+1).toString());
    }
    if(mounted)
    setState(() {
      
    });
  }

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: NotificationListener<ScrollNotification>(
        child: ListView.builder(
          itemBuilder: (c, i) {
            var text = titleRows[i%titleRows.length];
            return ListTile(
              title: Text('$i. hi, I am title', overflow: TextOverflow.ellipsis, style: TextStyle(fontSize: 15, color: Colors.black),),
              subtitle: Text(text+text+text, maxLines: 3, overflow: TextOverflow.ellipsis, style: TextStyle(fontSize: 15, color: Colors.black),)
            );
          },
          itemExtent: 100.0,
          itemCount: itemRows.length,
        ),
        onNotification: (ScrollNotification scrollNotification){
          if(scrollNotification.metrics.extentAfter < 50){
            _onLoading();
          }
          return false;
        }
      ),
    );
  }
}
```

`
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.0.0, on macOS 12.0.1 21A559 darwin-x64, locale zh-Hans-CN)
[✓] Android toolchain - develop for Android devices (Android SDK version 31.0.0-rc5)
[✓] Xcode - develop for iOS and macOS (Xcode 13.3.1)
[✓] Chrome - develop for the web
[✓] Android Studio (version 4.2)
[✓] VS Code (version 1.67.1)
[✓] Connected device (2 available)
[✓] HTTP Host Availability

• No issues found!
`
Repository: vscode
Issue: Tooltip action to disable specific problems/linting rules
Labels: feature-request,languages-diagnostics

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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Google's Software Engineering Book puts it well in their [static analysis](https://abseil.io/resources/swe-book/html/ch20.html#focus_on_developer_happiness) chapter:

> … warnings that are technically correct but unimportant in the grand scheme of things provoke the same reaction. We call the user-perceived false-positive rate the “effective false positive” rate. An issue is an “effective false positive” if developers did not take some positive action after seeing the issue.

Their critique tools lets send a signal for those rules (_Not useful_):

<img width="400" alt="image" src="https://user-images.githubusercontent.com/8599/168213692-6c5fb33c-b90f-40c4-92d9-6a35eb0fe6db.png">

Related, I followed a similar discussion about PyLint that criticized the many linting notices it adds. Even the expert users in the group didn't see a quick way to fix/ignore them – they tried to ignore the rules. They kept distracting from finding the actual issue with the code.

As a built-in example, the CSS linter tooltip could offer to change the accompanying setting (on a user or workspace level):

<img width="400" alt="image" src="https://user-images.githubusercontent.com/8599/168213822-7b9a1dba-c528-4ec5-9ff7-f2abc1466744.png">

<img width="300" alt="image" src="https://user-images.githubusercontent.com/8599/168212900-69b78a84-f782-45cd-9102-2a072e4af2eb.png">

Extensions could also handle to ignore specific rules. They could prompt for what to change them to, and on which level. Some might want to write them to a project-specific config file (like `.tslint`).
Repository: flutter
Issue: [google_sign_in] Support Windows
Labels: c: new feature,platform-windows,p: google_sign_in,package,c: proposal,a: desktop,P3,team-windows,triaged-windows

[Edit: adding context from the Flutter team:]

The GoogleSignIn SDK this plugin wraps isn't available for Windows—"Google Sign-In" is a specific API which supports mobile and web, but not Windows—so it may not be possible to implement the same API. The API surface of this plugin will need to be evaluated against a supported option like AppAuth to determine whether Windows support for this plugin can be implemented using it, or if there is a fundamental mismatch that will require a completely separate auth plugin (likely covering both Windows and Linux) with its own API.
Repository: create-react-app
Issue: Can we somehow let debugger / console statements stay present on build for production?
Labels: needs triage

Hi,

I know that removal of debugger / console is a good thing when building for production. And I know that we can use sourcemap to debug way more efficiently, but I actually have a use case where I would really need to run the debugger when something happens, even in production.

So I have to ask - is it possible to let debugger / console statements "survive" the build process for production in a way?

With for example extra config (via craco etc.)? Or is my only chance ejecting and fiddling with build settings (if so - which part is responsible for removal of console / debugger ?

Hope it's possible :)
Repository: node
Issue: --experimental-loader not working in embed test
Labels: loaders

### Version

18.1

### Platform

Darwin Kernel Version 21.4.0: Fri Mar 18 00:45:05 PDT 2022; root:xnu-8020.101.4~15/RELEASE_X86_64 x86_64

### Subsystem

experimental loaders embedding

### What steps will reproduce the bug?

**loader.mjs**
```javascript
export async function load(url, context, defaultLoad) {
  const { format } = context;
  if (format === 'commonjs') {
    return await defaultLoad(url, context, defaultLoad);
  } else {
    return {
      format: 'module',
      source:  'export default function whatiexpected() {}'
    }
  }
}
```

**mymodule.mjs**
```javascript
export default function whatiget() {}
```

**test.cjs**
```javascript
import('./mymodule.mjs').then(res => console.log(res))
```

**Executing**
```shell
./embedtest --experimental-loader ./loader.mjs "require('./test.cjs')"
```


### How often does it reproduce? Is there a required condition?

Reproduces *always* when using the embedtest binary that compiles with node (and the way we embedded node, following the C++ embedder API examples). 
```shell
./embedtest --experimental-loader ./loader.mjs "require('./test.cjs')"
```

Reproduces *always* when run through the node binaries `-e` like this
```shell
node --experimental-loader ./loader.mjs -e "require('./test.cjs')"
```

Reproduces *never* when run through the actual node binary like this
```shell
node --experimental-loader ./loader.mjs test.cjs  
```

### What is the expected behavior?

```console
(node:24390) ExperimentalWarning: Custom ESM Loaders is an experimental feature. This feature could change at any time
(Use `node --trace-warnings ...` to show where the warning was created)
[Module: null prototype] { default: [Function: whatiexpected] }
```

### What do you see instead?

```console
(node:24430) ExperimentalWarning: Custom ESM Loaders is an experimental feature. This feature could change at any time
(Use `embedtest --trace-warnings ...` to show where the warning was created)
[Module: null prototype] { default: [Function: whatiget] }
```

### Additional information

We’ve been embedding node in one of our products for about five years now and it’s been amazing. It provides an enormous value for us and our customers. We’re in the process of updating our embedded node version from 10.10 to 18.1 and it was a wonderful experience. We appreciate the new embed helpers like `node::CommonEnvironmentSetup::Create` and `node::SpinEventLoop` to such an extent I have no words.

Unfortunately we need to mess with how module loading works and up until now relied on monkey patching the infamous `require.extensions`. To also support esm modules we figured the loader hooks, especially the `load` hook, are a perfect fit. We just can’t get them to work with the embedded node.

We greatly appreciate any hints on how we can get it to work. We’re also very much open to contributing back to node where we can and thank you all a lot for the amazing work you’re doing here.
Repository: vscode
Issue: Add reverse relative variable to snippets
Labels: feature-request,snippets

<!-- ⚠️⚠️ 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. -->
There is currently `RELATIVE_FILEPATH` for current file -> workspace folder.

Would be great to also have `REVERSE_RELATIVE_FILEPATH` for workspace folder -> current file.

Related: https://github.com/microsoft/vscode/issues/37570
Repository: pytorch
Issue: Allow force building with/without AVX
Labels: module: build,triaged

### 🚀 The feature, motivation and pitch

Currently it seems impossible to force a non-AVX build on an AVX-available machine, or vice versa. This poses a problem on packaging a non-AVX version of pytorch on Arch Linux ([FS#73012](https://bugs.archlinux.org/task/73012)), since it involves building the package for non-AVX machines on a machine with AVX.

I'd like to suggest adding some CMake options for force building with/without AVX or specifying the desired target CPU features.

### Alternatives

_No response_

### Additional context

_No response_

cc @malfet @seemethere
Repository: create-react-app
Issue: outdated poll option for webpack watcher
Labels: needs triage,issue: bug report

### Describe the bug

[The troubleshooting documentation](https://create-react-app.dev/docs/troubleshooting) mentions the usage of CHOKIDAR_USEPOLLING=true in case webpack watcher doesn't detect files changes. The latest webpack version (5.72.1) doesn't use chokidar to detect source file changes. It uses its own package [watchpack](https://www.npmjs.com/package/watchpack) that doesn't support CHOKIDAR_USEPOLLING variable. It has WATCHPACK_POLLING variable for it. 

### Did you try recovering your dependencies?

Yep, it doesn't change the dependency tree (create-react-app => react-scripts => webpack => watchpack). 

### Which terms did you search for in User Guide?

N/A

### Environment

N/A

### Steps to reproduce

N/A

### Expected behavior

Updated documentation that mentions WATCHPACK_POLLING in case of troubles with webpack watcher. I'm not sure that CHOKIDAR_USEPOLLING is completely outdated. I found chokidar usage in `webpack-dev-server` to track public files so I assume they aren't fully migrated from chokidar.

### Actual behavior

Setting CHOKIDAR_USEPOLLING variable isn't enough to enforce polling of webpack watcher.

### Reproducible demo

I got the problem with webpack watcher during using NFS. Apparently, `inotify` that fires events on file updates [doesn't work](https://stackoverflow.com/questions/4231243/inotify-with-nfs/4231277#4231277) with NFS. I couldn't create simple steps to reproduce the issue.
Repository: rust
Issue: E0308 expected and found are identical
Labels: A-diagnostics,T-compiler

Given the following code: [play](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&code=fn%20rec_clone%3C%27a%3E(v%3A%20%26%27a%20str%2C%20rec%3A%20%26dyn%20Fn(%26%27a%20str)%20-%3E%20String)%20-%3E%20String%20%7B%0A%20%20%20%20todo!()%0A%7D%0A%0Apub%20fn%20clone()%20-%3E%20impl%20Fn(%26str)%20-%3E%20String%20%7B%0A%20%20%20%20fix%3A%3A%3C%26str%2C%20String%3E(rec_clone)%0A%7D%0A%0A%2F%2F%20https%3A%2F%2Fstackoverflow.com%2Fa%2F42182841%0Afn%20fix%3CA%2C%20B%3E(func%3A%20fn(A%2C%20%26dyn%20Fn(A)%20-%3E%20B)%20-%3E%20B)%20-%3E%20impl%20Fn(A)%20-%3E%20B%20%7B%0A%20%20%20%20move%20%7Cval%3A%20A%7C%20func(val%2C%20%26fix(func))%0A%7D%0A)

```rust
fn rec_clone<'a>(v: &'a str, rec: &dyn Fn(&'a str) -> String) -> String {
    todo!()
}

pub fn clone() -> impl Fn(&str) -> String {
    fix::<&str, String>(rec_clone)
}

// https://stackoverflow.com/a/42182841
fn fix<A, B>(func: fn(A, &dyn Fn(A) -> B) -> B) -> impl Fn(A) -> B {
    move |val: A| func(val, &fix(func))
}
```

The current output is:

```
error[E0308]: mismatched types
  --> src/lib.rs:5:19
   |
5  | pub fn clone() -> impl Fn(&str) -> String {
   |                   ^^^^^^^^^^^^^^^^^^^^^^^ one type is more general than the other
...
10 | fn fix<A, B>(func: fn(A, &dyn Fn(A) -> B) -> B) -> impl Fn(A) -> B {
   |                                                    ---------------
   |                                                    |
   |                                                    the expected opaque type
   |                                                    the found opaque type
   |
   = note: expected associated type `<impl Fn(&str)-> String as FnOnce<(&str,)>>::Output`
              found associated type `<impl Fn(&str)-> String as FnOnce<(&str,)>>::Output`
```

It's irritating that expected and found are the same. Also "one type is more general than the other" could give an explanation *why* one is more general (like, what parameter). And, I don't know how `FnOnce::Output` is relevant.

One more thing: When you delete the return type from the signature of clone, it says ``expected unit type `()` found opaque type `impl Fn(&Fix<FC>)-> Fix<FC>` ``, which when implemented, doesn't work.
Repository: transformers
Issue: add FAN model (vision)
Labels: New model

### Model description

Fully attentional networks (FAN) is a family of general-purpose Vision Transformer backbones that are highly robust to unseen natural corruptions in various visual recognition tasks.

### Open source status

- [X] The model implementation is available
- [ ] The model weights are available

### Provide useful links for the implementation

* https://github.com/NVlabs/FAN
* https://arxiv.org/abs/2204.12451
Repository: node
Issue: test-process-uid-gid failures in ASAN GitHub Actions builds
Labels: flaky-test

### Test

test-process-uid-gid

### Platform

Ubuntu 20.04, ASAN build

### Console output

```console
=== release test-process-uid-gid ===
Path: parallel/test-process-uid-gid
Error: --- stderr ---
Tracer caught signal 11: addr=0x0 pc=0xb04af4 sp=0x7fdc48672d40
==116787==LeakSanitizer has encountered a fatal error.
==116787==HINT: For debugging, try setting environment variable LSAN_OPTIONS=verbosity=1:log_threads=1
==116787==HINT: LeakSanitizer does not work under ptrace (strace, gdb, etc)
Command: out/Release/node /home/runner/work/node/node/test/parallel/test-process-uid-gid.js

===
=== 1 tests failed
===
```


### Build links

- https://github.com/nodejs/node/runs/6393037779?check_suite_focus=true
- https://github.com/nodejs/node/runs/6407625105?check_suite_focus=true
- https://github.com/nodejs/node/runs/6401661852?check_suite_focus=true

### Additional information

This appears to happening quite often, and I think is relatively recent as I don't recall seeing this test fail in this way before (ASAN builds have been flaky with other tests).
Repository: node
Issue: segfault when running jest tests in fastify with esm mode
Labels: vm,experimental

### Version

v16.15.0

### Platform

Linux main-deb 5.10.0-0.bpo.11-amd64 #1 SMP Debian 5.10.92-1~bpo10+1 (2022-02-03) x86_64 GNU/Linux

### Subsystem

_No response_

### What steps will reproduce the bug?

```shell
git clone https://github.com/dlemperFuchs/fastify-jest-esm-segfault
cd fastify-jest-esm-segfault
npm install
NODE_OPTIONS=--experimental-vm-modules npx jest
```

### How often does it reproduce? Is there a required condition?

reproducible every time

### What is the expected behavior?

Jest runs tests in the repo

### What do you see instead?

```console
(node:249708) ExperimentalWarning: VM Modules is an experimental feature. This feature could change at any time
(Use `node --trace-warnings ...` to show where the warning was created)
(node:249708) [FST_MODULE_DEP_FASTIFY-AUTOLOAD] FastifyWarning.fastify-autoload: fastify-autoload has been deprecated. Use @fastify/autoload@4.0.0 instead.

 RUNS  test/routes/root.test.js
PID 249708 received SIGSEGV for address: 0x10
/home/dlemper/Dokumente/src/fsttest/node_modules/segfault-handler/build/Release/segfault-handler.node(+0x2e37)[0x7fe9d5a75e37]
/lib/x86_64-linux-gnu/libpthread.so.0(+0x12730)[0x7fe9d572b730]
node[0xa19eba]
node(_ZN2v88internal7Isolate38RunHostImportModuleDynamicallyCallbackENS0_6HandleINS0_6ScriptEEENS2_INS0_6ObjectEEENS0_11MaybeHandleIS5_EE+0xad)[0xe42d1d]
node(_ZN2v88internal25Runtime_DynamicImportCallEiPmPNS0_7IsolateE+0xba)[0x1203d8a]
node[0x15f2254]
Segmentation fault
```

### Additional information

Sorry, I'm quite unsure if this is a node problem or a jest or fastify problem. I tried several things within about 40 hours but nothing worked and in my opinion a segfault shouldn't happen while JS code gets executed.
Repository: flutter
Issue: Consider asserting the thread in [FlutterMethodChannel invokeMethod:arguments:]
Labels: engine,P2,a: plugins,team-engine,triaged-engine

Sending messages from the wrong thread has undefined behavior, and works often enough that people don't necessarily realize that they are doing something wrong, and are then confused when it randomly crashes. We should throw an exception (or even flat-out assert) when it's called from the wrong thread.

(IIRC we do this in the Java code for Android?)

/cc @chinmaygarde Do you know if there's a reason we haven't done this before?
Repository: flutter
Issue: Cleanup CiYaml usage in cocoon
Labels: team-infra,P2,triaged-infra

Many significant improvements have been made recently and the cocoon code could do with a update related to using ciyaml.

For reference see https://github.com/flutter/cocoon/pull/1838

Specifically, the ideal way of instantiating and using ciyaml seems to be through the scheduler object that is passed into the handlers.
Repository: vscode
Issue: Some keyboard shortcuts ignored in Safari/vscode.dev
Labels: keybindings,under-discussion,web,safari,edge

I'm able to use shortcuts to do things like open the command palette, but vscode.dev ignores others like `⌘,` to open settings. Instead, macOS captures the shortcut and executes it as if I wasn't using it in the vscode.dev context.

## Safari

https://user-images.githubusercontent.com/25163139/168323407-b33b2fee-95bd-4161-a9db-0a1312204207.mp4

## Edge

Most of these seem to work fine with the exection of [⌘K ⌘T] to switch themes. Edge still opens up a new tab.


https://user-images.githubusercontent.com/25163139/168323607-b065d450-02d7-4e99-8927-ab3426cc9677.mp4