sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: fatal runtime error from rustc if cranelift built proc-macro panics
Labels: T-compiler,C-bug,requires-nightly,A-cranelift,A-proc-macros,A-panic

```console
> cargo new foo && cd foo
     Created binary (application) `foo` package
> echo '[lib]\nproc-macro=true' >> Cargo.toml
> echo '#[proc_macro] pub fn foo(_: proc_macro::TokenStream) -> proc_macro::TokenStream { panic!() }' > src/lib.rs
> echo 'fn main() { foo::foo!(); }' > src/main.rs
> CARGO_UNSTABLE_CODEGEN_BACKEND=true CARGO_PROFILE_DEV_CODEGEN_BACKEND=cranelift cargo build
   Compiling foo v0.1.0 (/tmp/scratch.rust-unwrapped.2024-01-17T23-01.KzoSlm/foo)
fatal runtime error: Rust cannot catch foreign exceptions
error: could not compile `foo` (bin "foo")

Caused by:
  process didn't exit successfully: `rustc --crate-name foo --edition=2021 src/main.rs --error-format=json --json=diagnostic-rendered-ansi,artifacts,future-incompat --diagnostic-width=272 --crate-type bin --emit=dep-info,link -C embed-bitcode=no -Z codegen-backend=cranelift -C debuginfo=2 -C metadata=6ab0c765ae937b1b -C extra-filename=-6ab0c765ae937b1b --out-dir /run/user/1000/cargo-home/target/shared/debug/deps -C incremental=/run/user/1000/cargo-home/target/shared/debug/incremental -L dependency=/run/user/1000/cargo-home/target/shared/debug/deps --extern foo=/run/user/1000/cargo-home/target/shared/debug/deps/libfoo-395c1bdc2cdecf24.so` (signal: 6, SIGABRT: process abort signal)
```

I expected to see this happen: A nice error message like an llvm-built proc-macro gives:

```console
> CARGO_UNSTABLE_CODEGEN_BACKEND=true CARGO_PROFILE_DEV_CODEGEN_BACKEND=llvm cargo build
   Compiling foo v0.1.0 (/tmp/scratch.rust-unwrapped.2024-01-17T23-01.KzoSlm/foo)
error: proc macro panicked
 --> src/main.rs:1:13
  |
1 | fn main() { foo::foo!(); }
  |             ^^^^^^^^^^^
  |
  = help: message: explicit panic

error: could not compile `foo` (bin "foo") due to 1 previous error
```

### Meta

`rustc --version --verbose`:
```
rustc 1.77.0-nightly (098d4fd74 2024-01-16)
binary: rustc
commit-hash: 098d4fd74c078b12bfc2e9438a2a04bc18b393bc
commit-date: 2024-01-16
host: x86_64-unknown-linux-gnu
release: 1.77.0-nightly
LLVM version: 17.0.6
```
Repository: transformers
Issue: Optimised 4bit inference kernels
Labels: Feature request

### Feature request

Integration of new 4bit kernels 

https://github.com/IST-DASLab/marlin


### Motivation

provide faster Inference than awq/exllama for batch sizes upto 32


### Your contribution

Just saw this today, can try provide sample notebook.
Repository: pytorch
Issue: Add GPU runners for Dynamo shards
Labels: module: ci,triaged

We've got 7 Dynamo shards running across 2 configurations (py38, py311) for a total of 14 dynamo shards on every pull request. These are CPU-only runners. We'd like to either (1) add some GPU runners or (2) convert all of these shards into GPU runners at some point, to increase the test coverage.

Concretely, we'd probably request an additional 3-4 GPU runners per configuration, for a total of 6. Is this too much? If it's a matter of cost, we can definitely try to shrink this number by only running important tests on pull and running a smaller subset (that we may ignore signals for) in periodic.

cc @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: godot
Issue: Audio Files referenced by AudiostreamPlayers are not deleted properly, instead are converted to wav file then formatted as text and saved in scene file
Labels: bug,topic:core,topic:audio

### Tested versions

Tested it with v4.3.dev.gh-87058 [dab3ed5fc] as well as the latest stable.

### System information

Godot v4.3.dev (dab3ed5fc) - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3770) - 12th Gen Intel(R) Core(TM) i9-12900 (24 Threads)

### Issue description

When removing an audio file (tested Wav, Ogg, and Mp3) from the project (right clicking on the filesystem tab and selecting delete) it warns if the file is a dependency, and says that it will be removed
![image](https://github.com/godotengine/godot/assets/89282845/9b262561-0e98-4f5c-8215-cd62900a2dc9)

However, while that exact file is removed, the data is NOT.  Instead, the data gets saved in a much less compressed format and hid in the tscn files that reference it

### Steps to reproduce

Create a project with an Audiostreamplayer 2d
[originalaudio.zip](https://github.com/godotengine/godot/files/13970000/originalaudio.zip)

![image](https://github.com/godotengine/godot/assets/89282845/63008dc7-89f0-41e1-8fcb-3a608efe895f)

Delete the mp3 from the file system in godot
Save the project.

Observe that main.tscn is now over 2 mb.  Open it up, and see this ascii formatted byte array

![image](https://github.com/godotengine/godot/assets/89282845/4c9cb634-c846-4c94-b507-068eb4c35378)


I'd expect instead that deleting a file would either set references in nodes that include it to null, or leave them referencing an empty file and throw an error, rather than moving the data into the scene itself in a much less compressed format.  If I'm deleting a mp3 from within godot I probably don't want it in my project at all, and I definitely expect it to make the filesize of my project _smaller_ instead of bigger.

### Minimal reproduction project (MRP)

[wavConversion.zip](https://github.com/godotengine/godot/files/13969982/wavConversion.zip)
Repository: material-ui
Issue: [RFC][lab] Next steps for the `@mui/lab` package
Labels: package: lab,RFC

### What's the problem?

The `@mui/lab` package is not getting enough attention, and there's no process to move the components to stable or decide to remove them. This ends up in inferior DX for users.

### What are the requirements?

- Components are not to be abandoned, as that would worsen the experience for the components' users.

### What are our options?

- Continue with the package and set up a process for promoting or removing components.
- Remove the package and decide what to do with each component.

### Proposed solution

Remove the package and decide what to do with each component. The options are:

- Move to a stable package and mark them as unstable
- Prepare for stable release and move to a stable package
- Deprecate it in favor of something else and provide a migration guide

**Search keywords**:  lab rfc
Repository: terminal
Issue: Expose an API for modifying components of Windows Terminal
Labels: Product-Terminal,Needs-Tag-Fix,Issue-Scenario

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# Description of the new feature/enhancement

It would be really great to have some kind of programmatic way to manipulate Windows Terminal similar to the iTerm2 python https://iterm2.com/python-api/.

The scenario I specifically seeing great for this is having a command line tool that can be run and manipulate my WT environment to meet the needs of that tool or my preference layout. One case I see is running a CLI tool that will open up the side pane of WT and then run another executable in the pane so I can have a split screen experience when I am working in the terminal. 

Although a lot of the functionality can be gained by using the `wt` command, it would be interesting to have a more robust programmatic way to utilize the API that (presumably) the `wt` command calls. It would also be more helpful for any future production level applications to keep track of versioning with WT and avoid potential breaking changes to the `wt` command. 

Essentially if there can be an API that can do all the functionalities with `wt` in a more robust programmatic way that would be really awesome. Having at least the split pane 

# Proposed technical implementation details (optional)

Perhaps as a C# package or a Python Library, either would be good. 

I would be really interested to hear if anyone else would find this useful or have other interesting scenarios for this kind of feature?


Some related issues:
- https://github.com/microsoft/terminal/discussions/16490
- https://github.com/microsoft/terminal/discussions/12685
Repository: rust
Issue: Allow `dead_code` lint to be configured to validate that all pub code is used within the workspace
Labels: C-enhancement,A-lints,T-compiler,C-feature-request,L-dead_code

When this setting is true, `dead_code` would analyze an entire workspace, checking that all code is used somewhere in the workspace.

This is particularly useful in projects that have libraries (for compilation speed or modularity reasons) that are never intended to be published. In those cases, it's easy to accidentally forget to remove dead code, as `pub` library types and traits and functions and constants are exempted.

With the addition of workspace-level lint controls, this feels like it may actually be possible. #74970 is related, but only targets binary crates.
Repository: flutter
Issue: Make the NavigationRail to a suitable Desktop side naviagtion 
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

### Use case

The current Navigation Rail is more like a rotated bottom bar for the mobile app, mainly in Desktop apps and webs the navigation menu is a list of icon+title in a tile some of which you expand for more like File Explorer in any OS. I believe such would improve the desktop and web.
![Screenshot from 2024-01-18 05-45-12](https://github.com/flutter/flutter/assets/56454064/934771b2-a395-476a-811b-a8034bc7549e)

similar package: https://pub.dev/packages/side_navigation but it does not have expansion tiles

### Proposal

can be implemented on  a package
Repository: ollama
Issue: Show or check the model of equipment minimum requirements
Labels: feature request

When I want to try a model, I need to check the minimum GPU vram of model. 
* There are many parameters version like 8b, 13b 70b.
* If it's GGUF format, there will have many bits version like q3_K_S, q4_K_L. 
* For example, I have 4070ti in my computer, Running llama2 70b model will get a poor performance because lacks of enough vram.

Is it possibile to check the model whcih can run acceptably for users in their equipment when ollama downloads model? We can get the device info and show the recommend model tag in list.
Repository: godot
Issue: Mouse Stop Filter unexpectedly triggers Area3D's mouse_enter signal after triggering expected mouse_exit signal
Labels: bug,topic:input

### Tested versions

- Reproducible in 
    - v4.2.1.stable.official [b09f793f5]
    - v4.3.dev (96296e476) 

### System information

Godot v4.2.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 (NVIDIA; 31.0.15.3734) - Intel(R) Core(TM) i5-14600K (20 Threads)

### Issue description

## Overview
The issue is that an `Area3D`'s `mouse_enter` signal is unexpectedly emitting immediately after its `mouse_exit` signal emits.  I don't think this is the expected behavior because in my **MRP** I can reproduce this only seconds after demonstrating that it does not always occur.

## Details
#### Setup
The **MRP** has a `MeshInstance` (a sphere with radius=1) and a `Button` in the center of the screen so that it partially overlaps the `MeshInstance`.  The `Button`'s mouse filter is set to **stop**, and the `MeshInstance` has an `Area3D` (with a collision body that matches the mesh) which triggers a print statement when the mouse enters or exits the `Area3D`.
#### Issue
What I expect to see, and what happens some of the time, is that when the mouse hovers over the `Area3D` the scene should print "MOUSE: ENTER", and when the mouse continues to move so that is hovers over the button (which overlaps the `Area3D`) the scene should print "MOUSE: EXIT".  In some case, however, there is an additional (and unexpected) "MOUSE: ENTER" that gets printed right after the expected "MOUSE: EXIT"

### Steps to reproduce

Using the MRP:
1. Launch the app
2. Hover over the sphere
    - See that the console prints "MOUSE ENTER" 
3. Hover off of the sphere (not going over the button)
    - See that the console prints "MOUSE EXIT"
4.  Hover over the sphere, but quickly continue to move the mouse so you also hover over the button.
    - This step doesn't always produce the unexpected behavior.  I don't know exactly what causes the unexpected behavior, but if you keep trying I think you'll be able to see it (see the attached recording)

**Observed behavior:**
After step 4, I sometimes see 3 new print statements:
```
MOUSE: ENTER
MOUSE: EXIT
MOUSE: ENTER
```

**Expected behavior:**
I expect to always see only 2 new print statements
```
MOUSE: ENTER
MOUSE: EXIT
```

### Screen Recording (with console print statements)

https://github.com/godotengine/godot/assets/8028662/156120e9-372f-49fc-a2a6-75844a009ac1


### Minimal reproduction project (MRP)

[minimal_mouse_hove_example.zip](https://github.com/godotengine/godot/files/13971902/minimal_mouse_hove_example.zip)
Repository: godot
Issue: global_script_class_cache.cfg Fails to update upon file or directory deletion.
Labels: bug,topic:gdscript,topic:editor

### Tested versions

This bug has been present since at least 2018, as can be seen here: https://github.com/godotengine/godot/issues/22476
This bug is present in all versions since 3.1.

Godot clearly has the capacity to monitor the files, as it will automatically compile the game in the dotnet version before launching the game when a file has been changed. Adjusting this by hand is a pain, and writing a script to manage it shouldn't be on the Godot user's side of responsibility.

### System information

Godot v4.2.1.stable.mono - Pop!_OS 22.04 LTS - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (nvidia; 545.29.06) - AMD Ryzen 5 3600X 6-Core Processor (12 Threads)

### Issue description

If you delete literally any files or directories imported by Godot, you have to adjust the contents of global_script_class_cache.cfg by hand, or else the engine will attempt to open files or directories that do not exist, and throw errors.

### Steps to reproduce

Literally just delete any imported folder or file, especially from outside of Godot.

### Minimal reproduction project (MRP)

An MRP wouldn't be helpful in this case.
Repository: TypeScript
Issue: No semantic token assigned to import names, but available for export
Labels: Suggestion,Help Wanted,Experience Enhancement

### 🔍 Search Terms

* `import` (in the FAQ)
* `is:issue is:open No semantic token import`
* `is:issue is:open No highlight import`

### ✅ Viability Checklist

- [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
- [X] This wouldn't change the runtime behavior of existing JavaScript code
- [X] This could be implemented without emitting different JS based on the types of the expressions
- [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
- [X] This isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

This is an issue originally from: https://github.com/typescript-language-server/typescript-language-server/issues/842 and https://github.com/microsoft/vscode/issues/202224.
The issue is confirmed not to be an issue from TypeScript Language Server by its' developer/maintainer, and it is suggested to be posted here by VSCode'sdeveloper/maintainer.

This feature request is asking for the implementation of the **semantic highlighting** for member imported in the `import` statement.



### 📃 Motivating Example

When export a name, there is semantic token assigned. Such as the Compiler is assigned with class.

![image](https://github.com/typescript-language-server/typescript-language-server/assets/59910575/4a3c69c2-02e9-4dfb-8664-94fb69e8535b)

For import, there seems to be no semantic token available.

![image](https://github.com/typescript-language-server/typescript-language-server/assets/59910575/f3c8211d-52cf-4b0e-9849-a1ff0d532873)

And it is also predictable that import using this way, will also get no correct semantic token assigned.

![image](https://github.com/microsoft/TypeScript/assets/59910575/fd4d986c-f7a9-4d9e-b1bf-15cbbb86d0cf)


### 💻 Use Cases

1. What do you want to use this for?

Bring better coding experience.

2. What shortcomings exist with current approaches?

Currently no precise token is assigned to the imported members, no semantic token is assigned.

3. What workarounds are you using in the meantime?

As a theme designer, I do not have any other ideas on that, and I believe this could be solved by language's implementation of this feature.
Repository: PowerToys
Issue: Problems with positioning two computers
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.70.0

### Installation method

GitHub, PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

If two pc's are connected and I want to customize their location in the grid, it is not possible because drag and drop does not work. If I disconnect them from each other and set them equally in turn as I want, under each other, then when I start the second one they both rearrange themselves in a line.

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: PowerToys
Issue: A checkbox in the installer for disabling the creation of Start Menu Shortcuts
Labels: Area-Setup/Install,Needs-Triage

### Description of the new feature / enhancement

As it currently stands (v0.77), if the installer cannot write the PowerToys.lnk shortcut to the user's start menu, then the installer will complain about it, display an error and ultimately fail. Can occur due to UAC Permissions.


`Complain:`
![Screenshot 2024-01-17 225549](https://github.com/microsoft/PowerToys/assets/29521840/b9046b76-279e-476c-a42a-86535618bd44)

`Error description:`
![Screenshot 2024-01-17 231155](https://github.com/microsoft/PowerToys/assets/29521840/47c036a5-86df-494e-8139-fae12cd5ba03)

`Setup failure message:`
![Screenshot 2024-01-17 231237](https://github.com/microsoft/PowerToys/assets/29521840/6719fa35-e3ed-4888-8279-2fea972ac049)

### Scenario when this would be used?

It would be useful to any user whom would prefer not to have Folders existing in their scroll-able start menu programs list. Because as is, they would need to return and delete this PowerToys folder every time the program updates. Many installers offer the option to disable shortcut creation. It's a bit odd that PT seems to want to force them.

### Supporting information

A checkbox on the installer's Options panel would enable the user to allow/disallow the creation of start menu shortcuts as they please. Below is a concept image I created...

`User clicks the Options button:`
![PowerToysInstaller concept](https://github.com/microsoft/PowerToys/assets/29521840/fec245c8-168d-4be9-a2a4-1fbca88ed9ee)
Repository: pytorch
Issue: DISABLED test_comprehensive_nn_functional_nll_loss_cuda_float32 (__main__.TestDecompCUDA)
Labels: triaged,module: flaky-tests,skipped,module: decompositions

Platforms: rocm, win, windows, linux





This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_comprehensive_nn_functional_nll_loss_cuda_float32&suite=TestDecompCUDA) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/20596809550).

Over the past 3 hours, it has been determined flaky in 2 workflow(s) with 3 failures and 2 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_comprehensive_nn_functional_nll_loss_cuda_float32`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `test_decomp.py`

cc @jeffdaily @sunway513 @jithunnair-amd @pruthvistony @ROCmSupport @dllehr-amd @jataylo @hongxiayang @clee2000 @SherlockNoMad
Repository: go
Issue: x/playground: line numbers greater 9 are hidden on android mobile 
Labels: help wanted,NeedsFix

### Go version

latest

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

```shell
Does not apply 

Chrome version 120.0.6099.230
on Android Samsung A53
```


### What did you do?

Open https://go.dev/play/p/wllkgRAtd4a on an android phone 

### What did you see happen?

Line numbers greater than  9 on the left are garbled![Screenshot_20240118_073752_Chrome](https://github.com/golang/go/assets/1767118/cfa3d9e6-fbc5-4bc7-acbc-0d102ead3312)


### What did you expect to see?

Lines numbers greater than 9 should be readable.
Repository: storybook
Issue: Customize toolbar
Labels: feature request,ui

### Describe the bug

![image](https://github.com/storybookjs/storybook/assets/35677796/8a49a0f5-1e49-4b1a-beff-027d31a30f23)
How to add a button in these two places to support custom logic processing?


### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: webui is displaying strangely
Labels: bug-report

### Checklist

- [ ] The issue exists after disabling all extensions
- [x] The issue exists on a clean installation of webui
- [ ] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [ ] The issue exists in the current version of the webui
- [ ] The issue has not been reported before recently
- [ ] The issue has been reported before but has not been fixed yet

### What happened?

My webui is displaying strangely. It's normal when I kill the process and start it, but after a while when I open the webpage again, it becomes like this, and it can't generate images in the web, yet it can normally generate them when calling the API. This problem occurred after upgrading to 1.6.0, it didn't happen before.


<img width="1539" alt="image" src="https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/49973019/856b3c2f-04c1-4273-9d41-c48f89adaf3c">
Because I'm using a springboard machine, there are some watermarks, so I've added mosaics, please understand.

### Steps to reproduce the problem

nohup python -u /mnt/apps/sd_server/v1.6.0/launch.py --listen --xformers --enable-insecure-extension-access --no-half --disable-nan-check --api --api-log --opt-sdp-attention --skip-version-check --no-half-vae --opt-split-attention > /mnt/apps/sd_server/v1.6.0/api/logs/web_service_log.log 2>&1 &

### What should have happened?

pass

### What browsers do you use to access the UI ?

_No response_

### Sysinfo

pass

### Console logs

```Shell
nohup python -u /mnt/apps/sd_server/v1.6.0/launch.py --listen --xformers --enable-insecure-extension-access --no-half --disable-nan-check --api --api-log --opt-sdp-attention --skip-version-check --no-half-vae --opt-split-attention > /mnt/apps/sd_server/v1.6.0/api/logs/web_service_log.log 2>&1 &
```


### Additional information

_No response_