sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tensorflow
Issue: ConvertFusedBatchNorm returns uninitialized value when data_format = "NDHWC"
Labels: stat:awaiting tensorflower,type:bug,subtype: ubuntu/linux,comp:gpu:tensorrt,TF 2.11

<details><summary>Click to expand!</summary> 
 
 ### Issue Type

Bug

### Have you reproduced the bug with TF nightly?

Yes

### Source

source

### Tensorflow Version

v1.12.1-88697-g620bee79ab3 2.12.0-dev20230201

### Custom Code

No

### OS Platform and Distribution

Ubuntu 22.04

### Mobile device

_No response_

### Python version

Python 3.10

### Bazel version

5.3.0

### GCC/Compiler version

gcc-11

### CUDA/cuDNN version

CUDA-11.8/cudnn-8.7.0/TensorRT-8.5.3

### GPU model and memory

RTX3090

### Current Behaviour?

```shell
See code snippet:
https://github.com/tensorflow/tensorflow/blob/4aec415b3f06b19c380d1a0ca92cc2de0d74cc21/tensorflow/compiler/tf2tensorrt/convert/convert_nodes.cc#L4399-L4436

In the case of NDHWC layout (triggered by the code below) an uninitialized value is returned from ConvertFusedBatchNorm which causes an exception to be raised.

I would expect it to build correctly. Changing ConvertFusedBatchNorm to do the same thing for NDHWC as for NHWC gets rid of the crash, but I don't know if this is correct.
```


### Standalone code to reproduce the issue

```shell
import tensorflow as tf
import numpy as np
from tensorflow.keras.layers import (
    BatchNormalization,
    Conv3D,
    Dense,
    Flatten,
    Input,
)
from tensorflow.keras.models import Model
from tensorflow.python.compiler.tensorrt import trt_convert as trt

inputs = Input(shape=(24, 24, 64, 1), name="x")
x = inputs
x = Conv3D(16, (3, 3, 3), activation="relu", padding="same")(x)
x = BatchNormalization()(x)
x = Flatten()(x)
x = Dense(128, activation="relu")(x)
x = Dense(128)(x)
m = Model(inputs=[inputs], outputs=[x])

m.compile(
    optimizer=tf.keras.optimizers.Adam(learning_rate=0.001),
    loss=tf.keras.losses.SparseCategoricalCrossentropy(from_logits=True),
    metrics=[tf.keras.metrics.SparseCategoricalAccuracy()],
)

model_dir = "/tmp/model"
tf.keras.models.save_model(m, model_dir)

converter = trt.TrtGraphConverterV2(input_saved_model_dir=model_dir,
                        precision_mode=trt.TrtPrecisionMode.FP16)

trt_func = converter.convert()

def input_fn():
    a = np.random.rand(1024, 24, 24, 64, 1).astype(np.float32)
    yield [a]

converter.build(input_fn=input_fn)
```


### Relevant log output

```shell
2023-02-02 11:32:14.336729: W tensorflow/compiler/tf2tensorrt/kernels/trt_engine_op.cc:1104] TF-TRT Warning: Engine creation for TRTEngineOp_000_000 failed. The native segment will be used instead. Reason: INVALID_ARGUMENT: Rank of perm for transpose does not match with that of the input.
```
</details>
Repository: godot
Issue: (Advanced import) Extract Materials to Resources not possible for (already extracted) missing ones
Labels: bug,topic:editor,topic:import,topic:3d

### Godot version

4.0.beta17.mono.official

### System information

Windows 10

### Issue description

![grafik](https://user-images.githubusercontent.com/8841352/216309920-5676ffa7-b870-4fe0-be58-72ec14b7c2af.png)

When the Extract Materials dialog is first used to extract materials from a scene, it automatically sets all users of that material as 'use external' and links the exported material. 

This is the **_first issue_**, it needs (for example) a confirmation dialog to also link them as both actions are separate intentions. 
And grouping them together creates the **_second issue_**:
When the exported materials then become missing, the Extract[..] dialog also becomes unfunctional (see screenshot) - it just displays 'already external', which is not the corresponding answer to the intention of extracting them via the 'Extract[..]' dialog.

To work around this, one has to uncheck the implicitly created link in each materialuser/mesh and then invoke the dialog again.

The fix would be to not check for existing links in the 'extract' dialog, but to allow exporting the materials in any case and then ask to also link them; 
Or alternatively have separate checkboxes in the extract dialog for extract and link, with maybe link pre-checked (which would be ideal, as it allows finer grained control of the process).

This might also apply to the other extract dialogs, but i haven't used them for now.

### Steps to reproduce

Open the attached project and the advanced import dialog of the Cube.blend (requires blender import activated)
Try to extract the only available material.

### Minimal reproduction project

[ExportMaterialsMRP.zip](https://github.com/godotengine/godot/files/10568418/ExportMaterialsMRP.zip)
Repository: godot
Issue: Advanced Import 'use external' paths are not updated on filesystem changes
Labels: bug,topic:editor,topic:import

### Godot version

4.0.beta17.mono.official

### System information

Windows 10

### Issue description

When the advanced import dialog is used to link external materials (possibly other resource types aswell) and a part of the hierarchy that's contained in the link path changes in the filesystem, the paths become invalid (they are not auto-adjusted by the editor)

### Steps to reproduce

Open the attached project and rename the 'SubFolder' to something else.
Notice the console error indicating the now invalid external-res paths for the imported asset

### Minimal reproduction project

[ImportLinkLostMRP.zip](https://github.com/godotengine/godot/files/10568484/ImportLinkLostMRP.zip)
Repository: opencv
Issue:  implementation of the onnx.backend.base.Backend
Labels: feature,category: dnn

### Descripe the feature and motivation

I would be very interested to know which operators and what functions of onnx at which opset are supported by the dnn module of opencv. 

With the question it could be interesting to support the project https://github.com/onnx/backend-scoreboard with the implementation of onnx.backend.base.Backend (https://github.com/onnx/onnx/blob/main/docs/ImplementingAnOnnxBackend.md)

At the end it could be shown in the overview at http://onnx.ai/backend-scoreboard/index.html. 

### Additional context

_No response_
Repository: PowerToys
Issue: Dynamically shift template based on amount of opted in windows.
Labels: Needs-Triage

### Description of the new feature / enhancement

This feature allows the template to automatically adjust based on the number of opted-in windows. 

### Scenario when this would be used?

This feature would be useful in situations where the number of opted-in windows varies

### Supporting information

_No response_
Repository: rust
Issue: `Path::components()` vs. `collect::<PathBuf>()` inconsistency ?!
Labels: O-windows,C-bug,A-io

Hello.

The function `Path::components()` is used to split a path into its components. Calling `collect::<PathBuf>()` on an iterator of `Component` is the "reverse" operation, i.e. it is used to build a path from its individual components.

Except for some basic normalization rules implied by `Path::components()`, the functions `components()` ⟷ `collect()` should be inverse functions. That is, if I split a path using `Path::components()`, and then re-combine the resulting components via `collect()`, the resulting path **should** resemble the *original path* – except for minor normalization differences, of course!

But, I'm getting a "weird" behavior when it comes to drive letters on Windows! :thinking: 

Considering this code:
```
fn normalize(path: &Path) {
    println!("{:?}", path);
    let mut components = Vec::with_capacity(8);
    let mut n = 0usize;
    for component in path.components() {
        println!("[{}] = {:?}", n, component);
        n += 1;
        components.push(component);
    }
    println!("--> {:?}\n", components.into_iter().collect::<PathBuf>());
}
```

Result is:
```
"/foo/bar/"
[0] = RootDir
[1] = Normal("foo")
[2] = Normal("bar")
--> "\\foo\\bar"

"C:\\foo\\bar"
[0] = Prefix(PrefixComponent { raw: "C:", parsed: Disk(67) })
[1] = RootDir
[2] = Normal("foo")
[3] = Normal("bar")
--> "C:\\foo\\bar"

"meh\\C:\\foo\\bar"
[0] = Normal("meh")
[1] = Normal("C:")
[2] = Normal("foo")
[3] = Normal("bar")
--> "C:foo\\bar" // <-- expected: "meh\\C\\foo\\bar"
```

Problem is with the **last** example. The drive letter `C:` is detected as a "normal" component, rather than as "prefix" – which probably is fine here, as it appears in the middle of the path. But weird things happen when the components are joined together again! Even though `C:` ***explicitly*** is a "normal" component here – **not** a "prefix" component – it suddenly is treated as if it was a *prefix* (apparently), completely throwing away the other "normal" component(s) that come(s) before it! This is totally **not** what would be expected from re-joining the components of the *original* path. Even worse, the resulting path is **not** even well-formed, missing a required directory separator between the `C:` and `foo` components. If at all, we should get something like `C:\\foo\\bar`. But even that shouldn't happen, I think, as the `C:` component ***explicitly*** was a "normal" component, **not** a prefix.

*Note:* This behaviour has been present since at least Rust 1.10.

Thank you!
Repository: godot
Issue: Google meet's audio disturbed by Godot
Labels: needs testing,topic:audio

### Godot version

v4.0.beta17.official [c400205]

### System information

Pop OS, NVIDIA GeForce RTX 3060 Laptop

### Issue description

During a google meeting I experienced a weird noise interference. The speech of the meeting is still kind of recognizable but it sounds like the Godot is trying to access the sound output while it is used by other application. I tested it multiple times and the noise correlates with the occurences when the Godot is running. It disappears a few seconds after the Godot is closed.

### Steps to reproduce

Run Godot during google meet session.

### Minimal reproduction project

The issue is connected with the application in general. Not with any specific project.
Repository: next.js
Issue: If I added "export const revalidate = 0;”, Link does not respond on Amplify. 
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.3.0: Thu Jan  5 20:49:43 PST 2023; root:xnu-8792.81.2~2/RELEASE_ARM64_T8103
    Binaries:
      Node: 16.14.2
      npm: 8.5.0
      Yarn: 1.22.19
      pnpm: 7.25.1
    Relevant packages:
      next: 13.1.7-canary.2
      eslint-config-next: 13.1.6
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://github.com/ThisIsSimmon/next-example

### To Reproduce

Reload with command+R, etc. and click on the link before all resources are loaded.

https://user-images.githubusercontent.com/23468188/216328934-6a8afda2-5769-4029-b3a5-0875e2a1dac4.mov

[Example on Amplify](https://main.d29t2i5p8mi22r.amplifyapp.com)

### Describe the Bug

If I reload with command+R, etc., and click on a link before all resources have loaded, there is no response no matter how many times I click afterwards. This happens when the following two conditions are combined
- Putting "export const revalidate = 0;" in app/layout.tsx
- on Amplify

Localhost ( yarn dev or yarn start ) does not cause the problem.
"export const revalidate = 0;" can be removed and it works fine on Amplify.

### Expected Behavior

Clicking on the Link will take to the path specified by href.

### Which browser are you using? (if relevant)

Confirmed on Chrome 109.0.5414.119 (Official Build) (arm64) and Safari 16.3 (18614.4.6.1.5).

### How are you deploying your application? (if relevant)

AWS Amplify
Repository: angular
Issue: Directive composition: support mapping one input to two different inputs of a host directive 
Labels: area: core,core: host directives

### Which @angular/* package(s) are relevant/related to the feature request?

core

### Description

Sometimes, directives offer two inputs that play a similar role, and can receive the exact same value. When using the directive composition API, it would be nice if a single input could be mapped to these two similar inputs of the host directive.

I.e. I would like this test to pass:

```ts
import { Component, Directive, Input } from '@angular/core';
import { TestBed } from '@angular/core/testing';
import { By } from '@angular/platform-browser';

@Directive({
  selector: '[hostDirective]',
  standalone: true
})
class HostDirective{
  @Input() i1?: string
  @Input() i2?: string
}

@Directive({
  selector: '[composedDirective]',
  standalone: true,
  hostDirectives: [
    {
      directive: HostDirective,
      inputs: ['i1: i', 'i2: i']
    }
  ]
})
class ComposedDirective{
}

@Component({
  template: '<div composedDirective i="hello"></div>',
  standalone: true,
  imports: [ComposedDirective]
})
class TestComponent {}

describe('composition', () => {
  it('should map a single input to two host inputs', () => {
    const fixture = TestBed.createComponent(TestComponent);
    fixture.detectChanges();

    const hostDirective = fixture.debugElement.query(By.directive(HostDirective)).injector.get(HostDirective);
    expect(hostDirective.i1).toBe('hello');
    expect(hostDirective.i2).toBe('hello');
  });
})
```

but it currently fails with the following error:

```
Error: ASSERTION ERROR: Conflicting host directive input alias i2. [Expected=> i2 == i1 <=Actual]
```

If there's a good technical reason for this scenario to be unsupported, improving the error message at least would be a good thing, because I find it a hard to understand. 

### Proposed solution

Mapping a single input of the composed directive to several inputs of the host directive would be supported. 

Every time the composed directive input would change (`i` in the above example), then the mapped inputs of the host directive (`i1` and `i2` in the above example) would be set to the new value of the input, and the `ngOnChanges` hook would be executed on the host directive with `i1` and `i2` both listed as changed. 

### Alternatives considered

Leave it as is is, but improve the documentation to mention that limitation, and improve the error message.
Repository: godot
Issue: Viewport background transparency not working with environment sky in Compatibility renderer
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

4.0.beta17

### System information

macOS 13.2

### Issue description

The Transparent BG setting on SubViewport makes the background portions transparent in the resulting ViewportTexture as you can see in this example using the Mobile renderer:

![Screenshot 2023-02-02 at 14 50 57](https://user-images.githubusercontent.com/17763524/216344736-826bccb3-0249-46fe-b043-fd6f1ac42aa3.jpg)

However, if you switch to the Compatibility renderer it no longer makes the background transparent. 

![Screenshot 2023-02-02 at 14 52 24](https://user-images.githubusercontent.com/17763524/216344929-fb9bfce4-e1ea-48f8-80ca-ff38a94b0fa0.jpg)

The issue here seems to be related to the environment, and more specifically background sky rendering. While the background sky is ignored in the Mobile and Forward+ renderer, it seems the background sky is rendered as opaque in the Compatibility renderer. If you remove the WorldEnvironment in the SubViewport (or just remove the sky background) you can see that the viewport correctly renders the background transparent again.

![Screenshot 2023-02-02 at 14 53 23](https://user-images.githubusercontent.com/17763524/216345943-81dd10bf-27b5-47e2-89ec-8a5993a0f31b.jpg)

While I don't think it's related to the background transparency I'm also getting this error each time I run this minimum reproduction project, regardless or renderer:
```
E 0:00:00:0786   setup_local_to_scene: Condition "proxy.is_valid()" is true.
  <C++ Source>   scene/main/viewport.cpp:88 @ setup_local_to_scene()
```


### Steps to reproduce

- Set up a SubViewport with a camera, a default WorldEnvironment, some mesh (to render something)
- Turn on Transparent BG on the SubViewport to make the background transparent 
- Set up a UI scene with a TextureRect to render the ViewportTexture of the SubViewport
- Observe that the background is transparent on Mobile and Forward+ rendrerers
- Switch to Compatibility renderer
- Observe that the default sky is now rendered in the viewport background, and the background is not transparent.

### Minimal reproduction project

[viewport_background_test.zip](https://www.lostminds.com/godot/viewport_background_test.zip)
Repository: pytorch
Issue: [FSDP] `summon_full_params(writeback=True, rank0_only=True)`
Labels: oncall: distributed,triaged,module: fsdp

`writeback=True` and `rank0_only=True` currently raises an error. We should be able to implement this setting by having rank 0 broadcast the unsharded `FlatParameter` to all ranks before writing back.

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501
Repository: PowerToys
Issue: PowerRename Confusing Options
Labels: Needs-Triage

### Description of the new feature / enhancement

### 1.Current UI.

- It is very confusing sometimes to know whether the files, folders, sub-folders are included or not.
- It should be possible to know whether the files, folders, sub-folders are included or not at a glance.



### 2. UI Suggestion
- Check boxes.




### Scenario when this would be used?



### Supporting information

_No response_
Repository: vscode
Issue: Links aren't accessible in editors 
Labels: bug,accessibility,editor-core

I discovered this problem while working on https://github.com/microsoft/vscode/issues/172262

1. Turn on VoiceOver
2. Turn on accessibility mode if it's not enabled automatically
3. Have some weblinks in an editor or markdown document
4. use the VO key (find this in VoiceOver settings) + Cmd + L to go to link and continue to press that until there are no links. You'll see some scm view links are detected, but none in the editors 🐛 

Probably reproes with NVDA on windows

https://user-images.githubusercontent.com/29464607/216364628-052ea91b-eb45-44f7-a24a-9c272d1c82af.mov
Repository: next.js
Issue: Nextjs typescript tsconfig custom paths does not work for custome server.ts
Labels: bug

### Verify canary release

- [ ] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

hi
I needed to use next js custom server from project requirements
and I have one problem
we are using @/* for custom paths normally, right?
but in server.ts, I cannot use this feature

I think when we run "npm run dev", then ts is compiled to js and then @/* does not work
maybe it is module-alias problem?

also in server.ts, I cannot use values of process.env
all is undefined what I set on .env

of course, I think maybe it's not bug.
so I already wrote this problem in next js discussion
but I would like to write this problem in this channel also to get help shortly.
* I used next js custom server example

I hope someone help me asap
This may be a stupid question, so I apologize in advance and I'm sorry for my poor English. :)

### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

npm run dev

### To Reproduce

I downloaded next js typescript example
and it works well
but if I import my custom module with "@/*" (means custom paths) in server.ts, not node_modules
then I get module not found error

also in server.ts, I cannot access my .env variables with process.env
I always get undefined

### Describe the Bug

cannot import module or function (not node modules) with custom paths ("@/*")
cannot access variables of .env by process.env in server.ts

### Expected Behavior

module not found error

when try to get variables of .env by process.env in server.ts, I only get undefined

### Which browser are you using? (if relevant)

chrome

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: TileMap's clip_children does not work
Labels: bug,topic:2d

### Godot version

Godot 4 beta 17

### System information

Windows 11, Vulcan, GTX 1050 TI (driver geforce game ready 528.24)

### Issue description

TileMap's clip_children does not work

### Steps to reproduce

1) Create Tilemap
2) Add Sprite2D as a child (or TextureRect)
3) Try to use clip_children

### Minimal reproduction project

[TileMapClipChildren.zip](https://github.com/godotengine/godot/files/10570501/TileMapClipChildren.zip)
Repository: go
Issue: proposal: syscall/js: publish wasm_exec.js and wasm_exec_node.js bindings to npm
Labels: Proposal

<!--
Our proposal process is documented here:
https://go.dev/s/proposal-process
-->

## Issue

Currently the `wasm_exec.js` and `wasm_exec_node.js` files for executing WASM builds have to be manually added to JavaScript projects. This creates versioning issues, type issues for TypeScript projects, and is not a normal workflow for larger projects.

## Solution

Create and publish a package containing `wasm_exec.js` and `wasm_exec_node.js` to [npm](https://www.npmjs.com/). Add built-in TypeScript definitions.

## Implementation

If this is selected to move forward, I can create a pull request.
Repository: flutter
Issue: FR: add capability to `flutter_tools.dart analyze` to specify a services port
Labels: c: new feature,tool,c: proposal,P3,team-tool,triaged-tool



## Use case

In order to run benchmarks which track memory, we'd like to allow a service port to be specified for `flutter_tools.dart analyze`.

## Proposal


* In `packages/flutter_tools/lib/src/commands/analyze.dart` `AnalyzeCommand`, add a `services-port` option, which would be passed to:
* In `packages/flutter_tools/lib/src/dart/analysis.dart` `AnalysisServer`, add an `int? servicesPort` constructor parameter and field, which, if not null, would be added to `command` in `AnalysisServer.start` as `--enable-vm-service=$servicesPort`. This is analogous to the services support support in the Dart Analysis Server's [integration tests](https://github.com/dart-lang/sdk/blob/main/pkg/analysis_server/test/integration/support/integration_tests.dart#L653), which are used in memory benchmarks.

For reference, we use the service port to get the heap memory usage in our [memory benchmarks](https://github.com/dart-lang/sdk/blob/main/pkg/analysis_server/benchmark/perf/memory_tests.dart#L243).