sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: [PT2] Compile Cold Start (Persistent Cacheing) - AOTAutograd may be bottleneck when `TORCHINDUCTOR_FX_GRAPH_CACHE=1`
Labels: module: performance,triaged,topic: performance,oncall: pt2,module: aotdispatch,module: dynamo,module: startup-tracing-compile,module: pt2-dispatcher

### 🚀 The feature, motivation and pitch

`TORCHINDUCTOR_FX_GRAPH_CACHE=1` seems to work wonderfully in reducing inductor overhead.

However, we have yet to account for AOTAutograd and Dynamo tracing overhead.

It was found in https://github.com/pytorch/pytorch/issues/113287#issuecomment-1820256862 that Dynamo and AOTAutograd overhead are comparable for inference.

On training workloads, as seen in https://github.com/pytorch/pytorch/issues/113287#issuecomment-1821462237, AOTAutograd overhead is about 1.5x more than Dynamo overhead.

In particular, Dynamo and AOTAutograd tracing overhead have been found to empirically dominate when `TORCHINDUCTOR_FX_GRAPH_CACHE=1`, and to contribute significantly to compile overhead (~70%) in the default `TORCHINDUCTOR_FX_GRAPH_CACHE=0` setting.


This leads to the following insight: https://github.com/pytorch/pytorch/issues/113287#issuecomment-1820151888
> If we can separate out:
> 1. the backend cacheing with `TORCHINDUCTOR_FX_GRAPH_CACHE`
> 2. the frontend cacheing with `TORCHDYNAMO_TRACING_CACHE`, which takes in some code object and serializable guards, and spits out an FX graph
>     - There is already an idea to carry this out on a smaller scale - cacheing the FX graph for inlined function calls / loop bodies https://github.com/pytorch/pytorch/issues/112303
> 3. if AOTAutograd is identified as a bottleneck, an `AOT_AUTOGRAD_CACHE`, which takes in some fx graph and returns a cached runtime wrapper, around a lazily compiled object (offload to the backend to do its own cacheing)
> 
> then we have a multi-tier way to incrementally get rid of overhead, while still allowing recompilation fallback, with the possibility of shared (cross-process, or, with some work, even cross-node - e.g. with periodic reboot and sync) runtime recompile cacheing, while still relying on a lot of runtime infra at each layer of the torch.compile stack.

cc @ezyang @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng
Repository: stable-diffusion-webui
Issue: [Bug]: I have a problem about new version
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

I updated your program. After that, I got a problem about fuctions of face restoration. When I used adetailer, dddetailer and anther extensions, I made below photos. I am using majicmixRealistic_v7.

https://user-images.githubusercontent.com/58834406/284133179-297d2632-90a1-4c46-81b4-b93f2d1e605e.png


### Steps to reproduce the problem

 .

### What should have happened?

 .

### Sysinfo

.

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

Google Chrome

### Console logs

```Shell
.
```


### Additional information

_No response_
Repository: pytorch
Issue: torch.nn.functional.max_pool2d outputs inf
Labels: module: nn,module: error checking,triaged,module: edge cases

### 🐛 Describe the bug

All parameters of `torch.nn.functional.max_pool2d` are valid, but it outputs inf.

repo code:
```
import torch
torch.random.manual_seed(444)
def get_fn():
    kernel_size = 3
    stride = 6
    padding = 1
    dilation = 2
    return_indices = False
    ceil_mode = True
    def fn(input):
        fn_res = torch.nn.functional.max_pool2d(input, kernel_size, stride=stride, padding=padding, dilation=dilation, return_indices=return_indices, ceil_mode=ceil_mode, )
        return fn_res
    return fn
fn = get_fn()
input_tensor = torch.empty([1, 1, 1, 224], dtype=torch.float32)
input_tensor.uniform_(-64, 31)
print(fn(input_tensor))
```

output:
```
tensor([[[[-inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf,
           -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf, -inf]]]])
```


### Versions

torch2.1.0+cu118

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @malfet
Repository: neovim
Issue: Show source of diagnostic in location list and/or message in general
Labels: enhancement,lsp,diagnostic

### Problem

When there are multiple language servers for a filetype and they all generate diagnostics it can be hard to see where any one of them comes from. `vim.diagnostic.open_float()` and `virtual_text` have an option to include the diagnostic source, but not `vim.diagnostic.setloclist()`. There are also plugins like https://git.sr.ht/~whynothugo/lsp_lines.nvim that could benefit from having a more general way to enable showing the source in the message.

### Expected behavior

Provide an option to `vim.diagnostic.setloclist()` to include the diagnostic source and/or provide a general mechanism to include the source in the diagnostic message. Something like a formatting function? Should there be something like that already (I tried to find anything, but couldn't) it needs better documentation.
Repository: ant-design
Issue:  When we enable scrolling in the table, adjusting the width or opening the sidebar causes the scrollbar to flicker (This happens only when the table is empty)
Labels: Inactive,unconfirmed

### Reproduction link

[https://github.com/AnanthaKrishnanak/AntD-Table-Scroll-Bug/](https://github.com/AnanthaKrishnanak/AntD-Table-Scroll-Bug/)

### Steps to reproduce

1.Create a table, and enable scroll 
               scorll {x: 800}
3.Pass an empty list to the table
2. Add a collapsable sidebar
3. Toggling the side bar causes scrollbar flickering in the table or adjusting browser width also causes the same.

### What is expected?

Remove the scroll bar flickering from the table when table width is changed

### What is actually happening?

A scroll bar flickers in the table when adjusting the width of the screen

| Environment | Info |
| --- | --- |
| antd | 5.11.2 |
| React | React 18.2.0 |
| System | Ubuntu 22.04.3 LTS |
| Browser | Version 119.0.6045.159 (Official Build) (64-bit) |

---
I've included a video demonstrating the issue, which you can find in my git repo for reference. (https://github.com/AnanthaKrishnanak/Antd-table-bug)

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: Alt-Gr + E  (symbol €) same issue as => "I can't write "€" (alt gr+e) anymore #26506"
Labels: Issue-Bug,Priority-3,Product-Mouse Without Borders

### Microsoft PowerToys version

0.75.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

Use Alt-Gr + E do not working (not €).
If I disable Mouse without border it is ok

Same issue found under #26506

### ✔️ Expected Behavior

€ symbol

### ❌ Actual Behavior

nothing

### Other Software

_No response_
Repository: go
Issue: proposal: net/http: set default headers in http.Client
Labels: Proposal

In my application I use a struct with an http.client
At all points where a request is made with this client, I would like to set my own custom user agent.
But here is the problem, I don't see a nice way to set this user agent as default in my http.client.

My first idea is to manipulate the transport and the associated http.RoundTripper:
```go
type AddHeaderTransport struct{
    T http.RoundTripper
}

func (adt *AddHeaderTransport) RoundTrip(req *http.Request) (*http.Response,error) {
    req.Header.Add("User-Agent", "go")
    return adt.T.RoundTrip(req)
}
```
However, The [documentation](https://pkg.go.dev/net/http#RoundTripper) for http.RoundTripper says: "RoundTrip should not modify the request, except for consuming and closing the Request's Body."

Alternatively, I can only see the possibility of manually setting the header in each request object created, but this can easily be forgotten and thus lead to inconsistencies.

It would be cool if you could specify default headers when creating the http.client, which would then be set automatically for each request.
Repository: material-ui
Issue: [IconButton][material-next] Add IconButton component
Labels: on hold,component: icon button

Part of https://github.com/mui/material-ui/issues/38374

### Migration Steps

- [x] Copy component files from material (v5) to material-next ([PR](https://github.com/mui/material-ui/pull/39945))
- [ ] Remove deprecated components and componentsProps props
- [ ] Drop support for ThemeProvider in favor of CssVarsProvider
- [ ] Migrate component to Typescript
- [ ] Refactor component to use Base UI’s hook if it exists
- [ ] Implement Material You design specs
- [ ] Add component playground to v5 docs
- [ ] Refactor styles to use component CSS Variables
Repository: PowerToys
Issue: Provide more options for SDR to HDR gamma emulation. Current Windows behavior uses sRGB piecewise gamma emulation but most people use gamma 2.2, 2.4, or BT.1886
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Windows currently employs an (SDR) sRGB piecewise gamma to (HDR) ST.2084 gamma when activating Windows HDR. Windows uses sRGB gamma due to original specification in IEC 61966, which was created during days of CRTs. The sRGB piecewise gamma EOTF alters the 2.2 gamma curve in the non-linear portion to improve near black visibility in lit office environments. However, most consumer displays today currently only output in gamma 2.2 or 2.4/BT.1886 with only professional monitors offering sRGB gamma output. Furthermore, most consumer content including SDR video and games are mastered on monitors with output gamma 2.2 or TVs with BT.1886 (per ITU recommendations). The sRGB gamma transfer thus results in raised blacks for SDR content. This has a negative effect on SDR games, Auto HDR games, SDR video, SDR color sensitive image manipulation, etc. while in Windows HDR. MacOS allows users to specify their SDR gamma encoding to different values, and it would be nice to have more options within Windows.

I do not currently know how this gamma transfer/emulation is handled within the Windows registry by Windows Color Management System. 

### Scenario when this would be used?

Viewing SDR content in Windows HDR

### Supporting information

https://github.com/dylanraga/win11hdr-srgb-to-gamma2.2-icm
https://www.colour-science.org/posts/srgb-eotf-pure-gamma-22-or-piece-wise-function/
https://community.acescentral.com/t/srgb-piece-wise-eotf-vs-pure-gamma/4024
https://www.avsforum.com/threads/creators-intent-is-a-little-bit-broken-when-it-comes-to-sdr-gaming.3276018/#post-62577800

Microsoft Learn documents related to gamma:
https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi/using-gamma-correction
https://learn.microsoft.com/en-us/windows/win32/wcs/advanced-color-icc-profiles

*Note that Microsoft erroneously points out that sRGB specifies a gamma of 2.2 in this document, but this is incorrect as described by one of the original authors of the IEC standard (see links above). They mention, though, that 2.2 is now the "de facto standard."

Technical documents:
-IEC 61966-2-1:1999 (https://webstore.iec.ch/publication/6169): Not free! Specifies sRGB gamma
-ITU BT.1886 (https://www.itu.int/rec/R-REC-BT.1886/en)
Repository: transformers
Issue: Unable to register own custom tokenizer
Labels: New model

### Model description

@sgugger  I have tried to register my own tokenization model based on sentencepiece using CustomAITokenizer.register_for_auto_class("AutoTokenizer") . But I am falied to do so.

### Open source status

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

### Provide useful links for the implementation

https://huggingface.co/RANITBAG/CustomAItokenizer/tree/main . This the repo link
Repository: rust
Issue: rustc should not try to analyze the crate after "multiple candidates" messages
Labels: A-diagnostics,T-compiler,C-bug,D-verbose

https://github.com/rust-lang/rust/issues/118129 is an example of an issue that somehow leads to "multiple candidates" errors for each rustc crate. However, it took hours to get to that conclusion, because rustc shows >1800 errors saying all sorts of things could not be found. The actual signal is drowning in that noise. This is also fairly common when something goes wrong with the sysroot and it has multiple core/std candidates and imports none of them: all one can see are hundreds of errors saying that some lang item is missing.

It would be better if rustc stopped after crate loading when there was such a "multiple candidates" error, or at least didn't show all the follow-up messages.
Repository: flutter
Issue: [Cupertino]: Can't align placeholder of CupertinoTextField with min lines to top
Labels: a: text input,framework,f: cupertino,has reproducible steps,P2,team-design,triaged-design,found in release: 3.16,found in release: 3.17

### Code sample

<details><summary>Code sample</summary>

```dart
CupertinoTextField(
  minLines: 5,
  controller: commentController,
  keyboardType: TextInputType.multiline,
  textInputAction: TextInputAction.done,
  placeholder: t.textCommentForOnlyPersonal,
),
```

</details>


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

<img width="370" alt="image" src="https://github.com/flutter/flutter/assets/20646071/f7a68b1d-7ade-4a4b-88ac-b8e166b0a7f5">
</details>

### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.16.0, on macOS 14.1.1 23B81 darwin-arm64, locale ru-RU)
[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 15.0.1)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2022.3)
[✓] VS Code (version 1.84.2)
[✓] Connected device (3 available)
[✓] Network resources
```

</details>
Repository: angular
Issue: IDs in xlf translation files are broken and contain no valid references
Labels: area: i18n

### Which @angular/* package(s) are the source of the bug?

localize

### Is this a regression?

No

### Description

In a template, I use this

~~~
<span i18n="@@icu-test1">Updated {minutes, plural, =0 {just now} =1 {one minute ago} other {{{ minutes }} minutes ago}}</span>
<span i18n="@@icu-test2">Updated {minutes, plural, =0 {just now} =1 {one minute ago} other {{{ minutes }} minutes ago}}</span>
~~~

Extracting the IDs with 

~~~
ng extract-i18n --out-file src/locale/messages.en.xlf
~~~

Results in this block inside the XLF fille:


~~~
      <trans-unit id="icu-test1" datatype="html">
        <source>Updated <x id="ICU" equiv-text="{minutes, plural, =0 {just now} =1 {one minute ago} other {{{ minutes }} minutes ago}}" xid="1887283401472369100"/></source>
        <context-group purpose="location">
          <context context-type="sourcefile">src/app/app.component.html</context>
          <context context-type="linenumber">22,23</context>
        </context-group>
      </trans-unit>
      <trans-unit id="2002272803511843863" datatype="html">
        <source>{VAR_PLURAL, plural, =0 {just now} =1 {one minute ago} other {<x id="INTERPOLATION"/> minutes ago}}</source>
        <context-group purpose="location">
          <context context-type="sourcefile">src/app/app.component.html</context>
          <context context-type="linenumber">22,23</context>
        </context-group>
        <context-group purpose="location">
          <context context-type="sourcefile">src/app/app.component.html</context>
          <context context-type="linenumber">23,26</context>
        </context-group>
      </trans-unit>
      <trans-unit id="icu-test2" datatype="html">
        <source>Updated <x id="ICU" equiv-text="{minutes, plural, =0 {just now} =1 {one minute ago} other {{{ minutes }} minutes ago}}" xid="1887283401472369100"/></source>
        <context-group purpose="location">
          <context context-type="sourcefile">src/app/app.component.html</context>
          <context context-type="linenumber">23,26</context>
        </context-group>
      </trans-unit>
~~~

As you can see, `icu-test1`and `icu-test2` both contain an `<x ... xid="1887283401472369100"/>` Element. The `xid` is not found in that file at all.

The element that should be referenced is `<trans-unit id="2002272803511843863">` which is added to the file right after the first occurrence of the item. 

For XLF editor, this is bad because it practically has no easy way to find the references.






### Please provide a link to a minimal reproduction of the bug

_No response_

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 17.0.0
Node: 18.18.2
Package Manager: npm 9.8.1
OS: darwin x64

Angular: 17.0.2
... animations, common, compiler, compiler-cli, core, forms
... localize, platform-browser, platform-browser-dynamic, router
```


### Anything else?

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: drop down menu inconsistencies on mobile devices
Labels: bug,gradio

### Discussed in https://github.com/AUTOMATIC1111/stable-diffusion-webui/discussions/14040

<div type='discussions-op-text'>

<sup>Originally posted by **ArxFusion** November 20, 2023</sup>
Prior to version 1.6 the UI on mobile was great, since however the dropdown menus are not user friendly. Looking at the dev channel, it actually seems worse off. I am using an Android phone and the issue I am experiencing is every time I open a drop-down menu, and try to scroll down the list, the background also scrolls down and the menu seems to float on the screen. The dev version still has that issue, however it seems worse with line spacing between both being 1.5x spacing. I will attach a screenshot in a separate post.</div>

---

the spacing is inconsistent from the desktop and previous version
when scrolling it also feels more "glitchy"
| 1.5.2 moble | 1.6.1 moble | 
|--------|--------|
| ![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/40751091/a58e0cf5-c1fc-4aef-a6b7-ea19081ae397) | ![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/40751091/186704cb-b1d0-4cb6-bc0d-ad641aefa773) | 
> screenshots form emulated iPhone SE using Chrome

<details><summary>desktop 1.6.1 for reference </summary>
<p>

![image](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/40751091/8dce5b8c-cc47-4011-82e4-17ad41539508)

</p>
</details> 

it is likely that this is a gradio related
Repository: godot
Issue: AABB broken on imported meshes with skeletons.
Labels: bug,topic:import,topic:3d

### Godot version

4.2 RC1

### System information

Windows 11 - Vulkan - Nvidia RTX 4070 - intel i5 13600KF

### Issue description

As you can see in the images the AABB godot calculates are just broken for various mashes which include a skeleton. This makes it near impossible to work with meshes in the editor since selecting a mesh is based on the AABB (I assume?), for example in the image with the soldier the AABB is so outside the mesh that if you place the soldier on the ground you always select the ground instead and so on.

(the only way is too go through the Scene tab which when working with multiple models is a horrendous workflow)

The test scene includes a blend, gltf (glb), and fbx files. All result in the same issue, the MRP project was made entirely in Blender.

Images from my project:
![image](https://github.com/godotengine/godot/assets/33526847/46b83958-4a51-4aa2-80a3-fd354693e558)
![image](https://github.com/godotengine/godot/assets/33526847/082e39d8-82b8-4955-af26-04f247007b7a)

Image from the MRP:
![image](https://github.com/godotengine/godot/assets/33526847/cc1aad13-9d64-4be4-a2ea-ab24ed3c2e78)

I've downloaded the windows editor artifact from this PR: https://github.com/godotengine/godot/pull/84451 but the issues where the same as in 4.2 RC1 - I don't know if it's even related to 3D since most of it seems to be 2D but someone suggested it to me.

This is not an issue with only Blender made files, the files in my project were made in Maya, so both editors export various models which have same AABB problems in Godot - probably godot related issue rather than 3D modeling tool I assume.
Testing the same files in Unreal Engine works perfectly fine.

### Steps to reproduce

1. Open the MRP
2. Open the test_aabb.tscn file
3. Select any of the nodes (`TestCube Blend`, `TestCube2 GLB`, `Root Scene FBX`)
(4. for details the nodes are set as editable children so you can go through everything in detail if needed)

### Minimal reproduction project

[AABBImportTests.zip](https://github.com/godotengine/godot/files/13426066/AABBImportTests.zip)


EDIT: Also the AABB doesn't seem to be updated correctly during animations, I can provide a short video if anyone wants to see it so let me know :).
Repository: godot
Issue: Vulkan Mobile: LightmapGI rendering exhibits pixelation artifacts on Android
Labels: bug,platform:android,topic:rendering,topic:3d

### Godot version

4.2.rc1

### System information

Android 13, Samsung Galaxy Z Fold4 (Adreno 730)

### Issue description

Lightmap rendering exhibits pixelation artifacts on Android. On parts of the scene, you can still notice bilinear filtering occurring, but only on one axis, so this probably isn't a filter mode issue.

Could this be due to a shader precision issue (missing `highp` somewhere)?

Note that the [double lighting issue when using lights with the Static bake mode](https://github.com/godotengine/godot/issues/85145) isn't related to this issue, as it also occurs on desktop when using the Mobile rendering method there.

Desktop | Android
-|-
![image](https://user-images.githubusercontent.com/180032/284337986-3d62d218-6d82-4a64-b04e-30deecfc807c.png) | ![Screenshot_20231121_125857_Test LightmapGI OpenGL](https://github.com/godotengine/godot/assets/180032/2f5a3d1f-4a7b-4576-9882-4ca13542d6a5)

The Compatibility rendering method isn't affected by this issue when coupled with https://github.com/godotengine/godot/pull/85120.

### Steps to reproduce

- Export a project that uses a baked LightmapGI to Android and run it on an Android device.

### Minimal reproduction project

[test_lightmapgi_mobile.zip](https://github.com/godotengine/godot/files/13417782/test_lightmapgi_mobile.zip)
Repository: vscode
Issue: NavigateX commands should allow navigating between sidebar sections/views
Labels: help wanted,feature-request,accessibility,workbench-views

<!-- ⚠️⚠️ 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. -->
It would be great if the navigateUp, navigateDown commands would allow navigating between different views/sections inside the sidebar. I.e. between "Open Editors" and the file "Explorer". Same goes for the secondary sidebar. 

As an example: I moved the "Outline" as well as an extension ([ts-type-explorer](https://github.com/mxsdev/ts-type-explorer)) to the secondary sidebar and would like to navigate between them quickly. As of right now the last active section always gets focused when navigating to the sidebar.