sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: Tray icon appears when exiting the quake shell
Labels: Issue-Bug,Product-Terminal,Priority-3,Area-Windowing

### Windows Terminal version

1.19.2682.0

### Windows build number

10.0.22635.0

### Other Software

_No response_

### Steps to reproduce

* Ensure the two notification area options are disabled
* Launch Windows Terminal
* <kbd>Win</kbd><kbd>`</kbd>
* Either
  * Execute `exit`
  * <kbd>Ctrl</kbd><kbd>Shift</kbd><kbd>W</kbd>

### Expected Behavior

No tray icon.

### Actual Behavior

A wild tray icon appears!
Repository: pytorch
Issue: make_fx produces incorrect graph when used under FunctionalTensorMode
Labels: triaged,module: fx,oncall: fx

### 🐛 Describe the bug

```
import torch
from torch._dispatch.python import enable_python_dispatcher
from torch._subclasses.fake_tensor import FakeTensorMode
from torch._subclasses.functional_tensor import FunctionalTensorMode
from torch.fx.experimental.proxy_tensor import make_fx


def f(x):
    y = torch.matmul(x, x)
    y.mul_(5)
    return y


with enable_python_dispatcher(), FakeTensorMode(), FunctionalTensorMode():
    inp = torch.randn(4, 4)
    gm = make_fx(f, pre_dispatch=False)(inp)

print(gm.graph)
```

Produces:

```
graph():
    %x_1 : [num_users=0] = placeholder[target=x_1]
    %_tensor_constant0 : [num_users=1] = get_attr[target=_tensor_constant0]
    %_tensor_constant0_1 : [num_users=1] = get_attr[target=_tensor_constant0]
    %mm : [num_users=1] = call_function[target=torch.ops.aten.mm.default](args = (%_tensor_constant0, %_tensor_constant0_1), kwargs = {})
    %mul : [num_users=0] = call_function[target=torch.ops.aten.mul.Tensor](args = (%mm, 5), kwargs = {})
    %_tensor_constant1 : [num_users=1] = get_attr[target=_tensor_constant1]
    return _tensor_constant1
```

As you can see, the operation is based on constant tensors, not inputs. 


### Versions

Main

cc @ezyang @SherlockNoMad @EikanWang @jgong5 @wenzhe-nrv
Repository: pytorch
Issue: `TensorIteratorBase::is_scalar` return `false` for empty numpy tensors, but true for empty Torch ones
Labels: module: crash,module: cpu,triaged,module: regression

### 🐛 Describe the bug

Following example causes null pointer dereference at https://github.com/pytorch/pytorch/blob/e39668770a9bb38379803845a13e3f0069db62ea/aten/src/ATen/native/cpu/BinaryOpsKernel.cpp#L229 which was introduced by https://github.com/pytorch/pytorch/pull/98820
```python
import torch
import numpy as np

args = {
    'input': torch.from_numpy(np.array(np.random.uniform(-1000_000, 1000_000, [8, 0])).astype('float16')),
    'other': torch.from_numpy(np.array(np.random.uniform(-1000_000, 1000_000, [0, 8, 0])).astype('float16')),
    'out': torch.from_numpy(np.array(np.random.uniform(-1000_000, 1000_000, [0])).astype('float32')),
    'rounding_mode': 'floor'
}
torch.div(**args)
```



### Versions

2.1

cc @ezyang @gchanan @zou3519 @kadeng @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10
Repository: godot
Issue: Red arrow for one way collisions of CollisionShape2D pointing in wrong direction in 2D screen
Labels: discussion,topic:editor,topic:2d

### Godot version

4.1.2

### System information

Godot v4.1.2.stable - macOS 14.1.0 - Vulkan (Compatibility) - AMD Radeon Pro 5500M OpenGL Engine - Intel(R) Core(TM) i9-9880H CPU @ 2.30GHz (16 Threads)

### Issue description

Hi there, 👋🏻

creating this new issue, as the [issue #12791](https://github.com/godotengine/godot/issues/12791) I found while googling for a solution to my issue with one way collisions is already closed and I was asked to create a new one.

I believe that the big red arrow that appears when enabled the "One Way Collision" checkbox for CollisionShape2D objects in the 2D screen is pointing in the wrong direction and should be inverted. 🤔

When I activate the "One Way Collision" checkbox on a CollisionShape2D the big red arrow points downwards in the 2D screen when the rotation of the CollisionShape2D is 0°. If I rotate the CollisionShape2D by 180°, the big red arrow then shows upwards. So, default seems to be pointing downwards. Ok so far...

The issue is that when I use this CollisionShape2D in a GD script the velocity bounce of my Sprite2D objects is exactly contrary from what I would expect, meaning to the opposite direction in which the big red arrow shows in the 2D View Editor... 😢 🤔

Could you please have a look into this as it's quite confusing for new Godot users like me... 😆 😞

I attached a slim sample project as requested.

### Steps to reproduce

See sample project at https://github.com/Daniel-The-Fox/one-way-collision-test

### Minimal reproduction project

See sample project at https://github.com/Daniel-The-Fox/one-way-collision-test
Repository: pytorch
Issue: [PT2] [Hardening] Track recompiles alongside graph breaks in our actual/expected comparison CI runs
Labels: feature,good first issue,triaged,oncall: pt2,module: dynamo

### 🚀 The feature, motivation and pitch

An example where this was a little annoying was in debugging the problem as described in https://github.com/pytorch/pytorch/pull/111717#issuecomment-1795715999 

Being able to see both graph breaks and recompiles will give us a clearer picture.

Today, the problem is that changing PT2 to recompile more looks like a graph break increase if there are graph breaks in the frame, or is totally opaque if there are not!

**Example 1: frame a has 3 graph breaks.**

1) compile a [3 breaks]
2) recompile a [6 breaks]

6 total - what looks like a graph break regression is actually a recompile regression

**Example 2: frame b has 0 graph breaks**

1) compile b [0 breaks]
2) recompile b [0 breaks]

0 total - what was a recompile regression is missed

**Example 3 (probably rare)**

Before: 

1) compile a once [4 breaks]

After

1) compile a [2 breaks]
2) recompile a [2 breaks]

4 breaks - looks neutral, when actually both recompiles and graph breaks changed. 
 
### Alternatives

_No response_

### Additional context

_No response_

cc @ezyang @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519 @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng
Repository: TypeScript
Issue: Occurrences highlighting doesn't work with ambient modules
Labels: Bug,Help Wanted

* open `src/vscode-dts/vscode.proposed.findTextInFiles.d.ts` and  to the side `src/vscode-dts/vscode.proposed.textSearchProvider.d.ts`
* select `TextSearchQuery` in the left
* highlights show in the right editor
* 🐛 no highlights in the left editor

This repos independent of the new X-file occurrences setting



https://github.com/microsoft/vscode/assets/1794099/57a15f65-b03a-47f2-8d0d-79c4962d447b
Repository: pytorch
Issue: [Feature][DTensor] Manage additional `_padded_local_tensor` attribute
Labels: feature,triaged,module: dtensor

Currently, the DTensor tensor subclass manages a `_local_tensor` attribute that represents the local tensor on the given rank. For efficient all-gather/reduce-scatter, we prefer to have a padded local tensor since those collectives require even sizes across ranks, where the padding is determined from the global shape and placements. (E.g., padding is only required on tensor dimensions that have a `Shard` placement.)

The request is for DTensor to additionally manage a `_padded_local_tensor` attribute:
- If a DTensor does not require any padding, then `_local_tensor is _padded_local_tensor`.
- Otherwise, `_local_tensor` is a view into `_padded_local_tensor` with the padding stripped.
- `_local_tensor` is used for computation; however, `_padded_local_tensor` can be used for communication.

---

If DTensor supports, this may solve an important question for per-parameter-sharding FSDP: how to handle `nn.Module._apply()` calls. Without this feature:
- Assuming `torch.Tensor` from `named_parameters()`, if a user calls `module.cpu()` when `module` is on CUDA, then FSDP breaks its invariant that the sharded parameters are views into padded data, and FSDP no longer has the correct references to the sharded parameters.
- Assuming DTensor from `named_parameters()`, if a user calls `module.cpu()` when `module` is on CUDA, then FSDP similarly loses references to the sharded parameters (since subclasses do not use `.data = ...`).

With this feature and having FSDP return DTensor from `named_parameters()`, we can do the following: DTensor defines `.to()` semantics, moving `_padded_local_tensor` and then re-viewing `_local_tensor` into it, and FSDP always retrieves the `_padded_local_tensor` attribute from each DTensor itself instead managing it in FSDP.


cc @wanchaol
Repository: TypeScript
Issue: Odd TS highlight/hover when hovering a comment
Labels: Suggestion,Help Wanted,Experience Enhancement

When hovering "similar" in the comment here:

https://github.com/microsoft/vscode/blob/dc78919c39904ae6ef624d62e63c59a62a2b6b0d/src/vs/workbench/contrib/terminal/browser/terminalRunRecentQuickPick.ts#L76-L83

It thinks I'm highlighting `replace`:

![image](https://github.com/microsoft/vscode/assets/2193314/39959fad-11dd-4c69-99a7-3edc817b2da6)
Repository: storybook
Issue: [Bug]: Typescript React arg required when control for that arg is off
Labels: bug,typescript,csf,sev:S3

I have a component that requires a prop that should be returned from a hook. Therefore, I turn the control for that prop off and get it from the hook. I expect that when turning an arg off for control, that the typescript will show that that prop is no longer being passed as an arg. However, the typescript is still showing that I need to pass in the required arg.

This is with Typescript 5 and Storybook 7.

This is example code where the story is complaining that `aRequiredFromHook` is not passed into args. For the story, the args should just be of type: {anotherRequired: string} and not include aRequiredFromHook.

```
import React from 'react'
import type { StoryObj, Meta } from '@storybook/react'

const useHookTester = (): { test: string } => ({ test: 'test' })

type Props = {
  aRequiredFromHook: ReturnType<typeof useHookTester>
  anotherRequired: string
}
function Tester({ aRequiredFromHook, anotherRequired }: Props): JSX.Element {
  return <p>{`${aRequiredFromHook.test} ${anotherRequired}`}</p>
}

const meta = {
  component: Tester,
  title: 'Components/Tester',
  args: {
    anotherRequired: 'initial string',
  },
  argTypes: {
    aRequiredFromHook: { control: false },
  },
} satisfies Meta<typeof Tester>

export default meta

type Story = StoryObj<typeof meta>

export const TestingStory = {
  name: 'Tester with useHookTester',
  render: function Render(args) {
    const aRequiredFromHook = useHookTester()
    return <Tester aRequiredFromHook={aRequiredFromHook} {...args} />
  },
} satisfies Story
```

### To Reproduce

https://stackblitz.com/edit/github-z9je78?file=src%2Fstories%2FTester.stories.tsx

### System

_No response_

### Additional context

_No response_
Repository: pytorch
Issue: [CUDA-12.2] cuSPARSE deprecated support for sparse BSR
Labels: module: sparse,module: cuda,triaged

### Summary

When building PyTorch against cuda toolkit 12.2 with `-Werror` there are notices that a few places where the cuSPARSE legacy API for BSR is being used are now deprecated. 

Specifically the various info-structs that are created/used along size `cusparse<t>bsrsv2_solve` and `cusparse<t>bsrsm2_solve` now raise deprecation warnings on use. 

These APIs have been marked deprecated, but the cuSPARSE documentation indicates that the BSR layout is not supported by the generic API for sparse solve [`cusparseSp_Sv_...`](https://docs.nvidia.com/cuda/cusparse/#cusparsespsv) there is no clear migration target for the deprecated APIs. 

Looking for nvidia/cuSPARSE team to advise on the proper way to access this functionality for cuSPARSE 12.2+. 

See related: #110624

### Alternatives

A workaround would involve converting BSR to a supported format around this operation. This is not a preferred way to maintain functionality. 

### Additional context


See related: #110624

cc @alexsamardzic @nikitaved @pearu @cpuhrsch @bhosmer @ptrblck
Repository: angular
Issue: Supercharge Angular devtools with integration into the Elements tab and allow RxJS to show current values
Labels: area: devtools

### Is this a bug report or a feature request?

- [ ] Bug Report
- [X] Feature Request

### Description [Feature Request only]

One of the reasons I still prefer [Angular State Inspector](https://chrome.google.com/webstore/detail/angular-state-inspector/nelkodgfpddgpdbcjinaaalphkfffbem) over Angular Devtools is that its inside the Elements tab as a tab next to styles/computed/layout. Being there allows me to easily click the DOM elements and see both their final styles as the properties that are bound to the elements, the state. I would love it if Angular Devtools enabled a similar view that is able to be closer to my code.

Another thing that annoys me when inspecting is that RxJS observables, mainly those using async pipes, are difficult to view what they currently hold. Of course I could work around this by logging the item to console and adding functions there to log it, or put break points in my code to see whats what. But I feel thats kinda overkill and not really necessary what helps me quickly view how data flows through my app (especially if you are finding a side-effect of a component that transformed a value that you are looking where it was changed like that). A better integration on RxJS would help junior devs a lot and I think its the main thing missing from devtools. Aside being near what I see when I right click an element to inspect it. 

Simple state overview on a certain element from angular state inspector:
<img width="579" alt="image" src="https://github.com/angular/angular/assets/1716267/2e028c48-99ca-4a6b-92f8-a1b0a9432956">

Pretty useless subscription when inspecting an observable in angular devtools:
<img width="241" alt="image" src="https://github.com/angular/angular/assets/1716267/a26c8deb-9e64-4d91-880c-1c9f92278284">

### Proposed solution [Feature Request only]

-Be closer to the regular element inspector, allowing me to quickly see what data these elements hold and what their current value is.
-Improve compatibility with RxJS for devtools to not just show operator and source (where operator somehow opens lift.js and source is either an endless list of other operator/source children or it shows _subscribe and when clicking the (...) it just goes to where the observable class was defined)

Because what does a dev want to inspect? Actual values, not just the structure of the framework. Because that only answers half the question of "why does it do what it does".

### Alternatives considered [Feature Request only]

Of course I can keep using Angular State Inspector but it doesn't seem to be maintained (august 2021 was the last one) while still being a valuable tool for Angular devs.
Repository: pytorch
Issue: MPS device: Sample from MultivariateNormal distribution
Labels: triaged,enhancement,module: mps

### 🐛 Describe the bug

Hi, I was trying to do sampling from a multivariate normal distribution, and I got this non- implemented error : aten::linalg_cholesky_ex.L. I was trying to use mps as a device for my neural network training (on an Apple M1 ).

Code:
`dist = MultivariateNormal(mean, cov_matrix)`

Output:
`The operator 'aten::linalg_cholesky_ex.L' is not currently implemented for the MPS device. If you want this op to be added in priority during the prototype phase of this feature, please comment on https://github.com/pytorch/pytorch/issues/77764. As a temporary fix, you can set the environment variable "PYTORCH_ENABLE_MPS_FALLBACK=1" to use the CPU as a fallback for this op. WARNING: this will be slower than running natively on MPS.`



### Versions

Apple M1
torch =2.0.0

cc @kulinseth @albanD @malfet @DenisVieriu97 @jhavukainen @razarmehr @abhudev
Repository: pytorch
Issue: Rework Dynamic Benchmarks To Actually Vary Shapes
Labels: feature,triaged,oncall: pt2,module: dynamic shapes

### 🚀 The feature, motivation and pitch

Our current dynamic shape benchmarks work by trying to detect the batch dimension and marking it dynamic. We do not actually vary the shapes in benchmarking. Additionally, we will error if that batch dimension encounters a `constraint violation` which forces it to be static.
This has a few limitations:
- Performance results in the benchmarks do not reflect the dynamism in real workloads. Triton configs are taken from the first example, so subsequent iterations with different shapes might be slower.
- Varying the batch dimension might be insufficient to actually make the run dynamically. For instance, some of the HF models have the batch dimension also encoded in configs. This makes the `constraint violation` noisy; in some instances, these are unneeded constraints that are bugs to be fixed, in others, they are actual limitations of the model setup.

Instead of using mark_dynamic, we should actually vary shapes input shapes that we run the model with. This will also force us to make other changes to the model, such as updating configs. 

This will give us better signal about both performance and how successfully we are maintaining dynamism throughout compilation, and what features are needed to improve both. 

cc @ezyang @gchanan @zou3519 @kadeng @msaroufim @wconstab @bdhirsh @anijain2305 @xuzhao9 @voz

### Alternatives

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: Powertoys maps SendKeys commands as if they were physical presses
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.75.1

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

I have `Alt (left)` mapped to `Ctrl(left)` and vice-versa in Keyboard Manager in Powertoys. Here are my first three lines:

![image](https://github.com/microsoft/PowerToys/assets/6945891/68a22e1e-a4e0-45b8-8169-3cdb83797392)

When using [SendKeys](https://learn.microsoft.com/en-us/dotnet/api/system.windows.forms.sendkeys), I want to send the command `Alt-v` in a program, so I have `SendKeys.SendWait("%v")`. However, this sends `CTLR-v`, and instead I have to instead use `SendKeys.SendWait("^v")` to send `Alt-v`.

This means e.g. if I write a script for colleagues, we can't use the same code without workarounds.

### ✔️ Expected Behavior

I would expect Powertoys to not affect this command, so that `%` should still be an Alt.

Note that if you use a different keyboard layout, this is respected by SendKeys. So e.g. even while using Colemak, when I send `o`, I get `o`, rather than `y` (which is where the physical `O` key is). So it's not the case that SendKeys is always sending the physical keycode (I don't think?).

### ❌ Actual Behavior

SendKeys acts like it's hitting the physical alt key, to produce CTRL.

### Other Software

_No response_
Repository: godot
Issue: Lsp autocompletion no close parenthesis
Labels: bug,topic:gdscript,topic:editor

### Godot version

4.1.3

### System information

Godot v4.1.2.stable - KDE neon 5.27 22.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (nvidia; 525.125.06) - Intel(R) Core(TM) i5-10300H CPU @ 2.50GHz (8 Threads)

### Issue description

I using an external editor (Neovim). I've also tested this with Visual Studio Code. When I use autocompletion for functions, it doesn't automatically close parentheses. I've tested this on both Linux and Windows, with the latest version (4.1.3) as well as the Steam version.

If I use autocompletion with the `print()` function, the editor suggests the function, and when I press Enter, the autocompletion result is: `print(`. The same issue occurs with the `append()` function of an array, and the result is `test.append(`. Likewise with many other functions. However, in the Godot editor, there is no problem.

![godot_bug_1](https://github.com/godotengine/godot/assets/38686246/6996b686-d75c-4eaf-937d-ceeaeb2b14a8)

![godot_bug_2](https://github.com/godotengine/godot/assets/38686246/784bf164-38ec-427e-9a57-80f74eebf556)

![godot_bug_3](https://github.com/godotengine/godot/assets/38686246/daf210e5-b116-47f3-9608-88b3e4d6ba05)




### Steps to reproduce

I don't know how to reproduce this bug. I tested the autocompletion on someone else's Ubuntu, and there were no issues using VSCode. As mentioned above, I tested it on two different computers with different operating systems, using both VSCode with godot-tools installed and Neovim, and the bug still persists for me.

### Minimal reproduction project

Any project with a GDScript script is sufficient.
Repository: godot
Issue: Theme Overrides missing in inspector for GDExtension nodes
Labels: bug,topic:editor,topic:gdextension

### Godot version

v4.2.beta4.official [93cdacbb0]

### System information

Godot v4.2.beta4 - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1050 (NVIDIA; 31.0.15.4601) - Intel(R) Core(TM) i5-8300H CPU @ 2.30GHz (8 Threads)

### Issue description

Theme override is missing for nodes created with GDExtension.

It might be related to [this other issue of Rust for Godot 4](https://github.com/godot-rust/gdext/issues/213). I don't work on that project, I just looked for similar issues.

### Steps to reproduce

I created a node that extends `VBoxContainer`. Theme overrides is missing, but I can still modify it on the correspoding `.cpp` file. Check MRP.

![image](https://github.com/godotengine/godot/assets/96864661/92e5d95d-106a-40a5-959c-5f43d32e8bc7)

### Minimal reproduction project

[bug.zip](https://github.com/godotengine/godot/files/13272691/bug.zip)

I couldn't upload godot-cpp, but it is the corresponding for Godot v4.2.beta4.official [93cdacbb0].
Repository: vscode
Issue: Expand all locations when using Find All References
Labels: under-discussion,references-viewlet

Hi,

There is no option to set `alwaysExpand` for References view.

To achieve this goal it is needed to:
- Add new setting in ./extensions/references-view
- Replace hardcoded `vscode.TreeItemCollapsibleState.Collapsed` with value from settings

![image](https://github.com/microsoft/vscode/assets/20733636/aea83f5b-b1b2-4eda-a088-6cb9fe49b6b9)


**Edit**
I have tested changes locally and created PR.
Regarding implementation - I have set `alwaysCollapse` as default value to keep default behaviour consistent with current one.

Also worth mentioning is that this or very similar functionality has been requested long time ago by multiple people;
e.g. https://github.com/microsoft/vscode-cpptools/issues/4333, https://github.com/microsoft/vscode/issues/104548