sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Improve error message when runtime flags don't match local engine
Labels: tool,engine,P3,team-tool,triaged-tool

## steps to reproduce
Notice the missing `--profile` flag.
```
flutter --local-engine=ios_profile \
  --local-engine-host=host_profile_arm64 \
  --local-engine-src-path=/Users/aaclarke/dev/engine/src/ \
  run
```

## observed error
```
[ERROR:flutter/runtime/dart_vm_data.cc(20)] VM snapshot invalid and could not be inferred from settings.
2023-12-11 10:19:06.207953-0800 Runner[13965:4627393] [ERROR:flutter/runtime/dart_vm.cc(270)] Could not set up VM data to bootstrap the VM from.
2023-12-11 10:19:06.208041-0800 Runner[13965:4627393] [ERROR:flutter/runtime/dart_vm_lifecycle.cc(85)] Could not create Dart VM instance.
```

## expected error
I would expect some error that mentions a mix between the runtime flags and the engine build.  Ideally it would happen before the engine is even launched, in the tool.
Repository: PowerToys
Issue: [Peek] Message color
Labels: Idea-Enhancement,Product-Peek

### Description of the new feature / enhancement

To clearly see the text and the button

### Scenario when this would be used?

When opening an xml file, a message appears: "This document contains many ambiguous unicode characters "with button "Disable Ambiguous Highlight" which are black on a dark background and you can hardly see what it says.

### Supporting information
PowerToys v0.76.1
![image](https://github.com/microsoft/PowerToys/assets/70388317/14a15b91-67bf-42ca-89d2-71d5d62c840a)
Repository: puppeteer
Issue: [Bug]: networkidle0 and networkidle2 take ~2 seconds no matter what is on the page
Labels: bug,upstream,confirmed

### Minimal, reproducible example

If I create an html document with something as basic as:

```
<!DOCTYPE html>
<html>
  <head><meta charset="utf-8">
    <title>hello world</title>
  </head>
  <body>
    <p>hello world</p>
  </body>
</html>
```
If I navigate to this html, It takes ~2 seconds to trigger the `networkidle0` or `networkidle2`.


### Error string

no error

### Bug behavior

- [ ] Flaky
- [x] PDF

### Background

I am trying to generate PDF's from simple html and could not figure out why `networkidle0` or `networkidle2` are taking long.  Waiting for `load` or `domcontentloaded` results in 200-300ms processing times (vs 2000ms+ with `networkidle`). 

### Expectation

I expected the added latency to be a maximum of 500ms (as documented) since no network calls should be made besides getting the original html.  Are there undocumented external network calls being made? 

### Reality

There may be network calls happening which should not be happening resulting in higher than expected latencies in the 2000-2500ms range. 

### Puppeteer configuration file (if used)

_No response_

### Puppeteer version

21.6.0

### Node version

20.4.0

### Package manager

npm

### Package manager version

9.7.2

### Operating system

macOS
Repository: vscode
Issue: Option to disable inlay hints when in diff mode
Labels: feature-request,inlay-hints

<!-- ⚠️⚠️ 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. -->

Inlay hints (both JS & TS) pollute the diff view substantially, and they only show on the right half of the diff view. 

An option to disable them when in diff view would be nice, as it currently defeats the purpose of it.
Repository: godot
Issue: [4.2] GDScript "Go to definition" doesn't work with type-hinting, only with casting
Labels: bug,topic:gdscript,topic:editor

### Tested versions

Reproducible in: 4.2.stable

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU (NVIDIA; 31.0.15.3161) - 11th Gen Intel(R) Core(TM) i5-11300H @ 3.10GHz (8 Threads)

### Issue description

Script editor allows you to "Go to definition" by simply using Ctrl + Left Click while hovering code.

For example if in any script you write this:
```gdscript
...
var player: CharacterBody3D = $Player as CharacterBody3D

# Can hover over max_slides while casting is present
print(player.max_slides)
...
```
You will be able to use Ctrl + Left Click on `max_slides` to go to its definition (documentation). But as soon as you remove the casting `as CharacterBody3D` you can no longer hover over `max_slides` to jump to definition. It also works with just casting and without the `CharacterBody3D` type-hint at all. It also applies to members and properties of custom classes.

But jumping to definition does work with built-in types without casting:
```gdscript
var abc: String = 'abc'

# Can hover over begins_with to go to documentation
print(abc.begins_with('abc'))
```

Jumping to definition should work with just type-hinting with a class like with built-in types.

### Steps to reproduce

Shown in Issue description

### Minimal reproduction project (MRP)

N/A
Repository: pytorch
Issue: `torch.nn.CTCLoss` doesn't seem to properly support noncontiguous inputs for 1d `target` with `target_dtype=torch.long`
Labels: module: nn,triaged,needs research

### 🐛 Describe the bug

As title. Discovered in #115584

Seems to occur specifically when target is a 1D tensor of size `sum(target_lengths)` with `dtype=torch.long` for the ModuleInput with `desc=_1d_target_lengths_intlists`

`python test/test_modules.py -k test_non_contiguous_tensors_nn_CTCLoss_cuda_float64`

```
======================================================================
FAIL: test_non_contiguous_tensors_nn_CTCLoss_cuda_float64 (__main__.TestModuleCUDA)
----------------------------------------------------------------------
Traceback (most recent call last):
  File "/data/users/mg1998/pytorch/torch/testing/_internal/common_utils.py", line 2652, in wrapper
    method(*args, **kwargs)
  File "/data/users/mg1998/pytorch/torch/testing/_internal/common_utils.py", line 2652, in wrapper
    method(*args, **kwargs)
  File "/data/users/mg1998/pytorch/torch/testing/_internal/common_device_type.py", line 416, in instantiated_test
    result = test(self, **param_kwargs)
  File "/data/users/mg1998/pytorch/torch/testing/_internal/common_utils.py", line 1540, in wrapper
    fn(*args, **kwargs)
  File "/data/users/mg1998/pytorch/torch/testing/_internal/common_modules.py", line 122, in test_wrapper
    return test(*args, **kwargs)
  File "/data/users/mg1998/pytorch/test/test_modules.py", line 420, in test_non_contiguous_tensors
    self.assertEqual(out, default_output)
  File "/data/users/mg1998/pytorch/torch/testing/_internal/common_utils.py", line 3576, in assertEqual
    raise error_metas.pop()[0].to_error(
AssertionError: Scalars are not close!

Expected 7.796377311519338 but got 8.028226392086093.
Absolute difference: 0.23184908056675546 (up to 1e-05 allowed)
Relative difference: 0.02973805285490644 (up to 1e-05 allowed)

To execute this test, run the following from the base repo dir:
     python test/test_modules.py -k test_non_contiguous_tensors_nn_CTCLoss_cuda_float64

This message can be suppressed by setting PYTORCH_PRINT_REPRO_ON_FAILURE=0
```

### Versions

main

cc @albanD @mruberry @jbschlosser @walterddr
Repository: transformers
Issue: XLMRoberta with Flash Attention 2
Labels: Good Second Issue,Feature request

### System Info

- transformers version: 4.36.0
- Platform: Linux-4.19.0-22-amd64-x86_64-with-glibc2.31
- Python version: 3.10.13
- Huggingface_hub version: 0.19.4
- Safetensors version: 0.4.0
- Accelerate version: 0.24.1
- Accelerate config:   not found
- PyTorch version (GPU?): 2.0.1+cu117 (True)
- Tensorflow version (GPU?): not installed (NA)
- Flax version (CPU?/GPU?/TPU?): not installed (NA)
- Jax version: not installed
- JaxLib version: not installed
- Using GPU in script?: <fill in>
- Using distributed or parallel set-up in script?: <fill in>

### Who can help?

@ArthurZucker @younesbelkada

### Information

- [X] The official example scripts
- [ ] My own modified scripts

### Tasks

- [ ] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [X] My own task or dataset (give details below)

### Reproduction

from transformers import AutoModelForSequenceClassification

model = AutoModelForSequenceClassification.from_pretrained("my_model/", attn_implementation="flash_attention_2")

### Expected behavior

Ability to use flash attention 2 for inference. Is it possible to add support of flash attention 2 for XLMRoberta model?
Repository: tensorflow
Issue: TFlite model signature lost after populating with metadata
Labels: stat:awaiting tensorflower,type:bug,comp:lite,TFLiteConverter,TF 2.13

### 1. System information

- Mac OS 14.1.2
- TensorFlow mac 2.13.0
- Tflite support version '0.1.0a1'

### 2. Code

```
def write_metadata(model_path, run_name):
    model_meta = _metadata_fb.ModelMetadataT()
    model_meta.name = "test model"
    model_meta.description = run_name
    model_meta.version = datetime.now().strftime("%Y.%m.%d")
    model_meta.author = "Test"
    model_meta.license = f"test"\
        "All rights reserved - test"

    input_meta_image = _metadata_fb.TensorMetadataT()
    input_meta_image.description = "Input image for which to score doneness."
    input_meta_image.content = _metadata_fb.ContentT()
    input_meta_image.content.contentProperties = _metadata_fb.ImagePropertiesT()
    input_meta_image.content.contentProperties.colorSpace = _metadata_fb.ColorSpaceType.RGB
    input_meta_image.content.contentPropertiesType = _metadata_fb.ContentProperties.ImageProperties

    input_meta_state = _metadata_fb.TensorMetadataT()
    input_meta_state.description = "Input state."
    input_meta_state.name = "Input state."

    # Creates output info.
    output_meta_doneness = _metadata_fb.TensorMetadataT()
    output_meta_doneness.description = "Output doneness score between 0 and 1."
    output_meta_doneness.name = "Output Doneness"

    output_meta_state = _metadata_fb.TensorMetadataT()
    output_meta_state.description = "Output state."
    output_meta_state.name = "Output state."

    subgraph = _metadata_fb.SubGraphMetadataT()

    interpreter = tf.lite.Interpreter(model_path)
    input_details = interpreter.get_input_details()
    output_details = interpreter.get_output_details()
    state_first_input = input_details[0]['shape'][-1] != 3
    state_first_output = output_details[0]['shape'][-1] != 1

    input_meta = [input_meta_state, input_meta_image]
    output_meta = [output_meta_state, output_meta_doneness]

    subgraph.inputTensorMetadata = input_meta if state_first_input else input_meta[::-1]
    subgraph.outputTensorMetadata = output_meta if state_first_output else output_meta[::-1]

    model_meta.subgraphMetadata = [subgraph]
    b = flatbuffers.Builder(0)
    b.Finish(
        model_meta.Pack(b),
        _metadata.MetadataPopulator.METADATA_FILE_IDENTIFIER)
    metadata_buf = b.Output()

    populator = _metadata.MetadataPopulator.with_model_file(model_path)
    populator.load_metadata_buffer(metadata_buf)
    populator.populate()

```

I am using above function to populate the metadata. without running above function getting signature output like 

```
interpreter.get_signature_list()
{'serving_default': {'inputs': ['input_image', 'input_state'], 'outputs': ['output_1', 'output_2']}}
```

after running metadata function 
```
interpreter.get_signature_list()
{}
```
Repository: pytorch
Issue: at::_efficient_attention_forward takes optional max_seq_len_k
Labels: triaged,module: nestedtensor,module: sdpa

Today _efficient_attention_forward takes a optional max_seq_len_k values, which when specified is returned and saved to be used during the backward pass. 

Previously there was a comment documenting that if  max_seq_len_k is not specified, max_seq_len_k would be updated by the underlying kernel. 

However, from some (minimal) testing it does not seem that that is the case. Some investigation needs to be done to understand what the expected behavior here is.

If the kernel is indeed able to compute max_seq_len_k, the user can avoid redundantly passing the max_seq_len_k value.

cc @cpuhrsch @jbschlosser @bhosmer @drisspg @davidberard98 @YuqingJ
Repository: godot
Issue: Prevent showing an instantiated scenes Child Nodes in the Group Editor unless "Editable Children" is enabled
Labels: enhancement,topic:editor,usability

### Tested versions

v4.2.stable.mono.official [46dc27791]
v4.1.1.stable.mono.official [bd6af8e0e]
v4.0.stable.mono.official [92bee43ad]
v3.5.3.stable.mono.official [6c814135b]

### System information

Godot v4.1.1.stable.mono - macOS 14.1.2 - Vulkan (Compatibility) - Apple M1 - Apple M1 (8 Threads)

### Issue description

The Group Editor shouldn't show the child nodes of an instantiated scene for adding and removing them to and from groups by default. It implies that those child nodes could be managed this way, but thats not the case - until "Editable Children" is checked for the respective scene in the scene tree. According to the current behaviour of the group editor, such an added child node would be part of a group, but during runtime it is not. Therefore, they should only be shown in the editor after one marked the checkbox of their respective scene instance. Especially for newcomers, who are not used to the ways of Godot, the current handling can be quite confusing.
<img width="1508" alt="Screenshot 2023-12-11 at 21 42 41" src="https://github.com/godotengine/godot/assets/20595908/016c0ecb-dfe8-48cf-a42c-2ec06e1c0d53">
<img width="1508" alt="Screenshot 2023-12-11 at 21 43 23" src="https://github.com/godotengine/godot/assets/20595908/84b4479d-bf4f-4774-bc88-6d343de801bb">


### Steps to reproduce

Quite easy:

1. Create two scenes "Adventure" and "Hero".
2. Give the root node of the Hero scene a Sprite child node.
3. Instantiate the Hero scene in Adventure.
4. Open the Group Editor in the Adventure scene.
5. Create a group and have a look at the nodes shown in the editor. There you will find not only the Adventure and the Hero nodes, but also the Heros Sprite child node - despite not really being able to add and remove it runtime-consistent, unless you have checked the "Editable Children" checkbox of the Hero Node in the scene tree.

### Minimal reproduction project (MRP)

[godotGroupEditorBugReport.zip](https://github.com/godotengine/godot/files/13641163/godotGroupEditorBugReport.zip)
Repository: three.js
Issue: Nodes: Nodes system throws exceptions when used with vite, `functionNode.call is not a function`
Labels: Nodes

### Description

I'm trying to use the Nodes system, including the MaterialX nodes, from a vite project.

Local development (unbundled) works fine, but bundling leads to errors. I was able to isolate and reproduce the issue, but I'm so far not sure if this is a three.js issue (some incorrect setup on the nodes) vs. a vite issue (something going wrong with bundling), or a combination thereof.

### Reproduction steps

1. Go to https://stackblitz.com/edit/vitejs-vite-9b37bu
  2. This roughly uses the code from https://threejs.org/examples/?q=materialx#webgl_nodes_materialx_noise
  3. There's no attempt to output something visually, it's just about getting things to run at all.
4. Open the browser console
5. Run `npm run start`
6. Note no errors (code runs fine)
7. Cancel the run by pressing Ctrl + C in the terminal
8. Run `npm run preview` which builds the code and hosts the resulting bundled code
9. In the console, note errors:

<img width="521" alt="image" src="https://github.com/mrdoob/three.js/assets/2693840/e9945242-246a-4bae-9f3d-7879545b97bc">

and when names are kept during bundling, and code is not minified:
<img width="516" alt="image" src="https://github.com/mrdoob/three.js/assets/2693840/3173f40f-ecf6-449d-861c-1dd02988b461">

I was able to track this down to FunctionNodes:
<img width="690" alt="image" src="https://github.com/mrdoob/three.js/assets/2693840/608f94f8-1794-46b4-bc58-db187407fb03">
and `functionNode.call` being `undefined` in a production build vs. in local development, but I'm not sure what may be causing this.

I'm not aware of a workaround for how to use the nodes/MaterialX system with a bundler at the moment.

### Live example

* https://stackblitz.com/edit/vitejs-vite-9b37bu

### Screenshots

_No response_

### Version

r159

### Device

Desktop, Mobile

### Browser

Chrome, Safari

### OS

Windows, MacOS
Repository: rust
Issue: Confusing output when passing a FnMut closure via non-mut reference
Labels: A-type-system,A-diagnostics,T-compiler,D-confusing,T-types

### Code

```Rust
fn main() {
    let mut i = 0;
    let mut func = |x: usize| {
        i += x;
    };
    (0..100).for_each(&func);
}
```


### Current output

```Shell
Compiling playground v0.0.1 (/playground)
error[E0525]: expected a closure that implements the `Fn` trait, but this closure only implements `FnMut`
   --> src/main.rs:3:20
    |
3   |     let mut func = |x: usize| {
    |                    ^^^^^^^^^^ this closure implements `FnMut`, not `Fn`
4   |         i += x;
    |         - closure is `FnMut` because it mutates the variable `i` here
5   |     };
6   |     (0..100).for_each(&func);
    |              --------  ---- the requirement to implement `Fn` derives from here
    |              |
    |              required by a bound introduced by this call
    |
    = note: required for `&{closure@src/main.rs:3:20: 3:30}` to implement `FnMut<(usize,)>`
note: required by a bound in `for_each`
   --> /playground/.rustup/toolchains/stable-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/core/src/iter/traits/iterator.rs:850:12
    |
847 |     fn for_each<F>(self, f: F)
    |        -------- required by a bound in this associated function
...
850 |         F: FnMut(Self::Item),
    |            ^^^^^^^^^^^^^^^^^ required by this bound in `Iterator::for_each`

For more information about this error, try `rustc --explain E0525`.
error: could not compile `playground` (bin "playground") due to previous error
```


### Desired output

```Shell
Something pointing out the closure reference should be `&mut`
```


### Rationale and extra context

Highlighting the bound trait `FnMut` is particularly confusing

### Other cases

_No response_

### Anything else?

_No response_
Repository: godot
Issue: Changing screen while window is fullscreen is not properly detected
Labels: bug,platform:windows,topic:porting

### Tested versions

4.2

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

When you change window mode between fullscreen and windowed, the window will sometimes jump to the other screen.
After some testing it turns out that if you change screens while the window is in fullscreen mode, changing it to windowed will make it return to the initial screen.

### Steps to reproduce

0. Have at least 2 screens
1. Put this script in some node:
```GDScript
func _process(delta: float) -> void:
	if Input.is_action_just_pressed("ui_accept"):
		if get_window().mode == Window.MODE_WINDOWED:
			get_window().mode = Window.MODE_FULLSCREEN
		else:
			get_window().mode = Window.MODE_WINDOWED
```
2. Run the project and press Enter to change the window to fullscreen (if it isn't already)
3. Change the window's screen (Windows + Shift + Right)
4. Press Enter again
5. The window returns to the original screen

### Minimal reproduction project (MRP)

N/A
Repository: go
Issue: runtime/cgo: support Handle even when CGO_ENABLED=0
Labels: NeedsInvestigation,compiler/runtime

### Go version

go1.21.0

### What operating system and processor architecture are you using (`go env`)?

```shell
Windows
```


### What did you do?

Run the program

```go
package main

import "runtime/cgo"

func main() {
	println(cgo.NewHandle(new(int)))
}
```

on Windows (`GOOS=windows`).

### What did you expect to see?

No error.

### What did you see instead?

```
runtime.cgo_yield: relocation target _cgo_yield not defined
_cgo_init: relocation target x_cgo_init not defined
_cgo_thread_start: relocation target x_cgo_thread_start not defined
_cgo_pthread_key_created: relocation target x_cgo_pthread_key_created not defined
_crosscall2_ptr: relocation target x_crosscall2_ptr not defined
_cgo_bindm: relocation target x_cgo_bindm not defined
_cgo_notify_runtime_init_done: relocation target x_cgo_notify_runtime_init_done not defined
_cgo_getstackbound: relocation target x_cgo_getstackbound not defined
```

This issue may be fixed by forcing `CGO_ENABLED=1` when using `cgo.NewHandle`, but I think that's the short-sighted fix. `cgo.Handle` is also useful for storing context when using the `syscall` facility for calling native code.
Repository: flutter
Issue: [Windows Arm64] Support preview device
Labels: tool,platform-windows,a: desktop,P3,platform-target-arm,team-tool,triaged-tool

The preview device allows users to develop Flutter apps without a native build toolchain like Xcode or Visual Studio. The preview device is powered by a pre-built Windows x64 app that will be distributed by the Flutter SDK. Currently, the preview device uses x64 emulation on Windows Arm64 hosts.

We should also create a Windows Arm64 pre-built app for Windows Arm64 hosts.

See https://github.com/flutter/flutter/issues/130277
See https://github.com/flutter/flutter/issues/62597
Repository: godot
Issue: TextureRect with size (0, 0) and Expand Mode Ignore Size and Stretch Mode Keep or Keep Centered disappears if position is offscreen on runtime.
Labels: bug,topic:rendering,topic:editor

### Tested versions

Reproducible in 4.2 and 4.1.3 and 4.0.3.

Also reproducible in 3.5.2 if you set Expand to on, size to (0, 0), and Stretch Mode to Keep or Keep Centered.

### System information

Godot v4.2.stable - Windows 10.0.22621 - GLES3 (Compatibility) - Intel(R) Iris(R) Xe Graphics (Intel Corporation; 31.0.101.4575) - 12th Gen Intel(R) Core(TM) i7-1260P (16 Threads)

### Issue description

When I have a TextureRect with size (0, 0), Expand Mode Ignore Size and Stretch Mode Keep or Keep Centered in Godot 4 (4.2, 4.1.3, 4.0.3) or a TextureRect with size (0, 0), Expand on, and Stretch Mode Keep or Keep Centered in Godot 3 (3.5.2), and the TextureRect's position is offscreen (e.g., at (-1, -1)), the entire TextureRect does not show up on screen even though part of it is still on screen in the editor.

I think this happens because the size of the TextureRect is (0, 0) while the Keep or Keep Centered Stretch Mode still forces it to display. However, since it doesn't show up in runtime while it does in editor, this could be confusing. Maybe the editor should also not show the TextureRect if its size is 0.

### Steps to reproduce

In Godot 4:
* Make a TextureRect
* Set Expand Mode Ignore Size
* Set Stretch Mode Keep or Keep Centered
* Set size (0, 0)

In Godot 3:
* Make a TextureRect
* Set Expand on
* Set Stretch Mode Keep or Keep Centered
* Set size (0, 0)

### Minimal reproduction project (MRP)

[project4.zip](https://github.com/godotengine/godot/files/13642238/project4.zip)
[project3.zip](https://github.com/godotengine/godot/files/13642239/project3.zip)