sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: rename config.toml to bootstrap.toml
Labels: T-bootstrap,A-contributor-roadblock

cargo and bootstrap use the same name for their configuration file. this is confusing. we might want to rename this file so it's easier to understand what's going on.

this will also make it easier to write `.gitignore` style includes and excludes without mixing up the two types of configs.

@rustbot label A-contributor-roadblock T-bootstrap

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Repository: godot
Issue: CharacterBody3D collision lagging behind it's visual representation.
Labels: discussion,usability,topic:physics,topic:3d

### Tested versions

- Reproducible in: 4.0 stable, 4.2.2 stable, 4.3 beta 2. Maybe 3.X as well, didn't test yet.

### System information

Windows 10, Mobile renderer, GPU: RX 7800 XT

### Issue description

When a CharacterBody3D is moving at any speed, it's collision starts "lagging" behind its visual representation (even visible collision shapes are ahead of the true collisions), the faster the body is moving, the larger the offset.
In my case I want the player to be able to move on top of a vehicle.
This happens when moving the "vehicle" both like this:
```gdscript
speed = min(speed + 2.0 * delta, 30.0)
velocity = Vector3(speed,0,0)
move_and_slide()
```
and like this:
```gdscript
speed = min(speed + 2.0 * delta, 30.0)
global_position.x += speed * delta
```

It also might be happening to all 3D collisions, but I couldn't reliably test it with rigid bodies.

### Steps to reproduce

Move a CharacterBody3D at a reasonable speed and make it interact with another CharacterBody3D. Have debug collision shapes on, you'll notice the collisions don't match the shapes.

### Minimal reproduction project (MRP)

[CollisionBugTest.zip](https://github.com/user-attachments/files/15945893/CollisionBugTest.zip)
Repository: godot
Issue: AStar3D Class sometimes fails to return a path when using get_point_path() despite the all the points leading to the target position are connected
Labels: bug,needs testing,topic:navigation,topic:3d

### Tested versions

v4.2.2.stable.official [15073afe3]

### System information

Godot v4.2.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GT 710 (NVIDIA; 30.0.14.7464) - Intel(R) Core(TM)2 Quad  CPU   Q8200  @ 2.33GHz (4 Threads)

### Issue description

I am currently working on implementing a navigation system in a 3D space using the AStar class in Godot. I managed to add points and connected them properly. When I inspect the points during runtime, I can see that all points are connected as expected.
## the problem
When I launch the game and set a start and end point for navigation, the system correctly identifies both points but fails to return a valid path node, it's also worth nothing that each of the two points are connected to their neighbor nodes.
## what i expected
I expected the navigation system to compute a valid path node when provided with a start and end point in the 3D space, using the AStar3D algorithm.

This is my first time opening an issue, so apologies for any shortcomings in providing details or the fact that this isn't a bug at all

### Steps to reproduce

Create a AStar grid in 3D space, the size need to be a large 3D space connect all the point in that area then tell the entity to move to specific areas, in some cases it will fail to return a path

### Minimal reproduction project (MRP)

install this as a normal plugin, go to the demo folder and open the test_scene.tscn file select the AirWays3D node and press build navigation area then run the project, press in multiple places around the level, if the problem didn't happen change the cell size
[AStar_problem.zip](https://github.com/user-attachments/files/15946089/AStar_problem.zip)
Repository: ollama
Issue: Allow importing multi-file GGUF models
Labels: bug

### What is the issue?

Currently Ollama can [import GGUF files](https://github.com/ollama/ollama/blob/main/docs/import.md). However, larger models are sometimes split into separate files. Ollama should support loading multiple GGUF files similar to loading safetensor files.


### OS

_No response_

### GPU

_No response_

### CPU

_No response_

### Ollama version

_No response_
Repository: ui
Issue: [bug]: redundant empty Interface for InputProps on input component
Labels: bug

### Describe the bug

The issue in the code is due to the InputProps interface extending `React.InputHTMLAttributes<HTMLInputElement>` without adding any new members. 

This is flagged by the ESLint rule `@typescript-eslint/no-empty-interface`, which indicates that an interface declaring no members is equivalent to its supertype. Essentially, InputProps does not add any value beyond what `React.InputHTMLAttributes<HTMLInputElement>` already provides.

Proposed fix on [#4082 ](https://github.com/shadcn-ui/ui/pull/4082)

### Affected component/components

Input

### How to reproduce

1. Create a new project using Next.js
2. Add input component
3. Build project

### Codesandbox/StackBlitz link

_No response_

### Logs

```bash
Failed to compile.
./src/components/ui/input.tsx
5:18  Error: An interface declaring no members is equivalent to its supertype.  @typescript-eslint/no-empty-interface
```


### System Info

```bash
No relevant information.
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: next.js
Issue: template.tsx is rendered twice, when using Parallel Routes modal and reload.
Labels: bug,Navigation,Parallel & Intercepting Routes

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/parallel-routes-bug-example-6z7pws

### To Reproduce

I use modal with Parallel Routes in my project.  Then, there is a problem that template.tsx is rendered twice per reload. I think this is a bug on the Next.js side.

I have an implementation that sends GTM's page_view event in template.tsx, and I am having trouble because the event is sent in duplicate.

↓ Here is the directory structure of my project (App Router)
```
├─ @modal
 |   ├─ default.tsx
 |  └─ (.)example
 |     └─ page.tsx
 │ 
├─ example
 |     └─ page.tsx
 │ 
├─ layout.tsx
├─ template.tsx
```

### Current vs. Expected behavior

Current behavior:
template.tsx is rendered twice when reload.

Expected behavior:
template.tsx is rendered once when reload.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 22.6.0: Fri Sep 15 13:39:52 PDT 2023; root:xnu-8796.141.3.700.8~1/RELEASE_X86_64
Binaries:
  Node: 20.13.1
  npm: 10.5.2
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.1.3
  eslint-config-next: 14.1.3
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: standalone
```


### Which area(s) are affected? (Select all that apply)

Parallel & Intercepting Routes

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local)

### Additional context

_No response_
Repository: pytorch
Issue: pytorch-nightly export KINETO_USE_DAEMON=1 Cannot initialize CUDA without ATen_cuda library
Labels: module: binaries,triaged

### 🐛 Describe the bug

```bash
conda create -n torch_prof python=3.10
conda activate torch_prof
conda install pytorch torchvision torchaudio pytorch-cuda=12.1 -c pytorch-nightly -c nvidia
```

```bash
cat << EOT > linear_model_example.py
import math
import torch
import torch.profiler
import os

import torch.distributed as dist
dist.init_process_group(backend='nccl')
local_rank=int(os.environ['LOCAL_RANK'])
rank=torch.distributed.get_rank()
torch.cuda.set_device(local_rank)
if not dist.is_available() or not dist.is_initialized():
    print("dist init error")

dtype = torch.float
device = torch.device("cuda:0")  # Uncomment this to run on GPU
x = torch.linspace(-math.pi, math.pi, 2000, device=device, dtype=dtype)
y = torch.sin(x)
p = torch.tensor([1, 2, 3], device=device)
xx = x.unsqueeze(-1).pow(p)
print(xx.device)
model = torch.nn.Sequential(torch.nn.Linear(3, 1).to(device), torch.nn.Flatten(0, 1))
loss_fn = torch.nn.MSELoss(reduction="sum")

learning_rate = 1e-6
for t in range(200000):
    y_pred = model(xx)
    loss = loss_fn(y_pred, y)
    if t % 10000 == 99:
        print(t, loss.item())
    model.zero_grad()
    loss.backward()
    with torch.no_grad():
        for param in model.parameters():
            param -= learning_rate * param.grad
EOT
export KINETO_USE_DAEMON=1
torchrun -m --nnodes=1 --nproc_per_node=1 linear_model_example
```

```
[rank0]: RuntimeError: Cannot initialize CUDA without ATen_cuda library. PyTorch splits its backend into two shared libraries: a CPU library and a CUDA library; this error has occurred because you are trying to use some CUDA functionality, but the CUDA library has not been loaded by the dynamic linker for some reason.  The CUDA library MUST be loaded, EVEN IF you don't directly use any symbols from the CUDA library! One common culprit is a lack of -Wl,--no-as-needed in your link arguments; many dynamic linkers will delete dynamic library dependencies if you don't depend on any of their symbols.  You can check if this has occurred by using ldd on your binary to see if there is a dependency on *_cuda.so library.
[rank0]:[W624 07:55:18.589582182 ProcessGroupNCCL.cpp:1161] Warning: WARNING: process group has NOT been destroyed before we destruct ProcessGroupNCCL. On normal program exit, the application should call destroy_process_group to ensure that any pending NCCL operations have finished in this process. In rare cases this process can exit before this point and block the progress of another member of the process group. This constraint has always been present,  but this warning has only been added since PyTorch 2.4 (function operator())

```

### Versions

pytorch-nightly

cc @seemethere @malfet @osalpekar @atalman
Repository: pytorch
Issue: `linspace()` can also use `complex` and `bool` type for `start` and `end` argument against the doc
Labels: module: docs,triaged

### 🐛 Describe the bug

[The doc](https://pytorch.org/docs/stable/generated/torch.linspace.html) of `linspace()` says that `float` type can be used for `start` and `end` argument as shown below:

> - start ([float](https://docs.python.org/3/library/functions.html#float) or [Tensor](https://pytorch.org/docs/stable/tensors.html#torch.Tensor)) – the starting value for the set of points. If Tensor, it must be 0-dimensional
> - end ([float](https://docs.python.org/3/library/functions.html#float) or [Tensor](https://pytorch.org/docs/stable/tensors.html#torch.Tensor)) – the ending value for the set of points. If Tensor, it must be 0-dimensional

But, `linspace()` can also use `complex` and `bool` for `start` and `end` argument against the doc as shown below:

```python
import torch

torch.linspace(start=0.+0.j, end=5.+0.j, steps=2) # tensor([0.+0.j, 5.+0.j])

torch.linspace(start=False, end=True, steps=2) # tensor([0., 1.])
```

### Versions

```python
import torch

torch.__version__ # 2.3.0+cu121
```

cc @svekars @brycebortree
Repository: PowerToys
Issue: powertoys cannot use remap shortcuts on win10
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.81.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

![image](https://github.com/microsoft/PowerToys/assets/22996438/d4093206-862c-45a8-ae1f-fca93fe3ed8a)


### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: node
Issue: Node SEA ESM support
Labels: feature request,esm,single-executable

### What is the problem this feature will solve?

Nodejs version 20.15.0,
I have a .mjs file, use `node --experimental-sea-config sea-config.json` pack as a blob,
and then `npx postject hello NODE_SEA_BLOB sea-prep.blob --sentinel-fuse NODE_SEA_FUSE_fce680ab2cc467b6e072b8b5df1996b2` successful, 
but ./hello will throw `Require a ESM error`.
So, packing ESM module into SEA single executable is not available now.



### What is the feature you are proposing to solve the problem?

Packing ESM module as a single exeutable.

### What alternatives have you considered?

Another feature request is: bake v8 options into executable to run with them on, like pkg's `--options` argument
Repository: transformers
Issue: Add argument to set number of eval steps in Trainer
Labels: trainer,Feature request

### Feature request

I would like to add an argument to the [Trainer](https://huggingface.co/docs/transformers/main/en/main_classes/trainer#transformers.Trainer) class that allows for setting the number of eval steps (batches) for the evaluation procedure during training. 

The current behavior is to fully iterate through the entire dataset provided by the `eval_dataset` argument. However, when using a very large evaluation dataset, the evaluation process can take a long time. Especially for debugging, it would be helpful to be able to explicitly specify how many batches you would like to use as part of the evaluation procedure. 

### Motivation

Currently, I am using dataset streaming to train and evaluate models (motivated by large dataset size). My `eval_strategy` argument is set to `"steps"` since I'm using the streaming dataset, and so the Trainer runs the evaluation procedure every `eval_steps` number of steps. However, because there is no way to control how many steps are run during the evaluation procedure, the Trainer iterates through the entire eval dataset, which can be very time-consuming for a large dataset. Ideally, we could specify how many evaluation steps to run inside the evaluation procedure. 

Note that the argument I would like to add is different than the current `eval_steps` argument -- the current `eval_steps` argument specifies "Number of update steps _between_ two evaluations" but what I would like to specify is the number of steps _within_ the evaluations. 

### Your contribution

I would be happy to contribute code for this if this is deemed a relevant feature request and there isn't existing functionality that I'm unaware of.
Repository: ollama
Issue: Recoll index RAG
Labels: feature request

Would it be possible in any way to use the text database index created by the software Recoll with ollama? 

Recoll indexes an extremely wide variety of text documents into a database that is then searchable via the software, making a veritable search engine out of your documents. It is one of my favourite softwares, along with ollama. 

While it would be an advanced feature, could it be possible to link ollama to recoll and either RAG digest the database created to enhance model responses (potentially significantly) or utilise the search functionality of recoll to automatically pull a list of files and indexes available based on keywords to find relevant documents in order to enhance responses based upon these related files suggested by recoll? 

Recolls text database is multitudes smaller than documents such as pdf and being plain text it is the fastest form for RAG digestion it seems, so this would  be a way to enhance responses easily with minimal resource usage, the small size of the database those with large amounts of ram could even keep the whole thing in ram, It would also allow for quick and easy model enhancement making even fairly small low vram models far more effective and efficient. 

It would then matter more on how well a model could respond over how much data is packed into it (which becomes difficult and each response can go either way), we do not need to keep the whole internet inside a model but merely have a model good enough to formulate responses and give it access to a wide range of documents (which can be more dependable than random data from the internet anyways) it can then reference to pull data to form a response.

(P.s. recoll has webui, gui and cli, is GPL and works on mac, linux or windows plus uses fairly common tools to do what it does which should make it all easier at least to allow ollama to interact with it/its database 

Something as simple as an environment variable pointing to recolls database location and then a way to add a string to the model file or it being automatically used would probably work great)
Repository: pytorch
Issue: Error when loading a module file by calling torch::jit::load(..)
Labels: oncall: jit

### 🐛 Describe the bug

When torch::jit::load(...) is called to load a pre-compiled .pt module file, I constantly get the following error:

terminate called after throwing an instance of 'c10::Error'
  what():  [enforce fail at inline_container.cc:157] . archive does not contain any files

But the .pt file does contain a lot of files and directories. Has anyone encountered such issue before? I'm really baffled... thanks!

P.S., same code running on an Intel Mac loads the module file fine. 

### Versions

yTorch version: N/A
Is debug build: N/A
CUDA used to build PyTorch: N/A
ROCM used to build PyTorch: N/A

OS: Rocky Linux release 8.10 (Green Obsidian) (x86_64)
GCC version: (GCC) 8.5.0 20210514 (Red Hat 8.5.0-22)
Clang version: Could not collect
CMake version: version 3.26.5
Libc version: glibc-2.3.4

Python version: 3.6.8 (default, Apr 24 2024, 21:55:04)  [GCC 8.5.0 20210514 (Red Hat 8.5.0-22)] (64-bit runtime)
Python platform: Linux-4.18.0-553.5.1.el8_10.x86_64-x86_64-with-centos-8.10-Green_Obsidian
Is CUDA available: N/A
CUDA runtime version: Could not collect
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: GPU 0: Quadro K2200
Nvidia driver version: 535.54.03
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: N/A

CPU:
Architecture:        x86_64
CPU op-mode(s):      32-bit, 64-bit
Byte Order:          Little Endian
CPU(s):              20
On-line CPU(s) list: 0-19
Thread(s) per core:  2
Core(s) per socket:  10
Socket(s):           1
NUMA node(s):        1
Vendor ID:           GenuineIntel
CPU family:          6
Model:               63
Model name:          Intel(R) Xeon(R) CPU E5-2650 v3 @ 2.30GHz
Stepping:            2
CPU MHz:             1847.366
CPU max MHz:         3000.0000
CPU min MHz:         1200.0000
BogoMIPS:            4589.65
Virtualization:      VT-x
L1d cache:           32K
L1i cache:           32K
L2 cache:            256K
L3 cache:            25600K
NUMA node0 CPU(s):   0-19
Flags:               fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe syscall nx pdpe1gb rdtscp lm constant_tsc arch_perfmon pebs bts rep_good nopl xtopology nonstop_tsc cpuid aperfmperf pni pclmulqdq dtes64 monitor ds_cpl vmx smx est tm2 ssse3 sdbg fma cx16 xtpr pdcm pcid dca sse4_1 sse4_2 x2apic movbe popcnt tsc_deadline_timer aes xsave avx f16c rdrand lahf_lm abm cpuid_fault epb invpcid_single pti intel_ppin ssbd ibrs ibpb stibp tpr_shadow vnmi flexpriority ept vpid ept_ad fsgsbase tsc_adjust bmi1 avx2 smep bmi2 erms invpcid cqm xsaveopt cqm_llc cqm_occup_llc dtherm ida arat pln pts md_clear flush_l1d

Versions of relevant libraries:
[pip3] numpy==1.14.3
[conda] Could not collect


cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: godot
Issue: get_overlapping_areas() detects areas with monitorable == false
Labels: bug,topic:physics

### Tested versions

Reproducible in: 3.5.3.stable

### System information

Windows 11 - Godot v3.5.3.stable

### Issue description

When polling for any overlapping areas within a specific layer using `get_overlapping_areas()`, areas are found to be overlapping even when their `monitorable` values are false.
 This happened consistently in my game project, where I worked around it by removing and re-adding the target node from their collision layer, which worked out ok, but upon creating an MRP I got the error inconsistently.
 
 Here's a video of it happening on some runs but not others:

 https://github.com/godotengine/godot/assets/3142110/fd9297e7-6558-4a95-a76a-49027106d717

### Steps to reproduce

have an area 2d node `target` with a collision layer = n and `monitorable` value equal to `true`
have an area 2d node `monitor` with a collision mask = n and `monitoring` value equal to `true`
put both nodes within a scene and make sure their areas overlap.
on the scene's `_process(_delta)` method, call `monitor.get_overlapping_areas()` and observe `target` area is found to be overlapping. call `$Target.set_deferred("monitorable", false)`, and notice it sometimes is found to be overlapping even when it's `monitorable` value equals `false`.

### Minimal reproduction project (MRP)

[bug_report_MRP.zip](https://github.com/user-attachments/files/15949581/bug_report_MRP.zip)
Repository: rust
Issue: `asm!` should actually understand "can you address this register?"
Labels: C-cleanup,A-inline-assembly,T-compiler,O-riscv,T-libs,O-AArch64

In https://github.com/rust-lang/rust/pull/126849 I fixed a bug on 32-bit Arm regarding features that govern "which register fits where" by sorting the features based on register class hierarchically.

However, this bug is present on more than 32-bit Arm: https://github.com/rust-lang/rust/blob/0d8f734172ca17844a3c0f1d938222aac49b0d16/compiler/rustc_target/src/asm/aarch64.rs#L134-L149

In addition, there's some very ad-hoc restrictions showing up that in many cases are basically trying to encode the same thing:

https://github.com/rust-lang/rust/blob/0d8f734172ca17844a3c0f1d938222aac49b0d16/compiler/rustc_target/src/asm/riscv.rs#L81-L96

I believe we should switch to modeling register addressability more directly, and test more exhaustively for all architectural variations people want us to support.
Repository: go
Issue: x/pkgsite: 500 errorcode on https://pkg.go.dev/github.com/leberkleber/simple-jwt-provider
Labels: NeedsInvestigation,pkgsite

### What is the URL of the page with the issue?
 
 https://pkg.go.dev/github.com/leberkleber/simple-jwt-provider, I get an internal server error 500
Repository: PowerToys
Issue: After connecting to a PC with a computer name set in lower case letters, sorting becomes impossible.
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.81.1

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

The name of the PC to connect to is converted to uppercase.

1. Set the PC-A name in lower case.(ex. computer-a)
2. Register the encryption key and device name from PC-B and connect. At this time, the name of PC-A is registered as COMPUTER-A
3. Attempts to change the order in the device layout will not work.(It seems to be recognized as a different PC from PC-A.)


### ✔️ Expected Behavior

After entering the security key and device name in the Encryption Key section, it should be prevented from being converted to uppercase.

### ❌ Actual Behavior

Computer name is converted to uppercase after entering the security key and device name in the Encryption Key section.

### Other Software

_No response_