sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: DISABLED test_record_stream (__main__.TestCuda)
Labels: module: cuda,triaged,module: flaky-tests,skipped

Platforms: linux

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_record_stream&suite=TestCuda&limit=100) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/29396070465).

Over the past 3 hours, it has been determined flaky in 19 workflow(s) with 57 failures and 19 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_record_stream`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.



<details><summary>Sample error message</summary>

```
Traceback (most recent call last):
  File "/var/lib/jenkins/workspace/test/test_cuda.py", line 668, in test_record_stream
    t = torch.FloatTensor([1, 2, 3, 4]).pin_memory()
RuntimeError: Host and device pointer dont match with cudaHostRegister. Please dont use this feature by setting PYTORCH_CUDA_ALLOC_CONF=use_cuda_host_register:False (default)

To execute this test, run the following from the base repo dir:
    python test/test_cuda.py TestCuda.test_record_stream

This message can be suppressed by setting PYTORCH_PRINT_REPRO_ON_FAILURE=0
```

</details>


Test file path: `test_cuda.py`

cc @ptrblck @msaroufim @clee2000
Repository: PowerToys
Issue: eliminate black border in a program
Labels: Needs-Triage

### Description of the new feature / enhancement

![Captura de Tela (2)](https://github.com/user-attachments/assets/fae83a80-b431-4a6b-8b3b-60d43ae89cc4)


### Scenario when this would be used?

For example, I'm watching a movie or even playing a game, but the edges always appear. It's not a wrong configuration, but rather some programs that are not adapted to eliminate these edges.
Then you would do something like identify the black edges and stretch them to fit, taking up the entire monitor screen

### Supporting information

_No response_
Repository: material-ui
Issue: [Joy-ui][Button] The default cursor style is incorrect when the button is disabled
Labels: on hold,component: button,design

### Steps to reproduce

Link to live example: (required) https://stackblitz.com/edit/vitejs-vite-p6sbgy
A very small detail but it makes people uncomfortable
Steps:
1.
2.
3.


### Current behavior

_No response_

### Expected behavior

_No response_

### Context

_No response_

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>


**Search keywords**: button  cursor
Repository: neovim
Issue: Windows: crash on exit, leaving the editor screen on the terminal
Labels: platform:windows,bug-crash

### Problem

Platform: Windows 10
Neovim version: v0.10.1
Terminal: Windows Terminal
Shell: Powershell v7.4.5, git bash on Windows, cmd.exe

Crashes on exit occasionally happen on Windows since v0.10.0. It leaves the neovim editor screen on the terminal (as an indication of crashing), though `clear` does clear the crashing editor. The following consequences always happen after neovim crashes:

- Windows terminal cannot scroll
- creates `stdpath('data')/shada/main.tmp.shada`
- creates `stdpath('data')/swap/%C%...%file_edited_when_crash.swp`

### Steps to reproduce

1. `nvim`
2. open telescope and select a file or :e some_file
3. exit neovim by :q
4. neovim crashes and leave the file content (entire editor) on the terminal screen

Here are two verbose logs when crashes happen after running `nvim -Vlog` and then `nvim -Vanotherlog` for the same file:
[log.txt](https://github.com/user-attachments/files/16792118/log.txt)
[anotherlog.txt](https://github.com/user-attachments/files/16792119/anotherlog.txt)

### Expected behavior

Do not crash

### Neovim version (nvim -v)

v0.10.1

### Vim (not Nvim) behaves the same?

does not use vim

### Operating system/version

Windows 10

### Terminal name/version

Windows Terminal 1.21.1772.0

### $TERM environment variable

xterm-256color

### Installation

scoop
Repository: PowerToys
Issue: Always on top doesnt deactivate if there are multiple windows of the same application
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.83.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Always on Top

### Steps to reproduce

have multiple tabs of opera gx open then turn on alwyas on top for it then try to deactivate using the shortcut

### ✔️ Expected Behavior

when i do the shortcut it should turn off always on top 

### ❌ Actual Behavior

the always on top just shuffles through different windows of the same app

### Other Software

_No response_
Repository: svelte
Issue: Svelte 5: export generic `EventHandler` type
Labels: types / typescript

### Describe the problem

Since [DOM event forwarding is removed](https://svelte-5-preview.vercel.app/docs/event-handlers#bubbling-events), event handlers must be typed in props:

> Instead of doing `<button on:click>` to 'forward' the event from the element to the component, the component should accept an `onclick` callback prop.

Svelte [exports multiple event handlers](https://github.com/sveltejs/svelte/blob/svelte%405.0.0-next.241/packages/svelte/elements.d.ts#L46-L62), but the generic `EventHandler` is not one of them.

However, it is required to define these event handlers:

```ts
// Document Events
onvisibilitychange?: EventHandler<Event, T> | undefined | null;

// Global Events
onclose?: EventHandler<Event, T> | undefined | null;
oncancel?: EventHandler<Event, T> | undefined | null;
```

### Describe the proposed solution

1. Export `EventHandler` as is
2. Export `GenericEventHandler` as `EventHandler<Event, T>`

```ts
// Export this,
type EventHandler<E extends Event = Event, T extends EventTarget = Element> = (
	event: E & { currentTarget: EventTarget & T }
) => any;

// Or export this
export type GenericEventHandler<T extends EventTarget> = EventHandler<Event, T>;

// Existing EventHandlers with generic type:
export type FormEventHandler<T extends EventTarget> = EventHandler<Event, T>;
export type ChangeEventHandler<T extends EventTarget> = EventHandler<Event, T>;
```

### Importance

nice to have
Repository: PowerToys
Issue: Easy Access to Cursor Workspaces via Shortcut or Menu Option
Labels: Needs-Triage

### Description of the new feature / enhancement

I would like to request a feature that allows users to quickly open Cursor Workspaces through a dedicated shortcut or a context menu option within the application. This feature would streamline the process of switching between workspaces, enhancing the efficiency of using Cursor for various development projects.

### Scenario when this would be used?

This feature would be particularly useful for developers who manage multiple projects or workspaces in Cursor. By having an easy way to switch or open workspaces, users can save time and maintain focus on their work without navigating through multiple menus or options. It’s crucial for power users who handle complex or concurrent development tasks across different workspaces.

### Supporting information

Cursor is an AI-powered code editor built on top of VSCode. The requested feature is essentially the same as the existing VSCode Workspaces plugin, but adapted for Cursor. Providing this feature would align Cursor with other modern code editors that offer quick access to workspaces, further solidifying Cursor’s reputation as a versatile and developer-friendly tool. Evidence of similar functionality in other editors like VSCode has proven to increase productivity and user satisfaction.
Repository: vscode
Issue: Build failed: Segmentation fault during integration tests
Labels: freeze-slow-crash-leak

Build: https://dev.azure.com/monacotools/a6d41577-0fa3-498e-af22-257312ff0545/_build/results?buildId=290397
Changes: https://github.com/Microsoft/vscode/compare/ae45c9d...ae45c9d

Also: https://dev.azure.com/monacotools/a6d41577-0fa3-498e-af22-257312ff0545/_build/results?buildId=289982
Repository: next.js
Issue: hydrate not finished until the whole content is loaded at Stream SSR mode
Labels: bug,Performance,Partial Prerendering (PPR)

### Link to the code that reproduces this issue

https://github.com/HomyeeKing/next-ssr

### To Reproduce

```bash
npm install

npm run dev
```



### Current vs. Expected behavior

I create a simple demo, that the first Comp wait 2s and the other two components wait 3s to hydrate
but the mounted time(useEffect) is 10s later

even run in sequently, the time should be 2 + 3 + 3 = 8s, how the 10s comes out?

![image](https://github.com/user-attachments/assets/89df74c1-c582-4407-a384-5a688b59cfe4)


expect that the element can be interactive once the suspense finished

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.6.0: Mon Jul 29 21:14:21 PDT 2024; root:xnu-10063.141.2~1/RELEASE_ARM64_T8103
  Available memory (MB): 16384
  Available CPU cores: 8
Binaries:
  Node: 20.16.0
  npm: 10.8.2
  Yarn: 1.22.22
  pnpm: 9.7.1
Relevant Packages:
  next: 14.2.7 // Latest available version is detected (14.2.7).
  eslint-config-next: 14.2.7
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.5.4
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Partial Prerendering (PPR), Performance

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

_No response_
Repository: pytorch
Issue: Need handle `march` config when AoT mode.
Labels: module: cpu,triaged,oncall: pt2,module: inductor,oncall: export,module: aotinductor

https://github.com/pytorch/pytorch/blob/578b8d75e5220a8bad3b4c94e3385f9bf721c1dc/torch/_inductor/cpp_builder.py#L475-L478

Discussed with @jgong5 , we need handle `march` config when AoT mode.

cc @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10 @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @Guobing-Chen @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @suo @ydwu4
Repository: vscode
Issue: Allow remote ssh machine to be included/captured in VSCode's "Export profile" feature.
Labels: feature-request,remote,user-profiles

I'd like to share my profile with colleagues, but it doesn't capture settings.json, extensions, and maybe a few other things from my remote development VM; only local VSCode profile data.  Maybe the VSCode export/import profile feature could be enhanced to capture a remote ssh machines settings also.  Or maybe remote ssh extension could manage profiles separately, since a local VSCode session could have multiple remotes, and another person's remote machines might have different names/addresses, etc.
Repository: ant-design
Issue: 【Select】select组件的showSearch功能在mode是否为multiple时下拉选项表现不一致
Labels: 🐛 Bug,Inactive

### What problem does this feature solve?

当mode= multiple时
1: 进行sug
2: 失去焦点
3：聚焦，不会请求sug接口
当mode为单选时步骤3会再次请求sug接口

### What does the proposed API look like?

希望步骤3的行为表现一致，都不再请求sug接口

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: next.js
Issue: Draft mode cookie no being set on edge runtime
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/otoxiep95/next-draft-edge-issue-reproduction

### To Reproduce


1. Clone the repo
2. Run `npm install`
3. Run `npm run dev`
4. Open the browser at `http://localhost:3000/api`
5. Open and edit `app/api/route.ts` and remove `export const runtime = "edge";` 
6. Retest the issue

### Current vs. Expected behavior

Cookie header is set, but the value it wrong and results in draft mode not being enabled.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.2.0: Wed Nov 15 21:55:06 PST 2023; root:xnu-10002.61.3~2/RELEASE_ARM64_T6020
  Available memory (MB): 32768
  Available CPU cores: 10
Binaries:
  Node: 20.17.0
  npm: 10.8.2
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 15.0.0-canary.134 // Latest available version is detected (15.0.0-canary.134).
  eslint-config-next: N/A
  react: 19.0.0-rc-7771d3a7-20240827
  react-dom: 19.0.0-rc-7771d3a7-20240827
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Runtime

### Which stage(s) are affected? (Select all that apply)

next dev (local), Vercel (Deployed)

### Additional context

![Screenshot 2024-08-29 at 11 24 16](https://github.com/user-attachments/assets/c5402e83-8caf-4354-9ebf-94286029057d)
![Screenshot 2024-08-29 at 11 24 28](https://github.com/user-attachments/assets/6a2c619e-5e1a-4c6f-9223-f7993c63aae9)
![Screenshot 2024-08-29 at 11 24 56](https://github.com/user-attachments/assets/eb1c1921-0659-4e7a-aa47-1a702d753305)
Repository: godot
Issue: Light2Ds do not affect CanvasItems that are inside their same CanvasLayer
Labels: bug,topic:rendering,topic:2d

### Tested versions

- Reproducible in 4.3
- Reproducible in 4.2.2

### System information

Windows 10

### Issue description

There's a possibility this is a misunderstanding, an intentional limitation, but I'm doubtful. There's no mention of this in the documentation.

This is reproducible on **all** rendering methods.

In short, 2D lights do not work **at all** on **CanvasItem**s that are children of a **CanvasLayer** node, even though the lights are inside the same **CanvasLayer**:

<img src=https://github.com/user-attachments/assets/92669c3c-4246-420b-8eb8-428e6c3c6f73 width=50%>

-------

It also means that CanvasItemMaterial's `light_mode` is entirely useless outside in these cases:

<img src=https://github.com/user-attachments/assets/27e5679d-3004-4243-999e-1cc69e82587e width=50%>

------- 

Very importantly, note that **Light2D**s inside a **CanvasLayer** **DO** work:

<img src=https://github.com/user-attachments/assets/31f1c7d7-faf2-48f7-b0a3-1f92741dbfba width=50%>








### Steps to reproduce

Multiple ways, but the simplest is to create a **CanvasLayer** and insert a **Sprite2D** and a **PointLight2D** as children. Make sure to include textures for both.

### Minimal reproduction project (MRP)

[mrp-canvaslayer-light2d-do-not-work.zip](https://github.com/user-attachments/files/16796973/mrp-canvaslayer-light2d-do-not-work.zip)
Repository: tensorflow
Issue: With the same input and parameter settings, there is a large difference in the output of Dense layer on GPU and CPU.
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.12

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

No

### Source

binary

### TensorFlow version

tf 2.12.0

### Custom code

Yes

### OS platform and distribution

Ubuntu 20.04

### Mobile device

_No response_

### Python version

3.10

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

We found that when training the model, there is a large difference in the output of the DENSE layer on the cpu and gpu when using the same input tensor and parameter settings.
```
CPU output: [[3.4838054e+34]]
GPU output: [[3.4838057e+34]]
2.4758800785707605e+27
```
We have tried some similar inputs, but no such problems have occurred.

### Standalone code to reproduce the issue

```shell
import tensorflow as tf
import numpy as np
import pickle
import h5py

tf.random.set_seed(42)
tf.config.experimental.enable_op_determinism()

def chebyshev_distance(A: np.ndarray, B: np.ndarray):
    if A is None or B is None:
        return 0.0
    if A.shape != B.shape:
        return 9999999
    else:
        return float(np.max(np.abs(A - B)))


tf.random.set_seed(42)

x_input = np.array([[37.63115]])
# x_input = np.array([[38.63115]])
# x_input = np.array([[3.763115]])
print(x_input)

dense_layer = tf.keras.layers.Dense(units=1, activation='exponential', use_bias=True, activity_regularizer=None, bias_constraint=None, bias_initializer='random_normal', kernel_initializer='he_normal', bias_regularizer=None, kernel_regularizer=None, kernel_constraint=None)

weights = [np.array([[2.112561]], dtype=np.float32), np.array([0.03791478], dtype=np.float32)]

dense_layer.build((1,))  
dense_layer.set_weights(weights)

with tf.device('/CPU:0'):
    x_cpu = tf.constant(x_input, dtype=tf.float32)
    output_cpu = dense_layer(x_cpu)
    print("CPU output:", output_cpu.numpy())


if tf.config.list_physical_devices('GPU'):
    with tf.device('/GPU:0'):
        x_gpu = tf.constant(x_input, dtype=tf.float32)
        output_gpu = dense_layer(x_gpu)
        print("GPU output:", output_gpu.numpy())
else:
    print("GPU not available.")
    
output_diff = chebyshev_distance(output_cpu.numpy(), output_gpu.numpy())
print(output_diff)
```


### Relevant log output

_No response_
Repository: vscode
Issue: Zoom in and Zoom out with Ctrl and mouse
Labels: feature-request,zoom

<!-- ⚠️⚠️ 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. -->
Zoom in and Zoom out should be possible with Control-Key and Mouse Wheel.
Repository: godot
Issue: Black screen frozen and console with infinite errors when launching edit project
Labels: needs testing

### Tested versions

GoDot Engine 4.3 
x86_64 · 64 bit · 15 August 2024

### System information

Windows 10

### Issue description

This is the 1st time I use Godot, I never installed it before.
I'm on a laptop Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz   2.20 GHz, GTX 560m, 8Go RAM, Win 10 pro.
I installed latest version on August 29th.
I have copied the extracted *.exe in a folder, launched it. I have the window to create a project.
When I clic on edit this new project, I have a black window, never opening the edit Godot software.
When I try to launch the console *.exe, I see multiple errors 
Example of errors in enclosed files and see some here : 

![2024-08-29 12_00_42-Window](https://github.com/user-attachments/assets/1423479a-fe33-43ff-9f6d-2fd18313144f)
[godot_errors.txt](https://github.com/user-attachments/files/16797355/godot_errors.txt)

ERROR: No render pipeline was set before attempting to draw.
   at: (servers/rendering/rendering_device.cpp:4050)
ERROR: Attempted to use an unused shader variant (shader is null),
   at: (./servers/rendering/renderer_rd/pipeline_cache_rd.h:74)
ERROR: Parameter "pipeline" is null.
   at: draw_list_bind_render_pipeline (servers/rendering/rendering_device.cpp:3840)
ERROR: This render pipeline requires (0) bytes of push constant data, supplied: (128)
   at: (servers/rendering/rendering_device.cpp:4031)
ERROR: No render pipeline was set before attempting to draw.
   at: (servers/rendering/rendering_device.cpp:4050)
ERROR: Attempted to use an unused shader variant (shader is null),
   at: (./servers/rendering/renderer_rd/pipeline_cache_rd.h:74)
ERROR: Parameter "pipeline" is null.
   at: draw_list_bind_render_pipeline (servers/rendering/rendering_device.cpp:3840)
ERROR: Parameter "shader" is null.
   at: uniform_set_create (servers/rendering/rendering_device.cpp:2799)
ERROR: Parameter "uniform_set" is null.
   at: draw_list_bind_uniform_set (servers/rendering/rendering_device.cpp:3928)
ERROR: This render pipeline requires (0) bytes of push constant data, supplied: (128)
   at: (servers/rendering/rendering_device.cpp:4031)
ERROR: No render pipeline was set before attempting to draw.
   at: (servers/rendering/rendering_device.cpp:4050)
ERROR: Attempted to use an unused shader variant (shader is null),
   at: (./servers/rendering/renderer_rd/pipeline_cache_rd.h:74)
ERROR: Parameter "pipeline" is null.
   at: draw_list_bind_render_pipeline (servers/rendering/rendering_device.cpp:3840)
ERROR: Parameter "shader" is null.
   at: uniform_set_create (servers/rendering/rendering_device.cpp:2799)
ERROR: Parameter "uniform_set" is null.
   at: draw_list_bind_uniform_set (servers/rendering/rendering_device.cpp:3928)
ERROR: This render pipeline requires (0) bytes of push constant data, supplied: (128)
   at: (servers/rendering/rendering_device.cpp:4031)

### Steps to reproduce

clic on exe
create new project
ok

### Minimal reproduction project (MRP)

none
Repository: opencv
Issue: blobRectsToImageRects,This function has an error
Labels: bug,incomplete,needs reproducer

### System Information

// example for c++ user
OpenCV version: 4.10.0
Operating System / Platform: windows 11
Compiler & compiler version: Microsoft Visual Studio Enterprise 2019


### Detailed description

blobRectsToImageRects,This function has an error。

### Steps to reproduce

        // covert Rect2d to Rect
        //![draw_boxes]
        for (auto box : keep_boxes)
        {
            boxes.push_back(Rect(cvFloor(box.x), cvFloor(box.y), cvFloor(box.width - box.x), cvFloor(box.height - box.y)));
        }

        paramNet.blobRectsToImageRects(boxes, boxes, img.size());

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [ ] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: create-react-app
Issue: vscode inspection , please look at here 
Labels: needs triage,issue: bug report

`npx  create-react-app  `  install  JavaScriptreact 

-  *but   vscode can't  parse module   correctly* 


![asefsef ](https://github.com/user-attachments/assets/9794c3fa-523d-4381-b9b0-06af661634e1)
Repository: terminal
Issue: Typed input is sometimes wrongly ordered
Labels: Area-Output,Issue-Bug,Product-Terminal

### Windows Terminal version

1.20.11781.0

### Windows build number

10.0.19045.3930

### Other Software

Bash from Git for Windows

### Steps to reproduce

I cannot tell exactly how to reproduce.
But it happens regularly.
The prompt is not ready yet because it still executes the last command or evaluates the `PROMPT_COMMAND` of Bash.
Then I already type the next command like `git b -a` (`b` here is a Git alias for `branch -vv`).

Now regularly it happens that once the prompt is ready what is inserted is misordered, like `agit b -`, so the characters typed later are input before characters typed earlier.

I first thought I just mistyped, but I'm absolutely sure now, that I did not mistype, but the characters were not inserted in the order I typed them.
I guess there is some race condition somewhere that causes this.

### Expected Behavior

Input appears in the order I typed it.

### Actual Behavior

Input is mixed up.
Repository: ollama
Issue: Ollama run codestral gives Error: llama runner process has terminated
Labels: bug,amd

### What is the issue?

Trying to run codestral:22b on a 6800xt but get this error everytime : 
Error: llama runner process has terminated: signal: segmentation fault (core dumped)

I have 16G RAM and 16G VRAM. What is the issue here? i was able to successfully run other models like starcoder2:3b 

### OS

Linux

### GPU

AMD

### CPU

Intel

### Ollama version

0.3.8