sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: [proposal] "Name" string attribute for modules, parameters, buffers, tensors for more pleasant debugging (especially for graph printouts / export / studying compiled generated code)
Labels: feature,triaged,needs design

### 🚀 The feature, motivation and pitch

This is useful for debugging complex tree-structured models to be able to `.name` and understand where a module is found within the whole model tree

This idea is currently used only for parameters within `state_dict()` serialization. I suggest that enabling `.name` attribute/property would be useful for debugging and various formatting/debug-printing in the general context. Such `.name` could be used in `__str__` implementations of modules and tensors, could be used for creating easier-visualizable ONNX graphs. Access to module name might also be useful for various finer-grained logic hacks in module hooks (although maybe not the best coding practice in all cases - but for hacks might be okay).

I propose to:
1. introduce a `.name` property (backed by `._name` attribute which may not exist if we wrongly torch.load and old model file) or just a `.name` attribute if the deserializing-old-module-objects-without-some-attributes is not a problem. It should be an empty string by default.
2. introduce an instance `.set_names_recursively()` (modulo bikeshedding) method on `torch.nn.Module` which would go around and produce names similar to what's now found in `state_dict()` keys formatting

I also propose to support setting/getting such attribute for any tensor. It's understood that most tensors won't have it assigned and the user would need to set it manually for any usefulness, but it's still good (e.g. can be set for tensors-to-be-returned-from-a-function). Propagation of such tensor names is a more complex task, and I propose that it's out of scope as the feature is already useful if only manual tensor names are supported (for the cases useful for debugging). Alternatively a `tensor.name()` / `tensor.name(value)` could be maybe used instead of the attribute so that the setter would `return self` for fluency and convenience, so that one can write `return (x + 1).name("mytensorplus1")` - although it would mean that the `name(...)` method would return either a string or a Tensor/sth else, depending on its argument.

Another consideration is that currently ONNX exporter already produces some automatic module/op names, and some code might have taken some dependencies on this. So the ONNX naming behavior should be unchanged unless explicitly `.set_names_recursively()` was called (so empty names would be overridden by existing automatic names)

Also probably if `.name`s are set, state_dict() should use them. Another consideration is that some people are probably monkey-patching `.name` attributes on tensors/modules themselves, so if state_dict starts using them, it might be surprising, so maybe some attribute name bikeshedding is required

e.g. https://github.com/facebookresearch/fvcore/blob/main/fvcore/nn/jit_analysis.py is doing sth similar wrt to module names

cc @ezyang @albanD
Repository: next.js
Issue: "RangeError: WebAssembly.instantiate(): Out of memory: wasm memory" when using environment with limited virtual memory
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
/app # npx next info

    Operating System:
      Platform: linux
      Arch: x64
      Version: #1 SMP Thu May 25 07:17:40 UTC 2023
    Binaries:
      Node: 16.20.0
      npm: 8.19.4
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.3.3
      eslint-config-next: 13.4.2
      react: 18.2.0
      react-dom: 18.2.0

/app # ulimit -a 
core file size (blocks)         (-c) 0
data seg size (kb)              (-d) unlimited
scheduling priority             (-e) 0
file size (blocks)              (-f) unlimited
pending signals                 (-i) 63574
max locked memory (kb)          (-l) 82000
max memory size (kb)            (-m) 2048000
open files                      (-n) 1048576
POSIX message queues (bytes)    (-q) 819200
real-time priority              (-r) 0
stack size (kb)                 (-s) 8192
cpu time (seconds)              (-t) unlimited
max user processes              (-u) unlimited
virtual memory (kb)             (-v) 2048000
file locks                      (-x) unlimited
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/IoanStoianov/limited-virtual-memory-nextjs/tree/main

### To Reproduce

Clone the `limited-virtual-memory-nextjs` and follow the Readme

Local:
1. Limit the virtual memory of your environment. I tried it on docker image `node:16.20.0-alpine` - `ulimit -v 2048000`
2. Install version higher than 13.3.3
3. Run `npx next info`
4. Get: `RangeError: WebAssembly.instantiate(): Out of memory: wasm memory
    at lazyllhttp (node_modules/next/dist/compiled/undici/index.js:1:55249)`

### Describe the Bug

This behavior happens when I upgrade to a version higher than 13.3.3. I cannot run even `npx next info`

### Expected Behavior

To be able to perform next commands on environment with limited virtual memory

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

I deployed the app on my client's cPanel
Repository: react-native
Issue: OnEndReached calls on initial render and is called even if data is empty
Labels: Issue: Author Provided Repro,Component: FlatList,Needs: Attention

### Description

OnEndReached calls on initial render when the app runs each time on the first time and is called even if data is empty


### React Native Version

0.71.1

### Output of `npx react-native info`

System:
    OS: macOS 13.3.1
    CPU: (8) arm64 Apple M1
    Memory: 207.19 MB / 8.00 GB
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 18.16.0 - /opt/homebrew/opt/node@18/bin/node
    Yarn: 1.22.19 - /opt/homebrew/bin/yarn
    npm: 9.5.1 - /opt/homebrew/opt/node@18/bin/npm
    Watchman: 2023.05.08.00 - /opt/homebrew/bin/watchman
  Managers:
    CocoaPods: 1.12.1 - /opt/homebrew/bin/pod
  SDKs:
    iOS SDK:
      Platforms: DriverKit 22.2, iOS 16.2, macOS 13.1, tvOS 16.1, watchOS 9.1
    Android SDK: Not Found
  IDEs:
    Android Studio: 2022.2 AI-222.4459.24.2221.9971841
    Xcode: 14.2/14C18 - /usr/bin/xcodebuild
  Languages:
    Java: 11.0.19 - /usr/bin/javac
  npmPackages:
    @react-native-community/cli: Not Found
    react: 18.2.0 => 18.2.0 
    react-native: 0.71.1 => 0.71.1 
    react-native-macos: Not Found
  npmGlobalPackages:
    *react-native*: Not Found

### Steps to reproduce

create a project with the following code

### Snack, code example, screenshot, or link to a repository

```


const HomeScreen = () => {


return (
<SafeAreaView style={{flex:1}}>
      <FlatList
        data={[]}
        renderItem={() => {
          return (
            <View
              style={{
                height: 100,
                backgroundColor: 'red',
                borderRadius: 20,
                marginBottom: 20,
              }}>
              <CustomText>welcome</CustomText>
            </View>
          );
        }}
        ListEmptyComponent={() => {
          return (
            <View>
            <Text>Empty List</Text>
            </View>
          );
        }}
        onEndReached={() => {
          console.log('onEndReached');
        }}
      />
  </SafeAreaView>
)

}

```
`repo`
https://github.com/Ahmedhamed77/RN-flatList72.0
Repository: go
Issue: doc: incomplete documentation for vanity import paths in combination with Go modules
Labels: Documentation,NeedsInvestigation,GoCommand

https://go.dev/ref/mod#vcs documents the `<meta>` tag that needs to be hosted at the module path, with the concrete example of `golang.org/x/mod`. However, it doesn't document how the module path is determined, and which pages need to exist for that process. For example, a user can do `go get golang.org/x/mod/zip` in module mode. The documentation doesn't state whether `https://golang.org/x/mod/zip?go-get=1` needs to serve the meta tag or not.

Some vanity paths, like `gioui.org` suggest that these subpages don't have to exist, and that `go get` walks up the path until it gets a successful response that specifies the module path.

For example, `GOPROXY=direct go get gioui.org/widget/material` sends requests to the following URLs:

```
# get https://gioui.org/widget/material?go-get=1
# get https://gioui.org/widget?go-get=1
# get https://gioui.org/?go-get=1
# get https://gioui.org/widget?go-get=1: 404 Not Found (0.198s)
# get https://gioui.org/widget/material?go-get=1: 404 Not Found (0.200s)
# get https://gioui.org/?go-get=1: 200 OK (0.201s)
```

Out of these, only `https://gioui.org/?go-get=1` responds with a meta tag.

https://pkg.go.dev/cmd/go@go1.21rc2#hdr-Remote_import_paths also contains documentation on vanity import paths, but doesn't discuss module paths. It does suggest, however, that only one request — to the full import path — is being made:

> If the import path is not a known code hosting site and also lacks a version control qualifier, the go tool attempts to fetch the import over https/http and looks for a <meta> tag in the document's HTML <head>. 

This doesn't match the actual behavior of `go get` in module mode, but it does match `go get` in GOPATH mode. In fact, the previous example using gioui.org doesn't work in GOPATH mode, because gioui.org only serves the required meta tags for module paths, not for all possible import paths.

```
# get https://gioui.org/widget/material?go-get=1
# get https://gioui.org/widget/material?go-get=1: 404 Not Found (0.192s)
package gioui.org/widget/material: unrecognized import path "gioui.org/widget/material": reading https://gioui.org/widget/material?go-get=1: 404 Not Found
        server response: no such package
```

It would be nice to clarify, in the documentation, whether one can rely on the fact that `go get` walks up the import path until it finds the module path. Assuming that one can, it would also be interesting to explore whether it's acceptable to do so, as that only works for modules, not GOPATH.
Repository: flutter
Issue: (Willing to PR) Explain how to quickly debug testing when using the built-in flutter test
Labels: a: tests,c: new feature,d: api docs,c: proposal,P2,team-framework,triaged-framework

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

https://docs.flutter.dev/cookbook/testing is great material for beginners to understand testing (e.g. me a few years ago). However, when I recall how I felt when firstly reading that as a beginner of Flutter, it seems that we can improve the tutorial a little bit: How should a user quickly debug when their (widget) tests does not work well?

To me, I use the following few-line helper function very frequently:

```dart
Future<void> debugWidgetTestSaveScreenshot([Finder? finder, String stem = 'debug_screenshot']) async {
  await TestWidgetsFlutterBinding.instance.runAsync(() async {
    finder ??= find.byType(MaterialApp); // OR find.root() (see below), etc
    final image = await captureImage(finder.evaluate().single);
    final bytes = (await image.toByteData(format: ui.ImageByteFormat.png))!.buffer.asUint8List();
    final path = p.join((goldenFileComparator as LocalFileComparator).basedir.path, '$stem.png'); // ... or change to whatever you like
    debugPrint(
        'debugWidgetTestSaveScreenshot save to path=$path image.size=${image.width}x${image.height} byte.length=${bytes.length}');
    File(path).writeAsBytesSync(bytes);
  });
}
```

How I use it: I find that visual feedbacks are very helpful, especially when I am developing an app (unlike when developing flutter itself). Thus, whenever the test does not work as expected, I insert a simple `await debugWidgetTestSaveScreenshot()'`, run the test, and check the screenshot. It usually makes debugging much easier, because I can see, for example, a button is occluded by another thing unexpectedly, the screen is too short so that my widget is not shown, there is a progress indicator that runs infinitely, etc. In fact, given that the app is designed to be interacted with nothing but the app UI, looking at the UI (using screenshot) is quite helpful.

P.S. Unrelated to this issue, just a side remark: For more convenient testing, I personally feel my https://github.com/fzyzcjy/flutter_convenient_test, which is built on flutter testing, improves my productivity a lot ;)

### Proposal

About the doc, I guess we can add a page to https://docs.flutter.dev/cookbook/testing#widget (widget section). Or, it can be a section of an existing page.

About the code, given that it is so short, I guess we can directly paste it in the doc. Alternatively, it may also be possible to make a PR to flutter_test and add it.
Repository: godot
Issue: Activating use_texture_padding disables mipmaps (Atlas)
Labels: bug,topic:core,topic:2d

### Godot version

v4.0.2.stable.official [7a0977ce2] v4.0.3.stable.official [5222a99f5]

### System information

Ubuntu 20.04.6 LTS

### Issue description

Activating property **use_texture_padding** for an Atlas disables **mipmaps** for this atlas.

Activating the property **use_texture_padding** should not disable **mipmaps** because it makes impossible the creation of _clean HD-2D maps_ with _zoom/unzoom_.

![image](https://github.com/godotengine/godot/assets/8665643/d2135bdc-542b-4eac-953c-5c78d21f8e5e)
![image](https://github.com/godotengine/godot/assets/8665643/de1ed562-a360-472e-a071-d3676283b8a4)






### Steps to reproduce

1. Create a Tilemap Node
2. Add a new Tileset to the Tilemap.
3. Import a new texture from an HD image with the property **mipmaps/generate** activated.
4. In the Tileset Pannel, add a new Atlas using the previously imported texture.
5. Add some tiles to the map.
6. Try activating/disabling the property **use_texture_padding** of the atlas and zoom/unzoom to check if the map looks pixelated (= mipmaps not used)

### Minimal reproduction project

[Test use_texture_padding and mipmaps.zip](https://github.com/godotengine/godot/files/11881619/Test.use_texture_padding.and.mipmaps.zip)
Repository: material-ui
Issue: [Autocomplete] allow clearing the value also programmatically
Labels: waiting for 👍,component: autocomplete,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

When the options for Autocomplete are likely to change over time, it means that a situation is likely that currently selected value is no longer available in the options. In such case Autocomplete starts spamming a "The value provided to Autocomplete is invalid." warning to the console. 

It would be quite important to be able to handle the situation and for example then clear the value programmatically (=essentially call the same function that the manual clear button calls). Currently this does not seem to be possible. 



### Examples 🌈

SO thread about it with some code: https://stackoverflow.com/questions/76515033/mui-autocomplete-how-to-clear-value-when-options-change

### Motivation 🔦

Better interface to handle an edge case
Repository: svelte
Issue: Animations display incorrectly on SVGs with a viewbox set
Labels: transition/animation

### Describe the bug

I'm trying to animate a list of SVG elements; fly in works fine, but when I start inserting into the middle of the list it's completely wrong - the animation starts from the top of the whole list, rather than the previous position.


For now, I have gotten around this by simply not specifying a view box - I have no idea why this makes a difference, but it does. This is quite annoying however as I cannot size my SVGs properly - advice on further work arounds would also be appreciated.

### Reproduction

A minimal example on svelte playground here:
https://svelte.dev/repl/31c7bc6e76324c3c8ea013d5fd62e78a?version=4.0.0

### Logs

```shell
No logs, nothing technically goes wrong.
```


### System Info

```shell
System:
    OS: Windows 10 10.0.22621
    CPU: (6) x64 Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz
    Memory: 5.30 GB / 15.93 GB
  Binaries:
    Node: 16.15.0 - C:\Program Files\nodejs\node.EXE
    npm: 9.6.7 - C:\Program Files\nodejs\npm.CMD
    pnpm: 8.5.1 - ~\AppData\Local\pnpm\pnpm.EXE
  Browsers:
    Edge: Spartan (44.22621.1848.0), Chromium (114.0.1823.58)
    Internet Explorer: 11.0.22621.1
  npmPackages:
    svelte: ^3.55.0 => 3.59.2
```


### Severity

annoyance
Repository: pytorch
Issue: [RFC] Make `_HYBRID_SHARD_ZERO2` public as `HYBRID_SHARD_GRAD_OP`
Labels: triaged,module: fsdp

This is for consistency with our existing `SHARD_GRAD_OP` sharding strategy and to avoid mentioning ZeRO-2 in our public API (given that (1) we should not expect all FSDP users to know about ZeRO and (2) there are technical differences between our `SHARD_GRAD_OP` and ZeRO-2).
https://github.com/pytorch/pytorch/blob/18dacf7e793ec3ca3fb5c3d1e85485068e004d6e/torch/distributed/fsdp/api.py#L69C5-L69C24

cc @zhaojuanmao @mrshenli @rohan-varma @fegin
Repository: godot
Issue: Menu key input is erratic with native multi-window
Labels: bug,platform:linuxbsd,topic:input,topic:gui

### Godot version

4.1.dev [950f4c3b41], 4.1 beta 2

### System information

Arch Linux (linux-zen 6.3.9) - sway (XWayland) - AMD Radeon RX 5600 XT - vulkan & opengl

### Issue description

With any PopupMenu (MenuBar, MenuButton, etc.), the first key down after a delay causes item selection to move rapidly and erratically.
The longer the delay is, the more times the selection will move (while the key is held).
The rate of movement seems to be framerate dependent, I assume once per frame.

This is not normal key repeat or an extreme key repeat setting. After the "queue" of moves is exhausted, the movement adopts the usual repeat rate.

This only occurs in "multi-window mode" (where the popups are native subwindows) which is the default in the desktop editor but needs the 'embed subwindows' setting turned off in projects.

There are several issues that may be related, but AFAIK are/were specific to joystick input. See: #31880

### Steps to reproduce

In the project list (or the main editor window)
- Open a PopupMenu like a text box context menu
- Wait for several seconds (no input)
- Press `KEY_DOWN`
- Observe: the selected item changes rapidly while the key is held
- This stops if you continue holding the key for some time, at which point your standard key repeat "takes over"
- Note that increasing the delay increases the number of "moves" performed (and walltime till exhaustion)

### Minimal reproduction project

Project List
Repository: vscode
Issue: Diff Editor - hidden lines bar
Labels: polish,diff-editor

Testing #186213

Writing down some of the feedback that we have discussed regarding the sashes:
* It's confusing as sashes can be dragged in both directions. That is not the case here as in the initial state, both sashes can only be dragged in one direction (top sash downwards, bottom sash upwards). 
* I would love to have setting to toggle a version of this bar that contains explicit actions (show more from the upper code section, show more from the lower code section, reset (as in hide all))
Repository: vscode
Issue: Diff Editor - Show All/Fold Unchanged Region actions
Labels: polish,diff-editor

Testing #186213

Show All action
<img width="63" alt="image" src="https://github.com/microsoft/vscode/assets/3372902/ed293ca4-1a7f-48c3-94f3-60d2242d3e29">

Fold Unchanged Region action
<img width="58" alt="image" src="https://github.com/microsoft/vscode/assets/3372902/7cf7b73e-a951-49dc-9da1-8a9203d22792">

Could we place the "Show All" command also to the left side of the lines? You could probably show `...` as a placeholder where the line number would be on that line.
Repository: storybook
Issue: [Feature Request]: Add CSS container queries for the plugin panel for addons to use
Labels: feature request,needs triage

### Is your feature request related to a problem? Please describe

As a workaround for issues detailed in (at least):
https://github.com/storybookjs/storybook/issues/17818 & https://github.com/storybookjs/storybook/issues/15539
(which still happen in the latest storybook)


### Describe the solution you'd like

The "panel" area (`#panel-tab-content`) should register itself as a CSS container so addons can use an accurate 100% width & 100% height regardless of what else is going on in the container.

### Describe alternatives you've considered

The root of the issue is still as described in https://github.com/storybookjs/storybook/issues/15539 wherein the `.css-6u6uom>*:first-child` doesn't work as it should since the tab content within `#panel-tab-content` for certain addons doesn't remove itself when on another tab.

However, having container queries for the panel is a nice QOL upgrade when writing an addon regardless since it's more reliable & lessens the coupling between addon CSS & storybook CSS.

### Are you able to assist to bring the feature to reality?

yes, I can

### Additional context

No idea how well Emotion supports defining containers, if it even does.
Willing to do a PR for it since there's one of my public addons & quite a few of our private addons that'll benefit from it.
Container queries are supported in every major version browser version now (but not Safari 15).
Repository: vscode
Issue: Diff Editor - editor side context key issue
Labels: bug,macos,diff-editor

Testing #186213

This is an issue that was present in the previous editor but it would be great to fix.
* Open a folder/workspace that contains a git repository
* Make changes to a file so that the change appears in the Source Control view
* Click on the change so that it is opened in the diff editor
* Left-click on the right side of the editor
* Right-click on the right side of the editor and notice the (Stage | Unstage | Revert) Selected Ranges commands
* Right-click on the left side of the editor and notice the commands there as well
* Close the context menu, and right-click again on the left side. Commands are not there.

The problem is that at the moment the editor side context key is updated on focus/blur instead of using a context key service that is scoped to an HTML element. 

*Edit from @hediet*: This only reproduces on Mac.
Repository: PowerToys
Issue: Backup fails with useless error message
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.70.1

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

General

### Steps to reproduce

1. Use the Location property of your **Documents** folder in Windows File Explorer to move your documents folder to your D: drive (I think it likely that any non-default location will trigger the issue). 
2. Restart your system to ensure everything has changed to use the new location.
3. Open PowerToys to the General page and click the Backup button.

### ✔️ Expected Behavior

I expected the backup to succeed, especially to the default location.

### ❌ Actual Behavior

![PowerToysNoBackup](https://github.com/microsoft/PowerToys/assets/14079927/2021d560-874d-4c77-8f39-b4caa2810dbf)


### Other Software

Edition	Windows 10 Pro
Version	22H2
Installed on	‎10/‎14/‎2020
OS build	19045.3086
Experience	Windows Feature Experience Pack 1000.19041.1000.0