sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: AnimationTree AnimationNodeStateMachine unintended delay between transitions.
Labels: bug,topic:animation

### Godot version

3.4.4 stable

### System information

Windows 10, GLES 3 or GLES 2

### Issue description

As the title suggests, in the animation tree, node state machine has frames of delay (depends on some situations sometimes like changing where its advancing or how often but it is ALWAYS there.) between transitions, i'm not exactly sure if its there in "At End" type of transitions, but its definitely there in type of "Immediete" ones, (not so immediete though lol).

You might try to advance the animation tree in code, but it doesn't do anything. (Don't try to put it in physics process, it may appear like it fixes it when you lower the fps to 5 or so to debug, but it appears like working becaue animation tree advances at a higher frequency than 5 fps, the delay is still there when you go back to normal, 60 fps or so. You can even record the monitor in slow motion via a smartphone to see it live.

![Godot_v3 2022-07-23 22-22-19-18](https://user-images.githubusercontent.com/53354625/180620653-8b2fedbd-b30c-43f7-b54f-97228bbfe259.gif)
)

![image](https://user-images.githubusercontent.com/53354625/180620868-35c13aeb-b3dc-45af-96ed-d58bcaca2e12.png)

Node Hierarchy:
![image](https://user-images.githubusercontent.com/53354625/180623784-361d8298-ec65-48cf-99fc-e30b9a4a3b01.png)

here we can see how even after i start moving, the color doesn't change, which it should, because i have an animation named "test" in the project that sets the modulate to blue, but it does it delayed, there is no delay when you type in "animation_player.play("test")" in code by hand.

### Steps to reproduce

1) Create a project
2) Set up animation tree node, with a NodeStateMachine
3) Have a kinematic body or an object moving.
4) Create transitions that will affect the visual of the sprite via input presses.
5) Lower the fps or record in slow-motion to see the delay. The character is moving while the sprite changes after a few frames.

### Minimal reproduction project

Sample project: (I set advance animation tree manually in code)


[AnimationTree.zip](https://github.com/godotengine/godot/files/9174568/AnimationTree.zip)
Repository: create-react-app
Issue: npm start did not create tsconfig file
Labels: needs triage,issue: bug report

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### Describe the bug

I created a new repo with CRA, now I want to work ts. I have installed it and all others. But as I run npm start, there is no autogenerated tsconfig file and the docs said it will be created

### Did you try recovering your dependencies?


Yes I did

### Which terms did you search for in User Guide?

tsconfig.json file not autogenerated adding typescript after CRA


### Environment

Environment Info:

  current version of create-react-app: 5.0.1
  running from C:\Users\hp\AppData\Local\npm-cache\_npx\c67e74de0542c87c\node_modules\create-react-app
  System:
    OS: Windows 10 10.0.19044
    CPU: (4) x64 Intel(R) Core(TM) i7-4610M CPU @ 3.00GHz
  Binaries:
    Node: 14.15.3 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.19 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 8.15.0 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Spartan (44.19041.1266.0), Chromium (103.0.1264.62)
    Internet Explorer: 11.0.19041.1566
  npmPackages:
    react: ^18.2.0 => 18.2.0
    react-dom: ^18.2.0 => 18.2.0
    react-scripts: 5.0.1 => 5.0.1
  npmGlobalPackages:
    create-react-app: Not Found

### Steps to reproduce

(Write your steps here:)

1. Start a new project with npx create-react-app <appName>
2. Install typescript and other required dependencies from the CRA docs
3. run npm start as instructed in the docs

### Expected behavior

I expected a tsconfig.json to be created to ensure the .tsx and .ts files are compiled with tsx
 
### Actual behavior

The tsconfig.json file was not auto generated.
Repository: neovim
Issue: control screen height via --height=xx option
Labels: enhancement,gui,ui,tui,ui-extensibility

### Feature already in Vim?

_No response_

### Feature description

I use bash in vi mode (set -o vi).  When issuing a 'v' in normal mode, bash will launch what's in  $EDITOR which I assigned to nvim.

nvim will launch in full screen mode which block my view to the content on the screen.   To edit the command line, I only need 1 line, but nvim taking 4 or so lines would be fine.

The behavior should be like fzf's --height option where it would open toward the bottom of the cursor and push the needed lines up if needed, that way I can still see most of what is on the screen missing a few lines toward the top when the cursor is at the bottom.

fzf --height=4  # fzf's example
Repository: flutter
Issue: Can't remove `package` from TextStyle
Labels: framework,has reproducible steps,P2,found in release: 3.0,found in release: 3.1,workaround available,team-framework,triaged-framework

I have a base `TextStyle`, that is merged with whatever is provided from the outside. But the base `TextStyle` uses a font from a `package`, therefore defining the `package` argument.

After `merging` with the incoming outside `TextStyle` the `package` parameter is always set and can't be removed. Custom `fontFamilies` from the incoming `TextStyle` therefore don't work because `package` leads to the wrong `fontFamily`.

```dart
test('TextStyle merge removes package when other defines a fontFamily', () {
  const baseStyle =
      TextStyle(fontSize: 16, fontFamily: 'Inter', package: 'wiredash');
  const incoming = TextStyle(fontSize: 14, fontFamily: 'Roboto');
  final merged = baseStyle.merge(incoming);
  expect(merged.fontSize, 14);
  expect(merged.fontFamily, 'Roboto');
  // Test Failed
  // Expected: 'Roboto'
  //   Actual: 'packages/wiredash/Roboto'
});
```

Even worse, there is no way of setting the `package` parameter to `null`, except for calling the `TextStyle` constructor again.
- `copyWith` ignores `package: null` 
- `merge` ignores `package: null`
- `apply` ignores `package: null`

<details>
<summary>flutter doctor</summary>

```
[✓] Flutter (Channel stable, 3.0.5, on macOS 12.4 21F79 darwin-arm, locale en-DE)
    • Flutter version 3.0.5 at /opt/homebrew/Caskroom/flutter/3.0.4/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision f1875d570e (10 days ago), 2022-07-13 11:24:16 -0700
    • Engine revision e85ea0e79c
    • Dart version 2.17.6
    • DevTools version 2.12.2
```
 
</details>
Repository: pytorch
Issue: upsample_bilinear2d() received an invalid combination of arguments
Labels: module: nn,triaged,module: regression

### 🐛 Describe the bug

In the past it was possible to use a Tensor within the `scale_factor` argument, but on newer versions this code fails. 

Works on every version:
```python
import torch
import torch.nn.functional as F
test_input = torch.rand(1,3,256,256)

x = F.interpolate(
    input=test_input, scale_factor=0.5, mode="bilinear", align_corners=False
)
print(x.shape)
```

Does not work on 1.11 and nightly anymore, but works on 1.10.1:
```python
import torch
import torch.nn.functional as F
test_input = torch.rand(1,3,256,256)

scale = torch.Tensor([0.5])
# same with
# scale = torch.tensor(0.5)

x = F.interpolate(
    input=test_input, scale_factor=scale, mode="bilinear", align_corners=False
)
print(x.shape)
```
```
    x = F.interpolate(
  File "/usr/local/lib/python3.8/dist-packages/torch/nn/functional.py", line 3919, in interpolate
    return torch._C._nn.upsample_bilinear2d(input, output_size, align_corners, scale_factors)
TypeError: upsample_bilinear2d() received an invalid combination of arguments - got (Tensor, NoneType, bool, list), but expected one of:
 * (Tensor input, tuple of ints output_size, bool align_corners, tuple of floats scale_factors)
      didn't match because some of the arguments have invalid types: (Tensor, NoneType, bool, list)
 * (Tensor input, tuple of ints output_size, bool align_corners, float scales_h, float scales_w, *, Tensor out)
```

It is possible to get it working with the current nightly with a workaround:
```python
import torch
import torch.nn.functional as F
test_input = torch.rand(1,3,256,256)

scale = torch.Tensor([0.5])

x = F.interpolate(
    input=test_input, scale_factor=scale.numpy()[0], mode="bilinear", align_corners=False
)
print(x.shape)
```
I would prefer it if I don't need to append this numpy suffix everywhere in my code and it did work in the past. That does not look very good. If there is a reason for this, then I would like to hear it, but I am assuming something went wrong when pytorch updated.

To make my code usable again, I need to do this:
```python
import torch
import torch.nn.functional as F
import numpy as np
test_input = torch.rand(1,3,256,256)

scale = torch.tensor(0.5)
scale = torch.Tensor([(1 / scale)]).numpy().astype(np.float64)[0]

x = F.interpolate(
    input=test_input, scale_factor=scale, mode="bilinear", align_corners=False
)
print(x.shape)
``` 
instead of
```
scale_factor = 1.0 / scale
```
Which does not look very good. :( 

### Versions

Mentioned above.

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @ezyang @gchanan @zou3519 @kshitij12345 @saketh-are
Repository: vscode
Issue: [Emmet] per-language "Trigger expansion on tab" 
Labels: bug,emmet

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->
Using tab to complete an element is useful in HTML, but ends up causing a lot of false triggers in JS and TS. I do want emmet in JS in general, but only in the suggestions list and not just when I press tab anywhere. I tried to enable the setting for only HTML files but the setting was not available on a per-language basis.
Repository: create-react-app
Issue: Not now
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

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Repository: vscode
Issue: explorer.excludeGitIgnore fails to show unignored files and directories
Labels: bug,file-explorer

Does this issue occur when all extensions are disabled?: Yes

- VS Code Version: 1.69.2
- OS Version: macOS Monterey

Both directories and files inside those directories that were unignored in .gitignore fails to be shown by explorer.

Steps to Reproduce:

```bash
cd /tmp
mkdir test-repo
cd test-repo
git init
mkdir d
touch d/a
touch b
git add d/a
git add b
git commit -m 'Initial commit'
echo '*' > .gitignore
echo '!d/' >> .gitignore
echo '!d/a' >> .gitignore
echo '!b' >> .gitignore
mkdir .vscode
echo '{"explorer.excludeGitIgnore": true}' > .vscode/settings.json
code .
```

Check that only 'b' is listed in the explorer.

Back in the console, check that no file is ignored by git:

```
git check-ignore d
git check-ignore d/a
git check-ignore b
```

Maybe related: https://github.com/microsoft/vscode/issues/156076
Repository: rust
Issue: Example iterator fold vs. loop emit different code
Labels: I-slow,A-codegen,P-medium,T-compiler,regression-from-stable-to-stable,I-heavy,E-needs-bisection

This simple example of a naive factorial (`n!`) implementation emits different code for using a range fold, and a loop over the iteration. Notably, the iterator fold emits many more instructions than the basic loop. This is unexpected, as this should be a zero-cost abstraction.

<https://rust.godbolt.org/z/3cMMh67rE>
```rust
type T = usize;

pub fn factorial1(n: u8) -> T {
 let mut y = 1;
 for k in 1..=n {
  y *= T::from(k);
 }
 y
}

pub fn factorial2(n: u8) -> T {
 (1..=n)
  .map(T::from)
  .fold(1, std::ops::Mul::mul)
}
```

@rustbot label I-heavy I-slow
Repository: godot
Issue: Native crash when loading in async function C#
Labels: bug,needs testing,topic:dotnet,crash

### Godot version

v3.4.4.stable.mono.official [419e713a2]

### System information

Windows 10 64bit,  OpenGL ES 3.0 Renderer: NVIDIA GeForce GTX 1060 with Max-Q Design/PCIe/SSE2 OpenGL ES Batching: ON

### Issue description

When trying to call `var loadedScene = GD.Load<PackedScene>(path);` in a Task.Run within an async function the game crashed and the main godot console window printed out : 
```
ERROR: FATAL: Index p_index = 10 is out of bounds (size() = 9).
   at: get (./core/cowdata.h:156)

=================================================================
        Native Crash Reporting
=================================================================
Got a UNKNOWN while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================

=================================================================
        Managed Stacktrace:
=================================================================
=================================================================
```

Here are the logs:
[2022-07-24_10.26.40_18036.log](https://github.com/godotengine/godot/files/9175485/2022-07-24_10.26.40_18036.log)


### Steps to reproduce

The ready function:
```
public override void _Ready()
	{
		_loadFinished = false;
		var dungeonSize = LevelConfig.DungeonSize;
		var powerLevel = LevelConfig.PowerLevel;
		var playerClass = LevelConfig.PlayerClass;

		// Having this in the async function also caused a window freezeup
		var scene = GD.Load<PackedScene>(
				_loadingScreenPath);
		_loadingScreen = scene.Instance();
		AddChild(_loadingScreen);

		_loadingScreenHandling = HandleLoadingScreenAsync();
		_levelLoading = LoadNewLevelAsync(dungeonSize, powerLevel, playerClass);
	}
```

The LoadNewLevelAsync:

```
private async Task LoadNewLevelAsync(
		double dungeonSize,
		double powerLevel,
		HeroClasses playerClass)
	{
		await Task.Run(() =>
		{
			// Load player
			LoadPlayer(playerClass);
		});
		_loadFinished = true;
	}
```
The LoadPlayer function, in which the crash happened:
```
private void LoadPlayer(HeroClasses playerClass)
	{
		var loadedScene = GD.Load<PackedScene>(_pathsToHeroPrefabs[playerClass]);
		var playerInstance = loadedScene.Instance();
		AddChild(playerInstance);
	}
```



### Minimal reproduction project

_No response_
Repository: pytorch
Issue: CUDACachingAllocator should be cuda memory merge/compact friendly
Labels: module: cuda,triaged,module: CUDACachingAllocator

### 🚀 The feature, motivation and pitch

I found iteration latency for  VIT huge increased greatly in big batch size(64), used nsight to profile it: 
![image](https://user-images.githubusercontent.com/1720972/180645163-4724b66f-a2ce-4ba8-a714-4d5c857722e0.png). we can see several cudaFrees and one cuda malloc.

When this happens, cuda doesn't have free memory available, so allocator should free blocks to let cuda merge adjacent blocks and make current malloc success. Currently CUDACachingAllocator will release all non split blocks(release_cached_blocks) when can't find one oversize blocks(release_available_cached_blocks). This behavior causes huge impact. 

So I propose:
1. Reduce cudaFrees by  letting allocator release appropriate blocks that are concisely enough to let cuda compact these blocks and make malloc success.
2. For further optimization, we can avoid cudaMalloc by managing cuda memory in caching allocator? We assume pytorch is using GPU exclusively in   training scenario

### Alternatives

_No response_

### Additional context

_No response_

cc @ngimel
Repository: rust
Issue: How should we expose atomic load/store on targets that don't support full atomics
Labels: P-medium,T-compiler,A-atomic,O-bare-metal

Some embedded targets (`thumbv6m`, `riscv32i`) don't support general atomic operations (`compare_exchange`, `fetch_add`, etc) but do support atomic `load` and `store` operations. We previously supported this on `thumbv6m` (but not `riscv32i`, see #98333) by `cfg`ing out most of the methods on `Atomic*` except for `load` and `store`. However recent changes to LLVM (#99595) cause it to emit calls to libatomic for `load` and `store` (it already does this for the other atomic operations).

It seems that LLVM's support for lowering atomic loads and stores on ARM was an accident that is being reverted. However the reason for this revert is that the directly lowered load/store cannot interoperate correctly with the other atomic operations which are lowered to libcalls. This concern doesn't apply to Rust since we don't expose emulated (read: not lock free) atomics, so there is no interoperability concern (except maybe for FFI with C that uses atomics?).

I see 2 ways we can move forward:
1. Continue supporting atomic load/store on such targets by lowering them in rustc to a volatile load/store. This will avoid breakage in the embeded Rust ecosystem.
2. Remove support for atomic load/store on targets that don't support full atomics. Users are expected to switch to using volatile load/store instead.
Repository: PowerToys
Issue: make the search results of PT Run right-clickable
Labels: Idea-Enhancement,Product-PowerToys Run

### Description of the new feature / enhancement

to make the search results of PT Run right-clickable like things in the taskbar

### Scenario when this would be used?

**for example**, when I want to open an inprivate window of Microsoft Edge
Repository: rust
Issue: Possible improvement in Error Index
Labels: A-error-codes

New to rust , would like to contribute. I would like to find a better way to navigate this page. I could work on that if you show me the front end component
Repository: youtube-dl
Issue: https://xtremestream.co/
Labels: site-support-request

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Repository: rust
Issue: regression: "self" in writeln! drops too early
Labels: T-libs-api

In https://crater-reports.s3.amazonaws.com/beta-1.63-2/beta-2022-07-16/reg/cabot-0.7.1/log.txt, it looks like the `stderr()` temporary isn't living long enough with the changes after https://github.com/rust-lang/rust/pull/96455. However, I've not actually bisected or investigated thoroughly to confirm this -- it seems likely that this is the expected breakage noted in the FCP comment here (https://github.com/rust-lang/rust/pull/96455#issuecomment-1110522350), though.

cc @dtolnay
Repository: godot
Issue: GDScript 2.0: getter of untyped variables can return nothing on some code paths 
Labels: bug,topic:gdscript,confirmed

### Godot version

4.0.alpha12

### System information

linux

### Issue description

Getters have to return something explicitely in each code path.
This check if not performed for getters of untyped variables:

```gdscript
# raises an error in the editor
var x: int:
    get:
        pass

# does not
var y:
    get:
        pass
```

### Steps to reproduce

see above

### Minimal reproduction project

_No response_