sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: 2D Polygon data valid but visual debug throws invalid polygon data, triangulation failed error
Labels: bug,topic:core,topic:2d

### Godot version

3.3.3.stable

### System information

Windows 10

### Issue description

My game procedurally generates polygons and I noticed that it was intermittently  throwing `Invalid polygon data, triangulation failed error` when I enable visible collision shapes. I have isolated few points when this error occurs:

```
var test_poly = [
		Vector2(-1003.706177, 977.725403),
		Vector2(-1002.706177, 978.509827),
		Vector2(-1001.706177, 979.294678),
		Vector2(-1000.706177, 980.079651),
		Vector2(-999.706177, 980.864563),
		Vector2(-999.706177, 1080)
	]
```

As you can see the points form a valid polygon and are in correct order, but it still throws following error:
```
E 0:00:01.209   canvas_item_add_polygon: Invalid polygon data, triangulation failed.
  <C++ Error>   Condition "indices.empty()" is true.
  <C++ Source>  servers/visual/visual_server_canvas.cpp:775 @ canvas_item_add_polygon()
```

### Steps to reproduce

Provided minimal reproduction project below

### Minimal reproduction project

[PolygonTest.zip](https://github.com/godotengine/godot/files/7219404/PolygonTest.zip)
Repository: flutter
Issue: [flutter_tools] Add support for running custom scripts
Labels: c: new feature,tool,P3,team-tool,triaged-tool

Implement a new command, such as:

`flutter script validate`

That would then delegate to a user-defined shell script. These could either be defined in the application's `pubspec.yaml`, or in a special directory in the app, such as `//flutter_app/scripts`. This would allow Flutter developers to check into their repo custom scripts to aide in development (for instance, providing arguments to build commands or triggering code generation).
Repository: godot
Issue: item_rect_changed signal not called when transform is changed via inspector but work fine with mouse 
Labels: bug,topic:core

### Godot version

3.3.3-stable

### System information

windows 10

### Issue description

in a tool script:

the signal **item_rect_changed** is called when we move/rotate or scale the sprite around the scene with mouse and the move mode/rotate mode/scale mode. 

but when i set new position / rotation or scale via the inspector, the signal is not called

i expect the signal to be fired when the transform is changed via the inspector

![item_rect_changed](https://user-images.githubusercontent.com/8815330/134554178-9bb96668-52fc-45cd-a539-db9be3ddd286.png)

### Steps to reproduce

No special step to do to reproduce it.


### Minimal reproduction project

[itemrectchanged.zip](https://github.com/godotengine/godot/files/7219498/itemrectchanged.zip)
Repository: go
Issue: cmd/objdump: new GOAMD64=v3 instructions don't disassemble properly
Labels: help wanted,NeedsFix,compiler/runtime

Build this program with `GOAMD64=v3`:
```
package main

//go:noinline
func f(x, y uint64) uint64 {
	return x &^ y
}
func main() {
	f(0, 0)
}
```
Disassembling with the native `objdump -d`, we get
```
 1053b20:       c4 e2 e0 f2 c0  andnq   %rax, %rbx, %rax
```
With `go tool objdump` we get
```
  :0                    0x1053b20               c4e2e0f2c0c3cc          ROLL $0xcc, BL          
```

@martisch 

Side note, the popcount instruction disassembles as `POPCNT`, it should really disassemble as `POPCNTQ` or `POPCNTL`, as appropriate.
Repository: go
Issue: cmd/compile: assignment error messages
Labels: NeedsInvestigation,compiler/runtime

The fix for #48558 ([CL 351669](https://go-review.googlesource.com/c/go/+/351669)) changed the types2 error messages to match more closely the original compiler error messages for assignments. There's still room to fine-tune them some more and perhaps make the more concise and consistent.

This is a reminder issue to follow up on this at some point.
Repository: node
Issue: Node 16.4 or higher on M1 Mac OOMs in Qemu/Docker
Labels: macos,arm

### Version

v16.9.0

### Platform

`Linux buildkitsandbox 5.10.57 #1-NixOS SMP Sun Aug 8 07:05:24 UTC 2021 x86_64 GNU/Linux`

### Subsystem

_No response_

### What steps will reproduce the bug?

1. Get an M1 Mac
2. Install Docker Desktop
3. Attempt to build a Docker image that does `npm install` using nodejs 16.4 or higher targetting `--platform linux/amd64`.
`RUN npm install --production`

Additional details of scenarios that reproduce this are in the related Docker issue https://github.com/docker/for-mac/issues/5831

### How often does it reproduce? Is there a required condition?

100% reproducible, as far as I can tell. It doesn't matter how much RAM you give Docker.
According to the Docker issue, this doesn't seem to affect older versions of nodejs, just 16.4 and newer. We've confirmed it works with node 14.

### What is the expected behavior?

`npm install` to work, without OOM.

### What do you see instead?

The build fails with OOM.
```
#18 [build 11/16] RUN npm install --production
 
#18 0.328 
#18 0.328 #
#18 0.328 # Fatal process OOM in Failed to reserve virtual memory for CodeRange
#18 0.328 #
#18 0.328 
#18 0.328 qemu: uncaught target signal 5 (Trace/breakpoint trap) - core dumped
#18 0.330 Trace/breakpoint trap
#18 ERROR: executor failed running [/bin/sh -c npm install --production]: exit code: 133
```

### Additional information

Opening this here in case the issue is with something nodejs is doing. Related Docker issue is at https://github.com/docker/for-mac/issues/5831
Repository: flutter
Issue: Improve iOS scenario_app document for golden tests. 
Labels: platform-ios,d: api docs,a: platform-views,P3,team-ios,triaged-ios

Several important steps and "gotchas" are not documented in the scenario_app README for iOS golden test. 
- [] Newly generated golden images needs to be placed in the `testing/scenario_app/ios/Scenarios/ScenariosUITests` folder, and they also need to be linked in the [proj file](testing/scenario_app/ios/Scenarios/Scenarios.xcodeproj)
- [] After updating dart code, [main.dart](testing/scenario_app/lib/main.dart) needs to be updated to reflect the change.
- [] Steps to add a new scenario golden test for iOS, including add a new scenario class in platform_view.dart, add a new scenario in scenario.dart, add a new test case in PlatformViewUITest.m and add the key value pair both in  AppDelegate.m and GoldTestManager.m
Repository: flutter
Issue: Improve or create documentations for subsystems in iOS platform views.
Labels: platform-ios,d: api docs,a: platform-views,P2,team-ios,triaged-ios

Now iOS PlatformViews are stable, it is time to improve or create documentations to explain the fundamentals of key subsystems in iOS platform views, and also making them **publish** if not already. including:

- [] Mutations.
- [] Thread merging.
- [] Gestures.
- [] Unobstructed platform views. 

These will help future contributors to have an easier time to understand iOS PlatformViews.
Repository: node
Issue: Empty args array in WASI is problematic
Labels: wasi

/cc @cjihrig 

In the `new WASI(...)` constructor, if the `args` option is not given, then there will be no `args[0]` available, which causes some problems with some libc-wasm compiled libraries (e.g. zstd). The question is whether we can reasonably default an `args[0]` when `args` is not provided.
Repository: godot
Issue: [Vulkan] Missing validation for incorrectly enabling multisampling with 3D texture
Labels: bug,topic:rendering

### Godot version

4.0.dev (2ec1152b0f)

### System information

Windows 10, Vulkan, RTX 2060

### Issue description

When using the RenderingDevice API, setting `RDTextureFormat.samples` to any value other than `RenderingDevice.TEXTURE_SAMPLES_1` on a 3D texture causes texture sampling to output erroneous data.

To utilize multisampled textures in GLSL, you must use `texelFetch` with a `sampler2DMS` type. There is no `sampler3DMS` uniform ([see here](https://www.khronos.org/opengl/wiki/Sampler_(GLSL)#Sampler_types)), so configuring a 3D texture for multisampling is not valid.

<details><summary>Pretty pictures from my project to demonstrate the problem:</summary>

How it should look:
![image](https://user-images.githubusercontent.com/6376721/134569773-98b7838a-a63e-4a86-ad98-e9b6b8a5f18b.png)

How it looks with incorrect samples set:
![image](https://user-images.githubusercontent.com/6376721/134569842-91872866-6212-4291-8be7-899139a2e6a5.png)

</details>

### Steps to reproduce

Extending from the compute example in https://github.com/godotengine/godot-docs/issues/4834

```gdscript
var u := RDUniform.new()
var tf := RDTextureFormat.new()
u.uniform_type = RD.UNIFORM_TYPE_IMAGE
u.binding = 1
tf.format = RD.DATA_FORMAT_R16G16B16A16_SFLOAT

tf.texture_type = RD.TEXTURE_TYPE_3D
tf.samples = 1  # <- This will ruin your day

tf.width = N
tf.height = N
tf.depth = N
tf.usage_bits = RD.TEXTURE_USAGE_STORAGE_BIT | RD.TEXTURE_USAGE_SAMPLING_BIT
var texture_buffer := _rd.texture_create(tf, RDTextureView.new())
u.add_id(texture_buffer)
```

### Minimal reproduction project

This is hard to put into a minimal project. Let me know if it's really needed for testing?
Repository: godot
Issue: Document how collision layers work in VehicleBody3D
Labels: documentation,topic:physics,topic:3d

### Godot version

3.3.3.stable, 4.0.dev (c1e6c2c49a7a2c05649d79733e7edda382aa92df)

### System information

Windows 10

### Issue description

Following up on https://github.com/godotengine/godot-proposals/issues/3341#issuecomment-926070052.

`VehicleBody3D` inherits a collision layer and mask from `RigidDynamicBody3D` for collision setup.
`VehicleWheel3D` uses the collision mask from `VehicleBody3D` to detect collision information via ray-casting.

But this is not properly explained in the documentation.
Both `VehicleBody3D` and `VehicleWheel3D` should be updated with a note to explain how collision layers work for vehicles.

### Steps to reproduce

n/a

### Minimal reproduction project

n/a
Repository: pytorch
Issue: Support 'meta' device for 'shard_parameter' API
Labels: oncall: distributed,triaged,sharded_tensor

## 🚀 Feature
Support `meta` device for `shard_parameter` API

## Motivation
For sharding really large models, ideally we would like to initialize the model on device `meta` and then perform sharding via the [shard_parameter](https://github.com/pytorch/pytorch/blob/0dc98728bc06e1e0a553b8ad4ed2591b688cc72f/torch/distributed/_sharded_tensor/__init__.py#L364) API.

## Pitch

Enhance `shard_parameter` API to support modules initialized on device `meta`.

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang @gcramer23
Repository: excalidraw
Issue: Content disappeared
Labels: bug

I was working on some content for the past few days.  I was in the middle of editing and the screen flashed and I lost all of my additions.   The undo action did not bring any of the new content back. 

I noticed that I had another browser session opened to excalidraw.com.  It looks like my scene was reverted to the version that was on the second browser instance.

Is there any back door way to recover my content?
Repository: pytorch
Issue: PyTorch setup.py should confirm with user if the user changes build flags
Labels: module: build,triaged

## 🚀 Feature

I rebuild PyTorch {cuda, cpu} and {debug, no debug} builds a lot. One thing I wish could happen is if setup.py checked that the env variables (USE_CUDA, DEBUG) were different than before, and then confirmed with me first before performing the build. This is because this can lead to undesirable behavior:
- building with DEBUG=1, then making changes to pytorch, then building with DEBUG=0: does this rebuild all of pytorch, or does it just rebuild the files and dependencies that were touched?
- If it does rebuild all of pytorch this is bad and I want to be warned before it goes off for 20 minutes to do a build
- If it just rebuilds the files and dependencies that were touched, this is dangerous, because I may have been expecting the entire pytorch build to be in DEBUG mode and may be confused at the lack of debug information.

## Motivation

Prevent people from having potentially weird issues with their build

## Pitch

- When one builds pytorch, it could write out some file with all of the env variables you passed to it
- When one rebuilds pytorch using different env variables, we should confirm with the user (and maybe tell them that they're better off doing a clean first if that makes sense)

## Alternatives

I can write myself a script to do this but it seems generally useful


cc @malfet @seemethere
Repository: pytorch
Issue: Support cat() for meta tensors
Labels: triaged,enhancement,module: meta tensors

## 🚀 Feature
As the title suggests. Example:

```python
import torch

x = torch.randn(3, 5, device='meta')
y = torch.randn(1, 5, device='meta')
z = torch.cat([x, y], dim=0)  # shape (4, 5)
```

Currently:
```
NotImplementedError: Could not run 'aten::_cat' with arguments from the 'Meta' backend.
```
Repository: TypeScript
Issue: Incorrect type declaration for CryptoKeyPair
Labels: Bug,Help Wanted

# Bug Report

### 🔎 Search Terms

WebCrypto, CryptoKeyPair

### 🕗 Version & Regression Information

- This changed between versions 4.3 and 4.4

### Description

Here is W3C spec for [CryptoKeyPair dictionary](https://www.w3.org/TR/WebCryptoAPI/#dfn-CryptoKeyPair).

In TS v4.4.3 type declaration for CryptoKeyPair is:
```ts
interface CryptoKeyPair {
    privateKey?: CryptoKey;
    publicKey?: CryptoKey;
}
```

In TS v.4.3.5:
```ts
interface CryptoKeyPair {
    privateKey: CryptoKey;
    publicKey: CryptoKey;
}
```
Repository: godot
Issue: Godot editor reporting as an instance of Godot_Engine instead of Godot_Editor when creating a blank project
Labels: bug,platform:linuxbsd,topic:porting,confirmed

### Godot version

3.3.3.stable.arch_linux + 3.4.beta5.official.dd0ee4872

### System information

Arch Linux

### Issue description

Trying to get the game window when played to be a floating window, but for all other windows to be tiled when using i3wm. This lead me to discover that when I create and load a blank project the Godot Editor window identifies as instance `Godot_Engine`, which is the same as the window when playing the game. This leads to it not being possible to create a simple rule in i3wm to set all instances of `Godot_Engine` to floating, because in this case it catches the editor too.

However I created a project from a template, and that project correctly reports as `Godot_Editor`. I am unsure what makes it report this way exactly.

Output of `xprop` for the test project:
```
WM_CLASS(STRING) = "Godot_Engine", "Godot"
WM_NAME(STRING) = "Godot Engine - Test Project 2"
```

Output of `xprop` for the template project:
```
WM_CLASS(STRING) = "Godot_Editor", "Godot"
WM_NAME(STRING) = "Godot Engine - Dodge the Creeps - Main.tscn"
```

### Steps to reproduce

Create new project, and check the editor window with `xprop` command.

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: Make torch.utils.tensorboard.add_scalar accepts float global_step 
Labels: oncall: visualization

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->
The function `torch.utils.tensorboard.add_scalar` and `add_scalrs` accepts only integer `global_step`. I personally think it makes more sense to support float numbers.  

```
add_scalar(tag, scalar_value, global_step=None, walltime=None, new_style=False)

```
## Motivation

<!-- Please outline the motivation for the proposal. Is your feature request related to a problem? e.g., I'm always frustrated when [...]. If this is related to another GitHub issue, please link here too -->

Users typically report training  status multiple times in one epoch, so the global step is not very tightly related to epoch. Of course, users can do this by logging training statistics exactly once per epoch, which is not flexible. A simple way to avoid this problem and make `global_step` more meaningful is to tie it with `epoch`. Allow uses to log a float number for `global_step`, say, 4.5 to stand that the model has been trained on 4 complete epoch and a half epoch. This can make the training/validation loss much easier to understand. 

## Pitch

<!-- A clear and concise description of what you want to happen. -->
Make the parameter `global_step` of the functions `add_scalar` and `add_scalars` accept float values. 

## Alternatives

<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->

## Additional context

<!-- Add any other context or screenshots about the feature request here. -->
Repository: godot
Issue: SoftBody simulation running with bad performance with medium-high dense meshes
Labels: topic:physics,topic:3d,performance

### Godot version

v4.0.dev.custom_build [88b347dc2]

### System information

Ubuntu 21.04. RTX 2060

### Issue description

SoftBody simulation run slow with medium-high dense meshes. FPS drops when a lot of collision is happening

### Steps to reproduce

Use the SlowPerformance.tscn scene in the Minimal reproduction project

### Minimal reproduction project

[Godot 4.0 SoftBody.zip](https://github.com/godotengine/godot/files/7221353/Godot.4.0.SoftBody.zip)
Repository: go
Issue: x/tools: unified and longest builds are failing on the constraints package
Labels: NeedsFix,Tools,Analysis

As of https://golang.org/cl/349709, which introduced the constraints package, the x/tools unified and longtest builders are failing, though in different ways.

Longtest builders are failing in go/ssa:
https://build.golang.org/log/5352d2134bdc9df4bef4a9e3dee22cc99d443e70
Perhaps it would suffice to skip standard library packages that use type parameters, for now.

Unified builders are failing in gcimporter: https://build.golang.org/log/5cdff1e5c507144f74953000b0c7335a32ea0587

The latter (unified) is a TryBot for x/tools, so should be fixed soon; I will take a look at it tomorrow.

CC @mdempsky @timothy-king @ianlancetaylor @griesemer
Repository: PowerToys
Issue: [Keyboard Manager] On `Remap Shortcuts`, configure the first "key" list of options to only include modifiers
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager,Product-Settings

### Description of the new feature / enhancement

Whenever you go to create a shortcut remap, the first key option is required to be a modifier key, but the list includes the whole mess of keys and pops up a warning if you try to set or type a different key. It would be great if that list was updated to included exclusively the modifier keys that are available for that first key option. Also, there's the slimmest (.001%) chance that someone in there doesn't know what a modifier key is and gets confused trying to set the thing up. 

### Scenario when this would be used?

It would make it simpler and more straightforward to scroll through and select a modifier key without having to sift through all the prohibited keys.

### Supporting information

![Screenshot](https://user-images.githubusercontent.com/76508020/134613074-8114b29b-2593-4171-84a2-ab32697a8bd6.png)
Repository: material-ui
Issue: [Slider] Support for Mouse Scroll Effect
Labels: new feature,component: slider

It would be great to add mouse scroll effect to `Slider` component since sometimes it is necessary to use it, such as in the Volume Slider (take example of Spotify's Volume Slider), it allows us to configure the volume just by simply scroll the mouse.
<!-- Provide a general summary of the feature in the Title above -->

<!--
  Thank you very much for contributing to MUI by creating an issue! ❤️
  To avoid duplicate issues we ask you to check off the following list.
-->

<!-- Checked checkbox should look like this: [x] -->

- [x] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.

## Summary 💡

It allows users to change the value of the slider by simply scrolling the mouse when the cursor hovers the slider component.

## Examples 🌈

<!--
  Provide a link to the Material Design guidelines, other implementations,
  or screenshots of the expected behavior.
-->
https://codepen.io/stoi2m1/pen/QKELpj

## Motivation 🔦
This feature may be very helpful for UX, which allows users to change the value of the slider by simply scrolling the mouse without have to do other additional tasks.
<!--
  What are you trying to accomplish? How has the lack of this feature affected you?
  Providing context helps us come up with a solution that is most useful in the real world.
-->
Repository: PowerToys
Issue: [Keyboard Manager]: Tooltip is getting closed on 'Remove Remapping' button when cursor is moved.
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Area-User Interface,Area-Accessibility,A11ySev3

### Microsoft PowerToys version

0.45.0

### Running as admin

- [ ] Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

**Steps to reproduce**
Test Environment:
OS: Windows 11 Version Dev
App version: 0.45.0
App name: PowerToys
Screen Reader: Narrator
Tool: Accessibility Insight for Windows


**Repro Steps:**
1. Launch 'PowerToys' application.
2. In General tab, navigate to 'Keyboard manager’ button and activate.
3. Navigate to ‘Remap a key’ and activate it using enter/Space key.
4. Now, Remap a key dialog box will appear.
5. Navigate to 'Delete Remapping' button.
6. Observe the issue with the tooltip appears on the 'delete remapping' button.

**Note:**
Same Issue repro with Remap a shortcut.

**User Impact: ->**
Visual and Screen Reader user are impacted here as information is conveyed by it tooltip.

**Guidelines Reference:-**
https://www.w3.org/TR/WCAG21/#labels-or-instructions

**Attachments:**

https://user-images.githubusercontent.com/91203131/134622540-685eef3c-fc86-4bdf-a8c6-f35bc98b8877.mp4

### ✔️ Expected Behavior

Tooltip should not get closed on 'delete remapping' button when cursor is moved and should get closed when 'ESC' is pressed.

### ❌ Actual Behavior

Tooltip is getting closed on 'delete remapping' button when cursor is moved, and is not getting closed when 'ESC' is pressed.

### Other Software

_No response_
Repository: pytorch
Issue: pytorch serializes entire tensor when you try to pickle a slice
Labels: module: serialization,triaged

## 🐛 Bug

If you create a slice from a tensor and try to pickle it, pytorch will pickle the entire underlying tensor. This can unexpectedly cause poor performance.

```
    >>> t = torch.zeros((1024, 1024))
    >>> len(pickle.dumps(t))
    4194701
    >>> len(pickle.dumps(t[:1]))
    4194700
    >>> len(pickle.dumps(t[:1].clone()))
    4490
```

## Expected behavior

clone() shouldn't change the size

## Environment

Collecting environment information...
PyTorch version: 1.7.1
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 10.15.7 (x86_64)
GCC version: Could not collect
Clang version: 11.0.3 (clang-1103.0.32.62)
CMake version: version 3.13.2

Python version: 3.7 (64-bit runtime)
Is CUDA available: False
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.21.0
[pip3] pytorch-memlab==0.2.3
[pip3] torch==1.7.1
[pip3] torch-bst==0.0.0
[pip3] torch-streams==0.0.1
[pip3] torchflow==0.0.1
[conda] numpy                     1.21.0                   pypi_0    pypi
[conda] pytorch-memlab            0.2.3                    pypi_0    pypi
[conda] torch                     1.7.1                    pypi_0    pypi
[conda] torch-bst                 0.0.0                     dev_0    <develop>
[conda] torch-streams             0.0.1                     dev_0    <develop>
[conda] torchflow                 0.0.1                     dev_0    <develop>

cc @mruberry