sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: [Bullet] KinematicBody3D Stair-step method works flawlessly in Godot Physics, doesn't work with Bullet
Labels: bug,confirmed,topic:physics,topic:3d

### Godot version

3.4.2

### System information

Windows 7 64-bit

### Issue description

The method I'm using for stair-stepping using PhysicsShapeQueryParameters works almost 99.9% perfectly with Godot Physics (aside edge cases if you're at certain sharp angles and move too little as you can see once in the video at 0:17, but they're almost never going to occur in practice):

https://user-images.githubusercontent.com/16231628/154589850-1c4fa905-3862-4828-a56a-7efe9397927d.mp4

If I switch the physics engine to Bullet however:


https://user-images.githubusercontent.com/16231628/154590737-cfd3fefe-7fd6-47ea-a377-679ffd013428.mp4



it becomes completely unreliable and totally breaks if I make the movement speed too slow and the collider smaller (as seen when crouching). I can only make the body go upstairs when crouched *once* in that example, and I'm not even sure why it does it that one time (or why it doesn't any other time). Compared to the buttery smooth implementation using Godot Physics, it's unusable.

Unfortunately, Godot Physics is very much broken right now and cannot be used for production until all of the bugs have been ironed out; there are so many game breaking bugs and situations where the collider can get stuck and cannot resolve, it is out of the question to consider using it for anything other than testing.

If it's possible to modify this and make it work with Bullet, I'd be interested in what the problem is as there's definitely problems with both physics engines and with the future of Godot Physics uncertain, it would be wise to resolve Bullet's problems until there is a better solution.

### Steps to reproduce

Open the attached project, change Godot Physics to Bullet to experience the difference.

### Minimal reproduction project

[elv_stairs_new.zip](https://github.com/godotengine/godot/files/8092948/elv_stairs_new.zip)
Repository: vscode
Issue: [Test UX]: testing time is confusing when running in parallel
Labels: under-discussion,testing

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- VS Code Version: 1.64.2
- OS Version: MacOS 12.2 

Steps to Reproduce:

1. Install Playwright Extension: ms-playwright.playwright
2. Clone https://github.com/microsoft/playwright
3. Open repo in VSCode
4. Open file: `examples/todomvc/tests/integration.spec.ts`
5. Right-click on double-green-triangle on line 17 --> `Execute Using Profile...` --> `chromium — todomvc/playwright.config.ts`
6. All tests run instantly in parallel on my 10-core machine (~2 seconds)
7. Testing view shows 9 seconds:
<img width="467" alt="image" src="https://user-images.githubusercontent.com/746130/154597591-ab5966bf-70be-4a73-a43e-253fd3fe5e51.png">

It seems like the time is summed up, showing total CPU time, which is unexpected when running in parallel.
I would expect to either see 2 seconds or no time at all next to `integration.spec.ts` or `New Todo`.

Thanks!
Repository: TypeScript
Issue: Appropriate tsconfig not found if an intermediate unrelated tsconfig.json exists
Labels: Needs Investigation

# Bug Report

Consider the following file tree.

```
outer/
├── tsconfig.json
└── inner/
    ├── file-of-outer.ts
    ├── file-of-inner.ts
    └── tsconfig.json
```

Where each file has the following contents:

```ts
// @filename: outer/inner/file-of-outer.ts

console.log("should be in outer project");
```

```json5
// @filename: outer/tsconfig.json
{
  "files": ["./inner/file-of-outer.ts"]
}
```

```ts
// @filename: outer/inner/file-of-inner.ts

console.log("should be in inner project");
```

```json5
// @filename: outer/inner/tsconfig.json
{
  "files": ["./file-of-inner.ts"]
}
```

In VS Code, try opening `outer/inner/file-of-outer.ts` and requesting to go to the corresponding project configuration. VS Code will report back that there is no configuration file for `outer/inner/file-of-outer.ts`

**However**, if you add a new file in `outer` which is also listed in `outer/tsconfig.json`...

```diff
  outer/
  ├── tsconfig.json
+ ├── new-outer-file.ts
  └── inner/
      ├── file-of-outer.ts
      ├── file-of-inner.ts
      └── tsconfig.json
```

```ts
// @filename: outer/new-outer-file.ts

console.log("I make everything work!");
```

then the outer project gets loaded and things work as expected. Asking for the configuration file in `file-of-outer.ts` will work correctly.

@amcasey may have notes of where to look to make this work correctly.
Repository: flutter
Issue: [video_player] Document that you can't have more than 32 VideoControllers initialized at the same time. 
Labels: p: video_player,package,team-ecosystem,P2,triaged-ecosystem

33rd Video and onwards show don't show up, although it plays the audio. 

## Steps to Reproduce

```dart
class VideoTest extends StatefulWidget {
  const VideoTest({Key? key}) : super(key: key);

  @override
  _VideoTestState createState() => _VideoTestState();
}

class _VideoTestState extends State<VideoTest> {
  bool _isLoading = true;
  final _controllerCount = 34;

  List<VideoPlayerController> controllers = [];

  @override
  void initState() {
    super.initState();

    this.controllers = List.generate(
      this._controllerCount,
      (index) => VideoPlayerController.network("https://flutter.github.io/assets-for-api-docs/assets/videos/bee.mp4"),
    );

    this._initialize();
  }

  Future<void> _initialize() async {
    for (final controller in this.controllers) {
      await controller.initialize();
    }

    this._isLoading = false;
    this.setState(() {});
  }

  @override
  Widget build(BuildContext context) {
    if (this._isLoading) {
      return Container(
        color: Colors.teal,
      );
    }

    return ListView.builder(
      itemCount: this.controllers.length,
      itemBuilder: (context, index) => Padding(
        padding: const EdgeInsets.symmetric(vertical: 40),
        child: Stack(
          children: [
            AspectRatio(
              aspectRatio: this.controllers[index].value.aspectRatio,
              child: VideoPlayer(this.controllers[index]),
            ),
            Center(
              child: Text(
                "Index: ${index}",
                style: const TextStyle(
                  fontSize: 30,
                  color: Colors.black,
                ),
              ),
            )
          ],
        ),
      ),
    );
  }
}

```
Repository: react
Issue: Bug: TypeError elem.nodeName.toLowerCase is not a function
Labels: Type: Bug,Component: DOM,Status: Unconfirmed

React version: 17 +

## Steps To Reproduce

1.window.nodeName exists and does not have a toLowerCase method
2.an error will be reported when the event is triggered, such as clicking on the page

![image](https://user-images.githubusercontent.com/18453647/154606817-e28d1747-1c85-4ce3-b384-35c8e198cad0.png)

[ChangeEventPlugin.js](https://github.com/facebook/react/blob/54f785bc51800556dead12aaedf9594b2f15e836/packages/react-dom/src/events/plugins/ChangeEventPlugin.js)

![image](https://user-images.githubusercontent.com/18453647/154607065-e1d6e87b-6c5a-493a-9e3c-5a7836d14a57.png)
Repository: next.js
Issue: Failed to debug next core, Cannot find module 'webpack-sources'
Labels: Webpack

### Verify canary release

- [X] I verified that the issue exists in Next.js canary release

### Provide environment information

  Operating System:
    Platform: darwin
    Arch: x64
    Version: Darwin Kernel Version 21.2.0: Sun Nov 28 20:28:54 PST 2021; root:xnu-8019.61.5~1/RELEASE_X86_64
  Binaries:
    Node: 16.13.1
    npm: 8.3.0
    Yarn: 1.22.17
    pnpm: 6.28.0
  Relevant packages:
    next: 12.1.0
    react: 17.0.2
    react-dom: 17.0.2

### What browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

### Describe the Bug

In latest canary branch, run any of the tasks:
<img width="342" alt="image" src="https://user-images.githubusercontent.com/20026577/154617382-fccceb99-ed2b-4201-a6ea-2490cbac9297.png">

leads to error: `Cannot find module 'webpack-sources'`
<img width="923" alt="image" src="https://user-images.githubusercontent.com/20026577/154617463-9b777dc5-b06a-4969-85c1-dffab5a7746e.png">



### Expected Behavior

run without errors

### To Reproduce

```
git clone <next.js repo>
cd next.js
yarn
```

Then launch task from VSCode
Repository: transformers
Issue: add image2text generation
Labels: New model

add image2text generation
Repository: pytorch
Issue: `index_fill_` accepts wrong dtype for meta tensors
Labels: module: tests,triaged,module: meta tensors

Addresses https://github.com/pytorch/pytorch/pull/72508#discussion_r807472360 which skipped this case 

https://github.com/pytorch/pytorch/blob/710f12f58e2d24d583c3e3bab75ec8c169ebbf57/test/test_torch.py#L2966-L2968

```py
>>> i = torch.tensor([0])
>>> x = torch.tensor([[1, 2], [4, 5]], dtype=torch.float)
>>> x.index_fill_(1, i, 1+1j)
RuntimeError: index_fill_(): Converting complex Scalar to non-complex type is not supported
>>> x = x.to("meta")
>>> x.index_fill_(1, i, 1+1j)
tensor(..., device='meta', size=(2, 2))
```

cc @mruberry
Repository: godot
Issue: AnimatableBody2D doesn't work when parent moves
Labels: bug,confirmed,topic:physics,topic:2d

### Godot version

v4.0.alpha2.official [79077e6c1]

### System information

Windows 10

### Issue description

When animating a moving AnimatableBody2D platform with Path2D, it's physical location doesn't seem to update. Graphically everything seems fine.
Edit: Problem occurs, if AnimatableBody2D's parent moves, ie. node's local transform stays the same, but global transform changes.

### Steps to reproduce

Using following setup:
![animatablebody](https://user-images.githubusercontent.com/1621768/154649973-9a360148-ca95-4342-bdcc-11ac3a583e30.png)

The example project has 2 platforms. The left one is updated with AnimationPlayer, other with Path2DFollow. The left one works as expected, but the right one demonstrates the bug. Just run and see, rigidbody box on the right is floating in the air. Interestingly, collision shape draws in the right place.

### Minimal reproduction project

[AnimatableBodyTest.zip](https://github.com/godotengine/godot/files/8095640/AnimatableBodyTest.zip)
Repository: PowerToys
Issue: Key remapping should only change one key, not all keys with the same function
Labels: Product-Keyboard Shortcut Manager

### Description of the new feature / enhancement

I have a broken down arrow on my laptop's keyboard and I reassigned it to the delete button on the number pad area. Unfortunately now the other delete key also acts as a down arrow, but I need a delete button many times every day. Can the key remapping tool be changed in such a way that only the one specific typed key will be remapped instead of all keys with the same function?

### Scenario when this would be used?

I use one delete key every day in design programs, but I don't need two delete keys. Unfortunately I can't make use of remapping one of them because the other delete key will also be affected.

### Supporting information

_No response_
Repository: PowerToys
Issue: Custom fancy zones dragging key (now Shift)
Labels: Idea-Enhancement,FancyZones-Dragging&UI,Product-FancyZones

### Description of the new feature / enhancement

In 'Zone behavior' of FancyZones it is possible to toggle 'Hold Shift key to activate zones while dragging'. I'd love to see the option to customize that key so one can pick it's personal favorite. 

I can imaging that the options are limited to keys like (left, right, any), Ctrl, Shift or Alt (Gr), but that at least gives a choice.

### Scenario when this would be used?

When using a programmable (multi button) mouse, you can activate the zone dragging using one of the buttons so it can be done one handed (also a good feature for disabled/one handed people). Of course one could program the Shift-key, but in daily practice, another key could be more handy.

I personally prefer the Ctrl-key, so I can use the mouse-button to zoom in/out (in combination with the scroll key), select multiple items (files, cells in Excel, Words, etc). Now I have to choose between having a button for the FancyZones dragging or my preferred Ctrl-key.




### Supporting information

_No response_
Repository: flutter
Issue: [Windows/Linux/MacOS]: Proposal to enable simulation for text input
Labels: a: text input,c: new feature,framework,engine,platform-windows,c: proposal,a: desktop,P3,team-windows,triaged-windows

## Environment
**Attention: Windows-Dev** 💻 (but also asking for any other desktop platform (Linux/MacOS)

## Use case

I want to be able to simulate keyDownEvents in production like in https://api.flutter.dev/flutter/flutter_test/simulateKeyDownEvent.html

Requirements: **There is no hardware-keyboard available (!)**, but we're simulating an on-screen keyboard (and want to style it here and there differently). When tapping on the on-screen keyboard, i want to simulate hardware keystrokes.

![image](https://user-images.githubusercontent.com/7249645/154674386-6c06d3cb-b8c1-420d-89fa-cea387997db9.png)


## Proposal

Provide a function similar to e.g. `KeyEventSimulator.simulateKeyDownEvent(LogicalKeyboardKey.keyA);` 


## What i tried so far:
    RawKeyboard.instance.handleRawKeyEvent(RawKeyDownEvent(
                      data: RawKeyEventDataWindows(
                          keyCode: 65,
                          scanCode: 30,
                          characterCodePoint: 97,
                          modifiers: 0)));
                  RawKeyboard.instance.handleRawKeyEvent(RawKeyUpEvent(
                      data: RawKeyEventDataWindows(
                          keyCode: 65,
                          scanCode: 30,
                          characterCodePoint: 0,
                          modifiers: 0)));
                          
                          
It actually `emits the same events as typing on my hardware keyboard`, however, nothing happens if e.g. a TextFormField is selected. If I type it with my hardware-keyboard, everything works as intended.
Repository: go
Issue: proposal: cmd/go: add a test flag to update runnable example output comments
Labels: Proposal,GoCommand

We have support for examples which can be run as part of `go test`, as documented in https://pkg.go.dev/testing#hdr-Examples.

Right now, if I change the example code in any way that changes its output, such as by tweaking the package API implementations, I'll get a failure when running `go test` again. With https://github.com/golang/go/issues/41980, that failure will show me a diff, which is pretty neat.

However, if I do intend to change the output of the example for good, I'll need to manually update the `// Output:` comment lines in the example code, such as by copying the output text from the output of `go test`, pasting it in the editor, commenting out those lines, and placing them where the old ones are.

It would be nice if we instead had a flag, like `go test -updateoutput` but with a better name, so that could happen in-place automatically. It could also work with unordered output lines, which could keep the source code deterministic by e.g. sorting the lines.

The reason it would be a flag is because the existing default behavior should be kept. By default with `go test`, a runnable example whose output doesn't match should result in a failure.

It should be noted that @cznic has implemented an external version of this in https://pkg.go.dev/modernc.org/fe. It can certainly work outside of cmd/go, though I'd argue that it would be nice to have it built-in, akin to how we have other cmd/go commands to edit source in-place such as `go fix` or `go mod edit`.

One question might be: how often does this come up? I personally run into this scenario relatively often, as I try to design end-user Go APIs by first writing one or two examples, often in runnable form. As I iterate on implementing the logic of the APIs, I want to verify that their output becomes what I expect, akin to re-running a test until it succeeds.

This may not need to be a proposal, but since the suggestion is to add a new `go test` flag, I'm erring on the side of caution - it may be a controversial feature request :)

cc @bcmills @matloob (Bryan and I briefly discussed this idea on Slack back in September 2021)
Repository: pytorch
Issue: [FSDP checkpoint] Test replace_by_prefix util
Labels: oncall: distributed,triaged,module: fsdp

### 🚀 The feature, motivation and pitch

see https://github.com/pytorch/pytorch/pull/72469/files#r806388662

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @pietern @rohan-varma @SciPioneer
Repository: go
Issue: runtime: reduce static stack guard size
Labels: NeedsInvestigation,compiler/runtime

### What version of Go are you using (`go version`)?

tip (eaf040502b763a6f00dced35e4173c2ce90eb52f)

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

darwin/amd64

### What did you do?

In cmd/internal/objabi and runtime we have `stackGuardMultiplierDefault`, which is normally 1 but set to 2 by cmd/dist if the `GO_GCFLAGS`  includes `-N` when building the toolchain and the standard library at make.bash(bat/rc) time. The idea is that for a no-opt build where the functions consume more stack space, we double the stack guard to avoid nosplit overflow.

But I suspect most users who use `-N -l` build do not build the toolchain and the standard library this way. It is more likely that one would build the toolchain normally but use `-gcflags=all="-N -l"` on the command line (at least since the introduce of build cache and automatic rebuild of the standard library packages). This way, `stackGuardMultiplierDefault` is still 1. So we're effectively keeping `-N -l` build work with the non-doubled stack guard, which sometimes is difficult.

### What did you expect to see?

Have some way to double the stack guard with `-N -l` build that is actually useful. I can think of a few possibilities:
1. double the stack guard if `-N` is specified. Requires `-N` to be used for all packages or nothing. And needs some magic way to set the value in the runtime and tell the linker.
2. ~double the stack guard if `-N` is specified when compiling the runtime. The runtime and the linker will use the doubled stack guard (needs the same magic way). When compiling other packages it may still use the smaller one, but it probably doesn't hurt (besides slightly more frequent stack copying).~
3. define a noopt (or debug or something) flag for the go command that applies `-N -l` to all packages and double the stack guard. Deprecate the direct use of `-N -l`.
4. make `-N` no-op for a few more nosplit-heavy packages. It is already no-op for the runtime package. Maybe it can also apply to reflect and syscall. (I suspect most times the user who use `-N` is not debugging those packages)

Maybe there are other options.

Or, drop `stackGuardMultiplierDefault` and keep `-N -l` build work with the non-doubled stack guard. Again, this is sometimes difficult.

cc @aclements
Repository: storybook
Issue: Storybook's styling overrides all
Labels: bug,has workaround,theming

**Describe the bug**

Storybook's css seems to take priority over everything, which doesn't make much sense for a default. 

The image below shows that the font-size/family for the `p` is being overridden by an injected `css-xxx` class.

![image](https://user-images.githubusercontent.com/41582/153066440-99209a88-0ae3-4b63-b8b6-3b7c1db8cfcb.png)

** I do have the font that I want set in the theme, but that doesn't seem to have any effect.

```js
// abTheme.js
import { create } from '@storybook/theming/create';
import logo from '../libs/shared/storybook-common/assets/logo-ds.svg';

export default create({
  base: 'dark',
  colorPrimary: '#005daa',
  colorSecondary: '#005daa',

  // Typography
  fontBase: 'acumin-pro-semi-condensed, sans-serif',
  fontCode: 'monospace',

  brandTitle: 'Design System',
  brandUrl: 'https://brand.ca',
  brandImage: logo
});
```

```js
// manager.js
import { addons } from '@storybook/addons';
import abTheme from './abTheme';

addons.setConfig({
  theme: abTheme
});
```

There is also the issue of the sbdoc and sbdocs-* classes that are injected to all my components.
![image](https://user-images.githubusercontent.com/41582/154575126-53d81e51-2ade-4010-b72d-1c9cc08be8de.png)
Repository: pytorch
Issue: Additional out of the box DDP comm hooks
Labels: oncall: distributed,better-engineering

### 🚀 The feature, motivation and pitch

A few additional DDP communication hooks can be implemented which may have performance implication but can enable new DDP training use cases or help debugability:

1. delay_allreduce hook: Waits for all buckets to be ready and then launches a single batch allreduce. Results in no communication/computation overlap but enables additional use cases when model code has communication in backwards pass and there are unused parameters / dynamic graph.
2. Can also have a wrapper of the above which runs any compression algorithm, in a delayed fashion that waits for all buckets.
2. Hook which runs delay allreduce until buckets are properly rebuilt, although this may not be needed in light of https://github.com/pytorch/pytorch/pull/72843.
3. A "debugging hook" that writes information about the bucket, parameters being allreduced, names, whether they were unused, etc to a given handle.

Ultimately, a better debugging experience can be enabled by registering a default allreduce comm hook for large-scale training jobs, which will make it easier for developer to swap in different hooks while debugging, decreasing iteration time

### Alternatives

_No response_

### Additional context

_No response_

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang
Repository: godot
Issue: OptionButton `expand_icon` does not affect popup
Labels: bug,topic:gui

### Godot version

4.0 0217d44 / 3.x

### System information

W10

### Issue description

![godot_kr9XcTTwWT](https://user-images.githubusercontent.com/2223172/154725494-49a0da8f-9be4-4d65-8ca4-584dc1879130.gif)
It makes the popup unusable if your icons are very big.

### Steps to reproduce

1. Add an OptionButton
2. Enable `expand_icon`
3. Add an item with big icon
4. Observe

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: Improve test_test_history.py
Labels: module: ci,triaged

### 🐛 Describe the bug

We should follow up https://github.com/pytorch/pytorch/pull/73082 with a better long term solution, as the new stats will also go out of retention after 300 days.

### Versions

CI

cc @seemethere @malfet @pytorch/pytorch-dev-infra