sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: AtlasTexture saved with region 0,0,0,0 (no region) spams error in console
Labels: enhancement,topic:core

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
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**Godot version:**
<!-- Specify commit hash if non-official. -->
7018de8425e8c2781071595fdcf565acdfde2be4

**OS/device including version:**
<!-- Specify GPU model and drivers if graphics-related. -->
win 7 64

**Issue description:**
<!-- What happened, and what was expected. -->
Saving an Atlas texture with not region (x=0, y=0, w=0,h=0) will allways spam thit at the project open:
![AtalsSpam](https://user-images.githubusercontent.com/11712737/57186291-e6781280-6edc-11e9-85ad-79bd48ac09b5.png)
Problem is not the warning... problem is that you don´t know what texture is failing, so in a big project you can have that mensage allways spamming at open and you will never find what is causing that.

**Steps to reproduce:**
Save an atlas texture to a tres file with no region.


Edit: i will copy error in text for googling help purpose:

Image::create: Index p_widht - 1=-1 out of size (MAX_WIDTH=16384)
At: core\image.cpp:1443
Image::blit_rect: Condition ' dsize == 0 ' is true.
At: core\image.cpp:1927
Repository: rust
Issue: Associated constants in traits can not be used in const generics
Labels: A-associated-items,T-compiler,C-bug,A-const-generics

Initially reported [here](https://github.com/rust-lang/rust/issues/44580#issuecomment-489294181).

The following code:
```rust
trait Foo {
    const N: usize;
    fn foo() -> [u8; Self::N];
}
```

[Playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=849ea34c4690f0b9baab9328679ea0d3)

Results in a "no associated item named `N` found for type `Self` in the current scope" compilation error on current Nightly.

Note that associated constants in `impl` blocks [work](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=ecc943d64d35c2cde6f50603d30731c5) without any issues.

cc @varkor @yodaldevoid
Repository: rust
Issue: pub(in) visibility doesn't allow `use`d paths, unless macro-expanded
Labels: A-resolve,A-visibility,A-macros,T-lang,T-compiler

Paths usually respect `use` aliases of modules, but paths in `pub(in)` not.

https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=a6c5906c564f63850530fcd28c64379c

```rust
mod m1 {
    pub(in crate::m2) fn f() {}
    //~^ERROR cannot find module `m2` in module `crate`
}
use m1 as m2;
```

This seems to be a matter of the order of evaluation, hence the following variant compiles:

https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=a1b35f783b9c0aa35e58df3b7d4f41d5

```rust
mod m1 {
    crate::id! {
        pub(in crate::m2) fn f() {}
    }
}
use m1 as m2;

#[macro_export]
macro_rules! id {
    ($($x:tt)*) => { $($x)* };
}
```

I expect these behaviors to match.
Repository: TypeScript
Issue: Allow custom keywords to make it easy for children in different languages to contact typescript for simple computational experiments
Labels: Suggestion,Awaiting More Feedback

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## Search Terms

<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

`custome keywords` 

## Suggestion

<!-- A summary of what you'd like to see added or changed -->
Allow custom keywords to make it easy for children in different languages to contact typescript for simple computational experiments

This requires a keyword standard in different language environments.
Unfortunately, no standardization organization has set standards for it, and because of the inaccuracy of translation, there is not even a recognized standard.

## Use Cases

<!--
What do you want to use this for?
What shortcomings exist with current approaches?
-->
Let children play with programming.
eg:
[lingascript (Multilingual Javascript, based on Typescript)](https://github.com/gasolin/lingascript)
[chinese keywords typescript](https://github.com/program-in-chinese/CTS), [use cases of chinese keywords typescript ](https://github.com/program-in-chinese/cts_in_5_min)
[Japanese keyword javascript nadesiko3](https://github.com/kujirahand/nadesiko3)

## Examples

<!-- Show how this would be used and what the behavior would be -->

```ts
//English
function sum(a:number,b:number):number{
    return a+b;   
}
//Chinese
函数 加和( a:数字, b:数字) :数字{
    返回 a+b
}
//Russian
функция суммировать( a:цифра, b:цифра) :цифра{
    возвращение a+b
}
//Japanese
関数  和を加える( a:数字, b:数字) :数字{
    戻る a+b
}

... etc.
```

## Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: godot
Issue: TextureButton can't press when InputEventScreenTouch or InputEventScreenDrag happened at the same time.
Labels: discussion,topic:input

**Godot version:**
3.1

**OS/device including version:**
Android

**Issue description:**
When I use this demo for [VirtualAnalog](https://github.com/CantaloupeStudios/VirtualAnalogGodot) Stick,
I add a TextureButton to fire skill, the TextureButton can not press when the InputEventScreenTouch or InputEventScreenDrag is happened.
Means that I can not move the player and fire skill at the same time, must move stick touch up then can press skill button.

How can I implement this?
Repository: pytorch
Issue: Inconsistant values of lr_scheduler.get_lr and lr in optimizer.param_groups
Labels: module: optimizer,triaged

## 🐛 Bug

After upgrading to 1.1.0, the value returned by `lr_scheduler.get_lr` is confusing comparing to the lr value inside `optimizer.param_groups`.

## To Reproduce

Here I follow the new convention putting the `lr_scheduler.step()` at the end of each iteration, see the new documents and #7889 (which is probably the root of this issue).

Code:

```python
# 1.1.0
import torch

net = torch.nn.Conv2d(1, 1, 1)
optimizer = torch.optim.SGD(net.parameters(), lr=0.1)
lr_scheduler = torch.optim.lr_scheduler.ExponentialLR(optimizer, gamma=0.9)

for i in range(5):
    print(i, lr_scheduler.get_lr(), optimizer.param_groups[0]['lr'])
    lr_scheduler.step()
```

Output:

```
0 [0.1] 0.1
1 [0.08100000000000002] 0.09000000000000001
2 [0.07290000000000002] 0.08100000000000002
3 [0.06561000000000002] 0.07290000000000002
4 [0.05904900000000002] 0.06561000000000002
```

We got inconsistant values. The two values are the **same in the first line**, but **different in following lines** by lr decay factor `gamma = 0.9`. 

## Expected behavior

At least we should have consistant values of the two, right? 

In the old version 1.0.1, if we follow the previous convention putting the `lr_scheduler.step()` at the beginning of each iteration, the output values are reasonable and consistant:

Code:
```python
# 1.0.1
import torch

net = torch.nn.Conv2d(1, 1, 1)
optimizer = torch.optim.SGD(net.parameters(), lr=0.1)
lr_scheduler = torch.optim.lr_scheduler.ExponentialLR(optimizer, gamma=0.9)

for i in range(5):
    lr_scheduler.step()
    print(i, lr_scheduler.get_lr(), optimizer.param_groups[0]['lr'])
```

Output:

```
0 [0.1] 0.1
1 [0.09000000000000001] 0.09000000000000001
2 [0.08100000000000002] 0.08100000000000002
3 [0.0729] 0.0729
4 [0.06561] 0.06561
```

## Environment

I'll skip this part since it can be easily reproduced from a fresh 1.1.0 installation.
Repository: opencv
Issue: DNN, readNetFromTensorflow
Labels: feature,category: dnn

- OpenCV => 3.4
- Operating System / Platform => Linux 16.04
- Compiler => python


##### Detailed description
Firstly I got a graph.pb file
`python3 -m tensorflow.python.tools.freeze_graph --input_graph graph.pb --input_checkpoint fcn8s_mobilenet/checkpoints/best/-200021 --output_graph graph_frozen.pb --output_node_names=network/output/ArgMax`

`python3 -m tensorflow.python.tools.optimize_for_inference --input graph_frozen.pb --output graph_optimized.pb --input_names=network/input/Placeholder --output_names=network/output/ArgMax`

I got a graph_optimized.pb 

[graph_optimized.pb](https://pan.baidu.com/s/1hQJPw7d_1w4Iq7pGyW02lw )
password：isoz 

And then generated the .pbtxt file

`import tensorflow as tf`
`from tensorflow.python.platform import gfile`

`with gfile.GFile('graph_optimized.pb','rb') as f:`
----`graph_def = tf.GraphDef()`
----`graph_def.ParseFromString(f.read())`
----`tf.import_graph_def(graph_def, name='')`
----`tf.train.write_graph(graph_def, './', 'protobuf.pbtxt', as_text=True)`

Then I loaded it to cv python script to see if it is compatible with the library or not:
import cv2
 
cvNet = cv2.dnn.readNetFromTensorflow ('graph_optimized.pb','protobuf.pbtxt')

But it gives me this error:
cvNet = cv2.dnn.readNetFromTensorflow('graph_optimized.pb','protobuf.pbtxt')
cv2.error: OpenCV(3.4.2) /io/opencv/modules/dnn/src/tensorflow/tf_importer.cpp:613: error: (-215:Assertion failed) const_layers.insert(std::make_pair(name, li)).second in function 'addConstNodes'

Could you give me some suggestion. Thank you! #
Repository: flutter
Issue: Animation listeners should be called on value changes only
Labels: framework,a: animation,has reproducible steps,P2,found in release: 2.5,found in release: 2.6,team-framework,triaged-framework

According to documentation, animation listeners should be called on value changes:

> Calls the listener every time the value of the animation changes.

However, listeners whose parent is an animation controller seem to be called every time the controller ticks, as the following example shows:
```dart
import 'package:flutter/material.dart';

void main() => runApp(MaterialApp(home: Scaffold(body: AnimationIssue())));

class AnimationIssue extends StatefulWidget {
  @override
  State<StatefulWidget> createState() {
    return AnimationIssueState();
  }
}

class AnimationIssueState extends State<StatefulWidget>
    with TickerProviderStateMixin {
  AnimationController _controller;
  Animation<int> _constantAnimation;
  int _listenerCalls;

  @override
  void initState() {
    super.initState();

    _listenerCalls = 0;
    _controller =
        AnimationController(duration: Duration(seconds: 10), vsync: this);

    _constantAnimation = StepTween(begin: 0, end: 0).animate(_controller)
      ..addListener(() {
        setState(() {
          _listenerCalls++;
          debugPrint('Animation listener called. Value: $_constantAnimation');
        });
      });

    _controller.forward();
  }

  @override
  Widget build(BuildContext context) {
    return Center(
        child: Text('Listener called $_listenerCalls times',
            style: TextStyle(fontSize: 24)));
  }
}
```
Repository: flutter
Issue: Allow to set the logical pixel size programmatically 
Labels: framework,customer: posse (eap),c: proposal,a: layout,P3,team-framework,triaged-framework

## Use case

Sometimes there is a need to simply scale a widget on a device with a bigger screen instead of changing its layout. A simple example is to show bigger images, bigger fonts or bigger custom widgets on tablets comparing to how they are shown on a smartphone. Putting it in other words, I don't want more information to be shown an a bigger screen, but simply want to make things bigger.

Currently there is nice utility library 

https://pub.dartlang.org/packages/flutter_screenutil

which may help with scaling, but it's not as convenient as using just doubles for sizes and definitely doesn't work when using third party or native flutter widgets where sizes are hardcoded. Performance of this approach could be also a concern.

I tried Transform.scale(), but can't achieve the desired result as it scales its child after child's layout is already processed.

## Proposal

According to this documentation

https://docs.flutter.io/flutter/dart-ui/Window/devicePixelRatio.html

flutter uses a non changeable physical size of the logical pixel, which corresponds to "roughly 38 logical pixels per centimeter".

It would be great, if I can wrap any widget with a new "render widget" to provide this ratio programmatically for the widget sub-tree underneath.  

I'm thinking about something like

```dart
  @override
  Widget build(BuildContext context) {
    final bool isTablet = MediaQuery
        .of(context)
        .size
        .shortestSide > 600;
    return DevicePixelRatio( // <--- it's what I called a new "render widget"
        pixelsPerCm: isTablet ? 30 : 38,
        child: MyChild()
    );
  }
```
Repository: rust
Issue: OpenBSD: current_exe() fails when bin resolved through $PATH
Labels: T-libs-api,O-openbsd,C-bug

I've noticed `std::env::current_exe()` on openbsd depends on argv[0], which means the resolution only works if the binary was started with a relative or absolute path, but not when it was resolved by the shell using $PATH.

https://github.com/rust-lang/rust/blob/9ebf47851a357faa4cd97f4b1dc7835f6376e639/src/libstd/sys/unix/os.rs#L260-L286
Repository: electron
Issue: Mac Menu: orange bubbles
Labels: enhancement :sparkles:

An awesome feature would be to create these orange "pills" on mac application menus like this:

![Screen Shot 2019-05-05 at 10 50 25 pm](https://user-images.githubusercontent.com/5377970/57194276-627b6480-6f88-11e9-8836-c24a9bd5be3b.png)
Repository: flutter
Issue: Add option to smoothly animate stepped mouse scroll deltas
Labels: c: new feature,framework,a: fidelity,f: scrolling,a: quality,customer: crowd,a: desktop,has reproducible steps,P2,workaround available,found in release: 3.7,found in release: 3.10,team-framework,triaged-framework

_Update 12/12/23_
- Scrolling with trackpads is smooth except on web. Physical mouse wheels match platform physics, but do not have option to override with a smoothing animation.
  - comment: https://github.com/flutter/flutter/issues/32120#issuecomment-1517332098
- What remains here is blocked on https://github.com/flutter/flutter/issues/139990, we need to know what is a mouse or trackpad.
  - Once resolved, an adaptation of the Chromium SmoothScroller is in https://github.com/flutter/flutter/pull/115314 (full history) or  https://github.com/flutter/flutter/pull/139392
- There are existing workarounds and packages available
  - https://pub.dev/packages?q=smooth+scroll
  
---

## Steps to Reproduce

1. Use a desktop embedder, or another platform that allows you to scroll with a mouse's scroll wheel.
2. Scroll any scrollable content (e.g. list demo in Flutter Gallery)
3. Observe how the scroll offset abruptly jumps between scroll notches instead of smoothly transitioning (like Chrome, Firefox, UWP apps, etc.)

Gif example:
![2019-05-05_11-10-31](https://user-images.githubusercontent.com/2268005/57196013-9756cf80-6f26-11e9-8216-e2399fea16f3.gif)
Repository: godot
Issue: ragdoll simulation twitches in simple humanoid ragdoll
Labels: bug,topic:core,topic:physics

**Godot version:**
v3.2.dev.custom_build.2931b4d

**OS/device including version:**
OS: Ubuntu 18.04.2

**Issue description:**
ragdoll simulation twitches in simple humanoid ragdoll with conejoint as constraint (except for the head with hingejoint), and default settings for the physical bones and the joint constraint (except swing span)  [video with the issue](https://streamable.com/yh958)

**Minimal reproduction project:**
[testr.zip](https://github.com/godotengine/godot/files/3145742/testr.zip)
(Run simulation from playground scene. Ignore actor_def scene)
Repository: youtube-dl
Issue: EC-3 codec support
Labels: request

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## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
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- [x] I'm reporting a feature request
- [x] I've verified that I'm running youtube-dl version **2019.04.30**
- [ ] I've searched the bugtracker for similar feature requests including closed ones


## Description

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WRITE DESCRIPTION HERE

Here is a sample link i want to download https://smstr01.dmm.t-online.de/smooth24/smoothstream_m1/streaming/sony/9221438342941275747/636887760842957027/25_km_h-Trailer-9221571562372022953_deu_20_1300k_HD_H_264_ISMV.ism/Manifest
Download is working but only with AAC Audio. EC-3 (eac3) gives error: WARNING: [generic] EC-3 is not a supported codec. Is it possible to support that codec?
Repository: rust
Issue: type parameters expect camel case, but shouting case is also common
Labels: A-lints,T-lang,T-compiler

I am not sure why type parameters are checked to be upper camel case.

Type parameter names are not part of public API.  Shouting case for type parameters is a convention followed by such popular crates as [rayon](https://docs.rs/rayon/1.0.3/rayon/?search=ParallelIterator), and it is the only way I know of to make something like the following not look confusing:

```rust
#[derive(Debug, Clone, PartialEq)]
pub enum Data<
    INTEGER = Vec<i32>,
    CHARACTER = Vec<u8>,
    COMPLEX = Vec<(f64, f64)>,
> {
    Integer(INTEGER),
    Character(CHARACTER),
    Complex(COMPLEX),
}
```

Furthermore, due to limitations of the check for upper camel case, you could write a whole crate using shouting case and not even know about the lint, because it will only hit you when you write an underscore:

```rust
pub fn zip<
    INTEGER_1, CHARACTER_1, COMPLEX_1,
    INTEGER_2, CHARACTER_2, COMPLEX_2,
>(
    data_1: Data<INTEGER_1, CHARACTER_1, COMPLEX_1>,
    data_2: Data<INTEGER_2, CHARACTER_2, COMPLEX_2>,
) -> Data<
    (INTEGER_1, INTEGER_2),
    (CHARACTER_1, CHARACTER_2),
    (COMPLEX_1, COMPLEX_2),
> { unimplemented!() }
```

```
warning: type parameter `INTEGER_1` should have a camel case name
 --> lib.rs:3:9
  |
3 |         INTEGER_1, CHARACTER_1, COMPLEX_1,
  |         ^^^^^^^^^ help: convert the identifier to camel case: `Integer1`
  |
  = note: #[warn(non_camel_case_types)] on by default
```

Given how rarely underscores should be needed, it's tempting to just change this to `INTEGER1` so that it slips by unnoticed like the rest of the crate.
Repository: flutter
Issue: Use builder for DropdownMenuButton
Labels: c: new feature,framework,f: material design,c: performance,P2,team-design,triaged-design

`DropdownMenuButton` should use (or allow use of) `ListView.builder` rather than `ListView`'s default constructor. I have a `DropdownMenuButton` that displays a dynamic amount of items and I'm running into performance issues when there is a large amount of items. Maybe a dropdown menu isn't the right choice if you have many items to display, but I think it would still be a good idea to perhaps provide a `DropdownMenuButton.builder` constructor like `ListView`.
Repository: go
Issue: x/net/websocket: add ability to replace Dialer with DialContext in the Config struct, like http.Transport
Labels: NeedsInvestigation,FeatureRequest

I run websocket server on the windows namepipe, so hope replace Dialer with my Dialer, but it is a interface. so Can replace Dialer with DialContext in the Config struct, like http.Transport

similar， I run tls conn on other conn also, like serial port ...

https://github.com/golang/go/issues/31849
Repository: pytorch
Issue: Advanced indexing with uint8 tensor versus int64 tensor is inconsistent
Labels: module: bc-breaking,triaged,module: advanced indexing,module: boolean tensor

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->
different behavior of slicing tensor with slices in different tensor type
## To Reproduce

Steps to reproduce the behavior:
```
import torch

a = torch.randint(low=1, high=10, size=(2, 3))
print(a)
b = torch.randint(2, (3,), dtype=torch.uint8)
print(b)
a[0, b] = 0
print(a)

```
<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

## Expected behavior

<!-- A clear and concise description of what you expected to happen. -->
if dtype of b is torch.uint8, it works normally like:
```
tensor([[9, 5, 3],
        [1, 3, 9]])
tensor([1, 0, 1], dtype=torch.uint8)
tensor([[0, 5, 0],
        [1, 3, 9]])
```
if I change dtype to torch.int64, it woks differently like:
```
tensor([[3, 9, 9],
        [8, 7, 7]])
tensor([1, 0, 1])
tensor([[0, 0, 9],
        [8, 7, 7]])
```
it seems that the value of slices act as slices instead of the position of no-zero elements
## Environment


 - PyTorch Version (e.g., 1.0): 1.1.0
 - OS (e.g., Linux): Mac os 10.14.3
 - How you installed PyTorch (`conda`, `pip`, source): pip
 - Build command you used (if compiling from source):
 - Python version: 3.6
 - CUDA/cuDNN version: None
 - GPU models and configuration:  None
 - Any other relevant information:  None

## Additional context

<!-- Add any other context about the problem here. -->
Repository: godot
Issue: [Bullet] Seemingly inaccurate kinematic collision remainders in Bullet physics but not GodotPhysics
Labels: bug,confirmed,topic:physics

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:** 3.1.1 Stable 64-bit

**Issue description:** I made a simple character controller in 3D using a kinematic body and the `move_and_slide()` method, but when I look at the collision information from the slides, it seems as though a vast majority of the time the collision remainder is a zero-length vector, and if I increase the safe margin it's a zero-length vector 100% of the time. If I swap to GodotPhysics, the remainder is never a zero-length vector, if I increase the safe margin this remains true but it exhibits a bouncing behavior shown below (using a safe margin of 0.1).
![2019-05-06_01-43-17](https://user-images.githubusercontent.com/32691832/57208173-56030600-6fa0-11e9-973f-44c5f0252c0b.gif)

**Minimal reproduction project:** [3D Physics Issues.zip](https://github.com/godotengine/godot/files/3146588/3D.Physics.Issues.zip)