sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: three.js
Issue: FBXLoader: Wrong transformation of child mesh.
Labels: Regression,Loaders,Needs Investigation

<!-- Ignoring this template may result in your bug report getting deleted -->

**Describe the bug**

When loading some fbx files, the position of the second mesh is not correct.
In all programs except Three, the bow direction is normal.
However, in three, the direction of the rod of the bow is different.

**To Reproduce**

Steps to reproduce the behavior:
1. Extract the attached zip file
2. run index.html
3. click 'load anim'

reduce code is below
[001_fbx_load.zip](https://github.com/mrdoob/three.js/files/6968632/001_fbx_load.zip)


***Code***

    // for load character
    let loaded = await fbxLoad('./ArcherRi01.FBX');
    loaded.traverse(child=>{if(child.isMesh) child.castShadow=true;});
    loaded.getObjectByProperty("type","AmbientLight").removeFromParent();
    loaded.getObjectByName("body").material.map = await textureLoad('./ArcherRi01.png');
    loaded.getObjectByName("weapon").material.map = await textureLoad('./ArcherRi01_W.PNG');
    scene.add(loaded);

    // for anim
    let animMixer = undefined;
    let queue = false;
    document.querySelector('[name=btn-load-anim]').addEventListener("click", async ()=>{
        if( queue ) return console.warning("already loaded animation");
        queue = true;
        let loadedAnim = await fbxLoad('ArcherRi@Idle01.FBX');
        animMixer = new THREE.AnimationMixer(loaded);
        let idleAction = animMixer.clipAction(loadedAnim.animations[0]);
        idleAction.play();
    });

***Live example***

nothing

**Expected behavior**

Problems persist with animation

**Screenshots**

in other program
![bug_1_other](https://user-images.githubusercontent.com/88191844/129034591-f921e766-a521-4fa3-92a4-bad7e0479ef5.png)

in three.js
![bug_1_three](https://user-images.githubusercontent.com/88191844/129034670-562f355e-9f61-4d95-a232-31a80108fac7.png)


**Platform:**

 - Device: [Desktop, Mobile]
 - OS: [Windows, MacOS, Linux, Android, iOS]
 - Browser: [Chrome, Firefox, Safari, Edge]
 - Three.js version: [dev, r???]
Repository: node
Issue: Cross compilation for 32bit on 64bit fails
Labels: build,arm

### Version

16.6.1

### Platform

Linux (Fedora 34 64bit)

### Subsystem

_No response_

### What steps will reproduce the bug?

I cross compile Node.js 16.6.1 from sources on 64bit Intel PC. When I compile for 64bit ARM it is OK. But when I compile for 32bit ARM, it ends with error:

  g++ -o /home/cernockym/Devel/modulesnodered/packages/nodejs/node-v16.6.1/out/Release/obj.host/v8_base_without_compiler/deps/v8/src/heap/base/asm/**x64**/push_registers_asm.o ../deps/v8/src/heap/base/asm/x64/push_registers_asm.cc '-D_GLIBCXX_USE_CXX11_ABI=1' '-DV8_GYP_BUILD' '-DV8_TYPED_ARRAY_MAX_SIZE_IN_HEAP=64' '-D__STDC_FORMAT_MACROS' '-DOPENSSL_NO_PINSHARED' '-DOPENSSL_THREADS' '-DV8_TARGET_ARCH_ARM' '-DCAN_USE_ARMV7_INSTRUCTIONS' '-DCAN_USE_VFP3_INSTRUCTIONS' '-DCAN_USE_VFP32DREGS' '-DV8_EMBEDDER_STRING="-node.19"' '-DENABLE_DISASSEMBLER' '-DV8_PROMISE_INTERNAL_FIELD_COUNT=1' '-DENABLE_MINOR_MC' '-DOBJECT_PRINT' '-DV8_ENABLE_LAZY_SOURCE_POSITIONS' '-DV8_USE_SIPHASH' '-DDISABLE_UNTRUSTED_CODE_MITIGATIONS' '-DV8_WIN64_UNWINDING_INFO' '-DV8_ENABLE_REGEXP_INTERPRETER_THREADED_DISPATCH' '-DV8_SNAPSHOT_COMPRESSION' '-DV8_ENABLE_WEBASSEMBLY' '-DUSE_EABI_HARDFLOAT=0' -I../deps/v8 -I../deps/v8/include -I/home/cernockym/Devel/modulesnodered/packages/nodejs/node-v16.6.1/out/Release/obj/gen/inspector-generated-output-root -I../deps/v8/third_party/inspector_protocol -I/home/cernockym/Devel/modulesnodered/packages/nodejs/node-v16.6.1/out/Release/obj/gen -I/home/cernockym/Devel/modulesnodered/packages/nodejs/node-v16.6.1/out/Release/obj/gen/generate-bytecode-output-root -I../deps/v8/third_party/zlib -I../deps/v8/third_party/zlib/google  -pthread -Wno-unused-parameter -Wno-return-type -fno-strict-aliasing **-m32** -O3 -w -fno-omit-frame-pointer -fdata-sections -ffunction-sections -O3 -fno-rtti -fno-exceptions -std=gnu++14 -MMD -MF /home/cernockym/Devel/modulesnodered/packages/nodejs/node-v16.6.1/out/Release/.deps//home/cernockym/Devel/modulesnodered/packages/nodejs/node-v16.6.1/out/Release/obj.host/v8_base_without_compiler/deps/v8/src/heap/base/asm/x64/push_registers_asm.o.d.raw   -c
/tmp/ccFSa7ES.s: Assembler messages:
/tmp/ccFSa7ES.s:8: Error: bad register name `%rbp'
/tmp/ccFSa7ES.s:9: Error: bad register name `%rsp'
/tmp/ccFSa7ES.s:11: Error: bad register name `%rbx'
/tmp/ccFSa7ES.s:12: Error: bad register name `%r12'
/tmp/ccFSa7ES.s:13: Error: bad register name `%r13'
/tmp/ccFSa7ES.s:14: Error: bad register name `%r14'
/tmp/ccFSa7ES.s:15: Error: bad register name `%r15'
/tmp/ccFSa7ES.s:16: Error: bad register name `%rdx'
/tmp/ccFSa7ES.s:17: Error: bad register name `%rsp'
/tmp/ccFSa7ES.s:18: Error: bad register name `%r8'
/tmp/ccFSa7ES.s:19: Error: bad register name `%rsp'
/tmp/ccFSa7ES.s:20: Error: bad register name `%rbp'

GYP selects -m32 cflag but x64 asm source.

### How often does it reproduce? Is there a required condition?

_No response_

### What is the expected behavior?

_No response_

### What do you see instead?

_No response_

### Additional information

_No response_
Repository: pytorch
Issue: script/build_android nn::Module support
Labels: triaged,module: android,oncall: mobile

Does script/build_android support building nn::Module or is it limited to jit ? If it does how ?

cc @mruberry @jbschlosser
Repository: pytorch
Issue: Split up test_nn.py
Labels: module: nn,triaged,better-engineering

## Background
The `test/test_nn.py` file is a huge monolith that is too large to work with comfortably; it doesn't load fully in GitHub, syntax highlighting breaks in vim, etc. We should break it up to be more manageable.

## Proposal
There's a few different ways to go about this:
1. Split the existing test classes (e.g. `TestNN`, `TestNNDeviceType`, etc.) into separate files.
    * Easiest, most direct way to split `test_nn.py` into smaller files.
    * There are currently 11 different test classes, some of which have very few tests (looking at you, `TestFunctionalPickle`).
    * Probably not the best long-term, since it doesn't keep related tests together. For example, it's common to add tests to both `TestNN` and `TestNNDeviceType` for a new module.
2. Split tests by module type, mirroring the structure in `torch/nn/modules`.
    * For example, pooling-related tests would go in `test/nn/pooling.py`.
    * Each would need a separate test class for device-agnostic and device-specific tests.
    * Might need some way to maintain / enforce the mirroring, although changes in `torch/nn/modules` don't happen too often.
    * There are lots of tests in `test_nn.py` that aren't module specific that still need a home.
3. ???

Note: At any given point, there are generally several outstanding PRs touching `test_nn.py`. So actually accomplishing the splitting, whichever way it goes, will be lots of fun :)

cc @albanD @mruberry @jbschlosser
Repository: opencv
Issue: opencv.js does not contain function estimateAffinePartial2D and others
Labels: question (invalid tracker),category: build/install,category: javascript (js)

- OpenCV => 4.5.3
- Operating System / Platform => Ubuntu
- Compiler => GCC

Official build of opencv.js (https://docs.opencv.org/4.5.3/opencv.js) does not contain function estimateAffinePartial2D (but contains estimateAffine2D function).
I assembled the build myself and this function was not there either.
Even stranger, both of these functions are implemented in one file - ptsetreg.cpp

How do I add this function to a build?
Repository: go
Issue: cmd/go: 1.17 `go mod tidy` produces go.mod files that cannot be used with `go mod graph` to understand the source of dependencies
Labels: NeedsInvestigation,GoCommand

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.17rc2 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env

GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/liggitt/Library/Caches/go-build"
GOENV="/Users/liggitt/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/liggitt/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/liggitt/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/Users/liggitt/.gvm/gos/go1.17rc2"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/Users/liggitt/.gvm/gos/go1.17rc2/pkg/tool/darwin_amd64"
GOVCS=""
GOVERSION="go1.17rc2"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/liggitt/go/src/k8s.io/kubernetes/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/7f/9xt_73f12xlby0w362rgk0s400kjgb/T/go-build1198370725=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

hoisted from discussion at https://github.com/golang/go/issues/46366#issuecomment-896916296

Tidied a module with direct and indirect dependencies and ran through dependency stats checking tools based on `go mod graph`.

```sh
go mod init example

echo '
package main

import (
  "fmt"
  "github.com/liggitt/tidy-117/b"
)

func main() {
  fmt.Println(b.Do())
}
' > main.go

go mod tidy

go mod graph
```

### What did you expect to see?

Useful module graph output.

go1.16 produces this:

```
example github.com/liggitt/tidy-117/b@v1.0.0
github.com/liggitt/tidy-117/b@v1.0.0 github.com/liggitt/tidy-117/c@v1.0.0
```

### What did you see instead?

go1.17rc2 produces this:
```
example github.com/liggitt/tidy-117/b@v1.0.0
example github.com/liggitt/tidy-117/c@v1.0.0
github.com/liggitt/tidy-117/b@v1.0.0 github.com/liggitt/tidy-117/c@v1.0.0
```

That shows an edge from `example → github.com/liggitt/tidy-117/c` which does not actually exist... it is only transitive via `github.com/liggitt/tidy-117/b`.

`go mod graph` is currently useful for understanding subtrees of tidied dependencies, and piping to graph visualization tools like dot to find candidates for reducing dependencies.

The 1.17 changes to `go mod tidy` add edges that make `go mod graph` unsuitable for this.
Repository: flutter
Issue: ☂️ Create separate target builds for desktop platforms
Labels: platform-mac,platform-windows,platform-linux,a: desktop,P2,team-macos,triaged-macos

Currently Flutter desktop binaries are built as part of the `host_*` builds. This conflates host builds (which cover tooling for host machines on which developers do their work) with target builds (which generate the binaries we link into the apps the developer builds on their host). 

Instead we should add build targets for desktop platforms and separate the build:
* host builds: Dart SDK, flutter_tester, host unit tests etc.
* target builds: engine shared libs for the target platform, platform-specific tests.
Repository: flutter
Issue: [web] Provide an option to change web build location 
Labels: c: new feature,tool,platform-web,c: proposal,a: build,a: release,P3,team-web,triaged-web

Hi, 

I plan to use GitHub Pages for showcasing my **projects.** I hit a bump in the road when I saw that the .js version of the app is located in the directory called web and GitHub Pages only allows /root or /docs as a starting point for a GitHub Pages hosted app. I want to mention that I cannot use the /root since there I already have my own index.html presentation website. 

As a solution, I have to move the web directory contents over to the docs directory every time I am publishing an update to the app. 

Even though I must admit that for a presentation page, GitHub Pages does a great job, I am still looking forward for a more streamlined approach to publishing a Flutter web app. 

Thanks for your time, 
Marius
Repository: material-ui
Issue: [DatePicker] smaller static date picker on desktop
Labels: new feature,component: date picker

- [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 💡

I'd like the static date picker to be smaller on desktop, perhaps matching the [material ui specification](https://material.io/components/date-pickers#spec):

![image](https://user-images.githubusercontent.com/8949524/129070096-7947a461-41a1-4dfd-8238-8bb42bb04c16.png)

The specification describes a total width of 256 pixels. material-ui's implementation is 320 pixels wide. This is wide enough to be problematic for my layout.

I'd prefer smaller by default, but a well-supported way to customize sizing would also be fine with me.

## Examples 🌈

<!--
  Provide a link to the Material Design guidelines, other implementations,
  or screenshots of the expected behavior.
-->

https://codesandbox.io/s/relaxed-fermat-o3htk?file=/src/Demo.tsx shows both the original formatting and roughly the formatting I'd like. The latter I managed to get with `<Box sx={{...}}>` (quoting the relevant part below). Unfortunately, it's ridiculously fragile. Eg, I had to adapt it when upgrading from `5.0.0-alpha.26` to `5.0.0-beta.3`.

```tsx
      <Box
        sx={{
          "& > div": {
            minWidth: 256
          },
          "& > div > div, & > div > div > div, & .MuiCalendarPicker-root": {
            width: 256
          },
          "& .MuiTypography-caption": {
            width: DATE_SIZE,
            margin: 0
          },
          "& .PrivatePickersSlideTransition-root": {
            minHeight: DATE_SIZE * 6
          },
          '& .PrivatePickersSlideTransition-root [role="row"]': {
            margin: 0
          },
          "& .MuiPickersDay-dayWithMargin": {
            margin: 0
          },
          "& .MuiPickersDay-root": {
            width: DATE_SIZE,
            height: DATE_SIZE
          }
        }}
      >
        <StaticDatePicker ... />
      </Box>
```

## Motivation 🔦

I'm writing a network video recorder and want a design with a static datepicker in a column. It's static rather than a pop-up because it displays useful context about what dates have video/motion/etc. But space is precious; I have a large main column of video (or tabular data or whatever) to show. So I don't want big touch-friendly targets when I'm on desktop with a mouse or trackpad available.
Repository: go
Issue: x/website: modify URL in golang.org footer to provide more context
Labels: NeedsInvestigation,website

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### Actual :
I noticed that the footer contains `supported by Google` text, which links to **https://www.google.com/**. 

![screenshot](https://user-images.githubusercontent.com/64256342/129079676-b392a9e1-7edf-45c1-8383-660bd886a0ed.png)

### Expected : 
I think the target link doesn't give a good insight, as it links to **https://www.google.com/**. I would love to see [this](https://opensource.google/projects/go) page, which greatly recognize and support the statement `supported by Google`

I would be glad to hear from you on this one.

Have a nice day 😄
Repository: go
Issue: archive, image, debug, encoding, x/net/html: DO NOT PANIC
Labels: NeedsFix

We have a number of packages that implement parsers where a panic might lead to a Denial of Service, but returning an invalid input error instead would be perfectly harmless. We should wrap them all in a `recover()` and prevent the panic from propagating, as a robustness and defense in depth measure.

We need to be careful about preserving documented panic conditions, and about not leaving behind persistent state that might be corrupt following a panic.

Ideas for other packages that can benefit are welcome. Crypto packages were intentionally left out, as we should be confident in their operation. `math/big` has a lot of entry points and persistent state by definition (and we have a plan to drag it out of the security perimeter).

/cc @golang/security
Repository: deno
Issue: SQLite API
Labels: suggestion,needs discussion

Since SQLite is being used to back WebStorage, it would be nice if this were exposed. Since the engine is already embedded, and the process for including binary modules is pretty cumbersome, it would be nice to have an access for SQLite closer to directly.  Would also be able to keep within the read-write permission constraints this way as well, where a binary module could/would be more relaxed.

While deprecated, the WebSQL API might be a good option for this.  I have made this suggestion previously, there still isn't a good story, especially if you need multi-process access to a database on disk, so the wasm module is inappropriate for many scenarios.

All query/exec methods are template string processors.

```
// open a database file/connection, create if it doesn't exist
const db: SqliteDatabase = Deno.openDatabase('~/foo.db');

// execute without a result
await db.exec`CREATE TABLE ...`;

// query to an array of results.
const fooResults: any[] = await db.query`SELECT * FROM foo WHERE bar = ${baz}`;

// query to an iterable
for (const record: any of db.iterate`...`) {
  // ...
}

// query to an async iterable
for await (const record: any of db.iterateAsync`...`) {
}

// multi-step transaction...
await db.useTransaction(async (t: SqliteTransaction /* same as DB + .commit and .rollback methods */) => {
  // rolls back automatically when rejected and not already committed
  try {
    ...
    t.commit();
  } catch(error) {
    t.rollback();
  }
});
```
Repository: godot
Issue: Image::decompress() does not seem to do anything.
Labels: topic:core,documentation

### Godot version

3.3.2 stable.mono  (I also tested 3.1.1 stable -> 3.3.1 stable) (not mono)

### System information

Windows 10, GLES3, GTX 1070ti

### Issue description

Image::compress()
ETC2 does not seem to do anything for jpg or png.
ETC does not seem to do anything for jpg, png changes to format 6 (causing is_compressed to return false)

Image::decompress()
Does not seem to do anything for jpg or png on any compression format (besides change the format back to what it was originally). Visually the image remains compressed.

I could be misunderstanding what decompress means in this context, but the docs likely need to be updated if so.

edit: to clarify; I am trying to call decompress() on images that have been compressed by godot using compress()

### Code
```gdscript
	extends TextureRect

	# yes I am aware that I should not use image.load() on res:// 
	var IMAGE_TEST_PATH:String = "res://aaa.png" 
	var a:bool=false
	var it:ImageTexture

	func _ready():
		_begin()
		
	func _begin() -> void:
		$Label.text = "UNCOMPRESSED"
		var i:Image = Image.new()
		var f:File = File.new()
		f.open(IMAGE_TEST_PATH, File.READ)
		var e:int = i.load_png_from_buffer(f.get_buffer(f.get_len()))
		f.close()
		print("\ncompressed: ", i.is_compressed())
		print(i.get_format())
		it= ImageTexture.new()
		it.create_from_image(i, 0)
		self.texture = it
		
		get_tree().create_timer(3).connect("timeout", self, "_compress")

	func _compress() -> void:
		$Label.text = "COMPRESSED"
		var i:Image = it.get_data()
		
		i.compress(Image.COMPRESS_S3TC, Image.COMPRESS_SOURCE_GENERIC, 0.75)
		
		print("compressed: ", i.is_compressed())
		print(i.get_format())
		it.create_from_image(i, 0)
		self.texture = it
		get_tree().create_timer(3).connect("timeout", self, "_decompress")

	func _decompress() -> void:
		$Label.text = "\"DECOMPRESSED\""
		var i:Image = it.get_data()
		var e:int = i.decompress()
		print("e: ", e)
		print("compressed: ", i.is_compressed())
		print(i.get_format())
		it.create_from_image(i, 0)
		self.texture = it

		a = not a 
		if a: IMAGE_TEST_PATH = "res://icon.png"
		else: IMAGE_TEST_PATH = "res://aaa.png"
		get_tree().create_timer(3).connect("timeout", self, "_begin")
```

### Steps to reproduce

Load an Image with Image::load()
Compress the Image with Image::compress()
Attempt to decompress the Image with Image::decompress()

### Minimal reproduction project

[decompress_test.zip](https://github.com/godotengine/godot/files/6971641/decompress_test.zip)
Repository: pytorch
Issue: Implement half_to_float flag for both _log_softmax and _softmax operators
Labels: triaged,module: lazy

Implement half_to_float flag for both _log_softmax and _softmax operators after half is supported (#62440).
Repository: flutter
Issue: [camera] Camera viewer is over exposed as a result images taken w/ flash mode come out washed out on Samsung devices with Android 11
Labels: e: device-specific,platform-android,p: camera,package,e: OS-version specific,has reproducible steps,P2,found in release: 2.2,found in release: 2.5,team-android,triaged-android

When trying to take a picture with the FlashMode set to auto or always, the image is over exposed causing everything to be extremely washed out.

I have set the ExposureMode and FocusMode to auto (which it defaults to as well) with no luck. 

This issue was not present on my Samsung S9 running Android 10 or on iOS
The issue appears to be on Android 11 on my Samsung S21 or my other test device Samsung S10

## Steps to Reproduce

1. Initialize the camera
2. Call the `takePicture()` method
3. View the image
4. Image is over exposed

| Preview | 
| --------------- | 
<img src="https://user-images.githubusercontent.com/2137365/129115088-3f36bf47-cfb9-4cac-a718-d134838dc05a.jpg" height="450" />	|



## Logs

<details>
<summary>Logs</summary>

```

[✓] Flutter (Channel stable, 2.2.3, on macOS 11.5.1 20G80 darwin-x64, locale en-US)
    • Flutter version 2.2.3 at /Users/anthony/fvm/versions/stable
    • Framework revision f4abaa0735 (6 weeks ago), 2021-07-01 12:46:11 -0700
    • Engine revision 241c87ad80
    • Dart version 2.13.4

[✓] Android toolchain - develop for Android devices (Android SDK version 31.0.0-rc3)
    • Android SDK at /Users/anthony/Library/Android/sdk
    • Platform android-30, build-tools 31.0.0-rc3
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 11.0.8+10-b944.6916264)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 12.5.1, Build version 12E507
    • CocoaPods version 1.10.1

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 4.2)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 11.0.8+10-b944.6916264)

[✓] VS Code (version 1.58.2)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.25.0

[✓] Connected device (2 available)
    • SM G991U1 (mobile) • R5CR717Z9SZ • android-arm64  • Android 11 (API 30)
    • Chrome (web)       • chrome      • web-javascript • Google Chrome 92.0.4515.131

• No issues found!
```

</details>