sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Trying to make a new Image in the editor outputs an error
Labels: bug,topic:editor,confirmed

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.4.rc2

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10

**Issue description:**
<!-- What happened, and what was expected. -->
I got an error in the output but I expected a new Image to be created. If I'm not supposed to be able to create a new Image this way then I probably shouldn't be allowed to. The error was: `drivers/gles3/rasterizer_storage_gles3.cpp:1105 - Condition "texture->data_size == 0 && !texture->render_target" is true. Returned: Ref<Image>()`

**Steps to reproduce:**
1. Make TextureRect
2. Add new ImageTexture as texture
3. Attempt to add new Image as image

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: pytorch
Issue: Dispatcher documentation needs update
Labels: module: docs,triaged,module: dispatch

## 📚 Documentation

<!-- A clear and concise description of what content in https://pytorch.org/docs is an issue. If this has to do with the general https://pytorch.org website, please file an issue at https://github.com/pytorch/pytorch.github.io/issues/new/choose instead. If this has to do with https://pytorch.org/tutorials, please file an issue at https://github.com/pytorch/tutorials/issues/new -->
On master, the content of the `RegistrationDeclarations.h` has changed but the doc still has the older content in
https://pytorch.org/tutorials/advanced/extend_dispatcher.html#get-the-full-list-of-pytorch-operators. Please document `compound` and `has_math_kernel` which was introduced through https://github.com/pytorch/pytorch/issues/38974.


cc @brianjo @mruberry
Repository: vscode
Issue: [json] NPM package for vscode-json-languageserver not sync'd with VSCode releases
Labels: feature-request,json

The NPM package for vscode-json-languageserver is not sync'd with VSCode release. It was not published for 5 months (mid-September), while the LS received several updates in VSCode source tree and releases.
There are 2 issues:
* In vscode, the vscode-json-languageserver module version is more or less unmaintained. The vscode-json-languageserver is treated as an internal module so version concerns are secondary.
* When VSCode releases, no new release of vscode-json-languageserver seems to happen automatically.

That makes the npm module more or less useless: we tried to adopt it in Wild Web Developer and got missing features, or unexpected older dependencies, conflicting with other LS we "extract" from VSCode. As a result, we move back to extracting this JSON Language Server from VSCode.

I think it would be in the best interest of the LSP community if this language server were extracted from VSCode source tree as a standalone NPM module, with proper versioning and published to npm.js. Then consumers (VSCode, Wild Web Developer...) could just install this module with some guarantee of it being up-to-date.
Same pattern could apply to other LS and debug adapters included in VSCode (HTML, CSS).
Repository: terminal
Issue: Please provide a new setting: verticalScrollBarWidth
Labels: Help Wanted,Area-UserInterface,Area-TerminalControl,Product-Terminal,Issue-Task

Please provide an option in the config.json to:
- set the width of the vertical scrollbar to some fixed width - for e.g.: 32px
- there should be something in the config like: "verticalScrollBarWidth" or something similar

Why should users use this?

The new behaviour of the vertical scrollbar in windows terminal provides no advantage. It's confusing the users.
Many users want to use windows terminal as replacement for the dos box and this new behaviour drives them crazy.



Example:
"defaults":
{
  "scrollBarState" : "visible",
  "verticalScrollBarWidth" : 32
}
... and this will set the vertical scrollbar to a fixed width
Repository: TypeScript
Issue: Extending @typedefs by adding additional properties doesn't seem to work?
Labels: Suggestion,Needs Proposal

I know this can be done with an intersection type, but that can often get quite verbose as it often requires an additional typedef to be defined.

As you can see in the below screenshot, i would expect `propThree` to be present in the `extended` const.

Is this syntax supported by vscode, looking around it seems to be in webstorm?

![Screenshot 2021-02-19 at 10 20 36](https://user-images.githubusercontent.com/21065581/108491810-49968d00-729c-11eb-8489-dfa26929f535.png)

Sandbox example: https://codesandbox.io/s/vigilant-https-7h845?file=/src/Animal.js
Repository: node
Issue: Duplicate v8 target errors when cross-compiling
Labels: build,macos,gyp

We are working on packaging node for arm64 macs [over at conda-forge](https://github.com/conda-forge/nodejs-feedstock/pull/174)

Attempting to cross-compile on mac, x86_64 -> arm64 with

```
./configure
    --ninja \
    --prefix=${PREFIX} \
    --without-node-snapshot \
    --shared \
    --shared-libuv \
    --shared-openssl \
    --shared-zlib \
    --with-intl=system-icu \
    --cross-compiling --dest-os=mac --dest-cpu=arm64
```

[fails with this error](https://dev.azure.com/conda-forge/feedstock-builds/_build/results?buildId=273318&view=logs&j=ced5d8de-8227-5f3f-33a1-45cf1592c45a&t=f7bcb349-6dca-53ba-d88d-1d9963e119ba&l=1119):

> ```
> ninja: error: obj.host/tools/v8_gypfiles/run_torque.ninja:546: multiple rules generate gen/torque-output-root/torque-generated/bit-fields-tq.h [-w dupbuild=err]
> ```


I was able to narrow it down to the fact that v8/torque is built for both host and target, while SHARED_INTERMEDIATE_DIR is not unique per toolset.

Adding `$|OBJ` to SHARED_INTERMEDIATE_DIR  via [this patch](https://github.com/minrk/node/commit/5e533cb943eef68b270f55f0cba02c0ec67c699d) so it is per-toolchain instead of per-product seems to work, but I don't know if that's actually the right fix. It seems plausible that these should only be generated once, and the bug really is is that they are being generated twice. I couldn't figure out how to solve that, though.
Repository: TypeScript
Issue: VSCode Angular 11 custom shared library auto-import suggestions are wrong
Labels: Needs Investigation

# Bug Report

I'm trying to follow the Angular tutorial to use shared libraries: https://angular.io/guide/creating-libraries#creating-libraries

According to [this section in the tutorial](https://angular.io/guide/creating-libraries#using-your-own-library-in-apps) I am supposed to import the service like below but it is not suggested in the prompt:

`import { CustomLibService } from "custom-lib";`

When I try to import a shared service the quick fix suggests wrong import paths:
![image](https://user-images.githubusercontent.com/12735493/108499869-3fca5500-72af-11eb-82d0-5d49ead433d4.png)

Auto import doesn't help either:

![image](https://user-images.githubusercontent.com/12735493/108501887-3a223e80-72b2-11eb-9447-b1ffd2913e85.png)

Possibly related to #37222

### 🔎 Search Terms

angular, custom library, auto-import, vscode, visual studio code

### 🕗 Version & Regression Information

C:\>code --version
1.53.2
622cb03f7e070a9670c94bae1a45d78d7181fbd4
x64

C:\>node --version
v12.18.4

Typescript: 4.1.2
Angular: 11.2.1

### ⏯ Playground Link

[Github repo](https://github.com/icguy/angular-multiproject-import-issue)
Repository: godot
Issue: Lack of indication RCEdit is running can make Godot look like it's crashed when exporting.
Labels: enhancement,topic:editor

**Godot version:**
3.2.3 (but every prior version as well, probably current 4 builds also)

**OS/device including version:**
Linux (Ubuntu 20.10 64-bit)

**Issue description:**
RCEdit under Godot for Linux uses WINE to run. On my machine at the very least, this can take a while to startup/run (at least the first time), up to a minute, when exporting Windows binaries. During that time it looks like Godot has crashed (although it hasn't). Some kind of indication that WINE/RCEdit is running may be beneficial.

**Steps to reproduce:**
Linux only - make sure RCEdit and Wine are configured, export a Windows binary with an icon.
Repository: vscode
Issue: Files open in wrong window
Labels: bug,menus

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Using the File: Open command (<kbd>Ctrl</kbd>+<kbd>O</kbd>) to open a file from a restored (i.e. not maximized) window results in the file opening in another, pre-existing maximised window instead.

- VS Code Version: 1.61.2
- OS Version: Linux x64 3.10.0-1160.45.1.el7.x86_64
```
Commit: 6cba118ac49a1b88332f312a8f67186f7f3c1643
Date: 2021-10-19T14:58:13.605Z
Electron: 13.5.1
Chrome: 91.0.4472.164
Node.js: 14.16.0
V8: 9.1.269.39-electron.0
```
Steps to Reproduce:

1. Open a VSCode window and maximise it
2. Open another VSCode window and make sure it is not maximised
3.  In the unmaximized window, do <kbd>Ctrl</kbd>+<kbd>O</kbd> (or use the File: Open command from the command pallette) and open a file
4. The file will instead open in the maximised window

Using RHEL 7 (GNOME). I am unable to test this with the Inisders build as it's a work device. I cannot reproduce on Windows.

<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

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Repository: go
Issue: proposal: x/net:  net/http: Export function to parse http comma separated list header
Labels: Proposal

### What did you expect to see?

Essentially, I'd like golang.org/x/net or net/http to expose functions to parse an HTTP comma-separated list header.
e.g `Cache-Control` and `WWW-Authenticate`

**Note**:
Content-Type and Content-Disposition  can be parsed using [mime](https://golang.org/src/mime/mediatype.go?s=3622:3707#L130)

Currently, most of the go developers use alternatives like the archived [gddo/httputil/header/](https://github.com/golang/gddo/blob/master/httputil/header/header.go).

net/http already expose [ParseTime](https://github.com/golang/go/blob/master/src/net/http/header.go#L119) that exist in [gddo/httputil/header/](https://github.com/golang/gddo/blob/master/httputil/header/header.go).

So I'd like to copy the underlying [gddo/httputil/header/](https://github.com/golang/gddo/blob/master/httputil/header/header.go) implementation into [x/net/http/httpguts](https://github.com/golang/net/tree/master/http/httpguts)
and change the method signatures to be as net/http [ParseTime](https://github.com/golang/go/blob/master/src/net/http/header.go#L119).

```go
// ParseList parses a comma separated list of values. Commas are ignored in
// quoted strings. Quoted values are not unescaped or unquoted. Whitespace is
// trimmed.
func ParseList(header string) []string {}

// ParsePairs extracts key/value pairs from a comma-separated list of
// values as described by RFC 2068 and returns a map[key]value
func ParsePairs(header string) map[string]string {}
```


Example: 
https://play.golang.org/p/LrsYjRqUJzP
Repository: terminal
Issue: 👁🍬 Smooth cursor animation/transition when moving 
Labels: Issue-Feature,Area-Rendering,Area-Extensibility,Product-Terminal

# Description of the new feature/enhancement
Cursor should transition pixel-wise within a specified amount of milliseconds from one point to the other, whether
by typing or clicking to a new position/cell on the viewport.

# Proposed technical implementation details (optional)

Preferably user customizable in terminal profile settings. 
{ ..., smoothCursorTransitionDuration: 90 } or smoothCursorTransition: true or false perhaps.

## Examples
![word](https://user-images.githubusercontent.com/10027925/108513034-f9034c00-72fc-11eb-8674-d5d2ca33ca94.gif)
![cursoran](https://user-images.githubusercontent.com/10027925/108512188-d0c71d80-72fb-11eb-84ea-48e722384bd1.gif)
![cur](https://user-images.githubusercontent.com/10027925/108512246-e76d7480-72fb-11eb-9733-5824d6cd8db4.gif)
Repository: go
Issue: database/sql: TestTxContextWait failures with "free conns after hitting EOF"
Labels: NeedsInvestigation

[2021-02-19T00:40:00-0ca0551/linux-ppc64le-buildlet](https://build.golang.org/log/2a09b54ad0d82ac61d2b5ba59a39fc15f593ee0e)
[2021-01-08T01:58:34-cab1202/darwin-amd64-10_14](https://build.golang.org/log/a91539e1ca02c4b47551ba1619273f06d5f0fd37)
[2020-12-14T17:37:52-be10af7/darwin-amd64-10_14](https://build.golang.org/log/5d56d28098443b635483a92cde7673eca4669ddf)
[2020-10-17T00:01:00-f1e3c8f/freebsd-arm-paulzhol](https://build.golang.org/log/e9e1d2d20a4fdcc880d2f032f35ddf00e2419787)

See previously #19024, #18115 (CC @bradfitz @kardianos).
Repository: go
Issue: net/http: timeout in TestStreamingGet_h1 on ios-arm64-corellium
Labels: NeedsInvestigation

[2021-02-19T01:19:01-4da0188/ios-arm64-corellium](https://build.golang.org/log/31ac85135cee356762eb03a812e14c8ad7b7d98d)

```
panic: test timed out after 3m0s

goroutine 160 [semacquire]:
internal/poll.runtime_Semacquire(0x1300a3028)
	/tmp/workdir-host-ios-arm64-corellium-ios/go/src/runtime/sema.go:61 +0x38
internal/poll.(*FD).Close(0x1300a3000, 0x1300a3000, 0x0)
	/tmp/workdir-host-ios-arm64-corellium-ios/go/src/internal/poll/fd_unix.go:115 +0x84
net.(*netFD).Close(0x1300a3000, 0x2, 0x0)
	/tmp/workdir-host-ios-arm64-corellium-ios/go/src/net/fd_posix.go:37 +0x48
net.(*conn).Close(0x13012a588, 0x0, 0x0)
	/tmp/workdir-host-ios-arm64-corellium-ios/go/src/net/net.go:207 +0x58
net/http.(*persistConn).closeLocked(0x130015b00, 0x104ad9798, 0x13011ace0)
	/tmp/workdir-host-ios-arm64-corellium-ios/go/src/net/http/transport.go:2704 +0x110
net/http.(*persistConn).close(0x130015b00, 0x104ad9798, 0x13011ace0)
	/tmp/workdir-host-ios-arm64-corellium-ios/go/src/net/http/transport.go:2689 +0x94
net/http.(*Transport).CloseIdleConnections(0x1300c08c0)
	/tmp/workdir-host-ios-arm64-corellium-ios/go/src/net/http/transport.go:768 +0x114
net/http_test.(*clientServerTest).close(0x13007ff80)
	/tmp/workdir-host-ios-arm64-corellium-ios/go/src/net/http/clientserver_test.go:45 +0x2c
net/http_test.testStreamingGet(0x13032cd80, 0x1045e7e00)
	/tmp/workdir-host-ios-arm64-corellium-ios/go/src/net/http/client_test.go:795 +0x4a4
net/http_test.TestStreamingGet_h1(0x13032cd80)
	/tmp/workdir-host-ios-arm64-corellium-ios/go/src/net/http/client_test.go:755 +0x2c
testing.tRunner(0x13032cd80, 0x104acd408)
	/tmp/workdir-host-ios-arm64-corellium-ios/go/src/testing/testing.go:1194 +0xe0
created by testing.(*T).Run
	/tmp/workdir-host-ios-arm64-corellium-ios/go/src/testing/testing.go:1239 +0x21c

…

FAIL	net/http	180.120s
```

It's not obvious to me whether `TestStreamingGet_h1` was what actually consumed the time, or just happened to be running when the timeout occurred due to other tests taking too long.

CC @cherrymui @bradfitz @neild @empijei
Repository: node
Issue: internal deprecation warning in REPL
Labels: domain,repl,inspector

``` 
$ node
Welcome to Node.js v15.8.0.
Type ".help" for more information.
> process.kill(process.pid, 'SIGUSR1')
Debugger listening on ws://127.0.0.1:9229/5dea70fb-20d8-45a0-942b-a45d186fc3f5
For help, see: https://nodejs.org/en/docs/inspector
true
> (node:25150) [DEP0097] DeprecationWarning: Using a domain property in MakeCallback is deprecated. Use the async_context variant of MakeCallback or the AsyncResource class instead. (Triggered by calling  on process.)
    at emitMakeCallbackDeprecation (node:domain:129:13)
    at process.topLevelDomainCallback (node:domain:143:5)
    at process.callbackTrampoline (node:internal/async_hooks:130:14)
    at REPLServer.Interface._setRawMode (node:readline:344:43)
    at REPLServer.defaultEval (node:repl:521:18)
    at bound (node:domain:416:15)
    at REPLServer.runBound [as eval] (node:domain:427:12)
    at REPLServer.onLine (node:repl:836:10)
    at REPLServer.emit (node:events:390:22)
    at REPLServer.EventEmitter.emit (node:domain:470:12)
```
Repository: godot
Issue: Shader mask and Light2D mask do not work with Tilemap
Labels: bug,topic:rendering

Okay, so once the Light2D mask didn't work out I started using a shader. Here is the new test project.
[Shader-Test.zip](https://github.com/godotengine/godot/files/6010985/Shader-Test.zip)
Instructions: flip ysort on the tilemap on and off and watch as the shader stops and starts working. The shader should make all tiles with y pos > 500.0 partially transparent.

Light2D seems to be working though.

_Originally posted by @ShatReal in https://github.com/godotengine/godot/issues/46154#issuecomment-782147498_
Repository: opencv
Issue: OpenCL Program cache not used consistently; some paths skip cache and always go to disk
Labels: category: core,category: ocl

The in-memory `ocl::Program` cache `ocl::Context::Impl::phash` is not used consistently across the various methods to create/get/compile an `ocl::Program`. Result? Codepaths without this cache seek and load files from the harddrive on every kernel create -- strongly undesired. As example, I run a custom opencl kernel. This errant cache behavior adds 2 milliseconds to total kernel execution time for every frame. 😢

#### System information (version)
- OpenCV => 4.5.0+
- Operating System / Platform => all
- Compiler => all

#### Detailed description

The errant codepath is exposed in the following pseudocode. The below will always go to disk. It never checks the in-memory cache.

```c++
ocl::ProgramSource prog_source{module, name, sourcecode, ""};
ocl::Program prog(prog_source, build_flags, errmsg); // no in-memory cache; always goes to disk
```

Part of the cause is the location of this cache management code. Currently it is within `Context::Impl`. I believe it should instead be within `Program::Impl` near `Program::Impl::compileWithCache()`. The function `compileWithCache()` already contains an on-disk cache. I believe centralizing `Program` cache code in `Program::Impl` would be better. OpenCV would then have a centralized L1 (in-memory) and L2 (disk) cache for all `Program`. 🤩

Some opencv codepaths do use the in-memory cache. For example, if use the single API that compiles and creates a Kernel in one step, the in-memory cache *is* used -- its codepath calls `Context::getProg()` which currently contains the in-memory cache code.

```c++
ocl::Kernel kern(name, prog_source, build_flags, errmsg); // this uses in-memory cache via Context::getProg()
```

I do not think it is difficult to resolve this issue. The existing L1 (in-memory) cache code is easy to understand and in a single place in code. Most of it can be shifted to `Program::Impl` with few changes. And having it there will enable all codepaths that create/get/compile an `ocl::Program` to gain the advantage of both L1 (in-memory) and L2 (disk) cache.

Comments? 🧐

##### Issue submission checklist

 - [X] I report the issue, it's not a question
 - [X] I checked the problem with documentation, FAQ, open issues,
 - [X] I updated to latest OpenCV version and the issue is still there
 - [X] There is reproducer code and related data files: videos, images, onnx, etc
Repository: pytorch
Issue: torch.bmm incorrect with pytorch 1.7.1 and cuda 11
Labels: needs reproduction,module: cuda,triaged,module: cublas

## 🐛 Bug

Using the pytorch 1.7.1 conda binary, the same operation gives me the correct answer when using cuda 10.2, but gives all zeros when using cuda 11.0.

## To Reproduce

Steps to reproduce the behavior:

1. Unzip attached file: [failing_tensors.zip](https://github.com/pytorch/pytorch/files/6012565/failing_tensors.zip), which will become `failing_tensors.pt`
2. Load the tensors with `q, k = torch.load("failing_tensors.pt")`
3. Perform the matrix multiplication: `torch.bmm(q, k.transpose(1, 2))`

Step 3. succeeds when using cuda 10.2, but provides either all zeros or all nans when using cuda 11.0.

## Environment

PyTorch version: 1.7.1
Is debug build: False
CUDA used to build PyTorch: 11.0
ROCM used to build PyTorch: N/A

OS: Ubuntu 18.04.5 LTS (x86_64)
GCC version: (Ubuntu 8.4.0-1ubuntu1~18.04) 8.4.0
Clang version: Could not collect
CMake version: version 3.19.0-rc1

Python version: 3.8 (64-bit runtime)
Is CUDA available: True
CUDA runtime version: 11.0.194
GPU models and configuration:
GPU 0: TITAN Xp
GPU 1: TITAN Xp

Nvidia driver version: 450.51.05
cuDNN version: /usr/local/cuda-10.1/targets/x86_64-linux/lib/libcudnn.so.7
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.19.2
[pip3] torch==1.7.1
[conda] blas                      1.0                         mkl
[conda] cudatoolkit               11.0.221             h6bb024c_0
[conda] mkl                       2020.2                      256
[conda] mkl-service               2.3.0            py38he904b0f_0
[conda] mkl_fft                   1.2.1            py38h54f3939_0
[conda] mkl_random                1.1.1            py38h0573a6f_0
[conda] numpy                     1.19.2           py38h54aff64_0
[conda] numpy-base                1.19.2           py38hfa32c7d_0
[conda] pytorch                   1.7.1           py3.8_cuda11.0.221_cudnn8.0.5_0    pytorch

cc @csarofeen @ptrblck @xwang233 @ngimel
Repository: pytorch
Issue: [doc] JIT-compatible c++ custom ops
Labels: oncall: jit,module: docs,docs-hackathon

## 📚 Documentation

The only really useful up-to-date resources are `torchvision` source code and this great tutorial https://pytorch.org/tutorials/advanced/torch_script_custom_ops.html. Unfortunately the former is hard to read for beginners and the latter is not easy to find. 

We should have at least references to the tutorial in the official documentation suite. Furthermore, relative c++ and pytorch documentations should be added / made more complete. E.g., `torch.ops.load_library` is entirely missing in doc entry, and `TORCH_LIBRARY` has really just a very basic example in the tutorial and users wanting to learn more (e.g., how to add signatures and default values) have to grep through pytorch source.

cc @brianjo @mruberry @gmagogsfm
Repository: godot
Issue: Getting a node in an array member var initializer without onready is not catched
Labels: bug,topic:gdscript

**Godot version:**
Godot 3.2.3, Godot 3.2.4 rc2
Windows 10 64 bits

**Issue description:**
If you write this mistake of not using `onready`:
```gdscript
var node = $Spatial/MeshInstance
```
The error is highlighted in the script editor, although it indicates the wrong line: 
![image](https://user-images.githubusercontent.com/1311555/108555696-bab26080-72ed-11eb-9f94-62214c26e83c.png)
It also prevents from running the game, which I suppose is the currently expected behavior.

But if you write this in an array:
```gdscript
var nodes = [
	$Spatial/MeshInstance
]
```
Then the error is not detected, and the game runs, logging an error as it fails to find the node:
```
ERROR: Node not found: Spatial/MeshInstance.
   At: scene/main/node.cpp:1381
```

This is inconsistent. What is the expected behavior?

**Minimal reproduction project:**
[GetNodeWithoutOnReady.zip](https://github.com/godotengine/godot/files/6012676/GetNodeWithoutOnReady.zip)