sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: FileDialog "Select this folder" button doesn't work as expected
Labels: discussion,usability,topic:gui

### Godot version

3.3.3 stable and 3.4 stable (flatpak version)

### System information

Fedora 34

### Issue description

In this case I want to select a folder. So I can either enter `test folder` and click on `select current folder`. This use case works as expected.
But if I just click on `test folder` once and then the button `select this folder` (See the picture below)
![1](https://user-images.githubusercontent.com/44974422/143577504-06c3d414-e53d-4e0f-9034-545fe1e2da5f.png)

I get this output
```
current path: res://
current dir: res://
```
But the button says select **this** folder and not the current one.
I guess this is an issue.

### Steps to reproduce

Download the reproduction project and run it. Then, select a folder with the `select this folder` button.

### Minimal reproduction project

[filedialog_test.zip](https://github.com/godotengine/godot/files/7608595/filedialog_test.zip)
Repository: rust
Issue: New declarative macros, functions and fields not being recognized
Labels: A-macros,A-macros-2.0,requires-nightly,F-decl_macro,C-discussion

I ran into some issues with rustc 1.58.0-nightly (b426445c6 2021-11-24).
I have the following code:

```Rust
#![feature(decl_macro)]

pub macro generate_class_new($name: ident) {
    pub struct $name {
        x: i32
    }

    impl $name {
        pub fn new(x: i32) -> Self {
            Self { x }
        }
    }
}

generate_class_new!(MyTestClass);

fn main() {
    let instance = MyTestClass::new(3);
}
```

What I try to do here is creating a macro that just creates a struct with a given identifier as a name.
When I call MyTestClass::new(3), the compiler complains that this function does not exist:

```
error[E0599]: no function or associated item named `new` found for struct `MyTestClass` in the current scope
  --> src/main.rs:18:33
   |
4  |     pub struct $name {
   |     ---------------- function or associated item `new` not found for this
...
18 |     let instance = MyTestClass::new(3);
   |                                 ^^^ function or associated item not found in `MyTestClass`
```

running cargo expand produces code that should work in my opinion:

```Rust
#![feature(prelude_import)]
#![feature(decl_macro)]
#[prelude_import]
use std::prelude::rust_2021::*;
#[macro_use]
extern crate std;
pub macro generate_class_new($ name : ident) {
    pub struct $name {
        x: i32,
    }
    impl $name {
        pub fn new(x: i32) -> Self {
            Self { x }
        }
    }
}
pub struct MyTestClass {
    x: i32,
}
impl MyTestClass {
    pub fn new(x: i32) -> Self {
        Self { x }
    }
}
fn main() {
    let instance = MyTestClass::new(3);
}
```

Not sure if I'm doing something wrong here, but it pretty much looks like a bug for me
Repository: vscode
Issue: [html] "Auto Closing Tags" adds unnecessary tags in some cases with prettier-vscode 
Labels: bug,html

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Does this issue occur when all extensions are disabled?: No(with prettier-vscode)

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- VS Code Version: 1.62.3 (Universal)
- OS Version: macOS 11.3.1

Steps to Reproduce:

1. install prettier-vscode v9.0.0
2. Follow "Steps To Reproduce" section in this link. https://github.com/prettier/prettier-vscode/issues/2127

As explained in the above link, "HTML: Auto Closing Tags" settings adds unnecessary tags in some cases with prettier-vscode's html formetter.

In this case, I confirmed prettier-vscode returns right value to vs code via `vscode.languages.registerDocumentFormattingEditProvider`. And you can see more detailed discussion in the above issue's link.
Repository: godot
Issue: Basis::slerp inefficiency 
Labels: bug,topic:core,topic:3d,performance

### Godot version

3.4 stable

### System information

All

### Issue description

The `Basis::slerp()` function has a couple of related problems:

```
Basis Basis::slerp(const Basis &p_to, const real_t &p_weight) const {
	//consider scale
	Quat from(*this);
	Quat to(p_to);

	Basis b(from.slerp(to, p_weight));
	b.elements[0] *= Math::lerp(elements[0].length(), p_to.elements[0].length(), p_weight);
	b.elements[1] *= Math::lerp(elements[1].length(), p_to.elements[1].length(), p_weight);
	b.elements[2] *= Math::lerp(elements[2].length(), p_to.elements[2].length(), p_weight);

	return b;
}
```
1) Because it relies on conversion of both `Basis` to `Quat`s, this conversion routine flags an error if the basis is not normalized. This means that the slerp routine is not usable except for normalized basis, whereas a slerp can actually be done provided both basis are orthogonal (scaling can be dealt with with some jiggery pokery, see #52846) (and are non zero).

2) The second problem is that although the first means that by definition both input basis are normalized, this means that the output basis by definition will also be normalized. This means that the second step of lerping each basis to interpolate between them is redundant, and wasting performance.

### Steps to reproduce

```
	# basis test
	var b0 : Basis = Basis(Vector3(0, 1, 0), 0.3)
	var b1 : Basis = Basis(Vector3(0, 1, 0), 0.6)
	b0 = b0.scaled(Vector3(0.2, 0.2, 0.2))
	var b2 = b0.slerp(b1, 0.5)
```
Flags an error:
```
E 0:00:00.421   get_quat: Basis must be normalized in order to be casted to a Quaternion. Use get_rotation_quat() or call orthonormalized() if the Basis contains linearly independent vectors.
  <C++ Error>   Condition "!is_rotation()" is true. Returned: Quat()
  <C++ Source>  core/math/basis.cpp:768 @ get_quat()
  <Stack Trace> PS.gd:21 @ _ready()
```


### Discussion
I noticed these problems while writing some custom slerping code for the fixed timestep interpolation.

Imo there are two ways of addressing this:
1) We fix `Basis::slerp()` to work with scaled basis (or provide an alternative more general purpose robust version).
2) We remove the lerping code.

Another related issue is that the epsilons used for all the checks involved (basis to quat etc etc) are rather arbitrary. This makes them useless for production code such as the fixed timestep interpolation as it has to deal with much larger floating point error.

We could consider making the epsilons overridable via default parameters. We use this for example in a few `is_equal_approximate` functions elsewhere. This is a general problem in godot, there is a gulf between the ideal world when one epsilon fits all, and the real world, where the epsilon is situation dependent. For now I'm duplicating this functionality to some extent in the new `TransformInterpolator` code, but it seems a bit redundant.

Related issue #43320.
Repository: flutter
Issue: [Web] Document Alt texts for decorative images
Labels: framework,a: accessibility,d: api docs,platform-web,a: images,P2,team-web,triaged-web

When I have an empty alt text it's widely recommended to not provide an ALT text, see [Material design guidelines](https://material.io/design/usability/accessibility.html#imagery) or the [web accessibility initiative](https://www.w3.org/WAI/tutorials/images/decorative/).

For the web, the proposed way to communicate that an image is purely decorative is by providing an empty alt text `alt=""`.
This tells the screen reader and any accessibility checkers that you as the developer have specifically thought about the alt text and considered it to be unneeded in this situation!

How should this case be handled in Flutter? Should we provide an empty label?
I haven't found any further information/documentation about this...

I would propose to extend the documentation on this on both the `Semantics` widgets as well as the [Accessbility documentation](https://docs.flutter.dev/development/accessibility-and-localization/accessibility#screen-readers).
Repository: PowerToys
Issue: [Color Picker] Take screenshot to do overlay to enable precision
Labels: Idea-Enhancement,Area-User Interface,Product-Color Picker

### Description of the new feature / enhancement

The only way to color pick changing colors, like non mouse-over colors or animation/video, is to zoom in during the tool. That has poor discoverability, so most users won't realize it's supported. Suggest "freezing the screen" during color pick, like screenshot apps do. I think there's no use case for selecting a changing target.

### Scenario when this would be used?

When sampling a control's non-mouse-over color, or during animation/video.

### Supporting information

Major screen shot programs (Greenshot, Screenpresso) handle selection during changing screen by effectively freezing the whole screen. Suggest the color picker does the same.
Repository: opencv
Issue: Feature idea: camera calibration wizard
Labels: feature,category: calib3d,category: apps

Camera calibration is probably the most common topic taught and needed in computer vision.
Yet I don't think most of the people know how to properly calibrate a camera:
- blurry images
- same viewpoints
- calibration board printed on a sheet of paper
- bad illumination
- ...

There are also some misconceptions I believe. For instance:
- I don't think taking fronto parallel calibration views is a good think with the internal calibration method, see:
![image](https://user-images.githubusercontent.com/8035162/143599064-dc8221ae-6efa-4ab5-aae6-5a7f4cc0b411.png)
- people usually takes lots of images while I don't think it is really needed, with the idea that the more the images we have, the better is the quality of the parameters estimation

This page has some camera calibration advices: https://www.dlr.de/rm/en/desktopdefault.aspx/tabid-3925/6084_read-9196/

An interactive tool to assist the user about how to correctly position the calibration target in front of the camera could be an idea for a potential GSoC student?
Some potential features for the calibration tool:
- support different calibration patterns?
- mono + stereo calibration?
- assist the user for the next board viewpoint to use?, show where to position the board in the image
- don't use blurry images?

Some references:
- [AprilCal: Assisted and repeatable camera calibration](https://april.eecs.umich.edu/papers/details.php?name=richardson2013iros):
  - [presentation](https://april.eecs.umich.edu/media/aprilcal_slides_iros2013.pdf)
  - [video](https://april.eecs.umich.edu/media/aprilcal/aprilcal_1080p.mov)
  - [Wiki](https://april.eecs.umich.edu/wiki/Camera_suite)
  - [Java code?](https://april.eecs.umich.edu/software/java.html)
- [Calibration Wizard: A Guidance System for Camera Calibration Based on Modelling Geometric and Corner Uncertainty](https://hal.inria.fr/hal-02368999/document):
  - [poster](https://pengsongyou.github.io/files/iccv19_poster.pdf)
  - [paper](https://hal.inria.fr/hal-02368999/document)
  - [Github code](https://github.com/pengsongyou/CalibrationWizard)
- [Efficient Pose Selection for Interactive Camera Calibration](https://arxiv.org/pdf/1907.04096.pdf):
  - [Github code](https://github.com/paroj/pose_calib)
Repository: excalidraw
Issue: Support text background
Labels: enhancement,discussion

The idea is to make text more visible on certain background, but also to highlight text (at least until https://github.com/excalidraw/excalidraw/issues/1126 is implemented).

Initially, we could just support the setting the `backgroundColor` and go with a good default.

A couple options:

1. Rectangular/round bg depending on `edges` (which we could support as well when `backgroundColor` is set)

	![image](https://user-images.githubusercontent.com/5153846/143606784-d8d8fe5e-eeea-473e-b66a-ab4a0cb9bc56.png)

	![image](https://user-images.githubusercontent.com/5153846/143606968-5d726454-4587-47b0-8ae2-9de559f1c3f8.png)

2. Some sort of a stroke:

	![image](https://user-images.githubusercontent.com/5153846/143607216-d52038ef-0004-4a0f-80f3-533c8560adb5.png)

	It should probably be easy with Canvas: https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/strokeText, but not so much with SVG?

Originally requested by @adamkdean
Repository: material-ui
Issue: [Divider] Responsive orientation 
Labels: new feature,waiting for 👍,component: divider

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Currently the `Divider` component can only consume `horizontal | vertical`. 

I would like to see it use the `ResponsiveStyleValue` as a possible option for the `orientation` property.

It should work something like this...

```tsx
<Divider
  orientation={{ xs: 'horizontal', sm: 'vertical' }}
/>
```

### Examples 🌈

_No response_

### Motivation 🔦

I want to use a responsive `Divider` in conjunction with the `Stack` component as the `Stack` component can change directions responsively. 

Using the components together would look something like this...

```tsx
<Stack
  direction={{ xs: 'column', sm: 'row' }}
  alignItems={'center'}
  justifyContent={'center'}
  spacing={2}
  divider={(
    <Divider
      orientation={{ xs: 'horizontal', sm: 'vertical' }}
      flexItem={true}
    />
)}
>
{children}
</Stack>
```

I think that this features would be very useful not just to me but others developers as they start using the `Stack` component. I am sure that I won't be the only one to run into these problem in the future.
Repository: godot
Issue: GIProbe rendering displays the sky too bright in reflections unless Dynamic Range is decreased to 1
Labels: bug,topic:rendering,topic:3d

### Godot version

3.5.beta (5194c612a)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

GIProbe rendering displays the sky too bright in reflections unless Dynamic Range is decreased to 1. This happens regardless of whether **Rendering > Quality > Voxel Cone Tracing > High Quality** is enabled in the Project Settings. (It's enabled on the screenshots below for the purposes of demonstration.)

This bug does not affect VoxelGI in `master`.

### Default dynamic range/energy settings

![2021-11-26_18 28 16](https://user-images.githubusercontent.com/180032/143615331-c90aae70-9219-4dac-a49e-3f575a007c1e.png)

### Dynamic Range 1

![2021-11-26_18 28 34](https://user-images.githubusercontent.com/180032/143615334-ee54dd89-c9ff-46a0-b8f2-6138d2190c31.png)

### Dynamic Range 4, Energy 0.25 (`1.0 / Dynamic Range)

![2021-11-26_18 28 25](https://user-images.githubusercontent.com/180032/143615333-841b4de4-630b-49c6-894f-6fd32b8b5c8b.png)

### Steps to reproduce

- Add a WorldEnvironment node with the default procedural sky.
- Add some MeshInstances with **Use In Baked Light** enabled.
- Set a non-rough, fully metallic material on one of the MeshInstances.
- Add a GIProbe node and bake it.

### Minimal reproduction project

[test_gi_texture_3.x.zip](https://github.com/godotengine/godot/files/7610093/test_gi_texture_3.x.zip)
Repository: godot
Issue: ReflectionProbe causes visible Z-fighting artifacts on surfaces when Ambient Contrib is increased above 0.0 (GLES3 only)
Labels: bug,topic:rendering,topic:3d

### Godot version

3.5.beta (5194c612a)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

ReflectionProbe causes visible Z-fighting artifacts on surfaces when Ambient Contrib is increased above 0.0. This only occurs when using GLES3, not GLES2.

This was reported in https://github.com/godotengine/godot/issues/20361#issuecomment-407568946 a while ago, but I can confirm it still occurs in the latest `3.x` branch.

![2021-11-26_18 37 08](https://user-images.githubusercontent.com/180032/143616040-00446a66-8350-413e-ad32-522784971fb3.png)

### Steps to reproduce

- Add a ReflectionProbe node.
- Enable **Interior**.
- Set **Ambient Contrib** to a value above 0.0.

### Minimal reproduction project

[test_gi_texture_3.x_1.zip](https://github.com/godotengine/godot/files/7610221/test_gi_texture_3.x_1.zip)
Repository: godot
Issue: ReflectionProbe rendering does not take custom interior ambient light into account in reflections (GLES3 + GLES2)
Labels: bug,topic:rendering,topic:3d

*Related to https://github.com/godotengine/godot/issues/54681.*

`3.x` version of https://github.com/godotengine/godot/issues/56635. I'm opening a separate issue since it needs to be fixed in a different way than in `master`.

### Godot version

3.5.beta (5194c612a)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

ReflectionProbe rendering does not take custom interior ambient light into account in reflections. This occurs in both GLES3 and GLES2.

#### Interior disabled

*The environment light color is present in the reflection as expected.*

![2021-11-26_18 36 27](https://user-images.githubusercontent.com/180032/143616785-695bb3c1-ed26-4366-961b-eb154d5d7a8e.png)

#### Interior enabled + custom ambient light color

*The reflection keeps the default ambient light color (black) instead of using the custom ambient light color.*

![2021-11-26_18 36 43](https://user-images.githubusercontent.com/180032/143616788-a6676042-5c32-4a78-b8ff-ae3a1a43c077.png)

Also in the `master` branch:

![image](https://user-images.githubusercontent.com/180032/143617181-e05f6e68-cfb7-461b-b0df-b3409d5d0078.png)

### Steps to reproduce

- Add some meshes, a WorldEnvironment with default ProceduralSky and a ReflectionProbe node.
- Enable **Interior > Enable** on the ReflectionProbe and set a custom ambient light color and energy.

### Minimal reproduction project

[test_gi_texture_3.x_2.zip](https://github.com/godotengine/godot/files/7610182/test_gi_texture_3.x_2.zip)
Repository: vscode
Issue: Break all processes when one process breaks (mult-target debugging)
Labels: feature-request,debug

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
Currently with multi-target debugging, multiple processes can be started and debugged simultaneously. However, when one program breaks, the other one will keep running until manually stopped. Visual Studio has the capability to stop all processes when one process breaks, bringing this to VS Code would open up a lot of capability that doesn't currently exist.
Repository: rust
Issue: rustc should suggest a cast from anonymous function type to function pointer
Labels: A-diagnostics,T-compiler

I have been told in Discord that:

"rustc should be able to see that one is an anonymous fn type and the other a fn pointer with the same call signature"

and that I should open an issue.

Given the following code:

https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=b35796ef8b42be226dbba7c213fbd348

The current output is:

```
error[E0308]: mismatched types
  --> src/lib.rs:21:16
   |
21 |         Self { entries }
   |                ^^^^^^^ expected fn pointer, found fn item
   |
   = note: expected struct `Filter<_, for<'r> fn(&'r Result<walkdir::DirEntry, walkdir::Error>) -> _>`
              found struct `Filter<_, for<'r> fn(&'r Result<walkdir::DirEntry, walkdir::Error>) -> _ {note_filter}>`

```

Ideally the output should add a note, something like:

```
Try to cast: `note_filter as MyFilter`
```
Repository: pytorch
Issue: Strange ouput of torch.histc
Labels: high priority,triaged,module: correctness (silent),module: sorting and selection

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->

## To Reproduce

Steps to reproduce the behavior:

```torch.histc(torch.Tensor([116,117,118,119,120,121,122,123,124,125,126,127,128]), bins=(151), min=0, max=151)```

![image](https://user-images.githubusercontent.com/24435864/143622085-49eba2ed-6581-49c4-8ec4-2d5717fe0455.png)

![image](https://user-images.githubusercontent.com/24435864/143622220-be0c813d-31df-4a6b-b7b6-802a8aad7852.png)


<!-- 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. -->

## Environment

Please copy and paste the output from our
[environment collection script](https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py)
(or fill out the checklist below manually).

You can get the script and run it with:
```
wget https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py
# For security purposes, please check the contents of collect_env.py before running it.
python collect_env.py
```

 - PyTorch Version (e.g., 1.0): both *torch==1.0.0* and *torch==1.7.0*
 - OS (e.g., Linux):
 - How you installed PyTorch (`conda`, `pip`, source):
 - Build command you used (if compiling from source):
 - Python version:
 - CUDA/cuDNN version:
 - GPU models and configuration:
 - Any other relevant information:

## Additional context

<!-- Add any other context about the problem here. -->


cc @ezyang @gchanan @zou3519
Repository: godot
Issue: Vulkan: GeometryInstance3D Transparency does not disable shadow rendering at high values
Labels: bug,topic:rendering,confirmed,topic:3d

*Related to https://github.com/godotengine/godot/issues/55366 and https://github.com/godotengine/godot-proposals/issues/3276.*

### Godot version

4.0.dev (5efe80f30)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

GeometryInstance3D Transparency does not disable shadow rendering at high values. This affects both directional and point light shadows.

While we can't have semi-transparent shadows until https://github.com/godotengine/godot-proposals/issues/3276 is implemented, we should probably disable shadow rendering after a certain threshold is reached (probably `0.5`, but possibly higher).

https://user-images.githubusercontent.com/180032/143623731-f72dcd73-443b-428d-81c6-d863f3f4f9de.mp4


### Steps to reproduce

- Add a MeshInstance3D node (that will be faded) and a second MeshInstance3D to act as a floor.
- Add a DirectionalLight3D and SpotLight3D node, both with shadows enabled. Position them so they create visible shadows.
- Increase the **Transparency** property in the MeshInstance3D node up to 1.
- Notice how shadows remain fully visible.

### Minimal reproduction project

[test_geometry_transparency_shadow.zip](https://github.com/godotengine/godot/files/7610455/test_geometry_transparency_shadow.zip)