sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Docs for `Installing C++ Distributions of PyTorch` needs update
Labels: module: docs,triaged

## 📚 Documentation

In the [C++ docs](https://pytorch.org/cppdocs/installing.htm), it writes:

```
The first step is to download the LibTorch ZIP archive via the link above. For example:
wget https://download.pytorch.org/libtorch/nightly/cpu/libtorch-shared-with-deps-latest.zip
unzip libtorch-shared-with-deps-latest.zip

Note that the above link has CPU-only libtorch. If you would like to download a GPU-enabled libtorch, find the right link in the link selector on https://pytorch.org
```

However, the `wget` links to a **GPU** version libtorch. I followed this tutorial on Ubuntu 20.04.2 LTS (GNU/Linux 5.4.0-73-generic x86_64), when I run `cmake -DCMAKE_PREFIX_PATH=/absolute/path/to/libtorch ..`, I got a CMAKE error `Imported target "torch" includes non-existent path "/pytorch/torch/lib"`:

```
-- The CXX compiler identification is GNU 9.3.0
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Looking for pthread.h
-- Looking for pthread.h - found
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD - Failed
-- Looking for pthread_create in pthreads
-- Looking for pthread_create in pthreads - not found
-- Looking for pthread_create in pthread
-- Looking for pthread_create in pthread - found
-- Found Threads: TRUE
-- Found Torch: /root/libtorch/lib/libtorch.so
-- Configuring done
CMake Error in CMakeLists.txt:
  Imported target "torch" includes non-existent path

    "/pytorch/torch/lib"

  in its INTERFACE_INCLUDE_DIRECTORIES.  Possible reasons include:

  * The path was deleted, renamed, or moved to another location.
  * An install or uninstall procedure did not complete successfully.

  * The installation package was faulty and references files it does not
  provide.



CMake Error in CMakeLists.txt:
  Imported target "torch" includes non-existent path

    "/pytorch/torch/lib"

  in its INTERFACE_INCLUDE_DIRECTORIES.  Possible reasons include:

  * The path was deleted, renamed, or moved to another location.

  * An install or uninstall procedure did not complete successfully.

  * The installation package was faulty and references files it does not
  provide.


-- Generating done
CMake Generate step failed.  Build files cannot be regenerated correctly.
```

I checked some issues, and they said it's because the CUDA were not installed correctly. But I run it on the cheapest virtual server on Digital Ocean, and there's no GPU... Could it be that I downloaded the wrong one? But I was just following the docs...

Finally I deleted this version libtorch and downloaded a cpu version from https://pytorch.org/get-started/locally/ . Then everything went well as expected.

So I think shall we update the docs?



cc @brianjo @mruberry
Repository: godot
Issue: Animation Tree "Object was deleted while awaiting a callback" When Attempting To Add Nodes In Large Tree
Labels: bug,topic:editor,topic:animation

### Godot version

3.3.2stable

### System information

Windows 10, GTX 1060 6 GB, GLES3

### Issue description

Attempting to add two oneshot nodes to this particular animation tree causes "Object was deleted while awaiting a callback" spam and makes the tree uneditable and causes godot to hang.

I've tried recreating the tree from scractch, recreating the scene etc. but no matter what, attempting to create these nodes causes the glitch.

These files are part of a different project, but still, just "opening" the tree shouldn't cause the game to hang like this.

I've tried using different animations, different oneshot names, placing the nodes in different places in the tree, running the tree with and without the anim player assigned


### Steps to reproduce

This short vid can explain how to do it better than I can: https://youtu.be/dFiGHqmuhdk
1. Open player scene
2. Make sure a spatial is the child, and instance the "Uncorrupted Animation Player" scene underneath
3. Make the Uncorrupted anim tree local
4. Open the Tree
5. Add two oneshot nodes with timescales and animations anywhere on the tree
6. Make sure to give the animations names
7. Save the scene
8. Run the World scene once, close the scene
9. Open the player scene, and try to reopen the animation tree. Console should spam "Object was deleted while awaiting a callback" . If not, try running the world scene a couple more times.

### Minimal reproduction project

[AnimationTreeBug.zip](https://github.com/godotengine/godot/files/6687887/AnimationTreeBug.zip)
Repository: electron
Issue: [Bug]: Window title not being updated when navigating to certain sites after removing a page-title-updated handler that cancels the event
Labels: platform/windows,bug :beetle:,blocked/upstream ❌,13-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/master/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/master/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Electron Version

13.1.1

### What operating system are you using?

Windows

### Operating System Version

Windows 10

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

I expect that when my window doesn't have a `page-title-updated` event that cancels title updates, the window title will be updated when navigating to a site like "https://www.google.com"

### Actual Behavior

The window title isn't updated and stays set to what was configured in the `BrowserWindowConstructorOptions`

### Testcase Gist URL

_No response_

### Additional Information

1. start app
2. observe that the window title is configured to `"TITLE"`
3. After 2 seconds, a navigation will happen to https://www.google.com
4. The title will stay set to "TITLE" instead of "Google"
5. (note that the behavior works correctly when navigating to https://google.com instead

main.js:
```
  
const { app, BrowserWindow } = require('electron');

(async () => {
  await app.whenReady();
  const win = new BrowserWindow({ title: "TITLE" });
  win.on("page-title-updated", (e) => {
    e.preventDefault();
  });
  await win.loadURL("https://google.com");
  // title will be set to TITLE

  setTimeout(async () => {
    win.removeAllListeners("page-title-updated");
    await win.loadURL("https://www.google.com");
    // window title won't be updated, but will be if site is
    // https://google.com
  }, 2000);

  app.on('window-all-closed', function () {
    app.quit()
  });
})();
```
Repository: flutter
Issue: Make --cache-sksl less susceptible to shader jank while caching shaders
Labels: tool,c: proposal,P2,team-tool,triaged-tool

Currently users can struggle with following https://flutter.dev/docs/perf/rendering/shader because shader jank can cause frames to be skipped causing not enough shaders to be cached. When users fail to cache all shaders, they assume that shader caching just doesn't fully resolve shader jank. You may still see exactly the same number of frames janking just different frames after the animation survived the first janked frame.

Options:
1) Automatically run with a large time dilation value when `--cache-sksl` is passed. Potentially a value of 30 might be required to cope with shader jank that lasts for 500ms but this could be very annoying for users caching shaders.

2) More difficult: run with a custom clock so that simulates running the application pretending no frames janked. Potentially this would still be combined with some smaller amount of time dilation (e.g 5) to increase the chances of cache hits.
Repository: pytorch
Issue: broken source link / missing anchors
Labels: module: docs,triaged

## 📚 Documentation

1. go to https://pytorch.org/docs/stable/generated/torch.set_default_tensor_type.html
2. click on Source which takes you to https://pytorch.org/docs/stable/_modules/torch.html#set_default_tensor_type
3. this anchor doesn't exist - i.e. there is no `id=set_default_tensor_type` in torch.html

looking at the code, this function is not tagged with `[docs]` like other are, e.g.:
```
[docs]def is_storage(obj):
def set_default_tensor_type(t):
```
and thus it doesn't have `id=set_default_tensor_type` in the rendered html.

it appears to be an issue for the rest of `torch.html` - no `ids` to match the anchors in various pt docs that link there with [Source] link.

Thank you!

cc @brianjo @mruberry
Repository: godot
Issue: Inaccurate input.position
Labels: bug,platform:linuxbsd,needs testing,topic:input

### Godot version

3.3.2

### System information

Linux, Ubuntu 20.04 LTS

### Issue description

The `input.position` argument from `_input` returns inaccurate results as `InputEventMouseMotion`.
When the cursor moves one pixel the input is registered, however the position isn't changed.
Only after the cursor moves about 3 pixels the value changes.

From what I know, not 100% sure on that, the Windows version works as it should.


### Steps to reproduce

1.
```gdscript
func _input(input):
	if input is InputEventMouseMotion:
		print_debug(input.position);
```
2.
Move the cursor and watch the debugger's output.

### Minimal reproduction project

_No response_
Repository: terminal
Issue: Find dialog (Ctrl+Shift+F), center the found string vertically
Labels: Help Wanted,Area-TerminalControl,Product-Terminal,Issue-Task

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# Description of the new feature/enhancement

When the find dialog is used, center the found string vertically in the terminal.

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I'm often interested in the few lines before the search string and sometimes the found string is behind the dialog itself.  Centering it vertically would help in both cases.
Repository: node
Issue: doc: clarify default heap size formula since node 12
Labels: doc,v8 engine

# 📗 API Reference Docs Problem

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reference documentation.

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reference documentation, please open an issue
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For the issue title, please enter a one-line
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input. Replace them with your responses.

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<!-- The output of “node --version”. -->

- **Version**:12+

- **Platform**: all

<!-- The name of affected core module. -->

- **Subsystem**: n/a

## Location

_Section of the site where the content exists_

Affected URL(s):

- https://nodejs.org/api/cli.html#cli_max_old_space_size_size_in_megabytes could be a nice place to mention this


## Description

_Concise explanation of the problem_

<!-- If applicable, include any screenshots that
may help solve the problem. -->

Despite the explanation here : https://github.com/nodejs/node/pull/25576#issuecomment-455737693

I am not clear on the value of heap size for my instance. Given a formula/calculator, a user can then know for sure the default value based on the GB of memory available. It would be great to have this in the docs.

---

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- [ ] I would like to work on this issue and
      submit a pull request.
Repository: youtube-dl
Issue: Make a batch mode that saves videos into a zip file
Labels: request

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## Checklist

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- [x] I've verified that I'm running youtube-dl version **2021.06.06**
- [x] I've searched the bugtracker for similar feature requests including closed ones


## Description

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It would be cool if you could mass download videos with youtube-dl and save them into a zip file.
Repository: go
Issue: database/sql: document that Rows.Close must be called
Labels: Documentation,NeedsFix

Failure to call Rows.Close leads to a resource leak. Although the [usage example](https://golang.org/pkg/database/sql/#Rows) calls `defer rows.Close()`, it's easy for a caller of, say, QueryContext not to realize that the Rows result is Closeable and to forget to call it.

The documentation of Rows, and any function that returns a Rows, should state that the caller is responsible for calling Close.

Also, the examples suggest that errors from Close may be ignored for read-only queries but should not be ignored for updates. In this respect the database is analogous to a readable or writable file; this too is worth pointing out explicitly.

See also https://github.com/golang/go/issues/33938.
Repository: godot
Issue: Can not select Texture Flags for Line2D (fixed in `master` as flags are now in materials/shaders)
Labels: bug,topic:core,confirmed

### Godot version

3.3 stable

### System information

Windows 10 Pro

### Issue description

I am trying to create an effect in a Godot 2D Scene and have the texture use tiled animated textures, it turns out I can not select the repeat flag for tiled fill. 

![cant-repeat](https://user-images.githubusercontent.com/1005054/122826571-8ef5b600-d2a0-11eb-9151-19f89b212eb1.png)

There have been a few issues that seem to mention but never actually say how to fix it... 
https://github.com/godotengine/godot/issues/25045 
& 
https://github.com/godotengine/godot/issues/11751 (which says to use the repeat flag....) 




### Steps to reproduce

- Create a 2D Scene, 
- add a Line2D Node 
- create a second point of (0,500)  
- Fill 
- >New Animated Texture 
- > Add some small textures to repeat (you can use the ones I have provided here even.)
- Texture Mode - Tile 
- Within Animated Texture Expand Flags
- Tap Repeat, see that it never becomes selected.


---- 
Textures you can use for animated texture
![multiFrameBolt1](https://user-images.githubusercontent.com/1005054/122827182-48548b80-d2a1-11eb-94cb-6a5e48f0d671.png)
![multiFrameBolt2](https://user-images.githubusercontent.com/1005054/122827184-48ed2200-d2a1-11eb-8cc4-46019f1af073.png)
![multiFrameBolt3](https://user-images.githubusercontent.com/1005054/122827185-48ed2200-d2a1-11eb-8099-96986298d7d6.png)
![multiFrameBolt4](https://user-images.githubusercontent.com/1005054/122827186-48ed2200-d2a1-11eb-93af-03f562ec52bb.png)
![multiFrameBolt5](https://user-images.githubusercontent.com/1005054/122827187-48ed2200-d2a1-11eb-9e2d-6864740268b2.png)

 

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: Using inbuilt function name `input` as variable names in examples
Labels: module: docs,triaged

## 📚 Documentation
In the example section of many documentations, a variable `input` is being used. As a result, the example section can be run successfully, however the inbuilt `input()` function can no longer be called to take inputs. I observed this has been the case wherever `input` is being used as a function parameter. As an example, I am using a screenshot from the documentation of [torch.nn.functional.cross_entropy](https://pytorch.org/docs/stable/generated/torch.nn.functional.cross_entropy.html).

![ResKey](https://user-images.githubusercontent.com/34798203/122827804-7d44fa80-d302-11eb-8f8d-9fb6b009c436.png)

Although this is used as an example, still I feel it would be better if a different variable name was used which is not an inbuilt function or a reserved keyword. 
Thank you!

cc @brianjo @mruberry
Repository: pytorch
Issue: Need workaround to support multiprocess CUDA tensor sharing on Jetson Platforms
Labels: module: multiprocessing,feature,triaged

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->

A different method for sharing CUDA Tensors across processes on Jetson platforms is needed. 

CUDA unified addressing based IPC functionality isn't yet supported on Tegra platforms

[https://docs.nvidia.com/cuda/cuda-runtime-api/group__CUDART__DEVICE.html#group__CUDART__DEVICE_1g8a37f7dfafaca652391d0758b3667539](https://docs.nvidia.com/cuda/cuda-runtime-api/group__CUDART__DEVICE.html#group__CUDART__DEVICE_1g8a37f7dfafaca652391d0758b3667539
)

and current implementation of [THPStorage](https://github.com/pytorch/pytorch/blob/master/torch/csrc/generic/StorageSharing.cpp#L258) depends on it, making existing dataloader implementations not compatible on Jetson. 

## Motivation

Current data loader test cannot pass without the requested feature. Setting `multiprocessing.sharing_strategy` only affects CPU tensors and doesn't go around this problem. 


```Bash
$ python test_dataloader.py -v -k test_multiprocessing_contexts
```
gives 

`cuda runtime error (801) : operation not supported`
Repository: godot
Issue: [Bullet] Raycast results return wrong positions
Labels: bug,confirmed,topic:physics,topic:3d

### Godot version

3.3.2.stable.mono.official

### System information

Windows 10, GLES3

### Issue description

CollideShape and IntersectRay of PhysicsDirectSpaceState return wrong values in editor in the attached trimmed down reproduction project.
In another more complete project they return correct values, even though the base setup is the same.
But there CollideShape and IntersectRay hit disabled CollisionShapes (bug) when used in the editor, at runtime they work correctly.
-When bullet is used as backend; with godot physics, disabled CollisionShapes are still hit (bug).
In the attached project though, using both backends wrong hit points are returned in editor (bug). At runtime using bullet the same wrong results are returned (bug), but with godot physics they are correct (not a bug?).
This feels super random that's why it's hard to explain or put into a single issue's description; i hope the attached project still provides some clarification.

Additionally, when convex collisionshapes are used on plane meshes (generated via toolmenu) physics queries only seem to hit one half of the shape in certain cases, which is likely another issue, but it became visible when debugging this one.

Other project with bullet backend in editor (floating arrows = disabled collisionshapes bug)
![grafik](https://user-images.githubusercontent.com/8841352/122829076-cb4c0500-d2e6-11eb-8612-09bba39c8e54.png)

Reproduction project with godot physics/bullet in editor and at runtime
![grafik](https://user-images.githubusercontent.com/8841352/122829312-20881680-d2e7-11eb-9ab5-b5d2e0443354.png)

Reproduction project with godot physics at runtime
![grafik](https://user-images.githubusercontent.com/8841352/122829397-3dbce500-d2e7-11eb-99e7-fafb8098f1d5.png)


### Steps to reproduce

Open the attached project, chose either godot physics or bullet as physics backend in the settings, click the 'Editor Do Refresh' checkbox to trigger a toolmode-invoke of the rescan method that scans the area and debug-draws the arrows with hit information (red arrows = final valid hits, blue arrows = normals (leftover from trimming down, same as red here), yellow spheres = temporary first pass hits, see code for more info).
Then compare the results with both backends at runtime.

### Minimal reproduction project

[BugProject.zip](https://github.com/godotengine/godot/files/6689542/BugProject.zip)