sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: TileMap's `get_cell_tile_data` does not work correctly?
Labels: documentation,topic:2d

### Tested versions

v4.3.dev3.official [36e943b6b]

### System information

w10 64

### Issue description

I have a tile at coordinate 0.0 flipped horizontally.
When I get its tiledata it tells me that the tile is not flipped horizontally.
get_cell_tile_data not working correctly?
Waiting for await get_tree().process_frame doesn't solve anything.
All in layer 0

Tile flipped horizontally

![Captura5](https://github.com/godotengine/godot/assets/19652075/3b7300f1-0448-480b-9445-f0fef6224045)

The code gets the tiledata object for that cell but this object indicates that the tile is not flipped horizontally

![Captura5](https://github.com/godotengine/godot/assets/19652075/5ec8a3e4-7ad5-44f6-9b78-f30e4f3b4c4f)

![Captura5](https://github.com/godotengine/godot/assets/19652075/d5b5f0ed-7ab3-4efc-933f-b8c4e900b73f)


### Steps to reproduce

Simply put a tile flipped horizontally
get his tiledata object and write is value flip_h in console

### Minimal reproduction project (MRP)

[tets_tilemap.zip](https://github.com/godotengine/godot/files/14323680/tets_tilemap.zip)
Repository: next.js
Issue: The code block will be executed twice if `redirect()` is included in it
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/sharp-glade-h26y37?file=%2Fapp%2Ftest%2Fpage.tsx%3A4%2C44

### To Reproduce

```ts
"use client";

import { redirect } from "next/navigation";

// ...

if (typeof data === 'undefined') {
  console.log("first");
  return <p>test</p>;
}

if (typeof data.test !== 'undefined') {
  console.log("second");
  redirect('/');
}

// ...
```

### Current vs. Expected behavior

`console.log("second")` is executed twice, `console.log("first")` is executed only once. Both should be executed once

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Pro
Binaries:
  Node: 21.6.1
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.1.0
  eslint-config-next: 14.1.0
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Routing (next/router, next/navigation, next/link)

### Which stage(s) are affected? (Select all that apply)

next dev (local), next start (local)

### Additional context

![image](https://github.com/vercel/next.js/assets/154023155/db3eac5d-d7e8-4d9d-bf6e-867a31220553)
Repository: godot
Issue: clip_polyline_with_polygon inconsitency
Labels: bug,discussion,topic:2d

### Tested versions

- Reproductible in 4.2.1, 4.1.1, 3.4.4

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i3-4160 CPU @ 3.60GHz (4 Threads)

### Issue description

The function clip_polyline_with_polygon gives inconsistent results regarding the position of the polyline and the polygon involved in the clipping.
When the triangle is above the horizontal line and they cross exactly at one point the clipping results in 2 lines. Which is good.
Whereas the result is 0 (no clipping/no crossing) when the triangle is below the horizontal line even though they cross at exactly one point.

### Steps to reproduce

The MRP set up a simple scene with 2 polygons and 2 lines where polygons and lines cross. In one situation the clipping works but not in the other one.
Prints display points informations to show the inconsistency where both clipping result should be 2.

### Minimal reproduction project (MRP)

[TestClipPolyline.zip](https://github.com/godotengine/godot/files/14324101/TestClipPolyline.zip)
Repository: godot
Issue: Error cpp : ERROR: Index p_idx = 4 is out of bounds (nodes.size() = 3).
Labels: bug,topic:import

### Tested versions

Tested only on Godot Engine v4.3.dev1.official.9d1cbab1c - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 536.23 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce GTX 950

### System information

Windows 10 Pro, NVIDIA GeForce GTX 950 

### Issue description

I got these errors:
```
Editing project: C:/Godot43_Projects/Godot4_ThirdPersonController_001
Godot Engine v4.3.dev1.official.9d1cbab1c - https://godotengine.org
Vulkan API 1.3.242 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 950

WARNING: Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.
     at: _editor_init (modules/gltf/register_types.cpp:63)
ERROR: Index p_idx = 4 is out of bounds (nodes.size() = 3).
   at: get_node_deferred_nodepath_properties (scene/resources/packed_scene.cpp:1648)
ERROR: Index p_idx = 4 is out of bounds (nodes.size() = 3).
   at: get_node_deferred_nodepath_properties (scene/resources/packed_scene.cpp:1648)
ERROR: Index p_idx = 4 is out of bounds (nodes.size() = 3).
   at: get_node_deferred_nodepath_properties (scene/resources/packed_scene.cpp:1648)
ERROR: Index p_idx = 4 is out of bounds (nodes.size() = 3).
   at: get_node_deferred_nodepath_properties (scene/resources/packed_scene.cpp:1648)
ERROR: Index p_idx = 4 is out of bounds (nodes.size() = 3).
   at: get_node_deferred_nodepath_properties (scene/resources/packed_scene.cpp:1648)
ERROR: Index p_idx = 4 is out of bounds (nodes.size() = 3).
   at: get_node_deferred_nodepath_properties (scene/resources/packed_scene.cpp:1648)
ERROR: Index p_idx = 4 is out of bounds (nodes.size() = 3).
...
```

### Steps to reproduce

I don't know how to reproduce this error on the console. I don't use blender files this set default in project settings.
I think the error is from the dev area.
Maybe need to improve the management of errors for users ... 

### Minimal reproduction project (MRP)

I used this project :
[Godot4_ThirdPersonController_001.zip](https://github.com/godotengine/godot/files/14324279/Godot4_ThirdPersonController_001.zip)
Repository: rust
Issue: Autovectorization fails if a field follows an array
Labels: T-compiler,S-has-mcve,A-autovectorization,C-optimization

The following code fails to be autovectorized on opt-level=3 despite it being safe to do so:
``` 
struct ArrayIter{arr: [i32; 10000],start: usize}

pub fn main() {
    let mut array_iter = ArrayIter{arr: [10; 10000],start: 0};
    let arr_ref = &mut array_iter.arr;
    let start_ref = &mut array_iter.start;
    while *start_ref < 10000 {
        let index = *start_ref;
        *start_ref += 1;
        arr_ref[index] = 100 * arr_ref[index]
    }
    assert_eq!(array_iter.arr,[1000; 10000]);
}
```
Looking at LLVM pass remarks, it states that 
``` text
remark: test.rs:7:11: loop not vectorized: value that could not be identified as reduction is used outside the loop
remark: test.rs:7:11: loop not vectorized: could not determine number of loop iterations
```
neither of which make sense as `start_ref` *should* be a reduction and the number of loop iterations can be determined. 
As such, I'm guessing that LLVM for some reason thinks that the writes or reads done with array can *somehow* interact with `start_ref` in some way when that is clearly impossible. 
Additionally, if you manually specify the order of `ArrayIter`'s fields using `Repr(C)`, it does get autovectorized if `start` comes before `arr` as seen [here](https://godbolt.org/z/vPdKKe3Y6). Furthermore, it will also be autovectorized if you add *some* padding as seen [here](https://godbolt.org/z/1hYY9GdvG)
Repository: material-ui
Issue: How can I use Joy UI with MUI X?
Labels: support: question,package: joy-ui

### Steps to reproduce

How can i use joy ui with mui x components ?

### Current behavior

_No response_

### Expected behavior

_No response_

### Context

_No response_

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>


**Search keywords**: joyui
Repository: godot
Issue: `test_move()` gives unreliable results near body edges
Labels: bug,confirmed,topic:physics,topic:2d

### Tested versions

4.3 dev3
Probably earlier too.

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

I needed to check when a body is inside another body (TileMap to be exact). However seems like `test_move()` will be unreliable depending on the movement vector. Here I'm testing movement with `Vector2.DOWN`:
```GDScript
test_move(global_transform, Vector2.DOWN)
```

https://github.com/godotengine/godot/assets/2223172/8b6ac893-2b29-491e-a9ca-55b40cb515ef

The collision is only reliable when body is on top of TileMap and when it's inside. In other cases the results are somewhat random.

The only way to reliably detect intersection is test move in 4 directions.

### Steps to reproduce

1. Run the MRP scene.
2. Move the cursor over the TileMap.

### Minimal reproduction project (MRP)

[BugAndCollide.tscn.txt](https://github.com/godotengine/godot/files/14324716/BugAndCollide.tscn.txt)
Repository: svelte
Issue: Documentation update for #key
Labels: awaiting submitter

### Describe the problem

I ran into some issues when figuring out how to use #key as the documentation and examples weren't clear enough, unfortunately. I needed to create unique string keys in such a way that I couldn't use the specialized syntax within #each blocks. 

Through this process, I learned a handful of things about how #key works that I think would benefit multiple people. 

### Describe the proposed solution

An update to the documentation that explains the #key feature more thoroughly:

(1) #key takes an expression that when evaluated must either evaluate to null or a unique string. If the value of the unique string changes, that causes it causes the component to be destroyed and remounted in the DOM. However, if the key expression changes from a unique string to null, it will ::not:: cause the component to be destroyed and remounted.

(2) The documentation says that the argument to #key is an expression. However,  you cannot pass in a function. Svelte will do nothing. The expression needs to evaluate to a reference to variable of some kind (like a variable, an array element, or an object property). You CAN however do something like this: {#key my_array[var1 + ',' + var2]} and the + expressions will get evaluated.

(3) On the first rendering, even if the #key values evaluate to a null, the components will render. If the key expression remains null, it will not destroy and remount the component. 

### Importance

would make my life easier
Repository: neovim
Issue: improve Lua loader error for inaccessible $VIMRUNTIME 
Labels: enhancement,ux,lua

## Problem

If `$VIMRUNTIME` is inaccessible, using a builtin Lua module fails with its usual error:

```
E5108: Error executing lua vim/_init_packages.lua:0: module 'vim.version' not found:
	no field package.preload['vim.version']
	no file '/Users/runner/work/neovim/neovim/.deps/usr/share/luajit-2.1/vim/version.lua'
        ...
```

but none of the listed paths mention the `$VIMRUNTIME` directory. This can be confusing for new users (especially for embedded Nvim): https://github.com/vscode-neovim/vscode-neovim/issues/1815

Note that _by default_, macOS applications such as VSCode don't have access to `~/Downloads`. So if an application embeds Nvim, it can _run_ `nvim` but the runtime won't work. This is confusing because it _will_ work in your terminal (if your terminal has access to `~/Downloads`).

## Steps to reproduce

Steps vary per OS. Steps for macOS:

1. download the [latest Nvim](https://github.com/neovim/neovim/releases) to `~/Downloads`.
1. ensure your terminal app does _not_ have access permissions to `Downloads`:
    - <img width="457" alt="image" src="https://github.com/vscode-neovim/vscode-neovim/assets/1359421/a9f13422-27ad-4129-90f3-6792407f0083">
1. in your terminal, run `nvim` from the Downloads folder.
   ```
   ~/Downloads/nvim-macos/bin/nvim
   ```
1. Try to use a non-builtin Lua runtime file:
   ```
   :lua =vim.version
   ```
1. Try `!ls $VIMRUNTIME`:
   ```
   :!ls $VIMRUNTIME
   ls: /Users/xx/Downloads/t/nvim-macos/share/nvim/runtime: Operation not permitted
   shell returned 1
   ```


## Expected behavior

- If `$VIMRUNTIME` is set to an unreadable directory, show an explicit error on startup.
    - We already _accidentally_ show `E484: Can't open file x/syntax/syntax.vim`, but that doesn't make it obvious that the problem is a permissions issue with `$VIMRUNTIME`.
- Lua loader error should say if it can't access `$VIMRUNTIME`, or include it in the "failed to access paths" list?
Repository: PowerToys
Issue: Save Window Location for Single Monitor
Labels: Needs-Triage

### Description of the new feature / enhancement

It will be really good to have option for single wide screen to save locations for each app window 

### Scenario when this would be used?

Example: if i scale explorer into a spesific location and terminal etc.. and next time I open it, it should be in the same exact position and scale from last time.
When I had 2 monitors it was posible with powertoys but now I moved into wide screen monitor it is really needed function to save window loaction and saze.

### Supporting information

I really hope this will find its way to the next release as it is really anoying since I moved from 2 screens into wide screen ;-(
Repository: material-ui
Issue: [joy-ui][Linear Progress] Progress bar clips through background bar
Labels: component: LinearProgress,package: joy-ui,enhancement

### Steps to reproduce

Link to live example: (required)
https://mui.com/joy-ui/react-linear-progress/

Steps:
1. Create a determinate linear progress with a border radius of 16px
2. Set the value to 1.

Image from mui.com below.

<img width="494" alt="image" src="https://github.com/mui/material-ui/assets/22720475/85306299-e25e-49ba-b42b-df24975ea818">


### Current behavior

Progress bar clips through the background bar

### Expected behavior

Progress bar doesn't clip through background bar

### Context

_No response_

### Your environment

macOS Sonoma 14.3.1
Safari 17.3.1

**Search keywords**: joy-ui, linear-progress
Repository: PowerToys
Issue: Keyboard Manager remaps do not work if Casting to a monitor and allow input from this device checked
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.78.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

Cast to another screen and check Allow mouse, etc. I am remapping win ctl f24 to win f11 to allow keyboard disable of touchpad.

### ✔️ Expected Behavior

The keys continue to remap on both machines or at least the original pc keyboard

### ❌ Actual Behavior

The key remap does not work until the option is deselected for the screen cast.

### Other Software

_No response_
Repository: godot
Issue: Text wrapping cuts words when it shouldn't
Labels: discussion,documentation,topic:gui

### Tested versions

4.2 stable

### System information

Windows 10

### Issue description

I am using a 3 RichTextLabel nodes, with text wrapping set to Word(Smart).
![GIF 2-18-2024 8-04-17 PM](https://github.com/godotengine/godot/assets/157412753/09e27954-6a9f-4cf2-9c35-16e7d2fd9a5f)
Notice how the wrapping differs in these 3 cases. In the first case, it wraps all the text after the slash. In the second case, it wraps the entire word. In the third case, it wraps everything after the image, including the image, but nothing before.

The expected behavior would be that the entire word wraps without breaking in the middle in all 3 cases, at least from a usability standpoint. In the current state, you cannot have any words with slashes in them, or words with images in them, because the wrapping will cut the words in half, making them display awkwardly. I believe this also happens with some other punctuation marks as well, not just slashes.

### Steps to reproduce

Create a RichTextLabel node, type some words with slashes or images in the middle of them, and notice how the wrapping cuts words.

### Minimal reproduction project (MRP)

N/A
Repository: node
Issue: `try catch` not work if path include unicode
Labels: fs,windows,errors

### Version

v20.10.0

### Platform

Microsoft Windows NT 10.0.22621.0 x64

### Subsystem

node:internal/fs/promises

### What steps will reproduce the bug?

run code:

```js
import fsp from 'node:fs/promises'

async function run() {
  try {
    await fsp
      .readdir('中文-にほんご-한글-🌕🌖🌗', {
        withFileTypes: true,
        encoding: 'utf-16le',
      })
      .catch((error) => {})
  } catch (error) {}
}

run()
```

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

_No response_

### What is the expected behavior? Why is that the expected behavior?

No Error in terminal

### What do you see instead?

Error in terminal:

![image](https://github.com/nodejs/node/assets/99574369/e1900e4e-4de9-432e-84fc-73e2baef576a)


### Additional information

_No response_
Repository: pytorch
Issue: welfordreduce slows down forward layernorm in a bunch of cases
Labels: triaged,oncall: pt2,module: inductor,upstream triton

### 🐛 Describe the bug

Compiled (welford) is the default execution, the other plot is with welford reductions turned off.

![image](https://github.com/pytorch/pytorch/assets/6355099/20f6f3c9-0763-4a6e-9b5c-4121d99bd523)

```
import torch
from torch import nn
import torch.nn.functional as F

def bench(f, name=None, iters=1000, warmup=5, display=True, profile=False):
    import time
    from triton.testing import do_bench

    for _ in range(warmup):
        f()
    if profile:
        with torch.profiler.profile() as prof:
            f()
        prof.export_chrome_trace(f"{name if name is not None else 'trace'}.json")

    us_per_iter = do_bench(lambda: f())*1000

    if name is None:
        res = us_per_iter
    else:
        res= f"{name}: {us_per_iter:.3f}us"

    if display:
        print(res)
    return res

for D in range(256, 4096 + 1, 256):
    inp = torch.randn(2048*128, D, dtype=torch.bfloat16, device='cuda')
    mod = nn.LayerNorm([D], dtype=torch.bfloat16, device='cuda')

    comp_mod = torch.compile(mod, dynamic=False)
    print(D)
    bench(lambda: mod(inp))
    bench(lambda: comp_mod(inp))
```

cc: @peterbell10, @eellison, @shunting314 

### Versions

N/A

cc @ezyang @anijain2305 @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @bertmaher @int3 @davidberard98 @nmacchioni @embg @msaroufim @bdhirsh @zou3519 @aakhundov
Repository: material-ui
Issue: [RFC] Move examples to another repository
Labels: examples,RFC

### What's the problem?

I have a CLI prototype to clone the example folder via 

```bash
npx mui-treasury@latest create
```

However, it takes time to download because material-ui repo is pretty big (140MB compressed compared to 50MB of the current Nextjs repo).

The reason to pull the whole repo is because I could not find a way to select a subset of folder from github repo, so need to pull the whole thing https://codeload.github.com/mui/material-ui/tar.gz/. (Next.js and Shadcn CLI use this approach as well)

### What are the requirements?

_No response_

### What are our options?

- Reduce the core repo size
- Find other ways to clone examples

### Proposed solution

Move all the examples to a different repository. We don't test the example in the core repo anyway because all the versions point to `latest`.

The only downside would be the issue/PR management will be separated from the core repo but this should be fine given that there are not many activities with the examples.

### Resources and benchmarks

_No response_

**Search keywords**:
Repository: godot
Issue: [Editor] Exported array elements must be recreated before a scene or resource can populate them after editing the array's export type.
Labels: bug,topic:editor

### Tested versions

- Reproducible in 4.2.1.stable

### System information

Godot v4.2.1.stable - Windows 10.0.22623 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 31.0.15.5123) - AMD Ryzen 9 7950X 16-Core Processor (32 Threads)

### Issue description

When annotating an array exposed to the editor in a script using the `@export` keyword with a type `Array[<OldType>]`, creating an array element(s), then changing the type `<OldType>` within the `Array[]` annotation in the script to a new type, say `<NewType>`, dragging, loading, or otherwise trying to populate an array element slot a scene or resource whose script is or inherits from `<NewType>` does not work, producing the console error

```
Attempted to set an object of type '<NewType>' into a TypedArray, which does not inherit from '<OldType>'.
 core/variant/array.cpp:413 - Condition "!_p->typed.validate(value, "set")" is true.
```

There may be an overlap with Issue [81526](https://github.com/godotengine/godot/issues/81526).

### Steps to reproduce

1. Download the minimum reproduction project and open it in Godot 4.2.1.
2. Open the `array_exporter.tscn` scene.

![image](https://github.com/godotengine/godot/assets/31250058/2ea6f6d8-c5c7-4871-ba5f-0263f47b5423)

4. Select the `ArrayExporter` root node and create an element(s) in the `Array` property in the inspector.

![image](https://github.com/godotengine/godot/assets/31250058/ace08da8-ce45-4c66-a7e6-c6717d7dd146)

6. Change the type of `array` in the `array_exporter.gd` script attached to the `ArrayExporter` node by commenting out the line:

```gdscript 
@export var array: Array[Node] = []
``` 

and uncommenting the line 

```gdscript 
#@export var array: Array[PackedScene] = []
```

![image](https://github.com/godotengine/godot/assets/31250058/55a26ebd-993c-4ca1-85ed-5a578eb10858)

8. Try to drag a `PackedScene`, e.g. `array_item.tscn` into any of the array items just created.

![image](https://github.com/godotengine/godot/assets/31250058/2d6af365-0e1d-4967-b9a5-3ef273b1d07a)

10. Note the scene not populating the array item slot and the error in the console.
11. Delete the old element(s) in the exported array.
12. Create new elements in the exported array.
13. Try dragging the `array_item.tscn` into one of the array element slots.
14. Note the array populating this time.

### Minimal reproduction project (MRP)

[MRP_ExportedArrayTypeChange.zip](https://github.com/godotengine/godot/files/14326697/MRP_ExportedArrayTypeChange.zip)
Repository: opencv
Issue: [Documentation] Revise calib3d main page
Labels: category: documentation,RFC

It is hard to see relevant primary information about [calib3d module](https://docs.opencv.org/4.9.0/d9/d0c/group__calib3d.html).

1. It starts from the misleading link on fisheye.
![calib3d_0](https://github.com/opencv/opencv/assets/128253464/d77e644b-e0bd-457d-8634-d98e7a9d52b4)

2. Relevant detail about pinhole camera model is somewhere in the middle (page 12)
![calib3d_1](https://github.com/opencv/opencv/assets/128253464/175e8f27-7872-45da-8e26-238d8b68f761)

---

Current proposals are:
1. try to move details on the top of the page
2. add subgroups for better structuring of information (calib3d contains hand-eye algos too, but all of them are in one place)
    Good examples are [imgproc](https://docs.opencv.org/4.9.0/d7/dbd/group__imgproc.html), [videoio](https://docs.opencv.org/4.9.0/dd/de7/group__videoio.html) modules.