sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: No debugging symbols found
Labels: bug,crash

### Godot version

3.3stable

### System information

W10 / i7 5600 / intelHD Graphics 5500

### Issue description

I exported for linux server. I am having a segmentation fault in new versions;
![1](https://user-images.githubusercontent.com/11035929/127003132-74b53878-a24e-4a54-a589-c252abe7838a.JPG)
I saw I should use gdb debug here: https://github.com/godotengine/godot/issues/33546
So I tried that:
![4](https://user-images.githubusercontent.com/11035929/127003334-d4453121-1b6d-4d27-8396-4ba1871b4128.JPG)
However, it fails to extract the debugging symbols.

### Steps to reproduce

1- extract the x11 build and move it to the server

2- launch gdb

3- set arguments etc: 

`set args --main-pack ServerV6.zip`

4- Try to read symbols from the file:

`file ServerV1.64`

See that debugging symbols not  found

5- run the app anyway:

`r`

6- See the output (with no reference to any symbol)

Thread 1 "ServerV1.64" received signal SIGSEGV, Segmentation fault.
0x00000000004394c8 in ?? ()

### Minimal reproduction project

_No response_
Repository: PowerToys
Issue: Possibility to send programs to zones via console.
Labels: Idea-Enhancement,Product-FancyZones

### Description of the new feature / enhancement

Sending programs to zones using commands.
Maybe even a rust API ? But that's a bit much ofc.

Example 
`
pt sendto zone3 | code.
`
or
`
pt sendto zone3 proces46705
`
IDK if that WS clear.

### Scenario when this would be used?

Scripts / programs that use/ extend upon the power toys things.

### Supporting information

_No response_
Repository: godot
Issue: [3.x] Can't use DDS files w/ TextureArrays or Anisotropic Filtering
Labels: bug,topic:import

### Godot version

3.2.1 - 3.4.beta.custom_build.0b4080ba4

### System information

Win 10/64 NVIDIA GeForce GTX 1060/PCIe/SSE2

### Issue description

1. DDS files can't have anisotropic filtering enabled automatically because there is no import file. I've worked around the latter by recursing through all materials in the tree and enabling anisotropic filtering at runtime. 

2. DDS files can't be used for TextureArrays, because there is no import file.

~~3. Can't enable Anisotropic Filtering on TextureArrays (DDS or PNG) because the option wasn't implemented.~~ Addressed in #51402

### Steps to reproduce

Click a DDS file, then look at the blank Import tab.  Or click a PNG TextureArray and see no Anisotropic filtering option.

### Minimal reproduction project

_No response_
Repository: vscode
Issue: Chosen user-settings debug launch configuration not remembered
Labels: bug,debug

I was asked to post this in https://github.com/microsoft/vscode/issues/124770#issuecomment-886668938.

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- VS Code Version: 1.58.2
- OS Version: Windows 10, Remote SSH into Linux

Steps to Reproduce:

1. Have a launch config in your user `settings.json` (let' say "Python: Current File", which makes sense in any folder or workspace)
2. Have a `project/.vscode/launch.json` with additional launch configs (let's call them "A", "B", "C")
3. Use a multi-root workspace (not sure this is required, maybe you can skip this)
4. Select "Python: Current File (user settings)" as the current debug config
5. Reload Window, OR: Change any setting in any of the launch configurations and save.
6. Note that launch config "A" is selected.

`settings.json`:
```json
    "launch": {
        "configurations": [
            {
                "presentation": {
                    "group": "00 Python",
                    "order": 0,
                },
                "name": "Python: Current File",
                "type": "python",
                "request": "launch",
                "program": "${file}",
                "justMyCode": false,
                "subProcess": true,
                "internalConsoleOptions": "openOnSessionStart",
                "console": "internalConsole",
            },
        ],
    },
```

Related issues: #90216, #100451.
Repository: godot
Issue: Textures converting to VRAM compression automatically when adding them to a material, even if no VRAM compression algorithms are enabled in the Project Settings
Labels: bug,topic:import,topic:3d

### Godot version

4.0dev (1f69582)

### System information

Windows 10, Vulkan, RTX 2080

### Issue description

Textures imported as lossless compression are automatically converting to VRAM compressed when they're added to materials for the first time.

### Steps to reproduce

For any new texture I add to my project and import it as lossless:

![image](https://user-images.githubusercontent.com/87843097/127022944-5fbdf7d9-cb86-4b4c-a838-6d16d412a886.png)

When I try to add it to a BaseMaterial3D, I get this error dialog because I explicitly disabled VRAM compression in the project settings.

![image](https://user-images.githubusercontent.com/87843097/127023145-4b3cb1d0-192c-4cfe-9555-c46e6379c2a5.png)

![image](https://user-images.githubusercontent.com/87843097/127023254-28e35325-03d7-4f8b-ac22-de7d6b0e114d.png)

The problem is it shouldn't be trying to compress it in the first place because the texture is set to lossless. If I go back into the texture import settings after adding it to the material, it automatically changed it back to vram compressed.

![image](https://user-images.githubusercontent.com/87843097/127023425-d42175a9-42da-4af6-aa1a-09b1c474c085.png)



### Minimal reproduction project

_No response_
Repository: rust
Issue: Unexpected lifetime bound requirement on trait impl method returning a ref
Labels: A-diagnostics,A-lifetimes,T-compiler,A-suggestion-diagnostics,D-invalid-suggestion

This code fails
```rust
use std::ops::Deref;

pub struct Foo {}

pub trait Bar {
    fn t(&self) -> &Foo;
}

impl<B: Bar + ?Sized, R: Deref<Target = B>> Bar for R {
    fn t<'a>(&'a self) -> &'a Foo {
        self.deref().t()
    }
}
```
Shortened error message:
```
error[E0309]: the parameter type `B` may not live long enough
   |      -- help: consider adding an explicit lifetime bound...: `B: 'a +`
```
Adding such a constraint is (a) impossible and (b) already implied,

Replacing `Foo` with a trait yields the same error.

Tested on 1.53.0 and `9c25eb7aa 2021-07-25` nightly.

Possibly this is #80675.
Repository: godot
Issue: RendererRD::GI `probe_half_size` is initialized but never actually used
Labels: bug,topic:rendering

### Godot version

4.0 088722beaaba8d219dcb2e61ae6b8df9a9af5283

### Issue description

https://github.com/godotengine/godot/blob/088722beaaba8d219dcb2e61ae6b8df9a9af5283/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp#L796-L797
Repository: electron
Issue: [Bug]: "View" linux notification action is not localized
Labels: platform/linux,bug :beetle:,component/notifications,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

13.1.6

### What operating system are you using?

Ubuntu

### Operating System Version

Ubuntu 20.04.2 LTS

### What arch are you using?

x64

### Last Known Working Electron version

none

### Expected Behavior

On German OS, the action that comes along with a notification is translated.

### Actual Behavior

On German OS, the action that comes along with a notification is the english string "View."

### Testcase Gist URL

_No response_

### Additional Information

Thanks to the great investigative work of @Sgn-32, a Signal Desktop user, here... https://github.com/signalapp/Signal-Desktop/issues/5402

...we've established that Electron is using an un-localized "View" string when creating linux notifications with an action:

https://github.com/electron/electron/blob/461db8f1ab6d6fef0a634931347b7e6526b3f953/shell/browser/notifications/linux/libnotify_notification.cc#L94-L100
Repository: opencv
Issue: nvcc compile flags (CUDA_NVCC_FLAGS) are ignored
Labels: category: build/install

##### System information (version)
- OpenCV 4.5.3dev
- Operating System / Platform Windows 10 x64 19043 enterprise
- Compiler VS2019 16.10.4 
- Cuda 11.4
- Intel OneApi 2011.1.1

##### Detailed description

`CUDA_NVCC_FLAGS` is ignored and do not end up in the vcxproj.

##### Steps to reproduce

Create configuration with `-DCUDA_NVCC_FLAGS=" -t 20 --default-stream per-thread "`, they do not end up in vcxproj compilation items.

Full command:

```
	cmake -G $target -A x64 -S $src `
		-DBUILD_JAVA=0 -DWITH_MATLAB=0 -DBUILD_DOC=0 -DBUILD_PERF_TESTS=0 -DBUILD_TESTS=0 -DBUILD_opencv_world=1 `
		-DOPENCV_ENABLE_NONFREE=1 -DBUILD_opencv-apps=0 -DENABLE_PYLINT=0 -DENABLE_CXX11=1 `
		-DVTK_DIR="$Env:VTK_DIR" -DWITH_VTK=0 -DBUILD_opencv_viz=0 -DCPU_BASELINE=AVX2 `
		-DCUDA_SDK_ROOT_DIR="$env:CUDA_PATH" -DCUDA_ARCH_BIN="7.5" -DCUDA_ARCH_PTX="7.5" -DCUDA_VERBOSE_BUILD=0 -DBUILD_CUDA_STUBS=0 `
		-DWITH_OPENCL=0 -DWITH_CUDA=1 -DMKL_WITH_OPENMP=0 -DCUDA_NVCC_FLAGS=" -t 20 --default-stream per-thread " -DMKL_USE_MULTITHREAD=0 -DMKL_WITH_TBB=0 -DWITH_TBB=1 `
		-DOPENCV_EXTRA_MODULES_PATH="$srcextra" -DPYTHON2_EXECUTABLE="C:\Python27\python.exe" `
		-DINSTALL_CREATE_DISTRIB=1 -DCPACK_BINARY_ZIP=1 -DCPACK_SOURCE_ZIP=1 -DCMAKE_VERBOSE_MAKEFILE=0 `
		-DCUDNN_INCLUDE_DIR="$Env:CUDNN"/include -DCUDNN_LIBRARY="$Env:CUDNN"/lib/x64/cudnn.lib `
		.. | Tee-Object -Variable RESULT
```

Resulting opencv_world.vcxproj:

https://raw.githubusercontent.com/mprevot/SO/main/opencv_world.vcxproj
Repository: flutter
Issue: Default text section shortcuts for some platforms are missing
Labels: a: text input,a: quality,a: desktop,P2,team-text-input,triaged-text-input

There are a number of text section shortcuts implemented by default on each platform, for example on macOS Control-A is "Move to the beginning of the line or paragraph.", and there are others that we do not currently implement.

*Because I use a non-standard keyboard, not all testing is currently complete.*

macOS(https://support.apple.com/en-us/HT201236):

- [x] Control-A: Move to the beginning of the line or paragraph.
- [x] Control-E: Move to the end of a line or paragraph.
- [x] Control-F: Move one character forward.
- [x] Control-B: Move one character backward.
- [ ] Control-L: Center the cursor or selection in the visible area.
- [x] Control-P: Move up one line.
- [x] Control-N: Move down one line.
- [x] Control-T: Swap the character behind the insertion point with the character in front of the insertion point.
- [ ] Control-Backspace: Delete backward by decomposing previous character (for example a multi-codepoint emoji).
- [x] Option–Left Arrow: Move the insertion point to the beginning of the previous word.
- [x] Option–Right Arrow: Move the insertion point to the end of the next word.



@justinmc
Repository: flutter
Issue: [skip test] Tests in gesture_binding_resample_event_test.dart are being skipped on web
Labels: a: tests,framework,platform-web,P2,c: tech-debt,team: skip-test,team-web,triaged-web

Part of the [skip test audit](https://github.com/flutter/flutter/issues/86396).

The tests in `gesture_binding_resample_event_test.dart` are being skipped on the web with a comment '// Fake clock is not working with the web platform.'

If this is a bug we should track it here and fix it. If this is just inherent in how the web platform works, we should change it from `skip` to `exclude` to indicate that this is an intentional skip so that we don't have to inspect it when we audit for skipped tests.
Repository: flutter
Issue: [skip test] stock_view_test.dart test needs to be fixed on Fuchsia
Labels: a: tests,framework,platform-fuchsia,P3,c: tech-debt,team: skip-test,team-framework,triaged-framework

Part of the [skip test audit](https://github.com/flutter/flutter/issues/86396).

There is a test ['open AAPL stock' ](https://github.com/flutter/flutter/blob/5f792ba17088b356bf0d030844ab09fd7f2b812e/dev/benchmarks/test_apps/stocks/test_driver/stock_view_test.dart#L27) in stock_view_test.dart that needs to be fixed to work on Fuchsia.
Repository: go
Issue: x/build/cmd/relui: create production and staging environments
Labels: Builders,NeedsInvestigation


- [ ] Staging
- [x] Production
- [ ] TBD?

Blocked by #47401
Repository: pytorch
Issue: Torchscript Optimize for Mobile RuntimeError: Can't deepcopy IValue with tag: Enum
Labels: oncall: jit

## 🐛 Bug

Successfully scripted a large custom model in torchscript. When calling the function `optimize_for_mobile` I received the error `RuntimeError: Can't deepcopy IValue with tag: Enum` It povides no context as to where the issue is coming from within the model. Hoping I could request any insight without uploading the model due to IP reasons? The model relies on a pretrained bert from huggingface which could be the issue, although that part of the model is traced rather than scripted.


## Expected behavior

An in memory ptl file that can be saved for mobile

## Environment

 - PyTorch Version (e.g., 1.0): 1.9.0
 - OS (e.g., Linux): macos
 - How you installed PyTorch (`conda`, `pip`, source): pip
 - Python version: 3.9.4
 - CUDA/cuDNN version: n/A


cc @gmagogsfm
Repository: deno
Issue: Implement quota management and StorageManager API
Labels: web,suggestion,runtime

With local storage, blob storage, but also with the likes of IndexedDB and CacheStorage, and potentially the DENO_DIR, we need a more mature centralised location to do quota management for objects we persist to disk.  All browsers implement some form of quota management.

How Mozilla/Firefox deals with it is discussed here: https://developer.mozilla.org/en-US/docs/Web/API/IndexedDB_API/Browser_storage_limits_and_eviction_criteria

Chromium is discussed here: https://web.dev/storage-for-the-web/

Chromium and Firefox implement that [StorageManager](https://developer.mozilla.org/en-US/docs/Web/API/StorageManager) API.

The storage manager API though requires an origin, and that gets into the debate of the "origin-less" usage of Deno.
Repository: terminal
Issue: Add mouse navigation button support for actions
Labels: Area-TerminalControl,Product-Terminal,Issue-Task

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# Description of the new feature/enhancement
Follow-up on #10801: the added `browser_back` and `_forward` keys are the keyboard keys, not the mouse buttons. It might be nice to add support for these buttons as well, usually they are `VK_XBUTTON1` and `VK_XBUTTON2`.

# Proposed technical implementation details (optional)

The implementation will be a bit more complicated than just adding the key definitions, as now the mouse handlers should also check for keychord bindings. My proposal would be to add this to `TermControl::_PointerPressedHandler`. This would limit the support to when hovering the terminal control, so that might not be ideal. I am not sure what is actually desirable here.

Things to consider:
- Add support for "just" XBUTTON1/2, or also for other buttons?
- What should the textual representation of these buttons be? Make them coincide with `browser_back` and `_forward`, or separate names `mouse_back` and `_forward`?
- How do mouses with more macro buttons operate?
Repository: excalidraw
Issue: Idea: Reset tools to default styles
Labels: enhancement,discussion

Would be neat if there were a button (or just hotkey) to reset all styles.  Typically I'll draw boxes that are plain black & white, but then need to make one colored.  Next time I put a rectangle out there, I just want to reset the styling to default so would be great to hit a hotkey to reset my tool palette to default.
Repository: godot
Issue: Viewport with Render Always and a Child Camera makes Point Mesh shadow ignore Point size
Labels: bug,topic:rendering,topic:3d

### Godot version

3.3.2 latest official release

### System information

Windows 10, GLES3, GTX 1650 Super

### Issue description

Point Mesh shadow ignores POINT_SIZE when a Viewport Node with a Camera child is present in the scene and the Viewport has Render Mode set to Always. Switching to render back to When Visible fixes this issue. 

EDIT: I believe this may in fact be part of a larger issue where point mesh shadows are scale relative  viewport_size and not just POINT_SIZE and on very small viewports the point shadow is much smaller than the point itself. You can in fact see this triggered by making window really tiny and you will see that the shadow becomes a bunch of points. You can also trigger this by setting a low viewport 320x200 and set your Stretch Mode to Viewport to start the game in really low rez. 

### Steps to reproduce

Is quite difficult to reproduce this issue as it requires very specific conditions. 

Instead please have a look at the test case below.

However just for sake of completeness it seems to require:  point mesh with shadows enabled, an Omni Light with shadow casting enabled, a surface to cast shadows on, a Viewport with a Camera attached to it as well as the Viewport has to be set to Render Mode Always.

### Minimal reproduction project

[TestPointMeshShadow.zip](https://github.com/godotengine/godot/files/6882062/TestPointMeshShadow.zip)

At the top of the project there is a Viewport with a Camera attached to it. Camera must stay attached to Viewport to trigger this issue. When changing Viewport Render Mode to Always this issue will occur. 

RenderMode: Always
![image](https://user-images.githubusercontent.com/36826319/127081221-16298d23-845a-4d48-ad8c-483eab5c4d0d.png)

 RenderMode: When Visible
![image](https://user-images.githubusercontent.com/36826319/127081177-28856d36-fbe1-47fc-90ed-5757dc442c60.png)
Repository: godot
Issue: Array set/get property in tool script, array items not being saved
Labels: bug,topic:editor

### Godot version

4.0dev (1f69582)

### System information

Windows 10, Vulkan, RTX 2080

### Issue description

Tool script + set/get property + arrays can't be combined. Doing so appears to work normally when you enter data in the inspector, but after saving, closing, and reopening the scene the array items are gone.



### Steps to reproduce

1. Create a script with this code:
```
@tool
extends Node

@export var some_array: Array[String]:
	get:
		return some_array
	set(value):
		some_array = value
```
2. Create a scene and assign the script to any node
3. In the inspector, create an array and add some items
![image](https://user-images.githubusercontent.com/87843097/127082245-3c1ebf68-9032-4c01-bdfa-3fe877d51499.png)
4. Save the scene.
5. Close the scene.
6. Open the scene again, array items are gone.
![image](https://user-images.githubusercontent.com/87843097/127082362-3fb6f939-29a4-45c2-9ed6-fd0311b667c5.png)



### Minimal reproduction project

_No response_
Repository: ant-design
Issue: Spin component performance problem.
Labels: help wanted,Inactive,⚡️ Performance

- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
undefined

### Steps to reproduce
1. Visit a page with more than 10 Form.Item components.
1. Enter the content, click save, the page is stuck。（If Spin is not loaded, the page will not freeze.）


### What is expected?
The page will not freeze.

### What is actually happening?
The page will freeze.

| Environment | Info |
|---|---|
| antd | 3.26.20 |
| React | 15.7.0 |
| System | win7 |
| Browser | chrome |

---
1.Chrome GPU Config:
Graphics Feature Status
Canvas: Software only, hardware acceleration unavailable
Flash: Software only. Hardware acceleration disabled
Flash Stage3D: Software only. Hardware acceleration disabled
Flash Stage3D Baseline profile: Software only. Hardware acceleration disabled
Compositing: Software only. Hardware acceleration disabled
Multiple Raster Threads: Disabled
Out-of-process Rasterization: Disabled
OpenGL: Disabled
Hardware Protected Video Decode: Disabled
Rasterization: Software only. Hardware acceleration disabled
Skia Renderer: Disabled
Video Decode: Software only. Hardware acceleration disabled
Vulkan: Disabled
WebGL: Software only, hardware acceleration unavailable
WebGL2: Software only, hardware acceleration unavailable

2.Graphics card and GPU are both in 2008.


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Repository: create-react-app
Issue: npm install failed
Labels: stale,needs triage,issue: bug report

1.npx create-react-app 项目名称  --template typescript
2.npm install 安装失败,报如下错误
![image](https://user-images.githubusercontent.com/33284599/127090284-44985837-1e30-4115-b434-2757b087a825.png)