sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: proposal: x/crypto/acme/autocert: offer safe defaults for Manager
Labels: Proposal,Proposal-Crypto

In autocert's [Manager](https://pkg.go.dev/golang.org/x/crypto/acme/autocert#example-Manager), there are three fields for which the zero value is unsafe:

Email: The zero value means "provide no email." This is unsafe because the CA can't reach the user if their client is being blocked, or if APIs are changing such that their renewals will fail soon. It also means the user can't receive renewal emails. The ACME spec and Let's Encrypt allow for registering with no email, which should be a supported use case but not the default.

The Certbot project has had good success by requiring one of `--email` or `--register-unsafely-without-email`. In autocert, this could take the form of a sentinel value `autocert.UnsafeRegisterWithoutEmail` that indicates to Manager that the user really does want to register without email.

HostPolicy: The zero value means "TLS handshakes can trigger a certificate request for any hostname." This is unsafe because anyone on the internet can cause a server running autocert to send many requests to a CA, possibly exceeding its rate limits and/or getting blocked. The documentation says this but I suspect many people still run with this policy.

A safe alternative would be to consider `nil` equivalent to "reject all hosts," and offer an explicit `UnsafeIssueForAnyHost` HostPolicy. A couple of other HostPolicies that might be popular and provide lower risk: `IssueForSubdomains`, which would contain a list of domains and accept issuance requests for any of those domains' subdomains; and `IssueForResolvedDomains`, which would resolve a domain and attempt to issue only on success (or only if it resolves to a specific set of IP addresses).

Cache: The zero value means "no cache." This is unsafe because it's common for servers to wind up in a crash loop. If there is no cache, crash-looping servers will not have their certificates ready on startup, and will send excessive traffic to their CA. This is behavior we've seen from other clients in the past, like cert-manager.
Repository: godot
Issue: C#: Connecting signal does not work when passing a Dictionary through the binds Array, however it works when passing the Dictionary with something else inside the Array
Labels: discussion,topic:dotnet

<!-- Please search existing issues for potential duplicates before filing yours:
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**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.3.2.stable  Mono

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
OS: Windows 10
GPU: Nvidia GTX 1050 Ti
Backend: OpenGL ES 3

**Issue description:**
<!-- What happened, and what was expected. -->
Getting  the error:   emit_signal: Error calling method from signal 'ready': 'Node(Node.cs)::OnReady': Method not found..
mono_object_to_variant_impl: Attempted to convert an unmarshallable managed type to Variant. Name: 'KeyValuePair`2' Encoding: 21.

when trying to connect the "ready" signal and passing a Dictionary though the Array binds like this:
Connect("ready", this, "OnReady", new Array(this.dict));
connecting to: 
void OnReady(Dictionary<string, int> newDict)

however it works when passing something else inside the array:
Connect("ready", this, "OnReady", new Array(42, this.dict));
connecting to: 
void OnReady(int i, Dictionary<string, int> newDict)
 like this I still can use the dictionary, but I think it should be possible to use only the Dictionary inside the Array

**Steps to reproduce:**

Create a Dictionary, and an appropriate method to respond
Connect the signal to the method and pass the dictonary though the binds Array
 
**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[Test.zip](https://github.com/godotengine/godot/files/6563991/Test.zip)
Repository: material-ui
Issue: [Slider] Separate values for minimum and zero
Labels: new feature,component: slider

There is a requirement for UI development where sliders track will start from from Zero when value ranges from -100 to +100. Slider is double bound which means if slider slides to positive values track colour will change to blue starting from zero and when it approaches negative values, track will change to red starting from zero not from extreme left.

I tried to tweak Mui slider components using its props to achieve its behaviour but unable to achieve track colour changes which starts from 0 and not -100 which is minimum here.

if anyone has achieved this using current use cases. It will be highly appreciated if you suggest your approach.
<img width="390" alt="F830DEC5-7A29-45DA-AC44-E17652844032" src="https://user-images.githubusercontent.com/15032031/120059904-f76ec000-c071-11eb-9959-4a74a6e96fdf.png">
Repository: pytorch
Issue: [jit] Error: Results of original model and exported/imported version of model differed 
Labels: oncall: jit

For 0-d lhs and scalar rhs, we get the above error

Reproducer
```python
import torch
from torch.testing._internal.common_methods_invocations import SampleInput
from torch.testing._internal.common_utils import make_tensor, is_iterable_of_tensors
from torch.testing._internal.common_jit import JitCommonTestCase
from torch.testing._internal.jit_metaprogramming_utils import create_script_fn, create_traced_fn

device = 'cpu'
dtype = torch.float32
requires_grad = True
exclude_zero = True
S = 3

x = make_tensor((), device=device, dtype=dtype, requires_grad=requires_grad, exclude_zero=exclude_zero)

# Works with 1 or more-d tensor
# x = make_tensor((S,), device=device, dtype=dtype, requires_grad=requires_grad, exclude_zero=exclude_zero)
y = torch.div(x, 3.14, rounding_mode='trunc')


def fn(x):
    return torch.div(x, 3.14, rounding_mode='trunc')


traced = torch.jit.trace(fn, x)
y = traced(x)

JitCommonTestCase().assertExportImport(traced.graph, (x,))
```

Output
```
AssertionError: False is not true : Tensors failed to compare as equal!Attempted to compare equality of tensors with different dtypes. Got dtypes torch.float32 and torch.float64.
Results of original model and exported/imported version of model differed
```

cc @gmagogsfm
Repository: vscode
Issue: Can't drag scroll bars anymore
Labels: bug,upstream,linux,editor-scrollbar,upstream-issue-fixed,chromium

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Does this issue occur when all extensions are disabled?: **Yes**

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- VS Code Version: 1.56.2
- OS Version: Debian 10

Steps to Reproduce:

1. Open any file longer than the display height
2. Try to drag the scrollbar or left-click in a empty scrollbar section.

* **Expected**: drag-to-scroll, or scroll immediately to the clicked position.
* **Actual**: no scroll.

Apparently the scrollbar is "missing" the click event. Clicking on the scrollbar is actually sending the click in the current editor itself. I can see the change in the opacity of the scroll indicator, however on click-and-drag VSCode is selecting text from the editor pane instead of scrolling. 

Also, left-clicking everywhere over the scrollbar is not scrolling (the correct behavior is to scroll up to the click position immediately). The only way to scroll immediately on click is to use the right click.

No problem scrolling using mouse scroll wheel, or clicking over the minimap.

Currently I went back to 1.55.2 and the issue is not yet there. I also tried in 1.56.0 and the issue is present, so the bug was introduced somewhere between these two versions.

My current desktop environment is Debian 10 with Fluxbox. I tested with a clean install (I removed `.vscode` and `.config/VSCode` dirs). I also tried hiding the minimap. No effects, the issue is still there.
Repository: godot
Issue: CSG mesh result has it's bone and weight data removed.
Labels: bug,topic:core,topic:3d

**Godot version:**
Godot_v3.3.2-stable_x11.64


**OS/device including version:**
Manjaro Linux x86_64
Intel i5-6600K (4) @ 3.900GHz
NVIDIA GeForce GTX 1060 6GB 460.80


**Issue description:**
When using CSG nodes on a mesh it strips the mesh from any vertex bone or vertex weight data. This will make the mesh disappear if it is attached to a skeleton. 

I've included a possible workaround that uses FurfaceTool to create a new mesh and transfer over any lost data. However this is very slow and should probably be done in engine by the CSG functions.
![Peek 2021-05-29 16-43](https://user-images.githubusercontent.com/14081613/120075073-200dae80-c0a0-11eb-8bbb-77c7837464eb.gif)


**Steps to reproduce:**
* Run example project.
* Right model disappears when CSG is applied.

**Minimal reproduction project:**
[BugReport.zip](https://github.com/godotengine/godot/files/6564881/BugReport.zip)
Repository: rustdesk
Issue: feat: add remote shell (ssh/cmd)
Labels: help wanted,Fund

Sometimes we only need a remote shell, can this function be added?

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Repository: godot
Issue: Add an automatic rotation property to Decal
Labels: enhancement,topic:rendering,topic:3d

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
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**Godot version:**
v4.0.dev.custom_build.364ea7f28

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
windows 10 x64

**Issue description:**
<!-- What happened, and what was expected. -->
The current decal can't be placed well when over two surfaces.

Reality:
![image](https://user-images.githubusercontent.com/58845030/120076016-0e191500-c07a-11eb-9d51-4ea789dc9e64.png)

Expectation:
![image](https://user-images.githubusercontent.com/58845030/120076162-913a6b00-c07a-11eb-9432-19880a826dd5.png)

The other thing is that decals should support auto detection of surfaces normal, this way, on any surface that is being placed, it will "rotate" accordingly:

not rotated on a wall:
![image](https://user-images.githubusercontent.com/58845030/120076262-0b6aef80-c07b-11eb-9932-80cab0299e40.png)

rotated on a wall:
![image](https://user-images.githubusercontent.com/58845030/120076291-3c4b2480-c07b-11eb-86d7-5b06357d54fa.png)
Repository: rust
Issue: Better diagnostics for trait impl method return value lifetimes not matching trait definition
Labels: A-diagnostics,A-lifetimes,A-trait-system,T-compiler,A-suggestion-diagnostics,D-newcomer-roadblock

Given the following code:

```rust
impl AsRef<dyn Session> for Conn {
    fn as_ref(&self) -> &dyn Session {
        match &self.conn {
            Inner::Client(c) => c,
            Inner::Server(c) => c,
        }
    }
}

impl AsMut<dyn Session> for Conn {
    fn as_mut(&mut self) -> &mut dyn Session {
        match &mut self.conn {
            Inner::Client(c) => c,
            Inner::Server(c) => c,
        }
    }
}
```

They ran into an error:

```rust
error: `impl` item signature doesn't match `trait` item signature
   --> src/connection.rs:32:5
    |
32  |     fn as_ref(&self) -> &dyn Session {
    |     ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ found `fn(&Conn) -> &dyn Session`
    | 
   ::: /home/jsha/.rustup/toolchains/nightly-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/core/src/convert/mod.rs:158:5
    |
158 |     fn as_ref(&self) -> &T;
    |     ----------------------- expected `fn(&Conn) -> &(dyn Session + 'static)`
    |
    = note: expected `fn(&Conn) -> &(dyn Session + 'static)`
               found `fn(&Conn) -> &dyn Session`
    = help: the lifetime requirements from the `impl` do not correspond to the requirements in the `trait`
    = help: verify the lifetime relationships in the `trait` and `impl` between the `self` argument, the other inputs and its output

error: `impl` item signature doesn't match `trait` item signature
   --> src/connection.rs:41:5
    |
41  |     fn as_mut(&mut self) -> &mut dyn Session {
    |     ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ found `fn(&mut Conn) -> &mut dyn Session`
    | 
   ::: /home/jsha/.rustup/toolchains/nightly-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/core/src/convert/mod.rs:199:5
    |
199 |     fn as_mut(&mut self) -> &mut T;
    |     ------------------------------- expected `fn(&mut Conn) -> &mut (dyn Session + 'static)`
    |
    = note: expected `fn(&mut Conn) -> &mut (dyn Session + 'static)`
               found `fn(&mut Conn) -> &mut dyn Session`
    = help: the lifetime requirements from the `impl` do not correspond to the requirements in the `trait`
    = help: verify the lifetime relationships in the `trait` and `impl` between the `self` argument, the other inputs and its output
```

Playground with solved error: https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=ae11922513a1e7935cad64df43dc68a5.

It seems reasonable that the error could suggest the solution in this case.

cc @estebank @jsha @icing
Repository: godot
Issue: Light2D mask causes CanvasModulate to not display.
Labels: bug,topic:rendering,topic:2d

<!-- Please search existing issues for potential duplicates before filing yours:
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**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.3.2 (also happens on 3.3 and 3.2.3)

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10 GLES3

**Issue description:**
<!-- What happened, and what was expected. -->
Placing the Light2D mask onscreen causes the CanvasModulate to disappear entirely instead of just the area of the Light2D. This might be related to #37654?

**Steps to reproduce:**
1. Make CanvasModulate.
2. Make Light2D mask and stick it somewhere onscreen.
3. Observe.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[test.zip](https://github.com/godotengine/godot/files/6564941/test.zip)
Repository: opencv
Issue: JPEG XL format support in OpenCV
Labels: feature,priority: low,category: imgcodecs

This is a feature request, not a bug.

**Detailed description**
[JPEG XL](https://jpeg.org/jpegxl) is a next-generation codec by JPEG Group.

ImageMagick already support JPEG XL, and libvips [trying to support JPEG XL](https://github.com/libvips/libvips/pull/2181). JPEG XL decoding is also supported by  [Chrome Beta and Firefox Nightly](https://caniuse.com/jpegxl).

There is a reference encoding and decoding library for JPEG XL
https://gitlab.com/wg1/jpeg-xl
Repository: TypeScript
Issue: Symbol in object not treated as a narrowing type guard
Labels: Bug

# Bug Report

It's not immediately clear if this counts as a bug report or a feature request. In the same vein as #10485, checking if a symbol is in an object doesn't discriminate a union. Numbers should potentially also work, but I remember the semantics for number indexing being complicated in javascript, so I'm less certain that's an accurate statement.

### 🔎 Search Terms

in, narrow, type guard, symbol

### 🕗 Version & Regression Information

- This is the behavior in every version I tried (3.3, 4.2, beta, nightly), and I reviewed the FAQ for entries about _________

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.2.3#code/MYewdgzgLgBBCeBbARjAvDAyk5IA2AFAJQDcAUGQJZhQCmATgGYCGwtMAgjAN5kz8xmALhhgArnjzkAvhWp0mrdgCEefAQG0EKALojxkmRQAmtYHmb12oSLDFhK4EVwA+MZeSqMYBAETNfGGoYe0cwIjUBGBtoQWd0EIdwGRhaPAh2XiiY2GQRVQxQ5LJZLx9tVGCi8MiBHJg89wTqlLSM2v564U5mpLAjKhoGFjYYAC0GEA6YDQAGPVEJKRKTMwsraPBYy3pmeHi3CfoQT0pvPwCgsEF6XfgIrLqt2G6uDB291vTM9U7nmAAXiIjlN3rdPisygRZlcbncHr9NrZAcDJgkPvAvu1Hn9ka90eDMSUgA)

### 💻 Code

```ts
const symb = Symbol();

interface A {
    a: null;
}

interface B {
    [symb]: null;
}

declare const union: A | B;

if ("a" in union) { // works!
    const a: A = union;
} else {
    const b: B = union;
}

if (symb in union) { // doesn't for some reason
    const b: B = union;
} else {
    const a: A = union;
}
```

### 🙁 Actual behavior

Symbols and numbers don't work work as narrowing type guards when checked for if they're `in` an object.

### 🙂 Expected behavior

Symbols and potentially numbers should also function as potential guards.
Repository: godot
Issue: Removing PhysicalBone from active ragdoll freezes attached vertices.
Labels: bug,confirmed,topic:physics

**Godot version:**
 Godot_v3.3.2-stable_x11.64


**OS/device including version:**
Manjaro Linux x86_64
Intel i5-6600K (4) @ 3.900GHz
NVIDIA GeForce GTX 1060 6GB 460.80


**Issue description:**
When you remove a PhysicalBone from a Skeleton while it is simulating physics the vertices will stay behind. This happens with ``physical_bone.queue_free()`` as well as ``physical_bone.bone_name = null``.

I've included a workaround that stops the simulation briefly, then starts it again but also restoring the physical properties of the PhysicalBones that are left. This causes the model to flicker for one frame. So it's not a great solution, and should be fixed in engine I think.

![Peek 2021-05-29 19-37](https://user-images.githubusercontent.com/14081613/120079682-5570c700-c0b5-11eb-9b80-9803f7327ec8.gif)

**Steps to reproduce:**
* Run example project.
* See vertices of block get left behind while block slides down.

**Minimal reproduction project:**
[BugReport.zip](https://github.com/godotengine/godot/files/6565111/BugReport.zip)
Repository: TypeScript
Issue: Breaking change 4.3 RC: TS2488: Build:Type 'SomeArrayType' must have a '[Symbol.iterator]()' method that returns an iterator.
Labels: Bug

# Bug Report

### 🔎 Search Terms

TS2488

### 🕗 Version & Regression Information

- This changed between versions 4.2 and 4.3 RC

### 💻 Code

Create a custom lib.d.ts with just the following change

```ts

declare const Symbol: foo.SymbolConstructor;

interface Symbol {
    readonly [Symbol.toStringTag]: string;
}

namespace foo {

    interface SymbolConstructor {
        readonly prototype: Symbol;
        // All other methods as usual
  }

``` 

Now try compiling the following:

```ts
var x: number[] = [];
var y: number[] = [];
x.push(...y); // error TS2488: Build:Type 'number[]' must have a '[Symbol.iterator]()' method that returns an iterator.

```

### 🙁 Actual behaviour

Error

### 🙂 Expected behaviour

No error, or better error message.

### Further notes

The error goes away if `SymbolConstructor` is move out of the `foo` namespace to the global scope. We have a custom `lib.d.ts` that removes the clutter in the global scope by moving many type definitions into a separate namespace, `foo` in this instance.

The problems I have with this breakage are
1. It is a breaking change that is not mentioned in the release notes.
2. If TypeScript requires certain types to exist in the global scope for basic compilation, then the error message should be more explicit. For example, compiling under `nolib` without a definition for `Array` produces an easily debuggable error: 'error TS2318: Cannot find global type 'Array''
Repository: go
Issue: gccgo: erroneously accepts composite literals of pointer type
Labels: NeedsFix

The Go spec says "The LiteralType's underlying type must be a struct, array, slice, or map type (the grammar enforces this constraint except when the type is given as a TypeName)."

cmd/compile and go/types report "invalid composite literal type" for all four pointer-typed composite literals, but gccgo 10.2.1 accepts them:

```
package main

type S struct{}

type A *S
type B = *S
type C *struct{}
type D = *struct{}

var (
	_ = A{}
	_ = B{}
	_ = C{}
	_ = D{}
)
```

/cc @ianlancetaylor
Repository: vscode
Issue: Git - stage commands are not queued
Labels: bug,git,perf

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- VS Code Version: 1.56.2
- OS Version: Win 2004

Steps to Reproduce:

1. This bug only occurs when your editor/machine is very slow so that things such as git stage take at least a few seconds. Maybe slow down your machine artificially, e.g., by using a slow file medium.
2. Open a file with multiple changes
3. Select range A and "> stage selected range"
4. While the staging is happening, select range B and "> stage selected range"

Expected behavior:

- After range A has been staged, range B will be staged, too.

Actual behavior:

- Range B is never staged. You need to wait until range A is staged before you can stage range B.