sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Inaccuracies and crashes in JSON parsing
Labels: bug,topic:core,crash

### Godot version

4.0.dev (63c0dc690e06731224e88911ed16d1b798b681b5)

### System information

Windows 10

### Issue description

I ran the [JSONTestSuite](https://github.com/nst/JSONTestSuite) (test_parsing directory) using Godot's `JSON.parse` and have following findings:

- Parsing following files **crash Godot** (due to too deep recursion I assume) -> #66117:
  - n_structure_100000_opening_arrays.json
  - n_structure_open_array_object.json
- None of the valid files caused an error (yay!)
- But out of 318 files tested, 24 files that are malformed did _not_ cause an error, namely:
  - trailing comma in array `["",]` and object `{"":"",}`
    - they simply get ignored (while it is convenient, it does not conform specs)
  - unescaped newline or tab in string
    - get parsed as-is
  - trailing null byte in file (`123` followed by a null byte)
    - gets ignored
  - invalid numbers: -01 and -2. and 0.e1 and 2.e+3 and 2.e-3 and 2.e3 and -.123
    - get parsed "as expected", JSON is less lenient on number formatting
  - invalid escapes: trying to `\` escape an emoji, tab, `x`, `a`, or `U` -> #66170
    - the backslash is consumed, but the to-be-escaped character remains
  - whitespace U+000c (formfeed) is illegal
    - Godot treats it as regular whitespace
  - "Unicode parsing error" are only printed to console, but parse still returns error code `OK`
    - usually seems to ignore the invalid characters

I updated the documentation via #66120 to make these limitations more transparent. But they should probably be tackled in the long-term.

Some of these are more severe than others (the crashes probably being the biggest issue!), so I'll let the core devs decide how to prioritize each of these findings.

### Steps to reproduce

Run the MRP and observe the console output. A log file is additionally written, but does **not** include engine error messages!

Files in `test_parsing` that start with `c` are skipped since they crash, but can be renamed to reproduce the crashes.

### Minimal reproduction project

[json-unit-tests.zip](https://github.com/godotengine/godot/files/9600393/json-unit-tests.zip)

Also includes a `log.txt` if you do not intend to manually run the project.
Repository: flutter
Issue: [web] [google_maps_flutter_web] Polygon click issue
Labels: p: maps,platform-web,package,has reproducible steps,P2,found in release: 3.3,found in release: 3.4,team-web,triaged-web

Hi Flutter team

**the GoogleMap onTap(latLng) callback is not fired** in the google_maps_flutter_web when the polygon is drawn on the map and the user taps(clicks) on the polygon area.

minimum example to reproduce:

```
class MapsBug extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: GoogleMap(
        initialCameraPosition: const CameraPosition(target: LatLng(50.10, 14.25), zoom: 10),
        polygons: {
          const Polygon(
            polygonId: PolygonId("polygon"),
            points: [
              LatLng(50.40, 14.10),
              LatLng(50.10, 14.10),
              LatLng(50.10, 14.50),
              LatLng(50.40, 14.50),
            ],
          )
        },
        onTap: (latLng) {
          print("NOT fired when clicked on Polygon");
        },
      ),
    );
  }
}
```

```
google_maps_flutter: 2.2.0
google_maps_flutter_web: 0.4.0+2
```
```
flutter doctor -v
[✓] Flutter (Channel stable, 3.3.2, on macOS 12.6 21G115 darwin-arm, locale en-CZ)
    • Flutter version 3.3.2 on channel stable at /Users/stenlee/Developer/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision e3c29ec00c (6 days ago), 2022-09-14 08:46:55 -0500
    • Engine revision a4ff2c53d8
    • Dart version 2.18.1
    • DevTools version 2.15.0
```
Repository: flutter
Issue: flutter package release tool needs more logging
Labels: team,p: tooling,package,team-ecosystem,P2,triaged-ecosystem

A recent package publish failed due to the tool failed to push a tag to origin, but it didn't show any error message.
https://github.com/flutter/packages/actions/runs/3069347294/jobs/4957882416

We should add more logging to be able to triage the failure in the future.
Repository: godot
Issue: Navigation.map_get_path() non optimal path when using travel_cost
Labels: bug,topic:navigation

### Godot version

4.0 beta1

### System information

Popos x11

### Issue description

The navigation server doesn't seem to give the optimal path when travel_cost is added.
From testing, region_set_travel_cost does affect the path, but the result isn't optimal.
For example :
![GodotNavigationMinimum](https://user-images.githubusercontent.com/11915892/191075980-7ac6919c-14dd-4644-9fd7-cfef223dbee0.png)

Start point is the green point and end is the red point.
The blue line show what the rendering server give meanwhile the black line is what is expected.

The cost of travel of the right white area is 120 while the cost of travel of the purple/pink is 1, thus the travel time during the white part should be minimal.

Another example, this time the yellow/green area has a cost of travel at 0:
![GodotNavigationMinimum2](https://user-images.githubusercontent.com/11915892/191077438-22ce659a-70bf-42e4-9af0-9b8fcbb0a63c.png)

As before the blue line is what the navigation server is giving while the black one is what it should give (or probably the same as before, but i didn't do the math..., atleast not at all what the navigation server is reporting).

I may try and take a look at fixing this issue but path finding is an area of computer science i'm yet to really dig into so i don't have the skills.

It may also be expected behavior, if it is then my apology for waisting your time.

I'm happy to provide additional info

### Steps to reproduce

Download the project zip, and while in the editor, select the main node and click twice on the 'toggle run' button, or click until the label switches to 'Running'
Then recalculate path with the button 'calculate path' (property of the main node')
Each region can be adjusted via the property start end cost, but the path needs to be then recalculated.

This projects runs inside the editor directly

### Minimal reproduction project

[TestNav.zip](https://github.com/godotengine/godot/files/9601050/TestNav.zip)
Repository: storybook
Issue: Not able to customize documentation with MDX
Labels: bug,needs triage

Hi everyone, I'm trying to customize the Docs tab of my Stories. I'm following the documentation :

https://storybook.js.org/docs/react/writing-docs/docs-page

Here is my code:

CommunityCoupons.stories.js
```js
import CommunityCouponsDocs from './CommunityCouponsDocs.mdx';

export default {
  title: "View Modules/Community Coupons",
  parameters: {
    docs: {
      page: CommunityCouponsDocs,
    },
  },
};
```

And then on 

CommunityCoupons.mdx

```js
<!-- Custom-MDX-Documentation.mdx -->

# Replacing DocsPage with custom `MDX` content

This file is a documentation-only `MDX`file to customize Storybook's [DocsPage](https://storybook.js.org/docs/react/writing-docs/docs-page#replacing-docspage).

It can be further expanded with your own code snippets and include specific information related to your stories.
```

For example:

<img width="524" alt="image" src="https://user-images.githubusercontent.com/55467806/191079600-114295bd-3981-4748-b3bf-c2ff69959243.png">

<img width="543" alt="image" src="https://user-images.githubusercontent.com/55467806/191079652-bb1e84af-441a-4309-a837-a5073352167f.png">
Repository: flutter
Issue: [fuchsia] Flutter embedder API should report where each flutter layer has drawn content.
Labels: c: new feature,engine,platform-fuchsia,c: proposal,P3,team-engine,triaged-engine

Fuchsia hit testing relies on "hit regions" that represent a tight bounds on the content of a flutter layer, as some fuchsia hit tests (e.g. accessibility hit tests for the screen reader) do **not** query flutter.

Today, fuchsia has a custom embedder (independent of the embedder API), and [computes the content bounds ](https://source.corp.google.com/github/flutter/engine/shell/platform/fuchsia/flutter/gfx_external_view_embedder.cc;rcl=8a1ab4692ae001e0611e2e62e74eb9f2305890e3;l=543) for each flutter layer using the RTree.

Fuchsia plans to migrate to the embedder API in early 2023, so we need a way to report this information to the fuchsia compositor without direct access to the RTree. We propose [extending the FlutterLayer type in the embedder API](https://github.com/flutter/engine/pull/35325) to include a list of rects corresponding to the portions of the layer that contain painted content.

cc @iskakaushik @cyanglaz
Repository: create-react-app
Issue: Add --location=global
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

Node has changed the installation command line argument from --global to --location=global. If --global is used the warning appears
![image](https://user-images.githubusercontent.com/81609547/191081650-b7aa172b-426e-4351-9296-43dbb5e3a725.png)



### Describe the solution you'd like
For that we can change the single line of code from --global to --location=global to solve the warning
Repository: go
Issue: x/tools/gopls: add a method snippet to postfix completion
Labels: help wanted,FeatureRequest,gopls,Tools

**Is your feature request related to a problem? Please describe.**
Typing out methods is tedious because one always has to fill the receiver field. The `meth` snippet is great but this would be even better.

**Describe the solution you'd like**
It would be real slick to have a completion from:

```go
type X struct {}

X.meth!
```
to
```go
type X struct {}

func (x X) _() {
}
```
Repository: flutter
Issue: Flutter should provide a mechanism to globally disable raster caching
Labels: c: new feature,engine,P3,team-engine,triaged-engine

Raster caching requires the layers and display lists are always drawn aligned to physical pixels. This can lead to visible "jumping" on low DPR devices, where the sub-pixel translations are much more apparent. While this can be worked around to some extent with techniques like keeping fully opaque layers in the tree, future optimizations such as combining opacity/paint or dropping layers in the engine may make snapping more obvious. There is also no obvious fix for snapping caused by animated translations.

This would likely require a plist/manifest/desktop-equivalent feature flag that ensures that at engnine startup the raster cache is marked as disabled.

FYI @chinmaygarde @dnfield @zanderso
Repository: godot
Issue: Rigidbody3D jittering instead of settling on the ground, under certain conditions
Labels: bug,topic:physics,topic:3d

### Godot version

Godot_v4.0-beta1_win64

### System information

windows 10, Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1050 Ti

### Issue description


https://user-images.githubusercontent.com/6585372/191086126-a8dc46dd-d0c0-4e51-9c94-99e38b3d2aa6.mp4

A camera follows a rigidbody3D with a cube as collider.
The collider scale is (5,5,5)
On ready, launch the cube, using `cube.apply_central_impulse(Vector3(1, 0, -1) * 10)`

The cube then gets launched towards the floor (staticbody with a cube as collider).
As soon as it reachs the floor, the cube then proceeds to jitter without stopping.

It doesn't happen if:

- the initial impulse if smaller (lower the scalar to 8 or less)
- the scale of the rigidbody's collider is lowered
- **the inertia property is altered to something other than Vertor3.ZERO**

### Steps to reproduce

- 3d scene
  - camera (make this follow and look at cube, for your sake)
  - rigidbody3d (`cube.apply_central_impulse(Vector3(1, 0, -1) * 10)`)
    - collider (scale to 5,5,5)
        - cube
  - staticbody3d (floor)
    - collider
        - cube

### Minimal reproduction project


[test.zip](https://github.com/godotengine/godot/files/9601359/test.zip)
Repository: storybook
Issue: Number control cannot be cleared
Labels: bug,needs triage

Number control cannot be cleared or set to null

**To Reproduce**
Create any repo and initialize storybook, happens on any framework. Change the `Label` control for the generated "Button" story to be number instead of string. Whether it's required or not, once a value is entered it cannot be cleared out, it will always retain the last value held in the field.

**System**
Environment Info:

  System:
    OS: Windows 10 10.0.19042
    CPU: (16) x64 11th Gen Intel(R) Core(TM) i9-11950H @ 2.60GHz
  Binaries:
    Node: 16.17.0 - C:\Program Files\nodejs\node.EXE
    npm: 8.15.0 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: 105.0.5195.125
    Edge: Spartan (44.19041.1266.0), Chromium (105.0.1343.42)
  npmPackages:
    @storybook/addon-actions: ^6.5.12 => 6.5.12
    @storybook/addon-essentials: ^6.5.12 => 6.5.12
    @storybook/addon-interactions: ^6.5.12 => 6.5.12
    @storybook/addon-links: ^6.5.12 => 6.5.12
    @storybook/builder-webpack5: ^6.5.12 => 6.5.12
    @storybook/manager-webpack5: ^6.5.12 => 6.5.12
    @storybook/testing-library: ^0.0.13 => 0.0.13
    @storybook/vue3: ^6.5.12 => 6.5.12

**Additional context**
The number should allow for no value to be set. The only way to reset it is to reload the story.

![storybook-number-control](https://user-images.githubusercontent.com/17767531/191099190-a0bbb2a7-b28a-4121-bd99-a21a753f37a0.gif)
Repository: stable-diffusion-webui
Issue: [Feature request] Option to process non-contiguous masks separately
Labels: enhancement

I've experimented in [my own masking script](https://github.com/dfaker/stable-diffusion-webui-cv2-external-masking-script/blob/30d5a1941c95ac70e02ab8b35a0561f1053dce08/external_masking.py#L163:185) with identifying non overlapping mask regions and running them in isolation, which has much better results than running a discontinuous mask all in one batch:

(The sensitive may not want to scroll down)

Process non-contigious masks separately:
![download (81)](https://user-images.githubusercontent.com/35278260/191100519-7b452be3-f91c-4b40-8e9c-4d8b5ab4ba29.png)

Process non-contigious masks together:
![download (82)](https://user-images.githubusercontent.com/35278260/191100532-23801e8e-e395-4e49-aeec-80676cd77ff8.png)

For use cases like altering crowds, or replacing multiple elements that occur in the image in a single pass.

Perhaps this would make a good addition to the inpainting options, particularly alongside Inpaint at full resolution?

I'm making use of cv2.connectedComponents but ndimage.label looks like it'd work just as well but I'd expect there's a more refined solution closer to the network outputs as with the current 'Inpaint at full resolution' feature.
Repository: PowerToys
Issue: Treat Fullscreen Remote Desktop as a Virtual/Multiple Desktop in Task Switcher
Labels: Needs-Triage

### Description of the new feature / enhancement

Treat Fullscreen Remote Desktop as a Virtual/ Multiple Desktop in Task Switcher and Shortcuts like WIn+Ctral+Arrows

### Scenario when this would be used?

When working on multiple machines I rarely need Multiple/Virtual desktops (not to be confused with VMware or Hyper-V VMs) ,  but I would welcome ability to easily switch between all re remote desktop sessions in the same way as Virtual Desktops get treated by task manager and shortcuts for switching between them

### Supporting information

_No response_
Repository: pytorch
Issue: torchrun substitutes host names for IP addresses
Labels: oncall: distributed,triaged,module: elastic

### 🐛 Describe the bug

# Observed Behavior

The `torchrun` command takes host arguments. If I specify those as IP addresses, `torchrun` appears to do a reverse lookup and then use the host names it finds for actually making connections. This fails in some environments.

The following demonstrates the reverse lookup. I created a fake host entry for 192.168.1.99 in /etc/hosts and specified the addresses numerically. Nevertheless, `torchrun` looks up the name and uses it for error reporting (and presumably connecting as well).

```
$ ve
(venv) $ sh -x bug
+ torchrun --master_addr 192.168.1.99 --rdzv_endpoint 192.168.1.99:1234 --no_python /bin/env
[W socket.cpp:558] [c10d] The client socket has failed to connect to [fake-host]:1234 (errno: 113 - No route to host).
[W socket.cpp:558] [c10d] The client socket has failed to connect to fake-host:1234 (errno: 113 - No route to host).
[E socket.cpp:610] [c10d] The client socket has failed to connect to any network address of (192.168.1.99, 1234).
```

The upshot is that `torchrun` fails in an environment where `python -m torch.distributed.launcher` works fine.

# Desired Behavior

If the user specifies hosts as IP addresses, `torchrun` should consistently use those IP addresses for both reporting and making connections.

### Versions

PyTorch version: 1.12.1+cu113
Is debug build: False
CUDA used to build PyTorch: 11.3
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (x86_64)
GCC version: (Ubuntu 11.2.0-19ubuntu1) 11.2.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.35

Python version: 3.10.4 (main, Jun 29 2022, 12:14:53) [GCC 11.2.0] (64-bit runtime)
Python platform: Linux-5.15.0-47-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 11.7.99
GPU models and configuration: GPU 0: NVIDIA RTX A6000
Nvidia driver version: 515.65.01
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.8.5.0
/usr/lib/x86_64-linux-gnu/libcudnn_adv_infer.so.8.5.0
/usr/lib/x86_64-linux-gnu/libcudnn_adv_train.so.8.5.0
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_infer.so.8.5.0
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_train.so.8.5.0
/usr/lib/x86_64-linux-gnu/libcudnn_ops_infer.so.8.5.0
/usr/lib/x86_64-linux-gnu/libcudnn_ops_train.so.8.5.0
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.3
[pip3] torch==1.12.1+cu113
[pip3] torchaudio==0.12.1+cu113
[pip3] torchmore==0.1.0
[pip3] torchvision==0.13.1+cu113
[conda] Could not collect

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang @kwen2501
Repository: pytorch
Issue: Remove `TypedStorage` and use only `UntypedStorage`
Labels: triaged,module: python frontend

Now that typed storages have been removed from the C++ side and `torch.UntypedStorage` is in place, we can remove `torch.TypedStorage` and all of its subclasses, and just use `UntypedStorage` instead. First, we should add warnings to all of the methods of `TypedStorage` and its subclasses for at least one whole release.
Repository: go
Issue: x/perf: regressions dashboard broken: panic: index out of range
Labels: Builders,NeedsInvestigation,compiler/runtime

https://perf.golang.org/dashboard/?benchmark=regressions is broken due to a panic in the handler:

```
2022/09/19 21:52:14 http2: panic serving 10.102.129.129:15437: runtime error: index out of range [341] with length 341
goroutine 2971853 [running]:
net/http.(*http2serverConn).runHandler.func1()
 /usr/local/go/src/net/http/h2_bundle.go:5896 +0x125
panic({0xeb82c0, 0xc0004128b8})
 /usr/local/go/src/runtime/panic.go:838 +0x207
golang.org/x/build/perf/app.renameBenchmarksWithRegressions({0xc0000a8700, 0xcf, 0xcf?}, 0xb7782e?)
 /app/perf/app/dashboard.go:394 +0x4bd
golang.org/x/build/perf/app.groupBenchmarkResults(0xf6c917?, 0x1)
 /app/perf/app/dashboard.go:426 +0x65
golang.org/x/build/perf/app.fetchAllBenchmarks({0x10a8b10, 0xc000b2b3c0}, {0x10a8d78, 0xc0007345c0}, 0x48?, {0x450797?, 0x23?, 0x1b8e440?}, {0xc0c25702dd2d545a, 0x1e0f2939c9606, ...})
 /app/perf/app/dashboard.go:272 +0x1a5
2022-09-19 14:52:14.146 PDT
...
```

I don't immediately see why this is occurring, but perhaps we have 2 benchmarks with the same name, leading to a collision in the regressions map. I can take a longer look later.

cc @dr2chase @mknyszek
Repository: godot
Issue: Gap in collisionShape2D godot 4 Beta
Labels: topic:rendering,needs testing,topic:2d

### Godot version

Godot_v4.0-beta1_win64

### System information

Windows 10, AMD - Radeon RX 580 Series

### Issue description

There's a gap in collision between CharacterBody2D and StaticBody2D using collisionShape2D. I'm not sure if something change from 3.5 to 4.0. I made the same scene in both and in 3.5 there is no such gap.

![collisionShape2D](https://user-images.githubusercontent.com/18690121/191130454-629f3a4e-45b1-4db2-b867-747edc4582f7.png)


### Steps to reproduce

Create a character body 2d with script and collision shape 2d (retangle). Add a static body 2d with collision shape 2d (retangle).

Try to move the character in the static body.

### Minimal reproduction project


[slime-battle-platformer.zip](https://github.com/godotengine/godot/files/9602962/slime-battle-platformer.zip)
Repository: godot
Issue: Editor doesn't forward `--rendering-driver` option to child process when running project
Labels: bug,discussion,topic:editor

### Godot version

Godot Engine v4.0.beta1.official.20d667284

### System information

Linux 5.18.6-arch1-1; OpenGL Renderer: NVIDIA GeForce GTX 1080/PCIe/SSE2

### Issue description

I'm using ssh, X forwarding and VirtualGL to run Godot remotely. Vulkan is unavailable in this situation, but using OpenGL works quite well.

I'm running the editor as `godot4 -e --rendering-driver opengl3`

Running the project thru the editor fails, as `--rendering-driver opengl3` is not passed to the child process.

Changing the render driver in the project settings will allow the project to run, but that makes a undesired change to the project, and I only want to use the OpenGL renderer while working remotely.

Should the editor pass arguments to child project processes? Are there other arguments that should be forwarded? Should Godot fallback to OpenGL automatically when Vulkan fails to initialize? Is there some other intended workflow for specifying render drivers I haven't found?

### Steps to reproduce

Run the editor with `--rendering-driver opengl3` arguments.
Run the project from the editor.
The running project will not use the same render driver as the editor.

### Minimal reproduction project

_No response_