sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: electron
Issue: [Feature Request]: improve BrowserView API ordering
Labels: enhancement :sparkles:,component/BrowserView

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/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.

### Problem Description

Currently the API for managing the order of BrowserViews is very awkward.

For managing multiple BrowserView and wanting a specific order, one would have to create a custom API that repeatedly calls .setTopBrowserView until the desired order is achieved.

### Proposed Solution

Since the BrowserViews within BrowserWindow already behave like an array, they should also have an API which behaves more how one manages elements in a normal array, such as being able to set its Index, swap positions etc.

### Alternatives Considered

Could also give them a property similar to the zIndex of HTMLElements, and that this automatically manages the order of the BrowserViews (e.g. BrowserView.setZIndex(val:number)

### Additional Information

_No response_
Repository: flutter
Issue: Windows: Implement memoryPressure message
Labels: c: new feature,engine,platform-windows,c: proposal,a: desktop,P3,team-windows,triaged-windows

Win32: [`CreateMemoryResourceNotification()`](https://docs.microsoft.com/en-us/windows/win32/api/memoryapi/nf-memoryapi-creatememoryresourcenotification) (memoryapi.h)
UWP: [`Windows.System.MemoryManager class`](https://docs.microsoft.com/en-us/uwp/api/windows.system.memorymanager?view=winrt-22000)
Connect this to [FlutterEngineProcTable::NotifyLowMemoryWarning()](https://github.com/flutter/engine/blob/master/shell/platform/embedder/embedder.h#L2410).
Repository: godot
Issue: Keyframed AudioStreamPlayer keeps playing audio even when AnimationPlayer playback is stopped
Labels: discussion,topic:audio,topic:animation

### Godot version

3.3.* (should work for any Godot version)

### System information

Windows 10, but this shouldn't matter

### Issue description

When keyframing an AudioStreamPlayer like this, and stopping playback, the AudioStreamPlayer node keeps playing its sound.
![image](https://user-images.githubusercontent.com/24682280/138588979-c2df3e32-17d4-4e1b-a058-e12ab525cc49.png)
Scrubbing on the timeline also causes it to play, which is really distracting.

### Steps to reproduce

Create an AnimationPlayer node with an animation, and create an AudioStreamPlayer node.
Give the AudioStreamPlayer an audio stream in the Stream property, and keyframe the Playing property (with the value `true`).
Make sure the animation playback is stopped, and scrub over the audio clip on the timeline.
Annoyingly, this makes the audio clip play.

### Minimal reproduction project

[Repro-AudioStreamAnimationPlayer.zip](https://github.com/godotengine/godot/files/7404448/Repro-AudioStreamAnimationPlayer.zip)
Repository: go
Issue: x/website: MySQL config is incorrect in the database access tutorial.
Labels: Documentation,NeedsFix,website

MySQL config code should use `AllowNativePasswords: true`.
The tutorial https://golang.org/doc/tutorial/database-access describes MySQL config code as the following:

```golang
cfg := mysql.Config{
	User:   os.Getenv("DBUSER"),
	Passwd: os.Getenv("DBPASS"),
	Net:    "tcp",
	Addr:   "127.0.0.1:3306",
	DBName: "recordings",
}
```

But, it causes an error like the following:

```
[mysql] 2021/10/24 17:03:01 connector.go:95: could not use requested auth plugin 'mysql_native_password': this user requires mysql native password authentication.
2021/10/24 17:03:01 this user requires mysql native password authentication.
```

To run the code correctly, we should add `AllowNativePasswords: true` to the MySQL config or use `msql.NewConfig` method instead of creating `mysql.Config` struct directly. Please see the following full config code.

The correct code is:

```golang
cfg := mysql.Config{
	User:   os.Getenv("DBUSER"),
	Passwd: os.Getenv("DBPASS"),
	Net:    "tcp",
	Addr:   "127.0.0.1:3306",
	DBName: "recordings",
	AllowNativePasswords: true,
}
```

or 

```golang
cfg := mysql.NewConfig()
cfg.User = os.Getenv("DBUSER")
cfg.Passwd = os.Getenv("DBPASS")
cfg.Net = "tcp"
cfg.Addr = "127.0.0.1:3306"
cfg.DBName = "recordings"
```

See also:

* https://github.com/go-sql-driver/mysql/pull/644
* https://github.com/golang/website/blob/281050ffddd88206d068f5f9e9cfa31cf01c9446/_content/doc/tutorial/database-access.md?plain=1#L243-L249
* https://github.com/golang/website/blob/281050ffddd88206d068f5f9e9cfa31cf01c9446/_content/doc/tutorial/database-access.md?plain=1#L692-L698
Repository: PowerToys
Issue: Add preview for USD 3D scene or model files
Labels: Idea-Enhancement,Product-File Explorer

### Description of the new feature / enhancement

Add preview for 3D scene or model, example Pixar USD files

### Scenario when this would be used?

In Windows Explorer there is preview panel, click USD file, 3D scene will show on preview panel

![image](https://user-images.githubusercontent.com/20337876/138595098-3e00d200-f6af-4b94-87d6-c232e69923ab.png)

Check out [Activision repository](https://github.com/Activision/USDShellExtension) to find out more.

[Demo USD file](https://github.com/Activision/USDShellExtension/blob/main/docs/preview.png)

### Supporting information

Document:
https://graphics.pixar.com/usd/docs/Introduction-to-USD.html

File explorer preview USD
https://github.com/Activision/USDShellExtension

Export to glTF from USD
https://github.com/google/usd_from_gltf
Repository: neovim
Issue: treesitter directive offset, row offset not updating column 
Labels: treesitter

relevant piece of code:
https://github.com/neovim/neovim/blob/6acebb8b56e21247423a5692e9ca30dff05abb63/runtime/lua/vim/treesitter/query.lua#L308

This takes the range of the captured node and applies an offset. However if you apply a row offset the column will generally need to be changed. 

This code does not update the column. Probably because it is hard to decide what the column should be, what should it be when the row is increased with the offset?  

This is not mentioned in the docs (version: 0.5), I think it might be helpful if it is. Can I open a PR updating the docs @steelsojka?
Repository: go
Issue: crypto/rsa: PublicKey.Equal() should say it expects a pointer
Labels: Documentation,NeedsDecision

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.17 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

N/A

### What operating system and processor architecture are you using (`go env`)?

N/A but included  below
<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE="on"
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/bernd/.cache/go-build"
GOENV="/home/bernd/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/bernd/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/bernd/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.17"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/mnt/c/Users/User/Programming/Go/playground/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build1064618544=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

N/A


### What did you expect to see?

I expected the documentation or the function signature to mention that ``publicKey.Equal`` expects a pointer instead of a value.

### What did you see instead?

Neither the function signature nor the documentation makes it clear that ``publicKey.Equal`` expects a pointer instead of a value
Repository: material-ui
Issue: [useMediaQuery] Improve example for use with breakpoints and SSR
Labels: docs,hook: useMediaQuery,enhancement

useMediaQuery() is important hook, specially when one wants to pass props conditionally based on breakpoints, which is required lots of times while building responsive web app. But useMediaQuery() does not perform well with nextJS SSR, on client side one can see layout getting fixed after a second. I request material UI team to please give some solution or give us any other way to pass props conditionally based on screen current screen size.
Repository: neovim
Issue: A strange parsing error with heredoc without whitespace (`lua<<EOF` instead of `lua << EOF`)
Labels: vimscript,bug-vim,needs:vim-patch

### Neovim version (nvim -v)

v0.6.0-dev+1976-gcb15055c2

### Vim (not Nvim) behaves the same?

Yes, Vim 8.2.0000

### Operating system/version

macOS 11.6

### Terminal name/version

xterm

### $TERM environment variable

xterm-256color

### Installation

homebrew

### How to reproduce the issue

```
nvim --clean
source foo.vim
```

foo.vim:
```
function! s:setup_gitsigns() abort
lua<<EOF
require('gitsigns').setup {
  signs = {
    change       = {hl = 'GitSignsChange', text = '~', numhl='GitSignsChangeNr', linehl='GitSignsChangeLn'},
  },
}
EOF
endfunction
```

### Expected behavior

There should be no errors in parsing.	

### Actual behavior

```
Error detected while processing f.vim:                                                                                                         
line   10:
E126: Missing :endfunction
```

Note: removing the following line, or replacing the word `change` with something else will make the error not happen.
```
    change       = {hl = 'GitSignsChange', text = '~', numhl='GitSignsChangeNr', linehl='GitSignsChangeLn'},
```

Is there any special thing about `change` in parsing heredoc?
Repository: godot
Issue: [GDNative] Property default values do not work for tool classes
Labels: bug,topic:editor,topic:gdextension

### Godot version

3.3.3, 3.3.4

### System information

Windows 10

### Issue description

If you have a tool class with a property whose default value is not the default initialization value they will still be initialized to the default initialization value (eg 0 for integers). Also if you try to set a property of a tool class to its default value. The value is not saved to the tscn file and the next time you load the scene. Instead of the default value/the value you set it will be default initialized.

### Steps to reproduce

1. Create a Node tool class in GDNative.
2. Give it an integer property
3. Register the property with a default value other than 0 (eg 42)
4. Add it to the scene
5. Value of property is 0 with the reset symbol next to it.
6. Set it to the default value (eg 42)
7. Save scene and reopen
8. Property value will again be 0
9. Try the same with a non tool class
10. This now works as expected

### Minimal reproduction project

_No response_
Repository: rust
Issue: Range's Debug implementation misbehaves with formatting
Labels: C-bug,T-libs,A-fmt

Range's Debug implementation applies formatting rules separately to the start and to the end of the range.

I tried this code:

```rust
format!("{:<10?} foo", 0usize..10usize)
```

I expected to see this happen: Output of
```rs
"0..10      foo"`
```

Instead, this happened: Output of
```rs
"0         ..10         foo"
```

### Meta
Tested on latest nightly in the playground: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=932977922d8d8ae4f5def137c0f93ed2

`rustc --version --verbose`:
```
rustc 1.55.0 (c8dfcfe04 2021-09-06)
binary: rustc
commit-hash: c8dfcfe046a7680554bf4eb612bad840e7631c4b
commit-date: 2021-09-06
host: x86_64-unknown-linux-gnu
release: 1.55.0
LLVM version: 12.0.1
```
Repository: godot
Issue: No way to add velocity to a skeleton ragdoll
Labels: discussion,topic:physics,topic:3d

### Godot version

3.3.2 stable

### System information

Any

### Issue description

I have a Physical Skeleton, which I use to represent my character after they fail in a game. The character is usually represented by a collision sphere to save on physics processing. When the character is ragdolled, the velocity that the character had completely disappears, and the character seems to stop in place. Gravity begins to act on the skeleton and it slowly accelerates towards the ground.

I think there should be a way to set a constant velocity on the skeleton which is then applied to each physical bone at the start of the simulation.

### Steps to reproduce

Ragdoll a skeleton that is moving forwards at a constant velocity.

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Missing revertFlutterImage function in integration_test
Labels: framework,d: api docs,f: integration_test,P2,team-framework,triaged-framework

Hello, I am using `takeScreenshot()` function during integration_tests on Android.
Before run this function I run `convertFlutterSurfaceToImage()` which is required before take screenshot on Android, but for convert Flutter surface back how is described here: https://github.com/flutter/flutter/blob/master/packages/integration_test/lib/integration_test.dart#L187

I want to run `revertFlutterImage()` but this function doesn't exists anywhere in integration_test.dart
So how can I revert it?
Repository: godot
Issue: Value of properties exported via `_get_property_list()` not visible in keyframe inspector if the property is typed
Labels: bug,topic:editor,topic:animation

### Godot version

3.3 stable

### System information

Ubuntu 20.10

### Issue description

Tool scripts with properties exported using the `_get_property_list()` method can be seen within the node inspector and keyframed, but the "Value" field isn't present when clicking on on a keyframe to inspect it.

### Steps to reproduce

1. Create a tool script with a non-exported property, `foo`, and attach that script to a node.
2. In `_get_property_list()`, export `foo` as you normally would.
3. Add an `AnimationPlayer` to the node.
4. Create an animation, and keyframe `foo`.
5. Click on the keyframe in the animation timeline.

### Minimal reproduction project

[Export Bug.zip](https://github.com/godotengine/godot/files/7406181/Export.Bug.zip)
Repository: pytorch
Issue: Include function name in "This Python function is annotated to be ignored and cannot be run" error message
Labels: oncall: jit

When attempting to run a function marked as `jit.ignore`, one gets an error message like this:
```
This Python function is annotated to be ignored and cannot be run
```
Please add the name of the function into this error message. I am trying to export a function from an existing large codebase, and have already struggled for a whole day to find what function is marked as ignore in the Python source.

I am doing this in PyTorch mobile, but it does not seem to matter, since the raising of this exception is jitted directly directly into the IR. I.e., it is not the interpreter that raises this; rather, it is an explicit `prim::RaiseException` op in the IR (according to `code_->op_names_[inst.X].name`).

Thanks!
Repository: rust
Issue: Harmonize colors for prose headings
Labels: T-rustdoc,A-rustdoc-ui

Right now we have two kinds of prose headings in Rustdoc. Those generated from author-written Markdown:

![image](https://user-images.githubusercontent.com/220205/138616131-9ca8bbf1-efc7-4884-8233-4d9bdef489ce.png)

And those generated by Rustdoc itself:

![image](https://user-images.githubusercontent.com/220205/138616173-3e25875c-23e9-4943-b5da-90079bfecbda.png)

The former are hyperlinks (to themselves), and so get a blue color. The latter are not hyperlinks, and so are black.

We should make the Rustdoc-generated prose headings also be hyperlinks to themselves, since the heading provides a larger click target than the §. We should also decide whether we want headings to be blue or black (I have a slight preference for black). Thoughts @rust-lang/rustdoc?

One other possibility would be that we want to preserve the color distinction between author-generated headings and Rustdoc-generated headings. However, as pointed out in #59829, the more things we use colors to distinguish, the harder it is to get people's attention on distinctions that really matter.
Repository: godot
Issue: Reverse Cull Face breaks point light shadow rendering for meshes with Cast Shadow set to Double Sided or materials with Disabled cull mode
Labels: bug,topic:rendering,topic:3d

### Godot version

3.4.rc (18aaa883f)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

OmniLight and SpotLight's Reverse Cull Face property breaks shadow rendering for meshes with Cast Shadow set to **Double-Sided** or materials with **Disabled** cull mode. This occurs in both GLES3 and GLES2.

DirectionalLight shadow rendering also exhibits different issues, which are being tracked in a different issue: https://github.com/godotengine/godot/issues/54210

*On the screenshots below, DirectionalLight is white, OmniLight is red, SpotLight is green.
From left to right: Standard, Double-Sided, Cull Mode Disabled, Double-Sided + Cull Mode Disabled*

### GLES3

![2021-10-25_01 15 53](https://user-images.githubusercontent.com/180032/138616911-ccf4c104-74c4-4272-a88a-d17da3de0bcb.png)

### GLES2

![2021-10-25_01 16 20](https://user-images.githubusercontent.com/180032/138616907-7db9071f-6cdc-43ce-b8d1-57954d97bcfc.png)

### Steps to reproduce

- Add a MeshInstance with any primitive mesh.
- Set the MeshInstance's **Cast Shadows** property to **Double-Sided**.
  - Alternatively, create a SpatialMaterial with the **Cull Mode** set to **Disabled** and assign it to the MeshInstance. You can also do both at the same time.
- Add an OmniLight or SpotLight node.
- Enable shadows for it, enable Reverse Cull Face and set the shadow bias to `-0.01`.

### Minimal reproduction project

[test_shadow_double_sided.zip](https://github.com/godotengine/godot/files/7406410/test_shadow_double_sided.zip)
Repository: godot
Issue: Reverse Cull Face breaks DirectionalLight shadow rendering for meshes with Cast Shadow set to Double Sided or materials with Disabled cull mode
Labels: bug,topic:rendering,topic:3d

### Godot version

3.4.rc (18aaa883f)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

Reverse Cull Face breaks DirectionalLight shadow rendering for meshes with Cast Shadow set to Double Sided or materials with Disabled cull mode.

Other similar issues happen with point light shadows, which are being tracked in a different issue: https://github.com/godotengine/godot/issues/54209

### GLES3

#### Normal Bias 0.8, Bias Split Scale 0.25

*Included for reference purposes, but these settings are suboptimal when using Reverse Cull Face.*

![2021-10-25_01 26 57](https://user-images.githubusercontent.com/180032/138617382-a3df88a0-870a-485f-aa0c-2227dbbf7881.png)

#### Normal Bias 0, Bias Split Scale 0

*Better settings when using Reverse Cull Face.*

![2021-10-25_01 27 07](https://user-images.githubusercontent.com/180032/138617383-7c538714-9aad-4316-8fb3-60f92d49b0d6.png)

### GLES2

#### Normal Bias 0.8, Bias Split Scale 0.25

*Included for reference purposes, but these settings are suboptimal when using Reverse Cull Face.*

![2021-10-25_01 27 32](https://user-images.githubusercontent.com/180032/138617386-5b805cfd-07b3-487b-b80b-11d6ef3760d1.png)

#### Normal Bias 0, Bias Split Scale 0

*Better settings when using Reverse Cull Face.*

![2021-10-25_01 27 48](https://user-images.githubusercontent.com/180032/138617387-94bca071-0f96-4f1f-b5a2-6cff0e5560ad.png)

### Steps to reproduce

- Add a MeshInstance with any primitive mesh.
- Set the MeshInstance's **Cast Shadows** property to **Double-Sided**.
  - Alternatively, create a SpatialMaterial with the **Cull Mode** set to **Disabled** and assign it to the MeshInstance. You can also do both at the same time.
- Add a DirectionalLight node.
- Enable shadows for it, enable Reverse Cull Face and set the shadow bias to `-0.01`.
  - Optionally, set Normal Bias to ``0.0`` and Bias Split Scale to ``0.0``.

### Minimal reproduction project

[test_directional_shadow_double_sided.zip](https://github.com/godotengine/godot/files/7406433/test_directional_shadow_double_sided.zip)
Repository: pytorch
Issue: Multiply two named tensor causes RuntimeError
Labels: triaged,module: named tensor

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->

## To Reproduce

```python
import torch

x1 = torch.tensor([3.], requires_grad=True)
x2 = torch.tensor([5.], requires_grad=True)
x1.names=('x1',)
x2.names=('x2',)
a = torch.mul(x1, x2)
```

Steps to reproduce the behavior:

1. Run the code
2. It will output following error

```
<stdin>:1: UserWarning: Named tensors and all their associated APIs are an experimental feature and subject to change. Please do not use them for anything important until they are released as stable. (Triggered internally at  ../c10/core/TensorImpl.h:1408.)

Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
RuntimeError: Error when attempting to broadcast dims ['x1'] and dims ['x2']: dim 'x1' and dim 'x2' are at the same position from the right but do not match.
```

<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

## Expected behavior

Named tensor should also work as normal tensor which outputs `tensor([15.], grad_fn=<MulBackward0>)`.

```python
x1 = torch.tensor([3.], requires_grad=True)
x2 = torch.tensor([5.], requires_grad=True)
a = torch.mul(x1, x2)
print(a) # works
```

## Environment


```
Collecting environment information...
PyTorch version: 1.10.0+cu102
Is debug build: False
CUDA used to build PyTorch: 10.2
ROCM used to build PyTorch: N/A

OS: Ubuntu 18.04.5 LTS (x86_64)
GCC version: (Ubuntu 7.5.0-3ubuntu1~18.04) 7.5.0
Clang version: Could not collect
CMake version: version 3.10.2
Libc version: glibc-2.27

Python version: 3.9.0 (default, Sep  5 2021, 23:23:37)  [GCC 7.5.0] (64-bit runtime)
Python platform: Linux-4.15.0-159-generic-x86_64-with-glibc2.27
Is CUDA available: True
CUDA runtime version: Could not collect
GPU models and configuration:
GPU 0: NVIDIA GeForce RTX 3090
GPU 1: NVIDIA GeForce RTX 3090

Nvidia driver version: 470.57.02
cuDNN version: Probably one of the following:
/usr/local/cuda-11.1/targets/x86_64-linux/lib/libcudnn.so.8.2.1
/usr/local/cuda-11.1/targets/x86_64-linux/lib/libcudnn_adv_infer.so.8.2.1
/usr/local/cuda-11.1/targets/x86_64-linux/lib/libcudnn_adv_train.so.8.2.1
/usr/local/cuda-11.1/targets/x86_64-linux/lib/libcudnn_cnn_infer.so.8.2.1
/usr/local/cuda-11.1/targets/x86_64-linux/lib/libcudnn_cnn_train.so.8.2.1
/usr/local/cuda-11.1/targets/x86_64-linux/lib/libcudnn_ops_infer.so.8.2.1
/usr/local/cuda-11.1/targets/x86_64-linux/lib/libcudnn_ops_train.so.8.2.1
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.21.3
[pip3] torch==1.10.0
[pip3] torchaudio==0.10.0
[pip3] torchvision==0.11.1
[conda] Could not collect
```




cc @zou3519