sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: cmd/compiler/internal/types2: should we have types2.Named.InstanceObj() that returns t.obj (not t.orig.obj)
Labels: NeedsInvestigation

On Go tip, (*types2.Named).Obj() now returns t.orig.obj.  For an instantiated type, this is the TypeName associated with the base type, not the TypeName representing the instantiated type.

@findleyr  was saying that it didn't necessarily make sense to expose the instantiated type, since the instantiated type is de-duplicated, so there is no way to associate a fixed position with the instantiated type.  But, as he mentioned, maybe it should just have an nil position or a special marker for an undefined position?

In any case, in the compiler, it would be convenient to be able to access t.obj, even if the position is not set.  So, maybe we can have  a t.InstanceObj() just for the compiler (not the external API)?  If we restructured some code in the types2-to-types1 conversion, we could probably deal with objects in some cases and types in other cases, and wouldn't necessarily need t.InstanceObj().  But it is definitely would make things easier in the current code.  In particular, we would be able to access the methods of the instantiated type in some cases, rather than having to do our own type substitution.

So, this is a discussion bug (as to whether InstanceObj() may make sense for the external API or not), and/or just a request for the compiler.  This can be lower priority, since we are already doing without InstanceObj in the compiler (by doing the extra type substitution where needed in (*noder.irgen).fillinMethods).

@findleyr @griesemer
Repository: godot
Issue: A "Clone" of an instance stays even after I delete the instance
Labels: bug,topic:core,topic:rendering,needs testing

### Godot version

3.2, 3.3

### System information

Ubuntu, EndeavorOS, RX 550 2GB,  Mesa Drivers, GLES3

### Issue description

The first time I was on EndeavorOS and godot 3.3. When I instanced a scene it was normal, but when I deleted it, the node was deleted but the kinimaticBody2D is still in the view port. So I deleted the project and just recreated it after a week of not figuring it out. I recently switched back to Ubuntu to try 21.10. I am using the second project from EndeavorOS. This time it a clone of the player appeared when I used a signal from my Player node to communicate with my HUD.

### Steps to reproduce

I see no real constancy with my two examples but the first one happened when I instanced the Player node, and the second time it happened when I signaled my Players Health. The first time was on EndeavorOS but I don't know to mesa version and the second one is on Ubuntu 21.10 I am using mesa 22 

### Minimal reproduction project

_No response_
Repository: rust
Issue: rustdoc: Increased impl header size makes section icon cramped
Labels: T-rustdoc,A-rustdoc-ui

Also, the increased font size looks a little *too* big for the trait impls section, since there are a lot of impls and their items are not expanded by default. The new font size looks good for inherent impls though, since the items cause the headers to be spaced apart.

#### Before

![image](https://user-images.githubusercontent.com/37223377/138982236-2ba49191-354f-4df6-8cf7-db4ba9e77f4e.png)

#### After

![image](https://user-images.githubusercontent.com/37223377/138982168-2f0fd0e5-3e20-4c02-96c3-e0cefb432ade.png)

cc #90155
cc @jsha @GuillaumeGomez
Repository: pytorch
Issue: ProcessGroupNCCLTest.testSequenceNumInit is failing on 4xlarge
Labels: oncall: distributed,triaged,module: c10d

https://github.com/pytorch/pytorch/runs/4015810220?check_suite_focus=true

test starts to fail after moving to 4xlarge  #67264

```
[ RUN      ] ProcessGroupNCCLTest.testSequenceNumInit
terminate called after throwing an instance of 'c10::Error'
  what():  NCCL error in: /var/lib/jenkins/workspace/torch/csrc/distributed/c10d/ProcessGroupNCCL.cpp:1078, invalid usage, NCCL version 21.0.3
ncclInvalidUsage: This usually reflects invalid usage of NCCL library (such as too many async ops, too many collectives at once, mixing streams in a group, etc).
Exception raised from getNCCLComm at /var/lib/jenkins/workspace/torch/csrc/distributed/c10d/ProcessGroupNCCL.cpp:1078 (most recent call first):
frame #0: c10::Error::Error(c10::SourceLocation, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >) + 0x6b (0x7fbe38c0eeab in /opt/conda/lib/python3.6/site-packages/torch/bin/libc10.so)
frame #1: c10::detail::torchCheckFail(char const*, char const*, unsigned int, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) + 0xce (0x7fbe38c0aafe in /opt/conda/lib/python3.6/site-packages/torch/bin/libc10.so)
frame #2: c10d::ProcessGroupNCCL::getNCCLComm(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::vector<c10::Device, std::allocator<c10::Device> > const&, c10d::OpType, int, bool) + 0x18a8 (0x7fbe3947a758 in /opt/conda/lib/python3.6/site-packages/torch/bin/libtorch_cuda_cpp.so)
frame #3: <unknown function> + 0x148c35 (0x7fbe3947ac35 in /opt/conda/lib/python3.6/site-packages/torch/bin/libtorch_cuda_cpp.so)
frame #4: <unknown function> + 0xc9039 (0x7fbe46343039 in /opt/conda/lib/libstdc++.so.6)
frame #5: <unknown function> + 0x76ba (0x7fbe3b18b6ba in /lib/x86_64-linux-gnu/libpthread.so.0)
frame #6: clone + 0x6d (0x7fbe28efb51d in /lib/x86_64-linux-gnu/libc.so.6)
```



cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang
Repository: create-react-app
Issue: Library like jest which should have been updated with the latest version of react-scripts is not getting updated.(on running npm install))
Labels: stale,needs triage

I wanted to update the jest library.My current version of jest has vulnerabilities.I have updated its parent to the latest version but the child dependency ie. Jest is not getting updated. It should have been updated to its latest version ie. 4.0.4 on updating the parent to its latest version.but it is not happening.Can any one help with this?

Thanks!
Repository: godot
Issue: Method/PropertyTweener lost ability to follow values in 4.0
Labels: enhancement,discussion,topic:core

### Godot version

v4.0.dev.20211015.official [f113dc986]

### System information

Windows 10

### Issue description

In the 3.x version of the Tween API, there were `follow_method` and `follow_property`, which could be used to tween to a _dynamic_ target value. The new Tween API (#41794) does not have this functionality, with no replacement.

Fix proposal: Extend the existing Method and Property Tweeners to be able to follow a value which is evaluated during tween processing, instead of a fixed value at Tween creation.

```gdscript
var tween: Tween = create_tween()
# Follow a target node's global_position property over 5 seconds
var tweener: PropertyTweener = tween.follow_property(self, "global_position", other, "global_position", 5.0)
var tweener2: MethodTweener = tween.follow_method(self, "my_method", other, "my_method", 5.0)
```

### Steps to reproduce

Migrate any 3.x Tween-reliant code which uses the `follow_method` and `follow_property` functions.

### Minimal reproduction project

_No response_
Repository: bitcoin
Issue: CI failure: `ThreadSanitizer: data race /usr/lib/llvm-12/bin/../include/c++/v1/ios:523:12 in std::__1::ios_base::width() const`
Labels: Bug,Tests,CI failed

I'm seeing this race failure in two unrelated PRs during the `validation_chainstate_tests/chainstate_update_tip` case:

https://cirrus-ci.com/task/5125235994263552?logs=ci#L4140 from #22702
https://cirrus-ci.com/task/5269464468946944?logs=ci#L4142 from #21206

```
test/validation_chainstate_tests.cpp(83): Entering test case "chainstate_update_tip"

...

[Makefile:18480: test/validation_chainstate_tests.cpp.test] Error 1

...

WARNING: ThreadSanitizer: data race (pid=23076)
Read of size 8 at 0x7f23d669c6d0 by main thread:
#0 std::__1::ios_base::width() const /usr/lib/llvm-12/bin/../include/c++/v1/ios:523:12 (test_bitcoin+0x17826c)

...

  Location is global 'std::__1::cout' of size 160 at 0x7f23d669c6b0 (libc++.so.1+0x0000000cd6d0)

...

SUMMARY: ThreadSanitizer: data race /usr/lib/llvm-12/bin/../include/c++/v1/ios:523:12 in std::__1::ios_base::width() const
```

I'm not sure if this is a real bug or spurious, but I did work around a similar problem previously (in #15719) by adding a suppression:

https://github.com/bitcoin/bitcoin/blob/81be7ff5215eb2f21ca7bc73e565c13215dda7bb/test/sanitizer_suppressions/tsan#L33-L40
Repository: pytorch
Issue: alias to generate tensor with random uniform distribution.
Labels: feature,good first issue,triaged,module: random

## 🚀 Feature
alias to generate tensor with random uniform distribution.

## Motivation

uniform distribution is one of the most commonly used distributions by users. currently generating tensor distributed uniformly can be done using tensor initializer (`torch.FloatTensor(*size).uniform_(low, high)`), or by definition:
`(high - low) * torch.rand(*size) + low`.

## Pitch

Adding the alias `torch.random.uniform(low, high, size) for initiating a uniformly distributed tensor. 

## Alternatives

described above.


cc @pbelevich
Repository: flutter
Issue: In SystemUiMode.edgeToEdge overflows widgets outside of viewport 
Labels: platform-android,framework,a: layout,has reproducible steps,P2,found in release: 2.5,found in release: 2.6,team-android,triaged-android

if i use SystemChrome.setEnabledSystemUIMode(SystemUiMode.edgeToEdge) in the deactivate function of a page；other page，The maximum height of Column contains the status bar；
page 1：
```dart
  @override
  void deactivate() async{
    await SystemChrome.setPreferredOrientations([DeviceOrientation.portraitUp]);
    await SystemChrome.setEnabledSystemUIMode(SystemUiMode.edgeToEdge);
    super.deactivate();
  }
```
page 2:
```dart
@override
  Widget build(BuildContext context) {
    return Column(
      mainAxisAlignment: MainAxisAlignment.start,
      children: [
        Expanded(child: ListView.builder(
            itemCount: 100,
            itemBuilder: (BuildContext context, int index){
              return Text("index",style: TextStyle(color: Colors.red),);
        })),
        ConstrainedBox(constraints: BoxConstraints(minHeight: 100.rpx),child: MachineChatInput(),)
      ],
    );
  }

```

Actual results             |  Expected results
:-------------------------:|:-------------------------:
![](https://user-images.githubusercontent.com/16337280/139014372-e42e4aad-db2d-435a-a376-cc9ab9ac45f1.png)  |  ![](https://user-images.githubusercontent.com/16337280/139014589-da08b55b-28cb-4aae-946e-0c8754a3b2da.png)
Repository: godot
Issue: Warn when the limit of texture samplers is reached in a shader
Labels: enhancement,topic:shaders

### Godot version

v3.3.4-stable, and v3.4-rc1

### System information

Windows 8.1, GTX 970, GLES3

### Issue description

This code will look a little strange, I've trimmed it down from my project as much as I could.

The problem: this 3D shader will make a mesh black. Why? Shouldn't it make it blue? With that second ALBEDO line overwriting the first. Only when I comment out the first ALBEDO line does the mesh turn blue.

```
shader_type spatial;

uniform sampler2D a1;
uniform sampler2D a2;
uniform sampler2D a3;
uniform sampler2D a4;
uniform sampler2D a5;
uniform sampler2D a6;
uniform sampler2D a7;
uniform sampler2D a8;
uniform sampler2D a9;
uniform sampler2D a10;
uniform sampler2D a11;
uniform sampler2D a12;
uniform sampler2D a13;
uniform sampler2D a14;
uniform sampler2D a15;
uniform sampler2D a16;
uniform sampler2D a17;
uniform sampler2D a18;
uniform sampler2D a19;
uniform sampler2D a20;
uniform sampler2D a21;
uniform sampler2D a22;
uniform sampler2D a23;
uniform sampler2D a24;
uniform sampler2D a25;
uniform sampler2D a26;
uniform sampler2D a27;
uniform sampler2D a28;
uniform sampler2D a29;
uniform sampler2DArray a30;

uniform int test = 0;

void fragment() {
	ALBEDO = textureLod(a30, vec3(0.0), 0).rgb;
	
	if (test == 0) {
		ALBEDO = vec3(0.0, 0.0, 1.0);
	}
}
```

These are empty sampler2D uniforms. Is there some limit here that I'm hitting even though they're empty? When I use less of them the issue goes away. The last one needs to be a sampler2DArray for some reason and the "test" int needs to be a uniform, it can't be a const. Although maybe it's just contributing to a uniform limit of some kind.

Tested on another Windows PC with different specs. Same issue, the uniform "limit" or whatever is exactly the same.

I've also tested with a Godot 4.0 build and it appears to be fixed there.

### Steps to reproduce

Simply attach the shader code I've provided to a mesh, it'll turn black when it should turn blue.

### Minimal reproduction project

[3dshaderbug.zip](https://github.com/godotengine/godot/files/7424120/3dshaderbug.zip)
Repository: ant-design
Issue: 穿梭框组件的左右筛选是否可支持自定义设至筛选内容
Labels: help wanted,💡 Feature Request,Inactive

- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### What problem does this feature solve?
当穿梭框的数据过多时，根据不同的用户设置不同的筛选字段（支持自定义设置筛选文字）

### What does the proposed API look like?
searchValue: {left: '左侧初始筛选字段'，right: '右侧筛选字段'}


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: terminal
Issue: Allow search by Name in the Actions dialog.
Labels: Help Wanted,Product-Terminal,Issue-Task,Area-SettingsUI

# Description of the new feature/enhancement
The actions list in the action settings dialog is large, and it's difficult to search for a specific item, so It would be useful to have some search feature, such as an input dialog which allows filter them by name.

# Proposed technical implementation details (optional)
Add an input dialog at the top of the dialog which filters the actions list as the user typing.
Repository: go
Issue: x/text/language: Match detects wrong language
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go1.17.2
</pre>

### Does this issue reproduce with the latest release?
Yes 


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
darwin_amd64
</pre></details>

### What did you do?

Im trying to resolve a locale language from the "accept-language" http header: `en-GB;q=1.0, fr-DE;q=0.9, fr-CA;q=0.8, en-DE;q=0.7`

by using `golang.org/x/text/language`: 
```
m := language.NewMatcher([]language.Tag{language.English, language.French})
desired, _, _ := language.ParseAcceptLanguage("en-GB;q=1.0, fr-DE;q=0.9, fr-CA;q=0.8, en-DE;q=0.7")
tag, i, conf := m.Match(desired...)
fmt.Println("case B", tag, i, conf) // fr-u-rg-dezzzz instead of en-u-rg-gbzzzz
```

### What did you expect to see?
`en-u-rg-gbzzzz`


### What did you see instead?
`fr-u-rg-dezzzz`

### Other comments
Actually this is reproducible at playground: https://play.golang.org/p/puiT36mYjiU
Please notice that english lang has been detected correctly if we remove `en-DE` from the end of the string: `en-GB;q=1.0, fr-DE;q=0.9, fr-CA;q=0.8` (I dont understand how adding ofher low-priority language affects french lang detection but it works)

### Realizations in other programming languages
I wrote similar code for other languages to compare the outputs and both of them detected "en" instead of "fr" so probably we have a bug in `golang.org/x/text/language` package.

javascript
```
 var parser = require('accept-language-parser');
 
 var language = parser.pick(['en', 'fr'], 'en-GB;q=1.0, fr-DE;q=0.9, fr-CA;q=0.8, en-DE;q=0.7', { loose: true });
 
 console.log(language); // en
```

java
```
 import java.util.Arrays;
 import java.util.List;
 import java.util.Locale;
 
 public class MyClass {
     public static void main(String args[]) {
        List<Locale> locales = Arrays.asList(new Locale("en"),new Locale("fr"));
        List<Locale.LanguageRange> list = Locale.LanguageRange.parse("en-GB;q=1.0, fr-DE;q=0.9, fr-CA;q=0.8, en-DE;q=0.7");
        Locale locale = Locale.lookup(list,locales);
      
       System.out.println(locale); // en
     }
 }
```
Repository: node
Issue: Pasting long json in REPL is slow
Labels: repl

### Version

v14.18.1

### Platform

Linux thinkpad-e570 5.14.13-200.fc34.x86_64 #1 SMP Mon Oct 18 12:39:31 UTC 2021 x86_64 x86_64 x86_64 GNU/Linux

### Subsystem

_No response_

### What steps will reproduce the bug?

1. Copy a large amount of data to your clipboard¹
2. Open the nodejs REPL
3. Paste the data

¹ The effect can be observed starting at ~2000 chars on my pc with an Intel i7-7500U (4) @ 3.500GHz).
I generated the data using `cat /dev/zero | head -c 2000 | tr "\0" 0 | wl-copy`

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

It is consistent and becomes more noticeable with a larger clipboard content

### What is the expected behavior?

The pasting should happen instantaneous

https://user-images.githubusercontent.com/24257556/139062239-9ba8ee71-233d-4d88-bc56-fe3387f85588.mp4

### What do you see instead?

One can see how the content trickles in bit by bit

https://user-images.githubusercontent.com/24257556/139062293-7f86da74-4931-47ca-9ada-0db24e605d4a.mp4

### Additional information

I am using Gnome Terminal but can observe the same behaviour in other terminals like Alacritty. The cpu utilization when pasting goes up to 100%. Other REPLs like python do not show the same behaviour.
Repository: material-ui
Issue: Best practice of setting props depending on breakpoints
Labels: discussion

### Discussed in https://github.com/mui-org/material-ui/discussions/29318

<div type='discussions-op-text'>

<sup>Originally posted by **mwskwong** October 27, 2021</sup>
For example, I want to display a `Button` and set `fullWidth={true}` while displaying in mobile devices (i.e. `smDown`) and `false` if otherwise. I can think of two ways to implement it.

1. Use `useMediaQuery`. The pros are the code will be more elegant, while the issue is it doesn't work very well with SSR. Youn will notice a layout shift in certain cases.

2. Mount two `Button`, one with `fullWidth` set to `true` and the other one set to `false`, and then set the CSS attribute `display` depending on the breakpoint. The pros are it supports SSR very well., While the cons are you have to duplicate the component, which is not so great for performance and SEO.

Now the question is, which one do you prefer? Or are there better ways to achieve this?</div>
Repository: material-ui
Issue: selected prop missing on Tab element v5
Labels: support: question,component: tabs

### Discussed in https://github.com/mui-org/material-ui/discussions/29306

<div type='discussions-op-text'>

<sup>Originally posted by **TheZoker** October 26, 2021</sup>
In v4 of Material UI, the Tab element had the prop `selected`:
https://github.com/mui-org/material-ui/blob/v4.x/packages/material-ui/src/Tab/Tab.d.ts#L13

In v5, this prop is gone:
https://github.com/mui-org/material-ui/blob/master/packages/mui-material/src/Tab/Tab.d.ts

Is there any reason why it is gone and can it be added back? </div>
Repository: pytorch
Issue: Feature request: Complex Number Support for Special Functions
Labels: feature,triaged,module: complex,module: special

## 🚀 Feature
The special functions contained in `torch.special` need support for complex numbers.

## Motivation

I'm trying to generate a knowledge graph out of stacked and opposing Hurwitz-Zeta functions, but this function is nearly empirically useless if it cannot account for the complex plane. There isn't really a good way to fold this function with only real values into some sort of space-occupying curve.

Using these functions gives not only a continuous non-linear activation but allows for training of the activation function to propagate weirder and weirder periodic functions down into a network.

## Pitch

I want the gamma and zeta functions at a minimum to be implemented with complex number support in order to properly create continuously samplable knowledge graphs.

## Alternatives

If this isn't implemented by somebody else, the project that I'm working on must go on. I will post my eventual solution, but I imagine that there's probably a cleaner way to do it if somebody knows the nitty-gritty of this library more.

If this is not done, I can also just try to generate some sort of taylor or dirichlet series but this set of functions (zeta, gamma) really seems like the best option for generating some sort of meromorphic or holomorphic function.

## Additional context

If you've ever taken a lot of hallucinogens (even allegedly), I can almost bet that you've seen either one or two stacked zeta functions in the way that your vision is represented. If you freeze the evaluation of the trained functions you can see the weird chromatic spinning effect that gets frozen prior to full mental decoherence. Even if this hallucination is not 100% accurate, the representation for the knowledge accessed to interpret your eyes is still very similar looking to this.


cc @ezyang @anjali411 @dylanbespalko @mruberry @Lezcano @nikitaved
Repository: go
Issue: runtime: frequent TestSegv failures since 2021-10-26
Labels: NeedsInvestigation,compiler/runtime

@prattmic, possibly related to [CL 339989](https://golang.org/cl/339989) / #47522?

`greplogs --dashboard -md -l -e 'FAIL: TestSegv' --since=2021-10-01`

[2021-10-27T13:12:49-cfb5321/illumos-amd64](https://build.golang.org/log/f14faf19aeb3b952318d64f7f354d2bd062634ea)
[2021-10-27T08:50:27-bdefb77/illumos-amd64](https://build.golang.org/log/751a2dc072e6f4323fa154ad618003bf36b9b4fb)
[2021-10-27T08:50:27-bdefb77/solaris-amd64-oraclerel](https://build.golang.org/log/a93c55d3dbd2ece1cb886a89ffb58ecc3d2c8737)
[2021-10-27T05:33:58-ca5f65d/illumos-amd64](https://build.golang.org/log/9a99a3cae632593c7dd355f1460c87ba9222570b)
[2021-10-26T23:12:17-13eccaa/illumos-amd64](https://build.golang.org/log/590c00e19346fac110189428236ade6829c1e4ee)
[2021-10-26T23:12:17-13eccaa/solaris-amd64-oraclerel](https://build.golang.org/log/7e54025e89fab5cd936034ee744846db3260a0f0)
[2021-10-26T23:06:10-e5c5125/illumos-amd64](https://build.golang.org/log/085a9985cdbbdd3f8de4e16b07e83c6a4191d1af)
[2021-10-26T23:06:10-e5c5125/solaris-amd64-oraclerel](https://build.golang.org/log/965dc175927a82284a5e645ec50e683cc1f0b390)
[2021-10-26T22:05:53-80be4a4/illumos-amd64](https://build.golang.org/log/6465067b6d3ba6b114c4bd80cf99c3a442af4de0)
[2021-10-26T22:05:53-80be4a4/solaris-amd64-oraclerel](https://build.golang.org/log/1449cf9bd31d0ddcd0c724cffd2a4b279148d5b9)
[2021-10-26T21:32:57-86f6bf1/darwin-amd64-race](https://build.golang.org/log/77546c9a3ddde1e6b7982cb5dc204f9d9b963f47)
[2021-10-26T21:32:57-86f6bf1/illumos-amd64](https://build.golang.org/log/08f8315851bd0e20448544636d8df95ffccd15ca)
Repository: flutter
Issue: Refactor Android BinaryMessenger
Labels: platform-android,P2,team-android,triaged-android

https://github.com/flutter/engine/pull/29346 introduced new methods to the BinaryMessenger interface.  They've been given default implementations to help the transition.  Once they are available, users of BinaryMessenger should migrate to using them so we can rip them out.

1) Remove default implementation for BinaryMessenger#makeBackgroundTaskQueue
2) Remove 2 parameter variant of BinaryMessenger#setMessageHandler
Repository: godot
Issue: GDScript 2.0: Type casting (`as`) not working with typed arrays
Labels: discussion,topic:gdscript,documentation

### Godot version

4.0.dev.custom_build.3bebbcacd

### System information

manjaro linux

### Issue description

```
print([1,2.1] as Array[int])
```
yields
```
[1, 2.1]
```
while it should cast elements to int I believe.

### Steps to reproduce

Run the above.

### Minimal reproduction project

_No response_