sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Group related functions doesn't work well with tool enabled
Labels: bug,topic:editor

**Godot version:**
3.2
**OS/device including version:**
ubuntu 19.10
**Issue description:**
I'm creating a plugin related to group managing, but when use a function like node.add_to_group(groupname) the groups built'in tab doesnt recognize this (sometimes it works, but if you first add a number string:

![groups](https://user-images.githubusercontent.com/58845030/73458748-8079c800-4354-11ea-9e7c-1b2573de5426.gif)

**Steps to reproduce:**

Create a plugin
Create a way to add_groups in-editor

ImprovedGroups.gd
```
tool
extends EditorPlugin
class_name ImprovedGroups

var dock

func _enter_tree():
	# Initialization of the plugin goes here
	# Load the dock scene and instance it
	dock = load("res://addons/improved_groups/Groups.tscn").instance()
	
	# Add the loaded scene to the docks
	add_control_to_dock(DOCK_SLOT_RIGHT_UR, dock)
	dock.configure(self)

func _exit_tree():
	# Clean-up of the plugin goes here
	# Remove the dock
	remove_control_from_docks(dock)
	 # Erase the control from the memory
	dock.free()

func get_selected_node()-> Node:
	return get_editor_interface().get_selection().get_selected_nodes()[0]

```
ManagerGroups.gd (the dock scene root script)
```
tool
extends Control
class_name ManagerGroups

export var path_group_name:NodePath
export var path_apply_children:NodePath
export var path_add:NodePath

var le_group_name:LineEdit
var cb_apply_children:CheckBox
var bt_add:Button

var improved_groups:ImprovedGroups = null

func configure(caller:ImprovedGroups):
	le_group_name = get_node(path_group_name)
	cb_apply_children = get_node(path_apply_children)
	bt_add = get_node(path_add)
	
	improved_groups = caller
	print("configured")
	pass # Replace with function body.

func add_group():
	var selected_node = improved_groups.get_selected_node()
	var add_to_children = cb_apply_children.pressed
	var group_name = le_group_name.text
	if group_name == "":
		printerr("Group name cant be empty")
		return
	if selected_node == null:
		printerr("Select a node first")
		return
	
	if (selected_node.is_in_group(group_name)):
		printerr("Node "+selected_node.name+" already in this group")
		return
	else:
		selected_node.add_to_group(group_name,true)
		prints("Added Group: ",group_name," to node: ",selected_node.name)

	le_group_name.text = ""
	pass


func _on_bt_add_pressed():
	add_group()
	pass # Replace with function body.


```
** Update 

checked godot's source, possibily could be cuz of this line:

 groups_editor.cpp line 195
```
void GroupDialog::_add_group(String p_name) {
	if (!is_visible()) {
		return; // No need to edit the dialog if it's not being used.
	}
```
Repository: storybook
Issue: Setting the default width/height of the addons panel?
Labels: feature request,ui,has workaround

In Storybook 5.3, I would like to change the default width/height (depending on the orientation) of the addons panel to be able to have the components and the story source side by side, like in the screenshot.

<img width="1552" alt="Screen Shot 2020-01-30 at 16 27 08" src="https://user-images.githubusercontent.com/425406/73463474-964fb300-437d-11ea-8c52-e699276d5dc7.png">

Is there a way to accomplish this currently? I could not find any option in the documentation.
Repository: youtube-dl
Issue: Add www.paramountnetwork.it/
Labels: site-support-request,question

Hi, is to add https://www.paramountnetwork.it/ for example https://www.paramountnetwork.it/film/218i3r/agatha-christie-le-due-verita-parte-1
thank you
Repository: react
Issue: Bug: Render-phase update to another root causes an over-rendering loop
Labels: Type: Regression

```js
    let container1 = document.createElement('div');
    let container2 = document.createElement('div');

    function Root1() {
      _setX(x => x + 1);
      return 'Hello';
    }

    let _setX = () => {};
    function Root2() {
      console.log('Root 2')
      let [x, setX] = React.useState(0);
      _setX = setX;
      return <div>{x}</div>
    }

    const root1 = ReactDOM.createRoot(container1);
    root1.render(<Root1 />);
    const root2 = ReactDOM.createRoot(container2);
    root2.render(<Root2 />);
```

Expected: `Root2` renders twice.
Actual: `Root2` renders a non-deterministic number of times.

This bisects to https://github.com/facebook/react/pull/15755, which removed the `5000` clamping. Without it, we get updates that have a slightly larger timeout than `5000`, and so the loop doesn't stop until we get to `5000`.
Repository: go
Issue: cmd/compile: possible latent codegen issue on amd64 removing zero extensions
Labels: NeedsInvestigation,compiler/runtime

I'm not sure whether it is possible to trigger this bug right now, but I think there may be an issue lurking.

Consider code like:

```go
func f(x uint32) uint64 {
	return uint64(x & 0xFFFFFFFF)
}
```

The outmost op is `ZeroExt32to64`, which gets lowered to `MOVLQZX`. The innermost op ends up being `(ANDLconst [0xFFFFFFFF] x)`.

Then this rule triggers: `(MOVLQZX x) && zeroUpper32Bits(x,3) -> x`. `ANDLconst` is among the ops listed as zeroing the upper 32 bits of a register, so we eliminate the zero extension.

Then this rule triggers: `(ANDLconst [c] x) && int32(c)==-1 -> x`, eliminating the `ANDLconst`.

This leaves us with just `x`, but without any zero extension, which could leave junk in the top half of the register.

As it stands, this doesn't happen in this function, because the And32 is eliminated during generic optimization. But there are ways to sneak an `& -1` past generic optimization, e.g. with a constant shift, which is how I discovered this issue. We are also saved in this case by using a MOVL to load the value from an arg. But we could be using a computed value instead. So I haven't convinced myself that this couldn't actually cause bad code generation right now for just the right input.

There are two possible diagnoses/fixes:

* zeroUpper32Bits assumes that the inner op actually gets executed, which is wrong, in which case we need to pare back the list of accepted ops, probably to only loads, which I think cannot be eliminated at that point (?), since dse occurs earlier
* the ANDLconst rule is unsound because eliminating it eliminates the side-effects of zeroing the top half of the register

I'm strongly inclined to the first diagnosis and fix. Thoughts?

cc @randall77 @cherrymui
Repository: godot
Issue: Joystick Navigation broken for OptionButton
Labels: bug,confirmed,usability,topic:input,topic:gui

Using the new Godot v3.2 release, with Ubuntu 18.04.3 LTS

I've been messing around with 3.2, and I noticed that I can now assign Joy Axis inputs to the ui_left/right/up/down actions, and for the most part the menu navigation works as expected. Pushing a direction on the joystick only moves the selection once until the joystick position is reset, which seems like the expected behavior to me (whereas in the last version of Godot the selection would jump every single time the joystick moved at all). 

However, I still notice a problem when I use an OptionButton, where after I select it and move the joystick, it retains the problematic behavior from before where any slight movements cause the selection within the OptionButton menu to jump. To me, the expected behavior would be for the selection to only move up or down the first time the joystick is moved up or down, until its position is reset, just like with other UI navigation. I suspect that this problematic behavior may occur in other UI elements too though I haven't checked yet.

Steps to reproduce:

1. Create a new project
2. Modify the Input Map by adding `Device 0, Axis 0 - (Left Stick Left).` to ui_left, etc. for all 4 ui directions
3. Create a new Control scene, add a container, then add an OptionButton to that container
4. Add a number of items to the OptionButton
5. (Optional) Add a script to the control to grab the focus of the OptionButton on _ready
6. Run the project, then use a controller (I used an XBox One S controller) to click on the OptionButton
7. Move the joystick up and down to see how the selection jumps too quickly

Sample project (includes one of each button type): 
[JoystickUITest.zip](https://github.com/godotengine/godot/files/4135469/JoystickUITest.zip)

I did notice some other focus problems in that sample project, but I can go ahead and create new issues for those if needed (to summarize, MenuButtons and LinkButtons aren't focused when navigating past them, even if they are explicitly defined as neighbors).
Repository: flutter
Issue: Cupertino pickers are not focusable with a keyboard
Labels: framework,a: accessibility,f: date/time picker,f: cupertino,a: desktop,customer: soldier,f: focus,has reproducible steps,P2,found in release: 3.3,found in release: 3.7,team-design,triaged-design

@goderbauer
@gspencergoog
@lorenzOliveto
Repository: go
Issue: all: update standard-library dependencies at the start and end of each development cycle
Labels: NeedsFix,early-in-cycle,release-blocker,recurring

The `x` dependencies vendored into the standard library (via `src/go.mod` and `src/cmd/go.mod`) should be updated for each code freeze, so that we can apply any needed fixes to those dependencies without _also_ pulling in unnecessary changes or requiring significant backporting work (see, for example, #36851).

This task, like #11811, #12042, and the API audit (#36167, #32813), should occur regularly in each development cycle. Probably we should update the dependencies at the beginning of each code freeze, and again when we reopen the tree at the end of each code freeze.

CC @golang/osp-team
Repository: godot
Issue: Viewport as texture GLES2 - weird glitch
Labels: bug,topic:rendering

**Godot version**: 3.2

**GLES2**
with GLES3 it works fine

OS/device including version: Windows 10/ASUS VivoBook (doesn't work on other devices too)

Issue description:
Assigning viewport to quad mesh doesn't work in a particular scenario. 

Steps to reproduce:
Create scene with camera, quad mesh and viewport with label assigned to the quad mesh.
![Screenshot (159)](https://user-images.githubusercontent.com/29583213/73486121-bf376e80-43a4-11ea-95d0-fb60f67d835a.png)
Set the environment "Mode" to custom color and choose black.
![Screenshot (160)](https://user-images.githubusercontent.com/29583213/73486126-c2caf580-43a4-11ea-8dd0-ee34cea120dd.png)
Run the game. 
![Screenshot (161)](https://user-images.githubusercontent.com/29583213/73486129-c3fc2280-43a4-11ea-9118-89cbfa628e3c.png)
Everything works well with different color
![Screenshot (162)](https://user-images.githubusercontent.com/29583213/73486131-c52d4f80-43a4-11ea-98c6-e2666c6c429c.png)
Repository: terminal
Issue: The Resize Window escape sequence doesn't support omitted and zero parameters
Labels: Product-Conhost,Area-VT,Issue-Bug

# Environment

```none
Windows build number: Version 10.0.18362.535
```

# Steps to reproduce

1. Open a bash shell in conshot
2. Set the window size to 80x25 with `printf "\e[8;25;80t"`
3. Set just the height parameter to 30 with `printf "\e[8;30t"`
4. Set just the width parameter to 100 with `printf "\e[8;;100t"`
5. Set both width and height to zero with `printf "\e[8;0;0t"`

# Expected behavior

According to the [XTerm documentation](https://invisible-island.net/xterm/ctlseqs/ctlseqs.html#h4-Functions-using-CSI-_-ordered-by-the-final-character-lparen-s-rparen:CSI-Ps;Ps;Ps-t:Ps-=-8;height;width.2519), omitted parameters should reuse the current height or width, while zero parameters should use the display's height or width.

* Step 2 should set the window size to 80x25
* Step 3 should set the window size to 80x30 (i.e. just changing the height)
* Step 4 should set the window size to 100x30 (i.e. just changing the width)
* Step 5 should set the window size to full screen.

# Actual behavior

Step 2 works as expected, but the remaining steps have no effect.

That said, this functionality doesn't seem to be widely supported (the only terminals I've seen that got it right were XTerm and Mintty), so it's probably not that important.
Repository: TypeScript
Issue: Parameter types not being inferred in a class method whose type is indexed from an interface
Labels: Needs Investigation

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This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly
-->
**TypeScript Version:**  3.7.4

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**
Index type
Parameter type of method
Inferring parameter types

**Code**

```ts
interface Parameters1 {
   paramA: number;
   paramB: string;
}

interface Parameters2 {
   paramC: boolean;
}

interface SomeFunctions {
   foo(options: Parameters1): void;
   bar(options: Parameters2): void;
}

class AClass implements SomeFunctions {
   public foo(options: Parameters1): void { }

   public bar(options: Parameters2): void { }
}

const aClassInstance = new AClass();

function callMethod<K extends keyof SomeFunctions>(
   methodName: K,
   options: Parameters<SomeFunctions[K]>[0]
) {
   // 1. Does not work: 
   // Argument of type 'Parameters<SomeFunctions[K]>[0]' is not assignable to parameter of type 'Parameters1 & Parameters2'.
   aClassInstance[methodName](options);
  
   // 2. Also does not work
   // Argument of type 'Parameters<SomeFunctions[K]>[0]' is not assignable to parameter of type 'Parameters1 & Parameters2'.
   // Type 'Parameters<SomeFunctions[K]>[0]' is not assignable to type 'Parameters1'.
   (aClassInstance[methodName] as SomeFunctions[K])(options);

   // 3. Does work, even though it is essentially the same thing as 2
   type MethodType = (o: typeof options) => ReturnType<SomeFunctions[K]>
   (aClassInstance[methodName] as MethodType)(options);
}
```

**Expected behavior:**

Case 2 should work. Possibly also case 1.
Typescript should know that options is the correct type

**Actual behavior:**

Only case 3 works, even though it is more or less the same as case 2

**Playground Link:** <!-- A link to a TypeScript Playground "Share" link which demonstrates this behavior -->

[Playground](https://www.typescriptlang.org/play/?ssl=2&ssc=22&pln=1&pc=1#)

**Related Issues:** <!-- Did you find other bugs that looked similar? -->
Repository: pytorch
Issue: Can we add support for Enum in scripted models?
Labels: oncall: jit,triaged

Enums are not supported right now

import torch
from torch import nn
from enum import Enum

class Testing(Enum):
    lala = "lala"

class Mo(nn.Module):
    def __init__(self, la):
        super().__init__()
        self.la = la
    
    def forward(self, x):
        if self.la == Testing.lala:
            return x
        return x+1

saved_mo = torch.jit.script(mo)

RuntimeError: 
Module 'Mo' has no attribute 'la' (This attribute exists on the Python module, but we failed to convert Python type: 'Testing' to a TorchScript type.):
  File "<ipython-input-18-76956f0fdf61>", line 7
    def forward(self, x):
        if self.la == Testing.lala:
           ~~~~~~~ <--- HERE
            return x
        return x+1

cc @suo
Repository: terminal
Issue: Safer SafeArrays
Labels: Help Wanted,Product-Terminal,Issue-Task,Area-CodeHealth

It'd be nice if we could be safer with SafeArrays. We use them a lot in our accessibility model. 

Some ideas include:
- deleting automatically if anything goes wrong
- easy conversions to/from vectors/arrays

I submitted an issue on wil [here](https://github.com/microsoft/wil/issues/114). If it gets implemented there first, we should use that. If not, we should just create it here and then pass it up to wil.
Repository: vscode
Issue: Untitled file title gets in my way when trying to save
Labels: under-discussion,simple-file-dialog,workbench-untitled-editors

- Open an untitled file with some contents
- Try to save it in the custom file dialog
- The generated title is inserted into the input every time I complete a folder segment

![Jan-30-2020 14-47-48](https://user-images.githubusercontent.com/323878/73497568-f0e21280-436f-11ea-84dc-3ce3a94b2b89.gif)
Repository: electron
Issue: effective test for select-client-certificate
Labels: enhancement :sparkles:

the current test for `select-client-certificate` doesn't actually exercise the code path unless there is a client certificate installed on the machine, which there isn't on CI.

fixing this might involve either a) figuring out how to install client certs on our CI machines in a programmatic way, or b) exposing new APIs to control the client cert store so that we can test this effectively.
Repository: terminal
Issue: Additional Testing for UiaTextRange
Labels: Area-Accessibility,Product-Terminal,Issue-Task,Area-CodeHealth

# Description of the new feature/enhancement

After #4018, more tests were added to UiaTextRange. However, there are still gaps in our testing and they require some more thought and additional refactoring. Here's some that I have in mind:
- [x] `MoveByWord`
- [x] `MoveEndpointByUnitWord`
- [ ] `FindText`
- [ ] `GetBoundingRectangles`
- [ ] `GetText`

The word navigation tests are currently relying more on the tests within `TextBuffer`. So they might not need to be as cumbersome.

FindText relies on our search module so that also isn't a high priority.

This is more of an opportunity to compare our accessibility model to others' and make sure we're not doing anything wonky (and preventing us from getting to that point). 

These new tests also serve as a good opportunity to use `TEST_METHOD_PROPERTY`. Ideally, we could just have a standard set of tests across all text units and just iterate through those units.
Repository: go
Issue: runtime: allow map hashes with different tradeoffs
Labels: Performance,NeedsInvestigation,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.13.4 linux/amd64
</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
go version go1.13.4 linux/amd64
esr@snark:~/WWW/reposurgeon$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/esr/.cache/go-build"
GOENV="/home/esr/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/esr/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/lib/go-1.13"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/lib/go-1.13/pkg/tool/linux_amd64"
GCCGO="/usr/bin/gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/home/esr/WWW/reposurgeon/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-build890210982=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

Wrote a complicated data transformation using maps heavily.  Observed that after I did enough optimization, map hashing costs actually competed with GC as a performance bottleneck.

This is where the standard bug template stops being useful.  The problem I see is that the choice of aeshash512 is more expensive than is right for my application, and I can't fix that.

I'm not arguing with the choice to optimize for cryptographic hardness over performance by default; given Golang's intended role as a language for network servers this was sensible. But my application - reposurgeon - doesn't need that hardening, and is paying a significant performance cost for it.

Therefore, this RFE: Offer a runtime switch that allows plugging in a weaker but faster hash.
Repository: pytorch
Issue: Silent failing of batch_sampler when the data points are lists of tensors.
Labels: module: dataloader,triaged,module: nestedtensor

If a dataset is created from a list of list of tensors, and a custom batch_sample is made to sample from the outer list, then the inner tensors get mingled together in list batches.

## To Reproduce

Consider a dataset consisting of two lists of tensors. The `Sampler` to be used as `batch_sampler` intend to produce a single batch of two lists with this dataset.
```
import torch
from torch.utils.data import Dataset, DataLoader, Sampler

list_of_list_of_tensor_data = [
        [ torch.tensor([0,1,2]),
          torch.tensor([3,4,5]) ],
        [ torch.tensor([6,7,8]),
          torch.tensor([9,0,1]) ]
    ]

class ListData(Dataset):
    def __init__(self, data):
        super().__init__()
        self.data = data
    def __len__(self):
        return len(self.data)
    def __getitem__(self, idx):
        return self.data[idx]

dataset = ListData(list_of_list_of_tensor_data)

class MyBatchSampler(Sampler):
    def __init__(self,data):
        super().__init__(data)
    def __iter__(self):        
        yield [0,1]

sampler = MyBatchSampler(list_of_list_of_tensor_data)
loader = DataLoader(dataset, batch_sampler = sampler)

for batch in loader:
    print(batch)
```
As a result, the batch you get a list of mingled tensors. 
```
 [tensor([[0, 1, 2],
         [6, 7, 8]]), tensor([[3, 4, 5],
         [9, 0, 1]])]
```
## Expected behavior

Of course, the expected behaviour is obtained if you use full tensors instead of lists. Stacking the lists in the dataset's `__getitem__` does the trick here:
```
class TensorData(Dataset):
    def __init__(self, data):
        super().__init__()
        self.data = data
    def __len__(self):
        return len(self.data)
    def __getitem__(self, idx):
        return torch.stack(self.data[idx])

dataset2 = TensorData(list_of_list_of_tensor_data)
loader2 = DataLoader(dataset2, batch_sampler = sampler)

for batch in loader2:
    print(batch)
```
which yields:
```
tensor([[[0, 1, 2],
          [3, 4, 5]],

         [[6, 7, 8],
          [9, 0, 1]]])
```
## Environment

PyTorch version: 1.0.1.post2
Is debug build: No
CUDA used to build PyTorch: None

OS: Mac OSX 10.14.6
GCC version: Could not collect
CMake version: version 3.14.3

Python version: 3.7
Is CUDA available: No
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA

Versions of relevant libraries:
[pip3] numpy==1.16.2
[pip3] torch==1.0.1.post2
[pip3] torchvision==0.2.2.post3
[conda] Could not collect

## Additional Context

Probably that `Sampler` is not intended to be used in the way described above (see #28743), but since the code works and produce unexpected results, it was hard to identify what we did wrong when we stumble on this.

cc @SsnL @cpuhrsch