sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Skeleton does not put in correct TrackPath for poses in animations while inside the editor (fixed in `master`)
Labels: bug,topic:editor,confirmed,topic:3d

**Godot version:**
3.2.3.stable.mono

**Issue description:**
When trying to animate a 3d `Skeleton` node in editor if you press the keyTrack button the editor places in the wrong path to the animation track (while the track_set_path function does tell you how to do it correctly atleast for C# in VS it does).
As for instance if I wish to key a bone with the name "Hand.l" with an id of "12," the editor will make the Track path "`Spatial/Skeleton:bones/12/pose`" when in reality the path should have been "`Spatial/Skeleton:Hand.l`"
"Theoretical Node Setup"
```
RootNode
-Spatial
--Skeleton
-AnimationPlayer
```

**Steps to reproduce:**
Take a `Skeleton` and place an `AnimationPlayer` Node into the scene with it.
Create new animation and go to the `Skeleton` bones sub tab and choose any bone you want and key the pose to the animation. It will put in a track with a path similar to this first example path above which is incorrect to how Godot wants the path to be.

**Minimal reproduction project:**
[TestProjectForSkeletonTrackPaths.zip](https://github.com/godotengine/godot/files/6216795/TestProjectForSkeletonTrackPaths.zip)

This project include a crappy model and rig with one animation imported from blender to see how the track paths should look but it is up to the user to add a new animation and key the pose or poses themselves to see how Godot does it in editor.
Repository: godot
Issue: Document OS-specific built-in mouse cursor caveats, such as missing states
Labels: documentation,topic:gui

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.3

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10

**Issue description:**
<!-- What happened, and what was expected. -->
Drag cursor just looks the same as the normal cursor, [the documentation](https://docs.godotengine.org/en/stable/classes/class_control.html#enum-control-cursorshape) says it's supposed to look like a hand or cross.


https://user-images.githubusercontent.com/50304111/112741422-f66ec480-8f42-11eb-8244-a22980b048b5.mp4

**Steps to reproduce:**


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: transformers
Issue: Add DALL-E: Zero-Shot Text-to-Image Generation
Labels: New model

# 🚀 Feature request

Please add DALLE-E model to huggingface's Transformers library.

1. [Announcement](https://openai.com/blog/dall-e/)
2. [Abstract](https://arxiv.org/abs/2102.12092v2)
3. [Paper](https://arxiv.org/pdf/2102.12092v2.pdf)
4. Code:
    - [openai/DALL-E](https://github.com/openai/DALL-E) (official)
    - [lucidrains/DALLE-pytorch](https://github.com/lucidrains/DALLE-pytorch) ([Colab](https://colab.research.google.com/drive/1dWvA54k4fH8zAmiix3VXbg95uEIMfqQM?usp=sharing))

## Motivation

> DALL·E is a 12-billion parameter version of [GPT-3](https://huggingface.co/transformers/model_doc/gpt.html) trained to generate images from text descriptions, using a dataset of text–image pairs
>
> We (Open AI) decided to name our model using a portmanteau of the artist Salvador Dalí and Pixar’s WALL·E.
Repository: pytorch
Issue: [testing] test_reference_numerics_extremal_clamp_cpu_bfloat16 fails on ci build with GCC5.4 and Python 3.6
Labels: module: tests,triaged,module: bfloat16

With PR https://github.com/pytorch/pytorch/pull/52194
```
Traceback (most recent call last):
  File "/opt/conda/lib/python3.6/site-packages/torch/testing/_internal/common_device_type.py", line 292, in instantiated_test
    result = test_fn(self, *args)
  File "/opt/conda/lib/python3.6/site-packages/torch/testing/_internal/common_device_type.py", line 266, in test_wrapper
    return test(*args, **kwargs)
  File "/opt/conda/lib/python3.6/site-packages/torch/testing/_internal/common_utils.py", line 624, in wrapper
    fn(*args, **kwargs)
  File "test_unary_ufuncs.py", line 347, in test_reference_numerics_extremal
    self._test_reference_numerics(dtype, op, tensors, equal_nan)
  File "test_unary_ufuncs.py", line 304, in _test_reference_numerics
    _helper_reference_numerics(expected, actual, msg, exact_dtype, equal_nan)
  File "test_unary_ufuncs.py", line 282, in _helper_reference_numerics
    self.assertEqualHelper(actual, expected, msg, dtype=dtype, equal_nan=equal_nan, exact_dtype=exact_dtype)
  File "test_unary_ufuncs.py", line 265, in assertEqualHelper
    **kwargs)
  File "/opt/conda/lib/python3.6/site-packages/torch/testing/_internal/common_utils.py", line 1251, in assertEqual
    super().assertTrue(result, msg=self._get_assert_msg(msg, debug_msg=debug_msg))
AssertionError: False is not true : Tensors failed to compare as equal!With rtol=0.016 and atol=0.07, found 1 element(s) (out of 812) whose difference(s) exceeded the margin of error (including 1 nan comparisons). The greatest difference was nan (5.46875 vs. nan), which occurred at index 2.
```

Reference CI : https://app.circleci.com/pipelines/github/pytorch/pytorch/288893/workflows/745801c9-322a-4307-8e14-21db032c7032/jobs/11741045

Tried to reproduce this error on VM with Ubuntu 16.04 (Xenial) with gcc5.4 and python3.6 but the test passed.
Reference: https://github.com/pytorch/pytorch/pull/52194#issuecomment-807182075




cc @mruberry @VitalyFedyunin @walterddr
Repository: go
Issue: cmd/compile: inaccurate escape to heap message
Labels: 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 go1.16 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes.

### What did you do?

```go
package main

var i interface{}

func f() {
  type T int
  var a [1<<20]byte
  i = a // a escapes to heap
}

func main(){
  var x int
  println(&x)
  f()
  println(&x)
}
```

### What did you expect to see?

```
$ go build -gcflags="-m" a.go
# command-line-arguments
./a.go:11:6: can inline main
./a.go:8:5: a copy of a escapes to heap
```

### What did you see instead?

```
$ go build -gcflags="-m" a.go
# command-line-arguments
./a.go:11:6: can inline main
./a.go:8:5: a escapes to heap
```
Repository: pytorch
Issue: Inconsistent behaviour with `weight` argument in CrossEntropyLoss and BCEWithLogitsLoss
Labels: module: loss,triaged

## 🐛 Bug

Inconsistent behaviour with `weight` argument in CrossEntropyLoss and BCEWithLogitsLoss

## To Reproduce

Steps to reproduce the behavior:

```
sm_target = torch.tensor([1,0,0])
b_target = torch.FloatTensor([1,0,0])

sm_score = torch.FloatTensor([[0.3, 0.7], [0.6, 0.4], [0.6, 0.4]])
b_score = torch.FloatTensor([0.40005136065843544, -0.19986264725851363, -0.19986264725851363])

print(F.cross_entropy(sm_score, sm_target))
print(F.binary_cross_entropy_with_logits(b_score, b_target))

# output
# tensor(0.5698)
# tensor(0.5698)

# setting class 0 with weight 1 and class 1 with weight 3
print(F.cross_entropy(sm_score, sm_target, weight = torch.FloatTensor([1, 3])))
print(F.binary_cross_entropy_with_logits(b_score, b_target, weight = torch.FloatTensor([3, 1, 1])))
# output
# tensor(0.5471)
# tensor(0.9118)
```
## Expected behavior

The loss from CrossEntropy for 2 classes and BCEWithLogitsLoss should be consistent with proper `weight` argument set.

## Environment

Should be environment-agnostic 

## Additional context

The issue should be related to an incorrect denominator used to compute the averaged loss.
```
def bce_1(target, score, weight):
    loss = 0.0
    for (y, yhat, w) in zip(target, score, weight):
        syhat = F.sigmoid(yhat)
        one_loss = w*(-y*torch.log(syhat)-(1-y)*torch.log(1-syhat))
        loss += one_loss.data
    return loss/len(target) # correct implementation should be sum(weight)#

print('BCE 1')
print(bce_1(b_target, b_score, weight=[1,1,1]))
print(bce_1(b_target, b_score, weight=[3,1,1])) # it doesn't include the weight

def bce_2(target, score, weight):
    loss = 0.0
    for (y, yhat, w) in zip(target, score, weight):
        syhat = F.sigmoid(yhat)
        one_loss = w*(-y*torch.log(syhat)-(1-y)*torch.log(1-syhat))
        loss += one_loss.data
    return loss/sum(weight)

print('BCE 2')
print(bce_2(b_target, b_score, weight=[1,1,1]))
print(bce_2(b_target, b_score, weight=[3,1,1])) # it doesn't include the weight

# output
# BCE 1
# tensor(0.5698)
# tensor(0.9118)
# BCE 2
# tensor(0.5698)
# tensor(0.5471) <- consistent with the loss in CrossEntropy

```
Repository: rust
Issue: Unknown imports appear randomly in wasm with wasm32-unknown-unknown
Labels: T-compiler,A-incr-comp,O-wasm,C-bug

In the last ~6months imports are appearing in my wasm file that shouldn't be there

Sadly I can't post the full wasm file, but I'll post the relevant snippets from the wat file. 

```lisp
  (import "env" "_ZN4core3ptr13drop_in_place17h87bae2b944b06afaE.llvm.4648178200688082164" (func $_ZN4core3ptr13drop_in_place17h87bae2b944b06afaE.llvm.4648178200688082164 (type 6)))
  (import "env" "_ZN4core3ptr13drop_in_place17h82a2570e9881fedcE.llvm.8356378164814726448" (func $_ZN4core3ptr13drop_in_place17h82a2570e9881fedcE.llvm.8356378164814726448 (type 6)))
  (import "env" "_ZN4core3ptr13drop_in_place17h60586b0c4c0de6f8E.llvm.4648178200688082164" (func $_ZN4core3ptr13drop_in_place17h60586b0c4c0de6f8E.llvm.4648178200688082164 (type 6)))
  (import "env" "_ZN4core3ptr13drop_in_place17h863c201617f826e5E.llvm.4648178200688082164" (func $_ZN4core3ptr13drop_in_place17h863c201617f826e5E.llvm.4648178200688082164 (type 6)))

(func $_ZN4core3ptr13drop_in_place17h0aaec01cb045c974E (type 6) (param i32))
...
call $_ZN4core3ptr13drop_in_place17h9ada1f57a39a4b7eE
...
(func $_ZN4core3ptr13drop_in_place17h6a34fda5202dbbceE (type 6) (param i32))
```
None of the imports should have made it into the resulting wasm file.

Loading this into a wasm runtime, it will produce the following error

> Couldn't instantiate module -> Failed to create a module instance -> Failed to instantiate module -> unknown import: env::_ZN4core3ptr13drop_in_place17h87bae2b944b06afaE.llvm.4648178200688082164 has not been defined

Running `cargo clean` and recompiling will "fix" this issue, and makes the random import symbols go away.

This doesn't just happen with functions from core / std. I got the following error a few minutes ago

> Failed to instantiate module -> unknown import: `env::_ZN72_$LT$hashbrown..map..Keys$LT$K$C$V$GT$$u20$as$u20$core..clone..Clone$GT$5clone17hd616ebacd028a77eE` has not been defined`

But as far as I can tell, it can happen for any function in the code base.
## Setup

I am running into this issue several times a day now. I usually run `cargo watch -x "build --release --target wasm32-unknown-unknown"` with `export CARGO_INCREMENTAL=1`.

I am on arch linux with a ryzen5950x. I've been running into this issue for several months now. I think it has gotten worse recently since I upgraded from an 8 core to a 16 core cpu.

---

I understand that this will be a hard to reproduce issue. Is there any way I can provide more information? Any command you would like me to run when I encounter this issue again?
Repository: PowerToys
Issue: Switch -> Open app flow / Option to reorder results by plugin
Labels: Idea-Enhancement,Product-PowerToys Run,Run-Plugin

## 📝 An option to define the order of the result types, like open windows on top

_We switch the windows more frequently than open new ones. It should be possible to have found windows as the top result items._

If you can make it possible to easily switch windows by search without prefix, it would improve many work flows.

If one doesn't use a trackpad with 3/4 finger app-switching gesture, then the window switching is problematic.  
Alt-Tab is limited. Win+Tab is slow, requires additional keystrokes to open search, and it shows only recent files while ignoring the active windows.

Now we can set "Direct activation phrase", but it introduced unnecessary friction. If it's set to show windows, and then shortcuts, it would introduce smooth **switch to app or open flow**. Especially if Window Walker could show app icons or their miniatures, like Alt-Tab does.

I'm extending the *Switch -> Open app flow* request to more generic results reordering, as this should be one kind of change.

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: PowerToys
Issue: [PT Run] Disabling shell plugins does not work
Labels: Issue-Bug,Priority-3,Run-Plugin

### Microsoft PowerToys version

0.33.1

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Other Software

_No response_

### Steps to reproduce

1. Turn off "Shell" under Plugins in PT Run
2. Type in a command, such as "ping"
3. See results for the executing the command ping

### ✔️ Expected Behavior

Nothing to show up, because I have disabled executing shell commands from PT Run

### ❌ Actual Behavior

I see commands show up, see screenshot below

![image](https://user-images.githubusercontent.com/32803874/112758009-c1e62180-8fb1-11eb-8067-c0c9fc77e08f.png)
Repository: flutter
Issue: [canvaskit] memory leak in debug mode
Labels: engine,a: debugging,platform-web,perf: memory,e: web_canvaskit,has reproducible steps,P2,found in release: 3.10,team-web,triaged-web

### To reproduce

1. Do the steps to reproduce https://github.com/flutter/flutter/issues/79229
2. While debugger is paused on exception
* ![image](https://user-images.githubusercontent.com/39104740/112760887-414f1180-9001-11eb-90f4-e9bbca2c8d74.png) - pressing hot reload or hot restart will hang on forever
* ![image](https://user-images.githubusercontent.com/39104740/112760972-92f79c00-9001-11eb-94d7-768cbc7d4835.png) - pressing any of "Step ..." options will cause a memory leak and the tab will eventually crash with `SBOX_FATAL_MEMORY_EXCEEDED`. after tab crashes to it's possible to reload it with manual reloading and hot restarting
* (Pressing other buttons works as expected)

<details>
<summary>memory leak screenshot</summary>

![memory](https://user-images.githubusercontent.com/39104740/112760771-d30a4f00-9000-11eb-89e1-1c676787a1a2.png)
</details>


<details>
<summary>flutter doctor -v</summary>

```
[√] Flutter (Channel master, 2.1.0-13.0.pre.288, on Microsoft Windows [Version 10.0.19041.867], locale ru-RU)
    • Flutter version 2.1.0-13.0.pre.288 at c:\dev\src\flutter
    • Framework revision e384ca7979 (80 minutes ago), 2021-03-26 17:34:03 +0100
    • Engine revision b5e15d055d
    • Dart version 2.13.0 (build 2.13.0-162.0.dev)

[√] Android toolchain - develop for Android devices (Android SDK version 30.0.2)    
    • Android SDK at C:\Users\danya\AppData\Local\Android\sdk
    • Platform android-30, build-tools 30.0.2
    • Java binary at: C:\Program Files\Android\Android Studio\jre\bin\java
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b01)   
    • All Android licenses accepted.

[√] Chrome - develop for the web
    • Chrome at C:\Program Files\Google\Chrome\Application\chrome.exe

[√] Visual Studio - develop for Windows (Visual Studio Community 2019 16.7.7)       
    • Visual Studio at C:\Program Files (x86)\Microsoft Visual Studio\2019\Community
    • Visual Studio Community 2019 version 16.7.30621.155
    • Windows 10 SDK version 10.0.18362.0

[√] Android Studio (version 4.0)
    • Android Studio at C:\Program Files\Android\Android Studio
    • Flutter plugin version 50.0.1
    • Dart plugin version 193.7547
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b01)   

[√] VS Code (version 1.54.3)
    • VS Code at C:\Users\danya\AppData\Local\Programs\Microsoft VS Code
    • Flutter extension version 3.20.0

[√] Connected device (4 available)
    • Redmi Note 5 (mobile) • 40c9f14 • android-arm64  • Android 9 (API 28)
    • Windows (desktop)     • windows • windows-x64    • Microsoft Windows [Version 10.0.19041.867]
    • Chrome (web)          • chrome  • web-javascript • Google Chrome 89.0.4389.90
    • Edge (web)            • edge    • web-javascript • Microsoft Edge 89.0.774.57

• No issues found!
```
</details>
Repository: flutter
Issue: [android] handle long press on system buttons
Labels: c: new feature,platform-android,framework,engine,f: gestures,c: proposal,P3,team-android,triaged-android

On android it's possible to have a callback for long press on
1. "recent apps" button
2. back button

(Home button always opens google assistant)

AFAIK by default option menus, if they are there's on in the activity, are automatically opened on long press on recents button (for example check out chrome, telegram, or whatapp apps)

There isn't default behavior for long press on back button, but for example in chrome they use it to show the recent history
Repository: godot
Issue: checkbutton node passes mouse input to game loop
Labels: topic:input,topic:gui

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.2.3


**OS/device including version:**
Macbook pro running macos 10.15.6
**Issue description:**
my game use mouse input to control the player, and a checkbutton to pause/unpause music, but clicking the checkbutton to change music status makes my player jump - I set the  mouse filter to stop for thecheck button but its still an issue. (see attached example project ) 


**Steps to reproduce:**
1. create a UI scene with a checkbutton on it
2. 2 instance the UI scene into your main scene
3. assign mouse click to an input via the input map
4. create game logic using newly assigned  input 

expected result: can use checkbutton without affecting game logic
actual result:
cclicking the checkbutton also   results in the input map input being generated influencing gameplay (there doesnt appear to be  a way around this.)

[checkbutton_issue.zip](https://github.com/godotengine/godot/files/6217776/checkbutton_issue.zip)

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: flutter
Issue: Run on Desktop VM
Labels: c: new feature,platform-linux,c: proposal,a: desktop,P3,team-linux,triaged-linux

## Use case

When targeting Linux, you also have to develop in a Linux environment. This means you have to switch development environments to target multiple platforms. If you want to support Linux and iOS, for example, you cannot just develop on macOS.

## Proposal

Would it be possible to support running on virtual machines or maybe even other connected machines? The developer could have a virtual machine for Ubuntu running while developing on macOS and targeting other platforms such as Android, iOS, web, Linux and macOS from the same environment. It would be nice to see a VM recognized in `flutter devices` and be able to run and debug from another host OS. I can imagine this might require something to be installed on the VM side to connect both ends together.
Repository: youtube-dl
Issue: Issue with America's Test Kitchen
Labels: account-needed

- [x] I'm reporting a broken site support issue
- [x] I've verified that I'm running youtube-dl version **2021.03.25**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that all URLs and arguments with special characters are properly quoted or escaped
- [x] I've searched the bugtracker for similar bug reports including closed ones
- [x] I've read bugs section in FAQ


## Verbose log


```

[debug] System config: []
[debug] User config: ['-o', '~/Videos/%(title)s.%(ext)s', '-o', '~/Videos/%(playlist)s/%(playlist_index)s - %(title)s.%(ext)s', '-f', 'bestvideo[ext=mp4]+bestaudio[ext=m4a]/mp4', '--ignore-errors', '--write-sub', '--sub-format', 'vtt', '--convert-subtitles', 'srt', '--write-description']
[debug] Custom config: []
[debug] Command-line args: ['https://www.americastestkitchen.com/episode/469-lets-make-bread', '--verbose']
[debug] Encodings: locale cp1252, fs utf-8, out utf-8, pref cp1252
[debug] youtube-dl version 2021.03.25
[debug] Python version 3.8.4 (CPython) - Windows-10-10.0.19041-SP0
[debug] exe versions: ffmpeg 4.3.1, ffprobe 4.3.1
[debug] Proxy map: {}
[AmericasTestKitchen] 469: Downloading JSON metadata
[Zype] 5b400b674b32992a31061e82: Downloading JSON metadata
ERROR: Unable to extract source; please report this issue on https://yt-dl.org/bug . Make sure you are using the latest version; see  https://yt-dl.org/update  on how to update. Be sure to call youtube-dl with the --verbose flag and include its complete output.
Traceback (most recent call last):
  File "c:\users\wesley lim\appdata\local\programs\python\python38-32\lib\site-packages\youtube_dl\YoutubeDL.py", line 806, in wrapper
    return func(self, *args, **kwargs)
  File "c:\users\wesley lim\appdata\local\programs\python\python38-32\lib\site-packages\youtube_dl\YoutubeDL.py", line 827, in __extract_info
    ie_result = ie.extract(url)
  File "c:\users\wesley lim\appdata\local\programs\python\python38-32\lib\site-packages\youtube_dl\extractor\common.py", line 534, in extract
    ie_result = self._real_extract(url)
  File "c:\users\wesley lim\appdata\local\programs\python\python38-32\lib\site-packages\youtube_dl\extractor\zype.py", line 90, in _real_extract
    source = self._search_regex(
  File "c:\users\wesley lim\appdata\local\programs\python\python38-32\lib\site-packages\youtube_dl\extractor\common.py", line 1012, in _search_regex
    raise RegexNotFoundError('Unable to extract %s' % _name) ```

--

## Description


This video is unable to extract the source of this video, but is able to extract the sources of all of the other seasons available. While a paid membership is needed to watch older seasons in browser, it is not needed to access the other video’s sources. What should I do next?