sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Inconsistent and invisible Unicode character handling in editor and inspector
Labels: bug,topic:gui

### Godot version

3.3.2.stable

### System information

Windows 10, 2D

### Issue description

Leaving everything as default, Godot gives 3 entirely different responses to the single Unicode Down Arrow ⬇ U+2B07 symbol.  (You can find a one on this page to copy and paste: https://unicode-table.com/en/2B07/ )

1. The symbol appears correctly in the text if you paste it into a string in the GDscript editor window

2. The symbol appears as a Diamond Question Mark � if you paste it into the Inspector Text window of a Label node.

3. The symbol is invisible in the 2D rendered image of the label with default font.  

To make the Down Arrow work I loaded the Fira font into some of the labels, and then it is rendered.  

By paging down the Fira list of symbols I found another interesting symbol, a little skull and crossbones: ☠  This is U+2620
    https://www.1001fonts.com/fira-mono-font.html

(It would be great if Godot previewed a grid of all the glyphs available in a Font so I could easily see which ones existed out of all that could be there, but that's another feature request.)

Pasting one of these into the editor creates an invisible character that you can only tell is there because the cursor stalls when you use the cursor keys to advance across it.

4.  This indicates that #871 was incompletely fixed.

### Steps to reproduce

See minimal project and instructions above

### Minimal reproduction project

[unicode_tests.zip](https://github.com/godotengine/godot/files/6887323/unicode_tests.zip)
Repository: pytorch
Issue: Refactor serialization tests to use device parametrization
Labels: module: tests,module: serialization,triaged

See https://github.com/pytorch/pytorch/pull/62192#discussion_r676943351 Would like to easily test the same tensors on cpu/cuda/meta serialization

cc @mruberry @VitalyFedyunin @walterddr
Repository: pytorch
Issue: Serialization map_location silently ignores xla/mlc/meta (any serialization mechanism that skips storage)
Labels: module: serialization,triaged

See https://github.com/pytorch/pytorch/pull/62192#discussion_r676820391

cc @mruberry
Repository: material-ui
Issue: CircularProgress thickness property should support strings (pixels) too
Labels: new feature,component: CircularProgress,component: progress

On this line: https://github.com/mui-org/material-ui/blob/d5943120c0a15d3953a81e83c5e5cc0f8667b610/packages/material-ui/src/CircularProgress/CircularProgress.js#L200

You're setting the svg attribute for `strokeWidth` to the `thickness` property. You only allow numbers because you do maths on it for the `r` svg attribute calculations as well as `circumference` calculations on line 167. However, the HTML spec for `strokeWidth` is `<length> | <percentage>`.

The reason this can make a difference is the following idea...

If you want the `strokeWidth` to equal the padding of a contained component, for example, making a circle around an avatar, it's near impossible to pass the same value so the CircularProgress is "outside" of the avatar component.

It might make sense to allow either, or allow a `strokeWidth` specific property to be passed in.

- [X] The issue is present in the latest release.
- [X] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.
Repository: vscode
Issue: Required fields aren't being validated
Labels: bug,settings-editor

Ref #129499

Required properties behave strangely with object settings in the settings editor. Let's say A is required and B isn't. Then consider the following setting value:
```json
"settingName": {
 "B": "v2"
}
```
and assume A has a default value of v1.

The JSON editor displays a warning saying A is missing. However, the GUI editor displays A with the value v1, still, with no warning. However, if A isn't given a default value, but is still required, the GUI editor doesn't display A, but there's still no warning on the GUI editor side.
Repository: vscode
Issue: Automatic classification: more aggressive debounce and perf considerations
Labels: feature-request,languages-guessing

Testing #129436

On my machine it takes around `300ms` for the language classification to compute. However some of our users have a slower machine, so here are some ideas on how to make sure to not slow down when users that are just scribbling in an untitled editor.

* [x] Do not classify when less than 20 characters present (unless to reset mode if file has auto detected already) - Done in https://github.com/microsoft/vscode-languagedetection/commit/b024b29a080c20b6875141797380dabb1bf3f672
* [x] Increase debounce from 300ms to 600ms (this will still not be a noticeable lag when the user stops typing, pastes) - Done in https://github.com/microsoft/vscode/pull/130006
* [ ] If you have already run the classification `n` times and every time you are unsuccessful maybe stop trying and only on larger changes run
* [ ] If you already auto detected a language - great! Do not be so aggressive then, only if a big change to the file content happened 

Both 3 and 4 require some knowledge about what is a bigger change to a file. We can figure something out. Maybe @bpasero has ideas
Repository: godot
Issue: Improve the script editor's executing line highlight
Labels: enhancement,topic:editor,usability

### Godot version

3.3.2

### System information

Windows 10

### Issue description

Try and guess which line is the executing one :)

Godot:
<img height=70 src=https://user-images.githubusercontent.com/50304111/127215775-907abdcd-b628-4819-a8d9-7076295d64e8.png>

<details>
  <summary>VS Code</summary>
<img height=70 src=https://user-images.githubusercontent.com/50304111/127216215-e4f574f8-d8a6-4796-96f9-15260867a721.png>
</details>

The colors on the arrow in Godot's is really close to the breakpoint color, and for people who are color blind it's probably pretty much impossible to tell.
### Steps to reproduce

Trigger a breakpoint

### Minimal reproduction project

n/a
Repository: go
Issue: x/website: add featured international books
Labels: NeedsFix,website

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
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### What version of Go are you using (`go version`)?

(irrelevant)

### Does this issue reproduce with the latest release?

(irrelevant)

### What operating system and processor architecture are you using (`go env`)?

(irrelevant)

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
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- Browse the discovery site, looking for recommended books. 
- Find the "Featured books" on the home page. Click the link to https://go.dev/learn/#featured-books
- Ask about it on go-nuts.
- @ianlancetaylor suggested I open an issue here and send a pull request.
 
### What did you expect to see?

- A short list of english books (like the one I found)
- A short list of one book per major language

### What did you see instead?

- Five books, all of them in english
- No book in other languages, not even a link to https://github.com/golang/go/wiki/Books
Repository: flutter
Issue: Deprecate the shader warmup API
Labels: team,engine,P3,team-engine,triaged-engine

I believe there is at least one internal customer using this, but it should be trivial to move the related code into their application and out of the framework.

See https://github.com/flutter/flutter/pull/87126 for context
Repository: rust
Issue: Diagnostics for trait impls on trait objects confusing around implicit lifetime bounds
Labels: A-diagnostics,A-lifetimes,T-compiler,C-bug,D-terse,A-trait-objects

I tried this code:

```rust
struct ProviderContainer {}
trait DataProvider {}
trait SerdeDataProvider {}

impl DataProvider for dyn SerdeDataProvider {}

impl ProviderContainer {
    pub fn as_dyn_ref(&self) -> &dyn SerdeDataProvider {
        unimplemented!()
    }
}

struct LocaleCanonicalizer {}

impl LocaleCanonicalizer {
    fn new<D: DataProvider + ?Sized>(d: &D) {
        unimplemented!()
    }
}

fn foo(provider: &ProviderContainer) {
    let provider = provider.as_dyn_ref();
    LocaleCanonicalizer::new(provider)
}

fn main() {}
```

This crops up the following error message:

```
$ rustc bar.rs
error[E0621]: explicit lifetime required in the type of `provider`
  --> bar.rs:25:5
   |
25 |     LocaleCanonicalizer::new(provider)
   |     ^^^^^^^^^^^^^^^^^^^^^^^^ lifetime `'static` required

error: aborting due to previous error
```

In a more complex case I was able to get it to suggest I use `&'static ProviderContainer` as a part of the above error. I'm unable to reduce that testcase (yet) but I can post a link to a branch if necessary.

The actual fix here is that `as_dyn_ref()` should have the signature of `pub fn as_dyn_ref(&self) -> &(dyn SerdeDataProvider + 'static)`. What's going on here is that:

 - the impl for `dyn SerdeDataProvider` is implicitly on `dyn SerdeDataProvider + 'static`
 - `as_dyn_ref` implicitly returns an `&'a dyn SerdeDeDataProvider + 'a`

These implicit lifetime bounds end up clashing. In such errors we should surface this implicitness so that the errors make more sense.

cc @estebank @sffc 

`rustc --version --verbose`:
```
$ rustc --version --verbose
rustc 1.55.0-nightly (74ef0c3e4 2021-07-16)
binary: rustc
commit-hash: 74ef0c3e404cc72c08b2d1e14506f90d9e877269
commit-date: 2021-07-16
host: x86_64-unknown-linux-gnu
release: 1.55.0-nightly
LLVM version: 12.0.1

```
Repository: vscode
Issue: Installing recommended extension (Jupyter) doesn't completely resolve rendering problems until ipynb reload.
Labels: bug,notebook

Testing #129463

- VS Code with Python, but no Jupyter extension
- Open a notebook such that it's pinned or permanently opened.
- Scroll to a cell that has output that can't be rendered:
![image](https://user-images.githubusercontent.com/11685408/127231224-3a2b842f-e286-480d-8573-a97035d9468f.png)
- Click the ... and choose "Choose Output Mimetype"
- Choose "Install additional renderers..."
- Install the Jupyter extension as suggested
- Switch back to the notebook

Output still isn't rendered. Just looks buggy:
![image](https://user-images.githubusercontent.com/11685408/127231543-ff118b11-e54b-40db-a0ea-a184e6c7fd58.png)

Reopening the notebook or reloading VS Code will fix the problem.
Repository: godot
Issue: HTML5 (GLES3) export crashes on some computers
Labels: bug,platform:web,platform:macos,topic:rendering,topic:porting,needs testing

### Godot version

3.4.beta2.mono.official

### System information

MacOS 11.5, "New Macbook Air with the Apple M1 chip" / Arch Linux (kernel 5.13.4-arch2-1)

### Issue description

I noticed this on my project, and got some testing done with the 3D platformer demo.

Whenever the exported project is loaded, it maxes out a core until it crashes. This happened on two different computers (a Mac, and a Linux; two other Linux ones worked fine).

Native export for the Mac worked fine.

Linux, from my project (I think they said it was the same for the 3D platformer):
![image](https://cdn.discordapp.com/attachments/455510251031232522/869714209691299900/unknown.png)

(This happened on 3.3 as well, I updated to check if the Apple silicon fixes for some reason worked even on the HTML5 export)

Let me know if I should open another ticket and make this just for one platform.

(Sorry about the mess that is this issue, I'm unsure how to get good information on this.)

### Steps to reproduce

Open a web export of a a 3D(?) project using GLES3 and wait for it to (not) finish loading.

### Minimal reproduction project

3D Platformer Demo - https://spacechase0.com/kar/test/index.html
Repository: pytorch
Issue: ProcessGroupGloo CUDA Comm Synchronization Looks Wrong
Labels: oncall: distributed,module: c10d

Currently, ProcessGroupGloo wraps arguments of a collective comm into a `work` and insert that `work` item into a queue. There is a separate thread running the `runLoop` function and pops `work` item from the queue and launch communications. 

https://github.com/pytorch/pytorch/blob/1f1d01df3ec06046880d0a92b930fbd051d60606/torch/csrc/distributed/c10d/ProcessGroupGloo.cpp#L748-L770

The work item will first run the collective comm, then synchronize stream, and then mark the future as completed. 

https://github.com/pytorch/pytorch/blob/1f1d01df3ec06046880d0a92b930fbd051d60606/torch/csrc/distributed/c10d/ProcessGroupGloo.cpp#L407-L419

There might be a problem here, where the background thread syncs to the current stream and can interfere with the computation ops. If no one is calling wait on the AsyncWork, it will create unnecessary synchronizations. 

https://github.com/pytorch/pytorch/blob/1f1d01df3ec06046880d0a92b930fbd051d60606/torch/csrc/distributed/c10d/ProcessGroupGloo.cpp#L1308-L1314

A better solution might be passing devices to the Future ctor and passing storage to markCompleted to enable CUDA Future logic. 

https://github.com/pytorch/pytorch/blob/1f1d01df3ec06046880d0a92b930fbd051d60606/torch/csrc/distributed/c10d/ProcessGroupGloo.cpp#L439-L447

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @agolynski @SciPioneer @H-Huang @mrzzd @cbalioglu @gcramer23
Repository: godot
Issue: Run failed while open Godot from Terminal
Labels: platform:macos,topic:editor,topic:dotnet

### Godot version

3.3.2.stable.mono.official

### System information

Macos Big Sur 11.4

### Issue description

It's fine when i open godot by double click it.
But error comes when i open it from terminal.
<img width="990" alt=":Applications:Godot_mono app:Contents:MacOS:Godot --path  --editor 2021-07-28 10-21-30" src="https://user-images.githubusercontent.com/75315194/127253546-1ca1db84-fecf-413d-ab47-d0ada91598bd.png">
<img width="1209" alt="Godot Engine - 2 5d_t_21_07_26 - MainScene tscn 2021-07-28 10-21-14" src="https://user-images.githubusercontent.com/75315194/127253555-ca06d8d2-3b55-4f3f-8c3d-abfaed6cd603.png">


### Steps to reproduce

1./Applications/Godot_mono.app/Contents/MacOS/Godot --path /Users/chenkeyu/Desktop/Game/2.5d_t_21_07_26 --editor
2.run

### Minimal reproduction project

_No response_
Repository: godot
Issue: Vulkan: "The vertex format used to create the pipeline does not match the vertex format bound." error appears randomly at model load
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

4.0dev (1f69582)

### System information

Windows 10, Vulkan, RTX 2080

### Issue description

Sometimes I load a 3D model and I see this repeated in the console:

```
drivers/vulkan/rendering_device_vulkan.cpp:7201 - Condition "!vertex_array" is true.
Vertex amount (22901) must be a multiple of the amount of vertices required by the render primitive (3).
drivers/vulkan/rendering_device_vulkan.cpp:7201 - Condition "!vertex_array" is true.
The vertex format used to create the pipeline does not match the vertex format bound.
```
![image](https://user-images.githubusercontent.com/87843097/127261698-846192c2-3811-4d1c-88cc-861478b6cc0d.png)

This is usually accompanied by one of the materials in the scene not loading.

### Steps to reproduce

Unfortunately this does not happen consistently. If I load models in the background using `ResourceLoader.load_threaded_request` and add them to the scene one by one, it seems to be random as to which model this error occurs on. But it always starts showing the moment one of the models load.

I'm not sure where to start in terms of debugging this.

### Minimal reproduction project

_No response_
Repository: vscode
Issue: [Mac OSX 11.5] Cannot launch code after build from source on a case sensitive partition
Labels: bug,macos,good first issue

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: origin/main -> 762f213a29109d70e89b54d4232de97f51f8187c
- OS Version: MacOS 11.5

Steps to Reproduce:

1. Create a disk image and format as case sensitive APFS
2. git clone the main branch of vscode on new case sensitive volume
3. Build and run code with ./scripts/code.sh
4. Observer below log

Log:
`$ ./scripts/code.sh
yarn run v1.22.10
$ node build/lib/electron
node:events:371
      throw er; // Unhandled 'error' event
      ^

Error: File not found with singular glob: /Volumes/Data/code/vscode/resources/darwin/Bower.icns (if this was purposeful, use `allowEmpty` option)
    at Glob.<anonymous> (/Volumes/Data/code/vscode/node_modules/glob-stream/readable.js:84:17)
    at Object.onceWrapper (node:events:514:26)
    at Glob.emit (node:events:394:28)
    at Glob._finish (/Volumes/Data/code/vscode/node_modules/glob-stream/node_modules/glob/glob.js:197:8)
    at done (/Volumes/Data/code/vscode/node_modules/glob-stream/node_modules/glob/glob.js:182:14)
    at Glob._processSimple2 (/Volumes/Data/code/vscode/node_modules/glob-stream/node_modules/glob/glob.js:688:12)
    at /Volumes/Data/code/vscode/node_modules/glob-stream/node_modules/glob/glob.js:676:10
    at Glob._stat2 (/Volumes/Data/code/vscode/node_modules/glob-stream/node_modules/glob/glob.js:772:12)
    at lstatcb_ (/Volumes/Data/code/vscode/node_modules/glob-stream/node_modules/glob/glob.js:764:12)
    at RES (/Volumes/Data/code/vscode/node_modules/inflight/inflight.js:31:16)
Emitted 'error' event on DestroyableTransform instance at:
    at Pumpify.emit (node:events:394:28)
    at Pumpify.Duplexify._destroy (/Volumes/Data/code/vscode/node_modules/duplexify/index.js:191:15)
    at /Volumes/Data/code/vscode/node_modules/duplexify/index.js:182:10
    at processTicksAndRejections (node:internal/process/task_queues:78:11)
error Command failed with exit code 1.
info Visit https://yarnpkg.com/en/docs/cli/run for documentation about this command.`
Repository: ant-design
Issue: Select.Option 的 value 不支持 null 类型
Labels: 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.

### Reproduction link
[https://ant.design/components/select/](https://ant.design/components/select/)

### Steps to reproduce
export interface OptionProps {
  disabled?: boolean;
  value?: string | number;
  title?: string;
  label?: React.ReactNode;
  children?: React.ReactNode;
  className?: string;
  style?: React.CSSProperties;
}

### What is expected?
value?: string | number | null

### What is actually happening?
value?: string | number

| Environment | Info |
|---|---|
| antd | 4.16.9 |
| React | 16.14 |
| System | macOS 10.13.4 |
| Browser | chrome 92 |

---
业务上有一个下拉选项--"选择全部", 接口要求传null, 但是typescript不支持, 不知道为啥这样设计, 明明不用typescript传null 是OK的


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: TypeScript
Issue: suggest `in` operator when accessing non-common property of union types
Labels: Suggestion,Experience Enhancement

## 🔍 Search Terms

<!--
  💡 Did you know? TypeScript has over 2,000 open suggestions!
  🔎 Please search thoroughly before logging new feature requests as most common ideas already have a proposal in progress.
  The "Common Feature Requests" section of the FAQ lists many popular requests: https://github.com/Microsoft/TypeScript/wiki/FAQ#common-feature-requests

  Replace the text below:
-->

access to non-common property of union types, suggest in operator for union types

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

<!-- A summary of what you'd like to see added or changed -->

Background: https://twitter.com/kentcdodds/status/1420125238436655104?s=21

When accessing props that are not on all union types, tsc gives `Property 'foo' does not exist on type 'XX'`, which is confusing to newcomers. We can suggest the `in` operator when it is used inside `if` condition.


## 📃 Motivating Example

<!--
  If you were announcing this feature in a blog post, what's a short explanation that shows
  a developer why this feature improves the language?
-->

```ts
type A = {one: string}
type B = {two: string}
type C = A | B

declare const thing: C

// 😕Before:
// Property 'two' does not exist on type 'C'.
//  Property 'two' does not exist on type 'A'.(2339)
if (thing.two) {
  // it's a B
}

// 😄After:
// Property 'two' does not exist on type 'C'.
//  Property 'two' does not exist on type 'A'.(2339)
// Did you mean to use `'two' in thing`?
if (thing.two) {
  // it's a B
}
```


## 💻 Use Cases

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Repository: godot
Issue: 3.4.beta2 macOS Mono editor can't find dotnet CLI despite it being installed
Labels: bug,platform:macos,topic:editor,topic:dotnet

### Godot version

v3.4.beta2 

### System information

macos 11.4 GLES2

### Issue description

 modules/mono/glue/gd_glue.cpp:249 - Cannot find executable for 'dotnet CLI'. Fallback to MSBuild from Mono.
 editor/editor_node.cpp:5379 - An EditorPlugin build callback failed.

dotnet5 path: /Applications/xxxxx/bin/dotnet/dotnet

Terminal startup is ok
/Applications/Godot_mono.app/Contents/MacOS/Godot --path /Users/xxxx/Documents/Project/Godot/test_mono --editor

### Steps to reproduce


https://user-images.githubusercontent.com/13162606/127280304-76610907-28c5-4038-bc2d-c61ba8438160.mov



### Minimal reproduction project

[test_mono.zip](https://github.com/godotengine/godot/files/6891074/test_mono.zip)