sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Unable to resolve "editing imported animation" warning.
Labels: bug,topic:editor,topic:import,topic:animation,topic:3d

### Godot version

v3.5.1

### System information

Windows 10

### Issue description

I am trying to import an animated model from blender with a `.dae` file  and have run across some issues.
I keep getting this warning from the imported animations that is somewhat concerning that appears as an exclamation icon within the animation player window that states...
```
This animation belongs to an imported scene, so changes to imported tracks will not be saved.

To enable the ability to add custom tracks, navigate to the scene's import settings and set
"Animation > Storage" to "Files", enable "Animation > Keep Custom Tracks", then re-import.
Alternatively, use an import preset that imports animations to separate files.
```
when pressed.


After following the instruction of the warning to "enable the ability to add custom tracks, navigate to the scene's import settings and set "Animation > Storage" to "Files", enable "Animation > Keep Custom Tracks", then re-import." 

This does not resolve the warning. though strangely there's no issue with adding new custom tracks and saving them even though the warning states that there'd be an issue with doing so.

### Steps to reproduce

from my test project:

- navigate to the `tileset.dae` scene's import settings and set "Animation > Storage" to "Files", enable "Animation > Keep Custom Tracks", then re-import.
- create a new 3D scene, then `merge from scene` all the nodes from `tileset.dae` to your new scene.
- delete all animations from the animation player.
- in the animation player of the new scene `load` the `default.anim` file (from the `re-import`). 

In theory, the animation used from the file should not have this warning since it does not derive from the imported scene in any way (since it is stored within the animation file right?), and yet the warning is still shown while the animation is selected within the player.


### Minimal reproduction project

[Import Test.zip](https://github.com/godotengine/godot/files/10190639/Import.Test.zip)
Repository: vscode
Issue: Add support for customizing cursor height
Labels: feature-request,editor-rendering

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

`"editor.cursorWidth": 4` exists but why not `"editor.cursorHeight": 4` :)

<!-- Describe the feature you'd like. -->
Repository: PowerToys
Issue: [File Explorer add-ons] Preview .sas files as source code in File Explorer's preview pane
Labels: Needs-Triage

### Description of the new feature / enhancement

It would be nice if .sas files were included in the "Source code files (Monaco)" feature of the "File Explorer add-ons" power toy, so that they are previewed in File Explorer's preview pane (ideally with syntax highlighting). These .sas files are plain text files used for SAS program code (by SAS, I refer to the statistical software package). By default, .sas files have no preview in the preview pane.

### Scenario when this would be used?

This would be used whenever a user clicks a .sas file in the File Explorer with the preview pane open.

### Supporting information

_No response_
Repository: godot
Issue: DisplayServer tts_get_voices() does not load all installed voices on Windows
Labels: platform:windows,discussion,topic:porting,documentation

### Godot version

4.0 beta 7

### System information

Windows 10

### Issue description

The current implementation of tts_get_voices seems to only load voices that are referenced inside the registry under

"Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Speech\Voices\Tokens"

But many of windows voices are located under:

"Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Speech_OneCore\Voices\Tokens"

Providing the path to these voices to tts_speak however, doesnt seem to work at the moment...

### Steps to reproduce

Call tts_get_voices() and compare it to your installed voices and registry

### Minimal reproduction project

[TTS_Bug.zip](https://github.com/godotengine/godot/files/10191015/TTS_Bug.zip)
Repository: PowerToys
Issue: [Peek] FilePreviewer - Error InfoBar when previewer fails to render.
Labels: Product-Peek
Repository: PowerToys
Issue: FancyZones overwritten by Windows Snap Maximise when mouse cursor along top of window
Labels: Needs-Triage

### Description of the new feature / enhancement

Not sure if this should be considered a bug report or a new feature request.

When releasing a window while FancyZones is activated and your cursor is along the top of the window, the FancyZone zone is overwritten by the Windows Snap maximise behaviour (window is maximised). FancyZones should override Windows Snap in this instance (without turning off Windows Snap entirely). An option could be added if some users prefer the current behaviour.

This could also be considered a bug as the problem doesn't occur when the cursor is on the left, right, or corners of the window (which also have corresponding Windows Snap actions). There is an existing setting to override Windows Snap but this refers to the keyboard shortcuts which should be considered separate.

These scenarios only occur if you don't have any spacing around your FanzyZone zones.

### Scenario when this would be used?

When using FancyZones and you don't wish to be mindful of your cursor being at the top of the window.

### Supporting information

This is my experience using Windows 10 22H2
Repository: flutter
Issue: [image_picker] Force aspect ratio of picked photos
Labels: p: image_picker,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

`ImagePicker.pickImage` and `ImagePicker.pickMultiImage` methods allow specifying `maxWidth` and `maxHeight` of the picked photos. I would like to be able to specify aspect ratio of the photo.

I need the photo to be always 4:3 and defined resolution. Currently I specify maxWidth/maxHeight assuming the image can be 16:9 and crop/resize the received photo afterwards.
The problem with this approach is
- the photo is resized twice - first in native plugin code, then in Dart
- photo picking is slow due to post processing in Dart, still much faster than picking the photo as is and only processing it in Dart

If aspect ratio could be given, the whole resize/crop handling could happen in the plugin native code.

The parameter could be a double or enum. If provided like 4:3, it should be taken as 4:3 for landscape and 3:4 for portrait photos.
Repository: go
Issue: proposal: x/oauth2: support private_key_jwt client authentication
Labels: Proposal,Proposal-Crypto

<!--
Our proposal process is documented here:
https://go.dev/s/proposal-process
-->

This proposal is to support private_key_jwt client authentication method in x/oauth2 package. Details of this method are at https://openid.net/specs/openid-connect-core-1_0.html#ClientAuthentication

Details:
This is applicable for both two-legged (client_credentials grant) and three-legged (authorization_code grant) OAuth flows.
In the three-legged oauth flow, when the Relying Party (RP) tries to exchange the authorization code with the Authorization Server (AS) (aka IdP), it has a choice of various methods to authenticate itself. most common method is client_secret_post which sends the client_id and client_secret of the RP in the token API request as post body parameters along with the code to be exchanged and other details.

private_key_jwt is a more secure way of making the token API call where in instead of sending client_secret in the tokenAPI, the RP would compute a digitally-signed-token (aka jwt) to prove its identity at the AS. Details of this token computation are at https://datatracker.ietf.org/doc/html/rfc7523

This proposal is to enhance current token exchange API in x/oauth2 to offer private_key_jwt as one of the client authentication methods.
Repository: PowerToys
Issue: I'd like to add a list switch on the left side so that the less commonly used functions can be hidden.
Labels: Needs-Triage

### Description of the new feature / enhancement

I'd like to add a list switch on the left side so that the less commonly used functions can be hidden. The list could be sorted will be better.
Thank you very much.It's a fantastic project.

### Scenario when this would be used?

Easy to set common functions.

### Supporting information

_No response_
Repository: ant-design
Issue: Tabs标签页，增加功能切换时active项居中
Labels: help wanted,💡 Feature Request,Inactive

### What problem does this feature solve?

选中 tab 的滚动位置，默认 auto 即会将 activeTab 滚动到可见区域；配置center时，在切换时选中的标签会居中

### What does the proposed API look like?

scrollPosition: 'start' | 'end' | 'center' | 'auto' | number

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: rust
Issue: CG Backends should validate Call types more strictly
Labels: A-testsuite,C-enhancement,A-codegen,T-compiler

In https://github.com/rust-lang/rust/pull/104321, I bent the compilers rules a bit, both intentionally and not, in particular:

Up until https://github.com/rust-lang/rust/pull/105250, the function generated for `Future::poll` was using `ResumeTy` instead of `&mut Context<'_>` for its argument. This was fine as `ResumeTy` was just a newtype wrapper around `*const Context`, so both are just pointers. Though @bjorn3 pointed out, this could have started randomly failing when using `-Zrandomize-layout`. Driveby question: Would `#[repr(transparent)]` have provided stronger guarantees here?

The second case, fixed by https://github.com/rust-lang/rust/pull/105082, was a mismatched return type. The change in https://github.com/rust-lang/rust/pull/104321 correctly changed the generated *MIR* to output (and write to) `Poll`. Though the `FnAbi` was unchanged and still referring to a `GeneratorState`.
This was seemingly fine as both happened to have the same size and alignment.
Callers were assuming a `Poll`, MIR was outputting a `Poll`. But the `FnAbi` was advertising a `GeneratorState` erronously.

As discovered by @bjorn3 in https://github.com/rust-lang/rust/pull/104321#issuecomment-1336363077, `cg_clif` does a more stricter validation of the call arguments and return values in the codegen backend, which the other backends evidently did not do.

They probably should.

CC @compiler-errors @oli-obk
Repository: angular
Issue: Devtools inspect element is a little off
Labels: P3,area: devtools,bug

### Is this a bug report or a feature request?

- [X] Bug Report
- [ ] Feature Request

### Please provide the steps to reproduce the issue [Bug Report only]

1. ng new 
2. ng add @angular/material 
3. ng generate @angular/material:navigation main-nav
4. ng generate @angular/material:address-form basic-form
5. Clean the `app.component.html` and replace it with `<app-main-nav></app-main-nav>
6. add following code to `app-basic-form`
```
    <!-- Add Content Here -->
    <app-basic-form></app-basic-form>
```
We need to add enough element so that dev-tools components section oveflows
7. Inspect the **Submit** button.

### Please provide the expected behavior vs the actual behavior you encountered [Bug Report only]

When ever we inspect the **Components** should properly scrolls to the inspected element.

### Please provide a screenshot if possible [Bug Report only]

![image](https://user-images.githubusercontent.com/1523391/206663949-e93ee9fa-0b9b-47a9-a654-97b989d230a0.png)
![image](https://user-images.githubusercontent.com/1523391/206664033-b4a33c11-5c19-4b7b-97d2-ff18520f2e7b.png)


### Please provide the exception or error you saw [Bug Report only]

_No response_

### Is this a browser-specific issue? If so, please specify the device, browser, and version. [Bug Report only]

```true
I only tested it on Microsoft Edge.
```


### Description [Feature Request only]

_No response_

### Proposed solution [Feature Request only]

_No response_

### Alternatives considered [Feature Request only]

_No response_
Repository: three.js
Issue: Docs: Hebrew version
Labels: Documentation

I'm starting to work on the Hebrew translation of the docs, will start with the manual parts.
It's awesome there's already Arabic translations as most rtl-related stuff are already handled well, I'll fix some more RTL stuff on the way - I'm not an Arabic speaker so would love another set of eyes on these changes to make sure they make sense (I'll also validate with a colleague).
Repository: excalidraw
Issue: Diamond-type element shape does not turn out to be a perfect diamond.
Labels: bug

Diamond-type element is generated by holding down the Shift key.
There are times when the shape does not turn out to be a perfect diamond.
The smaller the diamond shape, the easier it is to see the distortion.
Is this an existing problem?
Is it inevitable because the length of one side is the square root?
<img width="366" alt="image" src="https://user-images.githubusercontent.com/39362033/206672805-cc08f4c9-c4db-4257-928e-41617b6a2925.png">
https://user-images.githubusercontent.com/39362033/206672824-0f26e71e-2f55-4529-bdc7-5944cca3429c.mov
Repository: pytorch
Issue: Illegal hardware instruction using torch.nn.Conv2d on aarch64 (Raspberry Pi 4)
Labels: module: crash,triaged

### 🐛 Describe the bug

The following code returns an 
`[1]    179220 illegal hardware instruction (core dumped)` error when executed on a Rapsberry Pi (Python 3.9,  torch 1.13.0). 
It runs successfully on torch 1.10.2

This is a minimal reproduction setup. 

```
#! /usr/bin/python
import torch

m = torch.nn.Conv2d(16, 33, 3, stride=2)
input = torch.randn(20, 16, 50, 100)
output = m(input) # Illegal instruction happens here
```

$ python repro.py
                                                                                                                    [1]    181810 illegal hardware instruction (core dumped)  python repro.py

### Versions

PyTorch version: 1.13.0
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (aarch64)
GCC version: (Ubuntu 11.3.0-1ubuntu1~22.04) 11.3.0
Clang version: Could not collect
CMake version: version 3.22.1
Libc version: glibc-2.35

Python version: 3.9.15 (main, Dec  7 2022, 13:19:38)  [GCC 11.3.0] (64-bit runtime)
Python platform: Linux-5.15.0-1012-raspi-aarch64-with-glibc2.35
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.5
[pip3] torch==1.13.0
[pip3] torchaudio==0.13.0
[pip3] torchvision==0.14.0
[conda] Could not collect
Repository: pytorch
Issue: Illegal hardware instruction following Real Time Inference on Raspberry Pi 4 tutorial
Labels: oncall: quantization,low priority,triaged,module: arm

### 🐛 Describe the bug

Following the [tutorial](https://pytorch.org/tutorials/intermediate/realtime_rpi.html) the program stops with 

`[1]    182488 illegal hardware instruction (core dumped)`

See minimal reproduction code below and output:

```
import torch
from torchvision import models

torch.backends.quantized.engine = "qnnpack"

print("This prints")
net = models.quantization.mobilenet_v2( pretrained=True, quantize=True)  # Illegal instruction occurs here
print("This doens't print")
net = torch.jit.script(net)
```

The code runs fine with torch 1.10.2

Output:
```
$ python torchy.py                                                                                                                   

/home/max/.pyenv/versions/pytorch/lib/python3.9/site-packages/torchvision/io/image.py:13: UserWarning: Failed to load image Python extension: 
  warn(f"Failed to load image Python extension: {e}")
A
/home/max/.pyenv/versions/pytorch/lib/python3.9/site-packages/torchvision/models/_utils.py:208: UserWarning: The parameter 'pretrained' is deprecated since 0.13 and may be removed in the future, please use 'weights' instead.
  warnings.warn(
/home/max/.pyenv/versions/pytorch/lib/python3.9/site-packages/torchvision/models/_utils.py:223: UserWarning: Arguments other than a weight enum or `None` for 'weights' are deprecated since 0.13 and may be removed in the future. The current behavior is equivalent to passing `weights=MobileNet_V2_QuantizedWeights.IMAGENET1K_QNNPACK_V1`. You can also use `weights=MobileNet_V2_QuantizedWeights.DEFAULT` to get the most up-to-date weights.
  warnings.warn(msg)
[1]    182488 illegal hardware instruction (core dumped)  python torchy.py

```

### Versions

PyTorch version: 1.13.0
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (aarch64)
GCC version: (Ubuntu 11.3.0-1ubuntu1~22.04) 11.3.0
Clang version: Could not collect
CMake version: version 3.22.1
Libc version: glibc-2.35

Python version: 3.9.15 (main, Dec  7 2022, 13:19:38)  [GCC 11.3.0] (64-bit runtime)
Python platform: Linux-5.15.0-1012-raspi-aarch64-with-glibc2.35
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.5
[pip3] torch==1.13.0
[pip3] torchaudio==0.13.0
[pip3] torchvision==0.14.0
[conda] Could not collect

cc @jerryzh168 @jianyuh @raghuramank100 @jamesr66a @vkuzo @jgong5 @Xia-Weiwen @leslie-fang-intel @malfet @snadampal
Repository: next.js
Issue: Dynamic data fetching not working
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```
    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.6.0: Thu Sep 29 20:13:56 PDT 2022; root:xnu-8020.240.7~1/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.12.1
      npm: 8.19.2
      Yarn: 1.22.19
      pnpm: 7.11.0
    Relevant packages:
      next: 13.0.7-canary.3
      eslint-config-next: 13.0.6
      react: 18.2.0
      react-dom: 18.2.0
```

### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true), Data fetching (gS(S)P, getInitialProps)

### Link to the code that reproduces this issue

https://github.com/robcaldecott/nextjs-app-fetch-no-store

### To Reproduce

- Clone the sample repo and run `npm run dev`.
- Open http://localhost:3000 and click on the **Page with data** link.
- The `/data` page will load and `fetch` the current time from a 3rd-party API.
- Click the **Home** link to go back to the home page.
- Click the **Page with data** link again. The page will not refetch and the previous data will be rendered.

### Describe the Bug

I am following the docs trying to use a dynamic `fetch` to mimic the old `getServerSideProps` behaviour. I am using `{ cache: "no-store" }` in my `fetch` but this is only called once when the page first renders whereas I would expect this to be called every time the page loads. Every time the page loads I get the initial data.

I have tried `revalidate = 0` and the various segment options to force dynamic but nothing seems to work.
 

### Expected Behavior

I would expect the page to fetch the data every time it loads.

### Which browser are you using? (if relevant)

Chrome 108.0.5359.71

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: Type inference is "weaker" than no type at all
Labels: bug,topic:gdscript

### Godot version

v3.5.1.stable.official [6fed1ffa3]

### System information

macOS

### Issue description

given a scene Main with a child node Foo.

Foo.gd:
```gdscript
extends Spatial

var some_property: int
```

Main.gd:
```gdscript
extends Spatial

onready var node_a = $Foo
onready var node_b := $Foo

func _ready():
	node_a.some_property = 42  # OK
	node_b.some_property = 42  # UNSAFE_PROPERTY_ACCESS
```

as marked in the snippet, `onready var node_b := $Foo` causes a warning while `onready var node_a = $Foo` does not.

it seems like when adding no type at all, the correct type is inferred somehow while when using type inference (`:=`), the type is inferred as something "weaker".

maybe related: #69700

### Steps to reproduce

- enable `gdscript/warnings/unsafe_property_access` in project settings
- create two nodes with attached scripts, one node is the child of the other
- reference one node from the other once with and once without type inference
- run parent scene to see the warning in the console

### Minimal reproduction project

[bug_type_inference.zip](https://github.com/godotengine/godot/files/10194013/bug_type_inference.zip)
Repository: PowerToys
Issue: 🟥 FancyZone [ Editor display bug ]
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.65.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

When I show the layout editor, it shows a bug in my environment.
I've attached an image of the bug in the state it's in, and an image of the remedy.

### **█ 1.  UI visibility issues**
First of all, the title character of the selected monitor with the Editor displayed becomes faded and invisible.
This makes it look like no selection has been made.
Please make sure that the text is visible in the UI, for example by surrounding it with a white border, so that it is easy to understand when it is selected (currently the monitor).


━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
### **█ 2. Thumbnail for wide display**
Even in the case of a wide display such as 2560 width, the aspect ratio is the same as the aspect ratio of 1920 width.
Is it because it is quite wide, for example, in the case of an ultra-wide display?
We also thought that using a wide display in portrait orientation, for example, might cause a few problems.
(If you open the editor in portrait mode and then move to monitors 1-4, the thumbnail display format seems to change a little.)

![2022-1209-1941-17](https://user-images.githubusercontent.com/99840060/206684267-1a556010-f642-4433-89fb-95cf87a7af97.png)



### ✔️ Expected Behavior

● Make the display number of the current position visible in the UI. (Bordering, putting a white overlay, etc.)
● Make the custom title text of the display at the current position visible UI. (Border it, put a white overlay on it, etc.)

● Aspect ratio of thumbnails on wide displays

### ❌ Actual Behavior

● The display UI is very confusing with the display number being selected and the title of the custom list being darkened.

● It seems to me that the width of the thumbnails on a wide display, at 2560px, is in the same ratio as on other monitors at 1920px.

● I also seemed to have a bit of a problem with one wide display installed as a "portrait" orientation.
(If you open the editor in portrait mode and then move to monitors 1-4, the thumbnail display format seems to change slightly.)

### Other Software

● Windows10 pro　
● 1920-display*2　　2560-display*2　（HDMI & DisplayPort Cable）