sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Animation resources as references aren't clarified well by the editor at design time
Labels: enhancement,topic:editor,confirmed,usability,topic:animation

**Godot version:**
3.1.1

**Issue description:**
When instancing a scene which inherits from a scene with an `AnimationPlayer`, any changes to animations and animation tracks will affect **all** instances, including deleting animations.  This also applies to copied-and-pasted animations and tracks across disparate scenes.  

This referencing behavior may be considered unexpected to users, as the default behavior of other node properties is typically local-but-inherited and the `Animation`s' appearance as a reference is obfuscated from the inspector view without explicitly opening it from the animation tab.  This behavior also occurs when copying and pasting animations across non-inherited scenes, including the deletion of whole `Animation`s and tracks.

I was meaning to post an issue about this a few months ago when I accidentally nuked a few animations in a game jam due to the byRef copy-paste behavior, but this behavior also occurs on testing with inherited scenes.

Possible workaround:  Open each animation in the base scene's AnimationPlayer and set its local_to_scene value to true.  This workaround has been untested with copy-pasted animations.
Repository: terminal
Issue: Add support for a separate color / image for padding area background
Labels: Help Wanted,Area-TerminalControl,Area-Settings,Product-Terminal,Issue-Task

# Summary of the new feature/enhancement

I'd like to be able to specify a separate background color, image, etc. for the area in the margin (padding) in the terminal window.

This uses a background image and padding value, but fails when resized to anything but the golden value of both.

![c64 term](https://user-images.githubusercontent.com/1421146/60390724-0d9d2b80-9aab-11e9-927b-1f3567201524.png)

In straight-up XAML, I'd do this by having a window-wide background color/image, and then specifying something different for the area inside the padding.
Repository: pytorch
Issue: scatter_ supporting different reduction modes
Labels: high priority,module: sparse,module: internals,triaged,enhancement,module: scatter & gather ops

## 🚀 Feature

Currently, we have `scatter_` and `scatter_add_`.

However, in use-cases such as Graph Neural Networks, it's common to wanting to do other reductions than add.
As a case in point, @rusty1s has written https://github.com/rusty1s/pytorch_scatter which has `add`, `sub`, `mean`, `max`, `min`, `std`, `mul`, `div`.

The kernels are there, and they are minor variations of the existing scatter kernel, [see here](https://github.com/rusty1s/pytorch_scatter/blob/master/cuda/scatter_kernel.cu).

We should provide this in PyTorch natively, ideally has a `reduce='add'` keyword argument in `scatter_`, or if one wants it to be more explicit, `scatter_reduce_(..., mode='mean')`

## Motivation

Graph Neural Nets are becoming pretty common.

cc @ezyang @gchanan @zou3519 @bdhirsh @jbschlosser @anjali411 @bhosmer @smessmer @ljk53 @ailzhang @nikitaved @pearu @cpuhrsch @IvanYashchuk
Repository: TypeScript
Issue: code example is not correct in Intersection Types section
Labels: Docs


**Code**

```ts
function extend<First, Second>(first: First, second: Second): First & Second {
    const result: Partial<First & Second> = {};
    for (const prop in first) {
        if (first.hasOwnProperty(prop)) {
            (result as First)[prop] = first[prop];
        }
    }
    for (const prop in second) {
        if (second.hasOwnProperty(prop)) {
            (result as Second)[prop] = second[prop];
        }
    }
    return result as First & Second;
}

class Person {
    constructor(public name: string) { }
}

interface Loggable {
    log(name: string): void;
}

class ConsoleLogger implements Loggable {
    log(name) {
        console.log(`Hello, I'm ${name}.`);
    }
}

const jim = extend(new Person('Jim'), ConsoleLogger.prototype);
jim.log(jim.name);

```

class methods are non-enumerable, so the second for...in loop will not add log method to the result obj.
Repository: godot
Issue: 2D Texture Bleed when game is scaled
Labels: bug,topic:rendering

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.1.1.stable.official
<!-- Specify commit hash if non-official. -->


**OS/device including version:**
Linux Mint 19.1
<!-- Specify GPU model and drivers if graphics-related. -->


**Issue description:**
When drawing a rotated sprite that is part of a sprite sheet (using the region) it will bleed colours in two directions.
The colors will bleed in the down and right direction relative to the sprite, so if it is rotated 90 degrees clockwise it will bleed down and left.
<!-- What happened, and what was expected. -->


**Steps to reproduce:**
Setup a sprite with a region_rect and rotate it. Set scaling to viewport and scale it by a few factors.

**Minimal reproduction project:**
[RotatedTextureBleed.zip](https://github.com/godotengine/godot/files/3342950/RotatedTextureBleed.zip)

If it is hard to see the orange pixels please try zooming in. Screenshots taken at 640x640 but game resolution was 32x32.
![Screenshot from 2019-06-30 15-43-25](https://user-images.githubusercontent.com/24441708/60397632-370f9300-9b4f-11e9-9179-73af27647e46.png)
![Screenshot from 2019-06-30 15-50-15](https://user-images.githubusercontent.com/24441708/60397633-370f9300-9b4f-11e9-8913-83d17b2b6846.png)
Repository: godot
Issue: Imposible to select multiple entries in orphan resource explorer at once
Labels: enhancement,topic:editor,usability

**Issue description:**
I can't select more than one entry in orphan resource explorer.
It is very frustrating, when I working on big project.

![Zrzut ekranu z 2019-06-30 22-01-54](https://user-images.githubusercontent.com/41945903/60401550-87084d00-9b83-11e9-9bff-287700d45efd.png)
Repository: rust
Issue: compiler_fence may emit machine code
Labels: A-LLVM,A-codegen,T-compiler,A-docs,C-bug,I-heavy,O-riscv,A-atomic

As discovered [there](https://github.com/rust-embedded/wg/issues/361#issuecomment-505146286) `compiler_fence` produces `atomic_fence(ordering, SingleThread)` construction, which in turn can produce a non-empty code sequence. In fact, LLVM backends for AVR, PowerPC, RISC-V and Spark do not treat SingleThread fence as something special. At the same time Rust [docs](https://doc.rust-lang.org/std/sync/atomic/fn.compiler_fence.html) tell that "compiler_fence does not emit any machine code".
Seems like Rust misuses this "SingleThread means CompilerBarrier" semantics, but I could be wrong.
Repository: godot
Issue: [Bullet] Bullet physics: scaled collision shapes return incorrect normals
Labels: topic:physics

**Godot version:**
Godot 3.1.1 and Godot 3.2.dev.b4aba3ae7

**OS/device including version:**
Windows 10 64bit, Nvidia 660 TI

**Issue description:**
Bullet physics doesn't seem to take the scale of the collision shape into account when returning the normal vector from a Raycast, though the position returned is accurate. GodotPhysics does not have this issue.

While working on my painting system, I discovered that angled surfaces, like ramps, were not returning the correct normal vectors when using a raycast.

After many hours of debugging, I found that for a 45 degree surface, the raycast returned was off by roughly 4 degrees. For other angles, the offset is less, but still there. The raycast would not return accurate normal vectors for angular surfaces, it was always off at least by a couple degrees. For my paint system, the decal-like shader I am using requires fairly precise angles, so this issue made it nearly impossible to paint on angled surfaces.

I should note that the issue is only present in angled collision meshes. A rotated cube, for example, does not have this issue.

After lots of investigating, trying to write code to compensate, and more, I discovered the source of the issue: The MeshInstance nodes I was using for the ramp were scaled. For whatever reason, the scale of the MeshInstance node was messing up the normal vector returned by the raycast, despite *everything* else physics related, including the returned raycast position, works fine.

On a whim, I decided to see if the issue is present in both Bullet and GodotPhysics. Surprisingly, GodotPhysics does not have this issue, it returns the correct normal vector regardless of the scale, which is what I would expect and my project works like normal.

This leads me to believe the issue is somewhere with Bullet. I would expect the normal vector returned by the raycast to account for the scale of the collision shape when returning the normal vector.

I can attempt to help fix this issue, but I know little about Bullet/Game-Physics, so I have no idea where to look or what in the code base could be causing the issue.

**Steps to reproduce:**

For the sample project, try the following with *both* Bullet physics and Godot physics:

* Run the project and face one of the colored ramps.
* Hold the left mouse button with the center of the screen over a ramp.
* Observe the angle of the light blue quad.
  * With Bullet physics, the light blue quad will show the normal returned as expected with the green colored ramps, however the purple colored ramps will return an incorrect normal, with the angle several degrees off.
  * With Godot physics, the light blue quad will show the normal returned is as expected regardless of the color of the ramp in use.

**Minimal reproduction project:**
[Godot_Scaled_Physics_Shape_Example.zip](https://github.com/godotengine/godot/files/3343393/Godot_Scaled_Physics_Shape_Example.zip)
Repository: pytorch
Issue: Storage operation failing on second GPU
Labels: module: cuda,triaged

## 🐛 Bug

Certain operations on the storage of CUDA tensors cause a crash when using the non-default GPU device.

## To Reproduce

1. Find a multi-GPU machine.
2. Run a Python interpreter with `CUDA_LAUNCH_BLOCKING=1 python` (the bug will occur without setting the environment variable too, but it will just hang instead of erroring).
3. Run the following:

```python
>>> import torch
>>> torch.empty(1, device='cuda:0').storage().fill_(1)
 1.0
[torch.cuda.FloatStorage of size 1]
>>> torch.cuda.set_device(1)
>>> torch.empty(1, device='cuda:0').storage().fill_(1)
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
RuntimeError: parallel_for failed: an illegal memory access was encountered
```

## Expected behavior

All storage operations should work regardless of which CUDA device is the default.

## Environment

```
PyTorch version: 1.1.0
Is debug build: No
CUDA used to build PyTorch: 10.0.130

OS: Ubuntu 18.04.2 LTS
GCC version: (Ubuntu 7.4.0-1ubuntu1~18.04.1) 7.4.0
CMake version: Could not collect

Python version: 3.7
Is CUDA available: Yes
CUDA runtime version: 10.1.105
GPU models and configuration: 
GPU 0: GeForce GTX TITAN X
GPU 1: GeForce GTX TITAN X

Nvidia driver version: 418.39
cuDNN version: Could not collect

Versions of relevant libraries:
[pip] numpy==1.16.3
[pip] torch==1.1.0
[pip] torchvision==0.2.2
[conda] blas                      1.0                         mkl  
[conda] mkl                       2019.3                      199  
[conda] mkl_fft                   1.0.10           py37ha843d7b_0  
[conda] mkl_random                1.0.2            py37hd81dba3_0  
[conda] pytorch                   1.1.0           py3.7_cuda10.0.130_cudnn7.5.1_0    pytorch
[conda] torchvision               0.2.2                      py_3    pytorch
```
Repository: rust
Issue: TokenStream::to_string doesn't respect Joint in all cases
Labels: A-macros,T-compiler,C-bug

Example:

```rust
#[proc_macro]
pub fn m(input: proc_macro::TokenStream) -> proc_macro::TokenStream {
    let s = input.to_string();
    proc_macro::TokenStream::from(proc_macro::TokenTree::Literal(proc_macro::Literal::string(&s)))
}

fn main() {
    dbg!(m!(<=>));
}
```

Output: `m!(<= >) = "<= >"`; Expected: `m!(<= >) = "<=>"`, as the TokenStream does contain the correct joint-ness:

```rust
TokenStream [
    Punct { ch: '<', spacing: Joint, .. },
    Punct { ch: '=', spacing: Joint, .. },
    Punct { ch: '>', spacing: Alone, .. },
]
```
Repository: TypeScript
Issue: setTimeout defined in lib.dom.d.ts is not type safe
Labels: Bug,Domain: lib.d.ts

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<!-- Please try to reproduce the issue with `typescript@next`. It may have already been fixed. -->
**TypeScript Version:**  3.5.2

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**
settimeout type safe
**Code**

```ts
// A *self-contained* demonstration of the problem follows...
// Test this by running `tsc` on the command-line, rather than through another build tool such as Gulp, Webpack, etc.
const f = (foo: number) => console.log(foo + 1);
setTimeout(f, 0, 'a');
```

**Expected behavior:**
It shall not pass thanks to the type error.
**Actual behavior:**
It passes.
**Playground Link:** <!-- A link to a TypeScript Playground "Share" link which demonstrates this behavior -->
https://www.typescriptlang.org/play/#code/MYewdgzgLgBAZjAvDAFHEIBcMwFcC2ARgKYBOAlEgHwyiQgA2xAdAyAOZoYwDUMAjOQDcAKAjEoAFQCW+YiFxQ0AGhgAGVQHIAhoULBgAE0PFNWwpuFA
**Related Issues:** <!-- Did you find other bugs that looked similar? -->
emm, maybe not.
Repository: TypeScript
Issue: int32 type returned by bitwise operators
Labels: Suggestion,Awaiting More Feedback

## Search Terms

bitwise operators, integer type, int32

## Suggestion

Add an `int32` subtype for `number` returned by TypeScript from bitwise operators.

```ts
function coerce(n: number): int32 {
  return n | 0;
}
```

JavaScript bitwise operators [coerce arguments to int32](https://tc39.es/ecma262/#sec-binary-bitwise-operators-runtime-semantics-evaluation) and the return type of those operators will always be an int32.

This would not be a breaking change since `int32` would be a subtype of `number`. Only bitwise operations would change to return `int32`s.

**EDIT:** I now recommend calling the type `BitwiseInt32` so that user’s won’t see the type as a generic integer type.

## Use Cases

Helps applications which are trying to take advantage of JavaScript implementations `int32` optimizations. An application could ask for an `int32` parameter to force coercion with `n | 0`.

## Checklist

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, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: neovim
Issue: TermClose autocmd can free `curbuf`
Labels: terminal,bug-crash

- `nvim --version`: NVIM v0.4.0-1191-g740fb337d
- `vim -u DEFAULTS` (version: 8.1) behaves differently? It doesn't have a `TermClose` event
- Operating system/version: Fedora Linux 30
- Terminal name/version: gnome-terminal
- `$TERM`: xterm-256color

### Steps to reproduce using `nvim -u NORC`

```
nvim -u NORC
:autocmd TermClose * bd!
:term
:bd!
```

### Actual behaviour

Memory is corrupted, nvim crashes immediately or soon after

### Expected behaviour

Does something reasonable

### Notes

A few minutes in gdb suggests the problem comes down to `termincal_close()` running autocmds and reentering `do_bufdel`, which is presumably not safe to reenter.
Repository: go
Issue: x/net/websocket: add runnable versions of examples mentioned in Server.Handshake documentation
Labels: Documentation,help wanted,NeedsFix

https://godoc.org/golang.org/x/net/websocket there is missing example for redefining your own check origin callback or even disabling the existing one
Repository: youtube-dl
Issue: Mikan School
Labels: site-support-request

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## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2019.06.27. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
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- Finally, put x into all relevant boxes (like this [x])
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- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2019.06.27**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video: https://www.mikanschool.org/
- Playlist: https://www.mikanschool.org/class_syllabus_hls_play.php?class=CLS594a18b2baf0e


## Description

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The videos are hosted at the amazonaws cloud, the playlist has one free video, but when I try to download it, youtube-dl fails with unsupported url, but the single video on the homepage will download.
Repository: TypeScript
Issue: `strictPropertyInitialization` should allow private initialization helpers
Labels: Suggestion,In Discussion

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## Search Terms

- strictPropertyInitialization
- class initialization helper

## Suggestion

It's a common pattern to delegate class initialization to helper methods to reduce the size of the constructor. This makes it more maintainable. However, when using `--strictNullChecks` and `--strictPropertyInitialization`, TypeScript complains because it's unable to infer the initialization since it's in a helper function. The argument in https://github.com/microsoft/TypeScript/issues/21132 is that it's because of inheritance, but I think it should work if the helper method is marked a `private` (or private class field `#`), since a subclass would not be able to access it.

Not only is it annoying to have to do `private foo!: string;`, but it's also hard to know to do that, so most just end up either removing the helper methods or [using `// @ts-ignore`](https://github.com/sindresorhus/p-queue/pull/52/commits/0c6382390dec345dd56a70705d34be74e817138f#diff-21e9ddd93162651bd36f6e5bbfca8460R43). It's also TS's goal to support common JS pattern as best as possible.

## Use Cases

Explained above.

## Examples

```ts
class A {
	private foo: string; // <== TypeScript complains

	constructor() {
		this.initStuff();
	}

	private initStuff() {
		this.foo = 'foo';
	}
}
```

## Checklist

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, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: java-design-patterns
Issue: Kappa Architecture
Labels: info: help wanted,epic: pattern,type: feature

**Description:**
The Kappa Architecture is a data processing architecture that provides a simplified approach to handling both real-time and batch data processing. Unlike the Lambda Architecture, which requires separate paths for batch and real-time processing, the Kappa Architecture uses a single stream processing engine for both real-time and historical data processing.

Main elements of the Kappa Design Pattern include:
- **Single Data Pipeline:** A unified data processing stream that handles both real-time and historical data.
- **Stream Processing Engine:** A core component that processes incoming data in real-time.
- **Immutable Data Store:** All data is stored in an immutable, append-only log, ensuring data integrity and enabling easy reprocessing.
- **Reprocessing Capability:** The ability to reprocess historical data by replaying the log.

**References:**
1. [Kappa Architecture by Milinda Pathirage](http://milinda.pathirage.org/kappa-architecture.com/)
2. [Kappa Architecture GitHub Repository](https://github.com/milinda/kappa-architecture.com)
3. [Java Design Patterns Contribution Guidelines](https://github.com/iluwatar/java-design-patterns/wiki)

**Acceptance Criteria:**
1. Implement a single data pipeline that processes both real-time and historical data.
2. Integrate a stream processing engine to handle incoming data in real-time.
3. Ensure that the data store is immutable and supports reprocessing of historical data by replaying the log.
Repository: node
Issue: Restart frame is broken
Labels: inspector

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* **Version**: 11.15.0, 12.5.0
* **Platform**: Linux, macOS, didn't check on Windows
* **Subsystem**: Inspector

<!-- Please provide more details below this comment. -->
**Restart frame** action doesn't work since node 11:
![RestartFrame](https://user-images.githubusercontent.com/1112897/60439047-b28a4680-9c1a-11e9-87b4-6f2f27b30777.png)
Repository: opencv
Issue: [ JavaScript ] [ Feature Request ] xfeatures2d.SIFT_create and similar Feature Detection alg.
Labels: incomplete,category: javascript (js)

Or maybe I just miss something, what's the point of the algorithm implementation on js, without further possibility to work with the results ?