sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: node
Issue: `ERR_UNSUPPORTED_DIR_IMPORT` has hard to parse Grammar
Labels: errors,esm

### Version

27b10881d3544605f9541bc62286cea0bd1ab881

### Platform

Linux bgolding 5.11.0-40-generic #44~20.04.2-Ubuntu SMP Tue Oct 26 18:07:44 UTC 2021 x86_64 x86_64 x86_64 GNU/Linux

### Subsystem

esm/resolve

### What steps will reproduce the bug?

Trigger the `ERR_UNSUPPORTED_DIR_IMPORT` error

### How often does it reproduce? Is there a required condition?

100% iff you trigger this error

### What is the expected behavior?

A grammatically comprehensible sentence.

Possibly:
> Directory import '/home/bgolding/Desktop/test/node_modules/@angular/compiler-cli/ngcc' is not **supported,** resolving ES modules imported from /home/bgolding/Desktop/test/testing/node_modules/ng-packagr/lib/utils/ng-compiler-cli.js

Assuming this error means that:
1. It is not possible to import a directory, but
2. It is possible to import `/home/bgolding/Desktop/test/testing/node_modules/ng-packagr/lib/utils/ng-compiler-cli.js` as an alternative to that directory

Alternatively:
> Directory import '/home/bgolding/Desktop/test/node_modules/@angular/compiler-cli/ngcc' is not supported **while** resolving ES modules imported from /home/bgolding/Desktop/test/testing/node_modules/ng-packagr/lib/utils/ng-compiler-cli.js

If this error means that:
1. It is not possible to import a directory, AND
2. It was trying to resolve an import from `/home/bgolding/Desktop/test/testing/node_modules/ng-packagr/lib/utils/ng-compiler-cli.js`

### What do you see instead?

> Directory import '/home/bgolding/Desktop/test/node_modules/@angular/compiler-cli/ngcc' is not supported resolving ES modules imported from /home/bgolding/Desktop/test/testing/node_modules/ng-packagr/lib/utils/ng-compiler-cli.js


### Additional information

https://github.com/nodejs/node/blob/27b10881d3544605f9541bc62286cea0bd1ab881/lib/internal/errors.js#L1578-L1579
https://stackoverflow.com/questions/64449464/error-err-unsupported-dir-import-directory-import-when-attempting-to-start-no
Repository: godot
Issue: Vulkan: Lights with Bake Mode set to Static cause SDFGI to become infinitely bright as the camera moves
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0.dev (5efe80f30)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

Lights with Bake Mode set to Static cause SDFGI to become indefinitely bright as the camera moves.

By default, lights in Godot are configured to have their bake mode set to Dynamic, so this issue is unlikely to impact most users. Nonetheless, lights configured to use the Static bake mode likely offer better performance, especially with greater amounts of lights.

In the videos below, lights' energy is set to 0.1 and indirect energy is set to 10 to make the issue more obvious. SDFGI Bounce Feedback is left to its default setting (0) to avoid infinite feedback loops from SDFGI itself. Nonetheless, it still occurs with lights configured in Static bake mode when the camera moves enough to cause cascades to regenerate:

### Lights with Static bake mode

https://user-images.githubusercontent.com/180032/143499501-61c5dad1-6a2b-4c47-bc0c-1a04b5e196d9.mp4

### Lights with Dynamic bake mode

https://user-images.githubusercontent.com/180032/143499507-cbc584f4-35b4-439f-a288-d8c4caccae5c.mp4



### Steps to reproduce

- Create a scene with *meshes* that have their bake mode set to **Static**.
- Add lights with their bake mode set to **Static**.

### Minimal reproduction project

[test_sdfgi_dynamic_vs_static.zip](https://github.com/godotengine/godot/files/7605198/test_sdfgi_dynamic_vs_static.zip)
Press <kbd>Space</kbd> to toggle between the scenes with lights that have Static and Dynamic bake mode. (In both scenes, the lights don't actually move over time.)
Repository: rust
Issue: Inconsistency in behavior of MIR and SIMD shifts
Labels: A-LLVM,T-compiler,A-MIR,A-SIMD,A-cranelift,C-discussion

The MIR primitive binops for shifting are well-defined even when the shift offset is larger than the size of the left operand: the shift offset is truncated to that size before doing the shift. (MIR building relies on this, with overflow checks disabled it is entirely safe to produce MIR shift binops without any guards.)

On the other hand, the SIMD shift intrinsics are currently UB when the shift offset is larger than the size of the left operand. (This is based on the fact that they lower to LLVM operations that yield poison in that case.)

This is inconsistent. IMO it would be a good idea to make these two primitive shift operations in our language consistent. One is exposed as a binop and one as an intrinsic, but that does not fundamentally make one less primitive than the other. If they are consistent, this reduces possible sources of confusion for backend developers. It also makes implementing the SIMD intrinsics for CTFE/Miri a lot easier, since it can just call the MIR binop in a loop.

Also see the prior discussion at https://github.com/rust-lang/miri/issues/1920#issuecomment-977036684.
Repository: godot
Issue: [TRACKER] SDFGI issues
Labels: bug,enhancement,topic:rendering,tracker,topic:3d

This is a tracker issue for signed distance field global illumination. See https://github.com/godotengine/godot/issues/55328 for VoxelGI issues, https://github.com/godotengine/godot/issues/56033 for LightmapGI issues and https://github.com/godotengine/godot/issues/66628 for ReflectionProbe issues.

SDFGI is only present in the `master` branch, so this tracker does not contain `3.x`-specific issues.

```[tasklist]
### Bugs
- [x] https://github.com/godotengine/godot/issues/40617
- [x] https://github.com/godotengine/godot/issues/49836
- [x] https://github.com/godotengine/godot/issues/52411
- [x] https://github.com/godotengine/godot/issues/54176
- [ ] https://github.com/godotengine/godot/issues/54892
- [x] https://github.com/godotengine/godot/issues/54978
- [ ] https://github.com/godotengine/godot/issues/55104
- [ ] https://github.com/godotengine/godot/issues/55322
- [ ] https://github.com/godotengine/godot/issues/55334
- [x] https://github.com/godotengine/godot/issues/56792
- [x] https://github.com/godotengine/godot/issues/57840
- [ ] https://github.com/godotengine/godot/issues/60522
- [x] https://github.com/godotengine/godot/issues/60533
- [ ] https://github.com/godotengine/godot/issues/61504
- [ ] https://github.com/godotengine/godot/issues/62080
- [ ] https://github.com/godotengine/godot/issues/62758
- [ ] https://github.com/godotengine/godot/issues/62793
- [ ] https://github.com/godotengine/godot/issues/73403
- [ ] https://github.com/godotengine/godot/issues/75848
- [ ] https://github.com/godotengine/godot/issues/77551
- [ ] https://github.com/godotengine/godot/issues/85058
- [ ] https://github.com/godotengine/godot/issues/85702
- [ ] https://github.com/godotengine/godot/issues/86833
- [ ] https://github.com/godotengine/godot/issues/99967
- [ ] https://github.com/godotengine/godot/issues/101746
```

```[tasklist]
### Enhancements / Discussions
- [ ] https://github.com/godotengine/godot/issues/39961
- [ ] https://github.com/godotengine/godot/issues/41154
- [ ] https://github.com/godotengine/godot/issues/50770
- [ ] https://github.com/godotengine/godot/issues/50773
- [x] https://github.com/godotengine/godot/issues/57366
- [ ] https://github.com/godotengine/godot/issues/62673
- [ ] https://github.com/godotengine/godot/issues/62671
- [ ] https://github.com/godotengine/godot/issues/74633
```

```[tasklist]
### Proposals
- [ ] https://github.com/godotengine/godot-proposals/issues/2904
- [ ] https://github.com/godotengine/godot-proposals/issues/3012
- [ ] https://github.com/godotengine/godot-proposals/issues/3024
- [ ] https://github.com/godotengine/godot-proposals/issues/1380
```
Repository: godot
Issue: [TRACKER] VoxelGI issues
Labels: bug,enhancement,topic:rendering,tracker,topic:3d

This is a tracker issue for voxel-based global illumination (formerly GIProbe in `3.x`). See #55327 for SDFGI issues, https://github.com/godotengine/godot/issues/56033 for LightmapGI issues and https://github.com/godotengine/godot/issues/66628 for ReflectionProbe issues.

**This tracker only tracks issues in the `master` branch**, not `3.x`.

```[tasklist]
### Bugs
- [ ] https://github.com/godotengine/godot/issues/36121
- [ ] https://github.com/godotengine/godot/issues/36702
- [ ] https://github.com/godotengine/godot/issues/38020
- [x] https://github.com/godotengine/godot/issues/41642
- [ ] https://github.com/godotengine/godot/issues/55359
- [ ] https://github.com/godotengine/godot/issues/50029
- [ ] https://github.com/godotengine/godot/issues/50751
- [x] https://github.com/godotengine/godot/issues/52791
- [x] https://github.com/godotengine/godot/issues/53348
- [x] https://github.com/godotengine/godot/issues/53529
- [x] https://github.com/godotengine/godot/issues/54978
- [ ] https://github.com/godotengine/godot/issues/55334
- [ ] https://github.com/godotengine/godot/issues/55639
- [ ] https://github.com/godotengine/godot/issues/55641
- [ ] https://github.com/godotengine/godot/issues/56024
- [x] https://github.com/godotengine/godot/issues/56792
- [ ] https://github.com/godotengine/godot/issues/62930
- [ ] https://github.com/godotengine/godot/issues/64124
- [ ] https://github.com/godotengine/godot/issues/64125
- [ ] https://github.com/godotengine/godot/issues/66857
- [ ] https://github.com/godotengine/godot/issues/69565
- [x] https://github.com/godotengine/godot/issues/69783
- [ ] https://github.com/godotengine/godot/issues/69784
- [ ] https://github.com/godotengine/godot/issues/73403
- [ ] https://github.com/godotengine/godot/issues/74134
- [ ] https://github.com/godotengine/godot/issues/78373
- [ ] https://github.com/godotengine/godot/issues/78569
- [ ] https://github.com/godotengine/godot/issues/80101
- [ ] https://github.com/godotengine/godot/issues/84184
- [ ] https://github.com/godotengine/godot/issues/84992
- [ ] https://github.com/godotengine/godot/issues/90956
- [ ] https://github.com/godotengine/godot/issues/90976
```

```[tasklist]
### Enhancements / Discussions
- [ ] https://github.com/godotengine/godot/issues/50842
- [x] https://github.com/godotengine/godot/issues/52114
- [ ] https://github.com/godotengine/godot/issues/52115
- [ ] https://github.com/godotengine/godot/issues/55335
- [ ] https://github.com/godotengine/godot/issues/80123
- [ ] https://github.com/godotengine/godot/issues/83025
```

```[tasklist]
### Proposals
- [ ] https://github.com/godotengine/godot-proposals/issues/3637
- [ ] https://github.com/godotengine/godot-proposals/issues/2904
- [ ] https://github.com/godotengine/godot-proposals/issues/3012
- [ ] https://github.com/godotengine/godot-proposals/issues/1380
```
Repository: godot
Issue: Vulkan: SDFGI and VoxelGI are only combined correctly if VoxelGI is enabled *after* SDFGI, not before
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0.dev (5efe80f30)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

The Vulkan renderer makes it possible to combine both VoxelGI and SDFGI to maximize GI quality at the cost of performance. However, this only works correctly if VoxelGI is enabled *after* SDFGI, not before.

https://user-images.githubusercontent.com/180032/143509081-ba979be4-81a1-422e-ba14-d3c9ba615343.mp4

### Steps to reproduce

- Enable SDFGI in WorldEnvironment.
- **Then** enable VoxelGI by making the node visible. Notice the correct appearance with VoxelGI being overlaid on top of SDFGI.
- Disable SDFGI in WorldEnvironment.
- Enable SDFGI in WorldEnvironment again. Notice the broken rendering with the white outline (similar to https://github.com/godotengine/godot/issues/54978).

### Minimal reproduction project

[test_gi_texture.zip](https://github.com/godotengine/godot/files/7605443/test_gi_texture.zip)
Repository: godot
Issue: Vulkan: VoxelGI metallic materials appear as bright as non-metallic materials in reflections
Labels: enhancement,topic:rendering,topic:3d

### Godot version

4.0.dev (5efe80f30)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

Metallic materials appear as bright as non-metallic materials in VoxelGI reflections. Since we cannot have reflections within reflections in a performant manner, we should probably try to get closer to the *actual* rendering of the metallic material somehow. This can likely be done by using a darker color for the voxels (and a less contrasted one somehow, since shadows are less visible on metallic materials).

In addition, this would help make self-reflections less noticeable on metallic materials.

## Preview

![2021-11-26_01 08 06](https://user-images.githubusercontent.com/180032/143509525-b3a2095e-1116-4221-a48a-0dd24a418ecd.png)

### Albedo color multiplied by 0.5 on fully metallic material

*This was emulated by modifying the sphere material's albedo color, baking the VoxelGI node and resetting the albedo color to its default white.*

![2021-11-26_01 12 28](https://user-images.githubusercontent.com/180032/143509540-0073950b-ad55-4362-88df-c6b66cc79fb3.png)



### Steps to reproduce

- Add a mesh with a non-rough, fully metallic material. Make sure its bake mode is set to **Baked**.
- Add a third mesh with a non-rough, fully metallic material. Make sure its bake mode is set to **Baked**.
- Add a VoxelGI node and bake it.
- Notice how the metallic objects appear as white in their reflections.

### Minimal reproduction project

[test_gi_texture.zip](https://github.com/godotengine/godot/files/7605443/test_gi_texture.zip)
Repository: godot
Issue: Issues with TileMap collisions
Labels: bug,topic:physics,needs testing,topic:2d

### Godot version

3.4 stable

### System information

Windows 10

### Issue description

The tile maps with physics don't work well. You can get stuck in them only with the rigid bodies. If you move a kinamatic body crazy fast it doesn't get stuck.
Rigid bodies dont get stuck in static bodies though.
Here is a video showing it. The deminstration starts about one min in. https://youtu.be/1R7j0QDXm_Q


### Steps to reproduce

to reproduce you get tileset and then make sure it has phisics. After that you then set up a basically thickish peice of tile piecis that all have colition. You then create a rigid body and then atatch a script like this one. Move the rigid body down way low. Then run.

```gdscript
extends RigidBody2D

func _physics_process(delta):
	add_central_force(Vector2(0,-100))
```


### Minimal reproduction project

In this project, I use this tileset. I think I need to mention them. https://opengameart.org/content/platformer-tilesets
[GeomitryDash.zip](https://github.com/godotengine/godot/files/7605702/GeomitryDash.zip)
Repository: pytorch
Issue: How to implement `bucket_by_sequence_length` with IterableDataset and DataLoader
Labels: module: dataloader,triaged,module: data

## How to implement `bucket_by_sequence_length` with IterableDataset and DataLoader?

I have a custom **IterableDataset** for question answering, which reads training data from a huge file. And I want to bucket the tranining exampels by their sequence length, like `tf.data.Dataset.bucket_by_sequence_length`.

Any documents or tutorials about this?


cc @SsnL @VitalyFedyunin @ejguan @NivekT
Repository: pytorch
Issue: Dead lock happened ran pytorch 1.9.0 cuda11.2 on xeon gold 6326 cpu
Labels: oncall: distributed,triaged,module: data parallel

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->

1. Failed to ran module code training on gpu 0&1, code stuck at module.forward
2. Ran module successfully on gpu 0&3, however the gradient was abnormal
3. normally ran training on single gpu

## To Reproduce

Steps to reproduce the behavior:

1.ran a training code with dataparallel on gpu 0,1, then things blocked

only shown blocked and no error message in dmesg,kernel,nvidia-smi,shell or log

2. ran a training code with dataparallel on gpu 0,3 things not blocked, but the gradients are abnormal

in fact you may observe a likely successful run on gpus belong to different cpu(02 or 03)
when you try to use 2gpu belong to 1 cpu then blocked at forwarding(gpu 01, 023,012,013,0123)


## Expected behavior

Expect fully ultilize the 4gpus in data parallel

## Environment

cpu: xeon gold 6326  x2
cuda: 11.2
pytorch: 1.9.0 self compile(following instruction steps except for magma)
python: 3.9, pip,
gpu: a40 x4
ram: 256g
os: Ubuntu 20.04lts server
pc: dell r750xa


cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang
Repository: kubernetes
Issue: Kubernetes node healthcheck issue (Kubelet is unable to read logs from pods)
Labels: kind/bug,sig/node,triage/needs-information,needs-triage

### What happened?

Kubelet is running on a worker node, an issue occurs which makes kubelet unable to read logs from pods which can be seen in any of the kube-system pods logs,

Log output in kube-system pod:

`Warning ContainerGCFailed <invalid> (x1266 over 21h) kubelet failed to read podLogsRootDirectory "/var/log/pods": open /var/log/pods: input/output error`

If we describe the node it shows that the kubelet is in ready status: 
 ```
 Type          Status     Reason                       Message
  ----             ------     ------                       -------
  MemoryPressure   False      KubeletHasSufficientMemory   kubelet has sufficient memory available
  DiskPressure     False      KubeletHasNoDiskPressure     kubelet has no disk pressure
  PIDPressure      False      KubeletHasSufficientPID      kubelet has sufficient PID available
  Ready            True       KubeletReady                 kubelet is posting ready status
```


This indicates that kubelet is running but it is reporting that it is unable to read logs from` '/var/log/pods'`.


### What did you expect to happen?

In that scenario, the worker node is still shown as ready in kubernetes. Kubernetes should be able to detect such problem independent of infrastructure. Since we see kubernetes describe node shows the issue that kubelet is ready, then kubernetes should be aware of a problem with the node and possibly set it to NotReady in that case.


### How can we reproduce it (as minimally and precisely as possible)?

This can be reproducible by having the following steps:
1.  Start a NFS server
2.  Create the `/var/log/pods` directory and mount the NFS share
3.  Initialize the kubernetes cluster
4.  To trigger the error, poweroff the NFS server 
5.  Now see the logs of the pods and it can take few minutes to see the error logs.

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

v1.21.1

</details>


### Cloud provider

<details>

</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: godot
Issue: My Icons In godot are invisible and are just Blurred 
Labels: bug,platform:windows,topic:rendering,topic:editor,confirmed,topic:thirdparty,topic:2d

### Godot version

3.4

### System information

Windows 10, GLES2, Intel 480M 2.67Ghz, Intel HD Graphics 

### Issue description

My Icons in godot are just invisible even in the project loading menu I get blurred Icons
Images :
![image](https://user-images.githubusercontent.com/80014389/143554901-7a5ae7bd-e1d5-4532-99d2-d0f539072035.png)
![image](https://user-images.githubusercontent.com/80014389/143554966-0eda27b0-1956-4a85-a518-e2f36d723450.png)
![image](https://user-images.githubusercontent.com/80014389/143555039-2d71cbf5-262f-492e-a635-202e55cf9cdf.png)
![image](https://user-images.githubusercontent.com/80014389/143555075-2070affc-ee63-4b7e-9ff6-49956d0c18cd.png)




### Steps to reproduce

I downloaded godot freshly 2 times once in 64 bit next is 32 bit

### Minimal reproduction project

_No response_
Repository: create-react-app
Issue: Cannot find module `react-dev-utils/crossSpawn`
Labels: stale,needs triage,issue: bug report

### Describe the bug

Cannot find module `react-dev-utils/crossSpawn`

### Did you try recovering your dependencies?
![Screen Shot 2021-11-26 at 6 09 00 PM](https://user-images.githubusercontent.com/3013114/143555857-e5bbd94d-c579-4f15-95a3-97d92cb5b4b9.png)
Repository: flutter
Issue: [FragmentProgram] Allow defining a ColorFilter
Labels: c: new feature,engine,c: proposal,P3,team-engine,triaged-engine

Quoting @chriscraws:

>"The Skia API supports it, so it's mainly a question of how it should be exposed in GLSL and how the FragmentProgram API may change to support two variants of input SPIR-V - one as-is, and a new variant that disallows or ignores gl_FragCoord and probably an in vec4 for the input color."
Repository: go
Issue: x/website: set background color for tutorial code snippets
Labels: NeedsInvestigation,FeatureRequest,website

<!--
Please answer these questions before submitting your issue. Thanks!
-->
 
### What is the URL of the page with the issue?
 
 https://go.dev/doc/tutorial/getting-started
 
### What is your user agent?
 Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/97.0.4692.20 Safari/537.36
<!-- 
You can find your user agent here:
https://www.whatismybrowser.com/detect/what-is-my-user-agent
-->
 
 
 
### Screenshot
 
<!--
Please paste a screenshot of the page.
-->
 
![image](https://user-images.githubusercontent.com/51957849/143566627-f77f55df-c0c2-422c-977e-505876131a1a.png)

 
 
### What did you do?
 
<!--
If possible, provide a recipe for reproducing the error.
-->
 
 nothing
 
### What did you expect to see?
 
 I would suggest the website use gray background for commands and codes, like markdown style.  
 
### What did you see instead?
commands and codes are similar to other content
Repository: pytorch
Issue: Breakpoint training in a Tensorboard log
Labels: oncall: visualization,Stale

I want use the Tensorboard to record the training process. And every time I start training there is a new log generated. 
For example, I can't sure the exactly epoch needed, so I train 300 epochs firstly. The tensorboard can record them. 
But after 300 epochs I continue to train use checkpoint, a new log file generated. I can't get the complete training log but one for prior 300, another for after 300 epochs. 
How to solve it?
Repository: godot
Issue: Godot does not remember export option.
Labels: bug,topic:editor,usability,topic:export

### Godot version

3.4 stable mono

### System information

w10 64

### Issue description

I point out that I want the export in ".aab" file for android.
I close godot, the next day I open godot.
I'm going to export and godot doesn't remember that the option I set yesterday was ".aab" so I get the following warning:
![Captura2](https://user-images.githubusercontent.com/19652075/143572935-9efd64bb-2b1f-4539-b51d-d80c6f088d8f.PNG)

Because Godot doesn't remember that I set my export extension for android to be ".aab" and godot set ".apk":
![Captura3](https://user-images.githubusercontent.com/19652075/143572954-1212968c-82ec-4c0b-8291-8bb13d55b078.PNG)

This section is also not remembered:

![Captura2](https://user-images.githubusercontent.com/19652075/143573532-9404111a-9a64-42d0-895d-5cdd2658c9ab.PNG)

And godot automatically sets this option:

![Captura3](https://user-images.githubusercontent.com/19652075/143573552-8e0c993a-9f2b-448c-8254-3c533fb02f81.PNG)

### Steps to reproduce

Produce an export for android and set the file type to ".aab".

Close godot, open godot again and verify that it has been changed to ".apk".

### Minimal reproduction project

...