sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: youtube-dl
Issue: Add support for Twitch Soundtrack
Labels: request

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## Checklist

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## Description

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Please add support Twitch Soundtrack, Twitch's new music streaming service for streamers. Requires a Twitch account to access. https://soundtrack.twitch.tv
Repository: flutter
Issue: [web] No back/forward gesture support on Chrome
Labels: framework,platform-windows,f: routes,f: gestures,platform-web,P2,browser: chrome-android,team-web,triaged-web

It is similar to flutter/flutter#76478, but this issue targets to Chrome on Windows and Android.

On Chrome too, the flutter engine prevents back/forward gestures.

## Steps to Reproduce
1. Open https://gallery.flutter.dev/ in Chrome on Windows PC that has a trackpad, or Android that has a touch panel.
2. Go other page with Chrome omnibox.
3. Go back the gallery and do the forward gesture. (Android: swipe from right edge to left. Windows: swipe right to left with two fingers.)

**Expected results:**
Chrome's left to right arrow appear near the right edge, and I can do the forward action.

**Actual results:**
The left to right arrow does not appear and cannot the action.

---

I found that in Chrome in Windows, `preventDefault()` on `wheel` events ([here in web_ui](https://github.com/flutter/engine/blob/master/lib/web_ui/lib/src/engine/pointer_binding.dart#L331)) prevent not only browser scrolling but also the trackpad back/forward gesture.
Repository: PowerToys
Issue: Mouse utilities - Find my mouse - not disabling during game in borderless windowed mode
Labels: Issue-Bug,Idea-Enhancement,Product-Mouse Utilities

### Microsoft PowerToys version

0.49.0

### Running as admin

- [X] Yes

### Area(s) with issue?

Mouse Utilities

### Steps to reproduce

Open game in windowed mode or borderless windowed(more common)
 double CTRL, mouse find works
It should be disabled because Game mode is active and when switching the game in Fullscreen exclusive it works as it should

### ✔️ Expected Behavior

Find my mouse to be disabled when gaming in windowed mode as in fullscreen

### ❌ Actual Behavior

It does not disable find my mouse when game is in windowed mode

### Other Software

_No response_
Repository: PowerToys
Issue: [Settings] polish UX after "add a new size"
Labels: Idea-Enhancement,Product-Settings,External Dependency-WinUI 3

### Description of the new feature / enhancement

Currently, when a new (preset) size is added with the button, the new item can be out of view, which effectively means _zero_ (visual) feedback. Suggestions:

- place new sizes at the top of the list
- open the edit pop-up for the new one immediatly, to easily set new data

### Scenario when this would be used?

adding a new size

### Supporting information

_No response_
Repository: godot
Issue: mono - Exceptions are not logged. 
Labels: bug,topic:dotnet

### Godot version

v3.3.3.stable.mono.

### System information

Windows 10

### Issue description

If you enable file logging in project settings, the log files are successfully created at the given location. However these logs are completely useless, since no exception is recorded in them.

Every log file which was created on my system contains the same data:

"Godot Engine v3.3.3.stable.mono.official.b973f997f - https://godotengine.org
OpenGL ES 2.0 Renderer: GeForce MX150/PCIe/SSE2
OpenGL ES Batching: ON
 
Mono: Log file is: '[log poath]'"

No exceptions recorded, even if the program crashes with an obvious exception. 

I've attached a simple project to demonstrate the issue. 

### Steps to reproduce

- Create a project

- Enable file logging

- Throw an exception

- Check the log

### Minimal reproduction project

[TestLogging.zip](https://github.com/godotengine/godot/files/7442942/TestLogging.zip)
Repository: go
Issue: cmd/go: clean up command-line-arguments interaction with MainModules
Labels: NeedsFix,GoCommand

This is a clean up task outside of the scope of workspaces, but which would be nice to do:

Before workspaces, when the `go` command was in module mode, but not in any particular module, it had a fake `Target` module with the path `command-line-arguments` and an empty modroot. This was directly translated in workspace mode to a MainModules set with a single entry with that fake module path and empty modroot.

Instead, we should make MainModules.Len() == 0 mean that we're in module mode but not inside any module.
Repository: opencv
Issue: Singular Value Decomposition (cv::SVD::compute(A, w, u, vt)) may generate incorrect calculated left singular vectors(u).
Labels: category: core

##### System information (version)

- OpenCV => 4.5.4-dev
- Operating System / Platform =>  Ubuntu
- Compiler => g++

##### Detailed description
Singular Value Decomposition (cv::SVD::compute(A, w, u, vt)) may generate incorrect calculated left singular vectors(u).

For example, when the input matrix A =
[0, 0, 0;
 1, 0, 0;
 0, 0, 0]

The calculated left singular vectors, u, should be
[0, -1, 0;
-1, 0, 0;
 0, 0, 1]

However, the actual output is 
[0, -0.70710677, -0.70710677;
 1, 0, 0;
 0, 0.70710677, -0.70710677]


Another example: 
Input matrix A =
[0, 0, 0;
 1, 0, 1;
 0, 0, 0]

Expected output u =
[0, -1, 0;
 -1, 0, 1;
 0, 0, 1]

The actual output u =
[0, -0.70710677, -0.70710677;
 1,               0,                0        ;
 0, 0.70710677, -0.70710677]



##### Steps to reproduce
```
#include <iostream>
#include <opencv2/opencv.hpp>

using namespace std;
using namespace cv;

int main() {

    cv::Mat A = cv::Mat(3, 3, CV_32F)
    = (cv::Mat_<float>(3, 3, CV_32F)
       <<
       0, 0, 0,
       1, 0, 0,
       0, 0, 0);
    
    Mat u, w, vt;
    SVD::compute(A, w, u, vt);

    cout << "u:" << endl;
    cout << u << endl << endl;

    return 0;
}
```


##### Issue submission checklist

 - [x] I report the issue, it's not a question
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   to discuss problems. Tickets with question without real issue statement will be
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 - [x] I checked the problem with documentation, FAQ, open issues,
       forum.opencv.org, Stack Overflow, etc and have not found solution
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 - [x] I updated to latest OpenCV version and the issue is still there
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 - [x] There is reproducer code and related data files: videos, images, onnx, etc
Repository: TypeScript
Issue: Transform for static `super.name` is incorrect when prototype is mutated
Labels: Bug

# Bug Report

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### 🔎 Search Terms

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class static field super prototype setPrototypeOf

### 🕗 Version & Regression Information

<!-- When did you start seeing this bug occur?

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- The ability to use `super` inside `static` appears to have been added in 4.4. This bug existed when the feature was introduced, presumably in https://github.com/microsoft/TypeScript/pull/43114.

### ⏯ Playground Link

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[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.5.0-beta#code/MYGwhgzhAECC0G8CwAoa0IBcyYJbGgA9oBeaARlQF9VRIYAhaAU0M2YDsATGeZNDNjwEAnqWgAKAJSkAfBgCuAB2YAnAHSFqtcFGgBhRKnRYc+IuIBM2lMAD2HCHZDN1IOwHMJDdSOlTUAHkAIwArZmBMdQhmTAAFVTtMJJEVQIAzbwAaAwDbBycXN09vX39UIA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
class A {
  static x = 1
}
class B extends A {
  static y = () => super.x
}
class C {
  static x = 2
}
console.log(B.y())
Object.setPrototypeOf(B, C)
console.log(B.y())
```

### 🙁 Actual behavior

<!-- What happened, and why it was wrong -->
When this code is transformed by TypeScript, it outputs `1 1`.

### 🙂 Expected behavior

<!-- What you expected to happen instead, and why -->
When this code is run natively, it outputs `1 2`.

The code generated by TypeScript currently looks like this:

```js
"use strict";
var _a, _b;
class A {
}
A.x = 1;
class B extends (_b = A) {
}
_a = B;
B.y = () => Reflect.get(_b, "x", _a);
class C {
}
C.x = 2;
console.log(B.y());
Object.setPrototypeOf(B, C);
console.log(B.y());
```

I expected something like this instead:

```js
"use strict";
var _a;
class A {
}
A.x = 1;
class B extends A {
}
_a = B;
B.y = () => Reflect.get(Object.getPrototypeOf(_a), "x", _a);
class C {
}
C.x = 2;
console.log(B.y());
Object.setPrototypeOf(B, C);
console.log(B.y());
```
Repository: godot
Issue: [Bullet] Setting of `add_central_force()` for RigidBody is done in physics engine one step later
Labels: topic:physics

### Godot version

3.3.3.stable, 3.4

### System information

Windows 10, GLES 3, GeForce RTX 2070

### Issue description

If a force is assigned to a physical body in a `_physics_process`, then it is performed not in the same step of the physics engine, but in next step.
This bug is in physics Bullet. Everything is good in the Godot Physics.

In screenshot, I assign the force in steps 5, 10 and 15. I should see the result in steps 6, 11 and 16. But for the physics of Bullets, the result appears in steps 7, 12 and 17.

Bullet:
![for_github_](https://user-images.githubusercontent.com/75580200/139470245-26c59c2b-6486-4035-966d-ae2e1d9980a9.PNG)

Godot Physics:
![for_github_2](https://user-images.githubusercontent.com/75580200/139470291-4257b3e2-6ef4-4590-87e6-e480ec7ae24a.PNG)


### Steps to reproduce

1. Create new project
2. Create nodes as in screenshot
![изображение](https://user-images.githubusercontent.com/75580200/139470474-a2f9782a-481f-44c9-9e7b-84fac3a50dca.png)
3. For RigidBoby Gravity Scale set 0
4. Create script for RigidBody:
```gdscript
extends RigidBody

var tick = 0

func _physics_process(delta):
	
	tick += 1
	
	if tick == 5:
		add_central_force(Vector3(10000.0, 0.0, 0.0))
		
	if tick == 10:
		add_central_force(Vector3(0.0, 10000.0, 0.0))
		
	if tick == 15:
		add_central_force(Vector3(0.0, 0.0, 10000.0))
	
	print(tick, "    ", global_transform.origin)
	
	pass
```
5. Set Bullet physics
6. Run

### Minimal reproduction project

[test_physic_tick.zip](https://github.com/godotengine/godot/files/7443565/test_physic_tick.zip)
Repository: godot
Issue: Changing horizon or top color of Procedural Sky causes lag spikes
Labels: topic:rendering,documentation,topic:3d,performance

### Godot version

3.3.mono.stable and v3.4.rc2.mono.official 

### System information

Windows 10

### Issue description

If you try modifying the horizon or top color of a ProceduralSky in a WorldEnvironment node you get random lag spikes. This happens both when modifying through scripts and animations. I would expect this to not cause issues as I want to change sky color for weather effects or day/night cycles

### Steps to reproduce

create a scene with a WorldEnvironment and a ProceduralSky, then have a script that runs this code:
```
func _process(delta):
	$WorldEnvironment.environment.background_sky.sky_horizon_color = Color.white

```
run the profiler and you'll see lag spikes


### Minimal reproduction project

[AnimatedSkyLagTest.zip](https://github.com/godotengine/godot/files/7443828/AnimatedSkyLagTest.zip)
Repository: angular
Issue: Missing documentation for controlsConfig argument of FormBuilder.group method
Labels: state: needs eng input,state: needs more investigation,P3,doc-topic: reference,area: docs

### Description

The [documentation](https://angular.io/api/forms/FormBuilder#group) for `FormBuilder.group()` method lacks proper description of the `controlsConfig` argument.

It is described the following way:

> A collection of child controls. The key for each child is the name under which it is registered.

and is typed this way: `{ [key: string]: any; }`.

However, it's not clear what is the interface of the object values. The typing declarations are also missing in the code of this method.

---

I can't figure out how to use `updateOn`, `value` and `disabled` options at the same time with the form builder and it's not possible to understand from the documentation or type declarations.

### What is the affected URL?

https://angular.io/api/forms/FormBuilder#group

### Please provide the steps to reproduce the issue

_No response_

### Please provide the expected behavior vs the actual behavior you encountered

_No response_

### Please provide a screenshot if possible

_No response_

### Please provide the exception or error you saw

_No response_

### Is this a browser-specific issue? If so, please specify the device, browser, and version.

_No response_
Repository: PowerToys
Issue: ctrl to wake up can cause find my mouse trigger on wake
Labels: Issue-Bug,Priority-2,Product-Mouse Utilities

### Microsoft PowerToys version

0.49.0

### Running as admin

- [ ] Yes

### Area(s) with issue?

Mouse Utilities

### Steps to reproduce

Surface Laptop using a Microsoft Sculpt Comfort USB connected BT keyboard. Using they keyboard double-press ctrl to wake the machine. When the machine wakes, the mouse finder shortcut has been recognized by PowerToys and has my pointer in a highlighted circle
[PowerToysReport_2021-10-29-11-49-17.zip](https://github.com/microsoft/PowerToys/files/7444091/PowerToysReport_2021-10-29-11-49-17.zip)
. 

### ✔️ Expected Behavior

To not have my mouse highlighted as I had pressed those keys to simply wake my computer. 

### ❌ Actual Behavior

my mouse is highlighted. 

### Other Software

_No response_
Repository: material-ui
Issue: @mui/material conflict when used with material-table >1.59 
Labels: external dependency

### Problem: All @mui/material components are not rendering as expected when use along with material-table in same page.

I spend a day working on this problem and you can start assuming that the problem is a bad compatibility between @mui/material and its dependencies and material -table v >1.59

### This is normal behaviour(when no material table used in page):
![Screenshot from 2021-10-29 20-12-56](https://user-images.githubusercontent.com/31378416/139489962-32ff3242-0873-4e27-b608-439faf1d4819.png)

### Behaviour when i use material-table in same page
![Screenshot from 2021-10-29 20-17-02](https://user-images.githubusercontent.com/31378416/139490195-921fa306-a002-4c9a-930d-56e9a3551e4b.png)

I want to mention that the current last version of material-table is still based on @material/material-icons and did not upgrade  yet to @mui/icons-material
Repository: godot
Issue: Can't drag a node to the end of the scene tree when the current last node is expanded
Labels: bug,topic:editor,usability

### Godot version

3.3.4, 3.4-rc2

### System information

openSUSE 15.3

### Issue description

When I want to drag a node to the end of scene tree, it's often a hassle.

I can only release the dragged after the current last node if either the current last node has no children or it's in collapsed state. So I have to artificially create a situation where at least one of these conditions is true, as a workaround.

If the expanded node is not the last in the tree, it's possible to release a node after it. Depending whether one releases the node a bit higher or lower, it's possible to choose whether it should be a child or a sibling of the expanded node. But when the expanded node is the last one, the only option is a child.

### Steps to reproduce

First, have a node with children in the end of the scene tree, expanded (Exit on the picture below).
Second, drag some other node in the end of the scene tree (Camera on the picture below).

It's impossible to release Camera in a way that it's placed after Exit as a sibling.

![image](https://user-images.githubusercontent.com/11571820/139489318-d3766eb5-d9a6-4619-9925-c9aac6cb2518.png)

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Allow full locale in .arb files
Labels: c: new feature,framework,a: internationalization,c: proposal,P3,team-framework,triaged-framework

## Use case

Consider an application that needs `Localizations.localeOf()` to return a usable, full locale. 

Since #60185, it's no longer possible to specify `@@locale: fr_FR` in `app_fr.arb`, for example, because the `@@locale` field and the ARB filename must match. Therefore, the ARB file must be renamed to `app_fr_FR.arb` to be able to specify the appropriate locale. However, Flutter requires `app_fr.arb` as a fallback file, which results in a lot of nearly empty .arb files.

In other words, one needs both `app_fr.arb` _and_ `app_fr_FR.arb` just to be able to have `Localizations.localeOf()` return `Locale(fr, FR)`.

app_fr.arb:
```json
{
  "@@locale": "fr",
  "foo": "bar"
}
```

app_fr_FR.arb:
```json
{
  "@@locale": "fr_FR",
  "foo": "bar"
}
```

## Proposal

Given that #60185 does not mention any real technical reason besides it being confusing to some, I'd like to propose lifting the artificial limitation and allowing specifying a full locale in the base localizations file, as it was before #60185.

app_fr.arb:
```json
{
  "@@locale": "fr_FR",
  "foo": "bar"
}
```

In https://github.com/canonical/ubuntu-desktop-installer/pull/456, this would avoid a total of 2 * 73 = 146 basically unused .arb files.
Repository: go
Issue: runtime: AVX512 register state clobbered by signal on macOS
Labels: OS-Darwin,NeedsInvestigation,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
% go version
go version go1.17.2 darwin/amd64

</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
 % go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/vsi/Library/Caches/go-build"
GOENV="/Users/vsi/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/vsi/go/pkg/mod"
GONOPROXY="github.com/vsivsi"
GONOSUMDB="github.com/vsivsi"
GOOS="darwin"
GOPATH="/Users/vsi/go"
GOPRIVATE="github.com/vsivsi"
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/Cellar/go/1.17.2/libexec"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/Cellar/go/1.17.2/libexec/pkg/tool/darwin_amd64"
GOVCS=""
GOVERSION="go1.17.2"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/dev/null"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/kp/kjdr0ytx5z9djnq4ysl15x0h0000gn/T/go-build4285878374=/tmp/go-build -gno-record-gcc-switches -fno-common"

</pre></details>

### What did you do?

In writing AVX-512 assembly functions using the Go assembler (via Avo), I began to notice unexplained intermittent test failures. A lot of painful investigation revealed that golang async preemption does not seem to be properly save/restoring AVX512 state when assembly functions are interrupted. From visual inspection of the `runtime/preempt_amd64.s` source, it also seems likely that AVX/AVX2 state (YMM upper 128 bits) may not be properly save/restored either, but I have not encountered/tested that case in my own code.

A complete minimal reproduction illustrating the clobbering of the AVX512 K1 opmask register is here:
https://gist.github.com/vsivsi/fff8618ace4b02eb410dd8792779bf32 

Note, in my testing running with `GODEBUG=asyncpreemptoff=1` rescues every failure case I have identified. 

### What did you expect to see?

I expected all relevant processor state to be properly restored in an assembly function following an async preemption.

### What did you see instead?

Critical state is being clobbered, leading to intermittent undefined behavior.
Repository: pytorch
Issue: [discussion] Have default size/shape equal to a scalar
Labels: triaged,module: random

E.g. torch.randint(0, 2) would return a single integer (pytorch Scalar). Maybe this makes sense for other constructors like torch.rand, torch.randn, torch.zeros, torch.ones

cc @pbelevich