sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Array index range handling inconsistency
Labels: discussion,topic:core,documentation

### Godot version

3.x (0ddecccd01) master (563690347a)

### System information

Arch Linux, GLES 3, Mesa Intel(R) UHD Graphics (CML GT2)

### Issue description

As pointed out by @kleonc in #60855, the way array `find()` and `rfind()` methods handle the second argument is inconsistent.

| `from` | `find(value, from)` | `rfind(value, from)` |
| -- | --- | --- |
| Larger than `N - 1` | Returns `-1` | Search from `N - 1` |
| Negative index | Returns `-1` | Relative to the end. Search from `N - 1` if still negative |

Maybe we should unify these behaviors. e.g. Allow negative indices in both methods and use a consistent clamping strategy.

Other array methods such as `insert()` and `remove_at()` take an index argument too, but they don't allow negative indices. I think they could support negative indices too.

### Steps to reproduce

See the documentation & implementation of `find()`/`rfind()` in `Array` and packed/pool arrays.

### Minimal reproduction project

_No response_
Repository: PowerToys
Issue: The Keyboard - the only thing stopping me from destorying the enemies in my games, and I think you guys might find this useful.
Labels: Idea-New PowerToy,Product-Keyboard Shortcut Manager,Needs-Triage

### Description of the new feature / enhancement

Basically, using the keyboard settings of Powertoys, you can remap a key into turning the keyboard into a second different keyboard that has the ability to then have it's own programed keys so you can actually use them all and not go insane in the process. Now that one is for you guys to use, two keyboards, one for regular use and then say hit num-key and activate the super keyboard as the original use of num-key, disabling the keys, is a bit outdated so let's use num-key as the example, and yes! I do not know. I do not, I just want a second keyboard once I press num key everyone.

Now my second reason for wanting a second or even third keyboard is so I can remap the keys for deadly fire in Runescape using my 1-14 key action bars and I have oh 5 of those and I have other keys to map! Okay.. and I want to be able to chat with a quick solution that is simple to set up just like this will provide if powertoys let's this happen. :)

Thirdly, one should also note that windows needs to recognize that it has these extra keyboards but I suppose from a programming perspective it needs to think that by pressing the key or keys that it has literally swapped out the keyboards, and one can even create a puzzle if one uses num-lock locking them into the norad keypad... because you can swap between the num lock keys dialing in and the regular qwerty always being avaliable and then it's a different qwerty. Press the next button? You have activated the super keyboard for something else, and the only reason I also bring this up is so that it doesn't end, you can just make your re-mapping of keys more and more complicated exponentially using all windows has available!

### Scenario when this would be used?

Video Games, Key Mapping, Extra Keyboards on one keyboard, Num-padding, International keys of one's choice on a second or more keyboards.

### Supporting information

_No response_
Repository: create-react-app
Issue:  Uncaught ReferenceError: process is not defined
Labels: needs triage,issue: bug report

![Screenshot (2)](https://user-images.githubusercontent.com/93218718/167285486-71c3e08a-b12f-4c38-8adc-ed6b2ad6e027.png)
Repository: godot
Issue: Does it support multiple GoDot pages like android does
Labels: platform:android,topic:porting

### Godot version

3.4

### System information

android

### Issue description

Now you see that closing the Godot page will execute System.exit(0), which will kill the program. Can we open multiple Godot pages like Android? Each time we close the current page and execute the finish() method, the program will be killed and we cannot go back to the previous page. Even if we hook the program and do not execute system.exit (0), but open the Godot page again, the page cannot be rendered. Black screen.

### Steps to reproduce

Start the GoDot page on the Android native page, execute Finish () to close the GoDot page, return to the native page, and open the GoDot page again


### Minimal reproduction project

_No response_
Repository: svelte
Issue: SSR-safe ID generation
Labels: feature request

### Describe the problem

There are many cases where an application needs to connect DOM nodes with IDs:
* form fields and labels (`for`)
* accessible names (`aria-labelledby`)
* more [presented here](https://github.com/reactwg/react-18/discussions/111#discussioncomment-1517265)

Given that these IDs do not need any semantic meaning, and given that humans are pretty terrible at coming up with app-level unique IDs, this is a job wonderfully suited for a framework. Taking SSR into consideration, we cannot simply use counter-based solutions or randomly generated IDs.

### Describe the proposed solution

React 18 shipped its new [`useId()` hook](https://github.com/reactwg/react-18/discussions/111) which allows utilizing all the component tree knowledge of the framework and using that to generate IDs that are stable across SSR and unique across component instances.

I would like to see a similar thing in Svelte. It could look like this (`createInstanceId`):
```svelte
<!-- sign-in-form.svelte -->
<script lang="ts">
  import { createInstanceId } from 'svelte';
  
  const id = createInstanceId();
  const usernameID = `${id}-username`;
  const passwordID = `${id}-password`;
</script>

<label for={usernameID}>Username</label>
<input id={usernameID} />

<label for={passwordID}>Password</label>
<input id={passwordID} type="password" />
```

### Alternatives considered

#### Variable

The ID could come from a compiler-populated instance-specific variable:
```svelte
<label for={$$id}>Username</label>
<input id={$$id} />
```

Another name could be `$$instanceId`, to reflect its instance-dependency. This isn't perfect though, as it still doesn't communicate clearly enough that this isn't a component-specific variable, but rather an instance-specific one. A function call communicates that much better, similarly to `createEventDispatcher()`

#### Userland solution

I have used naive ID-generation solutions in the past (namely, [`lukeed/uid`](https://github.com/lukeed/uid)) and they didn't seem to cause any visible issues, but it's very likely that I simply haven't run into a use-case where a mismatch between the client and the server would be a problem.

Other userland solutions involve contexts, which is not great for developer experience, and might be problematic for asynchronous rendering (see https://github.com/reactwg/react-18/discussions/111#discussioncomment-1517189)

### Importance

would make my life easier

### Relevant mentions

https://github.com/sveltejs/svelte/issues/6932
Repository: pytorch
Issue: torch.stack test_conj_view and test_neg_view are failing after 77043
Labels: triaged,module: complex,module: viewing and reshaping,module: primTorch

See https://github.com/pytorch/pytorch/pull/77043, which extended the sample inputs for stack and added xfails for these two tests.

cc @ezyang @anjali411 @dylanbespalko @mruberry @Lezcano @nikitaved @ngimel
Repository: godot
Issue: PackedVector3Array constructor from Array of invalid values converts everything to zero (should error out)
Labels: bug,topic:core,topic:gdscript,confirmed

### Godot version

4.0.alpha7

### System information

Windows 10

### Issue description

Also reproduced with 3.2.3.stable (With PoolVector3Array)

### Steps to reproduce

```gdscript
print(PoolVector3Array([1.0,2.0,3.0,4.0,5.0,6.0]))
```

Will print
```gdscript
[(0, 0, 0), (0, 0, 0), (0, 0, 0), (0, 0, 0), (0, 0, 0), (0, 0, 0)]
```


Expected:
```gdscript
[(1, 2, 3), (4, 5, 6)]
```

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Displaying big images in full quality is not possible in InteractiveViewer
Labels: framework,a: images,c: rendering,has reproducible steps,P2,found in release: 2.10,found in release: 2.13,team-framework,triaged-framework

Consider the following example:
```dart
import 'dart:io';

import 'package:flutter/material.dart';

void main() => runApp(
      InteractiveViewer(
        minScale: 1.0,
        maxScale: 100.0,
        child: Image.file(
          File(
            "USE_PATH_TO_BIG_IMAGE/big_image.png",
          ),
          filterQuality: FilterQuality.none,
        ),
      ),
    );
```

with this image:

![big_image](https://user-images.githubusercontent.com/24444584/167289445-4d5e98ae-e6b6-481e-9840-e12109d9ad8c.png)

Expected output when zoomed in (viewed in IntelliJ):

<img width="567" alt="Bildschirmfoto 2022-05-08 um 11 11 18" src="https://user-images.githubusercontent.com/24444584/167289528-eadb58af-42fc-4127-b86a-931e3af68204.png">

When running the example code from above, on macos, with the large image from above, and after zooming in, shows a lower res version i.e.: 

<img width="471" alt="Bildschirmfoto 2022-05-08 um 11 11 30" src="https://user-images.githubusercontent.com/24444584/167289552-b7333f0f-5616-4f5f-b03f-c1dded2ac877.png">
Repository: vscode
Issue: Allow cusomizing the hotkey that shows/hides inlay hints
Labels: feature-request,inlay-hints

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->
Currently the setting `"editor.inlayHints.enabled": "{on,off}UnlessPressed",` forces you to use <kbd>Ctrl</kbd><kbd>Alt</kbd> to show/hide the inlay hints.

I think it would be great to support customizing this hotkey, for example I'd bind one of the F keys to it.
Repository: pytorch
Issue: Stop calling sizes/numel/dim/is_contiguous on undefined tensors
Labels: module: internals,triaged

### 🐛 Describe the bug

In https://github.com/pytorch/pytorch/pull/77036 I accidentally made these error and it caused a large number of test failures

https://gist.github.com/ezyang/d7eb3b8440268bd8bac8df2f66eaa39b

but they shouldn't be called in the first place

### Versions

master

cc @ezyang @bhosmer @smessmer @ljk53 @bdhirsh
Repository: vscode
Issue: How to select providers for `Find All References` without restarting VSCode?
Labels: feature-request,under-discussion,editor-symbols

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->
I have `clangd` and `C++ Intellisense` installed for Visual Studio Code.
![1.installed_ext.png](https://raw.githubusercontent.com/sisrnb/Images/master/vscode/1.installed_ext.png)

With `Find All References` I get results both from `clangd` and `C++ Intellisense`.
![2.find_ref_and_results.png](https://raw.githubusercontent.com/sisrnb/Images/master/vscode/2.find_ref_and_results.png)

I need to switch between different reference providers frequently. Sometimes I want results only from `clangd`, and sometimes I want results only from `C++ Intellisense`.

Is there a way that reference provider is selectable? like:
![3.sel_ref_provider.png](https://raw.githubusercontent.com/sisrnb/Images/master/vscode/3.sel_ref_provider.png)
(this picture is manually made with gimp)
Or some other ways to select reference provider without restarting VSCode?

I also have similar needs for `Go to Definition`, `Go to Declaration`, etc.

If currently VSCode(with extensions) doesn't have such capability, I'd like to request such a feature.
Repository: godot
Issue: No mouse motion events over remote desktop when mouse mode is MOUSE_MODE_CAPTURED
Labels: bug,platform:windows,topic:porting,needs testing,topic:input

### Godot version

v4.0.alpha7.official [3e9ead05f]

### System information

Windows 10, Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1060 6GB

### Issue description

This will not print anything if I move the mouse over remote desktop. Works fine locally

```
func _ready():
	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)

func _unhandled_input(event):
	if event is InputEventMouseMotion:
		print("hello")
```


### Steps to reproduce

Create a new project with a node3d scene and add set the script to this:

```
extends Node3D


# Called when the node enters the scene tree for the first time.
func _ready():
	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)


func _unhandled_input(event):
	if event is InputEventMouseMotion:
		print("hello")

```

If you remote into the computer using windows remote desktop it will not produce any mouse motion events and hence "hello" will not be printed when you move the mouse

### Minimal reproduction project

_No response_
Repository: yt-dlp
Issue: [Enhancement] Create a formatting option for batch indexing/counting/numbering just like for playlists
Labels: enhancement

### Checklist

- [X] I'm reporting a feature request
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I'm running yt-dlp version **2022.04.08** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues including closed ones. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Description

I would love if there was a formatting option for batch indexing just like there is for playlists (playlist_index, playlist_autonumber). There is to my knowledge currently no way to achieve this. There is video_autonumber which works if there is only videos in a batch but if one of the items in a batch is a playlist it will count every video in the playlist which breaks the "batch counting" in that case like so:
```
item 1: video -> #1
item 2: video -> #2
item 3: playlist size 5 -> #3, #4, #5, #6, #7
item 4: video -> #8
item 5: video -> #9
```
while i would like it to count like so:
```
item 1: video -> #1
item 2: video -> #2
item 3: playlist size 5 -> #3
item 4: video -> #4
item 5: video -> #5
```

### Verbose log

_No response_
Repository: vscode
Issue: Shift + click the item in Outline view to select the related code (function, var...)
Labels: help wanted,feature-request,outline

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->
It would be nice if we could have a possibility to quickly select the whole functions. In the text editor that I have used it is double-click on the item in the functions panel which allows that.

However, since double-click action in the Outline view is reserved in VSCode for giving focus to the editor, I suggest that you implement Shift+click on the item in the Outline view for selecting the full code of functions. Or, if you do that on the item that represents the definition of var/const, then the line with that definition could be selected.
Repository: vscode
Issue: Bracket pair colorization: allow colorize parentheses, brackets and braces independently
Labels: feature-request,bracket-pair-colorization

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->
Hi, thanks to implement this as built-in but there is a missing feature that was present at very old [Rainbow Bracket extension](https://marketplace.visualstudio.com/items?itemName=2gua.rainbow-brackets), that old extension colorizes independently brackets, parentheses and braces with different schemes per type, here is an example:

* Rainbow Brackets
![image](https://user-images.githubusercontent.com/38407603/167307762-df11bb5f-4aa5-4deb-a7e2-d94c481376f7.png)

* Built-in bracket pair colorization
![image](https://user-images.githubusercontent.com/38407603/167307911-8710a198-6721-4ef4-95fa-3bb9c844d677.png)
Repository: flutter
Issue: Dart IO WebSocket: expose bufferedAmount or flush()
Labels: c: new feature,engine,dependency: dart,c: proposal,P3,dependency: dart:io,team-engine,triaged-engine

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     to what you're looking for, then fill out the template below. Please read
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## Use case
When I say WebSocket(io), I mean the one in lib._http. WebSocket(html) I mean the one in lib.html.

WebSocket(html) has bufferedAmount, which is part of WebSocket standard. But WebSocket(io) is missing that.
For WebSocket(io), after calling WebSocket.add(), I cannot find a way to check if the data is sent or still queuing in buffer.

Image you are using WebSocket(io) and you need to send a big mount of data from disk. If you read file and call WebSocket.add() too fast. Everything will just be in the memory. And even worse, [it might freeze the UI](https://github.com/flutter/flutter/issues/103281). If you call WebSocket.add() too slow of course its not efficient.

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     on pub.dev/flutter that already solves this?
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## Proposal

It would be great if we have bufferedAmount in WebSocket(io), just like WebSocket(html). So the sender knows if data is sent or still in buffer.
Alternatively, we can have a flush() async, which will return when buffer is empty.

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Repository: opencv
Issue: OpenCV with CUDA - no "data" folder
Labels: category: build/install,category: gpu/cuda (contrib),RFC

##### System information (version)

Windows 10 Home 64-bit, Version	10.0.19044 Build 19044
Visual Studio Community 2022, Version 17.1.6
CMake 2.23.1
Anaconda with Python 3.9.7
opencv-4.5.5 and opencv_contrib-4.5.5

##### Detailed description

OpenCV with CUDA does not include the "data" folder, see [here](https://forum.opencv.org/t/opencv-with-cuda-no-data-folder/8617) for further reference.

##### Steps to reproduce

I have tried to set up OpenCV with CUDA-Support through this installation guide:
https://medium.com/analytics-vidhya/build-opencv-from-source-with-cuda-for-gpu-access-on-windows-5cd0ce2b9b37

Go through these steps. CUDA will work successfully, but you cannot access the "data" folder (`cv2.data`) then. It seems not to be copied when configuring, building and installing the OpenCV files.

##### Issue submission checklist

 - [x] I report the issue, it's not a question
 - [x] I checked the problem with documentation, FAQ, open issues,
 - [x] I updated to the latest OpenCV version and the issue is still there
 - [x] There is reproducer code and related data files: videos, images, onnx, etc
Repository: pytorch
Issue: Building from source results in broken __version__
Labels: module: binaries,module: build,triaged

### 🐛 Describe the bug

I'm doing 
```bash
git clone --recursive https://github.com/pytorch/pytorch
cd pytorch
git submodule update --init --recursive --jobs 0
# I'm not trying to build main, just latest release
git checkout tags/v1.11.0 -b v1.11.0-branch
# I've previously installed all the dependencies
python setup.py install --prefix ~/.local
```
and I'm seeing
```
Building wheel torch-1.11.0a0+gitbc2c6ed
-- Building version 1.11.0a0+gitbc2c6ed
```
so even though I'm building v1.11.0, the `__version__` is all screwed up.

I did this for v1.10.0 and I'm trying again with v1.11.0 because maybe I did something wrong?

This becomes a pretty big problem when I need to install packages that require torch like sentence_transformers. The `torch>=1.6.0` dependency of sentence_transformers sees `1.10.0a0+git71f889c` and doesn't know what the heck it is, so it starts downloading torch, like I didn't go to all the trouble of installing CUDNN and building the package from source lol
```
Collecting torch>=1.6.0
  Downloading torch-1.11.0-cp38-cp38-manylinux1_x86_64.whl (750.6 MB)
     ╸━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 13.9/750.6 MB 5.4 MB/s eta 0:02:16
ERROR: Operation cancelled by user
```
I've also tried to checkout the tag/<release> without create a new branch, just in detached HEAD state. Still gives the <version>a0+git934ac58 tag when building.

Really prefer not to pass `--no-deps` when installing packages that require torch then `pip show` so I can install the dependencies by hand. What am I doing wrong?

### Versions

Collecting environment information...
PyTorch version: 1.10.0a0+git71f889c
Is debug build: False
CUDA used to build PyTorch: 11.4
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.4 LTS (x86_64)
GCC version: (Ubuntu 9.4.0-1ubuntu1~20.04.1) 9.4.0
Clang version: Could not collect
CMake version: version 3.22.2
Libc version: glibc-2.31

Python version: 3.8.10 (default, Mar 15 2022, 12:22:08)  [GCC 9.4.0] (64-bit runtime)
Python platform: Linux-5.13.0-40-generic-x86_64-with-glibc2.29
Is CUDA available: True
CUDA runtime version: 11.4.152
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 3070 Laptop GPU
Nvidia driver version: 470.82.01
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.8.4.0
/usr/lib/x86_64-linux-gnu/libcudnn_adv_infer.so.8.4.0
/usr/lib/x86_64-linux-gnu/libcudnn_adv_train.so.8.4.0
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_infer.so.8.4.0
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_train.so.8.4.0
/usr/lib/x86_64-linux-gnu/libcudnn_ops_infer.so.8.4.0
/usr/lib/x86_64-linux-gnu/libcudnn_ops_train.so.8.4.0
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] mypy==0.761
[pip3] mypy-extensions==0.4.3
[pip3] numpy==1.22.3
[pip3] torch==1.10.0a0+git71f889c
[pip3] torch-geometric==2.0.3
[pip3] torch-scatter==2.0.9
[pip3] torch-sparse==0.6.12
[conda] Could not collect


cc @ezyang @seemethere @malfet