sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [flutter-doctor] "cmdline-tools component is missing" item sends user in the wrong direction
Labels: platform-android,tool,t: flutter doctor,P2,team-android,triaged-android

Just updated Flutter (to 93da78f8960f7b407aef241ffbfa150d74535da2) and ran doctor, and got:

```
[!] Android toolchain - develop for Android devices (Android SDK version 30.0.2)
    ✗ cmdline-tools component is missing
      Run `path/to/sdkmanager --install "cmdline-tools;latest"`
      See https://developer.android.com/studio/command-line for more details.
    ✗ Android license status unknown.
      Run `flutter doctor --android-licenses` to accept the SDK licenses.
      See https://flutter.dev/docs/get-started/install/macos#android-setup for more details.
```

... yet when I ran the command to update the cmdline-tools, I got the following error:

```
$ /patht/to/sdkmanager --install "cmdline-tools;latest"
Exception in thread "main" java.lang.NoClassDefFoundError: javax/xml/bind/annotation/XmlSchema
	at com.android.repository.api.SchemaModule$SchemaModuleVersion.<init>(SchemaModule.java:156)
	at com.android.repository.api.SchemaModule.<init>(SchemaModule.java:75)
	at com.android.sdklib.repository.AndroidSdkHandler.<clinit>(AndroidSdkHandler.java:81)
	at com.android.sdklib.tool.sdkmanager.SdkManagerCli.main(SdkManagerCli.java:73)
	at com.android.sdklib.tool.sdkmanager.SdkManagerCli.main(SdkManagerCli.java:48)
Caused by: java.lang.ClassNotFoundException: javax.xml.bind.annotation.XmlSchema
	at java.base/jdk.internal.loader.BuiltinClassLoader.loadClass(BuiltinClassLoader.java:581)
	at java.base/jdk.internal.loader.ClassLoaders$AppClassLoader.loadClass(ClassLoaders.java:178)
	at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:522)
	... 5 more
```

A quick Google search turned up [the following SO post](https://stackoverflow.com/questions/46402772/failed-to-install-android-sdk-java-lang-noclassdeffounderror-javax-xml-bind-a), which fixed my problem.  But the Flutter tool sent me in the wrong direction.
Repository: terminal
Issue: the first key pressing is sometimes ignored when writing with Japanese IME.
Labels: Help Wanted,Area-Input,Issue-Bug,Area-TerminalControl,Product-Terminal,Priority-1,Area-i18n

### Windows Terminal version (or Windows build number)

10.0.22000.282 1.10.2714.0

### Other Software

_No response_

### Steps to reproduce

Write chacacters in romaji mode using Microsoft IME.

### Expected Behavior

_No response_

### Actual Behavior

For example, when typing the word `sushi/すし`, pressing the key 's', 'u', 's', 'h', 'i'. and press enter key to confirm the converted characters.
it is expected to be typed すし, but the first pressing 's' is ignored and typed `うし`, the character that should be typed when pressing 'u', 's', 'h', 'i'.
it doesn't occur except for the first keystroke. when typing `sushi/すし`, it only occures on the first 's' pressing.
I try with Google Japanese Input and Microsft IME and it occures with both.
it occures about once every ten times.
it doesn't occur when writing English.
and it doesn't occur with other terminals such as PuTTY or vscode terminal.

https://user-images.githubusercontent.com/5401476/137604003-33305c58-d18e-49c5-801d-280e2dd5fd84.mp4
Repository: go
Issue: cmd/compile: fuzzing triggers various crashes or internal compiler errors on tip
Labels: NeedsFix,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 devel go1.18-640a49b Sat Oct 16 16:27:40 2021 +0000 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes, tip.

### 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="/home/thepudds/.cache/go-build"
GOENV="/home/thepudds/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/thepudds/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/thepudds/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/home/thepudds/sdk/gotip"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/home/thepudds/sdk/gotip/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="devel go1.18-640a49b Sat Oct 16 16:27:40 2021 +0000"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="0"
GOMOD="/home/thepudds/patch-md-2nd-cl/fuzzgc/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build1248123863=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

Fuzz cmd/compile using dvyukov/go-fuzz. (This is partially a follow-up to #39634, but there I was just fuzzing the type checker, whereas this was fuzzing the full cmd/compile).

Most of the fuzzing happened on an earlier commit, but roughly half of the original crashers that were initially found no longer reproduce on tip, or seem to be tracked elsewhere (e.g., https://github.com/golang/go/issues/47631#issuecomment-945007646).

### What did you see?

Here are 4 crashers that still reproduce on latest tip with `go tool compile`:

### Crash 1: goroutine stack exceeds 1000000000-byte limit
In `types2.(*unifier).nifyEq` (via `nifyEq -> nify -> nifyEq -> nify -> ...`)
```go
package n

func O[T any](l, t func() T, f T) { O(t, func() g {}, func() {}) }
```

### Crash 2: internal compiler error: label missing tag
In `escape.(*escape).stmt`:
```go
package a

func A() {
_:
_:
}
```

### Crash 3: internal compiler error: bvset: index 6 is out of bounds with length 6
In `bitvec.BitVec.Set` (via `typebits.Set` and `liveness.WriteFuncMap`):
```go
package i

type w []w

func (w) a(_ [2 << 40]w)
```

### Crash 4: internal compiler error: bad type
In `types.typePos` (via `types.CalcSize`):

```go
package p

type F [][8][2][880][80000][80000]string
```

(FYI @mdempsky -- this is a belated follow-up from our conversation from a while ago).
Repository: godot
Issue: Cannot get return value on Ref<Image> by get_width(), get_height() and get_data() in GDNative C++
Labels: bug,topic:core,needs testing,topic:gdextension

### Godot version

3.3.4 stable

### System information

Mac OSX 10.15.7, GLES3, Intel Iris Graphics 6100 

### Issue description

Let me post my code first
```cpp
	godot::Ref<godot::Image> image = godot::Ref<godot::Image>(godot::Image::_new());; 
	image->load("res://icon.png");

	image->lock();
	godot::Color c = image->get_pixel(42, 42);
	godot::Godot::print( c );
	godot::Godot::print( image->get_width() );
	godot::Godot::print( image->get_size() );
	godot::Godot::print( image->get_data().size() );
	godot::Godot::print( image->get_data()[0], image->get_data()[1] );
	image->unlock();
```

Either load a image in code or just get the image by get_data() from a Texture, it both cannot access the return value of get_width(), get_height() and get_data(), but get_size() and get_pixel() could work properly.

I don't know why this happened. I want to get the images data from a texture to be processed in OpenCV, so I have to get the image data first, but until now I still cannot get the PoolByteArray data even in a simple icon image.

### Steps to reproduce

By the way, there is an addition problem, how to debug the GDNative C++ code besides the godot::Godot::print() method way ? Is there a more efficient way to do this ?

Thanks! 

### Minimal reproduction project

_No response_
Repository: PowerToys
Issue: Please add AVIF  option to Image Resizer, high compression open standard
Labels: Idea-Enhancement,Help Wanted,Product-Image Resizer

### Description of the new feature / enhancement

AVIF is the highest efficiency image compression standard being adopted now based on AV1 and its open, chromium based browsers already support it, would be great if it was added to Image Resizer.

### Scenario when this would be used?

Most efficient way to save space/bandwidth, compression is beyond both jpg and hiec/hevc.

### Supporting information

https://avif.io/blog/comparisons/avif-vs-heif/
Repository: vscode
Issue: Bug of recognizing a JavaScript comment instead of URL
Labels: bug,grammar

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: October 2021 (version 1.62)
- OS Version: 21354.1

Here is a picture for contract:
![image](https://user-images.githubusercontent.com/62785981/137620023-81eb0ac5-e252-49b1-a95d-2da5b499aa77.png)
Repository: rust
Issue: Confusing: Implementation of `FnOnce` is not general enough
Labels: A-diagnostics,T-compiler

Someone on the Tokio discord came across the following bad compiler error message. Given the following code:

```rust
use std::sync::Arc;
use futures::stream::{self, StreamExt};

struct MyStruct {}

impl MyStruct {
    async fn import_all(&self, list: Arc<Vec<String>>) {
        stream::iter(&*list)
            .map(|txn| {
                let bd_c = list.clone();
                async move { self.import(bd_c, txn).await }
            })
            .buffer_unordered(10)
            .collect::<Vec<bool>>()
            .await;
    }
    
    async fn import(&self, list: Arc<Vec<String>>, now: &str) -> bool {
        list.iter().any(|v| v == now)
    }
}

#[tokio::main]
async fn main() {
    let ms = MyStruct {};
    
    tokio::spawn(async move {
        ms.import_all(Arc::new(vec![])).await;
    }).await.unwrap();
}
```
[playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=d54fbb24703a4dc19fd0dfa54feaeb86)

The current output is:

```
error: implementation of `FnOnce` is not general enough
  --> src/main.rs:27:5
   |
27 |     tokio::spawn(async move {
   |     ^^^^^^^^^^^^ implementation of `FnOnce` is not general enough
   |
   = note: closure with signature `fn(&'0 String) -> impl futures::Future` must implement `FnOnce<(&String,)>`, for any lifetime `'0`...
   = note: ...but it actually implements `FnOnce<(&String,)>`
```

This is an incredibly confusing error message, and it isn't in the right place. This fix is to change `import` to take an index instead of a reference in the last argument. Interestingly if you remove the main function, the error disappears. If you replace the `import_all` function with a function returning a boxed future, then the error happens in the `import_all` function instead.

cc @ryanobjc
Repository: rust
Issue: Trailing whitespace in errors
Labels: A-diagnostics,T-compiler

While working on #89963 I had some issues with my editor automatically trimming trailing whitespace on save when I edited `.stderr` files so I had to disable that. I don't think any errors should contain trailing whitespace in the first place though. If you search the codebase with regex `^   \| $` you will find tons of such cases.

![image](https://user-images.githubusercontent.com/35064754/137623202-aa36ce7d-4e64-4fab-a56d-76fc6163b1d1.png)

I have the slight feeling that whitespace might just originate from only a single location somewhere in the error printing code so perhaps this is an easy fix and thus probably worth fixing.
A pattern I noticed is that the trailing whitespace pretty much always seems to come at the end of a `help:` suggestion.

To be fair there's far more whitespace though. If you put `src/**/*.stderr` in files to include and use `\s$` as the regex, you will find even more.
Repository: godot
Issue: Implement clickable URLs in asset library descriptions
Labels: enhancement,topic:editor,usability,topic:assetlib

### Godot version

c2a616f

### System information

W10

### Issue description

If an asset has links in the description, they can't be clicked nor copied. Example:
![image](https://user-images.githubusercontent.com/2223172/137629707-f14dafec-a6ec-4d52-bc1f-fc8fa1ac2511.png)


### Steps to reproduce

1. Open AssetLib
2. Go to InterpolatedCamera3D asset
3. Notice the links
4. Try to open them

### Minimal reproduction project

_No response_
Repository: godot
Issue: root motion movement is wrong if skeleton has added physics bone 
Labels: bug,topic:core,topic:physics,topic:animation,topic:3d

### Godot version

v4.0.dev.20211015.official [f113dc986]

### System information

windows 10, GTX 1070

### Issue description

root motion movement is wrong if  physics bone has been added to skeleton

Check Steps to reproduce for details

### Steps to reproduce

in uploaded project (test_physics_bone), there are 4 tscn
* SimpleTestScene.tscn is the main scene:
  * **press 1**: toggle physics simulation
  * **press s**: make ChPlayer patrol with way points
  * Left click on scene: make ChPlayer walk
  * Right click on scene: make ChPlayer run
  * Middle Mouse Button: orbit the view
  * SHIFT + Middle Mouse Button: pan the view

* PlayerModel.tscn: player model which has physics bone
* PlayerModel_NonPhysicsBone.tscn: player model only
 
* ChPlayer.tscn: control Player movement


By default, ChPlayer uses PlayerModel. play the main scene(F5)
1. no matter you press s or Left/Right click to make character move, the player movement is wrong
2. press 1 (start physics simulation)-> press 1(stop physics simulation) -> press s or Left/Right click to make character move, the player movement is fine.

 

  

### Minimal reproduction project

[test_physics_bone.zip](https://github.com/godotengine/godot/files/7359968/test_physics_bone.zip)
Repository: terminal
Issue: Switching OS input method resets Terminal colors and zoom
Labels: Issue-Bug,Area-TerminalControl,Area-Settings,Product-Terminal,In-PR,Priority-3

### Windows Terminal version (or Windows build number)

Windows 11
Version: 10.0.22000.258

Windows Terminal Preview
Version: 1.11.2731.0

### Other Software

Bash (in WSL)

### Steps to reproduce

1. Inside a `xterm` terminal, override the terminal's colors using escape sequences such as:

    ```sh
    # Set "red" color to hex(ab4642)
    printf '\033]4;%d;rgb:%s\033\\' 1 'ab/46/42';
    # Set "background" color to hex(181818)
    printf '\033]%d;rgb:%s\033\\' 11 '18/18/18';
    ```

    The full theme I use can be applied using the following script https://github.com/fnune/base16-shell/blob/master/scripts/base16-default-dark.sh. This method allows me to conveniently switch between dark and light themes, regardless of the OS I'm currently using.

1. Assuming you have multiple input methods configured in Windows (e.g. I switch between "US" and "US-International" regularly), press either Ctrl+Shift or Win+Space to switch between input methods.

    Switching input from the task bar using the mouse also triggers this bug.

### Expected Behavior

Switching input methods in Windows has no impact on the configuration of my open Terminal sessions.

### Actual Behavior

The terminal's colors get reset to the color scheme configured in Terminal for the current session.

Before switching input methods:
![image](https://user-images.githubusercontent.com/3299086/137630114-fa360dfd-8ad3-43ce-9a2e-da3b80ac3769.png)

After switching input methods:
![image](https://user-images.githubusercontent.com/3299086/137630110-7b9c5deb-3a32-4ec3-be30-4d43ba092902.png)
Repository: rust
Issue: `Pin` can't borrow multiple fields mutable (even if type implements `Unpin`).
Labels: A-diagnostics,T-compiler,C-bug,A-pin

Fields of `Pin<&mut T>` can't be independently borrowed from each other. 

I tried this code:

```rust
struct TestStruct
{
    a: u8,
    b: u8,
}

fn t(mut ts: Pin<&mut TestStruct>)
{
    let x = &mut ts.a;
    let y = &mut ts.b;

    *y = *x;
}

```

I expected to see this happen: Nothing, it compiles fine.

Instead, this happened: I get the following error message:

```
 error[E0499]: cannot borrow `ts` as mutable more than once at a time
  --> src/main.rs:12:18
   |
11 |     let x = &mut ts.a;
   |                  -- first mutable borrow occurs here
12 |     let y = &mut ts.b;
   |                  ^^ second mutable borrow occurs here
13 | 
14 |     *y = *x;
   |          -- first borrow later used here

For more information about this error, try `rustc --explain E0499`.
```

I also think that the `mut` directly behind `fn t` is wrong, because I don't change the reference itself but that to which it points, but if I remove it rustc prints it's usual `cannot borrow … as mutable, as it is not declared as mutable`.

### Meta


`rustc --version --verbose`:
```
rustc 1.57.0-nightly (4e89811b4 2021-10-16)
binary: rustc
commit-hash: 4e89811b46323f432544f9c4006e40d5e5d7663f
commit-date: 2021-10-16
host: x86_64-unknown-linux-gnu
release: 1.57.0-nightly
LLVM version: 13.0.0
```
It also doesn't work on current stable.
Repository: pytorch
Issue: Error: `copy_to_metal_ is implemented only for float dtype`
Labels: oncall: mobile,module: ios

## 🐛 Bug

When I try to infer the Metal backend exported model with Metal tensors, I get the error: `copy_to_metal_ is implemented only for float dtype`.

## To Reproduce

I compiled the LibTorch-Lite nightly version using the following command:
```
USE_PYTORCH_METAL=1 BUILD_PYTORCH_MOBILE=1 IOS_PLATFORM=SIMULATOR ./scripts/build_ios.sh -DBLAS=Eigen
```

Then following [this](https://github.com/pytorch/pytorch/issues/59551#issuecomment-867554316) some errors related to MPS framework were gone.

But when I run the following inference code (which runs fine for a same CPU model when I remove `.metal()` calls):

```cpp
auto inputTensor = torch::ones({1, 4, 256, 256}, torch::kFloat).metal();
auto outputTensor = _model.forward({inputTensor}).toTensor().cpu();
std::cout << "outputTensor shape: " << outputTensor.sizes() << std::endl;
```

I get the following error:

```
2021-10-17 22:07:45.822212+0530 SwiftUITorchExample[80354:648290] Metal GPU Frame Capture Enabled
2021-10-17 22:07:45.822560+0530 SwiftUITorchExample[80354:648290] Metal API Validation Enabled
2021-10-17 22:07:45.976303+0530 SwiftUITorchExample[80354:648290] src.scalar_type() == ScalarType::FloatINTERNAL ASSERT FAILED at "/Users/rahulbhalley/pytorch/aten/src/ATen/native/metal/MetalAten.mm":49, please report a bug to PyTorch. copy_to_metal_ is implemented only for float dtype
  
  Debug info for handle(s): -1, was not found.
```

## Expected behavior

The inference should be successfully executed on Metal.

## Environment

 - PyTorch Version (e.g., 1.0): 1.11.0.dev20211017
 - OS (e.g., Linux): macOS
 - How you installed PyTorch (`conda`, `pip`, source): pip
 - Build command you used (if compiling from source):
 - Python version: 3.9.7
 - CUDA/cuDNN version:
 - GPU models and configuration:
 - Any other relevant information:

## Additional context

<!-- Add any other context about the problem here. -->
N/A
Repository: ant-design
Issue: Grid.useBreakpoint is empty on initial render
Labels: help wanted,Inactive

- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-l5kbz)

### Steps to reproduce
1. consume `Grid.useBreakpoint();`
2. initial render will display empty object

### What is expected?
I would expect `Grid.useBreakpoint()` to return an initial value on the first render. This could also potentially not rerender a component consuming `Grid.useBreakpoints()`.

You could initiate it by checking `window.innerWidth` on mount.

I would be happy to create a PR for this.

### What is actually happening?
initial render of `Grid.useBreakpoint()` displays an empty object

| Environment | Info |
|---|---|
| antd | 4.16.13 |
| React | 17.0.2 |
| System | macOs BigSur |
| Browser | Firefox 93.0 |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: slerp between two normalized colinear vectors return not normalized error
Labels: bug,discussion,topic:core,confirmed

### Godot version

3.3.4

### System information

Pop!_OS, Xbox Series Gamepad

### Issue description

I was trying to gamepad input for my game and I'm stuck on this weird error.

Slerp method complain that vectors are not normalized, but when I use `.is_normalized()` method I get `True` for both vectors.

Also error only show up when I use vertical axis at the beginning and disappear after after moving joystick to the side.

Here is the code:

```gdscript
extends KinematicBody

var l_joystick_input: Vector3 = Vector3.FORWARD
var dir: Vector3 = Vector3.FORWARD

func _physics_process(delta):
	
	l_joystick_input.x = Input.get_action_strength("P1_L_joystick_right") - Input.get_action_strength("P1_L_joystick_left")
	l_joystick_input.z = Input.get_action_strength("P1_L_joystick_down") - Input.get_action_strength("P1_L_joystick_up")
	
	l_joystick_input = l_joystick_input.normalized()
	
	if l_joystick_input.length() > 0.8:
		print("is dir vector normalized?: " + str(dir.is_normalized()))
		print("is l_joystick_input vector normalized?: " + str(l_joystick_input.is_normalized()))
		
		dir = dir.normalized().slerp(l_joystick_input.normalized(), 0.1)
	
	$TankTurret.look_at(global_transform.origin + dir * 10, Vector3.UP)
 ```
And here is an error.
![image](https://user-images.githubusercontent.com/37214990/137639475-f353f94c-5bdd-4f52-bab2-9784bcca628f.png)



### Steps to reproduce

1. Download the project
2. move left joystick on your xbox gamepad

### Minimal reproduction project

[MRP.zip](https://github.com/godotengine/godot/files/7360591/MRP.zip)
Repository: godot
Issue: Attempting to place a new vertex in Polygon2D Editor while already having a completed polygon causes error spam
Labels: bug,topic:editor,confirmed,topic:2d

### Godot version

v3.4.beta6.official [3e2bb415a]

### System information

Windows 7

### Issue description

When I attempt to create a new polygon in Polygon2D Editor while already having one, editor spams console with error messages which are detrimental to the performance.
The text of the message:
servers/visual/visual_server_canvas.cpp:718 - Condition "pointcount < 3" is true.

### Steps to reproduce

Shown in the attached video file.

https://user-images.githubusercontent.com/54753671/137640327-912493ce-bed8-4f84-a341-aafe339af48e.mov

- Create a Polygon2D node and assign a texture to it
- Use Polygon2D UV Editor to create a polygon with External and Internal verticies (copy the result to UV and Polygon)
- Try to place a new vertex to begin creation of a new polygon

### Minimal reproduction project

[IssueExample.zip](https://github.com/godotengine/godot/files/7360599/IssueExample.zip)