sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Creating a CollisionPolygon2D from a Sprite has an incorrect offset is done from a Sprite with Region enabled
Labels: bug,topic:editor,confirmed,topic:physics

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
Godot 3.2.4 beta 2


**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->

Windows 10 , Core i5 , 6gb Ram , Intel Hd graphics card with Nvidia Geforce 920m/pcie/SSE2
**Issue description:**
<!-- What happened, and what was expected. -->
![sprite problem](https://user-images.githubusercontent.com/59492619/100358153-0b1f6800-2ff6-11eb-986c-d945ff61d75a.png)
When I used the **`Sprite`** option  `Create CollisionPolygon2D sibling ` the result is shown on the left the expected result is shown on the right. This happened when I used a sprite with `Region` set to true and `Auto slicing` option selected. The collision shape became offset from the position of the sprite 
The original sprite was :
![GreenArrow@2x0](https://user-images.githubusercontent.com/59492619/100359317-a9f89400-2ff7-11eb-8835-44a71d259e6f.png)

And my sprite was also rotated -90°

**Steps to reproduce:**

Put the second image provided above into a sprite, set the sprite `Region` option to true and use  `Auto slicing` for the texture region and chose _**any**_  auto sliced sprite . Then click on the sprite options and create a `Collision Polygon Sibling` for the sprite you should get a Collision Polygon offset from the position of the sprite by the same amount the auto sliced sprite is offset from the bounding box of the entire sprite as shown below
![problem04 - Copy](https://user-images.githubusercontent.com/59492619/100361690-c21de280-2ffa-11eb-9b37-3bf434b64ec3.PNG)

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[Sprite offset Problem.zip](https://github.com/godotengine/godot/files/5605417/Sprite.offset.Problem.zip)
Repository: scrcpy
Issue: Fps is locked 20-30 redmi note 9 pro 
Labels: performance

Issue occurs in usb mode 
android version 10 
phone redmi note 9 pro
i also used a third party app but it was giving 50-60 fps 
also used fps command it didnt help
Repository: flutter
Issue: Web: Flutter does not fill out entire screen in landscape on iOS Safari iPhone XS Max
Labels: platform-ios,platform-web,a: layout,has reproducible steps,P2,browser: safari-ios,team-web,triaged-web,found in release: 3.19,found in release: 3.22

I am running a Flutter web app in a browser on an iOS 13.7 Safari browser on an iPhone XS Max .

When I turn the phone into Landscape orientation, the top widget does not fill out the entire browser window, but leaves empty stripes on the left and right sides. Here is a photo, where the top widget is just an empty blue container:

![image](https://user-images.githubusercontent.com/317171/100362759-bbd83800-2ff3-11eb-8bb1-d3c45a71db45.png)

I am using the following flutter version: 
Flutter (Channel beta, 1.24.0-10.2.pre, on Mac OS X 10.15.7 19H2 darwin-x64,
    locale en-GB)
    • Flutter version 1.24.0-10.2.pre at /Users/stevenobua/flutter
    • Framework revision 022b333a08 (8 days ago), 2020-11-18 11:35:09 -0800
    • Engine revision 07c1eed46b
    • Dart version 2.12.0 (build 2.12.0-29.10.beta)

And the code is just that:
```
// @dart=2.9
import 'package:flutter/material.dart';

class TestApp extends StatelessWidget {

  Widget build(BuildContext context) {
    return Container(color: Colors.blue);
  }

}

void main() {
  runApp(TestApp());
}
```
Repository: material-ui
Issue: [website] Create case studies
Labels: website

I know I'm breaking every issue rule, so feel free to instant close it. I just dont know how else to reach out to any of the project maintainers (I also know this exact question would get slaughtered on StackOverflow, and I don't want to trash my rep there either....)

We're having a massive debate at my company about weather we want to use MUI... I'm (and most/some engineers) are pro using it, and our UX team wants to build bespoke. We're at a bit of a stale mate... as part of my research, I'm visiting the websites of some of the big players to see what their implementations looks like (or whats publicly visible)

![2020-11-26 at 16 42](https://user-images.githubusercontent.com/418810/100364139-60fc0c00-3006-11eb-8c7e-919578830b0a.png)

TL;DR;
Is the above list still active users of MUI? And to what extent? Or how would I be able to gather some of that info, if at all?
For example I can see Bethesda has some of the standard MUI classes but with extended naming conventions... but Netflix, my guess is, if they do still use MUI, it's seems to be either modified heavily, or purely used internally?

### Benchmark

- https://trello.com/c/Yio8NFnD/13-create-case-studies
Repository: vscode
Issue: Way to discover remote authority in empty window
Labels: feature-request,api,remote,api-proposal

E.g.: As a UI extension, Remote-Containers has no way of discovering with which WSL distro an empty window is connected with. When there is a folder open, that folder's URI can be used, but in an empty window there is only vscode.env.remoteName and that is only 'wsl'. (Remote-Containers would use this to use WSL's Docker CLI when connected with Remote-WSL. microsoft/vscode-remote-release#3534)

/cc @aeschli
Repository: godot
Issue: GLES3: Models flicker between textured and black when per pixel lighting is enabled on materials (Intel driver bug)
Labels: bug,topic:rendering,confirmed,topic:thirdparty,topic:3d

My Drive

**Godot version:**
3.2.3 Stable


**OS/device including version:**
Device: HP BS212WM (intel celeron n4000, 4gb ram, intel hd 600), Windows 10 64 bit, latest gpu drivers


**Issue description:**
<!-- What happened, and what was expected. -->

Many models that I import into godot (both my own and models from other devs/games too) seem to flicker between being textured and fully black, but also seemingly only when per pixel lighting is enabled in the material. When I enabled the "Vertex Lighting" option in the SpatialMaterial in the imported mesh the issue seems to go away. This issue doesnt seem to effect GLES2, only GLES3. Also this issue seems to be more severe in 3.1 but it still exists in 3.2.3

**Steps to reproduce:**

Import a model into godot and leave per pixel lighting enabled in the material settings

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->

[ayylmao1.zip](https://github.com/godotengine/godot/files/5603929/ayylmao1.zip)
Repository: TypeScript
Issue: Partial of a mapped type from a union of enums fails when these enums have common members
Labels: Bug

**TypeScript Version:** 4.0.5, 4.1.2, 4.2.0-dev.20201126

Works fine with TS 3.X

**Search Terms:** mapped type enum partial

**Code**

```ts
enum EnumA {
    A = 'A',
    B = 'B',
}

// A second enum with at least one key also in EnumA
enum EnumB {
    B = 'B',
    C = 'C',
}

type Mapped = {
    [k in EnumA|EnumB]: string;
};

const partial: Partial<Mapped> = {
    [EnumA.B]: 'value',
};
```

**Expected behavior:**
Should compile

**Actual behavior:**
Typescript complains that `EnumA.B` does not exist in `Partial<Mapped>` when declaring the `partial` variable: 
```
Type '{ B: string; }' is not assignable to type 'Partial<Mapped>'.
  Object literal may only specify known properties, and '[EnumA.B]' does not exist in type 'Partial<Mapped>'.
```

**Playground Link:** https://www.typescriptlang.org/play?ts=4.2.0-dev.20201126#code/KYOwrgtgBAouEEEoG8BQUNSQXigcgTwBp1MAhKXPM41AX1VVElngrUygqppM4GFK+frQaoALgE8ADsCgBZAIbTZAEyEdMAbQDWUAJYhWkBAB84kMgF0AXFADO4gE6GA5gG56n1AGMA9iCOUADu+uIAFn5g4vx+EBABAGqKADZgwHYACopO4vqpADxKKsCqAHwapBhaFogAdAi2+LScNWx1-E14ot7+geJQ-vFJqekAYk5xCFk5eYXFahW4mtW1CHXWdt0kdL0BQUMJIMlpwBNxZDO5+SlFyouVrbVkG109jH1BoRFR4tnXqTsC1Kj20awaXXWhD4YPg602+HhLVhlleWxevCqUDaqM66I67yAA

**Related Issues:** maybe https://github.com/microsoft/TypeScript/issues/37859 ?
Repository: node
Issue: The `sensitiveHeaders` HTTP2 symbol should be initialized via `Symbol.for` instead
Labels: http2

**Is your feature request related to a problem? Please describe.**

https://github.com/nodejs/node/blob/6eec858f34a40ffa489c1ec54bb24da72a28c781/lib/internal/http2/util.js#L35

Currently to use the symbol we need to import it from the `http2` module. A better solution would be to use `Symbol.for` like in the case of [custom inspect symbol](https://nodejs.org/api/util.html#util_util_inspect_custom).

**Describe the solution you'd like**

```diff
-const kSensitiveHeaders = Symbol('nodejs.http2.sensitiveHeaders');
+const kSensitiveHeaders = Symbol.for('nodejs.http2.sensitiveHeaders');
```

**Describe alternatives you've considered**

None.
Repository: rust
Issue: overflowing_literal does not work with char literals
Labels: A-lints,A-Unicode,C-feature-request,C-bug

I tried this code in Rust 1.48.0:

```rust
let _ = 'Ł' as u8;
```

I expected to see this happen: I expected the build to fail because 'Ł' (Unicode: 0x141) exceeds the size of u8, similar to 
```rust
let _ = 0x141 as u8;
```
which fails with an error (as overflowing literals is deny-by-default). 

Instead, this happened: The code compiled without warning or error (https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=11526e44252b6b4e3441116ff2503499) and produced the truncated version (here: 'A') of the literal, as expected for non-const casts.
Repository: pytorch
Issue: Inconsistent type of property stride of Conv1d and MaxPool1d
Labels: module: nn,triaged,needs design,module: ux

This is a bit nasty when writing a module-agnostic code for computing a total "effective" stride of a model (like in https://distill.pub/2019/computing-receptive-fields/):

```python
import torch
conv = torch.nn.Conv1d(1, 1, 1)
pool = torch.nn.MaxPool1d(1)
print(conv.stride)
# (1,)
print(pool.stride)
# 1
```

Is there a reason (besides hystorical reasons) for this difference? Both Conv1d and MaxPool1d are doing strided sliding windows in some sense.

cc @albanD @mruberry
Repository: create-react-app
Issue: Webpack 4 bug in package resolution
Labels: needs triage

I have the problem described in the [Stackoverflow question](https://stackoverflow.com/questions/64897981/javascript-error-when-using-react-scripts-and-markdown-it-prism). If I triaged it correctly then there is a bug in Webpack 4 and it's a hard dependency of `react-scripts`.

I have the following solutions in mind for that problem:
1. Don't use `react-scripts`. But I don't have an idea of how to build a React application without them.
2. Fork `markdown-it-prism` package to specify the path to `index.js` explicitly.
3. Somehow use Webpack 5 with `react-scripts`.

If you have any ideas about how to fix it in a better way then I would really appreciate your help.
Repository: go
Issue: internal: add package internal/float
Labels: NeedsInvestigation

Currently, functions that rely on properties of a floating-point number like its sign-bit, nan-checking, and integer representation get duplicated across packages. For instance, 

For instance, `isFinite`, `isInf`, `abs`, `copysign`, `float64bits`, and `float64frombits` are defined in both `math` and `runtime`.

`isNaN` itself is defined in `math`, `math/bits`, `runtime`, `sort`. 

I propose that we move the declarations in `runtime/float.go` to `internal/float` and reuse them in both `math`, `runtime`, and anyplace else.

I assume this hasn't been done already because internal packages didn't exist at the time most of this code was written. In the case of `sort`, we wanted to remove its dependency on `math`, but if we end up adopting #33440, `sort` will need more access to a float64's underlying representation.
Repository: youtube-dl
Issue: http://dziga.meta.ua/ site support
Labels: site-support-request

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## Checklist

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- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
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- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2020.11.26**
- [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: http://dziga.meta.ua/2916375.video
- Playlist: http://dziga.meta.ua/community/serial/album/1841970/


## Description

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This site is apparently closing on November 30th and I want to download some of the videos there before it shuts down.
Repository: vscode
Issue: Builtin and extensive .editorconfig support
Labels: feature-request

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

I want VS Code to respect all the settings in a repo's [.editorconfig](https://editorconfig.org/) file.

It looks like [some partial support has existed in the form of an extension](https://marketplace.visualstudio.com/items?itemName=EditorConfig.EditorConfig) that has been community-maintained but the maintainer is not able to contribute to open source at present due to policy: https://github.com/editorconfig/editorconfig-vscode/issues/263

**The extension has 5.1 million installs**, indicating strong user interest. Therefore I see this as a valuable candidate for high priority 1st party implementation by Microsoft.
Repository: terminal
Issue: Teach CommandPalette to natively support tabs and command lines
Labels: Issue-Feature,Product-Terminal,Area-CodeHealth,Area-CmdPal

# Description of the new feature/enhancement
Currently command palette has a single set of UIEelements that present different sets of Commands. This approach has a lot of gaps:
1. To support tabs and command lines we need to convert them into Commands. This leads to extra complexity in maintaining model correctness (e.g., every time we reorder tabs we need to fix the relevant command as well).
2. The same element reuse for different purposes makes CommandPalette complex (you need to reconfigure the control upon every mode switching). It also causes undesired re-computations.

# Proposed technical implementation details (optional)
My plan to achieve it gradually is following:
- [x] #8420 - Introduce `PaletteItem` and derive from it to provide a native support for tabs and command lines (`ActionPaletteItem` / `TabPaletteItem`, `CommandLinePaltteItem`)
- [x]  #8427 -Bind CommandPalette to Terminalpage tabs to prevent costly updates
- [ ] Extract FilterablePaletteItemsList control
- [ ] Introduce separate FilterablePaletteItemsList for each kind if palette items
- [ ] Stretch goal: generalize FilterablePaletteItemsList into filterable list control
Repository: pytorch
Issue: Ambiguous RuntimeError raised when device of input PackedSequence does not match with nn.LSTM's device
Labels: module: nn,module: rnn,triaged

## 🚀 Enhancement Request
I got 
```
RuntimeError: Expected !pre_compute_input to be true, but got false.  (Could this error message be improved?  If so, please report an enhancement request to PyTorch.)
```
while in forward function of LSTM(on gpu), called with PackedSequence(on cpu).
I called the module with wrong input by mistake and waste whole night to figure it out because of this misleading and ambiguous error message(i am thinking if this is a implementation bug or environment related issue at the first time).

The following code reproduces the exception:
```
import torch
query = [
  torch.randn(3, 5),  
  torch.randn(6, 5),
  torch.randn(4, 5),
  torch.randn(7, 5),
]

lstm = torch.nn.LSTM(input_size=5, hidden_size=10, num_layers=3).cuda()
query = torch.nn.utils.rnn.pack_sequence(query, enforce_sorted=False)  # <-- note: query is on cpu and lstm is on cuda
out = lstm(query)  # <-- should raise exceptions that make sense.
```

```
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
  File "/usr/local/lib/python3.8/site-packages/torch/nn/modules/module.py", line 738, in _call_impl
    result = self.forward(*input, **kwargs)
  File "/usr/local/lib/python3.8/site-packages/torch/nn/modules/rnn.py", line 579, in forward
    result = _VF.lstm(input, batch_sizes, hx, self._flat_weights, self.bias,
RuntimeError: Expected !pre_compute_input to be true, but got false.  (Could this error message be improved?  If so, please report an enhancement request to PyTorch.)
```

## Pitch

Raise "device mismatch" exceptions like other functions/modules would do.

## Additional context
PyTorch Version: 1.6.0
<!-- Add any other context or screenshots about the feature request here. -->


cc @albanD @mruberry @zou3519
Repository: ant-design
Issue: 模式为tags的选择器select在IE11浏览器中点击两次输入框光标会消失且无法输入
Labels: Internet Explorer,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
[http://codepen.io/paranoidjk/pen/LWpaKe](http://codepen.io/paranoidjk/pen/LWpaKe)

### Steps to reproduce
使用ant-design中select选择器组件，将mode设置为tags，使用IE11打开，点击该选择器，光标会出现，但再点击一次后，光标消失且无法输入任何内容。（在谷歌浏览器上无法复现该问题）

### What is expected?
修复模式为tags的select组件在IE浏览器上多次点击后光标消失且无法输入内容bug

### What is actually happening?
目前多次点击后光标消失且无法输入内容

| Environment | Info |
|---|---|
| antd | 4.8.6 |
| React | 16.8.3 |
| System | win10 |
| Browser | IE11 |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: create-react-app
Issue: Unhandled promise rejection Error: Access is denied and  Object doesn't support property or method 'repeat' Errors on IE 11.
Labels: stale,needs triage,issue: bug report

### Describe the bug

Unhandled promise rejection Error: Access is denied and  Object doesn't support property or method 'repeat' Errors on IE 11.

![image](https://user-images.githubusercontent.com/11087921/100425503-03180480-3098-11eb-9c30-a7add8c33789.png)

I have the recommended polyfills installed:

````
import 'react-app-polyfill/ie11';
import 'react-app-polyfill/stable';
import 'core-js/features/string/repeat';
````


### Did you try recovering your dependencies?

Yes


### Environment

Environment Info:

  current version of create-react-app: 4.0.1
  running from C:\Users\Stefan\AppData\Roaming\npm-cache\_npx\13324\node_modules\create-react-app

  System:
    OS: Windows 10 10.0.18363
    CPU: (16) x64 AMD Ryzen 7 PRO 4700G with Radeon Graphics
  Binaries:
    Node: 10.13.0 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.5 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 6.4.1 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: 87.0.4280.66
    Edge: Spartan (44.18362.449.0)
    Internet Explorer: 11.0.18362.1
  npmPackages:
    react: ^16.13.1 => 16.14.0
    react-dom: ^16.13.1 => 16.14.0
    react-scripts: 3.4.3 => 3.4.3
  npmGlobalPackages:
    create-react-app: Not Found

### Reproducible demo

This is a runnable example: https://github.com/simonssspirit/ei11-react-polyfill-issues

Steps - click the Export PDF button.
Repository: ant-design
Issue: [Tree] Outer connected line flash when toggling inner node's switch button
Labels: help wanted,Inactive

- [x] 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
[https://ant.design/components/tree-cn/#components-tree-demo-line](https://ant.design/components/tree-cn/#components-tree-demo-line)

### Steps to reproduce
Toggle the `parent 1-0` node's switch button

### What is expected?
The outer connected line pointed in the GIF won't flash

### What is actually happening?
The outer connected line flash
![Kapture 2020-11-27 at 16 28 41](https://user-images.githubusercontent.com/50612752/100428337-c1568080-30ce-11eb-9f27-f17f698d34b7.gif)


| Environment | Info |
|---|---|
| antd | 4.8.6 |
| React | react 16.14.0 |
| System | macOS Catalina 10.15.4 |
| Browser | Chrome 86.0.4240.111 |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: storybook
Issue: ArgsTable: Docgen not updating on HMR
Labels: bug,configuration babel / webpack,block: argstable

As a bonus, if you update the comments inside of a typescript file, it will only update if you restart the storybook server.

_Originally posted by @darklight9811 in https://github.com/storybookjs/storybook/issues/13187#issuecomment-730855011_
Repository: go
Issue: x/pkgsite: exported variables should appear in the index and be anchored
Labels: help wanted,NeedsInvestigation,pkgsite,pkgsite/dochtml

### What is the URL of the page with the issue?

https://pkg.go.dev/github.com/frankban/quicktest@v1.11.2

### What is your user agent?

<pre>
Mozilla/5.0 (Macintosh; Intel Mac OS X 10_12_6) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/87.0.4280.67 Safari/537.36</pre>

### Screenshot

See below

### What did you do?

Related to https://github.com/golang/go/issues/42652

* Visited https://pkg.go.dev/github.com/frankban/quicktest@v1.11.2
* Tried to find the `IsNil` variable (which I had to know existed in the first place)

### What did you expect to see?

I expected to be able to:

* quickly and discover all variables exported by this package
* quickly and easily find the `IsNil` exported variable (in this case I knew it existed), read its documentation, and be able to link to its anchor for reference

### What did you see instead?

* The variable not listed in the index
* No anchored heading for the variable
* The documentation buried in the documentation for the `Checker` type, with the `IsNil` documentation seemingly being a continuation of the `IsFalse` variable

![Screen Shot 2020-11-27 at 10 24 56](https://user-images.githubusercontent.com/3374574/100439052-e92bf100-309a-11eb-9a73-232ea8924fbd.png)

To my mind there's a real discoverability problem here because `IsNil` and friends are exported precisely because they are intended to be used.