sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Shader gets null matrix by default while the inspector shows it should be identity
Labels: bug,topic:rendering,topic:shaders

Godot 3.2.3
Windows 10 64 bits
OpenGL ES 3.0 Renderer: GeForce GTX 1060 6GB/PCIe/SSE2

I wrote a custom shader in my project which involves a custom matrix in one of its uniforms, but all the material previews using that shader are black.
I tracked this down to a matrix that ended up being filled with zeroes, even though the inspector shows it should be identity:

![image](https://user-images.githubusercontent.com/1311555/97769492-6c513a00-1b23-11eb-84ad-a9dff92e8d04.png)

The bug goes away as soon as I modify the matrix manually to be slightly different than default, then it keeps working if I set it back to default. If the value is reverted from the `.tres` (for example as a result of "properties == default values not being saved"), the problem comes back.

Reproduction project:
[BlackMaterial.zip](https://github.com/godotengine/godot/files/5468426/BlackMaterial.zip)
Repository: nvm
Issue: Function performance benchmarks
Labels: performance

#### Abstract
NVM is the biggest performance bottleneck in loading a new shell for me, taking significantly more time than anything else. I attempted to determine what bits of the `nvm` source code were bottlenecking it. This experiment does not attempt to uncover solutions to these problems, merely narrow down their locations.

#### Environment
I'm using macOS 10.15.6 and zsh 5.7.1. I have only one version of `node` installed through `nvm`, `v13.7.0`. The only global packages I have installed are `pm2`, `npm`, and their 620 unique dependencies. Experiments were conducted in `/tmp/nvm`. All that to say, this should fairly closely mimic a fresh install.

#### Methodology
I commented out or made changes to the `nvm.sh` shell script. Then ran it, with
```sh
time zsh -c '. "./nvm.sh"'
```
This was repeated 10 times for each change to ensure no flukes. The *mode* output is reported below. I don't know what `time` actually measures or how accurate it is.

#### Results
1. 0.36.0 release (control)
    - `0.38s user 0.36s system 108% cpu 0.686 total`
    - `380`ms
2. ljharb/npm_config
    - `0.21s user 0.31s system 110% cpu 0.471 total`
    - Saving `170`ms
3. Removing the `nvm_ensure_version_installed` check [[1]](https://github.com/nvm-sh/nvm/blob/f2c5ce459a4e9afb54a17c3e8d50558a62c8b456/nvm.sh#L3131).
    - `0.18s user 0.28s system 112% cpu 0.406 total`
    - Saving `30`ms
4. Instead of `nvm_resolve_local_alias`, hardcoded to always return `"v13.7.0"` ([here](https://github.com/nvm-sh/nvm/blob/f2c5ce459a4e9afb54a17c3e8d50558a62c8b456/nvm.sh#L3836))
    - `0.08s user 0.10s system 108% cpu 0.166 total`
    - Saving `100`ms
5. Always return "v13.7.0" in `use` ([here specifically](https://github.com/nvm-sh/nvm/blob/f2c5ce459a4e9afb54a17c3e8d50558a62c8b456/nvm.sh#L3093))
    - `0.05s user 0.06s system 114% cpu 0.097 total`
    - Saving `30`ms

#### Conclusion 
By making a few small changes (which do complete break the functionality), the final run-time drops from `380`ms to `50`ms. I would consider this theoretical runtime perfectly acceptable, unlike the `500`ms that NVM is taking right now. Aside from the current area of focus in `npm_config`, which is obviously a great improvement, the next step would be looking at the other areas mentioned. Why does `nvm_resolve_local_alias default` take a `100`ms? This is not a question that I am able to answer right now, but seems to be the logical direction to take this issue.

Edit: Since 2022 I've been saving 600ms+ per shell start by using https://volta.sh instead of nvm.
Repository: pytorch
Issue: Allow all torch.nn modules to accept arbitrary batch dimensions
Labels: module: nn,triaged,enhancement,module: batching,module: ux

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->

Allow all [`torch.nn`](https://pytorch.org/docs/stable/nn.html) modules (e.g. [`Conv2d`](https://pytorch.org/docs/stable/generated/torch.nn.Conv2d.html), [`GRUCell`](https://pytorch.org/docs/stable/generated/torch.nn.GRUCell.html), etc.) to accept arbitrary batch dimensions, like [`Linear`](https://pytorch.org/docs/stable/generated/torch.nn.Linear.html) does.

## Motivation

<!-- Please outline the motivation for the proposal. Is your feature request related to a problem? e.g., I'm always frustrated when [...]. If this is related to another GitHub issue, please link here too -->

This prevents having to repeatedly reshape inputs and outputs, which can be error-prone. For a simple example, when processing single inputs, one has to repeatedly add and subtract an extra dimension so the module can handle it as a batch:

```
output1, output2, output3 = module(input1[None], input2[None], input3[None])
output1 = output1[0]
output2 = output2[0]
output3 = output3[0]
```


cc @albanD @mruberry
Repository: flutter
Issue: Support text selection programmatically for the SelectableText widget
Labels: a: text input,framework,f: material design,c: proposal,P3,team-framework,triaged-framework

Flutter currently does not provide a way to select text programmatically for the SelectableText widget. 

On Android we do that using the `Spannable` API, see https://stackoverflow.com/a/41760489/9185192
On iOS we a property to define a selection range, see https://developer.apple.com/documentation/uikit/uitextview/1618615-selectedrange

### Proposal

It would be great to have this capability in Flutter to help native developers easily migrate their apps to Flutter. I suggest to have this capability on `SelectableText` widget since it is the only one text visualizer that support text selection.
Repository: storybook
Issue: [Question] Best way to show css of a story component that was generated by css-in-js(styled/emotion)
Labels: feature request,addon: docs,block: source

I want to use story builder as an actual component designer but unfortunately show code only displays the component with passed args. Anyone knows how I could show css as well?
Repository: TypeScript
Issue: Support finding a `jsconfig.json` with `tsc -p .`
Labels: Suggestion,Awaiting More Feedback

## Search Terms

jsconfig project

## Suggestion

When I run `tsc -p .` on a JavaScript project with `jsconfig.json` and `// @ts-check` with JSDoc it complains about not finding a `tsconfig.json`

Currently I have to run `tsc -p jsconfig.json --maxNodeModuleJsDepth 0` to check my JavaScript project.

```
~/projects/sync-wait-group on master*
$ tsc -p .
error TS5057: Cannot find a tsconfig.json file at the specified directory: '.'.
```

It tells me that `tsconfig.json` does not exist.

Adding detection for `jsconfig.json` and turning `--maxNodeModuleJsDepth 0` on by default ( which we do for tsconfig.json but not jsconfig.json ) would be a good user experience improvmenent.

## Use Cases

Being able to use the `tsc` cli on a JavaScript  + JSDoc project.

## Examples

`tsc -p .` will "just work" for a JavaScript project.

## Checklist

My suggestion meets these guidelines:

* [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [X] This wouldn't change the runtime behavior of existing JavaScript code
* [X] This could be implemented without emitting different JS based on the types of the expressions
* [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [X] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: storybook
Issue: Navigation background color inconcisent on desktop and mobile
Labels: bug,theming

**Describe the bug**
Using Storybook theming, I expect that the color I set for the navigation is the same on desktop and on mobile. It does not.

**To Reproduce**
In `.storybook/manager.js` add this to your config
```js
theme: create({
  base: 'dark',
  appBg: 'green',
  appContentBg: 'blue',
  barBg: 'red',
})
```

1. Go to your storybook
2. On the desktop you'll see your navigation as green
3. Scale down your browser until the mobile-view kicks inn.
4. Click the `Nav` button, and see that it's not green anymore.

**Expected behavior**
`appBg` property should be respected and applied to the navigation, or supply another option for us to style the navigation directly. Custom styles in `storybook/manager-head.html` are not either an option, since the sidebar-container is the child of the element that has the background-color and it has a generated classname.

**Screenshots**
<img width="778" alt="desktop" src="https://user-images.githubusercontent.com/1495211/97780912-f9c67580-1b87-11eb-9c70-60fe52b03ce8.png">
<img width="587" alt="mobile" src="https://user-images.githubusercontent.com/1495211/97780911-f7fcb200-1b87-11eb-8cd9-e93daa42289f.png">


**System**
  System:
    OS: macOS 11.0
    CPU: (8) x64 Intel(R) Core(TM) i7-6920HQ CPU @ 2.90GHz
  Binaries:
    Node: 12.16.3 - /usr/local/bin/node
    Yarn: 1.22.4 - /usr/local/bin/yarn
    npm: 6.14.4 - /usr/local/bin/npm
  Browsers:
    Chrome: 86.0.4240.111
    Safari: 14.0.1
  npmPackages:
    @storybook/addon-actions: ^6.0.28 => 6.0.28
    @storybook/addon-controls: ^6.0.28 => 6.0.28
    @storybook/addon-essentials: ^6.0.28 => 6.0.28
    @storybook/addon-links: ^6.0.28 => 6.0.28
    @storybook/react: ^6.0.28 => 6.0.28
Repository: go
Issue: gollvm: Issues on Alpine linux. Tentative definition has type 'struct sigstack' that is never completed, in sysinfo.c
Labels: NeedsInvestigation

Hello.

I was trying to check what is required to build gollvm on Alpine linux (it has musl instead of glibc).

Look like [recently revealed ](https://gitlab.alpinelinux.org/alpine/aports/-/issues/12060) set of minimal requirements allowed to build the configuration file (for Ninja).

heading to check whether Ninja would compile.
I wasn't able to find a pre-compiled Clang 11, for Alpine - but Clang 10 was available, which was pre-compiled against musl (C++ standard library has to rely on musl, instead of glibc - as I suppose).

Maybe I would recompile Clang 11, for Alpine distro - but not today.

Must admit that CMake worked much faster, compared to Ubuntu.

Comments would be much appreciated.
Repository: godot
Issue: KinematicBody collision doesn't update when parent moves and Sync To Physics is enabled 
Labels: bug,confirmed,topic:physics

**Godot version:**
3.2.3

**OS/device including version:**
Artix Linux, Ryzen 3600, GTX 1050Ti

**Issue description:**
GIF demonstrating this issue:
![kinematic](https://user-images.githubusercontent.com/21126698/97781366-0bf5e300-1b8b-11eb-8174-5942248929f1.gif)

When you enable Sync To Physics on a KinematicBody (only tested 2D, likely happens in 3D too) and move the parent, the collision of the body doesn't update, the "Visible Collision Shapes" option shows incorrect position of the collision.  
One workaround is to set the position property to any value.

**Steps to reproduce:**

- Create a KinematicBody2D
- Check "Sync To Physics" in the Motion tab
- Move the parent of the created KinematicBody
- Try to collide with the KinematicBody

**Minimal reproduction project:**
[SyncToPhysics.zip](https://github.com/godotengine/godot/files/5469195/SyncToPhysics.zip)
Repository: godot
Issue: Editor inspector not updated on changing properties which use `LineEdit` for editing
Labels: bug,topic:editor,confirmed

**Godot version:**
3.2.3.stable


**OS/device including version:**
Windows 10.


**Issue description:**
The `property_list_changed_notify()` doesn't update the editor inspector if the property's value is `String`.

![property_list_changed_notify_string_bug](https://user-images.githubusercontent.com/17108460/97783777-9138c200-1ba2-11eb-9b62-1c5911b243b0.gif)

I've stumbled upon this while working on goostengine/goost#30, so the same issue is also reproducible on the C++ side with the `_change_notify()`.

This seems to work for other types for the "type" property.

Reverting the `type_string` property back to default value forces to update the inspector eventually. Switching the arrows (resource history) also works to force update the inspector that way.

This sounds like a bug to me, I don't see why it wouldn't work in this case.


**Steps to reproduce:**
```gdscript
tool
extends Node2D

# This works:
export(int) var type = TYPE_STRING setget set_type

# This doesn't work:
export(String) var type_string setget set_type_string

var value

# This works:
func set_type(p_type):
	type = p_type
	property_list_changed_notify()
	# The property editor for 'value' is successfully instantiated for this type.

# This doesn't work:
func set_type_string(p_type_string):
	type_string = p_type_string
	match type_string:
		"bool":
			print("Set type via string: bool")
			type = TYPE_BOOL
		"Vector2":
			print("Set type via string: Vector2")
			type = TYPE_VECTOR2
	property_list_changed_notify()
	# The property editor is not replaced with a new type.
	# Expected to update the property of 'value' in the inspector by now.


# The `value`s type is changed dynamically here.
func _get_property_list():
	return [
		{
			"type": type,
			"name": "value"
		}
	]

```


**Minimal reproduction project:**
[property_list_changed_dynamic_string.zip](https://github.com/godotengine/godot/files/5469366/property_list_changed_dynamic_string.zip)
Repository: electron
Issue: Make it so we can enable the #elastic-overscroll-win flag
Labels: enhancement :sparkles:,platform/windows

Hey, I wonder if we will ever be able to use the **#elastic-overscroll-win** flag on Windows 10. Or maybe, if it will ever be possible to enable this flag using the BrowserWindow options. *(Of course, this flag only works on Windows 10)*
Repository: TypeScript
Issue: "Format Document" a TS file removes spaces in curly braces
Labels: Bug,Domain: Formatter

*TS Template added by @mjbvz*

**TypeScript Version**: 4.1.0-dev.20201031

**Search Terms**
- jsx
- format


---

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->
<!-- Also please test using the latest insiders build to make sure your issue has not already been fixed: https://code.visualstudio.com/insiders/ -->

<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: 1.50.1
- OS Version: macOS 10.14.6

Steps to Reproduce:

1. Open a `.tsx` file
2. Write something with space inside curly braces, like below. Notice the spaces between expression and brace:

  ```typescript
  import { ExamplePane } from '../app/App';

  ...

  return (
    <div>
      { this.state.time.toLocaleTimeString() }
    </div>
  );
  ```

3. Right click & Format Document, then it becomes:

  ```typescript
  import { ExamplePane } from '../app/App';    {/* This one is still fine */}

  ...

  return (
    <div>
      { this.state.time.toLocaleTimeString()}   {/* The space before the closing curly brace is gone */}
    </div>
  );
  ```

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

Update: This is it:

https://imgur.com/pA2EDzn

In my project, when I use Format Document, all my files are formatted with the default option like @a-tarasyuk (spaces after opening and before closing braces are removed). Then the issue is that VSCode does not delete the space after open braces.
Repository: flutter
Issue: [flutter_webview] PWA support for offline access in Mobile devices #561
Labels: c: new feature,p: webview,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

## Use case

Is it possible to cache "`initialURL`" so that if there is no internet, InitialURL always opens the page from the local cache if the app has been opened at least once and the cache is not cleared.

## Proposal

Caching the `intialURL` as well as follow up URL after the first-page load just like PWA insides flutter.

## What was done

I just created a simple WebView flutter app and accessed PWA website all pages, closed the app, disconnected from the internet, opened the app again and voila got the error, the page is not available.

But it works fine in the mobile chrome browser, it loads all pages I accessed with my Internet on even after disconnecting from the internet.

But inside `flutter webview` app, I get an error, "This webpage is not available".
Repository: TypeScript
Issue: Parameter decorators in setter is a valid syntax ?
Labels: Bug

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<!--
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For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly
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**TypeScript Version:**  4.0.5

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**
parameter decorators, setter

**Code**


```ts
class A {
    set c(@log('c1') c1: string) {}
}
```

**Expected behavior:**
Throw error.

**Actual behavior:**
No errors now, and performs strange behaviours. Please check playground.

**Playground Link:** 
https://www.typescriptlang.org/play?#code/GYVwdgxgLglg9mABAGzgcwBQGcoCcBciOuMYaAlIgN4BQi9iuAplCLkqJLAohlAIa40LQgHkARgCsm0ADR0GigA644SprigBPANJMthYqTSIAPkS0BbcXGTzFywf0ssNASTAATJgA9C-MC1KWgdECAQsWyYAOlRMYnIFRABfGlSaCGR+LCxEAEFqJMQAemKUdEQoAHcYCCYigAE4jAByfhbExSwWRH4MJvRW-gBGDt7hwzxjYPTFUvKTBDrG5pbxDqLuqERxDHEJoimyGZoi+bA4Bc2eiH7ViFHKB8mSY+pU1KA

**Related Issues:** <!-- Did you find other bugs that looked similar? -->
Repository: PowerToys
Issue: [Image Resizer] Add context menu for folders (and apply recursively)
Labels: Idea-Enhancement,Help Wanted,Product-Image Resizer

Absolutely love image resizer and use it all the time. Has all the features I want and need, except for the ability recurse through a directory tree. Possible to get this on the list for consideration?

Use case is this: I am re-sizing my library of photos to 1920x1080 to copy to a digital picture frame (to reduce the file size so it all fits on the memory stick, and to match the native resolution of the display). Currently going through nearly 1,000 subfolders one at a time!!!
Repository: rust
Issue: Suggest adding `&` for "mismatched types: expected reference `&&[&str]`, found reference `&[&str]`"
Labels: C-enhancement,A-diagnostics,T-compiler,A-inference,A-suggestion-diagnostics,D-papercut,D-terse

This code can be easily fixed by adding an `&` in the call to `contains`.

```rust
fn main() {
    let haystack = [&["A1", "A2"][..], &["B1", "B2"], &["C1", "C2"]];
    let needle: &[&str] = &["D1", "D2"];
    println!("{}", haystack.contains(needle));
}

```

([Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=849bed705c38f0d4ac2c3f0284fd8695))

Errors:

```
   Compiling playground v0.0.1 (/playground)
error[E0308]: mismatched types
 --> src/main.rs:4:38
  |
4 |     println!("{}", haystack.contains(needle));
  |                                      ^^^^^^ expected `&[&str]`, found slice `[&str]`
  |
  = note: expected reference `&&[&str]`
             found reference `&[&str]`

error: aborting due to previous error

For more information about this error, try `rustc --explain E0308`.
error: could not compile `playground`.

To learn more, run the command again with --verbose.

```
Repository: godot
Issue: The index option is not showing when using the preset getters in Visual Script.
Labels: bug,topic:visualscript

<!-- 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 v3.2.3-stable


**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->

- Windows 10 (64-bit) version (build) 2004 (10.0.19041).
- Intel® UHD Graphics 620 driver version 27.20.100.8853.
- GLES3

**Issue description:**
<!-- What happened, and what was expected. -->
In Visual Script, with **the preset getter**(Get Translation, Get Transform, etc.), it fails to show the index option in the inspector tab. In my use case which I found the issue, they're the translation and the transform that fail to show the index option within the inspector tab.

However, with the Visual Script's general Get function, the index option is shown after the property is set to, for instance, "translation" or "transform". 

Please note that this is not a duplication of the issue [#32718](https://github.com/godotengine/godot/issues/32718) which is about the **setter**, not the getter.

I have uploaded my screen recording of this issue [here](https://photos.app.goo.gl/y3PKmSzMq9DcemYj7).


**Steps to reproduce:**

1. Open Visual Script editor.
2. Add the Get Translation or the Get Transform node for example. The index option will not show in the inspector tab.


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: storybook
Issue: @storybook/react (and possibly others) require node types
Labels: bug,react,has workaround,typescript

Similar to #8343 the typings generated for `@storybook/react` end up including node and polluting the global types.

From the top of the generated `@storybook/react/dist/client/preview/index.d.ts`:
```ts
/// <reference types="webpack-env" />
/// <reference types="node" />
import { ClientStoryApi, Loadable } from '@storybook/addons';
import './globals';
```

Node types do not need to be included, `webpack-env` provides the needed type for `NodeModule`. However looking at the source files nothing in `react/client` directly imports node, it seems like it's happening in `react/server` first which then triggers the `NodeModule` type in the client to reference both `webpack-env` and `node` globals since it's not sure which one holds the correct type.

One solution would be to replace `NodeModule` with `__WebpackModuleApi.Module` in [storybook/app/react/src/client/preview/index.ts](https://github.com/storybookjs/storybook/blob/next/app/react/src/client/preview/index.ts), or creating a local Module interface to use.

Another option is splitting up the server and client, whether that's making them build separately (with separate tsconfigs), or moving them to separate packages. Much more work, but would lessen the risk of node types accidentally popping back into the client types.

I haven't checked the built types for `@storybook/preact`, but judging from the source files it's also likely suffering from this issue. Worth checking all the clients, since node globals interfering with DOM globals is a common and annoying issue for frontend typescript devs.