sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [Impeller] 45 degree zero-length lines render nothing.
Labels: engine,P2,e: impeller,team-engine,triaged-engine

I wanted to add the following code to the Impeller unit test for zero-length lines, but it didn't render anything. Playing with the numbers, it renders for 44.9 degrees and 45.1 degrees, but nothing for 45. It also renders nothing for many multiples of 45 degrees, but sometimes it will render for some multiples so we are likely seeing some trig round-off errors that gate whether or not we'll draw something.

It is interesting to note that for multiples of 45 degrees `sin(theta) == +/-cos(theta)`, but I'm not sure if that is a root cause here.

Note that adding a fudge factor so that the lines are slightly non-zero-length will also cause them to appear.

<details>
<summary>Impeller unit test patch</summary>

```
diff --git a/impeller/display_list/display_list_unittests.cc b/impeller/display_list/display_list_unittests.cc
index 08e4bb352d..5ee7f7b409 100644
--- a/impeller/display_list/display_list_unittests.cc
+++ b/impeller/display_list/display_list_unittests.cc
@@ -488,6 +488,13 @@ TEST_P(DisplayListTest, CanDrawZeroLengthLine) {
     paint.setStrokeCap(cap);
     builder.drawLine({50, 50}, {50, 50}, paint);
     builder.drawPath(path, paint);
+    builder.save();
+    builder.translate(300, 50);
+    builder.rotate(45);
+    builder.translate(-50, -50);
+    builder.drawLine({50, 50}, {50, 50}, paint);
+    builder.drawPath(path, paint);
+    builder.restore();
     builder.translate(0, 150);
   }
   ASSERT_TRUE(OpenPlaygroundHere(builder.Build()));
```
</details>
Repository: vscode
Issue: Visual Studio Code launch can't find custom prelaunch task
Labels: bug,tasks

Type: <b>Bug</b>

I've defined a task is tasks.json, in the .vscode folder, alongside the launch.json file. I added a reference to that task (using the task's label) in the preLaunchTask attribute of the launch configuration, but when I execute that launch configuration VS Code says
<pre>
[Window Title]
Visual Studio Code

[Content]
Could not find the specified task.
[ ] Remember my choice for this task  [Debug Anyway] [Configure Task] [Cancel]
</pre>

If I click Configure Task, I can see the task listed in the drop-down menu. Is there any way to debug the "prelaunch process"? I able to run the task manually from the Terminal Run Task... menu and it works correctly. Happy to include the launch.json and tasks.json upon request.

I tried both in the most recent version of VS Code
<pre>
Version: 1.70.1 (user setup)
Commit: 6d9b74a70ca9c7733b29f0456fd8195364076dda
Date: 2022-08-10T06:08:33.642Z
Electron: 18.3.5
Chromium: 100.0.4896.160
Node.js: 16.13.2
V8: 10.0.139.17-electron.0
OS: Windows_NT x64 10.0.22000
</pre>
and in the version I generated this bug from

VS Code version: Code - Insiders 1.71.0-insider (ef65ac1ba57f57f2a3961bfe94aa20481caca4c6, 2022-08-11T05:16:46.298Z)
OS version: Windows_NT x64 10.0.22000
Modes:
Sandboxed: Yes

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-10900K CPU @ 3.70GHz (20 x 3696)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|undefined|
|Memory (System)|31.72GB (16.58GB free)|
|Process Argv||
|Screen Reader|no|
|VM|0%|
</details>Extensions: none<details>
<summary>A/B Experiments</summary>

```
vsliv695:30137379
vsins829:30139715
vsliv368:30146709
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vswsl492cf:30256198
vstes627:30244334
vslsvsres303:30308271
pythonvspyl392:30422396
pythontb:30258533
pythonvspyt551:30291412
pythonptprofiler:30281269
vshan820:30294714
pythondataviewer:30285072
vscod805:30301674
bridge0708:30335490
bridge0723:30353136
cmake_vspar411cf:30542925
vsaa593:30376534
pythonvs932:30404738
wslgetstarted:30449409
cppdebug:30492333
pylanb8912:30522163
vsclangdf:30492506
c4g48928:30535728
dsvsc012:30540252

```

</details>

<!-- generated by issue reporter -->
Repository: vscode
Issue: Allow to return an exit code from `--wait` invocations
Labels: feature-request,workbench-os-integration,workbench-cli,keep

I'm using Sourcetree as a git GUI and tried to set-up vscode as a three-way merge tool. Sourcetree expects that the tool will return a 0 on merge success and some error code on failure/abort. However, vscode returns 0 almost immediately, causing Sourcetree to delete the merge files.

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->
- VS Code Version: 1.70.1
- OS Version: Windows 10

Steps to Reproduce:

1. Run the command for the three-way diff: `code --disable-extensions -m --merge LOCAL.cpp REMOTE.cpp BASE.cpp OUTPUT.cpp`
2. Observe that the command returns after the window is launched.
Repository: neovim
Issue: Using vim.defer_fn() on exit leaks luv handles
Labels: bug,event-loop,lua

### Neovim version (nvim -v)

v0.10.0-dev-1595+gabac33605

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

Arch Linux

### Terminal name/version

kitty 0.25.2

### $TERM environment variable

xterm-kitty

### Installation

build from repo

### How to reproduce the issue

Run
```sh
nvim --clean -c 'lua vim.defer_fn(function() vim.defer_fn(function() vim.defer_fn(function() end, 0) end, 0) end, 0)' -c quit
```
or run `nvim --clean` and source this Lua file:
```lua
vim.defer_fn(function()
  vim.defer_fn(function()
    vim.defer_fn(function()
    end, 0)
  end, 0)
end, 0)
vim.cmd('quit')
```
with ASAN

Nesting is not necessary as of v0.10.0-dev-1595+gabac33605

### Expected behavior

No leak of luv handles

### Actual behavior

2 seconds hang on exit because of leaked luv handles
Repository: godot
Issue: modifiying mouse position doesn't work (Linux Wayland)
Labels: platform:linuxbsd,topic:porting,documentation,topic:input

### Godot version

3.5.0

### System information

Linux Debian 11, Gnome 3.38.5, GLES3, Intel® HD Graphics 4400 (HSW GT2)

### Issue description

Used `Input.warp_mouse_position( OS.get_screen_size() / 2 )` to move the mouse to the center of the screen.

It doesn't worked. Then as its something that involves the _WindowManager_ and I was using **Wayland**, switched to an **X11** session..

And it just worked.

So **Wayland** is the problem here.

### Steps to reproduce

`Input.warp_mouse_position( OS.get_screen_size() / 2 )`
(the mouse position wont apply)

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Run linter on Ruby scripts in Flutter repo
Labels: platform-ios,platform-mac,team-infra,P2,triaged-infra

Run linter like [Rubocop](https://docs.rubocop.org/) in CI to catch issues in our two Ruby scripts run by developers while building their iOS and macOS apps.
https://github.com/flutter/flutter/blob/master/packages/flutter_tools/bin/podhelper.rb (normal Flutter app)
https://github.com/flutter/flutter/blob/master/packages/flutter_tools/templates/module/ios/library/Flutter.tmpl/podhelper.rb.tmpl (add-to-app)

Would have caught deprecated methods that are eventually removed https://github.com/flutter/flutter/issues/109385
Example of usage: https://github.com/flutter/flutter/pull/109428
Repository: TypeScript
Issue: Wildcard URLs in typeRoots
Labels: Suggestion,Awaiting More Feedback

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms

<!--
  💡 Did you know? TypeScript has over 2,000 open suggestions!
  🔎 Please search thoroughly before logging new feature requests as most common ideas already have a proposal in progress.
  The "Common Feature Requests" section of the FAQ lists many popular requests: https://github.com/Microsoft/TypeScript/wiki/FAQ#common-feature-requests

  Replace the text below:
-->

typeRoots, wildcard typeRoots

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
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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, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

<!-- A summary of what you'd like to see added or changed -->

I'd like to see the ability to use wildcards in typeRoots URLs in tsconfig.

## 📃 Motivating Example

<!--
  If you were announcing this feature in a blog post, what's a short explanation that shows
  a developer why this feature improves the language?
-->

```
typeRoots: [
  "node_modules/@scope/component1/types",
  "node_modules/@scope/component2/types",
  "node_modules/@scope/component3/types",
  "node_modules/@scope/component4/types",
  ...
  "node_modules/@scope/component48/types"
]
```

With wildcards this would turn in to:

```
typeRoots: [
  "node_modules/@scope/**/types"
]
```

## 💻 Use Cases

<!--
  What do you want to use this for?
  What shortcomings exist with current approaches?
  What workarounds are you using in the meantime?
-->

I'm a maintainer on a component library where each component is published as an individual package within a scope. For ease of maintaining module declarations I'd like to do that per component.

At present with having to specify distinct URLs to each directory these will need to be updated every time a new component is created.
Repository: pytorch
Issue: torch.Tag doesn't have accurate mypy info
Labels: module: typing,triaged

### 🐛 Describe the bug

```
  Error (MYPY) [attr-defined]
    Module has no attribute "Tag"

        151  |        r = func_overload.decompose(*args, **kwargs)
        152  |        if r is not NotImplemented:
        153  |            return r
    >>> 154  |    if torch.Tag.data_dependent_output in func_overload.tags:
        155  |        # Check if all of the Tensor inputs are constants
        156  |        all_constant = True
        157  |
```

### Versions

master

cc @ezyang @malfet @rgommers @xuzhao9 @gramster
Repository: flutter
Issue: [iOS Simulator] Multiple taps on status bar required to activate scroll to top
Labels: e: device-specific,platform-ios,framework,f: scrolling,has reproducible steps,P2,found in release: 3.0,found in release: 3.1,team-ios,triaged-ios

## Steps to Reproduce

if there is no app bar for Scaffold, need to tap the status bar twice or more times to scroll list to top.

**Expected results:**
Tap the status bar once to scroll list to top.

**Actual results:**
Tap the status bar twice or more times to scroll list to top.

Flutter version: 2.10.4

<details>
<summary>Code sample</summary>

```dart
class _MyHomePageState extends State<MyHomePage> {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: ListView.builder(
        itemCount: 20,
        itemBuilder: (context, index) {
          final colors = [Colors.red, Colors.blue, Colors.green];

          return Container(
            height: 100,
            color: colors[index % 3],
          );
        },
      ),
    );
  }
}
```

</details>
Repository: pytorch
Issue: dataparallel function doesn't work
Labels: triaged,module: data parallel

### 🐛 Describe the bug

issue: 
When I use torch.nn.parallel to distribute data onto multiple gpus, I found the Dataparallel obj `filter_model` only return output of one gpu.

```
def train_model():
    bert_model = BertModel.from_pretrained(args.bert_model)
    rank_model = BertForSearch(bert_model)

    filter_model = FilterModel(bert_model,args)
    model_state_dict = torch.load("./anchors/models/filter_model_ngram4/filter_model.bin",map_location=device)
    filter_model.load_my_state_dict({k.replace('module.', ''):v for k, v in model_state_dict.items()})


    if args.gpu!="-1":
        rank_model = rank_model.to(device)
        rank_model = torch.nn.DataParallel(rank_model)

        filter_model = filter_model.to(device)
        filter_model = torch.nn.DataParallel(filter_model)

    fit(filter_model,rank_model, train_data, dev_data)
```
 
Then I checked the source code and found the problem. After I modify the code below in torch.nn.parallel.scatter_gather. this problem will be solved.
![32624cf7e3f77e4f729e185262be2344](https://user-images.githubusercontent.com/52754849/170940922-d5ae4c5c-c4d3-4acf-a2f5-3e616b63f157.jpg)

But actually I don't know why the code before doesn't work. Could somebody explain why?  Thanks!!

### Versions
torch 1.9.0+cu102
gpu: two Tesla v100


cc @ezyang
Repository: youtube-dl
Issue: Add support for clips from Nest Cam site video.nest.com
Labels: site-support-request,Good first issue

<!--

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  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
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## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.12.17. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
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- Finally, put x into all relevant boxes (like this [x])
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- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [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.
-->

https://video.nest.com/clip/73ddb6bd57c4485597a76e154a4429ea.mp4

## Description

<!--
Provide any additional information.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
-->

It would be great to support Nest Cam video downloads, like the example.

The results I get now are:
```
youtube-dl https://video.nest.com/clip/73ddb6bd57c4485597a76e154a4429ea.mp4
[generic] 73ddb6bd57c4485597a76e154a4429ea: Requesting header
WARNING: Falling back on generic information extractor.
[generic] 73ddb6bd57c4485597a76e154a4429ea: Downloading webpage
[generic] 73ddb6bd57c4485597a76e154a4429ea: Extracting information
[generic] 73ddb6bd57c4485597a76e154a4429ea: Requesting header
WARNING: Falling back on generic information extractor.
[generic] 73ddb6bd57c4485597a76e154a4429ea: Downloading webpage
[generic] 73ddb6bd57c4485597a76e154a4429ea: Extracting information
ERROR: Unsupported URL: https://video.nest.com/embedded/clip/73ddb6bd57c4485597a76e154a4429ea
```

Thanks!
Repository: godot
Issue: Bugs with Godot Tilemap for 2x2 Corner Wang Tiles (4.13 alpha)
Labels: bug,documentation,topic:2d

### Godot version

4.13alpha

### System information

MacOS 10.15 

### Issue description

I've been playing around with TileSets / Tilemaps and just want to document the issues I faced. 

My Test Tileset:
![simple tiles](https://user-images.githubusercontent.com/81975/184282069-f318a528-94d7-4fa8-b177-21f90032d4f3.png)
<img width="425" alt="Screen Shot 2022-08-12 at 11 10 11 AM" src="https://user-images.githubusercontent.com/81975/184277933-766b0c22-106c-49cc-873f-ec028067ec69.png">

**(1) Documentation Missing**: Current documentation doesn't say if center bits are needed or not for 2x2 Corner Wang tiles. It is needed, if you don't have them filled you will have a headache trying to figure out what's wrong.

From: https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html
<img width="300" alt="Screen Shot 2022-08-12 at 11 14 24 AM" src="https://user-images.githubusercontent.com/81975/184278396-ea7949d8-3af2-4995-8159-021287137b6a.png">

**✓ Painting tiles with connect mode works well so thank you for your hard work on it, great job.** 

**(2) UX issue.** The path tool doesn't make much sense in the 2x2 corner wang mode - it throws a bunch of errors when painting with path mode. 
<img width="494" alt="Screen Shot 2022-08-12 at 11 22 58 AM" src="https://user-images.githubusercontent.com/81975/184279422-a9dad76e-0ed4-4dda-aa06-d0ecafb85571.png">
Possible fix is just to hide the path icon when using 2x2 corner wang tiles, as 1x1 paths don't exist in corner wang tiles? 

**(3) Bug - eraser breaks auto-tiling.**
Some examples: (Yellow arrow is where I clicked and what happened, bottom is expected behavior): 
<img width="664" alt="Screen Shot 2022-08-12 at 11 49 48 AM" src="https://user-images.githubusercontent.com/81975/184281913-214168e7-07c0-40c5-a858-ba86e9009763.png">


### Steps to reproduce

Run the project provided and use the eraser on the tiles.

### Minimal reproduction project


[2x2 Corner Wang Tiles.zip](https://github.com/godotengine/godot/files/9313798/2x2.Corner.Wang.Tiles.zip)
Repository: godot
Issue: huge frame-drops with AnimatedSprite (WindowManager bug)
Labels: bug,platform:linuxbsd,topic:rendering,topic:thirdparty,needs testing,topic:2d,performance

### Godot version

3.5.0

### System information

Linux Debian 11, Gnome 3.38.5 (Wayland), GLES3, Intel HD Graphics 4400 (HSW GT2)

### Issue description

When Play a project inside the editor, it starts slow, like huge frame-drops.
It is 2D with some sprites, so it shouldn't be any performance issue.

It keeps indefinitely with the slowdown, until pressing a hotkey to switch virtual desktop (either the view or moving a window to another one).

Have taken a screenshot with the Profiler:
![Screenshot from 2022-08-12 07-57-19](https://user-images.githubusercontent.com/88264884/184293590-3e40458f-3594-4d34-9fce-9b397b2df2ca.png)

The high plateau is the frame-drop. After doing virtual desktop switching, things become stable.

Thought that it was because of **Wayland**, but tried on a X11 session, and also happens the same.

The cause is the `AnimatedSprite` is playing from launching the project (marking the property in the inspector), even if it only has a single animation with few sprites.

Also in my case, throws a couple of WindowManager errors:
![Screenshot from 2022-08-12 08-49-11](https://user-images.githubusercontent.com/88264884/184300002-db98a73c-57e4-4554-bcc7-825f5b001071.png)


### Steps to reproduce

(it can be dependent on the OS and WindowManager)
Linux Debian 11
Gnome 3.38.5 (Wayland & XWayland)
using multiple virtual desktops (2 in my case)


1. Download and launch (`F5`) the attached project. (notice the fps label)
2. now press a hotkey that let you switch between your virtual desktops [OS description above]
3. notice the fps become stable, press `Esc` to close
4. Now un-check the `AnimatedSprite.playing` property from the inspector, and run the project again.
5. now fps should be stable
6. press `Enter` to toggle `AnimatedSprite.playing` (see script)
7. fps should stay stable even if the animation is running.

[if you're doesn't experience frame-drops, maybe is related to the errors in the last image]

### Minimal reproduction project

[framedrop_virtual_desktops.zip](https://github.com/godotengine/godot/files/9314301/framedrop_virtual_desktops.zip)
Repository: excalidraw
Issue: Bag: When copying an object with Alt pressed, it changes its location
Labels: bug

If an object is not bound to it when the grid is turned on, when copying with Alt pressed, it changes its location

https://user-images.githubusercontent.com/52647986/184318047-79249f32-9598-4793-90b2-3b64e5045173.mp4
Repository: tauri
Issue: [feat] Provide print API
Labels: scope: core,type: feature request,priority: 2 medium,status: backlog

### Describe the problem

Tauri lacks a print API and this make it very difficult for electron based apps that perform lots of work with printers to migrate to Tauri, there are many use cases 

1. Unable to print a page if it is hidden `visible: false` (`window.print()` triggered automatically after page load)
2. Unable to close the page after the printing dialog is closed (I haven't found any way to know if the dialog still open)
3. Unable to perform silent printing

### Describe the solution you'd like

Provide print API

### Alternatives considered

At least I hope to see an event the get fired when the printing dialog closed

### Additional context

I have seen `Print to Printer and related options` checked in [this issue](https://github.com/tauri-apps/tauri/issues/544)
But electron has rich API regarding to printing comparing to Tauri