sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Automatic reimport of a modified 3D asset succeeds once, then later fails
Labels: bug,confirmed,topic:import,regression


**Godot version:**
3.2.3 and 3.2.4.beta6

**OS/device including version:**
Windows 10 Professional Desktop
Blender 2.91
Tested on an HDD and an NVME SSD

**Issue description:**
I exported a model using GLTF. The first time it imported fine. After changing the model in Blender and reexporting it to the same glb file, the reimporting in Godot triggered but gave the following error message:

```
ERROR: _reimport_file: BUG: File queued for import, but can't be imported!
   At: editor/editor_file_system.cpp:1767
ERROR: _reimport_file: Method failed.
   At: editor/editor_file_system.cpp:1768
```
I also tested this using fbx and dae exports. Each time the model seems to import fine, but after the first time the error message appears, only an editor restart is enough to show the updated model.

**Steps to reproduce:**
Using the min-repo.zip
1. Create a new project
2. Paste box.glb into the project folder
3. Place box in scene:
![old](https://user-images.githubusercontent.com/4152252/106125334-52dc8000-615c-11eb-953a-fb702c4aeae8.png)
4. Use the `overwrite-with-this/box.glb` file to overwrite the original box.glb
5. Observe the error message
6. Switching scenes to trigger a reload of the box will show the new model, so the import seems to succeed:
![new](https://user-images.githubusercontent.com/4152252/106124982-f5483380-615b-11eb-905c-5726a3bddf5e.png)
7. Overwriting again with the original box.glb triggers the error message again, but this time nothing gets updated without a restart of the editor.



**Minimal reproduction project:**
[min-repo.zip](https://github.com/godotengine/godot/files/5886451/min-repo.zip)
Repository: flutter
Issue: [google_maps_flutter] getVisibleRegion does not return a trapezoid 
Labels: c: new feature,p: maps,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

The method `GoogleMapController#getVisibleRegion` should return a `VisibleRegion` with the following fields:
  - farLeft
  - farRight
  - nearLeft
  - nearRight
  - latLngBounds (The smallest bounding box that includes the visible region)

Reference: https://developers.google.com/maps/documentation/android-sdk/reference/com/google/android/libraries/maps/model/VisibleRegion
  
Currently it returns a `LatLngBounds` (a rectangle) from the `visibleRegion#latLngBounds` field. It works well **only if** the camera has no tilt, otherwise this is not a rectangle but a trapezoid.

This issue prevents from determining if a point is inside the viewport when the tilt is not zero.
Issue line # (Android): https://github.com/flutter/plugins/blob/master/packages/google_maps_flutter/google_maps_flutter/android/src/main/java/io/flutter/plugins/googlemaps/GoogleMapController.java#L168

Plugin version: `google_maps_flutter: ^1.1.1`

```
14:31 $ flutter doctor -v
[✓] Flutter (Channel stable, 1.22.6, on Mac OS X 10.15.6 19G2021 darwin-x64, locale fr-FR)
    • Flutter version 1.22.6 at /Users/Eric/Development/tools/flutter
    • Framework revision 9b2d32b605 (il y a 6 jours), 2021-01-22 14:36:39 -0800
    • Engine revision 2f0af37152
    • Dart version 2.10.5


[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.2)
    • Android SDK at /Users/Eric/Library/Android/sdk
    • Platform android-30, build-tools 30.0.2
    • ANDROID_HOME = /Users/Eric/Library/Android/sdk
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6222593)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 12.3)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 12.3, Build version 12C33
    • CocoaPods version 1.10.0

[!] Android Studio (version 4.0)
    • Android Studio at /Applications/Android Studio.app/Contents
    ✗ Flutter plugin not installed; this adds Flutter specific functionality.
    ✗ Dart plugin not installed; this adds Dart specific functionality.
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6222593)

[✓] IntelliJ IDEA Community Edition (version 2020.2.1)
    • IntelliJ at /Applications/IntelliJ IDEA CE.app
    • Flutter plugin version 49.0.4
    • Dart plugin version 202.7206

[✓] VS Code (version 1.51.1)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.17.0

[✓] Connected device (1 available)
    • Android SDK built for x86 (mobile) • emulator-5554 • android-x86 • Android 10 (API 29) (emulator)
```
Repository: pytorch
Issue: [ux] Proposal to have t() === transpose(-1, -2), since batches are very frequent
Labels: triaged,module: numpy,module: ux

In PyTorch usecases we almost always work with batches of matrices, and the convenience method `t()` breaks because it wants <= 2 dimensions. Since this is so common, I propose to relax constraints of `t()` and make it equivalent to `transpose(-1, -2)` for all input shapes.

This could have been discussed and decided before, but I could not find the issue...

```python
torch.rand(3, 4, 5).t() # RuntimeError: t() expects a tensor with <= 2 dimensions, but self is 3D

torch.rand(3, 4, 5).transpose(-1, -2) # works
```

cc @mruberry @rgommers @heitorschueroff
Repository: pytorch
Issue: Bind tensor.unflatten to torch.unflatten namespace (torch.flatten exists but not torch.unflatten)
Labels: triaged

This is rather surprising that `unflatten` exists only as instance method while `flatten` as both module method and instance method
Repository: youtube-dl
Issue: goplay.be
Labels: site-support-request

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## Example URLs

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- Single video: https://www.goplay.be/video/de-mol/die-gast-is-door-mij-vertrokken-wie-kreeg-een-rood-scherm-te-zien
- Single video: https://www.goplay.be/video/big-brother/big-brother-s1/big-brother-s1-aflevering-21#autoplay (Not accessible outside Belgium)
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goplay.be replaces vier.be, vijf.be and zestv.be
Repository: create-react-app
Issue: Failed to compile - Failed to load config "react-app" to extend from
Labels: needs triage,issue: bug report

### Describe the bug
Create new react app with typescript template.  
Following yarn start, no web page is loaded, error shows, `Failed to load config "react-app" to extend from.`

### Did you try recovering your dependencies?
No.

### Which terms did you search for in User Guide?
"extend", "failed", "config"

### Environment
  `npx create-react-app --info`
```
Environment Info:

  current version of create-react-app: 4.0.1
  running from /Users/jjobbings/.nvm/versions/node/v12.20.1/lib/node_modules/create-react-app

  System:
    OS: macOS Mojave 10.14.6
    CPU: (8) x64 Intel(R) Core(TM) i7-4770HQ CPU @ 2.20GHz
  Binaries:
    Node: 12.20.1 - ~/.nvm/versions/node/v12.20.1/bin/node
    Yarn: 2.4.0 - /usr/local/bin/yarn
    npm: 6.14.10 - ~/.nvm/versions/node/v12.20.1/bin/npm
  Browsers:
    Chrome: 88.0.4324.96
    Edge: Not Found
    Firefox: 79.0
    Safari: 13.1.2
  npmPackages:
    react: Not Found
    react-dom: Not Found
    react-scripts: Not Found
  npmGlobalPackages:
    create-react-app: 4.0.1
```

### Steps to reproduce
1. `yarn set version berry`
2. `create-react-app onboard --template typescript`
3. `cd onboard/`
4. `yarn start`

### Expected behavior
React app start web page to display

### Actual behavior
No 'start' web page successfully shown (browser displays error). 
```
Failed to compile.

Failed to load config "react-app" to extend from.
Referenced from: /Users/jjobbings/onboard/package.json
```
browser opened - showing same error output as terminal.
Repository: godot
Issue: Screen-reading shaders, SSAO, SSR and depth of field cause artifacts on NVIDIA + Chromium-based browser (GLES3)
Labels: bug,platform:web,topic:rendering,confirmed,topic:3d

**Godot version:3.2.4.rc.1**

**OS/device including version:Linux 5.4.89-1-MANJARO x86_64 - GNU/Linux**
GPU: GTX1070, Nvidia driver 460.32.03, GLES3
**(CHROMIUM Browser)** -edited

**Issue description:**
Very weird artifacts when running motion blur shader in HTML5

Errors in chromium : 

GL_INVALID_OPERATION: It is undefined behaviour to have a used but unbound uniform buffer.

GL_INVALID_FRAMEBUFFER_OPERATION: Draw framebuffer is incomplete

GL_INVALID_OPERATION: Feedback loop formed between Framebuffer and active Texture. https://t.co/3qN23FMBzL

![Screenshot from 2021-01-28 17-08-07](https://user-images.githubusercontent.com/10077145/106172966-d756ef00-61ac-11eb-8313-0f6aa07ad036.png)
![Screenshot from 2021-01-28 17-08-59](https://user-images.githubusercontent.com/10077145/106172973-d9b94900-61ac-11eb-9b2c-0f1c762a0d6a.png)

**Steps to reproduce:**
- Run project with Motion Blur in HTML5 in any chromium based browser (edge, google chrome, chromium)

**Minimal reproduction project:**

[DEPTH FAIL.zip](https://github.com/godotengine/godot/files/5887964/DEPTH.FAIL.zip)
Repository: pytorch
Issue: result_type doesn't take dtypes and doesn't match numpy
Labels: triaged,module: numpy,function request

## 🚀 Feature

The signature for [torch.result_type](https://pytorch.org/docs/master/generated/torch.result_type.html) is currently:
```
result_type(tensor1, tensor2)
```
While [numpy.result_type](https://numpy.org/devdocs/reference/generated/numpy.result_type.html)'s signature is:
```
result_type(*arrays_and_dtypes)
```

It's not uncommon to mix tensors and dtypes to ensure you find both a dtype that input tensors can upcast to, and that's a minimum dtype in the dtype hierarchy, e.g.:
```
result_type(tensor1, tensor2, complex64)
```

Here is an example from scipy.signal: https://github.com/scipy/scipy/blob/5f4c4d802e5a56708d86909af6e5685cd95e6e66/scipy/signal/_upfirdn.py#L79

`torch.result_type` can be extended in a backwards compatible way to accepted a sequence of arrays and dtypes. I propose to do so.

## Motivation

1. It's useful
2. NumPy compatibility

## Additional details

It looks like this wasn't discussed in gh-26012, the PR that implemented `torch.result_type`.


cc @mruberry @rgommers @heitorschueroff
Repository: godot
Issue: Using isometric tiles with different heights
Labels: topic:core

<!-- 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

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
MacOSX 10.15.7 (19H2)

**Issue description:**
<!-- What happened, and what was expected. -->
I have isometric tiles with the same width and different heights. (https://pvgames.itch.io/infernus-tileset)
They aligned to bottom line:
![Снимок экрана 2021-01-28 в 17 24 54](https://user-images.githubusercontent.com/1177068/106151794-c6e34c00-618d-11eb-9e96-1f2bc3f95402.png)

When I try to make a map with this tiles I can not fit different tall tiles into one map.
1H Tiles:
![Снимок экрана 2021-01-28 в 17 28 20](https://user-images.githubusercontent.com/1177068/106152231-3fe2a380-618e-11eb-8c16-674e2a462240.png)

1.5H Tiles:
![Снимок экрана 2021-01-28 в 17 29 20](https://user-images.githubusercontent.com/1177068/106152343-63a5e980-618e-11eb-899a-b6ec97b85e6c.png)

2H Tiles:
![Снимок экрана 2021-01-28 в 17 30 21](https://user-images.githubusercontent.com/1177068/106152479-889a5c80-618e-11eb-81f2-dd8f9d3d8abb.png)

2.5H Tiles:
![Снимок экрана 2021-01-28 в 17 31 56](https://user-images.githubusercontent.com/1177068/106152675-c8614400-618e-11eb-9515-df9f4185a702.png)

I tried to use compatibility mode and change tile origin from top left to bottom left. The things became even worse:
![Снимок экрана 2021-01-28 в 17 33 26](https://user-images.githubusercontent.com/1177068/106152860-f6df1f00-618e-11eb-8655-8aab3231fda5.png)
See the gap between the orange cursor and pillar sprite under it.
Actually tile origin = bottom left must get the right result, because it should consider bottom line of sprites as the base of tile.
Actually in the code I see
![Снимок экрана 2021-01-28 в 17 36 49](https://user-images.githubusercontent.com/1177068/106153299-72d96700-618f-11eb-9b87-e6e0450c2202.png)
that it offset the sprite origin not to the tile height (which can be different) but to the cell size (which is constant).

**Steps to reproduce:**
Just try to use isometric tiles with different heights in any tilemap.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: rust
Issue: E0621 when converting dyn reference to dyn pointer
Labels: A-diagnostics,A-lifetimes,T-compiler,D-terse,A-raw-pointers,A-trait-objects

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code: https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=fa659e7e2652bb05a7e407a9925b1344

I expected to see this happen: The reference should convert to a pointer, losing all lifetime information.

Instead, this happened: Rust askes that the reference be given a static lifetime. This doesn't occur with non-dyn references. In addition, if you make a small modification to the code then it works:  https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=1257118244ee5aef365f12906c3b52fc

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
1.49.0
```
Repository: PowerToys
Issue: [PT Run][Service plugin] Tab navigation does not work in some cases
Labels: Issue-Bug,Product-PowerToys Run,Run-Plugin,Planning-Consideration,Status-Reproducible

<!--
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Instead, send dumps/traces to secure@microsoft.com, referencing this GitHub issue.
-->

## ℹ Computer information

- PowerToys version: 0.0.31
- PowerToy Utility: PowerToys Run
- Running PowerToys as Admin: false
- Windows build number: 18363

## 📝 Provide detailed reproduction steps (if any)

1. Launch PT Run
2. Search for a service. For example `!developer`
3. Use tab to navigate

### ✔️ Expected result

_What is the expected result of the above steps?_
Focus goes to Context menu items 

### ❌ Actual result

_What is the actual result of the above steps?_
Context menu items disappear 

## 📷 Screenshots
![image](https://user-images.githubusercontent.com/17161067/106160285-57ba2780-618e-11eb-8dc6-6e265c51fc0e.png)

After pressing tab
![image](https://user-images.githubusercontent.com/17161067/106160304-5be64500-618e-11eb-8a98-b200a8d4ae23.png)

_Are there any useful screenshots? WinKey+Shift+S and then just paste them directly into the form_
Repository: rust
Issue: Unnecessary encoding of `def_span` query in metadata
Labels: I-slow,A-diagnostics,A-metadata,T-compiler

There were some perf regressions due #80191 can be seen [here](https://perf.rust-lang.org/compare.html?start=446cbc9db080c63c8742c418bcaa44c808f7e033&end=85e355ea9bd86ac6580a5d422a65dbf689845808&stat=instructions:u)

_Originally posted by @rylev in https://github.com/rust-lang/rust/issues/80919#issuecomment-767854932_

We need to find out which kind (as what variant of `def_kind`) of things now get their `def_span` encoded and stop doing that.

Bonus points for also checking which additional `DefKind`s we can exclude to minimize the amount of spans that are put into metadata (someone remind me why we need spans in metadata at all?)
Repository: angular
Issue: error NG6002: Appears in the NgModule.imports of Module, but itself has errors upgrade
Labels: area: compiler,P3

The description of error NG6002 had no relevance to the cause. Could we get it to be more descriptive for debugging? Also the Angular Language Service, TS and VSC showed no errors anywhere.

The issue was that a component was included in a feature module and also the main shared module. This was not indicated in my IDE (VSC). Had to audit every module for a potential issue and finally found a duplicate component (with no error indications at all)

Just a thought :)

### Describe the solution you'd like
I'm sure the team will know exactly how to improve this but perhaps a better description such as:
`General Module error, we're not sure exactly what it is but look for components or modules added to multiple modules`

Also VSC/ALS could indicate the issue so we don't have to hypothesize, detective work, and trial and error.
Repository: excalidraw
Issue: replace crosshair cursor with small red dot when drawing
Labels: discussion

The large crosshair cursor while drawing (e.g. with a pen on a digitizer) makes it difficult to see what one writes.

I find that a small dot in utils.ts :: setCursorForShape() does a much better job:
```
   const red_dor ="url(data:image/gif;base64,R0lGODdhAgACAIAAAP8AAAAAACwAAAAAAgACAAACAoRRADs=),auto"
   document.documentElement.style.cursor = red_dot;  // was CURSOR_TYPE.CROSSHAIR;
```
Repository: create-react-app
Issue: Optimize images with Webpack and use picture HTML element
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

Our site http://hacktj.org/ loads lots of images, decreasing site performance. One solution would be lazy loading images using the attribute on the `img` element, but an even nicer solution would be to use the HTML `picture` element along with (optional) lazy loading. 

### Describe the solution you'd like

1. at build-time, use Webpack to convert JPGs and PNGs to a variety of formats (perhaps make this opt-in somehow, to avoid long build times?)
2. replace the single `img` with a `picture` (with optimized images and original as a fallback)
    - replacing HTML elements might not be possible with the current react-scripts
        - maybe `InterpolateHtmlPlugin` and other related plugins could be adapted to do this
        - or maybe users could use this for images: 
```jsx
import { OptimizedPicture } from "react-scripts";

const MyComponent = () => (
    <>
        <OptimizedPicture src="unoptimized.png" alt="A good alt." />
        <OptimizedPicture src="unoptimized-and-lazy.png" alt="Another good alt." loading="lazy" />
    </>
);

/* 
// instead of:
const MyComponent = () => (
    <>
        <img src="unoptimized.png" alt="A good alt." />
        <img src="unoptimized-and-lazy.png" alt="Another good alt." loading="lazy" />
    </>
);
*/
```

CRA should convert to the following filetypes:
- JPEG 2000
- JPEG XR
- WebP

If `loading="lazy"` is passed to the image and `width` and `height` are not provided, CRA should automagically compute the dimensions of the image and pass those as `width` and `height` to avoid layout shift. 

### Describe alternatives you've considered

The current method to do this: Users could create a prebuild script to convert/optimizes images, and then manually write `picture` instead of `img` (and they could even create their own `OptimizedPicture` component). However, this results in a lot of repeat code across projects, which is why I think this should be in react-scripts. 

### Additional context

n/a
Repository: material-ui
Issue: [TextField] Implement maxlength counter
Labels: new feature,waiting for 👍,component: text field

<!-- Provide a general summary of the feature in the Title above -->

Thank you for `material-ui`.

Could we show counter as `endAdornment` to ensure that user gets better feedback when typing into `TextField`?

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- [**x**] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.

## Summary 💡

<!-- Describe how it should work. -->
As the user types into the `TextField`, it would be really nice to have a feedback mechanism with an `endAdornment`.
Something like `num chars` / `max chars` should be sufficient as provided by other UI frameworks.

Only when the user hasn't provided an `endAdornment` or has provided `maxLength` property, this counter behavior needs to show up. The reason for including the `endAdornment` as another check is that, I don't know if it's ok to stack `endAdornments`.
If that's something that's doable, then, let's have the constraint to just `maxLength` as a required prop for this counter to show up.

## Examples 🌈

<!--
  Provide a link to the Material design specification, other implementations,
  or screenshots of the expected behavior.
-->

Here's a `vuejs` framework implementation of `Counter`.
https://vuetifyjs.com/en/components/text-fields/#counter

Here's my sample based on `material-ui`:
https://codesandbox.io/s/material-ui-textfield-with-counter-pdkdd

## Motivation 🔦

<!--
  What are you trying to accomplish? How has the lack of this feature affected you?
  Providing context helps us come up with a solution that is most useful in the real world.
-->
It's non-trivial to get feedback when typing into a `TextField`.
With the `maxLength` property, it's possible to restrict the maximum input size. The drawback is, user cannot know why input beyond `maxLength` won't be accepted.

When we show the number of characters the user has typed and then a `danger` styled indicator that `maxLength` has been reached, user can understand the restricition on the field.