sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Memory "leak" when writing compressed files
Labels: discussion,topic:core

### Godot version

3.5.1-stable

### System information

MacOS, M2

### Issue description

When writing to a file after using open_compressed(), the memory usage increases. If the file is open using open(), memory usage is constant. This is probably not a memory leak, there should just be a way to periodically free the buffer used for compression. Using flush() periodically does not solve the issue.

### Steps to reproduce

Open a file using open_compressed and write to it in _process(), for example

### Minimal reproduction project

[test_compression.zip](https://github.com/godotengine/godot/files/9695903/test_compression.zip)
Repository: go
Issue: spec: mentions the term "shadowed" even though it is not defined
Labels: NeedsInvestigation

The spec currently contains this example:

```
func f(n int) (res int, err error) {
	if _, err := f(n-1); err != nil {
		return  // invalid return statement: err is shadowed
	}
	return
}
```

However, nowhere else in the entire document does the string "shadow" appear. I know what shadowing means in the context of Go scopes, but the term is not defined in the spec.

The spec does contain this paragraph:

> An identifier declared in a block may be redeclared in an inner block. While the identifier of the inner declaration is in scope, it denotes the entity declared by the inner declaration. 

I think we should amend it to also define "shadowing". It is already Go terminology, so I think it would be best to canonically define it. If you google "Go shadowing", you get a lot of third-party definitions, almost none of which point to the spec.

cc @griesemer
Repository: flutter
Issue: path_provider get common app path for desktop
Labels: c: new feature,p: path_provider,package,c: proposal,a: desktop,team-ecosystem,P3,triaged-ecosystem

## Use case
Using Flutter Desktop (win/mac/lin), I'd like to write system level application settings. The current functions provide user specific paths.

## Proposal
A new function, such as `getCommonApplicationSupportDirectory()`.

On Windows, this would be similar to `getApplicationSupportDirectory()`, except it would use `WindowsKnownFolder.ProgramData `.
https://github.com/flutter/plugins/blob/28c9c0d034d952c0b5bab6674133946af119c3cd/packages/path_provider/path_provider_windows/lib/src/path_provider_windows_real.dart#L119

On macOS, this would be similar to `getApplicationSupportDirectory()`, except it would use the `localDomainMask` domain.
https://github.com/flutter/plugins/blob/28c9c0d034d952c0b5bab6674133946af119c3cd/packages/path_provider/path_provider_macos/macos/Classes/PathProviderPlugin.swift#L44

On Linux, this would be similar to `getApplicationSupportDirectory()`, except the base would be `/etc`
https://github.com/flutter/plugins/blob/28c9c0d034d952c0b5bab6674133946af119c3cd/packages/path_provider/path_provider_linux/lib/src/path_provider_linux.dart#L51

I believe the above are reasonable paths, but I'm not sure what would be used in iOS or Android... perhaps unsupported?
Repository: storybook
Issue: Run generate-repros.sh has an error in generating Vue-CLI (Vue2 JS)
Labels: bug,needs triage

**Describe the bug**
Run generate-repros.sh has an error in generating Vue-CLI (Vue2 JS)

**To Reproduce**
Run generate-repros.sh script

```
Command failed with exit code 127: yarn create vite . --template react
/bin/sh: 1: /home/*******/.yarn/bin/create-vite: not found
error Command failed.
Exit code: 127
Command: /home/*******/.yarn/bin/create-vite
Arguments: . --template react
Directory: /home/*******/storybook/repros/react-vite/default-js/before-storybook

Output:

    at makeError (/home/*******/storybook/scripts/node_modules/execa/lib/error.js:60:11)
    at handlePromise (/home/*******/storybook/scripts/node_modules/execa/index.js:118:26)
    at processTicksAndRejections (internal/process/task_queues.js:95:5)
    at async /home/*******/storybook/scripts/next-repro-generators/generate-repros.ts:130:9

(Use `node --trace-warnings ...` to show where the warning was created)
(node:254812) UnhandledPromiseRejectionWarning: Unhandled promise rejection. This error originated either by throwing inside of an async function without a catch block, or by rejecting a promise which was not handled with .catch(). To terminate the node process on unhandled promise rejection, use the CLI flag `--unhandled-rejections=strict` (see https://nodejs.org/api/cli.html#cli_unhandled_rejections_mode). (rejection id: 1)
(node:254812) [DEP0018] DeprecationWarning: Unhandled promise rejections are deprecated. In the future, promise rejections that are not handled will terminate the Node.js process with a non-zero exit code.
```

**System**
Environment Info:

OS Name: Ubuntu 22.04.1 LTS
OS Type: 64-bit

Processor: 11th Gen Intel® Core™ i9-11900K @ 3.50GHz × 16
Memory: 32,0 GiB
Graphics: Mesa Intel® Graphics (RKL GT1)

Binaries:

Node: v14.20.0
Yarn: 1.22.18
Npm: 8.9.2

**Additional context**
No issue with Histoire.
Repository: three.js
Issue: Raycasting: Ensure that world matrices are up-to-date 
Labels: Suggestion

**Describe the bug**

Relates to #24727
Analog to #21427

There is two parts for the bug:
- We are using the world matrix of the camera in the [Raycaster.setFromCamera ](https://threejs.org/docs/index.html?q=rayca#api/en/core/Raycaster.setFromCamera)
- We are using world matrices for LOD, Mesh [raycast](https://threejs.org/docs/index.html?q=Object3D#api/en/core/Object3D.raycast) method inherited from Object3D.

We have no warranty that the world matrices are up-to-date when executing these methods. We need to check if [matrixWorldNeedsUpdate](https://threejs.org/docs/index.html?q=Object3D#api/en/core/Object3D.matrixWorldNeedsUpdate) is set to true before attempting raycasting.

**To Reproduce**

Steps to reproduce the behavior:
1. Change the position/rotation/scale of a mesh 
2. Attempt to raycast on the same frame against the mesh, without updating the world matrix, in a place that you would expect to have hits.
3. intersectObject will return an empty array of intersections, even if it is obvious that we hit the mesh.

Or the opposite case
1. Change the position/rotation/scale of a mesh
2. Attempt to raycast on the same frame against the mesh, without updating the world matrix, with a ray that is traversing the old position of the mesh
3. You should expect the raycaster to tell that there is no intersection
4. There is one intersection.


For the setFromCamera, you can do the same by moving the camera and using the setFromCamera. It is more difficult to visualize though, but in the codebase there is no test if the camera's world matrix is up-to-date from what I saw.

***Code***

```ts
const geometry = new THREE.BoxBufferGeometry(1, 1, 1);
const material = new THREE.MeshNormalMaterial();
const mesh = new THREE.Mesh(geometry, material);

mesh.position.setY(2);

const rayOrigin = new Vector3(-3, 0.5, 0);
const rayDirection = new Vector3(1, 0, 0);
const raycaster = new Raycaster(rayOrigin, rayDirection);

const arrowHelper = new ArrowHelper(rayDirection, rayOrigin, 5);

console.log(raycaster.intersectObject(mesh));

const scene = new THREE.Scene();
scene.add(mesh);
scene.add(arrowHelper);
```

***Live example***
- [Codesandbox link to reproduce](https://codesandbox.io/s/three-js-template-forked-5owt8k?file=/index.js)
I'm proving the behaviour via a console.log. The raycasting is giving a non existing intersection after the mesh has moved.

**Expected behavior**

The raycasting should check if the objects that are required to raycast are up-to-date.

**Screenshots**

![image](https://user-images.githubusercontent.com/18304870/193545947-61d27880-f9f5-4ad8-b63e-029a50cccb29.png)

**Platform:**

 - Device: [Desktop, Mobile]
 - OS: [Windows, MacOS, Linux, Android, iOS]
 - Browser: [Chrome, Firefox, Safari, Edge]
 - Three.js version: [dev, r145]
Repository: vscode
Issue: Support relative paths in file picker that extend up past the open workspace folder
Labels: feature-request,quick-open

Assume I have a mono repo `github.com/DanTup/my_mono_repo` and inside the repo I have a file: `packages/package_1/my_folder/foo.ts`.

If I want to just work on `package_1` and open that folder directly in VS Code, the file picker allows me to type/paste in `my_folder/foo.ts` and jump to this file.

However, if I paste in `packages/package_1/my_folder/foo.ts` (which is the path relative to the Git repository root) then VS Code says "No matching results". It supports partial paths that a subset of the relative path from the folder root, but not paths that are longer.

When browsing code/PRs on github.com, it's very easy to copy paths that are relative to the repository, because there are often icons for this:

![Screenshot 2022-10-03 at 10 43 39](https://user-images.githubusercontent.com/1078012/193548543-d6571bee-a270-45cd-8b26-9ab02518826a.png)

But copying a partial path is more difficult (if you click in the wrong place, the browser will "navigate" to that file within the diff which makes it quite frustrating to copy a partial path).
Repository: storybook
Issue: Error in story rendering showing previous stories as layers which causes a flickering effect
Labels: bug,needs triage

**Describe the bug**
When I try to access the stories, there is a rendering error that shows previous stories as layers which causes a flickering effect

**To Reproduce**
Run yarn run start inside code folder

[Recorded Video](https://www.loom.com/share/f89fb4b8646a4574a32f4f6068d91d20)

**System**
Environment Info:

OS Name: Ubuntu 22.04.1 LTS
OS Type: 64-bit

Processor: 11th Gen Intel® Core™ i9-11900K @ 3.50GHz × 16
Memory: 32,0 GiB
Graphics: Mesa Intel® Graphics (RKL GT1)

Binaries:

Node: v14.20.0
Yarn: 1.22.18
Npm: 8.9.2

Browsers:

Brave: [Version 1.43.93 Chromium: 105.0.5195.127 (Official Build) (64-bit)](https://brave.com/latest/)

**Additional context**
No issue with Histoire.
Repository: PowerToys
Issue: [FancyZones] Restoring zone spanning window to single zone ends up in wrong zone
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.62.1

### Running as admin

- [ ] Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

Using:
- Override windows keys with relative movement
- 2x2 zone grid
```
┌───────┬───────┐
│   1   │   2   │
├───────┼───────┤
│   3   │   4   │
└───────┴───────┘
```

Using `Ctrl` + `Win` + `Alt` + `Arrow Key` spans windows correctly:
- Window in 1 (Top Left) using `🡢` stretches across 1 + 2 (Top)
- Window in 1 (Top Left) using `🡣` stretches across 1 + 3 (Left)
- Window in 2 (Top Right) using `🡠` stretches across 1 + 2 (Top)
- Window in 2 (Top Right) using `🡣` stretches across 2 + 4 (Right)
- Window in 3 (Bottom Left) using `🡢` stretches across 3 + 4 (Bottom)
- Window in 3 (Bottom Left) using `🡡` stretches across 1 + 3 (Left)
- Window in 4 (Bottom Right) using `🡠` stretches across 3 + 4 (Bottom)
- Window in 4 (Bottom Right) using `🡡` stretches across 2 + 4 (Right)

But moving them back with `Win` + `Arrow Key` does not.


### ✔️ Expected Behavior

Using `Win` + `Arrow Key` while spanning zones should cause this:
- Window stretches across 1 + 2 (Top) using `🡢` into 2 (Top Left)
- Window stretches across 1 + 2 (Top) using `🡠` into 1 (Top Right)
- Window stretches across 1 + 3 (Left) using `🡣` into 3 (Top Left)
- Window stretches across 1 + 3 (Left) using `🡡` into 1 (Bottom Left)
- Window stretches across 2 + 4 (Right) using `🡣` into 4 (Top Right)
- Window stretches across 2 + 4 (Right) using `🡡` into 2 (Bottom Right)
- Window stretches across 3 + 4 (Bottom) using `🡢` into 4 (Bottom Left)
- Window stretches across 3 + 4 (Bottom) using `🡠` into 3 (Bottom Right)


### ❌ Actual Behavior

But you get this:
- Window stretches across 1 + 2 (Top) using `🡢` into 4 (Bottom Right)
- Window stretches across 1 + 2 (Top) using `🡠` into 3 (Bottom Left)
- Window stretches across 1 + 3 (Left) using `🡣` into 3 (Bottom Right)
- Window stretches across 1 + 3 (Left) using `🡡` into 2 (Top Right)
- Window stretches across 2 + 4 (Right) using `🡣` into 3 (Bottom Left)
- Window stretches across 2 + 4 (Right) using `🡡` into 1 (Top Left)
- Window stretches across 3 + 4 (Bottom) using `🡢` into 2 (Top Right)
- Window stretches across 3 + 4 (Bottom) using `🡠` into 1 (Top Left)


### Other Software

_No response_
Repository: storybook
Issue: beforeUnmount now triggered when switched to docs
Labels: bug,needs triage

Hi!
Have a bug - vue beforeUnmount event not triggered when story switched from Canvas to Docs, when story switched to another - it woks as expected.
What affected - I have component which use teleport vue feature, when i swiched to docs - old teleport node not removed(because of beforeUnmount) and new created, so each time when i swich canvas to docs and back - new node created..

Any solution?
Repository: pytorch
Issue: JIT return a tensor with different datatype from the tensor w/o gradient and normal function
Labels: oncall: jit

### 🐛 Describe the bug

JIT return a tensor with different datatype from the tensor w/o gradient and normal function

```py
import torch

class M(torch.nn.Module):
    def __init__(self):
        super().__init__()

    def forward(self, input):
        res = torch.abs(input, )
        return torch.div(res, torch.tensor(7, dtype=torch.float32, device='cpu'))

fn = M().to('cpu')
input = torch.tensor(11, dtype=torch.bfloat16)

v = fn(input.clone().requires_grad_())
print(v.dtype)

jit_fn = torch.jit.script(fn)
jv1 = jit_fn(input.clone())
print(jv1.dtype)

jv2 = jit_fn(input.clone().requires_grad_())
print(jv2.dtype)
```

```
torch.float32
torch.float32
torch.bfloat16
```

### Versions

```
PyTorch version: 1.13.0.dev20221001
Is debug build: False
CUDA used to build PyTorch: 11.7
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (x86_64)
GCC version: (Ubuntu 11.2.0-19ubuntu1) 11.2.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.35

Python version: 3.9.13 (main, Aug 25 2022, 23:26:10)  [GCC 11.2.0] (64-bit runtime)
Python platform: Linux-5.19.5-051905-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 11.7.99
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 3060
Nvidia driver version: 515.65.01
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.3
[pip3] torch==1.13.0.dev20221001
[pip3] torchaudio==0.13.0.dev20221001
[pip3] torchvision==0.14.0.dev20221001
[conda] blas                      1.0                         mkl  
[conda] mkl                       2021.4.0           h06a4308_640  
[conda] mkl-service               2.4.0            py39h7f8727e_0  
[conda] mkl_fft                   1.3.1            py39hd3c417c_0  
[conda] mkl_random                1.2.2            py39h51133e4_0  
[conda] numpy                     1.23.3                   pypi_0    pypi
[conda] numpy-base                1.23.1           py39ha15fc14_0  
[conda] pytorch                   1.13.0.dev20221001 py3.9_cuda11.7_cudnn8.5.0_0    pytorch-nightly
[conda] pytorch-cuda              11.7                 h67b0de4_0    pytorch-nightly
[conda] pytorch-mutex             1.0                        cuda    pytorch-nightly
[conda] torch                     1.13.0.dev20220923+cu116          pypi_0    pypi
[conda] torchaudio                0.13.0.dev20220923+cu116          pypi_0    pypi
[conda] torchvision               0.14.0.dev20220923+cu116          pypi_0    pypi
```
Repository: pytorch
Issue: When will the torch.sparse module be usable?
Labels: module: sparse,triaged

### 🚀 The feature, motivation and pitch

Hello, 

I tried to use the ```torch.sparse``` package for creating neural networks but it utterly failed due to so many 
errors, incompatinilities and generally the error message.
```python
NotImplementedError: Could not run 'aten::is_coalesced' with arguments from the 'CPU' backend. This could be because the operator doesn't exist for this backend, or was omitted during the selective/custom build process (if using custom build). If you are a Facebook employee using PyTorch on mobile, please visit https://fburl.com/ptmfixes for possible resolutions. 'aten::is_coalesced' is only available for these backends: [SparseCPU, SparseCUDA, BackendSelect, Python, Named, Conjugate, Negative, ADInplaceOrView, AutogradOther, AutogradCPU, AutogradCUDA, AutogradXLA, AutogradLazy, AutogradXPU, AutogradMLC, AutogradHPU, AutogradNestedTensor, AutogradPrivateUse1, AutogradPrivateUse2, AutogradPrivateUse3, Tracer, UNKNOWN_TENSOR_TYPE_ID, Autocast, Batched, VmapMode].
```
Even when using the functions from [this source](https://pytorch.org/docs/stable/sparse.html)

This includes: 
- batch addition and multiplication
- activation functions such as ReLU or Sigmoid on sparse tensors
- even creating simple loss functions gives an error with ```torch.sparse.sum``` gives an error

When can we be expecting to have a working version of ```torch.sparse``` that can be used for actually modelling or do we have to stay with tensorflow?

### Alternatives

Use tensorflow

### Additional context

_No response_

cc @nikitaved @pearu @cpuhrsch @amjames @bhosmer
Repository: flutter
Issue: [go_router] RangeError with async redirect
Labels: package,has reproducible steps,P2,p: go_router,found in release: 3.3,found in release: 3.4,team-go_router,triaged-go_router

Hi,

I have an error while trying to use async redirect. Here is the code: 
```dart
final GoRouter _router = GoRouter(
  routes: <GoRoute>[
    ...
  ],
  redirect: (ctx, state) async {
    final loggingIn = state.location == '/login';
    ...
    if (!_authManager.isAuth && !loggingIn) {
      if (!await _authManager.tryAutoLogin()) {
        return '/login';
      }
    }

    return null;
  },
  refreshListenable: _authManager,
);
```

```_authManager``` is a ```ChangeNotifier```. ```tryAutoLogin()``` will ```notityListeners()``` when it's done. The router also has its ```resfreshListenable``` set to ```_authManger```.

Here is the error log:
<img width="677" alt="image" src="https://user-images.githubusercontent.com/4357219/193577089-ff3eb777-cea9-4794-a0eb-0ddb432c1d40.png">

The error seems weird to me. Note that the code work if I don't use async/await (just call ```_authManager.tryAutoLogin()``` without await). I'm not sure if this is intended behavior?

I can't call ```await notifier.doSomething()``` if the router also listen to that ```notifier```?
Repository: pytorch
Issue: `cdist` should succeed when `p` is integer in JIT
Labels: oncall: jit

### 🐛 Describe the bug

`cdist` should succeed when `p` is integer in JIT. Actually, the [doc](https://pytorch.org/docs/stable/generated/torch.cdist.html) of `cdist` doesn't mention that `p` must be float and the non-JIT  function will succeed with integer `p`. However, the JIT version will fail with "Expected a value of type 'float' for argument 'p' but instead found type 'int'."

```py
import torch

def fn(x1, x2):
    return torch.cdist(x1, x2, p=2)

x1 = torch.rand([2, 2], dtype=torch.float64)
x2 = torch.rand([2, 2], dtype=torch.float64)

print(fn(x1, x2))

jit_fn = torch.jit.script(fn)
print(jit_fn(x1, x2))
```

```
tensor([[0.4998, 0.8013],
        [0.8789, 0.8492]], dtype=torch.float64)

RuntimeError:
cdist(Tensor x1, Tensor x2, float p=2., str compute_mode="use_mm_for_euclid_dist_if_necessary") -> Tensor:
Expected a value of type 'float' for argument 'p' but instead found type 'int'.
```

### Versions

```
PyTorch version: 1.13.0.dev20221001
Is debug build: False
CUDA used to build PyTorch: 11.7
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.1 LTS (x86_64)
GCC version: (Ubuntu 11.2.0-19ubuntu1) 11.2.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.35

Python version: 3.9.13 (main, Aug 25 2022, 23:26:10)  [GCC 11.2.0] (64-bit runtime)
Python platform: Linux-5.19.5-051905-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 11.7.99
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 3060
Nvidia driver version: 515.65.01
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.3
[pip3] torch==1.13.0.dev20221001
[pip3] torchaudio==0.13.0.dev20221001
[pip3] torchvision==0.14.0.dev20221001
[conda] blas                      1.0                         mkl  
[conda] mkl                       2021.4.0           h06a4308_640  
[conda] mkl-service               2.4.0            py39h7f8727e_0  
[conda] mkl_fft                   1.3.1            py39hd3c417c_0  
[conda] mkl_random                1.2.2            py39h51133e4_0  
[conda] numpy                     1.23.3                   pypi_0    pypi
[conda] numpy-base                1.23.1           py39ha15fc14_0  
[conda] pytorch                   1.13.0.dev20221001 py3.9_cuda11.7_cudnn8.5.0_0    pytorch-nightly
[conda] pytorch-cuda              11.7                 h67b0de4_0    pytorch-nightly
[conda] pytorch-mutex             1.0                        cuda    pytorch-nightly
[conda] torch                     1.13.0.dev20220923+cu116          pypi_0    pypi
[conda] torchaudio                0.13.0.dev20220923+cu116          pypi_0    pypi
[conda] torchvision               0.14.0.dev20220923+cu116          pypi_0    pypi
```
Repository: storybook
Issue: Background and foreground colors do not have a sufficient contrast ratio
Labels: bug,needs triage

**Describe the bug**
Storybook has a lot of slightly darker gray on top of slightly lighter gray. The Storybook blue also has contrast problems.
**To Reproduce**
Use Color Contrast Analyzer to compare foreground and background colors. 
The same issues can be reproducible using Chrome Lighthouse accessibility check.


**Additional context**
Is this accessibility issue being worked on and when is it likely to be resolved?
Repository: vscode
Issue: F8 should be aware of recent changes and choose the next problem based on the cursor position
Labels: feature-request,languages-diagnostics,papercut :drop_of_blood:

I often hit this issue while refactoring. When I press F8 make a change and repeat quickly, sometimes I need to hit F8 multiple times which ends up slowing me down. I believe this happens because the problems get recomputed and the next problem is determined based on the current problem index, not the current cursor position.

![Recording 2022-10-03 at 07 03 38](https://user-images.githubusercontent.com/2193314/193597314-138aa600-2568-4079-b1bd-32d67d4008bd.gif)

In the example in the gif, it should work regardless of the speed in which I do it when I repeat this 4 times: F8, alt+enter (my quick fix), enter.
Repository: storybook
Issue: Menu button next to the Storybook logo, contents are unreachable
Labels: bug,needs triage

**Describe the bug**
 There is no way to navigate within the menu, for example if you wanted to switch to full-screen mode by choosing "Go full screen".

**To Reproduce**
1. Navigate to storybook page
2. Through keyboard navigation Enter the ... Menu item 
3. Then try to navigate through the open menu item and it's not accessible 

**Additional context**
Is this accessibility issue being worked on and when is it likely to be resolved?