sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Crash with 3.4 while checking warnings.
Labels: bug,topic:editor,needs testing,crash

### Godot version

v3.4.stable.official (206ba70f4b2a3eac4455bb21bd7c8af76285bd86)

### System information

Linux, Nvidia 1650GTi, GLES3

### Issue description

While investigating warnings generated by a project, Godot crashed with the following.

```
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v3.4.stable.official (206ba70f4b2a3eac4455bb21bd7c8af76285bd86)
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x46520) [0x7efc5af6f520] (??:0)
[2] /home/stuart/.steam/debian-installation/steamapps/common/Godot Engine/godot.x11.opt.tools.64() [0x2b62ab0] (??:0)
[3] /home/stuart/.steam/debian-installation/steamapps/common/Godot Engine/godot.x11.opt.tools.64() [0x27ec182] (??:0)
[4] /home/stuart/.steam/debian-installation/steamapps/common/Godot Engine/godot.x11.opt.tools.64() [0x9d6703] (??:0)
[5] /home/stuart/.steam/debian-installation/steamapps/common/Godot Engine/godot.x11.opt.tools.64() [0x94453d] (??:0)
[6] /lib/x86_64-linux-gnu/libc.so.6(+0x2dfd0) [0x7efc5af56fd0] (??:0)
[7] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x7d) [0x7efc5af5707d] (??:0)
[8] /home/stuart/.steam/debian-installation/steamapps/common/Godot Engine/godot.x11.opt.tools.64() [0x9581de] (??:0)
-- END OF BACKTRACE --
```

### Steps to reproduce

I was looking at the warnings generated by a current build of https://gitlab.com/chucklepie-productions/games/Rex when it crashed.

I haven't been able to reproduce this, as yet. I'm unsure if this crash was caused by what I was doing.

### Minimal reproduction project

_No response_
Repository: vscode
Issue: Change Focus Area Issue While Debugging
Labels: bug,debug

Issue Type: <b>Bug</b>

When I have multiple windows open and I have different focus areas set for each. Then when I try to debug the code and if it returns an error, it shows an error on both windows on that line and also changes the position to that error for both windows and I have re-navigate to the desired area again, however, it should only change position for the active window and not the other.
(Also, sometimes we have more than 2 windows and the same issue cause frustration to set areas back for each window separately.)
Is this something a default behavior or can it be considered as an issue?


![Issue While Debugging](https://user-images.githubusercontent.com/53822892/140614358-e12e3f05-e6a9-46af-b334-4a1d87398705.png)
(Attached is a screenshot for further clarification. I am using though Adobe ExtendScript Debugger with JavaScript code.)

VS Code version: Code 1.62.0 (b3318bc0524af3d74034b8bb8a64df0ccf35549a, 2021-11-03T15:23:01.379Z)
OS version: Windows_NT x64 10.0.19043
Restricted Mode: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM)2 Quad CPU    Q9650  @ 3.00GHz (4 x 3000)|
|GPU Status|2d_canvas: enabled<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>oop_rasterization: unavailable_off<br>opengl: enabled_on<br>rasterization: unavailable_off<br>skia_renderer: enabled_on<br>video_decode: unavailable_off<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: unavailable_off|
|Load (avg)|undefined|
|Memory (System)|5.87GB (0.83GB free)|
|Process Argv|--crash-reporter-id ced21870-82c3-4a0c-8d37-f749c37e0e4f|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (3)</summary>

Extension|Author (truncated)|Version
---|---|---
extendscript-debug|Ado|1.1.2
xd|ado|1.2.3
texttojsxbin|mot|0.0.5


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
pythontb:30283811
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
pythondataviewer:30285071
vscod805:30301674
pythonvspyt200:30340761
binariesv615:30325510
vsccppwtct:30382698
bridge0708:30335490
pygetstartedt3:30385195
dockerwalkthru:30377721
bridge0723:30353136
pythonrunftest32:30373476
pythonf5test824:30373475
javagetstartedt:30391933
pythonvspyt187:30373474
vsqsis400:30386382
vsaa593cf:30376535
vssld246:30386377

```

</details>

<!-- generated by issue reporter -->
Repository: flutter
Issue: [Proposal][video_player] Animate VideoProgressIndicator so that it shows the progress smoothly
Labels: c: new feature,p: video_player,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

a bool like `animateProgress` can be used in a non-destructive way to allow the progress to be shown like all modern video players show it.
Right now the progress jumps from a position to another without animation.
Repository: rust
Issue: "one type is more general than the other" error that appears to expect and find the same type
Labels: A-diagnostics,A-lifetimes,E-needs-mcve,D-confusing

<!--
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.
-->

Compiling this program:

```rust
use futures::stream::StreamExt;
use futures::{FutureExt, SinkExt};

fn main() {
    tokio::runtime::Runtime::new().unwrap().spawn(do_stuff());
}

async fn do_stuff() {
    let (mut tx, rx) = futures::channel::mpsc::channel::<u32>(10);
    tokio::spawn(async move {
        tx.send(1).await.unwrap();
    });
    rx.filter_map(|x| {
        println!("received a {}", x);
        std::future::ready(Some(Ok(x))).boxed()
    })
    .forward(futures::sink::drain())
    .await;
}
```

results in the confusing compiler error:

```
error[E0308]: mismatched types
 --> src/main.rs:5:45
  |
5 |     tokio::runtime::Runtime::new().unwrap().spawn(do_stuff());
  |                                             ^^^^^ one type is more general than the other
  |
  = note: expected struct `Pin<Box<dyn futures::Future<Output = Option<Result<u32, Infallible>>> + std::marker::Send>>`
             found struct `Pin<Box<dyn futures::Future<Output = Option<Result<u32, Infallible>>> + std::marker::Send>>`
```

I expected this program to compile and print `received a 1` to stdout.

Doing any of the following will make the program pass compilation (maybe due to how type inference changes?):
- changing `.spawn()` to `.block_on()` in the main function
- removing the `.boxed()` call

### Meta
`rustc --version --verbose`:
```
rustc 1.57.0-nightly (e1e9319d9 2021-10-14)
binary: rustc
commit-hash: e1e9319d93aea755c444c8f8ff863b0936d7a4b6
commit-date: 2021-10-14
host: x86_64-pc-windows-msvc
release: 1.57.0-nightly
LLVM version: 13.0.0
```

This error is also reproducible on the latest stable and latest nightly on the playground.

Playground link: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=cd86e8ecc0289ad192a465214eae3f76
Repository: godot
Issue: Vulkan: VoxelGI doesn't represent environment lighting in reflections (unlike SDFGI)
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0.dev (4651b2ae5)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

Unlike SDFGI, VoxelGI doesn't represent environment lighting in reflections even if **Use Two Bounces** is enabled in VoxelGIData and a high propagation value is used. This results in VoxelGI reflections looking too dark on metallic materials.

This may be linked to https://github.com/godotengine/godot/issues/35200 (and https://github.com/godotengine/godot/pull/35800).

A more extreme example with a bright green ambient color, ambient energy set to `16.0` and Sky Contribution set to `0.0`:

![2021-11-26_00 16 30](https://user-images.githubusercontent.com/180032/143507061-9cfbcb8a-c8d0-40a7-bd58-1c018d5c122b.png)


### VoxelGI

#### DirectionalLight visible

![2021-11-06_20 08 49](https://user-images.githubusercontent.com/180032/140621247-4be234d6-35dc-417d-8042-97da47cc2763.png)

#### DirectionalLight hidden (only environment lighting is used)

![2021-11-06_20 10 06](https://user-images.githubusercontent.com/180032/140621250-719e6404-6341-4fb3-8ec3-4fdd60cd31da.png)

### SDFGI

*SDFGI's **Bounce Feedback** is set to 1.0 to ensure correct display of reflections, as per https://github.com/godotengine/godot/issues/49836.*

#### DirectionalLight visible

![2021-11-06_20 09 33](https://user-images.githubusercontent.com/180032/140621248-da0de152-e327-4888-ac0e-ee8be98be691.png)

#### DirectionalLight hidden (only environment lighting is used)

![2021-11-06_20 09 52](https://user-images.githubusercontent.com/180032/140621249-f39141f3-ac33-4bcd-88d4-9ef59f18939f.png)

### Steps to reproduce

- Add a VoxelGI node and a mesh with **Static** bake mode.
- Add another mesh with a fully reflective material (roughness = 0, metallic = 1). A MeshInstance3D with a SphereMesh works well for this purpose.
- Select the VoxelGI node and click **Bake** at the top of the 3D editor viewport.

### Minimal reproduction project

[global_illumination_1.zip](https://github.com/godotengine/godot/files/7491103/global_illumination_1.zip)
Repository: TypeScript
Issue: Unions of callable types acts differently depending on parameters count
Labels: Needs Investigation

# Bug Report

### 🕗 Version & Regression Information
Typescript version: 4.4.4

### ⏯ Playground Link

[Playground link with relevant code](https://tsplay.dev/wEGV3m)

### 💻 Code

```ts
declare var f1:
    | ((a: string) => void)
    | ((a: any, b: any) => void);
// this type has signature: (a: any, b: any) => void;
// but should be: (a: string, b: any) => void;

// Another example
declare var f2:
    | ((a: string, b: any) => void)
    | ((a: any, b: number) => void);
// this type has signature: (a: any, b: any) => void;
// but should be: (a: string, b: number) => void;
```

### 🙁 Actual behavior

Typescript somehow overrides parameters intersections depending on the number of arguments.
I think this can be related to `TypeFlags.Wildcard` or `TypeFlags.AnyOrUnknown` when passing parameters to `getIntersectionType` at https://github.com/microsoft/TypeScript/pull/29011/files#diff-d9ab6589e714c71e657f601cf30ff51dfc607fc98419bf72e04f6b0fa92cc4b8R6873-R6874

You can read more about calling unions at: https://www.typescriptlang.org/docs/handbook/release-notes/typescript-3-3.html#improved-behavior-for-calling-union-types
Repository: rust
Issue: Constraining `impl` on `const` arguments doesn't provide enough context
Labels: A-diagnostics,T-compiler,A-const-eval,A-const-generics,requires-nightly,D-terse

[Given code using `const` arguments to constraint the applicability of an `impl`](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=781be9f7afd4e1862dc1fe6b60cd2454), we currently give a type error that completely ignores where the bound obligations came from:

```
error[E0308]: mismatched types
  --> src/main.rs:37:24
   |
37 |     println!("{:?}", x + y);
   |                        ^ expected `false`, found `true`
   |
   = note: expected type `false`
              found type `true`
```

This output should be pointing at the obligation chain, closer to [what you get if the failure isn't in a const arg](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=39374a7a28660a1340e0f61a94511504):

```
error[E0277]: the trait bound `I32<{ 2..4 }>: IsTrue` is not satisfied
  --> src/main.rs:35:24
   |
35 |     println!("{:?}", x + y);
   |                        ^ the trait `IsTrue` is not implemented for `I32<{ 2..4 }>`
   |
note: required because of the requirements on the impl of `Add<I32<{ 2..4 }>>` for `I32<{ 0..3 }>`
  --> src/main.rs:23:31
   |
23 | impl<T, const R1: Range<i32>> Add<T> for I32<R1>
   |                               ^^^^^^     ^^^^^^^
```
Repository: yt-dlp
Issue: [TikTok] Ability to retrieve liked videos.
Labels: site-enhancement

### Checklist

- [X] I'm reporting a site feature request
- [X] I've verified that I'm running yt-dlp version **2021.12.27**. ([update instructions](https://github.com/yt-dlp/yt-dlp#update))
- [X] I've checked that all provided URLs are alive and playable in a browser
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues including closed ones. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)
- [X] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and I'm willing to share it if required

### Region

Europe

### Example URLs

[Click here and go to "Liked" tab.](https://www.tiktok.com/@oo.mm0422)


### Description

Hi Team!

Today i'm asking for the ability to retrieve <ins>"Liked"</ins> videos from own profile and others' profiles.

If we try to put in the example link above in yt-dlp, we get the following error but most likely because the user doesn't have <ins>uploaded</ins> videos:

`ERROR: 'NoneType' object is not iterable`

This feature is highly appreciated as it is useful to backup one's own "Liked" videos.
Repository: go
Issue: crypto/tls: the whole http body is read, but an Unexpected EOF is return at the same time
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go1.16.6 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
yes


### What operating system and processor architecture are you using (`go env`)?
amd64 ubuntu


### What did you do?

I just send a http request and use ioutil.ReadAll to read body, all the body is read, but I got an unexpected error at the same time.

May my env is special, I use tcpdump and wareshark the trace the connection, I found that the last packet from server end with part of Alert meg 0x15 0x03 0x03, and later the server send a RST packet. 

After reading golang code, I find out that after the whole body is read, we will check the alert packet. But as the alert packet is not full, will return the Unexpected EOF.

https://github.com/golang/go/blame/9e6ad46bccfa7a63e768236bcd1fd54dab38e4d1/src/crypto/tls/conn.go#L1305

### What did you expect to see?

I think We should add a check here, this error show in resp.Body.Close or next read. 

### What did you see instead?
Repository: godot
Issue: Inspector mesh preview rendering glitch when inspecting mesh with blendshapes
Labels: bug,topic:rendering,topic:editor,confirmed,topic:3d

### Godot version

v3.4.stable.official [206ba70f4]

### System information

Windows 10, GLES3.0, Nvidia GTX 1060 6GB, Nvidia studio driver 471.68

### Issue description

When inspecting a mesh resource, the inspector 3d view will render a mesh with blendhapes in various distorted ways. It seems to render the mesh in randomly broken states (e.g., "slightly distorted arm", "completely exploded", etc.). In the video I keep double-clicking on the mesh resource and the inspector renders randomly distorted meshes.

The included mesh renders normally in the main 3d view. The included meshes without blendshapes render normally in the inspector as well.

According to [https://github.khronos.org/glTF-Validator/](url) the included asset is valid.

https://user-images.githubusercontent.com/91982860/140639284-7a8f20bf-5150-4f04-b2c2-703469c6afc7.mp4

In version 3.3.4 it simply does not render the meshes in the inspector viewport.

### Steps to reproduce

1. Open the included MRP
2. View the "test_character6_body.mesh" resource in the inspector.

### Minimal reproduction project

[blendshapes test.zip](https://github.com/godotengine/godot/files/7492016/blendshapes.test.zip)
Repository: pytorch
Issue: unresolved external symbol "__declspec(dllimport) struct _object * __cdecl THPVariable_Wrap
Labels: module: build,triaged

Does anyone know which library contains the THPVariable_Wrap function? When compiling I always get the same error message:

error LNK2019: unresolved external symbol "__declspec(dllimport) struct _object * __cdecl THPVariable_Wrap(class at::TensorBase)" (__imp_?THPVariable_Wrap@@YAPEAU_object@@VTensorBase@at@@@Z) referenced in function main


cc @malfet @seemethere
Repository: pytorch
Issue: [docs] F.multilabel_soft_margin_loss does not list arg reduction, but lists outdated size_average/reduce (true for other losses as well)
Labels: module: docs,module: nn,triaged,actionable

https://pytorch.org/docs/stable/generated/torch.nn.functional.multilabel_soft_margin_loss.html?highlight=multilabel_soft_margin_loss#torch.nn.functional.multilabel_soft_margin_loss

True for other functional loss doc pages

Also, maybe it's time to remove deprecated arguments `size_average` and `reduced` from the docs

cc @brianjo @mruberry @albanD @jbschlosser @walterddr
Repository: godot
Issue: Control Nodes/_gui_input() do not stop keyboard events (InputEventKey)
Labels: discussion,topic:gui

### Godot version

3.3.4.stable, 3.4.stable

### System information

Windows 10 64-bit, GLES3, Nvidia GTX 1650

### Issue description

My project structure is like this (included project files with more examples) -

- Main
    - Sprite 
    - Menu (ColorRect)

On Main node, I have a script Main.gd. On which I use _unhandled_input(event) -
```
func _ready() -> void:
	$Menu.visible = false

func _unhandled_input(event: InputEvent) -> void:
	if event is InputEventKey:
		if event.pressed and event.scancode == KEY_SPACE:
			$Sprite.global_position.x += 10
	
	if event is InputEventKey:
		if event.pressed and event.scancode == KEY_ESCAPE:
			$Menu.visible = true
```

When running the game, sprite moves if I press the Space key. Which is fine. But when I press the Escape key and open up the Menu (ColorRect) node. Then pressing Space should not move the Sprite. But it does.

To be extra sure, I added a script to ColorRect and stopped event propogation manually -
```
func _gui_input(event: InputEvent) -> void:
	accept_event()
```

And even then the Sprite moved.

**Note**
On the contrary, this does not happen if I use InputEventMouseButton/Motion instead. Everything works fine then.

### Steps to reproduce

The project file I uploaded, has 3 scenes.
 - **InputMouse.tscn** - It shows that clicks are blocked by ColorRect.
 - **InputKey.tscn** - It shows that key presses are not blocked by ColorRect.
 - **InputKeyAlt.tscn** - Similar to InputKey.tscn. With the added logic for manually stopping event propogation. Still events not blocked by ColorRect.

<br>

First scene is for demonstrating everything works fine with mouse inputs.

Only 2nd and 3rd scenes are for reproducing the bug. The steps are same in both -

1. Run the scene.
2. Press space to move the sprite.
3. Sprite moves. It works.
4. Now press escape to turn on the ColorRect node.
5. Press space again.
6. Sprite still moves. Which should not happen.

### Minimal reproduction project

[GUI Input BUG.zip](https://github.com/godotengine/godot/files/7492221/GUI.Input.BUG.zip)
Repository: rust
Issue: rustbuild: `x.py fmt src/tools/rustfmt` doesn't format code in the rustfmt subtree
Labels: E-mentor,T-compiler,T-bootstrap,E-medium,A-rustfmt

`rustfmt`'s tests require its source code to be properly formatted, but when making changes to rustfmt through its subtree in rust-lang/rust, it seems like there's no way to do such formatting automatically.

@jyn514 suggests that `x.py fmt src/tools/rustfmt` should just work and do the formatting, and it's probably just a missing step in `src/bootstrap/fmt.rs` that prevents it from working.
Repository: godot
Issue: Odd behavior in meshes with blendshapes when importing
Labels: bug,topic:editor,confirmed,topic:import,topic:3d

### Godot version

v4.0.dev.calinou [bd31af37b]

### System information

Windows 10, GLES3.0, Nvidia GTX 1060 6GB, Nvidia studio driver 471.68

### Issue description

When importing a glb file, it seems that meshes with blendshapes are not saved as mesh resources, unless the materials are also extracted.  Notice in the video that the "test_character6_body" mesh is not imported/saved in the first attempt. Only when importing a second time with extracted materials does the mesh resource show up in the file dock as a saved mesh resource. While extracting the materials allows the mesh with blendshapes to be saved, the resulting project crashes godot.

https://user-images.githubusercontent.com/91982860/140647699-3133f929-a1dd-47ef-a203-6a3662789ada.mp4




### Steps to reproduce

1. Open the MRP
2. Import the GLB with the advanced importer and save the resources - but without extracting materials
3. Observe that the mesh with blendshapes, "test_character6_body" is not saved
4. Reimport the GLB with the advanced importer and this time extracte the materials
5. Observe that the mesh with blendshapes, "test_character6_body" is now saved
6. Godot crashes

### Minimal reproduction project

[Godot Nightly Blendshapes Import Test pre-import.zip](https://github.com/godotengine/godot/files/7492387/Godot.Nightly.Blendshapes.Import.Test.pre-import.zip)
Repository: deno
Issue: fmt: group multiple imports from same file
Labels: cli,suggestion,deno fmt

```ts
import { error } from "https://deno.land/std@0.105.0/log/mod.ts";
import { info } from "https://deno.land/std@0.105.0/log/mod.ts";
```
should turn into:
```ts
import { error, info } from "https://deno.land/std@0.105.0/log/mod.ts";
```

this would be consistent with how vscode's `source.organizeImports` option works
Repository: pytorch
Issue: Error when using torch.fx on bert
Labels: triaged,module: fx

I am trying to use symbolic_trace on bert model and getting this error:
```
Traceback (most recent call last):
File "/workspace/fuse/hugging_face_competiton/train.py", line 196, in <module>
    model = fusion.fuse(model)
  File "/workspace/fuse/hugging_face_competiton/fusion.py", line 72, in fuse
    fx_model = fx.symbolic_trace(model)
  File "/root/miniconda3/lib/python3.9/site-packages/torch/fx/symbolic_trace.py", line 858, in symbolic_trace
    graph = tracer.trace(root, concrete_args)
  File "/root/miniconda3/lib/python3.9/site-packages/torch/fx/symbolic_trace.py", line 570, in trace
    self.create_node('output', 'output', (self.create_arg(fn(*args)),), {},
  File "/root/miniconda3/lib/python3.9/site-packages/transformers/models/bert/modeling_bert.py", line 941, in forward
    raise ValueError("You cannot specify both input_ids and inputs_embeds at the same time")
ValueError: You cannot specify both input_ids and inputs_embeds at the same time
```
## Model
```
    configuration = BertConfig(hidden_size=args.hidden_size, num_hidden_layers=args.num_hidden_layers,
                               num_attention_heads=args.num_attention_heads, intermediate_size=4 * args.hidden_size)
    model = BertModel(configuration).cuda()
    model.eval()
    fused_model = fusion.fuse(model)
```
Is it because of fx use Proxies as the input and cause this conflict?
And any help on how to run this correctly is appreciated. Thanks