sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: EditorImporterTexturePlugin to tweak how textures are imported
Labels: enhancement,discussion,topic:plugin,topic:import

As discussed with @reduz on IRC, there could be a EditorImporterTexturePlugin API to allow tweaking the texture import process, and do things like changing how mipmaps are computed, before compression takes on.

The initial use case I have is the use of a splatmap with a repeating texture. Over the distance, it looks really bad:
![image](https://user-images.githubusercontent.com/1311555/50047572-d1c2eb80-00af-11e9-910a-6b978ebf2ab0.png)

I tried changing the bias of mipmaps, but it also looks bad, and for some reasons mipmaps don't converge to a single color:
![image](https://user-images.githubusercontent.com/1311555/50047582-f74ff500-00af-11e9-83fd-64338ceccb36.png)

So instead, I decided to blend towards a solid color, taken from the center of the highest mip. This looks a lot better:
![image](https://user-images.githubusercontent.com/1311555/50047624-fcfa0a80-00b0-11e9-949e-2122ed48b377.png)

Unfortunately, doing this has a pretty high cost, because it doubles the required texture fetches in a shader that already has a lot to do. So I figured out a very nice alternative would be to bake that color blend into the mipmaps themselves, resulting in that fix being free and nicely integrated.
Doing that requires to alter the texture importing process, and that's where such API would be needed.

Also, as @Calinou mentionned, there are other effects depending on custom mipmaps, mentionned here https://www.youtube.com/watch?v=exp1Yrxt50A (8:00)

And this could even make channel packing easier, which I currently achieve manually by making this plugin: https://godotengine.org/asset-library/asset/230
Repository: godot
Issue: Changes to shader parameters are not taken into account with Sync Scene Changes
Labels: discussion,topic:editor

**Godot version:**
official Godot 3.1 alpha3 windows10 x64


**OS/device including version:**
Acer Aspire 114-31 Intel HD 500 driver 25.20.100.6326


**Issue description:**
I`m not sure if this a bug but shader parameters in Inspector are not updated in running game while "Sync Scene Changes" under Debug menu is Enabled although tool tip says "any scene changes".


**Steps to reproduce:**
select "Sprite" Node
in Inspector Material->Shader->Shader Param


**Minimal reproduction project:**
[Shaders Basics 2D.zip](https://github.com/godotengine/godot/files/2683092/Shaders.Basics.2D.zip)
Repository: TypeScript
Issue: tsserver: deprecate getSupportedCodeFixes, add fixable property to Diagnostic
Labels: Suggestion,In Discussion,API,Domain: Quick Fixes

This proposes an alternative to #29010. Making `getSupportedCodeFixes` proxy-able by plugins means the client has to request the list of fixable error codes for each file - and theoretically everytime the program is updated (because the configuration of a plugin could have changed).

Could we instead just add a new property `fixable` to `Diagnostic`?
That makes `getSupportedCodeFixes` obsolete. Fixable error codes no longer need to be known in advance, which would also resolve #28990.
Repository: go
Issue: cmd/compile: use bit tests for binary search in type switches
Labels: Performance,compiler/runtime

Consider a large type switch with constant (non-interface) cases, like:

```go
package p

func f(e interface{}) int {
	switch e.(type) {
	case int:
		return 0
	case bool:
		return 1
	case byte:
		return 2
	case uint16:
		return 3
	case string:
		return 4
	}
	return 5
}
```

The generated code does a binary search using `<` over hashes for the type cases. However, the actual values, being hashes, are large, so the generated code contains large constants for doing the comparisons. Using 1.11 for the above code, here's an excerpt from the middle:

```
	0x000a 00010 (type_switch_opt.go:7)	MOVL	16(AX), CX
	0x000d 00013 (type_switch_opt.go:7)	CMPL	CX, $1715356255
	0x0013 00019 (type_switch_opt.go:7)	JHI	99
	0x0015 00021 (type_switch_opt.go:7)	CMPL	CX, $335480517
	0x001b 00027 (type_switch_opt.go:7)	JNE	91
```

But since the constants are know to be hashes, we could do our binary search using bit tests instead: First split on whether hash&1 != 0, then the second bit, and so on as needed. This should afford a shorter instruction encoding and perhaps even faster execution. (This might need to apply to only some architectures; investigation required.) It would be a good idea to confirm at compile time that the bit test will do a good job of splitting the inputs (almost) in half, and moving on to higher bits if the candidate bit doesn't work well.
Repository: godot
Issue: Export browse can open in non-existent folder
Labels: enhancement,topic:editor,usability

Godot 3.1 alpha 3
Windows 10 x64

If you export a project into a folder, and then delete that folder, then try to export the project again, then browse within the export dialog will open into the folder that had been deleted. If you then try to export the project within this non-existent folder, Godot fails out with a warning message that it couldn't write to the folder.

Maybe best to have Godot export browse dialog open to the next closest existing parent directory, or default to the root of the project folder if the last export folder is non-existent.
Repository: neovim
Issue: Messages related to `Ctrl-X` are displayed on stderr
Labels: io,system,display

Messages related to `Ctrl-X` are displayed on stderr always.

Given:

```vim
new
normal! iword1
normal! oword2

function! s:close_pum(...)
  call feedkeys("\<c-e>\<esc>")
endfunction

call timer_start(10, 's:close_pum')
call feedkeys("oword\<C-p>", 'x!')
```

```
% nvim -u t-nvim-displays-ctrlx-msg.vim -ccq
Scanning tags.-- Keyword completion (^N^P) match 1 of 2Press ENTER or type command to continue

% nvim -u t-nvim-displays-ctrlx-msg.vim -ccq --headless
Scanning tags.-- Keyword completion (^N^P) match 1 of 2%
```

With `noshowmode` it still displays `Scanning tags.match 1 of 2`.

`silent` can be used with `call feedkeys(…)` to work around this, but those messages should not be displayed on stderr in the first place, especially with `--headless`.


NVIM v0.3.2-1015-gaec096fc5
Repository: godot
Issue: Godot crashes when trying creating an import file whose name would be longer than the filesystem would allow
Labels: bug,platform:windows,discussion,confirmed,topic:import

Godot 3.1 alpha 3
Windows 10 x64

Windows apparently won't allow file names to be longer than a set length. Godot automatically creates import files in the .import directory when an image is found in the project directory. If the file that would automatically be created would have a file name longer than Windows would allow, then Godot crashes.

Steps to reproduce:
In the project folder, add an image file. Change the file name to be as long as Windows will allow (put a bunch of dummy text in the file name until Windows forces no more characters from being added to the name). As soon as Windows accepts the new name, Godot crashes when trying to import the file.
Repository: godot
Issue: Code completion in get_node or $ doesn't work for sibling or higher nodes
Labels: enhancement,discussion,topic:gdscript,topic:editor,usability

Godot 3.1 alpha 3
Windows 10 x64

When using the `get_node` function, the code editor will offer autocomplete for all the nodes descending from the node that possesses the script in the scene. This is nice, but no code completion is offered for sibling nodes or further up the ancestry.

For example
`get_node("../siblingNode")`

won't offer autocomplete for "siblingNode" after "../" has been written.

Is this because there are possibly many ancestors, siblings, and so on, and so the list of strings would often be very long right out the gate with `get_node(`? Can instead the list of siblings appear only once this much has been written: `get_node("../` , or would that require too much rework of the code completion system?

It would be a nice QOL improvement to be able to more quickly reference these nodes with get_node and $, not worry about spelling them incorrectly, and not feel like I had already misspelled something just because the autocomplete turned off.
Repository: go
Issue: os: consider syscall.EEXIST in os.IsExist
Labels: OS-Windows,NeedsInvestigation

Note that I'm not very categorical in my issue title, but this debugging of a [subtle Afero file system bug](https://github.com/spf13/afero/pull/190) has given me enough gray hairs to at least deserve an issue/discussion.

The program below runs fine on *nix but fails on Windows (it compiles fine):

```go
package main

import (
	"log"
	"os"
	"syscall"
)

func main() {
	if !os.IsExist(syscall.EEXIST) {
		log.Fatal("failed")
	}
}
```

I assume that `syscall.EEXIST` will never happen on Windows, and then it should probably also not be defined for Windows. I guess that ship has sailed, but you should then consider to expand `os.IsExist` on Windows to also include this error. Because there may be other people creating file system abstractions that can be bitten by this.

/cc @spf13
Repository: TypeScript
Issue: The type of Document.documentElement could be SVGSVGElement
Labels: Suggestion,Revisit

Currently, the type of `Document.documentElement` is `HTMLElement`:

https://github.com/Microsoft/TypeScript/blob/4d74f67325d305f52a2b00b4f30b5a4f3210c649/lib/lib.dom.d.ts#L4124

But it is possible for a `Document`’s `documentElement` property to be of type `SVGSVGElement` which is not a subtype of `HTMLElement`:

Try to run the following code:

```js
const d = (new DOMParser()).parseFromString('<svg xmlns="http://www.w3.org/2000/svg"></svg>', 'image/svg+xml');
const k = (d instanceof Document) && (d.documentElement instanceof SVGSVGElement);
```

the value of `k` should be `true`.

Also, why isn’t there a `SVGDocument` in TypeScript?
Repository: pytorch
Issue: index_add_ with scalar values instead of tensors
Labels: triaged,enhancement,module: advanced indexing

Hi, I was wondering whether we could update functions like `index_add_(dim, index, tensor)` so that the third argument (`tensor`) can also be a scalar value?
Repository: angular
Issue: Expose matched component inside EmptyOutletComponent
Labels: type: bug/fix,freq3: high,area: router,state: has PR,state: confirmed,P3

<!--🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅

Oh hi there! 😄 

To expedite issue processing please search open and closed issues before submitting a new one.
Existing issues often contain information about workarounds, resolution, or progress updates.

🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅-->


# 🚀 feature request

### Relevant Package
<!-- Can you pin-point one or more @angular/* packages the are relevant for this feature request? -->
<!-- ✍️edit: --> This feature request is for @angular/router


### Description
<!-- ✍️--> First, big thanks for https://github.com/angular/angular/pull/23459 and fixing the issue of supporting lazy loaded aux routes. The introduction of the EmptyOutletComponent indeed fixes the issue, however I noticed a missing capability, which is that we can no longer get reference to the *true* activated component. i.e. When using the (activate) event on router-outlet to get reference to the component instance in the outlet, these named outlets now return an EmptyOutletComponent (correctly) and there is no way to easily get the instance of the actual underlying activated component. It would be nice if we could additionally have a way to get a reference to the router matched component instead of or in addition to the empty outlet component.


### Describe the solution you'd like
<!-- ✍️--> Simply emit the underlying router matched component INSTEAD of the the EmptyOutletComponent so that developers using the (activate) event on their named outlet will get the expected component instead of an EmptyOutletComponent reference.



### Describe alternatives you've considered
<!-- ✍️--> An alternative solution would be to simply merge activate events from the router outlet inside the empty outlet component into the man named outlet's activate events and have developers filter for the one that they want (e.g. type of component != EmptyOutletComponent)
Repository: rust
Issue: OOM on MIPS 32-bit
Labels: C-enhancement,O-MIPS,T-compiler,I-compilemem

We previous successfully did a native-compilation of mips rustc 1.30.0 here:

https://buildd.debian.org/status/fetch.php?pkg=rustc&arch=mips&ver=1.30.0%2Bdfsg1-2%2Bb1&stamp=1541331217&raw=0

It was compiling itself using a previously-cross-compiled 1.30.0 rustc mips, cross-compiled from amd64. Only 14 tests failed out of the whole test suite, so we're now shipping it in Debian.

However the build for 1.31.0 is running out of memory in LLVM on stage 1:

https://buildd.debian.org/status/fetch.php?pkg=rustc&arch=mips&ver=1.31.0%2Bdfsg1-1%7Eexp2&stamp=1544918153&raw=0
Repository: TypeScript
Issue: Type JS's `arguments` object based on function parameters
Labels: Suggestion,In Discussion

## Search Terms
type "arguments" object parameters

## Suggestion

Within a function `x`, the type of the `arguments` object should be `Parameters<typeof x> & IArguments`, with `undefined` removed from the type of any entries in `Parameters<typeof x>` if that parameter has a default value.

## Use Cases

```
class A {
   fn(it: number) { return true; }
}

class B extends A {
  fn(it: number) {
    // this shouldn't error, because arguments must be at least length 1.
    // instead we get ERROR: Expected 1 arguments, but got 0 or more.
    return super.fn(...arguments); 
  }
}
```

## Checklist

My suggestion meets these guidelines:

* [?] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: youtube-dl
Issue: request: daricbennet.com
Labels: account-needed


### Make sure you are using the *latest* version: run `youtube-dl --version` and ensure your version is *2018.12.17*. If it's not, read [this FAQ entry](https://github.com/rg3/youtube-dl/blob/master/README.md#how-do-i-update-youtube-dl) and update. Issues with outdated version will be rejected.
- [x] I've **verified** and **I assure** that I'm running youtube-dl **2018.12.17**

### Before submitting an *issue* make sure you have:
- [x] At least skimmed through the [README](https://github.com/rg3/youtube-dl/blob/master/README.md), **most notably** the [FAQ](https://github.com/rg3/youtube-dl#faq) and [BUGS](https://github.com/rg3/youtube-dl#bugs) sections
- [ x [Searched](https://github.com/rg3/youtube-dl/search?type=Issues) the bugtracker for similar issues including closed ones
- [x] Checked that provided video/audio/playlist URLs (if any) are alive and playable in a browser

### What is the purpose of your *issue*?
- [ ] Bug report (encountered problems with youtube-dl)
- [ ] Site support request (request for adding support for a new site)
- [x] Feature request (request for a new functionality)
- [ ] Question
- [ ] Other

---

### The following sections concretize particular purposed issues, you can erase any section (the contents between triple ---) not applicable to your *issue*

---

### If the purpose of this *issue* is a *site support request* please provide all kinds of example URLs support for which should be included (replace following example URLs by **yours**):
- Single video: https://daricbennett.com/courses/slap-course/#slapping-picking-transition
- Playlist: https://daricbennett.com/courses/slap-course/

---

### Description of your *issue*, suggested solution and other information

Add support for downloading videos from daricbennet.com bass lessons
Repository: pytorch
Issue: [caffe2] Installation problem on OSX
Labels: caffe2

## 📚 Documentation
First I tried installing using pip into a Python 3.7 environment. That mostly worked, except the Loading_Pretrained_Models tutorials failed. Apparently it uses a python2 module. Maybe put a disclaimer at the installation guide that Python2 (2.7??) is the supported target platform. Since there was no such restriction I went with latest.

Next up I tried using conda (miniconda) and that failed even sooner:
$ conda install pytorch-nightly-cpu -c pytorch
Solving environment: failed
PackagesNotFoundError: The following packages are not available from current channels:
  - pytorch-nightly-cpu

This is the kind of poorly tested functionality I have come to expect from Tensorflow. Since Caffe2 claims to be easy and production-ready, the documentation should clearly address all required steps to get to at least an initial working setup.
Repository: pytorch
Issue: linked error of Pytorch 1.0 release 
Labels: module: build,triaged,module: macos

## 🐛 Bug

## To Reproduce

Steps to reproduce the behavior:

1. download pytorch to local
2. Disable USE_DISTRIBUTE=NO
3. MACOSX_DEPLOYMENT_TARGET=10.13 CC=clang CXX=clang++  python setup.py bdist_wheel
4. install compiled library under dist/ folder

## Environment

 - PyTorch Version (e.g., 1.0): 1.0
 - OS (e.g., Linux): macOS
 - How you installed PyTorch (`conda`, `pip`, source): conda
 - Build command you used (if compiling from source): MACOSX_DEPLOYMENT_TARGET=10.13 CC=clang CXX=clang++  python setup.py bdist_wheel
 - Python version: 3.6.7
 - CUDA/cuDNN version: 9.2
 - GPU models and configuration: Nvidia 1080T
 - Xcode 8.3.2 with command line

## Error as follow:
```python
In [1]: import torch                                                                                                                                                                                      
---------------------------------------------------------------------------
ImportError                              Traceback (most recent call last)
<ipython-input-1-eb42ca6e4af3> in <module>
----> 1 import torch
~/miniconda3/lib/python3.6/site-packages/torch/__init__.py in <module>
     82    pass
     83 
---> 84 from torch._C import *
     85 
     86 __all__ += [name for name in dir(_C)
ImportError: dlopen(/Users/llv23/miniconda3/lib/python3.6/site-packages/torch/_C.cpython-36m-darwin.so, 9): Symbol not found: _ompi_mpi_char
  Referenced from: /Users/llv23/miniconda3/lib/python3.6/site-packages/torch/lib/libtorch_python.dylib
  Expected in: flat namespace
 in /Users/llv23/miniconda3/lib/python3.6/site-packages/torch/lib/libtorch_python.dylib
```
Repository: flutter
Issue: analyze --watch output emphasizes warns and deemphasizes errors via the choice of indent
Labels: tool,a: first hour,P2,team-tool,triaged-tool

The wrapping makes the analyzer output hard to read with a narrow(ish) window size:

```
Analyzing /home/ianh/dev/cruisemonkey...                        155ms

warning • This function has a return type of 'Future<void>', but doesn't end with a return
statement • test/logic/cruise_model_test.dart:171:3 • missing_return
  error • Undefined class 'Seamail' • test/logic/cruise_model_test.dart:173:5 •
  undefined_class
  error • 'TestTwitarr.newSeamail' ('(Credentials, dynamic, PhotoManager, Set<User>, String,
  String) → Progress<dynamic>') isn't a valid override of 'Twitarr.newSeamail' ('(Credentials,
  Seamail, PhotoManager, Set<User>, String, String) → Progress<SeamailThread>') •
  test/logic/cruise_model_test.dart:180:3 • invalid_override
warning • This function has a return type of 'Progress', but doesn't end with a return
statement • test/logic/cruise_model_test.dart:181:3 • missing_return
  error • The name 'SeamailThread' isn't a type so it can't be used as a type argument •
  test/logic/cruise_model_test.dart:181:12 • non_type_as_type_argument
  error • Undefined class 'Seamail' • test/logic/cruise_model_test.dart:183:5 •
  undefined_class
  error • 'TestTwitarr.fetchProfilePicture' ('(String) → Progress<dynamic>') isn't a valid
  override of 'Twitarr.fetchProfilePicture' ('(String) → Progress<Uint8List>') •
  test/logic/cruise_model_test.dart:192:3 • invalid_override
warning • This function has a return type of 'Progress', but doesn't end with a return
statement • test/logic/cruise_model_test.dart:193:3 • missing_return
  error • The name 'Uint8List' isn't a type so it can't be used as a type argument •
  test/logic/cruise_model_test.dart:193:12 • non_type_as_type_argument
warning • This function has a return type of 'Progress<List<User>>', but doesn't end with a
return statement • test/logic/cruise_model_test.dart:198:3 • missing_return
  error • Missing concrete implementations of CruiseModel.avatarFor, CruiseModel.getUserList,
  CruiseModel.heardAboutUserPhoto, CruiseModel.newSeamail and 5 more • test/mocks.dart:124:7 •
  non_abstract_class_inherits_abstract_member_five_plus
  error • Missing concrete implementations of CruiseModel.avatarFor, CruiseModel.getUserList,
  CruiseModel.heardAboutUserPhoto, CruiseModel.newSeamail and 5 more •
  test/views/settings_test.dart:44:7 • non_abstract_class_inherits_abstract_member_five_plus
12 issues found (5 fixed) • analyzed 1 file in 0.19 seconds
```

In particular, the way that error lines wrap differently than warning lines is especially egregious, I think.

cc @gspencergoog, @devoncarew
Repository: pytorch
Issue: manylinux2014 compatible wheels
Labels: module: build,triaged

Because of hard-constraints around requiring CUDA, we didn't ever correctly produce manylinux1 compatible wheels (manylinux1 = CentOS5 environment, but CUDA requires atleast CentOS6).

We also had issues wrt statically linking stdc++ correctly. We've had several 10s of bugs filed because of doing these hacks wrong: https://github.com/pytorch/pytorch/issues/5400 https://github.com/pytorch/pytorch/issues/3111 https://github.com/pytorch/pytorch/issues/5876 https://github.com/pytorch/pytorch/issues/926 https://github.com/pytorch/pytorch/issues/595 https://github.com/pytorch/pytorch/issues/4101

Revisit producing standards-compatible wheels based on manylinux2010, which is based on CentOS6 (which CUDA supports for now): https://www.python.org/dev/peps/pep-0571/

To correctly statically link to stdc++, see if some of the things that Apache Arrow does would fix the underlying issues for us: https://github.com/apache/arrow/blob/master/cpp/src/arrow/symbols.map

Do check that the issues I described in https://github.com/pytorch/pytorch/issues/5400#issuecomment-369428125 are resolved