sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: deno
Issue: excessive readlink syscalls on startup when running with require('npm:express')
Labels: bug,cli

when i run this simple application on Ubuntu 22.04, importing 'npm:express', deno seems to be doing 21147 (exactly same number every time) readlink syscalls at startup, with 21145 failures. looks like module cache gets into some kind of loop and keeps making this series of calls over and over again.

it doesn't have much performance impact but seems to indicate a bug somewhere.

it happens whether run on a normal user account or as root, on bare metal and inside docker. when it happens, the terminal is completely locked up and won't respond to CTRL+C, indicating it is in some kind of busy loop.

This needs some further investigation as I cannot reproduce locally on Ubuntu 18.04. Possibly could be related to newer kernel/OS.

## Deno Version
```
deno 1.28.1 (release, x86_64-unknown-linux-gnu)
v8 10.9.194.1
typescript 4.8.3
```

## OS
```
Linux f939b7944f45 5.15.0-33-generic #34-Ubuntu SMP Wed May 18 13:34:26 UTC 2022 x86_64 GNU/Linux
```
## Reproduction
```
import express from "npm:express";

const app = express();

app.get("/", (_req, res) => {
  res.send("Hello World");
});

app.listen(7001, () => {
  console.log(`Server running at http://localhost:7001/`);
});
```

run with
```
strace -e readlink deno run -A app.js
```

## Log
```
readlink("/root", 0x7fff93417230, 1023) = -1 EINVAL (Invalid argument)
readlink("/root/.cache", 0x7fff93417230, 1023) = -1 EINVAL (Invalid argument)
readlink("/root/.cache/deno", 0x7fff93417230, 1023) = -1 EINVAL (Invalid argument)
readlink("/root/.cache/deno/npm", 0x7fff93417230, 1023) = -1 EINVAL (Invalid argument)
readlink("/root/.cache/deno/npm/registry.npmjs.org", 0x7fff93417230, 1023) = -1 EINVAL (Invalid argument)
readlink("/root", 0x7fff93417230, 1023) = -1 EINVAL (Invalid argument)
readlink("/root/.cache", 0x7fff93417230, 1023) = -1 EINVAL (Invalid argument)
readlink("/root/.cache/deno", 0x7fff93417230, 1023) = -1 EINVAL (Invalid argument)
readlink("/root/.cache/deno/npm", 0x7fff93417230, 1023) = -1 EINVAL (Invalid argument)
readlink("/root/.cache/deno/npm/registry.npmjs.org", 0x7fff93417230, 1023) = -1 EINVAL (Invalid argument)
readlink("/root/.cache/deno/npm/registry.npmjs.org/depd", 0x7fff93417230, 1023) = -1 EINVAL (Invalid argument)
readlink("/root/.cache/deno/npm/registry.npmjs.org/depd/2.0.0.js", 0x7fff93417230, 1023) = -1 ENOENT (No such file or directory)
```
Repository: godot
Issue: Control nodes whose process_mode results in them being paused can grab focus and visually respond to mouse-over
Labels: bug,usability,topic:gui

### Godot version

v4.0.beta5.official.89a33d28f

### System information

Kubuntu 20.04

### Issue description

Control nodes whose `process_mode` setting set in such a way that they are paused(such as by directly setting them to DISABLED, or INHERIT when their parent is set to DISABLED) can still grab focus, be navigated to from active neighbor controls, and respond visually to mouse-over(E.G. as with buttons). While paused they are non-functional in terms of signals and other scripts, but there is no indication to the user that they are disabled.
Ideally, common programming design dictates that disabled control elements should have a distinct appearance to the user to indicate that interaction with them is not possible/meaningful, but there doesn't appear to be a convenient way to do this in the current features. More importantly, it shouldn't be possible for them to grab focus or be navigated to.

### Steps to reproduce

Create a project with a Button control and set its `process_mode` to DISABLED. Notice that it still grabs focus visually behaves as if it can be clicked.

### Minimal reproduction project

[ui_bug_min.zip](https://github.com/godotengine/godot/files/10050744/ui_bug_min.zip)
Repository: go
Issue: cmd/go: build fails when using GIT_DIR environment variable
Labels: NeedsInvestigation,GoCommand

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.19.1 darwin/arm64
</pre>

### Does this issue reproduce with the latest release?

yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="arm64"
GOBIN=""
GOCACHE="/Users/...../Library/Caches/go-build"
GOENV="/Users/...../Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="arm64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/...../go/pkg/mod"
GOOS="darwin"
GOPATH="/Users/..../go"
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/opt/homebrew/Cellar/go/1.19.1/libexec"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/opt/homebrew/Cellar/go/1.19.1/libexec/pkg/tool/darwin_arm64"
GOVCS=""
GOVERSION="go1.19.1"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="..../go.mod"
GOWORK=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -arch arm64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/0y/6l073n8s6gj4gzqccdtb009h3rtc0w/T/go-build757008333=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

Create a project with the `.git` folder being renamed as `testgit` instead of the default `.git`.
All git operations function normally as long as GIT_DIR=testgit is passed through the environment.
Try to build the project using

```bash
env GIT_DIR=testgit go build ./...
```

### What did you expect to see?

Success building project

### What did you see instead?
```bash
error obtaining VCS status: exit status 128
	Use -buildvcs=false to disable VCS stamping.
```


Looks like `go build` is not considering that the git directory may have been overriden using GIT_DIR. 
If I rename my `testgit` folder to the default `.git` and do not use `GIT_DIR` environment variable, `go build ./...` succeeds.
Repository: godot
Issue: glTF `.import` files include slice information for 256 slices, if any animation options are set
Labels: bug,confirmed,topic:import,high priority,topic:animation,topic:3d,performance

### Godot version

v4.0.beta.custom_build [98da707df]

### System information

Fedora 36

### Issue description

If any options are changed for animation imports, such as changing the loop mode or saving to file, without setting up slicing, Godot adds empty slice data to `.import` files. It lists empty slice information for 256 slices, generating seven lines for each. This results in `.import` files that are megabytes in size and needlessly difficult to version control.

### Steps to reproduce

1. Add a glTF file with animations to a project
2. In the advanced scene importer, change the loop mode of one of the animations or set it to save to file (without enabling slicing)
3. The `.import` file now contains
```
"slice_1/end_frame": 0,
"slice_1/loop_mode": 0,
"slice_1/name": "",
"slice_1/save_to_file/enabled": false,
"slice_1/save_to_file/keep_custom_tracks": false,
"slice_1/save_to_file/path": "",
"slice_1/start_frame": 0,
. . .
```
repeated 256 times. On an animation library with a decent number of animations, this makes the file several megabytes.

### Minimal reproduction project

[AnimationSlices.zip](https://github.com/godotengine/godot/files/10050799/AnimationSlices.zip)
The `.import` file in this project is 57.6 kilobytes, before enabling looping on its animation it was only 659 bytes.
Repository: godot
Issue: rotating Spatial nodes by radians has a drift
Labels: discussion,topic:3d

### Godot version

3.5.1.stable

### System information

Windows 10

### Issue description

Spatial node has rotate functions, which expect radians instead of degrees.

Rotating by specific amounts is affected by an accumulating drift. 

For example, if you are rotating by 1.5708 radians (approximately 90 degrees), there is a drift of around 0.001.

If you imagine a game where the dev wants rotations to be specific, such as 8 directions. A player playing for a couple of hours could result in noticeable rotation drifts (>1 degrees).

This issue can be worked around by using the set_rotation_degrees and get_rotation_degrees.
Alternatively you can clamp/round values after rotating with radians but you'll likely end up using set_rotation_degrees/get_rotation_degrees in your clamp/rounding code anyways.

If this is unavoidable when rotating with radians then maybe APIs for rotating with degrees should be provided?
I mean I imagine that the current rotation APIs are convenience functions to use in place of get/set rotation.

### Steps to reproduce

Implement code to rotate a spatial node.
Here's the code I was using, it uses the input map with keys e and q for rotating.
```
func _unhandled_input(event):
	if event is InputEventKey and event.pressed:
		if event.physical_scancode == KEY_E:
			rotate_y(NINETY_DEGREES)
		elif event.physical_scancode == KEY_Q:
			rotate_y(-NINETY_DEGREES)
```

Play and use remote debugger, press and hold e or q for a few seconds and see drift beginning to accumulate.

### Minimal reproduction project

N/A (See code example in Steps to reproduce)
Repository: flutter
Issue: Flutter's should publish the pipeline clock so production code can work in tests
Labels: a: tests,c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

Various app behaviors depend upon the passage of time. Flutter should publish its pipeline clock so that apps can implement duration behavior in a way that also works with Flutter's test system.

I'm currently trying to track the passage of time in gesture callbacks. There are a few ways I might track the passage of time:

```dart
void onScaleStart(details) {
  // Record the DateTime when the gesture begins
  _startTime = DateTime.now();

  // Start a ticker and watch time go by
  _ticker.start();

  // Grab the current frame time stamp
  _startFrameTimestamp = SchedulerBinding.instance.currentFrameTimeStamp;
}

void onScaleEnd(details) {
  // Check the DateTime difference
  final dateTimeDelta = DateTime.now().difference(_startTime);

  // Use the elapsed ticker time
  final tickerDelta = _elapsedTickerTime;

  // Check the frame time stamp difference
  final frameTimestampDelta = SchedulerBinding.instance.currentFrameTimeStamp - _startFrameTimestamp;
}
```

Each of these approaches have problems.

**DateTime difference** - DateTime isn't impacted by Flutter's `pump()` behavior. To use this approach, developers need to wrap `DateTime` with a mockable version, and then find a way to connect that mockable version to all frame pumps in Flutter's test system. This is complicated by called to `pumpAndSettle()`, which might pump hundreds of frames without an opportunity to update the mock.

**Ticker duration** - Based on my experimentation, `Ticker`s run at different times from gesture callbacks. I'm getting a bunch of gesture callbacks, followed by a series of `Ticker` callbacks. As a result, all my gesture events think they happen at the same time.

**Current frame time** - Flutter's current frame time is only available in the middle of a frame. It's not available after that frame. So this approach fails, completely.

In my particular use-case, the root problem is that Flutter publishes timing information with pointer events, but gesture detectors don't pass that information on to their callbacks. Therefore, it becomes my responsibility to recover that timing information. I've only come up with the approaches above.

In theory, Flutter's pipeline could publish its arbitrary clock time. That clock time is what Flutter developers care about everywhere except actual dates and times. If Flutter published that time, then Flutter developers could switch to that clock for situations that care about time deltas.
Repository: flutter
Issue: Flutter falls back to system fonts rendering a specific font, where Chromium and Firefox don't
Labels: engine,a: typography,has reproducible steps,P2,found in release: 3.3,found in release: 3.6,team-engine,triaged-engine

## Steps to Reproduce

<!-- Please include full steps to reproduce so that we can reproduce the problem. -->

1. Set up a basic Flutter project with the files/directories indicated below
2. Run `main.dart` (not sure what command does this - the IntelliJ Flutter plugin just allows me to run the file)

**Expected results:**
![image](https://user-images.githubusercontent.com/84750707/202935589-eae9ca70-b0e4-472f-b34b-8b0455262491.png)

Shows up correctly in Apple Font Book as well:
![image](https://user-images.githubusercontent.com/84750707/202937087-cc74d64d-f622-49be-9de2-c6190b69c394.png)

**Actual results:**
![image](https://user-images.githubusercontent.com/84750707/202935498-e87e9ae7-0c11-41ba-91f6-8ec6463f7b1f.png)

Interestingly, Safari (Webkit) renders using system fonts, too.

## Project files

fonts/Abigail.ttf
See https://fontsgeek.com/fonts/ABIGAIL-Regular

lib/main.dart
```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: const MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  const MyHomePage({Key? key, required this.title}) : super(key: key);
  final String title;

  @override
  State<MyHomePage> createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: Text(widget.title),
      ),
      body: Center(
        child: Column(
          mainAxisAlignment: MainAxisAlignment.center,
          children: <Widget>[
            Text(
              'Abigail',
              style: TextStyle(
                fontFamily: "Abigail",
                fontFamilyFallback: null,
                fontSize: 40
              ),
            ),
          ],
        ),
      ),
    );
  }
}
```

pubspec.yaml:
```yaml
name: flutter_test
description: A test Flutter project.
publish_to: 'none'
version: 1.0.0+1
environment:
  sdk: ">=2.16.2 <3.0.0"
dependencies:
  flutter:
    sdk: flutter
dev_dependencies:
  flutter_test:
    sdk: flutter  
flutter:
  fonts:
    - family: Abigail
      fonts:
        - asset: fonts/Abigail.ttf
```

Also, this HTML snippet can be used to verify correct font rendering behaviour in Chromium, Firefox:
```html
<style type="text/css">
@font-face {
    font-family: "ABIGAIL Regular";
    src: url(Abigail.ttf) format("truetype");
}
p.customfont { 
    font-family: "ABIGAIL Regular", Verdana, Tahoma;
    font-size: 48;
}
</style>
<p class="customfont">Abigail</p>
```
Repository: pytorch
Issue: Edge case: CPU bool abs is not supported
Labels: triaged,module: numpy,module: edge cases

### 🐛 Describe the bug

Test on the CPU:

    import torch
    m = torch.nn.Softsign()
    input = torch.randint(0, 2, [2], dtype=torch.bool)
    print(m(input))

result:RuntimeError: "abs_cpu" not implemented for 'Bool'


Test on the GPU:

    import torch
    m = torch.nn.Softsign().cuda()
    input = torch.randint(0, 2, [2], dtype=torch.bool).cuda()
    print(m(input))

result: tensor([0.5000, 0.0000], device='cuda:0')

When torch.nn.Softsign runs on the CPU, it will throw an exception of "abs_cpu" not implemented for 'Bool', but on the GPU, it can run normally.

The same situation exists for torch.nn.functional.softsign.

### Versions

pytorch: 1.8
Python version: 3.8
CUDA/cuDNN version: cuDNN 11.3
GPU models and configuration: RTX3060
Operating System：Windows

cc @mruberry @rgommers @albanD @jbschlosser @walterddr @kshitij12345 @saketh-are
Repository: pytorch
Issue: torch.nn.TransformerEncoderLayer missing exception description information.
Labels: module: nn,module: error checking,triaged

### 🐛 Describe the bug

    import torch
    encoder_layer = torch.nn.TransformerEncoderLayer(d_model=52, nhead=1)
    src = torch.rand(10, 32, 512)
    out = encoder_layer(src)

When running this code, an AssertionError is thrown directly without giving effective information about the exception. The real error is that d_model is not equal to the third value in src. It is recommended to use the pytorch1.8.0 version. When this happens, throw Display the corresponding exception information.

### Versions

pytorch: 1.8.0
Python version: 3.8
CUDA/cuDNN version: cuDNN 11.1
GPU models and configuration: RTX3060
Operating System：Windows

cc @albanD @mruberry @jbschlosser @walterddr @kshitij12345 @saketh-are @bhosmer @cpuhrsch @erichan1
Repository: deno
Issue: Consider warning when npm binary command doesn't resolve to max version req version when using lockfile and --reload
Labels: suggestion,node compat

Maybe. See discussion in https://github.com/denoland/deno/issues/16721#issuecomment-1321293826
Repository: storybook
Issue: Automigration: 6.x directory-specifier to match `.stories.mdx` files
Labels: feature request,core

If a user is using a stories glob that refers to a directory, in 6.x it will include `.stories.mdx` files and *not* `.mdx` files.

In 7.0 we would like it to match `.mdx` and *not* `.stories.mdx`. To make that change in a non-disruptive change, we need a migration that only runs on the transition between 6.x & 7, and changes:

a) stories: `['./directory']` or
b) stories: `[{ directory: 'xyz' }]`

to:

a) stories: `[{ directory: 'xyz', files: '**/*.stories.@(mdx|tsx|ts|jsx|js)' }]`

Once we make this change, we can also change the default `files` specifier to `'**/*.@(mdx|stories.@(tsx|ts|jsx|js)'`

See discussion on https://github.com/storybookjs/storybook/pull/19795
Repository: go
Issue: crypto/x509: add String() for KeyUsage, ExtKeyUsage
Labels: Proposal,Proposal-Accepted,Proposal-Crypto

Some fields of x509.Certificate, like SignatureAlgorithm or PublicKeyAlgorightm already have a String() method. This proposal adds them to the KeyUsage and ExtKeyUsage types, which is mainly useful when printing/logging the certificate.
Repository: pytorch
Issue: torch.nn.MultiLabelMarginLoss has different performance on CPU and GPU.
Labels: module: loss,triaged

### 🐛 Describe the bug

Test on the CPU:

    import torch
    loss = torch.nn.MultiLabelMarginLoss()
    x = torch.randn((1, 4))
    y = torch.randint(4, 16, [1, 4])
    out = loss(x, y)
    print(out)

result: RuntimeError: argument #2 'target' is out of range


Test on the GPU:

    import torch
    loss = torch.nn.MultiLabelMarginLoss().cuda()
    x = torch.randn((1, 4)).cuda()
    y = torch.randint(4, 16, [1, 4]).cuda()
    out = loss(x, y)
    print(out)

result: tensor(5.7001, device='cuda:0')

torch.nn.MultiLabelMarginLoss has different performance on CPU and GPU.

### Versions

pytorch: 1.12.1
Python version: 3.8
CUDA/cuDNN version: cuDNN 11.3
GPU models and configuration: RTX3060
Operating System：Windows
Repository: svelte
Issue: Add: on:view and improvements to svelte animations
Labels: transition/animation

### Describe the problem

there are good transitions/animations that svelte provides and I feel like it's also fitting for svelte to help me fire these animations at the right time svelte animations helped me a lot while creating my UI, but today I was gonna make a "Reveal elements on scroll" effect and I really believed that svelte will make this very easy for me, in the end, it already made the slide animation, I just need to fire it in the right time

well... I was surprised to find that svelte didn't give me any way of doing that so my first thought since I'm animating the first part of the website I'll let it fire onMount instead

here is where I got into the second issue svelte didn't give me much control over when to start, the docs tell me to wrap my component in an if statement, but that's not good because that just made the element hidden altogether until the website is mounted, animation works good but the element pops into place because it was hidden before it was mounted

and I quickly found out as you might have guessed that onMount approach wasn't a good idea because the sections under won't animate when scrolled to

My fix:

1- I had to go back to tailwind/css because it gave me more flexibility when to fire the animation using the Ternary conditional operator instead of wrapping the whole element with an if statement and I had to build the slide effect myself there and since it was css instead of making the element hidden, I just changed the opacity to 0 before it fires then to 100 while it animates so it doesn't just pop into place like how it used to

2- to make the Intersection Observer effect it was complicated enough and it will add a lot of code, so I imported a 3rd party package https://github.com/metonym/svelte-intersection-observer , still added some boilerplate but at least it works now.

### Describe the proposed solution

1- give svelte animations a functionality similar to the Ternary conditional operator so we have more control over when to make it animate

2- Adding an on:View when an element is visible on the user's screen?

### Alternatives considered

 if that's not possible maybe a bind:BoundingClientRectHeight={} to make making the functionality easier?

knowing when the element is in the user's screen is helpful for Front-End while I know it's not the framework's job, but since it already made the animations might as well make using them easier.

### Importance

would make my life easier
Repository: PowerToys
Issue: Quick accent - global enable/disable hotkey
Labels: Idea-Enhancement,Status-In progress,Product-Quick Accent

### Description of the new feature / enhancement

Some applications conflict with quick accent. Especially games and their controls. It would be nice to have a global enable/disable hotkey like ctrl+win+a or something similar. I don't like to enable disable through the settings menu.

### Scenario when this would be used?

When I play a game and then switch over to write something that needs accents.

### Supporting information

_No response_
Repository: material-ui
Issue: [icons] Add Discord icon
Labels: new feature,waiting for 👍,package: icons

### Summary 💡

I love Material UI. While working with Material UI, everything is comfortable but I noticed that there is no discord icon in the Material UI icons.

### Examples 🌈