sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: 3D rotating/spinning RigidBody bumpy collisions with Trimesh Static Body
Labels: bug,confirmed,topic:physics,topic:3d

### Godot version

3.3.2 stable official

### System information

Windows 10, GLES 3 NVIDIA GeForce RTX 2060

### Issue description

In 3D, when a `RigidBody `like a sphere or a cyllinder is rotating fast, it bumps and jumps at the triangle edges of a ConcavePolygonShape (generated from a 3D mesh), with `Create Trimesh Static Body` option. Even on a flat plane this behaviour can be observed.

With `Bullet`, even with `CollisionShape `margin set to 0.001, origin at 0,0,0 and `Smooth Trimesh Collision` activated, it happens.

With `Gogot Physics`, it also happens, but it's almost imperceptible (look at the ball shadow to see it in the video below).

I know there is #46596 already open, but the author of that issue describes sliding RigidBody.

Also, in #21341, it looks like when Smooth Trimesh Collision was implemented, it targeted sliding bodies.

May be related to #36729?

### Steps to reproduce

1. Import a large plane (example 1 km x 1 km) mesh, from an external 3D modelling software, with subdivisions.
2. Create Trimesh Static Body from this plane.
3. Make a RigidBody like a sphere or cyllinder, and make it rotate very fast over the plane.

### Minimal reproduction project

The first video show behaviour both on Bullet and Godot Physics (Godot 3.3.2).

The second video is an update (26/01/2022) with Godot 4.0 Alpha 1. In my opinion, this issue got worse in Godot 4 (considering the Godot Physics results in 3.3).

[TrimeshCollision.zip](https://github.com/godotengine/godot/files/6818583/TrimeshCollision.zip)

https://user-images.githubusercontent.com/22160489/125684791-dffe41e9-69cf-4e2d-b275-f6f3c972460b.mp4


https://user-images.githubusercontent.com/22160489/151185617-9e44a32a-8387-45c7-a995-827c4d3696b5.mp4
Repository: storybook
Issue: --modern flag throws errors
Labels: bug,needs triage,modern

**Describe the bug**

We encounter errors when using the --modern flag where without it the package builds fine. Also when trying to import one story from another, the import returns undefined.

**To Reproduce**

https://github.com/anoblet/storybook-modern-repro

`yarn install`

`yarn storybook --modern`

You'll notice that stories won't load. If you check the console, you will see `ReferenceError: regeneratorRuntime is not defined` and `TypeError: Object(...) is not a function`.

Omit the `--modern` flag and everything will build fine.

**System**

  System:
    OS: Windows 10 10.0.19043
    CPU: (8) x64 Intel(R) Core(TM) i7-8650U CPU @ 1.90GHz
  Binaries:
    Node: 16.4.2 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.10 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 7.18.1 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Edge: Spartan (44.19041.1023.0), Chromium (91.0.864.67)

![image](https://user-images.githubusercontent.com/7674171/125686748-85cca61d-0a27-457b-8cc6-8163c6adfbd3.png)
Repository: opencv
Issue: opencv.js in node - memory leak when using constructor like new cv.Mat()
Labels: bug,category: javascript (js)

##### System information (version)

- OpenCV (Opencv.js) => 4.5.2
- Operating System / Platform => Windows 10 64 Bit
- Node 12
- Compiler => opencv.js precompiled

##### Detailed description

There are several memory leaks doing Mat operations, even simply creating a cv.Mat() and then deleting it creates a memory leak

##### Steps to reproduce

    ```
    const workflow = async function() {
      let oldMemory = cv.getMemory();
      while (1) {
        await sys.sleep(200); // promise that sleeps for a while
        let test= new cv.Mat() // or new cv.Something()
        test.delete();
        let newMemory = cv.getMemory();
        process.stdout.write(`memory: ${newMemory} increased: ${newMemory - oldMemory}\r`)
        oldMemory = newMemory;
      }
    }
    ```
 Memory increases at same rate, 169606 bytes at every cycle. Until it crashes.

Similar things happens when doing other stuff, like instead of cv.Mat() you do cv.ORB(), cv.KeyPointVector(), basically everything with a constructor.
Repository: rust
Issue: Allow to provide a custom map of rendered strings for `doc(cfg(...))`
Labels: T-rustdoc,C-feature-request,A-rustdoc-ui

Currently, `rustdoc` has some hardcoded logic to render `doc(cfg(...))` in:

https://github.com/rust-lang/rust/blob/4f0c568785adcc0a123cac9d47047020b7a24821/src/librustdoc/clean/cfg.rs#L464

`rustdoc` could also take a map of config options to "rendered strings" (passed as e.g. a file via the command line), so that one may have:

> This is supported on **Networking** only.

instead of:

> This is supported on **`CONFIG_NET`** only.

Ideally, there could be also be one for the "short" name (that goes in the index) and the "long" name (that goes inside the item); and perhaps even allow for Markdown and to provide a custom formatting string (so that the message can be customized), e.g. it could be used to have something like:

> Supported when **My Driver** (`CONFIG_MY_DRIVER`) is enabled.
> Supported when **My Driver** (`CONFIG_MY_DRIVER`) is enabled as a module (`M`).
> Supported when **My Driver** (`CONFIG_MY_DRIVER`) is enabled as a built-in (`Y`).
Repository: godot
Issue: Raycast2D can't detect a collision when a moving platform does down quickly.
Labels: bug,topic:physics,topic:2d

### Godot version

v3.4.beta.custom_build [b9ee64a24]

### System information

MacOS 11.4

### Issue description

Raycast2D can't detect a collision when a moving platform does down quickly.

![raycastBug](https://user-images.githubusercontent.com/6397893/125695540-66d415ee-effb-45e4-9922-bed458d6b607.gif)


### Steps to reproduce

Run the project.

### Minimal reproduction project

[raycastBug.zip](https://github.com/godotengine/godot/files/6819025/raycastBug.zip)
Repository: material-ui
Issue: [Table] CSS only implementation
Labels: performance,waiting for 👍,component: table

- [x] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.

## Summary 💡

The current implementation of the table is relatively slow, at least x4 slower than it could be based on https://mui.com/performance/table-component/ vs. https://mui.com/performance/table-mui/. We might want to explore another API, that has fewer features but has better performance.

## Examples 🌈

We could consider full CSS API, like https://react-bootstrap.github.io/components/table/.

```jsx
<Table striped bordered hover>
  <thead>
    <tr>
      <th>#</th>
      <th>First Name</th>
      <th>Last Name</th>
      <th>Username</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>1</td>
      <td>Mark</td>
      <td>Otto</td>
      <td>@mdo</td>
    </tr>
    <tr>
      <td>2</td>
      <td>Jacob</td>
      <td>Thornton</td>
      <td>@fat</td>
    </tr>
    <tr>
      <td>3</td>
      <td colSpan="2">Larry the Bird</td>
      <td>@twitter</td>
    </tr>
  </tbody>
</Table>
```

## Motivation 🔦

#27057 raises how the tooltip is slow, but the table is taking even more time.

I suspect that https://mui.com/x/react-data-grid/ solves the root problem now (performance with virtualization). I have opened this GitHub issue anyway because this idea has been in the back of my head for 3 years.

## Benchmarks

- https://react-bootstrap.github.io/components/table/.
- https://mantine.dev/core/table/
Repository: godot
Issue: Support OpenGL ES + EGL rendering output on Linux/*BSD for single-board computers
Labels: enhancement,platform:linuxbsd,topic:rendering,topic:porting

### Godot version

3.3.2 stable

### System information

X96 Air Q1000 (Amlogic S905X3, Mali G31), Manjaro unstable,  linux 5.13.0, mesa 21.1.4

### Issue description

The mali panfrost driver on my TV box works fine with both glmark2-es2 and the reicast dreamcast emu but it isn't detected by godot, instead it uses llvmpipe software rendering.

I have also built 3.3.2 under Manjaro on the RPi 4 using the same scons command but that found the RPi's v3d mesa driver OK.

I get the best GLES performance under sway so I was running godot under sway/Wayland on my Amlogic TV box.

### Steps to reproduce

I built godot 3.3.2 under Manjaro ARM unstable from the source tarball downloaded off gh using this command:

```
scons -j4 platform=x11 use_llvm=yes use_static_cpp=no
```

When I start godot, it tells me it is using llvmpipe for rendering.

### Minimal reproduction project

Not required.
Repository: rust
Issue: Codegen bug: `repr(C)` `const`s containing a reference don't inline
Labels: A-codegen,T-compiler,C-bug

Bug summary: `repr(C)` interacts weirdly with codegen and prevents `const` items from being inlined in specific scenarios.

Which specific scenarios? Here are the simplest conditions I could find:

- The "parent" struct contained in the `const` must contain a separate `repr(C)` "wrapper" struct. The parent struct may be `repr(C)` or `repr(Rust)` but the wrapper struct must be `repr(C)`. A separate wrapper struct is always required.
- Within the wrapper: references or pointers derived from references cause the bug. Pointer literals and non-pointer values do not.
- The `const` must be wrapped in an enum in a non-const environment (i.e. roundtripping in a `const` definition won't cause the bug, but roundtripping in a non-`const` scope will)

Here are the Godbolt playgrounds I derived these conditions from:

- [`repr(C)` with `ref -> raw ptr` field](https://godbolt.org/z/14T3GPxMn)
- [`repr(C)` with `ref -> raw ptr` field, no indirection](https://godbolt.org/z/6Es3Pq7P3)
- [`repr(C)` with `ref -> raw ptr` field, `repr(C)` parent](https://godbolt.org/z/78a5eosET)
- [`repr(rust)` with `ref -> raw ptr` field](https://godbolt.org/z/j9jY7K1Ms)
- [`repr(C)` with `ref` field](https://godbolt.org/z/MGoET5drb)
- [`repr(C)` with `raw bytes` field](https://godbolt.org/z/s8bea6j5v)
- [`repr(C)` with `raw pointer literal` field](https://godbolt.org/z/41GMfo3qP)
- [`repr(C)` with `ref -> raw ptr` field, early enum roundtrip](https://godbolt.org/z/3Pd498Pdd)

afaik. Godbolt's nightly Rust compiler is a little behind but I checked the first example on my local nightly installation and got the exact same result. Here's the verbose version information for that installation:

```
rustc 1.53.0 (53cb7b09b 2021-06-17)
binary: rustc
commit-hash: 53cb7b09b00cbea8754ffb78e7e3cb521cb8af4b
commit-date: 2021-06-17
host: x86_64-pc-windows-msvc
release: 1.53.0
LLVM version: 12.0.1
```
Repository: godot
Issue: Area2D can crash with multi-threaded physics
Labels: bug,topic:physics,crash,topic:2d

### Godot version

3.2.1 (Looks to be present in 4.0.0 too, but haven't tested)

### System information

Windows 10

### Issue description

I have some Area2Ds in my game whose polygonal hitboxes are animated as part of enemy attacks. This all works fine until I set the physics/2d/thread_model to Multi-Threaded, which I did to allow my game to instance a loading scene as part of the background loading thread during the loading screen (Turns out it also works with Single-Unsafe, but anyways). Having set that to Multi-Threaded, I now get irregular crashes when the hitboxes are animated. Usually this results in a silent crash - no error message at all. But one time, I got this:
![No message crash](https://user-images.githubusercontent.com/11003232/125702951-b0f4dfca-ff8e-4fb0-993d-07b3e406cdd2.png)
(Relevant line number is 46 in 4.0.0)
It looks like this is due to this bit of code in area_2d_sw.cpp:
```
if (!moved_list.in_list() && get_space()) {
	get_space()->area_add_to_moved_list(&moved_list);
}
```
which happens in a number of places, and is not thread safe. The List throws the above error when a single SelfList is added to it multiple times.

### Steps to reproduce

1. Set physics/2d/thread_model to Multi-Threaded.
2. Create an Area2D with a polygonal hitbox
3. Use an AnimationPlayer to continually move the vertices of the Area2D's polygon
4. Wait - the game should eventually freeze and then crash with no error

The more Area2Ds you use the faster the issue should occur (I found it happened quite reliably with 6 Area2Ds being animated over ~1 second (90% of the time) - but very inconsistently with 1 Area2D being animated over 3 seconds (5% of the time))

### Minimal reproduction project

Built on Godot 3.2.1 with mono

[BackgroundSceneInstanceBug.zip](https://github.com/godotengine/godot/files/6857031/BackgroundSceneInstanceBug.zip)
Repository: pytorch
Issue: [discussion] Remove the need of mandatory super() nn.Module's call
Labels: module: nn,triaged,enhancement

I think I already made this proposal somewhere in the comments some time ago, but I could not find it.

It seems that the default constructor only adding fields (like hooks), and these fields could be made into lazy properties, so that underlying fields are initialised when the property is first called or maybe moved into `__getattr__`/`__hasattr__`

If this is indeed the only thing to be done, it could make the user code more flexible.

cc @albanD @mruberry @jbschlosser
Repository: vscode
Issue: [html] propose `charset="UTF-8"` `target="_blank"` and `rel="stylesheet"`
Labels: feature-request,html

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->
Some attribute values like `charset="UTF-8"` , `target="_blank"` or `rel="stylesheet"` doesn't give me suggestions but other text editors that I've tried do. 

Is there an extension for this ? Or is this a problem with my version of vscode ?

> VSCode Version: 1.58.1
> OS: Windows 10 Latest Verion
Repository: pytorch
Issue: Pytorch Mobile on Android, LAPACK library not found in compilation
Labels: module: android,oncall: mobile

## LAPACK library not found in compilation (Pytorch Mobile, Android, Java)

From post in  [Discussion Forum](https://discuss.pytorch.org/t/problems-with-lapack-on-android/73111), I think someone has the same issue, but the solution is not clear and the download link  was removed. Is there an official document to solve the problem?

More details on what I'm facing. In my `build.gradle`, I tried both `org.pytorch:pytorch_android_lite:1.9.0` and `org.pytorch:pytorch_android_torchvision:1.9.0`. But I got the same error like:

```
RuntimeError: inverse: LAPACK library not found in compilation
    
        at org.pytorch.NativePeer.forward(Native Method)
        at org.pytorch.Module.forward(Module.java:52)
```

Shouldn't this problem be a bug?
Repository: pytorch
Issue: miss header file while using python setup.py install to install pytorch with anaconda env
Labels: module: build,triaged

## 🐛 Bug

Will access different header files between using "python setup.py install" and "python setup.py develop".

/root/anaconda3/envs/pytorch/lib/python3.9/site-packages/torch/include/ATen/cpu/vec/vec256/vec256_float.h:9:10: fatal error: sleef.h: no such file
 #include <sleef.h>
          ^~~~~~~~~
compilation terminated.

"python setup.py install" will not copy "sleef.h" from pytorch_src_dir/torch/include/ to ${CONDA_PREFIX}/lib/python3.9/site-packages/torch/include.

This is because the package data here https://github.com/pytorch/pytorch/blob/master/setup.py#L908-L1040 dose not include "include/*.h" 

The influence is Custom Project cannot easily include vec256_float.h to leverage the Vectorized Coding feature in there project while using "python setup.py install" to install pytorch.


cc @malfet @seemethere @walterddr
Repository: terminal
Issue: Windows Terminal may need to be translated into more languages
Labels: Help Wanted,Product-Terminal,Issue-Scenario,Area-Localization

_maintainer note_: I'm repurposing this to "The Terminal may need to be translated into more languages now".

#### Languages requested:
* `pt` (this thread)
* `pl` (#10931, #15596)
* `nl-NL` Dutch - NLD (#11157)
* `de-CH` - (#12075)
* Turkish - (#13364)
* Czech - (#16677)
* Slovak - (https://github.com/microsoft/terminal/issues/10667#issuecomment-1931894883)

<details>
<summary>Original post contents</summary>


Since Windows Terminal is going to be in the Win+X menu of Windows 11, why not fixing once for all the language UI issues? 
My Windows 11 UI Language and keyboard scheme is only portuguese of Portugal while Windows Terminal language strings are in the horrible broken portuguese of Brazil. Don't get me wrong,,, I like Brazillian people but their speech and writing degraded the portuguese of Portugal speech and writing.
Windows Terminal team needs to allow people to choose the language they prefer using a small drop-down box or Windows Terminal needs to get the language selection from Windows UI language code.
I see many users are agravated with such language issues. 
As of time of writing, brazillian strings are still present with version 1.8, 1.9, and 1.10. I don't recall how it was before but I used to use Windows Command Prompt all the time.

</details>
Repository: youtube-dl
Issue: pandalive.co.kr
Labels: site-support-request

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## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.06.06. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
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- Finally, put x into all relevant boxes (like this [x])
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- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2021.06.06**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

Links might not work at all times as streamer is offline

- Single video: https://www.pandalive.co.kr/live/play/?HFX9o9ZQl32zAu2GFv1uthl=16909182
- Single video (mobile link): https://m.pandalive.co.kr/live/play/16118629


## Description

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Panda live (or panda tv) is a korean livestreaming platform similar to afreecaTV.  Livestreams that are not adult restricted does not account nor region locked. By pasting in the m3u manually, youtube-dl would be able to open the stream, but just missing a plugin to extract links automatically.
Repository: flutter
Issue: Proposal to add a feature/widget to make widgets editable and shows the updates while typing.
Labels: c: new feature,framework,f: material design,c: proposal,team-design,triaged-design

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## Use case

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It is nowadays common to use a live text editor to process words stuff. For example, the app "Notion" and "Tencent Document（騰訊文檔）" gives such functionality. This means as long as you know the basic Markdown syntax, you can see what you typed immediately, don't need to see another "preview" area of your text. 

Now there are packages that convert plain text to Markdown widgets by analyzing the text's content and do the parsing. But those packages do not provide an **editable** thing, i.e., you always need to go somewhere to preview and then switch back to continue your editing. 

**Hence a Notion-like LIVE text editor is still in lack.** 

## Proposal

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Actually, I think any widget with the following 2 things will do: 1) textEditingController, which makes widget editable, and 2) child, which enables us to show the (converted) thing we are typing.
Repository: PowerToys
Issue: Dropping at the edge of fancy zone resizes the window to fill the half of the zone
Labels: Idea-Enhancement,Product-FancyZones

### Description of the new feature / enhancement

As for now, FancyZones has the feature where you drop the window between two zones it sums the area.

My idea is that when dropping the window at the edge of a single zone, the window resizes by half of the zone. If you drag to the bottom edge, then the window will fill the bottom half, if the right edge - the right half, etc.

The edge for half-fit would be like the bluish portions in this image
![1](https://user-images.githubusercontent.com/22396275/125751045-8f4e3a53-c488-4842-8164-4b333d79af30.jpg)

And this image shows what happens when the cursor is on the bottom region
![2](https://user-images.githubusercontent.com/22396275/125751126-0505b8e4-c13c-4efa-a650-99022f612924.png)



### Scenario when this would be used?

If you have configured your zones, but you want to have half of its size instead of reconfiguring and changing. For instance, by default, there is a tall zone on the left side. Now I want to have 2 messenger apps stacked, I'd like to drop one at the top and the other one at the bottom, but I wouldn't like to change the configuration.

### Supporting information

_No response_