sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Keyboard shortcuts are not sorted by their displayed name in Editor Settings
Labels: enhancement,topic:editor,usability

### Godot version

3.4-rc2 (git commit hash: 90f8cd89a738316563dac9b133628df6bafe2cb2 I apologise if this is incorrect)

### System information

Windows 10

### Issue description

Several keyboard shortcuts do not appear sorted properly. This is because all shortcuts are not sorted alphabetically by their displayed name, rather by their internal name.

For example:
![image](https://user-images.githubusercontent.com/66727710/139591607-3bb5ed09-4f27-4c45-82ba-b9541292f897.png)
*"Always show grid"* appears out of place in between the "S" letter, but by hovering over the name, it is possible to see that internally, it is called `canvas_item_editor/show_grid`

Note that this quirk allows some _related_ shortcuts to be visually clumped together, something that can be desirable
![image](https://user-images.githubusercontent.com/66727710/139592024-f8ee4873-498e-46b3-b371-d6f8b6f30879.png)
This is possible because `clear_bones`, `clear_ik_chain`, `make_bones`, `set_ik_chain`, `show_bones` are prefixed with `skeleton_`, but the displayed string isn't, in any way.

Still, this may feel like a visual oddity to some, when compared to most other existing shortcuts, which are properly sorted alphabetically.

### Steps to reproduce

From the top-left, click on "Editor", then "Editor Settings...", then Shortcuts and see for yourself by hovering over.

### Minimal reproduction project

_No response_
Repository: material-ui
Issue: [Autocomplete] Android-specific: In form, can't issue enter keydown event
Labels: new feature,waiting for 👍,component: autocomplete

- [x] The issue is present in the latest release.
- [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.

## Current Behavior 😯

When I type text into Autocomplete TextField, normally I would press Enter key to submit into it. On Android, keybord has Next button which prevents me from pressing enter and submitting text (submit on blur is disabled).

## Expected Behavior 🤔

Since chrome and HTML has no option to change button on keyboard, I suggest adding custom event to Autocomplete to submit typed text

## Your Environment 🌎

<details>
  <summary>`npx @mui/envinfo`</summary>
  
```
  Chrome 95
  System:
    OS: macOS 11.4
  Binaries:
    Node: 16.10.0 - /usr/local/bin/node
    Yarn: 1.22.11 - /usr/local/bin/yarn
    npm: 7.24.0 - /usr/local/bin/npm
  Browsers:
    Chrome: 95.0.4638.54
    Edge: Not Found
    Firefox: 90.0
    Safari: 14.1.1
  npmPackages:
    @emotion/react: ^11.4.1 => 11.4.1 
    @emotion/styled: ^11.3.0 => 11.3.0 
    @mui/core:  5.0.0-alpha.47 
    @mui/lab: ^5.0.0-alpha.49 => 5.0.0-alpha.49 
    @mui/material: ^5.0.0 => 5.0.0 
    @mui/private-theming:  5.0.1 
    @mui/styled-engine:  5.0.1 
    @mui/system:  5.0.2 
    @mui/types:  7.0.0 
    @mui/utils:  5.0.1 
    @types/react:  17.0.21 
    react: ^17.0.2 => 17.0.2 
    react-dom: ^17.0.2 => 17.0.2 
```
</details>
Repository: godot
Issue: segment_intersects_segment_2d doesn't return an intersection for segments with a common start or end point
Labels: bug,topic:core,topic:2d

### Godot version

3.3.4.stable

### System information

Ubuntu 16.04

### Issue description

If the segments have the start or end points as common point (=intersection), then a `null` value is returned instead of the common start or end point.

### Steps to reproduce

```
    var o: Vector2 = Vector2 (0, 0)
    var a: Vector2 = Vector2 (1, 0)
    var b: Vector2 = Vector2 (0, 1)
    var intersection_segment = Geometry.segment_intersects_segment_2d (o, a, o, b) # -> null
    var intersection_line = Geometry.line_intersects_line_2d (o, a - o, o, b - o)  # -> (0, 0)
```

### Minimal reproduction project

_No response_
Repository: rust
Issue: Missing build warning "temporary_string_as_ptr" when String is used with "as_ptr" on one line
Labels: A-lints,T-lang,T-compiler,C-feature-request

[Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=4edfdb91cdf2df5f6e7a17bb82da0fb9)
 
 It's rather a suggestion than a bug.

Have this code:

```rust
use std::ffi::CString;

fn main() {
    let pointer = CString::new("Hello world!").unwrap().as_ptr();
    unsafe {
        println!("{:?}", *pointer as u8 as char);
    }
}
```
Rust reports the warning `rustc(temporary_cstring_as_ptr)` during build. The detail is ``this `CString` is deallocated at the end of the statement, bind it to a variable to extend its lifetime`` which is expected :ok: .
If you run the code, a "random" character will be printed and that's of course unexpected. A solution is an assignment of the string into a standalone variable as explained [here](https://doc.rust-lang.org/std/ffi/struct.CString.html#method.as_ptr).

---
Have the same code, but this time it uses `String` instead of `CString`:
```rust
fn main() {
    let pointer = String::from("Hello world!").as_ptr();

    unsafe {
        println!("{:?}", *pointer as char);
    }
}
```

**I expected to see this happen:**
* I should get similar kind of warning as in case of `CString`, because also in this case the pointer is dangling and if you run the code, a random character will be printed. A solution is the same as for `CString`

**Instead, this happened:**
* Rust doesn't warn

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.58.0-nightly (e249ce6b2 2021-10-30)
binary: rustc
commit-hash: e249ce6b2345587d6e11052779c86adbad626dff
commit-date: 2021-10-30
host: x86_64-unknown-linux-gnu
release: 1.58.0-nightly
LLVM version: 13.0.0
```
Repository: pytorch
Issue: Mobile builds need to make custom build of libtorch to run, let's just include it to make it easier
Labels: oncall: mobile

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->
Include lapackage in the libtorch and pytorch builds so that jit exports utilizing these packages do not require custom builds in order for the jit exports to work. 

## Motivation

<!-- Please outline the motivation for the proposal. Is your feature request related to a problem? e.g., I'm always frustrated when [...]. If this is related to another GitHub issue, please link here too -->
Trying to get a model moved over to mobile has grown to a much bigger task when I have to rebuild torch or libtorch, I'm not sure which I have to rebuild in order to move the model to mobile. Other then that moving to mobile in pytorch I have found incredibly easy. 

## Pitch

<!-- A clear and concise description of what you want to happen. -->
Change the build ios cmake args to use lapack 
Change the cmake on pytorch to in the devdependencies to have use lapack turned to 1 

## Alternatives

<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->

## Additional context

<!-- Add any other context or screenshots about the feature request here. -->
https://discuss.pytorch.org/t/model-move-from-python-to-ios-missing-lapack/135317/4
Repository: godot
Issue: EditorInspector.property_selected does not work with sub-inspectors
Labels: bug,topic:editor

### Godot version

3.4 rc1, 3.2.3

### System information

Windows 10 64 bits GLES3 GeForce GTX 1060 6GB/PCIe/SSE2

### Issue description

Some editor plugins exploit selected inspector properties in order to add/remove items, such as `MeshLibrary`. There might be other uses which I'm not aware of, but there is the `property_selected` signal in the API to know when one property name is clicked on.

This signal does not fire when selecting properties of a sub-inspector. Sub-inspectors can be just as important as non-sub-inspectors, so things are bound to not work without warning.
The non-exposed function `EditorInspector::get_selected_path` also does not return the right path. When a sub-property was selected last, it keeps returning one selected previously, or an empty string. Godot uses this function in a few places like `ItemListEditorPlugin`, `MeshLibrary` or `ProjectSettingsEditor`.

One workaround is to open the resource in a dedicated inspector so properties will be at "root level". Unfortunately, this is now made harder because of https://github.com/godotengine/godot/issues/54465.
So the only workaround is to save the resource as a file and double-click on the file to edit it properly, or completely turn off sub-inspectors.

### Steps to reproduce

Using the reproduction project below.
This project contains an editor plugin that prints the last selected property when `property_selected` is emitted.

1) Make sure to see the console, because the Theme editor will prevent you from seeing the Godot's Output tab at the same time.
2) Double-click on the `theme.tres` resource.
3) Select the `Default Font` property. Observe it is printed as expected.
4) Open a sub-inspector for that property.
5) Select the `Size` property of the font. Observe nothing prints.


### Minimal reproduction project

[SelectPropertiesOfSubInspectors.zip](https://github.com/godotengine/godot/files/7449666/SelectPropertiesOfSubInspectors.zip)
Repository: create-react-app
Issue: HMR not reloading index.js
Labels: stale

HMR generally works fine. However, when I modify my index.js file, it doesn't reload the components defined within the file. Here's how to reproduce this behaviour:

- Create a new react app
- replace the index.js file

```
import React from "react"
import ReactDOM from "react-dom"

function Foo() {
  return "first version"
}

ReactDOM.render(
  <React.StrictMode>
    <Foo />
  </React.StrictMode>,
  document.getElementById("root")
)
```

Load the page and you should see `first version`

Change the `first version` string to anything else. The page doesn't change since the component doesn't get reloaded.
Repository: pytorch
Issue: [feature request] Add no-op set_epoch on Sampler class
Labels: feature,module: dataloader,triaged

This would make it easier to use interchangeably with DistributedSampler. In addition, it could make generated dataset permutations more controllable / reproducible even outside of distributed context. Possibly an alternative name could be considered, e.g. `set_seed` or `manual_seed` or `shuffle` or something else. The main idea would be a generic API for potential random seed reset.

(not sure how it fits with larger efforts on DataLoader / Dataset refactorings underway)

cc @SsnL @VitalyFedyunin @ejguan @NivekT
Repository: node
Issue: HTTP2 module: corrupted data
Labels: http2

### Version

v14.18.1

### Platform

Linux

### Subsystem

http2

### What steps will reproduce the bug?

I'm using a simple client-server application in docker containers for transferring data.
**client**:

```
const session = http2.connect(`${REMORE_URI}`, {maxSessionMemory: 2048});

const serviceResp = session.request({
        ':path': `${REMOTE_PATH}`,
        ':method' : 'POST'
      });

      serviceResp.on('response', (headers) => {
        return res
        .status(headers[':status'])
        .end()
      });

      serviceResp.on('ready', () => {
        serviceResp.cork();
        serviceResp.write(fileBuffer)  // <------ buffer for trasmitting
        serviceResp.end();
        process.nextTick(() => {
          serviceResp.uncork();
          // The data will not be flushed until uncork() is called a second time.
          serviceResp.uncork();
        });
      });

      serviceResp.on('close', () => {
        session.close();
      });

      serviceResp.on('error', (err) => {
        // report error
      });
```
**server:**
```
const server = http2.createServer({maxSessionMemory: 2048});
server.on('stream', async (stream, headers) => {
  
      const file = fs.createWriteStream('./received.file');
      stream.cork();
      stream.pipe(file);
      stream.respond({ ':status': statusCode });
      process.nextTick(() => {
        stream.uncork();
        // The data will not be flushed until uncork() is called a second time.
        stream.uncork();
      });
      
      return stream.end()
  } catch (err) {
    // report error
  }
});

server.listen(PORT);
```



### How often does it reproduce? Is there a required condition?

The issue occurs only when this sample is running in containers: client one and server one.
When I run this sample on my laptop - NO ISSUE.

### What is the expected behavior?

Size and  md5 checksum of an original and a written files should be equal.


### What do you see instead?

Original file ( client ):  size 2694904, md5 checksum 925a442ae35e4c0af1522b737c5f1eaa
Received file ( server ): size 2686935, md5 checksum f9cd2cf544c785741492c148c1098c2a

### Additional information

Please take into account that this issue occurs only when I run this code in a docker containers.
Repository: pytorch
Issue: The minimum supported version of pytorch when using toch-mobile？
Labels: oncall: mobile

Hey， I'm training a model on old version of pytorch==1.6.0 & torchvision==0.7.0.
Is the model able to work on android with the help of torch-mobile?
Repository: material-ui
Issue: [Web][Docs] Search bar hotkey conflict on v5 documentation page
Labels: new feature,docs

- [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 💡

<!-- Describe how it should work. -->

- After going [mui.com](https://mui.com/) in Chrome92 under Win10 20H2, before `focus` on the page body, using keyboard shortcut `[Ctrl]+[K]` will cause chrome to focus on the address bar (so called `omnibar` by Google).
- Idea: Use another hotkey like `/` because GitHub and YouTube follows this pattern.
- The issue was initially mentioned here https://github.com/mui-org/material-ui/issues/28415
- This issue is to separate different topics.

## Examples 🌈

<!--
  Provide a link to the Material Design guidelines, other implementations,
  or screenshots of the expected behavior.
-->

## Motivation 🔦

To use more hotkey.
Repository: flutter
Issue: [Proposal] Add colorblind simulation for debugging
Labels: c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

<!-- Thank you for using Flutter!

     If you are looking for support, please check out our documentation
     or consider asking a question on Stack Overflow:
      * https://flutter.dev/
      * https://api.flutter.dev/
      * https://stackoverflow.com/questions/tagged/flutter?sort=frequent

     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill out the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
-->

## Use case

<!--
     Please tell us the problem you are running into that led to you wanting
     a new feature.

     Is your feature request related to a problem? Please give a clear and
     concise description of what the problem is.

     Describe the alternative solutions you've considered. Is there a package
     on pub.dev/flutter that already solves this?
-->

When trying to create an app usable by colorblind people, it can be a bit of a struggle to know what will and will not work from a visual design perspective.

## Proposal

Add a colorblind simulation widget, also integrated to the MaterialApp widget (only active in debug maybe?).
It would work like by applying a shader (I guess?) to the child to modify the colors similarly to what this website does https://www.color-blindness.com/coblis-color-blindness-simulator/ .

It could be something like that:
```dart
// Enum values
enum ColorBlindness {
  None,
  Protanomaly, // Red-weak
  Deuteranomaly, // Green-weak
  Tritanomaly, // Blue-weak
  Protanopia, // Red-blind
  Deuteranopia, // Green-blind
  Tritanopia, // Blue-blind
  Monochromacy, // Achromatopsia/Monochromacy
  BlueConeMonochromacy, // Blue cone monochromacy
}

// ...
// As a standalone widget

Widget build(BuildContext context) {
  return ColorBlindSimulator(
    colorBlindness: ColorBlindness.Protanopia,
    child: SomeWidget(),
  );
}

// ...
// As a MaterialApp debug option

Widget build(BuildContext context) {
  return MaterialApp(
    debugShowCheckedModeBanner: false,
    debugColorBlindness: ColorBlindness.Protanomaly,
    title: 'Colorblind debugging',
    initialRoute: '/home',
    routes: routes,
  );
}
```

For additionnal resources, this website seems to rely on that following JS library, so there is already some code to base the color shader on https://github.com/MaPePeR/jsColorblindSimulator
Repository: material-ui
Issue: [Web][Docs] Search bar result style on v5 documentation page
Labels: docs,discussion

- [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.
<!-- [Web][Docs] Search bar hotkey conflict on v5 documentation page -->

## Summary 💡

<!-- Describe how it should work. -->

- Different height to show more content for search content. More details in chapter #Examples 
- Search box of MUI doc page has changed from dropdown of V4 to a pop-up dialogue in V5. We are allowed to put more content in the pop-up.
- The issue was initially mentioned here https://github.com/mui-org/material-ui/issues/28415
- This issue is to separate different topics.

## Examples 🌈

When searching `search`, the subtitles can have less space. One possible way is to show page and chapter title with different height.
I would like to have some (limited) access to your prototyping tool like https://siriwatknp.github.io/mui-docsearch/ to make it clearer and easier during the communication.
- Current behaviour  (searching `text`) 
![image](https://user-images.githubusercontent.com/36828324/139615242-4bcce8eb-b5cb-41b3-bfd3-6aac4cf4a57b.png)

- Expected behaviour (searching `text`) (with MSPaint)
  ![image](https://user-images.githubusercontent.com/36828324/139615147-1d24346a-7042-4cef-ba13-88badc7e98c0.png)
- Current behaviour  (searching `typography` or `typog`) 
  ![image](https://user-images.githubusercontent.com/36828324/139615333-0c33f7c6-474a-48a6-8c6c-fc4060c6be94.png)
- Expected behaviour (searching `typography` or `typog`) 
  ![image](https://user-images.githubusercontent.com/36828324/139615803-c8d8b046-66a1-4f63-805f-0b700ee0ba71.png)
- I made a typo (g->p) while typing `typog` but it seems algolia corrected me

## Motivation 🔦

Usability: to make search easier
Repository: material-ui
Issue: [Web][Docs] Search bar content without search string in v5 documentation page
Labels: docs

- [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 💡

<!-- Describe how it should work. -->

- Add a "How to search effectively" with more space or always show on top. (Idea from @siriwatknp https://github.com/mui-org/material-ui/issues/28415#issuecomment-925009375)
- (misbehavior?) In the search bar, to trigger the search guide(or default introduction), we need to type something then delete them all to show the search guide. See example.
- Remove some of current content.
- The issue was initially mentioned here https://github.com/mui-org/material-ui/issues/28415
- This issue is to separate different topics.

## Examples 🌈

I would like to have some (limited) access to your prototyping tool like https://siriwatknp.github.io/mui-docsearch/ to make it clearer and easier during the communication.

- Old correct behavior
  ![Old correct behavior](https://user-images.githubusercontent.com/36828324/139616479-f007a253-217d-4324-a2ee-adc669c3e64e.png)

- Current (mis-)behavior
  ![Current (mis-)behavior](https://user-images.githubusercontent.com/36828324/139616628-383d41a1-051a-4745-8d1d-b7d90576f0ea.png)

- Expected behavior
  ![Expected behavior](https://user-images.githubusercontent.com/36828324/139617072-9d67f3d3-27ad-4d9b-a4c9-3dd06a2840a2.png)

- In `Expected behavior`, that ugly thing should be a better designed button acts like a search result.

## Motivation 🔦

Usability: to make search easier
Repository: material-ui
Issue: [Web][Docs] Search bar result contetnt on v5 documentation page
Labels: docs

- [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.
<!-- [Web][Docs] Search bar hotkey conflict on v5 documentation page -->

## Summary 💡

<!-- Describe how it should work. -->

- Allow (maybe hard-bind?) abbreviations in search (like `btn` for `button`, `btn group` etc)
- Progressive search outcomes on user input. (when user search `wordA wordB`, the first result should be the ones from the results from searching only `wordA` which also contains `wordB`) See in chapter #Examples.
- Remove some of current content.
- NOTE: The second issue(Progressive search outcomes) was categorized as "hard to achieve" due to the algolia engine in [this comment](https://github.com/mui-org/material-ui/issues/28415#issuecomment-928743282)
  > This is hard because we don't have control to edit search configuration in algolia
- The issue was initially mentioned here https://github.com/mui-org/material-ui/issues/28415 in [this comment](https://github.com/mui-org/material-ui/issues/28415#issuecomment-927161632)
- This issue is to separate different topics.

## Examples 🌈

I would like to have some (limited) access to your prototyping tool like https://siriwatknp.github.io/mui-docsearch/ to make it clearer and easier during the communication.

- Current behavior
  ![Current behavior](https://user-images.githubusercontent.com/36828324/139617787-c27481dd-253c-4e41-b7dd-3d22b61af7ad.gif)

- Expected behavior
  I can only describe with text. When user type `typo` then want to go to `typography - general`, to do everything without mouse, user would type ` gen` after `typo`, then the `typography - general` chapter shows up as the first result.

## Motivation 🔦

Usability: to make search easier
Repository: material-ui
Issue: [docs-infra] Implement search engine in v5 documentation page
Labels: new feature,docs,scope: docs-infra

- [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 💡

- In chrome, after using stack overflow, an search engine (managed with uri `chrome://settings/searchEngines`) is added to chrome omnibar, so when user types `stack` then with `[tab]` key a search on stack overflow can start directly. (when I search `abcdef` it will open the page `https://stackoverflow.com/search?q=abcdef`)
- I want to use this same function on https://mui.com/ maybe `https://mui.com/search?q=abcdef` can redirect to the homepage with the popup with `abcdef` typed in the pop-up.

## Examples 🌈

- MDN: https://twitter.com/chantastic/status/1704924964804334064 Using DuckDuckGo Bang feature.
- Wikipedia:
 
<img width="663" alt="SCR-20240302-qheu" src="https://github.com/mui/material-ui/assets/3165635/f78746f9-60b0-4fa2-991b-63d597e61bad">

## Motivation 🔦

Usability