sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Some nodes trigger editor redrawing even when invisible
Labels: bug,topic:editor

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.4 rc3 / dea8105

**Steps to reproduce:**
1. Add AnimatedSprite with some frames
2. Enable `playing`
3. 
![Qv0UZuFicL](https://user-images.githubusercontent.com/2223172/110224510-9f924400-7edc-11eb-854b-904a212ba815.gif)

The editor keeps being redrawn even if the sprite is invisible or when you switch to Script Editor. You need to change to another scene to stop it from redrawing.
Repository: rust
Issue: Rustdoc does not substitute const parameters
Labels: T-rustdoc,C-bug,A-const-generics

I ran `cargo doc` on this code (`src/lib.rs`):

```rust
// #![feature(min_const_generics)] // stable by now

type Array<T, const N: usize> = [T; N];

pub type A0 = [i32; 3];           // printed correctly
pub type A1 = Array<i32, 3>;      // printed INCORRECTLY as `[i32; N]` (should print `[i32; 3]`)
pub struct B0(pub [i32; 3]);      // printed correctly
pub struct B1(pub Array<i32, 3>); // printed INCORRECTLY as `B1(pub [i32; N])` (should print `[i32; 3]`)
```

I expected to see the definitions `type A1 = [i32; 3];` and `pub struct B1(pub [i32; 3]);` in the generated documentation.
Instead, I found `type A1 = [i32; N];` and `pub struct B1(pub [i32; N]);`.

That is, the definitions wrongly contain a stray identifier `N` that should have been substituted with the literal `3` just like the `T` was successfully substituted with `i32`.

### Meta

`rustc --version --verbose`:
```
rustc 1.52.0-nightly (51748a8fc 2021-03-05)
binary: rustc
commit-hash: 51748a8fc77283914d4135f31b5966a407208187
commit-date: 2021-03-05
host: x86_64-unknown-linux-gnu
release: 1.52.0-nightly
LLVM version: 12.0.0
```

@rustbot modify labels: +T-rustdoc +A-const-generics +F-min_const_generics +C-bug
Repository: godot
Issue: Calling an empty vec* constructor in shader editor on GLES2 reports the wrong error message
Labels: bug,confirmed,topic:shaders

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.3

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10, GLES2

**Issue description:**
<!-- What happened, and what was expected. -->
Calling an empty vec* constructor on GLES2 reports the wrong error message
GLES 2:
![image](https://user-images.githubusercontent.com/50304111/110227086-d30ba900-7eb1-11eb-8685-f5ce1a931bf5.png)

GLES 3:
![image](https://user-images.githubusercontent.com/50304111/110227080-c7b87d80-7eb1-11eb-89cd-c7f8084730e1.png)


**Steps to reproduce:**
See above and minimal reproduction project

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[MinimalReproductionProject.zip](https://github.com/godotengine/godot/files/6096428/MinimalReproductionProject.zip)
Repository: pytorch
Issue: [Feature Request] return type support for `torch.norm` and tensor iteration in for loop
Labels: triaged,enhancement

## 🚀 Feature
Some static analysis support for the 2 functions: `torch.norm` (`Tensor.norm` as well) and tensor iteration in for loop (might be `Tensor.__iter__` ?). Might some pyi stub files will be involved.

```python3
import torch
a = torch.randn(3).norm(p=2)              # a: Any, where `a` is actually a tensor
b = torch.norm(torch.randn(3), p=2)   # b: Any, where `b` is actually a tensor


for c in torch.randn(3,4):                      # c: Any, where `c` is actually a tensor.
    print(c.norm())
```
Repository: create-react-app
Issue: i get this error when i run npm -g create-react-app
Labels: needs triage


npm ERR! code EACCES
npm ERR! syscall rename
npm ERR! path /usr/bin/create-react-app
npm ERR! dest /usr/bin/.create-react-app-O3h3HrI3
npm ERR! errno -13
npm ERR! Error: EACCES: permission denied, rename '/usr/bin/create-react-app' -> '/usr/bin/.create-react-app-O3h3HrI3'
npm ERR!  [Error: EACCES: permission denied, rename '/usr/bin/create-react-app' -> '/usr/bin/.create-react-app-O3h3HrI3'] {
npm ERR!   errno: -13,
npm ERR!   code: 'EACCES',
npm ERR!   syscall: 'rename',
npm ERR!   path: '/usr/bin/create-react-app',
npm ERR!   dest: '/usr/bin/.create-react-app-O3h3HrI3'
npm ERR! }
npm ERR! 
npm ERR! The operation was rejected by your operating system.
npm ERR! It is likely you do not have the permissions to access this file as the current user
npm ERR! 
npm ERR! If you believe this might be a permissions issue, please double-check the
npm ERR! permissions of the file and its containing directories, or try running
npm ERR! the command again as root/Administrator.

npm ERR! A complete log of this run can be found in:
npm ERR!     /home/mohamed/.npm/_logs/2021-03-07T03_16_35_012Z-debug.log
Repository: pytorch
Issue: libtorch reports bad_alloc when used together with darknet
Labels: needs reproduction,triaged

I get an error when I use  torch::jit::load to load a model
`terminate called after throwing an instance of 'std::bad_alloc'
  what():  std::bad_alloc
Aborted
`
And here is my code:
#include <torch/script.h> // One-stop header.
#include <torch/cuda.h>
#include "darknet.h"

int main(int argc, const char* argv[]) {
    torch::jit::script::Module module;
    module = torch::jit::load("../my_net.pt");
    return 0;
}

void hello(){
    image im = make_image(40,40,3);
}
Repository: godot
Issue: Multiple selection in FileSystem is canceled when saving the scene
Labels: bug,topic:editor,usability

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
tested on 3.2.3, 3.2.4rc3

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Linux

**Issue description:**
<!-- What happened, and what was expected. -->
Selection of multiple files is canceled when saving the scene (using `Ctrl+S` for example).

**Steps to reproduce:**
1. Open/create a project, open/create a scene.
2. Select several files in Godot editor FileSystem dock
3. Press `Ctrl+S` or `Scene`-`Save Scene`
As you can see, only one file is selected now.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: godot
Issue: Collision result prioritizes nearest point rather than the length of the collided size
Labels: bug,topic:physics,topic:2d

**Godot version:**
3.2.3


**OS/device including version:**
Windows 10


**Issue description:**
I believe this isn't technically a bug, and it's intended. When the collider collides, it finds the nearest place to get off the collided object.
However, in my case, I have a code where the player `RayCast2D` can summon an object (on the arrowhead). If the summoned object is bounded to touch a wall, it should bounced behind the wall.
This is what I expected to have:
![image](https://user-images.githubusercontent.com/56707567/110230504-698ca880-7f4c-11eb-8dcb-9fedba9f7c32.png)
_Straight vertical line on the left as wall, rectangle box as summoned object, and arrow as player._

Instead, the summoned object bounced below the wall's end point (I used `SegmentLine2D` but it also happens in `RectangleShape2D`).
Doesn't matter if I used `move_and_collide()`, or `move_and_slide(velocity, Vector2(1,0))`.
![image](https://user-images.githubusercontent.com/56707567/110230471-2e8a7500-7f4c-11eb-9bd3-263141e020d1.png)

On the other hand, if the collider size is smaller than maybe, the wall length?, it bounced back normally
![image](https://user-images.githubusercontent.com/56707567/110230544-b8d2d900-7f4c-11eb-98b0-89e5fb94c2b1.png)

or if the wall length is longer and the collider is around the center point, it also bounced back normally. 
![image](https://user-images.githubusercontent.com/56707567/110230569-df910f80-7f4c-11eb-8f50-4cc0617a4c5f.png)
In this case, I was wondering, is the collision depending on the center point instead of overall shape? Because it will still happen if you summon the collider around the bottom of the wall regardless of the wall length.
![image](https://user-images.githubusercontent.com/56707567/110230932-6ba43680-7f4f-11eb-8a1c-a774d10d3eac.png)


My question is:
Should the collision result be based on the length of the collided surface instead of the nearest end point? This one is especially crucial for line-based CollisionShape like `SegmentLine2D`, because we don't need that at all, but only the length between two points.

**Minimal reproduction project:**
[bug report.zip](https://github.com/godotengine/godot/files/6096633/bug.report.zip)
Note that in the file, there is a `Raycast2D` to determine the summoning point, when it touches the wall, the to-be-summoned object will automatically bounce back, that works well and it's not related.
Repository: next.js
Issue: next/link behavior differs from native anchor when linking to fragment identifier
Labels: Navigation

### What version of Next.js are you using?

13.1.2

### What version of Node.js are you using?

18.12.0

### What browser are you using?

Firefox 108, Chrome 108

### What operating system are you using?

Ubuntu 22.04

### How are you deploying your application?

Other

### Describe the Bug

When linking to a fragment identfier with a native anchor, the link target receives focus:

```jsx
<a href="#skip">Skip to main w/ native anchor</a>
<main id="skip" tabIndex={-1}>
  <h1>Main</h1>
</main>
```

However, when using a `next/link`, which [is recommended](https://github.com/vercel/next.js/issues/16746#issuecomment-789970857), the link target does not receive focus.

Focus behavior is important e.g. for skip links.

### Expected Behavior

`next/link` should focus the fragment link target.

### To Reproduce

Run this reproduction: https://github.com/stefanprobst/next-issue-fragment-link

Clicking the first link (w/ `next/link`) will do nothing, clicking second link will focus `<main>` (visible as pink background color).
Repository: excalidraw
Issue: Custom id generator
Labels: enhancement,discussion

This is related to integrating Excalidraw into Roam Research.

Roam tracks each block of text (paragraph) with a unique id (9 char ID, eg: Af_4kF-Ia ). It would be great if I could supply a custom ID to Excalidraw for objects type "text" so I could link the text in the drawing to blocks of text in the document (e.g. nested under the image). This would allow for automatically keeping the document and the drawing in sync.

Demonstrating similar functionality with Roam with a simple table component.
![2021-03-07 09-35-54](https://user-images.githubusercontent.com/14358394/110234080-e574f980-7f28-11eb-9ba2-a18a4b9f02e4.gif)
Repository: kubernetes
Issue: Kubelet should publish information about preferred way to connect to it
Labels: area/kubelet,priority/awaiting-more-evidence,sig/node,kind/feature,priority/important-longterm,lifecycle/frozen,needs-triage

#### What would you like to be added:

To deploy cluster addon that communicates with Kubelet (for example Metrics Server), cluster administrator needs to figure out Kubelet endpoints, certificates and authorization configuration and pass it to Metrics Server. This can lead to errors and user frustration  as most applications deployed on Kubernetes just work out of the box. 

Some problems:
* Nodes publish multiple addresses, but it's not clear which one to use. 
* Kubelet can use self-signed certificate, which requires disabling verification on MS side.
* If Kubelet has not configured authorization, then MS cannot use secure port and should require action on user side.

Solving this problem would require Kubelet to publish additional some configuration available locally on node to cluster. Information:
* Preferred address to use
* Self signed certificate
* Authorization configuration

#### Why is this needed:

This work is part of simplifying Metrics Server configuration to remove number of support tickets due to misconfiguration.
https://github.com/kubernetes-sigs/metrics-server/issues/688. I expect that this work should also benefit any other addon communicating with Kubelets.

#### Notes

I know that kubelet has Dynamic Configuration that publishes some of information mentioned above, but I would want to start discussion how we can make sure it can solve this problem. 

/sig instrumentation 
/sig node
Repository: pytorch
Issue: After upgrade to 1.8.0 memory leak in libTorch after using torch::jit::load()
Labels: oncall: jit,oncall: mobile

## 🐛 Bug

I use libTorch 1.8.0 from the standard pod in xcode to run on ios. In it, I load a mobile-optimized script with maskrcnn+resnet50 with torch::jit::load(). All works fine but when my c++ class that encapsulates torch::jit::script::Module is deallocated, the exact size of the script file memory is leaked. Note that I don't even need to do inference, just load the script and kill the owner class or module impl allocated on the stack.

## To Reproduce

Steps to reproduce the behavior:

1. Load the script with torch::jit::script::Module _impl = torch::jit::load(modelPath, torch::Device(torch::kCPU));
2. Make sure that _impl is deallocated (owner class is killed or deallocated by the stack)
3. The memory is not released

```
void loadModule(std::string modelPath)
{
        // modelPath refers to script of 120M size
        try {
                auto qengines = at::globalContext().supportedQEngines();
                if (std::find(qengines.begin(), qengines.end(), at::QEngine::QNNPACK) != qengines.end()) {
                        at::globalContext().setQEngine(at::QEngine::QNNPACK);
                }

                torch::autograd::AutoGradMode guard(false);
                torch::jit::GraphOptimizerEnabledGuard opguard(false);
                torch::jit::script::Module _impl = torch::jit::load(modelPath, torch::Device(torch::kCPU));
                at::AutoNonVariableTypeMode non_var_type_mode(true);
                _impl.eval();
        } catch (const std::exception& exception) {
                std::cerr << exception.what() << std::endl;
                throw exception;
        }
        // 120M leaked here. I see this in xcode memory report.
}


```

The issue is present when running on ios and in the simulator. In 1.7.x it worked correctly. Each such load leaves in memory 120M and soon the app is getting OOM killed.

## Expected behavior

When the module is deallocated it must free the memory used for loaded tensors.

## Environment

 - PyTorch Version: 1.8.0
 - OS versions: macos, ios 14.x
 - How you installed PyTorch: pip install torch 1.8.0
 - Build command you used (if compiling from source): -
 - Python version: the script is built on python 3.8.5
 - CUDA/cuDNN version: 11
 - GPU models and configuration: NVidia 1080 TI
 - Any other relevant information: -

## Additional context


cc @gmagogsfm
Repository: flutter
Issue: [proposal][desktop] Tab character (\t) should be displayed as indentation in TextField
Labels: a: text input,c: new feature,framework,c: proposal,a: desktop,P2,team-text-input,triaged-text-input

## Tab Character \t should be displayed as indentation in EditableText, TextField and all implementations of Text widgets in Desktop
#### This is a common behaviour in many desktop applications

Flutter Channel: **master**
Platform: **Desktop, Linux**
Version: **2.1.0-11.0.pre.138**

When Tab key is pressed while the TextField is focused, in a Flutter Desktop Application, by default, the focused TextField is unfocused and the focus shifts to another widget. That is a problem in my case as I want the user to be able to enter tab characters. But I partially solved it by using a RawKeyboardListener to detect when the user presses Tab key, and then inserted a \t to the TextField at the current cursor position through its controller.
The problem is that, the \t character is displayed as a small space, almost half as wide as whitespace, which is counterproductive.
There should be an option to configure how \t is displayed, as it can be of multiple number of spaces' width, and it should be customisable.

I believe this is not exactly a bug. For mobile devices, the Tab key is irrelevant. For web, pressing Tab key is helpful in shifting focus between UI elements.
But for desktop, it makes sense to have an option to customise how a Tab character is displayed in a TextField.

### Suggestion
Add an option to disable focus shifting on Tab press on Desktop and add Tab character to the TextField. Provide a way to customise Tab character display, by equating it to a specific number of whitespaces that can be changed if required.
Repository: pytorch
Issue: RuntimeError: CUDA error: CUBLAS_STATUS_INTERNAL_ERROR when calling `cublasCreate(handle)`
Labels: triaged,module: cublas

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->
```RuntimeError: CUDA error: CUBLAS_STATUS_INTERNAL_ERROR when calling `cublasCreate(handle)` ```

I am running a GPT2 pretraining script with distributed training from [here](https://github.com/EleutherAI/gpt-neox), and ran into this CUDA error. It persists even with 
```CUDA_LAUNCH_BLOCKING=1 ./deepy.py pretrain_gpt2.py -d configs medium.yml local_setup.yml```
I saw similar errors on pytorch forum, but those issues were more often than not solved by using `CUDA_LAUNCH_BLOCKING=1`

cc @csarofeen @ptrblck @xwang233 @aocsa
Repository: godot
Issue: CallDeferred problem with parameters with a type by default in C#
Labels: bug,topic:dotnet

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.4 rc3 mono

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
win10 64

**Issue description:**
<!-- What happened, and what was expected. -->
CallDeferred has a problem calling a method that accepts null values by default.

![Captura2](https://user-images.githubusercontent.com/19652075/110237982-40195000-7f3f-11eb-8fcc-594f1efb71d9.PNG)

![Captura3](https://user-images.githubusercontent.com/19652075/110237984-414a7d00-7f3f-11eb-96f1-07f7ec55f832.PNG)

**Steps to reproduce:**


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[CallDeferredTest.zip](https://github.com/godotengine/godot/files/6096983/CallDeferredTest.zip)
Repository: node
Issue: Roadmap for stabilization of vm modules
Labels: help wanted,vm,experimental,esm,loaders,never-stale

According to @SimenB, here are the issues that should probably be taken care of before we unflag and mark vm modules as stable:
- [x] [SourceTextModule memory leak (#33439)](https://github.com/nodejs/node/issues/33439)
- [ ] [`vm.Script`'s `importModuleDynamically` should get a reference to the `context` used to run it (#35714)](https://github.com/nodejs/node/issues/35714)
- [x] [Segmentation fault with `import()` instead of calling `importModuleDynamically` (#35889)](https://github.com/nodejs/node/issues/35889)
- [x] [importModuleDynamically for vm module is cached (#36351)](https://github.com/nodejs/node/issues/36351)
- [ ] [VM ESM with dynamic imports resolves promises before linking is complete (#33216)](https://github.com/nodejs/node/issues/33216)
- [ ] Change API of `module.lnk((specifier) => module)` to `module.link(specifiers, modules)`  so that it has fewer C++ -> JS calls and can be reused to implement `require(esm)`.

/cc @devsnek
Repository: godot
Issue: Invalid data in ResourceLoader.exists cause showing a lot of exactly same error messages 
Labels: bug,topic:core

**Godot version:**
3.2.4.rc.custom_build. 8385a0d8a


**OS**
Ubuntu 20.04 - Ubuntu 3.36 X11

**Issue description:**

This happens also with `ResourceLoader.load_interactive`, `ResourceLoader.get_recognized_extensions_for_type`, `ResourceLoader.load`

Executing once
```
func _ready() -> void:
	ResourceLoader.exists("sfsf","sf")
```

shows multiple errors (I think that max 1 should be visible, because this are exactly same errors)
```
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.
ERROR: _get_parent_class: Cannot get class 'sf'.
   At: core/class_db.cpp:347.

```
Repository: godot
Issue: No way to delete a plugin from editor
Labels: enhancement,topic:editor,usability,topic:plugin

**Godot version:**
3.1.1-stable

**OS/device including version:**
Debian Linux

**Issue description:**
It's impossible to remove a plugin from the editor.

When you create a new plugin, there's a number of fields: the directory where the code is, the filename, author, etc. Once you click "create", even if there are errors (eg. `Failed loading resource: res://addons/addons/res:/TextureRect.gd`), a new line for the new plugin is created. It's impossible to remove the created plugin for cleanup (from the editor), other than removing the files on disk.

**Steps to reproduce:**
Create a new plugin. Enter wrong data, eg. res://blah.gd as a script filename.


**Minimal reproduction project:**
Reproduces in an empty project.