sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Incorrect first keyframe after importing
Labels: bug,topic:import

<!-- 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. -->
3.3 RC8

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10, NVidia GTX 960

**Issue description:**
<!-- What happened, and what was expected. -->
When importing any gltf2 model with animations made in Blender, there can be an extra first keyframe which is either exact duplicate of the second one or not very different compared to the second one. This is not as clearly visible depending on what is the Fps setting on the import tab. The duplicate causes the animation to have an extra frame, but not always.

**Steps to reproduce:**
1. Create any animation in Blender with animation pushed to nla track (as instructed in every tutorial out there.) Set a sensible FPS, like 24, 25, 30 etc. The most basic animation is fine, like move between two points.
2. (Optional) To make the bug more visible, set the keyframe interpolations to linear.
3. (Optional) Name it with something ending in -loop for easier visibility while animating in Godot.
4. Export as gltf with default settings.
5. Create new project in Godot. Import the gltf.
6. Check the generated animation player. Set `Snap` to "Fps" and the value to be the same as the exported FPS in Blender. First keyframe might be a duplicate, or just slightly different to second. (But follow next steps to make this easier to reproduce.)
7. Change Import setting of Animation "Fps" to whatever Blender had. In Blender default is 24, but I used 25 and 30 as well for testing. The default in Godot is 10 which doesn't always reproduce the error.
8. Press "Reimport"
9. Change `Snap` to "FPS" again, and the proper value. There's a very high chance a duplicate frame is present.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
A simple gltf file for testing: 
[animtest.zip](https://github.com/godotengine/godot/files/6304436/animtest.zip)
It's a cube, moved between 4 points in a loop. FPS is 30, so please use this when following the reproduction steps.
Repository: storybook
Issue: MDX Imports from a path labelled "super" break storybook
Labels: bug,help wanted,mdx

**Describe the bug**
MDX files importing from the path `./super` seem to break building storybook.

**To Reproduce**
Try to import a component like `import { Super } from "./super"` and watch it not build.

Then try to rename the files and import to something like `import { Super } from "./supper"` and it works.

**Expected behavior**
I should be able to import from a path that contains the word super (in this case the component provides some reusable behavior for superscript styling).

**System**
Environment Info:

  System:
    OS: macOS 11.2.3
    CPU: (4) x64 Intel(R) Core(TM) i5-7360U CPU @ 2.30GHz
  Binaries:
    Node: 12.21.0 - ~/.nvm/versions/node/v12.21.0/bin/node
    Yarn: 1.22.10 - ~/.nvm/versions/node/v12.21.0/bin/yarn
    npm: 6.14.11 - ~/.nvm/versions/node/v12.21.0/bin/npm
  Browsers:
    Chrome: 89.0.4389.114
    Firefox: 80.0.1
    Safari: 14.0.3
  npmPackages:
    @storybook/addon-actions: ^6.2.3 => 6.2.7 
    @storybook/addon-essentials: ^6.2.3 => 6.2.7 
    @storybook/addon-links: ^6.2.3 => 6.2.7 
    @storybook/preset-create-react-app: ^3.1.7 => 3.1.7 
    @storybook/react: ^6.2.3 => 6.2.7
Repository: pytorch
Issue: Allow variable intermediate hidden dimensions for stacked RNN/LSTM layers
Labels: module: nn,module: rnn,triaged,enhancement

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->
Allow variable intermediate hidden dimensions for stacked RNN/GRU/LSTM layers.

## 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 -->
As it is right now, even thought I can specify `num_layers` to be greater than 1 to signify a stacked RNN/LSTM, I am limited in keeping the size of my hidden/cell states the same throughout the stacked RNN/LSTM.

## Pitch

<!-- A clear and concise description of what you want to happen. -->
`hidden_size` should become a list of size `num_layers` so that the intermediate hidden dimensions can be specified.

## Alternatives

<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->
Not really any other cleaner alternatives, besides rolling out your own solution which many people do currently.

## Additional context

<!-- Add any other context or screenshots about the feature request here. -->
https://discuss.pytorch.org/t/stacked-rnn-with-different-hidden-size-at-each-layer/8184
https://stackoverflow.com/questions/63996218/how-to-specify-different-layer-sizes-in-pytorch-lstm-gru-rnn

cc @albanD @mruberry @jbschlosser @zou3519
Repository: flutter
Issue: Flexible RawScrollbar
Labels: c: new feature,framework,f: scrolling,c: proposal,P3,team-framework,triaged-framework

## Use case

I am trying to create the following scrollbar:

![Fluent UI Scrollbar](https://docs.microsoft.com/en-us/windows/uwp/design/controls-and-patterns/images/conscious-scroll.gif)

but this seems to not be possible in Flutter with the widget `RawScrollbar`. Currently there are only a few properties, which makes the scrollbar implementation non-flexible.

## Proposal

Add the following properties to add more flexibility for the `RawScrollbar` widget:

- `hoveringThickness`. The thickness of the scrollbar when the mouse is over it. This should be animated
- `backgroundColor`. The color behind the scrollbar color.
- `pressingThumbColor`. The color of the scrollbar when the user is pressing it
- `leading` and `trailing`. This would be the "arrows"

These properties would make it easy to implement an scrollbar like the following:

![](https://docs.microsoft.com/en-us/windows/uwp/design/controls-and-patterns/images/scrollbar.png)
![](https://docs.microsoft.com/en-us/windows/uwp/design/controls-and-patterns/images/scrollbar_standard.jpg)
Repository: pytorch
Issue: Support float_qparams in quantized_clone
Labels: oncall: quantization,low priority,triaged

## Issue description

quantized_clone https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/quantized/QTensor.cpp#L201 currently only supports per_tensor and per_channel quantization schemes. 
Extend it to support float_qparams scheme as well



cc @jerryzh168 @jianyuh @raghuramank100 @jamesr66a @vkuzo
Repository: vscode
Issue: iPad editor renders double cursor
Labels: bug,editor-rendering,ios-ipados

iPad, safari

1. Open settings UI
2. Touch some non input area, for example the Settings table of content
3. Touch back on the settings input area -> double cursor is rendered

Apart from this steps sometimes in various editors I see double cursors rendered.

I was able to fix this by adding
`-webkit-user-select: none;` to the hidden `textArea` [here](https://github.com/microsoft/vscode/blob/main/src/vs/editor/browser/controller/textAreaHandler.css#L17)

I am not sure if that would break anything else, thus first creating this issue to discuss if you think this is a good aproach or if you are already aware of this issue

fyi @alexdima
Repository: rust
Issue: Tracking Issue for `-C export-executable-symbols`
Labels: B-RFC-approved,T-compiler,C-tracking-issue,F-export_executable_symbols

<!--
NOTE: For library features, please use the "Library Tracking Issue" template instead.

Thank you for creating a tracking issue! 📜 Tracking issues are for tracking a
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RFC for the feature if it has one. Otherwise provide a short summary of the
feature and link any relevant PRs or issues, and remove any sections that are
not relevant to the feature.

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This is a tracking issue for the RFC "2841" (rust-lang/rfcs#2841).
The feature gate for the issue is `#![feature(export_executable_symbols)]`.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps
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implementing a feature, followed by a PR that stabilises the feature. However
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- [x] Implement the RFC https://github.com/rust-lang/rust/pull/85673
- [ ] Adjust documentation ([see instructions on rustc-dev-guide][doc-guide])
- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide])

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs

### Unresolved Questions
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- Is this a good name for it?
- Should it be more general and export when limit_rdylib_exports or crate_type == ProcMacro?

### Implementation history

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Repository: flutter
Issue: Path clipping fails on webkit when child and path is outside screen bounds due to transform. 
Labels: platform-web,c: rendering,e: web_html,P2,team-web,triaged-web

```
<div clip-path=... width="100px" height="100px; position:absolute">
     <div style="transform=translate(-50, 100); width=200px; height=200px; position=absolute;">
        <img>
```
clips image incorrectly in webkit. Changing translation on inner div shifts clipped area although clip space units are object bounds and positions are absolute.

## Steps to Reproduce

https://github.com/flutter/engine/pull/25520 uses oval to fix specific repro case.

## Potential fixes/workarounds

Use absolute coordinates instead of objectBounds for clip space units.
Create static html for repro and file bug report with webkit.
Repository: vscode
Issue: Folding: sometimes can not be folded and touch registered as double click
Labels: bug,editor-folding,ios-ipados

iPad or any touch device

Have some code folded
Touch on the folded region fold decorations to expand it -> all good
Touch again to fold it -> sometimes touch is registered as a double click, thus both an expand and a collapse happens thus resulting in no action

Not sure if this is specific to folding or to all decorations but first assigning to @aeschli
Repository: vscode
Issue: Add a `modifier` flag to the `onDidAccept` event of quick picks
Labels: feature-request,quick-pick

We currently have the `onDidAccept` event on quick picks, but a consumer of this event can't tell if there were any modifiers held when the item accepted, e.g. `alt`, `ctrl`, `shift`. By adding a `modifier` flag to this event, it would allow consumers to change behavior on how an item was accepted -- similar to certain behaviors in core. Ctrl+Click might open something in a new window vs the current window, etc.
Repository: vscode
Issue: Add input validation support to quick picks
Labels: feature-request,quick-pick

We currently support input validation on quick inputs, but not quick picks. It would be great to have that support on quick picks at well. It is often useful to mix input entry with pickable choices, and if you do that we lose validation support.
Repository: go
Issue: cmd/go: command to print out the directory Go will install binaries into
Labels: NeedsInvestigation,FeatureRequest,GoCommand

Go can install binaries into one of several locations, I think:

- if GOBIN is set, go will install to that directory
- if GOPATH is set, go will install to GOPATH[0]/bin
- otherwise (usually), $HOME/go/bin

I'm working with several people who are not really Go programmers, but need to install Go services in order to do their jobs (frontend programming, design, etc). It's a frequent pattern to have instructions that say like "run go install ./... and then start the server" and then they get "meter-server: command not found" because they haven't added whatever directory to their $PATH. So then I need to figure out where Go is actually installing binaries to and then walk them through that process. This is more difficult now when I can't sit right next to them and walk through the commands.

Having a way to easily see which directory Go is installing, or going to, install packages would be very helpful.

Going beyond that, a tool in the x/tools that can append that directory to your $PATH, based on your shell, would be extremely helpful.
Repository: rust
Issue: Collect tokens for inner attributes at crate or outline module root
Labels: A-attributes,C-bug,requires-nightly,A-proc-macros

Currently, custom inner attributes at the crate or outline module root do not have tokens collected: https://github.com/rust-lang/rust/blob/5c1304205b7bc53a1e9f48cf286a60438351c1ab/compiler/rustc_expand/src/expand.rs#L718-L728

This means that code like:

```rust
#![my_attr]

struct Foo {}
fn bar() {}
```

will cause us to lose spans for the entire crate root / outline module. The token streams in question are never nested 'inside' something else, so we might not need the full logic in `collect_tokens_trailing_token` to handle this case.

Custom inner attributes are currently unstable, so this needs to be fixed prior to stabilization in the crate root / outline module root position.
Repository: pytorch
Issue: [NNC] Replace ComputeAt
Labels: NNC

Given the input IR:

```
for (int i = 0; i < 100; ++i) {
  for (int j = 0; j < 200; ++j) {
    A[i,j] = sin(i*j)
  }
}
for (int i = 0; i < 100; ++i) {
  for (int j = 0; j < 199; ++j) {
    B[i,j] = A[i,j] + A[i, j+1]
  }
}
```

we need a transformation that gets to:

```
for (int i2 = 0; i2 < 100; ++i2) {
  for (int j2 = 0; j2 < 199; ++j2) {
    for (int t = 0; t < 2; t++) {
      A[0, t] = sin(i2*(j2+t)) // dims: [1, 2]
    }
    B[i2,j2] = A[0,0] + A[0, 1]
  }
}
```

This should then be able to replace `ComputeAt`.
Repository: pytorch
Issue: [Tracking] Remove unneeded BC duplicates from native_functions.yaml
Labels: triaged,better-engineering

This issue is for tracking duplicate `native_functions.yaml` entries that were added for BC purposes and removing them once it's safe to do so.

- [ ]  [upsample_*](https://github.com/pytorch/pytorch/blob/85b97e449dabb5703cb09effb58f8e4d21afd5f9/aten/src/ATen/native/native_functions.yaml#L7882)
- [ ] [batch_norm_*](https://github.com/pytorch/pytorch/blob/85b97e449dabb5703cb09effb58f8e4d21afd5f9/aten/src/ATen/native/native_functions.yaml#L2703)
- [ ] [quantile*](https://github.com/pytorch/pytorch/blob/85b97e449dabb5703cb09effb58f8e4d21afd5f9/aten/src/ATen/native/native_functions.yaml#L6076-L6077)
- [ ] [embedding_bag](https://github.com/pytorch/pytorch/blob/f9b3dcba0d0ceefe08d3562f5ddee8b68e82aa81/aten/src/ATen/native/native_functions.yaml#L1471-L1474)
Repository: godot
Issue: EditorFileSystem::_update_scan_actions() and _test_for_reimport() frequently crashing editor
Labels: bug,topic:editor,topic:import,crash

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https://github.com/godotengine/godot/issues?q=is%3Aissue
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**Godot version:**
Godot 4.x
commit b4b7c97d3839170180e4f3f7c2bd3179b374057a


**OS/device including version:**
Win 10 64x


**Issue description:**

```
EditorFileSystem::_update_scan_actions()
At: editor\editor_file_system.cpp:554
```
followed by
```
EditorFileSystem::_test_for_reimport()
At:editor\editor_file_system.cpp:414
```

... crashes the editor at random but very frequently on small operations like moving a file in the filesystemdock or importing a new asset.

Crash seems to be completely unrelated to the asset as the same asset works 4 times and crashes on the 5th reimport. Happens to meshes, animations, textures, every imported resource type. No additional error is logged or printed. The project remains unopenable afterwards as it crashes immediatly on reaching the editor screen.

The last asset before the crash seems to be properly moved/imported opening the systemfolder from outside but the only way to fix the project opening is to manual delete the last added file or reverting the change in file or folder location from outside the editor (or clear the entire project cache and reimport everything).

**Steps to reproduce:**
Move files in filesystemdock or import assets and wait for crash.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: godot
Issue: Refactor one folder is making a working Node to be detected as cyclic dependency
Labels: bug,topic:gdscript,topic:editor

**Godot version:**
3.2.3.Stable

**OS/device including version:**
Windows 10 Home.



**Issue description:**
I have two nodes to be defined by a plugin. One instances the other internally, but not vice versa in any way (neither directly nor through a chain of classes)

Both nodes compile and behave as expected. But after refactoring the instanced one to the same folder as its consumer, I get `(script error or cyclic dependency)` error.


**Steps to reproduce:**
Given the following source tree:

- Addons
- - plugin_name
- - - plugin.gd
- - - controller
- - - - controller.gd
- - - cursor
- - - - cursor.gd

Refactor to:

- Addons
- - plugin_name
- - - plugin.gd
- - - controller
- - - - controller.gd
- - - - cursor
- - - - - cursor.gd

**Expected:**
Plugin behaves the same

**Actual:**
An error `(script error or cyclic dependency)` is shown where `Cursor`is instanced.



**Minimal reproduction project:**

Inside plugin.gd, instantiation to custom types are done like:

```
enum CustomType {
    CONTROLLER,
    CURSOR
}


const CustomTypes: Array = [
    CustomType.CONTROLLER,
    CustomType.CURSOR
]

const NamesForCustomType: Dictionary = {
    CustomType.CONTROLLER: "Controller",
    CustomType.CURSOR: "Cursor"
}

const ParentTypesPerCustomType: Dictionary = {
    CustomType.CURSOR: "AnimatedSprite",
    CustomType.CONTROLLER: "Node"
 
 const SourceForCustomType: Dictionary = {
    CustomType.CURSOR: Cursor,
    CustomType.CONTROLLER: Controller
}

const IconPerCustomType: Dictionary = {
    CustomType.CURSOR: "res://addons/adventurator/cursor/cursor.png",
    CustomType.CONTROLLER: "res://addons/adventurator/controller/adventure_controller.png"
}

func _add_custom_types():

    for custom_type in CustomTypes:
        add_custom_type(
            NamesForCustomType[custom_type],
            ParentTypesPerCustomType[custom_type],
            SourceForCustomType[custom_type],
            load(IconPerCustomType[custom_type]))
        print_debug("Added custom type ", NamesForCustomType[custom_type])

 
```

Nothing fancy in cursor.gd:

```
tool
class_name Cursor
extends AnimatedSprite

#...
```

But In controller.gd, instantiation is made like:

```
tool
class_name Controller
extends Node

var cursor: Cursor = Cursor.new() # <--- This is the line where the issue is shown


func _enter_tree() -> void:
    GlobalRepository.add_controller(self)    # Silly autoloaded plugin for some kind of context for dependency injection

func _ready() -> void:
    
    add_child(cursor)

```
Repository: rust
Issue: error using `Vec::<dyn Any>::new()` in a const fn
Labels: T-lang,C-bug,A-const-eval

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
const fn newv() -> Vec<Box<dyn std::any::Any>> {
    Vec::new()
}
```
([Playground link](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=de8d83d197a0acd9b3a2ec10678a58a6))

I expected this to compile, since `Vec::new()` is a const function, and no `dyn` anything needs to be created.

Instead, this happened:

```
Compiling playground v0.0.1 (/playground)
error[E0723]: trait bounds other than `Sized` on const fn parameters are unstable
 --> src/lib.rs:1:20
  |
1 | const fn newv() -> Vec<Box<dyn std::any::Any>> {
  |                    ^^^^^^^^^^^^^^^^^^^^^^^^^^^
  |
  = note: see issue #57563 <https://github.com/rust-lang/rust/issues/57563> for more information
  = help: add `#![feature(const_fn)]` to the crate attributes to enable
```

### 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`:
```
1.51.0 on the playground
```
Repository: vscode
Issue: Document that http.proxy also configures Electron
Labels: bug,proxy

How can I request that this:

> Setting the proxy on the session now if the http.proxy setting is not empty. Previously the setting only affected extensions. This should make it easier to use.

Be added to the documentation (unless I am missing it)? This page https://code.visualstudio.com/docs/setup/network#_legacy-proxy-server-support seems to state explicitly that http.proxy will not be respected by VSCode, and is there only for extensions and the CLI.

It is very helpful that VSCode also respects the http.proxy configuration, I just want to make sure I am using things as-intended, and not relying on functionality which may break in the future.

_Originally posted by @JarrettSpiker in https://github.com/microsoft/vscode/issues/94148#issuecomment-818755903_