sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: three.js
Issue: AreaLight intensity parameterization problem: Luminous energy (lux) vs Luminous exitance (lux/m^2)
Labels: Suggestion

##### Description of the problem

In this example:

https://threejs.org/examples/?q=area#webgl_lights_rectarealight

When one adjusts the width, height of the area light, its overall brightness changes.  This is because the intensity of the light it just its intensity per surface area.  Changing width and height changes the surface area and thus the brightness (e.g. total luminous energy) changes.   Artists often do not expect the behavior that Three.js currently has.

I am using this wikipedia table for my reference: https://en.wikipedia.org/wiki/Luminance#Table_of_SI_light-related_units

The default in UE4 is to keep the total brightness the same and adjust the intensity per surface area accordingly automatically:
UE4:
"Intensity | The total energy that the light emits. Note that for Rect Lights, this value is averaged over the surface area of the light. As you increase the Source Width and Source Height of the light, you will need to increase the Intensity in order to maintain the same apparent brightness."
https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/LightTypes/RectLights/index.html

V-Ray takes a different approach and allows you to specify which type of "intensity" do you want.  Do you want to set the Luminous existance or the luminous energy.  And they let you specified either Watts or Lumens for both cases.
https://docs.chaosgroup.com/display/VRAY3MAYA/Rectangle+Light+%7C+VRayLightRect

I think we should look at adding the ability to have an "intensityMode" where one can set totalLumens or lumensPerArea.  This would help a lot.

##### Three.js version

- [x] Dev

##### Browser

- [x] All of them

##### OS

- [x] All of them
Repository: TypeScript
Issue: Refine JSON.stringify return type for booean value
Labels: Suggestion,Awaiting More Feedback

## Search Terms

JSON.stringify "true" "false"

## Suggestion
I'd like to have additional typings for the return type of `JSON.stringify`, namely when given a boolean, the return type should be `'true' | 'false'`

## Use Cases
In React assigning the ARIA boolean attributes requires a boolean-string, currently you have to do:
```tsx
<div aria-expanded={isExpanded ? 'true' : 'false'}/>
```
With the change you could simplify that to:
```tsx
<div aria-expanded={JSON.stringify(isExpanded)}/>
```

## Examples
```ts
const r1: 'true' | 'false' = JSON.stringify(true);
// Or if we could have it be even more granular:
const r2a: 'true' = JSON.stringify(true);
const r2b: 'false' = JSON.stringify(false);
``
Repository: flutter
Issue: Add dart on Fuchsia testing in flutter
Labels: customer: fuchsia,engine,P2,team-engine,triaged-engine

As dart rolls into flutter, we need to run dart unit test cases on Fuchsia.

The test cases would be used to catch issues like the one fixed in https://dart-review.googlesource.com/c/sdk/+/143888 from happening again.

The first test suite to be included can cover sockets (since this has been an issue due to having to emulate Edge Trigger using Level Trigger)

This is a temporary test suite that should be migrated to Dart once Dart on Fuchsia testing is available as part of presubmit.
Repository: rust
Issue: Use lld by default on x64 Ubuntu 20.04 LTS
Labels: A-linkage,metabug,C-tracking-issue,S-tracking-impl-incomplete

This is a metabug, constraining the unbound scope of #39915.

# What is lld

[A linker that's part of the llvm project](https://lld.llvm.org/), which is desirable for two reasons:
* it's very friendly to cross compilation (hence its emphasis for embedded targets)
* it's very fast (often runs in half the time as Gold -- linking can take several minutes for big projects (rustc, servo, etc.) and linking can be a huge % of the compile with incremental builds, so halving this runtime is a Big Deal.)

Rust currently ships its own copy of lld which it calls rust-lld. This is used by default to link bare-metal targets and wasm.

# Goal

The goal of this metabug is to use rust-lld by default on a major x64 linux distro. I have arbitrarily chosen Ubuntu 20.04 LTS as our target. With all likelihood, this will incidentally get it working/enabled on many other linux distros, BSDs, and other similar platforms, but I am purposefully constraining the scope to one distro for the sake of focusing the effort.

My understanding is that the ELF backend is quite well maintained. Quoting lld's own landing page:

> We are currently working closely with the FreeBSD project to make LLD default system linker in future versions of the operating system, so we are serious about addressing compatibility issues. As of February 2017, LLD is able to link the entire FreeBSD/amd64 base system including the kernel. With a few work-in-progress patches it can link approximately 95% of the ports collection on AMD64. For the details, see FreeBSD quarterly status report.

Hopefully this has continued to improve, and using lld will be a slam dunk. Although I specify that we should use rust-lld, it may be necessary/desirable to detect and use system copies of lld.

# Blocking Issues

* [x] #71519 - support making gcc use rust-lld
* [x] #71233 - coverage information not generated when using lld
Repository: godot
Issue: SkeletonIK is not deforming properly since 3.2
Labels: bug,topic:core,regression,topic:3d

**Godot version:**
3.2.2 Beta

**OS/device including version:**
Windows 10 64bit

**Issue description:**

![IKIssue](https://user-images.githubusercontent.com/11403345/80235471-c1b60700-8627-11ea-89e7-d6ab92a717db.PNG)


IK is not deforming correctly. If you look at either the mesh or the wire frame of the bones they are deformed incorrectly 

This is similar to https://github.com/godotengine/godot/issues/37095 I tried the file in this post https://github.com/godotengine/godot/issues/37095#issuecomment-599859123 but it seemed fine.

**Steps to reproduce:**

1. Import an object with a bone chain suitable for IK
2. In Godot add ik node, set it up with a target.
3. press play ik, bones are now incorrectly deformed

**Minimal reproduction project:**
Press "PlayIK"

[IK.zip](https://github.com/godotengine/godot/files/4530176/IK.zip)
Repository: rust
Issue: Use lld by default on x64 msvc windows
Labels: A-linkage,metabug,C-tracking-issue,S-tracking-needs-summary

This is a metabug, constraining the unbound scope of #39915.

# What is lld

[A linker that's part of the llvm project](https://lld.llvm.org/index.html), which is desirable for two reasons:
* it's very friendly to cross compilation (hence its emphasis for embedded targets)
* it's very fast (often runs in half the time as Gold -- linking can take several minutes for big projects (rustc, servo, etc.) and linking can be a huge % of the compile with incremental builds, so halving this runtime is a Big Deal.)

Rust currently ships its own copy of lld which it calls rust-lld. This is used by default to link bare-metal targets and wasm.

# Goal

The goal of this metabug is to use rust-lld by default when targeting x64 msvc windows (as opposed to e.g. mingw windows). It's possible this will incidentally get other windows targets working, but I'm constraining scope for the sake of focusing efforts.

This configuration is already in a decent state, with backend support already implemented. It's just a matter of making that configuration stable enough to use by default.

**To test using rust-lld for msvc targets, use `-C linker=lld`**

# Blocking Issues

[lld on windows status page](https://lld.llvm.org/windows_support.html)

* [x] #68647 - linking libtest results in undefined symbols
* [x] #71504 - rust-analyser segfault with lto=thin, linker=lld-link
* [x] #72145 - LLD/COFF does not correctly align TLS section
* [x] https://github.com/rust-lang/rust/issues/81408 - ACCESS_VIOLATION when dereferencing once_cell::Lazy in closure with LTO
* [x] https://github.com/rust-lang/rust/issues/85642 - Windows rust-lld does not support the MSVC manifestdependency .drectve
* [x] https://github.com/rust-lang/rust/issues/111480
Repository: PowerToys
Issue: [FancyZones] Allow a different shortcut key for moving windows between zones (allow both FZ and Windows Snap)
Labels: Idea-Enhancement,FancyZones-Hotkeys,Product-FancyZones

# Summary of the new feature/enhancement

I want to be able to move windows between zones while also being able to use windows snap. Something like Win+Shift+Left and Win+Shift+Right for moving between zones.

# Proposed technical implementation details (optional)

Add a Shift modifier for the shortcut key allowing users to move windows between configured zones.

Do not use Win+Ctrl+Left and right because that is already used by windows to swap between virtual desktops
Repository: flutter
Issue: ScenarioTests (iOS): Make updating golden easily
Labels: a: tests,platform-ios,engine,a: platform-views,P3,team-ios,triaged-ios

The current workflow to update Goldens in the Engine ScenarioTests is as such:

1. Run the tests.
2. Get the new golden image from the attachment from XCode.
3. Rename the new golden to the specific name.
4. Replace the current golden image one by one.

This process is time consuming.
One possible workflow could be:

1. Run the tests to generate new goldens.
2. Run a command to rename the new goldens and replace the old ones with the new ones in a batch.
Repository: flutter
Issue: [gen_l10n] Provide an option to automatically modify the Info.plist file
Labels: platform-ios,framework,a: internationalization,c: proposal,P3,team-ios,triaged-ios

When localizing for iOS applications, there is a manual step of adding the following lines to the Info.plist file:

```xml
	<key>CFBundleLocalizations</key>
	<array>
		<string>en</string>
		<string>es</string>
		<string>es_419</string>
                # ...
		<string>zh_CN</string>
	</array>
```

We should make it an integral part of the generation tool to update this list with the locales that an application supports, since it is easy to forget to do. However, I am hesitant from doing this as well, since we would have to:
1) Be careful about leaving the rest of the Info.plist file intact, and
2) Make sure that we define the locale in a way that iOS parses locales, since the way we evaluate locale strings might be different from how iOS does it

cc/ @HansMuller
Repository: pytorch
Issue: `max_norm` parameter on nn.Embedding will fail inside nn.DataParallel
Labels: module: nn,triaged,module: data parallel

## 🐛 Bug

Passing the `max_norm` parameter when creating an Embedding will cause the forward pass to fail when inside a `DataParallel` module.

## To Reproduce

```
embedding = torch.nn.Embedding(8, 8, max_norm=1.0)
embedding = torch.nn.DataParallel(embedding)
embedding.cuda()
embedding(torch.arange(4))
```

## Expected behavior

The module should process as expect. Instead, the following error is produced on Device 0:

> RuntimeError: Output 0 of BroadcastBackward is a view and its base or another view of its base has been modified inplace. This view is the output of a function that returns multiple views. Such functions do not allow the output views to be modified inplace. You should replace the inplace operation by an out-of-place one.

## Environment

 - PyTorch Version (e.g., 1.0): `1.5.0`
 - OS (e.g., Linux): `Linux`
 - How you installed PyTorch (`conda`, `pip`, source): `pip`
 - Python version: `3.6.5`
 - CUDA/cuDNN version: `10.2`
 - GPU models and configuration: `AWS ml.p2.8xlarge`
Repository: TypeScript
Issue: Intellisense import suggestions - search index files only 
Labels: Suggestion,Awaiting More Feedback

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
Hi guys, in large codebases I often encounter following issue:

I work with React/TypeScript combo. If I export something from a file, it's visible to the entire project and Intellisense auto-import feature suggests me all functions/classes/... exported. It's overwhelming to list through all exports, especially in large projects, where different entities can have the same name. I would love to create some sort of hierarchy with use of `index` files. Auto-import would implicitly "see" only exports within the same folder or siblings of current folder (recursively) if they have exports declared in index file.

Example:
```
/src
   /module-alpha
      /components
         Alpha.tsx
         List.tsx
         Detail.tsx
         index.ts --> export {default} from './Alpha.tsx'
      /model
         utils.ts
         index.ts --> export * as Utils from './utils'
      ModuleAlpha.tsx
      index.ts --> export {default} from './ModuleAlpha.tsx'
   /module-beta
      /components
         Beta.tsx
         List.tsx
         Detail.tsx
         index.ts --> export {default} from './Beta.tsx'
      /model
         utils.ts
         index.ts --> export * as Utils from './utils'     
      ModuleBeta.tsx
      index.ts --> export {default} from './ModuleBeta.tsx'
```

If I am in file `/src/module-alpha/components/Alpha.tsx` and I type `Detail`, I want the auto-import to suggest me just `Detail` within the current folder. In this context I would be able to "see":
- `List` and `Detail` from current folder
- `Utils` from `/model` within this module
- `ModuleAlpha`
- `ModuleBeta`

In other words - folder will behave like a file. If you want the entity to be visible outside the folder, you would have to explicitly define the export in the `index` file (recursively). I hope that it's clear.

I don't want to change the ES6 module system, and we could still import the entity manually. I just want the intellisense to suggest me only relevant things.

Is this something that can be done?
Repository: godot
Issue: C# Interfaces can't be used as arguments in signals
Labels: enhancement,topic:dotnet

**Godot version:** 3.2.1 stable mono

**OS/device including version:** Windows 10

**Issue description:**
C# classes needs to be derived from `Godot.Object` to be used, but how to use Interfaces?

**Steps to reproduce:**
Assume this C# Interface:

``` C#
public interface ITransitionable
{
  void MoveTo(string mapPath, string checkpointName);
}
```

And connect a signal to a C# method expecting it as the first argument:

```C#
public void OnEntered(ITransitionable transitionable)
{
  transitionable.MoveTo(MapPath, CheckpointName);
}
```

This will not work when emitted and an error raises: **variant_to_mono_object: Attempted to convert Variant to an unmarshallable managed type. Name: 'ITransitionable' Encoding: 18.**

But doing like below will work just fine:

```C#
public void OnEntered(Godot.Object @object)
{
  var transitionable = @object as ITransitionable;

  transitionable.MoveTo(MapPath, CheckpointName);
}
```

---

**Edit**: The instance passed to the method when emitting is a `Godot.Object` that implements the `ITransitionable`.
Repository: vscode
Issue: Git - "Stage selected ranges" clobbers line endings for the entire file without any warning (Windows)
Labels: bug,help wanted,git

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->
<!-- Also please test using the latest insiders build to make sure your issue has not already been fixed: https://code.visualstudio.com/insiders/ -->

<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: Tested on 1.44.2 and 1.45.0 insiders
- OS Version: Windows 10 Build 18363

Steps to Reproduce:

1. Make any change in a file which has CRLF line endings in the git repository

![image](https://user-images.githubusercontent.com/38218905/80263270-f4222d00-8644-11ea-9e66-92616174053c.png)

2. Stage the change from the git diff UI in vscode using "stage selected ranges"

![image](https://user-images.githubusercontent.com/38218905/80263303-14ea8280-8645-11ea-884e-b84c42751a0c.png)

3. use git diff --staged to see the diff of the file (making sure diff.wsErrorHighlight is set to "all", otherwise you still can't see the changes), and see that the line endings for the entire file have now changed:
![image](https://user-images.githubusercontent.com/38218905/80263533-cf7a8500-8645-11ea-9022-0e9e7a7a3231.png)

![image](https://user-images.githubusercontent.com/38218905/80263560-dbfedd80-8645-11ea-89f9-b9642a411f9f.png)

This is especially insidious if you happen to have core.autocrlf set to true, because the files will continue to look identical on disk when checked out, they will only differ in the repo itself (and when you go to submit a PR, it looks like the whole file changed, but github doesn't identify that the change is in the line endings, which can lead to lots of confusion when you look back on disk and see no change).

Also, the git diff UI in VS Code will _not_ show the differences, _even with Ignore Trim Whitespace_ set to false, which means the user has no idea that his line endings are being clobbered, potentially for weeks or months.

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes, tested with a fresh install of latest stable (1.44.2) with no extensions
Repository: godot
Issue: Periodic stalls when drawing meshes in GLES3
Labels: bug,topic:rendering

**Godot version:**
Version 3.2.1. This bug also appears in Version 3.2.2 beta 1, and in Version 3.1.

**OS/device including version:**
Windows 10.
Graphics card GeForce GTX 760/PCIe/SSE2.

**Issue description:**
If you play a scene in the editor that involves a 3D scene and a mesh, there are periodic spikes in the frame time of a few seconds.
This occurs if GLES3 is the renderer - GLES2 does not have this problem. Also, this only applies to scenes runs in the editor - exported standalone projects do not have this problem, so I don't think this is an issue with graphics drivers.

**Steps to reproduce:**
-Create a new project, set the renderer to GLES3.
-Create a scene with a Spatial as the root, add a Camera, and add a MeshInstance with a cube Mesh for the camera to look at.
-Play the scene in the editor. You can observe the problem either in the Profiler, or dragging the game window around and watching it hiccup.
-Set the cube to be invisible and play the scene again. The periodic stalls should be gone.
Repository: pytorch
Issue: python setup.py install error
Labels: module: build,triaged

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->
  I do like this on a arm64 server

Step1:
 git clone http://github.com/pytorch/pytorch
cd pytorch
git checkout v:1.2.0
git submodule update --init --recursive  

Step2： 

sudo pip3 install -U setuptools
sudo pip3 install -r requirements.txt

Step3： 正式安装

sudo python3 setup.py install  

  
## Additional context
```
**c++: error: unrecognized command line option ‘-mfpu=neon’
c++: error: unrecognized command line option ‘-mfpu=neon’
c++: error: unrecognized command line option ‘-mfpu=neon’
c++: error: unrecognized command line option ‘-mfpu=neon’
c++: error: unrecognized command line option ‘-mfpu=neon’
c++: error: unrecognized command line option ‘-mfpu=neon’
c++: error: unrecognized command line option ‘-mfpu=neon’**
[ 36%] Building CXX object third_party/gloo/gloo/CMakeFiles/gloo.dir/rendezvous/file_store.cc.o
[ 36%] Building CXX object third_party/gloo/gloo/CMakeFiles/gloo.dir/common/linux.cc.o
[ 36%] Building CXX object c10/CMakeFiles/c10.dir/core/impl/DeviceGuardImplInterface.cpp.o
[ 36%] Building CXX object third_party/gloo/gloo/CMakeFiles/gloo.dir/rendezvous/context.cc.o
c++: error: unrecognized command line option ‘-mfpu=neon’
[ 36%] Building CXX object third_party/gloo/gloo/CMakeFiles/gloo.dir/rendezvous/hash_store.cc.o
**c++: error: unrecognized command line option ‘-mfpu=neon’
c++: error: unrecognized command line option ‘-mfpu=neon’
c++: error: unrecognized command line option ‘-mfpu=neon’**
[ 36%] Building CXX object third_party/gloo/gloo/CMakeFiles/gloo.dir/rendezvous/prefix_store.cc.o
[ 36%] Building CXX object third_party/gloo/gloo/CMakeFiles/gloo.dir/rendezvous/store.cc.o
c++: error: unrecognized command line option ‘-mfpu=neon’
[ 36%] Building CXX object third_party/gloo/gloo/CMakeFiles/gloo.dir/transport/buffer.cc.o
**c++: error: unrecognized command line option ‘-mfpu=neon’
c++: error: unrecognized command line option ‘-mfpu=neon’**
[ 36%] Building CXX object third_party/gloo/gloo/CMakeFiles/gloo.dir/transpor

```

**how to deal :  c++: error: unrecognized command line option ‘-mfpu=neon**

cc @malfet
Repository: vscode
Issue: Moving a view into panel does not distribute size evenly
Labels: bug,layout

In this case I would expect output and npm scripts to have the same size:

![Kapture 2020-04-25 at 8 03 16](https://user-images.githubusercontent.com/900690/80272579-4017b500-86cb-11ea-8df3-da3967c9b1d6.gif)
Repository: vscode
Issue: Allow to drag the entire panel/sidebar to move it left or right
Labels: feature-request,layout

I would think the panel - when dragged as its entire thing - should allow to be dropped to the right or left of the editor area to support the different layout options we already have.
Repository: vscode
Issue: [json] support setting schema associations at runtime
Labels: feature-request,json

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
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Related PR: https://github.com/microsoft/vscode/pull/73424
Related FR: https://github.com/microsoft/vscode/issues/69868
<!-- Describe the feature you'd like. -->
Feature Request: Configure `jsonValidation` contribution point dynamically.
Use Case: Twin json files like `myFile.json` and `myFile.js`, which file name is the same as another file under the same directory, but file extension name is normal `.json`. So, glob matching or content detection does not work well, dynamic configuration is required.
Repository: godot
Issue: `is_valid_filename()` returns `true` for Windows-reserved filenames like NUL and CON
Labels: bug,platform:windows,topic:core,confirmed

**Godot version:**
3.2.1.stable

**OS/device including version:**
Windows

**Issue description:**
is_valid_filename() returns true for Windows reserved filenames

**Steps to reproduce:**
print("Con".is_valid_filename())

**Minimal reproduction project:**
Thank you so much :)