sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: 【Godot 4.0【 Gridmap lose material
Labels: bug,topic:rendering,needs testing,topic:3d

### Godot version

4.0 alpha 

### System information

Windows10  Vulkan, NVIDIA GeForce 1050 Ti

### Issue description

I am using 4.0 to make a game similar to MC . In order to optimize the blocks in the game ，I created 64 different  ArrayMesh for a kind of Block . These 64 kinds of arraymesh eliminate different faces of a block respectively .And I use  GridMap to control them to be set in the right place。But I found that during the game, some items set by gridmap will lose their surface maps and materials. And if a Block has six faces, it will not lose its material .
![0SH3EDTUH0LH)ZIAR%PD`F8](https://user-images.githubusercontent.com/69752853/179210467-bc0e8970-36a6-458e-8944-c3d27bd62733.png)


The final effect is like this picture. My little ball stands on the void, and this place is a green block at the beginning of the game。

### Steps to reproduce

To reproduce this issue, you can run mao.tscn in my project .You will find that as you move, the block will gradually lose its material

### Minimal reproduction project

[Test.zip](https://github.com/godotengine/godot/files/9125011/Test.zip)
Repository: pytorch
Issue: Support Swift Package Manager (SPM) for iOS
Labels: oncall: mobile

### 🚀 The feature, motivation and pitch

Currently, Pytorch needs to be added to an iOS project via Cocoapods. However, many newer projects have migrated to Swift Package Manager. It would be fantastic if one could add Pytorch mobile via SPM, too.

### Alternatives

Alternatively, I'd also be happy to vendor pytorch into my codebase. We threw out Cocoapods a while ago and don't really want to reintroduce it if possible.

### Additional context

_No response_
Repository: godot
Issue: Deactivate multiple cameras in a scene
Labels: enhancement,topic:rendering,needs testing

### Godot version

4.0 alpha 11

### System information

Windows 10

### Issue description

Hi,

currently if you add multiple cameras to a scene, they are all disabled.
If you then enable one, you can't deactivate all cameras again.

This is a problem e.g. if this is a sub scene and you don't need any of the cameras for a certain time.

Regards

abgenullt

### Steps to reproduce

Add more than one camera to a scene and activate or deactivate them a few times..

### Minimal reproduction project

_No response_
Repository: godot
Issue: Moving mouse blocks other input events in HTML5
Labels: bug,platform:web,topic:porting,needs testing

### Godot version

3.5 RC6

### System information

Windows 10, Google Chrome

### Issue description

When I try using Input,is_action_just_pressed("action"), it isn't triggered most of the time when moving the mouse.

### Steps to reproduce

- Create a project;
- Assign any key on the keyboard to an action and make it do something like change a Polygon2D's color;
- Run in the browser;
- Move the mouse and press the action key.

### Minimal reproduction project

[InputBug.zip](https://github.com/godotengine/godot/files/9121091/InputBug.zip)
Repository: material-ui
Issue: [Select] disabled component looks strange
Labels: component: select,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

In my project, the Select component shows spurious elements when its 'disabled' property is set. The problem only arises when the 'multiple' attribute is also set. The spurious elements that are visible correspond to the selected values and should be invisible.

I'm using the latest mui version (mui-material 5.9.0, emotion 11.9.3) inside an electron application (chrome browser).

This is the select with 'disabled' not set
![Not disabled](https://user-images.githubusercontent.com/13539009/179233790-53f1a93d-8c89-4aaf-9236-001f5c13e116.PNG)


This is the select with 'disabled' set
![Disabled](https://user-images.githubusercontent.com/13539009/179233840-3da4e1f9-fdda-407d-9a1a-113dff8e1e01.PNG)




### Expected behavior 🤔

The <Select> component should be disabled and no spurious elements should be visible. The disabled <Select> should look like this:  
![Disabled_OK](https://user-images.githubusercontent.com/13539009/179234980-995c4939-4328-45de-81b5-47cbc709b372.PNG)

The screenshot above was made from an online sandbox that works as expected: https://codesandbox.io/s/selectvariants-demo-material-ui-forked-yjetry?file=/demo.js



### Steps to reproduce 🕹

Steps:

1. Checkout the provided sandbox link for the "good" example
2. Suggest why this example does not work in my setup. I re-installed the mui library multiple times without solving the problem.


### Context 🔦

_No response_

### Your environment 🌎


```
  System:
    OS: Windows 10 10.0.19044
  Binaries:
    Node: 14.18.0 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.1 - C:\Program Files (x86)\Yarn\bin\yarn.CMD
    npm: 8.14.0 - ~\.nrfconnect-apps\local\blt24-tester\node_modules\.bin\npm.CMD
  Browsers:
    Chrome: 103.0.5060.114
    Edge: Spartan (44.19041.1266.0), Chromium (103.0.1264.49)
  npmPackages:
    @emotion/react: ^11.9.3 => 11.9.3
    @emotion/styled: ^11.9.3 => 11.9.3
    @mui/base:  5.0.0-alpha.89
    @mui/icons-material: 5.3.0 => 5.3.0
    @mui/material: ^5.9.0 => 5.9.0
    @mui/private-theming:  5.9.0
    @mui/styled-engine:  5.8.7
    @mui/system:  5.9.0
    @mui/types:  7.1.4
    @mui/utils:  5.9.0
    @types/react: 17.0.38 => 17.0.38
    react: ^17.0.2 => 17.0.2
    react-dom: ^17.0.2 => 17.0.2
    typescript: 4.5.4 => 4.5.4
```
Repository: PowerToys
Issue: The hamburger icon is not crisp
Labels: Product-Settings,External Dependency,Area-User Interface,Priority-3,External Dependency-WinUI 3,Resolution-External,Status-Blocked

### Description of the new feature / enhancement

The hamburger icon (open/close navigation button) on the left top is not crisp. The middle line is blurred.

### Scenario when this would be used?

This is just a general UI feature. Blurred icons do not feel premium :-
![Blurred hamburger icon](https://user-images.githubusercontent.com/90775736/179236750-f2c62756-07a8-45b2-9c3c-ffa47ee24117.png)
)

### Supporting information

_No response_
Repository: godot
Issue: "Signal is already connected" when callable has different binds
Labels: topic:core,topic:gdscript,documentation

### Godot version

v4.0.alpha.custom_build [5fec0d232]

### System information

Arch on 5.18.10-arch1-1

### Issue description

```
E 0:00:04:0748   _ready: Signal 'test' is already connected to given callable 'Node(scene.gd)::hello' in that object.
  <C++ Error>    Method/function failed. Returning: ERR_INVALID_PARAMETER
  <C++ Source>   core/object/object.cpp:1237 @ connect()
  <Stack Trace>  scene.gd:8 @ _ready()

```

### Steps to reproduce

```gdscript
extends Node

signal test()

func _ready() -> void:
	# Note that call order is not preserved, it is not a big deal here.
	test.connect(hello.bind("hello"))
	test.connect(hello.bind("world"))
	test.emit()

func hello(text) -> void:
	print(text)

```

### Minimal reproduction project

[test12.zip](https://github.com/godotengine/godot/files/9121554/test12.zip)
Repository: pytorch
Issue: float' object is not callable when using scheduler.step() with MultiplicativeLR
Labels: module: optimizer,triaged,actionable

### 🐛 Describe the bug

## 🐛 Bug

I have initialized an optimizer and a scheduler like this:
```
def configure_optimizers(self): 
      opt = torch.optim.Adam(self.model.parameters(), lr=cfg.learning_rate)
     sch = torch.optim.lr_scheduler.MultiplicativeLR(opt, lr_lambda = 0.95) #decrease of 5% every epoch        
      return [opt], [sch]`
```

Since I just want to updte the scheduler after each epoch, I did not modify this updating method in the training phase, but this is the error I get after the first epoch:

>    self.update_lr_schedulers("epoch", update_plateau_schedulers=False)
>   File "/home/lsa/anaconda3/envs/randla_36/lib/python3.6/site-packages/pytorch_lightning/loops/epoch/training_epoch_loop.py", line 448, in update_lr_schedulers
>     opt_indices=[opt_idx for opt_idx, _ in active_optimizers],
>   File "/home/lsa/anaconda3/envs/randla_36/lib/python3.6/site-packages/pytorch_lightning/loops/epoch/training_epoch_loop.py", line 509, in _update_learning_rates
>     lr_scheduler["scheduler"].step()
>   File "/home/lsa/anaconda3/envs/randla_36/lib/python3.6/site-packages/torch/optim/lr_scheduler.py", line 152, in step
>     values = self.get_lr()
>   File "/home/lsa/anaconda3/envs/randla_36/lib/python3.6/site-packages/torch/optim/lr_scheduler.py", line 329, in get_lr
>     for lmbda, group in zip(self.lr_lambdas, self.optimizer.param_groups)]
>   File "/home/lsa/anaconda3/envs/randla_36/lib/python3.6/site-packages/torch/optim/lr_scheduler.py", line 329, in <listcomp>
>     for lmbda, group in zip(self.lr_lambdas, self.optimizer.param_groups)]
> TypeError: 'float' object is not callable

### Expected behavior

This error should not be there, in fact, using another scheduler ( in particular this
 ` sch = torch.optim.lr_scheduler.CosineAnnealingLR(opt, T_max=10)` ) I do not get the error and the training proceedes smoothly.
### To Reproduce
```
import torch
from torchvision.models import resnet18
net = resnet18()
optimizer = torch.optim.Adam(net.parameters(), lr=0.01) 
scheduler = torch.optim.lr_scheduler.MultiplicativeLR(optimizer, 0.95) # BUG SCHEDULER 
#scheduler = torch.optim.lr_scheduler.StepLR(optimizer, 3, gamma=0.1) # WORKING ONE
for i in range(10):
    print(i, scheduler.get_lr())
    scheduler.step()

 ```




### Environment

* CUDA:
        - GPU:
                - NVIDIA RTX A6000
        - available:         True
        - version:           11.3
* Packages:
        - numpy:             1.19.2
        - pyTorch_debug:     False
        - pyTorch_version:   1.10.2
        - pytorch-lightning: 1.5.0
        - tqdm:              4.64.0
* System:
        - OS:                Linux
        - architecture:
                - 64bit
                -
        - processor:         x86_64
        - python:            3.6.13
        - version:           #44~20.04.1-Ubuntu SMP Fri Jun 24 13:27:29 UTC 2022

              

cc @vincentqb @jbschlosser @albanD
Repository: godot
Issue: New scene creation dialog has weird button sizing for blank Node.
Labels: bug,topic:editor

CC @KoBeWi 
See also https://github.com/godotengine/godot/pull/61954

### Godot version

v4.0.alpha.custom_build [5fec0d232]

### System information

Arch on 5.18.10-arch1-1

### Issue description

Looks like only an aesthetic issue

![image](https://user-images.githubusercontent.com/14253836/179253811-c3a0b389-a1bf-4fc8-bdf0-7ec3ef5266a1.png)

_Honestly I've always wanted there to be a "ButtonContainer"_ but an easy workaround would be:

PanelContainer (blank stylebox)
→ Button
→ HBoxContainer (...)

That is assuming we want the button outline to take up the full space.

(I digress)

### Steps to reproduce

_No response_

### Minimal reproduction project

_No response_
Repository: flutter
Issue: [Text] Line decorations are not drawing with end spaces
Labels: c: new feature,framework,engine,a: typography,P3,team-engine,triaged-engine

## Steps to Reproduce

1. Use [the counter snippets](https://dartpad.dev/?id=e75b493dae1287757c5e1d77a0dc73f1).
2. Change the counter text to the below code.
3. The underline is not drawn with spaces.

```dart
Text(
  '$_counter       ',
  style: Theme.of(context).textTheme.headline4?.copyWith(
    decoration: TextDecoration.underline,
  ),
)
```

**Expected results:**
<img width="365" alt="image" src="https://user-images.githubusercontent.com/15884415/179260355-ef574842-9b6c-4f56-8f10-c001cd47a399.png">

**Actual results:**
<img width="358" alt="image" src="https://user-images.githubusercontent.com/15884415/179259465-accc5c41-a6a3-4190-ad96-81d508979fee.png">

## Additional context

The workaround for this single issue is pretty straightforward. Adding a zero-width character `\u{200b}` at the end will make the decoration work again.

```dart
Text(
  '$_counter      \u{200b} ',
  style: Theme.of(context).textTheme.headline4?.copyWith(
    decoration: TextDecoration.underline,
  ),
)
```
Repository: flutter
Issue: Add current Flutter version as lower bound in application template
Labels: tool,c: proposal,P3,team-tool,triaged-tool

Flutter example generated as part of plugin generated from ffi_plugin template fails to run with older version of flutter.
So it needs to have lower-bound constraint generated in its pubspec.yaml that matches flutter that is used to generate the project.

Otherwise, user could encounter various compile-time errors when running generated example with older version of flutter.

```
$ flutter create --template plugin_ffi --platforms linux,windows p
...
$ cat p/example/pubspec.yaml
...
 environment:
  sdk: '>=2.18.0-283.0.dev <3.0.0'
...
$
```

cc @stuartmorgan
Repository: vscode
Issue: Support Merging of Files Without Base (Two File Merge)
Labels: feature-request,merge-editor

<!-- ⚠️⚠️ 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. -->

I can't figure out if this is possible yet. I can select and compare any two files from the tree view but sometimes I'd like to merge them. I would like to have the option to open the Merge Editor from the compare view and use it on the files.
Repository: angular
Issue: Add doc section for runtime translations in internationalization guide
Labels: area: i18n,P4,area: docs

### Which @angular/* package(s) are relevant/related to the feature request?

localize

### Description

There are various issues and StackOverflow posts around the question how runtime translations are possible in Angular (#38953, #46783 ...). After a lot of digging around I was actually able to get all the requirements for runtime translations running using all the things Angular offers. So it is really just the poor documentation that takes a lot of time on debugging and finding the right functions.

Therefore, I suggest to add a section to the `Internationalization` guide under `Optional internationalization practices`.


### Proposed solution

In this guide I would cover the following things:

1. Describe pros and cons of runtime translations (why would someone want that)
2. Explain the necessary functions/variables (`loadTranslations`, `$localize.locale`, `registerLocaleData`, `LOCALE_ID`)
3. Describe the required format of the JSON file for `loadTranslations` and potentially a script to parse `xliff` to `JSON`
4. Show a minimal/simple setup for the `main.ts` and `app.module.ts` for the right initialization
      1. Read locale from `LocalStorage`
      2. Load the translation file using `fetch`
      3. Call `loadTranslations` and init `$localize.locale`
      5. Show how to lazy load only the required locale from `@angular/common/locales/` using webpack
      6. Call `registerLocaleData`
      7. Bootstrap app by dynamically importing `AppModule` **after** loading translations to also translate static variables (see [here](https://github.com/angular/angular/issues/46783#issuecomment-1183558559))
      8. Set `LOCALE_ID` in `AppModule`
4. Some further considerations

I am happy to create a PR for this guide as soon as somebody from the Angular team gives me green light for it.

### Alternatives considered

We could also extends the documentations for `loadTranslation` and `registerLocaleData` but then the developers still need to find out that these functions even exist.
Repository: vscode
Issue: Improve how we handle edit sessions which exceed the size limit
Labels: feature-request,cloud-changes

The maximum allowed upload size for an edit session is currently 2MB. @TylerLeonhardt managed to hit this limit, we likely always want to have some limit in order to prevent abuse, but we should explore more efficient storage strategies for example if this proves to be common.
Repository: flutter
Issue: Text selection toolbar fade fidelity
Labels: a: text input,framework,f: material design,team-design,triaged-design

Flutter's text selection toolbar currently fades in but removes itself without an animation on all platforms.  This doesn't seem to be correct on any of the supported native platforms.

| Platform | Gif | Behavior |
| --- | --- | --- |
| Flutter (all platforms) | ![out](https://user-images.githubusercontent.com/389558/179282176-46065db4-c332-4ee0-91ed-5b3c7b602eae.gif) | Fades in, hides immediately |
| Android | ![out](https://user-images.githubusercontent.com/389558/179283121-0cc3b8ae-4a52-4b1d-83eb-c510ce4e9433.gif) | Fades in and out. |
| iOS | ![out](https://user-images.githubusercontent.com/389558/179288381-3d06c90e-dc17-4472-926f-8f7f75c83313.gif) | Fades in and out. |
| Windows | ![out](https://user-images.githubusercontent.com/389558/179278515-3abf3b5c-6fa9-4a64-aeae-9ea4ce023bd2.gif) | Never fades. |
| Mac | ![out](https://user-images.githubusercontent.com/389558/179279035-26f1ea0f-477e-4228-8eb7-dfb8f5cb5254.gif) | Shows immediately, fades out. |
| Linux | ![out](https://user-images.githubusercontent.com/389558/179278779-b30f02bb-5344-4aa1-9b90-26b68be034bf.gif) | Never fades. |

### Steps to reproduce

  1. Run any app with text that can be selected, such as the one given below with a TextField.
  2. Tap/right click to show the toolbar.
  3. Tap to close the toolbar.
 
Expected: The toolbar fading matches the native behavior given in the table above.
Actual: The toolbar fades in and disappears immediately.

<details>

<summary>Example app</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: const MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}
class MyHomePage extends StatelessWidget {
  const MyHomePage({Key? key, required this.title}) : super(key: key);

  final String title;

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: Text(title),
      ),
      body: Center(
        child: Column(
          mainAxisAlignment: MainAxisAlignment.center,
          children: <Widget>[
            TextField(),
          ],
        ),
      ),
    );
  }
}
```

</details>
Repository: vscode
Issue: Long line cut after reaching a certain amount of characters should tell you how to view them fully
Labels: bug,editor-rendering

There should be a tooltip for lines like this:
![grafik](https://user-images.githubusercontent.com/1822013/179284523-af4a697f-855f-4885-9480-d91693361829.png)
that tells you that you have to enable word-wrap to completely view it.
Else users may have no idea how to edit such long lines inside of vscode. I almost opened a bug because I though it wasn't even possible or has to do with the tokenization limit, but then discovered that word wrap helps by accident.
Repository: neovim
Issue: popups like LSP signature help change Nvim window title
Labels: bug,complexity:low,floatwin

### Neovim version (nvim -v)

NVIM v0.7.2

### Vim (not Nvim) behaves the same?

DOES NOT APPLY?

### Operating system/version

Arch Linux

### Terminal name/version

Kitty

### $TERM environment variable

xterm-kitty

### Installation

Arch User Repository AUR

### How to reproduce the issue

It's easy to reproduce when using a buffer with an LSP attached, just trigger `vim.lsp.buf.signature_help` or `vim.diagnostic.open_float` and click on the pop up and the neovim window title will change to "_[No Name] - - NVIM_".

### Expected behavior

I would expect the window title to stay the same since I'm actually still inside that file and just doing some basic word processing? I can understand when telescope pops up or fzf but it gets annoying when using completion plugins which can lead to issues like this one:

[nvim-cmp issue](https://github.com/hrsh7th/nvim-cmp/issues/309)

### Actual behavior

Neovim's window title flickers when going through menu entries using completion plugins like nvim-cmp.

[nvim-cmp issue](https://github.com/hrsh7th/nvim-cmp/issues/309)
Repository: pytorch
Issue: __getitem__ is returned as an OverloadPacket instead of an OpOverload in __torch_dispatch__
Labels: triaged,module: __torch_dispatch__,bug

### 🐛 Describe the bug

As per the title. Caught this while testing tags in a TorchDispatchMode.
### Versions

master

cc @Chillee @ezyang @zou3519 @albanD @samdow
Repository: pytorch
Issue: Improve interaction of PyTorch downstream libraries and torchdeploy
Labels: triaged,module: deploy

### 🐛 Describe the bug

torchdeploy's Python library model is that each interpreter loads and manages downstream libraries (including those with compiled extension modules) separately, since the extension modules in general need to link against libpython (which is duplicated per interpreter). However, this causes a problem if the downstream libraries do custom operator registration, which hits a shared global state among all interpreters.

### Versions

master

cc @wconstab