id int64 393k 2.82B | repo stringclasses 68
values | title stringlengths 1 936 | body stringlengths 0 256k ⌀ | labels stringlengths 2 508 | priority stringclasses 3
values | severity stringclasses 3
values |
|---|---|---|---|---|---|---|
1,063,015,007 | node | Only a single console.log is logged from a worker when exiting | ### Version
16.5.0
### Platform
Linux64
### Subsystem
_No response_
### What steps will reproduce the bug?
Testcase:
```js
const {
Worker, isMainThread
} = require('worker_threads');
if (isMainThread) {
console.log('main');
const worker = new Worker(__filename, {});
} else {
co... | worker | low | Critical |
1,063,051,442 | godot | Editor Flicker When Returning from Sleep on MacOS | ### Godot version
3.3.4.stable, 3.4.stable
### System information
MacOS Monetary 12.0.1, GLES3, Apple M1
### Issue description
When Godot's Editor is being displayed on an external monitor connected to my MacBook, sometimes returning from sleep mode will cause the brightness of the entire editor window t... | bug,platform:macos,topic:rendering | low | Critical |
1,063,077,775 | deno | Improvements to REPL | Deno REPL got a lot better in recent months: support for TypeScript, transformations for import statements, etc. I think there are a few improvements that we could do that would make REPL even more useful:
- support meta/magic command similar to Node:
```
❯ node
Welcome to Node.js v17.0.1.
Type ".help" for more ... | repl,suggestion,user feedback wanted | low | Minor |
1,063,091,251 | pytorch | Shared `~/.cache/torch_extensions` needs to be pytorch version aware. | ## Feature Request
There is an issue with using `~/.cache/torch_extensions` when a developer has multiple virtual python environments.
I noticed the recent pytorch (1.10?) started to add a `py38_cu113/` prefix, e.g. `~/.cache/torch_extensions/py38_cu113/` which is a great improvements to be able to share ` ~/.ca... | module: cpp-extensions,triaged,enhancement | low | Critical |
1,063,110,839 | flutter | Can't read file in integration test android | I had the same problem with [this issue](https://stackoverflow.com/questions/62546899/get-the-current-project-directory-from-flutter-integration-test)
So when I run integration test, the `Directory.current` is `/` - this is the root dir on my mac device and it's readonly.
I was trying to read json file & custom font ... | platform-android,framework,f: integration_test,has reproducible steps,P3,found in release: 2.6,found in release: 2.8,team-android,triaged-android | medium | Critical |
1,063,186,496 | go | debug/macho: panic on invalid dynamic symbol table command with overflowing | These days I'm learning how to fix this vulnerability `CVE-2021-41771` at [issue #48990](https://github.com/golang/go/issues/48990) and [CL355990](https://go-review.googlesource.com/c/go/+/355990/).
I noticed that the variables `hdr.Iundefsym` and `hdr.Nundefsym` are read directly from the macho executable.
Ther... | NeedsFix | low | Critical |
1,063,192,535 | rust | Confusing error message with associated type bounds doesn't hint to possible typo | Given the following code:
[playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=c3bac94aa162006b0a507616f81caeb1)
```rust
trait Foo {
type Assoc;
}
impl Foo for () {
type Assoc = ();
}
// trait w/ same name as the associated type in scope
trait Assoc {
}
//... | A-diagnostics,T-compiler | low | Critical |
1,063,193,834 | react | [DevTools Bug]: They make Firefox's debugger unusable (can't continue or step over) | ### Website or app
https://jsfiddle.net/xyuri/ejp1of89/
### Repro steps
It's really easier to reproduce by opening a simple page in Firefox (93 in my case):
```html
<!doctype html>
<html>
<body>
<script>
console.log(1);
debugger
console.log(1);
debugger
console.log(1);
</script... | Type: Bug,Component: Developer Tools | medium | Critical |
1,063,200,967 | flutter | Deprecate `ResizeImage()` | I think `ResizeImage()` is of flawed design, and should be removed from the Flutter library.
I can see two opposing perspectives:
1. `ImageProvider` provides the image, and `ResizeImage` resizes that provided image
2. `ImageProvider` should not be given these additional un-resized bytes in the first place, and t... | framework,a: images,c: proposal,P3,team-framework,triaged-framework | low | Minor |
1,063,224,467 | electron | [Feature Request]: Listening for file upload events | ### Preflight Checklist
- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searc... | enhancement :sparkles: | low | Minor |
1,063,257,819 | pytorch | Bug about Dropout CUDA Kernel | In `Dropout.cu` (https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/Dropout.cu#L35)
In 56 lines, you set `bool gridxvec_loop_state = 0`。
When the `gridxvec_loop_state` is 0, you generate 4 rand numbers。and in other case,you want to use the last 2 rand values:
```cpp
if ((VEC == 4) || (... | module: nn,module: cuda,triaged | low | Critical |
1,063,264,304 | flutter | [MacOS] Unable to load assets with cyrillic characters in path | Unable to load assets with "ё" or "й" characters in path on iOS. The same assets are successfully loaded on Android.
Unit-test passed on Windows, but failed on MacOS, All other cyrillc characters can be used without error.
## Steps to Reproduce
1. Create new flutter project
2. Create text asset 'assets/data/ё.t... | framework,engine,platform-mac,a: internationalization,a: assets,has reproducible steps,P2,found in release: 2.5,found in release: 2.6,team-engine,triaged-engine | low | Critical |
1,063,337,796 | terminal | Process.CloseMainWindow() and Process.Close() are ignored for processes running in terminal | ### Windows Terminal version
1.11.2921.0
### Windows build number
10.0.22000.258
### Other Software
.NET Framework 4.7.1
### Steps to reproduce
Configure Terminal as default terminal application.
Write application (in our case .NET framework 4.7.1 WPF application) that starts some other console pr... | Product-Conpty,Area-Server,Issue-Bug,Priority-2 | low | Major |
1,063,344,453 | material-ui | [Popover] Changes position when typing in a text field in iOS Safari | ### Duplicates
- [X] I have searched the existing issues
### Latest version
- [X] I have tested the latest version
### Current behavior 😯
When typing in the text field the Popover goes up
https://user-images.githubusercontent.com/51082730/143415025-a621e9cf-f8b7-43ab-a638-738823979f1f.MP4
### Expected beh... | bug 🐛,component: Popover,package: material-ui | low | Minor |
1,063,371,054 | flutter | Some frames of gif are decoded incorrectly | <!-- 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 hav... | engine,a: images,has reproducible steps,P2,found in release: 2.5,found in release: 2.6,team-engine,triaged-engine | low | Critical |
1,063,387,071 | bitcoin | init: torcontrol argument should be validated | I accidentally `-torcontrol=1` today (instead of `-listenonion=1`) and was confused that it was accepted, as the argument needs to be `host:port`.
Expected outcome would be an error message and exiting.
#### Useful skills:
- C++
- Understanding of bitcoin core's initialization sequence
#### Want to work on... | P2P,good first issue | low | Critical |
1,063,453,366 | opencv | Python: sporadic failures of `get_cache_dir_test` | Python tests are launched in parallel (different processes for Python 2.7 / 3.x).
```
======================================================================
ERROR: test_get_cache_dir_imread_interop_jpeg (test_fs_cache_dir.get_cache_dir_test)
----------------------------------------------------------------------
... | bug,test,category: python bindings | low | Critical |
1,063,466,239 | godot | Images imported as lossless WebP crash release builds on some machines | ### Godot version
3.4.stable.official, v3.5.beta.custom_build.67f19ee51
### System information
Windows 8 Pro 64-bit (6.2, Build 9200), Intel(R) Core(TM) i5-3570K, AMD Radeon HD 7800 Series, GLES3
### Issue description
One player reported [via Steam forums](https://steamcommunity.com/app/846030/discussion... | bug,topic:import,high priority,crash | low | Critical |
1,063,498,331 | material-ui | [TextField] Clipped label when used as first child in DialogContent | ### Duplicates
- [X] I have searched the existing issues
### Latest version
- [X] I have tested the latest version
### Current behavior 😯
When using a `TextField` as the first child in a `DialogContent`, the top part of the label is clipped and not readable.
 ExpressionChangedAfterItHasBeenCheckedError | ### Which @angular/* package(s) are the source of the bug?
core
### Is this a regression?
No
### Description
During the development, I've bumped into some change detection case that is somewhat non-trivial and I felt like maybe Angular doesn't do enough to properly flag it. I'm not sure if this a bug or ... | area: core,core: change detection,P3 | low | Critical |
1,063,544,101 | ant-design | scrollToFirstError不能捕获Form.List抛出的错误做滚动 | - [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.
### Reproduction link
[](https://codesandbox.io/embed/dong-tai-zeng-jian-biao-dan-xiang-antd-... | Inactive | low | Critical |
1,063,634,825 | electron | [Bug]: Wrong initial window size, when using multiple monitors with different resolution and scaling | ### Preflight Checklist
- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched ... | bug :beetle:,has-repro-comment,15-x-y | medium | Critical |
1,063,655,985 | pytorch | Crash loading fairseq based model | ## 🐛 Bug
I get a TypeError when trying to load a fairseq model from hub. The same code with `pytorch/vision` and 'resnet50' works. It fails the same with various fairseq models.
## To Reproduce
Steps to reproduce the behavior:
1. `$ pip3 install torch==1.10.0+cpu torchvision==0.11.1+cpu torchaudio==0.10.0+... | triaged,module: hub | low | Critical |
1,063,752,948 | pytorch | Bugs related to NCCL on RTX 6000, code freezes with no output when using DistributedDataParallel | ## 🐛 Bug
<!-- A clear and concise description of what the bug is. -->
## To Reproduce
Steps to reproduce the behavior:
1. initialize the model with DistributedDataParallel on RTX 6000
2. code freezes with no output
<!-- If you have a code sample, error messages, stack traces, please provide it here as... | oncall: distributed,module: ddp | low | Critical |
1,063,779,642 | kubernetes | Liveness Probe with an invalid command doesn't trigger container restarts and ContainersReady remains True | ### What happened?
Create a deployment with an invalid liveness probe and you'll see events like
> Liveness probe errored: rpc error: code = Unknown desc = failed to exec in container: failed to start exec "184850d48d723924f62e815706ee39ce8ff8b1d36abbb78552cfe634ccbc1276": OCI runtime exec failed: exec failed: cont... | kind/bug,sig/node,triage/accepted | high | Critical |
1,063,834,891 | godot | Cannot record audio on Linux when compiled with -fPIC | ### Godot version
3.4.stable
### System information
Linux 5.15.4-arch1-1
### Issue description
The following code captures audio from a mic and plays it back:
```
extends Node
var capture := AudioEffectCapture.new()
var playback: AudioStreamGeneratorPlayback
func _ready():
var idx := AudioServer.get_b... | bug,topic:audio,regression | medium | Major |
1,063,849,637 | electron | [Bug]: Paint events do not fire when window is initially hidden on Windows or Linux | ### Preflight Checklist
- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searc... | bug :beetle:,has-repro-gist,16-x-y,21-x-y | medium | Critical |
1,063,887,468 | gin | With RedirectFixedPath enabled, the request execution panics when a 404 is expected | ## Description
When a request to a path doesn't match any registered patterns and the `RedirectFixedPath` flag is set to true, the request execution panics (invalid node type). This is the line throwing the panic: https://github.com/gin-gonic/gin/blob/v1.7.7/tree.go#L851
If the panic is commented, everything see... | bug | low | Major |
1,063,891,284 | pytorch | Breakes with -OO flag in script | ## 🐛 Bug
I installed the latest PyTorch (CPU only) in a virtual environment using pip.
However, using Python optimization flag is not allowed, but it was in previous versions.
## To Reproduce
Running `python -OO -c "import torch"` yields the following error:
```
Traceback (most recent call last):
File... | needs reproduction,triaged,module: regression | low | Critical |
1,063,894,725 | godot | [Bullet] Wonky long thin RigidBody collisions | ### Godot version
3.4
### System information
Windows 10
### Issue description
A long thin rigidbody stops and jitters before coming into contact with another body (static or otherwise):

### St... | bug,topic:physics,topic:3d | low | Minor |
1,063,907,596 | opencv | ARM SVE enablement | This ticket tracks progress and other issues of "SVE enablement" feature.
[ARM C Language Extensions for SVE](https://developer.arm.com/documentation/100987/latest)
Initial discussion: #20562 (PR) | optimization,RFC,evolution,effort: ∞ | low | Minor |
1,063,910,277 | rust | encountered incremental compilation error with normalize_generic_arg_after_erasing_regions | <!--
Thank you for finding an Internal Compiler Error! 🧊 If possible, try to provide
a minimal verifiable example. You can read "Rust Bug Minimization Patterns" for
how to create smaller examples.
http://blog.pnkfx.org/blog/2019/11/18/rust-bug-minimization-patterns/
-->
I've got an "encountered incrementa... | I-ICE,T-compiler,A-incr-comp,C-bug | low | Critical |
1,063,919,512 | node | `ERR_UNSUPPORTED_DIR_IMPORT` has hard to parse Grammar | ### Version
27b10881d3544605f9541bc62286cea0bd1ab881
### Platform
Linux bgolding 5.11.0-40-generic #44~20.04.2-Ubuntu SMP Tue Oct 26 18:07:44 UTC 2021 x86_64 x86_64 x86_64 GNU/Linux
### Subsystem
esm/resolve
### What steps will reproduce the bug?
Trigger the `ERR_UNSUPPORTED_DIR_IMPORT` error
### How often does... | errors,esm | low | Critical |
1,063,920,251 | godot | Vulkan: Lights with Bake Mode set to Static cause SDFGI to become infinitely bright as the camera moves | ### Godot version
4.0.dev (5efe80f30)
### System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
### Issue description
Lights with Bake Mode set to Static cause SDFGI to become indefinitely bright as the camera moves.
By default, lights in Godot are configured to have their bake mode set to Dy... | bug,topic:rendering,topic:3d | low | Major |
1,063,935,499 | rust | Inconsistency in behavior of MIR and SIMD shifts | The MIR primitive binops for shifting are well-defined even when the shift offset is larger than the size of the left operand: the shift offset is truncated to that size before doing the shift. (MIR building relies on this, with overflow checks disabled it is entirely safe to produce MIR shift binops without any guards... | A-LLVM,T-compiler,A-MIR,A-SIMD,A-cranelift,C-discussion | low | Major |
1,063,949,374 | godot | [TRACKER] SDFGI issues | This is a tracker issue for signed distance field global illumination. See https://github.com/godotengine/godot/issues/55328 for VoxelGI issues, https://github.com/godotengine/godot/issues/56033 for LightmapGI issues and https://github.com/godotengine/godot/issues/66628 for ReflectionProbe issues.
SDFGI is only presen... | bug,enhancement,topic:rendering,tracker,topic:3d | low | Critical |
1,063,949,940 | godot | [TRACKER] VoxelGI issues | This is a tracker issue for voxel-based global illumination (formerly GIProbe in `3.x`). See #55327 for SDFGI issues, https://github.com/godotengine/godot/issues/56033 for LightmapGI issues and https://github.com/godotengine/godot/issues/66628 for ReflectionProbe issues.
**This tracker only tracks issues in the `mas... | bug,enhancement,topic:rendering,tracker,topic:3d | low | Critical |
1,063,975,883 | godot | Vulkan: SDFGI and VoxelGI are only combined correctly if VoxelGI is enabled *after* SDFGI, not before | ### Godot version
4.0.dev (5efe80f30)
### System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
### Issue description
The Vulkan renderer makes it possible to combine both VoxelGI and SDFGI to maximize GI quality at the cost of performance. However, this only works correctly if VoxelGI is enabled *after* ... | bug,topic:rendering,topic:3d | low | Critical |
1,063,979,499 | godot | Vulkan: VoxelGI metallic materials appear as bright as non-metallic materials in reflections | ### Godot version
4.0.dev (5efe80f30)
### System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
### Issue description
Metallic materials appear as bright as non-metallic materials in VoxelGI reflections. Since we cannot have reflections within reflections in a performant manner, we should probably try to ... | enhancement,topic:rendering,topic:3d | low | Minor |
1,064,014,470 | godot | Issues with TileMap collisions | ### Godot version
3.4 stable
### System information
Windows 10
### Issue description
The tile maps with physics don't work well. You can get stuck in them only with the rigid bodies. If you move a kinamatic body crazy fast it doesn't get stuck.
Rigid bodies dont get stuck in static bodies though.
Here ... | bug,topic:physics,needs testing,topic:2d | low | Minor |
1,064,026,702 | pytorch | [Bug] forward function error occurs when the scriptmodule (made in Python) including the hook function is loaded from C++(Libtorch1.8.2) | ## 🐛 Bug
<!-- A clear and concise description of what the bug is. -->
The hook function was used to obtain FC layer output and intermediate layer output at the same time, and it was confirmed that the input/output shape came out well when tested on Python. The test code is as follows.
But there's a problem when... | oncall: jit,Stale | low | Critical |
1,064,042,004 | pytorch | [cpp extension] making it possible to parallelize the building process | ## 🚀 Feature
Using ninja to build cpp extensions works great for extensions with many objects, but for extensions with very few objects it doesn't parallelize the build.
## Motivation
I have been trying to diagnose why https://github.com/NVIDIA/Megatron-LM takes forever to build its CUDA extensions.
Other ... | module: build,module: cpp-extensions,module: ci,triaged | low | Major |
1,064,059,827 | pytorch | How to implement `bucket_by_sequence_length` with IterableDataset and DataLoader | ## How to implement `bucket_by_sequence_length` with IterableDataset and DataLoader?
I have a custom **IterableDataset** for question answering, which reads training data from a huge file. And I want to bucket the tranining exampels by their sequence length, like `tf.data.Dataset.bucket_by_sequence_length`.
Any d... | module: dataloader,triaged,module: data | low | Minor |
1,064,089,297 | pytorch | Thank you for the diagnostic script. | Thank you for the diagnostic script.
I have a problem with: from torch.utils.tensorboard import SummaryWriter
raise ImportError('TensorBoard logging requires TensorBoard with Python summary writer installed. '
ImportError: TensorBoard logging requires TensorBoard with Python summary writer installed. This shoul... | oncall: visualization | low | Critical |
1,064,178,917 | pytorch | Dead lock happened ran pytorch 1.9.0 cuda11.2 on xeon gold 6326 cpu | ## 🐛 Bug
<!-- A clear and concise description of what the bug is. -->
1. Failed to ran module code training on gpu 0&1, code stuck at module.forward
2. Ran module successfully on gpu 0&3, however the gradient was abnormal
3. normally ran training on single gpu
## To Reproduce
Steps to reproduce the behav... | oncall: distributed,triaged,module: data parallel | low | Critical |
1,064,197,780 | kubernetes | Kubernetes node healthcheck issue (Kubelet is unable to read logs from pods) | ### What happened?
Kubelet is running on a worker node, an issue occurs which makes kubelet unable to read logs from pods which can be seen in any of the kube-system pods logs,
Log output in kube-system pod:
`Warning ContainerGCFailed <invalid> (x1266 over 21h) kubelet failed to read podLogsRootDirectory "/var... | kind/bug,sig/node,triage/needs-information,needs-triage | medium | Critical |
1,064,208,125 | flutter | [video_player] [android] Width from VideoPlayerValue.size is wrong | <!-- 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 hav... | platform-android,p: video_player,package,has reproducible steps,P2,found in release: 2.5,found in release: 2.6,team-android,triaged-android | low | Critical |
1,064,233,485 | pytorch | repeat_interleave hangs in a forked subprocess | ## 🐛 Bug
The function repeat_interleave hangs in a forked subprocess. Please see the code example below
## To Reproduce
Steps to reproduce the behavior:
```python
import queue
import torch
from multiprocessing import Queue, get_context
def worker_function(_queue: Queue = None):
x = torch.tenso... | module: multiprocessing,triaged | low | Critical |
1,064,241,154 | godot | My Icons In godot are invisible and are just Blurred | ### Godot version
3.4
### System information
Windows 10, GLES2, Intel 480M 2.67Ghz, Intel HD Graphics
### Issue description
My Icons in godot are just invisible even in the project loading menu I get blurred Icons
Images :

| stale,needs triage,issue: bug report | low | Critical |
1,064,253,941 | flutter | [FragmentProgram] Allow defining a ColorFilter | Quoting @chriscraws:
>"The Skia API supports it, so it's mainly a question of how it should be exposed in GLSL and how the FragmentProgram API may change to support two variants of input SPIR-V - one as-is, and a new variant that disallows or ignores gl_FragCoord and probably an in vec4 for the input color." | c: new feature,engine,c: proposal,P3,team-engine,triaged-engine | low | Major |
1,064,322,048 | go | x/website: set background color for tutorial code snippets | <!--
Please answer these questions before submitting your issue. Thanks!
-->
### What is the URL of the page with the issue?
https://go.dev/doc/tutorial/getting-started
### What is your user agent?
Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/97.0.4692.2... | NeedsInvestigation,FeatureRequest,website | low | Critical |
1,064,355,582 | pytorch | Breakpoint training in a Tensorboard log | I want use the Tensorboard to record the training process. And every time I start training there is a new log generated.
For example, I can't sure the exactly epoch needed, so I train 300 epochs firstly. The tensorboard can record them.
But after 300 epochs I continue to train use checkpoint, a new log file generat... | oncall: visualization,Stale | low | Minor |
1,064,367,077 | godot | Godot does not remember export option. | ### Godot version
3.4 stable mono
### System information
w10 64
### Issue description
I point out that I want the export in ".aab" file for android.
I close godot, the next day I open godot.
I'm going to export and godot doesn't remember that the option I set yesterday was ".aab" so I get the following... | bug,topic:editor,usability,topic:export | low | Minor |
1,064,390,069 | storybook | ArgsTable not displaying defaultValue from Compodoc output | I'm using `@storybook/addon-essentials@6.3.0` and `@storybook/angular@6.3.0` along with `@compodoc/compodoc@1.1.16` to automatically generate documentation for my components.
After configuring the docs to read the compodoc output I have noticed that none of the default values are shown in the table. When a default v... | bug,angular,block: argstable | low | Major |
1,064,426,763 | godot | FileDialog "Select this folder" button doesn't work as expected | ### Godot version
3.3.3 stable and 3.4 stable (flatpak version)
### System information
Fedora 34
### Issue description
In this case I want to select a folder. So I can either enter `test folder` and click on `select current folder`. This use case works as expected.
But if I just click on `test folder` once and th... | discussion,usability,topic:gui | low | Minor |
1,064,451,859 | rust | New declarative macros, functions and fields not being recognized | I ran into some issues with rustc 1.58.0-nightly (b426445c6 2021-11-24).
I have the following code:
```Rust
#![feature(decl_macro)]
pub macro generate_class_new($name: ident) {
pub struct $name {
x: i32
}
impl $name {
pub fn new(x: i32) -> Self {
Self { x }
... | A-macros,A-macros-2.0,requires-nightly,F-decl_macro,C-discussion | medium | Critical |
1,064,452,611 | vscode | [html] "Auto Closing Tags" adds unnecessary tags in some cases with prettier-vscode | <!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid cr... | bug,html | low | Critical |
1,064,475,298 | pytorch | Pytorch to ONNX model conversion | ## 🐛 Bug
<!-- A clear and concise description of what the bug is. -->
# Bug Report
### System information
- OS Platform and Distribution : Windows 10
- How you installed PyTorch : pip
- PyTorch Version : 1.10.0+cpu
- ONNX version (*e.g. 1.7*): 1.10.2
- ONNX runtime version : 1.9.0
- Python version: 3.7.... | module: onnx,triaged | low | Critical |
1,064,509,014 | godot | Basis::slerp inefficiency | ### Godot version
3.4 stable
### System information
All
### Issue description
The `Basis::slerp()` function has a couple of related problems:
```
Basis Basis::slerp(const Basis &p_to, const real_t &p_weight) const {
//consider scale
Quat from(*this);
Quat to(p_to);
Basis b(from.slerp(to, p_... | bug,topic:core,topic:3d,performance | low | Critical |
1,064,521,309 | flutter | Keyboard opens and hides when text field is focussed while navigating back and forth using inner navigator. | I have inner Navigator on the HostScreen. When I add some screen with a text field and then request focus on it (on tap on the field) keyboard appears. Then, I want to hide it. So I tap on the free area. Keyboard hides. Then I tap on the "Forward" button and make a push into the inner navigator one more screen. At this... | a: text input,framework,f: routes,f: focus,has reproducible steps,P2,found in release: 2.5,found in release: 2.6,team-framework,triaged-framework | low | Major |
1,064,589,065 | flutter | [Web] Document Alt texts for decorative images | When I have an empty alt text it's widely recommended to not provide an ALT text, see [Material design guidelines](https://material.io/design/usability/accessibility.html#imagery) or the [web accessibility initiative](https://www.w3.org/WAI/tutorials/images/decorative/).
For the web, the proposed way to communicate ... | framework,a: accessibility,d: api docs,platform-web,a: images,P2,team-web,triaged-web | low | Minor |
1,064,637,049 | PowerToys | [Color Picker] Take screenshot to do overlay to enable precision | ### Description of the new feature / enhancement
The only way to color pick changing colors, like non mouse-over colors or animation/video, is to zoom in during the tool. That has poor discoverability, so most users won't realize it's supported. Suggest "freezing the screen" during color pick, like screenshot apps do.... | Idea-Enhancement,Area-User Interface,Product-Color Picker | low | Minor |
1,064,640,209 | opencv | Feature idea: camera calibration wizard | Camera calibration is probably the most common topic taught and needed in computer vision.
Yet I don't think most of the people know how to properly calibrate a camera:
- blurry images
- same viewpoints
- calibration board printed on a sheet of paper
- bad illumination
- ...
There are also some misconceptions ... | feature,category: calib3d,category: apps | low | Major |
1,064,663,170 | excalidraw | Support text background | The idea is to make text more visible on certain background, but also to highlight text (at least until https://github.com/excalidraw/excalidraw/issues/1126 is implemented).
Initially, we could just support the setting the `backgroundColor` and go with a good default.
A couple options:
1. Rectangular/round bg ... | enhancement,discussion | low | Minor |
1,064,668,037 | godot | Vulkan: MeshInstance3D nodes with Dynamic Bake mode are very expensive in VoxelGI, regardless of quality settings | ### Godot version
4.0.dev (5efe80f30)
### System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
### Issue description
Even when using primitive BoxMeshes and very simple world geometry, VoxelGI updating takes a lot of time. It typically doubles the frametime required to render a scene, making it... | enhancement,topic:rendering,confirmed,topic:3d,performance | low | Major |
1,064,695,546 | material-ui | [Divider] Responsive orientation | ### Duplicates
- [X] I have searched the existing issues
### Latest version
- [X] I have tested the latest version
### Summary 💡
Currently the `Divider` component can only consume `horizontal | vertical`.
I would like to see it use the `ResponsiveStyleValue` as a possible option for the `orientation` property... | new feature,waiting for 👍,component: divider | medium | Critical |
1,064,702,116 | create-react-app | Post CSS processing is breaking variables on css when building app | <!--
Please note that your issue will be fixed much faster if you spend about
half an hour preparing it, including the exact reproduction steps and a demo.
If you're in a hurry or don't feel confident, it's fine to report bugs with
less details, but this makes it less likely they'll get fixed soon... | stale,needs triage,issue: bug report | medium | Critical |
1,064,715,117 | godot | GIProbe rendering displays the sky too bright in reflections unless Dynamic Range is decreased to 1 | ### Godot version
3.5.beta (5194c612a)
### System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
### Issue description
GIProbe rendering displays the sky too bright in reflections unless Dynamic Range is decreased to 1. This happens regardless of whether **Rendering > Quality > Voxel Cone Tracing > High Q... | bug,topic:rendering,topic:3d | low | Critical |
1,064,718,712 | godot | ReflectionProbe causes visible Z-fighting artifacts on surfaces when Ambient Contrib is increased above 0.0 (GLES3 only) | ### Godot version
3.5.beta (5194c612a)
### System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
### Issue description
ReflectionProbe causes visible Z-fighting artifacts on surfaces when Ambient Contrib is increased above 0.0. This only occurs when using GLES3, not GLES2.
This was reported i... | bug,topic:rendering,topic:3d | low | Minor |
1,064,722,963 | godot | ReflectionProbe rendering does not take custom interior ambient light into account in reflections (GLES3 + GLES2) | *Related to https://github.com/godotengine/godot/issues/54681.*
`3.x` version of https://github.com/godotengine/godot/issues/56635. I'm opening a separate issue since it needs to be fixed in a different way than in `master`.
### Godot version
3.5.beta (5194c612a)
### System information
Fedora 34, GeForce... | bug,topic:rendering,topic:3d | low | Minor |
1,064,723,052 | vscode | Break all processes when one process breaks (mult-target debugging) | <!-- ⚠️⚠️ 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. -->
Currently with multi-target debugging, multiple ... | feature-request,debug | medium | Critical |
1,064,739,062 | rust | rustc should suggest a cast from anonymous function type to function pointer | I have been told in Discord that:
"rustc should be able to see that one is an anonymous fn type and the other a fn pointer with the same call signature"
and that I should open an issue.
Given the following code:
https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=b35796ef8b42be226dbba7c2... | A-diagnostics,T-compiler | low | Critical |
1,064,757,874 | pytorch | Strange ouput of torch.histc | ## 🐛 Bug
<!-- A clear and concise description of what the bug is. -->
## To Reproduce
Steps to reproduce the behavior:
```torch.histc(torch.Tensor([116,117,118,119,120,121,122,123,124,125,126,127,128]), bins=(151), min=0, max=151)```
,module: sorting and selection | low | Critical |
1,064,766,919 | godot | Vulkan: GeometryInstance3D Transparency does not disable shadow rendering at high values | *Related to https://github.com/godotengine/godot/issues/55366 and https://github.com/godotengine/godot-proposals/issues/3276.*
### Godot version
4.0.dev (5efe80f30)
### System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
### Issue description
GeometryInstance3D Transparency does not disable... | bug,topic:rendering,confirmed,topic:3d | low | Minor |
1,064,774,650 | excalidraw | feature request: opacity slider for crosshatch fills | I sometimes find myself wanting to be able to create a crosshatched box that sits on top of an arrow, but without the arrow being seen inside the box itself: this can be done by creating a background-filled box with no border and then another box on top as usual, but it is a bit cumbersome.
I was wondering if it wou... | discussion | low | Minor |
1,064,778,560 | rust | `target json file contains unused fields` unaffected by `-Dwarnings` | I tried this:
```sh
# t.json is a target spec file with an unknown field
$ cat t.json | grep foo
"foo": "bar",
$ rustc -Dwarnings --target=t.json < /dev/null
```
I expected to see this happen: the `warning: target json file contains unused fields: foo` diagnostic to be an error.
Instead, this happened: ... | A-lints,T-compiler,E-medium,C-bug,needs-fcp | low | Critical |
1,064,792,742 | godot | Viewport ARVR + ARVR camera crash Issue under GLES3, not GLES2 | ### Godot version
3.4 official (v3.4.stable.official.206ba70f4)
### System information
Windows 11 x64, GLES3, Intel Core i7-8750H, Intel UHD Graphic 630, Nvidia GeForce GTX 1050Ti, Nvidia GameReady 496.49
### Issue description
#### Describe
Crash when attempted to open a Viewport tscn that configured fo... | bug,platform:windows,platform:linuxbsd,topic:rendering,confirmed,topic:xr,crash | low | Critical |
1,064,816,796 | electron | [Feature Request]: app.getPath("trash") should return the path to the OS-specific trash location, and shell.restoreItem(path) should restore deleted items from the trash back to their original locations. | ### Preflight Checklist
- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched ... | enhancement :sparkles: | low | Minor |
1,064,844,601 | rust | rustdoc: `broken_intra_doc_links` is incorrectly reported when linking to a proc macro | Rustdoc only emits a documentation page for `my_macro` as a macro; there's no function page for it.
Note that the link indeed fails to resolve.
### Code
```rust
//! Link to [`my_macro`].
#![crate_type = "proc-macro"]
extern crate proc_macro;
#[proc_macro]
pub fn my_macro(input: proc_macro::TokenStre... | T-rustdoc,A-lints,C-bug,A-intra-doc-links,A-proc-macros | low | Critical |
1,064,869,618 | rust | llvm-objdump fails to find many source files in core/intrinsics/etc for embedded ARM targets | Using `cargo-binutils` to see disassembly along with source on embedded ARM targets (`thumbv7em-none-eabihf` in this case), it can't seem to find `core`/`compiler_builtins` source properly. It doesn't reproduce when compiling a native project and using the same disassembly commands. I get warnings along the lines of: `... | O-Arm,C-bug,O-bare-metal | low | Critical |
1,064,876,015 | godot | Android inner line edit shown when transparent | ### Godot version
3.4 Stable
### System information
Android
### Issue description
Godot 3.4 enabled transparency support for Android, so I finally added "normal" wallpaper support to my Android launcher. The new transparency support revealed a hidden android line-edit that was in the background and now it can be s... | bug,platform:android,topic:porting,topic:gui | low | Major |
1,064,899,419 | godot | Sprite2D(With Region Enabled) from same parent disappears | ### Godot version
4.0.dev(5efe80f)
### System information
Intel UHD Graphics, Vulkan
### Issue description
When using two **Sprite2D** in the same parent node, the moment you start the game, one of them disappears, it's still there but invisible. Apparently happens when changing one of the two **Sprite2D** names.
... | bug,topic:rendering,topic:2d | low | Minor |
1,064,919,693 | rust | rustdoc: unstable feature warning wraps early on iPad | Visiting https://doc.rust-lang.org/nightly/std/mem/union.MaybeUninit.html#method.assume_init_read on an iPad Pro results in the following:

The yellow box warning about an unstable feature... | T-rustdoc,A-rustdoc-ui | low | Minor |
1,064,937,672 | rust | Tracking Issue for `ops::Residual` (feature `try_trait_v2_residual`) | <!--
Thank you for creating a tracking issue!
Tracking issues are for tracking a feature from implementation to stabilization.
Make sure to include the relevant RFC for the feature if it has one.
If the new feature is small, it may be fine to skip the RFC process. In that
case, you can use use `issue = "none... | T-libs-api,C-tracking-issue,F-try_trait_v2 | low | Major |
1,064,940,946 | opencv | UMat: support processing of ND arrays | Epic ticket to track support of multidimensional arrays (ND-tensors) processing
They are widely used e.g., in DNN module.
We have gaps in these areas:
- element-wise "arithm_op"
- element-wise `convertTo()`
- element-wise `convertToFp16()`
- reduce functions (min/max/etc)
- norm
- ...
Current approach is... | optimization,feature,category: core,category: ocl,category: t-api | low | Major |
1,064,955,025 | PowerToys | Add setting in mouse utilities to disable "Enhance pointer precision" when game mode is on | ### Description of the new feature / enhancement
When Game Mode is on, the setting in Mouse Properties -> Pointer Options Motion -> Enhance pointer precision be unchecked. Or Checked if one needs this.
When Game Mode is off, restore the original setting.
### Scenario when this would be used?
When I play a game ... | Idea-Enhancement,Product-Mouse Utilities | low | Minor |
1,064,998,772 | flutter | mutex lock failed: Invalid argument | We are getting the following crash reports with Firebase crash analytics on the release version of our app
```
Fatal Exception: std::__1::system_error
mutex lock failed: Invalid argument
Crashed: io.flutter.1.ui
0 FirebaseCrashlytics 0x1c9b4 FIRCLSProcessRecordAllThreads + 180
1 FirebaseCrashlyti... | c: crash,platform-ios,engine,a: production,P2,team-ios,triaged-ios | low | Critical |
1,065,054,199 | flutter | [webview_flutter] Resolving avoid_unused_constructor_parameters results into CI breaking. | The `abstract class WebViewPlatformController` (part of the webview_flutter_platform_interface package) defines a constructor that accepts a `WebViewPlatformCallbacksHandler` parameter which is never used in this class. Therefore code analysis is reporting the `avoid_unused_constructor_parameters` warning and suggest t... | p: webview,package,team-ecosystem,P3,triaged-ecosystem | low | Minor |
1,065,066,455 | yt-dlp | Arte Radio | ### Checklist
- [X] I'm reporting a new site support request
- [X] I've verified that I'm running yt-dlp version **2021.11.10.1**. ([update instructions](https://github.com/yt-dlp/yt-dlp#update))
- [X] I've checked that all provided URLs are alive and playable in a browser
- [X] I've checked that none of provided URLs... | site-request | low | Critical |
1,065,068,581 | godot | `Geometry::closest_distance_between_segments()` returns wrong result | ### Godot version
Godot 3.4, 4.0
### System information
Windows 10 64 bits GLES3 GeForce GTX 1060 6GB/PCIe/SSE2
### Issue description
I noticed there existed a `closest_distance_between_segments` function in `Geometry`. I gave it a try, but it seems to be broken.
If you give it the following segment points:
```
... | bug,topic:core | low | Critical |
1,065,068,589 | rust | Lifetime mismatch with Option as_mut and map | Consider the following code:
```rust
use std::ops::DerefMut;
use std::ops::Deref;
pub trait SectionData: std::io::Read + std::io::Write + std::io::Seek {}
pub struct SectionMut<'a>
{
data: &'a mut Option<Box<dyn SectionData>>,
}
impl<'a> SectionMut<'a>
{
pub fn open(&mut self) -> Option<&mut ... | A-lifetimes,A-inference | low | Major |
1,065,072,289 | pytorch | Deterministic implementation for grid_sampler_2d_backward_cuda | ## 🚀 Feature
Provide a deterministic implementation for `grid_sampler_2d_backward_cuda`
## Motivation
I would like to have deterministic behaviour when training a network with a loss function that uses `torch.nn.functional.grid_sample` to warp images. When I add `torch.use_deterministic_algorithms(True)` in my ... | feature,module: cuda,triaged,module: determinism | low | Critical |
1,065,073,473 | godot | Mesh.create_outline on CylinderMesh has gap | ### Godot version
3.4-stable
### System information
Linux 5.15.4-arch1-1, nvidia 1080, GLES3
### Issue description

An outline mesh generated for a cylinder has a gap.
### Steps to reproduce
1. A... | bug,topic:core,topic:3d | low | Minor |
1,065,081,724 | pytorch | Deterministic implementation for upsample_bilinear2d_backward_cuda | ## 🚀 Feature
Provide a deterministic implementation for `upsample_bilinear2d_backward_cuda`
## Motivation
I would like to have deterministic behaviour when training a network with upsampling and downsampling convolutional layers that use `torch.nn.functional.interpolate` in `bilinear` mode. When I add `torch.us... | feature,module: cuda,triaged,module: determinism | medium | Critical |
1,065,089,363 | rust | Collapse the "missing lifetime specifier" error when there are multiple errors within a single item | Given the following code: <!-- Please provide a link to play.rust-lang.org -->
```rust
struct Shape {
name: &str,
color: &str,
}
fn main() {
let shape = Shape { name: "pentagon", color: "blue" };
assert!(shape.name, "pentagon");
}
```
The current output is:
```
error[E0106]: missing... | A-diagnostics,A-lifetimes,T-compiler | low | Critical |
1,065,100,791 | react | `Object.prototype` builtins should not be used directly | It is preferable to call certain Object.prototype methods through Object on object instances instead of using the builtins directly.
Objects can have properties that shadow the builtins on Object.prototype, potentially causing unintended behavior or denial-of-service security vulnerabilities.
It's better to alw... | Type: Discussion | low | Minor |
1,065,106,856 | godot | Advanced Import Settings: 3D lines from debug previews (such as collision generation) cast shadows | ### Godot version
4.0.dev (52b7d5fa3)
### System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
### Issue description
3D lines cast by previews such as the simple convex decomposition will cast shadows:
![image](https://user-images.githubusercontent.com/180032/143718456-c2788e90-99f8-4baf-ba0... | enhancement,topic:editor,topic:import,topic:3d | low | Critical |
1,065,109,012 | godot | Bizarre plugin bug with autoload singletons, or just lack of documentation | ### Godot version
3.4.stable
### System information
Windows 10/11 at least
### Issue description
I'm opening this issue here because I'm not even sure where to begin to debug this, and I was recommended to do so by mhilbrunner (thanks for the suggestion! not at-ing because don't want to ping for everything that fo... | bug,topic:editor,topic:plugin,needs testing | low | Critical |
1,065,118,180 | godot | Crash in DynamicFontAtSize::_find_texture_pos_for_glyph | ### Godot version
3.4 custom build
### System information
Windows 10, GLES2
### Issue description
We updated our games last week from godot 3.3.4 to 3.4. Since then we've had several crashes reported by users to sentry.io, so I believe this is a new crash in 3.4 that wasn't there before. I have not been ... | bug,crash,regression,topic:gui | low | Critical |
Subsets and Splits
GitHub Issues Containing Next.js References
Filters training data to find examples mentioning "next.js", providing basic keyword search capability but offering limited analytical value beyond simple retrieval.