WhereIsAI/github-issue-similarity huggingface dataset:
Issue 1:
System information (version)

OpenCV => 4.2 (installed from apt)

Operating System / Platform => Ubuntu 20.04

Compiler => gcc 10.3.0

Detailed description

undefined reference to `cv::SparseMatConstIterator::operator--()'

btw, I searched the source code of version 4.5.5, still not found the definition of cv::SparseMatConstIterator::operator--

related source file: opencv/modules/core/src/matrix_iterator.cpp

Steps to reproduce

cv::SparseMatConstIterator iter = sparseMat.end();
iter--;

Issue submission checklist

I report the issue, it's not a question

I checked the problem with documentation, FAQ, open issues,

forum.opencv.org, Stack Overflow, etc and have not found any solution

I updated to the latest OpenCV version and the issue is still there

Issue 2:
System information (version)

OpenCV => 3.2 and 4.2

Operating System / Platform => Ubuntu 18.04 and 20.04 for OpenCV 3.2 and 4.2, respectively

Compiler => clang 12

Detailed description

undefined reference to `cv::ocl::Program::Program(const String&)'
undefined reference to `cv::SparseMatConstIterator::operator--()'

cv::ocl::Program::Program(const String&): defined in ocl.hpp#L604, but not implemented in OpenCV 3.2

cv::SparseMatConstIterator::operator--(): defined in mat.hpp#L3058-L3061 (3.2), mat.hpp#L3255-L3258 (3.4), and mat.hpp#L3255-L3258 (4.x), but not implemented in OpenCV 3.2/3.4/4.x

Steps to reproduce

# install OpenCV 3.2 for Ubuntu 18.04
# install OpenCV 4.2 for Ubuntu 20.04
sudo apt install libopencv-dev

For OpenCV 3.2:

$ objdump -TC /usr/lib/x86_64-linux-gnu/libopencv_*.so | grep cv::ocl::Program::Program
0000000000161610 g DF .text	0000000000000011 Base cv::ocl::Program::Program(cv::ocl::Program const&)
000000000016eb20 g DF .text	000000000000000c Base cv::ocl::Program::Program(cv::ocl::ProgramSource const&, cv::String const&, cv::String&)
000000000016eb20 g DF .text	000000000000000c Base cv::ocl::Program::Program(cv::ocl::ProgramSource const&, cv::String const&, cv::String&)
0000000000161600 g DF .text	0000000000000008 Base cv::ocl::Program::Program()
0000000000161600 g DF .text	0000000000000008 Base cv::ocl::Program::Program()
0000000000161610 g DF .text	0000000000000011 Base cv::ocl::Program::Program(cv::ocl::Program const&)
0000000000000000 DF *UND*	0000000000000000 cv::ocl::Program::Program(cv::ocl::ProgramSource const&, cv::String const&, cv::String&)

For OpenCV 3.2 and 4.2:

$ objdump -TC /usr/lib/x86_64-linux-gnu/libopencv_*.so | grep cv::SparseMatConstIterator::operator
000000000013d890 g DF .text	0000000000000094 Base cv::SparseMatConstIterator::operator++()
0000000000000000 DF *UND*	0000000000000000 cv::SparseMatConstIterator::operator++()

Issue submission checklist

I report the issue, it's not a question

I checked the problem with documentation, FAQ, open issues,

forum.opencv.org, Stack Overflow, etc and have not found any solution

I updated to the latest OpenCV version and the issue is still there

There is reproducer code and related data files: videos, images, onnx, etc
Issue 1:
TypeScript Version:

1.8.10

Code

const a=false;
if (a) {
console.log('should be unreachable');
}

TypeScript Play

Expected behavior:

The code should be unreachable in fact that a is immutable. A warning should be placed

Actual behavior:

No unreachable warning.

Proposal

I know that it could be a little bit difficult to check if we check a property of an object. But for primititves it should work. the compiler already knows if it is a constant and did not allow them to assign twice.

Issue 2:
Allow duplicated members in multiple interface declarations, as long as they are identical. Optional compiling warnings are acceptable, to assist developers to remove redundant codes at convenient time.

This should not generate any errors, example:

shim.d.ts

interface Symbol {
toString(): string;
valueOf(): Object;
[Symbol.toStringTag]: string;
}

es6.d.ts

...
interface Symbol {
/** Returns a string representation of an object. */
toString(): string;

/** Returns the primitive value of the specified object. */
valueOf(): Object;

[Symbol.toStringTag]: string;
}
...
Issue 1:
I'm submitting a ... (check one with "x")

[ ] bug report => search github for a similar issue or PR before submitting
[x] feature request
[ ] support request => Please do not submit support request here, instead see https://github.com/angular/angular/blob/master/CONTRIBUTING.md#question

The safe navigation operator ?. is great, but it would be even better if it also supported bracket notation, foo?[bar]. This was first mentioned here, but didn't get any traction

#791 (comment)

Issue 2:
🚀 feature request

Relevant Package

@angular/compiler

Description

Optional chaining[1] reached stage 4. We've been supporting similar syntax in templates for a while now, calling it the "safe navigation operator"[2]. For simplicity and smaller payload, we can consider aligning with the spec in future versions of the framework.

There are a couple of semantical and syntactical differences between optional chaining and safe navigation.

Syntax

Optional chaining has the following syntax:

obj?.prop // optional static property access
obj?.[expr] // optional dynamic property access
func?.(...args) // optional function or method call

Safe navigation supports only direct property access. Optional chaining supports this, as well as, method calls and function calls. Function calls are particularly useful in iterators:

iterator.return?.()

Semantics

With optional chaining, the expression a?.b will be translated to a == null ? undefined : a.b. In Angular, the semantics of the same expression would be null == a ? null : a.b.

If a is null or undefined, the expression typeof a?.b would evaluate to "object" with optional chaining and "undefined" in Angular's safe navigation operator.

Except the mentioned difference above, method calls are compiled similarly:

a?.b()
a == null ? undefined : a.b()

In both, optional chaining and safe navigation in templates, stacking the operators is translated the same way: (a?.b).c?.d becomes null == a ? null : null == a.b.c ? null : a.b.c.d.

Another difference seems to be the way parentheses are handled. The optional chaining spec defines that null==e.foo?null:e.foo.b.c should be translated to (a == null ? undefined : a.b).c. In Angular the same expression translates to null == a ? null : a.b.c.

PS: looks like the last issue is fixed by #34221.

[1] Optional chaining spec https://github.com/tc39/proposal-optional-chaining

[2] Safe navigation https://angular.io/guide/template-syntax#safe-navigation-operator
Issue 1:
The response returned by these clients in their getResponse method is an HttpFoundation response whereas the BrowserKit class (which is their parent classs) tells it returns a BrowserKit response (which has a different API).

Issue 2:
If you run cache:warmup the twig templates that are in the bundles directory get into the cache folder but not if u use a custom namespace path for twig. I don't know if Symfony renders the cache on first call/open of a custom path template.

http://symfony.com/doc/current/cookbook/templating/namespaced_paths.html
Issue 1:
I have few filters in dashboards and until i click on the Filter button in sidebar the dashboard data does not load. I have option Select the first value checked in one of the filter and unchecking the same loads the data easily.

But i need this selecting the first vale.

Any fix for this

Issue 2:
[SIP] Proposal for moving frontend assets to the base of the repo

Motivation

Currently frontend assets are embedded in the superset package under superset/assets/, which is symlinked insuperset/assets/static. This is really confusing for newcomers to the project as it's unclear why code appears to be duplicated. Additionally this is a UNIX symlink so the link isn't created on Windows machines.

Moreover is seems there's code (eg, MANIFEST.in, Dockerfile ) that tries to work around the fact that the entire frontend exists in the superset module and most of these files are not needed during runtime. Things like whitelisting files and removing files after builds are workarounds to the actual issue and only add complexity to the problem.

Proposed Change

Move the frontend code into a top level directory, something like frontend or client

Configure webpack to output the built/dist files to superset/assets/dist. This can include the package.json (needed for version info) and any other necessary runtime files.

remove the symlinks.

update build scripts

make sure everything works (local builds, docker builds, python package, CI, etc.)

update documentation.

New or Changed Public Interfaces

[no changes]

New dependencies

[no changes]

Migration Plan and Compatibility

No major/breaking changes should be necessary. The bulk of the work would be around making sure no existing builds/scripts break and documentation is updated. Since most of the changes will only be moving files, rebases should be automatic, though this will probably require a lot of existing branches to be rebased.

Rejected Alternatives

Remove the symlink and move everything to superset/static/assets and continue to support the whitelisting in MANIFEST.in and the cleanup in Dockerfile and possibly other places.

Continue to support the current file organization and continue to field questions such as: #8804
Issue 1:
I'm submitting a ... (check one with "x")

[x ] bug report => search github for a similar issue or PR before submitting
[ ] feature request
[ ] support request => Please do not submit support request here, instead see https://github.com/angular/angular/blob/master/CONTRIBUTING.md#question

Current behavior

routerLink with fragment doesn't scroll to the fragment target when the current route already contains the fragment.

Expected behavior

With a standard <a href="#frag"></a>, the browser will always scroll to the target.

Minimal reproduction of the problem with instructions

http://plnkr.co/edit/6Od3vTp2Che48wO5A9Pc?p=preview although using the router in a Plnkr is virtually impossible

What is the motivation / use case for changing the behavior?

So it behaves correctly

Please tell us about your environment:

windows, vs 2015, npm, Kestrel behind IIS, ... (what?)

Angular version: 2.0.X

2.2.4 in my environment and whatever the Plnkr gives me

Browser: [all | Chrome XX | Firefox XX | IE XX | Safari XX | Mobile Chrome XX | Android X.X Web Browser | iOS XX Safari | iOS XX UIWebView | iOS XX WKWebView ]

Language: [all | TypeScript X.X | ES6/7 | ES5]

TypeScript 2.0.3

Node (for AoT issues): node --version =

Issue 2:
I'm trying to add an anchor link on my current angular2 app.

I've made the navigation first using the fragment attribute and because It didn't work I've referenced the fragment by using the router navigation. I couldn't make it work in both scenarios.

I've been playing with https://angular.io/resources/live-examples/router/ts/eplnkr.html and doesn't seem to be working too.

I followed step by step the tutorial on the routing documentation...

Can you provide any help?
Issue 1:
This code:

fn main() {
let _test = main as usize;
}

yields this compiler warning:

foo.rs:1:1: 3:2 warning: function cannot return without recurring, #[warn(unconditional_recursion)] on by default
foo.rs:1 fn main() {
foo.rs:2 let _test = main as usize;
foo.rs:3 }
foo.rs:2:17: 2:21 note: recursive call site
foo.rs:2 let _test = main as usize;
^~~~
foo.rs:1:1: 3:2 help: a `loop` may express intention better if this is on purpose

cc @huonw

Issue 2:
I think the new unconditional_recursion lint has a bug. For example I get a warning for this code:

#![allow(unstable)]
fn print_type_of<T>(_: &T) -> () {
let type_name =
unsafe {
(*std::intrinsics::get_tydesc::<T>()).name
};
println!("{}", type_name);
}

fn main() {
print_type_of(&main);
}

<anon>:10:1: 12:2 warning: function cannot return without recurring, #[warn(unconditional_recursion)] on by default
<anon>:10 fn main() {
<anon>:11 print_type_of(&main);
<anon>:12 }
<anon>:11:20: 11:24 note: recursive call site
<anon>:11 print_type_of(&main);
^~~~
<anon>:10:1: 12:2 help: a `loop` may express intention better if this is on purpose
<anon>:10 fn main() {
<anon>:11 print_type_of(&main);
<anon>:12 }

rustc 1.0.0-nightly (458a6a2 2015-01-25 21:20:37 +0000)
Issue 1:
What version of Go are you using (go version)?

go version go1.4.2 darwin/amd64

What operating system and processor architecture are you using?

OS X 10.10.3 x86-64

What did you do?

Set w.WriteHeader(http.StatusInternalServerError) prior to calling http.ServeFile

What did you expect to see?

A HTTP 500 status.

What did you see instead?

A HTTP 200 status (and the usual multiple header writes error for messing it up).

Currently http.ServeFile (which calls http.ServeContent and then eventually http.serveContent) implicitly sets the status code to HTTP 200 as per this line in src/http/fs.go

From what I can see, removing this line would result in net/http implicitly calling w.WriteHeader(StatusOK) as per usual (http://golang.org/src/net/http/server.go#L990) - which is the behaviour I'd expected until running into this.

Proposed Fix

Modify http.serveContent to only call w.WriteHeader(code) on an error condition. Set var code int (i.e. zero value) instead of defaulting to code := StatusOK.

If code still has the zero value before we write to the ResponseWriter, then don't call WriteHeader.

This allows the server to either: a) write the header set by the package user or; b) write the implicit http.StatusOK if no header has been set by the time we're ready to write back.

Writing StatusOK in serveContent appears to be redundant.

Issue 2:
windows-386 just failed with:

http://build.golang.org/log/3cd6be46a4c7dbe6774fdc891e6417568f4b2b88

# ..\test
# go run run.go -- fixedbugs/bug015.go
bug015.go:11: missing error "overflow"
FAIL fixedbugs\bug015.go 0.004s
exit status 1

Which is:

// errorcheck

// Copyright 2009 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.

package main

func main() {
var i33 int64;
if i33 == (1<<64) -1 { // ERROR "overflow"
}
}

I see no recent change that would've caused that.

Confused.

Also not sure how that could be flaky.
Issue 1:
@crawshaw @hyangah @rakyll @nigeltao

As Go is high-performant system-level programming language, that also gained fast garbage collector in latest 1.5 release, it can become a perfect choice for game development. There are many OpenGL ES 2 emulation layers for Windows, for example Google's open-source ANGLE, AMD library and others. It would be great if golang.org/x/mobile/... packages were implemented for this OS aside of Mac OS X, as it is probably most popular operating system among game developers. This would be big step to Go promotion, because it would enable large gamedev community to easily develop (cross-platform) games in Go.

Yes, now one can build apps and launch them on real device, but such workflow is unusable because of very long build time (compile -> zip -> sign -> upload to device -> wait until installation complete). All game engines and frameworks use this scheme with desktop emulation.

I personally ask for this because I chose Go as language for developing my Android game, but after investigation I decided to work on my own OpenGL binding and other mobile code. Hope this will be considered. Thanks

Issue 2:
The http://golang.org/x/mobile/app package lets you run all-Go apps on desktop darwin and linux with nothing more than the stock Go build. Just go get and you're programming. This is done via cgo: we ask for a window, get an OpenGL context, and map mouse events to touch events.

We should do the same for Windows. There are a few complications.

The first is by default there is C compiler for cgo on windows. On both linux and OS X we can rely on the user to install gcc/xcode because the platform makes it easy. By comparison MinGW is an extra, non-obvious step for windows users and VC++ isn't supported (and not necessarily any more obvious).

The second is there is no OpenGL. Well, there is kinda, as provided by graphics card makers, but support in particular for OpenGL ES 2 and EGL is spotty. Luckily, Chrome has this problem too and maintain an open source project implementing ES 2 and EGL for Windows on top of DirectX: https://code.google.com/p/angleproject/

I want to avoid importing angleproject directly into the mobile repository as it has several licenses and I want to keep the notices story for the Go repository simple. So we will need another repository that contains a package that links against angleproject and creates the window.

Is there any way about needing windows users to install a C compiler? Can we ship a binary .dll in a repository that is downloaded with go get? If we do, what about the cgo parts of mobile/app and mobile/gl? Can they be provided by the .dll even if we fetch it as part of a different repository? For mobile/app probably, but mobile/gl is harder.
Issue 1:
I'm working on figuring out how to reproduce this consistently, but thought I would go ahead and get the issue started. All of the scrambled filenames are .less and .css files, which makes me think it has something to do with the atom-compile-less package, which compiles .less files into .css files automatically upon save.

Issue 2:
Most noticeable in the tree view, resizing it, scrolling, etc. makes it redraw and go away.

/cc @zcbenz Any ideas on this one?
Issue 1:
Version

2.5.15

Reproduction link

https://jsfiddle.net/cckLd9te/950/

Steps to reproduce

when you type on the input, view not update with the input value

What is expected?

view should display input value properly

What is actually happening?

input value changes to an object

Issue 2:
Hi,

I'm new to Vue and I'm having a problem when I update the parent data, the child props is not updated.

Here's my code. If you click any of the Save button, element[0] of Parent will be updated to new value which is "Test" but if you check Child prop it wasn't updated.

<div id="app">

<div v-for="item in items">

Parent:>> {{item}}

<child :itemvalue="item" v-on:update-row="updateRow">

</div>

</div>

<script type="text/x-template" id="child">

<div>

<input type="text" :value="itemvalue" >

<button @click="$emit('update-row')"> Save </button>

</div>

</script>

<script>

Vue.component('child', {

template: '#child',

props: ['itemvalue']

});

new Vue({

el: '#app',

data: {

items: ['a','b', 'c', 'd', 'e','f', 'g']

},

methods: {

updateRow : function (index) {

this.items[0] = 'test'; //Line XXX

}

}

});

</script>

This will work if I update Line XXX to this.items = ['a','b','c'];

I just want to change 1 element not the whole array.
Issue 1:
Atom es un excelente editor de codigo fuente, pero su sistema de instalacion es bastante obfuscado y no permite una version portable de su programa. Deseo que en las proximas versiones de Atom pueda ser portable.

Issue 2:
I don’t really stick to one computer to program, and some computers don’t have editors. Currently I use Sublime Text portable, but it would be great if there was a portable version of Atom.
Issue 1:

Issue 2:
Is there an existing issue for this?

I have searched the existing issues

Current Behavior

When running npm audit --json in this branch here https://github.com/mgdodge/rollup-plugin-vue-treeshake-bug-vue3/tree/vue2

I observe lodash, which is not a direct dependency but deduped to the top - doesn't get mentioned in any of the via fields and its effects is empty.

"lodash": {
"name": "lodash",
"severity": "high",
"via": [
{
"source": 1673,
"name": "lodash",
"dependency": "lodash",
"title": "Command Injection",
"url": "https://npmjs.com/advisories/1673",
"severity": "high",
"range": "<4.17.21"
}
],
"effects": [],
"range": "<4.17.21",
"nodes": [
"node_modules/lodash"
],
"fixAvailable": true
},

Other dependencies also affected in a similar way. My hypothesis is it has something to do with dedupe.

Expected Behavior

Produce correct dependency tree information in via fields

Steps To Reproduce

git clone git@github.com:mgdodge/rollup-plugin-vue-treeshake-bug-vue3.git

cd rollup-plugin-vue-treeshake-bug-vue3

git checkout vue2

npm audit --json

OR

npm audit --json | grep -B4 -A4 lodash

exact link to the package-lock.json at the revision used to reproduce https://github.com/mgdodge/rollup-plugin-vue-treeshake-bug-vue3/blob/031b3e104f4030e4a43d9b6454291017c1e8c5ad/package-lock.json

Environment

OS: linux

Node: 16.2.0

npm: 7.13.0 (latest)
Issue 1:
Horizontal pod autoscaling [Skipped][Autoscaling Suite] should scale from 5 pods to 3 pods and from 3 to 1 (scale resource: Memory)

/go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/horizontal_pod_autoscaling.go:149
Sep 28 09:06:15.915: timeout waiting 10m0s for pods size to be 3

Horizontal pod autoscaling [Skipped][Autoscaling Suite] should scale from 1 pod to 3 pods (scale resource: CPU)

/go/src/k8s.io/kubernetes/_output/dockerized/go/src/k8s.io/kubernetes/test/e2e/horizontal_pod_autoscaling.go:42
Sep 28 09:40:07.245: timeout waiting 10m0s for pods size to be 3

Issue 2:
After #14156 was merged, updating of scale sub-resource for (experimental) replication controller stopped working. In affect, the whole horizontal pod autoscaler is not working now. The problem seems to be that experimental scale sub-resource is trying to update experimental replication controller (while it should update the stable one).

pkg/registry/experimental/controller/etcd/etcd.go:97 return the following error

(https://github.com/kubernetes/kubernetes/blob/master/pkg/registry/experimental/controller/etcd/etcd.go#L97):

no kind "ReplicationController" is registered for version "experimental/v1alpha1"

This also cause failure of horizontal pod autoscaler e2e tests.
Issue 1:
I've been trying to get a simple Angular 2 (beta 1) app running with a minified build (using webpack) - with no success. The cause seems to be the mangle option in the UglifyJSPlugin (with mangle: false it works fine but is 260k heavier).

To reproduce the issue, I have created a minimal version (clone, npm install and then webpack -p to reproduce) here and also included the logs and a sample of the uglyfied source.

I couldn't really see which variables are effected here since errors came up in multiple apps. When I remove ngModel from the view everything goes back to normal. The issues seem to be centered around change detection.

EXCEPTION: No value accessor for '' in [data.search in e@0:19]
EXCEPTION: No value accessor for '' in [data.search in e@0:19]
ORIGINAL EXCEPTION: No value accessor for ''
ORIGINAL STACKTRACE:
Error: No value accessor for ''
at new t (http://127.0.0.1:56187/bundle.js:1:12197)
at s (http://127.0.0.1:56187/bundle.js:1:26713)
at Object.i [as setUpControl] (http://127.0.0.1:56187/bundle.js:1:25991)
at t.ngOnChanges (http://127.0.0.1:56187/bundle.js:5:29716)
at e.ChangeDetector_e_0.detectChangesInRecordsInternal (viewFactory_e:53:59)
at e.detectChangesInRecords (http://127.0.0.1:56187/bundle.js:7:10658)
at e.runDetectChanges (http://127.0.0.1:56187/bundle.js:7:10219)
at e._detectChangesInViewChildren (http://127.0.0.1:56187/bundle.js:7:12475)
at e.runDetectChanges (http://127.0.0.1:56187/bundle.js:7:10329)
at e.detectChanges (http://127.0.0.1:56187/bundle.js:7:9902)
ERROR CONTEXT:
e
Live reload enabled.

Issue 2:
When using minified bundles with SystemJS, and a simple snippet like this

<template ngFor #item [ngForOf]="items" #i="index">
<li>{{i}}</li>
<li *ngIf="i % 2 == 0">number is even</li>
</template>

Will throw

TypeError: this.directive_0_0.ngDoCheck is not a function

This is only reproducible with minified bundles, non-minified work correctly.

As an example check this plnkr (took it from #6304 (comment)). To reproduce switch between minified and unminified bundles.

This is also reproducible with Webpack using this line in the config

plugins : [
new webpack.optimize.UglifyJsPlugin()
],

Am I missing something?