sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [Obfuscating Code] Explain the usage of --obfuscate --split-debug-info=/<project-name>/<directory> and --obfuscate --split-debug-info=debug_info
Labels: tool,d: stackoverflow,a: build,a: release,P2,team-tool,triaged-tool

Doing `flutter build apk --release --no-shrink` I get the .apk build created successfully and runs fine on physical device aswel.

I'm trying to obfuscate with following command, which is a recommended way on flutter docs, [here][1].

`flutter build apk --obfuscate --split-debug-info=/<project-name>/<directory>`

Which fails and throws following 

    FAILURE: Build failed with an exception.

    * Where:
    Script 'C:\Programs\flutter\packages\flutter_tools\gradle\flutter.gradle' line: 904
    
    * What went wrong:
    Execution failed for task ':app:compileFlutterBuildRelease'.
    > Process 'command 'C:\Programs\flutter\bin\flutter.bat'' finished with non-zero exit value 1
    
    * Try:
    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

    * Get more help at https://help.gradle.org

    BUILD FAILED in 20s
    Running Gradle task 'assembleRelease'...
    Running Gradle task 'assembleRelease'... Done                      21.3s
    Gradle task assembleRelease failed with exit code 1


[Here][2] It was suggested to use `flutter build apk --obfuscate --split-debug-info=debug_info` which makes the build process successful but after installing app crash on start.

`flutter doctor`

    Doctor summary (to see all details, run flutter doctor -v):
    [√] Flutter (Channel stable, 1.22.5, on Microsoft Windows [Version 10.0.17763.1697], locale en-GB)
    [!] Android toolchain - develop for Android devices (Android SDK version 30.0.2)
        X Android license status unknown.
          Run `flutter doctor --android-licenses` to accept the SDK licenses.
          See https://flutter.dev/docs/get-started/install/windows#android-setup for more details.
    [√] Android Studio (version 4.0)
    [√] Connected device (1 available)

  [1]: https://flutter.dev/docs/deployment/obfuscate
  [2]: https://github.com/flutter/flutter/issues/67014#issuecomment-701692458
Repository: rust
Issue: Clarify std::mem-docs wrt host/target
Labels: C-enhancement,T-compiler,A-docs,A-layout

Functions like `std::mem::align_of` (and also parts of `std::alloc::Layout`) which are const can be used to initialize other constants and, soon, types like `[u8; { std::mem::align_of::<String>() }]`. As far as I can see the docs currently do not explicitly make it clear that the compiler *guarantees* (including future versions) that the return values of those functions are valid for the _target_-platform and not for the _host_-platform, even in a const-context.

This is probably everybody's expectation. If this behavior is guaranteed, the docs should mention that, though.
Repository: ant-design
Issue: Upload 组件，控制上传的并发数，即批量上传文件时同时上传的文件数量 Upload component, which controls the concurrent number of uploads, that is, the number of files uploaded at the same time when a batch of files is uploaded
Labels: Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### What problem does this feature solve?
目前使用customRequest解决了分片上传和进度控制，但是发现批量上传时选择n个文件，customRequest就激活n个文件上传，希望能控制同时上传文件的个数从而保证上传质量，或者能够通过某个api实现这个功能，maxCount能够控制上传数量不能满足要求，或者能够控制同时只上传一个文件也可以。
Currently using customRequest solves the shard to upload and schedule control, but when he found the batch upload to choose n file, customRequest activates n file upload, hope to be able to control the number of uploaded files at the same time so as to ensure the quality of upload, or through an API to achieve this function, upload maxCount can control quantity can't meet the requirements, or be able to control also can only upload a file.


### What does the proposed API look like?
同时上传文件的数量，目前看来就是激活customRequest 的数量
The number of files uploaded at the same time, so far, is the number of CustomRequest activated


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: "shader_get_param_list" returns texture parameters last
Labels: enhancement,topic:editor,usability,topic:shaders

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.2.3.Stable


**OS/device including version:**
NA


**Issue description:**
<!-- What happened, and what was expected. -->
"VisualServer.shader_get_param_list()" returns texture parameters last. This means that ShaderMaterials display their uniforms in the inspector in a different order than they are declared in the shader. This makes it difficult to make nice custom inspectors for shader parameters and is confusing when using a custom shader in general.

![image](https://user-images.githubusercontent.com/4955051/105184461-45554380-5b27-11eb-9f58-83dcdaf49844.png)

![image](https://user-images.githubusercontent.com/4955051/105184512-543bf600-5b27-11eb-9acc-61d2aec92c87.png)

Result of printing "shader_get_param_list"
```
[ {
"class_name": "",
"hint": 0,
"hint_string": "",
"name": "float_uniform",
"type": 3,
"usage": 7
}, {
"class_name": "",
"hint": 0,
"hint_string": "",
"name": "int_uniform",
"type": 2,
"usage": 7
}, {
"class_name": "",
"hint": 0,
"hint_string": "",
"name": "vec_uniform",
"type": 7,
"usage": 7
}, {
"class_name": "",
"hint": 17,
"hint_string": "Texture",
"name": "sampler_uniform1",
"type": 17,
"usage": 7
}, {
"class_name": "",
"hint": 17,
"hint_string": "Texture",
"name": "sampler_uniform2",
"type": 17,
"usage": 7
}, {
"class_name": "",
"hint": 17,
"hint_string": "Texture",
"name": "sampler_uniform3",
"type": 17,
"usage": 7
} ]
```

**Steps to reproduce:**
Open the attached project and observe the shader on the object compared to it's shader parameter inspector. Use the "print params" checkbox to see the shader_get_param_list output.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[shader_get_param_list.zip](https://github.com/godotengine/godot/files/5842866/shader_get_param_list.zip)
Repository: neovim
Issue: vim.tbl_filter removes keys and returns plain array
Labels: bug,lua

`nvim --version`:

```
NVIM v0.5.0-dev
Build type: Release
LuaJIT 2.1.0-beta3
Compilation:
Skompilowany przez hauleth

Features: +acl +iconv +tui
See ":help feature-compile"

       vimrc systemu: "$VIM/sysinit.vim"
   odwet dla $VIM-a: "/nix/store/1jq2xhi0dgypm58qm1yfrnwh1y80abrc-neovim-nightly-master/share/nvim"
```

### Steps to reproduce using `nvim -u NORC`

```
nvim -u NORC
# Alternative for shell-related problems:
# env -i TERM=ansi-256color "$(which nvim)"

:lua print(vim.inspect(vim.tbl_filter(function(_) return true end, { a = 1 })))
```

### Actual behaviour

Printed value is

```
{ 1 }
```

### Expected behaviour

Printed value should be

```
{ a = 1 }
```
Repository: go
Issue: x/pkgsite: Jump To breaks the page when selecting it after clicking a page link
Labels: NeedsFix,pkgsite,pkgsite/frontend

This bug is kind of hard to explain, but can be repro'd with these steps:

1. Navigate to https://pkg.go.dev/crypto/rand
2. Click something in the Index, e.g Prime (the URL should now be https://pkg.go.dev/crypto/rand#Prime)
3. Click the "Jump to..." (a dialogue should appear)
4. Press the back button
5. Note that the box has disappeared but the rest of the page is still greyed-out and non-interactable

/cc @julieqiu
Repository: electron
Issue: [Feature Request]: Set a local spellcheck dictionary instead of downloading it
Labels: enhancement :sparkles:,component/spellcheck

**Preflight Checklist**

* [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/master/CONTRIBUTING.md) for this project.
* [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/master/CODE_OF_CONDUCT.md) that this project adheres to.
* [X] I have searched the issue tracker for a feature request that matches the one I want to file, without success.


**Problem Description**

In some cases network requests initiated by electron are not acceptable - for example for super private apps (https://github.com/electron/electron/issues/22995#issuecomment-641179051).
There is already an issue about not doing that network request (https://github.com/electron/electron/issues/22995#issuecomment-641179051) when the spellchecker is disabled, but I like to use the spell checker without network requests.

**Proposed Solution**

Provide a method to use a local dictionary, a way load the zip from a file. 

**Alternatives Considered**

opening a local web-server to serve the dictionary over http/s and load it via (`session.setSpellCheckerDictionaryDownloadURL("https://localhost/")`)[https://www.electronjs.org/docs/api/session#sessetspellcheckerdictionarydownloadurlurl] but that would be overkill and a bit to hacky for a workaround.

**Additional Information**

_No response_
Repository: go
Issue: cmd/go: "no required module provides package" error with file path to replacement module inside another replacement
Labels: NeedsFix

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.16beta1 darwin/amd64
go version go1.15.6 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?

yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/jayconrod/Library/Caches/go-build"
GOENV="/Users/jayconrod/Library/Application Support/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/jayconrod/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/jayconrod/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/opt/go/installed"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/opt/go/installed/pkg/tool/darwin_amd64"
GOVCS=""
GOVERSION="go1.16beta1"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/jayconrod/Code/test/m/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/rq/x0692kqj6ml8cvrhcqh5bswc008xj1/T/go-build3064706002=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

Create three local modules: M (main module, requiring and replacing the other two), A (module in a directory outside M), and B (module in a subdirectory of A).

Attempt to list a package in B using a relative or absolute file path.

```
cd m
go list ../a   # works
go list ../a/b # fails

-- m/go.mod --
module example.com/m

go 1.15

require (
	example.com/a v0.0.0
	example.com/b v0.0.0
)

replace (
	example.com/a v0.0.0 => ../a
	example.com/b v0.0.0 => ../a/b
)
-- a/go.mod --
module example.com/a
-- a/a.go --
package a
-- a/b/go.mod --
module example.com/b

go 1.15
-- a/b/b.go --
package b
```

### What did you expect to see?

Package name is printed successfully:

`example.com/a/b`

### What did you see instead?

```
$ go list ../a/b
no required module provides package example.com/a/b; try 'go get -d example.com/a/b' to add it
```
Repository: godot
Issue: Bounce property of RigidBody2D physics material is ignored after saving scene
Labels: bug,confirmed,topic:physics

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.3 stable official

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Macbook Air M1 base model, MacOS 11.1 Big Sur

**Issue description:**
<!-- What happened, and what was expected. -->
Following steps in tutorial https://docs.godotengine.org/en/stable/getting_started/step_by_step/instancing.html
Setting 'Bounce' property of the ball's Physics Material to 1 failed to increase bounciness.

You can also reproduce it by creating a new RigidBody2d and observing how it respects the Bounce property in the editor until it is 'saved as a scene', then the setting in the editor is ignored, and seemingly overridden by the saved file.

**Steps to reproduce:**
Open Minimal reproduction project
Play project and observe bounciness of ball
Set Ball>Physics Material>Bounce to 1
Play project and observe bounciness of ball has not changed

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[Instancing.zip](https://github.com/godotengine/godot/files/5844490/Instancing.zip)
Repository: excalidraw
Issue: don't persist collab scenes to localStorage 
Labels: enhancement,discussion

As a measure to decrease the likelihood that users think they still collaborate on a scene when they open a new tab (or [a new tab is opened for them](https://github.com/excalidraw/excalidraw/issues/2822)) during collaboration, I'd not persist scene data to localStorage during collaboration so that opening a new tab won't result in the same scene being duplicated (loaded) from localStorage.

During collaboration, we save the data to a server, anyway.

# downsides

- when the server is down or the users cannot communicate with it (e.g. their network is down), the scene won't be persisted anywhere. In that case, we can persist to localStorage IFF the `saveToFirebase()` fails for whatever reason.
- this actually goes against my other proposal: [Sync state between tabs on each change](https://github.com/excalidraw/excalidraw/issues/2791)
Repository: pytorch
Issue: NCCL_BLOCKING_WAIT=1 makes training extremely slow (but if not set then OOM on one device will hang training)
Labels: oncall: distributed,triaged

## 🐛 Bug

This issue is related to #42107: [torch.distributed.launch: despite errors, training continues on some GPUs without printing any logs](https://github.com/pytorch/pytorch/issues/42107), which is quite critical: **In a multi-GPU training with DDP, if one GPU is out of memory, then the GPU utilization of the others are stuck at 100% forever without training anything**. (Imagine burning your allocated GPU resources without knowing it, e.g., when sleeping.)

In #42107 @mrshenli suggested to set `NCCL_BLOCKING_WAIT=1` so that NCCL timeout is taken into account. I did, and it worked. However, only until a few days ago that I realized that doing **this makes training much slower**. I did some benchmark and found that training time on 4 or 8 GPUs is about the same as training on 1 GPU (sometimes even slower).

## To Reproduce

Steps to reproduce the behavior:

1. In your `bashrc`, add `export NCCL_BLOCKING_WAIT=1`.
2. Start your training on multiple GPUs using DDP.
3. It should be as slow as on a single GPU.

<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

## Expected behavior

<!-- A clear and concise description of what you expected to happen. -->

- By default, training should stop whenever there is an issue.
- The above, without sacrificing performance.

## Environment

 - PyTorch Version (e.g., 1.0): 1.7.1
 - OS (e.g., Linux): Linux
 - Python version: 3.7.9
 - CUDA/cuDNN version: (CUDA 10.1.2, cuDNN 7.6.5, NCCL 2.6.4) or (CUDA 10.2, cuDNN 8.0.4, NCCL 2.7.8).


cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @agolynski @SciPioneer @H-Huang @mrzzd
Repository: flutter
Issue: Better native exception handling
Labels: tool,engine,c: proposal,a: error message,P2,team-engine,triaged-engine

## Use case

I did a silly mistake in some configuration and my app crashed.

As this crash was native, no log whatsoever was issued in Visual Studio code (or in console, if running with flutter run).

The reason of the crash was visible only by running the project in XCode and looking at XCode debug output:

```
2021-01-20 14:44:45.878337-0300 Runner[18985:156564] flutter: ProgressDialog shown
2021-01-20 14:44:45.886555-0300 Runner[18985:156070] *** Terminating app due to uncaught exception
    'NSInvalidArgumentException', reason: 'Your app is missing support for the following URL schemes:
    com.googleusercontent.apps.xxx'
```

## Proposal

Redirect those native exceptions for the Flutter log (so we can see that exploded in our IDE, instead of having to open XCode or mess with Android logcat).

#### Better yet: make ALL native exceptions caught and captured by Flutter runtime (so we have a `PlatformException` catchable by Dart).
Repository: go
Issue: cmd/go: misleading "invalid version" error message for gopkg.in modules with mismatched module path
Labels: NeedsFix

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.16beta1 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?

yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/jayconrod/Library/Caches/go-build"
GOENV="/Users/jayconrod/Library/Application Support/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/jayconrod/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/jayconrod/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/opt/go/installed"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/opt/go/installed/pkg/tool/darwin_amd64"
GOVCS=""
GOVERSION="go1.16beta1"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/jayconrod/Code/test/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/rq/x0692kqj6ml8cvrhcqh5bswc008xj1/T/go-build892501000=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

Run `go mod download` on a module with a `gopkg.in` module path, when the actual `go.mod` file has a different module path.

```
go mod download gopkg.in/golang/mock.v1@v1.4.4
```

### What did you expect to see?

`go mod download` should succeed. `go get` and anything else that actually loads the module graph should fail with a mismatched module path error message.

In general, `go mod download` should succeed when the module path on the command line doesn't match the actual module path in `go.mod`. If it didn't, module version replacements wouldn't work. For example, `go mod download github.com/google/go-cloud@v0.21.0` works even though it declares itself as `gocloud.dev`.

It's fine that the go command checks that the version matches the major version suffix, but it should check that against the module path named on the command line, not the module path in `go.mod`. 

### What did you see instead?

```
go mod download: gopkg.in/golang/mock.v1@v1.4.4: invalid version: go.mod has non-....v1 module path "github.com/golang/mock" at revision v1.4.4
```

`gopkg.in` module paths must have a major version suffix, in this case, `.v1`. The go command is reporting that the actual module path in go.mod, `github.com/golang/mock` does not end with `.v1`.

cc @bcmills @matloob @julieqiu
Repository: go
Issue: x/mobile/cmd/gomobile: jar file mylib.java crash with no error in line _init();
Labels: NeedsInvestigation,mobile



### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.15.7 windows/amd64
</pre>

### Does this issue reproduce with the latest release?
no i check this with multi gomobile and golang version and ndk version and sdk version and .....a week 


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
set GO111MODULE=auto
set GOARCH=amd64
set GOBIN=D:\Important\GO-Home\bin
set GOCACHE=C:\Users\mohamadpk\AppData\Local\go-build
set GOENV=C:\Users\mohamadpk\AppData\Roaming\go\env
set GOEXE=.exe
set GOFLAGS=
set GOHOSTARCH=amd64
set GOHOSTOS=windows
set GOINSECURE=
set GOMODCACHE=D:\Important\GO-PATH\pkg\mod
set GONOPROXY=
set GONOSUMDB=
set GOOS=windows
set GOPATH=D:\Important\GO-PATH
set GOPRIVATE=
set GOPROXY=https://proxy.golang.org,direct
set GOROOT=D:\Important\GO-Home
set GOSUMDB=sum.golang.org
set GOTMPDIR=
set GOTOOLDIR=D:\Important\GO-Home\pkg\tool\windows_amd64
set GCCGO=gccgo
set AR=ar
set CC=gcc
set CXX=g++
set CGO_ENABLED=1
set GOMOD=D:\Important\GO-PATH\src\github.com\fatedier\frp\go.mod
set CGO_CFLAGS=-g -O2
set CGO_CPPFLAGS=
set CGO_CXXFLAGS=-g -O2
set CGO_FFLAGS=-g -O2
set CGO_LDFLAGS=-g -O2
set PKG_CONFIG=pkg-config
set GOGCCFLAGS=-m64 -mthreads -fmessage-length=0 -fdebug-prefix-map=C:\Users\MOHAMA~1\AppData\Local\Temp\go-build766140558=/tmp/go-build -gno-record-gcc-switches
</pre></details>

### What did you do?
i create a frpclib.go contain 
<pre>
package frpclib
func main() {

}

//export Run My frpclib
func Run(cfgFilePath string) {

}
</pre>
then compile with 
<pre>
gomobile bind -v -o frpclib.aar -target=android
</pre> 
then export two file with no error 
1.frpclib.aar
2.frpclib-sources.jar
then i add this lib to my android application
and call in java like this
<pre>
String mConfigPath="aaaaaaa";
Frpclib.run(mConfigPath);
</pre>
in emulator work with api 25 android 7  and 30 android 11 



### What did you expect to see?
just call and open myactivity


### What did you see instead?
crash application


### what happened?
in file frpclib-sources.jar
after unzip i see tree folder 
in folder frpclib and file Frpclib.java
after Seq.touch();  in _init(); crash application i edit this file and create jar again
with try and catch.but nothings happened.ignore the catch and crash again



gobuild work correctly .i test it on another project.
gobind crash and crash and crash.!!!!!!!!!
Repository: pytorch
Issue: pin_memory leads to GPU memory being used but it doesn't initialize CUDA
Labels: module: cuda,triaged

## 🐛 Bug

## To Reproduce
```python
import torch

torch.ones(1).pin_memory()
print(torch.cuda.is_initialized())  # False
```

## Expected behavior

I would have expected that `pin_memory` initializes cuda as it allocates memory on the GPU (based on nvidia-smi).

## Environment

<details>
Collecting environment information...
PyTorch version: 1.7.1+cu101
Is debug build: False
CUDA used to build PyTorch: 10.1
ROCM used to build PyTorch: N/A

OS: Ubuntu 16.04.7 LTS (x86_64)
GCC version: (Ubuntu 9.3.0-10ubuntu2~16.04) 9.3.0
Clang version: 3.8.0-2ubuntu4 (tags/RELEASE_380/final)
CMake version: version 3.15.1

Python version: 3.8 (64-bit runtime)
Is CUDA available: True
CUDA runtime version: 10.2.89
GPU models and configuration: GPU 0: GeForce RTX 2080 Ti
Nvidia driver version: 440.64
cuDNN version: /usr0/local/cuda-9.0/lib64/libcudnn.so.7.0.5
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.19.5
[pip3] torch==1.7.1+cu101
[pip3] torchvision==0.8.1+cu101
[conda] Could not collect
</details>


cc @ngimel