sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Use fast gpuAtomicAdd for FP16 data type in CUDA kernels
Labels: module: cuda,triaged,module: half

## Use fast gpuAtomicAdd for FP16 data type in CUDA kernels

For FP16 gpu atomic add operations, `fastAtomicAdd` works better than the plain `gpuAtomicAdd` in most cases. To get better performances for FP16 inputs in CUDA kernels, we'd like to replace existing `gpuAtomicAdd` with `fastAtomicAdd` if possible.

A simple text search shows the following kernels are still using plain `gpuAtomicAddNoReturn` (all files are in `aten/src/ATen/native/cuda`): 

- [ ] [AdaptiveAveragePooling.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/AdaptiveAveragePooling.cu)
- [ ] [AdaptiveAveragePooling3d.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/AdaptiveAveragePooling3d.cu)
- [ ] [AdaptiveMaxPooling2d.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/AdaptiveMaxPooling2d.cu)
- [ ] [AdaptiveMaxPooling3d.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/AdaptiveMaxPooling3d.cu)
- [x] [AveragePool3d.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/AveragePool3d.cu) -- #63387
- [ ] [DilatedMaxPool3d.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/DilatedMaxPool3d.cu)
- [x] [EmbeddingBag.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/EmbeddingBag.cu) -- #63298
- [ ] [FractionalMaxPool2d.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/FractionalMaxPool2d.cu)
- [ ] [FractionalMaxPool3d.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/FractionalMaxPool3d.cu)
- [ ] [Indexing.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/Indexing.cu) -- #76996
- [ ] [LossCTC.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/LossCTC.cu)
- [ ] [ReflectionPad.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/ReflectionPad.cu) -- #57530
- [ ] [ReplicationPadding.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/ReplicationPadding.cu) -- #57530
- [ ] [ScatterGatherKernel.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/ScatterGatherKernel.cu) -- #61440 #75140
- [ ] [Sorting.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/Sorting.cu)
- [x] [SortingRadixSelect.cuh](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/SortingRadixSelect.cuh) - atomicAdd is used for int only
- [ ] [SummaryOps.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/SummaryOps.cu)
- [ ] [UpSample.cuh](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/UpSample.cuh)
- [ ] [UpSampleLinear1d.cu](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/UpSampleLinear1d.cu)

---

cc @csarofeen @ptrblck @crcrpar @mcarilli @ngimel
Repository: react-native
Issue: [Android]: when scrolling or swiping into the TextInput with textAlign: center or right, placeholder disappears
Labels: Needs: Triage :mag:

Please provide all the information requested. Issues that do not follow this format are likely to stall.

## Description
when you use textAlign: center or right for TextInput
then with scrolling or swiping actions
placeholder disappears

## React Native version:


## Steps To Reproduce
Provide a detailed list of steps that reproduce the issue.

1. set for textInput styles with textAlign: center or right 
2. mouse swipe or scroll over textInput

## Expected Results
Placeholder not disappear

## Snack, code example, screenshot, or link to a repository:

https://user-images.githubusercontent.com/86658746/128101852-542a01c8-4f3a-4e7c-8b1d-3a74e259a843.mov
Repository: godot
Issue: Switch mode `AtEnd` not compatible with Xfade time when the target is a loop animation
Labels: bug,topic:core

### Godot version

3.3.2-3

### System information

Archlinux 5.13.7-arch1-1

### Issue description

When using Switch mode `AtEnd` along with Xfade time traveling to a loop animation, the transition ends earlier than it should.

This gif shows a 4-second-long animation with Xfade time = 3 along with `AtEnd`. The transition ends in roughly 1 second, instead of at the end.
![ezgif-3-2e7662da329f](https://user-images.githubusercontent.com/49118209/128103182-35f413d4-9db2-48c3-be7f-c0eb753965fb.gif)

In addition, it happens when:

1. Traveling through two looping animations.
2. Traveling with auto-advance enabled.

(This is a pain when switching from a non-loop animation, for example attacking, to a looping animation like idle).

### Steps to reproduce

1. Make an animation, and enabling loop.
2. Add the animation to a state machine, with `AtEnd` and non-zero Xfade time.
3. 
- Travel to that animation, by passing through another loop animation.
- Or travelled with auto-advance option.

### Minimal reproduction project

[Bug.zip](https://github.com/godotengine/godot/files/6927816/Bug.zip)
Repository: godot
Issue: Loading resources using C# tasks freezes the engine.
Labels: bug,topic:dotnet

### Godot version

3.3.2.stable.mono

### System information

Ubuntu 20.04.2 LTS, Intel® Core™ i7-8565U

### Issue description

Despite working normally from the main thread, `GD.Load` never returns when it's invoked from a C# task that's running on another thread.

According to [the documentation](https://docs.godotengine.org/en/stable/tutorials/threads/thread_safe_apis.html):
> Modifying a unique resource from multiple threads is not supported. However handling references on multiple threads is supported, hence loading resources on a thread is as well [...]

I've tried this with other resources apart from `StreamTexture` and none of them worked.

### Steps to reproduce

1. Create a new Godot project.
2. Add a Node and save it as the default scene (`Scene.tscn`)
3. Attach the following script to it:
```csharp
using Godot;

using System;
using System.Threading;
using System.Threading.Tasks;

public class Node : Godot.Node
{
    public StreamTexture LoadTex() 
    {
        GD.Print("Loading tex from thread ID #", System.Threading.Thread.CurrentThread.ManagedThreadId);
        StreamTexture tex = GD.Load<StreamTexture>("res://icon.png");
        GD.Print("Finished loading tex");
        return tex;
    }

    public override void _Ready()
    {
        // scenario #1 (works) -> loading on main thread
        // StreamTexture tex = LoadTex();

        // scenario #2 (doesn't work) -> loading inside C# task
        Task<StreamTexture> task = Task.Run(LoadTex);
        StreamTexture tex = task.Result;

        // scenario #3 (works) -> loading inside C# task that's run on current thread
        // Task<StreamTexture> task = Task.Factory.StartNew(
        //     LoadTex,
        //     CancellationToken.None,
        //     TaskCreationOptions.None,
        //     TaskScheduler.FromCurrentSynchronizationContext()
        // );
        // StreamTexture tex = task.Result;
    }
}

```
4. Uncomment the lines below each scenario to reproduce. Run only one at once.

**What happens:**
- **Scenario 1 (loading from main thread):** Loads resource as expected.
- **Scenario 2 (loading from task running on ThreadPool):** Freezes on `task.Result`, which means `GD.Load` never returned.
- **Scenario 3 (loading from task running on main thread):** Loads resource as expected.

Note: on each scenario we're only loading a single resource once, so this should not produce any kind of weird race conditions involving resource modification, garbage collection and whatnot.

### Minimal reproduction project

[godot-csharp-task-test.zip](https://github.com/godotengine/godot/files/6928000/godot-csharp-task-test.zip)
Repository: pytorch
Issue: Can not parse the caffe2 pretrain model. google.protobuf.message.DecodeError: Error parsing message
Labels: caffe2,triaged

## 🐛 Bug

* I have a very stupid request, to parse the caffe2 pretrain model. I try to [install the caffe2](https://docs.huihoo.com/caffe/caffe2/docs/getting-started.html?__cf_chl_managed_tk__=pmd_07692e53c33ef7d4543e9e32e428c50ddb8d24ea-1627990519-0-gqNtZGzNAuKjcnBszQii&platform=ubuntu&configuration=compile) from source code, but I can get any code.
* I try to import caffe2 related  python package, I successed.
![image](https://user-images.githubusercontent.com/21277368/128113307-bd023b51-e58c-40a1-8b10-4154940a7754.png)
* I try to parse the pretrain [model](https://github.com/facebookarchive/models) under the [doc](https://github.com/onnx/tutorials/blob/master/tutorials/Caffe2OnnxExport.ipynb)
```
            data_type = onnx.TensorProto.FLOAT
            input_tensor_shape = self.input_nodes.split(':')[-1]
            n,c,w,h = input_tensor_shape.replace(')', '').replace('(','').split(',')
            input_name = self.input_nodes.split(':')[0]
            input_spec = (int(n), int(c), int(w), int(h))
            value_info = {
                input_name : (data_type,input_spec)
            }
            predict_net = caffe2_pb2.NetDef()
            with open(os.path.join(self.input_file,'predict_net.pb'), 'rb') as f:
                predict_net.ParseFromString(f.read())
            init_net = caffe2_pb2.NetDef()
            with open(os.path.join(self.input_file,'init_net.pb'), 'rb') as f:
                 init_net.ParseFromString(f.read())
            onnx_model = caffe2.python.onnx.frontend.caffe2_net_to_onnx_model(
                predict_net,
                init_net,
                value_info,
            )

            onnx.save(onnx_model, os.path.join(self.output_path, self.input_file.split('/')[-1] + "_caffe2.onnx"))
```

* I got the error
![image](https://user-images.githubusercontent.com/21277368/128113567-c211b279-9275-4d82-a048-925c6e2363dc.png)

* I must to use the caffe2 framework,  would you give me some guide?


## Environment


 - PyTorch Version 1.9.0
 - OS (e.g., Linux): ubuntu 18.04 
 - How you installed PyTorch (`conda`, `pip`, source): pip 
 - Build command you used (if compiling from source): 
 - Python version:  3.7.10 
 - CUDA/cuDNN version: 10.2
 - GPU models and configuration:
 - Any other relevant information:
Repository: PowerToys
Issue: Restore to this screen: Open minimized window to specific screen/desktop
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

**The point:** Currently in a multi-monitor setup, clicking the taskbar icon of a minimized application window restores it to its previous state on the _same_ screen it was on when minimized.

This new feature would allow the user to restore the application window to its previous state on the _desired_ screen.

**Usage:** Assuming the taskbar is visible on all screens in a multi-monitor setup, right-click (or hotkey-click) the application's taskbar entry on a screen that's not visible to your audience and select "Restore to this screen".

**Behaviour:** The application window restores to the screen that has the focus, regardless of what screen it was on when minimized. Any and all restoration animations take place on the screen that has the focus. If the application window was on another screen when originally minimized, no restoration activity of any sort is visible on that screen.

There's probably some benefit for virtual desktop users, but I'm not experienced enough with that feature to say.

### Scenario when this would be used?

Almost every day, sometimes multiple times on the same day,  I share an entire screen as part of an online meeting, am recording my screen for some reason, etc. In days past when presenting live, the presentation content was visible to the entire room.

I now want, for example, to check my email while sharing/recording/presenting my screen. My email application was minimized on some arbitrary screen - it could be the shared screen or not. I may have even forgotten which screen it was and now can't risk just restoring it as it could be visible to my audience.

The action of restoring, and the restored application window itself, should not be visible to my audience. It is, at the very least, disruptive. It could leak information to the wrong audience or just be embarrassing. It would create needless editing of a recorded video, or possibly redoing parts of a recording. It could disrupt students during a class, possibly show them the answers to an exercise. etc.

### Supporting information

_No response_
Repository: flutter
Issue: Flutter fragment.onPostResume() causes the app bar to hide under status bar
Labels: platform-android,engine,a: existing-apps,has reproducible steps,P2,found in release: 2.2,found in release: 2.5,team-android,triaged-android

hi,

I am using Flutter add-to-app implementation. I have a **MainActivity** that extends **AppCompatActivity** . it has **two fragments, a native fragment, and a Flutter fragment**. App theme is currently set to **noActionBar**. I have a **custom app bar** in the **layout_main.xml**

adding **flutterFragment.onPostResume()** causes the **app bar** to partially **hide** under the **status bar**.

A single line change removing **flutterFragment.onPostResume()** makes the app work as expected .
Repository: TypeScript
Issue: Add some way to specify a different output shebang
Labels: Suggestion,Awaiting More Feedback

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms

- shebang, hashbang, javascript, compiled shebang, #!/usr/bin/env node
<!--
List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily and help provide feedback.
-->

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [ ] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

TypeScript should offer some way to specify a shebang to be added to the top of the compiled JS file that is different to the one specified (or not) in the TS source.

For example, this TypeScript file:

```ts
#!/usr/bin/env tsx
//->#!/usr/bin/env node
...
```
would become:
```ts
#!/usr/bin/env node
...
```

## 📃 Motivating Example

<!--
  If you were announcing this feature in a blog post, what's a short explanation that shows
  a developer why this feature improves the language?
-->
Currently, if you want to create a file that should be an executable when compiled, you must place `#!/usr/bin/env node` in the TypeScript file if you want that at the top of the JavaScript file.

This is not ideal as the TypeScript file is then therefore classified as a Node executable / JavaScript file instead of TypeScript source code. It renders the TS shebang completely misleading as it should never be run with that executable.

- Related discussion can be found at at https://github.com/github/linguist/issues/5251

## 💻 Use Cases

<!--
  What do you want to use this for?
  What shortcomings exist with current approaches?
  What workarounds are you using in the meantime?
-->

The main use case is creating a Node CLI application in TypeScript. CLIs must be executables, so the outputted JS file must have `#!/usr/bin/env node`, which must also be found in the TS file, misclassifying it.

Extensions are just a suggestion; shebangs (usually) mean "execute me only with this", which should guarantee a language match. TS is forcing misuse of the shebang which should be changed.
Repository: vscode
Issue: Selecting text from debug console history view is really hard
Labels: bug,help wanted,debug

Issue Type: <b>Bug</b>

* Can't select from the beginning of a line
* Selecting from the middle of a line works, but really hard to select to the beginning of the line

![recording (17)](https://user-images.githubusercontent.com/876920/128125309-7642d6f4-8e02-47d4-9184-bc42c26d80e4.gif)


VS Code version: Code - Insiders 1.59.0-insider (cead2f699cd0afb2464d8d3ad975776051583b4f, 2021-08-03T16:24:47.105Z)
OS version: Windows_NT x64 10.0.19043
Restricted Mode: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz (8 x 3600)|
|GPU Status|2d_canvas: enabled<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>oop_rasterization: enabled<br>opengl: enabled_on<br>rasterization: enabled<br>skia_renderer: enabled_on<br>video_decode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|undefined|
|Memory (System)|31.93GB (7.97GB free)|
|Process Argv|--enable-proposed-api joyceerhl.vscode-pyolite --enable-proposed-api rebornix.better-jupyter-errors --enable-proposed-api donjayamanne.kusto --crash-reporter-id e73ca734-e67c-473d-8c47-80c5407fc859|
|Screen Reader|no|
|VM|0%|
</details>
<!-- generated by issue reporter -->
Repository: godot
Issue: Error loading X509Certificate and CryptoKey resources with 3.4.beta2 and C#
Labels: bug,topic:core,topic:dotnet

### Godot version

v3.4.beta2.mono.official

### System information

Debian 10 

### Issue description

I tried to load my certificates but I have this error:
```
E 0:00:00.517   load: Error loading resource: 'res://Certificate/X509_Certificate.crt'.
  <C++ Error>   Condition "err != OK" is true. Returned: ret
  <C++ Source>  core/bind/core_bind.cpp:75 @ load()
  <Stack Trace> :0 @ Godot.Resource Godot.NativeCalls.godot_icall_3_1143(IntPtr , IntPtr , System.String , System.String , Boolean )()
                ResourceLoader.cs:57 @ Godot.Resource Godot.ResourceLoader.Load(System.String , System.String , Boolean )()
                ResourceLoaderExtensions.cs:7 @ Godot.X509Certificate Godot.ResourceLoader.Load<Godot.X509Certificate >(System.String , System.String , Boolean )()
                Gateway.cs:14 @ DesertEdge.Singleton.Gateway..ctor()()

```

```
E 0:00:00.521   load: Error loading resource: 'res://Certificate/X509_Key.key'.
  <C++ Error>   Condition "err != OK" is true. Returned: ret
  <C++ Source>  core/bind/core_bind.cpp:75 @ load()
  <Stack Trace> :0 @ Godot.Resource Godot.NativeCalls.godot_icall_3_1143(IntPtr , IntPtr , System.String , System.String , Boolean )()
                ResourceLoader.cs:57 @ Godot.Resource Godot.ResourceLoader.Load(System.String , System.String , Boolean )()
                ResourceLoaderExtensions.cs:7 @ Godot.CryptoKey Godot.ResourceLoader.Load<Godot.CryptoKey >(System.String , System.String , Boolean )()
                Gateway.cs:15 @ DesertEdge.Singleton.Gateway..ctor()()

```

### Steps to reproduce

I used those two: 

 ```
private readonly X509Certificate cert = ResourceLoader.Load<X509Certificate>("res://Certificate/X509_Certificate.crt");
 private readonly CryptoKey key = ResourceLoader.Load<CryptoKey>("res://Certificate/X509_Key.key");
```
Also fail to load resource if  I use GD.Load instead - same error. 
### Minimal reproduction project

NA atm, But if you need I can prepare one.
Repository: create-react-app
Issue: ❌ Error while installation
Labels: stale

Node     -v  14.15.4
Ubuntu  -v  20.04

`npx create-react-app some-name` giving an error while installation:

```bash
npm ERR! code ETARGET
npm ERR! notarget No matching version found for @typescript-eslint/scope-manager@4.28.4.
npm ERR! notarget In most cases you or one of your dependencies are requesting
npm ERR! notarget a package version that doesn't exist.
```
Repository: rust
Issue: Make RenderOptions fields' type into newtype instead of boolean for clarity
Labels: C-cleanup,T-rustdoc

The discussion happened there: https://github.com/rust-lang/rust/pull/84176#discussion_r682380685. Quoting @estebank: 

> I meant newtyping the bools for each field, so that someone doesn't accidentally sets generate_link_to_definition to true, when they meant to set show_type_layout, although with named fields this is less of a concern.
Repository: terminal
Issue: Double click to copy entire line and then pasting strips the enter
Labels: Help Wanted,Issue-Bug,Product-Terminal,Needs-Tag-Fix,Priority-3

### Windows Terminal version (or Windows build number)

1.9.1942.0

### Other Software

OpenSSH_for_Windows_8.1p1

### Steps to reproduce

Interaction: Automatically copy selection to clipboard: yes

copy paste an entire line in a config for example by double clicking
the entire line is selected
right click to copy paste it

### Expected Behavior

after the right click, I would expect the line to copy paste and include the entire. This behavior is found in PuTTY or Terminator on Linux

Or, at least give an option to copy paste the enter along

### Actual Behavior

The line is copy/pasted, but the enter is stripped and requires the user to actually hit enter to insert the line. For SSH connections on routers and pasting configuration, the automatic enter is really useful
Repository: node
Issue: test-cluster-primary-error flaky in test-asan job
Labels: flaky-test

Example: https://github.com/nodejs/node/runs/3238780435?check_suite_focus=true

I think everybody knows about this one but I couldn't find an existing issue
Repository: PowerToys
Issue: Add option to move (all at once or multiple / selectable) open Windows from one display to another and to different Virtual Desktops
Labels: Idea-New PowerToy,Product-Virtual Desktop

### Description of the new feature / enhancement

- When using multiple displays, I should be able to select multiple open Windows/apps and move them to the other display. Or move all at once;
- At the moment I have to move one by one;
- Also, there should be an option to move them also to a different Virtual Desktop;

### Scenario when this would be used?

- I see two main usages:
- Organization: some times you want to organize your environment and needs to move multiple windows;
- Before presentations, I like to "clean" my display that is going to be shared over Microsoft Teams. Then I have to move all windows to a different display before the presentation;

### Supporting information

_No response_