sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Linux server builds cannot instance nodes with mono C# scripts attached
Labels: bug,platform:linuxbsd,confirmed,topic:dotnet,topic:export

**Godot version:**
Godot Engine v3.2.2.stable.mono.official
<!-- Specify commit hash if using non-official build. -->


**OS/device including version:**
Building on Windows 10 64 bit with visual studio 2019 installed
Building for Linux/Debian10, with Linux Server Binary, Mono software installed.
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->


**Issue description:**
When I export any project to Linux from my windows PC with the official Linux server binary downloaded from the Godot website I keep on getting the exact same error when I run the server with all my (test/reproduction) projects:
`ERROR: can_instance: Method failed. Returning: __null
   At: modules/mono/csharp_script.cpp:2939.`

My projects run perfectly fine when exporting for Windows but for Linux server builds, the projects work like halfway, for all Linux server build projects that I export and use the server binary with GDScript and other nodes without C# scripts attached are present and functional, but all nodes with C# scripts attached just aren't instanced and not present in the server on run-time.

I looked through the Godot engine code and it is this that is returning the error:
`// The project assembly is not loaded
			ERR_FAIL_V_MSG(false, "Cannot instance script because the project assembly is not loaded. Script: '" + get_path() + "'.");`

**So the project assembly is not loaded apparently?** How would I go about fixing this for my projects?

To be clear, no project I work with works when exporting it to Linux with the server binary. Brand new fresh projects return the same error as the real projects I work on when trying to export and run them on Linux as a server.

Related issues:
#34765 (This is for the editor with a project name change and the solutions for this also did not work for me)
#38268 (This issue does not explicitly focus on this specific error and the OP had his issue resolved but none of the mentioned fixes there works for my case)

I'm pretty new to C# setups and my package and assembly management knowledge is beginner level.

Thank you for your time.

<!-- What happened, and what was expected. -->


**Steps to reproduce:**
1. Create a new project on Windows 10
2. Add any node to the scene tree]
3. Attach a mono script with GD.Print("Hello world") in the ready method.
4. Export for Linux
5. Download official Godot server binary and paste it over the exported binary.
6. Transfer files to the Linux machine and run the project and watch the error appear on launch.

**Minimal reproduction project:**

[linuxBugProject.zip](https://github.com/godotengine/godot/files/4990519/linuxBugProject.zip)

<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: pytorch
Issue: Skip all reduce globally unused parameters in DDP
Labels: oncall: distributed,triaged,enhancement,module: data parallel

We can provide an option to users to skip all reduce globally unused parameters in DDP. For this option, we assume locally unused parameters are the same across the ranks. It can save communication time when these unused parameters size is large

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @xush6528 @osalpekar @jiayisuse @agolynski
Repository: pytorch
Issue: Eliminate warning when cloning a tensor using `torch.tensor(x)`
Labels: module: docs,triaged

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->
The following code:

```
import torch
a = torch.arange(0, 4)
b = torch.tensor(a)
```

generates a warning at the console:

```UserWarning: To copy construct from a tensor, it is recommended to use sourceTensor.clone().detach() or sourceTensor.clone().detach().requires_grad_(True), rather than torch.tensor(sourceTensor).```

This warning should be eliminated.

## Motivation

<!-- Please outline the motivation for the proposal. Is your feature request related to a problem? e.g., I'm always frustrated when [...]. If this is related to another GitHub issue, please link here too -->

I often write code that is designed to accept any type that's convertible to a tensor as input, and I don't want my code to have any side effects on the input.  `torch.tensor()` provides the perfect semantics for this use-case since - as documented - it always copies its input.  For example:

```
def foo(x):
  # x might be a scalar, list, tuple, `numpy.ndarray`, `torch.Tensor`, etc.
  x = torch.tensor(x)
  # Return something based on x
```

In this case, the warning is extremely annoying, since its suggestion to use `Tensor.clone().detach()` instead only works if the input is already a tensor.  Furthermore, it isn't clear why a warning is necessary here at all - it might as well be saying "Warning: this function works as documented!"

## Pitch

<!-- A clear and concise description of what you want to happen. -->

Please eliminate this warning.  If necessary, incorporate its advice into the documentation for `torch.tensor()` instead.

## Alternatives

<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->

Perhaps this warning is suggesting that `torch.tensor` will be deprecated or modified in the future?  If so, it would be better to incorporate those plans into the documentation.

## Additional context

<!-- Add any other context or screenshots about the feature request here. -->


cc @jlin27
Repository: go
Issue: runtime: goroutines may allocate beyond the hard heap goal
Labels: NeedsFix,compiler/runtime

Today, it's possible (though unlikely) that goroutines may allocate beyond the hard heap goal.

Consider the following scenario:

1. A goroutine (G1) spins, making many large allocations in a loop.
1. The heap is small, or there isn't actually much mark work, so the mark phase is paced to start fairly late (let's say at 95 MiB for a 100 MiB heap goal).
1. G1 is forced to assist the GC, and in doing so accumulates a lot of credit relative to the heap size (let's say 30 MiB for a 100 MiB heap goal because it over-assists -- not unheard of).
1. Through background work and assists, nearly all the work in the GC is done, right on schedule.
1. Background GC goroutines try to terminate the mark phase, but something prevents them from doing so (e.g. #40459, or more work is found) many times (perhaps we get unlucky).
1. G1, having accumulated a bunch of credit, continues allocating in parallel during this period, unimpeded.
1. Very little time passes, but G1 successfully uses 16 MiB of its credit to generate 16 MiB of allocations, leading to a heap of 111 MiB before sweep.

We've now exceeded the hard heap goal, which is currently 1.1 * the heap goal (so 110 MiB in this example).

The fundamental problem here is that there is nothing to push back on G1 while the GC is nearly done, or after we've exceeded the soft goal. The assist credit system is the sole mechanism through which a goroutine may be blocked and forced to assist. If it still has credit, it won't even bother. This credit mechanism is not necessarily wrong, since it's what allows us to keep the assist cost down by amortizing it, but once we're in this regime where the most important thing is to finish the GC or we're in danger of exceeding the hard goal, it stands to reason that the goroutine should not be allowed to allocate. Doing so directly may have significant negative consequences, so a real solution here needs more thought. 

With larger heaps this is even less likely to happen (because allocating fast enough is hard to do), but still possible.
Repository: godot
Issue: Sprite appears as black rectangle on Android tablet
Labels: platform:android,topic:rendering,topic:porting,documentation

<!-- 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. -->
3.2.2

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Android on Lenovo Yoga Tab 3

**Issue description:**
<!-- What happened, and what was expected. -->
I got a report that a Sprite appears as black rectangle on a particular Android device:
![image](https://user-images.githubusercontent.com/2223172/88722284-43d23200-d127-11ea-8915-1d895fd968f3.png)
Of all sprites in the project, only this one is like this and it doesn't happen on other devices the game was tested on (although they were smart phones and the issue happened on tablet).

I can't test it myself, but I managed to extract the faulty scene (which hopefully is broken on its own too), so maybe someone can reproduce it too.

**Steps to reproduce:**
1. Make APK from the reproduction project
2. Run it on the device mentioned above

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[androidblackrectangletestproject.zip](https://github.com/godotengine/godot/files/4991182/androidblackrectangletestproject.zip)
Repository: flutter
Issue: [engine] Expose SkPaint::getTextPath() to Flutter
Labels: c: new feature,engine,a: typography,c: proposal,P3,team-engine,triaged-engine

## Use case

We can do almost anything with Skia (and CanvasKit on Web). One small step for Skia but one giant leap for mankind would be to be able to convert text graphics to path, and later to SVG, either as a complete file or as SVG data describing any vector graphics. The missing step is already in Skia, it just needs to be exposed:

* `SkPaint.getTextPath()`
* `SkPath.toSVGString()`

Beneficiaries would be:

* any app that uses the outline of a text to create an effect, eg. a clipping path or a fancy border;
* apps that allow the user to create graphical content and need to store that content for later re-use or upload it to create either digital or traditional products using the graphical content (print, press, etc).

## Proposal

Both are readily available in Skia, actually used inside, just needed to expose it.
Repository: flutter
Issue: setSurfaceSize and physicalSizeTestValue behave differently when running tests on a device
Labels: a: tests,framework,has reproducible steps,P2,found in release: 3.9,team-framework,triaged-framework

## Steps to Reproduce

1. `flutter create`.
2. Modify `test/widget_test.dart` and replace it with the following code that attempts to simulate a screen rotation during a test:

```dart
import 'package:flutter/material.dart';
import 'package:flutter_test/flutter_test.dart';

void main() {
  testWidgets('Test rotation', (WidgetTester tester) async {
    await tester.pumpWidget(MyApp());
    //await simulateScreenRotationSurface(tester);
    await simulateScreenRotationTestWindow(tester);
  });
}

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: Scaffold(body: Placeholder()),
    );
  }
}

/// Rotates a [Size] 90 degrees by swapping its width and height.
Size rotateSize(Size size) => Size(size.height, size.width);

/// Simulates a screen rotation via [TestWidgetsFlutterBinding.setSurfaceSize].
Future<void> simulateScreenRotationSurface(WidgetTester tester) async {
  final oldViewSize = tester.binding.renderView?.size;
  assert(oldViewSize != null);

  await tester.binding.setSurfaceSize(rotateSize(oldViewSize));
  tester.binding.scheduleFrame();

  // Wait for the new frame.
  await tester.pump();
}

/// Simulates a screen rotation via [TestWindow.physicalSizeTestValue].
Future<void> simulateScreenRotationTestWindow(WidgetTester tester) async {
  tester.binding.window.physicalSizeTestValue =
    rotateSize(tester.binding.window.physicalSize);
  await tester.pump();
}
```

3. Run an Android emulator and run `flutter run test/widget_test.dart`.

**Expected results:**

Given https://github.com/flutter/flutter/issues/37626, I expect that whether the test calls `simulateScreenRotationSurface` or `simulateScreenRotationTestWindow` that the result would be the same.

**Actual results:** <!-- what did you see? -->

Original (unrotated):
![original](https://user-images.githubusercontent.com/17391434/88740305-a7416d00-d0f1-11ea-9a26-4b9c435fd242.png)

Simulated rotation with `setSurfaceSize` (expected result):
![setSurfaceSize](https://user-images.githubusercontent.com/17391434/88740313-aa3c5d80-d0f1-11ea-9139-439198dfcf04.png)

Simulated rotation with `TestWindow.physicalSizeTestValue`:
![testWindow](https://user-images.githubusercontent.com/17391434/88740318-af011180-d0f1-11ea-8de6-2801e2373517.png)

```
Flutter 1.21.0-6.0.pre.84 • channel master •
Framework • revision f4e10b4fb5 (36 minutes ago) • 2020-07-28 16:11:04 -0700
Engine • revision 2d8a00e21d
Tools • Dart 2.10.0 (build 2.10.0-1.0.dev 24c7666def)
```
Repository: pytorch
Issue: torchscript does not support unicode strings
Labels: oncall: jit,months

```
import torch
import torch.nn as nn
class TestSplit(nn.Module):
    def __init__(self):
        super().__init__()
    def forward(self, input_str: str):
        print(input_str)
        print(input_str.split(" "))
        print(input_str.split())
x = TestSplit()
y = torch.jit.script(x)
y("ą ")
```
produces
```
RuntimeError: The following operation failed in the TorchScript interpreter.
Traceback of TorchScript (most recent call last):
  File "<ipython-input-3-1a49d1f99f9c>", line 7, in forward
        print(input_str)
        print(input_str.split(" "))
        print(input_str.split())
        ~~~~~ <--- HERE
RuntimeError: UnicodeDecodeError: 'utf-8' codec can't decode byte 0xc4 in position 1: invalid continuation byte
```

cc @suo @gmagogsfm
Repository: vscode
Issue: Move panel to statusbar - as icon who show popup panel
Labels: feature-request,layout

<!-- ⚠️⚠️ 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. -->
Recently introduced VSCode to move between the sidebar panel and the bottom panel.
The roadmap includes plans to move the panel to a separate window and various other panel layouts, e.g. side by side.

I would like to add to this, the proposal to move the panel to the statusbar - as icon who show a popup panel:
![movepaneltostatusbar](https://user-images.githubusercontent.com/16800535/88749143-fa97d780-d152-11ea-8b75-3a14f797c79d.png)

**Reason:**
Such a popup panel gives a greater sense of lightness compared to a collapsible / expandable sidebar panel whose bar always takes up space, even when the panel is collapsed - This fits in with the roadmap foundations for VSCode.

Additionally: It enables faster access to a specific, currently deeper hidden panels.
Repository: CS-Notes
Issue: Java容器里的map示意图好像有错误
Labels: bug

HashMap等实现类好像并没有实现Collection接口，而是实现了Map接口吧
Repository: CS-Notes
Issue: 剑指offer，逆序打印链表，递归方法空指针异常
Labels: Mistakes

public ArrayList<Integer> printListFromTailToHead(ListNode listNode) {
    ArrayList<Integer> ret = new ArrayList<>();
    if (listNode != null) {
        ret.addAll(printListFromTailToHead(listNode.next));//这里listNode.next会出现空指针异常，加一个if（listNode.next) ！= null）
        ret.add(listNode.val);
    }
    return ret;
}
Repository: flutter
Issue: [webview_flutter]WebView can't hide scollbar
Labels: c: new feature,p: webview,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

I am a webview plugin user. I found that there is no parameter in the plugin to control the display of the scroll bar. In my opinion, this is a basic function and it is not very difficult to implement. So I want to know why Consider not increasing this parameter? If I add a new parameter to realize the function of hiding the scroll bar, can I propose pr.
Repository: godot
Issue: Improve CSharpScript cross-language compatibility and editor support
Labels: enhancement,discussion,topic:dotnet

**Godot version:**
227494b

**OS/device including version:**
All

**Issue description (updated):**

`CSharpScript::get_base_script` is currently not implemented, which prevents the editor and other languages from correctly determining the inheritance chain and any information derived from it. The method needs to be implemented to fix this.

See @neikeq's [comment below](https://github.com/godotengine/godot/issues/40815#issuecomment-667250773) for his vision on how this should be implemented.

---

**Issue description (original):**

I've been looking into the C# side of things for #40147 and while looking at the implementation of the mono module, I noticed an issue related to the lack of inheritance support in the `CSharpScript` class:

Currently the `CSharpScript` class assumes responsibility for the entire user class and all of its inheritance chain going up. In contrast, as an example, `GDScript` creates a new `GDScript` class instance for each script in the inheritance chain.

One of the problems this causes is that `CSharpScript::get_base_script` currently returns `Ref<Script>()`, which causes several issues:

- Without inheritance information, other scripting languages like GDScript are unable to take advantage of things like type hints or specifying variables using more generic types. (For example, for the inheritance chain `Node -> MyBaseNode -> MyDerivedNode`, the user could declare a variable of type `MyBaseNode` and assign an instance of `MyDerivedNode` to it.) These assumptions are not possible to make without correct inheritance information.

- The editor currently relies on `Script::get_base_script` for things like the inspector sections and the Create New Node dialog, which currently uses it to determine the tree layout. (This could possibly be bypassed by using the `ScriptServer` to determine the inheritance chain instead.)

Unless this was done for a specific reason, it should be changed. This would require refactoring methods like `CSharpScript::get_script_property_list` to go up the inheritance chain (like `GDScript` does). Additionally, since for instances initialized from mono the `CSharpScript` instances don't have a path and neither would the ones for the base classes (at least under the current implementation), the `ResourceLoader::load` caching can't be reused for scripts, so a new cache internal to the `CSharpLanguage` would likely have to be created as suggested in one of the comments in the code. This could potentially replace the existing `CSharpLanguage::script_list` field.

As a side note, this could also be a good opportunity to look at #15661 again, which suggests using the fully qualified class names to refer to C# scripts instead of the paths to their source code files, which would remove the need to determine the source file path altogether.

**Steps to reproduce:**
N/A

**Minimal reproduction project:**
N/A

---

Pinging @neikeq as the maintainer of the Mono module.
Repository: TypeScript
Issue: Reducible circular reference error (regression)
Labels: Suggestion,Awaiting More Feedback

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**TypeScript Version:**  3.7.x-dev.20200728

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**

**Code**

```ts
export {}

type ShadowHostElementTagName =
  | 'span';
type ShadowHostElementTagNameMap_ = {
  [P in Extract<ShadowHostElementTagName, keyof HTMLElementTagNameMap>]: HTMLElementTagNameMap[P];
};

declare global {
  interface ShadowHostElementTagNameMap extends ShadowHostElementTagNameMap_ {
  }
  interface HTMLElementTagNameMap extends ShadowHostElementTagNameMap {
  }
}
```

**Expected behavior:**
pass
**Actual behavior:**
Type alias 'ShadowHostElementTagNameMap_' circularly references itself.(2456)
**Playground Link:** https://www.typescriptlang.org/play/index.html?ts=4.0.0-dev.20200728&ssl=1&ssc=1&pln=14&pc=2#code/KYDwDg9gTgLgBAbwL4CgUwJ5mHAygCwEMATCAdwAkIBnGAUQBtgBbYAOxgBVCBzAOUKs4AXhRw4AHzgByamEJtpAbnRYcBEuSq1GLdl14DWAWUJgA+iMRi4AbQAKcAJZs4dEDCiEAxjAA8GqSUNPRMrBzc-ILAADRwANbAGBAAZnAUnMYAMrrhBlEmZgB8ALoAXOmZOWH6kUbApmAOJSpIKijEwN4MhFA4PAwQAEaEDNbiLjDAUCk+6kRB2qF6EYbRjXCgU2zE1HgLWiG5tWuFFuNwqBMc07PeOBnZx6sFDWabHuy7+5rBOjUveobBA2VBIIA
**Related Issues:** <!-- Did you find other bugs that looked similar? -->
Repository: pytorch
Issue: Implementing packbits
Labels: feature,triaged,module: numpy

Requested in pytorch/ao#292 and pytorch/pytorch#38349 (NumPy rollup).

cc @mruberry @rgommers
Repository: terminal
Issue: Fix "blurry" new tab icon on 100% DPI
Labels: Help Wanted,Issue-Bug,Area-UserInterface,Product-Terminal,Priority-3

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# Description of the new feature/enhancement

<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
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This is a little graphic detail that I noticed long ago. The "new tab" icon in Windows Terminal (1.1.2021.0) **with 100% DPI scaling level** is somewhat _"blurry"_ or _"thick"_, in comparison of other "new tab" icons like Microsoft Edge.

![issue1](https://user-images.githubusercontent.com/49621788/88761685-99b1d480-d13d-11ea-976c-478121b280bd.png)

> This graphic detail **does not occur when the DPI scaling is at 125%**.
> ![issue2](https://user-images.githubusercontent.com/49621788/88761704-a5050000-d13d-11ea-9814-8d50870b1774.png)

# Proposed technical implementation details (optional)

<!-- 
A clear and concise description of what you want to happen.
-->

Update the "new tab" icon to a more _"cleaner"_ version when DPI scaling is at 100%. An example:

![issue3](https://user-images.githubusercontent.com/49621788/88762129-9408be80-d13e-11ea-9748-52fcac304746.png)
Repository: flutter
Issue: OpenContainer add customize shadow support
Labels: c: new feature,package,c: proposal,p: animations,team-ecosystem,P3,triaged-ecosystem

For OpenContainer in animations, the contains can only set elevation, it's ugly in most cases, if custom shadow can be set would be better:
The grey is too dark

![image](https://user-images.githubusercontent.com/21303438/88770228-14b3d300-d1b0-11ea-8028-418f61b8fee5.png)