sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Android square button does not work on a PAX A920
Labels: e: device-specific,platform-android,engine,P2,team-android,triaged-android

## Steps to Reproduce
```
import 'package:flutter/material.dart';

// Generated in previous step
import 'amplifyconfiguration.dart';

void main() {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({Key key}) : super(key: key);

  // This widget is the root of your application.
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: MyHomePage(title: 'Surfalittle'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  MyHomePage({Key key, this.title}) : super(key: key);
  final String title;

  @override
  _MyHomePageState createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: Text(widget.title),
      ),
      body: Container(),
    );
  }
}
```
1. Open app
2. Press overview button

**Expected results:** 
Expect to see the overview of running apps

**Actual results:**
Nothing happens


```
I/rfalot.surfalot(  938): type=1400 audit(0.0:7103): avc: denied { write } for name="property_service" dev="tmpfs" ino=6415 scontext=u:r:untrusted_app:s0:c512,c768 tcontext=u:object_r:property_socket:s0 tclass=sock_file permissive=1
I/rfalot.surfalot(  938): type=1400 audit(0.0:7104): avc: denied { connectto } for path="/dev/socket/property_service" scontext=u:r:untrusted_app:s0:c512,c768 tcontext=u:r:init:s0 tclass=unix_stream_socket permissive=1
I/rfalot.surfalot(  938): type=1400 audit(0.0:7113): avc: denied { connectto } for path="/dev/socket/property_service" scontext=u:r:untrusted_app:s0:c512,c768 tcontext=u:r:init:s0 tclass=unix_stream_socket permissive=1
```

<!--
     Run `flutter analyze` and attach any output of that command below.
     If there are any analysis errors, try resolving them before filing this issue.
-->

```
flutter analyze
Analyzing surfalot...
No issues found! (ran in 2.4s)
```

```
[√] IntelliJ IDEA Ultimate Edition (version 2020.3)
    • IntelliJ at C:\Program Files\JetBrains\IntelliJ IDEA 2020.3.2
    • Flutter plugin version 55.0.4
    • Dart plugin version 203.7759

[√] Connected device (3 available)
    • A920 (mobile) • 0821249015 • android-arm    • Android 7.1.2 (API 25)

```
Repository: pytorch
Issue: [Feature Request] PowerNorm
Labels: feature,triaged

## 🚀 Feature
The PowerNorm operation proposed in [ICML2020](https://arxiv.org/pdf/2003.07845.pdf).

## Motivation

Is it possible to add the PowerNorm operation from [this repo](https://github.com/sIncerass/powernorm), as it is reported to relax the zero mean requirement of batch norm and reduce the mean variation between training and evaluation of the model, which in turn improves the final performance of the model.
Repository: deno
Issue: Deno run with shebang: error if code file contains CRLF
Labels: bug,runtime

Hi

First of all - thanks for providing Deno!

I am opening this issue as this may be a bug, or if not, it needs a better (ie more helpful) error message to help a user 'fix it'.

## Deno Versions
Found using Deno version `1.8.2` and `1.8.3` on macOS. Output of version `1.8.3` is: 
```console
deno 1.8.3 (release, aarch64-apple-darwin)
v8 9.0.257.3
typescript 4.2.2
```

## Issue Description
I recently created a Deno TypeScript file on Window 10. I then used the same file on macOS and added a shebang to it so I could run it from the command line. Shebang used was added as the first line which was:
```shell
#!/usr/bin/env -S deno run --allow-net
```
When executed on macOS (ie after `chmod 755 <myscript.ts>` it showed the following error:
```console
' which wasn't expected, or isn't valid in this context
	Did you mean --allow-net?

USAGE:
    deno run <SCRIPT_ARG>... --allow-net=<allow-net>

For more information try --help
```
Bit odd, but there were some `'` used in the strings of the code so I removed them all. When run again the error still remained, even though the file contained no `'` characters.

Anyway - save someone else the trouble of figuring it out too, the cause is the code file is using the `CRLF` line endings, instead of `LF` as it originated on Windows, and was moved to macOS. Once the source file switched format, the file executes as expected.

## Suggest Quick Way to Debug
If you are using Visual Studio Code, the file ending (ie `CRLF` vs `LF`) can be quickly switched with the '*Select end of line sequence*' toggle - found in the bottom status bar (between `UTF8` and `TypeScript` on my macOS version).

If this is toggled for a script using a shebang, the error will be seen when the file is saved with `CFLF` mode. The control character (appearing as `^M`) can also be seen in the file with the command: `/bin/cat -v <myscript.ts>` in macOS in the terminal.

## Example Test Code
Test shebang source file:
```typescript
#!/usr/bin/env -S deno run --allow-net
//
// Example Deno test script executed via a shebang.

console.log("\nRunning a test output from Deno 'shebang' script...");
console.log(`Deno version is: ${Deno.version.deno}`);
console.log("DONE.");
```
Output seen on macOS when file is saved with normal `LF` format:
```console
Running a test output from Deno 'shebang' script...
Deno version is: 1.8.3
DONE.
```
Output seen on macOS when file is saved with Windows `CRLF` format (ie it contains hidden `^M` embedded characters):
```console
' which wasn't expected, or isn't valid in this context
	Did you mean --allow-net?

USAGE:
    deno run <SCRIPT_ARG>... --allow-net=<allow-net>

For more information try --help
```

## Why I think it is a bug
As Deno is a cross platform application, the ability to handle files in the '*wrong format*' for the platform/OS a source code file is being executed on, should be handled by Deno (ideally), or at least an error provided to explain to the the use why it wont run.
Repository: TypeScript
Issue: Hovering `function` and `class` shows their type, but hovering `type`, `var`, `let` and `const` does not
Labels: Suggestion,Awaiting More Feedback,Domain: Quick Info

TS stable and nightly

[Playground Link](https://www.typescriptlang.org/play?#code/GYVwdgxgLglg9mABMOcAUBKRBvAvgWACgIAbAQwGcLEAxVHAwoqATwAcBTRAIzICdEAXkSYhAPkQA3ODAAmAbiIQEFKD35CRWQRLyLCJDmsNHNonQ32SNUDhxJntu3PKA)

```ts
// # Shows type on hover

  function foo() {}
// ^? 
// function foo(): void

  class Foo {}
// ^?
// class Foo
```

```ts
// # Shows nothing on hover

  type bar = () => void;
// ^?

  const bar = () => {};
// ^?

  let leet = () => {};
// ^?

  var teel = () => {};
// ^?
```

Expected to see type of variable when hovering statement
Repository: TypeScript
Issue: Unused catch error var not greyed out
Labels: Suggestion,In Discussion,Domain: Quick Fixes

TS stable and nightly
[playground](https://www.typescriptlang.org/play?noImplicitAny=false#code/C4JwngBA3gsAUAXwgYwIbGQCwgCgGYD2BAlNBAvPKJLIiulrgEaoim0ScQsgDc8FOPDwBXAHbJgASwJiIhAviLtyw8ZJlyeOHu3hdurfokpwgA)
```ts
try {
} catch (foo) {}

try {
} catch (bar) {
    bar;
}
```
Expected var `foo` to be greyed out

<img width="231" alt="Code_2021-04-03_18-51-17" src="https://user-images.githubusercontent.com/30108880/113485410-9ed5d900-94ad-11eb-9e2a-205d72f0b354.png">
Repository: flutter
Issue: Very lean Time Picker
Labels: framework,f: material design,f: date/time picker,c: proposal,team-design,triaged-design



## Use case
Flexible time selection. The whole world has been using various modifications for a long time, and you still have no progress in such a necessary trifle!!!

![image](https://user-images.githubusercontent.com/36802187/113487036-64286c80-94be-11eb-8bc6-5d4172f4b9bf.png)




## Proposal

### Add two items:
```

enum TimePickerFormatMode {
  on24h,
  on12h,
}

class PickInterval {
  final bool onHour;
  final bool onMinute;
  final bool onSecond;

  const PickInterval({
    this.onHour = true,
    this.onMinute = true,
    this.onSecond = false,
  });
}
```
### Modify **showTimePicker**:
```
Future<TimeOfDay> showTimePicker({
  BuildContext context,
  TimeOfDay initialTime,
  Widget Function(BuildContext, Widget) builder,
  bool useRootNavigator = true,
  TimePickerEntryMode initialEntryMode = TimePickerEntryMode.dial,
  String cancelText,
  String confirmText,
  String helpText,
  RouteSettings routeSettings,

  /// PLEASE!!!! Add tree items!)
  TimePickerFormatMode timePickerFormatMode = TimePickerFormatMode.on12h,
  PickInterval pickInterval = const PickInterval(),
  int stepSecondDuration = 60,
}) async {
  TimeOfDay _currentTimeOfDay;

  // Some code
  // <=====================
  // <=====================
  return _currentTimeOfDay;
}

```
don't forget to add: ``int stepSecondDuration = 60``
Repository: three.js
Issue: Examples: webgl_clipping_stencil example has strange transparent line.
Labels: Needs Investigation

<!-- Ignoring this template may result in your bug report getting deleted -->

**Describe the bug**

`webgl_clipping_stencil.html` example has strange transparent line.

**To Reproduce**

Steps to reproduce the behavior:
1. Go to `webgl_clipping_stencil.html`
2. Change browser width size.
3. Sometimes transparent lines appear.

***Live example***

* [webgl_clipping_stencil](https://threejs.org/examples/#webgl_clipping_stencil)

**Expected behavior**

There is no transparent line.

**Screenshots**

![image](https://user-images.githubusercontent.com/23699926/113487400-7ddfa900-94ea-11eb-954a-c75d0bd503f8.png)

**Platform:**

 - Device: [Desktop]
 - OS: [Windows10]
 - Browser: [Chrome89, firefox87]
 - Three.js version: [dev, r127]
Repository: deno
Issue: Allowing hooking of fetch requests
Labels: suggestion,ext/fetch

Is there a way to dynamically log all HTTP requests/responses (headers etc) for `fetch` calls? I tried running with `RUST_LOG="debug"` as well as `RUST_LOG="trace"` but that didn't help.

I couldn't find any documentation on this.
Repository: neovim
Issue: Add UTF-8 string manipulation functions to the lua stdlib
Labels: enhancement,encoding,unicode  💩

Since we are using Lua 5.1, we do not have any library to manage UTF-8 string. This can be a problem when creating lua scripts that manipulates the buffer with UTF-8 strings.
Repository: excalidraw
Issue: don't render UI until scene is initialized
Labels: discussion

There may be various UI flicker happening during initialization, most notably the collab dialog button popping in only after collabAPI is initialized.

We should render the UI only after (initial) scene initialization is done.

Will require moving the `<LoadingMessage/>` out from `<LayerUI/>`, and keeping track of initialization state (we shouldn't use `appState.isLoading` coz we shouldn't unrender UI when we load stuff later, e.g. when joining rooms etc.).
Repository: node
Issue: DeprecationWarnings emitted during addon/node-api test compilation
Labels: build,test

I'm seeing a bunch of

```
[DEP0150] DeprecationWarning: Setting process.config is deprecated. In the future the property will be read-only.
(Use `node --trace-deprecation ...` to show where the warning was created)
```

while the addon/node-api tests compile (via `make jstest`). I even did a `make distclean` to verify this was not being caused by cached/outdated build artifacts/scripts.
Repository: godot
Issue: Mouse cursor hides while dragging texture to sprite
Labels: bug,platform:windows,topic:editor,topic:input

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
Godot 3.2.3


**OS/device including version:**
Windows 10 GLES3 


**Issue description:**
My mouse pointer just hides and never show on screen again sometimes while i am dragging a texture to my sprite when using animation player to animate it. The pointer will never show up again unless I restart Godot


**Steps to reproduce:**
Open a godot scene
add a sprite and an animation player to the scene.
Try dragging textures into the sprite and animating it with the animation player

Note: This is not a regular occurrences 

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: pytorch
Issue: Poor error message when trying to jit a function instead of a module (RuntimeError: Cannot insert a Tensor that requires grad as a constant.)
Labels: oncall: jit

## 🐛 Bug

Confusing error when using a function which runs a model.

`RuntimeError: Cannot insert a Tensor that requires grad as a constant. Consider making it a parameter or input, or detaching the gradient
`

Better would be to recommend using a nn.Module.

## To Reproduce


```
  import torch.nn as nn
  import torch

  model = nn.Conv2d(5, 10, (3, 3))

  def run(batch):
    return model(batch)

  traced = torch.jit.trace(run, torch.zeros(1, 5, 64, 64))

```

## Expected behavior

Better error message for how to fix the problem.

## Environment

Please copy and paste the output from our
[environment collection script](https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py)
(or fill out the checklist below manually).

You can get the script and run it with:
```
Collecting environment information...
PyTorch version: 1.8.1
Is debug build: False
CUDA used to build PyTorch: 11.1
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.1 LTS (x86_64)
GCC version: (Ubuntu 9.3.0-17ubuntu1~20.04) 9.3.0
Clang version: 9.0.0 (https://github.com/conda-forge/clangdev-feedstock 284a3d5d88509307bcfba64b055653ee347371db)
CMake version: version 3.16.0

Python version: 3.7 (64-bit runtime)
Is CUDA available: True
CUDA runtime version: 11.1.105
GPU models and configuration: GPU 0: GeForce RTX 2070
Nvidia driver version: 455.32.00
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.8.1.1
/usr/lib/x86_64-linux-gnu/libcudnn_adv_infer.so.8.1.1
/usr/lib/x86_64-linux-gnu/libcudnn_adv_train.so.8.1.1
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_infer.so.8.1.1
/usr/lib/x86_64-linux-gnu/libcudnn_cnn_train.so.8.1.1
/usr/lib/x86_64-linux-gnu/libcudnn_ops_infer.so.8.1.1
/usr/lib/x86_64-linux-gnu/libcudnn_ops_train.so.8.1.1
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.19.2
[pip3] numpy-quaternion==2020.9.5.14.42.2
[pip3] pytorch-tools==0.1
[pip3] torch==1.8.1
[pip3] torch2trt==0.1.0
[pip3] torchaudio==0.8.0a0+e4e171a
[pip3] torchvision==0.2.2
[pip3] trtorch==0.3.0a0
[conda] Could not collect


cc @gmagogsfm
Repository: deno
Issue: 🙏🏻 [feat/req] Implement signal handlers for Windows
Labels: windows,public API,suggestion

Currently, all the available signal handling API throw "unimplemented" errors for Windows platforms.

It would be great to have cross-platform signal handling along the lines of [NodeJS Process Signal Events](https://nodejs.org/api/process.html#process_signal_events)...

```js
// ...works in NodeJS...

[`SIGBREAK`, `SIGINT`, `SIGUSR1`, `SIGUSR2`, `uncaughtException`, `SIGTERM`].forEach((eventType) => {
	process.on(eventType, catchSignal.bind(null, eventType));
});
[`exit`].forEach((eventType) => {
	process.on(eventType, catchExit.bind(null, eventType));
});

function catchSignal(eventType) {
	console.log('Caught signal...', { eventType });
}
function catchExit(eventType) {
	console.log('Now exiting...', { eventType });
}

setTimeout(() => {
	console.log('The service is now finished.');
}, 2000);
```
Repository: rust
Issue: False positive for unstable_name_collisions lint
Labels: A-lints,A-diagnostics,A-trait-system,T-compiler

Cargo.toml:
```toml
[package]
name = "playground"
version = "0.1.0"
edition = "2018"

[dependencies]
lexical-core = "0.7"
```
lib.rs:
```rust
fn link_lexical_core() {
    let _ = lexical_core::get_inf_string();
}

fn huh() {
    let _x = 1u32 >> 32.wrapping_sub(1usize) as u32;
}
```
on `cargo c`:
```
warning: a method with this name may be added to the standard library in the future
 --> src/lib.rs:6:25
  |
6 |     let _x = 1u32 >> 32.wrapping_sub(1usize) as u32;
  |                         ^^^^^^^^^^^^
  |
  = note: `#[warn(unstable_name_collisions)]` on by default
  = warning: once this method is added to the standard library, the ambiguity may cause an error or change in behavior!
  = note: for more information, see issue #48919 <https://github.com/rust-lang/rust/issues/48919>
  = help: call with fully qualified syntax `lexical_core::Integer::wrapping_sub(...)` to keep using the current method

error[E0689]: can't call method `wrapping_sub` on ambiguous numeric type `{integer}`
 --> src/lib.rs:6:25
  |
6 |     let _x = 1u32 >> 32.wrapping_sub(1usize) as u32;
  |                         ^^^^^^^^^^^^
  |
help: you must specify a concrete type for this numeric value, like `i32`
  |
6 |     let _x = 1u32 >> 32_i32.wrapping_sub(1usize) as u32;
  |                      ^^^^^^

error: aborting due to previous error; 1 warning emitted
```
Fixing the original error by adding a suffix to the integer literal gets rid of the unstable_name_collisions warning as well. This doesn't give the unstable_name_collisions warning:
```rust
fn link_lexical_core() {
    let _ = lexical_core::get_inf_string();
}

fn huh() {
    let _x = 1u32 >> 32usize.wrapping_sub(1usize) as u32;
}
```
Maybe rustc is noticing that `Integer` is implemented for exactly the same set of types that a bare integer literal could be? And it assumes that since that method wasn't fully resolved, that it's an unstable method, and doesn't check that it's already stable?
Repository: youtube-dl
Issue: Please Add Support For livesets.com
Labels: request


## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.04.01. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Search the bugtracker for similar feature requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm reporting a feature request
- [x] I've verified that I'm running youtube-dl version **2021.04.01**
- [x] I've searched the bugtracker for similar feature requests including closed ones


## Description

Please Add Support For livesets.com - This site is getting more and more popular, and it would be great to see youtube-dl be able to download sets from the site.
Repository: godot
Issue: android crashes are getting higher and higher 
Labels: bug,platform:android,topic:porting,crash


**Godot version:**
3.2.3


**OS/device including version:**
Several devices, the app is GLES2 


**Issue description:**
Getting a lot of crashes on my app and the rate of crashes is just getting higher every day (3% now)

![crashes](https://user-images.githubusercontent.com/13128396/113498626-c6d43500-94cb-11eb-8284-b83f42856b4c.png)
the above picture is page one of two of the last week. 



**Steps to reproduce:**
The only clues I have are through the google play console so I'm not able to reproduce any of the crashes, I know that backtrace without debugging symbols isn't of much use but what should I do to help ?
Repository: godot
Issue: "Previously Freed Instance" Error when loading Custom Resource from File.
Labels: bug,topic:core,confirmed,crash,regression

<!-- 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. -->
Godot 3.3 rc 7

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->


**Issue description:**
<!-- What happened, and what was expected. -->
This project produces error when loading file.
Note: This project was working perfectly on latest stable (Godot 3.2.3)

**Steps to reproduce:**
1. Open the project folder, then Run it.
2. Type something on Line Edit
3. Press save, and wait a second for godot to save the file.
4. Press clear to clear the line edit
5. Press load to load the file
6. Error.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[CustomResourceSave.zip](https://github.com/godotengine/godot/files/6253997/CustomResourceSave.zip)
Repository: go
Issue: proposal: spec: generics: type switch on parametric types
Labels: LanguageChange,Proposal,generics

In the discussion for https://github.com/golang/go/issues/45346, [this comment](https://github.com/golang/go/issues/45346#issuecomment-812741029) mentioned the possibility of adding a type switch on parametric types. Given that it's threatening to derail the discussion there, I'm creating this proposal to talk about it.

## Proposal: type switching on type parameters

I propose that a new statement be added to the language which allows a function with type parameters to further constrain its type parameters:

```
switch type T {
case A1:
case A2, A3:
   ...
}
```

The switched type (`T` above) must be the name of a type parameter. The type in a case arm can be any type, including constraint types.

The first case is chosen that has a constraint that matches the type parameter.

Within a chosen arm of the case statement, the type parameter that's being switched on becomes further restricted by the type selected, just as if it had originally been constrained by that type too. Precisely, given a switched type `T` constrained by `C`, and a type in the switch arm `A`, within the code of the switch arm, `T` takes on the type:

```
    interface{
        C
        A
    }
```


If there are multiple cases mentioned in the arm (`A1`, `A2`, ... `An`), then `T` is constrained by using a union element:

```
    interface{
        C
        A1 | A2 | ... | An
    }
```

## Example

```
type Stringish interface {
	string | fmt.Stringer
}

func Concat[S Stringish](x []S) string {
    switch type S {
    case string:
        // S is constrained by interface {Stringish; string} which is the same as
        // interface{string} which is the same as string, so we can use x
        // as a normal []string slice.
        return strings.Join(x, "")
    case fmt.Stringer:
        // S is constrained by interface {Stringish; Stringer}
        // which is the same as `Stringer`, so we can call 
        // its `String` method but we can't use x directly as
        // []fmt.Stringer because it might have any layout
        // or size.
        var buf strings.Builder
        for _, s := range x {
             buf.WriteString(s.String())
        }
        return buf.String()
    }
 }
 ```

The above assumes that the constraint:

```
interface {
     X | Y | Z
     X
}
```

would allow all operations allowed on `X`, but I believe that's true under #45346 proposal.

Note: I don't think there's any need to allow `~` to be used directly in these type switch cases - `case interface {~T}:` is sufficient if necessary.