sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: aten::pixel_shuffle(Tensor self, int upscale_factor) -> (Tensor): Argument self not provided.
Labels: oncall: jit

## 🐛 Bug

See below.

## To Reproduce

```
import torch

def a(x):
	return torch.nn.functional.pixel_shuffle(x, 2)

def b(x):
	return torch.nn.functional.pixel_shuffle(input=x, upscale_factor=2)

a(torch.rand(1, 4, 3, 4)) # works
b(torch.rand(1, 4, 3, 4)) # works

torch.jit.script(a) # works
torch.jit.script(b) # fails
```

## Expected behavior

`torch.jit.script(b)` to succeed.

## Environment

```
Collecting environment information...
PyTorch version: 1.8.1+cu101
Is debug build: False
CUDA used to build PyTorch: 10.1
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.2 LTS (x86_64)
GCC version: (Ubuntu 9.3.0-17ubuntu1~20.04) 9.3.0
Clang version: 10.0.0-4ubuntu1 
CMake version: version 3.19.6
Libc version: glibc-2.31

Python version: 3.8.8 (default, Feb 24 2021, 21:46:12)  [GCC 7.3.0] (64-bit runtime)
Python platform: Linux-5.4.0-80-generic-x86_64-with-glibc2.10
Is CUDA available: True
CUDA runtime version: 10.1.243
GPU models and configuration: GPU 0: GeForce GTX 1650
Nvidia driver version: 460.91.03
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] DISTS-pytorch==0.1
[pip3] numpy==1.19.5
[pip3] torch==1.8.1+cu101
[pip3] torch-dct==0.1.5
[pip3] torch-tb-profiler==0.2.1
[pip3] torchfile==0.1.0
[pip3] torchvision==0.9.1+cu101
[pip3] torchviz==0.0.1
[conda] blas                      1.0                         mkl  
[conda] dists-pytorch             0.1                      pypi_0    pypi
[conda] mkl                       2020.2                      256  
[conda] mkl-service               2.3.0            py38he904b0f_0  
[conda] mkl_fft                   1.3.0            py38h54f3939_0  
[conda] mkl_random                1.1.1            py38h0573a6f_0  
[conda] numpy                     1.19.5                   pypi_0    pypi
[conda] numpy-base                1.19.2           py38hfa32c7d_0  
[conda] torch                     1.8.1+cu101              pypi_0    pypi
[conda] torch-dct                 0.1.5                    pypi_0    pypi
[conda] torch-tb-profiler         0.2.1                    pypi_0    pypi
[conda] torchfile                 0.1.0                    pypi_0    pypi
[conda] torchvision               0.9.1+cu101              pypi_0    pypi
[conda] torchviz                  0.0.1                    pypi_0    pypi
```

## Additional context

This error is also present in `1.9.0`.


cc @gmagogsfm
Repository: pytorch
Issue: Convert unset variables in `Reducer::Timer` to use c10::optional
Labels: triaged,better-engineering,pt_distributed_rampup,module: ddp

https://github.com/pytorch/pytorch/pull/62770 refactored some code around timing methods in Reducer, which are primarily used for logging purposes to understand performance issues. [This comment](https://github.com/pytorch/pytorch/pull/62770/files#r683666092) mentions that to keep conventions consistent, instead of doing something like:

```
int64_t forward_start_time = kUnsetTime;
```

we should prefer
```
c10::optional<int64_t> forward_start_time = c10::nullopt;
```

The goal here is to make all necessary changes to enable this conversion.
Repository: godot
Issue: Decal ORM implementation not completely overriding source texture?
Labels: topic:rendering,documentation,topic:3d

### Godot version

4.0dev (1f69582)

### System information

Windows 10, Vulkan, RTX 2080

### Issue description

I'm trying to create a "puddle" decal that's painted on top of a street. A common case in video games, the puddle needs to be a pure mirror, while the street, not. 

The street roughness appears to affect the decal roughness, so I can't achieve this effect.


### Steps to reproduce

I created a simple ORM texture with no ambient occlusion, full gloss, full metallic, basically a mirror.

![image](https://user-images.githubusercontent.com/87843097/128435454-d0ee777b-356b-4af2-b63b-efda4c016f8f.png)

The resulting ORM texture is magenta.

![image](https://user-images.githubusercontent.com/87843097/128435479-a0c89349-73cf-48de-942c-cd86084a865c.png)

Now I've placed a puddle decal on the street that has this ORM texture, when the street itself has "1" metallic and "0" roughness, I see a reflection across the entire street, including the puddle decal.

(Street texture settings)
![image](https://user-images.githubusercontent.com/87843097/128435626-b07f9e6a-b8c1-4b64-899d-146f02dd457c.png)

![image](https://user-images.githubusercontent.com/87843097/128435581-3685092f-df71-400a-a5f9-948946e15b3c.png)

However, when I turn the roughness up on the street texture, it also affects the puddle texture to the point the puddle is no longer reflective.

(Street texture settings)
![image](https://user-images.githubusercontent.com/87843097/128435885-62f28f8d-9bdd-4a4f-8956-3cd052905ebc.png)

![image](https://user-images.githubusercontent.com/87843097/128435841-925065e1-7f40-41ce-bf55-f742fb2e4422.png)


I don't know what the logic is behind how much a source texture affects the decal, but I basically need control over how this blends the ORM texture.

### Minimal reproduction project

[Decal ORM Bug.zip](https://github.com/godotengine/godot/files/6943335/Decal.ORM.Bug.zip)

Left: white plane has roughness: 1
Right: white plane has roughness: 0
Expected: both black decals show a reflection of the orange cube

![image](https://user-images.githubusercontent.com/87843097/128463075-02e74b5d-3c65-4c09-937f-4524a302fd84.png)
Repository: youtube-dl
Issue: SAP Crystal Reports 
Labels: question

I am using visual studio 2015 . In that I developed windows application with crystal report and now I trying to create exe to run software in other systems but crystal report version(sp30, sp26) not working . I also tried to resistor my crystal report DLL in other systems but still not working . Can somebody help me how it could be solved
Repository: pytorch
Issue: Multiplication of non-int torch.tensor with string gives unexpected TypeError
Labels: module: error checking,triaged

## 🐛 Bug
I understand this may be expected behaviour, but I think the error could be more informative at least.

When multiplying a float torch.tensor with a string, we get:
`TypeError: only integer tensors of a single element can be converted to an index`.

I only realised after digging through my code that I forgot to cast my string into an int.

Is there any way to improve this? I imagine future users might run into this error.

## To Reproduce

Steps to reproduce the behavior:

```python
>>> t = torch.tensor(1.)
>>> t * "s"
TypeError: only integer tensors of a single element can be converted to an index
>>> "s" * t
TypeError: only integer tensors of a single element can be converted to an index
```

<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

## Expected behavior

I expected something like "TypeError: Cannot multiply torch.float and string." 

## Environment

 - PyTorch Version (e.g., 1.0): 1.7.1
 - OS (e.g., Linux): MacOS (same behaviour on Linux)
 - How you installed PyTorch (`conda`, `pip`, source): `conda`
 - Build command you used (if compiling from source):
 - Python version: 3.7.9
 - CUDA/cuDNN version: N/A
 - GPU models and configuration: N/A
 - Any other relevant information:

## Additional context

The error seems to come from here:
https://github.com/pytorch/pytorch/blob/357c4d9cc40f461fe7b95af6524bbf8b2ecd9f74/tools/autograd/templates/python_variable_methods.cpp#L374 

I assume on the python side that the string class is calling `__index__`, e.g. to do `"s" * 2 = "ss"`, and I see that `x.__mul__("s")` and `x.__rmul__("s")` both raise NotImplemented errors.

And it seems CPython calls `__index__` to cast the size to int here: https://github.com/python/cpython/blob/ce5e1a6809b714eb0383219190a076d9f883e008/Objects/abstract.c#L1088 

The error naturally comes up with other python sequence types (e.g. list).

I like that PyTorch is explicit in its errors, but in this case, as a novice I feel like I would have rather seen:
"can't multiply sequence by non-int of type torch.tensor()" / torch.float or similar, raised from the python side after it tries to call `__index__`, than this very specific error.
Repository: flutter
Issue: Test integration_test from native side during presubmit
Labels: a: tests,team,framework,f: integration_test,P3,team-framework,triaged-framework

Run native iOS and Android `integration_test` package tests on simulators during CI to validate the native->dart test communication is working.

On iOS this can be done similar to:
https://github.com/flutter/flutter/blob/0c81077582c8d22779ca6d01ab10b749cf294cae/dev/devicelab/bin/tasks/native_ui_tests_ios32.dart#L47-L72
Repository: godot
Issue: Removing tile from a tilemap doesn't unset the tile in the tilemap
Labels: discussion,topic:editor,usability,topic:2d

### Godot version

3.3.2

### System information

Windows 10, GLES3

### Issue description

After removing a tile from a tilemap, all tiles that used to be that tile ID, are still that tile ID - even though the editor shows them as empty.

### Steps to reproduce

- Create a tilemap
- Create a tileset with two tiles (e.g. A and B) and assign it to the tilemap
- Draw some tiles of both A and B on the tilemap
- Edit the tilemap and delete tile B
- Using GDscript, print out the tile_id of every tile

Expected: you'll see tiles with ID 0 only (tile A)
Actual: you see tiles with ID 0 and ID 1 (formerly tile B's ID)

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: Key already registered with the same priority: uv
Labels: module: internals,triaged,module: tensorpipe

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->

## To Reproduce

Steps to reproduce the behavior:
I'm using libtorch-1.7.1-cuda101 in my project(in c++) which will link libtorch dynamic libraries. I don't meet any problems while building.
But when running, this error shows up. I have no idea what this error means?

1. Train with pytorch
2. export model
3. save model into my project(in c++)
4. run project(internal load libtorch dynamic libraries)
The error "Key already registered with the same priority: uv" will show up before project can start up.

BTW, in the same project, there are no problems with libtorch-1.5.1-cuda101.

<!-- 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. -->

## 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:
```
wget https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py
# For security purposes, please check the contents of collect_env.py before running it.
python collect_env.py
```

 - PyTorch Version (e.g., 1.7.1): 1.7.1
 - OS (e.g., Linux): Ubuntu 18.04
 - How you installed PyTorch (`conda`, `pip`, source): downloaded `libtorch-1.7.1-cuda101` from websites
 - Build command you used (if compiling from source):
 - Python version: 3.6
 - CUDA/cuDNN version: 10.1/7.6.5
 - GPU models and configuration:NVIDIA GTX 2080Ti
 - Any other relevant information:

## Additional context

<!-- Add any other context about the problem here. -->


cc @ezyang @bhosmer @smessmer @ljk53 @bdhirsh @osalpekar @jiayisuse @lw @beauby @pritamdamania87 @mrshenli @jjlilley @gqchen @rohan-varma
Repository: deno
Issue: `deno types` command broken by "deno_net" extension refactor
Labels: bug,cli

`deno types` no longer sufficiently outputs all Deno types, but instead outputs some text with the following line near the top:
`/// <reference lib="deno.net" />`

This means that it's not possible for TypeScript or other tools to resolve the full Deno API based on output from `deno types` anymore (since 1.12 at least).

I think it would be more useful to concat the various dts files when a user runs `deno types`, so a full representation of the API is outputted.
( https://github.com/denoland/deno/blob/main/extensions/net/lib.deno_net.d.ts )
Repository: godot
Issue: VisualScript FunctionCall return type is not working as expected
Labels: bug,topic:visualscript

### Godot version

3.3.stable master

### System information

Windows 10

### Issue description

When creating a VisualScriptFunction the VisualScriptFunctionCall.
Is not instanced with the expected Return information.

![image](https://user-images.githubusercontent.com/20573784/128465401-ba5e9515-80c6-444b-8dcf-8a9da55fa4e3.png)

It seams that all the return information is handled by `method_cache`
https://github.com/godotengine/godot/blob/ed3dcd7d9dd26ae7b4a05101d946002f405da4ee/modules/visual_script/visual_script_func_nodes.cpp#L505-L512

using `.get_method_list()` I seam to get the same issue
![image](https://user-images.githubusercontent.com/20573784/128467636-68799a2a-94e0-44aa-9102-75b40e22efbd.png)



### Steps to reproduce

see project


### Minimal reproduction project

[Uploading mvp_function_return.zip…]()

### Related
#50425 commit c7d17ff does not seem to have a influence on this.
Repository: ant-design
Issue: Accessibility: ARIA input fields must have an accessible name – on ANTD multiselect dropdown
Labels: Inactive,⌨️ Accessibility

- [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.

### Reproduction link
[https://4y7bi.csb.app/](https://4y7bi.csb.app/)

### Steps to reproduce
1. Please open the link https://4y7bi.csb.app/ 
2. click on dropdown input field. 
3. once the selection window opens from the dropdown please run the "Accessibility DevTools"(https://chrome.google.com/webstore/detail/axe-devtools-web-accessib/lhdoppojpmngadmnindnejefpokejbdd?hl=en-US) chrome extension from chrome debugger tools to get the accessibility issue - ARIA input fields must have an accessible name 

### What is expected?
Label should be mapped with ARIA-labelledby for the dropdown
for example: <div id="firstname">First name:</div> <input type="text" aria-labelledby="firstname">

### What is actually happening?
we are not able to map the "aria-labelledby" with explicit label for the dropdown 

| Environment | Info |
|---|---|
| antd | 4.16.0 |
| React | 16.12.0 |
| System | Windows 10 |
| Browser | Chrome Version 92.0.4515.131 (Official Build) (64-bit) |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: ant-design
Issue: Accessibility: All page content should be contained by landmarks for <Multiselect /> Dropdown
Labels: help wanted,Inactive,⌨️ Accessibility

- [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.

### Reproduction link
[https://4y7bi.csb.app/](https://4y7bi.csb.app/)

### Steps to reproduce
1. Please open the link https://4y7bi.csb.app/ 
2. click on dropdown input field. 
3. once the selection window opens from the dropdown please run the "Accessibility DevTools"(https://chrome.google.com/webstore/detail/axe-devtools-web-accessib/lhdoppojpmngadmnindnejefpokejbdd?hl=en-US) chrome extension from chrome debugger tools to get the accessibility issue - ARIA input fields must have an accessible name

### What is expected?
The dropdown and the content generated in DOM for the Dropdown should be inside the <main> </main> landmark. 

### What is actually happening?
The dropdown and the content generated in DOM  for the Dropdown is NOT inside the <main> </main> landmark.

| Environment | Info |
|---|---|
| antd | 4.16.0 |
| React | 16.12.0 |
| System | Windows 10 |
| Browser | Chrome Version 92.0.4515.131 (Official Build) (64-bit) |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Godot not printing stack trace numbers in exported C# projects (both debug and release)
Labels: bug,topic:dotnet

### Godot version

v3.3.2.stable.mono.official

### System information

Windows 10

### Issue description

Additional Tools:
 Visual Studios Community Edition 2019
 Godot Editor Build Tool: MSBuild (VS Build Tool)

When exporting projects in Godot, I've attempted to print the current stack trace of the program for debugging purposes for the builds I am running. The reason for this is that if there is an error, a player or modder can send me a bug report with the attached log so that I can discover what the issue might be in my code since I am still in the early stages of development.

I do the following 
```cs
//using C#
GD.print("HelloWorld" + System.Environment.StackTrace.toString());
```

but always end up with an issue where in the editor I am able to get the line and file number of the stack trace, but the exported builds, both in debug and release modes, always show the compiler generated symbols.

```cs
//Produces the following in the Godot Editor.
"Hello World! at Curator.Game._Ready () [0x001ad] in C:\GodotProjects\Curator\Curator\Game.cs:152"

```

```cs
//Produces the following in any exported build (both debug and release options)
"Hello World! at Curator.Game._Ready () [0x00000] in <c3d7c8d8d5ab4571963f9ed8f1449e22>:0"
```

Adding the following PropertyGroup setting to my .csproj file for all combinations of $(Configuration)|$(Platform) (as suggested by (https://github.com/godotengine/godot/issues/14822)) does nothing for the exported builds as well unfortunately.
  ```
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
	<DebugType>Portable</DebugType>
  </PropertyGroup>
```

Attempting to copy over the .pdb file over into the export directory (the same where the .exe resides on windows after export) also does not seem to change the situation at all.

I've attached a simple project reproducing the steps, where running it in the editor displays stack trace line numbers, but running an exported build (I've only been able to test on windows unfortunately) has the compiler symbols.

Understandable if this is not an option available to Release exports, but should this be enabled for Debug exports then?

### Steps to reproduce

1. Make a new c# script.
2. Call GD.Print(System.Environment.StackTrace.toString());
3. Verify stacktrace line numbers/file name show up in log when running.
4. Export project
5. Run exported executable in debug mode.
6. Verify that stack trace line numbers are no longer valid. 

### Minimal reproduction project

[StackTraceNoLineNumbers.zip](https://github.com/godotengine/godot/files/6943591/StackTraceNoLineNumbers.zip)
Repository: flutter
Issue: Why is FormFieldValidator's value nullable?
Labels: a: text input,framework,d: api docs,a: null-safety,P2,team-framework,triaged-framework

https://github.com/flutter/flutter/blob/40e8620a27f1a608d4df232936a168f134d64d7c/packages/flutter/lib/src/widgets/form.dart#L279-L285

I find it less convenient to use `!` operator as I don't see a case when the `value` would be null for a field.

I'd be grateful for an explanation :)
Repository: flutter
Issue: Flutter app restarts when showing native Android dialog and re-opening from home screen
Labels: platform-android,engine,has reproducible steps,P2,found in release: 2.2,found in release: 2.5,team-android,triaged-android

## Steps to Reproduce

1. Clone and run this project: https://github.com/Zazo032/test
2. Go to second route
3. Request permission
4. Once the native permission dialog opens, don't click anything on it, and go to your home screen
5. Re-launch the app by clicking on the app's icon on the launcher
6. App is restarted (the permission dialog is no longer there, and user is on the first route)
7. By natively going back in Android, you pop the first route and you see again the permission dialog

**Expected results:** App is resumed to show permission dialog

**Actual results:** First route is pushed on top of permission dialog

I can reproduce this behaviour in `stable` and `master` channels
Repository: flutter
Issue: SliverWrap
Labels: c: new feature,framework,f: scrolling,c: proposal,P3,team-framework,triaged-framework

<!-- Thank you for using Flutter!

     If you are looking for support, please check out our documentation
     or consider asking a question on Stack Overflow:
      * https://flutter.dev/
      * https://api.flutter.dev/
      * https://stackoverflow.com/questions/tagged/flutter?sort=frequent

     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill out the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
-->

## Use case

The `Wrap` widget is missing a `builder` constructor/factory like `GridView.builder` or `ListView.builder`. It would be nice to have this for performance reasons.

<!--
     Please tell us the problem you are running into that led to you wanting
     a new feature.

     Is your feature request related to a problem? Please give a clear and
     concise description of what the problem is.

     Describe the alternative solutions you've considered. Is there a package
     on pub.dev/flutter that already solves this?
-->

## Proposal

\+ new constructor / factory for `Wrap` called `Wrap.builder`.

<!--
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     Consider attaching images showing what you are imagining.

     Does this have to be provided by Flutter directly, or can it be provided
     by a package on pub.dev/flutter? If so, maybe consider implementing and
     publishing such a package rather than filing a bug.
-->

* cc https://github.com/flutter/flutter/issues/56980
Repository: vscode
Issue: [folding] Show number of lines folded
Labels: help wanted,feature-request,editor-folding

<!-- ⚠️⚠️ 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. -->
Current when a block is folded it currently only show ellipses, which I think it could be improved by show the lines of code in the block.

e.g. (using Python as an example)

```python
def printthis(printme):
    print(printme)
    print("how did it print?")
```

When the code above is folded, it is represented as:

```python
def printthis(printme): ...
```

Instead of just "...", it would be very useful to display how many lines are folded.

```python
def printthis(printme): ...(2 lines)...
```

With short block it is not too difficult to identify the number lines folded by looking at the line number, but for a larger blocks, it would aid significantly by showing the number of line folded.