sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: net/rpc: error not returned if ClientCodec.WriteRequest sleeps
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.14.2 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

it is the latest release

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/m/.cache/go-build"
GOENV="/home/m/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/m/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/snap/go/5646"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/snap/go/5646/pkg/tool/linux_amd64"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build411699074=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->

I'm trying to write custom rpc.ClientCodec
Here is simplified version: https://play.golang.org/p/T8JLIsxvhto


### What did you expect to see?

I expect to see an error from `WriteRequest` function

### What did you see instead?

`(*rpc.Client).Call` doesn't return an error. Error appears only when I remove `time.Sleep` (line 13)
Repository: svelte
Issue: Replacing the last item in a scrollable container with flip animation results in wrong scroller position
Labels: bug

**Describe the bug**
When replacing the last item in a list (#each block) that is inside of a scrollable parent, 
While the scroller position is at the bottom of said scrollable container (the last item is visible),
and using flip animation, 
the container scrolls up to the one before last item automatically instead of staying put and showing the last item.

**Logs**
N/A

**To Reproduce**
https://svelte.dev/repl/2ec547f272a840639d7e483f49de3a38?version=3.21.0.
(instructions inside, basically scroll the list down and click the button)

**Expected behavior**
the scroll position should stay at the bottom of the container, showing the last item.

**Stacktraces**
N/A

**Information about your Svelte project:**
- Your browser and the version: Chrome 81.0.4044.113, Firefox 75.0

- Your operating system: Mac OS Catalina 10.15.4

- Svelte version (Please check you can reproduce the issue with the latest release!)
verified with 3.2.1

- Whether your project uses Webpack or Rollup
Rollup

**Severity**
I have found a workaround: rather than replacing the element and the id, i keep the old id.
It is sufficient for my needs, therefore I would say that the priority for me is low. 
Still, this might point to a deeper issue with the animation system

**Additional context**
Thanks :)
Repository: pytorch
Issue: Concerning default confiugration for distribution packages
Labels: module: binaries,module: build,triaged

Following the [work towards a distro-friendly build system](https://github.com/pytorch/pytorch/issues/14699), a question spontaneously comes up in my mind: what's the recommended default configuration for a pytorch package provided by linux distribution?

Currently I'm building debian packages of pytorch (cpu-only) with the following configurations:
```makefile
export BLAS = OpenBLAS                                                                                                                                                                                                                                      
export NO_CUDA = 1                                                                                     
export REL_WITH_DEB_INFO = ON                                                                                                                                            
export USE_CUDA = OFF                                                                                                                                                    
export USE_CUDNN = OFF
export USE_DISTRIBUTED = ON
export USE_FBGEMM = OFF
export USE_FFMPEG = ON
export USE_GFLAGS= ON
export USE_GLOG = ON
export USE_LEVELDB = ON
export USE_LMDB = ON
export USE_MIOPEN = OFF
export USE_MKLDNN = OFF
export USE_NNPACK = OFF
export USE_OPENCV = ON
export USE_QNNPACK = OFF
export USE_REDIS = OFF
export USE_ROCM = OFF
export USE_SYSTEM_LIBS = ON
export USE_SYSTEM_NCCL = OFF
export USE_XNNPACK = ON
export USE_ZMQ = ON
export USE_ZSTD = OFF
```

Does that look like a good default?

We can consider preparing a CUDA version (and possibly ROCM version) in the future.

cc @ezyang @seemethere @malfet @vincentqb @fritzo @neerajprad @alicanb @vishwakftw
Repository: pytorch
Issue: Why do we not use TorchScript to build graph for tensorboard
Labels: feature,triaged,module: tensorboard,oncall: visualization

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->
TorchScript looks like support the work flow. And trace-graph will miss it. I find that we support TorchScript to complie the if-condition. Is it we do not have engouh motivation to level-up the tesnorboardx.?

## 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 -->
oh I just found that keras's graph have more information than pytorch in tensorboard. Maybe pytorch's graph can bcome better.

## Pitch

<!-- A clear and concise description of what you want to happen. -->
I hope model can create a better graph. 

## Alternatives

<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->
oh ,of course it look difficult just because the 'node constructer' looks complicate. But I believe the 
jit supporter can fix it easily

## Additional context

<!-- Add any other context or screenshots about the feature request here. -->


cc @suo
Repository: godot
Issue: move_and_slide properties in visual script disable the collision detection . .
Labels: bug,topic:physics

**Godot version:**
3.2

**OS/device including version:**
Windows 10

**Issue description:**
I use visual script, and when I add a move_and_slide script node box, it works immediately, player can't walk through solid objects, like a ' character ' . . . However, when I set some of the properties, by expanding ' default arguments ', like max_floor_angle to 45, so it can walk up small hills, the collision detection goes wrong, and the character can ' walk ' into staticbody walls . . . However, when I write max_floor_angle to 0, back to default, the collision doesn't come back, I have to make the move_and_slide box again, by clicking ' add node ' again, and I've tried 3 - 4 of the default arguments, it's like it stops working if one changes the default arguments, at all, in the game . . .

**Steps to reproduce:**
I made a simple kinematicbody character, added a if press key, move forward, standard stuff . . . And, then I added the ' move_and_slide ' visual script node, and it works fine, however, the second I change several of the ' default ' arguments, it starts going through walls, and when I reset them, it still walks through walls, even if it's the same thing, in the visual script, as the ' standard ' settings . . . Best I can explain it, thank you <3

**Minimal reproduction project:**
I'm not sure if I'd write the same thing as above, just made a simple game, but the kinematicbody function move_and_slide seems to mal-function, when I change any of the ' default ' arguments ( a setting in visual script, in the inspector ), to access the ' properties ', like ' floor_max_angle ', ' stop_on_slopes ' ( bool ), so on . .. 

![2020-04-27 0537](https://user-images.githubusercontent.com/61069740/80331752-3a47de00-8849-11ea-90bd-7ec7d21eb671.jpg)

Changing any of those values, I tried setting ' floor_max_angle ' to 30, and collision stopped working, but when I write 0, for some reason it still doesn't work, I have to make the move_and_slide box again, in visual script, and when I start changing the default arguments, it stops working, best I can explain, sorry . . .
Repository: TypeScript
Issue: [Bug] Refactor breaks some statements into 2 lines
Labels: Bug,Domain: Refactorings

re: https://github.com/microsoft/TypeScript/issues/27294#issuecomment-619639444 https://github.com/microsoft/vscode/issues/96172

Refactoring changes formatting in the sense that it removes empty lines, which is fixed by #36688 but another issue is that it breaks original code into 2 lines in some cases.

**TypeScript Version:**  3.9.0-dev.20200425

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** refactor, empty line, linebreak, formatting persistence.

Given the following piece of code, when I extract the condition and `console.log` into a function, `console.log` moves to a new line.
```js
if (true) console.log('On the same line');
```


**Expected behavior:**
```js
log();

function log () {
  if (true) console.log('On the same line');
}
```
**Actual behavior:**
```js
log();

function log () {
  if (true)
    console.log('On the same line');
}
```


**Related Issues:** #27294 https://github.com/microsoft/vscode/issues/96172
Repository: scrcpy
Issue: Simulate the mouse movement instead of limited drag and click
Labels: game

 - [ ] I have checked that a similar [feature request](https://github.com/Genymobile/scrcpy/issues?q=is%3Aopen+is%3Aissue+label%3A%22feature+request%22) does not already exist.

**Is your feature request related to a problem? Please describe.**
I tried to use Phone as my cloud gaming console.   
I downloaded Geforce Now for Android, it is not available on Linux.
I successfully launched and used it with the Android phone.
I connected the Android phone and mirrored the screen.
I was amazed, however the limitation was I couldn't move the vision of my character in the game.
The case was scrcpy does not simulate mouse movements at all.

**Describe the solution you'd like**
I would like to see  a working full featured mouse control, or at least smooth mouse movement while playing the games on my new gaming console that is my Android phone.

**Describe alternatives you've considered**
Sending mouse movement events would be still great. But a simulation of a mouse would be way better. It is known that you can connect a mouse to a Android device. I would like to have the same mouse experience with scrcpy as if I connect the mouse directly to Android device.

**Additional context**
![94356748_3086778734714734_2348382671710715904_o](https://user-images.githubusercontent.com/21064622/80341155-91aa7600-886a-11ea-9030-c8b529b9d6d9.jpg)
Repository: scrcpy
Issue: Send multiple keyboard button presses to the android device
Labels: feature request,game

 - [ ] I have checked that a similar [feature request](https://github.com/Genymobile/scrcpy/issues?q=is%3Aopen+is%3Aissue+label%3A%22feature+request%22) does not already exist.

**Complete update on this issue:** it seems that only `SHIFT+W`  combination and the like rare kayboard combinations are not working. Pressing  and holding down`W+A` or `W+D` or `W+Space` do works.


**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
When I play a game, I sometimes need to press multiple keys at the same time. For example Shift+W combination. scrcpy does not allow this.


**Describe the solution you'd like**
A clear and concise description of what you want to happen.
I'd like to play games and be able to press a keyboard combination.


**Describe alternatives you've considered**
A clear and concise description of any alternative solutions or features you've considered.

**Additional context**
Add any other context or screenshots about the feature request here.
Repository: flutter
Issue: Locale parser
Labels: framework,a: internationalization,c: proposal,P3,team-framework,triaged-framework

## Use case

I have content stored in a database that is tagged with a Locale code (String).  I then have other classes, such as [MaterialApp](https://api.flutter.dev/flutter/material/MaterialApp-class.html) that use [Locale](https://api.flutter.dev/flutter/dart-ui/Locale-class.html) objects.  I would like a convenient way to translate to a `Locale` object from a `String` object.

## Proposal

The `Intl` package seems to have a [LocaleParser](https://github.com/dart-lang/intl/blob/master/lib/src/locale/locale_parser.dart) already, but they also confusingly have their own [Locale](https://pub.dev/documentation/intl/latest/locale/Locale-class.html) class (with [parse](https://pub.dev/documentation/intl/latest/locale/Locale/parse.html) and [tryParse](https://pub.dev/documentation/intl/latest/locale/Locale/tryParse.html) method).

A factory method for `Locale` may make a lot of sense.  Caching would also be a nice so that parsing the same text over and over again results in the same singleton Locale instance.

## Aside

Should `Locale` be moved into `dart:core`?  (As a comparison, Java has [java.util.Locale](https://docs.oracle.com/javase/7/docs/api/java/util/Locale.html).)
Repository: flutter
Issue: I want 'simple and fast single line' drawText on canvas
Labels: c: new feature,engine,c: performance,a: typography,perf: speed,P3,team-engine,triaged-engine

I already read [#18656](https://github.com/flutter/flutter/issues/18656) and [comment about cache](https://github.com/flutter/flutter/issues/18656#issuecomment-405091420)

I am developing calendar app.
This calendar is made of PageView and each page is entirely painted using CustomPainter because of performance.
A page needs max 200-300 short and small text therefore it takes 100-200ms on first frame. Surely cache is very useful on later frames. But this jank also occur on every first swiping to new Page on PageView.
On my Android version calendar App, despite of additional animation, there is never jank.

As you know, TextPainter#layout method is slow because of line breaking feature.
Cache is useful but is not fundamental solution.

It would be great if you make simple version of drawText!
thanks
Repository: ant-design
Issue: Popconfirm 点击空白处关闭 调用 onVisibleChange 不能正确更新 state
Labels: Inactive,3.x

- [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
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/upbeat-currying-xt16u?file=/src/App.js:1108-1116)

### Steps to reproduce
1. 点击Age 旁边的icon 出现 Popconfirm 
2. 改变 InputNumber 的值，Age 变化
3. 点击取消 关闭Popconfirm ，Age 的值变回编辑前的值
4. 点击空白处 关闭Popconfirm， Age 的值没有变回编辑前的值

### What is expected?
没有点击Popconfirm的确认按钮导致Popconfirm关闭应该使Age 的值变回编辑前的值

### What is actually happening?
点击取消 关闭Popconfirm ，Age 的值变回编辑前的值， 点击空白处 关闭Popconfirm， Age 的值没有变回编辑前的值

| Environment | Info |
|---|---|
| antd | 3.18.2 |
| React | 16.6.1 |
| System | Windows10 |
| Browser | Google Chrome 81.0.4044.122 |

---
当InputNumber的step值为整数时点击空白处 关闭Popconfirm， Age 的值变回编辑前的值


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Error after comment resourceloader in C#
Labels: bug,topic:editor,topic:dotnet

**Godot version:**
3.2.1 stable mono
**OS/device including version:**
Debian 10
**Issue description:**
I renamed `<Compile Include="prefabs\Node2D.cs" />` in `csproj` to `<Compile Include="prefabs\Move2D.cs" />`  and comment this line in code:
`// private Resource _node2D =  ResourceLoader.Load("res://prefabs/Node2D.tscn");`
in tree I have renamed my nodes too
![image](https://user-images.githubusercontent.com/13235119/80361829-7b57e680-8879-11ea-8991-3848cd08dc8b.png)

I compiled and run the project it work as before but I still have these errors when I stop my project:
```
 Cannot open file 'res://prefabs/Node2D.cs'.
 Failed to read file: 'res://prefabs/Node2D.cs'.
 Cannot load C# script file 'res://prefabs/Node2D.cs'.
 Failed loading resource: res://prefabs/Node2D.cs.
```

They disappear after I close godot and repopen it again :)
**Steps to reproduce:**
see before
**Minimal reproduction project:**
NA.
Repository: terminal
Issue: Uncontrastive start bar icon
Labels: Issue-Question,Area-Accessibility,Product-Terminal

Chrome, Paint, Explorer, Telegram have more contrastive icon edges, Black on dark blue is makes quite uncontrastive icon edges, especially the left and bottom borders.

![image](https://user-images.githubusercontent.com/1041752/80364560-6f265600-8886-11ea-8c16-2a35938cf31d.png)
left - default, right - with mouse hover over
Repository: terminal
Issue: Determine how best to measure perceived input latency (character input to screen)
Labels: Help Wanted,Area-Performance,Product-Terminal,Issue-Task

@DHowett-MSFT> We should figure out how best to measure input perf. This may require #4001.

### original content

I'm trying out the new release of WT. Previously I've used wsltty to ssh into a server.

Immediately after switching to WT it feels that characters appear on screen a bit slower than in wsltty. Not sure how to measure / debug / confirm properly.
Repository: terminal
Issue: Opening Terminal inside Windows Explorer as a pane (or vice-versa)
Labels: Issue-Feature,Area-Extensibility,Product-Terminal

# Description of the new feature/enhancement

All the CMD terminals can be initiate from windows explorer which creates two windows to work with. In some development environments such as VSCode etc, you can combine the terminal to your IDE which is very helpful.

It would be very helpful if we can open the terminal in Windows Explorer so we can have access visually to the files and through the terminal. Also, they can be synced when we change the folder to the other location.
Repository: react
Issue: Bug: <iframe /> onLoad is not getting triggered after the reload triggered by moving the DOM Node
Labels: Type: Needs Investigation

When an `<iframe />` DOM Node is moved to a different place in the tree, Chrome triggers a reload. That reload does not notify event handlers registered via `onLoad=`. In other words:

* If there is an event handler registered via `onLoad={myCallback}`, it **will not** be fired.
* If there is an event handler registered via `iframe.addEventListener("load", myCallback, false)`, it **will** be fired.

React version: 16.13.1

## Steps To Reproduce

Open a code example below and move the iframe **down** using arrow button next to it.

https://codesandbox.io/s/serverless-surf-k1ypg?file=/src/App.js

## The current behavior

The iframe does not say "Initialized" anymore.

## The expected behavior

The iframe should say "Initialized".

## Other notes

If you move `setIframeContent(e.currentTarget);` to `nativeLoad` and repeat the steps above, it works as expected. The bug does not occur in Firefox.
Repository: vscode
Issue: Show notification when certificate verification fails
Labels: feature-request,proxy

> Currently the user would have to add any custom certificate in both places to get consistent behavior.

Its bit difficult to solve this, since node doesn't care about NSS db we will write our own native module which would essentially be a wrapper around https://source.chromium.org/chromium/chromium/src/+/master:net/cert/nss_cert_database.h to allow importing client certificates to the shared NSS db.

I think we can better surface the error with a notification `net::ERR_CERT_AUTHORITY_INVALID` using https://github.com/electron/electron/blob/master/docs/api/app.md#event-certificate-error and ask users to add certificate in the NSS db with https://chromium.googlesource.com/chromium/src/+/lkgr/docs/linux/cert_management.md#add-a-certificate

_Originally posted by @deepak1556 in https://github.com/microsoft/vscode/issues/93595#issuecomment-615018175_
Repository: flutter
Issue: Debugger expression evaluation only considers first line of multiline expressions for Flutter
Labels: tool,dependency: dart,a: debugging,P3,team-tool,triaged-tool

If you evaluate a multi-line expression in Dart, it evaluates the whole multiline expression:

<img width="531" alt="Screenshot 2020-04-27 at 12 49 43" src="https://user-images.githubusercontent.com/1078012/80369208-ced03180-8885-11ea-9a52-8e3a14185972.png">

However if you do the same thing in a Flutter app, it only evaluates the first line:

<img width="546" alt="Screenshot 2020-04-27 at 12 50 28" src="https://user-images.githubusercontent.com/1078012/80369245-de4f7a80-8885-11ea-97e2-77ca8a35185b.png">
Repository: TypeScript
Issue: Types missing from package with npm install, but not with npm link
Labels: Needs Investigation

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

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  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ: https://github.com/Microsoft/TypeScript/wiki/FAQ

Please fill in the *entire* template below.
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**TypeScript Version:**  3.8.3

**Search Terms:**
javascript index.d.ts
declare module javascript

**Code**

```ts
/// <reference path="./typedef.js" />

declare module '@sveltech/routify' {  
    export * from '@sveltech/routify/runtime/helpers'
    export * from '@sveltech/routify/runtime/store'
    export const Router: import('svelte/internal').SvelteComponent
    
    global {
        export const $page:ClientNodeApi
        export const $layout:ClientNodeApi
        export const $params:import('./runtime/helpers').ParamsHelper
        export const $leftover:import('./runtime/helpers').LeftoverHelper
        export const $url: import('./runtime/helpers').UrlHelper
        export const $isActive: import('./runtime/helpers').IsActiveHelper
        export const $goto: import('./runtime/helpers').GotoHelper
        export const $beforeUrlChange: import('./runtime/helpers').BeforeUrlChangeHelper
        export const $ready: import('./runtime/helpers').ReadyHelper
        export let $basepath: String
    }
}

declare module '@sveltech/routify/tmp/routes' {
    export const tree: ClientNode
    export const routes: ClientNode[]
}
```

**Expected behavior:**
Exports should be available available after installing npm.

**Actual behavior:**
If I use ``npm link`` in Routify and link to it with ``npm link @sveltech/routify`` everything works fine, but if I use ``npm install @sveltech/routify`` it doesn't work.

**With npm install @sveltech/routify**
![typescript](https://user-images.githubusercontent.com/4153004/80370847-32139100-8891-11ea-9b9c-d2d6a83d6981.gif)

**With npm link @sveltech/routify**
![typescript2](https://user-images.githubusercontent.com/4153004/80371204-cbdb3e00-8891-11ea-875f-fbfcbfe8b432.gif)


**repository** https://github.com/sveltech/routify/blob/typefixes/tsconfig.json