sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: torch.optim mentions legacy Variable
Labels: module: docs,triaged

## 📚 Documentation


![image](https://user-images.githubusercontent.com/5652049/91463487-70c65180-e859-11ea-90d6-3a83df442108.png)

We can change this to "tensors that require grad"

cc @jlin27
Repository: flutter
Issue: [web] Back button makes app title back to default one
Labels: framework,f: routes,a: quality,platform-web,has reproducible steps,P2,found in release: 3.3,found in release: 3.7,team-web,triaged-web

Not sure whether it is a bug or feature request.

**Steps to Reproduce**

I have used following possibilities to set app title (which changes name of the browser tab):
- Title widget
- SystemChrome.setApplicationSwitcherDescription
- onGenerateTitle in MaterialApp
- title in MaterialApp

It changes browser tab name correctly, but when I am clicking "back" button while navigating, it changes again to default.

**Expected results:**

I would like to have it persistent when I am clicking the back button. Example of user scenario - number of notifications in social platform (like in facebook) near the name of the tab, i.e. "Facebook (2)" which is persistent until user will read/see them.

<details>
  <summary>Flutter doctor -v</summary>

[√] Flutter (Channel beta, 1.21.0-9.1.pre, on Microsoft Windows [Version 10.0.19041.450], locale pl-PL)
    • Flutter version 1.21.0-9.1.pre at G:\IOT\flutter\flutter
    • Framework revision be9bc8cb39 (9 days ago), 2020-08-18 09:46:08 -0700
    • Engine revision 267070c17a
    • Dart version 2.10.0 (build 2.10.0-7.2.beta)

 
[√] Android toolchain - develop for Android devices (Android SDK version 29.0.2)
    • Android SDK at C:\Users\Radek\AppData\Local\Android\sdk
    • Platform android-29, build-tools 29.0.2
    • Java binary at: C:\Program Files\Android\Android Studio\jre\bin\java
    • Java version OpenJDK Runtime Environment (build 1.8.0_202-release-1483-b03)
    • All Android licenses accepted.

[√] Chrome - develop for the web
    • Chrome at C:\Program Files (x86)\Google\Chrome\Application\chrome.exe

[√] Android Studio (version 3.5)
    • Android Studio at C:\Program Files\Android\Android Studio
    • Flutter plugin version 39.0.3
    • Dart plugin version 191.8423
    • Java version OpenJDK Runtime Environment (build 1.8.0_202-release-1483-b03)

[√] Connected device (3 available)
    • Web Server (web) • web-server • web-javascript • Flutter Tools
    • Chrome (web)     • chrome     • web-javascript • Google Chrome 84.0.4147.135
    • Edge (web)       • edge       • web-javascript • Microsoft Edge 83.0.478.61

</details>
Repository: terminal
Issue: DISCUSSION: Is my app running in Terminal?
Labels: Issue-Question,Needs-Tag-Fix

I've been using

!((BOOL) SendMessage(GetConsoleWindow(), WM_GETICON, 0, 0))

Other ideas?  Thanks.   - Vince
Repository: rust
Issue: Increasingly slow compilation as more levels of `async` are added in Rust 1.46
Labels: E-needs-test,I-compiletime,T-compiler,I-compilemem,C-bug,A-async-await,I-hang,AsyncAwait-Triaged,E-needs-mcve,ICEBreaker-Cleanup-Crew

I upgraded from 1.45 to 1.46 today and a crate I'm working on seems to hang forever while compiling. I've attempted to create a somewhat minimal test case. For convenience here's a repo that includes the code below: https://github.com/nicholasbishop/rust146hang

Cargo.toml:
```toml
[package]
name = "rust146hang"
version = "0.1.0"
edition = "2018"

[dependencies]
actix-web = "2.0"
bb8 = "0.4"
bb8-postgres = "0.4"
tokio-postgres = "0.5"
```

src/lib.rs:
```rust
use actix_web::{web, HttpResponse, Responder};
use bb8_postgres::PostgresConnectionManager;
use tokio_postgres::NoTls;

type Pool = bb8::Pool<PostgresConnectionManager<NoTls>>;

async fn handle_req_1(pool: &Pool) {
    let conn = pool.get().await.unwrap();
    conn.query_one("", &[]).await.unwrap();
}

async fn handle_req_2(pool: &Pool) {
    handle_req_1(pool).await;
}

async fn handle_req_3(pool: &Pool) {
    handle_req_2(pool).await;
}

async fn handle_req_4(pool: &Pool) {
    handle_req_3(pool).await;
}

async fn handle_req_5(pool: &Pool) {
    handle_req_4(pool).await;
}

async fn handle_req_final(pool: web::Data<Pool>) -> impl Responder {
    handle_req_5(pool.get_ref()).await;
    HttpResponse::Ok().finish()
}

pub fn app_config(config: &mut web::ServiceConfig) {
    config.service(
        web::scope("").route("/api", web::post().to(handle_req_final)),
    );
}
```

I've found that the slowness seems tied to the depth of the async call chain. In the example code I have a long call chain: `handle_req_1` is called by `handle_req_2` is called by `handle_req_3`, etc. Here's the compilation timing I've observed when changing `handle_req_final` to directly call one of the `handle_req_N` functions:

```
handle_req_1 -> 0m12s
handle_req_2 -> 0m28s
handle_req_3 -> 1m06s
handle_req_4 -> 2m18s
handle_req_5 -> 5m01s
```

These times only include building the rust146hang lib, not the dependencies.

(Caveat: unscientific timings, these are not averaged over multiple
runs or anything.)

```
$ cargo --version
cargo 1.46.0 (149022b1d 2020-07-17)
$ rustc --version
rustc 1.46.0 (04488afe3 2020-08-24)
```
Repository: godot
Issue: Billboard mode is wrong in VR
Labels: bug,topic:rendering,topic:xr

**Godot version:**
3.2.2.stable

**OS/device including version:**
Windows 10, GLES3

**Issue description:**
Billboard mode is useful for putting names/labels above objects and characters in VR.  Unfortunately it spins around on its axis whenever you move your head.  If you rotate your head from left to right the mesh rotates away from you in the other direction.  If you tip your head from side to side the mesh rotates the same way so that it is not aligned with the world Y-axis.  

The documentation says when "Billboard mode is enabled, the object's -Z axis will always face the camera."  This isn't true: it actually faces parallel to the camera's Z axis, not towards the camera -- although these directions happen to be one and the same in non-VR (no one is picking up their PC monitor and swinging it around the room).

The issue was controversial when I mentioned it in the discord channel because the Y-alignment is true to the camera even when it is wonky on the horizon (see picture).  However, I have found that this problem was reported as a bug in Unity and fixed in 2017, so it needs consideration before it is dismissed.
https://issuetracker.unity3d.com/issues/vr-terrain-tree-billboards-position-gets-offsetted-by-vr-headset-position
https://unity3d.com/pt/unity/beta/unity2017.3.0b8

**Steps to reproduce:**
Simply enable Any billboard mode on any mesh texture in VR

![image](https://user-images.githubusercontent.com/677254/91475624-bef84680-e893-11ea-893c-77602bc2c0c1.png)

**Minimal reproduction project:**
I don't know which platform it is best to make the reproduction project on.  But take any of the VR demos like this one https://github.com/aaronfranke/godot-GUI-in-VR and find any the textured mesh (GUIPanel3D/Quad in this case), go to material/0 and enable Billboard Mode in the parameters section.
Repository: rust
Issue: Filesystem warning supress-ability
Labels: C-enhancement,A-diagnostics,O-android,P-medium,T-compiler,A-incr-comp

As described previously here https://github.com/termux/termux-packages/issues/4921#issue-565954999 this warning appears when incrementally compiling on the Android device, and there seems to be no way to disable it.

The more linked libraries are there within the workspace the more this warning pops up, consuming the terminal output.

I know I am in the minority here, but maybe, just maybe, making this warning supressable is not a big issue.
Repository: terminal
Issue: Use a Clip rect for Pane animations instead of the Width/Height
Labels: Help Wanted,Area-UserInterface,Product-Terminal,Issue-Task,Priority-3

_follow up from #7364_

Looking at [this doc](https://docs.microsoft.com/en-us/windows/uwp/design/motion/storyboarded-animations#dependent-and-independent-animations):

> An animation is independent if it has any of these characteristics:
> 
>  * The Duration of the animation is 0 seconds (see Warning)
>  * The animation targets UIElement.Opacity
>  * The animation targets a sub-property value of these UIElement properties: Transform3D, RenderTransform, Projection, **Clip**
>  * The animation targets Canvas.Left or Canvas.Top
>  * The animation targets a Brush value and uses a SolidColorBrush, animating its Color
>  * The animation is an ObjectAnimationUsingKeyFrames
> 

_emph added_

Right now we're stuck being a dependent animation, because we're animating the `Width` or `Height`. But we might be able to use `Clip` to achieve the same effect.

I'm no XAML wizard, so that'll require another day of learning to figure out, but I figured I'd write these notes down before I forgot.

Might even be able to get us #7365 for free.
Repository: node
Issue: doc: esm: explain `* as alias` behaviour with cjs modules
Labels: doc,module,esm

# 📗 API Reference Docs Problem

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For the issue title, please enter a one-line
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input. Replace them with your responses.

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<!-- The output of “node --version”. -->

- **Version**: 12.18.3

<!-- The output of “uname -a” (UNIX) or version
and 32-bit or 64-bit (Windows). -->

- **Platform**: Darwin rifler-osx 19.6.0 Darwin Kernel Version 19.6.0: Sun Jul  5 00:43:10 PDT 2020; root:xnu-6153.141.1~9/RELEASE_X86_64 x86_64

<!-- The name of affected core module. -->

- **Subsystem**: ECMAScript modules

## Location

_Section of the site where the content exists_

Affected URL(s):

- https://nodejs.org/dist/latest-v12.x/docs/api/esm.html

## Description

_Concise explanation of the problem_

<!-- If applicable, include any screenshots that
may help solve the problem. -->

for example, `React@16.13.1` is cjs-only package now

```js
// index.mjs

import React from 'react';
console.log(React);

// {
//     Children: {
//         map: [Function: mapChildren],
//         forEach: [Function: forEachChildren],
//         count: [Function: countChildren],
//         toArray: [Function: toArray],
//         only: [Function: onlyChild]
//     },
//     Component: [Function: Component],
// ........
```

```js
// index.mjs

import * as React from 'react';
console.log(React);

// [Module] {
// default: {
//         Children: {
//             map: [Function: mapChildren],
//             forEach: [Function: forEachChildren],
//             count: [Function: countChildren],
//             toArray: [Function: toArray],
//             only: [Function: onlyChild]
//         },
//         Component: [Function: Component],
// ........

```

In my opinion it is not obvious (and maybe not interoperable with existing code) and it will be nice to document

---

<!-- Use “[x]” to check the box below if you are
interested in contributing. -->

- [x] I would like to work on this issue and
      submit a pull request.
Repository: godot
Issue: [3.2] Nested inspector areas collapse when editing other objects, causing an invalid scroll position.
Labels: bug,topic:editor

**Godot version:**
3.2.2 Stable
Not reproducible in master 7a62b94bcae4da685144ce11aa6f1c8ad19b7c71

**OS/device including version:**
Manjaro 20.1

**Issue description:**
Please see this [reproduction video](https://youtu.be/5xCBWtSXPPM).

**Steps to reproduce:**
1. Expand some nested inspectors until there is a scrollbar.
  a. These are things like Theme, StyleBox, DynamicFont, etc. which have a sub-area.
![image](https://user-images.githubusercontent.com/14253836/91496251-6cae2a00-e881-11ea-9026-8421a6116857.png)

2. Scroll all the way to the bottom of the inspector.
3. Switch to inspect a different node/resource.
4. Switch back to the original node/resource
5. *Issue*: The inspector is still scrolled down, but the scrollbar has disappeared and the scroll position is stuck.
![image](https://user-images.githubusercontent.com/14253836/91496306-851e4480-e881-11ea-9263-7336e3b58551.png)


**Minimal reproduction project:**
[TestStable2.zip](https://github.com/godotengine/godot/files/5138835/TestStable2.zip)
Repository: flutter
Issue: "Hot Reload received invalid response" ... "Error while starting Kernel isolate task" on hot reload
Labels: c: crash,tool,dependency: dart,t: hot reload,customer: crowd,a: annoyance,P2,team-tool,triaged-tool

## Steps to Reproduce

1. Run app via connected device
2. Wait until app is running
3. Doesn't matter if I make changes or don't make changes to the code
4. Hot reload

**Expected results:**

Expecting hot reload to work

**Actual results:** 

Receive this error about half of the time:

```
Performing hot reload...
Syncing files to device Pixel XL...
Hot reload received invalid response: {type: ReloadReport, success: false, notices: [{type: ReasonForCancelling, message: Error while starting Kernel isolate task}]}
```

<details>
  <summary>Logs</summary>

<!--
      Run your application with `flutter run --verbose` and attach all the
      log output below between the lines with the backticks. If there is an
      exception, please see if the error message includes enough information
      to explain how to solve the issue.
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```
```

<!-- Finally, paste the output of running `flutter doctor -v` here. -->

```
[√] Flutter (Channel stable, 1.20.2, on Microsoft Windows [Version 6.3.9600], locale en-US)
    • Flutter version 1.20.2 at C:\_Data\FlutterSDK\flutter
    • Framework revision bbfbf1770c (2 weeks ago), 2020-08-13 08:33:09 -0700
    • Engine revision 9d5b21729f
    • Dart version 2.9.1

[√] Android toolchain - develop for Android devices (Android SDK version 29.0.3)
    • Android SDK at C:\Users\AA\AppData\Local\Android\sdk
    • Platform android-29, build-tools 29.0.3
    • Java binary at: C:\Program Files\Android\Android Studio\jre\bin\java
    • Java version OpenJDK Runtime Environment (build 1.8.0_212-release-1586-b04)
    • All Android licenses accepted.

[√] Android Studio (version 3.6)
    • Android Studio at C:\Program Files\Android\Android Studio
    • Flutter plugin version 48.1.1
    • Dart plugin version 192.8052
    • Java version OpenJDK Runtime Environment (build 1.8.0_212-release-1586-b04)

[√] IntelliJ IDEA Community Edition (version 2019.3)
    • IntelliJ at C:\Program Files\JetBrains\IntelliJ IDEA Community Edition 2019.3.4
    • Flutter plugin version 45.0.2
    • Dart plugin version 193.6911.31

[√] VS Code, 64-bit edition (version 1.48.2)
    • VS Code at C:\Program Files\Microsoft VS Code
    • Flutter extension version 3.13.2

[√] Connected device (1 available)
    • Pixel XL (mobile) • HT7650201635 • android-arm64 • Android 10 (API 29)

• No issues found!

```

</details>

Please let me know if there's something else I can do to help diagnose this issue. I can reproduce it consistently on my machine.

Performing a hot restart after receiving the error successfully re-runs the app. The error happens regardless of if I change any files or not, or how long it has been since running the app.
Repository: three.js
Issue: Handle redirects in loaders
Labels: Suggestion,Loaders

I just got an issue in model-viewer that I don't think I can solve at that level: https://github.com/google/model-viewer/issues/1484

This seems like a reasonable request, but I'm not sure how much surgery it would require. Of course I'm thinking of GLTFLoader specifically, but I imagine some other loaders could also benefit. What do you think, @mrdoob @donmccurdy?
Repository: flutter
Issue: Add a Split widget
Labels: c: new feature,framework,f: material design,c: proposal,a: desktop,P3,team-framework,triaged-framework

## Use case

Flutter desktop support is maturing and being more widely used. This creates a need for widgets which support uses that are more common in desktop vs mobile UI's. 

A very common need for desktop apps is to display a responsive master-detail, 2 pane UI, where the user is able to resize the proportion of the screen taken up by the 2 (or more) panes. An good example of this is Flutters own, new Flutter-based Devtools.

## Proposal

I would like to propose that the [existing Split widget present in the Devtools codebase](https://github.com/flutter/devtools/blob/fa5e34c64d2417f5b8c35850dd0b43398bc4309c/packages/devtools_app/lib/src/split.dart) be moved out into the Flutter SDK as a out of the box widget provided by the Flutter SDK.

An alternative implementation, without a drag handle element has also [been made by @slightfoot in a gist](https://gist.github.com/slightfoot/f935e22b313e9f87d744fc17f74c02c7).

The reason I'm proposing this is that I already found the Split widget exactly matched my needs, but could only make use of it by copy-pasting it into my own app. After I had mentioned what I had done on a local GDG slack, I was pointed to the same thing having been done in the [Flutter samples photo search desktop app sample](https://github.com/flutter/samples/blob/master/experimental/desktop_photo_search/lib/src/widgets/split.dart).

While this widget could also just be split out and distributed as a package on pub.dev, I think its such a common UI on desktop and even increasingly on larger mobile/tablet devices that it would make sense to have it within the SDK itself. It's also self-contained so would not be a big addition to the Flutter code base.
Repository: rust
Issue: Add support for exporting symbols in binary
Labels: A-linkage,C-enhancement

When creating an executable, even if you mark a function pub, the resulting file will not export the function. This is handled by this line:
https://github.com/rust-lang/rust/blob/b97e9b5dc74e705cd01603c5f735652a04460a60/src/librustc_codegen_ssa/back/linker.rs#L508
There seems to be no way to get around this, aside from creating a new target with a list of override_symbol_exports, which require manually listing the exports. Not exporting all the symbols makes sense most of the time, but there are situations where one wants to build an executable that supports `GetProcAddress()` (EG for allowing a library with a proc macro to access dynamically generated functions that may/may not exist). It would be nice if there was a build option or similar to make executables export symbols.
Repository: rust
Issue: Remove the tidy exceptions of custom-named tests module in std
Labels: A-testsuite,C-enhancement

In https://github.com/rust-lang/rust/pull/75979#discussion_r478452260, Petrochenkov suggests
to merge `src/thread/local/dynamic_tests.rs` to `src/thread/local/tests.rs`. Note that `dynamic_tests` mod is gated 
any platform cfgs but tests mod is. I'm not sure what would need to be done but one should wait until #75979 
merged to start to work on this issue.

@rustbot modify labels:-S-blocked
Repository: vscode
Issue: Windows Magnifier not following active menuitem
Labels: bug,accessibility,windows,under-discussion,menus

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<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: Code 1.48.2 (a0479759d6e9ea56afa657e454193f72aef85bd0, 2020-08-25T10:13:11.295Z)
- OS Version: Windows_NT x64 10.0.19041

Steps to Reproduce:

1. Launch Code and Magnifier. Ensure that Magnifier is set to follow the keyboard focus.
2.  Press `alt` to focus the menubar. Notice that, when using the left and right arrows, Magnifier follows which item is focused ("File", "Edit" etc).
3. Enter one of the menus and navigate it with the arrows. Magnifier does **not** follow the active menuitem.

I suspect this is due to use of something like `aria-activedescendent` instead of moving the focus, though I'm not familiar enough with Code's internals to be sure. Note that this does **not** happen in other menus, treeviews or lists (that I have noticed), such as code completion popups, the explorer treeview, or the extensions list.

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes
Repository: flutter
Issue: Slow frame during startup after the first frame is hard to capture and causes bi-modal worst frame metrics
Labels: team,engine,c: performance,customer: product,perf: speed,P2,team-engine,triaged-engine

The slow frame could be as slow as 1.7s as noticed in [these plots][1]. It is first noticed in https://github.com/flutter/flutter/issues/60559#issuecomment-681147504 because the newly added host-independent (e2e) perf tests have such low overhead that it captures them with a high probability before the engine sends out the batch of `FrameTiming` with such slow frame.

By looking at the `e2e_perf_summary.json`, such slow frame is not the first frame so it's not captured by the `timeToFirstFrameRasterizedMicros` metric. (It's often the second frame captured.)

Our normal `flutter_driver` perf tests usually have too much overhead that it won't be able to see such frame in the timeline. But sometimes (maybe 10%-20% of the time) they see it which causes the worst frame time to be bi-modal.

On the other hand, `flutter run --profile --start-paused` won't be able to capture the slow frame trace so that frame presumably happens before the pause kicks in.

We should have a way to get a full trace for app startup to investigate this slow frame. The `--trace-startup` flag currently only prints out a short summary without a full timeline trace.

[1]: https://flutter-flutter-perf.skia.org/e/?queries=sub_result%3Dworst_frame_rasterizer_time_millis%26test%3Dflutter_gallery__transition_perf_e2e_ios32%26test%3Dflutter_gallery_ios32__transition_perf
Repository: pytorch
Issue: OSError: /lib64/libc.so.6: version `GLIBC_2.14' not found 
Labels: module: binaries,triaged

## ❓ Questions and Help

### Please note that this issue tracker is not a help form and this issue will be closed.

We have a set of [listed resources available on the website](https://pytorch.org/resources). Our primary means of support is our discussion forum:

- [Discussion Forum](https://discuss.pytorch.org/)

OSError: /lib64/libc.so.6: version `GLIBC_2.14' not found (required by /home/codictpr/virtualenv/myFolder/3.7/lib/python3.7/site-packages/torch/lib/libgomp-7c85b1e2.so.1)

help me please

cc @ezyang @seemethere @malfet