sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: File.open() returns ERR_FILE_NOT_FOUND for png/wav/resource files in exported games
Labels: topic:editor,documentation,topic:import

**Godot version:**
Godot Engine v3.2.1.stable.official

**OS/device including version:**
Windows 10

**Issue description:**
Opening files in windows returns `OK`, however in HTML5 it returns `ERR_FILE_NOT_FOUND`

**Steps to reproduce:**
Add this code to your scene
```
extends Node

func _ready() -> void:
	var file: = File.new()
	var ERROR = file.open("res://test.wav", File.READ)
	file.close()
	
	var file2: = File.new()
	var ERROR2 = file2.open("res://test.png", File.READ)
	file2.close()
	
	var new_label = Label.new()
	add_child(new_label)
	new_label.text = "res://test.wav: " + str(ERROR) + "\nres://test.png: " + str(ERROR2)
```
make sure `res://test.wav` & `res://test.png` exists
![image](https://user-images.githubusercontent.com/34954180/81077043-09d60300-8f1f-11ea-95b9-e97acf861ea1.png)
Windows: `Error.OK = 0`
![image](https://user-images.githubusercontent.com/34954180/81076843-bfed1d00-8f1e-11ea-91f1-71ffb6aa805e.png)
HTML5: `Error.ERR_FILE_NOT_FOUND = 7`
![image](https://user-images.githubusercontent.com/34954180/81076936-e01cdc00-8f1e-11ea-8b84-b6fb418d72d0.png)
**Minimal reproduction project:**
[File Open .wav.zip](https://github.com/godotengine/godot/files/4581267/File.Open.wav.zip)
Repository: PowerToys
Issue: [Image Resizer] Offer option to encode images to another format (image converter)
Labels: Idea-Enhancement,Help Wanted,Product-Image Resizer

Hello,

I took a look at the image resizer feature and found it really interesting, but I was wondering if it could also encode to another format. There are times when you have a bunch of png images that you want to convert to png, to have a lighter file, with or without a resize of the image. I think it could be interesting to add this option. It could simply be a drop list added when you create a new format size, with encode to : [Keep format, png, jpg ...]
Repository: svelte
Issue: Nested Transitions NOT Honored
Labels: bug,temp-stale

I believe I have discovered an issue where Nested Transitions are not operating correctly.

**Component**:

I have a simple TreeView component ([see code here](https://svelte.dev/repl/82b00644720a4ca2bdb89c6a653ec987?version=3.22.2)).
  
- Each node in the tree is powered through a recursion on itself (via the `<svelte:self>` element).
  
- The expansion state of each node is retained _(through a simple ModuleScoped state)_, so collapsing a parent does not loose the expansion of it's children _(when the parent is re-expanded)_.

- The expansion/contraction of each node is animated through the standard `slide` svelte transition


**Issue**:
  
The **issue** I am seeing is when you expand a node that has pre-expanded children, the animated transition only occurs at the top-level.  Once the top-level transition has completed, the expanded children pop out instantly.  In other words, **the nested element transition is NOT honored**.

_To see this **issue**_:

1. expand all nodes in the sample (i.e. all children and grandchildren)

2. collapse the top-level `USA` node

3. re-expand the top-level `USA` node

   **NOTICE** the direct `USA` children correctly animate, **however** the grandchildren pop out instantly, once their parent transition is complete.

_In contrast_, if you expand/collapse the tree one level at a time, the transition animation is correct.

Am I missing something obvious in my code, or is this in fact an issue?


**More Research**:

I have found references to this topic in older V2 Issues/PRs, however they are all closed/merged.  **Is this issue thought to be fixed?**

- [MERGED PR 1451](https://github.com/sveltejs/svelte/pull/1451): Nested transitions #1451
- [MERGED PR 1448](https://github.com/sveltejs/svelte/pull/1448): add skipIntroByDefault compiler option #1448
- [CLOSED ISSUE 117](https://github.com/sveltejs/svelte-loader/issues/117): Support for svelte compiler 'cascade' option #117
- [CLOSED ISSUE 547](https://github.com/sveltejs/svelte/issues/547): Skip transitions on initial render #547
- [CLOSED ISSUE 1495](https://github.com/sveltejs/svelte/issues/1495): Nested components cause transitionManager to always be added if nestedTransitions: true #1495
- [CLOSED ISSUE 1492](https://github.com/sveltejs/svelte/issues/1492): outroing is not defined with nestedTransitions: true #1492

I realize that when dealing with multiple transitions, it can be difficult to generically determine the "right thing to do".  This may be a case for driving some compiler directives from the component code itself ... thoughts?

Your help is greatly appreciated!

Thanks so much for such an awesome product, providing reactivity in an extremely simple form!!!

`</Kevin>`
Repository: TypeScript
Issue: Allow usage of `Reflect.get()` by returning `unknown` instead of `any`
Labels: Suggestion,Awaiting More Feedback

## Search Terms

Reflect get unknown

## Suggestion

Change the type definition of `Reflect.get()` to return `unknown` instead of `any`.

## Use Cases

Allow type safe dynamic access of fields on an `object` or `{ [k: string}: unknown }`

Using `Reflect.get(o, 'some key')` and have it return `unknown`.

This allows usage of `Reflect.get()` in code bases where we do not want implicit any and where we have `@typescript-eslint` rules to ban unsafe usage of `any`.

## Examples

```js
/**
 * @param {CustomError} cause
 * @returns {{ [k: string]: unknown }}
 */
function getInfoForPlainError (cause) {
  /** @type {{ [k: string]: unknown }} */
  const info = {}
  for (const field of PLAIN_ERROR_FIELDS) {
    const v = reflectGet(cause, field)
    if (typeof v !== 'undefined') {
      info[field] = v
    }
  }
  return info
}
```

## Checklist

My suggestion meets these guidelines:

* [ ] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [X] This wouldn't change the runtime behavior of existing JavaScript code
* [X] This could be implemented without emitting different JS based on the types of the expressions
* [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [X] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).

Unfortunately changing a signature from `any` to `unknown` is a breaking change.
Repository: flutter
Issue: Web text layout benchmarks do too little work per measurement
Labels: framework,c: performance,a: typography,platform-web,team: benchmark,P2,team-web,triaged-web

Turns out the reason why the text benchmarks are severely affected (e.g. the color grid benchmark regresses by 20%) by enabling chrome://tracing is because they do too little amount of work per measurement. The solution might be to bundle text measurements (e.g. 1000 measurements per bundle) and report them all at once.

Details: https://bugs.chromium.org/p/chromium/issues/detail?id=1068259#c12
Repository: pytorch
Issue: [DRAFT] Channels Last + AMP support plan for 1.6 release
Labels: triaged,module: memory format

- [ ] Fix DDP
  - [ ] Verify it works with TorchVIsion models
  - [ ] Update/Verify pytorch/examples code 
.
- [ ] AMP
    - [ ] Update pytorch/examples code to support AMP and Channels Last
.
- [ ] Operators Coverage
  - [ ] Automate operators coverage tests
  - [ ] Publish operators conversion issue to tracker, extend documentation if necessary
.
- [ ] Add support fo permutations #32078 
  - [ ] Write in details behaviour of `contiguous()`, IPC, Serialization
  - [ ] Hide code behind `#ifdef` guards

cc @VitalyFedyunin @jamesr66a
Repository: go
Issue: runtime/race: should 32-bit atomic ops be flagged as racing with 64-bit atomic ops?
Labels: RaceDetector,NeedsInvestigation,compiler/runtime

(Broken out from https://github.com/golang/go/issues/5045#issuecomment-624210372.)

My instinct is that mixing 32-bit and 64-bit `atomic` ops on the same memory must not be allowed, because their implementations may differ on some 32-bit hardware. However, the race detector does not currently flag them.

For example, [this program](https://play.golang.org/p/sYUi-eo2_2e) exits without error when run with `go test -race` using `go version devel +9b189686 Tue May 5 05:13:26 2020 +0000 linux/amd64`:

```go
package main

import (
	"fmt"
	"runtime"
	"sync/atomic"
	"unsafe"
)

func main() {
	var x uint64
	xa := (*[2]uint32)(unsafe.Pointer(&x))
	xl := &xa[0]
	xh := &xa[1]

	done := make(chan struct{})
	go func() {
		atomic.StoreUint64(&x, 0xbadc0ffee)
		close(done)
	}()
	runtime.Gosched()
	x0 := atomic.LoadUint32(xl)
	x1 := atomic.LoadUint32(xh)

	<-done
	fmt.Printf("Stored %x; loaded %x.", *xa, [2]uint32{x0, x1})
}
```

CC @dvyukov @aclements @cherrymui
Repository: godot
Issue: Camera2D seems to make tooltips appear far away from cursor.
Labels: bug,topic:gui,topic:2d

**Godot version:** 3.2.1 Mono

**OS/device including version:** Windows 10 Home 64-bit

**Issue description:** Tooltips appear far away from cursor.
The Camera2D in the scene is a child of a Sprite node, and moves wherever it goes. Changing it's position and rebooting the game causes the tooltip to appear in a different position relative to the cursor. Tooltip may not appear if it's position is outside of the Camera2D's view.

**Steps to reproduce:**
Make a Camera2D a child of a Sprite.

Randomly generate TextureButtons (any type of graphical node would probably work) around the Sprite, and set their `HintTooltip` property to something.

Start the Game.

**Minimal reproduction project:**

[https://github.com/JDoe543/Tooltip_Bug_MCVE](https://github.com/JDoe543/Tooltip_Bug_MCVE)
Repository: pytorch
Issue: llvmlite version issue when upgrading CI docker image to python 3.8
Labels: module: ci,triaged

##  Issue description
Found an issue when trying to upgrade all CI docker images to python 3.8.

1. Pytorch docker image install llvmlite 0.30.0 which does not support llvm9 under python 3.8, it needs llvm-config which is not available in llvm9.

2. Switching to llvmlite 0.31.0 (or 32) makes the docker image built, but the gcc-5 version is upgraded to 5.5 instead of 5.4.  All CI tests that using gcc-5 currently assumes the version is 5.4, need to confirm 5.5 is fine with those tests if switching llvmlite version.


cc @ezyang @seemethere
Repository: TypeScript
Issue: Add missing `toString` declarations for base types that have them
Labels: Suggestion,Awaiting More Feedback

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker.

Please help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ, especially the "Common Feature Requests" section: https://github.com/Microsoft/TypeScript/wiki/FAQ

-->

## Search Terms

toString, RegExp, Regular Expression, Boolean, Error

## Suggestion

In @typescript-eslint, we have a rule `no-base-to-string`. This rule ensures that any value that's being coerced to a string has a `toString` method defined on it.
This is to help catch cases where you accidentally coerce something to a string, and end up with an `[object Object]` in your strings.

This rule has a pretty simple implementation - it just gets the declarations of the `toString` method on the type, and ensures that none of the declarations belong to the `Object` type.
The logic relies upon the fact that every type that actually has a `toString` method explicitly declares a `toString` method.

A few of our users ran into cases that were reporting errors for them, even though they shouldn't (https://github.com/typescript-eslint/typescript-eslint/issues/1655).
There's one that specifically has caused people some issues: `Boolean`/`boolean`.

I eyeballed the docs and the types, and I am pretty certain there are only 3 types that are missing a `toString` declaration:

- RegExp: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/RegExp/toString
- Boolean: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean/toString
- Error: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Error/toString

## Related

PR: #37839

## Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: PowerToys
Issue: [FEATURE REQUEST] Ability to tile windows automatically
Labels: Idea-Enhancement,Product-Window Manager,Product-FancyZones

### The "Window-Tiling" PowerToy
Here's an idea, add the ability to tile windows automatically. What I mean by that is when a window would open, it'll cover the whole screen but when another window would open, it'll cover the half of the screen automatically and the first app would also resize to the half of the screen. If the third window opens it'll open below the second window, resizing the second window to half vertically. And the new window would take place under the second window.

It has been done before in some Linux window managers like "i3". And a lot of people really appreciate the ability to do that.

### Concept Shots
I've prepared some concept shots to show that:

![Surface Book - 1 (24)](https://user-images.githubusercontent.com/54409865/81105312-2f6a0900-8f2d-11ea-89be-db96ea9445ea.png)

In the image above, a single window is opened. When the user wants open another window, they would need to click the start button or hit the start key on the keyboard. The Start Menu would be replaced with Power Run. The user would be able to select the desired app by typing it's name and selecting one of the results by using the arrow keys. Or just type the name and hit enter

![Surface Book - 3 (9)](https://user-images.githubusercontent.com/54409865/81105842-07c77080-8f2e-11ea-9275-3cc5536915f8.png)
![Surface Book - 2 (17)](https://user-images.githubusercontent.com/54409865/81105857-0d24bb00-8f2e-11ea-9ad8-ed2addcef7b6.png)

And when more than two apps are opened:
![Surface Book - 4 (4)](https://user-images.githubusercontent.com/54409865/81105885-1ada4080-8f2e-11ea-8985-545e3fc7ceb6.png)

And when more than three apps are opened, the third app would be resized to half of it's size and the fourth window would appear in the empty space created by the third app. 

There are better explanations of tiling window managers (than what I've done here) online

### Conclusion
The window tiling feature is inspired by some window managers in Linux (like i3). I think it'll help with productivity stuff. I've posted these concept shots on Twitter and many people wanted this feature to be in PowerToys. Maybe integrate it in FancyZones by adding a toggle for this feature. What do you think? :)
Repository: pytorch
Issue: autograd engine callbacks don't respect non-default cuda streams
Labels: module: autograd,module: cuda,triaged

## 🐛 Bug

Not sure if this is actually a bug, but discovered this when debugging https://github.com/pytorch/pytorch/issues/37790. It seems that callbacks added to the autograd engine with `queue_callback` (from C++) or `Variable._execution_engine.queue_callback` (Python) don't respect the current cuda stream and instead execute on the default stream. As a result any cuda kernels executed in the callback would not be placed on the non-default stream.

I don't have too much context, but it looks like support for non-default streams was added in https://github.com/pytorch/pytorch/pull/8354, although it doesn't appear that this support was added for the callbacks. 

## To Reproduce

Patch the test in `test_cuda` in this PR: https://github.com/pytorch/pytorch/pull/37858. This test essentially enqueues a callback into the autograd engine that checks if the current stream is equal to the default stream. In `backward()` in that test, the current stream is NOT the default stream, as expected, however, in the callback, this does not hold true.


## Expected behavior
The non-default stream should be respected. Not sure if the autograd callbacks should support this natively or if it the user's responsibility to ensure the callbacks are executed on the non-default cuda stream.

## Environment

Latest master

cc @ezyang @SsnL @albanD @zou3519 @gqchen @ngimel
Repository: pytorch
Issue: Deprecate type() and type_as() call
Labels: triaged,module: deprecation,module: ux


- Move it to an internal API 
- Replace it with either `dtype/device` or the internal API
Repository: go
Issue: cmd/go: optimize CGO caching and dead code removal
Labels: NeedsInvestigation,GoCommand

I'm writing this with the assumption that each CGO-generated wrapper for each C function is stored in its own C file.
Editing and compiling a CGO package can take a minute or 2, even for one little change.
It should be possible to cache the generated .o files and only recompile them if the code for that function changes.
When linking the CGO wrappers, Go should avoid linking unused wrappers to reduce size.
Repository: flutter
Issue: It is difficult to properly style a DropdownButton for both Dark and Light modes
Labels: framework,f: material design,a: typography,has reproducible steps,P2,found in release: 3.7,found in release: 3.9,team-design,triaged-design

Dartpad: https://dartpad.dev/a7b8353fb0ba259741aab0bd4c34dffd

See, e.g. the Cocoon dashboard page.

When the drop down overlay is not up, the text is rendered on a transparent dropdown that shows the background color. It would ideally look white in that situation.

When the popup shows, in dark mode black text is illegible, and in light mode white text is illegible.

I'm not 100% sure if these are separate issues or not, but what I'm seeing is:

- There's no way to set the text color differently when the popup is showing or not currently
- The logic that draws the text does not seem to differentiate between light and dark modes when drawing the popup.
- If you let the theme completely handle the styling, the text is hard to read in light mode when the menu is not dropped down.
Repository: flutter
Issue: Support discovery of arbitrary Flutter instances
Labels: c: new feature,tool,P3,team-tool,triaged-tool

### Background

Flutter is easily embeddable in a variety of platforms and environments. While the tool will still build out first class support for several platforms, there are a growing number of alternatives being developed as well. Ideally a developer that targets an alternative embedding would be able to benefit from as much of the existing flutter tooling as possible. This would both improve the usability of Flutter in different environments, and make it easier to stand-up new environment's tooling.

Originally this was proposed via a Dart API in the flutter tool. I investigated this approach in 2019 and found that problem had a much larger scope than we had resources to work on. It required defining and stabilizing APIs for building, installation, and doctor checks, which would be both difficult the design given the lack of current usage and difficult to change in the future if usage increased. Without ruling out this approach in the future, there are some incremental steps we could take to improve usability.

### Arbitrary embedder discovery

`flutter attach` _almost_ supports discovery of arbitrary embedders, and with a few adjustments could become generally usable for this.

Using mDNS, the tool can discover Dart VMs running on iOS devices, but there is no reason we could not generalize this to more platforms. The requirement for the embedder side would be to either advertise via the Dart VM automatically, or otherwise manually implement some variety of debug-only broadcast.

caveat: There were issues getting mDNS to work on Android devices, so this may be limited in other ways we're not aware of. FYI @dnfield 

The tool could then easily attach to these instances and support feature discovery to determine build mode and dart platform (dart v fuchsia)

### IDE integration

Currently Intellij and vscode have a drop-down selector for devices that can be targeted for flutter run. We could similarly implement an "instance dropdown" for Android, iOS, and other instances that could be attached to.
Repository: pytorch
Issue: [RFC] Don't install CI dependencies in build scripts, install them in underlying docker images
Labels: module: ci,triaged

## 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 -->

Our build scripts do a lot to install multiple dependencies which makes debugging incredibly difficult and makes our docker images harder to manage and update since you have to circle through multiple shell scripts to find the place where dependencies are actually installed and managed.

## Pitch

<!-- A clear and concise description of what you want to happen. -->

I'd like to remove all dependency installation from our CI build scripts and instead move them to their respective Dockerfiles.

For example:
* https://github.com/pytorch/pytorch/blob/master/.jenkins/pytorch/build.sh#L17-L33
* https://github.com/pytorch/pytorch/blob/master/.jenkins/pytorch/build.sh#L68-L79
* https://github.com/pytorch/pytorch/blob/master/.jenkins/pytorch/build.sh#L253-L271

cc @ezyang @seemethere @malfet