sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Settings editor not showing inherited values in workspace scope
Labels: feature-request,settings-editor

- VSCode Version: 1.27
- OS Version: Windows 10 1803

Steps to Reproduce:

1. Set some value to true in your user settings, like editor.formatOnSave:
![image](https://user-images.githubusercontent.com/8000820/45138329-94acaa80-b1de-11e8-8fa3-724d55bce045.png)

2. Open settings editor, switch to Workspace Settings, you will see the item is unchecked but showed (modified by user):
![image](https://user-images.githubusercontent.com/8000820/45138344-9d9d7c00-b1de-11e8-9de8-0f3c1b2ada4f.png)

3. If you want to set editor.formatOnSave to false in this workspace, there's no way to achieve this. If you check & uncheck the item, there will only be an empty settings.json file in .vscode folder:
![image](https://user-images.githubusercontent.com/8000820/45138389-cd4c8400-b1de-11e8-840a-08a1ad4a8167.png)

Does this issue occur when all extensions are disabled?: Yes
Repository: pytorch
Issue: Why does DistributedDataSampler not use default RNG?
Labels: oncall: distributed,triaged

Is there any reason that we have to use `set_epoch` method to set a new seed? If we don't call it, the order for each epoch will be **the same**! But we don't document `set_epoch` anywhere! 

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @xush6528 @apaszke
Repository: godot
Issue: get_class() and is_class() not returning class_name
Labels: enhancement,discussion,topic:core,topic:gdscript,confirmed

**v3.1.alpha.custom_build.5307043**

The new `class_name` keyword doesn't affect the results of the methods for `get_class()` and `is_class()`.

I noticed this earlier when encountering https://github.com/godotengine/godot/issues/21461, and it feels like maybe it might have been overlooked.  Not sure if it falls under bug or a feature request, or if maybe its even intentional and required.

It would be very useful to have these methods return the custom class types in certain situations.
Repository: flutter
Issue: Race in VideoPlayer initialization
Labels: platform-ios,p: video_player,package,P2,team-ios,triaged-ios

Video player widget is not sometimes displayed in an application that essentially follows [the example code](https://github.com/flutter/plugins/tree/master/packages/video_player#example) for VideoPlayer plugin.


Sequence of events:
1. VideoPlayerController is created asynchronously.
2. The widgets builds. But since the controller has not yet finished asynchronous initialization at this point, VideoPlayer widget [renders to nothing](https://github.com/flutter/plugins/blob/f98d0d010ea38bb68f2d39afc8c2be3a610b8b97/packages/video_player/lib/video_player.dart#L430).
4. VideoPlayerController finishes initialization, but VideoPlayer wants to hear nothing of it. It keeps showing a blank Container.

Unfortunately, making VideoPlayer stateful and making it rebuild itself once the controller becomes initialized doesn't immediately help.

Sequence of events:
1. Dart VideoPlayerController is created: https://github.com/flutter/plugins/tree/master/packages/video_player#example
2. It [calls](https://github.com/flutter/plugins/blob/f98d0d010ea38bb68f2d39afc8c2be3a610b8b97/packages/video_player/lib/video_player.dart#L203) plugin "create" method asynchronously.
3. VideoPlayerPlugin [creates](https://github.com/flutter/plugins/blob/f98d0d010ea38bb68f2d39afc8c2be3a610b8b97/packages/video_player/android/src/main/java/io/flutter/plugins/videoplayer/VideoPlayerPlugin.java#L98) ExoPlayer.
4. Exoplayer initializes quickly and calls [onPlayerStateChanged](https://github.com/flutter/plugins/blob/f98d0d010ea38bb68f2d39afc8c2be3a610b8b97/packages/video_player/android/src/main/java/io/flutter/plugins/videoplayer/VideoPlayerPlugin.java#L161)
5. VideoPlayerPlugin tries to send initialized event to Dart, but there is [nothing listening](https://github.com/flutter/plugins/blob/f98d0d010ea38bb68f2d39afc8c2be3a610b8b97/packages/video_player/android/src/main/java/io/flutter/plugins/videoplayer/VideoPlayerPlugin.java#L215).
6. Dart VideoPlayerController [starts listening](https://github.com/flutter/plugins/blob/f98d0d010ea38bb68f2d39afc8c2be3a610b8b97/packages/video_player/lib/video_player.dart#L257) to the events on the channel.

But it's too late. It missed the initialized event. So...

8. The listener is not invoked and VideoPlayer is never rebuilt with the correct texture.
Repository: opencv
Issue: Is it possible to make the class `GCGraph` available outside GrabCut?
Labels: feature,category: imgproc

This is a feature request, not a bug.

##### System information (version)

- OpenCV =>3.3.1
- Operating System / Platform => Windows
- Compiler => MSVC 1914

##### Detailed description

I'd like to use the max-flow/min-cut algorithm, which is used in GrabCut. It would be nice, if we could move `gcgraph.hpp` from the source directory to the header files. This would make the class `GCGraph` and its function `maxflow()` available outside GrabCut.

##### Steps to reproduce

(not applicable)
Repository: godot
Issue: Objects are clickable when the splash screen is visible
Labels: bug,topic:core,confirmed

**Godot version:**
v3.1.alpha.calinou.f50dd68

**OS/device including version:**
windows 10 x64

**Issue description:**
Items (buttons & objects) are clickable and interact-able when the splash screen is visible.
it looks like the scene is active but its hidden with the splash image.
there is a turnaround for this which is: pause scene on _ready method and unpause after one second.

**Steps to produce:**
add button to scene >> add function to the button (when click change color/text/...) >>run the scene >>when the splash screen shows click on the place where the button is located >> the button will be clicked.
Repository: flutter
Issue: Flutter memory leak just navigating two pages
Labels: framework,c: performance,P2,team-framework,triaged-framework

I just run app in `Xcode` and I found the memory leak. 
What I did was basically tap the `IconButton` and navigate to the next page and `pop` to first page like code below.
Here is images from `Xcode`

**Beginning**
![2018-09-07 0 57 38](https://user-images.githubusercontent.com/41893584/45169945-ad967980-b239-11e8-92ef-f1003e59a28d.png)

**After couple of minutes of navigate back and forth**
![2018-09-07 1 00 15](https://user-images.githubusercontent.com/41893584/45170017-d7e83700-b239-11e8-953b-2194d6fa9e25.png)

**Code:**

```dart
void main() => runApp(new MyApp());

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return new MaterialApp(
      debugShowCheckedModeBanner: false,
      title: 'Welcome to Flutter',
      home: new MyHomePage(),
    );
  }
}

class MyHomePage extends StatefulWidget {
  @override
  _MyHomePageState createState() => new _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  @override
  Widget build(BuildContext context) {
    return new Scaffold(
      appBar: new AppBar(
          actions: <Widget>[
            new IconButton(
              icon: new Icon(Icons.whatshot, color: Colors.red),
              onPressed: () {
                Navigator.of(context).push(MaterialPageRoute(builder: (context) => ABC()));
              },
            )
          ],
        ),
        body: new Center(
          child: new Text('Welcome'),
        ),
    );
  }
}

class ABC extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return new Scaffold(
      appBar: new AppBar(),
      body: new Center(
        child: new Text('ABC'),
      ),
    );
  }
}
```

Is this because I ran in `Xcode` or something I missed?
Repository: go
Issue: cmd/compile: pointers passed to cgo escape to the heap
Labels: NeedsInvestigation,compiler/runtime

In https://go-review.googlesource.com/c/go/+/133836 I work around an extra allocation by moving `outLen` (a simple `size_t`, passed by pointer to a C function) to the C stack. I initially thought escaping was unavoidable across the cgo boundary, but in fact cgo has strict rules about not retaining any pointers to Go memory, so I'm not sure why that variable needed to escape.

/cc @ianlancetaylor @dr2chase
Repository: pytorch
Issue: Better user experience for using Generator object
Labels: todo,module: docs,module: cuda,triaged,module: random

Not a comprehensive list, but we should:

- [x] Document `torch.Generator` better, e.g., it's only CPU RNG, examples, ctor, etc.
- [x] Provide CUDA equivalent of `torch.Generator`.
- [x] Provide better transformation between `Generator` and `rng_state`.
- [ ] Document that `torch.manual_seed` seeds **all** CUDA devices.
- [ ] Support `generator=` keyword argument in `torch.nn.init.*` (at least the stochastic ones).
- [ ] Support `generator=` keyword argument for distributions classes (?)
Repository: realworld
Issue: Making RealWorld “realer” (2.0?)
Labels: discussion

This past year I’ve been trying out lots of different front end libraries, and was very happy to discover this project and the community around it.

I’ve been thinking about posting this comment for a while, as I’ve noticed these libraries have a fundamental design difference that RealWorld in its current form doesn’t account for: modularity and reuse.

It seems front end libraries fall into two categories - they either support some kind of architecture for modular reuse (often a stateful component concept) or they don’t.

The Conduit front end, per the current spec, does not present any use-case for any kind of UI control with any internal/accidental state - and while that may be realistic for some simple apps, in my experience, it isn’t enough for larger, more complex apps.

Almost every real-world (duh) app features some kind of recurring UI control that has some kind of state that’s only relevant while the control is on-screen.

Let me give a couple of examples to clarify what I’m talking about.

My favorite example is a drop-down date-picker. It has the selected date state, which is relevant to the application, and therefore typically bound to the application state rather than stored internally in the control instance. But it also has state indicating whether the control is currently open, which month is currently showing, and so on - I refer to this state as accidental, because it is typically of no relevance to the application, and it’s only relevant while the control is visible.

Another example is an auto-complete input. It has the selected value, which is relevant to the application. But also may have an XHR instance, a list of values, the current cursor position in the list, and so on - all of which are accidental, irrelevant to the application, and relevant only while it’s displayed.

It’s not that these kinds of controls can’t be implemented with stateless components/views, they can of course - but the application will need to maintain all this irrelevant state somewhere, and will need to manually keep track of visible controls etc. so that, for example, switching to a different tab in the UI correctly clears the state of, say, a date-picker that is currently open, since the user would likely find it confusing to return to a previous tab and find a date-picker (that they didn’t just click on) already open.

Implementing all this state management and wiring can sometimes be difficult in front-end libraries that don’t provide any kind of concept for modular reuse - sometimes near impossible.

Almost every major React, Vue or Angular project uses either third-party or first-party components/controls that have accidental state, so it seems pretty relevant, I think.

Something to think about for v2.0 maybe?
Repository: godot
Issue: Editor will auto-focus on script when error happens, which causes silly things to appear
Labels: enhancement,discussion,topic:editor,confirmed,usability

Consider this: you have script which (partially) might look like this:
```
if player.position.x > position.x and player.health < 8:
    do_something()
```
This is, say, enemy script. You now run your scene, go right and press Z to jump over enemy. BUT! Turns out player doesn't have health property. Your script now looks like this:
```
zzzzzzzzzzzzzzzzzzzif player.position.x > position.x and player.health < 8:
    do_something()
```
That's because Godot complained about the lack of property and tried to be useful by focusing your editor on that particular line. It didn't predict though that you are in the middle of jumping, still holding jump key (Z), so when your focus jumps on script editor your Z will now appear in the script. Bonus if you have two monitors and don't immediately notice the issue. Believe me, it happened enough times for me to create this issue >.>

**Minimal reproduction project:**
[TestProject.zip](https://github.com/godotengine/godot/files/2358530/TestProject.zip)
Just run it and hold Z.
Repository: godot
Issue: Changing method's name with autocompletion creates extra parentheses
Labels: bug,topic:editor,confirmed,usability

Simple example, you have this code:
![image](https://user-images.githubusercontent.com/2223172/45182582-0823db80-b222-11e8-8e32-24ea61b172a1.png)
You decide you want to use `physics_process()`:
![image](https://user-images.githubusercontent.com/2223172/45182609-1ffb5f80-b222-11e8-8058-9b760bca5673.png)
This happens:
![image](https://user-images.githubusercontent.com/2223172/45182629-2d184e80-b222-11e8-85c3-84923ed22479.png)

Autocompletion shouldn't put anything after method name if it already contains opening parenthesis. Stuff like this happens too:
![image](https://user-images.githubusercontent.com/2223172/45182841-b29bfe80-b222-11e8-8e3a-741d9bd696e9.png)
(when renaming func1 call to another one)
Repository: TypeScript
Issue: Computing constraint of conditional type by replacing contravariant infer variables with their constraints is unsound
Labels: Bug

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**TypeScript Version:**  master (8f654f0)

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**
conditional type assignability assignable constraint contravariant infer variable parameter unsound

**Code**
```ts
type Foo<A> = [A] extends [[infer B]] ? (arg: B) => void : never;
function fortyTwo<A>(x: Foo<A>) { x(42); }
fortyTwo<[string]>((arg: string) => console.log(arg.slice()));
```

**Expected behavior:** Compile error on `x(42)`.

**Actual behavior:** Successful compilation and runtime error.

**Playground Link:** [link](https://www.typescriptlang.org/play/#src=type%20Foo2%3CA%3E%20%3D%20%5BA%5D%20extends%20%5B%5Binfer%20B%5D%5D%20%3F%20(arg%3A%20B)%20%3D%3E%20void%20%3A%20never%3B%0D%0Afunction%20fortyTwo%3CA%3E(x%3A%20Foo2%3CA%3E)%20%7B%20x(42)%3B%20%7D%0D%0AfortyTwo%3C%5Bstring%5D%3E((arg%3A%20string)%20%3D%3E%20console.log(arg.slice()))%3B%0D%0A)

**Related Issues:** #26933
Repository: every-programmer-should-know
Issue: Making your own compiler
Labels: Needs some ❤️,good first issue

I think that will be a nice topic to add to the list. Making your own compiler really helps you understanding how they work.
Repository: go
Issue: net: support DNS-over-HTTPS
Labels: FeatureRequest

DNS-over-HTTPS is an evolution of DNS that allows us to secure the stream of DNS requests from a system or user in the same way we secure HTTP traffic with TLS. As of Sept 2018, it's currently deployed in two of the major browsers (Mozilla[1], Chrome) and 2 major service owners (Cloudflare[2], Google[3])  and has the backing of lot of folks in the field as what we need to fix DNS. 

There are a few Go implementations[4] already on GitHub, but those require buy-in and awareness to be used. Having it baked into the Go standard library would be an incredible boon in securing our systems and users.

[1] https://blog.nightly.mozilla.org/2018/06/01/improving-dns-privacy-in-firefox/
[2] https://developers.cloudflare.com/1.1.1.1/dns-over-https/
[3] https://developers.google.com/speed/public-dns/docs/dns-over-https
[4] e.g. https://github.com/coredns/coredns/pull/1619
Repository: three.js
Issue: ColladaLoader doesn't support instantiated joints in kinematic models
Labels: Enhancement

The COLLADA 1.5 specification allows using both `<joint>` and <instance_joint> elements inside kinematics_model\technique_common. The <instance_joint> elements can refer to `<joint>` elements defined elsewhere in the document, usually in <library_joints>.

The COLLADA loader seems to assume that `<joint>` elements are used, resulting in this error if <instance_joint> are used (three.js editor example version r96):

```
TypeError: joint is undefined ColladaLoader.js:2928:8 
connect/< https://threejs.org/examples/js/loaders/ColladaLoader.js:2928:8
traverse https://threejs.org/build/three.js:8574:4
traverse https://threejs.org/build/three.js:8580:5
traverse https://threejs.org/build/three.js:8580:5
connect https://threejs.org/examples/js/loaders/ColladaLoader.js:2920:5
setupKinematics https://threejs.org/examples/js/loaders/ColladaLoader.js:2909:6
parse https://threejs.org/examples/js/loaders/ColladaLoader.js:3867:3
Loader/this.loadFile/< https://threejs.org/editor/js/Loader.js:179:20
```

**Example COLLADA file using <instance_joint>:**
[https://github.com/Metalfusion/public-files/blob/master/Cobra_s350.dae](https://github.com/Metalfusion/public-files/blob/master/Cobra_s350.dae)

##### Three.js version

- [ ] Dev
- [x] r96
Repository: pytorch
Issue: Suggest: DataLoader add device parameter 
Labels: todo,module: dataloader,triaged,enhancement

After fetching each tensor from dataloader, I need to feed to GPU, I should use the **to** function .
if Dataloader add a parameter like device="cuda", then each tensor would be the torch.cuda.Tensor type,
it will be more friendly.

cc @SsnL
Repository: go
Issue: fmt: fix up examples
Labels: Documentation,NeedsFix

The examples in the fmt package are inconsistent, which makes them confusing. They need to be cleaned up and categorized better.

There are several needs as I see it, at least for the printing side:

1) A consistent set of one-line examples demonstrating, for the same non-trivial arguments, what each of Print, Printf, and Println do.
2) A consistent set of one-line examples demonstrating, for the same non-trivial arguments, the difference between Print, Fprint, and Sprint (etc.).
3) A carefully written package-level example demonstrating how the formats for Printf etc. work, including flags, padding, etc.

Assigning to myself.
Repository: angular
Issue: Service worker doesn't support seeking in videos
Labels: type: bug/fix,help wanted,freq2: medium,workaround2: non-obvious,area: service-worker,state: confirmed,browser: safari,P4

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## I'm submitting a...
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<pre><code>
[x] Bug report  <!-- Please search GitHub for a similar issue or PR before submitting -->
[x] Feature request (not sure, maybe this is more a feature request?)
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## Current behavior
If you `ng run app:build:production` and your pwa comes with a `<video>` element where you also utilize seeking (setting `currentTime` depending on your app logic and/or user input) it will not work or only very inconsistently. Most videos will simply run from start and not at the setted `currentTime` position. This is only the case when videos are delivered/fetched by the service worker. So it works in development mode.


## Expected behavior
Videos should start at the setted `currentTime`.


## Minimal reproduction of the problem with instructions
<pre>
// on template
&lt;video id=&quot;myVideo&quot;&gt;&lt;source id=&quot;myVideoSrc&quot; src=&quot;video.mp4&quot; type=&quot;video/mp4&quot;&gt;&lt;/video&gt;

// in page.ts
let videoObject = document.getElementById("myVideo");
videoObject.currentTime = 100;
videoObject.play();

// now build for production
// @angular/pwa has to be installed
> ng run app:build:production
</pre>


## Environment
Angular version: 6.1.2

Browser:
Chrome (desktop) version 69

## Others:
This seems to be a known problem since service workers don't know Range requests. However it also looks like very easily fixable if I understand this thread comment correctly: https://bugs.chromium.org/p/chromium/issues/detail?id=575357#c10

A workaround would be a convenient way to completely exclude requests from service worker (not just set strategies for them). But obviously it would be better if we also could cache some videos. For exclusion also this issue may be relevant : https://github.com/angular/angular/issues/21191

##
_**EDIT(gkalpak):** Issue summary in https://github.com/angular/angular/issues/25865#issuecomment-634048868._
Repository: pytorch
Issue: [distributions] Torch distribution samplers slow on expanded parameters
Labels: todo,module: distributions,triaged

## Issue description
We use expanded tensors as distribution parameters in many cases where we dynamically broadcast the parameters at runtime. While working on a related (https://github.com/pytorch/pytorch/pull/11341) PR, I noticed that sampling can be slow when using expanded tensors as distribution parameters. I have narrowed this slowdown to the native torch samplers.

While this is likely expected behavior, it raises the question of:
 (a) whether we should be doing anything inside of distributions to ensure that parameter tensors are contiguous, and if so,
 (b) under what conditions should we ensure contiguity - always by default, or have it be controllable by the user via an optional keyword argument. If we use the same instance to draw multiple samples, it is worth the one time cost of calling `.contiguous` on the distribution parameters (I think, given the relatively low overhead of `.contiguous`, we can probably make it the default). 

## Profiling code
```python
In [36]: m1, s1 = torch.ones(2, 10, 10000), torch.ones(2, 10, 10000)

In [37]: m2, s2 = torch.ones(10000).expand([2, 10, 10000]), torch.ones(10, 10000).expand([2, 10, 10000])

In [38]: m3, s3 = m2.contiguous(), s2.contiguous()

In [39]: m1.is_contiguous(), m2.is_contiguous(), m3.is_contiguous()
Out[39]: (True, False, True)

In [40]: %timeit -n 1000 -r 10 torch.normal(m1, s1)
1.53 ms ± 47 µs per loop (mean ± std. dev. of 10 runs, 1000 loops each)

In [41]: %timeit -n 1000 -r 10 torch.normal(m2, s2)
1.98 ms ± 18 µs per loop (mean ± std. dev. of 10 runs, 1000 loops each)

In [42]: %timeit -n 1000 -r 10 torch.normal(m3, s3)
1.5 ms ± 36.6 µs per loop (mean ± std. dev. of 10 runs, 1000 loops each)

In [43]: %timeit m2.contiguous()
134 µs ± 1.25 µs per loop (mean ± std. dev. of 7 runs, 10000 loops each)
```

cc. @fritzo, @vishwakftw 


cc @fritzo @neerajprad @alicanb @vishwakftw @nikitaved
Repository: pytorch
Issue: Views created in no_grad block still have requires_grad=True
Labels: high priority,module: docs,module: autograd,triaged

```
>>> x = torch.randn(3, requires_grad=True)
>>> with torch.no_grad():
...   print(x[1])
...
tensor(-0.0967, requires_grad=True)
```