sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Proxy `flutter run -d web-device` output
Labels: c: new feature,tool,framework,platform-web,c: proposal,P3,team-web,triaged-web

## Use case
When developing web apps, you typically serve the generated frontend assets from the backend server to avoid CORS, use real certificates, etc.  This doesn't seem possible today with flutter unless you reverse proxy the web-server device, which lacks in browser refresh and makes the development process quite painful.

## Proposal

Ideally, it would be great to have a flag/option for flutter to save the output files on disk and expose some kind of SSE port to receive refresh notifications on (like webpack).  In lieu of this, have the web-server device pass the same SSE refresh events as the chrome device.
Repository: pytorch
Issue: Updating learning rate with Libtorch 1.5 and optimiser options
Labels: module: cpp,module: optimizer,triaged


This is my first question ever on Github, so please accept my apologies if I have not posted this in the right place. With the release of the 1.5 stable version of the C++ API for PyTorch, there are some changes in some of the object interfaces. For instance, now

`optimizer.options.learning_rate();`

won't work (here the optimiser being used is Adam) since `learning_rate` has changed to `lr` (see https://github.com/pytorch/pytorch/releases) but moreover the optimiser no longer has options (`no member named 'options' in 'torch::optim::Adam'`). So my question is: how would one run

`optimizer.options.learning_rate();`

or update the learning rate

`optimizer.options.learning_rate(updatedlearningrate);`

with the new release? Any help will be appreciated! Thank you

cc @yf225 @glaringlee @vincentqb
Repository: deno
Issue: ECDSA Certificate Support
Labels: feat,cli,tls

Can we get ECDSA certificate support? Currently, deno doesn't recognize them as certificates when given to serveTLS or listenAndServeTLS (in the http standard module).
Repository: flutter
Issue: MaterialStateMouseCursor.clickable should only show "hand" pointer in Web apps
Labels: c: new feature,framework,platform-mac,platform-windows,platform-linux,c: proposal,a: desktop,a: mouse,P2,team-framework,triaged-framework

The "hand" pointer used on websites has no precedent of being used outside Web apps. The default behavior of `MaterialStateMouseCursor.clickable` should be to only return `SystemMouseCursors.click` is the application is running in a web browser.

## Use case

All non-web apps built with Flutter.

## Proposal

In `MaterialStateMouseCursor.clickable`, only return the `SystemMouseCursors.click` cursor if `kIsWeb == true`.
Repository: flutter
Issue: API to get the screen resolution
Labels: c: new feature,framework,engine,platform-web,a: desktop,P3,team-engine,triaged-engine

`ui.window.physicalSize` and `MediaQuery.size` (at least for the root one provided by the framework) provide the _current size_ of the Window object. On mobile platforms, this is typically the same as the screen resolution.

On web and desktop, the window can be trivially resized. If a user wishes to, e.g., size an image based on the maximum resolution of the screen, they don't have a good way to do that right now.

/cc @yjbanov @stuartmorgan for thoughts on severity of this issue.
Repository: rust
Issue: Extend `#[must_use]` to more types
Labels: T-lang,T-libs-api,A-async-await,AsyncAwait-Triaged

In particular, we should add `#[must_use]` to these "wrapper" types in the standard library:

- #67387 `Pin`
- #71368 `Option`

Both would be conditioned on whether `T` was `#[must_use]`.
Repository: terminal
Issue: [VT Mouse Mode] No mouse tracking when window is unfocused
Labels: Product-Conhost,Area-Input,Area-VT,Issue-Task

**NOTES** (@DHowett): gnome-terminal and xterm both emit mouse events when the window is unfocused, even on Windows. Perhaps we need to decide whether to do the same?

---

# Steps to reproduce

Use WSL profile, enable the mouse tracking mode `SGR (1006)`: 
```cmd
echo -e '\e[?1003;1006h'
```

Unfocus the terminal window.
Mouse movement on the window is no longer tracked when the terminal window loses focus.

# Expected behavior
The terminal tracks mouse movement regardless of focus.

# Actual behavior
The terminal does not track the mouse when the window is unfocused.
Repository: pytorch
Issue: [RFC] Add a RPC context manager that collects/waits for all RPC futures created in scope
Labels: module: bootcamp,feature,triaged,module: rpc

Inspired by this forum post: https://discuss.pytorch.org/t/distributed-pagerank-with-pytorch/78529/17

Currently, applications need to manually collect all futures created by RPC and wait for them if necessary. This is a bit cumbersome and might even be hard if some imported libraries uses RPC. 

To make it easier to use, we could create a context manager to automatically collects all futures created in scope by `RpcAgent::send` and wait for all of them on exit. It might be sufficient to just collect futures created by the current threads and ignore nested RPCs in requests handled in the RPC thread pool.

## Update

As we will be using this as a bootcamp task, let me add more details to this issue. 

### Pitch

#### API
Suppose the context manager is called `wait_all()`. Open to better names. It creates a thread local list to hold all `Future` objects returned by `RpcAgent::sendWithRetries` and wait for all of them on exit.

```python
with rpc.wait_all():
    rpc.rpc_async(...)
    rref = rpc.remote(...)
    some_imported_func_with_rpc(...)
    # block here until all created futures (including the ones for RRefs) are done
```

Note that this can be used in conjunction with #40166. Applications can perform per-iteration sync using:

```python
with rpc.wait_all():
    run_one_iteration()
rpc.barrier()
```

#### Implementation Phase 1 (Python-Only)

**Goal**: only wait for `Future` objects created by `rpc_async`. 


1. Add the context manager, which collects the future returned by the following function
    https://github.com/pytorch/pytorch/blob/591fffc5245e1ce8b00cf2a778d5874e43655d53/torch/distributed/rpc/api.py#L593-L674

2. Add tests to cover `rpc_async` to [`rpc_test.py`](https://github.com/pytorch/pytorch/blob/591fffc5245e1ce8b00cf2a778d5874e43655d53/torch/testing/_internal/distributed/rpc/rpc_test.py). Note that this might change if [this stack](https://github.com/pytorch/pytorch/pull/40860) lands first.

#### Implementation Phase 2 (Touches C++ Code)

1. Create a C++ thread local variable to collect Futures returned by the following function:
    https://github.com/pytorch/pytorch/blob/591fffc5245e1ce8b00cf2a778d5874e43655d53/torch/csrc/distributed/rpc/rpc_agent.cpp#L48-L83
2. Expose that variable (setter/getter) through pybind11. Similar to the code below:
    https://github.com/pytorch/pytorch/blob/591fffc5245e1ce8b00cf2a778d5874e43655d53/torch/csrc/distributed/rpc/init.cpp#L718-L723
3. Remove the Python thread local variable added in phase 1, and port the context manager to use the pybind exported APIs.
4. Add tests to cover `remote` to [`rpc_test.py`](https://github.com/pytorch/pytorch/blob/591fffc5245e1ce8b00cf2a778d5874e43655d53/torch/testing/_internal/distributed/rpc/rpc_test.py). 




cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @rohan-varma @xush6528 @jjlilley @osalpekar
Repository: flutter
Issue: Material bottom sheets do not account for keyboard visibility
Labels: framework,f: material design,a: annoyance,team-design,triaged-design

Material bottom sheets require manual intervention to co-exist with visible software keyboards.

I think that this is either a bug that should be addressed, or an issue of mismatched expectations that should be clearly documented.

There have been other issues filed related to this. One such issue is here:
https://github.com/flutter/flutter/issues/18564

That issue was closed because it appeared to be over-specified in the original post in relation to the broad set of frustrations that are logged by other commenters in that thread. Based on that thread, it doesn't appear that Flutter provided a solution to the general problem, but only a workaround for a specific problem.

This ticket is about the general issue of keyboard input within the context of a modal bottom sheet.

It is stated in the documentation for `showModalBottomSheet` that "A modal bottom sheet is an alternative to a menu or a dialog...". 

Dialogs are often used to collect text input, e.g., signing into an account via a dialog. Therefore, a modal bottom sheet should be equally capable of including text fields without further modification.

The 2 prevalent workarounds from what I've seen in the linked thread are:
 
 * Wrap the content of the bottom sheet in a `Scaffold` so that the bottom insets are automatically adjusted
 * Use a `Padding` that looks up the `MediaQuery` insets

In my case, I couldn't even get the `Scaffold` approach to work. It correctly moved the bottom insets up, but the top of my bottom sheet was kept the same, resulting in a scrunched bottom sheet that was only about 50 pixels tall.

The `Padding` option requires that developers understand the connection between the keyboard's visibility, its impact on the concept of view insets, and the fact that such insets can be obtained from a `MediaQuery`. I don't believe it's in Flutter's interest to expect this level of knowledge to allow for the inclusion of a single `TextField` within a bottom sheet.

I'd like to see adjustments to bottom sheets that allow them to play nicely with keyboard interactions out of the box so that developers can quickly setup a small user input form in a bottom sheet just like what they might try to do with an alert dialog.
Repository: next.js
Issue: ISG with GIP in _app overrides cache-control of ISG page
Labels: good first issue,type: next,Pages Router

# Bug report

When using the `unstable_revalidate` param with ISG, a header set by _app should never win.

## Additional context

From @lfades:

> Update: this is currently not the case, SSG finishes the request before it gets to _app.
>
> the custom _app in the Next.js site was setting a header, but that causes an error because the request was sent, this happens in production and with next start, but in dev you don't get any error.
Repository: three.js
Issue: Add support for compressed versions of DataTexture2DArray and DataTexture3D.
Labels: Enhancement

Would be nice to have a way for compressed 3D Textures and TextureArray for custom shaders.

Request is done after:
https://discourse.threejs.org/t/is-it-possible-to-have-a-texture-array-of-compressed-textures/16213

##### Browser

- [x] All of them
- [ ] Chrome
- [ ] Firefox
- [ ] Internet Explorer

##### OS

- [x] All of them
- [ ] Windows
- [ ] macOS
- [ ] Linux
- [ ] Android
- [ ] iOS

##### Hardware Requirements (graphics card, VR Device, ...)
Repository: flutter
Issue: webview_flutter add ability to turn off automatic image download
Labels: c: new feature,p: webview,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

in Android webview you can use the setLoadsImagesAutomatically api (https://developer.android.com/reference/android/webkit/WebSettings#setLoadsImagesAutomatically(boolean)) to turn on/off automatic image download. We have some cases where we wish to turn this off (due to bandwidth constraints) but are not able to do so since only a subset of the webview settings are exposed.
Repository: three.js
Issue: displacementMap does not update normals
Labels: Enhancement

##### Description of the problem

Adding a displacementMap to a MeshPhongMaterial without flatShading will offset the vertices correctly but will not correctly change the normals. The result is an object that has the right shape, but the wrong lighting.

[Fiddle demonstrating the problem](https://jsfiddle.net/mhebes/9soeLcxj/55/) (be sure to minimize that getimage() base64 method, I couldn't get images to work on fiddle).

##### Three.js version

r117

##### Browser

Chrome and Edge at least

##### OS

Windows at least
Repository: go
Issue: misc/wasm: long tasks with Go WebAssembly
Labels: NeedsInvestigation,arch-wasm

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
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### What version of Go are you using (`go version`)?

go v1.14.3
<pre>
$ go version

</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

`GOOS=js and GOARCH=wasm`
<details><summary><code>go env</code> Output</summary><br><pre>
$ go env


</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.
-->
Compiled [0x-mesh](https://github.com/0xProject/0x-mesh) to WebAssembly and ran in the browser. I put a hot function inside of a `goroutine` and used a channel for synchronization to try to get the go runtime to release the main thread enough to prevent the UI from stuttering. 

### What did you expect to see?

I expected the go runtime to not block the event loop for long periods of time when a goroutine was invoked.

### What did you see instead?

These are two flame graphs of different functions that block for a long period of time (up to 1 second). As you'll notice, the sub-calls within these graphs run in significantly less time, so I would think that it would be possible to pick execution back up after clearing the event loop.

<img width="785" alt="Screen Shot 2020-06-16 at 4 50 44 PM" src="https://user-images.githubusercontent.com/34827329/84831951-ea3bfb00-aff1-11ea-9256-2c4435d758ad.png">

<img width="385" alt="Screen Shot 2020-06-16 at 4 56 03 PM" src="https://user-images.githubusercontent.com/34827329/84832138-51f24600-aff2-11ea-814a-39433946c6f7.png">

### Notes

If there is an easy way to break these tasks up (like putting something inside of a go-routine), that would fix my problem.

The tasks in the pictures provided correspond to two different scenarios involving the same function, `HandleOrderSyncResponse`. This can be found in our codebase here: https://github.com/0xProject/0x-mesh/blob/master/core/ordersync/ordersync.go#L471.

We do a few things that are somewhat non-standard for optimization purposes within this callstack including calling out to functions registered on the Javascript `window` object. This code can be found here: https://github.com/0xProject/0x-mesh/blob/master/orderfilter/validate_js.go#L36. I recently created a new PR that makes the Javascript function that is being called asynchronous, which significantly reduced the time that the individual calls would hold onto the event loop; however, the underlying task held onto the event loop for a much longer period of time. The second image is the flame graph contains calls to the updated `MatchOrder` function. This PR can be found [here](https://github.com/0xProject/0x-mesh/pull/841).
Repository: flutter
Issue: Improve Images in Flutter to allow for more control over GIFs such as playback status and speed.
Labels: c: new feature,framework,a: images,c: proposal,P2,team-framework,triaged-framework

## Use case

For optimization reasons I need more control over GIF images. I would like to be able to control the speed as well as control the status of the playback. In my case, I am facing performance issues on web and would like to disable the playback of the GIF when a certain number are in view on the user's screen.

## Proposal

Images should have an API that provides a controller when an image contains multiple frames, or other apis to more easily access the status and/or playback speed.
Repository: vscode
Issue: Implement Google Chrome-like grouped tabs
Labels: feature-request,workbench-tabs,keep

Google Chrome Beta recently announced [grouped tabs](https://blog.google/products/chrome/manage-tabs-with-google-chrome/), which is pretty awesome.

Here's the gist:

![chrome-grouped-tabs](https://user-images.githubusercontent.com/927310/84832686-6821f580-b036-11ea-9a71-f620d676f831.png)

Having such a thing within VSCode will be very useful IMO. 

Having it integrated with the search, where a group is automatically created once you open more than one search result, should help with the tab clutter it ensues. Same for Peek references, automatic grouping of files within the same folders... I see many possibilities for it.
Repository: pytorch
Issue: Why does Libtorch use more memory than Pytorch does in Python？
Labels: needs reproduction,module: memory usage,triaged


https://github.com/pytorch/pytorch/issues/39927#issue-637501953
Repository: pytorch
Issue: About torch.backends.cudnn.deterministic issue
Labels: module: cudnn,triaged

In order to reproduce the training process, I set torch.backends.cudnn.deterministic to FALSE, but this slowed down for almost an hour. Is there any way to reproduce the training process under the condition of torch.backends.cudnn.deterministic for TRUE. Do you have any suggestions？


cc @csarofeen @ptrblck
Repository: godot
Issue: Godot Editor Drag and Drop Lag on MacOS
Labels: bug,platform:macos,topic:editor,confirmed,topic:gui,performance



**Godot version:**
3.2.1

**OS/device including version:**
macOS Catalina v10.15.5
3GHz 6-Core Intel Core i5
32gb DDR4
Intel UHD Graphics 630 1536 MB

**Issue description:**
Recently converted my work station over to mac from windows. Setup my Godot project and noticed that dragging and dropping assets from the file system to the inspector panel lags.
I've noticed no other performance hits while using the editor, and this was not a problem on my windows machine. Seems to happen specifically with dragging and dropping images into texture slots in the inspector.

**Steps to reproduce:**
Drag and drop an image from the file system panel to an appropriate outlet in the inspector tab.

Not sure if it's visible in this gif -- but you can at least notice the icon alongside the cursor dragging along. 
![Alt Text](https://media.giphy.com/media/S7K96r7iEvx6PmCdOi/giphy.gif)
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: go
Issue: x/pkgsite: support launchpad.net in source.ModuleInfo
Labels: help wanted,NeedsFix,pkgsite

Add support for getting source from launchpad.net. 

https://github.com/golang/pkgsite/blob/4ea5ad9/internal/source/source.go#L273

Related: #39621
Repository: pytorch
Issue: Improve RPC test debugability
Labels: high priority,triaged,better-engineering,module: rpc

## 🚀 Enhancement
Noticed a few issues when debugging flaky RPC tests that make it harder to debug, listed them below with some ideas on how we can address these issues

1) As part of RPC shutdown, we delete all UserRRefs and OwnerRRefs that have never been forked. This method includes a couple of condvar waits to ensure there are no pending users and all delete User RRef messages have been processed. Thus this method has a timeout of 100s, but this is unfortunately equal to our RPC test timeout. Therefore, sometimes we may see a test timed out error, when in reality we were stuck in this function. If the timeout for this method was smaller during tests, it would help surface these RRef related issues

2) ProcessGroupAgent has a sync() method that blocks until all nodes agree on the # of messages sent and processed. This worked well when processing on the server side and sending the result was synchronous, which is no longer the case. Now, we may have work scheduled in callbacks that is never executed in some error cases, and a later callback (which never runs) may call into `ProcessGroupAgent::send()`. The result is that we time out waiting in this function with no debug information. For this, in unittests, we can probably add some logging or throw an exception once we have gone longer than a certain timeout and still don't have message synchronization. 

## Motivation

Sometimes RPC tests fail with a timeout error and no useful stacktrace indicating possible errors, the above would be a good start to addressing that issue.

cc @ezyang @gchanan @zou3519 @bdhirsh @jbschlosser @anjali411 @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @rohan-varma @jjlilley @osalpekar @jiayisuse @mrzzd @xush6528
Repository: rust
Issue: rustc panicked when link.exe ran out of memory
Labels: A-linkage,I-ICE,T-compiler,S-needs-repro

I saw "we would appreciate a bug report" in the trace, so here it is! The full terminal output after I ran `cargo test`: https://gist.github.com/rtfeldman/027a3550c21381bb7d36daa0613a453a

I don't have a small project that reproduces this, and the project where I encountered it is not public, so I can't link to it directly from here. (That said, I can absolutely invite anyone to the project who is interested in reproducing this bug - just let me know!)

## Meta

`rustc --version --verbose`:

```
rustc 1.44.0 (49cae5576 2020-06-01)
binary: rustc
commit-hash: 49cae55760da0a43428eba73abcb659bb70cf2e4
commit-date: 2020-06-01
host: x86_64-pc-windows-msvc
release: 1.44.0
LLVM version: 9.0
```
Repository: flutter
Issue: The Route stack unexpectedly cleared when changing MaterialApp home
Labels: framework,f: material design,f: routes,has reproducible steps,found in release: 3.0,found in release: 3.1,team-design,triaged-design

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I'm not sure if I don't understand the usage of the Widget correctly but I think the following shouldn't have different behavior. 

## Steps to Reproduce

<!-- You must include full steps to reproduce so that we can reproduce the problem. -->

A minimum example is https://github.com/CareF/drawer_rebuild

**Expected results:** <!-- what did you want to see? -->

In https://github.com/CareF/drawer_rebuild/blob/master/lib/main.dart#L38 
If I use `_foo` and `_bar` function to generate `home` of `MaterialApp` instead of `Foo` and `Bar` class (the commented line), it behaves as expected: the drawer stays where it is, and the app UI behind the drawer changes. 
<img src="https://user-images.githubusercontent.com/11715538/84853111-6f440600-b02c-11ea-90c3-9fc6181314fc.gif" width="200">


And if I add `Navigator.pop`, I should see the animation of the drawer going back.  
<img src="https://user-images.githubusercontent.com/11715538/84853108-6c491580-b02c-11ea-974c-1e464b320977.gif" width="200">


**Actual results:** <!-- what did you see? -->

When changing the `MyAppState` from the `SettingDrawer`, it looks like the Route is destroyed in that the drawer disappear without animation. 
<img src="https://user-images.githubusercontent.com/11715538/84852770-a534ba80-b02b-11ea-884a-cbc752d1a197.gif" width="200">