sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vue-element-admin
Issue: utils/index.js导入element-ui报错
Labels: enhancement :star:

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## Bug report（问题描述）
utils/index.js  导入element-ui, 然后启动会失败, 原因是mock内引用了param2Obj方法
```
import { param2Obj } from '../src/utils'
```
#### Steps to reproduce（问题复现步骤）

``` 
// utils/index.js
import { Message } from 'element-ui' // 导入此行代码
```
修改代码后, 重启调试服务

#### Screenshot or Gif（截图或动态图）
![image](https://user-images.githubusercontent.com/10202760/79848904-4b7d8e80-83f4-11ea-81b3-fcb56fecdb17.png)


#### Link to minimal reproduction（最小可在线还原demo）
基于官方例子启动即可
#### 建议
当然可以单独写一个文件, 但这个报错很隐晦, 调试过程中也不会出现错误, 只有下次启动调试才会发现, 我是根据commit版本一直回退定位文件, 然后定位的导包才能知道错误原因
Repository: flutter
Issue:  flutter console output Chinese garbled in android studio 3.6.1 version
Labels: c: regression,tool,a: internationalization,a: error message,P2,team-tool,triaged-tool


flutter console output Chinese garbled in android studio 3.6.1 version，In Android studio 3.5.3 and previous versions, there is no problem. In the 3.6.1 version, the native project output has no garbled characters, and the compilation format such as jvm has been modified, but only the flutter project will have Chinese garbled characters.
![FastStoneEditor1](https://user-images.githubusercontent.com/25734851/79852910-8500ca80-83f1-11ea-98ae-edd162c4b081.jpg)
Repository: flutter
Issue: [camera] Quality of image and video captured from flutter camera package is too dark on Moto G 5S Plus
Labels: e: device-specific,platform-android,a: quality,p: camera,package,P3,team-android,triaged-android

Quality of image and video captured from flutter camera package is to dark as compared to builtin camera app and even if image_picker packages produce good quality of Image. 

I am trying to develop custom camera app and I want to control it programmatically like starting video record when app launches and after 1 min stop recording and if user want to stop before 1 min he/she can do it by stop-button widget.
Repository: flutter
Issue: Change height of GridView row to fixed height
Labels: c: new feature,framework,f: scrolling,P3,team-framework,triaged-framework

I've noticed that GridView makes each child a square.. I know we can change dynamically height of grid view row by setting childAspectRatio. That however doesn't make it fixed so when the device rotate then the height changed as well 
In this example I want to have each input next to each other and keep it's height same on all devices and all display orientation. (nobody wants their text input change its height)

```
List<Map<String, dynamic>> list = [
  {'description': 'des1'},
  {'description': 'des2'},
  {'description': 'des3'},
  {'description': 'des4'},
  {'description': 'des5'},
  {'description': 'des6'}
];

class _MaterialScreenState extends State<MaterialScreen> {
  String text = '';

  @override
  Widget build(BuildContext context) {
    double height = MediaQuery.of(context).size.height;
    double width = MediaQuery.of(context).size.width;
    return Scaffold(
        body: Column(
      children: <Widget>[
        Text(text),
        GridView.builder(
            shrinkWrap: true,
            itemCount: list.length,
            gridDelegate: SliverGridDelegateWithFixedCrossAxisCount(
                crossAxisCount: 5,
                crossAxisSpacing: 5,
                mainAxisSpacing: 5,
                childAspectRatio: width / (height / 4)),
            itemBuilder: (BuildContext context, int index) {
              return TextFormField(
                textAlign: TextAlign.center,
                onTap: () => setState(() {
                  text = list[index]['description'];
                }),
                decoration: InputDecoration(
                    border: OutlineInputBorder(),
                    //isDense: true,
                    contentPadding: EdgeInsets.all(8)),
              );
            }),
      ],
    ))
```
Repository: flutter
Issue: WebView freeze on iOS 13.4 with HereMaps
Labels: platform-ios,p: webview,package,e: OS-version specific,P3,team-ios,triaged-ios

There is an issue with webview_flutter and HereMaps on iOS 13.4. First I thought it's related to [this bug](https://github.com/flutter/flutter/issues/53490), but @cyanglaz  told me to create an own issue for this bug.

When using [this site](https://www.camping.info/en/search-on-map) with a HereMaps integration within a WebView, the WebView is freezed when doing the following:

1. Zoom into the map till you see campsite marker 
2. Select a campsite on the map (Non-clustered map marker)
3. Info box appears
4. Clicking on the info box opens the detail page
5. WebView is freezed

It's working with older iOS versions, but with 13.4 the bug appears. The back button in the navigation bar still recognize touch inputs.

With the [Community Plugin for WebViews](https://pub.dev/packages/flutter_webview_plugin) the map is working on iOS 13.4.

Code example:
```
import 'package:flutter/material.dart';
import 'package:webview_flutter/webview_flutter.dart';

void main() => runApp(TestApp());

class TestApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: "Title",
      home: Scaffold(
        appBar: AppBar(
          title: Text("Title"),
          leading: IconButton(
            icon: Icon(Icons.arrow_back_ios),
            onPressed: () => {},
          ),
        ),
        body: WebView(
          initialUrl: 'https://www.camping.info/en/search-on-map',
          javascriptMode: JavascriptMode.unrestricted,
        ),
      ),
    );
  }
}
```
Repository: rust
Issue: Vec::reserve should use alloc_excess
Labels: C-enhancement,A-allocators,A-collections,T-libs-api

When calling `reserve()` on a `Vec` whose capacity is zero, afterwards the `capacity()` method always returns the exact argument that was passed to `reserve()`. Even though the contract of `reserve()` allows `Vec` to make the capacity larger than requested, if the previous capacity is zero, `Vec` does not make use of this. When the underlying allocator is bucketed, rounding to the bucket size never wastes memory, so `Vec` should use [`alloc_excess`](https://doc.rust-lang.org/std/alloc/trait.Alloc.html#method.alloc_excess) to make the slop available to the user.

Use case: We're going to write at least `best_case` items and at most `worst_case` items, such that `best_case < worst_case`, but we don't know how many items exactly. The common case can be expected to be _close_ to `best_case` but often at least one more. It would make sense to first allocate for `best_case` rounded up to allocator bucket size, then start writing, then if not everything fits, resize to `worst_case`, write the rest, and finally resize to the size actually written and `shrink_to_fit()`.

This would guarantee at most three allocations and in the common case one.

This issues comes up often with low-level string code.
Repository: pytorch
Issue: Add a CI configuration to test USE_DISTRIBUTED=0
Labels: oncall: distributed,module: ci,module: tests,triaged

As reported by #36870, master has been broken for `USE_DISTRIBUTED=0` compile flag for a period of time. Based on the feedbacks from offline discussion, `USE_DISTRIBUTED=0` is very useful for applications that do not need distributed training. Hence, it will be helpful to add a CI configuration to cover this flag.

cc @ezyang @seemethere @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @xush6528 @osalpekar
Repository: PowerToys
Issue: [FZ Editor] Ability to divide/split zones in half with Canvas based layouts
Labels: Idea-Enhancement,FancyZones-Editor,Product-FancyZones

# Summary of the new feature/enhancement

When I am editing a custom layout, I can create a new zone but I can't align the window so that it is exactly halfway in between the edges of my monitor. It would be great if I could resize a new zone to fill the entire screen and then click a button that would divide the selected zone into half (either vertically or horizontally) to create two new zones. 

The newly created zones will be added to a list of all zones that will appear in the editing dialogue box. Here the user can also delete any zone they select from the list. Also please add the ability to reorder the numbers of each zone by clicking and dragging the Zone number to move it up or down on the list. That way the user can set the order of the cycle and switch through the zones in any particular order they prefer when they type [Windows + L/R Arrow Key]. 

All these features can be added to the currently existing dialogue box that appears when editing a zone layout. Please see the annotated screenshot below to see a mockup UI of these features.

![Feature UI implementation Mockup](https://user-images.githubusercontent.com/23486090/79878193-2882b880-83bb-11ea-80ca-8f359c92699a.png)

[Edit] Wanted to mention a few more things...

1. The "delete button" icon can be added to the row of icons seen in the screenshot.

2. These three buttons (split horz., split vert., delete) only become active with a zone is selected from the list or by clicking the zone window. (e.i. the buttons are greyed-out when no zone is selected)

3. When a zone is selected (either clicking the item in the list or selecting the zone window itself), the editor would highlight that zone window and the corresponding zone list number in blue. It would also bring the selected zone to the foreground. This list feature can solve the problem when zones are overlapping. For example, if I wanted to adjust a zone in the background, I would first have to resize/move the zone in the foreground, so that I am able to select the borders of the zone in the background.
Repository: tensorflow
Issue: tf.name_scope with spaces does not raise ValueError in eager execution 
Labels: stat:awaiting tensorflower,type:bug,comp:eager,comp:ops,TF 2.9

**System information**
- Have I written custom code (as opposed to using a stock example script provided in TensorFlow): Yes
- OS Platform and Distribution (e.g., Linux Ubuntu 16.04): macOS 10.15.5 Beta
- Mobile device (e.g. iPhone 8, Pixel 2, Samsung Galaxy) if the issue happens on mobile device: n/a
- TensorFlow installed from (source or binary): binary
- TensorFlow version (use command below): 2.1.0
- Python version: 3.6.8
- Bazel version (if compiling from source):  n/a
- GCC/Compiler version (if compiling from source): n/a
- CUDA/cuDNN version: n/a
- GPU model and memory: n/a

**Describe the current behavior**
In autograph, `tf.name_scope` does not allow spaces in the string argument. In eager execution, `tf.name_scope` *does* allow spaces in the string argument. 

**Describe the expected behavior**
The constraints on `tf.name_scope` should be the same across eager execution and autograph. 

**Standalone code to reproduce the issue**
```python
import tensorflow as tf


# eager execution since there's no @tf.function decorator
def graphcry():
    myscalar = tf.constant(83.2)  # just a random number

    with tf.name_scope('scalaragain scope'):  # doesn't work
        tf.summary.scalar('scalaragain', data=myscalar)

    with tf.name_scope('nospace_scope'):  # works
        tf.summary.scalar('nospace', data=myscalar)

graphcry()
```

**Other info / logs**
CC @jvishnuvardhan, also see #38661
Repository: flutter
Issue: System-wide custom keyboards
Labels: a: text input,c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

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## Use case

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I would like to be able to register system-wide custom keyboards (which can be used outside of the application). The [keyboard_actions](https://pub.dev/packages/keyboard_actions) package already allows customizing the keyboard, but does not work system-wide.

## Proposal

Add methods to register system-wide keyboards using Flutter.
Repository: rust
Issue: Collect to slice
Labels: A-collections,T-libs-api,C-feature-request,A-iterators

This is an enhancement suggestion. Beside the current collect() to collection like Vec, Hash, etc, and the future collect to array:

https://github.com/rust-lang/rust/pull/69985

I find it useful to also collect to a slice when I don't know at compile-time the exact length of the resulting array, but I know an upper bound of its length.

I have adapted the following code from this crate:
https://github.com/kchmck/collect_slice
https://crates.io/crates/collect_slice

```
trait CollectSlice<'a>: Iterator {
    fn inner(&mut self, slice: &'a mut [Self::Item]) -> &'a [Self::Item];
    fn inner_mut(&mut self, slice: &'a mut [Self::Item]) -> &'a mut [Self::Item];

    fn collect_slice(&mut self, slice: &'a mut [Self::Item]) -> &'a [Self::Item] {
        let result = self.inner(slice);
        assert!(self.next().is_none());
        result
    }

    fn collect_slice_mut(&mut self, slice: &'a mut [Self::Item]) -> &'a mut [Self::Item] {
        let result = self.inner_mut(slice);
        assert!(self.next().is_none());
        result
    }
}

impl<I: ?Sized> CollectSlice<'a> for I where I: Iterator {
    fn inner(&mut self, slice: &'a mut [Self::Item]) -> &'a [Self::Item] {
        let count = slice.iter_mut().zip(self).fold(0, |count, (dest, item)| {
            *dest = item;
            count + 1
        });
        &slice[.. count]
    }

    fn inner_mut(&mut self, slice: &'a mut [Self::Item]) -> &'a mut [Self::Item] {
        let count = slice.iter_mut().zip(self).fold(0, |count, (dest, item)| {
            *dest = item;
            count + 1
        });
        &mut slice[.. count]
    }
}
```

This code should be improved and simplified. And as in Issue #69985 we could return a Result<> instead, and remove the asserts.
Repository: godot
Issue: Unable to run Godot game on 32-bit Debian
Labels: bug,platform:linuxbsd,topic:buildsystem

Similar to : https://github.com/godotengine/godot/issues/16409

**Godot version:** Editor: Godot_v3.2.1-stable_win64; downloaded from Godot site 20 Apr 2020. Export templates installed through editor 20 Apr 2020.
I have not yet attempted the Mono version of Godot due to known 32/64 bit crossover issues.

**OS/device including version:** Win10 x64 as editor, Debian 9 i386 and Debian 10 i386

**Issue description:** Sample game (audio output selector) will not run on Debian desktop 32-bit as expected. Clean install of Debian (9 or 10) 32 bit with either Gnome or LXCE X11 desktops errors out on attempted run. Does run in Win64 editor and Win64 exported desktop.

For Debian 9, executable complains that GCC > 7.0 is needed. Default package for GCC in Deb9 is 6; hacking through experimental and testing repos no longer works due to release-stable of Deb10.

For Debian 10, executable complains that the version of OpenGL is not compatible or too old.

**Steps to reproduce:** Export project from Windows Editor as Linux Desktop, x64 not enabled. Copy 2 files from export to Debian machine, cleanly installed. run the .x86 file either as-is or in terminal to observe verbose errors.

[changerdemo.zip](https://github.com/godotengine/godot/files/4510816/changerdemo.zip)

Please advise if there are workarounds for this; I am not expressly tied to Debian as the linux distro, but am comfortable with it. I am hoping to change over some of my Unity3d projects that are really just 2d gui's to utilize legacy hardware in place a little longer.

Thanks,
Ted.
Repository: vscode
Issue: VoiceOver: Braille display does not track when entering text into an editor
Labels: upstream,macos,accessibility,upstream-issue-linked,chromium

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<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: 1.45 insiders.
- OS Version: MacOS 10.15.4

Steps to Reproduce:

1. Connect a braille display to a Mac and turn on VoiceOver.
2. Open VS Code and a blank file.
3. Type some text into it.
   * Expected: VoiceOver updates the braille display as you type.
   * Actual: VoiceOver only updates the display once you press the left or right arrow keys.
4. Delete some text.
   * Result: Same as with step 3.
5. Press the routing button above some of the typed text.
   * Expected: Cursor moves to that letter and you can continue editing from that point on.
   * Actual: Although the braille cursor blinks at that location, the actual caret didn't move, and new edits happen at its previous position.

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

This makes it literally impossible to use VS Code with a braille display on Mac.

### More information

Investigation shows that this is a Chromium issue. I have reproduced this in Chrome 78 as part of Electron 7.2.x used by VS Code, MS Edge 81, and Chrome Canary 84 with a simple textarea. I have filed [Chromium issue 1073074](https://bugs.chromium.org/p/chromium/issues/detail?id=1073074) for this issue, but leaving this VS Code issue here to track it.

CC @isidorn for Accessibility triage. This is going to need an external Chromium fix.
Repository: rust
Issue: Fix suggestion on DerefMut
Labels: C-enhancement,A-diagnostics,T-compiler,A-suggestion-diagnostics

<!--
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along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
fn t(n: &mut i32) {
    n = "42".parse().unwrap();
}
```

I expected to see this happen: Suggestion of `*n = ...`, the correct code would be

```rust
fn t(n: &mut i32) {
    *n = "42".parse().unwrap();
}
```

Instead, this happened: It did not look at mutable deref value and directly show the suggestion

```
error[E0277]: the trait bound `&mut i32: std::str::FromStr` is not satisfied
 --> src/lib.rs:2:14
  |
2 |     n = "42".parse().unwrap();
  |              ^^^^^ the trait `std::str::FromStr` is not implemented for `&mut i32`
  |
  = help: the following implementations were found:
            <i32 as std::str::FromStr>
```

Not sure why but I miss `*` quite often. Link to playground https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=011e594936166764d011c581d7db107e

### Meta
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If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`: 
```
1.42.0
```
Repository: kubernetes
Issue: Bandwidth efficient watch resumption
Labels: sig/api-machinery,kind/feature,lifecycle/frozen

Right now, if a watch request uses an RV that's out of the window, we force the client to do a re-list.

If we cared about bandwidth between client and apiserver, we could construct a catch-up watch response type that worked like this:

* apiserver performs a list. We need to construct two things: the set of all current keys in the list, and the contents of all items which have been modified subsequent to the client's given RV.
* We construct a bloom filter from the existing keys.
* We send the client the bloom filter and the list of modified items, and finally a bookmark (or other mechanism of letting client delay processing until it has a complete list).
* Client reconstructs the current state by deleting any local item not found in the bloom filter, and processing each update message (treating it as an add if the object wasn't previously found locally).

Bloom filters can be made [deterministic](https://en.wikipedia.org/wiki/Bloom_filter#Avoiding_false_positives_in_a_finite_universe); we can use the UID, or a hash of the namespace/name, to ensure the universe of possible keys is finite. The choice here implies slightly different reconstruction logic on the client's part (a UID change means the client should process the change as a delete/recreate, if the client cares about such things).

The downside of this is only that apiserver still needs to actually do a list. However, it's a) possible to do in-process today if the watch cache is on and b) probably possible to make a query against etcd that would be efficient (it would probably have to be a pair of queries, one for the list of all keys+RV (omit values), and one for the values of sufficiently new keys.

If we implemented this, clearly it'd have to be opt-in for the clients, since old clients wouldn't be able to understand this.
Repository: pytorch
Issue: RuntimeError: NCCL error in ProcessGroupNCCL.cpp:290, unhandled system error
Labels: module: dependency bug,oncall: distributed,triaged,module: nccl

I came across this error `RuntimeError: NCCL error in ProcessGroupNCCL.cpp:290, unhandled system error` when trying to distribute neural network training to 4 GPUs in a single node with PyTorch 1.2. According to documentation, I tried `export NCCL_DEBUG=INFO` and reran the code. I noticed some weird warnings in the debug output like
```
node08:27106:27302 [0] include/shm.h:27 NCCL WARN Call to shm_open failed : Permission denied
node08:27106:27302 [0] NCCL INFO include/shm.h:41 -> 2
node08:27106:27302 [0] include/shm.h:48 NCCL WARN Error while creating shared memory segment nccl-shm-recv-b7948f403864987a-0-3-0 (size 4460544)
```
before the crash. So I give the permission by `sudo chmod 777 /dev/shm` and the problem is gone. Maybe such error can be handled better than just raising a warning in debug output so when users run into an unhandled system error they know where the problem is.

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @xush6528 @osalpekar