sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: resource_local_to_scene copies the reference when you duplicate an instance.
Labels: bug,discussion,topic:editor,confirmed

**Godot version:**
3.2.3

**OS/device including version:**
Windows 10

**Issue description:**
If you get a resource, add it to a scene and set resource_local_to_scene to true, you should be able to instance it in a scene however you want and edit that resource separately for each instance. This works when you use the instance button in the editor but not when you duplicate a node.

**Steps to reproduce:**
Add a resource to a scene and set resource_local_to_scene to true.
Instance that scene in another scene.
Set a value, it should be different than in the original scene.
Duplicate it the instanced scene.
They share the same resource instead of using a new unique one for themselves.
Repository: svelte
Issue: Action parameter expression evaluation deffered on init
Labels: stale-bot,temp-stale

```svelte
<div use:textContent={next(value)} />
<div> {next(value)} </div>
```
this renders `2 1` on init, and `1 2` after update
https://svelte.dev/repl/fd08c429bea742caa9ff104cf16eea32?version=3.31.2

Expected expression evaluation order to follow markup order
Expected expression evaluation order to be the same on init & on update
Repository: pytorch
Issue: Does pytorch support cuda 11.1
Labels: module: build,triaged

Does pytorch support cuda 11.1？

cc @malfet @seemethere @walterddr
Repository: flutter
Issue: [flutter-in-app-purchase]  PlatformException (PlatformException(storekit_no_receipt, Cannot find receipt for the current main bundle., null, null))
Labels: c: crash,platform-ios,p: in_app_purchase,package,P2,team-ios,triaged-ios

I try to implement in-app purchases in my app and I've received this kind of error on iPhone 12 (iOS14). This problem doesn't occur in iPhone 11. Do you have any ideas to solve this problem?

`PlatformException (PlatformException(storekit_no_receipt, Cannot find receipt for the current main bundle., null, null))`
Repository: flutter
Issue: Add a way to add a web like footer that is not always at the bottom
Labels: c: new feature,framework,f: material design,c: proposal,a: layout,P3,workaround available,team-design,triaged-design

## Use case

In a lot of websites you want to put a footer at the bottom of the page with some useful information, I would upload some cases but I think it is not needed as most of the websites nowdays include footers.

After a large research the only way that I found to achieve that is to do the following:

```
class ScrollableFooter extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return LayoutBuilder(
        builder: (BuildContext context, BoxConstraints constraints) {
      return SingleChildScrollView(
        child: ConstrainedBox(
          constraints: constraints.copyWith(
            minHeight: constraints.maxHeight,
            maxHeight: double.infinity,
          ),
          child: IntrinsicHeight(
            child: Column(
              children: <Widget>[
               // Your body widgets here
                Expanded(
                  child: Align(
                    alignment: Alignment.bottomCenter,
                    child: // Your footer widget
                  ),
                ),
              ],
            ),
          ),
        ),
      );
    });
  }
}
```
Whatever because of the global IntrinsicHeight you end up finding some other errors, it is functional but it is not the best aproach.

## Proposal

Make it not sticky at the bottom like the ones that already exists.
If the content is larger than the height of the screen, it should stay at the bottom of the content, but if the content is half of the screen height, it should stay at the bottom of the screen.

Example when the content is not large enough(The footer stays at the bottom):
![imagen](https://user-images.githubusercontent.com/42511706/105394369-c4c53e80-5c1d-11eb-956e-bcd88f58b2de.png)


Example when the content is larger(The footer would be at the end, you would see it if you scroll down):
![imagen](https://user-images.githubusercontent.com/42511706/105394261-a5c6ac80-5c1d-11eb-8a6c-508550778a60.png)
Repository: rust
Issue: `transmute::<(), Never>` triggers invalid_value lint, but `transmute::<Option<Never>, Never>` doesn't
Labels: A-lints,C-bug

I tried this code:

```rust
enum Never {}

pub fn warns (){ unsafe{ std::mem::transmute::<(), Never>(()); } }
pub fn doesnt(){ unsafe{ std::mem::transmute::<Option<Never>, Never>(None); } }
```

I expected to see this happen: both functions warn with the "the type `Never` does not permit zero-initialization" warning.

Instead, this happened: Only the `warns` function produced the warning.

The same happens with the `Never` type replaced with `!` .

### Meta

`rustc --version --verbose`:
```
1.51.0-nightly (2021-01-20 a4cbb44ae2c80545db95)
```
Repository: material-ui
Issue: [Stepper] `alternativeLabel` makes text not reach the edges of the container
Labels: new feature,component: stepper

When 'alternativeLabel' is applied to a stepper the connector is made a child of the the step succeeding it and is absolutely positioned. By each step evenly spacing in the bounds and being centered it no longer takes up the whole space it is given (or at least from a viewing perspective).

What it looks like now:
[
<img width="404" alt="Screen Shot 2021-01-21 at 10 37 52 AM" src="https://user-images.githubusercontent.com/5057468/105397404-dedb2e80-5bd5-11eb-9c2b-a6165fd65aa1.png">
](url)

What it should look like:
<img width="394" alt="Screen Shot 2021-01-21 at 10 46 59 AM" src="https://user-images.githubusercontent.com/5057468/105397522-07fbbf00-5bd6-11eb-94f5-39c099c41bc8.png">

I was able to accomplish this by not making the connector a child of the succeeding step (using the same layout as the non-alternativeLabel variant, removing `flex: 1` on each step, removing all the `alternativeLabel` styles on the connector, and adding `margin-top: theme.spacing(1.25)` to the connector.

I could potentially pick this issue up, but I'm sure there was reasons for the `absolute` positioning method so wanted to open a discussion on it first to see what else may need to be considered.
Repository: ant-design
Issue: [Table]: SorterResults are not sorted using multiplePriority
Labels: Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-rip7h)

### Steps to reproduce
Click on Text to sort ascending after that click on Number to sort ascending.

### What is expected?
Since Number has a higher multiplePriority than Text the order of the SorterResults should be: Number, Text

### What is actually happening?
The SorterResults is based on the order of clicking the columns not on the multiplePriority.

| Environment | Info |
|---|---|
| antd | 4.10.3 |
| React | react/react-dom |
| System | Linux |
| Browser | Chrome |

---
It is clear from the current implementaion: 
https://github.com/ant-design/ant-design/blob/7f50e3fe3e51ef1d96cd8f0805a7e9925367caae/components/table/hooks/useSorter.tsx#L246-L253
that the multiplePriority is only considered when sorting entries client-side. If one however wants to use sorting on the server-side one has no way to access the multiplePriority and therefore has to implement sort priority manually.

Some users might already rely on the current behaviour. I therefore would recommend to make sorting by multiplePriority as well as multipleMode a feature that can be turned on or off and use different defaults for client- and server-side sorting.


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Godot writes empty files when there is no space left on disk.
Labels: bug,topic:core,topic:editor,confirmed,high priority

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:** 3.2.4 beta 4 (It happens all the way back to 3.1 if I remember correctly, I forgot to report it then.)
<!-- Specify commit hash if using non-official build. -->

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Arch Linux (last updated 2021-1-18)
Intel i3-2100, AMD Radeon RX460, 5400rpm 250GB HDD with projects saved to a 50GB EXT4 partition.

**Issue description:**
<!-- What happened, and what was expected. -->
When the drive containing the project runs out of disk space, when Godot attempts to save the a file, it overwrites the file with no contents. No error is displayed onscreen. Godot should not attempt write to the disk if there is no space left.

**Steps to reproduce:**
Fill up the drive with your Godot Project on it, then attempt to save.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Only an "empty" project is needed, since project.godot gets wiped too.
Repository: excalidraw
Issue: Make sloppiness adapt to size
Labels: discussion

Just a thought, but maybe we should reduce sloppiness based on size? Small shapes are not very legible with the default `artist` sloppiness.

![image](https://user-images.githubusercontent.com/5153846/105405946-09f06d00-5c2c-11eb-8f09-eb98d26d53ad.png)

https://excalidraw.com/#json=4732376219385856,z-BamJU0rqa8Fblbgw-Vqw

This affects architecture diagrams, like https://twitter.com/gunnarmorling/status/1352344359484715009
Repository: godot
Issue: AudioStreamPlayer with `autoplay` enabled does not play wav in exported project
Labels: bug,confirmed,topic:audio

**Godot version:**
v3.2.3

**OS/device including version:**
Arch linux

**Issue description:**
I added an AudioStreamPlayer to a scene. I set a wav file as its stream.
When running the scene in the IDE, the sound plays.

When exporting the project on linux, and executing it with the command line, the sound does not play, and the finished() event is not emitted.

**Steps to reproduce:**
Create a new project
Add an AudioStreamPlayer to it
Add a wav file to the AudioStreamPlayer
Export the project on linux
Execute the exported file


**Minimal reproduction project:**
[bug_reproduction.zip](https://github.com/godotengine/godot/files/5851855/bug_reproduction.zip)
Repository: flutter
Issue: Add test case for setting devtools URL after a hot restart
Labels: tool,P2,team-tool,triaged-tool

This was fixed in https://github.com/flutter/flutter/commit/75dc45aba388b6db05914ae1d20c9298a0191172 , different error then the crash. It was discovered that the tester device hot restart was not behaving correctly.

Explore what was causing the tester issue and/or add a unit test case instead
Repository: flutter
Issue: Add pre-navigation hooks (e.g. willPush and willPop) to NavigatorObserver, RouteObserver, and RouteAware
Labels: c: new feature,framework,f: routes,c: proposal,P3,team-framework,triaged-framework

## Proposal

Please consider adding pre-navigation hooks such as `willPush` and `willPop` to `NavigatorObserver`, `RouteObserver`, and `RouteAware`. Currently available navigational hooks are limited to post-operations such as `didPush` and `didPop`.

## Use case

Those hooks would make it easier for me to implement a way to dynamically specify or customize transitions based on source- or target-routes. For example:
* If route A is pushed onto route B, use a fade-in transition. If route A is pushed onto route C, use a slide-in transition.
* If route D is pushed onto route E, have route E use a spin-out transition. If route F is pushed onto route E, have route E use a fly-away transition.
Repository: react-native
Issue: SectionList - maintainVisibleContentPosition not working as expected.
Labels: Platform: Android,Component: SectionList,Bug,Never gets stale

## Description
I am implementing a bidirectional chat. When prepending bubble messages to my sectionlist, the look-and-feel is not smoothy, the scroll position is auto-scrolled to the top. In other words, the new content inserted at the top is moving down the current visible content.

Testing on iPhone 11 pro, iOS 14.3

## React Native version:
 System:
    OS: Windows 10 10.0.19041
    CPU: (12) x64 Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz
    Memory: 8.07 GB / 15.85 GB
  Binaries:
    Node: 12.18.1 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.4 - C:\Program Files (x86)\Yarn\bin\yarn.CMD
    npm: 6.14.5 - C:\Program Files\nodejs\npm.CMD
    Watchman: Not Found
  SDKs:
    Android SDK: Not Found
    Windows SDK: Not Found
  IDEs:
    Android Studio: Version  3.6.0.0 AI-192.7142.36.36.6241897
    Visual Studio: Not Found
  Languages:
    Java: 1.8.0_221
    Python: 3.7.4
  npmPackages:
    @react-native-community/cli: Not Found
    react: ^16.13.1 => 16.14.0
    react-native: ^0.63.4 => 0.63.4
    react-native-windows: ^0.63.16 => 0.63.16

## Steps To Reproduce
Provide a detailed list of steps that reproduce the issue.

1. Create a bidirectional SectionList with pagination.
2. Prepend 20 items to it when top reached.

  ```

const keyExtractor = useCallback(({ id }) => id, []);

const renderItem = useCallback(({ item, index }) => {
    const { content, date, mine } = item;

    const { onBubbleLongPress } = props;

    return (
      <View
        onLayout={(event) => {
          itemHeights.current[index] = event.nativeEvent.layout.height;
        }}
      >
        <Bubble
          content={content}
          date={date}
          mine={mine}
          onLongPress={() => onBubbleLongPress?.(item)}
        />
      </View>
    );
  }, []);


const handleOnScroll = ({ nativeEvent }) => {
    if (isScrollCloseToTop(nativeEvent)) {
      props.onStartReached?.();
    }
  };

  const isScrollCloseToTop = ({ contentOffset, contentSize }) => {
     const currentYOffset = contentOffset.y;
     const diff = currentYOffset - lastYOffset.current;
     lastYOffset.current = contentOffset.y;
     // Close to top when scrolling to the top and distance is <= 30% content's height
     return diff < 0 && contentOffset.y <= 0.3 * contentSize.height;
  };

  return (
     <SectionList
        sections={sections}
        keyExtractor={keyExtractor}
        renderItem={renderItem}
        renderSectionHeader={renderSectionHeader}
        onScroll={handleOnScroll}
        maintainVisibleContentPosition={{
          minIndexForVisible: 0,
        }}
    />
  );
 
        

```
## Expected Results
New content not moving down the current visible content.

## Snack, code example, screenshot, or link to a repository:
I am getting the same behaviour of this snack https://snack.expo.io/@rainliu123/flatlisttest

Note: not only for the first prepend. For all of them.
Repository: pytorch
Issue: THCCachingAllocator::cuda_free_mutex has no effect
Labels: module: cuda,triaged,module: nccl

Here's the deadlock danger that necessitates `cuda_free_mutex`, as far as I know:
```
Thread 1, controlling multiple GPUs:
ncclLaunch1() // kicks off collective on dev 1
ncclLaunch2() // kicks off same collective on dev 2

Thread 2
cudaFree() // on dev1 or dev2
```
According to @ptrendx, cudaFree on a particular device syncs with all work on that device and its peer devices.
So if thread 2's cudaFree is called between ncclLaunch1() and ncclLaunch2(), we have a deadlock.

To prevent deadlock, we can use a mutex that guards both single-thread-multi-gpu collectives and cudaFree calls:
```
Thread 1:
cuda_free_mutex.lock()
ncclLaunch1()
ncclLaunch2()
cuda_free_mutex.unlock()

Thread 2:
cuda_free_mutex.lock()
cudaFree()
cuda_free_mutex.unlock()
```

The allocator has a [`cuda_free_mutex`](https://github.com/pytorch/pytorch/blob/5016637955bf7d1b68189fc61cde8652e6933b5a/c10/cuda/CUDACachingAllocator.cpp#L817).  Some consumers use it to wrap the nccl calls in one collective when a single thread controls multiple devices, as above ([example](https://github.com/pytorch/pytorch/blob/eb0fe706802e126475bea89444abcfaac32cb1d6/torch/lib/c10d/ProcessGroupNCCL.cpp#L24-L37))

Probably none of this is news to you guys, but it's worth refreshing, because here's the kicker:

Afacit the allocator itself doesn't internally use `cuda_free_mutex` to guard its cudaFrees (or anywhere else).  The consumers' diligence is useless and the mutex may as well not exist at all.

I think we are saved by chance, because for nccl > 2.0 consumers also use the ncclGroupStart/End() API:
```
ncclGroupStart()
ncclLaunch1()
ncclLaunch2()
ncclGroupEnd()
```
which i think is immune to the above deadlocks even without a `cuda_free_mutex`, because no work is actually enqueued until ncclGroupEnd.

If all consumers use the ncclGroupStart/End API, we can delete `cuda_free_mutex`.  Or, we could be extra safe, keep it in consumers and restore it around the allocator's internal cudaFrees.  But the current code is inconsistent, weird, and doesn't do what it claims.

cc @ngimel
Repository: three.js
Issue: Add per-vertex line width to `LineGeometry` and `LineMaterial`
Labels: Enhancement,Addons

Currently, a `LineGeometry` instance can only have a uniform `linewidth`. It would be nice to be able to set this per-vertex, similar to [the MeshLine library](https://github.com/spite/THREE.MeshLine).

Adding a `setWidths` method should be fairly trivial following the same pattern as positions and colors.

I can contribute this change if it seems like a reasonable addition to this api.
Repository: go
Issue: x/sys/windows: use win32metadata?
Labels: OS-Windows,NeedsDecision,compiler/runtime

Microsoft released this win32 metadata project: https://github.com/microsoft/win32metadata

It or its output is basically this 9.5MB machine-readable file describing all the Win32 APIs: https://github.com/microsoft/windows-rs/blob/master/crates/winmd/default/Windows.Win32.winmd

Maybe x/sys/windows could use it to auto-generate bindings more easily/accurately.

Might be fun. Might be tedious. Might be worth it.

/cc @alexbrainman @ianlancetaylor @zx2c4
Repository: flutter
Issue: Calling RenderViewportBase.getOffsetToReveal on a kept-alive list item throws
Labels: c: crash,framework,f: scrolling,P2,team-framework,triaged-framework

Related: https://github.com/google/flutter.widgets/issues/206 

Currently `RenderViewportBase.getOffsetToReveal` uses `MatrixUtils.transformRect` to acquire the target rect. `MatrixUtils.transformRect` will return an infinite/NaN rect if the transform moves any of its points to infinity.
https://github.com/flutter/flutter/blob/1f07fde45d7b542e09117161e4b90c0096cbeeed/packages/flutter/lib/src/rendering/viewport.dart#L862-L863


In the framework there are two places where the transform is set to all zeros:
https://github.com/flutter/flutter/blob/1f07fde45d7b542e09117161e4b90c0096cbeeed/packages/flutter/lib/src/rendering/sliver_multi_box_adaptor.dart#L579-L589
https://github.com/flutter/flutter/blob/1f07fde45d7b542e09117161e4b90c0096cbeeed/packages/flutter/lib/src/rendering/proxy_box.dart#L2625-L2633
The operation is destructive for `RenderViewportBase.getOffsetToReveal`.

TODO:
- See if we can avoid using  `MatrixUtils.transformRect` and the like in `RenderViewportBase.getOffsetToReveal`.
- See if we can avoid setting the paint transform to all zeros.

(I'll add a repro later)
Repository: pytorch
Issue: [JIT] Type refinement failure in if-elif-else structure
Labels: oncall: jit,TSRootCause:TypeRefinement,TSUsability

## 🐛 Bug

Type refinement incorrectly throws error when if-elif-else structure is used

## To Reproduce

```
import torch
from typing import Any, List

def fn(x: Any) -> torch.Tensor:
    res: torch.Tensor = torch.ones((1, 2))
    if torch.jit.isinstance(x, List[torch.Tensor]):
        res = x[0]
    elif torch.jit.isinstance(x, List[List[torch.Tensor]]):
        res = x[0][0]
    else:
        raise NotImplementedError("Not supported") 
    
    return res


print(torch.jit.script(fn).graph)

```

The code snippet above would throw following error:
```
Type mismatch: x is set to type List[Tensor] in the true branch and type List[List[Tensor]] in the false branch:
  File "<ipython-input-35-878438988f1e>", line 3
def fn(x: Any) -> torch.Tensor:
    res: torch.Tensor = torch.ones((1, 2))
    if torch.jit.isinstance(x, List[torch.Tensor]):
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        res = x[0]
        ~~~~~~~~~~
    elif torch.jit.isinstance(x, List[List[torch.Tensor]]):
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        res = x[0][0]
        ~~~~~~~~~~~~~
    else:
    ~~~~~
        raise NotImplementedError("Not support") 
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~ <--- HERE
    
    return res
```

It is complaining about user's intended type refinement behavior, which is List[Tensor] in first true branch, and then List[List[Tensor]] in second branch.


A few other observations:
1) If we remove variable `res` and have each branch directly return a value, then the bug doesn't trigger. Seems the bug only happens when there is a value escaping if-elif-else scope
2) If we split if-elif-else into multiple if's or remove the last else branch, then bug doesn't trigger

## Expected behavior

Function can compile successfully and refine types in all branches.




cc @gmagogsfm
Repository: vscode
Issue: Add an api for extensions to detect/observe Zen mode
Labels: feature-request,api,layout,workbench-zen

It would be nice for extensions to be able to adapt when Zen mode is active.

Refs: https://github.com/eamodio/vscode-gitlens/issues/1338