sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Resource values do not update in inspector with remote scene dock
Labels: bug,topic:editor,confirmed

**Godot version:**
3.2.3

**Issue description:**
When values in a resource are changed at runtime, the changes are not reflected in the inspector. This issue is specific to debugging the running project using the inspector.

It appears that the inspector reads and writes the resource file, while the running project uses an in-memory copy.

**Steps to reproduce:**

1. Modify a variable within a resource in the running scene
2. Change the scene dock to Remote
3. Check the value of said variable in the inspector and note that it does not reflect the runtime value

**Minimal reproduction project:**
In this example, player HP is shared between nodes as a resource. The initial value is 10. After the scene loads, the value is set to 9. The issue is that the inspector still shows a value of 10, despite any changes to the value.

![image](https://user-images.githubusercontent.com/1959973/111916067-73c3a200-8a36-11eb-9f6c-e600824b61c3.png)
[ResourceValueDebug.zip](https://github.com/godotengine/godot/files/6178085/ResourceValueDebug.zip)
Repository: electron
Issue: [Feature Request]: Transparent Ready
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/master/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/master/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

When I create a new app with transparency, I need to wait a bit after app.on("ready") for the transparency work.

### Proposed Solution

Add an app event like that:
app.on('transparent-ready', () => {
        //...... 
})

### Alternatives Considered

App "ready" event triggered when transparency is ready.

### Additional Information

I'm not English so please excuse me for any spelling mistakes.
Repository: rust
Issue: io::Error::new(_, string literal) allocates Box<Box<String>> and copies the string
Labels: T-libs,A-io

It's very common to use `io::Error::new(kind, "some message")`, including in many places in `std`. However, that will create a `io::Error` containing a `Repr::Custom` containing a `Box<Custom>` containing a `Box<dyn Error + ..>` containing a `StringError` containing a `String` containing a copy of the message. :upside_down_face:

Three allocations to just return an error message which is in some cases not even more helpful than just the ErrorKind, is not great. We should find a way to improve this.
Repository: godot
Issue: New feature "reload externally changed scenes" not working for Built-in Scripts
Labels: bug,discussion,topic:editor

**Godot version:**
3.3 RC6

**OS/device including version:**
Ubuntu 18.04

**Issue description:**
When externally editing a .tscn file and changing a script, this script will not be updated when "reloading" the scene in Godot.

I came across this when changing a scene externally with git and trying to reload it in Godot.

**Steps to reproduce:**
1. Open a .tscn file with an external Texteditor, change an internal (built-in) script and save.
2. Switch back to godot. The dialog appears "files are newer on disk". Click Reload.
3. open the built-in script. It didn't change. EXPECTED: script should show the changes made in the external editor.

**Minimal reproduction project:**
Just a One-Node Scene with a built-in script attached to the node:

```
[gd_scene load_steps=2 format=2]

[sub_resource type="GDScript" id=1]
script/source = "extends Node

# change this line with an external text editor"

[node name="Node" type="Node"]
script = SubResource( 1 )
```

**Side Node**
This might be a general problem not only related to Built-in Scripts, because I observed a similar issue with a `color_ramp` sub resource attached to a `Particles2D` node. I reverted a change with git, but after reloading, the particles did not change as expected. Not sure if this is related.
Repository: pytorch
Issue: Half Normal Log_Prob not defined for 0 
Labels: module: numerical-stability,module: distributions,triaged,module: random,module: half

## 🐛 Bug

<!-- -->
In PyTorch 1.8, sampling 0 from the half normal distribution (float32 precision) causes log_prob to throw an error because 0 is outside its support. This is not an error for version 1.7. Instead of a `GREATERTHAN` tag for the support for half normal log_prob, would it be possible to use something like `GREATEREQUAL`?

## To Reproduce

Steps to reproduce the behavior:

`torch.distributions.HalfNormal(1).log_prob(torch.tensor(0))`

Error message is:
`ValueError: The value argument must be within the support`

<!--  -->

## Expected behavior

<!--  -->

I think that log_prob should give a nonzero probability when zero is sampled since zeros are drawn with finite probability; for example, in PyTorch 1.7, the above code gives -0.2258.

## Environment

```

 - PyTorch Version: 1.8
 - OS: Windows
 - How you installed PyTorch: `pip`, Google Colab
 - Build command you used (if compiling from source):
 - Python version:
 - CUDA/cuDNN version:
 - GPU models and configuration:
 - Any other relevant information:

cc @fritzo @neerajprad @alicanb @nikitaved @pbelevich @heitorschueroff @vishwakftw
Repository: neovim
Issue: Add optional default argument to `nvim_get_var` (and variants)
Labels: enhancement,api,needs:discussion

Right now `nvim_get_var` (and variants) don't let you specify a default value in the same way `get` does. On its own this is fine because the calling program can match on the result and apply the default in the error case. However, this means this call cannot be used inside `nvim_call_atomic` since the failure to find the variable will cause the whole atomic operation to fail. A work-around for now is to use `nvim_eval` with `get` but this seems like a limitation worth addressing.
Repository: thefuck
Issue: Feature Request: rvm
Labels: help wanted,hacktoberfest

Would be great to add support for rvm, such as in the following example:
```
mensly ~> rvm use 2.7.2
Required ruby-2.7.2 is not installed.
To install do: 'rvm install "ruby-2.7.2"'
mensly ~> fuck
No fucks given
mensly ~> rvm install "ruby-2.7.2"
```
Repository: flutter
Issue: TextField onChanged method gets invoked twice on API 26 and 27
Labels: a: text input,platform-android,framework,engine,f: material design,e: OS-version specific,has reproducible steps,P2,found in release: 2.0,found in release: 2.1,team-android,triaged-android

The issue is when numbers or simple quotes are typed into a TextField the onChanged method is invoked twice, as opposed to typing any letter in the alphabet where it is only invoked once. The issue was found when using an emulator with  **Android API 26 and 27** but not on API 30.

Flutter doctor output
```
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 2.0.3, on Microsoft Windows [Version 10.0.18363.1316], locale en-AU)
[!] Android toolchain - develop for Android devices (Android SDK version 30.0.2)
    ! Some Android licenses not accepted.  To resolve this, run: flutter doctor --android-licenses
[√] Chrome - develop for the web
[√] Android Studio (version 4.1.0)
[√] VS Code, 64-bit edition (version 1.54.2)
[√] Connected device (2 available)

! Doctor found issues in 1 category.
```

The issue can be reproduced by creating a new flutter project with "flutter create ." and including the code below in any part of the body:
```
            TextField(
              onChanged: (text) {
                print("Text field: $text");
              },
            ),
```
Console output after typing "r", "backspace", "4" **on the emulator keyboard.**
```
I/flutter (31077): Text field: r
I/flutter (31077): Text field:
I/flutter (31077): Text field: 4
I/flutter (31077): Text field: 4
```
Repository: ant-design
Issue: when popup is opened with right click, a left click should close the popup
Labels: help wanted,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.

### What problem does this feature solve?
right now, when a popup / tooltip , is opened with trigger=contextMenu.  you can't left click the item to close it.

normally the OS, or any other framework will just close the right click menu popup on left mouseDown, 
no matter where mouse position is. except when clicked on the popup itself


### What does the proposed API look like?
when trigger contains only contextMenu,  rc-trigger should close the popup on left mouse down


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: electron
Issue: [Feature Request]: add method: SetPageFrozen to webContents
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/master/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/master/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

If a window has many webview, the hidden webview is not throttling timer like FreezePage to improve performance

### Proposed Solution

add method: SetPageFrozen to webContents, when webview is hidden, SetVisibilityState call SetVisibilityState to Freeze the webview
Repository: TypeScript
Issue: Lazily evaluated template literal types
Labels: Suggestion,Awaiting More Feedback

# Suggestion

Template literal types seem to be resolved immediately, which makes the combinatorics blow up and the whole thing much less useful than it would seem to be at first.

For example I can't even represent a type equals to 5 consecutive digits with the current system without getting a "too complex" error:

```ts
type Digit = 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9;
type UUID = `${Digit}${Digit}${Digit}${Digit}${Digit}`;
```

The current system may be more composable than regexes, but if it's not even able to represent something like `/\d{5}/` I'd argue that's not a replacement for it at all.

The suggestion is that there's no need to resolve all the possible combinations _at all_, but a divide and conquer approach should be implemented where each little piece of the template literal does it's job individually and when all little pieces match than the whole thing matches. 

## 🔍 Search Terms

- template literal
- lazy

## ✅ Viability Checklist

* [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, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).

## ⭐ Suggestion

Evaluate template literal types lazily to not make the combinatorics blow up. Meaning that each little piece of the template literal should be its own little function that performs some type matching internally, so there's no need to resolve all the possible combinations at all.

## 📃 Motivating Example

I can't even represent the equivalent of `/\d{5}/` currently.

```ts
type Digit = 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9;
type UUID = `${Digit}${Digit}${Digit}${Digit}${Digit}`;
```

## 💻 Use Cases

For example creating a type for UUID strings, which are a fairly common thing.
Repository: pytorch
Issue: test_clamp fails on ppc64le
Labels: oncall: jit,triaged,module: POWER,NNC

## 🐛 Bug

```
======================================================================
FAIL: test_clamp (__main__.TestTEFuser)
----------------------------------------------------------------------
Traceback (most recent call last):
  File "test_jit_fuser_te.py", line 430, in test_clamp
    s = self.checkScript(f, (inp1, inp2), profiling=ProfilingMode.PROFILING)
  File "/opt/conda/envs/opence-conda-env-20210322080214/lib/python3.7/site-packages/torch/testing/_internal/jit_utils.py", line 440, in checkScript
    frames_up=2)
  File "/opt/conda/envs/opence-conda-env-20210322080214/lib/python3.7/site-packages/torch/testing/_internal/jit_utils.py", line 470, in checkScript
    self.assertEqual(script_outputs, opt_script_outputs, atol=atol, rtol=rtol)
  File "/opt/conda/envs/opence-conda-env-20210322080214/lib/python3.7/site-packages/torch/testing/_internal/common_utils.py", line 1165, in assertEqual
    super().assertTrue(result, msg=self._get_assert_msg(msg, debug_msg=debug_msg))
AssertionError: False is not true : Tensors failed to compare as equal!With rtol=1.3e-06 and atol=1e-05, found 16 element(s) (out of 16) whose difference(s) exceeded the margin of error (including 16 nan comparisons). The greatest difference was nan (0.0 vs. nan), which occurred at index (0, 0).

----------------------------------------------------------------------
Ran 79 tests in 191.082s

FAILED (failures=1, skipped=14)
Traceback (most recent call last):
  File "test/run_test.py", line 926, in <module>
    main()
  File "test/run_test.py", line 905, in main
    raise RuntimeError(err_message)
RuntimeError: test_jit_fuser_te failed!
```

## To Reproduce
`python test/run_test.py -i test_jit_fuser_te`

<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

## Expected behavior

The test should pass. 

## Environment

 - PyTorch Version : 1.8.0
 - OS (e.g., Linux):  RHEL 7.8

## Additional context

<!-- Add any other context about the problem here. -->


cc @gmagogsfm
Repository: pytorch
Issue: It is strange that PyTorch is slow on RTX 3090
Labels: module: performance,module: cuda,triaged

With the same CNN, I tested the time spent in inference on several GPUs with different versions of PyTorch.

- GTX 1080 Ti + PyTorch 1.8.0 + CUDA 10.2 = 1.2 ms
- RTX 2080 Ti + PyTorch 1.8.0 + CUDA 10.2 = 0.6 ms
- RTX 3090 + PyTorch 1.8.0 + CUDA 11.1 = 0.94 ms
- RTX 3090 + PyTorch 1.7.0 + CUDA 11.0 = 1.12 ms

I also found in #47908  that PyTorch with CUDA 11.0 has problem in efficiency, right?
Since RTX 3090 cannot use PyTorch with CUDA 10.2, it is a little pity that the latest GPU cannot show itself with full power...


cc @ngimel @VitalyFedyunin
Repository: godot
Issue: removed resource script field doesn't update scene data (error when opening scene) & Resources
Labels: bug,topic:editor,confirmed

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.3.mono.rc6.official


**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
kubuntu 20.10, Windows 10

**Issue description:**
<!-- What happened, and what was expected. -->
When a script that exports a resource type is part of a packedscene, its exported field/data is saved with it.
When this field is later removed from the script, the assembly rebuilt (clicking "Rebuild" in the editor), the assigned reference deleted and the scene reopened, the editor complains about missing dependencies (which are the removed fields' data), even though there should be none. The loader seems to ignore the actual script fields, loading that lingering data preemptively for some reason.

This can be worked around by opening every related scene via 'open anyway', manually and resaving it, which is less than ideal though.

**Steps to reproduce:**
Create a c# script, add an exported field of some resource type to it. create a resource and assign it. Save this as a PackedScene. close the scene. Delete the resource, remove the field from the script. click rebuild. Reopen the scene. Notice the warning.
By inspecting the Packedscene in a text editor, it shows that the removed fields' data is still present, which results in this error.
Repository: vscode
Issue: Process explorer should remember it's location and dimensions
Labels: bug,help wanted,workbench-diagnostics

It seems to always launch in the center of the active window, so whenever I'm open it I need to drag it out to the other monitor.
Repository: pytorch
Issue: Some Numba tests are failing
Labels: high priority,module: ci,module: tests,triaged,module: numba

test_from_cuda_array_interface, test_from_cuda_array_interface_active_device, and test_from_cuda_array_interface_lifetime are failing. Example failure snippet:

```
Traceback (most recent call last):
  File "test_numba_integration.py", line 339, in test_from_cuda_array_interface_active_device
    self.assertEqual(torch_ary.__cuda_array_interface__, numba_ary.__cuda_array_interface__)
  File "/opt/conda/lib/python3.6/site-packages/torch/testing/_internal/common_utils.py", line 1268, in assertEqual
    exact_device=exact_device)
  File "/opt/conda/lib/python3.6/site-packages/torch/testing/_internal/common_utils.py", line 1259, in assertEqual
    super().assertEqual(x, y, msg=self._get_assert_msg(msg, debug_msg=debug_msg))
AssertionError: Items in the second set but not the first:
'stream' : Attempted to compare [set] types: Expected: {'version', 'typestr', 'data', 'shape', 'strides'}; Actual: {'version', 'typestr', 'data', 'stream', 'shape', 'strides'}.
```

The PR these failures first appear on seems to be unrelated.

cc @ezyang @gchanan @zou3519 @bdhirsh @jbschlosser @anjali411 @seemethere @malfet @walterddr @pytorch/pytorch-dev-infra @mruberry @VitalyFedyunin
Repository: vscode
Issue: Git - GitHub SAML error message is cut off
Labels: bug,git,papercut :drop_of_blood:

Issue Type: <b>Bug</b>

1. Try and clone from a repo where SAML is enforced and VS Code is not yet authorized.
2. The following error is shown, but cut off.

![image](https://user-images.githubusercontent.com/686963/112009992-e5622580-8af4-11eb-8115-b82d67487d78.png)

The "Show Command Output" has a link in it that will complete the authorization loop. Perhaps we could surface that link as a direct action from this notification?



VS Code version: Code 1.54.3 (2b9aebd5354a3629c3aba0a5f5df49f43d6689f8, 2021-03-15T10:55:45.459Z)
OS version: Windows_NT x64 10.0.19042

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|AMD Ryzen 7 3700X 8-Core Processor              (16 x 3593)|
|GPU Status|2d_canvas: enabled<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>oop_rasterization: enabled<br>opengl: enabled_on<br>protected_video_decode: unavailable_off<br>rasterization: enabled<br>skia_renderer: enabled_on<br>video_decode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|undefined|
|Memory (System)|31.92GB (15.76GB free)|
|Process Argv|--crash-reporter-id f23a6b7d-f64b-4571-aa32-dec352859e8d|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (33)</summary>

Extension|Author (truncated)|Version
---|---|---
spellright|ban|3.0.56
vscode-markdownlint|Dav|0.39.0
tsl-problem-matcher|eam|0.4.0
prettier-vscode|esb|6.3.1
vscode-diff|fab|1.4.0
codespaces|Git|0.8.4
vscode-pull-request-github-insiders|Git|2021.3.4863
rest-client|hum|0.24.4
vspizza|jor|0.0.1
template-string-converter|meg|0.4.7
vscode-azureappservice|ms-|0.21.2
vscode-azurefunctions|ms-|1.3.0
vscode-azureresourcegroups|ms-|0.3.0
vscode-docker|ms-|1.11.0
gather|ms-|2021.3.0
python|ms-|2021.3.658691958
vscode-pylance|ms-|2021.3.2
jupyter|ms-|2021.3.619093157
azure-deploy|ms-|1.2.2
remote-containers|ms-|0.163.2
remote-ssh|ms-|0.65.1
remote-ssh-edit|ms-|0.65.1
remote-wsl|ms-|0.54.6
azure-account|ms-|0.9.7
vscode-typescript-tslint-plugin|ms-|1.3.3
vsliveshare|ms-|1.0.3968
debugger-for-chrome|msj|4.12.12
debugger-for-edge|msj|1.0.15
vscode-sundial|muu|2.3.0
material-icon-theme|PKi|4.6.0
music-time|sof|2.1.20
ms-teams-vscode-extension|Tea|1.2.1
vscode-status-bar-format-toggle|tom|2.0.0

(2 theme extensions excluded)

</details><details>
<summary>A/B Experiments</summary>

```
vsins829:30139715
vsliv368:30146709
vsreu685:30147344
vspor879:30202332
vspor708:30202333
vspor363:30204092
pythonvspyt875:30259475
vspre833cf:30267465
vsfjg287:30275553
vshan820:30276952

```

</details>

<!-- generated by issue reporter -->
Repository: go
Issue: go/parser: composite lit fields resolve incorrectly
Labels: NeedsFix,Analysis

Resolving struct fields is a known limitation of go/parser object resolution. However, there is an additional bug that composite lit fields may be incorrectly resolved to unrelated declarations in the package scope. For example:

```
func _() {
  var tests = []dirLinkTest {
    {
      mklink: func(link, target string) error { return nil },
    },
  }
}

func mklink() {}
```

The mklink field identifier will be incorrectly resolved to the mklink function (found in `os/os_windows_test.go`).

Upon investigating this bug, it seems that it is a known limitation:
https://cs.opensource.google/go/go/+/master:src/go/parser/parser.go;l=1610;drc=0bd308ff27822378dc2db77d6dd0ad3c15ed2e08

Will be fixed as part of #45104.

CC @griesemer
Repository: PowerToys
Issue: Add ability to override window border widths to make resizing windows easier on high resolution display
Labels: Idea-New PowerToy

### Resizing windows on a high resolution display with a "fast mouse" setting can be cumbersome

Many users now have a combination of: 

1. High resolution display - e.g. 4k
2. "Fast" mouse setting so that wrist movement is precise and minimized to reduce actual hand movement - this is ergonomically better as it reduces the strain on a wrist

However, this makes it hard to resize most windows as the "hit" area is only a few pixels wide or tall. This has been a feature request for Windows for a long time, judging by the number of times it was suggested as a configurable option to Windows itself. Barring that, PowerToys seems like a great place to add this capability.

Edit: If you'd like to see this feature implemented, add a 👍 reaction to this post.