sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: In-source build causes repeating filename annotations (Windows doesn't support out-of-source build)
Labels: module: build,module: windows,triaged

We are seeing filenames in `aten/src/ATen/native/cpu/` like the following cases:
```
Activation.cpp
Activation.cpp..cpp
Activation.cpp..cpp..cpp
Activation.cpp.AVX.cpp
Activation.cpp.AVX.cpp..cpp
Activation.cpp.AVX.cpp..cpp..cpp
Activation.cpp.AVX.cpp.AVX.cpp
UnaryOpsKernel.cpp.DEFAULT.cpp.DEFAULT.cpp.AVX2.cpp.AVX2.cpp
UnaryOpsKernel.cpp.DEFAULT.cpp.DEFAULT.cpp.DEFAULT.cpp.AVX2.cpp
UnaryOpsKernel.cpp.DEFAULT.cpp.AVX.cpp.DEFAULT.cpp.AVX2.cpp
```
They will slow down the build, and sometimes even make it hang if we don't clean the build cache and do the in-source build.

Edit: This can also cause multiple symbol definition problem

cc @ezyang @gchanan @zou3519 @peterjc123
Repository: flutter
Issue: Document what lifecycle events users need to manually hook up when using FlutterEngine without a FlutterFragment
Labels: platform-android,engine,d: api docs,a: existing-apps,dependency: android,P2,team-android,triaged-android

FlutterFragment communicates lifecycle events to its FlutterEngine. These lifecycle events impact Flutter's internal lifecycle state, e.g., whether or not rendering is paused.

Document these details in the JavaDocs for FlutterEngine and FlutterFragment.

Include this info in a guide that explains all details of utilizing a FlutterView directly.
Repository: flutter
Issue: Support espresso/EarlGrey integration tests on engine PRs
Labels: a: tests,c: new feature,team,engine,P3,team-engine,triaged-engine

espresso has a doc at go/espresso-flutter-api
Repository: godot
Issue: Open compressed files that were not made by godot
Labels: enhancement,topic:core,confirmed

**Godot version:** 33897d9b5844aa0147d55841845427ed599d069f
<!-- Specify commit hash if non-official. -->


**OS/device including version:** Linux 4.14.113-1-MANJARO
<!-- Specify GPU model and drivers if graphics-related. -->


**Issue description:**
<!-- What happened, and what was expected. -->
I was trying to load a gzipped json file from an external web server, and found out that I can't seem to find a way to do so in godot without making a gdnative plugin. File has the method open_compressed() which supports gzip, but the format it expects for gzip has [this bizarre gcpf magic header](https://github.com/godotengine/godot/blob/master/core/bind/core_bind.cpp#L1621) that encapsulates the format.
![Screenshot_2019-05-19_05-54-52](https://user-images.githubusercontent.com/4523300/57981522-24f1ef00-79fe-11e9-9db8-dea7fc1e3c1c.png)

I kind of expected that it would at the very least open up compressed files that weren't made using the godot editor, assuming encryption wasn't used, considering at the end of the day it's just a bunch of strings or whatever other bytes in there. I'm not sure why the magic header exists in the compression format, but ideally if it could fall back to not requiring the magic header at all and just open up the file without it instead that would be cool.

If I ever need to edit a gzipped file that godot has made i can't just do a quick change from any other archive tools, i'll have to open up godot, open it up, edit it, and then re-export it in order for godot to continue being able to read it which is kind of annoying.


**Steps to reproduce:**
1. download a gzip'd file from anywhere or make one yourself using the command line
2. try and load it into godot using open_compressed or any other manner

**Minimal reproduction project:**
<!-- Recommended as it greatly speeds up debugging. Drag and drop a zip archive to upload it. -->
[test_compression.zip](https://github.com/godotengine/godot/files/3195000/test_compression.zip)

* there's a test.json.gz file at the root of the project file that was made using gzip on the command line, which has the same contents as the text edit that is in the project.
* If you click the "save gz" button it will save out a file to `user://test.json.gz`, and load it with "load gz". you can use this to compare the output that godot is expecting compared to the output from command-line gzip
* You can try to load the command-line gzip file by clicking the button on the bottom of the text edit, and if it fails it will spit out the error below. It will generally always be error 15 until something changes.
* There's also a checkbox to verify if the input is valid json or not.
Repository: go
Issue: x/text/language: matcher incorrect handling of zh
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.12.5 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/frederic/Library/Caches/go-build"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOOS="darwin"
GOPATH="/Users/frederic/.go"
GOPROXY=""
GORACE=""
GOROOT="/usr/local/Cellar/go/1.12.5/libexec"
GOTMPDIR=""
GOTOOLDIR="/usr/local/Cellar/go/1.12.5/libexec/pkg/tool/darwin_amd64"
GCCGO="gccgo"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/frederic/Creative/src/wayke/backend/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/h9/05jw9tbx44941w86t3ml3bmw0000gn/T/go-build309324644=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

Building on [CLDR LocalMatcher tests](https://github.com/golang/text/blob/342b2e1fbaa52c93f31447ad2c6abc048c63e475/language/testdata/CLDRLocaleMatcherTest.txt#L213), I tested the case where both `zh-CN` and `zh-HK` are supported and `zh-TW` is desired. I switched `CN` and `HK` relative positions in supported.

https://play.golang.org/p/4bG57qBzNQr

### What did you expect to see?

I expected `zh-HK` to be returned in both cases.

### What did you see instead?

`zh-HK` is returned when HK is before CN in supported, `en` is returned when CN precedes HK.
Repository: flutter
Issue: flutter attach should show DevTools in the resident runner and in IDEs
Labels: tool,a: existing-apps,P3,team-tool,triaged-tool
Repository: godot
Issue: Mono log profiler not working on Windows [upstream issue]
Labels: bug,platform:windows,confirmed,topic:dotnet

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

**Godot version:**
3.1.1 Mono 64bit


**OS/device including version:**
Windows 10 64bit


**Issue description:**
The mono profiler that was added with https://github.com/godotengine/godot/pull/26513
isnt working, there is no output.mlpd in the project, %appdata%/Godot or near the Godot.exe


**Steps to reproduce:**
Run a program with the mono/profiler setting enabled.
Repository: godot
Issue: C# ImageTexture.CreateFromImage never released from VRAM?
Labels: bug,confirmed,topic:dotnet

**Godot version:**
v3.1.1.stable.mono.official


**OS/device including version:**
macOS 10.14.4/MacBookPro 2016


**Issue description:**
I have a subclass of `Spatial` which is instantiated periodically, and the constructor runs something like the following:

```c#
var groundImage = new Image();
groundImage.Create(2048, 2048, false, Image.Format.Rgb8);
// ...
var groundTexture = new ImageTexture();
groundTexture.CreateFromImage(groundImage);
```

It then attaches the texture to a material which is then used by a mesh which is added to its tree.

My understanding from the docs is that `Resource` subclasses such as `ImageTexture` are automatically freed, but even though I remove nodes from the scene, the texture memory monotonically increases.

<img width="485" alt="TextureMemMonitor" src="https://user-images.githubusercontent.com/334192/57984237-e1ac7600-7a27-11e9-8327-d98ab3669e1b.png">

The only workaround I've found is to manually track texture RID's and call `VisualServer.FreeRID()` when I no longer need them. Which perhaps is expected, but I didn't get that impression from the docs.

**Minimal reproduction project:**

This project creates a new `Chunk` spatial node every half second. The `Chunk()` constructor creates a `MeshInstance` child with its own texture. Whenever a new `Chunk` is created, the previous chunk is `QueueFree`'d.

[LeakReproduction.zip](https://github.com/godotengine/godot/files/3195234/LeakReproduction.zip)

```c#
using Godot;

class Chunk : Spatial
{
    public Chunk()
    {
        var groundImage = new Image();
        groundImage.Create(2048, 2048, false, Image.Format.Rgb8);

        var groundTexture = new ImageTexture();
        groundTexture.CreateFromImage(groundImage);

        var material = new SpatialMaterial();
        material.SetTexture(SpatialMaterial.TextureParam.Albedo, groundTexture);

        var groundMesh = new PlaneMesh();
        groundMesh.SetMaterial(material);

        var ground = new MeshInstance();
        ground.SetMesh(groundMesh);
    }
}

public class MainScene : Spatial
{
    void MakeATexture()
    {
        var newChunk = new Chunk();
        AddChild(newChunk);

        if (GetChildCount() > 2)
        {
            // Schedules the previous node to be removed from the scene.
            // Shouldn't this result in freeing the node's texture?
            GetChild(1).QueueFree();
        }
    }

    public override void _Ready()
    {
        var timer = new Timer();
        AddChild(timer);
        timer.WaitTime = 0.5f;
        timer.ProcessMode = Timer.TimerProcessMode.Physics;
        timer.Connect("timeout", this, "MakeATexture");
        timer.Start();
    }
}
```
Repository: godot
Issue: Built-in scripts are exported in plain text
Labels: bug,topic:gdscript,confirmed,topic:export

**Godot version:**
3.1.1

**Issue description:**
Embedded scripts in Scenes are getting exported in plain text, even if compile scripts is selected in export options.
Repository: go
Issue: go/types: review/document AssignableTo code path for untyped value types
Labels: Documentation,NeedsFix

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.12.1 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GOARCH="amd64"
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOOS="darwin"
</pre></details>

### What did you do?

I called `types.AssignableTo` to see if an untyped int constant was assignable to a named int type.

https://play.golang.org/p/Xq33qWpFsy5

### What did you expect to see?

I expected it to be assignable.

### What did you see instead?

It was reported as not assignable.

At first I thought it was due to an implicit type conversion and they weren't technically assignable, but in the spec [assignability](https://golang.org/ref/spec#Assignability) seems to include implicit conversions, at least for non-constant values. For untyped constants in particular it says an untyped constant x is assignable to type T if `x is in the set of values determined by T.`. I'm not sure exactly what that means or if it disqualifies this case. In general since the untyped constant _is_ assignable to the named type, I assumed the AssignableTo function would agree.

Also note that reflect.Type.AssignableTo behaves consistently with types.AssignableTo.

/cc @griesemer since you are primary owner of go/types
Repository: opencv
Issue: Dnn Winrt Support?
Labels: feature,priority: low,category: dnn

Current Dnn unsupport Winrt platform, Is there any plan for Dnn to support the Winrt platform?
Repository: flutter
Issue: Support build/debug iOS on a remote Mac
Labels: c: new feature,tool,platform-mac,P3,team-tool,triaged-tool

## Use case

Main development environment is Windows.
A Mac exists on the same local network. Xcode and all the tools are installed. 
Currently we have to switch between Mac and Windows all the time, doing frequent unnecessary git commits just to synchronize between the two.
While we could theoretically switch to Mac completely and do all our work there there are financial and technical limitations that will keep us on Windows in the near future.

## Proposal

We would like to see a feature like VisualStudio offers with Xamarin, where you can remotely connect to the Mac and do your build/debug work from inside the VS IDE.

This is different to #22771 in that it would actually make use of an existing local Mac infrastructure rather than circumventing it completely.
Repository: TypeScript
Issue: Strict version of Extract for literal union types
Labels: Suggestion,Awaiting More Feedback

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker. Please read the FAQ first, especially the "Common Feature Requests" section.

-->

## Search Terms

<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->
extract, pick, union, literal, string

## Suggestion

<!-- A summary of what you'd like to see added or changed -->
Currently we have `Pick<T, K>` to select a type-safe subset of a given type `T` using a union of keys `K`. Unfortunately this does not work for unions of literals and requires `Extract` which subjectively isn't strict enough:

```typescript
type ShirtSizes = "xxxl" | "xxl" | "xl" | "l" | "m" | "s" | "xs" | "xxs";
type Subset = Extract<ShirtSizes, "l" | "m" | "s" | "this-is-allowed-as-well">;
```

One caveat is that `Extract` does not support code completion when writing the literal union for the keys and it allows keys not in the first type as well. The former is error-prone while the latter is not causing a different behavior since the illegal keys are ignored but it can't be strictly checked in the long run. Of course I understand there are use cases wherein you'd like to use `Extract` more liberally so the definition

```typescript
type Extract<T, U> = T extends U ? T : never;
```

is reasonable enough. Nevertheless, I'd like to propose an additional strict variant as follows

```typescript
// short-hand form
type ExtractStrict<T, U extends T> = Extract<T, U>;
// equivalent full form
type ExtractStrict<T, U extends T> = T extends U ? T : never;
```

## Use Cases

<!--
What do you want to use this for?
What shortcomings exist with current approaches?
-->
```typescript
type ShirtSizes = "xxxl" | "xxl" | "xl" | "l" | "m" | "s" | "xs" | "xxs";
// this allows for code completion
type Subset = ExtractStrict<ShirtSizes, "l" | "m" | "s">;
// this is causing an error
type Subset2 = ExtractStrict<ShirtSizes, "l" | "m" | "s" | "illegal-literal">;
```

## Checklist

My suggestion meets these guidelines:

* [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, etc.)
* [X] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: flutter
Issue: Isn't Google Map Street View available in Flutter?
Labels: c: new feature,p: maps,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

Hello

Is Google Map Street View available in Flutter? If not is there a plan to provide the plugin in the future? I really want to integrate Street View into my app.


Thanks.
Repository: rust
Issue: Implement IzZero for zeroable default types
Labels: C-enhancement,A-collections,T-libs-api

As discussed in #54628 there are some critical optimizations based on fact that type default value can be represented with `mem::zeroed()`, such as [this vec allocation code](https://github.com/rust-lang/rust/blob/372be4f360ce42b1a10126a711189796f8440ab4/src/liballoc/vec.rs#L1579).

[There is a trait](https://github.com/rust-lang/rust/blob/372be4f360ce42b1a10126a711189796f8440ab4/src/liballoc/vec.rs#L1594) describing this behavior. I propose implementing it for some standard types, such as `std::num::Wrapping` or `Option`, or even making it public.
Repository: rust
Issue: Sometimes `DiagnosticBuilder::span_suggestion` doesn't print the suggestion
Labels: A-diagnostics,T-compiler,C-bug

In Clippy we have a convenience function for `DiagnosticBuilder::span_suggestion`: https://github.com/rust-lang/rust-clippy/blob/fd563810158425c20f27768da4ef54c54230bbbf/clippy_lints/src/utils/diagnostics.rs#L169-L177

Until now we had 3 cases where the suggestion wasn't emitted: rust-lang/rust-clippy#4119, https://github.com/rust-lang/rust-clippy/pull/3582#discussion_r246656947, rust-lang/rust-clippy#3913

This issue still occurs, when replacing the convenience functions with the normal `DiagnosticBuilder` methods.

Until now I couldn't figure out a pattern when or why this happens.
Repository: pytorch
Issue: Remove unpack() in torch/csrc/nn/type_checks.h and its caller functions in the codebase
Labels: module: internals,module: nn,good first issue,triaged

The `unpack()` function in torch/csrc/nn/type_checks.h is not used anymore because we had already killed torch.legacy.nn and all the normal NN ops go through ATen bindings right now. A proper removal of the `unpack()` function would also involve removing all of its caller functions.
Repository: vscode
Issue: Add New Project menu item and open it to extension developers to add project types
Labels: feature-request

Add a new menu item called New Project and then allow extension authors the ability to register their own project type and handler for it.

For example, the Electron team can create an extension that creates an Election project. When selecting that option they then create the folders and projects and open that project. 

File > New Project > 
   - Electron
   - Angular
   - React
   - anything else



<!-- Describe the feature you'd like. -->
Repository: vscode
Issue: Expose vscode remote reconnecting UI.
Labels: feature-request,api

<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Can an API be exposed to extensions to re-use vscode "Reconnecting" UI? Outside of vscode remote scenario, some extensions like liveshare do communication with another instance of vscode over the network. Being able to reconnect due to spotty network connection via the extension is very similar to the vscode remote scenario. Blocking the UI here, like vscode does during reconnection makes the network reconnection problem for liveshare simpler, else we would have to deal with coediting and other editor operations being out of sync. It would be nice, if extensions like liveshare can use the reconnecting UI that vscode uses for its remote scenario.

cc @lostintangent
Repository: godot
Issue: Polygon2D texture "leaking"
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:** 3.2.dev.custom_build 
**Commit:** d111d59

This bug is also occuring in the Godot 3.1 stable version.
<!-- Specify commit hash if non-official. -->


**OS/device including version:** 
<!-- Specify GPU model and drivers if graphics-related. -->
Windows 10

**Issue description:** 
<!-- What happened, and what was expected. -->
I don't know how else I can describe this issue besides "texture leaking". I hope someone has better description / title for this problem.

Any way as you see in this image below at the red arrows there is kind of a line of white pixels leaking towards a Polygon2D points.
![complex](https://user-images.githubusercontent.com/3944421/58042599-6a680680-7b3b-11e9-82b3-52b4744f4591.PNG)

At first I thought it was because my strange Polygon2D shape, but I tried with a simple Polygon2D shape and it's still behaving like that:
![image](https://user-images.githubusercontent.com/3944421/58042801-ef532000-7b3b-11e9-9843-98c1d246e8ed.png)

But even the default Godot square shaped sprite is leaking texture towards the Polygon2D points... even more actually than expected, so it's not my image fault either...
![image](https://user-images.githubusercontent.com/3944421/58043205-ddbe4800-7b3c-11e9-9c05-7d8885662de8.png)

It's strange because in new project with simple sprites it works fine, but when I use complex shaped texture, the Polygon2D node seems to get bugged for the whole project?

**Steps to reproduce:**
1. Create a Polygon around the odd shaped sprite like the pink hand.
2. Sometimes it gets bugged.. sometimes no bug at all.

**Minimal reproduction project:**
<!-- Recommended as it greatly speeds up debugging. Drag and drop a zip archive to upload it. -->
[Polygon2DLeaking.zip](https://github.com/godotengine/godot/files/3199256/Polygon2DLeaking.zip)
Repository: kubernetes
Issue: Volume ownership function ignore errors during chown or chmod
Labels: kind/bug,sig/storage,lifecycle/frozen,triage/needs-information

<!-- Please use this template while reporting a bug and provide as much info as possible. Not doing so may result in your bug not being addressed in a timely manner. Thanks!

If the matter is security related, please disclose it privately via https://kubernetes.io/security/
-->


**What happened**:
In current [SetVolumeOwnership](https://github.com/kubernetes/kubernetes/blob/master/pkg/volume/volume_linux.go#L71) function, it ignore any errors returned from chmod or chown. This means that even if ownership or permission is not set up correctly, pods will still be starting and it might cause some unexpected behavior.

Also noticed that in configmap_test.go, the test sets the fsGroup for the volume. However, seems like bazel test are running under non-root, so chown to an non existing group will have error "permission denied" and fail to set up fsGroup. But the test does not check this ownership, it still pass.

**What you expected to happen**:
SetVolumeOnwerhsip should fail if chown/chmod fails. Also the configmap test may not set fsGroup if we cannot guarantee the test is running under root. We can have a separate test for this SetVolumeOwnership function to find out existing group id from current user and use that group to set up.

**How to reproduce it (as minimally and precisely as possible)**:

**Anything else we need to know?**:

**Environment**:
- Kubernetes version (use `kubectl version`):
- Cloud provider or hardware configuration:
- OS (e.g: `cat /etc/os-release`):
- Kernel (e.g. `uname -a`):
- Install tools:
- Network plugin and version (if this is a network-related bug):
- Others: