sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: svelte
Issue: Split utility function out of crossfade transition
Labels: feature request,runtime

**Is your feature request related to a problem? Please describe.**
Documentation does not make it clear how to implement our own custom functions with functionality similar to the crossfade transition.  I had to examine the source code to get a clear idea of how it worked.

**Describe the solution you'd like**
The crossfade function can be easily broken out to two functions: one utility function for orchestrating the pairing of outgoing/incoming element and the actual crossfade.  If that utility function was exported and documented, it would considerably reduce the barrier to writing custom crossfade like interactions.

Practical example, since that is far easier to explain than the general case:
https://svelte.dev/repl/64e6b0c360bf4cb29704cca6b76f0f30?version=3.35.0

In the above REPL, the proposed utility function is located in `util.js`.  It accepts a single function, which is expected to return void or a transition object.  That function is passed the params:
* from - HTMLElement transitioning out
* to - HTMLElement transitioning in
* intro - Boolean.  True if this is transitioning in, false otherwise
* params - Object.  Parameters passed from the transition call in the template

In the above REPL, `crossfade.js` contains Svelte's existing crossfade animation, modified to use this utility, to verify that this does not introduce any breaking changes.  `cross-slide.js` shows a similar type of animation, using the same utility.

🐃: `from` and `to` are simple and straight forward to teach.  I have had to flip them based on `intro` in every single use so far, however.

**How important is this feature to you?**
Trivial.  This proposal simply makes learning a feature a little easier, but that could be covered by blog posts, tutorials, etc.
Repository: flutter
Issue: [web] text selection color should match chromium's default
Labels: c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

| chrome | flutter |
|-|-|
|  `#3390ff` | something, i don't know |
|![image](https://user-images.githubusercontent.com/39104740/112700882-33ce4600-8ea0-11eb-9860-5778632f3432.png)| ![text](https://user-images.githubusercontent.com/39104740/112701091-b8b95f80-8ea0-11eb-9798-1d020ec0810e.png)|
Repository: storybook
Issue: Addon-docs: Relative links are broken in descriptions
Labels: bug,has workaround,addon: docs,block: description

Extracted from previous issue because this repro is a special case.

===

Hi @shilman,

I've just created a repo: https://github.com/mgameover/sb-md-relative-links Please take a look.

**To reproduce the issue:**
1. npm run storybook
2. goto "Markdowm / Link test" story, "Docs" tab
3. click on "test link"

**Result:**
You will be navigated to http://localhost:6006/iframe.html?path=/docs/markdown--target
**Expected result:**
You should be navigated to "Markdown / Target" story, "Docs" tab

Hope that helps

_Originally posted by @mgameover in https://github.com/storybookjs/storybook/issues/13630#issuecomment-808423309_
Repository: godot
Issue: Importing images to animation frames fails when the project is stored on the WSL2 mounted filesystem
Labels: bug,platform:windows,topic:editor,topic:import

## **Godot version:**
3.2.3.stable.official

## **OS/device including version:**
### **Host Info**
OS: Windows 10 Pro
Version: 10.0.19042 Build 19042
GPU: GTX1070
GPU Driver Version: 27.21.14.6109

### **WSL Info**
OS: Ubuntu-20.04

**Output of `wsl --list --verbose`**
```
  NAME                   STATE           VERSION
* Ubuntu-20.04           Running         2
  Legacy                 Stopped         1
  docker-desktop         Stopped         2
  docker-desktop-data    Stopped         2
```

## **Issue description:**

Dragging and dropping an image into the "Animation Frames" panel does not work for my project based on my WSL2 mount. There are red "X"'s next to the images.

![image](https://user-images.githubusercontent.com/306571/112703114-cb617380-8e63-11eb-9d1c-9ed8d68ec081.png)

## **Steps to reproduce:**
- Start the sample project according to the directions for [Your First Game](https://docs.godotengine.org/en/stable/getting_started/step_by_step/your_first_game.html) in the docs.
- Create the project on WSL2 under `\\wsl$\Ubuntu-20.04\home\{username}\godotproject`

### Expectation
- Dragging and dropping an asset into Animation Frames should result in the behavior described in the tutorial

### Reality
- Does not work

## **Minimal reproduction project:**
See [tutorial](https://docs.godotengine.org/en/stable/getting_started/step_by_step/your_first_game.html)

## Notes
Easily worked around by using Win 10 file system.
Repository: pytorch
Issue: Per channel weight observer for ConvTranspose
Labels: oncall: quantization,low priority,triaged

I’ve just tried to quantize a model with ConvTranspose1d using torch 1.8 and fbgemm backend, but got this error message: `AssertionError: Per channel weight observer is not supported yet for ConvTranspose{nx}d.`

## Pitch

Quantization of a model with ConvTranspose works fine with default qconfig using the most reliable per channel quantization.

## Alternatives

There's an option to use per tensor configuration instead, though it's typically less accurate.

cc @jerryzh168 @jianyuh @raghuramank100 @jamesr66a @vkuzo @jgong5 @Xia-Weiwen @leslie-fang-intel @dzhulgakov
Repository: rust
Issue: rustdoc: Try removing `Cache.stack` and instead working directly with the item path
Labels: C-cleanup,T-rustdoc

Maybe it exists to avoid issues with re-exports? It would be good to experiment and see if we can get rid of it.
Repository: rust
Issue: Type coercion of tuples of arrays vs. slices in if/else
Labels: C-enhancement,T-compiler,A-coercions

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
let s = Some(b"abc".split_at(1));
let a = if let Some(x) = s { x } else { (b"a", b"b") };
```

This happened:
```
error[E0308]: `if` and `else` have incompatible types
 --> src/main.rs:2:41
  |
2 | let a = if let Some(x) = s { x } else { (b"a", b"b") };
  |                              -          ^^^^^^^^^^^^ expected slice `[u8]`, found array `[u8; 1]`
  |                              |
  |                              expected because of this
  |
  = note: expected type `(&[u8], &[u8])`
            found tuple `(&[u8; 1], &[u8; 1])`
```

It would have been convenient if it weren't an error. Similar code does work without a tuple:
```rust
let s : Option<&[u8]> = Some(b"abc");
let a = if let Some(x) = s { x } else { b"a" };
```
or in functional form:
```rust
let s = Some(b"abc".split_at(1));
let a = s.unwrap_or_else(|| (b"a", b"b") );
```
thanks to, I guess coercion. That former example didn't work before 1.9.0, by the way, for a similar reason to why it doesn't work with a tuple now.

### Meta
<!--
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`:
```
1.53.0-nightly (2021-03-25 52e3dffa50cfffdcfa14)
```
Repository: godot
Issue: Duplicate script property when viewing a Node in the Remote tab
Labels: bug,topic:editor

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.3 RC6 Mono


**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10
GT 1030
GLES3

**Issue description:**
<!-- What happened, and what was expected. -->
Viewing any Node in the Remote tab shows two script properties at the bottom of the inspector. I expected there to be only one.

**Steps to reproduce:**
Make a Scene with a Node, run the program, click the Remote tab, click the Node, then scroll down to the script property.
Repository: pytorch
Issue: Decouple TorchScript compiler from operator library
Labels: oncall: jit

I would like it to be possible to build and run the TorchScript compiler (roughly speaking, all files in `torch/csrc/jit/`) without actually having compiled all of the operator implementations in PyTorch (roughly speaking, all files in `aten/src/ATen/native`). This portion of the TorchScript compiler doesn't necessarily need to understand PyTorch operators; just enough of Python. With this constraint, it would be possible to make use of the TorchScript compiler as *part of the compilation pipeline* for operators in PyTorch (without requiring a bootstrap step). We could, for example, use the compiler as Python to C++ transpiler, so we could maintain canonical implementations of code in Python, while transpiling them to C++ for speed reasons.

I don't have a good sense for how difficult this would be to do.

cc @gmagogsfm @eellison
Repository: svelte
Issue: Input element doesn't update with 1-way bind to value prop
Labels: temp-stale

## Is this about svelte@next? This project is currently in a pre-release stage and breaking changes may occur at any time. Please do not post any kind of bug reports or questions on GitHub about it.

**Describe the bug**
When updating a variable via event value from on:input, and then 1-way binding the value of the <input/> element to the variable, it would be expected that when the variable updates, so does the input value.

**Logs**
N/A

**To Reproduce**
REPL link: https://svelte.dev/repl/6ea9d09354874ab79685d1131f7d7d77?version=3.35.0

**Expected behavior**
The input updates when the variable bound to value changes

**Stacktraces**
N/A

**Information about your Svelte project:**
Google Chrome | 89.0.4389.90 (Official Build) (64-bit) (cohort: Stable)
-- | --
Revision | 62eb262cdaae9ef819aadd778193781455ec7a49-refs/branch-heads/4389@{#1534}
OS | Windows 10 OS Version 2004 (Build 19041.867)
JavaScript | V8 8.9.255.20



**Severity:**
Severe? I would really expect this to just work. I'd like to have an input with custom validation, and two-way binding causes unnecessary updates, because reacting to the two-way bound variable will always result in two updates (one from raw input update, the next via validation and reassignment to the variable)

**Raw code:**

```javascript
<script>
	let inputValue = 0;
	let previousSafeValue = 0;
	
	const onUpdate = (event) => {
		const rawInput = event.target.value;
		if (isNaN(+rawInput)) {
			inputValue = previousSafeValue;
		} else {
		        // >>bug<< This does NOT update the input 
			inputValue = previousSafeValue = Number(rawInput);
		}
	}
</script>

<input value={inputValue} on:input={onUpdate}/>
```
Repository: pytorch
Issue: Import error
Labels: needs reproduction,triaged

## 🐛 Bug

Import error;libc10_cuda.so: cannot open shared object file: No such file or directory



<!-- A clear and concise description of what you expected to happen. -->

## Environment
cudatoolkit:11.0
pytorch:1.7.1
torchvision:0.8.2

Please copy and paste the output from our
[environment collection script](https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py)
(or fill out the checklist below manually).

You can get the script and run it with:
```
wget https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py
# For security purposes, please check the contents of collect_env.py before running it.
python collect_env.py
```

 - PyTorch Version (e.g., 1.0):
 - OS (e.g., Linux):
 - How you installed PyTorch (`conda`, `pip`, source):
 - Build command you used (if compiling from source):
 - Python version:
 - CUDA/cuDNN version:
 - GPU models and configuration:
 - Any other relevant information:

## Additional context

<!-- Add any other context about the problem here. -->
Repository: godot
Issue: File.store_var and File.get_var  not working with custom resource / reference
Labels: topic:core,needs testing

**Godot version:**
v3.3.rc6.official

**OS/device including version:**
Windows 10 64 bits

**Issue description:**
Trying to store and retrieve a custom resource in a file with File.store_var and File.get_var methods
File.get_var return an invalid and [Deleted Object] 

**Steps to reproduce:**

![storegetvar](https://user-images.githubusercontent.com/8815330/112717902-d95cd600-8eef-11eb-9dfd-7ac19a8721f7.png)

-Create a script that extend Resource
-Create an instance of this custom resource
-Store it in a file with File.store_var
-Restore it from file with File.get_var

**Minimal reproduction project:**
[storeandgetvar.zip](https://github.com/godotengine/godot/files/6215492/storeandgetvar.zip)
Repository: rust
Issue: Misleading diagnostic when Deref is implemented. [E0308]
Labels: A-diagnostics,T-compiler

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.

If you cannot produce a minimal reproduction case (something that would work in
isolation), please provide the steps or even link to a repository that causes
the problematic output to occur. 
-->

Given the following code: https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=99918b2dd711e6d34f9d0345873bb616
```rust
use std::ops::Deref;

struct Foo<'a>(&'a str);

impl <'a> Deref for Foo<'a> {
    type Target = &'a str;
    fn deref(&self) -> &Self::Target {
        &self.0
    }
}

fn fun(s:&str){
    println!("{}",s);
}

fn main() {

    let foo = Foo("x");
    fun(foo);
}
```

The current output is:

```
error[E0308]: mismatched types
  --> src/lib.rs:19:9
   |
19 |     fun(foo);
   |         ^^^
   |         |
   |         expected `&str`, found struct `Foo`
   |         help: consider borrowing here: `&foo`
```

How ever I feel the term borrowing in the diagnostic is misleading since we are not borrowing `foo` but rather dereferencing it.
Repository: realworld
Issue: User Registration endpoint inconsistent in docs / swagger / Postman collection
Labels: Status: Approved,v2 changelog

In realworld/api/README.md, Registration is "POST /api/users."

In realworld/api/Conduit.postman_collection.json, the test is "raw": "{{APIURL}}/users" and path is ["users"].

In realworld/api/swagger.json, the operation to "Register a new user" is in the entry for "user": "post."

It looks like  #612 changed the Swagger from "users" to "user."
Repository: godot
Issue: Resource thumbnails don't update after modifying images externally, but texture previews are up-to-date
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 rc6

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
win10 64

**Issue description:**
<!-- What happened, and what was expected. -->
When you replace the texture of one sprite with another, the preview does not update and shows the previous texture.

The texture should update the moment it is overwritten from the drawing editor.
Afterwards, it should also obviously be updated by being replaced directly by the user.

Look at this image and the one below, why doesn't the preview show the assigned texture correctly?

![Captura2](https://user-images.githubusercontent.com/19652075/112729723-e8627900-8f2d-11eb-8091-727ffd87deff.PNG)

![Captura](https://user-images.githubusercontent.com/19652075/112729724-e8fb0f80-8f2d-11eb-93e8-27e60648dbe0.PNG)


**Steps to reproduce:**
Create a sprite node
Add a texture
Modify the texture in an editor
Save the modification and overwrite the old one (the texture preview in Godot should update but doesn't)
Replace the sprite node texture with the new modification. (preview does not update)

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: rust
Issue: `PrefixComponent` cannot be constructed in any way
Labels: T-libs-api,C-feature-request,A-io

I need to pass a canonicalized path to `cl.exe`:
https://github.com/google/autocxx/blob/78965991ba04e6c9383920e9c4275deaa808a7a5/demo/build.rs#L19

`Path::canonicalize` returns `\\?\C:\foo\bar` instead of `C:\foo\bar`, which `cl.exe` doesn't interpret correctly (it's as if I hadn't passed that include path).
So I need to strip the prefix. It seems the way to do it, is like this:
```rust
let path = PathBuf::from("src")
    .canonicalize()
    .unwrap()
    .components()
    .map(|c| match c {
        Component::Prefix(p) => Component::Prefix(match p.kind() {
            Prefix::VerbatimDisk(p) => Prefix::Disk(p),
            Prefix::VerbatimUNC(a, b) => Prefix::UNC(a, b),
            p => p,
        }),
        c => c,
    })
    .collect::<PathBuf>();
```
But I need to map a `PrefixComponent` to a `PrefixComponent`, and there is no public constructor for it!
https://doc.rust-lang.org/stable/std/path/struct.PrefixComponent.html

So this code doesn't work:
![image](https://user-images.githubusercontent.com/535593/112730046-94f12a80-8f2f-11eb-9dbb-6a04687e6eff.png)

Can you please add a constructor for it?
And maybe also a method to canonicalize a `Path` without adding such a prefix?
Repository: godot
Issue: store_pascal_string() errors when saving an empty string
Labels: bug,topic:core

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->
_cf_ https://github.com/godotengine/godot/issues/21242 -- fixes applied in response to that do *not* work.

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.3
Looking at the source, I believe it will also affect 3.3 and 4.0. Problem appears to be that `String` does a `resize(0)` on being set to an empty string, which results in `CowData<T>::resize` setting its data to null, hence `FileAccessUnix::store_buffer` failing `ERR_FAIL_COND(!p_src);`

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Xubuntu 20.04


**Issue description:**
<!-- What happened, and what was expected. -->
`file.store_pascal_string("")` results in non-fatal error
```
E 0:00:00.133   store_buffer: Condition "!p_src" is true.
  <C++ Source>  drivers/unix/file_access_unix.cpp:278 @ store_buffer()
  <Stack Trace> Bug.gd:6 @ _ready()
```
when running in editor.

**Steps to reproduce:**
Run something with
```
var file = File.new()
file.open("user://name.save", File.WRITE)
file.store_pascal_string("")
```


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[store_pascal_string.zip](https://github.com/godotengine/godot/files/6216176/store_pascal_string.zip)
Repository: rust
Issue: Tracking issue for future-incompatibility lint `proc_macro_derive_resolution_fallback`
Labels: A-lints,T-lang,T-compiler,C-future-incompatibility,C-tracking-issue,A-proc-macros,A-proc-macro-back-compat

This is a lint for code like
```rust
struct S;
mod m {
    type A = S;
}
```
when it comes from a derive macro.

The code should obviously not compile because `S` is not in scope at its point of use, but before https://github.com/rust-lang/rust/pull/51952 it compiled if the code was produced by a derive macro, and some popular crates like `actix_derive`, `diesel_derives` and `palette_derive` exploited this in the wild.

This deprecation lint was added in https://github.com/rust-lang/rust/pull/51952 as warn-by-default.
Repository: rust
Issue: &Box<[T]> does not impl IntoIterator
Labels: T-libs-api,C-feature-request,A-iterators,A-box

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
fn one() {
    let v = vec![1, 2, 3].into_boxed_slice();
    for elem in &v {
        println!("elem: {}", elem);
    }
}

fn two() {
    let v = vec![1, 2, 3].into_boxed_slice();
    for elem in &*v {
        println!("elem: {}", elem);
    }
}
```

I expected to see this happen: I expected both functions `one` and `two` to compile.

Instead, this happened: function `one` does not compile:

```
   Compiling playground v0.0.1 (/playground)
error[E0277]: `&Box<[{integer}]>` is not an iterator
 --> src/lib.rs:4:17
  |
4 |     for elem in &v {
  |                 ^^ `&Box<[{integer}]>` is not an iterator
  |
  = help: the trait `Iterator` is not implemented for `&Box<[{integer}]>`
  = note: required because of the requirements on the impl of `IntoIterator` for `&Box<[{integer}]>`
  = note: required by `into_iter`

error: aborting due to previous error

For more information about this error, try `rustc --explain E0277`.
error: could not compile `playground`

To learn more, run the command again with --verbose.
```

https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=93a16fe1e2860bd5eb98b2d73f00fc50

### Meta
<!--
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`:
```
Stable channel
Build using the Stable version: 1.51.0
```
Repository: flutter
Issue: Consider adding Windows plugin API to post tasks to main thread
Labels: c: new feature,engine,platform-windows,c: proposal,a: desktop,P3,a: plugins,team-windows,triaged-windows

There are plugin APIs that can only be called from the main thread, but there's not a particularly good way for Windows plugins to move calls to that thread AFAIK. Options include:
- Each plugin doing the hidden-window message loop implementation themselves.
- Using the top-level window proc override registration to send themselves a custom message and hope nobody else uses it in a way that interferes.

This came up in the Texture PR and the solution there was to make most of it thread-safe; applying that more broadly is another option (e.g., to event streams). But a generic way to move things to the main thread would avoid needing to make lots of thread-safe APIs.

/cc @cbracken 

(We would only do one of https://github.com/flutter/flutter/issues/134346 and this.)
Repository: go
Issue: x/pkgsite: three backticks are turned into a quotation mark followed by a single backtick even in indented block
Labels: help wanted,NeedsInvestigation,pkgsite,pkgsite/dochtml

When entering two backticks pkg.go.dev renders it as a quotation mark, like LaTeX. However, this also happens when three backticks are used in an indented block where I would expect the original text to remain unchanged, for example, in this pre-formatted block demonstrating a markdown like language:

![A pre block showing the behavior described in the issue](https://user-images.githubusercontent.com/512573/112741247-993f3700-8f73-11eb-876e-dbad2999520e.png)