sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: CTRL+Left click on a selected graph node sends a selected signal, and then a deselected signal
Labels: bug,topic:input,topic:gui

**Godot version:**
godot mono 3.2.3_RC5


**OS/device including version:**
Windows 10


**Issue description:**
CTRL click selects and deselects GraphEdit Graph Nodes correctly as far as user visualization, however, the signals fired send an extra select.

Expected behavior :
deselecting a node with CTRL left click will only throw a 'node_unselected' signal

**Steps to reproduce:**
1 If I left click on an unselected node, or CTRL left click on a node 'node_selected' is fired.
2 If I then CTRL left click on the same node it fires 'node_selected' then fires 'node_unselected'


Notes :
This behavior might not be new in 3.2.3, but since that version added 'node_unselected' as a signal it may just now be noticeable.
Repository: kubernetes
Issue: [Flaky unit test] pkg/kubelet/volumemanager/reconciler Test_UncertainVolumeMountState
Labels: sig/storage,kind/flake,lifecycle/frozen,wg/reliability

**Which jobs are flaking**:

* periodic-kubernetes-bazel-test-master (xref https://github.com/kubernetes/kubernetes/issues/94528#issuecomment-687208028)
* ci-kubernetes-cached-make-test

**Which test(s) are flaking**:

Test_UncertainVolumeMountState

**Testgrid link**:

Top unit test flake in postsubmits:

https://testgrid.k8s.io/sig-release-master-blocking#bazel-test-master&width=20&sort-by-name=&include-filter-by-regex=pkg/kubelet/volumemanager/reconciler/go

https://testgrid.k8s.io/sig-testing-canaries#ci-kubernetes-cached-make-test&width=20&include-filter-by-regex=pkg%2Fkubelet%2Fvolumemanager%2Freconciler.Test_UncertainVolumeMountState

**Reason for failure**:

**Anything else we need to know**:
- https://storage.googleapis.com/k8s-gubernator/triage/index.html?text=Test_UncertainVolumeMountState

To reproduce with [stress](https://godoc.org/golang.org/x/tools/cmd/stress):

```
go test -race -c  ./pkg/kubelet/volumemanager/reconciler
stress ./reconciler.test -test.run Test_UncertainVolumeMountState/failed_operation_should_result_in_not-mounted_volume
```

/sig storage
Repository: go
Issue: x/tools/gopls: add tests for finding references in replace targets
Labels: Testing,gopls,Tools

We don't have any tests for this behavior.
Repository: PowerToys
Issue: [Color Picker] Pick a bigger area and use the average color
Labels: Idea-Enhancement,Help Wanted,Product-Color Picker

## 📝 Provide a description of the new feature

_What is the expected behavior of the proposed feature?  What is the scenario this would be used?_

The color picker picks a wider area around the cursor and calculates the average pixel color inside the area. 
Right now the color picker picks the color of one pixel. Exactly what a color picker is expected to do. 

However in some cases this is not the ideal behavior. When picking the color from a real image every pixel has a slightly different color. Calculating the average color of the neighbour pixels would lead to a smoother output.

It should be possible to activate the feature in the settings page. Moreover the size of the area should also be adjustable.

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: rust
Issue: Nested impl Trait for higher-order functions
Labels: C-feature-request,A-impl-trait

Hi!

It will be nice to use impl Trait with higher-order functions like the following. But it occurs a compile error at `impl Iterator<Item=u32>`.

```rust
fn f1<F: FnMut(u32) -> u32>(a: u32) -> impl FnOnce(F) -> impl Iterator<Item=u32> /* <- compile error! */ {
    move |f: F| {
        (0..a).map(f)
    }
}

fn main() {
    let iter = f1(10)(|b| b * 2);
    for x in iter {
        println!("{:}", x);
    }
}
```

Nested impl Trait: <https://doc.rust-lang.org/error-index.html#E0666>


## expected behavior/work around

Here is an expected behavior and a work around. We need to write the type explicitly like `std::iter::Map<std::ops::Range<u32>, F>` instead of `impl Iterator<Item=u32>`.

```rust
fn f1_with_explicit_type<F: FnMut(u32) -> u32>(a: u32) -> impl FnOnce(F) -> std::iter::Map<std::ops::Range<u32>, F> {
    move |f: F| {
        (0..a).map(f)
    }
}

fn main() {
    let iter = f1_with_explicit_type(10)(|b| b * 2);
    for x in iter {
        println!("{:}", x);
    }
}
```

[Rust Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&code=fn%20f1_with_explicit_type%3CF%3A%20FnMut(u32)%20-%3E%20u32%3E(a%3A%20u32)%20-%3E%20impl%20FnOnce(F)%20-%3E%20std%3A%3Aiter%3A%3AMap%3Cstd%3A%3Aops%3A%3ARange%3Cu32%3E%2C%20F%3E%20%7B%0A%20%20%20%20move%20%7Cf%3A%20F%7C%20%7B%0A%20%20%20%20%20%20%20%20(0..a).map(f)%0A%20%20%20%20%7D%0A%7D%0A%0Afn%20main()%20%7B%0A%20%20%20%20let%20iter%20%3D%20f1_with_explicit_type(10)(%7Cb%7C%20b%20*%202)%3B%0A%20%20%20%20for%20x%20in%20iter%20%7B%0A%20%20%20%20%20%20%20%20println!(%22%7B%3A%7D%22%2C%20x)%3B%0A%20%20%20%20%7D%0A%7D%0A)

The output should be the following.

```
0
2
4
6
8
10
12
14
16
18
```

It will be harder to write and read the return type when we append other methods after the `.map(f)`.
Repository: go
Issue: x/pkgsite: show more search results per page or give users a setting for that
Labels: NeedsInvestigation,pkgsite,pkgsite/search

<p>When&#xA0;looking for&#xA0;a&#xA0;module or&#xA0;a&#xA0;package,
I will often find what&#xA0;I&#xA0;need on&#xA0;the&#xA0;second
or&#xA0;the&#xA0;third page of&#xA0;the&#xA0;search
results.&#x2003;There&#xA0;are already enough issues
about&#xA0;the&#xA0;quality of&#xA0;the&#xA0;search,
so&#xA0;for&#xA0;now I&#xA0;want to&#xA0;propose
that&#xA0;the&#xA0;search show more results
per&#xA0;page.&#x2003;I&#xA0;think, 100&#xA0;results per&#xA0;page is
a&#xA0;good number, but&#xA0;that&#xA0;may be too&#xA0;high
and&#xA0;generate too&#xA0;much pressure on&#xA0;the&#xA0;search
engine.&#x2003;But&#xA0;I&#xA0;don't know enough about&#xA0;it,
so&#xA0;this is up&#xA0;to&#xA0;debate.</p> 

<p>Perhaps&#xA0;there should also&#xA0;be an&#xA0;option for&#xA0;that,
but&#xA0;if&#xA0;we go with&#xA0;100 results per&#xA0;page
by&#xA0;default, then&#xA0;I&#xA0;don't think anyone would need
more.&#x2003;100&#xA0;is also&#xA0;a&#xA0;sane maximum value
for&#xA0;such setting, in&#xA0;my&#xA0;opinion.</p>
Repository: rust
Issue: Consider using the host `beta` toolchain if it already exists at the right version
Labels: C-enhancement,T-bootstrap,A-contributor-roadblock

Currently, if you have `beta` installed via rustup, x.py will download it again when building for the first time. It would be great to avoid this needless download. It would also have the benefit that `x.py clean` wouldn't require redownloading things from the internet.

Possible implementation: try both `rustc --version` and `rustc +beta --version`; use the first that is the right version and download beta otherwise. The version should be an exact match (`beta 1.xx.0`, not just `beta` or `1.xx.0`).
Repository: godot
Issue: HBoxContainer with 2 or more identical subscenes can't be load()-ed or preload()-ed.
Labels: bug,topic:core

    HBoxContainer
    |- ButtonA # Instance of a scene
    |- ButtonB # Instance of the same scene

where **ButtonA** and **ButtonB** are instances of a scene can't be load()-ed or preload()-ed. Result is **null**. But it can be run using F6 or if it is a part of autorun scene.

But if either instance is removed

    HBoxContainer
    |- ButtonA

it can be load()-ed no problem. See the file attached with the scene and sub-scene. Hierarchy might broken in the archive as those are taken from a larger project.

[cant_create_instance.zip](https://github.com/godotengine/godot/files/5180836/cant_create_instance.zip)

Godot is 3.2.2 built from source. Os is Windows 10.
Repository: godot
Issue: null result of load() call destroys arrays
Labels: bug,topic:core

If load() call returns **null**, this **null** is destructive for arrays (at least).

    function test():
        var classes = []
        var S = load( "res://...." ) # Here load() returns null
        classes.push_back( S ) # At this point "classes" changes from "[]" to "null". I.e. literally null
        return classes # Here it returns "null" instead of "[ null ]".

But if the same code runs without **load()** then it works as expected. And array is not destroyed.

    function test():
        var classes = []
        var S = null
        classes.push_back( S ) # At this point "classes" is totally fine. It goes from "[]" to "[ null ]"
        return classes # returns "[ null ]". I.e. normal behavior.


Godot version is 3.2.2 built from source. OS is Windows 10.
Repository: vscode
Issue: Line highlight on search results doesn't work
Labels: bug,search,confirmed

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->
There is a lack of any sort of visual hierarchy in walking through multi-file search matches.
1. Run a search over a largish set of sources. (Ctrl-Shift-F)
2. Click through the matches in the SEARCH panel, and try to find the matching source editor line.

Put differently, when I click on a match in the SEARCH panel, my eye has no guide to find the matched text. When clicking through matches in the SEARCH panel, I expect some sort of visual hierarchy to help my eye navigate to the matching line and section. End up scanning the page to find the match, failing, and ... saying rude things. (This is on a 32" 4K monitor.)

What I expect is some sort of visual hierarchy. First, I need to find the line in question (vertical). Then I need to find the selected text (horizontal). 

The vertical cue is lacking.

There are many ways to solve the vertical cue. Past-used alternatives of which I am not fond.
1. Hard-force the match to center of screen. (Though on large screens, you need a cue for center.)
2. Hard-force the match to top line of screen.
3. Hard-force the match to fixed N-lines down from top of screen.

Better alternatives:
4. Highlight the line by changing the background color. Needs to contrast well with syntax coloring. (Ancient choice was to XOR the line colors - which would be better than present.)
5. Place an underline or box around the emphasized line.
6. Bold the text of the line.
7. Add pointer glyphs in left and/or right gutters. (Right could be remote from text.)
8. Apply temporary highlight to the matched line, when selected from SEARCH.

A completionist would add custom setting for each specific font/weight/color/background for aspect of line and selection of match. While "better" in some sense, this is not fun to configure.

Did look at the "workbench.colorCustomizations", "editor.findMatchBackground", "findMatchHighlightBackground", but not obviously useful. Inclined to think the code to lacks any notion of a visual hierarchy in presenting search results.
Repository: godot
Issue: TileSet editor toolbar icons look blurry on non-HiDPI monitor
Labels: bug,platform:macos,topic:editor,confirmed,topic:gui

**Godot version:** 3.2.3 beta 1 ~ rc 5

**OS/device including version:**
MacBook Pro (Retina, 13-inch, Early 2015)
Intel Iris Graphics 6100 1536 MB

**Issue description:**

When using both a non-HiDPI and a HiDPI monitor and the Godot Editor is on the non-HiDPI one, the same icon looks blurry on TileSet toolbar buttons, but sharp on other buttons.

This does not happen on the HiDPI monitor, or when only the non-HiDPI monitor is used.

Snapshot on non-HiDPI monitor (the right one looks blurry):

![non-hidpi](https://user-images.githubusercontent.com/372476/92354784-8ff49700-f115-11ea-8c93-d803d8bdc6f9.png)

Snapshot on HiDPI monitor (looks the same):

![hidpi](https://user-images.githubusercontent.com/372476/92354782-8ec36a00-f115-11ea-8312-a6ab5d3e62b4.png)

**Steps to reproduce:**
1. Use both a HiDPI monitor and a non-HiDPI monitor, and make sure that the Godot Editor is on the non-HiDPI one
2. Create a new TileSet to open the TileSet editor
3. Create a tile
4. Compare the two "trash can" icons.

**Minimal reproduction project:** Not project related.
Repository: storybook
Issue: Empty storybook (*.stories.js ignored)
Labels: question / support,configuration babel / webpack,has workaround

**Describe the bug**
1. Create own react boilerplate (without CRA etc.)
2. Install @storybook/react and @storybook/cli
3. Run npx -p @storybook/cli sb init
4. Run yarn storybook
5. Only mdx file in the list. Stories files was ignored. 

**To Reproduce**
Steps to reproduce the behavior:

1. Clone https://github.com/sshmyg/storybook-test
2. `yarn && yarn storybook`

**Expected behavior**
*.stories.js files in the list of the storybook

**Screenshots**
![image](https://user-images.githubusercontent.com/1410608/92357228-257d3000-f0f0-11ea-8737-6659f6518fb9.png)

**System:**
```
Environment Info:

  System:
    OS: macOS 10.15.6
    CPU: (8) x64 Intel(R) Core(TM) i7-3740QM CPU @ 2.70GHz
  Binaries:
    Node: 13.7.0 - ~/.nvm/versions/node/v13.7.0/bin/node
    Yarn: 1.22.5 - /usr/local/bin/yarn
    npm: 6.14.8 - ~/.nvm/versions/node/v13.7.0/bin/npm
  Browsers:
    Chrome: 85.0.4183.83
    Firefox: 80.0.1
    Safari: 13.1.2
  npmPackages:
    @storybook/addon-actions: ^6.0.21 => 6.0.21
    @storybook/addon-essentials: ^6.0.21 => 6.0.21
    @storybook/addon-links: ^6.0.21 => 6.0.21
    @storybook/cli: 6.0.21 => 6.0.21
    @storybook/react: ^6.0.21 => 6.0.21
```

**Additional context**
Use storybook without CRA, or any others boilerplates.
Repository: pytorch
Issue: Slower speeds when using half().
Labels: module: performance,triaged

I've written some code to test the speed of resnet50：

```python
import time
import torch

from model import resnet

if __name__ == '__main__':

    model = resnet.resnet50()

    dummy_input = torch.ones(1, 3, 224, 224).cuda()
    # dummy_input = torch.ones(1, 3, 224, 224).half().cuda()

    model.cuda().eval()
    # model.half().cuda().eval()

    iter_num = 1000
    start_time = time.time()
    for _ in range(iter_num):
        torch.cuda.synchronize()
        model(dummy_input)
        torch.cuda.synchronize()
    end_time = time.time()
    cost_time = end_time - start_time

    print("Cost time (s): {:.2f}\nFPS: {:.1f}".format(cost_time, (iter_num * 1.0 / cost_time)))
```

but it seems that fp32 perform even better than fp16：

|input size|fp32(fps)|fp16(fps)|
|:---:|:---:|:---:|
|(3×112×112)|191|176|
|(3×224×224)|180|153|
|(3×320×320)|153|164|

And I wonder know why this happens？Thanks for your help！

cc @VitalyFedyunin @ngimel
Repository: ant-design
Issue: ResizeObserver loop limit exceeded
Labels: 🐛 Bug,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.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-h5f4k)

### Steps to reproduce
- Create eventlistener on "window" for "error". (window.addEventListener("error", (e) => console.error(e));)
- Render widget that renders a dropdown of some sort when clicking the input field.
- Click on the field.
- See "ResizeObserver loop limit exceeded" error message in console.

### What is expected?
For the error not to be generated

### What is actually happening?
Opening any kind of widget (dropdown) generates this error.

| Environment | Info |
|---|---|
| antd | 4.6.3 |
| React | 16.11.0 |
| System | Ubuntu 20.04.1 |
| Browser | Chromium 85.0.4183.83 |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: flutter
Issue: the wrap widget add a property “maxline” to limit the lines of the widget
Labels: c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

## Use case

when i use the row to show something, I want to hide the child which overflow the parent. 

## Proposal
the stack overflow teaches that  I can use the "wrap" instead, but i just want the first line of widget, it's more similar to the row. So maybe the wrap widget can add a property “maxline” to limit the lines of the wrap.
Repository: youtube-dl
Issue: FAQ request: how to repair a "raw" hls (live)stream
Labels: question

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## Checklist

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- [ x] I'm asking a question
- [ x] I've looked through the README and FAQ for similar questions 
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## Question

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Unfortunately I didn't find this issue covered in the FAQ and searching open and closed bugs for some keywords diodn't result in relevant content, google searching neither. I am sure it happens to people every now and then, so I think it is worth addressing. Thank you for your consideration.

I captured a livestream from twitch.com and unfortunately the process terminated ungracefully, so the "fixing" which is done when pressing Ctrl-C or when the livestream finishes didn't happen. Now I have a .mp4 file, presumably containing HLS slices, which is not understood by the player (I use MPlayer 1.4 from mplayerhq.hu, via the debian-multimedia package).
Can the file be "repaired" or is the captured content lost? 
I guess I should have used --hls-use-mpegts but I didn't.
Repository: pytorch
Issue: How to use CUDA Dynamic Parallelism in PyTorch CPP extension?
Labels: module: cuda,triaged

I found discussions at discuss.pytorch.org .  But there is still no solution now.

Here is the error message:
```
error: kernel launch from __device__ or __global__ functions requires separate compilation mode
```
and
```
error: a __device__ function call cannot be configured
```

Thanks.

cc @ngimel
Repository: rust
Issue: Help message when subtracting two types that can't be subtracted is incorrect
Labels: A-diagnostics,A-trait-system,T-compiler,C-bug,A-suggestion-diagnostics,D-invalid-suggestion

I tried this code:

```rust
fn f<Amount, TotalAmount>(amount: Amount, total_amount: TotalAmount) {
    let total_amount = amount - total_amount;
}
```

I expected to see this happen: Error with help: 
```
error[E0369]: cannot subtract `TotalAmount` from `Amount`
 --> src\main.rs:5:31
  |
5 |     let total_amount = amount - total_amount;
  |                        ------ ^ ------------ TotalAmount
  |                        |
  |                        Amount
  |
help: consider restricting type parameter `Amount`
  |
4 | fn f<Amount: std::ops::Sub<TotalAmount, Output = TotalAmount>, TotalAmount>(amount: Amount, total_amount: TotalAmount) {
```

Instead, this happened: 
```
error[E0369]: cannot subtract `TotalAmount` from `Amount`
 --> src\main.rs:5:31
  |
5 |     let total_amount = amount - total_amount;
  |                        ------ ^ ------------ TotalAmount
  |                        |
  |                        Amount
  |
help: consider restricting type parameter `Amount`
  |
4 | fn f<Amount: std::ops::Sub<Output = TotalAmount>, TotalAmount>(amount: Amount, total_amount: TotalAmount) {
```

Need to add TotalAmount to help.
Repository: create-react-app
Issue: Document `--use-npm`
Labels: issue: proposal,needs triage

`--use-npm` flag is not documented here: https://github.com/facebook/create-react-app#creating-an-app

Would have preferred to add a comment to this issue, but it is locked:

Yarn is used automatically with no obvious way to use npm instead #3385

IMHO, using NPM should be the default.
Repository: godot
Issue: AnimationPlayer timeline seeks in seconds even if length and snap are configured in FPS
Labels: enhancement,topic:editor

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.2.2

![Xksdmay](https://user-images.githubusercontent.com/46036208/92389708-2f348100-f14c-11ea-8104-ed384f8dc8a8.png)

I should also be able to set this value in frames instead of seconds as well since I have already specified a fps workflow instead of time base workflow.
Repository: flutter
Issue: Getting IAP's refunded, how to acknowledge user purchase?
Labels: p: in_app_purchase,package,a: production,team-ecosystem,P2,triaged-ecosystem

Hello,

I'm using **in_app_purchase: ^0.3.4+5**

And I've already had 3 IAP's refunded.

To implement IAP I followed this guide:
https://fireship.io/lessons/flutter-inapp-purchases/

Which implements this medthod among others:
```
  Future<void> _getUserPastPurchases() async {
    QueryPurchaseDetailsResponse response = await _iap.queryPastPurchases();
    for (PurchaseDetails purchase in response.pastPurchases) {
      if (Platform.isIOS) {
        **InAppPurchaseConnection.instance.completePurchase(purchase);**
      }
    }
    setState(() {
      _purchases = response.pastPurchases;
    });
  }
```

This line:
**InAppPurchaseConnection.instance.completePurchase(purchase);**
Is the only one that sounds like some sort of purchase acknowledgment, but the guy in the video said that only iOS users need this. Also this method only fetches the users past purchases.

Even so, is that line what I would need to implement for Android and run it after a successful purchase?

This is how I verify a purchase:
```
    PurchaseDetails purchase = _purchases.firstWhere((purchase) => purchase.productID == nChargeRemAds, orElse: () => null);
    if (purchase != null && purchase.status == PurchaseStatus.purchased) {
        // Purchase verified
        // Or is it? Do I need an extra step?
    }
```

Please advise, this is very critical as our app is already on Google Play.

P.S. I know from what I've read around that prior to API v2.0 no acknowledgement is required, but from reading my catlogs I see that this plugin attempts to use v3.0.

Thanks.