sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/tools/go/ssa: no position information in *ssa.If
Labels: NeedsDecision,Tools

At the moment, the `*ssa.If` instruction does not track source code position information:

> The If instruction transfers control to one of the two successors of its owning block, depending on the boolean Cond: the first if true, the second if false.
> 
> [...]
> 
> Pos() returns NoPos. 

However, in most cases there is a well defined position: for `if` statements it's the position of the keyword and for `switch` and `select` statements it's the position of the `case` keyword. I would like to use this position information but it's not currently available as indicated in the documentation.

(I have written a patch to add this position information which I will post shortly).
Repository: create-react-app
Issue: Provide a more detailed explanation about how to opt out of precache on service worker for typescript.
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

The documentation about how to opt-out from pre-caching is not clear, at least not for TS.

This is what documentation says

> If you would prefer not to use precaching, you can assign self.__WB_MANIFEST to a variable that will be ignored, like:
>
> // eslint-disable-next-line no-restricted-globals
> const ignored = self.__WB_MANIFEST;

However, the `__WB_MANIFEST` property does not exist on self unless you import  `'workbox-precaching'` module. This is a problem for typescript because the app does not compile, but why would you be importing a module that you are not using, right? It took me some trials to figure this out.

### Describe the solution you'd like

I want more context code, because the one provided is not enough or at least it is not for typescript. 

### Describe alternatives you've considered

I can't think of any alternative to documentation
Repository: youtube-dl
Issue: Support writing youtube video chapters as a CUE file
Labels: request

## Checklist

- [X] I'm reporting a feature request
- [X] I've verified that I'm running youtube-dl version **2021.04.17**
- [X] I've searched the bugtracker for similar feature requests including closed ones

## Description

I saw that youtube-dl supports `--write-json-info`, which includes the *chapters* of a video. It would be nice if we could get this as a [CUE file format](https://en.wikipedia.org/wiki/Cue_sheet_(computing)) as another option. ~Winamp supports this file type as an automatic playlist generator, in a way. Poweramp does too.~ I was mistaken. Poweramp does this by default. Winamp requires a plugin.

I don't expect youtube-dl to split the resulting file for me. I just expect a CUE file to be a possible output format for metadata, like `--write-json-info`. Perhaps with a flag like `--write-chapters-as-CUE-file` or something.

The workaround is that I can take the JSON file and process it into what I want, but I would prefer it if youtube-dl could do this for me.

I wrote an application that does this that could serve as inspiration (or workaround if this issue is closed): https://bitbucket.org/jevring/youtube-dl-chapters-to-cue/src/master/
Repository: flutter
Issue: Add HoverGestureRecognizer so TextSpan can detect hover events
Labels: c: new feature,framework,f: gestures,c: proposal,P3,team-framework,triaged-framework

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## Issue
When creating a paragraph with a `RichText` widget, there's no clear way to detect hover events on the child TextSpans. There are many existing `GestureRecognizers` that a `TextSpan` can take as their `recognizer` argument, but there is no existing `HoverGestureRecognizer`


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## Proposal
Add a `HoverGestureRecognizer` implementation of `GestureRecognizer`. Semantically, I see no reason that it should be any different from the `LongPressGestureRecognizer`, except that it would work when no mouse buttons are pressed.

## Sample Code
```
    return RichText(
      text: new TextSpan(
        children: [
          TextSpan(
              text: "Welcome to ",
              style: TextStyle(fontSize: 70, color: Colors.black)),
          TextSpan(
              text: "Flutter",
              style: TextStyle(fontSize: 70, color: Colors.black),
              recognizer: HoverGestureRecognizer()
                ..onHoverStart =
                    (HoverStartDetails details) => {print("Hover detected")}),
              //recognizer: LongPressGestureRecognizer()
              //..onLongPressStart =
              //(LongPressStartDetails details) => {print("Long press detected")}),
        ],
      ),
    );

```

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Repository: godot
Issue: When I edit my own plugin script and save, godot closes in godot 3.3
Labels: bug,topic:editor

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**OS/device including version:** Windows 10

**Godot version:** 3.3
<!-- Specify commit hash if using non-official build. -->


**Issue description:** When I am editing a script of my own module and I have a node that extends that script in any scene and I save the facts in that script, godot closes for no reason, but the changes are saved. Even if I deactivate the plugin to edit it, if I have the node open, it still closes

<!-- What happened, and what was expected. -->


**Steps to reproduce:**
- create a simple plugin
- add a custom node
- create a new scene and in it, add the custom node
- edit the custom node, such as adding a comment
- save all changes
Repository: godot
Issue: Non-editable child node of an instanced scene can't be assigned to the exported NodePath via inspector
Labels: discussion,topic:editor

**Godot version:**
3.3.stable

**OS/device including version:**
N/A



**Issue description:**
Child Nodes of an instanced scene with disabled `editable_children` can't be assigned to the exported NodePath via the inspector. No idea if that's intendent.
Enabling `editable_children` makes selecting child Nodes of that instanced scene possible (when assigning a NodePath). Such assigned NodePath pointing the child Node of an instanced scene remains the same after disabling `editable_children` again .

![oNeM0ULipp](https://user-images.githubusercontent.com/9283098/116000828-13ee8700-a5f2-11eb-8ed0-0cbf09e6deef.png)
![Godot_v3 3-stable_win64_PxIvIZLF1E](https://user-images.githubusercontent.com/9283098/116001078-130a2500-a5f3-11eb-9b85-0168eef4e8b0.png)
![u8dROoMwjy](https://user-images.githubusercontent.com/9283098/116001020-ca526c00-a5f2-11eb-83a5-96d1cdc5ff5a.png)
![Godot_v3 3-stable_win64_Vb6MGMDUdI](https://user-images.githubusercontent.com/9283098/116001659-c8d67300-a5f5-11eb-8380-a5aa50d9bb1e.png)

![Godot_v3 3-stable_win64_YongMVMDzL](https://user-images.githubusercontent.com/9283098/116001544-3a61f180-a5f5-11eb-866c-72e589f88b98.png)



**Steps to reproduce:**

1. Create a scene `Scene` with a child node `Subnode`.
2. Create a scene `Test` with script exporting a NodePath variable `node_path`.
3. Instance `Scene` as Node within `Test`.
4. In the inspector try to assign `Subnode` to `node_path`.


**Minimal reproduction project:**
[NodePathSelection.zip](https://github.com/godotengine/godot/files/6372331/NodePathSelection.zip)
Repository: flutter
Issue: frontend server should support using cached compiled javascript with initialize from dill
Labels: c: new feature,tool,P3,team-tool,triaged-tool

Currently the frontend server supports reusing the state of previous compiles using --initialize-from-dill. We should find a way to extend that support to the compiled javascript and source map information. This would also require the tool to ensure the javascript is cached alongside the dill file.

Could we embed the JS in the dill itself? Could we cache but only in the case where the dill is completely unchanged?
Repository: nvm
Issue: nvm not install 
Labels: needs followup,installing nvm

<!-- Thank you for being interested in nvm! Please help us by filling out the following form if you‘re having trouble. If you have a feature request, or some other question, please feel free to clear out the form. Thanks! -->

#### Operating system and version:

#### `nvm debug` output: "nvm not be install in linux ubuntu"
<details>
<!-- do not delete the following blank line -->

```sh

```
</details>
fatal: unable to access 'https://github.com/nvm-sh/nvm.git/': Could not resolve host: github.com
Failed to clone nvm repo. Please report this!


#### `nvm ls` output:
<details>
<!-- do not delete the following blank line -->

```sh

```
</details>

#### How did you install `nvm`?
<!-- (e.g. install script in readme, Homebrew) -->

#### What steps did you perform?

#### What happened?

#### What did you expect to happen?

#### Is there anything in any of your profile files that modifies the `PATH`?
<!--  (e.g. `.bashrc`, `.bash_profile`, `.zshrc`, etc) -->

<!-- Please remove the following section if it does not apply to you -->
#### If you are having installation issues, or getting "N/A", what does `curl -I --compressed -v https://nodejs.org/dist/` print out?
<details>
<!-- do not delete the following blank line -->

```sh

```
</details>
Repository: go
Issue: testing: fuzz inputs that return interesting outputs should continue to be fuzzed
Labels: NeedsInvestigation,fuzz

Currently each input is fuzzed until is causes a crash or returns a single interesting mutation, before moving on to the next input. This input is then only fuzzed again once the input queue cycles. This means that an input that results in interesting outputs is fuzzed equally as inputs which produce nothing interesting.

Ideally the fuzzing shouldn't stop when the first interesting mutation is found, but after some computed number of cycles (where that number of cycles is picked based on some heuristic that favors inputs that produce interesting output, have higher coverage than other inputs, are smaller than other inputs, execute faster than other inputs, etc). 

This would probably be implemented at the worker level, with the results either being streamed back to the coordinator, or returned in one big batch (probably the former is better, since it'd require holding less memory and would allow for other workers to start working on a returned input, if everything else has already been consumed).

cc @katiehockman @jayconrod
Repository: pytorch
Issue: Batched SVD_LOWRANK being much slower than loop implementation (both CPU and GPU) 
Labels: module: performance,triaged,module: linear algebra

## Issue description

I've found the `torch.svd_lowrank` to be up to 2x slower in CPU and GPU for the batched implementation when compared to a loop implementation. 

I guess if then the bacthed implemenation could be turned into a loop one so it is faster. 

**Note**: i have found batched and loop implementations to be on par for low matrix sizes (n<2000 for n x n matrices), but very different for big sizes (both in cpu and gpu)

## Code example

```python
import torch
p = torch.randn(7000, 3)
d = torch.cdist(p, p, p=2)
# optional
# d = d.to(torch.device("cuda:0"))
# loop implementation - faster
u,s,v = [], [], []
for i in range(5):
    u_, s_, v_ = torch.svd_lowrank(d)
    u.append(u_)
    s.append(s_)
    v.append(v_)
u = torch.stack(u, dim=0)
s = torch.stack(s, dim=0)
v = torch.stack(v, dim=0)
# batched implementation - 2x slower
u,s,v = torch.svd_lowrank(torch.stack([d]*5, dim=0))
```

## System Info
I run the script both in a MacBook Pro (torch cpu) and in colab (cuda) with the same results.

cc @jianyuh @nikitaved @pearu @mruberry @heitorschueroff @walterddr @IvanYashchuk @xwang233 @Lezcano @rgommers @VitalyFedyunin @ngimel
Repository: create-react-app
Issue: ParserError when dividing a CSS variable by a negative number
Labels: needs triage,issue: bug report

### Describe the bug

Dividing a CSS variable by a negative number yields a `ParserError` during production builds. Live preview works ok.

### Which terms did you search for in User Guide?

ParserError, CSS variables

### Environment

```
Environment Info:

  current version of create-react-app: 4.0.3
  running from <snip>\create-react-app

  System:
    OS: Windows 10 10.0.19042
    CPU: (16) x64 Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz
  Binaries:
    Node: 15.5.1 - C:\Program Files\nodejs\node.EXE
    Yarn: Not Found
    npm: 7.9.0 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Spartan (44.19041.906.0), Chromium (90.0.818.46)
    Internet Explorer: 11.0.19041.1
  npmPackages:
    react: ^17.0.2 => 17.0.2
    react-dom: ^17.0.2 => 17.0.2
    react-scripts: 4.0.3 => 4.0.3
  npmGlobalPackages:
    create-react-app: Not Found
```

### Steps to reproduce

1. Create a fresh react app with `npx create-react-app --template typescript`
2. Add the following css to `App.css`:
```
.App-logo {
  --size: -10px;
  width: calc(var(--size)/-2);
}
```
3. run `npm run build`

### Expected behavior

The build should compile successfully, since live preview works as expected.

### Actual behavior
```
PS C:\<snip>\cra> npm run build

> cra@0.1.0 build
> react-scripts build

Creating an optimized production build...
Failed to compile.

./src/App.css
ParserError: Syntax Error at line: 1, column 18
````

### Etc

If either `var(--size)` is replaced by some constant, or the expression is rewritten as `calc(-1/2 * var(--size))`, the problem disappears.
Repository: flutter
Issue: [local_auth plugin]: Add option to only use strong biometric authentication systems on Android
Labels: c: new feature,platform-android,p: local_auth,package,c: proposal,P2,team-android,triaged-android

## Use case
Many Android devices provide weak implementations of facial recognition, and many apps will only allow users to  authenticate via strong biometric systems (e.g. fingerprint).

## Proposal

I suggest adding an optional parameter to the local_auth `authenticate` method that only allows the use of strong biometrics.

I have implemented this in a PR (with screenshot attached): https://github.com/flutter/plugins/pull/3807
Repository: PowerToys
Issue: FancyZones does not recognize WSLg and WSA (Android) windows
Labels: Product-FancyZones,Priority-1,Status-Blocked,Area-App Compat

### Microsoft PowerToys version

0.35.0

### Running as admin

- [X] Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

1. Get [WSLg](https://github.com/microsoft/wslg) working in a distribution.
2. Open an X11 application, such as KDE Thunar. (The application chosen will depend on the distribution installed and environment).
3. Start moving the X11 window and use the FancyZones shortcut key to activate zones.

Bug: The zones will not show and the X11 app will not resize to a zone.

4. Press the FancyZones shortcut key and then click and drag the title bar of the X11 app to activate zones.

Bug: The zones will not show and the X11 app will not resize to a zone.

[PowerToysReport_2021-04-25-17-01-31.zip](https://github.com/microsoft/PowerToys/files/6373483/PowerToysReport_2021-04-25-17-01-31.zip)


### ✔️ Expected Behavior

X11 apps have worked since WSL1. There was additional work which needed to be done that WSLg helps solve and improves. For WSL1 and WSL2 before WSLg, you had to run an X-Server and set the `DISPLAY` environment variable, and this would show the window. Kali Linux has a Windows executable available in the distro which is rather ingenious, `kex`, via which Kali bundles a Windows X-Server within WSL and can launch in several modes, notably one which is "seamless" and opens a window very similar to WSLg in that it looks like another Windows application, and there is another mode which works through RDP similar to how WSLg seems to be doing it.

The expectation with X11 apps launched via WSLg is that they'd perform the same way as Kali's seamless, with respect to how they'd work with FancyZones. X11 apps moved to different zones snap as expected, like other Windows applications.

### ❌ Actual Behavior

With WSLg, this does not work. Fancy Zones does not recognize that the hotkey is being pressed and does not provide zones, so it will not snap. Since applications running through WSLg respond like any other application on Windows, it would be expected that zone snapping would work as well. Launching an X11 app through one of the WSLg Start Menu icons seems to expose itself slightly differently to Windows as inspected with Process Explorer, but both behave the same way.

It seems very likely that WSLg is swallowing the hotkey event required for FancyZones to work and/or because the window doesn't expose itself to the process tree in the same way as WSL1 and earlier WSL2 methods of getting X11 applications running, that providing this functionality is actually a WSL issue rather than FancyZones, but this is notably different behavior than expected considering how it worked before with VcXsrv configurations.

### Other Software

Windows 10 Pro 21364.co_release.210416-1504
Kali Linux (PS > WSL -d kali-linux)
 - Thunar 4.16.3 ($ sudo apt install x11-apps && thunar)
 - Xeyes ??.??.?? ($ sudo apt install x11-apps && xeyes)
Repository: flutter
Issue: Uppercase and case-insensitive LogicalKeyboardKey const values
Labels: a: text input,c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

## Use case

`LogicalKeyboardKey` contains consts only for lowercase letters. The absence of uppercase values not only means that they need to be figured out but also incorrectly suggests case-insensitivity.

## Proposal

I suggest adding `LogicalKeyboardKey` const values for uppercase letters. Also, case-insensitive values as synonyms for both upper and lower case letters could be added to simplify defining case-insensitive shortcuts, etc.
Repository: rust
Issue: types_escaping_snapshot cleanup finalization
Labels: C-cleanup,T-compiler

https://github.com/rust-lang/rust/pull/83185 deleted types_escaping_snapshot in compiler/rustc_infer/src/infer/type_variable.rs, but there are several comments remaining referencing that function, some of which seem to indicate no longer necessary operations. This code, to my knowledge, is pretty finicky, so we will want to be careful, but there may be some performance (or at least cleanup) wins left there.

cc @jyn514
Repository: godot
Issue: Full screen quad depth buffer issues depending on camera settings
Labels: topic:rendering,documentation,topic:shaders

Likely related to #43575.

**Godot version:**
3.3.stable, Linux

**OS/device including version:**
Pop!_OS Linux 20.10, X11, Nvidia GTX 760, GLES3

**Issue description:**
Following the steps in the [advanced post-processing](https://docs.godotengine.org/en/stable/tutorials/shading/advanced_postprocessing.html) tutorial for using a full-screen quad with the depth buffer, appears to work fine until camera settings are changed.  With a perspective projection, increasing the near clipping distance creates a foreground area unaffected by the shader.  With an orthogonal projection, only objects closer to the far clipping plane seem to be affected.  The actual depth values also appear to be very different at similar distances

**Steps to reproduce:**
Create a simple scene with a full-screen quad as described in the tutorial linked above.  Change the camera settings to see results like the following:

![setting-1](https://user-images.githubusercontent.com/4873959/116019255-d26dd400-a611-11eb-8802-1137c4ebcdd8.png)
![setting-2](https://user-images.githubusercontent.com/4873959/116019257-d3066a80-a611-11eb-9575-355a2157abb8.png)
![setting-3](https://user-images.githubusercontent.com/4873959/116019258-d3066a80-a611-11eb-863a-f49c54f0f934.png)
![setting-4](https://user-images.githubusercontent.com/4873959/116019259-d3066a80-a611-11eb-9cd1-a4ed3ccdb99b.png)
![setting-5](https://user-images.githubusercontent.com/4873959/116019260-d39f0100-a611-11eb-9d10-efc76bec17d3.png)
![setting-6](https://user-images.githubusercontent.com/4873959/116019261-d39f0100-a611-11eb-8248-86c246a006bc.png)
![setting-7](https://user-images.githubusercontent.com/4873959/116019262-d39f0100-a611-11eb-9aa0-a969b3e1f03d.png)
![setting-8](https://user-images.githubusercontent.com/4873959/116019263-d39f0100-a611-11eb-8d25-c5c6c97c7ebf.png)

**Minimal reproduction project:**
[OrthogonalDepthTest.zip](https://github.com/godotengine/godot/files/6373793/OrthogonalDepthTest.zip)
Repository: create-react-app
Issue: development server has disconnect
Labels: needs triage

I'm currently working on a django project with a tutorial from youtube. I'm trying to build an website like twitter with using the react-app too. In the tutorial you can see the tweetslist and a field for writing a tweet on the react website, but in my case nothing is there. I start looking for mistskes but I can't find some and when I run the server no issues pop up. On the website I get the alert:
The development server has disconnected.
Refresh the page if necessary.
[HMR] Waiting for update signal from WDS...
I reloaded the development server many times and refreshed the page too. Has someone worked with this and could help me please.
Repository: pytorch
Issue: Static prebuilt libraries contain shared libraries
Labels: module: binaries,triaged,module: static linking

## 🐛 Bug

The prebuilt static libtorch libraries for the Linux CPU 1.8.0 version only partially contain static libraries but also shared libraries (like libtorch.so or libc10.so)

## To Reproduce

1. Download the libraries using `wget https://download.pytorch.org/libtorch/cpu/libtorch-cxx11-abi-static-with-deps-1.8.0%2Bcpu.zip`
2. Unzip and cd to the lib/ directory, it contains libtorch.so or libc10.so among others

## Expected behavior

The static libraries libtorch.a or libc10.a should be present when downloading the static version of libtorch, otherwise those libraries - or parts of it - can't be included in other libraries.

## Environment

PyTorch version: N/A
Is debug build: N/A
CUDA used to build PyTorch: N/A
ROCM used to build PyTorch: N/A

OS: Ubuntu 18.04.5 LTS (x86_64)
GCC version: (Ubuntu 9.3.0-11ubuntu0~18.04.1) 9.3.0
Clang version: 6.0.0-1ubuntu2 (tags/RELEASE_600/final)
CMake version: version 3.18.2

Python version: 3.6 (64-bit runtime)
Is CUDA available: N/A
CUDA runtime version: Could not collect
GPU models and configuration: Could not collect
Nvidia driver version: Could not collect
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.13.3
[conda] Could not collect

cc @ezyang @seemethere @malfet @walterddr