sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: test_grid_sample (from TestNN) fails on POWER
Labels: module: tests,triaged,module: POWER

## 🐛 Bug

When running the tests I get the following error:

```
FAIL: test_grid_sample (__main__.TestNN)
----------------------------------------------------------------------
Traceback (most recent call last):
  File "test_nn.py", line 7447, in test_grid_sample
    self.assertEqual(grid.grad, groundtruth,
  File "/tmp/easybuild-tmp/eb-JA1XOe/tmpRJ107i/lib/python3.8/site-packages/torch/testing/_internal/common_utils.py", line 1136, in assertEqual
    self.assertTrue(result, msg=msg)
AssertionError: False is not true : gradient groundtruth comparison failed for mode=bilinear, padding_mode=border
```

## To Reproduce

Steps to reproduce the behavior:

1. Compile
1. python run_test.py

## Expected behavior

Tests pass

## Environment

 - PyTorch Version (e.g., 1.0): 1.7.1
 - OS (e.g., Linux): RHEL 7
 - How you installed PyTorch (`conda`, `pip`, source): source
 - Build command you used (if compiling from source): `PYTORCH_BUILD_VERSION=1.7.1 PYTORCH_BUILD_NUMBER=1 MAX_JOBS=176 BLAS=Eigen USE_FFMPEG=1 BUILD_CUSTOM_PROTOBUF=0 USE_IBVERBS=1 USE_CUDA=0 USE_NNPACK=0 USE_QNNPACK=0 USE_PYTORCH_QNNPACK=0 USE_XNNPACK=0 USE_METAL=0  python setup.py build`
 - Python version: 3.8.6
 - CUDA/cuDNN version: None
 - GPU models and configuration: None
 - Any other relevant information: GCC 10.2 on ppc9le

## Additional context

Maybe related to https://github.com/pytorch/pytorch/issues/54535 as e.g. MKL is not available on POWER?


cc @mruberry @VitalyFedyunin @walterddr
Repository: TypeScript
Issue: Typescript 4.2.x - incorrectly infered generic return type of a record union (extra undefined)
Labels: Bug,Has Repro

# Bug Report

### 🔎 Search Terms

undefined, generic inference, typescript 4.2

### 🕗 Version & Regression Information

4.2.0-beta - 4.3.0-dev.20210504 (everything since 4.2 beta, including all stable releases)
**NOT** in 4.1.x or before

- This changed between versions 4.1.x and 4.2.x+

The return type inference of the the arrow function hasn't changed, according to the playground it was always infered as `{ kind: "failure"; value?: undefined; } | { kind: "success"; value: number; }`. However, before 4.2. the type of the generic function above it (the `andThen`) was correctly narrowed down to `AndThenResult<number>`. This happened even without explicit type annotations, as one would expect.

In 4.2+ the undefined gets propagated into `andThen<number | undefined>` and this breaks the assignment (and my expectations).

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.2.3#code/C4TwDgpgBAggdgEwCoAsJwEoQM4FcA2wAPEgHxQC8UA3lANYCWiAXFAOR4DGnO2bANFABuAQ3y4IrJFAC+UAD416TBKzYAzEQ3EAnCG1kBuAFDH1uOJ2AMA9nCgjEqdEQCqpABTGoPqObisHgD6rHC4ALYARhA6AJSU5PDIaJg4BMTuxvHU3r56wLg69v4eAIyxxjLGAPTVvlAAalAxOjY6UGh6gqCQUEzqMeg8UADmEMDYUAAGSc6peIREYVExClAWCBDqTBAIpFN+reHTjsnoB0xQSADKUAAsAHQATADUxpx22MAOrLMpWAtiMtojpyFRTnMvPValB8DYbHRJvgGHRoMAUAxJv4rLZ7P0YpNaIwWFAAESabSFCCkwzCMQSAD8rA2Wx2CFpckURJUrFJXB42GwNLp4kkUGBMQ5UDsDjgICutyEBNxfXs6OgYHwIhAI1aG1yPhhKBsAHcIEr2ur1ohWXBdtK4Ph5WMJlAwK0wCIRiJgPbcGBVfdnm96gAPBI0A31PrqKAecMURNQcqR6NpqD5Qr2bkkjRaXT6WRR+pVdMZ8ZZ1Nl3zE1Tsfm8ATF9OiUWsUPNnyl3xVWJAA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts repro
// @strict: true
type AndThenResult<T> = { kind: 'success', value: T } | { kind: 'failure' };

function andThen<U>(
    fun: (_: number) => AndThenResult<U>
) {
    return fun(1)
}
//    V error here, type inference gets `AndThenResult<number | undefined>` from `andThen` in TS 4.2+
const a: AndThenResult<number> = andThen(
    // looks like this function infers { kind: "failure"; value?: undefined; } | { kind: "success"; value: number; } on any TS version in the playground
    // however the undefined only gets propagated up in 4.2+
    x => {
        if (x === 1) {
            return { kind: 'failure' }
        }
        return {
            kind: 'success',
            value: x
        }
    }
)
```

### 🙁 Actual behavior

The types don't match and the code doesn't compile. The return type of `andThen(fn)` is different than that expected on `a`.

### 🙂 Expected behavior

The types do match, the function return type is narrowed to `AndThenResult<number>` and nothing breaks.
Repository: rust
Issue: Add test to ensure that index is valid when using --emit=toolchain-shared-resources
Labels: A-testsuite,T-rustdoc,T-docs-rs

From this comment: https://github.com/rust-lang/rust/pull/84176/files#r625362701
Repository: pytorch
Issue: `torch.view_as_complex()` does not work when `storage_offset` is odd
Labels: triaged,module: complex

## 🐛 Bug

`torch.view_as_complex()` does not work when `storage_offset` is odd. It seems like an arbitrary requirement to me, which is not documented.

## To Reproduce

```python
import torch
x = torch.rand(11)
y = x[1:].reshape(5,2)
torch.view_as_complex(y)   # RuntimeError: Tensor must have a storage_offset divisible by 2
```

While it is not clear why someone would like to do that, this problem appears naturally when using `DataParallel` with complex tensors. As mentioned in #55375, `DataParallel` casts tensors back to real, so one needs to call `view_as_complex`. However, while on GPU0 all tensors have a storage offset of 0, it is not the case on the other GPUs, which can cause an error when one has tensors with an odd number of parameters.


## Environment

```
PyTorch version: 1.8.1+cu111
Is debug build: False
CUDA used to build PyTorch: 11.1
ROCM used to build PyTorch: N/A

OS: CentOS Linux release 7.9.2009 (Core) (x86_64)
GCC version: (GCC) 4.8.5 20150623 (Red Hat 4.8.5-44)
Clang version: Could not collect
CMake version: version 2.8.12.2

Python version: 3.8 (64-bit runtime)
Is CUDA available: True
CUDA runtime version: Could not collect
GPU models and configuration: 
GPU 0: Tesla V100-SXM2-32GB
GPU 1: Tesla V100-SXM2-32GB

Nvidia driver version: 460.32.03
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.19.2
[pip3] numpydoc==1.1.0
[pip3] torch==1.8.1+cu111
[pip3] torchaudio==0.8.1
[pip3] torchvision==0.9.1+cu111
[conda] blas                      1.0                         mkl  
[conda] mkl                       2020.2                      256  
[conda] mkl-service               2.3.0            py38he904b0f_0  
[conda] mkl_fft                   1.2.0            py38h23d657b_0  
[conda] mkl_random                1.1.1            py38h0573a6f_0  
[conda] numpy                     1.19.2           py38h54aff64_0  
[conda] numpy-base                1.19.2           py38hfa32c7d_0  
[conda] numpydoc                  1.1.0                      py_0  
[conda] torch                     1.8.1+cu111              pypi_0    pypi
[conda] torchaudio                0.8.1                    pypi_0    pypi
[conda] torchvision               0.9.1+cu111              pypi_0    pypi
```

## Workaround

A temporary workaround is to make a copy by replacing `torch.view_as_complex(y)` with `torch.complex(y[..., 0], y[..., 1])`.

cc @ezyang @anjali411 @dylanbespalko @mruberry @Lezcano
Repository: PowerToys
Issue: FancyZones Editor: Sort custom layouts in alphabetical order or by drag and drop
Labels: Idea-Enhancement,FancyZones-Editor,Product-FancyZones

### Provide a description of the new feature / enhancement

FancyZones Editor (Powertoys v0.37.0)
I am using about 20 different custom layouts depending on what I am working on (or watching, listening). It would be very useful if it was possible to sort all the layouts in alphabetical order or by the number of zones or sort by drag and drop.
Repository: flutter
Issue: Feature: add maxLines parameter 
Labels: c: new feature,package,c: proposal,team-ecosystem,P3,p: flutter_markdown,triaged-ecosystem

I need to limit the number of lines of markdown blob (like preview of an article).

I made a local copy of the lib and added these two parameters to MarkdownWidget and MarkdownBody and pass them to underlying RichText and SelectableText.rich.
this.maxLines,
this.overflow = TextOverflow.clip,

Btw, the library is awesome :) Thanks
Repository: node
Issue: Future of the Node HTTP Client 
Labels: http

I see a slight problem with the situation with the node core http client. We are getting issues reported in the issue tracker. However, there is little interest by contributors (that are familiar with the code) to look into these issues and resolve them.

Part of the reason for this is that some of the people that usually engage with http client issues is @mcollina, @dnlup or myself. Whom I believe are mostly focusing on nodejs/undici, which we feel is a better alternative and the future, and have limited interest in putting further effort into the node core http client.

This is a slightly suboptimal situation. I would personally like to discuss whether and how we could encourage users over to NodeJS/undici and eventually deprecating the current node client.

Maybe add something in the docs that point to undici. However, I don’t think this is something we have done in the past.

Thoughts?
Repository: godot
Issue: [3.x] CTRL key hides autocompletion suggestion list in script editor.
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 or any

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
MacOS Catalina/MacOS Big Sur

**Issue description:**
<!-- What happened, and what was expected. -->
tldr:
Ctrl button hides autocomplete suggestions in script editor for some reason.
Input keymaps with ctrl all removed.

I have keyboard without arrow keys. It is configured heavily for usage with ctrl+hjkl (like in VIM).
When godot script editor suggest autocompletion I try to select needed one with ctrl + hjkl.
I can't do this because on CTRL autocomplete suggestions list dissapears for some reason.

**Steps to reproduce:**
Edit any script, start typing, see list of suggestions, press ctrl - list dissapears.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: rust
Issue: Tracking Issue for ExitStatusError
Labels: T-libs-api,C-tracking-issue,A-error-handling,PG-error-handling

<!--
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Tracking issues are for tracking a feature from implementation to stabilization.

Make sure to include the relevant RFC for the feature if it has one.

If the new feature is small, it may be fine to skip the RFC process. In that
case, you can use use `issue = "none"` in your initial implementation PR. The
reviewer will ask you to open a tracking issue if they agree your feature can be
added without an RFC.
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Feature gate: `#![feature(exit_status_error)]`

This is a tracking issue for `ExitStatusError` (and `ExitStatus::exit_ok`).

This feature makes it convenient to properly check the exit status of subprocesses (such as from `Command`)

### Example

```rust
use std::process::Command;

let bad = Command::new("false").status().unwrap().exit_ok().unwrap_err();
assert_eq!(bad.code(), Some(1));
```
### Public API

(In pseudo-syntax:)

```rust
impl ExitStatus {
    fn exit_ok(self) -> Result<(), ExitStatusError> {..}
}

pub struct ExitStatusError(...); // newtype around a NonZero integer
impl Eq,Copy,Debug,Error,Display for ExitStatusError;
impl Into<ExitStatus> for ExitStatusError;
impl ExitStatusError  {
    fn code(&self) -> Option<i32> {..} } // WIFEXITED WEXITSTATUS
    fn code_nonzero(&self) -> Option<NonZeroi32> {..}
    ...
}
impl ExitStatusExt for ExitStatusError; // .is_signal() etc.
```


### Steps / History

<!--
For larger features, more steps might be involved.
If the feature is changed later, please add those PRs here as well.
-->

- [x] Implementation: #82973
- [ ] Final commenting period (FCP)
- [ ] Stabilization PR (including restoring mentions in `ExitStatus` docs)
- [ ] Add `#[must_use]` to `process::ExitStatus` (previous attempt #81452); see also #73131.
- [ ] Consider implementing `Try` for `ExitStatus`

<!--
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unresolved questions left, the feature might be ready for stabilization.

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(FCP) is always needed before stabilization. This works as follows:

A library team member can kick off the stabilization process, at which point
the rfcbot will ask all the team members to verify they agree with
stabilization. Once enough members agree and there are no concerns, the final
commenting period begins: this issue will be marked as such and will be listed
in the next This Week in Rust newsletter. If no blocking concerns are raised in
that period of 10 days, a stabilzation PR can be opened by anyone.
-->

### Unresolved Questions

<!--
Include any open questions that need to be answered before the feature can be
stabilised. If multiple (unrelated) big questions come up, it can be a good idea
to open a separate issue for each, to make it easier to keep track of the
discussions.

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Zulip, or the internals forum) here.
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- None yet.
Repository: pytorch
Issue: Add distributed testing for CUDA aware MPI
Labels: oncall: distributed,triaged,module: c10d

## 🚀 Feature
Add distributed testing for CUDA aware MPI.

## Motivation

We do support CUDA aware MPI calls, but it's untested: we only test MPI with CPU tensors.


cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @agolynski @SciPioneer @H-Huang @mrzzd @cbalioglu @gcramer23
Repository: go
Issue: cmd/go: GOPATH mode rejects directory arguments outside of GOPATH/src that contain '@' characters
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
go version go1.14 linux/386

</pre>

### Does this issue reproduce with the latest release?



### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
GO111MODULE=""
GOARCH="386"
GOBIN=""
GOCACHE="/home/nekrad/.cache/go-build"
GOENV="/home/nekrad/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="386"
GOHOSTOS="linux"
GOINSECURE=""
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/usr/lib/go-1.13"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/lib/go-1.14"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/lib/go-1.14/pkg/tool/linux_386"
GCCGO="gccgo"
GO386="387"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m32 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build963122998=/tmp/go-build -gno-record-gcc-switches"

</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->

Building w/ 'go build' and setting GOPATH to a directory that happens to have @ in its name.




### What did you expect to see?

Build w/o errors


### What did you see instead?
/usr/lib/go-1.14/bin/go build -ldflags "-s -w" -o /home/nekrad/src/deb-pkg/pkg/moby-engine@master.git/tmp/build/dockerd-linux-i386 /home/nekrad/src/deb-pkg/pkg/moby-engine@master.git/cmd/dockerd
can't load package: package /home/nekrad/src/deb-pkg/pkg/moby-engine@master.git/cmd/dockerd: cannot use path@version syntax in GOPATH mode

It tries to do some magic interpretation on an opaque directory name, which it should NOT do.
The directory names are externally given by some infrastructure.
'go build' just should take it as it is (and cope w/ all characters that are allowed for file names on Linux/Unix platforms).
Repository: PowerToys
Issue: Paint tabs on taskbar to corresponding window(s)
Labels: Idea-New PowerToy,Product-Tweak UI Design

### Provide a description of the new feature / enhancement

It should be easier to spot a corresponding window by color than reading a few words on the tabs.
Repository: flutter
Issue: DraggableScrollableSheet behavior is odd on the desktop and desktop web
Labels: c: new feature,framework,f: scrolling,a: quality,a: desktop,a: mouse,P3,team-framework,triaged-framework

The drag and drop with mouse is odd and will prevent text selection from working on desktop platforms. Perhaps instead the widget should adapt and have a dedicated open/close button?
Repository: godot
Issue: GradientTextures uses sRGB colorspace in HTML only
Labels: discussion,platform:web,topic:rendering

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->
**Similar Issues**
* https://github.com/godotengine/godot/issues/25142 - Provides a clue as to what is happening, but not related to the html vs editor inconsistency
* https://github.com/godotengine/godot/issues/48039 - Mine is more of an inconsistency in platforms and this is a larger philosophical discussion

**Godot version:**
3.3.stable

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
* Card Model: RTX 2080
* Driver: GeForce 466.27
* OS: Windows 10
* Backend: GLES3

**Issue description:**
When using a Gradient Texture as a `sample2d` uniform in a shader, the colorspace appears to not match the editor or desktop exports when exporting to HTML. When searching for this issue I found the discussion in https://github.com/godotengine/godot/issues/25142 which was helpful but while the solution "worked" in html it did not work in the editor or the windows export. On further examination, it seems like maybe the flag `OUTPUT_IS_SRGB` should be set in html but isn't.

Here is a screenshot of the sample project. 
<img width="626" alt="shader-color-in-html-test-full" src="https://user-images.githubusercontent.com/3671561/117045171-3745c000-acdd-11eb-88af-283ab7036206.png">

* The left/right boxes are SpatialMaterials with the albedo values from both ends of the two point gradient used in the center box.
* The center box contains three variations on the shader in this order:
  * Original sampling from the GradientTexture directly
  * Sampling from the GradientTexture converting using the solution from https://github.com/godotengine/godot/issues/25142 if the flag is not set
  * Using two color values to create a gradient manually
  * The last line shows if the flag is set or not
```glsl
    vec3 color = vec3(0.0);
    if (OUTPUT_IS_SRGB) {
        color = vec3(1.0);
    }
    ALBEDO = color ;
```

**Steps to reproduce:**
* Create a mesh and assign it a shader material
* Add the shader code 
```glsl
shader_type spatial;
render_mode cull_disabled, unshaded;

uniform sampler2D color_ramp : hint_black_albedo;

void fragment() {
    ALBEDO = texture(color_ramp, vec2(1.0 - UV.y, 0)).rgb ;
}
```
* Add a GradientTexture to the uniform, I used the color values `134f00` and `35dd00`.
* Export to both windows and html and compare

**Minimal reproduction project:**
https://github.com/robpc/godot-shader-color-in-html-test
Repository: godot
Issue: PhysicsMaterial needs better documentation for friction and bounce
Labels: documentation,topic:physics

**Godot version:**
3.3 stable / Master

**OS/device including version:**
Any

**Issue description:**
Following up on https://github.com/godotengine/godot/pull/48434#issuecomment-831707709.

The documentation states friction and bounce are in the interval `0..1` from no effect to full effect:
https://github.com/godotengine/godot/blob/e189ff55a747a397e613e192ef0fd402e40e2b9f/doc/classes/PhysicsMaterial.xml#L17-L22

But in practice higher values can be needed in some cases and the effect in physics in not very clear.
See https://github.com/godotengine/godot/issues/48298

The effect of friction and bounce needs to be investigated, and compared between Godot Physics 2D/3D and Bullet, and the documentation needs to be updated with more accurate information.

**Steps to reproduce:**
n/a

**Minimal reproduction project:**
n/a
Repository: create-react-app
Issue: Uncaught TypeError: Cannot read property 'jsxDEV' of undefined
Labels: needs triage,issue: bug report

I recently upgraded my react-script to 4.0.3 but when I tried upgrading React and React-dom, I got a "Uncaught TypeError: Cannot read property 'jsxDEV' of undefined". Unfortunately, I couldn't find much of anything on it online.
Repository: pytorch
Issue: [JIT] Investigate cloning/copying object before tracing it
Labels: oncall: jit

#57138 demonstrates a case in which checking the trace doesn't work because running the module to trace it modifies some internal state that affects verification. We should see if we can copy/clone the object during tracing to guard against issues like this.

cc @gmagogsfm
Repository: go
Issue: crypto/ed25519/internal/edwards25519: fill in TestSetBytesRoundTripEdgeCases
Labels: NeedsInvestigation

There is a TODO in `TestSetBytesRoundTripEdgeCases` to add some SetBytes and Bytes edge case tests.

They are mostly covered by some of the higher level (Point and ed25519) edge case tests, but might as well make it explicit.
Repository: flutter
Issue: Add a test on macOS to prevent external texture memory regression
Labels: a: tests,engine,platform-mac,P2,team-engine,triaged-engine

We've identified a memory leak in https://github.com/flutter/flutter/issues/79648 which was later fixed. The fix was identified as a leak in pixel buffer, it's now wrapped in an RAII container that should prevent this. It is not possible to effectively unit test the fix. This issue is to have an integration test that runs a flutter app with external textures on macOS, the infrastructure to do this doesn't exist right now.