sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: PyTorch NaN behavior and API design
Labels: triaged,module: numpy,module: NaNs and Infs,needs design,module: ux

This issue is for discussing how PyTorch should handle NaN values and how we should design our operator API to do that. 

We have many issues such as #46225, reporting inconsistent handling of NaN values. One solution is to follow NumPy's design and have nan* ops which ignore NaN values while the regular versions treat NaN values as the largest element. This was already done in #44393 and #45847. However, this approach requires defining many new overloaded functions in native_functions which is not ideal. One alternative approach is to add an optional flag parameter `nan_policy` as is done in SciPy.

cc @mruberry @rgommers @heitorschueroff
Repository: flutter
Issue: [integration_test][web] TestBindingEventSource is not set correctly during integration tests
Labels: a: tests,platform-web,P2,team-web,triaged-web

MousePointer events were observed to fail for integration tests during this PR: https://github.com/flutter/engine/pull/21928

It is discovered that the tests were failing for `dispatchEvent` method of test [bindings](https://github.com/flutter/flutter/blob/master/packages/flutter_test/lib/src/binding.dart#L1543) since `TestBindingEventSource`is not set to `test` for `IntegrationTestWidgetsFlutterBinding` (in integration_test package).
Repository: flutter
Issue: MaterialApp.router constructor documentation is sparse
Labels: framework,f: material design,d: api docs,P2,team-design,triaged-design

https://master-api.flutter.dev/flutter/material/MaterialApp/MaterialApp.router.html
It would be great to have sample code here, or at least hyperlinks to relevant members of the class, like "the following arguments relate to routing: routeInformationParser, ...; the following arguments relate to restoration: ...; the following arguments relate to theming: ...".
Repository: TypeScript
Issue: Comparison of union types should error
Labels: Suggestion,In Discussion

**TypeScript Version:**  v4.0.2

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** union type comparison

**Code**

```ts
function compare(a: number | string, b: number | string): boolean {
  return a < b; // <- Fails to error
}
compare(1, "a");
1 < "a"; // Correctly errors: Operator '<' cannot be applied to types 'number' and 'string'.
```

This is a simplified example taken from an error found in code review. The function's type signature should really be: `function compare<T extends number | string>(a: T, b: T): boolean` and I would have expected TypeScript to error for the uncorrected type signature.

**Expected behavior:**

Typescript should catch the error comparing union types within the function as Flow (v0.136.0) does: [flow.org/try example](https://flow.org/try/#0GYVwdgxgLglg9mABBOBbADgQwE4FMAUmAXImCKgEa7aIA+iAzlNjGAOYA0iFJZl1dRs1ZsAlCQpw4AG1yYkAbwBQiRHighsSTIgA83ANxKAvkpQYcBAIxcARJluiDiAPQu9AWkQAxTDGkMiFBwiNTYcNhKVnqI9rbObogAwhF40NIAnqHY4dgMJADy6NSYwTQA5LrlyPJgcFDcuIiY6OjSMLgAJkEhUBnFgeV8VNjV8t3lTCzs5QB0SkA).

**Actual behavior:**

Typescript does not catch the error for `a < b`.

**Playground Link:** [example in typescriptlang.org/play](https://www.typescriptlang.org/play?alwaysStrict=false#code/GYVwdgxgLglg9mABBOBbADgQwE4FMAUmAXImCKgEa7aIA+iAzlNjGAOYA0iFJZl1dRs1ZsAlCQpw4AG1yYkAbwBQiRHighsSTIgA83ANyIA9Mb0BaRADFMMaQ0RQ4iatjjYlAXyUoMOAgCMXABEmMGiBkoBeoihwUamiADC7njQ0gCeLthu2AwkAPLo1JhONADkuuXI8mBwUNy4iJjo6NIwuAAmjs5QGcUO5XxU2NXy3eVMLOzlAHRKQA).

**Related Issues:** <!-- Did you find other bugs that looked similar? -->
Repository: godot
Issue: Emulate 3 Button Mouse -> If checked there is no mouse press required (should work only with mouseclick)
Labels: bug,discussion,topic:editor,usability,topic:3d

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.2.3


**OS/device including version:**
Windows 10 2004, Intel GPU (655),


**Issue description:**
Emulate 3 Button mouse is always active when toggled and not when pressing a mouse button. E.G. you can simply rotate/move by moving the mouse without click. This is anoying because alt-tab accidentally rotates the viewports.


**Steps to reproduce:**
Activate "Emulate 3 Button Mouse" (Editors/3d/Navigation), press alt or shift and simply move the mouse above the viewport.

**Minimal reproduction project:**
Not required because its an editor bug.
Repository: node
Issue: Tracking issue: snapshot integration in Node.js core
Labels: v8 engine,snapshot

This is a continuation of https://github.com/nodejs/node/issues/17058 after we've shipped the embedded snapshot. Opening a new issue since most of the discussions in the original one have been settled, and now we are focusing on:

1. Moving more of the bootstrap into the embedded snapshot
2. Enabling user land snapshot

For discussions about technical details, please use the design doc: https://docs.google.com/document/u/1/d/15bu038I36oILq5t4Qju1sS2nKudVB6NSGWz00oD48Q8/edit?usp=sharing This issue is opened for tracking.
Repository: next.js
Issue: cross-domain iframe not hydrating after SSR on devServer
Labels: good first issue

# Bug report

## Describe the bug

It seems that when the app is loaded on a cross-domain iFrame nextJS (dev server) does not hydrate SSR pages / components unless they are visible on the screen.

- If you run the same project on a "same-domain" website it works as expected.
- If you remove `visibility: hidden` or `display:none` it works on both "cross and same domain" environment.

This behaviour was observed when upgrading from 9.2.0 to 9.2.1 (or greater)

## To Reproduce

1. Clone [this repository](https://github.com/gutofoletto/nextjs-iframe-issue) (there are some instructions on the readme file as well)
2. Set up your `/etc/hosts` file and point the domain to your localhost: `127.0.0.1 yourcustomdomain.dev.com`
3. Go to the `root` folder and run nextJS devServer with `yarn dev`
4. Go to the `public` folder and serve `index.html`, you could use php local server if you want: `php -S 0.0.00:8080`
5. Open the browser and go to `http://localhost:8080`
6. Open the browser console and observe the logs
7. Only the `iframe init` log will be present and none of the logs from the `HomePage` will be displayed
8. The logs from `HomePage` will be triggered if you press "show" to display the component (removes the `visibility: hidden` css property)

## Expected behavior

It is expected that when using the development server it would hydrate / rerender the components on a cross-domain iframe. Is that right?

## Screenshots

![ezgif com-gif-maker](https://user-images.githubusercontent.com/1004681/96502684-87b96c80-1228-11eb-8d7a-dc4364f9203c.gif)

## System information

- OS: macOs 10.15.7
- Browser: Chrome Version 86.0.4240.80
- Version of Next.js: >= 9.2.1
- Version of Node.js: 10.16.0
Repository: vscode
Issue: Matching bracket decoration and :after decoration clash
Labels: bug,editor-rendering

1. Have a text:
```
{due:2020-10-20}
```

2. Create a decoration using `after` close to the bracket:

```ts
const decorationType = window.createTextEditorDecorationType({
	after: {
		color: '#88888899',
		backgroundColor: '#00000020',
	},
});
window.activeTextEditor?.setDecorations(decorationType, [{
	range: new vscode.Range(0, 15, 0, 15),
	renderOptions: {
		after: {
			contentText: 'Text',
		},
	},
} as DecorationOptions]);
```
3. Matching bracket highlight highlights the text:

![Screenshot (357)](https://user-images.githubusercontent.com/9638156/96504671-af76f780-125d-11eb-86c5-abea0ed72ce1.png)
Repository: pytorch
Issue: Exception raised in rpc_async context is silently handled
Labels: oncall: distributed,triaged,module: rpc

## 🐛 Bug

If an exception is thrown inside a rpc_async context, it is just silently handled and execution continues. This is incredibly frustrating with multiple async calls, as I have to wrap the body of each in try-except in order to find the exception.

## To Reproduce

Steps to reproduce the behavior:

1. python [rpc_exception.py](https://gist.github.com/froody/e59c9d739e485f0de7f24656f9153a18)

## Expected behavior

Program terminates on some thread, and prints "error in sender" or "error in receiver"

## Environment

Collecting environment information...
PyTorch version: 1.6.0a0+b31f58d
Is debug build: No
CUDA used to build PyTorch: 10.1

OS: Ubuntu 18.04.3 LTS
GCC version: (Ubuntu 7.4.0-1ubuntu1~18.04.1) 7.4.0
CMake version: version 3.18.0

Python version: 3.7
Is CUDA available: Yes
CUDA runtime version: 10.1.105
GPU models and configuration:
GPU 0: Tesla V100-SXM2-32GB
GPU 1: Tesla V100-SXM2-32GB
GPU 2: Tesla V100-SXM2-32GB
GPU 3: Tesla V100-SXM2-32GB
GPU 4: Tesla V100-SXM2-32GB
GPU 5: Tesla V100-SXM2-32GB
GPU 6: Tesla V100-SXM2-32GB
GPU 7: Tesla V100-SXM2-32GB

Nvidia driver version: 418.116.00
cuDNN version: Could not collect

Versions of relevant libraries:
[pip3] numpy==1.19.1
[pip3] torch==1.6.0a0+d3e3dec
[pip3] torchtext==0.8.0a0+e9b711b
[pip3] torchvision==0.7.0
[conda] magma-cuda101             2.5.2                         1    pytorch
[conda] mkl                       2020.1                      217
[conda] mkl-include               2020.2                      256    conda-forge
[conda] numpy                     1.19.1           py37h8960a57_0    conda-forge
[conda] torch                     1.6.0a0+bd69bb1          pypi_0    pypi
[conda] torchtext                 0.8.0a0+e9b711b          pypi_0    pypi
[conda] torchvision               0.7.0                    pypi_0    pypi

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @rohan-varma @xush6528 @jjlilley @osalpekar @jiayisuse @agolynski
Repository: flutter
Issue: pigeon: create a flag to dis/enable clang analyzer
Labels: engine,p: pigeon,P2,team-engine,triaged-engine

It's impossible to support the union of all the versions of clang and analyzer options.  We should disable clang analysis by default via the [`__clang_analyzer__`](https://clang-analyzer.llvm.org/faq.html) macro.  Then create a CI step that turns analysis on and checks against the flags we care about.
Repository: godot
Issue: Moving through one way platforms jumps KinematicBody2D by one way margins
Labels: bug,confirmed,topic:physics

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
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**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.3

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10

**Issue description:**
<!-- What happened, and what was expected. -->
When a KinematicBody2D moves through a one way platform, it can get extraneous positioning against the one way direction, causing a sudden jumping effect. The test project shows this by having two KinematicBody2Ds with different masks/layers going through multiple layers of one way platforms each with a one way collision margin of 1. Only one of the KinematicBody2Ds is set to collide with the platforms. The KinematicBody2D that collides with the platforms gets pushed up vertically each time it passes through a platform, while the non-colliding KinematicBody2D goes in a completely straight line, which should be the expected behavior of both of them. The final layer has a one way collision margin of 16, showing a much bigger jump.

![popup](https://user-images.githubusercontent.com/1882199/96513636-63fa2480-1230-11eb-88dd-4e0888602da8.gif)

**Steps to reproduce:**
Run the test project.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[test_move_one_way_snapping.zip](https://github.com/godotengine/godot/files/5404727/test_move_one_way_snapping.zip)
Repository: godot
Issue: KinematicBody2D doesn't collide with one way platforms on corners in certain cases
Labels: bug,confirmed,topic:physics

<!-- 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. -->
3.2.3

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10

**Issue description:**
<!-- What happened, and what was expected. -->
At certain angles, KinematicBody2D objects don't collide with one way platform corners even though they should collide when the platform has one way collision turned off.

![one_way](https://user-images.githubusercontent.com/1882199/96513493-2eedd200-1230-11eb-8838-be9a8198a31d.gif)

The top left object doesn't collide although the bottom left object does collide. The two right objects have their bottom edges enter underneath the top edge of each one way platform. However, the one way platforms have large collision margins, so they should both register a collision, but only the bottom right object collides with its platform.

It's expected that all 4 objects should collide with the corners, as shown when one way collision is turned off for both platforms.

![non_one_way](https://user-images.githubusercontent.com/1882199/96513475-28f7f100-1230-11eb-9272-d574516f8af4.gif)

**Steps to reproduce:**
Run the test project.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[test_move_one_way_corners.zip](https://github.com/godotengine/godot/files/5404746/test_move_one_way_corners.zip)
Repository: godot
Issue: Building GridMap in a Thread doesn't work well
Labels: bug,topic:core,confirmed,topic:3d

<!-- 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. -->
3.2.3


**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10 64 bits
NVIDIA GeForce GTX1060
GLES3

**Issue description:**
<!-- What happened, and what was expected. -->
**What happened**

When i build a GridMap in a Thread and send it back to the main thread, sometimes, somes cells are missing.
It's happen randomly ( or seem like it ).

**What expected**

A fully fill gridmap ready to use

**Steps to reproduce:**
1. Create a scene with a gridmap in it
2. Start a thread and fill the gridmap
3. send that gridmap back to the main thread
4. then, add it to the scene tree


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[gridmap_thread.zip](https://github.com/godotengine/godot/files/5404786/gridmap_thread.zip)

With that demo project, just press the "Start" button to create a gridmap base on a size expose in the "main" node.
Repository: storybook
Issue: Custom tabs don't have access to full screen toggle buttons
Labels: feature request,ui

**Describe the bug**
Canvas tab has a button to go, and return from full screen (among others). Switching to docs or custom tabs don't give you those tabs (nor do I see a way to add them). 

This leaves a use possibly sitting in the docs tab not able to return from full screen mode. 

**To Reproduce**
Steps to reproduce the behavior:

1. Go to [a storybook page](https://next--storybookjs.netlify.app/official-storybook/?path=/story/addons-a11y-button--default)
2. Click on 'Full Screen button (or type F)'
3. Click on Docs tab
4. Note that you can't escape full screen without either knowing the keyboard shortcut or returning to Canvas tab



**Expected behavior**
User can enter/exit full screen from any page tabs

**Screenshots**
![image](https://user-images.githubusercontent.com/1434956/96516750-8c782380-121c-11eb-9002-eab13679445e.png)

![image](https://user-images.githubusercontent.com/1434956/96516702-7bc7ad80-121c-11eb-9d17-229072e77a5a.png)
Repository: youtube-dl
Issue: Boards and Beyond Support Site Request (I have s subscription)
Labels: site-support-request

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

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## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2020.09.20. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
- Search the bugtracker for similar site support requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [x ] I'm reporting a new site support request
- [x ] I've verified that I'm running youtube-dl version **2020.09.20**
- [x ] I've checked that all provided URLs are alive and playable in a browser
- [ x] I've checked that none of provided URLs violate any copyrights
- [x ] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs



- Single video: https://boardsbeyond.com/video/step-2-3-c/ekg-interpretation
- Single video: https://boardsbeyond.com/video/step-2-3-c/delivery-room-care
- Playlist: https://boardsbeyond.com/category/step-2-3-c/cardiology


## Description
Cookies file (contains my subscription) 
[cookies.txt](https://github.com/ytdl-org/youtube-dl/files/5405128/cookies.txt)


WRITE DESCRIPTION HERE
Repository: pytorch
Issue: Clean up request_callback_no_python.cpp
Labels: triaged,better-engineering,module: rpc

The comment in the code speaks for itself:

https://github.com/pytorch/pytorch/blob/30d687522d708fb3e4041e378d4f4ce420a86157/torch/csrc/distributed/rpc/request_callback_no_python.cpp#L234-L239

We can do this in two steps. 

Step 1: extract the processing logic for each message type into a dedicated function. For example, similar to `processPythonCall`, we can have a `processScriptRemoteCall` for `SCRIPT_REMOTE_CALL`. 
Step 2: implement the execute function on `RpcCommandBase` / `RpcRequest` / `RpcResponse`

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @rohan-varma @xush6528 @jjlilley @osalpekar @jiayisuse @agolynski
Repository: storybook
Issue: Prefer TypeScript definitions to PropTypes
Labels: feature request,typescript,addon: docs,block: argstable

**Describe the bug**
I'm not sure if this would be more appropriately filed under the docgen library but here goes 🤔 😅 

The current behavior when using both Typescript and `prop-types` together is to favor the `prop-types` definitions. This means that with both present, `propTypes` must be defined for every key in our type definitions, otherwise it will not be displayed in our prop table.

When all props are defined, the output types will come from the `propTypes` and not Typescript. This has been tough because our library is consumed both in Typescript and in Javascript.

Secondarily, when a `defaultProps` value is `undefined`, the function initializer value is not used as a default. Instead the default value remains `-`.

**To Reproduce**
To reproduce this behavior, add `propTypes` to a component in the typescript kitchen sink. To see the `defaultProps` issue, add corresponding values of `undefined` for each key defined in `propTypes`.

Example:
```tsx
type IntrinsicButton = JSX.IntrinsicElements['button'];

const buttonSizes = ['small', 'medium', 'large'] as const;
export type ButtonSize = typeof buttonSizes[number];

export interface ButtonProps extends IntrinsicButton {
  size?: ButtonSize;
}

const Button = React.forwardRef<HTMLButtonElement, ButtonProps>({
  type = 'button',
  size = 'large',
  children,
  className,
  ...props,
}, ref) => (
  <button
    type={type}
    {...props}
    className={classNames(classes.button, {
      [classes.small]: size === 'small',
      [classes.medium]: size === 'medium',
      [classes.large]: size === 'large',
    }, className)}
    ref={ref}
  >
    {children}
  </button>
);

Button.propTypes = {
  type: PropTypes.oneOf(['button', 'reset', 'submit']),
  size: PropTypes.oneOf(buttonSizes),
  children: PropTypes.node,
  className: PropTypes.string,
};

// This bit is required by my team's lint rules :(
Button.defaultProps = {
  type: undefined,
  size: undefined,
  children: undefined,
  className: undefined,
};

Button.displayName = 'Button';

export default Button;
```

**Expected behavior**
I would expect Typescript to take precedence, and for the type definitions to be merged together between Typescript and `prop-types`.

**Screenshots**
Expected
<img width="1035" alt="Screen Shot 2020-10-19 at 4 48 23 PM" src="https://user-images.githubusercontent.com/13759135/96523617-03b4b400-122b-11eb-82e7-08fca97f0141.png">

Actual
<img width="1037" alt="Screen Shot 2020-10-19 at 4 48 49 PM" src="https://user-images.githubusercontent.com/13759135/96523633-0dd6b280-122b-11eb-9f7c-b5e0f1618282.png">


**System**
I wasn't able to run this command— is this prompt (`npx sb@next info`) out of date by any chance?