sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: failed to set thread name with 'io.flutter.raster'
Labels: engine,platform-linux,a: desktop,P2,team-linux,triaged-linux

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## Steps to Reproduce

<!-- You must include full steps to reproduce so that we can reproduce the problem. -->

1. Run `flutter create hello`.
2. cd hello
3. Run `flutter build linux --debug`
4. cd build/linux/debug/bundle
5. run ./hello with gdb
6. ctrl+c and run `info thread` to show threads name

**Expected results:** <!-- what did you want to see? -->
```
  7    Thread 0x7fffe2f3a700 (LWP 518213) "io.flutter.raster"         0x00007ffff5df643e in epoll_wait (epfd=8, events=0x7fffe2f39e58, maxevents=1, timeout=-1)
    at ../sysdeps/unix/sysv/linux/epoll_wait.c:30
```

**Actual results:** <!-- what did you see? -->
```
  6    Thread 0x7ffff0d3b700 (LWP 518212) "io.flutter.ui" 0x00007ffff5df643e in epoll_wait (epfd=6, events=0x7ffff0d3ae58, maxevents=1, timeout=-1)
    at ../sysdeps/unix/sysv/linux/epoll_wait.c:30
  7    Thread 0x7fffe2f3a700 (LWP 518213) "hello"         0x00007ffff5df643e in epoll_wait (epfd=8, events=0x7fffe2f39e58, maxevents=1, timeout=-1)
    at ../sysdeps/unix/sysv/linux/epoll_wait.c:30
  8    Thread 0x7fffe2739700 (LWP 518214) "io.flutter.io" 0x00007ffff5df643e in epoll_wait (epfd=10, events=0x7fffe2738e58, maxevents=1, timeout=-1)
    at ../sysdeps/unix/sysv/linux/epoll_wait.c:30
```

pthread_setname_np with 'io.flutter.raster' is not working on linux.

```
int pthread_setname_np(pthread_t thread, const char *name);
    The thread name is a meaningful C language string, whose length is restricted to  16  characters
```

It seems that we need to update with a new name for raster thread on linux.
Repository: flutter
Issue: Add dialog theme for Simple Dialogs
Labels: c: new feature,framework,f: material design,c: proposal,P2,team-design,triaged-design

Currently the Dialog Theme defined in Material App is used for Simple Dialogs just for the background color, it would be useful if Simple Dialogs also adopt titleTextStyle and contentTextStyle defined in the Dialog Theme, instead of just the default headline16.
Repository: youtube-dl
Issue: Support for IDF1.fr
Labels: site-support-request

<!--

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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 2020.06.06. 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 **2020.06.06**
- [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

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- https://www.idf1.fr/videos/jlpp/2020-05-29-partie-1.html
- https://www.idf1.fr/videos/id-voyance/2020-03-13-partie-3.html

## Description

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From what I've seen, the website doesn't require an account to see the videos (checked on Brave Browser/Chrome).
Repository: godot
Issue: Mono: SetScript leaves initial node references in weird invalid state
Labels: bug,topic:dotnet

**Godot version:**
3.2.1.stable.mono.official

**Issue description:**
Using SetScript on a node, earlier references to that node still have the old type, but newly retrieved referenes to the same node are of the new type. When trying to access node members from the initial ref that are not of the custom type (engine internal) an exception is thrown, but members from the initial custom type on the same ref can still be accessed.

**Steps to reproduce:**
Run the attached project and examine the output log and
 NodeTester.cs

**Minimal reproduction project:**
[TypeWeirdness.zip](https://github.com/godotengine/godot/files/4779881/TypeWeirdness.zip)
Repository: go
Issue: net/mail: ParseAddress does not allow mixed quoted / unquoted local parts
Labels: NeedsDecision

<!--
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`)?

I'm not sure how to get this information from play.golang.org.

### Does this issue reproduce with the latest release?

yes

### What operating system and processor architecture are you using (`go env`)?

I'm not sure how to get this information from play.golang.org.

### 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.
-->

```go
package main

import (
	"fmt"
	"net/mail"
)

func main() {
	input := `foo."x".bar@bar.com`
	fmt.Println(mail.ParseAddress(input))
}
```

https://play.golang.org/p/OjrtE1S12lP

### What did you expect to see?

```
<foo.x.bar@bar.com> <nil>
```

### What did you see instead?

```
<nil> mail: no angle-addr
```
Repository: godot
Issue: Godot won't minimize on WinKey+M / WinKey+Down system keyboard shortcuts (Windows)
Labels: platform:windows,discussion,topic:editor,topic:porting

Godot V3.2.1 stable official on Windows 10.

Godot won't minimize with system **WinKey+M** or **WinKey+Down** keyboard shortcuts if Godot is set to Fullscreen mode (with **SHIFT+F11** shortcut).

Toggle Fullscreen with **SHIFT+F11** and no matter focus is on Godot or another running program window, system shortcut **WinKey+M** (minimize all windows) won't minimize Godot nor allow other windows to minimize. **WinKey+Down** (minimize active window) when focus is on Godot won't also work. Toggle Godot fullscreen mode off and **WinKey+M** or **WinKey+Down** will work as expected.

Besides this issue it would be really convenient Godot could remember Fullscreen mode if it is closed on this state. Editor Settings > Interface > Editor could hold a checkbox option like "Remember Fullscreen state after closing Godot".

Thank you.
Repository: go
Issue: runtime: SIGSEGV during sigpanic in TestCgoCallbackGC on netbsd-386-9_0 builder
Labels: OS-NetBSD,NeedsInvestigation,compiler/runtime

[2020-06-12T17:25:26-7d975ae/netbsd-386-9_0](https://build.golang.org/log/862ed3ce6f311e40e8321f3bb863c3acb52dc6b8)

```
--- FAIL: TestCgoCallbackGC (0.71s)
    crash_test.go:105: /tmp/go-build517568832/testprogcgo.exe CgoCallbackGC exit status: exit status 2
    crash_cgo_test.go:70: expected "OK\n", but got:
        fatal error: unexpected signal during runtime execution
        [signal SIGSEGV: segmentation violation code=0x1 addr=0xcd42f9e0 pc=0xada54001]
        
        runtime stack:
        runtime.throw(0x81765a7, 0x2a)
        	/tmp/workdir/go/src/runtime/panic.go:1116 +0x64
        runtime.sigpanic()
        	/tmp/workdir/go/src/runtime/signal_unix.go:704 +0x38e
        
        goroutine 14 [syscall]:
        runtime.cgocall(0x8138c38, 0x85677dc, 0x85677dc)
        	/tmp/workdir/go/src/runtime/cgocall.go:133 +0x61 fp=0x85677c8 sp=0x85677b0 pc=0x804c971
        main._Cfunc_foo()
        	_cgo_gotypes.go:228 +0x2d fp=0x85677dc sp=0x85677c8 pc=0x81317fd
        main.CgoCallbackGC.func2(0x8502080)
        	/tmp/workdir/go/src/runtime/testdata/testprogcgo/callback.go:85 +0x14 fp=0x85677e8 sp=0x85677dc pc=0x8136984
        runtime.goexit()
        	/tmp/workdir/go/src/runtime/asm_386.s:1333 +0x1 fp=0x85677ec sp=0x85677e8 pc=0x80a35f1
        created by main.CgoCallbackGC
        	/tmp/workdir/go/src/runtime/testdata/testprogcgo/callback.go:84 +0xde
```

Possibly related to #37605.

CC @ianlancetaylor @cherrymui @bsiegert
Repository: pytorch
Issue: torch::jit::load -> Unhandled exception 
Labels: oncall: jit,triaged

## 🐛 Bug

I have a problem with Pt loading, as below

https://i.ibb.co/BHp1PdP/hata.png

libtorch 1.5 , cuda toolkit 10.2

cc @suo
Repository: go
Issue: text/template: slice builtin does not work with arrays as described in documentation
Labels: Documentation,NeedsFix

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.14.4 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE="on"
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/duncan/.cache/go-build"
GOENV="/home/duncan/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/duncan/.local"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/home/duncan/sdk/go1.14.4"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/home/duncan/sdk/go1.14.4/pkg/tool/linux_amd64"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/home/duncan/.local/src/github.com/duncanharris/template-slice-bug/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build531232634=/tmp/go-build -gno-record-gcc-switches"
GOROOT/bin/go version: go version go1.14.4 linux/amd64
GOROOT/bin/go tool compile -V: compile version go1.14.4
uname -sr: Linux 5.3.0-53-generic
Distributor ID:	Ubuntu
Description:	Ubuntu 18.04.4 LTS
Release:	18.04
Codename:	bionic
/lib/x86_64-linux-gnu/libc.so.6: GNU C Library (Ubuntu GLIBC 2.27-3ubuntu1) stable release version 2.27.
gdb --version: GNU gdb (Ubuntu 8.1-0ubuntu3.2) 8.1.0.20180409-git
</pre></details>

### What did you do?

Tried to use an array with the `text/template` builtin `slice` function.

https://play.golang.org/p/lrdcuk7gkvU

Docs at https://golang.org/pkg/text/template/ say:

> Arguments may evaluate to any type; _if they are pointers the implementation automatically indirects to the base type when required_.

and 

> slice
>          ...
> 	 The first argument must be a string, slice, or _array_.

Note that the builtin `index` function plays fine with arrays in both cases:

https://play.golang.org/p/DEeEWit74YL

### What did you expect to see?

```
[Hello]
```
output in at least one of the cases

### What did you see instead?

```
template: test:1:2: executing "test" at <slice .>: error calling slice: reflect.Value.Slice: slice of unaddressable array
template: test:1:2: executing "test" at <slice .>: error calling slice: can't slice item of type *[1]string
```
Repository: excalidraw
Issue: Allow Rotation by hovering near corner
Labels: enhancement,discussion

The best example I can think of is Figma. If you hover near a corner (but not directly on it), it will let you rotate the image.
Repository: pytorch
Issue: matchTensor tests. Add tests to make sure that `isSubtypeOf` and `matchTensor` return equivalent results
Labels: triaged,jit-backlog
Repository: vscode
Issue: [scss] Support completion/intellisense of SCSS/SASS variables & mixins
Labels: feature-request,css-less-scss

We've got a feature request in Eclipse Wild Web Developer for intellisense/completion for variable & mixins in SCSS files: https://github.com/eclipse/wildwebdeveloper/issues/445 . It seems like this is a standard feature of the language thus it should IMO be part of the "reference" CSS language server that's in VSCode.
There is some extension that does that (https://github.com/mrmlnc/vscode-scss/ ) but there isn't much that's not reusable out of VSCode at the moment.
Repository: TypeScript
Issue: Unable to cast to generic discriminated union
Labels: Bug

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**TypeScript Version:**  3.9.5

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** discriminated union, generics, cast

**Code**

```ts
enum Color {
    Red,
    Blue,
}
type Attributes = {
    [Color.Red]: {
        a: 'red'
    }
    [Color.Blue]: {
        b: 'blue'
    }
}
type ColorWithAttributes<T extends Color> = { color: T } & Attributes[T]
type ColorLike =
    | ColorWithAttributes<Color.Red>
    | ColorWithAttributes<Color.Blue>

function make<T extends Color>(color: T, args: Attributes[T]): ColorLike {
    const x: ColorWithAttributes<T> = {
        color,
        ...args,
    }
    
    return x as ColorLike // <-- fails with TS2352
}
```

**Expected behavior:**
Cast should not fail. Works correctly on 3.8.3.

**Actual behavior:**
Cast fails with error TS2352.

**Playground Link:** <!-- A link to a TypeScript Playground "Share" link which demonstrates this behavior -->
[Link](https://www.typescriptlang.org/play/index.html?ssl=1&ssc=1&pln=25&pc=1#code/KYOwrgtgBAwg9gGzgJygbwFBW1ASsAEwBoscAhBMYEgXwwBcBPAB2CgEF77kBLAIzD1gAZygBedKWwBteEmQA6fAQC6ALkk4tUAIYaA5MkL6pUOltmIUCilXWbt2Pgb6VgJrXTpNWsK8gB1HnoAC05ufkERAB4AFShgAA8hEAJRORQAPnF0KABjfw14migAMg4uXgEhYWlYlQYWNgzkABkeAGs2MVMAHz95INDwqqjhaJalQky+gZQhsMrImon-GzcZjAAzMBA8+h44ECgIHS64hOTQNLnkTIAKAvkiol1kAHNhDRHlkTqVACUGha7S6DmwBRAwnoUESwP8Cx+1RisWyEkwjgh-hImKgCnxOg+whxOHMOCM9DAyGOiV06X8oOAGDoQA)

**Related Issues:** <!-- Did you find other bugs that looked similar? -->
Repository: flutter
Issue: Reference specification for the `flutter` key in pubspec.yaml
Labels: tool,c: proposal,P3,team-tool,triaged-tool

The format and semantics of features specified under the `flutter` key in `pubspec.yaml` often changes.

It might be wise to write up some reference docs for this. Notably to annotate what flutter versions supports which which semantics.

For example, prior to `1.20.0` all flutter plugins (`flutter.plugin != null`) was required to have an `ios/` folder. And prior to `1.12.0` the `flutter.plugin` schema looked very differently. Supporting such old plugin formats (correctly detecting platforms, and giving warnings) would be a lot easier if we knew at what flutter versions semantics changed, and what they were prior to that.

Maybe this is just a wishful nice to have, I don't know :D
Repository: deno
Issue: Proper way to write to FD 3 (on Windows)?
Labels: cli,suggestion

I'm trying to have deno output some information to file descriptor 3, so I am spawning `deno` like so:

```bash
$ deno run example.ts 3>three.txt
```

I have it working as expected by using `/dev/fd/3`:

```typescript
const fd = Deno.openSync('/dev/fd/3', { read: false, write: true });
Deno.writeAllSync(fd, new TextEncoder().encode('hello'));
Deno.close(fd.rid);
```

Ok fine, good. But what I am really interested is learning the proper way to do this in a cross-platform way that will work on Windows.

Thanks in advance!
Repository: vscode
Issue: Support reverse tunnel
Labels: feature-request,remote-explorer

## context
I am trying to access adb in local machine from my remote server. To do that, I tried something like 
`ssh -R ${remote_port}:localhost:${local_port} remote_address
`which opened a reverse port forwarding from my server and local machine so that I was able to access local attached devices in my remote server terminal.
However, rather than using remote ssh tunnel everytime, I want to automate everything in vscode extension
## Problem
It looks reverse port is a known issue. Wondering when that will be resolved? (https://code.visualstudio.com/api/advanced-topics/remote-extensions#known-issues)

I tried to use vscode.workspace.openTunnel 
(https://raw.githubusercontent.com/microsoft/vscode/master/src/vs/vscode.proposed.d.ts)
api but it only supports a forward tunnel. Can we support reverse tunnel in this api?
Repository: pytorch
Issue: Doing optimizing compilations in a separate thread
Labels: triaged,jit-backlog
Repository: flutter
Issue: Add `flutter add-platform` command (plugin only)
Labels: c: new feature,tool,c: proposal,P3,a: plugins,team-tool,triaged-tool

This command should:
1. Determine if the correct directory is a plugin directory, throw if not
1. If the current plugin is using the old pubspec format, throw an error and guide users to the new pubspec format migration instruction on flutter.dev
1. Add platform specific folder and pubspec entries based on the platforms specified in `--platforms` flag.
1. A no-op iOS folder still needs to be present for this change. We need to remove the iOS folder as soon as 1.20 is released.

https://github.com/flutter/flutter/issues/59787
Repository: godot
Issue: Impossible to get exactly a color in ColorPicker in RGB mode while comparing colorname to Raw
Labels: discussion,topic:core

<!-- Please search existing issues for potential duplicates before filing yours:	
https://github.com/godotengine/godot/issues?q=is%3Aissue	
-->

**Godot version:**
3.2.1.stable.official
**OS/device including version:**
Windows 10 Home 1909
**Issue description:**
It's not a real bug but very confusing. I have a color array with a color in it which I've put there using name. I tried to do something if this array has this color but I couldn't get this exact color. In my case:
```
var colors = [ColorN("gold")]
func _on_ColorPicker_color_changed(color):
	if colors.has(color):
		print("Has")
```
So the problem is that it doesn't set a color equal to another if there's just a minimal difference at the 3 digit or so.
**Steps to reproduce:**
Create a scene with root node ColorPicker and attach a script to it. Connect the signal color_changed(Color : color). Create an array with a color given by its name with `ColorN()`. Check for that color in the signal function and if they are the same do something.
**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[ColorPicker color name comparison issue.zip](https://github.com/godotengine/godot/files/4782526/ColorPicker.color.name.comparison.issue.zip)
Repository: pytorch
Issue: Simplify checks that generator has next normal sample cache methods in normal_distribution
Labels: triaged,module: random

The SFINAE checks introduced in https://github.com/pytorch/pytorch/pull/39816 looks overcomplicated and must revisited

cc @pbelevich
Repository: godot
Issue: When inserting function in AnimationPlayer using call method track functions are listed in different order than in a source script
Labels: bug,topic:editor,confirmed,usability

<!-- 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. -->

3.2.1 

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->

Win 10 

**Issue description:**
<!-- What happened, and what was expected. -->

When you use animation player and add new track call method track and then insert key inside this track. Methods listed from a script are placed in seemingly random order rather than in order they appear in the scrip

**Steps to reproduce:**

Described above

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->


applicable in any project.
Repository: godot
Issue: C# signals leak Orphan StringName
Labels: bug,confirmed,topic:dotnet

**Godot version:** 3.2.2.rc1.mono.official

**OS/device including version:** Win10 Pro 1909

**Issue description:** When you define a signal in C# (using the `[Signal]` attribute), something end up leaking out. When you exit the game (and verbose stdout is on) you can see a `Orphan StringName: <Signal Name>` message for every signal defined that way.  
I saw something a bit similar got fixed with exports in #35097. As signals implementation was *inspired* by the exports one it may be related.

**Steps to reproduce:**
1. Set `debug/settings/stdout/verbose_stdout` to `true`.  
1. Define a signal via the `[Signal]` attribute in a C# script.
1. Run the Game.
1. Exit.

**Minimal reproduction project:** [OrphanStringNameMinimalRepro.zip](https://github.com/godotengine/godot/files/4782973/OrphanStringNameMinimalRepro.zip)