sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: cmd/compile: interaction between sync/atomic, -race and go:norace
Labels: NeedsDecision,compiler/runtime

The issue is discovered on gVisor with coverage and race instrumentation. gVisor has some sensitive functions marked as `go:norace` (calling into race detector will crash I assume).
With atomic coverage instrumentation (the mode bazel uses now) these functions get coverage instrumentation with `sync/atomic.AddUint32` calls, which is fine per se because these are just increments of a global so can run in almost any context.
But if we add race instrumentation to the mix, atomic calls become super complex (call into race runtime) and crash. This is not an issue for all other operations as the function is marked as `go:norace`.

Question: should compiler leave atomic operations uninstrumented in such case?
It currently transforms atomic operations to machine instructions directly in -race is not enabled, so if it just continued doing so for `go:norace` functions it would solve the issue. However, I don't know if it does this transformation for all arches. Otherwise it will require calling `sync/aromic.NoRaceAddUint32`.
Another option may be `//go:nocover`.

go version devel +edf60be151 Fri Dec 4 18:03:43 2020 +0000 linux/amd64

Reproducer:
```
package main

import "sync/atomic"

var sink interface{}

//go:norace
func main() {
	var x uint32
	x++
	atomic.AddUint32(&x, 1)
	_ = &x
}
```

```
$ go build -race norace.go
$ objdump --disassemble=main.main norace

0000000000492760 <main.main>:
  492760:	64 48 8b 0c 25 f8 ff 	mov    %fs:0xfffffffffffffff8,%rcx
  492767:	ff ff 
  492769:	48 3b 61 10          	cmp    0x10(%rcx),%rsp
  49276d:	76 40                	jbe    4927af <main.main+0x4f>
  49276f:	48 83 ec 20          	sub    $0x20,%rsp
  492773:	48 89 6c 24 18       	mov    %rbp,0x18(%rsp)
  492778:	48 8d 6c 24 18       	lea    0x18(%rsp),%rbp
  49277d:	48 8d 05 9c 7d 00 00 	lea    0x7d9c(%rip),%rax        # 49a520 <type.*+0x7520>
  492784:	48 89 04 24          	mov    %rax,(%rsp)
  492788:	e8 b3 b1 fa ff       	callq  43d940 <runtime.newobject>
  49278d:	48 8b 44 24 08       	mov    0x8(%rsp),%rax
  492792:	ff 00                	incl   (%rax)
  492794:	48 89 04 24          	mov    %rax,(%rsp)
  492798:	c7 44 24 08 01 00 00 	movl   $0x1,0x8(%rsp)
  49279f:	00 
  4927a0:	e8 db df ff ff       	callq  490780 <sync/atomic.AddUint32>
  4927a5:	48 8b 6c 24 18       	mov    0x18(%rsp),%rbp
  4927aa:	48 83 c4 20          	add    $0x20,%rsp
  4927ae:	c3                   	retq   
  4927af:	e8 ec aa ff ff       	callq  48d2a0 <runtime.morestack_noctxt>
 4927b4:	eb aa                	jmp    492760 <main.main>
```
Repository: storybook
Issue: Display the subComponents API inside the Controls addons (Canvas)
Labels: feature request,addon: controls

**Is your feature request related to a problem? Please describe**
In the same logic we have access to the main component's API inside the Canva's addons panel with `Controls`.
Is there a way to include the subComponent's API as well ? (As it's display inside the Docs)

**Additional context**

The idea will be to have that UI which include the subComponent notion :
<img width="1044" alt="Screen Shot 2020-12-04 at 1 47 30 PM" src="https://user-images.githubusercontent.com/15250423/101202517-60cbc400-3637-11eb-9f62-bc4e23e5a5ac.png">


Instead of only :
<img width="641" alt="Screen Shot 2020-12-04 at 1 46 14 PM" src="https://user-images.githubusercontent.com/15250423/101202312-19453800-3637-11eb-9071-2b7864d86866.png">

When there are subComponent
Repository: flutter
Issue: Transparent Backgrounds for Flutter Windows Desktop Applications.
Labels: c: new feature,platform-windows,customer: crowd,c: proposal,a: desktop,P3,team-windows,triaged-windows

## Use case

Partially transparent and blurred background areas are used a lot in Windows Fluent design language. It would be very useful for building more platform native like experiences with Flutter, if the feature was supported out of the box for Flutter Windows based applications.

## Proposal

Consider implementing support for background transparency and blurred backgrounds in Flutter for Windows Desktop applications. A typical usage example is shown below:

![image](https://user-images.githubusercontent.com/39990307/85956618-a7820780-b98f-11ea-9a3b-b965f51d5c77.png)


## Background

This feature request is **equivalent** to the one submitted for **MacOS** here https://github.com/flutter/flutter/issues/59969 and for **Linux** here https://github.com/flutter/flutter/issues/66751.

The request to support this in Windows as well, was mentioned already in https://github.com/flutter/flutter/issues/59969, but as per @stuartmorgan's suggestion and recommendation, and quite understandably in order to be able to track progress separately per platform, I'm adding this as the Windows platform specific request for the equivalent feature. 

Feel free to close this request it if the Windows specific request already exists (I could not find one though).
Repository: flutter
Issue: Add systemOverlayStyle to BottomNavigationBarThemeData and BottomAppBarTheme
Labels: c: new feature,framework,f: material design,c: proposal,team-design,triaged-design

<!-- Thank you for using Flutter!

     If you are looking for support, please check out our documentation
     or consider asking a question on Stack Overflow:
      * https://flutter.dev/
      * https://api.flutter.dev/
      * https://stackoverflow.com/questions/tagged/flutter?sort=frequent

     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill out the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
-->

## Use case

The `AppBarTheme` just got a new property called `systemOverlayStyle` which takes a `SystemUiOverlayStyle` as value. This gives us the ability, to configure if the status bar icons should be black or white, if the status bar overlay should be transparent, or if it should have a color and so on for the entire app wherever the appbar is used.

I think adding this property to the `BottomNavigationBar` and `BottomAppBar `would be very cool, as we could then configure how the `SystemNavigationBar `is colored. For example we could make it have surface color as background, which would be very cool in dark mode, or we could give it the same color as the `AppBar `and so on.

In general I think that what the `AppBar `is to the `StatusBar `is the same thing as what the `BottomAppBar/BottomNavigationBar` is to the `SystemNavigationBar`.

## Proposal

Add the `systemOverlayStyle` to `BottomNavigationBarThemeData` and `BottomAppBarTheme`.
Repository: rust
Issue: Tracking issue for `array::try_map`
Labels: T-libs-api,C-tracking-issue,Libs-Tracked,A-array

Feature gate: `#![feature(array_try_map)]`

This is a tracking issue for 

### Public API

https://doc.rust-lang.org/nightly/std/primitive.array.html#method.try_map
```rust
impl<T, const N: usize> [T; N] {
    pub fn try_map<F, R>(
        self,
        f: F
    ) -> <<R as Try>::Residual as Residual<[<R as Try>::Output; N]>>::TryType
    where
        F: FnMut(T) -> R,
        R: Try,
        <R as Try>::Residual: Residual<[<R as Try>::Output; N]>;
}
```

### Steps / History

- [x] Implementation: ~~#79713~~ #91286
- [x] Decide on just-`Result`, vs potentially supporting `Option` and other `Try` types https://github.com/rust-lang/rust/issues/85115
- [ ] Final commenting period (FCP)
- [ ] Stabilization PR

### Unresolved Questions

- None yet.
Repository: pytorch
Issue: Tracing fails sanity check 
Labels: oncall: jit,days

## 🐛 Bug

Tracing on a model with fails sanity check that verifies traced model matches original eager code behavior.  

## To Reproduce

https://fburl.com/paste/ubfihdid

## Expected behavior

Tracing either succeeds or fails before going into sanity check

## Environment

FB internal dev server



cc @gmagogsfm
Repository: godot
Issue: GraphNode doesn't respect mouse filter
Labels: bug,topic:gui

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
Godot 3.2.3


**OS/device including version:**
Ubuntu 20.04.1 LTS


**Issue description:**
A GraphNode with the mouse filter "Stop" doesn't block mouse inputs from its parent.


**Steps to reproduce:**
* Put a GraphNode on top of any other Control node.
* Have the parent check for clicks via the `gui_input` event.
* Click on the GraphNode; notice how the parent still gets the input.

**Minimal reproduction project:**
[GraphNodeMouseFilter.zip](https://github.com/godotengine/godot/files/5646026/GraphNodeMouseFilter.zip)
Repository: create-react-app
Issue: Error: You must pass a component to the function returned by connect. Instead received {}
Labels: needs triage

I'm stuck, I can't understand my problem, I've checked with Sarah's code, and I'm still getting the same bug, can someone please help me ? 
Thank you for your help, 

The bug tells me that the problem is at the level of the export default connect () ... 

import { connect } from "react-redux";
import { bindActionCreators } from "redux";
import * as TodoActions from "../../actions";
import MainSection from "../../components/MainSection";
import { getCompletedTodoCount } from "../../selectors";

const mapStateToProps = (state) => ({
  todosCount: state.todos.length,
  completedCount: getCompletedTodoCount(state),
});

const mapDispatchToProps = (dispatch) => ({
  actions: bindActionCreators(TodoActions, dispatch),
});

export default connect(mapStateToProps, mapDispatchToProps)(MainSection);
Repository: flutter
Issue: macos/Flutter/GeneratedPluginRegistrant.swift should be created in ephemeral directory
Labels: tool,platform-mac,c: proposal,P3,team-tool,triaged-tool

Generated files should be created in the `Flutter/ephemeral` directory.

`macos/Flutter/GeneratedPluginRegistrant.swift` -> `macos/Flutter/ephemeral/GeneratedPluginRegistrant.swift`
Repository: rust
Issue: `-Z dump-dep-graph` no longer prints def paths since PR #74967
Labels: A-resolve,T-compiler,C-bug

The changes in PR #74967 ended up breaking the way that we debug-print `DepNodes` with `-Z dump-dep-graph`.
The simplest way to fix this might be to just fall back to the old approach (build a table of all `DefPathHash`es across all crates) when we need to debug-print for `-Z dump-dep-graph`.
Repository: PowerToys
Issue: Logs are never cleaned up
Labels: Issue-Bug,Area-Quality,Priority-1,Area-Logging

PowerToys logs are created and never deleted, we should automatically clean up hold logs.
We need to verify it for each module:

 - [ ]  Color Picker
 - [x]  FancyZones
 - [ ]  File Explorer add-ons
 - [ ] Image Resizer
 - [x] Keyboard Manager
 - [ ] PowerRename
 - [ ] PowerToys Run
 - [ ] Shortcut Guide
 - [ ] Settings
 - [ ] Runner
Repository: tensorflow
Issue: XLA dumped llvm IR: how to convert the ir to assembly code?
Labels: type:feature,comp:xla

<em>Please make sure that this is a feature request. As per our [GitHub Policy](https://github.com/tensorflow/tensorflow/blob/master/ISSUES.md), we only address code/doc bugs, performance issues, feature requests and build/installation issues on GitHub. tag:feature_template</em>


**System information**
- TensorFlow version (you are using): 2.2
- Are you willing to contribute it (Yes/No): Yes



**Describe the feature and the current behavior/state.**

Hi,

I want to inspect the assembly code that compiled by llvm, is there any method to do that?
I have tried to using llvm-as tool to conver the .ll file to .bc file but failed:(

Best Regards,
Gary

**Will this change the current api? How?**

maybe

**Who will benefit with this feature?**

compiler engineer

**Any Other info.**
Repository: storybook
Issue: [@storybook/addon-source] "TS2314: Generic type 'ModuleWithProviders<T>' requires 1 type argument(s)" when building Storybook in an Angular project
Labels: bug,has workaround,addon: storysource,typescript

**Describe the bug**

Enabling `@storybook/addon-source` causes the following error when running `build-storybook` in an Angular project:

```
ERR! => Failed to build the preview
ERR! C:/dev/storybook-repro/node_modules/angular2-ladda/lib/ladda.module.d.ts
ERR! ERROR in C:/dev/storybook-repro/node_modules/angular2-ladda/lib/ladda.module.d.ts(4,46):
ERR! TS2314: Generic type 'ModuleWithProviders<T>' requires 1 type argument(s).
...
```

The same error is printed by `start-storybook`, but it doesn't prevent it from starting and running normally.

The `angular2-ladda` library causing the problem was built against an older version of Angular than Angular 10 which we have (and which made the `ModuleWithProviders` type generic). However, Angular CLI still manages to compile our project without any errors or warnings. `@storybook/addon-source` should be able to process such libraries without errors, too.

We can't bring all of our old libraries up to date. There is little reason to do it because our project still compiles and runs fine. Even more importantly, some of these libraries are no longer maintained.

**To reproduce**

```
$ git clone https://github.com/earshinov/storybook-repro.git
$ git checkout addonsource-modulewithproviders
$ yarn
$ yarn run storybook:build
$ # Or `yarn run storybook:serve`
```

**System**

```
$ npx sb@next info
Environment Info:
  System:
    OS: Windows 10 10.0.18363
    CPU: (4) x64 Intel(R) Core(TM) i7-7600U CPU @ 2.80GHz
  Binaries:
    Node: 14.15.0 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.21.0 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 6.14.8 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: 86.0.4240.193
    Edge: Spartan (44.18362.449.0)
  npmPackages:
    @storybook/addon-storysource: ^6.1.10 => 6.1.10
    @storybook/angular: ^6.1.10 => 6.1.10
    @storybook/cli: ^6.1.10 => 6.1.10
    @storybook/preset-scss: ^1.0.3 => 1.0.3
    @storybook/source-loader: ^6.1.10 => 6.1.10
```

**Workaround**

Add a custom `.storybook/tsconfig.json` with `"skipLibCheck": true` as advised here:
https://stackoverflow.com/questions/63457043/error-ts2314-generic-type-modulewithproviderst-requires-1-type-arguments

```
{
  "extends": "../tsconfig.app.json",
  "compilerOptions": {
    "skipLibCheck": true
  }
}
```

(Here `../tsconfig.app.json` is the path to the tsconfig of your Angular application)
Repository: godot
Issue: Deleting a scene file that's still open -> ctrl-s recreates the deleted file
Labels: enhancement,topic:editor,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. -->
3.2.3.stable.mono.official

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
win10

**Issue description:**
<!-- What happened, and what was expected. -->
As the title says, when deleting a scene file that is still open, then saving, the just deleted file gets recreated.
Expected would be some kind of notification about the open one, like a save-as or close-scene dialog, as this could lead to silent problems, for example when the intention was to replace/switch the file on disk with another scene (same file path).

![MmcCCB1nYo](https://user-images.githubusercontent.com/8841352/101256842-cb582f00-371f-11eb-8f8a-7ccf038711fc.gif)
Repository: opencv
Issue: opencv 4.5.0 segfaults for certain CPU
Labels: bug,category: build/install,category: 3rdparty

openSUSE openQA testing discloses issue with opencv 4.5.0:
https://openqa.opensuse.org/tests/1495470

[  287.181380] traps: gnuhealth-clien[2879] trap invalid opcode ip:7f8f17e0e5e1 sp:7fff7972f720 error:0 in libopencv_gapi.so.4.5.0[7f8f17de5000+1b7000]
(this issue could not be reproduced on a local tumbleweed installation)

Bug is tracked in bugzilla: https://bugzilla.opensuse.org/show_bug.cgi?id=1178453

Can you please have a look?
Repository: vscode
Issue: Ligature incorrectly activated for 2 different tokens
Labels: bug,editor-rendering

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->
<!-- Also please test using the latest insiders build to make sure your issue has not already been fixed: https://code.visualstudio.com/insiders/ -->

<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: 1.51.1
- OS Version: macOS 10.15.7 Catalina

Steps to Reproduce:

<img width="185" alt="Screen Shot 2020-12-05 at 9 56 55 AM" src="https://user-images.githubusercontent.com/1909539/101259842-37b33e00-36e0-11eb-9c66-127dd561061a.png">

This should instead display `>=?` without turning `>=` into a ligature.

The token categories are correctly assigned by a plugin's grammar:
<img width="339" alt="Screen Shot 2020-12-05 at 10 00 43 AM" src="https://user-images.githubusercontent.com/1909539/101259900-be681b00-36e0-11eb-91ca-5115bb4703b4.png">
<img width="414" alt="Screen Shot 2020-12-05 at 10 00 51 AM" src="https://user-images.githubusercontent.com/1909539/101259904-c2943880-36e0-11eb-9a72-82e31ee3ae71.png">
<img width="369" alt="Screen Shot 2020-12-05 at 10 00 58 AM" src="https://user-images.githubusercontent.com/1909539/101259906-c758ec80-36e0-11eb-9e53-8a0d452a3467.png">

Aka `>`, `=` and `?` all have distinct categories (the `?` doesn't matter but I've included it just in case)

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Doesn't apply. Needs a grammar
Repository: godot
Issue: OBJ meshes fail to load if their .mtl file contains non-existent absolute paths
Labels: documentation,topic:import

**Godot version:**
v3.2.3.stable.official


**OS/device including version:**
Windows 10


**Issue description:**
Exporting project/running project in editor on another PC doesnt work.
Trying to run exported .exe: https://media.discordapp.net/attachments/610347507222052867/784842341948063824/1.png?width=1204&height=677

Trying to open project with godot: 

![](https://cdn.discordapp.com/attachments/610347507222052867/784846139954167858/unknown.png)


I use OS import method, but it breaks game/project for other PCs. 
![image](https://user-images.githubusercontent.com/46406204/101260733-ed16dd80-3742-11eb-9d3d-0c3f4aeb3368.png)


I never used File, all my resources inside of a game start from res:// and use in-project folder paths. All materials and objects do so, but for some reason opening project/game on another PC tries to search whole path starting from C. 

**Steps to reproduce:**
Don't know how, but it's my 3rd project in a matter of year  I started from scratch with unique assets that I try to run on another PC and still same issue.


**Minimal reproduction project:**
[Raidness_min2.zip](https://github.com/godotengine/godot/files/5647733/Raidness_min2.zip)
Repository: storybook
Issue: Storybook menu ordering
Labels: question / support

Hello Storybook community,

**Describe the issue**
I'm trying to order the folders on the left menu and for some reason its not working for me.

**What I have tried**
in my _.story/preview.js_ I have added this piece of code:

```
export const parameters = {
    actions: { argTypesRegex: "^on[A-Z].*" },
    options: {
        storySort: {
            order: [
                'HTML',
                ['Design','Components','Patterns', 'Templates'],
            ],
        },
    },
}
``` 
Where 'HTML' is my root.
Where my Components folder has another folder inside of it and a story(.stories.mdx). The other folders(Design,Patterns,Templates) only have stories (.stories.mdx) files. 

I have tried to a lot of things, for example tried to rearrange inside of my order array, and tried to some nested arrays also.

**Expected behavior**
I expected this order 
`['Design','Components','Patterns', 'Templates'] `

**Actual behavior**
`['Components','Design','Patterns', 'Templates']` 

I'm very sure that the reason I get this order is because of folder structure in intellij, which is also:
`['Components','Design','Patterns', 'Templates']` 

**System**
```
     OS: MacOS catalina 10.15.6
     2,6 GHz 6-Core Intel Core i7
```

**Binaries**
```
    Node: 14.11.0 - ~/.nvm/versions/node/v14.11.0/bin/node
    Yarn: 1.22.5 - /usr/local/bin/yarn
    npm: 6.14.8 - ~/.nvm/versions/node/v14.11.0/bin/npm
```

**Browsers**
`Chrome: Version 86.0.4240.193 (Officiel version) (x86_64)`

**NPM packages**
```
 "@storybook/addon-actions": "^6.1.9",
   "@storybook/addon-docs": "^6.1.9",
   "@storybook/addon-essentials": "^6.1.9",
   "@storybook/addon-links": "^6.1.9",
```
Repository: go
Issue: x/crypto/ssh: unmarshal error for field Language of type disconnectMsg
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
go version go1.15.6 linux/arm64
</pre>

### Does this issue reproduce with the latest release?
I am using
<pre>
golang.org/x/crypto v0.0.0-20201124201722-c8d3bf9c5392 [v0.0.0-20201203163018-be400aefbc4c]
</pre>


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="arm64"
GOBIN=""
GOCACHE="/home/ubuntu/.cache/go-build"
GOENV="/home/ubuntu/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="arm64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/ubuntu/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/ubuntu/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_arm64"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/home/ubuntu/ssh-honeypot/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 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build038631070=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?
I'm writing an SSH honeypot. When receiving connections, sometimes, their connection isn't accepted because of an unmarshal error. I'm not sure if this is an issue that can be resolved.

If I had to guess, maybe unsupported characters are in the Language field of the disconnectMsg struct.

Unfortunately, there's no easy way to reproduce. I just ran my honeypot and got these errors occasionally. 
<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->



### What did you expect to see?
I expected to see a successful authentication.


### What did you see instead?
I receive these messages in my logs after calling ssh.NewServerConn:
<pre>
[DBG] SSH password attempt from 142.93.52.3:48066.
[DBG] Username: root
[DBG] Password: Password
[DBG] Could not initiate SSH handshake: ssh: unmarshal error for field Language of type disconnectMsg
</pre>