sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: svelte
Issue: Flip animations skipped in Firefox and Chrome, but not in Safari
Labels: bug,temp-stale

**Describe the bug**
In rare instances, flip animations are skipped (in browsers other than Safari).

I'm making a sliding puzzle. I have a fixed start position. As shown in the attached GIF, when I click 2 followed by 3, the sliding animation is skipped for the second click (i.e. the 3-piece teleports to its end position). If I slide the pieces back (by clicking 3 and then 2) and repeat the process, everything works.

![Dec-21-2019 11-48-31](https://user-images.githubusercontent.com/3520744/71306959-8092b980-23df-11ea-9a39-dc9e84337ac8.gif)

The bug appears with some opening sequences, but not others. E.g.: If you click 4 and then 1, the bug appears, but not 5 and then 3. 

The bug appears in Firefox and Chrome, but not Safari.

**Logs**
*Not included*

**To Reproduce**
See this REPL; reload the page between each test: https://svelte.dev/repl/c0fdc09f46784474be2bcca4d56bd1ce?version=3.16.5

I have tested all possible opening sequences, and the bug appears in the following:

- 2-3
- 2-1
- 4-1
- 4-7

... but not in the following:
- 8-7
- 8-6
- 5-6
- 5-3

My suspicion is that the first tile is the deciding factor, because the bug appears when clicking 2 or 4 first, but not 8 or 5.

If you click the second piece before the first piece's slide animation has finished, the bug disappears. (This is easier to reproduce if you increase the animation duration.)

**Expected behavior**
I expect the animation to work in all cases (in all browsers).

**Stacktraces**
*Not included*

**Information about your Svelte project:**
- Firefox 71.0, Chrome 77.0.3865.90 and Safari 13.0.4 (15608.4.9.1.3)
- MacOS 10.15.2 (19C57)
- Svelte version 3.16.5

**Severity**
This is just annoying and mysterious. In other words, not very severe.

**Additional context**
No other context
Repository: youtube-dl
Issue: Has the support for decko been implemented yet?
Labels: question

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## Checklist

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- [X] I'm asking a question
- [X] I've looked through the README and FAQ for similar questions
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## Question

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Hi,

I tried to download from https://decko.ceskatelevize.cz/ but youtube-dl says the URL is not supported.

I found #12713 and #12719 but the mentioned changes are not part of the code nor the release.

What is the status of this feature.

My youtube-dl version is 2019.09.28-1 but I did not find the support for decko either when I searched the code here on github.

Thanks
Repository: flutter
Issue: Support protected GL contexts
Labels: c: new feature,platform-android,engine,a: video,customer: crowd,a: platform-views,p: video_player,package,c: proposal,P2,team-android,triaged-android

This is related to #32082
Support of [EGL_EXT_protected_content](https://www.khronos.org/registry/EGL/extensions/EXT/EGL_EXT_protected_content.txt) and [GL_EXT_protected_textures](https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_protected_textures.txt) seems to be an alternative way to resolve #32082
In this case, DRM protected video could be rendered to Surface which will be built on top of protected SurfaceTexture and referenced from flutter by [Texture](https://api.flutter.dev/flutter/widgets/Texture-class.html)
Repository: rust
Issue: [mir-opt] Simplify `SwitchInt`s of explictly written ranges to range tests
Labels: I-slow,C-enhancement,T-compiler,A-mir-opt

Consider the program:
```rust
fn program(x: u8) -> u8 {
    match x {
        1 | 2 | 3 | 4 => 0,
        _ => 1,
    }
}
```

We will generate the following `SwitchInt`:

```rust
switchInt(_1) -> [1u8: bb2, 2u8: bb2, 3u8: bb2, 4u8: bb2, otherwise: bb1];
```

Ostensibly, something like this would be more profitable:

```rust
_2 = Le(const 1u8, _1);
switchInt(move _2) -> [false: bb2, otherwise: bb3];
```

This is the code you get from the range pattern `0..=4`.

cc @wesleywiser @oli-obk
Repository: godot
Issue: Exported mac executables don't have proper permissions to run when exported from Mac
Labels: bug,platform:macos,topic:porting

**Godot version:**
3.2 beta4 **(mono)**

**OS/device including version:**
Mac OSX (Mojave)

**Issue description:**
When exporting mac applets, they don't run because they don't have the correct permissions when exported on a mac.

**Steps to reproduce:**
1. Create basic project, set main scene
2. Export for mac
3. Try running the applet, get prompted with permission error

Note: fixing the permissions, allows the executable to run fine.
Repository: pytorch
Issue: IndexExpressions (or slice) for jit.script functions
Labels: oncall: jit,triaged

## 🚀 Feature
We should be able to do something like:

```py
@jit.script
def foo(x, b: int):
    bs = x.size(0) // b
    for i in range(bs):
        bi = np.s_[i*b:(i+1)*b] # or slice(i*b, (i+1)*b)
        bar(x[bi])
```

## Motivation

Giving names to long/repeated index expressions makes kernels a lot easier to read and reason about. There's currently no way around this besides copy-pasting the expression at every indexing site.

## Pitch

Add an analogue to `numpy.IndexExpression` and an associated constructor (like `numpy.s_`) to PyTorch with support in TorchScript.

## Alternatives

Not sure.

## Additional context

https://docs.scipy.org/doc/numpy/reference/generated/numpy.s_.html

cc @suo
Repository: vscode
Issue: [Feature Request] Create collapsed and expanded elements in tooltips
Labels: markdown,under-discussion

### Description 

I try create my own extension. I use vscode api extensions. But I didn't find any methods for create collapsed / expanded elements in tooltip

> I try found any methods with keywords: `collapse`, `collapsed` etc. I found only **treeItems**, but I think this is other.

**So, I want create request to add this ability to api (if this is already exist) or create method for it.**

### Example

How we can know, vscode have debug mode.
If we enable it and try use **breakpoints**, we can check what storage in variables (or etc)
Example: 
![image](https://user-images.githubusercontent.com/25010528/71310956-156ad680-2423-11ea-9476-0ee264aca104.png)

How we can see, `_proto_`, can be **expanded**/**collapsed** on click:
![image](https://user-images.githubusercontent.com/25010528/71310969-37645900-2423-11ea-8e35-43da3016c6da.png)

### Suggestion

So, how I will be wrote up.

Now, we can create tooltips with **markdown string** or **string**
But I want create a bit more, like this "spoilers" (expanded / collapsed elements),
> if we can I want use highlight too (like change color, bold and other styles) for any created elements. Not like a code block.
Repository: pytorch
Issue: [Feature Request] Make torch.solve output NaN for singular matrix
Labels: triaged,module: linear algebra

## 🚀 Feature

Make torch.solve output NaNs instead of crashing for singular matrix

```python
import torch
sol, lu = torch.solve(torch.zeros(3,1), torch.ones(3,3).unsqueeze(0))
```
Now it leads to crash:

> Traceback (most recent call last):
>   File "<stdin>", line 1, in <module>
> RuntimeError: solve_cpu: For batch 0: U(2,2) is zero, singular U.


## Motivation

I am using torch.solve for quadratic interpolation of local response maximum in kornia library, similar to way it is done in OpenCV for SIFT

https://github.com/kornia/kornia/blob/master/kornia/geometry/spatial_soft_argmax.py#L602

```python3
   # to determine the location we are solving system of linear equations Ax = b, where b is 1st order gradient
    # and A is Hessian matrix
    b: torch.Tensor = kornia.filters.spatial_gradient3d(input, order=1, mode='diff')  #
    b = b.permute(0, 1, 3, 4, 5, 2).reshape(-1, 3, 1)
    A: torch.Tensor = kornia.filters.spatial_gradient3d(input, order=2, mode='diff')
    A = A.permute(0, 1, 3, 4, 5, 2).reshape(-1, 6)
    dxx = A[..., 0]
    dyy = A[..., 1]
    dss = A[..., 2]
    dxy = A[..., 3]
    dys = A[..., 4]
    dxs = A[..., 5]
    # for the Hessian
    Hes = torch.stack([dxx, dxy, dxs, dxy, dyy, dys, dxs, dys, dss]).view(-1, 3, 3)

    nms_mask: torch.Tensor = kornia.feature.nms3d(input, (3, 3, 3), True)
    x_solved: torch.Tensor = torch.zeros_like(b)
    x_solved_masked, _ = torch.solve(b[nms_mask.view(-1)], Hes[nms_mask.view(-1)])
```

OpenCV: https://github.com/opencv/opencv_contrib/blob/master/modules/xfeatures2d/src/sift.cpp#L516
```

        Vec3f X = H.solve(dD, DECOMP_LU);

        xi = -X[2];
        xr = -X[1];
        xc = -X[0];

        if( std::abs(xi) < 0.5f && std::abs(xr) < 0.5f && std::abs(xc) < 0.5f )
            break;

        if( std::abs(xi) > (float)(INT_MAX/3) ||
            std::abs(xr) > (float)(INT_MAX/3) ||
            std::abs(xc) > (float)(INT_MAX/3) )
            return false;
```
However, for some points the system can be singular. In OpenCV such points are simply rejected without crash

## Pitch

I would like to have the following output instead:

```python
import torch
sol, lu = torch.solve(torch.zeros(3,1), torch.ones(3,3).unsqueeze(0))
print (sol, lu)
```

```
tensor([[[nan],
         [nan],
         [nan]]]) tensor([[[nan, nan, nan],
         [nan, nan, nan],
         [nan, nan, nan]]])
```


## Alternatives

Try/catch within for-loop, but that is crazy slow. Another alternative would be to use least squares instead of LU torch.lstsq, but it doesn`t yet has a batched version https://github.com/pytorch/pytorch/issues/27749



cc @vincentqb @vishwakftw @jianyuh @nikitaved @pearu
Repository: rust
Issue: Switching to opt-level=z on i686-windows-msvc triggers STATUS_ACCESS_VIOLATION
Labels: A-LLVM,O-windows,P-high,T-compiler,I-unsound,C-bug,E-needs-mcve,O-x86_32,E-needs-investigation

I have a crate which compiles and tests fine, but as soon as I switch `opt-level=z` it triggers `STATUS_ACCESS_VIOLATION` in some tests, but only on the windows targets. Tested on 

- nightly-2019-11-06
- nightly-2019-12-20

The corresponding log outputs can be found here https://ci.appveyor.com/project/dignifiedquire/deltachat-core-rust/builds/29699168
and the code https://github.com/deltachat/deltachat-core-rust/pull/1087

I am sorry I don't have a more reduced testcase, but I am quite clueless on how to debug this tbh.
Repository: pytorch
Issue: c++ PReLUFuncOptions declared, not used or valid
Labels: triaged

## 🐛 Bug

nothing serious, 
parameterized relu's functional form requires the input tensor and the weight(s),
not the _num_parameters_ & _init_ arguments of the module:

```
struct TORCH_API PReLUOptions {
  /// number of `a` to learn. Although it takes an int as input, there is only
  /// two values are legitimate: 1, or the number of channels at input. Default: 1
  TORCH_ARG(int64_t, num_parameters) = 1;

  /// the initial value of `a`. Default: 0.25
  TORCH_ARG(double, init) = 0.25;
};

TORCH_NN_FUNCTIONAL_USE_MODULE_OPTIONS(PReLU, PReLUFuncOptions)
```
_PReLUFuncOptions_ as declared is never used, wouldn't fit the functional form
Repository: pytorch
Issue: TorchBind broken on rocm
Labels: oncall: jit,triaged

with https://github.com/pytorch/pytorch/pull/29501

```
20:15:47 ======================================================================
20:15:47 ERROR: test_torchbind (__main__.TestScript)
20:15:47 ----------------------------------------------------------------------
20:15:47 Traceback (most recent call last):
20:15:47   File "test_jit.py", line 4561, in test_torchbind
20:15:47     test_equality(f, lambda x: x)
20:15:47   File "test_jit.py", line 4553, in test_equality
20:15:47     obj1 = f()
20:15:47   File "test_jit.py", line 4558, in f
20:15:47     val = torch.classes._TorchScriptTesting_Foo(5, 3)
20:15:47   File "/var/lib/jenkins/.local/lib/python3.6/site-packages/torch/_classes.py", line 9, in __getattr__
20:15:47     proxy = torch._C._get_custom_class_python_wrapper(attr)
20:15:47 RuntimeError: Class _TorchScriptTesting_Foo not registered!
20:15:47 
20:15:47 ----------------------------------------------------------------------
```

cc @suo
Repository: terminal
Issue: terminal/parser: determine what to do when split escape sequence writes show up
Labels: Product-Conpty,Area-Input,Issue-Task,Priority-3

# Environment

```none
Windows build number: Version 10.0.18363.535
(reproducible with OpenConsole from master)

Windows Terminal version (if applicable): n/a

Any other software?
- Simple ConPTY test code
```

# Steps to reproduce

- Create pseudo console as seen in examples
- Copy I/O to and from serial / COM port; alternatively manually write CSI or escape sequence in multiple write operations.

Example for arrow-up key (as seen during development with serial ports):
Write 1: 0x1b
Write 2: 0x5b 0x41

# Expected behavior

- Working escape sequences over multiple write operations to PTY input pipe

Example for arrow-up key:

```
$ showkey -a

Press any keys - Ctrl-D will terminate this program

^[[A 	 27 0033 0x1b
 	 91 0133 0x5b
 	 65 0101 0x41
```

# Actual behavior

Due to [```FlushAtEndOfString```](https://github.com/microsoft/terminal/blob/a322ff06f8a299a8215d85c16aa3b434cf4b3081/src/terminal/parser/InputStateMachineEngine.cpp#L905) being true, the escape sequence is split up and rendered wrong. E.g. arrow-up becomes:

```
^[       27 0033 0x1b
[A       91 0133 0x5b
         65 0101 0x41
```
which only renders "[A" to the PTY without the desired effect.

This is 100% reproducible, i.e. the arrow keys never work because they are always received as two reads from the (virtual) serial port.

Note: A custom build of conhost.exe (OpenConsole.exe) with ```FlushAtEndOfString``` changed to return false does correctly process split escape sequence writes.

# Comments

The comment in the caller in [stateMachine.cpp](https://github.com/microsoft/terminal/blob/a322ff06f8a299a8215d85c16aa3b434cf4b3081/src/terminal/parser/stateMachine.cpp#L1288) says the following:

```
        // <kbd>alt+[</kbd>, <kbd>A</kbd> would be processed like `\x1b[A`,
        // which is _wrong_).
        //
        // Fortunately, for VT input, each keystroke comes in as an individual
        // write operation.
```

I think both statements here are wrong, or at least not universally true. Typing Alt+[ and A on a VTE based Linux terminal emulator (e.g. gnome-terminal or xfce4-terminal) will result in the same reaction as pressing the arrow-up key.

Is there any standard that guarantees VT input sequences to happen in single writes? I tested Linux support of split escape sequence writes - it worked fine on Linux 5.4 framebuffer getty TTY and on all tested PTY terminal emulators (xterm, VTE, etc.).

Related: https://github.com/microsoft/terminal/pull/2823
Repository: pytorch
Issue: allow setting different batch size splits for data_parallel.py and distributed.py
Labels: oncall: distributed,feature,triaged,module: data parallel

## 🚀 Feature

Allow allocation of a second parameter when assigning devices to parallel implementations to control how the batch will be split between the devices involved.

## Motivation

The main limitation in any multi-GPU or multi-system implementation of PyTorch for training i have encountered is that each GPU must be of the same size or risk slow downs and memory overruns during training.

## Pitch

new parameter for data_parallel and distributed to set batch size allocation to each device involved

## Alternatives

My current work around is assigning multiple instances of a particular GPU to DataParallel but this is not ideal because it still carry a significant speed and batch size overhead on large models.


cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @xush6528
Repository: flutter
Issue: Server-side rendering for Flutter web
Labels: c: new feature,customer: crowd,platform-web,c: proposal,P3,team-web,triaged-web

Status: If your interest is in SEO, see https://github.com/flutter/flutter/issues/46789; otherwise, see https://github.com/flutter/flutter/issues/47600#issuecomment-1016920547.

----

As an app/web developer, I think Server-side rendering may offer a few advantages:

1. Easier search engine optimization.
2. Better loading time in some cases. Older devices may take a little longer to run the Javascript code. Also for applications that need to call a few REST APIs before rendering content, SSR may use caching to significantly reduce delay.
3. Better compatibility. Browsers still use different JS engines, therefore, rendering content from JS code on the front-end may sometimes get different results on different devices. Plain HTML will be much more likely to get rendered consistently.

Is there any chance that Flutter web will support SSR  in the future?
Repository: storybook
Issue: How to show viewport on the docs page?
Labels: help wanted,addon: viewport,addon: docs,medium

**Describe the bug**
How to show viewport on the docs page? The canvas page has viewport options，But the documentation page is not。Is this a bug or does it require additional configuration?

**Screenshots**
The canvas page has viewport options.
![image](https://user-images.githubusercontent.com/20339327/71317340-37636800-24ba-11ea-943a-07f3f7d335c8.png)

But the documentation page is not。
![image](https://user-images.githubusercontent.com/20339327/71317368-88735c00-24ba-11ea-9b0f-c57a11f164cc.png)

**Code snippets**


```
import { configure, addParameters } from '@storybook/react'
import { DocsPage, DocsContainer } from '@storybook/addon-docs/blocks'
import { INITIAL_VIEWPORTS } from '@storybook/addon-viewport'
import '../src/index.less'

addParameters({
    viewport: {
        viewports: INITIAL_VIEWPORTS
    },
    docs: {
        container: DocsContainer,
        page: DocsPage
    }
})

```
Repository: TypeScript
Issue: Assigning to a string fails if it was previously compared to an enum
Labels: Bug,Fix Available,Rescheduled

**TypeScript Version:**  What is installed on the TypeScript playground

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Assigning to a string fails if it was previously compared to an enum**

If you run the code below in the TypeScript playground, line `widgetName += 'AddSomething'` errors out with `Type 'string' cannot be assigned to type 'Widgets'`.

However, if I cast the enum on the previous line to string (`widgetName == <string> Widgets.ComparableHomeSales`), everything compiles fine. 

In addition, if I replace `widgetName += 'AddSomething';` with `widgetName = widgetName  + 'AddSomething';`, it also compiles fine.

**Code**

```ts
enum Widgets {
    ComparableHomeSales = 'ComparableHomeSales',
    PriceHistory = 'PriceHistory'
}

class WidgetDescription {
    private name: Widgets;

    constructor(name: Widgets) {
        this.name = name;
    }

    get Name(): Widgets {
        return this.name;
    }
}

// code implementation
let widgetDescription: WidgetDescription = new WidgetDescription(Widgets.ComparableHomeSales);
let widgetName: string = widgetDescription.Name;

if (widgetName == Widgets.ComparableHomeSales) {
    widgetName += 'AddSomething'; // <-- ERROR
}

```

**Expected behavior:**

`widgetName += 'AddSomething'; ` should work

**Actual behavior:**

`widgetName += 'AddSomething'; ` does not work

**Playground Link:** 
[Link](https://www.typescriptlang.org/play/?ssl=24&ssc=6&pln=1&pc=1#code/AQ4UwOwVwW2B1AlgEwOZgC4GdgG8BQowAwgPYwAOAhgE5UBGANmABLlgDKVzOAvMAHIylWg2ZsYnbmCwCANIVAAFGogDGrRFgykaAT2D8BK9Zu269AxSAC++a8DWMqWHEjSYAIjLWqKGRFIIPAciClUANyoMMGAIKkkALgQUdGwAbnsiIjUg7RooNR0aAAp4pJSPbABKEOz64AwACy0AOnLY-g7MhuA7UNA04AA5BLAS6uT3NJwCXqIaTCgaYOa27oHbB36iAHpdx1JkWMRKZkkIDGjAiAdmDGAAd1SvHz8AoKmXjG8sX0R-DdDHEwI9Kmlfv9AUEStNMFhWsJqHQmKx2FweNUeqB7k9vqMKvlEBBUMDnlVIe8bq0CWBMg5EAAzYAlclpWmGfhw7CI8jIsRoyQYmS1OYNNmYDkAaiMAEFkMgOOw1iSBNitvZ8EA)
Repository: godot
Issue: UniformTexture in VisualShader Not Being Applied / Saved in Some Situations
Labels: bug,topic:editor,topic:shaders

**Godot version:** 3.2 beta 4

**OS/device including version:** Windows 10

**Issue description:** UniformTexture in VisualShader is not being applied / saved in some situations. It is shown in the viewport, but running the game has no effect and when I reload the project no longer appears the texture placed. I noticed that only when saved the first time saves successfully, but if I have several meshs with material, when changing them (are unique) the others do not save

**Steps to reproduce:**
1. Add a InstanceMesh
2. Load a mesh and create a VisualShader to surface of the mesh
3. Make a UniformTexture and put in a Channel (in my case metal and roughness) then Save Material
4. Duplicate InstanceMesh and load material, make unique
5. Change UniformTexture of the InstanceMesh copy and run
6. On editor shows the change, but in game keep with old texture or empty
7. When i reload project, on InstanceMesh copy has no changes

Every time i make these steps happens this.


**Minimal reproduction project:**
Repository: pytorch
Issue: [docs] F.ctc_loss docs to warn clearly about invalid inf-causing inputs; zero_infinity to become enabled by default
Labels: module: docs,triaged

**UPD** summary of all the long discussion for further discoverability:
1. F.ctc_loss will produce inf loss if presented with invalid unalignable examples
2. Such invalid examples may be generated by official usage code example if one is extremely unlucky or if one twists the dimension sizes a little bit
3. When presented with invalid examples, sum and mean reduction modes by default cause the whole batch loss to be **inf**

Proposals:
1. Have docs warn clearly about conditions on valid examples
2. Have docs warn clearly that the official usage example may produce invalid examples / fix the official code example
3. Enable zero_infinity = True by default or at least in reduction modes sum/mean

**BELOW IS THE ORIGINAL ISSUE DESCRIPTION**

```python
import torch
import torch.nn.functional as F

def test_ctc(C, B = 1, T = 2, full = False):
    log_probs = torch.randn(B, C, T).log_softmax(dim = 1)
    input_lengths = torch.full((B,), T, dtype=torch.long)

    target_lengths = torch.full((B,), T, dtype = torch.long)
    if full:
        targets = torch.full((B, T), C - 1, dtype = torch.long)
    else:
        targets = torch.randint(1, C, (B, T), dtype=torch.long)

    loss = F.ctc_loss(log_probs.permute(2, 0, 1), targets, input_lengths, target_lengths)
    print(float(loss))

test_ctc(C = 64, full = False)
# 4.894557952880859

test_ctc(C = 2, full = False)
# inf

test_ctc(C = 64, full = True)
# inf
```

Docs specify that targets can't be blank. If same consecutive labels are not supported, I think it should be explicitly mentioned in docs. And maybe docs should specify some workaround to encode consecutive same-valued targets (given that blank to separate them isn't allowed by docs).

Current docs: `Each element in the target sequence is a class index. And the target index cannot be blank (default=0)`