sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Confusing Error for writeln! and write!
Labels: A-diagnostics,P-low,T-compiler,D-papercut

```rust
let test = 0;
writeln!("{}", test);
```
Gives the error
```
error: format argument must be a string literal
 --> src/main.rs:3:20
  |
3 |     writeln!("{}", test);
  |                    ^^^^
  |
help: you might be missing a string literal to format with
  |
3 |     writeln!("{}", "{}", test);
  |                    ^^^^^

error[E0599]: no method named `write_fmt` found for reference `&'static str` in the current scope
 --> src/main.rs:3:5
  |
3 |     writeln!("{}", test);
  |     ^^^^^^^^^^^^^^^^^^^^^ method not found in `&'static str`
  |
  = note: this error originates in a macro (in Nightly builds, run with -Z macro-backtrace for more info)
```
The first error should be removed because it's misleading.
[Playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=87254cc2a9e95c9a471526270f19f9e1)
Repository: electron
Issue: setIgnoreMouseEvents for BrowserView
Labels: enhancement :sparkles:

### Preflight Checklist
<!-- Please ensure you've completed the following steps by replacing [ ] with [x]-->

* [x] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/master/CONTRIBUTING.md) for this project.
* [x] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/master/CODE_OF_CONDUCT.md) that this project adheres to.
* [x] I have searched the issue tracker for a feature request that matches the one I want to file, without success.

### Problem Description
My browser is using BrowserView for displaying external content and it's currently impossible to draw DOM Elements over BrowserView. So I decided to use also BrowserView for browser popups. But it also has some drawbacks like higher resources usage, since there are multiple BrowserView instances for displaying some popups.

Screenshot:
![image](https://user-images.githubusercontent.com/11065386/83351704-9e792880-a346-11ea-98d9-f0b80f6bfe4a.png)

Pink - outline of BrowserView

BrowserView per popup:
![a](https://user-images.githubusercontent.com/11065386/83352154-f1081400-a349-11ea-9f4d-1874eaeee492.png)

### Proposed Solution
Add `setIgnoreMouseEvents` method just like in BrowserWindow (I'm not using BrowserWindows for popups, as it still has problems with transparency on Linux and weird showing animations on Windows). That way I could make one transparent BrowserView with popups and I would be able to track mouse position and toggle `setIgnoreMouseEvents` respectively.

Pink - outline of BrowserView
Cyan - the global overlay based on BrowserView

Screenshot:
Global overlay based on BrowserView:
![b](https://user-images.githubusercontent.com/11065386/83352191-362c4600-a34a-11ea-9b09-933d069feb9d.png)

I hope my paint skills will help you understand the problem better :)

### Alternatives Considered
Separate BrowserViews for each popup.

I think that could also help solving problems with migrating from `<webview>` to BrowserView
Repository: pytorch
Issue: [JIT] nn.ModuleList loses None objects inside it after scripting
Labels: triage review,oncall: jit

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->

## To Reproduce

Executing torch.jit.script over my model is working however it returns a model that fails at runtime.

Looking deeply the nn.ModuleList is loosing None elements from the Modulelist.

Here, above I attach a code for reproducing the error:

```
import os
import sys
import torch.nn as nn
import torch.nn.functional as F
import torch
from torchvision import transforms
from PIL import Image


class TestBlock(nn.Module):
    def __init__(self):
        super(TestBlock, self).__init__()
        
        layers = []
        layers.append(None)
        layers.append(None)
        layers.append(nn.Conv2d(3, 64, kernel_size=3, stride=2, padding=1,
                               bias=False))
        self.layer = nn.ModuleList(layers)
        
    def forward(self,x):
        for aux in self.layer:
            print("ENTER")
            if aux is not None:
                x = aux(x)
                print("Not None")
        return x
```

Creating model and tracing it:
```
model=TestBlock()
traced_cell=torch.jit.script(model)
```

Testing model with an image:
```
img = Image.open("test.png")

my_transforms = transforms.Compose([transforms.Resize((1002,1002)),
                                    transforms.ToTensor(),
                                    transforms.Normalize(
                                                        [0.485, 0.456, 0.406],
                                                        [0.229, 0.224, 0.225])])
img_input= my_transforms(img).unsqueeze(0).cpu()

res=model(img_input)
```

This outputs the next:
```
ENTER
ENTER
ENTER
Not None
```

Traced version output:

```
res=traced_cell(img_input)
```

```
ENTER
Not None
```

## Expected behavior

Get same output as original model

cc @suo
Repository: pytorch
Issue: Make torch.cross `dim` parameter work intuitively
Labels: module: bc-breaking,triaged,module: numpy,topic: bc breaking

Hi PyTorch team, 

Thanks a lot for maintaining such a great library. 

**Problem**

`torch.cross` has `dim` arg, and by default `dim=-1`. However, it turns out, that if `dim` is not set, that dim is chosen to be the first dimension of size 3. This is very weird for me as a user and I spent half a day looking for a bug because I did not read the doc in full. 

**Solution**

Either to set default `dim` to `None` pushing the reader to go further in docs to understand what it means. A better way would be to remove "first dimension of size 3" thing and just use `dim` parameter. 


cc @ezyang @gchanan @mruberry @rgommers @SsnL
Repository: node
Issue: Inconsistent http stream behavior
Labels: http,macos

Hey there,

* **Version**: 14.3.0
* **Platform**: MacOS Catalina
* **Subsystem**: 

### What steps will reproduce the bug?
We have web-server and we want to limit the amount of data that can be sent by the client.
In the code below, I've tried to implement such a server (it counts the number of chunks) and client that sends a stream of infinity size to the server.
I assume that after the 10th chunk server should send the response to the client which will lead to 2 things on the client-side: `error` event on `request` object (because of premature stream close) and `response` callback been called (because the server sends a response to the client).


However, it turns out that this code prints `EPIPE` error in 100% of cases which is correct, but it prints response only in ~50% of cases. 

If you change `res.end()` to `res.end("something")` (so that response will contain a body) then it will always print error and response, so the client will always be able to get a response from the server.

```
const http = require('http');
const { Readable } = require('stream');

const server = new http.Server();

server.on('request', (req, res) => {
  let i = 0;
  req.on('data', chunk => {
    i++;
    if (i === 10) {
      res.statusCode = 413;
      res.end(); // try to change it to res.end("too big")
    }
  });
});

server.listen(3000, makeRequest);

function makeRequest() {
  const request = http.request(
    'http://localhost:3000',
    {method: 'POST'},
    response => {
      console.log("response finished", response.statusCode);
      server.close();
    }
  );

  request.on('error', err => {
    console.log("request error", err);
  });

  Readable.from(generate()).pipe(request);
}

function* generate() {
  while(true) { yield "value"; }
}
```

### What is the expected behavior?
I expect to see consistent behavior, so the client should be able to always get a response.
Repository: ant-design
Issue: Antd 4.x Tree When virtual scroll true and height prop set, when updated with new data brings scrollbar to the bottom
Labels: 🐛 Bug,Inactive

- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### What problem does this feature solve?
The selected Treenode should stay as is i.e in selected state while the other nodes not in view port get added and user doesn't feel about the new data. This works fine without virtual scroll.

### What does the proposed API look like?
I dont have much knowledge on the code yet. I am rasing this as a feature request which is a must with virtual scroll as without this the virtual scroll may be half useful

CodeSandbox to reproduce:
https://codesandbox.io/s/infallible-hofstadter-vrnyw?file=/MyTree.jsx

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: [TRACKER] C++ modules related issues
Labels: bug,topic:core,documentation,tracker

**Godot version:**
3.2, 4.0


**Issue description:**
There are some existing issues related to module dependencies which may cause run-time and compile-time errors, or need better user-friendly interface to ensure that certain modules cannot be disabled, or whether the usage of modules may reveal hidden built-in bugs (which can be either workaround on the module level or fixed on the core level, so these are not necessarily the responsibility of module authors, but which nonetheless worth to link).

## Bugs

```[tasklist]
- [x] #36091
- [x] #32217
- [x] #32216
- [x] #39186
- [x] #38759
- [ ] #37301
- [ ] #37234
- [x] #36582
- [ ] #35788
- [x] #35740
- [ ] #33659
- [x] #33641
- [x] #33336
- [x] #33279
- [ ] #32265
- [ ] #31123
- [x] #30333
- [x] #30629
- [x] #28949
- [x] #28650
- [ ] #25448
- [x] #13272
- [x] #39219
- [x] #41710
- [x] #45462
- [x] #45342
- [x] #44536
- [x] #50462
```

## Documentation

```[tasklist]
- [ ] #15675
- [ ] #11766
- [ ] #9949
```

## Proposals

Some issues remain in Limbo due to indecision regarding the philosophical principles of module development (what's deemed as a module now should be core, for instance see attempted fixes #32272), so it may not worth fixing some of the bugs at the moment (raising awareness for contributors).

- Godot's C++ modules should be self-contained godotengine/godot-proposals#569.

---

### List of modules which cannot be disabled without...

### ... compile-time errors
##### with `target=debug tools=yes`:

- `regex`: rename dialog: https://github.com/godotengine/godot/pull/31290#issuecomment-520227369)
- `freetype`: font rendering
- `svg`: editor icons scaling
- `gdscript` #41710 (3.2)

##### with `platform=windows tools=yes bits=32`:
- ~~`denoise`: #39186, #38759.~~

### ... run-time errors
##### with `target=debug tools=yes`:

- `gdnavigation`: #36091
- `bullet`: #32217, #32216
- `mbedtls`: asset library (requires SSL), crash on project startup.
- `glslang`: shader compilation (?) numerous errors spam on startup.
Repository: godot
Issue: instances_cull_ray not reliable when scene translated, rotated and/or scaled.
Labels: bug,topic:rendering,topic:3d

Windows 10 Pro (10.0.18362)
Godot v3.2 stable
GPU: NVidia GTX 1660 Super
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->

The problem is that instances_cull_ray does not return expected results consistently when scene has been translated, rotated and/or scaled.  

My hack is to use my own ray to intersect with the translated AABB of each node inside a scene which produces better results.  

![robert (1)](https://user-images.githubusercontent.com/7462993/83356471-02dabe80-a32c-11ea-8a99-932fad417b98.gif)
Repository: PowerToys
Issue: [FZ Editor] Hotkey to quickly edit current layout
Labels: Idea-Enhancement,Help Wanted,FancyZones-Editor,FancyZones-Hotkeys,Product-FancyZones

# Summary of the new feature/enhancement

I often find myself doing just small adjustments to a layout, i.e. changing the ratio between two zones. Because #1193 is not implemented yet, this can be achieved right now by using a custom grid layout and editing it whenever I need to make an adjustment along with the "windows assigned to a zone will match new size/position" option. However, if I want to edit the layout I have to open the "choose layout" window, click the "Edit selected layout" button and (most of the time) move the "Custom layout creator" window out of the way before I can actually make the adjustment. After that I also have to click on an apply button twice. Having a hotkey to instantly open the "Edit selected layout" screen would make this process much faster.

From a user's perspective this could look like this:
1. Configure a hotkey in the PowerToys settings window
2. Select a layout and position windows within it
3. Whenever a quick adjustment is required, hit the configured hotkey
4. In the editor, make the layout adjustment
5. Hit the escape/enter key to apply the changes and close the editor
6. The adjustment is applied to the windows in the layout
Repository: rust
Issue: Tracking Issue for `string_remove_matches`
Labels: T-libs-api,B-unstable,C-tracking-issue,A-str,Libs-Tracked

<!--
Thank you for creating a tracking issue! 📜 Tracking issues are for tracking a
feature from implementation to stabilisation. Make sure to include the relevant
RFC for the feature if it has one. Otherwise provide a short summary of the
feature and link any relevant PRs or issues, and remove any sections that are
not relevant to the feature.

Remember to add team labels to the tracking issue.
For a language team feature, this would e.g., be `T-lang`.
Such a feature should also be labeled with e.g., `F-my_feature`.
This label is used to associate issues (e.g., bugs and design questions) to the feature.
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This is a tracking issue for `string_remove_matches` implemented in #71780 
The feature gate for the issue is `#![feature(string_remove_matches)]`.

- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide])
- [ ] Remove allocations (see discussion on #71780)

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs

### Implementation history

<!--
Include a list of all the PRs that were involved in implementing the feature.
-->
#50015 first attempt at this by @frewsxcv.
Repository: PowerToys
Issue: [Run] Return recent items in results
Labels: Idea-Enhancement,Product-PowerToys Run

# Summary of the new feature/enhancement

When opening files or other items in applications, those recent items are right-clickable from the taskbar from the applications' icons. For example, for PuTTY the recently used saved hosts are listed.
**PowerToys Run** should be able to search from those as well when applications are pinned (or running) in the taskbar.

That would make it very fast to start new sessions in PuTTY or open favourite files from other applications.

<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->

# Proposed technical implementation details (optional)

(unable to say)
<!-- 
A clear and concise description of what you want to happen.
-->
Repository: PowerToys
Issue: [Run] Add common used programs above search bar
Labels: Idea-Enhancement,Product-PowerToys Run

It would be nice if one could add program icons or common used program above the search bar for power toys ?
Repository: flutter
Issue: Flutter tool crashes when you type Ctrl-\
Labels: c: crash,tool,a: quality,has reproducible steps,P2,found in release: 3.7,found in release: 3.11,team-tool,triaged-tool

Steps to reproduce:

* `flutter analyze --watch` ~~or `flutter run`~~
* Press ^\ (Ctrl Backslash).

Tool crashes.
Repository: godot
Issue: Strange error messages for AnimationPlayer that works completely fine
Labels: bug,topic:core,confirmed,needs testing

Godot Version: 3.2.1

I have an AnimationPlayer node for my player character. It works just fine, but every time I launch the game, I get this spam in the output:

https://imgur.com/a/R8iv5rH

 scene/animation/animation_player.cpp:887 - Failed setting key at time 0 in Animation '' at Node '/root/EditorNode/@@585/@@586/@@594/@@596/@@600/@@604/@@605/@@606/@@622/@@623/@@632/@@633/@@6278/@@6117/@@6118/@@6119/@@6120/@@6121/Player/Body/AnimationPlayer', Track 'Model/TrailingCloth/Skeleton:polygon'. Check if property exists or the type of key is right for the property

There is no problem with the animations. The AnimationPlayer plays everything fine. It's just these weird error messages that don't give an animation name.

The error messages didn't use to be there - I believe they started when I reorganized the nodes in the player scene. I added a new root Node2D to the scene, and moved the player Body, it's Model and the AnimationPlayer of the model under that root. Don't remember the exact steps I used there - but it was my first time with that, so I didn't do it in the cleanest way. After that, my game continued to work fine, but these error messages started showing up.
Repository: create-react-app
Issue: Extract jest-preset-react
Labels: issue: proposal,needs triage

CRA separately released eslint-config-react-app, babel-preset-react-app.
It would be great if cra could release a jest-preset-react package separately for everyone to reuse.
Repository: bitcoin
Issue: Implement ASN-based banning
Labels: Feature,P2P

It would be useful if it were possible to ban IP ranges not just by netmask, but also by ASN number (as provided by asmap).

Suggested by @gmaxwell.
Repository: pytorch
Issue: send a Tensor to Cuda very slow
Labels: module: performance,module: cuda,triaged

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->
if I call cuda() func after init cuda immediately, the time 'send a tensor to cuda' is a very small value
but If I call cuda()func after sleep(30s), the time 'send a tensor to cuda' taken is very large.

## To Reproduce

Steps to reproduce the behavior:

1、 image_test = np.array(np.random.randint(0, 256, size=(200, 200, 3), dtype='uint8'))
        torch.cuda.synchronize()
        start = time.time()
        torch.from_numpy(image_test).cuda()
        torch.cuda.synchronize()
        end = time.time()

        logging.info('image_trate_process_init_1: {}'.format(end - start))

 2、   time.sleep(30)

3、  image_test_2 = np.array(np.random.randint(0, 256, size=(200, 200, 3), dtype='uint8'))
        torch.cuda.synchronize()
        start = time.time()
        torch.from_numpy(image_test_2).cuda()
        torch.cuda.synchronize()
        end = time.time()
        logging.info('image_trate_process_init_2: {}'.format(end - start))

4、   image_test_3 = np.array(np.random.randint(0, 256, size=(200, 200, 3), dtype='uint8'))
        torch.cuda.synchronize()
        start = time.time()
        torch.from_numpy(image_test_3).cuda()
        torch.cuda.synchronize()
        end = time.time()

        logging.info('image_trate_process_init_3: {}'.format(end - start))


1 time: 7.843971252441406e-05 s
3 time:1.4345457553863525 s
4 time:0.0001685619354248047 s


<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

## Expected behavior

<!-- A clear and concise description of what you expected to happen. -->

## Environment

Please copy and paste the output from our
[environment collection script](https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py)
(or fill out the checklist below manually).

You can get the script and run it with:
```
wget https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py
# For security purposes, please check the contents of collect_env.py before running it.
python collect_env.py
```

 - PyTorch Version (e.g., 1.0):1.3
 - OS (e.g., Linux): ubuntu
 - How you installed PyTorch (`conda`, `pip`, source): pip
 - Build command you used (if compiling from source):
 - Python version: 3.7
 - CUDA/cuDNN version: 10.1
 - GPU models and configuration:
 - Any other relevant information:

## Additional context

<!-- Add any other context about the problem here. -->


cc @ngimel @VitalyFedyunin
Repository: excalidraw
Issue: Exporting a rectangle has artifacts
Labels: bug

Not really sure what's going on. It only showed up like this for a single rectangle of my scene.

![image](https://user-images.githubusercontent.com/197597/83380852-e70b0300-a393-11ea-96dd-892b9d64c067.png)

https://excalidraw.com/#json=5657069742981120,_yDCE1snJ6GYCVSk-wpLWA
Repository: electron
Issue: Support inAppPurchase.restoreCompletedPurchases() in Electron 8 and 7
Labels: enhancement :sparkles:

<!--  As an open source project with a dedicated but small maintainer team, it can sometimes take a long time for issues to be addressed so please be patient and we will get back to you as soon as we can.
-->

### Preflight Checklist
<!-- Please ensure you've completed the following steps by replacing [ ] with [x]-->

* [x] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/master/CONTRIBUTING.md) for this project.
* [x] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/master/CODE_OF_CONDUCT.md) that this project adheres to.
* [x] I have searched the issue tracker for a feature request that matches the one I want to file, without success.

### Problem Description
<!-- Is your feature request related to a problem? Please add a clear and concise description of what the problem is. -->
`inAppPurchase.restoreCompletedPurchases` function had been added to Electron 9 in https://github.com/electron/electron/pull/21461, and it would be really helpful if it can also be added to Electron 8.

### Proposed Solution
<!-- Describe the solution you'd like in a clear and concise manner -->
Also merge above pull request to Electron 8
### Alternatives Considered
<!-- A clear and concise description of any alternative solutions or features you've considered. -->
N/A
### Additional Information
<!-- Add any other context about the problem here. -->
I would also hope that Electron can support refresh receipt function. From [Apple documentation](https://developer.apple.com/documentation/storekit/), `In most cases, all your app needs to do is refresh its receipt and deliver the products in its receipt. The refreshed receipt contains a record of the user’s purchases in this app, on this device or any other device.`, so a function to refresh receipt would be better than restore transactions because `restoreCompletedPurchases` would add extra transaction to the receipt rather than simply retrieving the latest content of the receipt.
Repository: godot
Issue: WARNING: cleanup: ObjectDB Instances still exist! when using GetWorld2d().DirectSpaceState
Labels: bug,platform:windows,confirmed,topic:physics,topic:dotnet

**Godot version:**
v3.2.2 beta3 mono
Also tried it on v3.2.1 stable mono with the same result.


**OS/device including version:**
Windows10

**Issue description:**
When using GetWorld2d().DirectSpaceState this error is shown when quitting the application.
`WARNING: cleanup: ObjectDB Instances still exist! At: core/object.cpp:2135`

**Steps to reproduce:**
1. Generate new mono project.
2. Add a node and attach a C# script to it.
3. Save this as the main scene.
4. In the script in _PhysicsProcess store the result of GetWorld2d().DirectSpaceState to a variable.
5. Play the project and then quit.
Repository: PowerToys
Issue: [FancyZones] Investigate GUID change for applied template layout  
Labels: FancyZones-Editor,Product-FancyZones,Area-Quality

## Summary 
Any template modification including changing space around zones changes layout id. We should investigate if it would make sense to keep the same guid in an **applied** template . We need to make sure it won't affect other desktops as well.