sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [Integration_test][Proposal]: Throw an error message when test tries to tap on an element not on screen.
Labels: a: tests,c: new feature,framework,c: proposal,a: error message,f: integration_test,P3,team-framework,triaged-framework

Tap on an element beyond the screen borders does not crash the app but also no action occurred.


Example: 

main.dart

```
import 'package:flutter/material.dart';

void main() {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
        visualDensity: VisualDensity.adaptivePlatformDensity,
      ),
      home: MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  MyHomePage({Key key, this.title}) : super(key: key);
  final String title;

  @override
  _MyHomePageState createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: Text(widget.title),
      ),
      body: SingleChildScrollView(
        child: Column(
            children: List.generate(
          100,
          (index) => FlatButton(
            key: Key('Key: $index'),
            child: Text('Navigation ${index}'),
            onPressed: () {
              Navigator.of(context).push(
                MaterialPageRoute(
                    builder: (context) => SecondScreen('ResultScreen: ${index}')),
              );
            },
          ),
        )),
      ),
    );
  }
}
```


Here is how it works when we tap on a visible element:

integration_test/foo_test.dart

```
import 'package:flutter/material.dart';
import 'package:flutter_test/flutter_test.dart';
import 'package:integration_test/integration_test.dart';
import 'package:integration_test_issue/main.dart' as app;

main() {
  IntegrationTestWidgetsFlutterBinding.ensureInitialized();

  testWidgets('Tap on visible item', (tester) async {
    app.main();
    await tester.pumpAndSettle();
    await tester.tap(find.byKey(Key('Key: 3'))); // No crash, navigation to second screen
    await tester.pumpAndSettle();
    await tester.tap(find.text('ResultScreen: 3')); // No crash, as expected
  });

```

But if we're trying to interact with a widget beyond the screen (without scroll until visible).

```

testWidgets('Tap on invisible item', (tester) async {
    app.main();
    await tester.pumpAndSettle();
    await tester.tap(find.byKey(Key('Key: 30'))); // No exception, no action occurred, element is beyond the screen, crash expected
    await tester.pumpAndSettle();
    await tester.tap(find.text('ResultScreen: 30')); // exception, as expected because we are not on SecondScreen
  });
}
```

I'm using

` integration_test: 1.0.2+2`

![image](https://user-images.githubusercontent.com/16819254/110648549-78c85c00-81c1-11eb-956e-6e531027796e.png)
Repository: go
Issue: doc: runtime/pprof: document mutex profiler stack traces
Labels: Documentation,help wanted,NeedsFix

The mutex profiler records contention on the `Unlock` path of locks, so the stack traces in the profiles all appear as `Unlock` calls rather than the more intuitively expected `Lock` call [1].

This can be a source of confusion. [Here's](https://stackoverflow.com/questions/53800407/how-to-interpret-go-pprof-mutex-showing-waiting-on-unlock) a Stack Overflow question, and I personally fielded a question about this today.

Our own `runtime/pprof` docs say nothing about this (in fact, the complete documentation we have for mutex profiles is "mutex        - stack traces of holders of contended mutexes"). This should certainly be expanded.

There is a bit of documentation elsewhere online. e.g., @felixge's [block profile documentation](https://github.com/DataDog/go-profiler-notes/blob/main/block.md#relationship-with-mutex-profiling) mentions this property.

Related to #14689.

[1] This also means it isn't possible to directly tell which `Lock` calls are hottest. In practice I doubt this is an issue as typical mutex use has a unique `Unlock` call for each unique `Lock` call. If this were a problem, we could move the recorded stack trace to `Lock` [here](https://cs.opensource.google/go/go/+/master:src/runtime/sema.go;l=125-130;drc=cf598504669524a9f7002f6b6c1cb4e567ea4e9e;bpv=0;bpt=1) (at the expensive of requiring a slot in the `sudog` to store the stack until we can record the event in `Unlock`).
Repository: pytorch
Issue: PyTorch on Embedded Hardware
Labels: module: cuda,triaged

Hi,

I was redirect to github: https://discuss.pytorch.org/t/pytorch-on-embedded-hardware/114031

Background: My students and I currently build a small model sized autonomous car.
At this moment we have Hardware form Texas Instrument (TI AM572x) with 2x ARM Cortex-A15 (Linux based), 2x DSP (C6000) and 4 x EVA(Vector Processors) like used in new BeagleBone AI (https://beagleboard.org/ai)

Currently we can run PyTorch and the libtorch(we use the C++ Backend) on the Cortex-A15 Cores in Linux (Extremely slow the ARM Prozessors are not designend to execute code like this)
The Vector Processors or the DSP on this Platform was original designed to run code linke this.

Problem:
Texas Instrument support only OpenCL as Middelware for Computing on the Veotor Cores and on the DSPs. CUDA is not supported by now.
I know there no plan to Support OpenCL in the future but:
Is out there some working solution to run the PyTorch CUDA Code on a OpenCL Hardware?
We found some Projekt but we are not sure this would work([GitHub - hughperkins/coriander: Build NVIDIA® CUDA™ code for OpenCL™ 1.2 devices](https://github.com/hughperkins/coriander)).

Best,
Andy

cc @ngimel @aocsa
Repository: go
Issue: x/website/internal/dl: expose whether a release is a security release or not in API
Labels: NeedsInvestigation,FeatureRequest

Tools that watch golang.org/dl endpoint to learn about new releases may benefit from this extra information.
Not every user is eager to update as soon as the new point release is available. But if the patch includes critical or important security patches, users should take it more seriously.

Would be better if extra information like severity (https://github.com/golang/go/issues/44918) can be included too.

According to @dmitshur: whether a release is a security one or not is available in an internal x/website package, but that isn't easily accessible externally.
Repository: pytorch
Issue: [FX] Allow customizing code generation for certain Nodes
Labels: triaged,module: fx

Currently, Python code generation is very monolithic (see https://github.com/pytorch/pytorch/blob/5658ab5f778ca999521e7a98a9572251c56f2aaf/torch/fx/graph.py#L768). However, it might make sense to allow the behavior to be overridden. For example, we could factor the code generation per-node out into a `python_code` method on `Node`, which would allow that to be overridden for certain nodes

Discussion forum thread for context: https://discuss.pytorch.org/t/customizing-generated-code/114236/2

cc @ezyang @SherlockNoMad
Repository: godot
Issue: warning-ignore: narrowing_conversion only works once per line
Labels: bug,topic:gdscript

**Godot version:** 3.2.3


**OS/device including version:** Solus

**Issue description:**
`# warning-ignore: narrowing_conversion` only ignores the first occurrence and gives warnings for remaining occurrences in the same line. 

**Steps to reproduce:**
1. Creare a Node2D
2. Add script 
3. Paste below Code
```GDScript
extends Node2D

func _ready():
	# warning-ignore: narrowing_conversion
	bar(1.1, 1.1, 1.1)


func bar(a:int, b: int, c: int) -> void:
	
	pass
```
4. There will be 2 warning of narrowing conversion.
Repository: go
Issue: proposal: testing: consider having timeouts in test binaries be recoverable/handled
Labels: Proposal

The way timeouts are thrown cause the binary to exit immediately
https://github.com/golang/go/blob/4d608eb224fe1ba8e8532fcc44f91702a5b17f9f/src/testing/testing.go#L1740-L1744

This circumvents [`T.Cleanup`](https://golang.org/pkg/testing/#T.Cleanup) and any cleanup logic that might have been in `TestMain`. In order to guarantee setup/teardown occurs it has to be done outside the `go test` process. Thus either a testing script or the use of `go test -exec xprog`

The challenge with these workarounds is you lose the simplicity of invoking `go test`.

Thus my ask is
1) when a timeout occurs run `T.Cleanup` functions
2) considering surfacing the timeout as a panic but allow the ability to handle that panic

My second point could be accomplished by having the panic be surfaced by `M.Run()` and could be handled in the following way

```go
func TestMain(m *testing.M) {
   os.Exit(run(m))
}

func run(m *testing.M) (exitCode int) {
  setup()
  defer cleanup()
  exitCode = m.Run()
}
```
Repository: vscode
Issue: No way to "deny" a sign in auth request
Labels: feature-request,authentication

Today we can _Allow_/_Deny_ a grant request, but we don't have the ability to _Deny_ a sign-in request. Because of this the end-user can't "dismiss" the indicators on/in the Accounts icon.

This is causing end-user complaints in GitLens, since I adopted the new auth flows without prompting.
Repository: flutter
Issue: [web] AppLifecycleState for web using Page Visibility API
Labels: c: new feature,engine,platform-web,c: proposal,P2,team-web,triaged-web

I would like to propose using the [Page Visibility API](https://developer.mozilla.org/en-US/docs/Web/API/Page_Visibility_API) for detecting when a web app has changed its state

https://api.flutter.dev/flutter/dart-ui/AppLifecycleState-class.html

`AppLifecycleState.resumed` -> visibilityChange  is fired with visible param or onFocus is fired,
`AppLifecycleState.inactive` -> onblur is fired and is in a resumed state,
`AppLifecycleState.hidden` -> visibilityChange is fired with paused,
`AppLifecycleState.detached` -> ??,

Would love to help to build this if it is considered. I will work on a demo in the following days
Repository: TypeScript
Issue: Type loosening regression with union types in TS 4.2 
Labels: Bug,Help Wanted

# Bug Report

### 🔎 Search Terms

- union type

### 🕗 Version & Regression Information

- bug exists in 4.2
- works in 4.1

### ⏯ Playground Link

https://www.typescriptlang.org/play?target=5&jsx=0&ts=4.2.3#code/FAFwngDgpgBAogSxACygJwPIGsA8AlKAZwFcAbEAPhgF4YBvGcaALhgCI4BJAFQAk48AfQwBpNgG4YaImRCsCJcjBgBfUJFiIU6OGjQB7NDl0G0VWgyZRWHHvyEC8GPBKkzyrE4bVX4SVEYKsgA08HqG5n7amLhB5FQAPlEBXkapFMDAAMb6AHaEIDBQ-jrhaDQwONwUABTopqzcAJSeJWipVeZUNXTAAJBWNlx8AoKOzmzB-dKKckVlUypNmTn5hQBmxLlZAIwVNS3J6Di5xAC2AEbooRw7bF30-QD0TzDEhAi5AOYwqKTQ5U22xACDyMAu0gAhlhCIxUIwNDBPut0FBtlBQkgkbDkaiACYwSGwgpoT5faZQEDENC5IptVI1W5sZZqbJ5AowIFZABM+0OWgCJ3OVzQNzgdwevT6LxgeIQ0iyIFIYDcVJpZLhsH0FwAVlBFTAAO6GGEUtW0qUDDRDOyjcYuKZ9PozWRDO6OtSs1YcrkAZj5rWiQsu13Y4vuNCoUpl7w1AAMiTBvSA40aTYQzdTacVogymYTYcmWSt2RstlkACwBo7tMo4JmS56vQ2oWmx76amsdOBURPSc0I6CYtZQSEE-TrGv4UI9zGFSGkQj6NNoU3OylZum5sqM8MsmDAIA

When using union types with helper function constructing one of the type, the type is incorrectly loosened from `string value type` to `string` (func1). Directly returning the shape (func2) or using `as const` (func3) fixes it. Also when simplifying and removing the union (func4), it starts working.

This was not problem in 4.1, errors only in 4.2
Repository: pytorch
Issue: TorchScript divison by zero fails to error out 
Labels: oncall: jit

## 🐛 Bug

When TorchScript divides by zero it produces 'inf' while eager mode throws a ZeroDivisionError. This was discovered when de-torchscripting a module for the Integrity team. We might need to develop special handling for fixing errors which elevate issues to halting instead of silent ignores in TS because it could cause currently working TS modules to error out in production 😨 

## To Reproduce

```
import torch
from torch import nn

class Module(nn.Module):
    def __init__(self):
        super(Module, self).__init__()

    def forward(self):
        print(1/0)

n_scripted = torch.jit.script(Module())
n_scripted() # prints out 'inf'

n = Module()
n() # ZeroDivisionError: division by zero
```

cc @gmagogsfm
Repository: rust
Issue: impl PartialOrd<str> for String
Labels: C-enhancement,T-libs-api,A-str

```rust
    let a = "a".to_string();
    // compiles
    println!("{}", "b" > &a);
    // doesn't compile
    // println!("{}", &a < "b");
```

We [have](https://doc.rust-lang.org/std/string/struct.String.html#impl-PartialEq%3C%26%27a%20str%3E) `impl PartialEq<str> for String` and `impl PartialEq<&str> for String`, but no matching impls for `PartialOrd`. Can we add these impls to round it out?
Repository: electron
Issue: [Bug]: Cursor can't be hidden on a webview
Labels: bug :beetle:,has-repro-gist,12-x-y

### Preflight Checklist

- [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](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Version info

This happens in the latest stable 12.0.0 on all major operating systems, and has been a bug for at least 10 major Electron releases.

### Expected Behavior

Hide the cursor when hovering over a webview.

### Actual Behavior

Cursor can't be hidden on a webview.

### Testcase Gist URL

https://github.com/jbleuzen/electron-webview-cursor

### Additional Information

This is a reopened version of [this issue](https://github.com/electron/electron/issues/7747), which was automatically closed by the annoying bot. It's still happening though, and none of the workarounds are currently working, at least not without moving the mouse first. The fact that you need to move the mouse first for the styling to apply (if it works at all), means that features like [this](https://github.com/Jelmerro/Vieb/issues/45) are currently impossible to implement in Electron projects.
Repository: pytorch
Issue: ZeroDivisionError: float division by zero in Adam (bias_correction1 is zero)
Labels: module: numerical-stability,module: optimizer,triaged

## 🐛 Bug

> ZeroDivisionError: float division by zero

## To Reproduce

Steps to reproduce the behavior:

1. Error happens at rare occasions.

```
                if self.optim:
                    if zero_grad:
                        self.optim.zero_grad()

                loss.backward()

                if self.optim:
                    self.optim.step()
```

## Expected behavior

No error should happen during training.

## Environment

Simple model: input_layer->Relu->output_layer

```
Collecting environment information...
/home/kenorb/.local/lib/python3.8/site-packages/torch/cuda/__init__.py:52: UserWarning: CUDA initialization: Found no NVIDIA driver on your system. Please check that you have an NVIDIA GPU and installed a driver from http://www.nvidia.com/Download/index.aspx (Triggered internally at  /pytorch/c10/cuda/CUDAFunctions.cpp:100.)
  return torch._C._cuda_getDeviceCount() > 0
PyTorch version: 1.7.1
Is debug build: False
CUDA used to build PyTorch: 10.2
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.2 LTS (x86_64)
GCC version: Could not collect
Clang version: Could not collect
CMake version: Could not collect

Python version: 3.8 (64-bit runtime)
Is CUDA available: False
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.19.4
[pip3] torch==1.7.1
[pip3] torchvision==0.8.2
[conda] Could not collect
```

 - PyTorch Version (e.g., 1.0): 1.7.1
 - OS (e.g., Linux): Linux
 - How you installed PyTorch (`conda`, `pip`, source): pip3
 - Build command you used (if compiling from source): n/a
 - Python version: 3.8.5
 - CUDA/cuDNN version: n/a
 - GPU models and configuration: n/a
 - Any other relevant information: n/a

## Additional context

```
Traceback (most recent call last):
  File "./main.py", line 128, in <module>
    tm.run()
  File "/home/kenorb/Train.py", line 278, in run
    self.optim.step()
  File "/home/kenorb/.local/lib/python3.8/site-packages/torch/autograd/grad_mode.py", line 26, in decorate_context
    return func(*args, **kwargs)
  File "/home/kenorb/.local/lib/python3.8/site-packages/torch/optim/adam.py", line 108, in step
    F.adam(params_with_grad,
  File "/home/kenorb/.local/lib/python3.8/site-packages/torch/optim/functional.py", line 96, in adam
    step_size = lr / bias_correction1
ZeroDivisionError: float division by zero
```

cc @vincentqb
Repository: electron
Issue: [Feature Request]: Add additional APIs/info to Electron's process object for getting performance metrics
Labels: enhancement :sparkles:

### Preflight Checklist

- [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](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

In my non-sandboxed Renderer, I was getting some performance metrics:

```
const memoryInfo: NodeJS.MemoryUsage = process.memoryUsage();
const cpuTime = process.cpuUsage().system + process.cpuUsage().user;
```

Now that I'm sandboxing my Renderer, I have to use Electron's [process](https://www.electronjs.org/docs/api/process) object instead of Node's.

For CPU time, I can call `process.getCPUUsage()`, but I'm not sure how exactly to get the `user` + `system` value that I was seeing in Node

Node [docs](https://nodejs.org/api/process.html#process_process_cpuusage_previousvalue) say:
>returns the user and system CPU time usage of the current process

Not sure what the equivalent of this is with the return of `getCPUUsage` (documented [here](https://www.electronjs.org/docs/api/structures/cpu-usage)).

Next, I get the heap and rss information (normally returned by Node's `process.memoryUsage()`) by doing:
```
heapTotal = process.getHeapStatistics().totalHeapSize * 1024
heapUsed = process.getHeapStatistics().usedHeapSize * 1024
rss = (await process.getProcessMemoryInfo()).residentSet
```
However, how do I get `external` which in Node ([docs](https://nodejs.org/api/process.html#process_process_memoryusage)) refers to:
>memory usage of C++ objects bound to JavaScript objects managed by V8

The `arrayBuffers` property that Node sets isn't useful to me personally.

### Proposed Solution

Can there be an API / additional property in one of the return values of an existing API that gets me the corresponding values that Node returns? Namely:
* `process.cpuUsage()`
* `process.memoryUsage().external`

Also, ideally, `getProcessMemoryInfo` would be synchronous like in Node if that's possible to achieve (I have a version skew issue now between my Electron app and the website it hosts where the site assumes the performance metrics API is synchronous, but now it won't be)

### Alternatives Considered

Not really sure what we can do here. Seems to me, Electron should be the one providing this info.

### Additional Information

n/a
Repository: godot
Issue: Signal connection disappears when copying node into another scene
Labels: bug,topic:editor

<!-- 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. -->
3.2.4 rc4

**Issue description:**
<!-- What happened, and what was expected. -->
![1yKXdOAYp1](https://user-images.githubusercontent.com/2223172/110710708-a54e9900-81fe-11eb-88a0-8f002a0ffcd6.gif)

**Steps to reproduce:**
1. Have a scene with node connected to a parent node
2. Copy it to another scene
3. Save and reload scene
4. Connection will vanish

I don't know the internals of node connections, but it looks like in editor a node reference is stored instead of node path. Also this error appears upon pasting:
```
 scene/main/node.cpp:1626 - Condition "!common_parent" is true. Returned: NodePath()
 scene/main/node.cpp:1626 - Condition "!common_parent" is true. Returned: NodePath()
```
Repository: godot
Issue: Attaching this script removes the script from object and hides it
Labels: bug,topic:core,documentation

I've searched for an issue like this but I couldn't find anything like it. Sorry if you've seen it before. 

Using Godot 3.2.3
Running Pop!_OS 20.10 based on Ubuntu Groovy

So I'm making a rather ambitious tool script to add properties for a game with waves of enemies and I want it to add new inspector properties for each part of the level. When I was working on this script it was working fine, but now after a few days it's started doing something fun. Attaching the script to an object adds the script, then removes it. It also sets the visibility to off and you can't make it visible again unless you reopen the scene. The visibility change shows in the inspector but not in the scene outline. Oddly enough you can still manipulate the properties in the inspector that the script adds.

Not sure what's going on but I managed to reproduce it in a new project and get a stack trace of the process. The trace is just me attaching the script, saving, and closing the editor. 

**Steps to reproduce:**
Attach the script "testProperties.gd" to an object. 

Project
[weirdtool.zip](https://github.com/godotengine/godot/files/6119378/weirdtool.zip)
[](url)

strace:
[trace.txt](https://github.com/godotengine/godot/files/6119386/trace.txt)