sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: possible SummaryWriter memory leak
Labels: triaged,module: tensorboard

## 🐛 Bug

SummaryWriter object persists in memory after del and gc.collect()

Below is a minimum example run in jupyter notebook. The created SummaryWriter object seems to be still referenced after deletion. Please see the attached back reference graph. The actual reason this matters in my use case is that if I create a SummaryWriter object in another class, this seems to also hold object from the other class from being gc'ed. 

```python
import gc
import objgraph
from torch.utils.tensorboard import SummaryWriter

w = SummaryWriter()
del w
gc.collect()

for obj in gc.get_objects():
    if isinstance(obj, SummaryWriter):
        display(objgraph.show_backrefs(obj))
```

## Expected behavior

The deleted SummaryWriter is not expected to be referenced by other objects after gc.

## Environment

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: (Ubuntu 9.3.0-17ubuntu1~20.04) 9.3.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.10

Python version: 3.7.6 (default, Jan  8 2020, 19:59:22)  [GCC 7.3.0] (64-bit runtime)
Python platform: Linux-5.4.0-77-generic-x86_64-with-debian-bullseye-sid
Is CUDA available: True
CUDA runtime version: Could not collect
GPU models and configuration: GPU 0: GeForce RTX 2070
Nvidia driver version: 460.80
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.20.2
[pip3] torch==1.7.1
[pip3] torchaudio==0.7.0a0+a853dff
[pip3] torchvision==0.8.2
[conda] blas                      1.0                         mkl
[conda] cudatoolkit               10.2.89              hfd86e86_1
[conda] faiss-gpu                 1.7.1           py3.7_h080d439_1_cuda10.2    pytorch
[conda] ffmpeg                    4.3                  hf484d3e_0    pytorch
[conda] libfaiss                  1.7.1           h4fe19ad_1_cuda10.2    pytorch
[conda] mkl                       2021.2.0           h06a4308_296
[conda] mkl-service               2.3.0            py37h27cfd23_1
[conda] mkl_fft                   1.3.0            py37h42c9631_2
[conda] mkl_random                1.2.1            py37ha9443f7_2
[conda] numpy                     1.19.5                   pypi_0    pypi
[conda] numpy-base                1.20.2           py37hfae3a4d_0
[conda] pytorch                   1.7.1           py3.7_cuda10.2.89_cudnn7.6.5_0    pytorch
[conda] torchaudio                0.7.2                      py37    pytorch
[conda] torchvision               0.8.2                py37_cu102    pytorch

![summarywriter](https://user-images.githubusercontent.com/14265162/124334094-e0c4f880-db4a-11eb-8c52-969978e23f97.png)
Repository: flutter
Issue: Remove reflection from [iPadGestureTests testPointerButtons] after Xcode 13 upgrade
Labels: platform-ios,engine,P2,team-ios,triaged-ios

file: https://github.com/flutter/engine/blob/master/testing/scenario_app/ios/Scenarios/ScenariosUITests/iPadGestureTests.m
Repository: godot
Issue: New TileMap editor: Can't draw a pattern using 2x2-sized tiles
Labels: discussion,topic:editor,usability

### Godot version

a8fb450

### System information

W10

### Issue description

I have a tileset with some 2x2 tiles
![image](https://user-images.githubusercontent.com/2223172/124336063-e21f1100-db9c-11eb-97bd-acf1e454f063.png)
Seems like they still use 1x1 grid and I can't draw a pattern properly. Instead of this
![image](https://user-images.githubusercontent.com/2223172/124336098-0f6bbf00-db9d-11eb-98f1-c0dedbb79850.png)
I get this
![image](https://user-images.githubusercontent.com/2223172/124336114-1c88ae00-db9d-11eb-9f8c-3e85e0cd5bc3.png)


### Steps to reproduce

1. Have a TileSet with some bigger tiles
2. Select the big tiles and enable "Place Random Tile" option
3. Try drawing a rectangle/line

### Minimal reproduction project

[ReproductionProject.zip](https://github.com/godotengine/godot/files/6757417/ReproductionProject.zip)
Repository: godot
Issue: `Keys` method on `Godot.Collections.Dictionary<TKey, TValue>` converts to `TKey` when a typecast exception would be expected
Labels: bug,topic:dotnet

### Godot version

3.3.2.stable

### System information

Windows 10

### Issue description

When I use `Godot.Collections.Dictionary<int, string>()` to wrap a mixed-bag `Dictionary`, `Keys` *converts* each key to `int`.

For example, if the dictionary contains `"1"`, it's converted to `1` by `Keys`, which makes the key "invalid": `dict.ContainsKey(key)` returns false!

I'd expect `Keys` to throw a typecast exception when it hits the keys with the bad type, instead.

Practical example: if I've deserialized some JSON, I might not know what the contents are, so I might want to iterate through `Keys` to see which keys have values in my dictionary. But if the type doesn't match up, `Keys` gives me "fake" keys that don't actually have any values. (Arguably I should just use `Godot.Collections.Dictionary` and handle the `object` keys myself since that matches what the engine is doing behind the scenes, but it is nice sometimes to get automatic static types.)

This is not a big issue, it's just hard to debug because it's difficult to realize that the `Keys` API isn't working as expected. Someone hit it on Discord so I figured I should file this to at least document what we ran into. 😄 

### Steps to reproduce

```cs
var dict = new Godot.Collections.Dictionary
{
	["42"] = "string 42",
	[9001] = "int 9001",
	[new Godot.Object()] = "object",
};
var typedDict = new Godot.Collections.Dictionary<int, string>(dict);

foreach (int i in typedDict.Keys)
{
	if (typedDict.TryGetValue(i, out string value))
	{
		GD.Print($"key '{i}' has '{value}'");
	}
	else
	{
		GD.Print($"key '{i}' has no value");
	}
}
```

The `string` and `Godot.Object` keys are converted to `int`s, which aren't valid keys, so this prints:

```
key '42' has no value
key '9001' has 'int 9001'
key '0' has no value
```

### Minimal reproduction project

[GodotCSTypedDictionaryKeyConvert.zip](https://github.com/godotengine/godot/files/6757389/GodotCSTypedDictionaryKeyConvert.zip)
Repository: go
Issue: debug/gosym: data race in PCToLine
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
1.16.5
</pre>

### Does this issue reproduce with the latest release?
I have not tested 1.17 beta but the issue in the code is still present in the main branch.

### What did you do?
The LineTable attribute `strings` is not guarded against concurent reads and writes nor is it documented. If the same `*sym.Table` is used by multiple go routines that calls the method `PCToLin` the process may crash due to a race condition. 

Call flow: `PCToLin` -> `go12PCToFile` -> `stringFrom` -> read and write to map without mutex.

It looks like the same can happen to the other map `funcNames`.

Part of panic:

```
fatal error: concurrent map read and map write

goroutine 16 [running]:
runtime.throw(0x5a3bb9, 0x21)
	runtime/panic.go:1117 +0x72 fp=0xc0006d8c08 sp=0xc0006d8bd8 pc=0x434bd2
runtime.mapaccess2_fast32(0x56e8a0, 0xc0000faae0, 0x32, 0x3006cd968, 0x402364)
	runtime/map_fast32.go:61 +0x1ac fp=0xc0006d8c30 sp=0xc0006d8c08 pc=0x4115ec
debug/gosym.(*LineTable).stringFrom(0xc00007a000, 0xc0005d2960, 0xf74a0, 0xf74a0, 0x32, 0x4021b0, 0x48)
	debug/gosym/pclntab.go:344 +0x4a fp=0xc0006d8c80 sp=0xc0006d8c30 pc=0x4fc5aa
debug/gosym.(*LineTable).go12PCToFile(0xc00007a000, 0x4021b4, 0x0, 0x0)
	debug/gosym/pclntab.go:483 +0x371 fp=0xc0006d8d00 sp=0xc0006d8c80 pc=0x4fcf11
debug/gosym.(*Table).PCToLine(0xc0000be180, 0x4021b4, 0x0, 0x1, 0x48, 0xc0001803c0)
	debug/gosym/symtab.go:510 +0xc5 fp=0xc0006d8d50 sp=0xc0006d8d00 pc=0x4ff645
```

### What did you expect to see?
No panic


### What did you see instead?
Panic
Repository: youtube-dl
Issue: Please support watch.angelstudios.com (Angel Studios)
Labels: site-support-request

## Checklist

- [X] I'm reporting a new site support request
- [X] I've verified that I'm running youtube-dl version **2021.06.06**
- [X] I've checked that all provided URLs are alive and playable in a browser
- [X] I've checked that none of provided URLs violate any copyrights
- [X] I've searched the bugtracker for similar site support requests including closed ones

## Example URLs

- Single video: https://watch.angelstudios.com/thechosen/watch?vid=S1:E1
- Single video: https://watch.angelstudios.com/thechosen/watch?vid=S1:E2

## Description

Videos are freely available from the studio creator of those videos (Angel Studios).  Also available are **captions** in dozens of languages.
Repository: go
Issue: cmd/compile: typeparams: should //go:nointerface methods satisfy type parameter constraints?
Labels: NeedsDecision,compiler/runtime

The "fieldtrack" experiment includes a `//go:nointerface` directive, which says a method shouldn't be considered for interface satisfiability. For example, this package fails to compile with `GOEXPERIMENT=fieldtrack`:

```
package p

type T int

//go:nointerface
func (*T) M() {}

type I interface { M() }

var i I = new(T) // ERROR: *T does not implement I, because (*T).M is marked //go:nointerface
```

What effect should `//go:nointerface` have on type parameter constraint satisfaction? Should `*T` satisfy constraint `I` as a type parameter constraint? How should a compiler handle:

```
package p

type T int

//go:nointerface
func (*T) M() {}

type I interface { M() }

func F[X I]() {
  var _ I = new(X)
}

var _ = F[T]
```

Fieldtracking is formally just an experiment, so I don't think it's urgent to support either way (i.e., either to accept and handle correctly if it's allowed, or to consistently reject if it's not allowed). I also think we reserve the right to change our mind on the right behavior here. But it seems worth making sure we're more-or-less on the same page about long-term direction here.

I'm currently inclined to think `*T` does not satisfy constraint `interface { M() }` if `(*T).M` is `//go:nointerface`. (This is a bit bothersome to implement in cmd/compile, because currently types2 is responsible for constraint satisfaction, but it doesn't know about directives like `//go:nointerface`; but I don't think it should be that hard to handle.)

/cc @griesemer @ianlancetaylor @findleyr
Repository: godot
Issue: LineEdit scaling misalignment compared to Label when using font oversampling
Labels: bug,topic:core,topic:gui,topic:2d

### Godot version

3.3.2.stable

### System information

Windows 10

### Issue description

The font and selection highlight of LineEdit becomes misaligned vertically when scaling and using 2d + expand, and is very noticeable when using small fonts

I am aware that it's not supposed to be pixel perfect but based on my test, it doesn't really affect other nodes like label and etc

The left one is panel container + label and second one is line edit
Before
![Screenshot (359)](https://user-images.githubusercontent.com/35421467/124343875-8044c280-dc01-11eb-87e0-319673f589c8.png)

After
![Screenshot (360)](https://user-images.githubusercontent.com/35421467/124343877-863aa380-dc01-11eb-8658-27398b87c12b.png)

### Steps to reproduce

1. Set stretch to 2d and expand
2. Set style to flat style
3. Test

### Minimal reproduction project
[LineEdit scaling misalignment.zip](https://github.com/godotengine/godot/files/6758494/LineEdit.scaling.misalignment.zip)
Repository: vscode
Issue: Make minimap slider visible when scrolling 
Labels: feature-request,editor-minimap

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

When `editor.minimap.showSlider` is set to `mouseover`, the slider is only visible on mouseover, however this presents a problem because when scrolling through the document (either by using the mouse wheel or the scrollbar), it can be difficult to guess where the slider might be. I suggest making the minimap slider visible both on mouseover as well as on scroll.
Repository: flutter
Issue: Some webp fails to load, throws `multi_frame_codec.cc(112)] Could not getPixels for frame 2`
Labels: framework,engine,a: images,c: rendering,a: desktop,has reproducible steps,P2,team-engine,triaged-engine,found in release: 3.13,found in release: 3.14

this webp image is ok preview on chrome

```
[ +320 ms] E/flutter (31817): [ERROR:flutter/lib/ui/painting/multi_frame_codec.cc(112)] Could not getPixels for frame 2
[ +113 ms]
                    ══╡ EXCEPTION CAUGHT BY IMAGE RESOURCE SERVICE ╞════════════════════════════════════════════════════
                    The following _Exception was thrown resolving an image frame:
                    Exception: Codec failed to produce an image, possibly due to invalid image data.

                    When the exception was thrown, this was the stack:
                    ...

                    Image provider: AssetImage(bundle: null, name: "assets/test.webp")
                    Image key: AssetBundleImageKey(bundle: PlatformAssetBundle#8e3b4(), name: "assets/test.webp", scale:
                      1.0)
                    ════════════════════════════════════════════════════════════════════════════════════════════════════
```

[test.webp.zip](https://github.com/flutter/flutter/files/6758235/test.webp.zip)
Repository: vscode
Issue: Emmet on VSCode does not resolve for shorthands with multiple curly braces
Labels: bug,emmet,confirmed

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version:
- OS Version:

Steps to Reproduce:

1. Open any VSCode window
2. In the editor, type `div{{{test}}}`, and press ctrl + space to see the list of autocomplete suggestions
3. Autocomplete suggestions do not include the option to resolve emmet shorthand to `<div>{{test}}</div>`


![image](https://user-images.githubusercontent.com/25502412/124351877-818ce400-dc2f-11eb-9c1d-dd6ad5150185.png)

Other emmet features work as expected
Repository: flutter
Issue: Enable --extra-front-end-options for flutter build
Labels: c: new feature,tool,c: proposal,a: build,P2,team-tool,triaged-tool

## Use case
In my specific use case i need to add the `--no-minify` option to a flutter web release build, since my logic depends on the `runtimeType` names. I know that this is discouraged (see #43154#[issuecomment-682800259](https://github.com/flutter/flutter/issues/43154#issuecomment-682800259)), but for my very specific use case, it is essential.

So instead of asking for a fix to a discouraged technique I'm abstracting my use case for this feature request:
I need more control over my flutter build process.

Extra front end options can already be used in `flutter run` like
```
flutter run -d chrome --release --extra-front-end-options=--no-minify
```
but not in `flutter build`:
```
flutter build web --extra-front-end-options=--no-minify
```
which yields
```
Could not find an option named "extra-front-end-options".
```

This caught my by surprise since it seems the `--extra-front-end-options` are actually already parsed at the appropiate places:
https://github.com/flutter/flutter/blob/ef5e7e6f889e711bc863d1b0508fc59b252aa608/packages/flutter_tools/lib/src/build_system/targets/web.dart#L212-L223

## Proposal
Enable `--extra-front-end-options` for `flutter build`.

## Workaround
For anyone with the same specific use case as mine, there is an workaround (from [stackoverflow](https://stackoverflow.com/questions/59710360/how-to-build-flutter-web-app-in-debug-mode)):
```
flutter build web --profile --dart-define=Dart2jsOptimization=O4
```
This creates a not minified profile build, but uses O4 opptimizations:
https://github.com/flutter/flutter/blob/ef5e7e6f889e711bc863d1b0508fc59b252aa608/packages/flutter_tools/lib/src/build_system/targets/web.dart#L256-L257

Edit: For the records, I'v found an other solution for my use case that works with minfying, but I'm still interested in the original feature request.
My new solution is saving the minified type name at runtime into a variable by calling String `typeString<T>() => T.toString();`, so I know the typ name after minifying.
Unfortunately I still can't use `isXXXType<T>() => T == XXX` because `XXX` is a generic and might have a type argument:
```dart
void main() {
  print(_extractType<Foo>() == Foo); // true
  print(_extractType<Bar>() == Bar); // true
  print(_extractType<Bar<Foo>>() == Bar); // false
  print(_extractType<Bar<Foo>>() == _extractType<Bar<Object>>()); // false
}

Type _extractType<T>() => T;
class Foo {}
class Bar<T> {}
```
Repository: PowerToys
Issue: FancyZones: Window should be put into the selected zones in a multi-monitor setup
Labels: Idea-Enhancement,Product-FancyZones

### Microsoft PowerToys version

0.41.4

### Running as admin

- [ ] Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

1. Use two screens
2. Setup three zones at each screen
   - In the following, the zones are numbered 
     - screen 1: 1-1, 1-2, 1-3 (rightmost one)
     - screen 2: 2-1 (leftmoste one), 2-2, 2-3
3. Drag a window onto Zone 1-3
4. Hold the <kbd>Ctrl</kbd> key
5. Drag the window onto Zone 2-1
6. Release the <kbd>Ctrl</kbd> key

![grafik](https://user-images.githubusercontent.com/1366654/124355101-cf91ef80-dc0f-11eb-9c45-3c55cd9c0569.png)


### ✔️ Expected Behavior

Window is using zones 1-3 and 2-1. - That means: The window spans the rightmost zone of screen 1 and the leftmost zone of screen 2.

### ❌ Actual Behavior

Window is using zone 2-1

### Other Software

_No response_
Repository: TypeScript
Issue: lib.es*.d.ts: constructor methods
Labels: Bug,Help Wanted,Domain: lib.d.ts

# lib Update Request

<!--
  Please fill in each section completely. Thank you!

  Are you here for one of these commonly-requested lib changes?
    * Object.keys - see https://stackoverflow.com/questions/55012174/
    * Array methods - see https://github.com/microsoft/TypeScript/issues/36554
    * parseInt, parseFloat, isFinite, isNaN, etc. - see https://github.com/microsoft/TypeScript/issues/4002

  The DOM lib is maintained elsewhere and you can skip a step by filing issues/PRs for the DOM at that repo.
  See https://github.com/microsoft/TypeScript-DOM-lib-generator
-->

## Configuration Check

<!--
  If you're missing common new methods like Array.includes, you may have a misconfigured project.
  Try setting `lib: "es2020"` and checking whether the type you want is present.
  You can diagnose further by running `tsc` with `--listFilesOnly` or `--showConfig`.

  Conversely, if you are seeing built-in methods you expect to *not* see, check your 'lib' setting
  or review your dependencies for lib/reference directives that might be polluting
  your global scope. This is common when using the 'node' type library. See https://github.com/microsoft/TypeScript/issues/40184

  Replace the text below:
-->
My compilation *target* is `ES2015` and my *lib* is `the default`.

## Missing / Incorrect Definition

<!--
  What property, method, function, etc is missing or incorrect?
-->

`Array` and other interfaces for built-ins do not declare their own `constructor` methods

## Sample Code

<!--
  What's some code using this that should work, but doesn't?
-->

```ts
[].constructor[Symbol.species];
```

```stderr
Element implicitly has an 'any' type because expression of type 'unique symbol' can't be used to index type 'Function'.
  Property '[SymbolConstructor.species]' does not exist on type 'Function'.
```

The code compiles fine when defining the appropriate `constructor` method:

```d.ts
declare global {
  interface Array<T> {
    constructor: ArrayConstructor;
  }
}
```

[Playground link](https://www.typescriptlang.org/play?target=2&jsx=0&module=1&isolatedModules=false#code/KYDwDg9gTgLgBAbwL4G4BQaAmwDGAbAQymDgHM8IAjAvRNOOASwDsZgoAzAnEgQSigEAngB4AKgD46DBjgjMAzjCgBXHDGgAuOP0FCAwvKWr10dAyRpLaOYoh5gAOgqkAFAG0Auo9vG1GqHcAZSEAW0p7RwUwXEZgBU84AF4UnQFhAEp0IA)

## Documentation Link

<!--
  Link to relevant documentation (e.g. MDN, W3C, ECMAScript Spec) to consult for this property.
  Note that lib.dom.d.ts intentionally does not include browser-specific extensions
   or early experimental features.
-->

https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Classes/constructor
Repository: terminal
Issue: profile-icons with web sources are not shown on the taskbar
Labels: Help Wanted,Area-UserInterface,Product-Terminal,Issue-Task,Priority-3

### Windows Terminal version (or Windows build number)

1.8.1521.0

### Other Software

_No response_

### Steps to reproduce

**I am using WINDOWS 11, I do not know how this behaves in Win10.**

1. Create a new profile (or use an existing one)
2. For the icon, paste a weblink to an ico file (eg https://github.com/favicon.ico)
3. As you will see, that works fine (the icon gets shown in new tabs and in the settings menu)
![image](https://user-images.githubusercontent.com/67151313/124358125-29e67c80-dc1f-11eb-8610-91d3c0e3b58f.png)
4. keep winterm open
5. right-click onto the program in the taskbar
6. As you will see, the icons are not rendered here
![image](https://user-images.githubusercontent.com/67151313/124358169-57332a80-dc1f-11eb-89b5-7bee6bcfac0e.png)


### Expected Behavior

Profile Icons are rendered the same way everywhere across the device

### Actual Behavior

Profile Icons from the web are not rendered at all in the taskbar dialog
Repository: godot
Issue: `CanvasLayer.follow_viewport` doesn't work after changing viewport
Labels: bug,topic:core,topic:2d

### Godot version

v3.3.2.stable.official

### System information

Windows 10, GLES3

### Issue description

When the main viewport changes, CanvasLayers don't follow the new viewport.

### Steps to reproduce

Add an autoloaded scene with a CanvasLayer as root (which will make it persistent when viewports change). Create two scenes that have different viewport settings and move the viewport (using a camera). Switch those scenes back and forth from script and notice how the follow_viewport setting only works for the first scene.

### Minimal reproduction project

N/A, can add later
Repository: excalidraw
Issue: support hiding canvas actions Island altogether
Labels: package:excalidraw

use case: view-mode without ability to export.