sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: autograd.functional.vjp with function that mutates inputs in-place can cause confusion
Labels: module: autograd,triaged

## 🐛 Bug

Define a function that mutates its first argument in-place. Call `F.vjp` with `create_graph=True` (required to invoke this).
```
import torch
import torch.autograd.functional as F

def f(x):
    return x.sin_()

x = torch.tensor([1.2], requires_grad=True)
result, vjp = F.vjp(f, x.clone(), create_graph=True)

assert torch.isclose(vjp, x.cos())
# vjp is torch.tensor(1.0)
```
This produces a result that is different from what can be expected. As a user, my first interpretation of the above code is "compute the gradient of sin". 

Under the hood, the above is equivalent to doing the following:
```
x = torch.tensor([1.2], requires_grad=True)
y = x.clone()
vjp, = torch.autograd.grad(y.sin_(), y)
```
In this example, it's easier to see why `F.vjp` returns 1.0 -- because we modified the tensor being differentiated in-place.

## Action items

Should we warn the user about this in the documentation?


## Environment
master

cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer
Repository: flutter
Issue: [web] Emojis take a few seconds to render on canvaskit
Labels: engine,a: quality,platform-web,e: web_canvaskit,P2,perf: startup,team-web,triaged-web

I'm running my app on CanvasKit on Chrome Linux and what I'm seeing is this for a second:
![image](https://user-images.githubusercontent.com/7997154/107508434-4c5cf800-6ba1-11eb-93b4-8679ed76e4b9.png)

Afterwards I'm seeing this for a few seconds:
![image](https://user-images.githubusercontent.com/7997154/107508404-40713600-6ba1-11eb-82e4-42f37c2c987d.png)

And then I finally see this:
![image](https://user-images.githubusercontent.com/7997154/107508494-61d22200-6ba1-11eb-8e00-dfc5cf3b4175.png)

I don't understand because I definitely can see the emoji's on a normal page in Chrome, for example this just renders: 💌. But why doesn't it render normally in Flutter, and why does it have to download a font 'Noto Color Emoji' to render the emoji's. And this is only for CanvasKit, when using the HTML render it just shows me the emoji's properly without these 'transition' phases and without downloading any emoji font. Can't CanvasKit use the normal font which is used for everything else on my desktop environment or Chrome?

_Originally posted by @rbozan in https://github.com/flutter/flutter/issues/74823#issuecomment-776668247_
Repository: next.js
Issue: Unexpected behavior when doing `export *` (cyclic imports)
Labels: bug,linear: next

**What version of Next.js are you using?**

10.0.8-canary.1

**What version of Node.js are you using?**

12, 15

**What browser are you using?**

All

**What operating system are you using?**

Linux

**How are you deploying your application?**

local

**Describe the Bug**

(Original issue: https://github.com/blitz-js/legacy-framework/issues/408)

I'm having some problems when importing. I have this validation folder with zod utilites:

```
validation
├── cuit.js
├── index.js
├── ncm.js
└── others.js
```
Inside index.js, I have this:

```js
export * from "./cuit"
export * from "./ncm"
export * from "./others"
```

When I import from `validation`, it throws `undefined`. If I change each import to its respective file (instead of a big `import { ... } from 'validation'`, I do `import { .. } from 'validation/cuit'` or `import { .. } from 'validation/ncm'`), it works.

What's weird is what happens when I rearrange the imports like this:

```js
export * from "./others"
export * from "./cuit"
export * from "./ncm"
```

If I put `others` at the top, it just works.

**Expected Behavior**

It should work no matter the export order.

**To Reproduce**

https://codesandbox.io/s/nextjs-exports-bug-pbri4
Repository: flutter
Issue: debugCheckHasDirectionality sometimes shows in in cpu profiles of debug mode apps
Labels: framework,c: performance,d: devtools,perf: speed,P2,team-framework,triaged-framework

For this profile running Flutter DevTools on Flutter DevTools (in debug mode) inspecting the Flutter Gallery
debugCheckHasDirectionality takes 18ms over the course of click on and scrolling the inspector tree a bit.
It would be nice to be able to toggle off these checks or optimize them. findAncestorWidgetOfExactType is resposible for the time for this case and it is possible that call could be optimized as accessing runtimeType is showing up as taking a significant amount of time in the profile.

Devtools cpu profiler snapshot file.  Remove the .txt to load in Flutter Devtools.
[dart_devtools_2021_2_17-1613612140883000.json.txt](https://github.com/flutter/flutter/files/5999646/dart_devtools_2021_2_17-1613612140883000.json.txt)
Repository: flutter
Issue: Slow asserts and other expensive code in debug builds
Labels: c: new feature,tool,c: proposal,d: devtools,perf: speed,P3,team-tool,triaged-tool

## Use case
Flutter debug mode performance needs to be fast enough that users can understand how their app feels without frequently requiring a profile build. The difference in productivity iterating on an app in a profile build with Flutter is much lower than with a debug build due to hot reload.
Slow performance in debug builds is mainly due to useful asserts in the Flutter framework that help catch bugs but can get in the way when users are using debug builds to run to see how their app feels instead of to debug issues.

Some ideas:
* Optimize some of the slowest asserts. A few of the asserts take up a significant amount of time when profiling the Flutter DevTools app itself.
* Provide a way to run debug builds with some or all asserts disabled (the Dart VM has an --enable-assert flag to toggle asserts but it isn't exposed through Flutter). This would give users who want a fast hot-reload iteration cycle while experimenting in the UI the fastest debug build performance at the risk of missing the most commonly found Flutter errors.

Exactly which asserts contribute time depends on the app and I haven't seen as consistent results as I would like between profiling Flutter DevTools itself and profiling the Flutter Gallery. This is likely as many asserts walk up the tree of Elements or RenderObjects looking for a match. Certain apps may result in quite long tree walks having a much larger performance penalty. 

Expensive debug checks:
These debug checks mostly share the property that in the worst case they walk far up the tree looking for a match. 
- [x] _debugCanPerformMutations  https://github.com/flutter/flutter/issues/76261
- [ ] _debugIsInScope shows up sometimes but not in every profile.
- [ ] _debugCheckForCycles https://github.com/flutter/flutter/issues/76259
- [x]  debugCheckHasDirectionality https://github.com/flutter/flutter/issues/76262

- [x] TickerProviderStateMixin triggers calls to an expensive toString https://github.com/flutter/flutter/issues/76257
Repository: react
Issue: Impact: Removal of `function.displayName` in Chromium 
Labels: Type: Discussion

Chromium plan to [remove the non-standard property `fn.displayName` property](https://docs.google.com/document/d/1_GxIGRvv8ATp3GMhA3jUfVFxGKMWEkFWvtqsSS7QQ2M/edit#heading=h.7nki9mck5t64). How would this impact React [`component.displayName`](https://reactjs.org/docs/react-component.html#displayname)?

Links:
- Chromium: [Remove non-standard fn.displayName support](https://docs.google.com/document/d/1_GxIGRvv8ATp3GMhA3jUfVFxGKMWEkFWvtqsSS7QQ2M/edit#heading=h.7nki9mck5t64)
- React: [Component.displayName](https://reactjs.org/docs/react-component.html#displayname)

#### TL;DR;

Chromium has traditionally supported the non-standard `fn.displayName` property as a way to provide developer-controlled debug names for functions that show up in `error.stack` and in `DevTools` stack traces. 

With ES6, `fn.name` is configurable as a standard, which is a portable replacement for `fn.displayName`. Also, V8 added logic to automatically infer good function names from the source code.
Repository: godot
Issue: Godot (Mono C#) Window Breaks If You Leave It Minimized For A While
Labels: bug,platform:windows,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. -->
Godot Engine v3.2.3.stable.mono.official (64-bit)

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10 Enterprise 64-Bit Version 1909 | OpenGL ES 3.0 Renderer: GeForce RTX 3070/PCIe/SSE2

**Issue description:**
<!-- What happened, and what was expected. -->
Sometimes after minimizing the Godot window to the taskbar, I click it to make it appear again and nothing shows up. When I hover over the icon on the taskbar to get a window preview, it just shows a black box.

![](https://i.imgur.com/gjYBM38.png)

**Steps to reproduce:**

1. Launch Godot
2. Open a project (in my case it was a 2D game)
3. Once the game engine loads, minimize the window
4. Do other stuff on the computer for about one minute
5. Try to click on the Godot window in the taskbar and it won't show up
Repository: vscode
Issue: Git - VSC never sign the merge commit even if I turned `Enable Commit Signing` on
Labels: bug,git

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- VS Code Version: 1.53.2
- OS Version: 19042.746

As what the title described, I have encountered several times: when I use VSC to merge 2 branches, either with conflicts or not, the commit will not be signed, which causes several troubles.

Steps to Reproduce:

1. Use VSC to merge 2 branches

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Does this issue occur when all extensions are disabled?: Yes/No

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Repository: godot
Issue: mix mode Light2D shadows misbehave under ViewportContainer
Labels: bug,topic:rendering,confirmed,topic:2d

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
v3.2.4.rc2.official


**OS/device including version:**
Windows 10, Nvidia 1070, GLES3


**Issue description:**
I have a scene that contains `Light2D` nodes with `mode` set to `mix`. These lights have shadows enabled, with `shadow_gradient_length` set to `8`. These lights are occluded by walls (`LightOccluder2D`) in the scene. This works fine when I play the scene directly.

The issue is that I want to play this scene in a sub-`Viewport` via a `ViewportContainer`, but when doing so, the shadows behave differently, and don't appear to be fully occluded. There seems to be light bleeding into the wall's `LightOccludder2D`.

I've reduced it to a simple example using a simple square to represent the wall occluder. This is what I see when playing the original scene and behaves as expected by showing a completely black (occluded) square.

![image](https://user-images.githubusercontent.com/82860/108303429-60c96380-7152-11eb-8490-6cc86f1f5736.png)

After reparenting the same scene to a `ViewportContainer` you can see the slight gradient at the bottom of the square (difficult to see on a white background):

![image](https://user-images.githubusercontent.com/82860/108303485-78085100-7152-11eb-9536-fc0069383646.png)

**Steps to reproduce:**

1. Download the attached project.
2. Play the `DefaultViewport` scene. Observe that the square is full black.
3. Play the `AlternateViewport` scene. Observe that the square has a grey gradient near the bottom.


**Minimal reproduction project:**

[BleedingShadows.zip](https://github.com/godotengine/godot/files/6000161/BleedingShadows.zip)
Repository: electron
Issue: [Feature Request]: for webContents.findInPage api, add option to just highlight search term without moving forward or backward
Labels: enhancement :sparkles:,component/webcontents

**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 for a feature request that matches the one I want to file, without success.


**Problem Description**

Currently, the webContents.findInPage can only find the search terms in backward or forward but I would like to keep the page without moving, since I would like to create a feature to highlight word that the mouse pointer is hovered over without manually manipulating the DOM.

**Proposed Solution**

add additional option to highlight search only without moving the page like the following api description:

contents.findInPage(text[, options])
text String - Content to be searched, must not be empty.
options Object (optional)
 - highlightOnly Boolean (optional) - Whether the search should be highlight only without moving the page

**Alternatives Considered**

the alernative solution of manipulating DOM to highlight every occurrence would be very slow when the page is very large

**Additional Information**

_No response_
Repository: neovim
Issue: Unicode support for `breakat` so that linebreak works with unicode languages (Japanese, Chinese etc)
Labels: enhancement,unicode  💩

<!-- Before reporting: search existing issues and check the FAQ. -->

I wonder if unicode support could be added for breakat.

Personally I write with unicode (Japanese) and linebreak doesn't work for it. In something like markdown you end up getting some weird things. The lines do wrap, however, for something like a blockquote you would get the following for a line (breaks at the space):

```markdown
> 
日本語とか。。。
```

:help breakat  states the following --

```
'breakat' 'brk'		string	(default " ^I!@*-+;:,./?")
			        global
	This option lets you choose which characters might cause a line
	break if 'linebreak' is on.  Only works for ASCII characters.
```

I don't know how linebreak works internally - but I wonder I summize the following logic may be enough:

```
if the character at the last column is any unicode character:
    break the line
otherwise if the character at the last column is in the breakat string:
    break the line
for any other case:
    don't break the line
```

If it's possible to implement that kind of logic, in the case of Japanese and Chinese I believe this would work fine. It's literally just a long line of non-stop unicode. Perhaps other languages are similar but I'm not sure about that.

よろしく！
Repository: godot
Issue: Physics2DServer.set_active(false) doesn't work
Labels: enhancement,documentation,topic:physics

**Godot version:**
v3.2.3.stable.mono.official
v3.2.2.stable

**OS/device including version:**
Windows 10

**Issue description:**
Physics2DServer.set_active(false) doesn't disable the physics server.
I was expecting 2D physics to be disabled.
I don't know if Physics2DServer.set_active(true) works, because I can't disable physics in the first place..

**Steps to reproduce:**
in gd script call Physics2DServer.set_active(false)
in C# call Physics2DServer.SetActive(false)

**Minimal reproduction project:**
[Physics2DSetActive.zip](https://github.com/godotengine/godot/files/6000932/Physics2DSetActive.zip)
Repository: electron
Issue: [Feature Request]: Provide supported DPIs for printers
Labels: enhancement :sparkles:,component/printing

**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 for a feature request that matches the one I want to file, without success.


**Problem Description**

When using silent print, it is possible to specify a custom dpi.
However, it is currently not possible to get a list of dpis supported by a selected printer.
As the supported dpis differ from printer to printer, it is not possible to set a reasonable value for the custom dpi without knowing the dpi supported by the selected printer.
Also, I would like to let the user choose with which dpi they want to print, and only supported dpis should be listed to choose from (for an example, see Google Chrome),


**Proposed Solution**

Return the supported dpi values in the PrinterInfo object.

**Alternatives Considered**

None

**Additional Information**

_No response_
Repository: angular
Issue: [String Interpolation] Object key treating as html tag
Labels: area: compiler,P3,compiler: parser

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# 🐞 bug report

### Affected Package
<!-- Can you pin-point one or more @angular/* packages as the source of the bug? -->
<!-- ✍️edit: --> The issue is caused by package @angular/core


### Is this a regression?

<!-- Did this behavior use to work in the previous version? -->
No


### Description

I am trying to show this object ` item = { "<Label>k__BackingField": "Aachi" };` on dom via string interpolation.
html
```
<!-- String interpolation is not working -->
<div>
	{{item["<Label>k__BackingField"]}}
</div>


<!-- this is also working -->
<div innerText="{{item['<Label>k__BackingField']}}">
</div>
<div [innerText]="item['<Label>k__BackingField']">
</div>

<!-- Property binding is working -->
<input type="text" [value]="item['<Label>k__BackingField']">
```
ts
```
 item = { "<Label>k__BackingField": "Testing" };
```

## 🔬 Minimal Reproduction
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Please create and share minimal reproduction of the issue starting with this template: https://stackblitz.com/fork/angular-ivy
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https://stackblitz.com/edit/angular-ivy-y5xtzu?file=src%2Fapp%2Fapp.component.html

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Share the link to the repo below along with step-by-step instructions to reproduce the problem, as well as expected and actual behavior.

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## 🔥 Exception or Error
<pre><code>
<!-- If the issue is accompanied by an exception or an error, please share it below: -->
<!-- ✍️-->

</code></pre>


## 🌍  Your Environment

**Angular Version:**
<pre><code>
<!-- run `ng version` and paste output below -->
<!-- ✍️-->
11.0.8
</code></pre>

**Anything else relevant?**
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Repository: terminal
Issue: Lines randomly disappear when switching between panes
Labels: Area-Rendering,Issue-Bug,Area-TerminalControl,Product-Terminal,Priority-2

# Environment
Main development branch

# Steps to reproduce

1. Enable FFM mode (not sure if required)
2. Open a Windows Powershell tab with two panes
3. In repro scenario, the panes contain a link (not sure if required)
3. Move the mouse from one pane to another

# Expected behavior

The panes get focus, the links get underlined / de-underlined.

# Actual behavior
Randomly some lines disappear from a pane and reappear after some hovering (see below)

![DisappearingLine](https://user-images.githubusercontent.com/4639110/108351983-e6025600-71ee-11eb-8a84-02b338e179a4.gif)

My guess it is somehow related to us triggering redraw upon pointer move / exit.


Not sure if it is correlated but I also get a log of messages like this.

```
C:\Users\...\Documents\GitHub\terminal\src\renderer\base\renderer.cpp(185)\TerminalControl.dll!00007FFB299C87C1: (caller: 00007FFB298CD2CC) ReturnHr(15) tid(904) 80004004 Operation aborted
    Msg:[C:\Users\vikhait\Documents\GitHub\terminal\src\inc\til\rectangle.h(839)\TerminalControl.dll!00007FFB29703A6B: (caller: 00007FFB298D0480) Exception(15) tid(904) 80004004 Operation aborted
    [til::rectangle::operator struct _SMALL_RECT(!base::MakeCheckedNum(left()).AssignIfValid(&ret.Left))]
] [Microsoft::Console::Render::Renderer::_PaintFrameForEngine]
```

and this

```
C:\Users\...\Documents\GitHub\terminal\src\renderer\dx\DxRenderer.cpp(1468)\TerminalControl.dll!00007FFB298E2BA8: (caller: 00007FFB298CF273) LogHr(349) tid(904) 80070102 The wait operation timed out.
    Msg:[Waiting for swap chain frame latency waitable object returned error or timeout.] [Microsoft::Console::Render::DxEngine::WaitUntilCanRender(ret)]
```
where the `WaitForSingleObjectEx` on `_swapChainFrameLatencyWaitableObject` within `DxEngine::WaitUntilCanRender()` gets `STATUS_TIMEOUT`.
Repository: go
Issue: database/sql: add getters for connection pool configuration settings in DB struct
Labels: NeedsInvestigation

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Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
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### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.15.1 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
This is a interface extension proposal for database/sql.DB struct.

### What do you want to do?

I want to inspect state of DB instance configuration set via
```
    func (db *DB) SetConnMaxIdleTime(d time.Duration)
    func (db *DB) SetConnMaxLifetime(d time.Duration)
    func (db *DB) SetMaxIdleConns(n int)
    func (db *DB) SetMaxOpenConns(n int)
```

### What did you expect to see?
Methods returning current values, i.e
```
    func (db *DB) ConnMaxIdleTime() time.Duration
    func (db *DB) ConnMaxLifetime() time.Duration
    func (db *DB) MaxIdleConns() int
    func (db *DB) MaxOpenConns() int
```
or additional fields in DBStats struct, currently there's just MaxOpenConnections.