sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: PointerUpEvent can contain non-zero pressure
Labels: team,platform-android,framework,engine,f: gestures,P2,team-android,triaged-android

## Description

Pointer-up events are defined as the event when a pointer stops contacting the device, which intuitively should have zero pressure. However, it's possible for a `ui.PointerData` instance with `PointerChange.up` to contain non-zero pressure.

It can be reproduced in [devicelab embedded_android_views_integration_test](https://github.com/flutter/flutter/blob/d340e2f229c93229e83fbfdf64475c0576b9b9e3/dev/devicelab/bin/tasks/embedded_android_views_integration_test.dart). This test simulates [this real recording](https://github.com/flutter/goldens/blob/cb8264b1953000a603ecc2659ece3483859438a1/dev/integration_tests/assets_for_android_views/assets/touchEvents) onto an Android device, and among the events received by `PointerEventConverter` such counter-intuitive instances can be found.

## Related Issues
- https://github.com/flutter/flutter/pull/30874 tries to remove pressure customization from pointers, but did not end up removing it from `PointerUpEvent` because of this.
Repository: pytorch
Issue: failed to load model which is saved as text format(pickle_protocol=0) instead of binary format
Labels: module: pickle,module: serialization,triaged

```
import torch
import torch.nn as nn


class Net(nn.Module):
    def __init__(self):
        super(Net, self).__init__()
        self.l1 = nn.Linear(10, 20)

    def forward(self, inputs):
        return {"output": self.l1(inputs).sum()}

net = Net()
torch.save(net, "torch_save.pkl1", pickle_protocol=0)
net_reload = torch.load("torch_save.pkl1", map_location=torch.device('cpu'))
```

with the code as above, pickle_protocol=0, "save" can be successful while load will fail with the error message as below:

```
File "/Library/Frameworks/Python.framework/Versions/3.7/lib/python3.7/site-packages/torch/serialization.py", line 368, in load
    return _load(f, map_location, pickle_module)
  File "/Library/Frameworks/Python.framework/Versions/3.7/lib/python3.7/site-packages/torch/serialization.py", line 543, in _load
    result = unpickler.load()
  File "/Library/Frameworks/Python.framework/Versions/3.7/lib/python3.7/site-packages/torch/serialization.py", line 493, in persistent_load
    assert isinstance(saved_id, tuple)
AssertionError
```

but, if pickle_protocol=2 for save, the load will succeed.

Is it a bug not fixed by pytorch yet or something is wrong with my coding way?
Please help.
Thank you in advance.
Repository: godot
Issue: Setting World2D on a Viewport Node using the World2D of another node breaks ParallaxBackgrounds.
Labels: bug,topic:core,topic:rendering,confirmed

**Godot version:**
3.1.1 Mono 2fbc421

**Issue description:**
When you set World2D on a Viewport Node using the World2D of another node everything works as expected except that ParallaxBackgrounds Nodes inside that World2D will not be rendered in the Viewport. Is there any way to fix this?
Repository: godot
Issue: Crash for creating viewport render to texture on android gles 2
Labels: bug,platform:android,topic:rendering,confirmed

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:** 3.1 stable
<!-- Specify commit hash if non-official. -->


**OS/device including version:** Color OS 6 (Android V9) GPU Mali G72MP3
<!-- Specify GPU model and drivers if graphics-related. -->


**Issue description:**
Device crash with this Logcat with attach.
<!-- What happened, and what was expected. -->


**Steps to reproduce:**

[logcat.txt](https://github.com/godotengine/godot/files/3099903/logcat.txt)

**Minimal reproduction project:** any usage of viewport to texture will crash. normal usage with camera works fine. i think this is just some corner case.
<!-- Recommended as it greatly speeds up debugging. Drag and drop a zip archive to upload it. -->
Repository: go
Issue: math/bits: Division by constant
Labels: Performance,NeedsFix

### What version of Go are you using (`go version`)?

<pre>1.12</pre>

### Does this issue reproduce with the latest release?

Yes.

### What did you do?

When dividing by constant (e.g. `x/5`), Go uses multiplication by a magic constant, instead of using `DIVQ` instruction. However, `bits.Div64` apparently still uses that instruction.

### What did you expect to see?

That the following two functions would compile roughly to same code, i.e. there would be no `DIVQ`.

    func Div(x uint64) (uint64, uint64) {
        z := x
        y := x/5
        z -= y
        return y, z
    }

    func Div(x uint64) (uint64, uint64) {
        y, z := bits.Div64(0, x, 5)
        return y, z
    }

### What did you see instead?

First function compiles to:

        movq    $-3689348814741910323, AX
        mulq    CX
        shrq    $2, DX
        subq    DX, CX

The second function includes `DIVQ`.

        xorl    DX, DX
        movl    $5, CX
        divq    CX
Repository: flutter
Issue: Colors.{color}[x] not constant
Labels: framework,f: material design,c: proposal,P3,team-design,triaged-design

All the sub-colours of all the colours should also be constant.

I am not sure why this isn't the case, if it can't be done then it cant be done, but it seems like something that should be done if possible for obvious reasons.
Repository: rust
Issue: Warn on unused `pub fn` in binary targets
Labels: C-enhancement,A-lints,T-lang

```rust
pub fn foo() {}
fn main() {}
```
gives no warnings today
Repository: rust
Issue: Coercion on trait function argument breaks when trait implemented twice
Labels: A-trait-system,T-compiler,C-bug,A-coercions

Coercion of `baz` from fn item to fn pointer works only when `Bar` is implemented for `Foo` once. Adding any other implementation breaks coercion and requires manual cast. [Playground](https://play.rust-lang.org/?gist=59a53d2e860d39ef50145b89391f08b9)
```rust
fn main() {
    Foo.bar(baz); // Causes error
    Foo.bar(baz as fn());
}

struct Foo;

trait Bar<T> {
    fn bar(&self, _: T) {}
}

impl Bar<fn()> for Foo {}
impl Bar<()> for Foo {} // Commenting it fixes error

fn baz() {}
```
Error:
```
error[E0277]: the trait bound `Foo: Bar<fn() {baz}>` is not satisfied
 --> src/main.rs:2:9
  |
2 |     Foo.bar(baz); // Causes error
  |         ^^^ the trait `Bar<fn() {baz}>` is not implemented for `Foo`
  |
  = help: the following implementations were found:
            <Foo as Bar<()>>
            <Foo as Bar<fn()>>
```
Repository: godot
Issue: When an exported variable of a tool script is edited in the editor, collision shapes for all instances of that scene are unexpectedly modified
Labels: topic:core,confirmed,documentation

**Godot version:**
v3.1

**OS/device including version:**
MacBook Pro
macOS 10.14.4

**Issue description:**
I have a scene that represents a brick wall. I have a single brick texture that should repeat, so I figured I could use a tool script to allow the amount of bricks to be set, and then have the setter update the sprite's region_rect and collision shape's extents accordingly.

What actually happens is that, although the sprite repeats as expected for _only_ the instance that was modified, the collision shape extents seem to be modified on _every_ instance of the scene (wall) that was modified:

![Kapture 2019-04-20 at 22 49 39](https://user-images.githubusercontent.com/6002340/56462160-bc8ffd80-63be-11e9-921d-b823124a2589.gif)

**Steps to reproduce:**
Take the same steps shown in the GIF with the attached minimal project below.

**Minimal reproduction project:**
[tool-test.zip](https://github.com/godotengine/godot/files/3100596/tool-test.zip)
Repository: godot
Issue: TextureRect resizes whole structure width/height
Labels: topic:editor,usability,topic:gui

**Godot version:**
v3.1-stable


**OS/device including version:**
Windows 10 Home 64-Bit
PC, AMD Threadripper 1950X - 32 GB RAM - 1080Ti


**Issue description:**
In the Designer, if I add a Texture Rect into a for example HBoxContainer and add an Image that is bigger than my HBoxContainer, the HBoxContainer gets resized to the Imagesize. If I now edit the Size of the Image and set it to "Margin 50 Right, 50 Bottom" and click on the visibility icon of the HBoxContainer in the "Scene" Menu the image gets resized to the width of the full HBoxContainer and the height of 0.
Unfortunately the "Output" tab does not show anything additional.


**Steps to reproduce:**
Create new Project
Create Node of Type "Control"
Add Node of type  "HBoxContainer"
Add Node of Type "TextureRect"
Import an image ".jpg"
Assign the image via drag'n drop to the "Texture" of the TextureRect"
Watch the Magic happen


**Minimal reproduction project:**
[GoDot.zip](https://github.com/godotengine/godot/files/3100643/GoDot.zip)
Repository: flutter
Issue: Desktop Client Side Decoration support
Labels: c: new feature,framework,engine,platform-windows,customer: crowd,platform-linux,a: desktop,P3,team-framework,triaged-framework

(accidentally filed at and since moved from https://github.com/google/flutter-desktop-embedding/issues/340)

It would be great if desktop embedding supported CSDs. Something to the effect of:

```dart
import 'package:csd/csd.dart';

//... 
Csd.enableIfPossible(); // inside main()
// inside a build function
AppBar(
  actions: [
    if (Csd.enabled)
      MyCloseButton(),
  ]
)
```

I'd be happy to contribute to this, but it seems to be [pending some upstream GLFW stuff](https://github.com/glfw/glfw/pull/1420), unless Flutter does the window drag / resize callbacks manually...
Repository: TypeScript
Issue: Using the typechecker tutorial does not work anymore
Labels: Docs

https://github.com/Microsoft/TypeScript/wiki/Using-the-Compiler-API#using-the-type-checker describes how to use the type checker in the compiler API but the example code does not work with typescript 3.4.
Repository: flutter
Issue: Add a way to listen to AnimationController.isAnimating
Labels: c: new feature,framework,a: animation,P3,team-framework,triaged-framework

`AnimationController` possess a public field named `isAnimating`.

The issue is, there is no way for a widget to rebuild whenever that value changed. 

There are currently three scenarios where this value can be updated:

- start (after a `.forward`/`.reverse`)
- end (after the animation naturally finishes)
- paused (a call to `.stop` or potentially muted Tickers).

The thing is, a widget can listen to the first two scenarios with an `AnimationStatus` listener. But the pause event is never notified anywhere.


_____


A potential use-case is for a play button:


```dart
IconButton(
  icon: Icon(controller.isAnimating ? Icons.stop : Icons.play_arrow),
  onPressed: () {
    if (controller.isAnimating) {
      controller.stop();
    } else {
      controller.forward();
    }
  },
);
```
Repository: vscode
Issue: [folding] Option to show both fold/unfold controls on mouseover only
Labels: feature-request,editor-folding

Like "editor.showFoldingControls": "always", "mouseover", "mouseoverOnly", "never"
Repository: godot
Issue: Gles2 crash on ios
Labels: bug,platform:ios,crash

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.1
<!-- Specify commit hash if non-official. -->


**OS/device including version:**
iOS 12
<!-- Specify GPU model and drivers if graphics-related. -->


**Issue description:**
godot 3.1 projects crash on startup when gles2 is used. project runs if changed to gles 3.
<!-- What happened, and what was expected. -->


**Steps to reproduce:**
any 3.1 project with gles2 rendering.

**Minimal reproduction project:**
<!-- Recommended as it greatly speeds up debugging. Drag and drop a zip archive to upload it. -->
Repository: godot
Issue: Godot C# Parser Fails to Parse Namespace Alias Qualifiers
Labels: bug,confirmed,topic:dotnet

**Godot version:**
v3.1.mono.official


**OS/device including version:**
Windows 10


**Issue description:**
Cannot compile C# script with namespace alias qualifier.  
Using Visual Studio 2019 MSBUILD.


**Minimal reproduction project:**
Build with following script
```
using shorthand = System.Collections.Generic;

public class KeyExtension : shorthand::KeyNotFoundException {}
```

**Result**
```
 modules/mono/editor/csharp_project.cpp:183 - Parse error: Unexpected token: :
 Failed to determine namespace and class for script: res://Scripts/Card.cs
 modules/mono/editor/mono_bottom_panel.cpp:168 - Condition ' metadata_err != OK ' is true
```

**Sanity**
The above script compiles in Visual Studio Community 2019.
If I change the script from using '::' to a '.', it will compile in Godot.
EG:
```
using shorthand = System.Collections.Generic;

public class KeyExtension : shorthand.KeyNotFoundException {}
```

**Use Case**
We are using protoc (Google's Protobuf) to generate C# files for our Godot project. It generates fine on the Golang backend, but the generated C# code will not compile due to it generating namespace aliases.  
EG (partial generated code):
```
using pb = global::Google.Protobuf;
namespace Card {
  public sealed partial class Card : pb::IMessage<Card> {}
}
```
Repository: go
Issue: x/net/http/httpguts: add parser/accessors for Link header
Labels: NeedsInvestigation,FeatureRequest

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.12.4 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
yes


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/user/.cache/go-build"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOOS="linux"
GOPATH="/home/user/go"
GOPROXY=""
GORACE=""
GOROOT="/usr/lib/go"
GOTMPDIR=""
GOTOOLDIR="/usr/lib/go/pkg/tool/linux_amd64"
GCCGO="gccgo"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build550614768=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?
I am consuming an API that implements pagination via the link header, see [RFC5988](http://www.rfc-editor.org/rfc/rfc5988.txt).

### What did you expect to see?
I hoped that the std lib would have implemented a parser for this bespoke syntax. This could even be done lazily to prevent overhead.

### What did you see instead?
I was forced to grab a 3rd party library (e.g. `github.com/deiu/linkheader`, `github.com/tomnomnom/linkheader`), or implement the parser myself.
Repository: flutter
Issue: Enable custom location indicator (marker) when using "myLocationEnabled" property
Labels: c: new feature,p: maps,package,c: proposal,team-ecosystem,P3,triaged-ecosystem
Repository: vue-element-admin
Issue: 编译报错
Labels: not vue-element-admin bug

## Question（提问）
window上开发编译，是好的
系统： centos 7.2
node : 10.15.3
```
npm run dev   # 是可以的
```

```
[root@hyahm vue]# npm run build:prod

> vue-element-admin@3.8.0 build:prod /source/ITflow/vue
> cross-env NODE_ENV=production env_config=prod node build/build.js

⠦ building for prod environment...(node:1313) UnhandledPromiseRejectionWarning: Error: Cyclic dependency
    at visit (/source/ITflow/vue/node_modules/toposort/index.js:35:13)
    at visit (/source/ITflow/vue/node_modules/toposort/index.js:53:9)
    at visit (/source/ITflow/vue/node_modules/toposort/index.js:53:9)
    at Function.toposort [as array] (/source/ITflow/vue/node_modules/toposort/index.js:22:22)
    at Object.module.exports.dependency (/source/ITflow/vue/node_modules/html-webpack-plugin/lib/chunksorter.js:50:35)
    at HtmlWebpackPlugin.sortChunks (/source/ITflow/vue/node_modules/html-webpack-plugin/index.js:364:35)
    at /source/ITflow/vue/node_modules/html-webpack-plugin/index.js:113:21
    at AsyncSeriesHook.eval [as callAsync] (eval at create (/source/ITflow/vue/node_modules/tapable/lib/HookCodeFactory.js:33:10), <anonymous>:41:1)
    at AsyncSeriesHook.lazyCompileHook (/source/ITflow/vue/node_modules/tapable/lib/Hook.js:154:20)
    at Compiler.emitAssets (/source/ITflow/vue/node_modules/webpack/lib/Compiler.js:364:19)
    at onCompiled (/source/ITflow/vue/node_modules/webpack/lib/Compiler.js:231:9)
    at hooks.afterCompile.callAsync.err (/source/ITflow/vue/node_modules/webpack/lib/Compiler.js:553:14)
    at AsyncSeriesHook.eval [as callAsync] (eval at create (/source/ITflow/vue/node_modules/tapable/lib/HookCodeFactory.js:33:10), <anonymous>:6:1)
    at AsyncSeriesHook.lazyCompileHook (/source/ITflow/vue/node_modules/tapable/lib/Hook.js:154:20)
    at compilation.seal.err (/source/ITflow/vue/node_modules/webpack/lib/Compiler.js:550:30)
    at AsyncSeriesHook.eval [as callAsync] (eval at create (/source/ITflow/vue/node_modules/tapable/lib/HookCodeFactory.js:33:10), <anonymous>:6:1)
(node:1313) UnhandledPromiseRejectionWarning: Unhandled promise rejection. This error originated either by throwing inside of an async function without a catch block, or by rejecting a promise which was not handled with .catch(). (rejection id: 4)
```
Repository: flutter
Issue: Run symbol visibility checks on host builds.
Labels: team,engine,dependency: skia,P2,team-engine,triaged-engine

Skia to Flutter engine rolls failed twice over the past couple of weeks. [This was because symbol visibility rules in Skia changed. ](https://skia-review.googlesource.com/c/skia/+/209680)The tests that checked for unexpected symbols being exported were only run on iOS and Android. We should run those same checks for host builds as well (the Embedder targets are a good candidate).
Repository: pytorch
Issue: [doc] Document general guidelines to work with CUDA async copying and streams
Labels: high priority,module: docs,feature,module: cuda,triaged,better-engineering

## 📚 Documentation

Until very recently, I had never understood when async copying is safe. 

We should document the exact behaviors about async computing, including:

+ copying:
  + Async device2device: the stream synchronization behavior. device2device is always async, regardless of `non_blocking` (IIUC).
  + Async device2host copy: danger of accessing CPU data without synchronization when host is pinned memory.
  + Async pinned host2device copy: 
     Always safe.
  + Async pageable host2device copy:
    This is also safe. See @colesbury 's reply below.

+ General compute with streams
  + GC behavior when computing in S1 on tensors created in S0. Document `tensor.record_stream` please!

cc @ezyang @gchanan @zou3519 @bdhirsh @jbschlosser @brianjo @mruberry @ngimel
Repository: godot
Issue: Add a "strict mode"-type project setting that enables assertions on failed connect() calls
Labels: enhancement,topic:core

Currently, refactoring code can easily leave connect calls failing without any obvious/immediate indication. Rather than make users wrap all connect calls in asserts

    assert(connect("body_entered", self, "_on_body_entered") == OK)

there could be a project setting that causes connect() to automatically assert upon failure. Naturally, this would only happen for debug builds.

I imagine settings for "strict mode"-type stuff could be quite useful in general, since a lot of errors are only caught at runtime.
Repository: TypeScript
Issue: [Feature request] allow use `as const` + `type` or `interface`
Labels: Suggestion,In Discussion

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker. Please read the FAQ first, especially the "Common Feature Requests" section.

-->

## Search Terms

<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

## Suggestion

<!-- A summary of what you'd like to see added or changed -->

## Use Cases

allow use `as const` + `type` or `interface`

so we can make sure `as const` is follow `type` or `interface`

## Examples

check `as const` output is follow `IVueCliPrompt[]`

.ts

```ts
interface IVueCliPrompt
{
	name: string,
	type: 'confirm' | string,
	message: string,
	default: unknown
}

const prompts = [
	{
		name: 'replaceFiles',
		type: 'confirm',
		message: 'Replace current files with preset files?',
		default: false
	},
] as const IVueCliPrompt[];

export = prompts
```

.d.ts

```ts
declare const prompts: readonly [{
    readonly name: "replaceFiles";
    readonly type: "confirm";
    readonly message: "Replace current files with preset files?";
    readonly default: false;
}];
export = prompts;
```

## Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [ ] This could be implemented without emitting different JS based on the types of the expressions
* [ ] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [ ] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: pytorch
Issue: [jit] Do aten::values dispatch at build time instead of runtime
Labels: oncall: jit,triaged

Dict flattening currently goes through `dictValues`, which does a type check and dynamic dispatch to generate the output for the op according to the schema. But, we can know the possible types statically, and we can use distinct `Operation`s for all of them, which will improve interpreter perf.

cc @suo