sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: ninja: build stopped: subcommand failed.
Labels: module: build,triaged

## 🐛 Bug

ninja: build stopped: subcommand failed.
Traceback (most recent call last):
  File "setup.py", line 773, in <module>
    build_deps()
  File "setup.py", line 315, in build_deps
    build_caffe2(version=version,
  File "/home/shegong/pytorch/tools/build_pytorch_libs.py", line 58, in build_caffe2
    cmake.build(my_env)
  File "/home/shegong/pytorch/tools/setup_helpers/cmake.py", line 346, in build
    self.run(build_args, my_env)
  File "/home/shegong/pytorch/tools/setup_helpers/cmake.py", line 141, in run
    check_call(command, cwd=self.build_dir, env=env)
  File "/home/shegong/anaconda3/envs/lujia/lib/python3.8/subprocess.py", line 364, in check_call
    raise CalledProcessError(retcode, cmd)
subprocess.CalledProcessError: Command '['cmake', '--build', '.', '--target', 'install', '--config', 'Release', '--', '-j', '40']' returned non-zero exit status 1.


## To Reproduce

Steps to reproduce the behavior:

`conda install numpy ninja pyyaml mkl mkl-include setuptools cmake cffi typing_extensions future six requests dataclasses`
`git clone --recursive https://github.com/pytorch/pytorch`
`conda install -c pytorch magma-cuda111`
`cd pytorch`
`# if you are updating an existing checkout`
`git submodule sync`
`git submodule update --init --recursive`
`export CMAKE_PREFIX_PATH=${CONDA_PREFIX:-"$(dirname $(which conda))/../"}`
`python setup.py install`


## Expected behavior

build the pytorch

## Environment

Collecting environment information...
PyTorch version: N/A
Is debug build: N/A
CUDA used to build PyTorch: N/A
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.1 LTS (x86_64)
GCC version: (Ubuntu 9.3.0-17ubuntu1~20.04) 9.3.0
Clang version: Could not collect
CMake version: version 3.19.1

Python version: 3.8 (64-bit runtime)
Is CUDA available: N/A
CUDA runtime version: Could not collect
GPU models and configuration: GPU 0: GeForce RTX 3090
Nvidia driver version: 455.23.05
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.19.4
[conda] magma-cuda111             2.5.2                         1    pytorch
[conda] mkl                       2017.0.3                      0    https://mirrors.tuna.tsinghua.edu.cn/anaconda/pkgs/free
[conda] mkl-include               2020.4             h726a3e6_304    https://mirrors.tuna.tsinghua.edu.cn/anaconda/cloud/conda-forge
[conda] numpy                     1.19.4           py38h18fd61f_2    https://mirrors.tuna.tsinghua.edu.cn/anaconda/cloud/conda-forge

nvcc -V
nvcc: NVIDIA (R) Cuda compiler driver
Copyright (c) 2005-2020 NVIDIA Corporation
Built on Tue_Sep_15_19:10:02_PDT_2020
Cuda compilation tools, release 11.1, V11.1.74
Build cuda_11.1.TC455_06.29069683_0


cc @malfet @seemethere @walterddr
Repository: tensorflow
Issue: standalone pip package for tf.io.gfile.GFile
Labels: stat:awaiting tensorflower,type:feature,comp:ops


Is there a chance to somehow split the `io.gfile` into a standalone pip package? This would be great!

The current `tf.io.gfile.GFile` API is very handy for transparently accessing local or GCS bucket files.
It is so great, I wish I could use it even in projects where I don't have tensorflow. As far as I'm aware the only/main alternative is to use the `google-cloud-storage` pip package (`google.cloud.storage.Client`), but it does not provide a python ideomatic API and cannot transparently handle local files.

I'm not sure where and what would be the best way to handle this, therefore I posted a related issue at googleapis/python-storage#354.
Repository: flutter
Issue: [video_player] seamless looping on iOS
Labels: platform-ios,p: video_player,package,has reproducible steps,P3,found in release: 1.26,found in release: 3.10,team-ios,triaged-ios

Flutter `video_player` plugin doesn't use `AVPlayerLooper`, for `setLooping` which causes a small hiccup in playback

https://github.com/flutter/plugins/blob/622ba57c3960e511bdd4adabe800aef844e263fc/packages/video_player/video_player/ios/Classes/FLTVideoPlayerPlugin.m#L97-L106

Minimal reproducible:
https://github.com/nt4f04unds-archive/issues/tree/flutter_72878

```
[✓] Flutter (Channel master, 1.24.0-8.0.pre.374, on Microsoft Windows [Version 10.0.19041.685], locale ru-RU)
    • Flutter version 1.24.0-8.0.pre.374 at c:\dev\src\flutter
    • Framework revision 183f0e797a (4 weeks ago), 2020-11-26 19:12:28 +0100
    • Engine revision 20caf54969
    • Dart version 2.12.0 (build 2.12.0-76.0.dev)

[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.2)
    • Android SDK at C:\Users\danya\AppData\Local\Android\sdk
    • Platform android-30, build-tools 30.0.2
    • Java binary at: C:\Program Files\Android\Android Studio\jre\bin\java
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b01)
    • All Android licenses accepted.

[✓] Android Studio (version 4.0)
    • Android Studio at C:\Program Files\Android\Android Studio
    • Flutter plugin version 50.0.1
    • Dart plugin version 193.7547
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b01)

[✓] VS Code (version 1.52.1)
    • VS Code at C:\Users\danya\AppData\Local\Programs\Microsoft VS Code
    • Flutter extension version 3.17.0

[✓] Connected device (1 available)
    • Redmi Note 5 (mobile) • 40c9f14 • android-arm64 • Android 9 (API 28)

• No issues found!
```
Repository: go
Issue: x/tools/gopls: move "go.import.add" from vscode-go to gopls
Labels: gopls,Tools

Now that gopls will be on by default, vscode should delegate its remaining non-lsp functionality to gopls through nonStandardRequest, if said feature makes sense to be moved there. 

Starting with the "go.add.imports" command as an example, the "Add Import" action should be a good first migration and it has a number of benefits: 

1. The logic is straightforward and most of it already exists in gopls
2. The vscode-go implementation is currently using regex to parse an import statement and always adds imports to the top of the line, while gopls can more nicely add an import line in the correct place within an import block. 
3. gopls can filter the list in a much smarter way than the client such as: filtering out already-imported packages, filtering out un-importable internal packages and cyclic imports. 
4. The existence of this method in gopls will also open the door to other editors to use it since some of these functionalities are quite Go specific and are likely not going to make it into the LSP spec. 

Once this logic is both in vscode and gopls, more custom features can be proposed to be added to gopls such as "listing all interfaces in a workspace" and "picking an interface to implement" without having to wait for a diagnostic error, etc. 

If this looks okay to everyone, I have a couple of working branches for both repos I'd be happy to contribute: [here](https://github.com/marwan-at-work/tools/commit/61f81642462119aa3e7f39fa3f60178acf0eac4c) and [here](https://github.com/marwan-at-work/vscode-go-1/commit/b7b1f681d700b9e9084afa5f97e9cc1e27a9d7d9) 

Thanks!
Repository: godot
Issue: AnimatedTextures do not pause when tree is paused
Labels: discussion,topic:core

**Godot version:**
3.2.3


**OS/device including version:**
Linux mint 19.1


**Issue description:**
Animated Textures (tres) do not pause when game is paused via get_tree().paused=true

Observe the gif below, when the first dialog appears (this is set to process so does not pause) the tilemap and game pauses ok. Now, wait for the next screen and when the second dialog appears you will notice the blue graphics (animated texture in a tilemap) are still spinning.

![Peek 2020-12-23 18-08_animtexbug](https://user-images.githubusercontent.com/12863685/103025794-74898c80-454a-11eb-8ec8-0459b55c9dcc.gif)

It is irrelevant whether the tres is part of a tilemap or a texture to a sprite, the same thing happens. Note, particles pause just fine so it is not linked to #41582 that I raised a while ago regarding particles/tres not stopping during debug. This is a more serious bug as it affects gameplay.

**Steps to reproduce:**
1. create an animated tres file
2. add it to a sprite
3. pause the game
Repository: TypeScript
Issue: Expose semantic token command type
Labels: Suggestion,In Discussion

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms

<!--
  💡 Did you know? TypeScript has over 2,000 open suggestions!
  🔎 Please search thoroughly before logging new feature requests as most common ideas already have a proposal in progress.
  The "Common Feature Requests" section of the FAQ lists many popular requests: https://github.com/Microsoft/TypeScript/wiki/FAQ#common-feature-requests

  Replace the text below:
-->

language server protocol, semantic tokens, full, range, syntax highlight, 

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
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
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

<!-- A summary of what you'd like to see added or changed -->

Hi. I'd like to get the LSP equivalent of `textDocument/semanticTokens`, which the Typescript codebase seems to call `getSemanticTokens()`, but it doesn't look like that's an [available command type](https://github.com/Microsoft/TypeScript/blob/master/lib/protocol.d.ts#L5).

## 📃 Motivating Example

<!--
  If you were announcing this feature in a blog post, what's a short explanation that shows
  a developer why this feature improves the language?
-->

```json
{"seq":1,"type":"request","command":"getSemanticTokens","arguments":{"file":"/home/user/example.ts"}}
```

## 💻 Use Cases

<!--
  What do you want to use this for?
  What shortcomings exist with current approaches?
  What workarounds are you using in the meantime?
-->

I'd like to have tsserver send me tokens so that I can do syntax highlighting without my editor having to understand JS/TS/etc.

See-also: https://github.com/christianbundy/lsp-editor
Repository: flutter
Issue: Building in release mode against iOS simulator in Xcode compilation error: GeneratedPluginRegistrant.m Module not found
Labels: platform-ios,tool,t: xcode,a: release,has reproducible steps,P3,found in release: 3.3,found in release: 3.7,team-ios,triaged-ios

Not an error but I just can't release my app to iOS because I get this error every time I build for release. Works well in debug
```console
/Users/some-user/flutter/projects/rhyme_game/ios/Runner/GeneratedPluginRegistrant.m:10:9: Module 'audioplayers' not found
```
If I delete that it gives me error on others so audioplayer is not an issue
I have tried following from internet:
Deleted ios folder and done flutter create
Multiple pod delete and pod install
I am making sure I have opened .xcworkspace
I have updated Target deploy version to every possible version

Here below Flutter doctor:
```
[✓] Flutter (Channel beta, 1.25.0-8.1.pre, on macOS 11.1 20C69 darwin-x64, locale en-GB)
    • Flutter version 1.25.0-8.1.pre at /Users/abhijeetkumar/flutter/flutter
    • Framework revision 8f89f6505b (8 days ago), 2020-12-15 15:07:52 -0800
    • Engine revision 92ae191c17
    • Dart version 2.12.0 (build 2.12.0-133.2.beta)

[✓] Android toolchain - develop for Android devices (Android SDK version 29.0.2)
    • Android SDK at /Users/abhijeetkumar/Library/Android/sdk
    • Platform android-30, build-tools 29.0.2
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6915495)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 12.3)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 12.3, Build version 12C33
    • CocoaPods version 1.9.0

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 4.1)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6915495)

[✓] Connected device (1 available)
    • Chrome (web) • chrome • web-javascript • Google Chrome 87.0.4280.88

• No issues found!
```
Repository: flutter
Issue: CustomScrollView + SliverAppBar + webview_flutter
Labels: framework,f: material design,f: scrolling,p: webview,has reproducible steps,P2,found in release: 2.2,found in release: 2.5,team-design,triaged-design

As mentioned in https://github.com/flutter/flutter/issues/31243#issuecomment-711434316
the https://github.com/flutter/flutter/issues/31243 issue did not solve
Repository: TypeScript
Issue: Show error when JSDoc tags use unknown Symbols
Labels: Suggestion,Awaiting More Feedback

# Suggestion

Raise error when JSDoc tags reference unknown types

## 🔍 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 and help provide feedback.

is:issue is:open in:title jsdoc error 
is:issue is:open in:title jsdoc validate

## ✅ Viability 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
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

Just like unknown symbols are compilation errors, raise also errors when using unknown symbols within JSDoc comments

## 📃 Motivating Example

```
      class TestWebsite {}

      /** @link {TestWebsite-Bogus} */
      /** @see {TestWebsite-Bogus} */
      /** @type {TestWebsite-Bous} */
```

There is no error on those references

## 💻 Use Cases

Typescript already takes type hints from JSDoc comments. Why not close the loop and also type-check JSDoc??

My most frequent code documentation case is referencing symbols and files within comments. However since these are never validated it is normal that with time and some refactorings those references become invalid.

It would be of a great help getting compilation errors on comment references. After all  wrong/bad code documentation is worst than no documentation. JSDoc deserves static validation too!
Repository: pytorch
Issue: from_blob segfaults when given CUDA pointer
Labels: module: crash,module: cpp,module: cuda,triaged

libtorch : How to create a gpu tensor base on data_ptr?

```
int main{
        auto ten=torch::randn({3,10},torch::kCuda);
        auto p=ten.data_ptr<float>();//I believe "p" is a gpu pointer?
        auto ten2=torch::from_blob(p,{3,10});//ten2's device=cpu,that's the problem
        cout<<ten2;//then I got error:"interrupted by signal 11 SIGSEGV"
   }
```

Any advice?

cc @yf225 @glaringlee @ngimel
Repository: pytorch
Issue: [JIT] Don't support math.exp and math.log in the Script
Labels: oncall: jit,days,TSRootCause:TypeChecking,TSUsability

## 🐛 Bug

I want to make a python log_add function which using math.exp and math.log to `torch.jit.script`. But it failed.

## To Reproduce

```
from typing import List, Dict
import torch
import math
                    
@torch.jit.script
def log_add(args: List[float]) -> float:
    """
    Stable log add
    """
    if args.count(-float('inf')) == len(args):
        return -float('inf')
    a_max = max(args)
    a_sum = 0.0
    for a in args:
        a_sum += math.exp(a - a_max)
    lsp = math.log(a_sum)
     return a_max + lsp
                                   
print(log_add([0.5, 0.5]))
```

RuntimeError with:

```
Traceback of TorchScript (most recent call last):
  File "test.py", line 17, in log_add

    a_sum = 0.0
    for a in args:
        a_sum += math.exp(a - a_max)
                          ~~~~~~~~~ <--- HERE
    lsp = math.log(a_sum)
    return a_max + lsp
RuntimeError: isDouble() INTERNAL ASSERT FAILED at "/pytorch/aten/src/ATen/core/ivalue.h":344, please report a bug to PyTorch.
```

## Expected behavior

For the scriptification to pass without errors.

## Environment

 - PyTorch Version : 1.7.0+cu101
 - OS : CentOS Linux 7 (Core)
 - How you installed PyTorch : conda
 - Python version: 3.7
 - CUDA/cuDNN version: 10.1.168
 - GPU models and configuration: Tesla V100-PCIE-32GB



cc @gmagogsfm
Repository: electron
Issue: [DOCUMENTATION, QUESTION] app.on('open-file') does not work, unclear what to do for Windows and Linux
Labels: enhancement :sparkles:,documentation :notebook:

### 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
What I want to do here is I want to directly open the application from a file:
![image](https://user-images.githubusercontent.com/68814933/103064045-fbf1f280-4580-11eb-9211-6ae66c623ad7.png)
And, as I open it, it reads the text and does stuff.

According to the documentation:
> #### Event 'open-file' (MacOS)
> Emitted when the user wants to open a file with the application. The open-file event is usually emitted when the application is already open and the OS wants to reuse the application to open the file. open-file is also emitted when a file is dropped onto the dock and the application is not yet running. Make sure to listen for the open-file event very early in your application startup to handle this case (even before the ready event is emitted).
> You should call `event.preventDefault()` if you want to handle this event.
> On Windows, you have to parse `process.argv` (in the main process) to get the filepath.

The last line states that to use this feature; however, this is not very well documented and I.. am a bit confused on what to do here.

### Proposed Solution
Add an example for that to the documentation.
Repository: PowerToys
Issue: Custom display/hide of systray icons in taskbar
Labels: Idea-New PowerToy,Product-Tweak UI Design

On windows, we can only choose to show all or choose to show some icons. Can we hide some icons that do not need to be displayed on the basis of choosing to show all icons?
Repository: pytorch
Issue: Why trace method used insted of script method in graph creation?
Labels: oncall: visualization

## ❓ Why trace method used insted of script method in graph creation?
Why we use,
`trace = torch.jit.trace(model, args)`
`graph = trace.graph`

for creating graph for tensorboard insted of script method. Wont it be better for capturing networks, say with conditional statements in the forward?
Refr : https://github.com/pytorch/pytorch/blob/master/torch/utils/tensorboard/_pytorch_graph.py
Repository: electron
Issue: Unable to view PDF in a webview when a partition attribute is declared
Labels: platform/windows,bug :beetle:,11-x-y

<!--  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 an issue that matches the one I want to file, without success.

### Issue Details

I'm trying to display a pdf inside a webview which has its own partition. The PDF plugin is loading (visually I can see the gray PDF background), but no pdf content is displayed. I'm using this code
```
<webview plugins="true" partition="ramdomid" src="https://arxiv.org/ftp/arxiv/papers/1703/1703.09735.pdf"></webview>
```
When I'm using the same code without the partition attribute, everything is working.

* **Electron Version:**
  * 11.1.1
* **Operating System:**
  * Windows 10 2004
* **Last Known Working Electron version:**
  * ?

### Expected Behavior
I should be able to see the pdf content in a webview with a partition set

### Actual Behavior
The webview is displaying the pdf plugin surface without the pdf content

### To Reproduce
Working html code
```
<webview plugins="true" src="https://arxiv.org/ftp/arxiv/papers/1703/1703.09735.pdf"></webview>
```

Non working html code
```
<webview plugins="true" partition="ramdomid" src="https://arxiv.org/ftp/arxiv/papers/1703/1703.09735.pdf"></webview>
```
https://gist.github.com/c5ea00ef71c18729d002eacad75e49e4


### Screenshots
![image](https://user-images.githubusercontent.com/245386/103077932-10f67200-45d1-11eb-836a-dbeac52d982b.png)
Repository: pytorch
Issue: Ensure inplace views are properly handled
Labels: module: autograd,triaged,better-engineering

We need test to make sure CreationMeta are properly handled for inplace view operations.

cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved
Repository: PowerToys
Issue: Strongly-typed API for PTSettingsHelper
Labels: Product-Settings,Area-Quality,Issue-Task

`PTSettingsHelper` methods like `get_root_save_folder_location` return `string`s instead of `path`s, which is error-prone. we also need to make them camelCase. 

While doing this work, make sure to check all method invocations for possible regressions.
Repository: godot
Issue: Cannot delete file after (failed) loading as resource pack
Labels: bug,platform:windows,topic:core

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
v3.2.3.stable.official

**OS/device including version:**
Win 10


**Issue description:**
When loading a (zipped) resource pack and this fails, the file cannot be deleted afterwards. Not tested if this also happens with unzipped resource packs. The `Directory.remove` method returns OK nevertheless.


**Steps to reproduce:**
- Create a corrupted ZIP file in `user://`
- Load the ZIP file as resource pack via `ProjectSettings.load_resource_pack(...)`
- Delete the ZIP file afterwards via `Directory.new().remove(...)` (this returns OK, which is very, Very, VERY bad!!!)
- But the file is still there (check via `File.new().file_exists(...)`)


**Minimal reproduction project:**
[cannot-delete-file.zip](https://github.com/godotengine/godot/files/5739439/cannot-delete-file.zip)