sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: scatter not place inputs into every device 
Labels: triaged

## 🐛 Bug

scatter not place inputs into every device 

## To Reproduce

Steps to reproduce the behavior:

import torch

x = [[[3, 2, 3],[1, 3, 4]],
    [[3, 1, 2],[3, 2, 4]],
    [[3, 1, 2],[3, 2, 4]],
    [[3, 1, 2],[3, 2, 4]],
    [[3, 1, 2],[3, 2, 4]],
    [[3, 1, 2],[3, 2, 4]],
    [[3, 1, 2],[3, 2, 4]],
    [[3, 1, 2],[3, 2, 4]],
    [[3, 1, 2],[3, 2, 4]],
       [[4, 4, 2], [1, 1, 1]]] 
print(torch.tensor(x).shape)  
outputs = torch.cuda.comm.scatter(torch.tensor(x), [0,1,2,3], chunk_sizes=None, dim=0, streams=None)
print(len(outputs))


## Expected behavior

len(outputs)  == 4

## Environment

PyTorch version: 1.6.0
Is debug build: False
CUDA used to build PyTorch: 10.2

OS: Ubuntu 18.04.3 LTS (x86_64)
GCC version: (Ubuntu 7.4.0-1ubuntu1~18.04.1) 7.4.0
Clang version: Could not collect
CMake version: Could not collect

Python version: 3.6 (64-bit runtime)
Is CUDA available: True
CUDA runtime version: Could not collect
GPU models and configuration: 
GPU 0: GeForce RTX 2080 Ti
GPU 1: GeForce RTX 2080 Ti
GPU 2: GeForce RTX 2080 Ti
GPU 3: GeForce RTX 2080 Ti

Nvidia driver version: 440.36
cuDNN version: /usr/lib/x86_64-linux-gnu/libcudnn.so.7.6.5

Versions of relevant libraries:
[pip3] numpy==1.18.2
[pip3] torch==1.6.0
[pip3] torchvision==0.5.0
[conda] Could not collect

 - PyTorch Version (e.g., 1.0):
 - OS (e.g., Linux):
 - How you installed PyTorch (`conda`, `pip`, source):
 - Build command you used (if compiling from source):
 - Python version:
 - CUDA/cuDNN version:
 - GPU models and configuration:
 - Any other relevant information:

## Additional context

<!-- Add any other context about the problem here. -->
Repository: pytorch
Issue: c10::Error: Couldn’t find an operator for aten::dropout(Tensor input, float p, bool train)
Labels: oncall: mobile

I got an error with `c10::Error: Couldn't find an operator for aten::dropout(Tensor input, float p, bool train)` when I tried to load a torchscript model by libtorch c++ api. The linking libtorch library is compiled with `script/build_pytorch_android.sh` script.
```
target platform: android arm64-v8a
pytorch tag: v1.6.0
```

And if I linked the program with x86 prebuilt libtorch library, and run it in x86 platform, all worked well.
Repository: TypeScript
Issue: 'h' (Preact JSX factory) is not imported when '<>...</>' is used with no other JSX tags
Labels: Bug

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I'm using the new `jsxFragmentFactory` with preact.
It works almost well, but has a problem when no JSX tags other than `<></>` exist in a file:
An existing import of `h` (jsxFactory) is removed when transpiled.
This problem occurs with ES modules.

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Please try to reproduce the issue with the latest published version. It may have already been fixed.
For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly
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**TypeScript Version:**  4.0.2

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** jsx, jsxFactory, jsxFragmentFactory, preact

**Code**

tsconfig.json
```json
{
  "compilerOptions": {
    "target": "ES2015",
    "module": "ES2015",
    "jsx": "react",
    "jsxFactory": "h",
    "jsxFragmentFactory": "Fragment",

    "strict": true,

    "moduleResolution": "node",
    "esModuleInterop": true,

    "skipLibCheck": true,
    "forceConsistentCasingInFileNames": true
  }
}
```

empty.tsx
```ts
import { Fragment, h } from 'preact';

export default <></>;
```

**Expected behavior:**
The import of `h` remains.

empty.js
```js
import { Fragment, h } from 'preact';
export default h(Fragment, null);
```

**Actual behavior:**
The import of `h` is removed.

empty.js
```js
import { Fragment } from 'preact';
export default h(Fragment, null);
```


This problem does not occur when any other tag exists.

empty.tsx
```ts
import { Fragment, h } from 'preact';

export default <><div /></>;
```

empty.js
```js
import { Fragment, h } from 'preact';
export default h(Fragment, null,
    h("div", null));
```
Repository: godot
Issue: Paused buttons still show hover effects
Labels: discussion,topic:gui

<!-- 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. -->
3.2.2

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10

**Issue description:**
<!-- What happened, and what was expected. -->
After setting `get_tree().paused = true`, buttons were still being highlighted when the pointer was above them. The buttons cannot be clicked, which is expected but I expected the buttons to not react to the pointer at all since they're supposed to be "frozen".
This happens with both Button and TextureButton.
Of course I'm only referring to buttons that are not configured to process when paused.

**Steps to reproduce:**
* Create a new UI Scene.
* Create a button node.
* Attach a script to one of the nodes with the code:
```
extends Node

func _ready():
    get_tree().paused = true
```
* Play the scene and see that the buttons still show the hover effect when the pointer is above them.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[button-focus-test.zip](https://github.com/godotengine/godot/files/5117371/button-focus-test.zip)
Repository: pytorch
Issue: Implement a set_printoptions method in libtorch 
Labels: module: cpp,triaged,enhancement

## 🚀 Feature
Currently the lack of such function is really felt. for example, when displaying the results on screen, it comes up a lot that you face something like : 
```
offsets.shape: [1, 4, 46, 85]
probs.shape: [46, 85]
offsets: (1,1,.,.) =
 0.01 *
  0.1006  1.2322
  -2.9587 -2.2280

(1,2,.,.) =
 0.01 *
  1.3772  1.3971
  -1.2813 -0.8563

(1,3,.,.) =
 0.01 *
  6.2367  9.2561
   3.5719  5.4744

(1,4,.,.) =
  0.2901  0.2963
  0.2618  0.2771
[ CPUFloatType{1,4,2,2} ]
probs: 0.0001 *
 1.4593  1.0351
  6.6782  4.9104
[ CPUFloatType{2,2} ]
```
where some tensors dims do not show  their finalized output, instead, it seems, a scaler is shown in the output instead which makes it really hard to read, specially when you are porting a Python module into C++ and you want to compare the intermediate outputs for example. 
Apart from this, specifying the precision, threshold, edgeitems, etc can be very benificial and make life much easier! 

## Motivation

During porting a Python project into C++ for production, I faced this issue, and it creeps up a lot and makes reading and comparing values between Python and C++ very hard. 

## Pitch

Please kindly implement set_printoptions in libtorch as well.

## Alternatives

The only alternative is to alter torch code which is a very bad idea! I know no other way around this! 




cc @yf225 @glaringlee
Repository: flutter
Issue: package(google_sign_in): for sign in, use redirect instead of popup
Labels: c: new feature,platform-web,p: google_sign_in,package,P2,team-web,triaged-web

For Web Sign in with google_sign_in, I want to start login process with redirect instead of popup, 
same as signInWithRedirect instead of signInWithPopup.

I can't find a method or config for that?
Let me know what all are possible solutions.
Repository: excalidraw
Issue: Align alt-drag with cmd-D duplication behavior
Labels: bug

Currently, Cmd-D duplicates right on top of the duplicated element (z-index wise). Alt-drag puts the element on top of the stack.

I'd argue that 1) we should align, and 2) we should adopt the Cmd-D behavior.

In any case, I'll need to at least constrain the z-index to editing group, with respect to #1656

EDIT: Figma & Affinity uses the Cmd-D behavior, so I think this settles it.
Repository: flutter
Issue: InkWell doesn't perform onTap in positioned component out the dialog
Labels: c: new feature,framework,f: material design,f: gestures,has reproducible steps,P3,found in release: 3.3,workaround available,found in release: 3.7,team-design,triaged-design

```
...
 @override
  Widget build(BuildContext context) {
    return Container(
      child:
Stack(
        overflow: Overflow.visible,
        children: [
          Positioned(
            right: -40.0,
            top: -40.0,
            child: InkWell(
              onTap: () => print('Hello world'),
              child: new Container(
                width: 200.0,
                height: 200.0,
                color: Colors.orange,
              ),
            ),
          ),
       ),
    ),
}

await showDialog(
      context: context,
      builder: (BuildContext context) => AlertDialog(
        content: PopupDialog(),
      ),
    );

```

When I click on the orange container in borders of the popup dialog console prints 'Hello world',
but when mouse position out the popup window (top: -1 and more, right: -1 and more) onTap doesn't work, no messages prints in console

flutter 1.20.2
Windows 10
Redmi 4x
Repository: godot
Issue: Properties of inherited nodes in open sub-inherited scenes do not update
Labels: bug,topic:core,topic:editor

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:** 3.2.2.stable
<!-- Specify commit hash if using non-official build. -->


**OS/device including version:** Dell Inspiron 13-7378, Windows 10 Home v1903
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->


**Issue description:** If the property of a node is changed in a scene, it updates properly in all top-level inherited scenes, but not currently open scenes that are inherited from those scenes. Closing and reopening the scene, or clicking the "reset" icon next to the property in the inspector, fixes this issue. This is possibly related to #7984, but it was marked as closed/fixed.
<!-- What happened, and what was expected. -->


**Steps to reproduce:**
1. Create a new scene A with a ColorRect node. Change the color to anything.
2. Create a new inherited scene B (inherited from A).
3. Create a new inherited scene C (inherited from B).
4. Open all 3 scenes at once. Keep them open.
5. Change the color of the ColorRect in scene A again. Save the scene.
6. Observe that the color has updated in scene B, but not scene C.

**Minimal reproduction project:** [sub-inherited scene bug.zip](https://github.com/godotengine/godot/files/5118648/sub-inherited.scene.bug.zip)
(Scene A is 'Menu', Scene B is 'Submenu', and Scene C is 'ExampleMenu'. Change the ColorRect color in the 'Menu' scene with 'Submenu' and 'ExampleMenu' open to observe the bug.)

<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: storybook
Issue: Custom navigation trees
Labels: feature request,ui

The problem: we have a lot of components (~1000, and ~10 000 stories). It is hard to navigate easily for different people (dev, qa, analytics, managers...).

Say, we have two packages: componentA, and componentB. It is clear that tree view should be something like that:

```
components/
  componentA/
    - story1
    - story2
  componentB
    - story3
    - story4
```

It is convenient for developers. But (for example) not for QA. Say, story1 and story3 are responsible for auth, and story2 and story4 are not. It would be convenient to have a tree like

```
auth/
  - story1
  - story3
not-auth/
  - story2
  - story4
```

Now, consider that story1,2 and 4 are used on pageOne, and story3 on pageTwo. We have another possible tree:

```
pageOne/
  - story1
  - story2
  - story3
pageTwo/
  - story4
```

So, there are many different structures, and no one is the best for everyone.

## Solution

Custom trees.

For the example above we have labels:

```ts
story1: { component: 'componentA', auth: true, page: 'pageOne' }
story2: { component: 'componentA', auth: false, page: 'pageOne' }
story3: { component: 'componentB', auth: true, page: 'pageTwo' }
story4: { component: 'componentB', auth: false, page: 'pageOne' }
```

Now we could construct three different trees:

```
1: component
2: auth
3: page
```

We could do even more here:

```
4: component → page
```

which gives us:

```
componentA/
  pageOne/
    - story1
    - story2
componentB/
  pageOne/
    - story3
  pageTwo/
    - story4
```

Now, just pick your favorite custom tree at runtime, which based on labels you prefer / understand most, and navigate!

Especially useful for documentation (you support mdx, so, we are considering to move to storybook from docusaurus), which could be divided by:
1. component / package
2. project
3. team
4. context (guide / tutorial / information / explanation)
5. role
6. dependencies
7. ...

**Are you able to assist bring the feature to reality?**
Not sure. I'll try to make in our project, anyway.

PS: Custom trees are implemented in https://github.com/allure-framework/allure-docs, but it have poor docs, and I dont know where to find live example. But it really cool and helpful.
Repository: TypeScript
Issue: "Delete all unused declarations" deletes code with side-effects
Labels: Bug,Domain: Refactorings

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->
<!-- Also please test using the latest insiders build to make sure your issue has not already been fixed: https://code.visualstudio.com/insiders/ -->

<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: 1.47.3
- OS Version: Windows 10
- This is for Typescript

Steps to Reproduce:

1. Create a function with side effects `const doesManyThings = () => { ... }`. I did this with an imported function rather than a function in the same file.
2. Call function and set result to a variable `const response = doesManyThings()`
3. Don't use that variable
4. Click "Delete all unused declarations" or even "Remove unused declaration for"

Expected: Retains function call `doesManyThings()` but removes the variable `const response =`
Actual: Removes all of it

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes
Repository: vscode
Issue: [html] Add value proposals for rel attribute 
Labels: feature-request,html

<!-- ⚠️⚠️ 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. -->

VSCode doesn't provide any support for autocompleting rel attribute in HTML.


![demo-2020-08-24_18 46 07](https://user-images.githubusercontent.com/65836795/91066871-e1dbee00-e63a-11ea-9e7c-d37393b83cfe.gif)


If added, autocompletion for rel attribute in HTML will make the editing experience more consistent.
Repository: vscode
Issue: Add ability to change Custom Editor title
Labels: feature-request,api,custom-editors

<!-- ⚠️⚠️ 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. -->
The webview API allows setting a title programmatically, this is also desirable for custom editors that need to use a friendlier name for the resource being edited.

The webview API doesn't cover our use case since it doesn't provide the correct save/close behavior that an editor does.
Repository: pytorch
Issue: [jit] Shape hints for TorchScript
Labels: oncall: jit

## 🚀 Feature
If I understand the [neurips presentation on TorchScripts](https://program-transformations.github.io/slides/pytorch_neurips.pdf) correctly, you use profile guided optimization to generate many possible optimized code paths depending on the shape/size of the tensors.

It might be helpful if TorchScript supports "shape hints" to generate only the necessary code paths. I assume that could either be similar to python3's type hints or in the form of assert (e.g., `assert x.ndim == 2 and x.shape[0] == x.shape[1]` for a square matrix).

It might also be cool to have an additional parameter for `torch.jit.script` to optionally print warnings about missing shape/type hints that could potentially reduce the size of compiled code or eliminate some branches (e.g., declaring that a module attribute is static to ignore some control flow: `self.flag: typing.Final[bool] = flag`).

## Motivation

Generate smaller code and potentially speed up the code generation.

## Pitch

Type hints or asserts to declare the shape of a tensor.

cc @suo @gmagogsfm
Repository: pytorch
Issue: torch.quantization.quantize_dynamic document refers `module` as a parameter 
Labels: module: docs,triaged

## 📚 Documentation

#### Link

https://pytorch.org/docs/stable/quantization.html#torch.quantization.quantize_dynamic

#### API

`torch.quantization.quantize_dynamic`

#### Issue

In the "Parameters" section, there is an input `module` , but it is not in the signature, and it is not accepted by the function.


![image](https://user-images.githubusercontent.com/24580222/91071527-4cbf0200-e606-11ea-8903-51d6d25365a4.png)


cc @jlin27
Repository: TypeScript
Issue: Proposal: allow ambient property declarations to override accessors as well
Labels: Suggestion,In Discussion

Currently, this pattern gives an error, but arguably shouldn't:

```ts
class B {
  get p() { return B.s } // inferred p: {}
  static get s() { return {} }
}
class C extends B {
  declare readonly p: { x: 1 }
}
```

**Expected behavior:**

No error, and `C.p: { x: 1 }` (but is still an accessor for emit and checking purposes). That is, this should be legal:

```ts
class D extends C {
  get p() { return { x: 1 } as const }
}
```

**Actual behavior:**

Error, and `C.p` is a property, not an accessor.
Repository: vscode
Issue: Hover not showing on inline decorations
Labels: bug,editor-hover,editor-rendering

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version:
- OS Version:

Steps to Reproduce:

1. Create decoration type:
``` typescript
let decorationType: TextEditorDecorationType = window.createTextEditorDecorationType(
  {
    rangeBehavior: DecorationRangeBehavior.OpenClosed,
  }
);
```

2. Add decoration:
```typescript
        const option: DecorationOptions = {
            range: new Range(
              new Position(1, 5),
              new Position(1, 5)
            ),
            hoverMessage: "test message",
            renderOptions: { after: {contentText : "text" }},
          };
        });
        editor.setDecorations(decorationType, [option]);
```

Hover will not show if there is any text after 5 column.

If we move start to 0 character, hover will show on the earlier text, but not on the decoration itself.  

Example when experimenting in our Scala extension:

- when hovering over decoration with `;` added only the hover for the method is displayed

![image](https://user-images.githubusercontent.com/3807253/91076017-308b8700-e63f-11ea-892f-116d16a48ab6.png)

- when hovering on a decoration without `;` afterwards hover is shown properly:

![image](https://user-images.githubusercontent.com/3807253/91076121-51ec7300-e63f-11ea-92d7-e801dacd7350.png)


<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

I might be doing something wrong here, but I have no idea how to fix it on my side.
Repository: terminal
Issue: "vintage" cursor shape + blinking with an escape sequence?
Labels: Product-Conhost,Area-VT,Issue-Task

In Windows Terminal, can I get the "vintage" cursor (~30% blinking horizontal bar) with an escape sequence?

Both of these (below) give a non-blinking cursor of the desired size. Other similar pairs suggest that 7 should be blinking?

ESC[7 q
ESC[8 q

 - Vince
Repository: rust
Issue: Accepted convention for incurring dependencies on external files in macro expansion hurts reproducibility
Labels: A-macros,T-compiler,O-NixOS,A-reproducibility

According to this thread https://internals.rust-lang.org/t/pre-rfc-add-a-builtin-macro-to-indicate-build-dependency-to-file/9242/2 and a few other sources I found online, the common way to force a module with a proc-macro to be rebuilt based on external changes (for example, an HTML template) is to generate an expansion that uses `include_bytes!()` with the path to the file.

[This function](https://github.com/rust-lang/rust/blob/master/src/librustc_span/lib.rs#L243-L247) in librustc_span adds the string content of every macro input to the resulting rmeta file, including macros that are then re-expanded, like [this one](https://github.com/djc/askama/blob/master/askama_shared/src/generator.rs#L141) in the askama-derive crate. That macro expansion becomes `include_bytes!("/absolute/path/to/source.html");`, then the actual byte literal that contains the file contents.

I am using the [Nix](https://nixos.org/) language/build system here and the [`cargo2nix` tool](https://github.com/tenx-tech/cargo2nix), which causes every crate to be built in a temporary directory (to maximize isolation from the rest of the system). If the tempdir names differ between two builds of a crate that otherwise logically yields identical code, the metadata hashes will differ. (Though I haven't tested it myself, I can imagine this also being a problem with a tool like `sccache` if two devs with different filepaths to some git checkout try to use the same build artifacts).