sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: cross-built compiler doesn't have the standard library for the target in its sysroot
Labels: A-cross,T-bootstrap,C-bug

This is actually a followup to #76733, because somehow I overlooked that when checking the fix for that issue worked.

After building the compiler with the following config.toml:

```
[build]
build = "x86_64-apple-darwin"
host = ["aarch64-apple-darwin"]
target = ["aarch64-apple-darwin"]
```

you end up with a compiler without any of the libstd, etc. rlibs, meaning that using the compiler fails with:
```
error[E0463]: can't find crate for `std`
```

The same is true when building with the following config.toml on linux:
```
[build]
build = "x86_64-unknown-linux-gnu"
host = ["i686-unknown-linux-gnu"]
target = ["i686-unknown-linux-gnu"]
```

Cc @Mark-Simulacrum
Repository: rust
Issue: `static` containing `UnsafeCell` can circumvent const-checking with certain feature gates
Labels: T-compiler,B-unstable,C-bug,A-const-eval

The following example passes the static const checks, reaching const-eval and erroring post-monomorphization. I need to figure out what's going wrong here before `const_mut_refs` is stabilized.

cc #57349

```rust
#![feature(const_raw_ptr_deref, const_mut_refs)]
#![allow(unused)]

use std::cell::UnsafeCell;

struct Foo(UnsafeCell<u32>);

unsafe impl Send for Foo {}
unsafe impl Sync for Foo {}

static FOO: Foo = Foo(UnsafeCell::new(42));

static BAR: () = unsafe {
    *FOO.0.get() = 5; //~ ERROR
};

fn main() {}

```

([Playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=f11b4bfd70b6231967875d71ced48ba8))

Errors:

```
   Compiling playground v0.0.1 (/playground)
error[E0080]: could not evaluate static initializer
  --> src/main.rs:14:5
   |
14 |     *FOO.0.get() = 5; //~ ERROR
   |     ^^^^^^^^^^^^^^^^ modifying a static's initial value from another static's initializer

error: aborting due to previous error

For more information about this error, try `rustc --explain E0080`.
error: could not compile `playground`

To learn more, run the command again with --verbose.

```
Repository: pytorch
Issue: Can't initialize NCCL/GLOO process group if default process group is MPI
Labels: high priority,triage review,oncall: distributed,module: bootcamp,triaged,module: nccl,pt_distributed_rampup

## 🐛 Bug

Can't initialize NCCL/GLOO process group if default process group is MPI. When we initialize the default process group as MPI, the `default_store` is not initialized. As a result, calls to `new_group` use a Store of None and result in failures.

## To Reproduce

```
import torch
from torch import distributed as dist

def main():
    dist.init_process_group(backend="mpi")
    group = dist.new_group([0, 1], backend="nccl")

    rank = dist.get_rank()
    if rank in [0,1]:
        t = torch.ones(10, device=f"cuda:{rank}")
        dist.broadcast(t, src=0, group=group)

if __name__ == "__main__":
    main()
```

Run it using: `mpirun -np 8 python bug.py`

## Expected behavior

It would be nice to provide a way for users to use multiple backends even if MPI was the default one. One option would be to provide an optional `init_method` parameter to `new_group` such that users can provide a specific init_method for `new_group` if they wish not to use the default store.

cc @ezyang @gchanan @zou3519 @bdhirsh @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @agolynski @SciPioneer @H-Huang @mrzzd @xush6528
Repository: youtube-dl
Issue: Can i download the whole chat from past live stream?
Labels: question

Can i download the whole chat from past live stream?
Repository: vscode
Issue: Configuration variables: unsafe file path usage
Labels: debt,config,variable-resolving

The `variableResolver` seems to have a few variables that are derived based on the currently active editor:

https://github.com/microsoft/vscode/blob/b1c54c1483e2dfcf3101f233b3f8f28436127fba/src/vs/workbench/services/configurationResolver/browser/configurationResolverService.ts#L54-L54

The file path casing can be anything and must not necessarily match the casing on disk. As such I think the variables `relativeFile` and `relativeFileDirname` need to use the `IURIIdentityService` to compute the relative paths here:

https://github.com/microsoft/vscode/blob/3808cb3712e651cb96b4ccfe48c05d2fbd5f23cf/src/vs/workbench/services/configurationResolver/common/variableResolver.ts#L271-L271

and

https://github.com/microsoft/vscode/blob/3808cb3712e651cb96b4ccfe48c05d2fbd5f23cf/src/vs/workbench/services/configurationResolver/common/variableResolver.ts#L281-L281

//cc @jrieken
Repository: pytorch
Issue: Android: allow preallocation of output buffers
Labels: feature,triaged,module: android,oncall: mobile

## 🚀 Feature
I would like to be able to pass an array to be filled with the Tensor data to the `Tensor.getDataAs***Array()` methods. Access to the actual Tensor's underlying data structure wouldn't be bad either (i.e. make [`getRawDataBuffer()`](https://github.com/pytorch/pytorch/blob/master/android/pytorch_android/src/main/java/org/pytorch/Tensor.java#L605) public), though I can understand how that could cause potential headaches in the future if the implementation changes.

## Motivation
Right now the only way (that I can see) to get data out of a `Tensor` object is through the `getDataAs****Array()` methods, which always allocate new data arrays. For models with small outputs this will be fine, but say for instance you're running a 20 class segmentation model on a `224x224` image from a video stream, the repeated allocation of a 1 million+ element float array will cause a lot of unnecessary GC pressure.

## Pitch
I suggest to add overloads that take an array of the specified type are next to the existing `Tensor.getDataAs***Array()` methods. For instance, there would be two `Tensor.getDataAsFloatArray()` methods:

```
    @Override
    public float[] getDataAsFloatArray() {
      data.rewind();
      float[] arr = new float[data.remaining()];
      data.get(arr);
      return arr;
    }

    @Override
    public void getDataAsFloatArray(float[] output) {
      // Perhaps verify the length of the output array here
      data.rewind();
      data.get(output);
    }
```

## Alternatives
Giving people access to the underlying data buffer by making `getRawDataBuffer()` public would be another option, as this would allow people to implement more efficient mechanisms themselves (even ones that bypass copying the data altogether). This may be fine if using these buffers as underlying storage isn't likely to change in future versions, and if the potential of race conditions is sufficiently obvious.

## Additional context
I think the use case / motivation are pretty clear, but let me know if there's any other information I could provide.
Repository: pytorch
Issue: Resolving overloads and default arguments from within __torch_function__
Labels: feature,triaged,module: __torch_function__

## 🚀 Feature
This issue proposes the introduction of a `get_current_overload_name` function in the `torch.overrides` namespace. This function will return the overload name of the last-called function for use within `__torch_function__`.

## Motivation
The motivation comes from the `torch.fx` project which will add parallel implementations of the `torch` namespace. These parallel implementations may need to distinguish between C++-level overloads so they can create their own parallel overloads. (xref #44316)

## Pitch
The proposal is to add a `get_current_overload_default_kwargs` function which takes no arguments into `torch.overrides`. It will return the default `kwarg`s of the last-called PyTorch function which dispatched to `__torch_function__`. It will do this by storing this dict in a thread-local `py::object`.

In case a Python overload is called, it will be reset to `None`, as Python functions don't have overrides.

## Alternatives
Alternatives to the signature have been discussed. These include:

* `get_current_overload_name() -> Optional[str]`, returns the overload name.
* `get_current_overload_schema() -> Optional[str]`, returns a schema string.
* `get_overload_name(func, args, kwargs) -> Optional[str]` takes a functional approach instead of storing everything in a global variable.
* `get_overload_schema(func, args, kwargs) -> Optional[str]` returns a schema instead of a name, taking the functional approach.

The schema string alternatives were rejected on the basis of being brittle and causing too much churn. The overload name alternative was rejected as the API needs to offer a way to "fill-in" default kwargs.

## Additional context
An ambiguous case of what should be done is when the override name doesn't exist, e.g. in C++ functions/methods which aren't passed through codegen. I anticipate that all of these have just one overload, so returning `None` should be sufficient.

cc @hameerabbasi @rgommers @mruberry @ezyang @jamesr66a
Repository: vscode
Issue: New search results cleared after search-and-replace operation finishes
Labels: bug,search,confirmed

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 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:
> Version: 1.49.2 (user setup)
> Commit: e5e9e69aed6e1984f7499b7af85b3d05f9a6883a
> Date: 2020-09-24T16:29:41.983Z
> Electron: 9.2.1
> Chrome: 83.0.4103.122
> Node.js: 12.14.1
> V8: 8.3.110.13-electron.0
> OS: Windows_NT x64 10.0.19041

- OS Version: Windows 10 2004
- Remote OS Version: CentOS 7


Steps to Reproduce:

1. Use Remote SSH extension to connect to another machine.
2. Open a large project with thousands of files.
3. Do a search-and-replace that affects over a thousand files.
4. While the changed files are being saved perform a new search.
5. As soon as the last file is saved (from the replace operation started in step 3) the results of the new search get cleared.
6. You have to hit &lt;Enter&gt; again to run your new search again.

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Can't test this as I'm using the Remote SSH extension
Repository: godot
Issue: First thing drawn in render target Viewport disappears regardless of clear mode
Labels: topic:core,topic:rendering

<!-- 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. -->
3.2.3.stable.official

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10  
Radeon 7870  
Ryzen 7 1700X  
GLES3  

**Issue description:**
<!-- What happened, and what was expected. -->
I'm trying to draw shapes in a render target Viewport with clear mode "Never". I'm trying to draw a rectangle once, and a circle every update. The problem is that the rectangle disappears if I draw the circle every update.

What I get:
![drawing both](https://i.imgur.com/r8qnyka.png)

Expected:
![drawing both](https://i.imgur.com/7P9EURI.png)

**Steps to reproduce:**
Run the project.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[rts-debug-copy.zip](https://github.com/godotengine/godot/files/5305762/rts-debug-copy.zip)
Repository: pytorch
Issue: Distutils Error in torch.hub Load()
Labels: triaged,module: hub

I tried to run:
torch.hub.load('pytorch/fairseq', 'transformer.wmt19.de-en.single_model', tokenizer='moses', bpe='fastbpe', force_reload=True)

But got the following error:
```
  File "/home/yifung2/.local/lib/python3.6/site-packages/torch/hub.py", line 349, in load
    hub_module = import_module(MODULE_HUBCONF, repo_dir + '/' + MODULE_HUBCONF)
  File "/home/yifung2/.local/lib/python3.6/site-packages/torch/hub.py", line 71, in import_module
    spec.loader.exec_module(module)
  File "<frozen importlib._bootstrap_external>", line 678, in exec_module
  File "<frozen importlib._bootstrap>", line 219, in _call_with_frames_removed
  File "/home/yifung2/.cache/torch/hub/pytorch_fairseq_master/hubconf.py", line 32, in <module>
    ['build_ext', '--inplace'],
  File "/home/yifung2/.local/lib/python3.6/site-packages/setuptools/sandbox.py", line 257, in run_setup
    raise
  File "/usr/lib/python3.6/contextlib.py", line 99, in __exit__
    self.gen.throw(type, value, traceback)
  File "/home/yifung2/.local/lib/python3.6/site-packages/setuptools/sandbox.py", line 193, in setup_context
    yield
  File "/usr/lib/python3.6/contextlib.py", line 99, in __exit__
    self.gen.throw(type, value, traceback)
  File "/home/yifung2/.local/lib/python3.6/site-packages/setuptools/sandbox.py", line 164, in save_modules
    saved_exc.resume()
  File "/home/yifung2/.local/lib/python3.6/site-packages/setuptools/sandbox.py", line 139, in resume
    raise exc.with_traceback(self._tb)
  File "/home/yifung2/.local/lib/python3.6/site-packages/setuptools/sandbox.py", line 152, in save_modules
    yield saved
  File "/home/yifung2/.local/lib/python3.6/site-packages/setuptools/sandbox.py", line 193, in setup_context
    yield
  File "/home/yifung2/.local/lib/python3.6/site-packages/setuptools/sandbox.py", line 254, in run_setup
    _execfile(setup_script, ns)
  File "/home/yifung2/.local/lib/python3.6/site-packages/setuptools/sandbox.py", line 43, in _execfile
    exec(code, globals, locals)
  File "/home/yifung2/.cache/torch/hub/pytorch_fairseq_master/setup.py", line 164, in <module>
    zip_safe=False,
  File "/home/yifung2/.local/lib/python3.6/site-packages/setuptools/__init__.py", line 153, in setup
    return distutils.core.setup(**attrs)
  File "/usr/lib/python3.6/distutils/core.py", line 134, in setup
    ok = dist.parse_command_line()
  File "/usr/lib/python3.6/distutils/dist.py", line 472, in parse_command_line
    args = self._parse_command_opts(parser, args)
  File "/home/yifung2/.local/lib/python3.6/site-packages/setuptools/dist.py", line 903, in _parse_command_opts
    nargs = _Distribution._parse_command_opts(self, parser, args)
  File "/usr/lib/python3.6/distutils/dist.py", line 536, in _parse_command_opts
    "command class %s must subclass Command" % cmd_class)
distutils.errors.DistutilsClassError: command class <class 'torch.utils.cpp_extension.BuildExtension'> must subclass Command
```

cc @ailzhang
Repository: storybook
Issue: Is there a hook when " Storybook service started "？
Labels: feature request,help wanted,cli

**Is your feature request related to a problem? Please describe**
I have an Electron app, the stories must be opened in Electron.
But I didn't know when the service has started ? 
So far I use this develop command, but got blank page when first open (I have to check every seconds whether the service has started):
`start-storybook -s ./public -p 12315 --ci & electron .storybook/electron.index.js`

**Describe the solution you'd like**
the `start-storybook` command add an option, maybe `--hook-cmd="electron .storybook/electron.index.js"`
`Usage: start-storybook [options]`

**Describe alternatives you've considered**
maybe there is better solution?

**Are you able to assist to bring the feature to reality?**
no

**Additional context**
Add any other context or screenshots about the feature request here.
Repository: storybook
Issue: React Fast Refresh (HMR) doesn't trigger refresh for story files
Labels: bug,react

**Describe the bug**

I'm using the new React Fast Refresh feature introduced in Storybook 6.1 (currently available on `@next`). It seems to partly work as I see source changes triggering a re-compile in the terminal. I'm also seeing these changes arriving on the HMR eventstream in my browser, however they don't result in a refresh of my React app.

**To Reproduce**


**Expected behavior**

React Fast Refresh should work 🤷‍♂️

**Screenshots**

![image](https://user-images.githubusercontent.com/1567498/94704111-de293e80-033f-11eb-87d0-1a7c23a21546.png)
![image](https://user-images.githubusercontent.com/1567498/94704145-e6817980-033f-11eb-9457-552da7dfca60.png)
![image](https://user-images.githubusercontent.com/1567498/94704188-f436ff00-033f-11eb-96bd-90ad4a793590.png)
![image](https://user-images.githubusercontent.com/1567498/94704241-ff8a2a80-033f-11eb-87f6-adcebfb00fb9.png)


**System**

```
Environment Info:

  System:
    OS: macOS 10.15.7
    CPU: (8) x64 Intel(R) Core(TM) i5-1038NG7 CPU @ 2.00GHz
  Binaries:
    Node: 14.10.1 - /usr/local/bin/node
    Yarn: 2.2.2 - /usr/local/bin/yarn
    npm: 6.14.8 - /usr/local/bin/npm
  Browsers:
    Chrome: 85.0.4183.121
    Safari: 14.0
```
Repository: create-react-app
Issue: [CRA4] ForkTsCheckerWebpackPlugin causes builds to take 50-100x as long
Labels: stale,needs triage,issue: bug report

<!--
    Please note that your issue will be fixed much faster if you spend about
    half an hour preparing it, including the exact reproduction steps and a demo.

    If you're in a hurry or don't feel confident, it's fine to report bugs with
    less details, but this makes it less likely they'll get fixed soon.

    In either case, please use this template and fill in as many fields below as you can.

    Note that we don't provide help for webpack questions after ejecting.
    You can find webpack docs at https://webpack.js.org/.
-->

### Describe the bug

On `react-scripts build`, my builds for a fairly small project now take around 10mins. Obviously this is bad.

I poked around node_modules/react-scripts and **deleted** this part of the config:

```js
useTypeScript &&
        new ForkTsCheckerWebpackPlugin({
          typescript: resolve.sync('typescript', {
            basedir: paths.appNodeModules,
          }),
          async: isEnvDevelopment,
          checkSyntacticErrors: true,
          resolveModuleNameModule: process.versions.pnp
            ? `${__dirname}/pnpTs.js`
            : undefined,
          resolveTypeReferenceDirectiveModule: process.versions.pnp
            ? `${__dirname}/pnpTs.js`
            : undefined,
          tsconfig: paths.appTsConfig,
          reportFiles: [
            // This one is specifically to match during CI tests,
            // as micromatch doesn't match
            // '../cra-template-typescript/template/src/App.tsx'
            // otherwise.
            '../**/src/**/*.{ts,tsx}',
            '**/src/**/*.{ts,tsx}',
            '!**/src/**/__tests__/**',
            '!**/src/**/?(*.)(spec|test).*',
            '!**/src/setupProxy.*',
            '!**/src/setupTests.*',
          ],
          silent: true,
          // The formatter is invoked directly in WebpackDevServerUtils during development
          formatter: isEnvProduction ? typescriptFormatter : undefined,
        }),
```


My builds now take about 10 seconds!

Please give us the option to disable this using an env such as `DISABLE_TS_CHECKER=true`, 10min+ builds are absurd! I can PR but I don't know what the latest CRA4 branch is.
Repository: pytorch
Issue: Build Failed Ubuntu Cuda. CUDAHooks.cpp:97:15: error: ‘struct cudaPointerAttributes’ has no member named ‘type’ return attr.type == cudaMemoryTypeHost;
Labels: module: build,triaged

## 🐛 Bug

I'm trying to build Pytorch c++ API, I did it without GPU, but now  at 97% appears this problem and I can't find a solution. If somebody knows what I can make to fix this issue, thank you.


## To Reproduce

Steps to reproduce the behavior:

git clone https://github.com/pytorch/pytorch
cd pytorch 
git submodule sync
git submodule update --init --recursive
git checkout v1.6.0
mkdir build & cd build
cmake ../
make -j8

Error: 
/CUDAHooks.cpp:97:15: error: ‘struct cudaPointerAttributes’ has no member named ‘type’ return attr.type == cudaMemoryTypeHost;

caffe2/CMakeFiles/torch_cuda.dir/build.make:2974: recipe for target 'caffe2/CMakeFiles/torch_cuda.dir/__/aten/src/ATen/cuda/detail/CUDAHooks.cpp.o' failed
make[2]: * [caffe2/CMakeFiles/torch_cuda.dir/__/aten/src/ATen/cuda/detail/CUDAHooks.cpp.o] Error 1

## Expected behavior

Complete install

## Environment

 - PyTorch Version (e.g., 1.0): 1.6.0
 - OS (e.g., Linux): ubuntu 18.04
 - How you installed PyTorch (`conda`, `pip`, source): source
 - Build command you used (if compiling from source): make
 - Python version: 3.6.9
 - CUDA/cuDNN version: 10.1/7.6.5
 - GPU models and configuration: GeForce GTX 1080
 - Any other relevant information:

## Additional context

<!-- Add any other context about the problem here. -->


cc @malfet @seemethere @walterddr
Repository: godot
Issue: Active AnimationTree State Machine causes sprite animation playback to glitch and not work properly
Labels: bug,topic:core

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:** 3.2.3 stable
<!-- Specify commit hash if using non-official build. -->


**OS/device including version:** Pop OS 20.04 LTS (Ubuntu-based), GLES3
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->


**Issue description:** AnimationTree state machine problems with playing back animations
<!-- What happened, and what was expected. -->


**Steps to reproduce:**
Unsure, but something like this:
1. Create a new Sprite (not AnimatedSprite)
2. Add a spritesheet as the texture
3. Define the parameters. In my case, vframes 16 and hframes 13
4. With the Sprite node selected, click the "Animation"  link at the bottom of the editor.
5. Define your animations using frames and with "Continuous" option selected on the track.
6. After some animations are defined, add a new node, AnimationTree
7. Create a new state machine, add an AnimationPlayer and set it to "Active"
8. In the AnimationTree editor at the bottom, add some animations.
9. Click play on an animation. It should work the first time, but it will not work after.

Its at this point that I can observe the bug. I can only play each animation from the Tree once. After that, the animations kind of glitch when I hover my mouse between the 2D view and AnimationTree editor. Pressing play does nothing but cause the sprite to maybe twitch. 

Try playing a different animation node back and it will work. But trying to play it twice in a row doesn't, and causes the sprites to twitch.

If you now select the AnimationPlayer node to try playing the animations there, it no longer works for any animations, regardless of whether they're part of the AnimationTree. Before the addition of the AnimationTree it works fine. 

In fact, if you now make the AnimationTree inactive (untick the "Active" option in the inspector), then go back to the AnimationPlayer, the animations will work once again. But something about an active AnimationTree breaks playback in both places.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[animationtree_bug.zip](https://github.com/godotengine/godot/files/5306829/animationtree_bug.zip)