sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: TracerWarning: Output nr 1. of the traced function does not match the corresponding output of the Python function
Labels: needs reproduction,oncall: jit,triaged

## 🐛 Bug

I am calling `torch.jit.trace` on a model and I am getting the corresponding error:

```TracerWarning: Output nr 1. of the traced function does not match the corresponding output of the Python function.```

This leads to the same inputs yielding different output results (Traced vs non-traced model).

Tried different approaches to fix it (also calling `eval()`), but nothing has worked so far. It is also interesting that the relative errors are quite high (see below).

## To Reproduce

Detailed error:
```TracerWarning: Output nr 1. of the traced function does not match the corresponding output of the Python function. Not within tolerance rtol=1e-05 atol=1e-05 at input[1] (5.841293811798096 vs. 19.417325973510742) and 9 other locations (100.00%)```

## Expected behavior

Tracing works without errors.

## Environment

PyTorch 1.1.0
Python 3.7.6
Ubuntu 18.04




cc @suo
Repository: godot
Issue: Borderless window still shows Status Bar and can be resized in full screen 
Labels: bug,platform:macos,topic:porting

**Godot version:**
3.2.1

**OS/device including version:**
macOS Catalin 10.15.3 / MacBookPro11,1

**Issue description:**
When the game runs in full screen WITHOUT the Borderless option enabled, if the cursor hits the top edge of the screen, the whole Menu Bar and Status Bar appears; also, when the cursor hits the bottom edge of the screen, the Dock appears.
![Screenshot 2020-03-18 at 10 03 43](https://user-images.githubusercontent.com/13488692/76938876-11563400-6900-11ea-9478-a6dccf4859a4.png)
![Screenshot 2020-03-18 at 10 12 57](https://user-images.githubusercontent.com/13488692/76939516-31d2be00-6901-11ea-8815-db256c4d7008.png)

**The problem:**
When the game runs in full screen WITH the Borderless option enabled, when the cursor hits the bottom edge of the screen the Dock does NOT appear anymore, but when the cursor hits the top edge of the screen, the Status Bar STILL APEEARS.
![Screenshot 2020-03-18 at 09 48 42](https://user-images.githubusercontent.com/13488692/76939674-7bbba400-6901-11ea-98f8-17047dc84d48.png)

**The second problem:**
When the game runs in Full Screen with the Borderless option enabled, but NOT with the Resizable option enabled, the window can still be resized, which looks very weird.
![Screenshot 2020-03-18 at 10 17 27](https://user-images.githubusercontent.com/13488692/76939939-02708100-6902-11ea-9438-558a8821385c.png)

**Steps to reproduce:**
Enable/Disable Full Screen, Borderless and/or Resizable options based on which problem need to be reproduced.

**Minimal reproduction project:**
Not necessary. Works with empty projects.
Repository: pytorch
Issue: Equality operator for torch.distribution.*
Labels: module: distributions,triaged,enhancement

## 🚀 Feature
Implement `__eq__()` for torch.distributions.distribution.Distribution and subclasses.

## Motivation

This would avoid situations such as:
```
from torch.distributions import Normal
assert Normal(0, 1) == Normal(0, 1)
AssertionError
```
It should be possible to compare distributions without the need of writing custom code.
The comparison operator could be implemented according to the parameters that define the distribution itself.

As an example, the Normal class could have:
```
def __eq__(self, other):
    return self.loc == other.loc and self.scale == other.scale
```

cc @vincentqb @fritzo @neerajprad @alicanb @vishwakftw
Repository: go
Issue: x/tools/cmd/present2md: support full translation
Labels: help wanted,NeedsInvestigation,Tools

Not sure this should be considered part of #33955. Please close if so.

The new `present2md` tool converts the `present` format to `markdown`. However, it is still missing some pieces of the present format when converting, namely:

- Captions
- Images

There may be more types I've missed, but these were the ones I noticed so far.

These are being caught by the fallback `PresentCmd` interface here:

https://github.com/golang/tools/blob/11a475a590acad44f466dde7d3e988cf52bad01c/cmd/present2md/main.go#L236-L247

I think it should be possible to convert both of these to markdown, though the caption may be more complicated.
Repository: create-react-app
Issue: [PROPOSAL]: Allow an option to make the build fail if CRA emits warnings during build
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

<!--
  Provide a clear and concise description of what the problem is.
  For example, "I'm always frustrated when..."
-->

Our team is always frustrated when pr's are merged and the next time we run the app we get a boat load of console errors/warnings about React not recognizing props on a DOM element or failing prop types.

The errors themselves are fantastic but we'd like to find them sooner.

### Describe the solution you'd like

<!--
  Provide a clear and concise description of what you want to happen.
-->

Allow an option to make the build fail when a warning is shown because someone forgot to add an `onChange` handler or because someone used `for` instead of `htmlFor`

### Describe alternatives you've considered

<!--
  Let us know about other solutions you've tried or researched.
-->

I thought about creating a Jest test that would fail if `console.error` is called, but that only works on a per component basis whilst `npm run build` does it for the entire project.

### Additional context

<!--
  Is there anything else you can add about the proposal?
  You might want to link to related issues here, if you haven't already.
-->
Repository: rust
Issue: no_mangle causes compilation errors with async-await on armv7-linux-androideabi and aarch64-linux-android targets
Labels: I-crash,A-LLVM,O-android,P-medium,T-compiler,regression-from-stable-to-stable,C-bug,A-async-await,E-needs-bisection,AsyncAwait-Triaged,E-needs-mcve,ICEBreaker-LLVM,ICEBreaker-Cleanup-Crew

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

Adding the no_mangle attribute to a function which contains an await results in a compilation error for armv7-linux-androideabi and aarch64-linux-android targets. Removing the attribute fixes the issue (though that's not a solution). There are no problems with x86_64-linux-android and i686-linux-android targets.

```rust
#![cfg(target_os = "android")]
#![allow(non_snake_case)]

use tokio::{runtime::Runtime };

#[no_mangle]
pub fn Java_blah_blah_func() -> &'static str {
    Runtime::new().unwrap().block_on(async {
        myfunc().await
    })
}

async fn myfunc() -> &'static str {
    "hello"
}
```

I expected to see this happen: library should get compiled successfully.

Instead, I get the following error:

```
Function return type does not match operand type of return inst!
  ret i32 undef
 { i8*, i32 }in function _ZN80_$LT$std..future..GenFuture$LT$T$GT$$u20$as$u20$core..future..future..Future$GT$4poll17h2e6af84f5e832d75E
LLVM ERROR: Broken function found, compilation aborted!
```

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

The error exists in the beta and nightly versions. RUST_BACKTRACE=1 doesn't seem to add additional information.
Repository: vue-element-admin
Issue: markdown插件tui-editor无法左右两边一起滚动
Labels: tui-editor

## Bug report（问题描述）
markdown插件tui-editor无法左右两边一起滚动

加上参数
```
:options="{
  exts: ['scrollSync']
}"
```

#### Steps to reproduce（问题复现步骤）
1.
```
<MarkdownEditor ref="markdownEditor"
  v-model="ruleForm.description"
  :language="language"
  height="580px"
  :options="{
    exts: ['scrollSync']
  }"
/>
```

2.加上 exts: ['scrollSync'] 应该有scroll on图标的，但是并没有

#### Screenshot or Gif（截图或动态图）
![截图](https://user-images.githubusercontent.com/1215767/34354737-b98a0736-ea73-11e7-8375-d4c83b8894d8.png)

#### Link to minimal reproduction（最小可在线还原demo）
官网demo没问题
https://nhn.github.io/tui.editor/latest/tutorial-example01-editor-basic

#### Other relevant information（格外信息）
- Your OS: 无
- Node.js version: 无
- vue-element-admin version:无
Repository: create-react-app
Issue: Progress bar when run `npm run build`
Labels: issue: proposal,needs triage

This is the new thread for #935. Four years after there's still no progress.

> When running `npm run build`, it takes a long time to build.
> How to implement a progress bar when building?
Repository: pytorch
Issue: [feature request] Sparse (hybrid sparse-dense) output option for topk, min, max
Labels: module: sparse,triaged

I wonder if PyTorch hybrid sparse/dense tensors can be used to represent outputs of dimension-wise topk / min / max. Unfortunately I couldn't completely understand from docs if they can be used for that (my current understanding is that they could not out of the box, hence feature request).

Probably pruning work is related as well.

My current impl storing directly indices/values from topk: https://gist.github.com/vadimkantorov/c473a181017e654444cbdfbcafa265e2

Usecase: store logits/log_probs compactly on disk
Context: https://discuss.pytorch.org/t/sparse-torch-topk-can-hybrid-sparse-dense-tensors-help/71832/2


cc @vincentqb
Repository: godot
Issue: hint tooltip scaled with control
Labels: discussion,topic:gui

**Godot version:**
3.2.1

**OS/device including version:**
Windows 10

**Issue description:**
I'm not sure if this is intended behavior, but 3.1.1 didn't do this and so the game I'm working on relied on this.

**Steps to reproduce:**
Create a TextureButton, add a a hint tooltip, scale down to 0.5, tooltip will be scaled too.


**Minimal reproduction project:**
Repository: terminal
Issue: Allow to directly connect to PWSH in Azure Cloudshell bypassing bash
Labels: Product-Terminal,Issue-Task,Area-AzureShell,Priority-3

<!-- 
🚨🚨🚨🚨🚨🚨🚨🚨🚨🚨

I ACKNOWLEDGE THE FOLLOWING BEFORE PROCEEDING:
1. If I delete this entire template and go my own path, the core team may close my issue without further explanation or engagement.
2. If I list multiple bugs/concerns in this one issue, the core team may close my issue without further explanation or engagement.
3. If I write an issue that has many duplicates, the core team may close my issue without further explanation or engagement (and without necessarily spending time to find the exact duplicate ID number).
4. If I leave the title incomplete when filing the issue, the core team may close my issue without further explanation or engagement.
5. If I file something completely blank in the body, the core team may close my issue without further explanation or engagement.

All good? Then proceed!
-->

# Description of the new feature/enhancement

Currently to launch powershell cloudshell in Windows Terminal one have to launch bash and then within bash you have to launch powershell ending up with shell running inside another shell plus additional time to perform those task on each run.
<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->

# Proposed technical implementation details (optional)


<!-- 
A clear and concise description of what you want to happen.
-->
Do the same what Azure portal offers where you are given a choice which shell you want when you connect to cloudhsell either bash or powershell and go directly into it.
Repository: godot
Issue: Editor Plugin: adding a node to a child node of the root node of the currently open scene won't show up in scene tree
Labels: bug,topic:editor,topic:plugin

**Godot version:**
3.2.1

**OS/device including version:**
Manjaro Linux

**Issue description:**
I am developing an editor plugin which is added to the dock. Essentially you click a button and nodes will be added to the currently open scene. Now when you a node (via the plugin) to the root node of the current scene everything works as expected (scene tree gets updated + the node renders in the editor). But when you add the new node as child of a child node of the root node, the new node does not show up in the scene tree (but will be rendered and can also be moved by moving the parent). If you save the scene and reload it, the new node is gone.

Adding a new node to the root node (works):
```
func _add_node(node: Node) -> void:
	var scene = get_tree().get_edited_scene_root()
	if scene == null:
		printerr("Failed to add node %s: No scene open" % node.name)
	else:
		scene.add_child(node)
		node.owner = scene
``` 

Adding new node as child of child node of root node (won't show up in scene tree):
```
func _add_node(node: Node) -> void:
	var scene = get_tree().get_edited_scene_root()
	if scene == null:
		printerr("Failed to add node: No scene open")
		return

	var container = scene.get_node("Container")
	if container == null:
		printerr("No Container node found in current scene")
		return
	
	container.add_child(node)
	node.owner = container
```

**Steps to reproduce:**
- Create an editor plugin in the dock 
- Add a new node to a child of the root node in the currently open scene via the plugin
- New node does not show up in in scene tree but it gets rendered

**Minimal reproduction project:**
[BuggyPlugin.zip](https://github.com/godotengine/godot/files/4349290/BuggyPlugin.zip)

**Edit**: added minimal reproduction project
Repository: pytorch
Issue: Graphic tool to view the backward(Gradient Graph) and forward graph in Pytorch 
Labels: triaged,oncall: visualization

Is there any graphical tool based on dot (graphViz) similar to what (TensorFlow and Pytorch/Glow) to view the backward Graph in Pytorch or at least a way to get a textual dump of backward Graph where the Graph Tree with Nodes and there edges can be seen, somethings on the line of JIT IR. Is there some environment variable like PYTORCH_JIT_LOG_LEVEL or some logic to dump the Nodes/edges  in torch/csrc/distributed/autograd/engine/ .

```
[DUMP inliner.cpp:049]   %6 : Tensor = prim::CallMethod[name="forward"](%5, %input.1)
[DUMP inliner.cpp:049]   %input.3 : Float(1, 32, 14, 14) = aten::relu(%6) # /home/ddeepani/anaconda3/lib/python3.7/site-packages/torch/nn/functional.py:914:0
[DUMP inliner.cpp:049]   %8 : Tensor = prim::CallMethod[name="forward"](%4, %input.3)
[DUMP inliner.cpp:049]   %x1 : Float(1, 64, 12, 12) = aten::relu(%8) # /home/ddeepani/anaconda3/lib/python3.7/site-packages/torch/nn/functional.py:914:0
```
Repository: godot
Issue: `AudioStreamPlayer.stop()` does not stop playback if playback was started in the same frame
Labels: bug,confirmed,topic:audio

**Godot version:**
3.2.1

**OS/device including version:**
Windows 10 64-bit

**Issue description:**
AudioStreamPlayer does not stop playback if stream position is zero.

In my project sometimes there are situations when states change very quickly, one state plays sound effect, another stops it.

I found out that  
```
$sfx.play()
$sfx.stop()
```
is not working as expected.

**Steps to reproduce:**
Add AudioStreamPlayer, load sound stream and execute play() stop() methods in once block.

**Minimal reproduction project:**
[AudioStreamPlayerPlayStop.zip](https://github.com/godotengine/godot/files/4349664/AudioStreamPlayerPlayStop.zip)
Repository: excalidraw
Issue: Share a live view without collaborating
Labels: enhancement,collaboration

Used it today for the first time. Very cool app. It would be nice if the app could also generate a live view where other viewers can’t collaborate. That way it could be used as a (remote) teaching whiteboard without the possibility for students to draw all kinds of inappropriate stuff. Especially since they're anonymous.
Repository: flutter
Issue: AnimatedFractionallySizedBox
Labels: c: new feature,framework,would be a good package,P3,team-framework,triaged-framework

## Use case

I would like to animate `FractionallySizedBox` between various `heightFactor` and `widthFactor` values.

## Proposal

I propose to add a `AnimatedFractionallySizedBox` Widget which would animate between `heightFactor` and `widthFactor` over a given duration. Much like `AnimatedPositioned`.
Repository: godot
Issue: Reference counts not managed correctly when Reference types are returned from a GDNative node?
Labels: discussion,topic:gdextension

**Godot version:**
3.2

**OS/device including version:**
Windows 10

**Issue description:**

In certain situations References don't seem to be dereferenced as I would expect them to, leading to memory leaks. Perhaps I am doing something wrong or have some misunderstanding.

For clarity's sake here are two examples where References work as expected, and a third example where they do not.

`Thing` is a class derived from `Reference`
```
class Thing : public Reference {
    GODOT_CLASS(Thing, Reference);
public:
    Thing() {
        std::cout << "Thing created" << std::endl;
    }
    ~Thing() {
        std::cout << "Thing deleted" << std::endl;
    }
    void _init() {}
};
```

**Example 1 - Instantiating in gdscript (works as expected)**
```
var Thing:Resource = preload("res://bin/Thing.gdns")
...
func _ready():
    var thing = Thing.new()

    # var goes out of scope, thing is deleted because there are no references left.
```
Output:
```
Thing created
Thing deleted
```

**Example 2 - Instantiating in gdscript and passing the reference to a GDNative object to store (also works as expected)**
```
class ThingHolder : public Node {
    GODOT_CLASS(ThingHolder, Node);
    Ref<Thing> thing_to_hold;
public:
    static void _register_methods() {
        register_method("hold_thing", &ThingHolder::hold_thing);
    }
    void _init() {}
    void hold_thing(Ref<Thing> thing) {
        thing_to_hold = thing
    }
};
```
```
func _ready():
    var thing = Thing.new()

    # ThingHolder loaded as Autoload node
    ThingHolder.hold_thing(thing)

    # var goes out of scope, ThingHolder still holds a reference to the
    # thing, so the object is not deleted yet.
```
As expected, "Thing deleted" is not printed until game shutdown when the ThingHolder is destructed.

**Example 3 - Instantiating in GDNative and returning a Ref<Thing> (does not work as expected)**
```
class ThingCreator : public Node {
    GODOT_CLASS(ThingCreator, Node);
public:
    static void _register_methods() {
        register_method("make_thing", &ThingCreator::make_thing);
    }
    void _init() {}
    Ref<Thing> make_thing() {
        return Ref<Thing>(Thing::_new()); // (Correct?? Can't find any documentation on this.)
    }
};
```
```
func _ready():
    # ThingCreator loaded as Autoload node
    var thing = ThingCreator.make_thing()

    # At this point, there is only one logical reference to the thing, so it
    # should be deleted when var goes out of scope.
```
"Thing created" is printed but "Thing deleted" is never printed. When the game exits we get the familiar message:
```
WARNING: cleanup: ObjectDB Instances still exist!
     At: core/object.cpp:2071
ERROR: clear: Resources Still in use at Exit!
   At: core/resource.cpp:476
```
Repository: rust
Issue: Ugly error reporting on binary operation between two condition flows
Labels: A-type-system,C-enhancement,A-diagnostics,A-parser,T-compiler,D-confusing,T-types

The following code:

```rust
fn to_log_flags(fatal: bool, recursive: bool) -> u32 {
    if fatal { 1 } else { 0 } |
    if recursive { 2 } else { 0 }
}
```

gives the following error:

```
   Compiling playground v0.0.1 (/playground)
error: expected identifier, found keyword `if`
 --> src/main.rs:3:5
  |
3 |     if recursive { 2 } else { 0 }
  |     ^^ expected identifier, found keyword

error: expected identifier, found `2`
 --> src/main.rs:3:20
  |
3 |     if recursive { 2 } else { 0 }
  |                    ^ expected identifier

error: expected one of `,`, `:`, or `@`, found `recursive`
 --> src/main.rs:3:8
  |
3 |     if recursive { 2 } else { 0 }
  |       -^^^^^^^^^ expected one of `,`, `:`, or `@`
  |       |
  |       help: missing `,`

error: expected identifier, found keyword `else`
 --> src/main.rs:3:24
  |
3 |     if recursive { 2 } else { 0 }
  |                        ^^^^ expected identifier, found keyword
  |
help: you can escape reserved keywords to use them as identifiers
  |
3 |     if recursive { 2 } r#else { 0 }
  |                        ^^^^^^

error: expected identifier, found `0`
 --> src/main.rs:3:31
  |
3 |     if recursive { 2 } else { 0 }
  |                               ^ expected identifier

error: expected one of `,` or `:`, found keyword `else`
 --> src/main.rs:3:24
  |
3 |     if recursive { 2 } else { 0 }
  |                       -^^^^ expected one of `,` or `:`
  |                       |
  |                       help: missing `,`

error: expected one of `:` or `|`, found `}`
 --> src/main.rs:4:1
  |
3 |     if recursive { 2 } else { 0 }
  |                                  - expected one of `:` or `|`
4 | }
  | ^ unexpected token

error[E0308]: mismatched types
 --> src/main.rs:2:16
  |
2 |     if fatal { 1 } else { 0 } |
  |     -----------^-------------- help: consider using a semicolon here
  |     |          |
  |     |          expected `()`, found integer
  |     expected this to be `()`

error[E0308]: mismatched types
 --> src/main.rs:2:27
  |
2 |     if fatal { 1 } else { 0 } |
  |     ----------------------^--- help: consider using a semicolon here
  |     |                     |
  |     |                     expected `()`, found integer
  |     expected this to be `()`

error: aborting due to 9 previous errors

For more information about this error, try `rustc --explain E0308`.
```

This is clearly sub-optimal. The code can be fixed by wrapping the first if condition in `()`.
Repository: TypeScript
Issue: `@ts-ignore` quick fix should be switched to `@ts-expect-error`
Labels: Suggestion,Awaiting More Feedback

Today we provide a quick fix in JavaScript files (e.g. `.js`, `.jsx`) under `// @ts-check` and `checkJs` to suppress errors by adding a

```js
// @ts-ignore
```

comment.

Now that we have `// @ts-expect-error` which errors in the presence of no errors, we should probably switch the quick fix over to use that instead.
Repository: godot
Issue: MemoryPool size hardcoded?
Labels: discussion,topic:core

**Godot version:**
3.2.1rc1-custom

**OS/device including version:**
Ubuntu 19.10

**Issue description:**
Why MemoryPool amount is hardcoded?

Just on the file core/pool_vector.h there are the declaration:
`static void setup(uint32_t p_max_allocs = (1 << 16));`

I am asking if there are a reason to do that.
I need more memory for a module that create voxels and I will change it for myself.
But I see that in Godot 4.0 the memory pool is rewrited. So I hope it can allocate by demand. Am I right about this?
And will the 3.2.x series remain hardcoded? Or are there some plans to make that value a project setting?