sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: Documentation of use of ConPTY together with STARTF_USESTDHANDLES is lacking.
Labels: Help Wanted,Issue-Docs,Product-Conpty,Area-Server

<!-- Briefly describe which document needs to be corrected and why. -->
All existing documentation of ConPTY seem to only mention the case where stdin, stdout and stderr are all to be connected to the pty and no STARTF_USESTDHANDLES. The only mention that the proper value to have in StartupInfo.hStdInput et al when STARTF_USESTDHANDLES is active is NULL is indirectly in the documentation for GetStdHandle().

Using STARTF_USESTDHANDLES is useful if you want to keep stdout and stderr separate or want to redirect one of them to eg a file.

An explicit mention in conjunction with STARTUPINFOA and/or PROC_THREAD_ATTRIBUTE_PSEUDOCONSOLE would be appreciated.

Thanks.
Repository: material-ui
Issue: [docs-infra] `@mui/icons-material` in-editor preview
Labels: new feature,discussion,package: icons,ready to take,scope: docs-infra

## Summary 💡

Having a preview of the icons in the editor is similar to having autocomplete available for the API. Our icons explorer is definitely helpful and better if you need inspiration. But if you know what kind of icon you want then in-editor preview should boost productivity.

## Examples 🌈

1. link to icons explorer in SvgIcon.d.ts jsdoc
2. This shows a preview (vscode) when hovering over an imported icon
  ```ts
  import SvgIcon from '@material-ui/core/SvgIcon';
  /**
   * Preview: ![LockIcon](https://fonts.gstatic.com/s/i/materialicons/lock/v4/24px.svg)
   */
  declare const LockIcon: typeof SvgIcon;
  export default LockIcon;
  ```
  credit to @leMaik for the markdown idea.
  ![icon-preview](https://user-images.githubusercontent.com/12292047/74522654-e8ffa200-4f1b-11ea-9410-46c119965c88.png)

3. Show icon preview in autocomplete (probably requires IDE extension)

## Motivation 🔦

Seemed like a useful thing to have to me.

Each of the examples can be explored further and implemented by whomever is looking for some work to do.
Repository: terminal
Issue: Drag & Drop Tabs to create a Pane
Labels: Issue-Feature,Area-UserInterface,Product-Terminal

<!-- 
🚨🚨🚨🚨🚨🚨🚨🚨🚨🚨

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

The current way of splitting panes using written commands or shortcuts is awesome but difficult to discover.
There is already some drag & drop support for reordering tabs. It would be awesome to be able to drag & drop a tab to split a pane in the previous tab. An exemple of user interaction sequence:
- Open Windows terminal: it shows a single tab with a single pane with powershell
- Hit ctrl+shift+3 to open a ubuntu tab
- drag the ubuntu tab > it shows me the previous tab (powershell)
- using my mouse I can move the ubuntu tab into sensitive zones an preview the resulting split (a bit like Visual Studio/code UI)
- I can then drop, and get a nice splitted pane.

Optionally, show a popup saying "Want to automate that ? click here to copy an automation script to your clipboard", which would copy a script that would do the same thing.

# Proposed technical implementation details (optional)

Well, I am sure it is possible to do that by writing some code :)
Repository: pytorch
Issue: how-to-adjust-learning-rate using libtorch
Labels: triaged

## ❓ Questions and Help

### Please note that this issue tracker is not a help form and this issue will be closed.

We have a set of [listed resources available on the website](https://pytorch.org/resources). Our primary means of support is our discussion forum:

- [Discussion Forum](https://discuss.pytorch.org/)
Repository: vscode
Issue: Support tmux control mode (-CC flag)
Labels: feature-request,terminal-persistence,terminal-input

Issue Type: <b>Feature Request</b>

I saw the suggestion from @roblourens to use tmux in microsoft/vscode-remote-release#1185

That's mostly good, however has a few issues:
- `code` command doesn't work inside tmux.
- no GUI support - the built-in tab management and split panes then aren't usable.
- scrolling doesn't work (control codes not sent to the terminal?)

I'd love to see support for tmux's control mode (tmux -CC) - then vscode could use its native tab/window management and sessions would be persisted between app opens/closes.

Extension version: 0.36.0
VS Code version: Code - Insiders 1.34.0-insider (daf71423252a707b8e396e8afa8102b717f8213b, 2019-05-06T22:07:35.830Z)
OS version: Darwin x64 18.7.0
Remote OS version: Linux x64 5.2.17-1rodete3-amd64


<!-- generated by issue reporter -->
Repository: vue
Issue: Hydration fails when write like "<div><span>123</span>{{value}}</div>" in the template and the data "value" is a empty string
Labels: bug,has PR,feat:ssr

### Version
2.6.11

### Reproduction link
[https://codepen.io/deqwin/pen/wvaMxoO](https://codepen.io/deqwin/pen/wvaMxoO)







### Steps to reproduce
open the reproduction above and you will see a red vue warning in the console

### What is expected?
a successful hydration

### What is actually happening?
the hydration fails and the app re-renders absolutely

---
this looks like the problem caused by the empty text node (src/core/vdom/patch.js line:646)

<!-- generated by vue-issues. DO NOT REMOVE -->
Repository: rust
Issue: Trait bounds were not satisfied
Labels: C-enhancement,A-diagnostics,A-lifetimes,T-compiler,E-needs-mcve

I'm not sure if this is a compiler bug, but since I didn't get any answers on StackOverflow I'd try to add an issue here.

I tried this code:

```rust
use futures_util::compat::Future01CompatExt;
use gluon::{
    new_vm,
    vm::api::{FunctionRef, Getable, Pushable, VmType},
    ThreadExt,
};

pub type Error = gluon::Error;

pub struct Script<'vm, 'value, In, Out>
where
    In: VmType + Pushable<'vm>,
    Out: VmType + Getable<'vm, 'value> + Send + Sync,
{
    vm: gluon::RootedThread,
}

impl<'vm, 'value, In, Out> Script<'vm, 'value, In, Out>
where
    In: VmType + Pushable<'vm>,
    Out: VmType + Getable<'vm, 'value> + Send + Sync,
{
    pub fn read(text: &str) -> Result<Script<In, Out>, Error> {
        let mut vm = new_vm();

        vm.run_io(true);

        vm.load_script("main", text).map(|()| Script { vm: vm })
    }

    pub async fn run(&mut self, input: &In) -> Result<Out, Error> {
        let func: FunctionRef<fn(In) -> Out> = self.vm.get_global("main")?;

        return func.call_async(input).compat().await;
    }
}
```
As you can see I explicitly bound `In` and `Out` with the needed traits, but still get "trait bounds were not satisfied" error.

`rustc --version --verbose`:
```
rustc 1.41.0
binary: rustc
commit-hash: unknown
commit-date: unknown
host: x86_64-alpine-linux-musl
release: 1.41.0
LLVM version: 9.0
```
Repository: godot
Issue: Vulkan: Some MeshInstances that are children of a Skeleton are invisible; Were visible in 3.2
Labels: bug,topic:rendering,confirmed,topic:3d

**Godot version:**
Master Branch, Latest Commit: 282c8dda98ab4fae1f35fc4b796978950cb3c000

**OS/device including version:**
Windows 10, Version 1909, 2020 Cumulative Update.
GTX 1070 TI, 442.19 Drivers.

**Issue description:**
While checking if an import plugin of mine worked with 4.0, I noticed that MeshInstance nodes that are children of a skeleton node are usually invisible. I have not been able to determine why any given MeshInstance will be invisible or not. The import works perfectly in 3.2, but not in 4.0 (only script change was SpatialMaterial to StandardMaterial3D). I also confirmed that creating a new skeleton and adding a MeshInstance child would not display the MeshInstance, but that may be caused by the lack of bones in a new skeleton node.

Saving the MeshInstance nodes as scenes shows that the Meshes and MeshInstances display properly without the Skeleton node. I have tried toggling settings in both the Meshes and their Material to no effect. I have found an exception to this rule in an imported file, but I was unable to determine what made it different from the other MeshInstances.

I have attached my log file below. Please ignore the failed texture import errors, as they are not used by any assets in my project. I have also included two of the most frequent errors below.

```
ERROR: Condition "!F" is true. Continuing.
   at: RasterizerScene::InstanceBase::clean_up_dependencies (E:\Repositories\godot\servers/visual/rasterizer.h:185) - Condition "!F" is true. Continuing.
ERROR: Condition "bs > sbs" is true. Continuing.
   at: RasterizerStorageRD::mesh_get_aabb (servers\visual\rasterizer_rd\rasterizer_storage_rd.cpp:2064) - Condition "bs > sbs" is true. Continuing.
```

[log-2020-02-14-10-52-39.txt](https://github.com/godotengine/godot/files/4205462/log-2020-02-14-10-52-39.txt)

**Steps to reproduce:**
Can be reproduced by adding a MeshInstance as a child of a skeleton, but the error there may be due to the skeleton having no bones instead of the above issue.

**Minimal reproduction project:**
[Invisible Mesh Demonstration.zip](https://github.com/godotengine/godot/files/4205489/Invisible.Mesh.Demonstration.zip)


Example of import in Godot 3.2:
![3 2Import](https://user-images.githubusercontent.com/59899175/74548667-4ac00c00-4f1c-11ea-9d60-6acb8f594283.PNG)
Repository: go
Issue: cmd/go: behavior of go list ... is not documented in module mode
Labels: Documentation,NeedsInvestigation,GoCommand,modules

`go help packages` documents the special path `all` both for *gopath* and *module* mode:
```
"all" expands to all packages found in all the GOPATH trees. For example, 'go list all' lists all the packages on the local system. When using modules, "all" expands to all packages in the main module and their dependencies, including dependencies needed by tests of any of those.
```

However the `...` pattern is documented only for *gopath* module:
```
An import path is a pattern if it includes one or more "..." wildcards, each of which can match any string, including the empty string and strings containing slashes. Such a pattern expands to all package directories found in the GOPATH trees with names matching the patterns.
```

How is the `...` pattern supposed to work in *module* mode?

As a test, I ran `go list ... | wc -l ` inside the `github.com/golang/mod` (`golang.org/x/mod`) directory with different versions of the *go* tool.  The directory is outside GOPATH.  The results are:

 - `go1.11.13`: 501
 - `go1.12.16`: 526
 - `go1.13.8`: 632
 - `go1.14rc1`: 634

As a side note, how can I tell `go list` to list **only** packages in the *main* module?
Repository: flutter
Issue: Testing a MultiFrameImageStreamCompleter is really hard.
Labels: a: tests,c: new feature,framework,a: images,P3,team-framework,triaged-framework

Nearly all of our image related tests right now use a SingleFrame completer or otherwise mock out the completion.

If a user wants to actually test using a MultiFrame completer, it generally just doesn't work, I believe because of a mix of real and fake async work.

It would be nice to make this a  better testing experience, and in particular to allow a test to drive the completer to a specific frame for golden testing - for example, to do testing of a widget that displays a multi-frame gif.

/cc @jamesderlin
Repository: flutter
Issue: Feature request: Add a flag to `flutter run` & `flutter logs` to filter output
Labels: platform-android,tool,P3,team-android,triaged-android

After https://github.com/flutter/flutter/pull/45743, we stopped filtering log output (by the string `flutter` both because it broke benchmark tasks and because it obscured when the app crashed. The downside is that the logs are much noisier. This should be configurable by a flag.

For more context, see: https://github.com/flutter/flutter/issues/50628
Repository: TypeScript
Issue: Provide type coverage metrics
Labels: Suggestion,Awaiting More Feedback

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker.

Please help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ, especially the "Common Feature Requests" section: https://github.com/Microsoft/TypeScript/wiki/FAQ

-->

## Search Terms
- type coverage
- flow coverage

<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

## Suggestion
I'd love it if TypeScript had a tool to capture type coverage metrics, similar to Flow's [Type Coverage](https://flow.org/en/docs/cli/coverage/) feature.  That coverage data could be used by IDEs (again, currently supported by Flow) to highlight gaps in type coverage. Basically, it should tell us which parts of our code are being evaluated as `any`. 
Assuming it would work like Flow's feature, this could be a separate `tsc` option or separate cli command.  Theirs works for single files and also offers a `batch-coverage` command for checking directories / whole projects, etc.

<!-- A summary of what you'd like to see added or changed -->

## Use Cases
- The Type Coverage metric could be used much like test coverage info, helping us to identify gaps in our typing (particularly unexpected gaps caused by insufficient type definitions from library code).

<!--
What do you want to use this for?
What shortcomings exist with current approaches?
-->

## Examples

<!-- Show how this would be used and what the behavior would be -->

## 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, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: flutter
Issue: Make E2E use a custom test reporter so that invoking test() will work.
Labels: a: tests,framework,d: api docs,f: integration_test,P2,team-framework,triaged-framework

Invoking test() won't result in failures being reported.

We could address this with either
1. Improving documentation
1. Do something clever with with imports (Dart provides mechanisms for hiding, showing, and aliasing of symbols) to get an app-facing test method that wraps testWidgets without causing compile errors.
1. Hook into package:test instead of package:flutter_test at a different layer.
Repository: flutter
Issue: Update e2e and espresso plugin docs to require using dependency instead of dev_dependency
Labels: a: tests,framework,d: api docs,f: integration_test,P2,p: espresso,team-framework,triaged-framework

See discussion on https://github.com/flutter/flutter/pull/45816

If we aren't registering plugins coming from dev_dependency, we'll have to use dependency. I think this won't be a huge issue since it should only be a dependency for the example app.

We should also update the plugins' versions to 1.0.0 with this change because it increases the potential for version conflicts and it will be hard to make a breaking update to 1.0 going forward.
Repository: opencv
Issue: Failing tests for Split layer (IE)
Labels: category: dnn

<!--
If you have a question rather than reporting a bug please go to http://answers.opencv.org where you get much faster responses.
If you need further assistance please read [How To Contribute](https://github.com/opencv/opencv/wiki/How_to_contribute).

Please:

* Read the documentation to test with the latest developer build.
* Check if other person has already created the same issue to avoid duplicates. You can comment on it if there already is an issue.
* Try to be as detailed as possible in your report.
* Report only one problem per created issue.


This is a template helping you to create an issue which can be processed as quickly as possible. This is the bug reporting section for the OpenCV library.
-->
This issue aims to fix the tests which are failing for `split` layer in ONNXImporter. The problem was discovered while working on https://github.com/opencv/opencv/pull/16424
Specifically see, https://github.com/opencv/opencv/pull/16424#issuecomment-585985320
Please comment more such failing tests if you come across any.

##### System information (version)
<!-- Example
- OpenCV => 3.1
- Operating System / Platform => Windows 64 Bit
- Compiler => Visual Studio 2015
-->

- OpenCV => :grey_question:
- Operating System / Platform => :grey_question:
- Compiler => :grey_question:

##### Detailed description

<!-- your description -->

##### Steps to reproduce

<!-- to add code example fence it with triple backticks and optional file extension
    ```.cpp
    // C++ code example
    ```
 or attach as .txt or .zip file
-->
Repository: pytorch
Issue: [jit] `Node` callstack is incorrect
Labels: oncall: jit,triaged

After applying #33352,

```python
import torch
import torch.nn as nn
import pprint

class MyNet(nn.Module):
    def __init__(self):
        super(MyNet, self).__init__()
        self.conv = nn.Conv2d(1, 6, 5, 1, 2)
        self.maxpool = nn.MaxPool2d(2, 2)

    def forward(self, x):
        x = self.conv(x)
        x = self.maxpool(x)
        return x

model = MyNet()
torch._C._jit_set_inline_everything_mode(True)
script = torch.jit.script(model)

for node in script.graph.nodes():
    if node.kind() == "aten::conv2d":
        pprint.pprint(node.callstack())
```

outputs

```
['__torch__.torch.nn.modules.pooling.MaxPool2d.forward',                                                                     
 '__torch__.torch.nn.modules.conv.Conv2d.forward',                                                                           
 '__torch__.torch.nn.modules.conv.Conv2d._conv_forward'] 
```

which includes `MaxPool2d.forward` but probably shouldn't

cc @suo
Repository: pytorch
Issue: Long torchscript warmup times can be problematic for production serving
Labels: oncall: jit,triaged

Torchscript models take some time to compile on their first query. Initial warmup can be triggered via shadow traffic, but in a large scale elastic cluster of nodes serving many torchscript models, this potentially makes orchestration or user experience more difficult.

In one particular case (densenet 161) we saw warmup times of over 1 minute.

Potential improvements:
* Off-thread compilation (run initial queries unoptimized while compiling in another thread) or have a flag to run uncompiled?
* Improve compile times for particular outliers like densenet161

cc @suo , @fbbradheintz 

Related to:
https://github.com/pytorch/pytorch/issues/27610

Example of slow initial query attached, with output:
```
$ python test_torchscript.py
loading model
model loaded
warmup
['n02123045', 'tabby']
first query took 109.52137017250061
starting
['n02123045', 'tabby']
['n02123045', 'tabby']
['n02123045', 'tabby']
['n02123045', 'tabby']
['n02123045', 'tabby']
--- 1.9634242057800293 seconds ---
```
Repository: godot
Issue: Input.is_action_pressed() still returns true after Cmd-Tab and releasing the key
Labels: bug,platform:macos,confirmed,topic:input

**Godot version:**

3.2.stable

**OS/device including version:**

MacOS X Catalina 10.15.2

**Issue description:**

Basically the same as https://github.com/godotengine/godot/issues/18785 . This is still reproducible on mac.

**Steps to reproduce:**

https://github.com/godotengine/godot/issues/18785

**Minimal reproduction project:**

https://github.com/godotengine/godot/issues/18785
Repository: flutter
Issue: [web] The engine should send correct affinity with text selection
Labels: a: text input,framework,platform-web,P2,team-web,triaged-web

Currently, when the user is using the keyboard to move the cursor in a text field, we report these selection changes to the framework but with no affinity information. This is causing the framework to always [default to `TextAffinity.downstream`](https://github.com/flutter/flutter/blob/bf32974189d0b18c1606800e5a0d2cb05d7bee7f/packages/flutter/lib/src/services/text_input.dart#L639).

To see this issue:
* Use a multi-line text field that has multiple lines of text.
* Move the cursor to the beginning of a line.
* Click the left arrow key to move the cursor back.
* Notice the cursor doesn't move to the previous line yet.
Repository: pytorch
Issue: Dropout of attention weights in function F.multi_head_attention_forward() breaks sum-to-1 constraint
Labels: module: nn,triaged

## 🐛 Bug

Dropout by calling the built-in dropout function includes rescaling the un-dropped elements, which results in the dropped attention weight vectors possibly sum to a larger than 1 value. 

 
## To Reproduce

Steps to reproduce the behavior:

See line 3374 to 3376 in file `torch/nn/functional.py`

```python
        attn_output_weights = softmax(
            attn_output_weights, dim=-1)
        attn_output_weights = dropout(attn_output_weights, p=dropout_p, training=training)

        attn_output = torch.bmm(attn_output_weights, v)
```

Step through in PDB:
```
(Pdb) attn_output_weights.sum(2)
tensor([[1.0000, 1.0000, 1.0000,  ..., 1.0000, 1.0000, 1.0000],
        [1.0000, 1.0000, 1.0000,  ..., 1.0000, 1.0000, 1.0000],
        [1.0000, 1.0000, 1.0000,  ..., 1.0000, 1.0000, 1.0000],
        ...,
        [1.0000, 1.0000, 1.0000,  ..., 1.0000, 1.0000, 1.0000],
        [1.0000, 1.0000, 1.0000,  ..., 1.0000, 1.0000, 1.0000],
        [1.0000, 1.0000, 1.0000,  ..., 1.0000, 1.0000, 1.0000]],
       device='cuda:0', grad_fn=<SumBackward1>)
(Pdb) n
> /home/hantek/.conda/envs/py37/lib/python3.7/site-packages/torch/nn/functional.py(3378)multi_head_attention_forward()
-> attn_output = torch.bmm(attn_output_weights, v)
(Pdb) attn_output_weights.sum(2)
tensor([[1.0307, 1.0081, 1.0560,  ..., 1.0524, 1.0065, 0.9454],
        [1.0181, 1.0151, 1.0170,  ..., 1.0090, 0.9986, 0.9864],
        [0.9757, 0.9827, 0.9963,  ..., 1.0014, 0.9632, 0.9294],
        ...,
        [1.0049, 0.9946, 0.9487,  ..., 1.0083, 1.0059, 0.9952],
        [0.9971, 1.0024, 1.0114,  ..., 0.9894, 1.0492, 1.0207],
        [1.0050, 1.0084, 1.0159,  ..., 0.9867, 0.9799, 1.0328]],
       device='cuda:0', grad_fn=<SumBackward1>)
```
What I expect to happen is that the weights still sum-to-1, or sum to a smaller than 1 value after attention dropout.

## Environment
python 3.7, pytorch 1.4.0

## Additional context
Repository: flutter
Issue: [web] unskip location history tests on Safari
Labels: a: tests,team,framework,platform-web,browser: edge,P2,team-web,triaged-web

Some tests in `test/window_test.dart` are skipped in Safari.

In Safari the test passes in isolation. However, when running all tests at once, the whole batch fails. It's hard to tell why. There seems to be some cross-tests state pollution going on. Perhaps the issue is that tests run in an `<iframe>` and location history is modifying some global state.

Sample failure: https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8804297826222711985/+/u/test:_Run_tests_on_macOS_Safari/stdout

Edit by @yjbanov: refined this bug report with more details.