sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vue
Issue: keep-alive: include/exclude components by component key attribute
Labels: feature request,has PR

### What problem does this feature solve?
The include and exclude props allow components to be conditionally cached only by component name. If we want to reuse components but force replacement using the `key` attribute, there is no control over which components we want to keep-alive only matching components by their name.

### What does the proposed API look like?
https://jsfiddle.net/9nk92wuy/

<!-- generated by vue-issues. DO NOT REMOVE -->
Repository: go
Issue: x/build/maintner: be confident that returned GerritCL.Status always has one of documented values
Labels: Builders,NeedsInvestigation

[`GerritCL.Status`](https://godoc.org/golang.org/x/build/maintner#GerritCL.Status) is documented as:

```Go
// Status will be "merged", "abandoned", "new", or "draft".
Status string
```

We want clients of `maintner` API to be confident in that statement, and not have to doubt it by adding their own "if cl.Status is something else" checks (which is annoying to have to do).

This issue is to verify/confirm that's the case. I believe it is, but @bradfitz asked me to file this in [CL 107296](https://go-review.googlesource.com/c/build/+/107296/4/maintner/gerrit.go#307):

> @bradfitz: Can you file a separate issue about that and I can investigate and ask the Gerrit team if needed?
Repository: go
Issue: cmd/compile: bounds check elimination for `if len(x) > 32 { ...;  x = x[8:]; ... }`
Labels: Performance,NeedsFix,compiler/runtime

( From https://github.com/golang/go/issues/23354#issuecomment-365753223 )

In https://github.com/dgryski/go-metro/commit/1308eab584388b3f8f6050f027708891c4f4143a I got a major performance boost by changing the loop to remove the reassignments to ptr which, even though they were still within range, invalidated the bounds checks for that were valid for ptr before the assignment.

The bounds-check elimination prover should handle this common case.
Repository: pytorch
Issue: [Caffe2] CUDNN_STATUS_BAD_PARAM Error with the LRN layer while trying to run the code using CUDA. The training works fine on CPU
Labels: caffe2

Original python traceback for operator 39 in network `fast_style_train` in exception above (most recent call last):
  File "styleCaffe.py", line 284, in <module>
  File "styleCaffe.py", line 250, in main
  File "styleCaffe.py", line 126, in styleNetModelDef
  File "styleCaffe.py", line 68, in customVGGY
  File "/usr/local/lib/python2.7/dist-packages/caffe2/python/brew.py", line 121, in scope_wrapper
  File "/usr/local/lib/python2.7/dist-packages/caffe2/python/helpers/normalization.py", line 43, in lrn
Traceback (most recent call last):
  File "styleCaffe.py", line 284, in <module>
    main()
  File "styleCaffe.py", line 260, in main
    workspace.CreateNet(train_model.net, overwrite=True)
  File "/usr/local/lib/python2.7/dist-packages/caffe2/python/workspace.py", line 166, in CreateNet
    StringifyProto(net), overwrite,
  File "/usr/local/lib/python2.7/dist-packages/caffe2/python/workspace.py", line 192, in CallWithExceptionIntercept
    return func(*args, **kwargs)
RuntimeError: [enforce fail at local_response_normalization_op_cudnn.cc:39] status == CUDNN_STATUS_SUCCESS. 3 vs 0. , Error at: /home/prasanna/Installations/caffe2/caffe2/operators/local_response_normalization_op_cudnn.cc:39: CUDNN_STATUS_BAD_PARAM 

I am facing the error of Bad parameters while creating the LRN Layer. I have defined the layer in the following way:

    conv1_vggx = brew.conv(model, data, 'conv1_vggx', 3, 96,kernel= 7,stride=2,weight_init=('GaussianFill',{'mean':0.0, 'std':1e-2}))
    relu1_vggx = brew.relu(model, conv1_vggx, 'relu1_vggx')
    inst1_vggx = brew.lrn(model,relu1_vggx,'inst1_vggx',size = 5)
    pool1_vggx = brew.max_pool(model, inst1_vggx, 'pool1_vggx', kernel=3, stride=2)


brew.lrn is the layer in which    
CUDNN_ENFORCE(
        cudnnSetLRNDescriptor(norm_desc_, size_, alpha_, beta_, bias_));

is failing.

I looked at the parameter they seem to be correct to me.

How to workaround this problem?
Repository: vue
Issue: Have template compiler add source metadata to HTML tags
Labels: feature request

### What problem does this feature solve?
I'm developing an all-in-one editor for webdevs that runs inside Chrome DevTools.

Just by replacing `npm start` with `[name-not-finalized] start`, users can have a fully featured text editor right inside Chrome DevTools shell, automatically pointing at their project directory.

It comes with DOM inspector, where you pick an element and it'll literally take you to `file:line:col` where that element was defined. So you don't have to look through files to figure out where that button below the header is coming from. Useful when a new dev joins a project or you're revisiting your work after a very long time.

▶ [Watch 30 sec demo w/ a React project](http://goo.gl/d64cgv)

___

And of course, it also works with Vue projects, just as awesome.

▶ [Watch 20 sec demo w/ a Vue project](https://drive.google.com/open?id=1rGeFiNLezxzaJqnhnDbjvD_OvLMyaMIh)

Above demos were shot using locally tinkered compilers (just not clean enough to be a PR)

The goal is to deliver the ultimate developer experience ever. Other features are in development as we speak, like CSS QuickEditing, built-in image editor and a SVG editor so devs don't have to fire up Illustrator or Photoshop to make minor tweaks to their stuff.

The only hurdle in me releasing the app is getting external players to participate in revolutionizing how we write web.

So to wrap up I have only two requests:
- Please have the template compilers add metadata to each tag (either as data attribute, or property on DOM node itself), that contains path to `*.vue` file (can be relative to project root), `line:col`/offset where the tag opens and last `line:col`/offset where the tag closes.

- Please star this issue: https://bugs.chromium.org/p/chromium/issues/detail?id=811036

### What does the proposed API look like?
Something like this:
```javascript
console.log(someElement.__vue__._debugSource)
// > { file: 'src/components/Header.vue', line: 12, col: 4, lineEnd: 16, col: 8 }
// or
// > { file: 'src/components/Header.vue', start: 241, end: 352 }
```

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Repository: You-Dont-Know-JS
Issue: Include some coverage of common tag functions for tagged template literals
Labels: for second edition

When reading though [YDKJS: ES6 & Beyond; Chapter 2: Syntax](https://github.com/getify/You-Dont-Know-JS/blob/master/es6%20%26%20beyond/ch2.md) about [Tagged Template Literals](https://github.com/getify/You-Dont-Know-JS/blob/master/es6%20%26%20beyond/ch2.md#tagged-template-literals), I thought of the case, "what if a multi-line tagged template literal is inside of a function or other containing block with indentation?" That lead me to test and see that by default it doesn't compensate for white space indentation, but YDKJS doesn't cover this case nor similar ones to it. I don't think YDKJS needs to cover all similar cases, but I think it would be a good idea to at least point to common ideas or a library of common ones such as [common-tags](https://github.com/declandewet/common-tags) that I came across which provides a template literal tag function called [`stripIndent`](https://github.com/declandewet/common-tags#stripindent) that helps with cases like this. 

Thanks for writing the book! It's thorough and very helpful for me learning new ES6 features.
Repository: opencv
Issue: VideoCapture: Accessing physical camera with MJPG produces artifacts
Labels: category: videoio,platform: win32

##### System information (version)
- OpenCV => 3.2.0
- Operating System / Platform =>Win 10 64bit
- Compiler => Visual Studio 2013, 64bit

##### Detailed description

Accessing my (physical) webcam compressed by setting the FOURCC to MJPG works (I see a noticeable increase in FPS for 120fps-capable devices) but adds artifacts to the image on all tested devices. On one device even the FoV changed - but I could live with that if it were not for the artifacts.

On my machine, ``CV_DSHOW`` is selected by default and it is the only interface I could successfully set MJPG for so I explicitly defined it in the minimal-not-working-example below. If I leave it to be auto-determined, I see the same symptoms.

The artifacts are not shown if I don't set the resolution (then, the images are 640x480 and look intact).

**Logitech C920**
1) without MJPEG
![image](https://user-images.githubusercontent.com/1710255/38815394-1ddd965e-4194-11e8-973e-64752490a421.png)
2) With MJPEG
![image](https://user-images.githubusercontent.com/1710255/38815406-269e5288-4194-11e8-96e4-fc37a7c4298d.png)
3) Zoomed on the artifacts: the last row is completely black
(no, it is not the window decoration)
![image](https://user-images.githubusercontent.com/1710255/38815464-4a590cd6-4194-11e8-93a4-6150d0980a8d.png)

**ELP 2.0 Megapixel USB Camera**
1) without MJPEG
![image](https://user-images.githubusercontent.com/1710255/38815634-af5959ce-4194-11e8-800a-fa359a24bf9e.png)
2) with MJPEG
![image](https://user-images.githubusercontent.com/1710255/38815792-fe067e26-4194-11e8-9dd2-63f05507a59b.png)

3) Zoomed on the artifacts: last row black and last column with blue stripes
![image](https://user-images.githubusercontent.com/1710255/38815594-962d298a-4194-11e8-8a33-a803ba88ad5c.png)



##### Steps to reproduce



```
#include <string>
#include <iostream>
#include "opencv2/videoio.hpp"
#include "opencv2/core/mat.hpp"
#include "opencv2/highgui.hpp"
#include "opencv2/imgproc.hpp"

int main()
{
    cv::VideoCapture cap;
    cap.open(0, cv::CAP_DSHOW);
    std::cout << "MJPG: " << cap.set(cv::CAP_PROP_FOURCC, cv::VideoWriter::fourcc('M', 'J', 'P', 'G'));
    cap.set(cv::CAP_PROP_FRAME_WIDTH, 1280);
    cap.set(cv::CAP_PROP_FRAME_HEIGHT, 720);
    cv::Mat img;
    while (cv::waitKey(2) != 'q') {
        cap >> img;
        cv::imshow("img", img);
    }
    return 0;
}
```
Repository: TypeScript
Issue: Callback in mapped type implicitly has 'any' type
Labels: Bug

**TypeScript Version:** 2.9.0-dev.20180414

**Code**

```ts
declare function watch<T>(obj: T, propertyChangedCallbacks: { [K in keyof T]: (obj: T) => void }): void;
watch({ x: 0 }, {
    x: obj => {},
});
```

**Expected behavior:**

`obj` is `{ x: number }`.

**Actual behavior:**

`src/a.ts(3,8): error TS7006: Parameter 'obj' implicitly has an 'any' type.`
Repository: go
Issue: x/build: make sure builders always set $HOME and $USER
Labels: Builders

The builders don't always set $HOME and $USER.

Fix that, and revert the os/user testing hacks from https://go-review.googlesource.com/c/go/+/107300
Repository: rust
Issue: Provide natstepfilter and/or natjmc files for debugging with Visual Studio
Labels: O-windows,A-debuginfo,C-enhancement,T-compiler,O-windows-msvc

Visual Studio has support for specifying functions to step over unconditionally, or to step over if debugging "just my code".  See the documentation [here](https://docs.microsoft.com/en-us/visualstudio/debugger/just-my-code#BKMK_C___Just_My_Code).

I'm investigating if these files can be embedded in the pdb (like a natvis file with the `/NATVIS` linker flag) - but I think it would still be useful to simply include two files with the `msvc` rust compilers:

* `rust.natjmc` - This file could probably exclude everything in `std::*`.
* `rust.natstepfilter` - This file would have entries to exclude common helper functions or trait implementations that you typically never want to step through.
Repository: go
Issue: x/build/cmd/gerritbot: Gerrit edits are immediately overwritten by older GitHub commits
Labels: Builders,NeedsFix

I tried to edit a commit message on Gerrit, but gopherbot fought me and reverted it:

https://go-review.googlesource.com/c/sys/+/107302
https://go-review.googlesource.com/c/sys/+/107302/2..3

I'd only expect it to be reverted if there was a new patchset on GitHub's side.

/cc @andybons
Repository: TypeScript
Issue: Don't offer to change spelling to not-yet-defined variables
Labels: Suggestion,Awaiting More Feedback,Domain: Quick Fixes

**TypeScript Version:**  2.8.1

**Search Terms:** suggest change spelling auto fix import

**Code**

```typescript
// This import is missing, but can be auto-suggested
import { /* SomeClass */ } from "./SomeClass";

const bindContainer = (container) => {
    const someClass = container.get(SomeClass);
};
```

**Expected behavior:**

When I ask for auto-fixes on the `SomeClass`, it should only suggest to add it to the import declaration.

**Actual behavior:**

Two suggestions are given:
* `Change spelling to 'someClass'`
* `Add 'SomeClass' to existing import declaration from "./SomeClass"`

We can statically reject the rename suggestion here because this is in the initializer of the variable.
Repository: electron
Issue: Change default web behaviors that don't make sense in the context of Electron
Labels: discussion

There are a number of behaviors that Electron inherits from Chromium which don't make sense for the vast majority of Electron apps. For instance:

- dragging a file into a window navigates to that file
- pinch-zooming in a window zooms the UI
- <kbd>Cmd+Click</kbd> opens links a new BrowserWindow

Electron apps that don't want these behaviors currently have to disable them explicitly, in an ad-hoc and error-prone way. Since these behaviors are undesirable for almost every Electron app, we should disable them by default.

This issue is a tracking issue for discussion about this general idea; separate issues will be created for specific changes that need to be made.
Repository: flutter
Issue: Move Rasterizer::Snapshot to the IO thread.
Labels: team,engine,P3,team-engine,triaged-engine

Currently, snapshotting for the service protocol happens on the raster (formerly GPU) thread because we need access to IO GrContext resident textures. However, this could also be done on the IO thread itself. The only roadblock was the fact that the sole ownership of the layer tree was with the rasterizer which was only safe to access on the raster (formerly GPU) thread. However, this tree can be flattened and sent to the IO thread for snapshotting. Once this mechanism in place, the duplicate snapshotting logic in Scene::toImage can also be removed.
Repository: go
Issue: cmd/compile: compiler variable folding can break linker's -X option
Labels: NeedsInvestigation,compiler/runtime

I'm facing a problem when I'm trying to set a variable at build time using the LDFLAG -X. The issue seem to occur because the compiler optimizes the variable into a constant since it's not being used in the package.

Here's a very simplfied code snippet that shows the issue:
```
package main

import "fmt"

var foo = "A"
var bar = foo

func main() {
	fmt.Println(bar)
}
```
```
% go build -ldflags "-X main.foo=B" test.go && ./test
A
```
If you change the `bar` variable initialization line to: `var bar = foo + ""` the output is as expected:
```
% go build -ldflags "-X main.foo=B" test.go && ./test
B
```

go version go1.10.1 linux/amd64
Repository: TypeScript
Issue: Allow Typescript to detect when imported html relative paths are incorrect
Labels: Suggestion,Awaiting More Feedback

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<!-- Please try to reproduce the issue with `typescript@next`. It may have already been fixed. -->
**TypeScript Version:**  2.8.1

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** html template import

**Code**

In global.d.ts:
```ts
declare module '*.html' {
    const value: string;
    export default value
}

```

Somewhere else in code:
```ts
import templateHtml from './SOME_PATH_THAT_DOESNT_EXIST.html'
```

**Expected behavior:**
I expect that Typescript will still attempt to parse the string in 'from' and tell me if it can't find any matching files, as it is a relative path.

**Actual behavior:**

No error or warning is emitted, so any typos in the path won't have a problem until running the app.

**Playground Link:** <!-- A link to a TypeScript Playground "Share" link which demonstrates this behavior --> 

**Related Issues:**
Repository: three.js
Issue: CubeTexture Support for the Threejs Editor
Labels: Enhancement,Editor

This is a feature request.

For a long time, threejs editor has been lacking the support of `CubeTexture`. 
Not just for importing but exporting as well. 

I'm assuming that many people would love this feature.

Most of the time, we have to go through threejs editor in order to create a scene with proper textures and materials and use it as an asset for the app development. But the lack of CubeTexture makes the app development slightly tricky. 

I'm aware that it's not a straightforward feature and may require a CubeTexture UI Panel, changes in .toJson and .fromJson in the editor and also the changes in the ObjectLoader and some more local storage related adjustments. 

However, I believe if this feature gets added, the editor will become more powerful then ever.

Let me if this request qualifies to be a feature request in upcoming revision?
Repository: flutter
Issue: [Widget Request] BasicApp
Labels: c: new feature,framework,P3,team-framework,triaged-framework

Maybe something like this already exists and I've just missed it.

What would be very useful is a simple bare bones "App" widget (no navigation, nothing) for creating single view app. Basically, something that just sets the text direction and locale etc (a stripped down version of WidgetsApp).
Repository: three.js
Issue: Texture panel for all textures in Threejs Editor
Labels: Enhancement,Editor

Hello Everyone,

Hope you all would find this feature request interesting.

At this point, threejs editor supports the texture implementation but there is no easier way to set various texture properties like anisotropy, filters, repeat, offset etc. 

I would propose a texture panel to have all the texture properties for each selected object and its texture type.

This will ease up the process of scene and asset creation. Without this feature, the material and texture assignment panels look somewhat incomplete.

I'm sure that this feature will be highly valuable for so many different people and will make the editor more powerful than ever.

Let me know if this feature makes any sense. Will be glad to have a positive response.
Repository: godot
Issue: Floating point values in the inspector are forcibly rounded to 3 decimal places
Labels: discussion,topic:editor,confirmed

**Godot version:**
3.0.2

**OS/device including version:**
Arch Linux

**Issue description:**
<!-- What happened, and what was expected. -->
Fractional numbers, when entered in the inspector of the editor, e.g. for the `Height` of a `CapsuleShape`, are rounded to two decimal places. For example, when entering 2.022 it will be rounded to 2.02 and when entering and 5.555 will be rounded to 5.56.

The issue could be mitigated by assuming different units, e.g. assuming 1 unit = 1 cm instead of 1 meter. 5.555 would become 55.55 and that would be fine (two decimal places now). However, this again does not work for more fractional places, e.g. 1/3. Additionally, the editor seems to be optimized for something like 1 unit = 1 meter or at least 1 ft because the zoom feature (mouse wheel) does not allow zooming out far enough to make it work with cm or inches.

My suggestion is to not round the values at all and leave them at 32 bit IEEE 754 representation. I don't see any benefit from forcing to round the values. Alternatively, allow setting the decimal places via the preferences menu.

**Steps to reproduce:**
1. Create a `CollisionShape` node and set it to `CapsuleShape`
2. Enter 5.555 as height value and accept
3. Observe the value changing to 5.56
Repository: every-programmer-should-know
Issue: What about Network ?
Labels: Needs some ❤️,good first issue
Repository: pytorch
Issue: [feature request] Stochastic Variance Reduced Gradient (SVRG) optimizer
Labels: feature,module: optimizer,triaged,needs research

I'm currently working on neural networks for my Master's thesis and I stumbled upon the optimizer described in this paper:
https://papers.nips.cc/paper/4937-accelerating-stochastic-gradient-descent-using-predictive-variance-reduction.pdf
and I managed to make an implementation for myself and I thought I could contribute it if it is accepted by the community.
There is one thing about this optimizer that makes it a bit tougher than others. And that is the fact that it uses two sets of parameters ( which means two models in my implementation ): the main ones and a snapshot of the main taken every few epochs, and that are used to reduce the variance of the optimization.

cc @vincentqb
Repository: pytorch
Issue: [caffe2] GANs
Labels: caffe2

Is it possible to develop a Generative Adversial Network with caffe2?

I'm struggling a bit on how to give the gradient of the discriminator to the generator.
Is there any minimal example?

Thanks
Repository: pytorch
Issue: Autogenerate code example / tutorial outputs in documentation
Labels: todo,module: docs,good first issue,triaged,module: doc infra

It would be nice to have an automated way of doing the following:
- Generates output of code examples and includes it in the docs
- Error or warn if any of the code examples don't run (or crash) so it's easy to identify what to fix

Something like [nbsphinx](https://nbsphinx.readthedocs.io/en/0.3.2/) does both of the above.