sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Support flutter run -d all when using different compilers
Labels: tool,platform-fuchsia,platform-web,P3,team-web,triaged-web

Currently the flutter tool assumes that it can share a single resident runner across an arbitrary number of FlutterDevice types. With the introduction of the web and fuchsia, this will no longer be the case, as each will require a slightly different resident runner implementation.

We need to make the following tooling changes to support these features:
  - Each device should know how to build the dart code for its platform. This might be implemented via an enum or flag, for example.
  - A new manager interface will decide, given a set of devices, which ones can share a resident_runner and handle instantiating that runner.
  - This will also have to handle sending the command line/daemon signals to each device.
  - Remove FlutterDevice type, which only adds an indirection once this change is made.
Repository: kubernetes
Issue: Next steps after Events API v1beta1: migrate all components; event style guide; pipeline for persistent event storage
Labels: sig/scalability,kind/feature,sig/instrumentation,lifecycle/frozen

**Overview**:
After [kubernetes/enhancements#383](https://github.com/kubernetes/enhancements/issues/383) is implemented ([#65782](https://github.com/kubernetes/kubernetes/pull/65782)), new v1beta1 events API will be ready to use. ([Latest approved design doc](https://github.com/kubernetes/community/blob/master/contributors/design-proposals/instrumentation/events-redesign.md))
However, to achieve the end goal - "make events **useful** and **safe**", we still have couple steps to take.
This is the umbrella tracking issue to cover all next steps we have in our mind now.

**Proposed next steps**:

1. Migrate all k8s components to use new events API.

Any k8s components emitting events now need to be migrated to use new event API.
Since old event package lives in "k8s.io/client-go/tools/record". A quick code search finds ~235 places depending on this package. It includes controller-manager, kube-scheduler, kubelet, etc.

2. Propose a "K8s events style guide", get community adoption and enforce an API-like review process for future major event updates.

The approved design mentioned "all new Events will need to go through API-like review (process will be described in the style guide)", but didn't have concrete proposal. We need to finish this event style guide and establish a review process for event change.
Without this, events are informational and can't be used reliably in prod. Needless to say, they won't be able to be digested and used by downstream monitoring & logging products.

3. Build events publisher / subscriber infrastructure for downstream consumption.

With this mechanism, people (OSS / cloud vendors) can build persistent event storage, use events as signals for troubleshooting products, etc.

**Contributors**
Above proposals are based on several offline discussions among @yastij, @shoucongc, and @wojtek-t
Repository: godot
Issue: Change missing scene to self cause editor silently crash
Labels: bug,topic:editor,confirmed

**Godot version:**
3.2 5823b5d
3.2.3 rc 2


**OS/device including version:**
Linux Mint 19

**Issue description:**
When I set one of missing scene to root scene, then editor crash after a while. Shouldn't be possible to attach scene to itself.
Probably crash will happen if someone change scene directly in .tscn file(via text editor) because Godot doesn't seems to validate if children of scene is not root.

 
![Zrzut ekranu z 2019-04-16 22-35-21](https://user-images.githubusercontent.com/41945903/56243285-84c14700-609a-11e9-8cbe-9e0374a5a8d8.png)
![Zrzut ekranu z 2019-04-16 22-43-55](https://user-images.githubusercontent.com/41945903/56243289-868b0a80-609a-11e9-8af0-62da78685560.png)

**Steps to reproduce**
1. Create and save Spatial.tscn scene
2. Create and save Node2D.tscn scene
3. Add saved previously Node2D as child of Spatial
4. Close all scenes
5. Delete Node2D scene
6. Open Spatial.tscn scene
7. Click Fix Dependiences and set to missing scene Spatial.tscn
8. Click Open anyway
9. Crash

![jfile](https://user-images.githubusercontent.com/41945903/89703290-6e9f6000-d949-11ea-8ecc-61f6aab43702.gif)

**Minimal project**
[missing.zip](https://github.com/godotengine/godot/files/5044713/missing.zip)
Repository: go
Issue: cmd/compile: run escape analysis on SSA form
Labels: NeedsInvestigation,compiler/runtime

Placeholder issue for discussion about running escape analysis on SSA form instead of the Node AST. I don't expect us to get to this for quite a while, but I think it's useful to have a single issue for cross-referencing related issues.
Repository: go
Issue: test: fixedbugs/issue30908.go failing on Plan 9
Labels: help wanted,OS-Plan9,NeedsInvestigation

CL [168957](https://golang.org/cl/168957) added `fixedbugs/issue30908.go`. This test is failing on Plan 9.

```
cpu% go run run.go -- fixedbugs/issue30908.go
# go run run.go -- fixedbugs/issue30908.go
exit status: 'go 527129: 1'
cmd/link: while reading object for 'a': duplicate symbol 'go.info.go.builtin.error.Error', previous def at 'runtime', with mismatched payload: new length 52 != old length 40
cmd/link: while reading object for 'bytes': duplicate symbol 'go.isstmt.go.builtin.error.Error', previous def at 'a', with mismatched payload: new length 0 != old length 15
cmd/link: while reading object for 'path/filepath': duplicate symbol 'go.isstmt.go.builtin.error.Error', previous def at 'a', with mismatched payload: new length 0 != old length 15
cmd/link: while reading object for 'strconv': duplicate symbol 'go.isstmt.go.builtin.error.Error', previous def at 'a', with mismatched payload: new length 0 != old length 15
cmd/link: while reading object for 'strings': duplicate symbol 'go.isstmt.go.builtin.error.Error', previous def at 'a', with mismatched payload: new length 0 != old length 15

FAIL	fixedbugs/issue30908.go	1.099s
exit status: 'run 527104: 1'
```
Repository: TypeScript
Issue: error TS5071: Option '--resolveJsonModule' can only be specified when module code generation is 'commonjs', 'amd', 'es2015' or 'esNext'
Labels: Suggestion,Awaiting More Feedback

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Please help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ: https://github.com/Microsoft/TypeScript/wiki/FAQ

Please fill in the *entire* template below.
-->

<!-- Please try to reproduce the issue with `typescript@next`. It may have already been fixed. -->
**TypeScript Version:**  3.4.3

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** TS5071

**Expected behavior:**
Should compile for module: 'system'. I use a json-loader plugin within systemJS to load these json files. Earlier we used the `.d.ts` for json but with the latest upgrade it fails with the above error.

**Related Issues:** <!-- Did you find other bugs that looked similar? -->
https://github.com/Microsoft/TypeScript/issues/26224
Repository: TypeScript
Issue: Declaring index signature based on property type gives invalid error
Labels: Bug

**TypeScript Version:**  latest, demonstrable on playground (links below)

**Search Terms:** index signature diagnostics property type

**Code**:

```ts

interface BaseNode {
  kind: string;
  [key: string]: string | TokenNode["data"];
}

interface TokenNode extends BaseNode {
  kind: 'token';
  data: TokenData;
}

interface TokenData {
  offset: number;
  width: number;
  leading_width: number;
  trailing_width: number;
}
```

**Expected behavior:**

No errors, as the code is correct.

**Actual behavior:**

An error on interface `TokenNode`:
```
Interface 'TokenNode' incorrectly extends interface 'BaseNode'.
  Index signature is missing in type 'TokenNode'.
```
**HOWEVER** if I change `TokenNode["data"]` to its value `TokenData`, the error goes away.

**Playground Link:**

[Code above displaying the error](https://www.typescriptlang.org/play/#src=%0D%0Ainterface%20BaseNode%20%7B%0D%0A%20%20kind%3A%20string%3B%0D%0A%20%20%5Bkey%3A%20string%5D%3A%20string%20%7C%20TokenNode%5B%22data%22%5D%3B%0D%0A%7D%0D%0A%0D%0Ainterface%20TokenNode%20extends%20BaseNode%20%7B%0D%0A%20%20kind%3A%20'token'%3B%0D%0A%20%20data%3A%20TokenData%3B%0D%0A%7D%0D%0A%0D%0Ainterface%20TokenData%20%7B%0D%0A%20%20offset%3A%20number%3B%0D%0A%20%20width%3A%20number%3B%0D%0A%20%20leading_width%3A%20number%3B%0D%0A%20%20trailing_width%3A%20number%3B%0D%0A%7D%0D%0A)
[Code above with the fix, no errors](https://www.typescriptlang.org/play/#src=%0D%0Ainterface%20BaseNode%20%7B%0D%0A%20%20kind%3A%20string%3B%0D%0A%20%20%5Bkey%3A%20string%5D%3A%20string%20%7C%20TokenData%3B%0D%0A%7D%0D%0A%0D%0Ainterface%20TokenNode%20extends%20BaseNode%20%7B%0D%0A%20%20kind%3A%20'token'%3B%0D%0A%20%20data%3A%20TokenData%3B%0D%0A%7D%0D%0A%0D%0Ainterface%20TokenData%20%7B%0D%0A%20%20offset%3A%20number%3B%0D%0A%20%20width%3A%20number%3B%0D%0A%20%20leading_width%3A%20number%3B%0D%0A%20%20trailing_width%3A%20number%3B%0D%0A%7D%0D%0A)
Repository: TypeScript
Issue: Make `DOMStringList` generic
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 read the FAQ first, especially the "Common Feature Requests" section.

-->

## Search Terms

DOMStringList, DOMStringMap, DOMString

<!-- 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 be nice if `DOMStringList` had an optional generic so that a more restricted string type could be used for the list item type. The generic could default to `string` so that existing code using the type does not break.

The implementation would be along the lines of:
```ts
interface DOMStringList<T extends string = string> {
    readonly length: number;
    contains(string: T): boolean;
    item(index: number): T | null;
    [index: number]: T;
}
```

<!-- A summary of what you'd like to see added or changed -->

## Use Cases

Libraries that wrap native DOM methods may return the `DOMStringList`s but want more strict types.

## Examples

```ts
const dbOpenRequest = indexedDB.open("store", 1);

dbOpenRequest.onupgradeneeded = () => {
  const db = dbOpenRequest.result;
  db.createObjectStore('fruits');
  db.createObjectStore('meats');
}

dbOpenRequest.onsuccess = () => {
  const db = dbOpenRequest.result;
  const storeNames = db.objectStoreNames as DOMStringList<'fruits' | 'meats'>;
};
```

<!-- 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: go
Issue: x/tools/go/ssa: SrcFuncs is missing top-level anonymous functions
Labels: NeedsFix,Tools

buildssa walks the AST, collecting all *ast.FuncDecl and all anonymous functions declared inside of those. This misses top-level anonymous functions a la

```
package pkg

var Fn = func() {}
```

Such a function is owned by the init function, which has no syntactic representation in the AST.

/cc @ianthehat
Repository: pytorch
Issue: CUDA optimization: using `__restrict__` whenever possible
Labels: module: cuda,triaged

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->

## Motivation

to increase throughput

## Pitch
for every feasible CUDA kernel, take input as `THCDeviceTensor<T, DIM, IndexT, RestrictPtrTraits>` instead of `DefaultPtrTraits` in order to add `__restrict__` keyword to the device tensors. This alone seems to increase throughput about 3~5%. The increase of throughput is tested with upsampling bilinear code.

## Alternatives

<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->

## Additional context

<!-- Add any other context or screenshots about the feature request here. -->
Repository: godot
Issue: Sync Script Changes Does Not Resume After Error in Code is Fixed
Labels: enhancement,topic:editor,usability

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.1


**OS/device including version:**
Mac OS Sierra 10.12.6


**Issue description:**
<!-- What happened, and what was expected. -->
When sync script changes is turned on from the debug menu, it works as expected. However, if their is a bug in the code, execution is paused. This is what should happen, but afterwards execution should be resumed. Instead the user has to manually resume execution after fixing the bug. I realized this while watching GDQuest's [video](https://youtu.be/oNNaMQtqHMU?t=286). I have linked to the part in the video where he explains this issue basically explaining everything I have already written.

I tried to fix this issue myself, as I feel it shouldn't be too hard to implement, but I've never contributed to a project this big, and I simply can not figure out where the code is that is doing this. If anybody might be able to point me in the right direction I might be able to try and fix this issue. Otherwise, here's a minor issue that may be worth taking a look at.


**Steps to reproduce:**
Create a test scene and attach a script to the root node. Write a small program in the script such as:
```
func _process(delta):
     print("test")
```
Make sure that sync script changes is checked in the debug drop down menu in the top left corner of the editor, and then run the scene. Go back into the editor and create a bug in the code such as:
```
func _process(delta):
     print("test
```
This will pause execution as expected. Now fix the error in the code. Execution will not be resumed after fixing the error.


**Minimal reproduction project:**
<!-- Recommended as it greatly speeds up debugging. Drag and drop a zip archive to upload it. -->
[Sync Script Changes Issue.zip](https://github.com/godotengine/godot/files/3087922/Sync.Script.Changes.Issue.zip)
Repository: neovim
Issue: floating :pedit (Vim's `:help preview-popup`)
Labels: enhancement,has:vim-patch,core,floatwin

First of all, sorry if this has been suggested before, I haven't found anything about it, but there's a lot of issues on here regarding floating windows, and it's a tricky subject to search...

I recently wrote a short [blog article](https://www.zingiber.nl/blog/hacking-neovims-new-floating-windows/) about a simple, generic workflow tweak that leverages floating window support. In short, I really liked the idea of using floating windows on top of (both literally and figuratively) regular split windows. It would basically allow me to toggle an additional floating window that i could use for whatever buffer (scratch, terminal, any file) I wanted at the time. This allows for a lot of flexibility in my workflow. The article shows a very simple (and quite hacky) plugin, that implemented this the way i pictured it.

I linked this article on the subreddit, and I was asked to open an issue regarding my suggested workflow. For completeness sake, this is how I described it in the article:

- one simple keyboard mapping that shows a floating window over all the other split windows
- by default, it will simply show the buffer that was active when using the keyboard mapping
- opening other files, loading other buffers etc. should work the same as always (vim-vinegar is excellent for this)
- this floating window can be closed normally, or by hitting the mapping again
- closing the window won't actually delete the buffer, and when hitting the mapping again, will pull up the buffer you last looked at
Repository: flutter
Issue: PageView should preload pages
Labels: c: new feature,framework,a: accessibility,f: scrolling,customer: crowd,P3,team-framework,triaged-framework

Page view should preload at least its next page otherwise user can experience delay when changing pages. In the following example I'm using larger images ~5mb. I'm aware that there are already topics that image load is slow, but I can imagine there are other examples to demonstrate this problem with page view as well. Did try release, still an issue. Tested on iOS device + simulator.

## Steps to Reproduce



```
import 'package:flutter/material.dart';

void main() => runApp(MyApp());

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  MyHomePage({Key key, this.title}) : super(key: key);

  final String title;

  @override
  _MyHomePageState createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  @override
  void initState() {
    super.initState();
  }

  @override
  Widget build(BuildContext context) {
    return PageView.builder(
      itemBuilder: (context, index) {
        return Image.asset(
          'lib/photo$index.png',
          fit: BoxFit.cover,
        );
      },
      itemCount: 4,
    );
  }
}
```

## Logs

```
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel beta, v1.4.9-hotfix.1, on Mac OS X 10.14.3 18D109, locale en-US)
 
[✓] Android toolchain - develop for Android devices (Android SDK version 28.0.3)
[✓] iOS toolchain - develop for iOS devices (Xcode 10.2)
[✓] Android Studio (version 3.3)
[!] IntelliJ IDEA Ultimate Edition (version 2018.1.2)
    ✗ Flutter plugin not installed; this adds Flutter specific functionality.
    ✗ Dart plugin not installed; this adds Dart specific functionality.
[✓] Connected device (2 available)
```
Repository: go
Issue: compress/flate: implement partial flush
Labels: help wanted,NeedsFix,FeatureRequest

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

go-1.11.5

while trying to implement zlib compression for SSH (by internal Google request, 
https://github.com/golang/go/issues/31369), I stumbled on lack of support for partial flush.

partial flush is described more precisely here: https://www.bolet.org/~pornin/deflate-flush.html (look for Z_PARTIAL_FLUSH). While this is deprecated functionality, it has also made its way into the SSH RFC.

For the write side, it looks like I can't truncate the sync marker from a full flush to get the same effect.

For the read side, feeding packets from OpenSSH into zlib.Reader leads to errors ("unexpected EOF").
Repository: pytorch
Issue: Different behavior when trace model.
Labels: oncall: jit,triaged

## 🐛 Bug

When I use torch.jit.trace() to trace a model, it gives me different results with same code.

## To Reproduce

I write a simple test example
```python
import torch.nn as nn
import torch


class Net(nn.Module):

    def __init__(self):
        super(Net, self).__init__()
        print()

    def set_test_name(self, name):
        self.test_name = name

    def forward(self, input):
        print(self.test_name, ':', input.shape[2], '\n')
        output = input
        return output


if __name__ == '__main__':
    model = Net()
    model.eval()
    inputs = torch.ones(1, 1, 32, 160)

    model.set_test_name('predict')
    output = model(inputs)

    model.set_test_name('trace')
    traced = torch.jit.trace(model, inputs)
    traced.save('stm.pt')
```

## Expected behavior
it should print this
```
predict : 32
trace : 32
trace : 32
trace : 32
```
yet it gives me :
```
C:\ProgramData\Anaconda3\lib\site-packages\torch\tensor.py:427: RuntimeWarning: Iterating over a tensor might cause the trace to be incorrect. Passing a tensor of different shape won't change the number of iterations executed (and might lead to errors or silently give incorrect results).
predict : 32 

trace : tensor(32) 

  'incorrect results).', category=RuntimeWarning)
trace : tensor(32) 

trace : 32 
```
As you can see, the type of input.shape[2] is different.
## Environment

 - PyTorch Version (e.g., 1.0): 1.0.1
 - OS (e.g., Linux): Win10
 - How you installed PyTorch (`conda`, `pip`, source): conda
 - Python version: 3.7.1



cc @suo
Repository: flutter
Issue: Icon button with padding with wrong splash and highlight position
Labels: framework,f: material design,a: quality,has reproducible steps,P2,found in release: 3.3,found in release: 3.7,team-design,triaged-design

I am using an IconButton on my application like this:

```dart
IconButton(
                    // highlightColor: Colors.transparent,
                    // splashColor: Colors.transparent,
                    padding: EdgeInsets.only(top: 32),
                    icon: Icon(
                      Icons.next_week,
                      color: Color(0xFF282828),
                      size: 42,
                    ),
                    onPressed: () {},
                  ),
```

And i have to remove splash and highlight because it is showing where the button was before padding and it very wrong. Also, since the button is size 42 (too big) the splash is also wrong without padding.

<details> 
<summary>flutter doctor -v</summary> 

```bash
[✓] Flutter (Channel beta, v1.4.9-hotfix.1, on Mac OS X 10.14.4 18E226, locale
    pt-BR)
    • Flutter version 1.4.9-hotfix.1 at /Users/danvilela/Code/flutter
    • Framework revision 88fa7ea403 (6 days ago), 2019-04-11 14:01:46 -0700
    • Engine revision 4737fc5cd8
    • Dart version 2.2.1 (build 2.2.1-dev.4.0 None)

 
[✓] Android toolchain - develop for Android devices (Android SDK version 28.0.3)
    • Android SDK at /Users/danvilela/Library/Android/sdk
    • Android NDK location not configured (optional; useful for native profiling
      support)
    • Platform android-28, build-tools 28.0.3
    • Java binary at: /Applications/Android
      Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build
      1.8.0_152-release-1248-b01)
    • All Android licenses accepted.

[✓] iOS toolchain - develop for iOS devices (Xcode 10.2)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 10.2, Build version 10E125
    • ios-deploy 1.9.4
    • CocoaPods version 1.6.1

[✓] Android Studio (version 3.3)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin version 34.0.1
    • Dart plugin version 182.5215
    • Java version OpenJDK Runtime Environment (build
      1.8.0_152-release-1248-b01)

[✓] IntelliJ IDEA Community Edition (version 2018.2.2)
    • IntelliJ at /Applications/IntelliJ IDEA CE.app
    • Flutter plugin version 27.1.3
    • Dart plugin version 182.4129.13

[✓] VS Code (version 1.33.1)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 2.25.1

[✓] Connected device (1 available)
    • iPhone 8 • D8370516-7F68-4767-964E-69699A49D3DC • ios •
      com.apple.CoreSimulator.SimRuntime.iOS-12-2 (simulator)

• No issues found!
```

</details>