sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: opencv
Issue: Assertion Failed on Batch with EfficientNetB0 (TF)
Labels: bug,category: dnn

##### System information (version)
- OpenCV => 4.3.0-dev
- Operating System / Platform => Ubuntu 18.04
- Compiler => Python 3.6.8

##### Detailed description

Using OpenCV DNN with an EfficientNetB0 saved using Tensorflow I can input a batch of 1 image but it breaks while doing the forward when I input a batch higher than that. The error is:

> Traceback (most recent call last):
>   File "efficientnet_batch_error.py", line 18, in <module>
>     output = model.forward(output_layers)
> cv2.error: OpenCV(4.3.0-dev) /home/computer/workspace/opencv/modules/dnn/include/opencv2/dnn/shape_utils.hpp:171: error: (-215:Assertion failed) start <= (int)shape.size() && end <= (int)shape.size() && start <= end in function 'total'

##### Steps to reproduce

```
from cv2 import dnn
import numpy as np


model_bytes = open('b0.pb', 'rb').read()
model = dnn.readNetFromTensorflow(model_bytes)
del model_bytes
ln = model.getLayerNames()
output_layers = [ln[i[0] - 1] for i in model.getUnconnectedOutLayers()]
output_layers = output_layers[-1]

# This works
input_images = np.random.random((1, 3, 224, 224))
model.setInput(input_images)
output = model.forward(output_layers)
print(output.shape)

# This breaks
input_images = np.random.random((32, 3, 224, 224))
model.setInput(input_images)
output = model.forward(output_layers)
print(output.shape)
```

The model can be found [here](https://drive.google.com/open?id=1xnV2uydgaUffVTCwBhz51qN2qcZKunVa).
Repository: godot
Issue: Mouse exited signal gets emitted upon moving the mouse (On a Control node) after pausing
Labels: bug,topic:core,confirmed,topic:gui

**Godot version:**
Godot 3.2.1.stable

**OS/device including version:**
Windows 10 1909

**Issue description:**
The mouse exited signal gets emitted upon moving the mouse when the game was paused and the mouse is on a UI node blocking the mouse.

**Steps to reproduce:**
- Create a KinematicBody2D 
- Make it pickable
- Attach mouse entered / mouse exited signals
- Add a way to pause your game
- Upon pausing show a ColorRect which takes up the whole screen with Mouse Filter set to Pass/Stop
- Play
- Enter the KinematicBody2D
- Pause the game
- Move the mouse

**Minimal reproduction project:**
https://drive.google.com/file/d/1cOBPeKE4dtqZXh15ciZTOG5fytpBnLhq/view?usp=sharing
Repository: godot
Issue: Can't use arrows in ItemList after pressing a letter
Labels: bug,discussion,confirmed,usability,topic:gui

**Godot version:**
3.2.1

**Issue description:**
When you click ItemList, you can move through elements with arrow keys. But you can't anymore after pressing a letter to search something. You need to click again or wait few secs.

After checking the code, seems like incremental search has a separate path for arrow keys, but I don't much understand what is it for. In the end it just blocks arrow keys after searching.

**Steps to reproduce:**
1. Create ItemList with some elements
2. Press some letter
3. Try to use arrow keys
Repository: flutter
Issue: video_player does not support interlaced video streams.
Labels: c: new feature,d: api docs,p: video_player,package,team-ecosystem,P3,triaged-ecosystem

I have tried Video Player plug-in for Flutter( video_player 0.10.8+1) example code on Android platform with video stream that is interlaced, and was sadly surprised that it does not de-interlace the video...
Tried the same stream with Exoplayer and it does the job. 

so I am little confused as i know that video_player uses exoplayer on Android...

Could it be related to flutter architecture?
Any suggestions?
Repository: vscode
Issue: Investigate into JAWS support
Labels: accessibility,windows,editor-core,under-discussion

Look into how VS Code works with JAWS and identify the current limitations.

@GS-Avaluka feedback is very welcome
Repository: godot
Issue: Wrong blending in-between two AnimationNodeStateMachine-states
Labels: bug,topic:core

**Godot version:**
3.2.1.stable

**OS/device including version:**
Lenovo Yoga 730-13IKB (Windows 10)

**Issue description:**
![ezgif com-video-to-gif](https://user-images.githubusercontent.com/56698992/79229023-ab0ef380-7e62-11ea-9399-09407271c1c4.gif)
**In an immidiate transition in-between two animation nodes, the add_amount is changed.** 
As you can see in the upper GIF, the two arms of the player are raised during the blending from one to another state although there is no need to take such a long detour because the arms are down in both states. 
This is the BlendTree inside the "CLIMB"-state and it seems like the two add_amount factors are lowered during the blending in-between the states are lowered from 1 to 0.8. 
![CLIMB-State](https://user-images.githubusercontent.com/56698992/79229733-ce866e00-7e63-11ea-8963-34d2f66472e9.PNG)

**Steps to reproduce:**
After you opened the project, open the AnimationTree in the "Spatial.tscn" scene. Go into the AnimationTree "go_off_road" and set "Seek/seek_position" to 1.
If you retrun now and click on the play-button of the state with immidiate traveling activated you can see how the sphere is going off the road which is wrong because it says in the AnimationTree "go_off_road" is added with the add_amount of 1.

**Minimal reproduction project:**
[WrongAnimationBlending.zip](https://github.com/godotengine/godot/files/4475548/WrongAnimationBlending.zip)
Repository: opencv
Issue: Possible error in documentation of initUndistortRectifyMap
Labels: category: documentation,category: calib3d,RFC

OpenCV 4.2 (but valid also for other versions).

In the documentation of `initUndistortRectifyMap()` we find:

> In case of a stereo camera, this function is called twice: once for each camera head, after stereoRectify, which in its turn is called after stereoCalibrate. But if the stereo camera was not calibrated, it is still possible to compute the rectification transformations directly from the fundamental matrix using stereoRectifyUncalibrated. For each camera, the function computes homography H as the rectification transformation in a pixel domain, not a rotation matrix R in 3D space. **R can be computed from H as**
> R = cameraMatrix^(−1) ⋅ H ⋅ cameraMatrix
> **where cameraMatrix can be chosen arbitrarily**.

But, in the general pinhole camera model we have:

`cameraMatrix ⋅ [R0 | t0]`

where `[R0 | t0]` is the extrinsic 3x4 matrix.

Then we apply a rectification homography H (e.g. computed with Loop-Zhang algorithm) in the pixel domain, and after that we choose an arbitrary `newCameraMatrix` to show the image within the frame. Then the final projection matrix is:

`newCameraMatrix ⋅ H ⋅ cameraMatrix ⋅ [R0 | t0]`

So, for my understanding, the rotation in 3D space is only `H ⋅ cameraMatrix` and it should be wrong to write `R = cameraMatrix^(−1) ⋅ H ⋅ cameraMatrix` as in the documentation, simply because the right cameraMatrix is not arbitrary, it's the camera one, while the left one is actually arbitrary.

Please correct me if I am wrong.

Thanks.
Repository: flutter
Issue: [google_maps_flutter] Should have a callback when map finished rendering
Labels: c: new feature,platform-android,platform-ios,p: maps,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

Google map package should expose the API to notify when the map finished rendering. This is to be distinguish with [onMapCreated](https://github.com/flutter/packages/blob/main/packages/google_maps_flutter/google_maps_flutter/lib/src/google_map.dart#L94). [onMapCreated] is called when the view is ready, not necessarily when the content of the map is rendered.

[`mapViewDidFinishTileRendering`](https://developers.google.com/maps/documentation/ios-sdk/reference/protocol_g_m_s_map_view_delegate-p#adaaa744f353baf4fc3f41b3b6801fba5): on iOS.
[`onMapLoaded`](https://developers.google.com/android/reference/com/google/android/gms/maps/GoogleMap.OnMapLoadedCallback): on Android.
Repository: go
Issue: x/mobile/cmd: Applications are signed with insecure hash algorithm (SHA1)
Labels: help wanted,NeedsFix,mobile

### Note:

Please note that I am opening this security issue publicly after initially reporting the issues over email to the great people over at the Golang security team and then being told to open it here due to gomobile not being an officially supported project.

### Description:

I decided to take a look at the signing of the gomobile tsuggestool and I managed to find out that applications currently are signed with SHA1 hashes in the [cmd/gomobile/cert.go](https://github.com/golang/mobile/blob/master/cmd/gomobile/cert.go) and [cmd/gomobile/writer.go](https://github.com/golang/mobile/blob/master/cmd/gomobile/writer.go) files. It has, since 2005, been treated as insecure and should be replaced as soon as possible due to the possible collision attacks that attackers could use to make it look like (in this case) as if the application hasn't been tampered with, but might have been. This means that an practice, an attacker could sneak in attacks and avoiding the checksum checks for the application.

From the looks of it, the supported checksum algorithms in the v1 signing scheme for Android are MD5, SHA1 and SHA-256. As both MD5 and SHA1 have been cracked using collision attacks in the latest years, I highly suggest moving over to SHA-256 for signing all the applications as it has yet to be cracked.

### What operating system and processor architecture are you using (`go env`)?

Linux but compiling to mobile per description above.

### What did you expect to see?

Signing applications and producing a checksum using a secure hashing algorithm, without known collision attacks.

### What did you see instead?

Use of SHA1 as an insecure cryptographic primitive when signing applications.
Repository: go
Issue: x/mobile: Add support for signing Android applications using v2+ scheme
Labels: help wanted,NeedsFix,mobile

### Note:

This was suggested as part of the security issue filed as part of #38438 and might be relevant.

### Description:

The signing of Android applications in gomobile is currently using the old v1 signing scheme and not the new and improved v2 or v3 schemes that have been available for quite some time now. See the [Application Signing](https://source.android.com/security/apksigning/) documentation for more information regarding the various signing schemes.

The v2+ schemes introduce both security and performance improvements and could be beneficial for improving the application signing. There are two way that this could be done due to v2+ being compatible on older Android phones as long as applications are signed with both (or possibly all three) protocols. This means that we could fix the security issue mentioned in #38438 and still sign with the v1 scheme for supporting Android 7 and below, but also sign with v2+ for better security and install performance on newer versions. Another possible way to solve it would be to drop support for v1 and just support v2+ and thus Android 7 and newer. The choice of the best option depends on how you look at it, but I will leave that to someone else to decide.
Repository: material-ui
Issue: [docs] Missing component name API section for components
Labels: core,scope: docs-infra

In #20434, a Component Name section was added to many components.

Unfortunately, the section seems to be missing for the following components:

* ClickAwayListener
* Fade
* Grow
* Hidden
* MenuList
* Modal
* NoSsr
* Popper
* Portal
* RadioGroup
* RootRef
* Slide
* SwipeableDrawer
* TextareaAutosize
* TouchRipple
* Zoom
Repository: rust
Issue: "constant expression depends on a generic parameter" error can be improved.
Labels: C-enhancement,A-diagnostics,T-compiler,A-const-eval,PG-const-generics

Original discussion happened at https://github.com/rust-lang/rust/pull/70452#discussion_r399406715.

<hr/>

This was my last proposal in that comment thread (https://github.com/rust-lang/rust/pull/70452#discussion_r399580683):
> So perhaps a better phrasing for the error itself might be "cannot prove/determine/guarantee/etc. that constant expression will evaluate successfully" and then we can search its `Substs` for type/const parameters and list them out to give the more helpful information.
> 
> We should also link [`https://github.com/rust-lang/rust/issues/68436`](https://github.com/rust-lang/rust/issues/68436), in some sort of help messaging along the lines of "there is no way to currently write the necessary `where` clause, watch this space".

cc @rust-lang/wg-diagnostics @varkor @yodaldevoid
Repository: flutter
Issue: Calling layout from performResize should throw assert
Labels: framework,a: error message,P2,team-framework,triaged-framework

Calling `layout` on a child from within `performResize` is illegal, `performResize` is only allowed to operate on the given constraints, see https://master-api.flutter.dev/flutter/rendering/RenderBox/performResize.html.
Repository: rust
Issue: [rustdoc] Remove object methods coming from trait impls in search results?
Labels: T-rustdoc,C-discussion,A-rustdoc-search,A-trait-objects

Currently, if an object `A` implements a trait `B`, the search will show both `A::whatever` and `B::whatever`. I think this might be a bit too much. Removing this would in addition makes the search-index file ligher.

What do you think @rust-lang/rustdoc ?
Repository: go
Issue: net/mail: mail.ParseAddress() does not handle comments correctly
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
go version go1.14.2 linux/amd64
go go1.13.7 playground
</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
GO111MODULE="on"
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/rmccoll/.cache/go-build"
GOENV="/home/rmccoll/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/rmccoll/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build270827567=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

https://play.golang.org/p/SGqTDFa_wVA

```
package main

import (
	"fmt"
	"net/mail"
)

func main() {
	m, err := mail.ParseAddress(`Pete(A nice \) chap) <pete(his account)@silly.test(his host)>`)
	fmt.Println(m, err)
}
```

### What did you expect to see?

As much as I would like it not to be, I believe this is a valid address perf RFC 5322. It is included as an example in Appendix A.5  White Space, Comments, and Other Oddities https://tools.ietf.org/html/rfc5322#appendix-A.5

```
"Pete" <pete@silly.test> <nil>
```

### What did you see instead?

```
<nil> mail: missing @ in addr-spec
```
Repository: pytorch
Issue: TorchScript Support for Named Tensors
Labels: triage review,oncall: jit,triaged

## 🚀 Feature
Currently, the JIT doesn't seem to support named tensors. When tracing or scripting a module, an error is thrown about TorchScript not supporting named tensors.
 
Currently, trying to script a module using `align_to` gives:
```python-traceback
RuntimeError: 
Tried to access nonexistent attribute or method 'align_to' of type 'Tensor'.:
  File "<ipython-input-85-f71c2bbde53b>", line 4
    def forward(self, x):
        return x.align_to('A', 'B')
               ~~~~~~~~~~ <--- HERE
```
And upon tracing, you get

```python-traceback
RuntimeError: NYI: Named tensors are currently unsupported in TorchScript. As a  workaround please drop names via `tensor = tensor.rename(None)`. (guardAgainstNamedTensor at /opt/conda/conda-bld/pytorch_1579022051443/work/torch/csrc/jit/pybind_utils.h:335)
```

## Motivation
It would be useful to be able use named tensors in scripted modules. It would enable easier interoperatability between modules.

## Pitch
As a start, probably only the `align_to`, `rename` operations and propogation of names in and out of script modules would cover most of our use cases. `flatten` and `unflatten` would also be nice to have.

## Alternatives
Manually adding transpositions and premutes in between modules based on the user's understanding of their conventions. 


cc @suo
Repository: godot
Issue: Mono: Check that min mono version is satisfied before building
Labels: enhancement,topic:buildsystem,topic:dotnet

Hello,

I've just downloaded godot repo and wanted to compile it as mono.
*scons p=x11 tools=yes module_mono_enabled=yes mono_glue=no*

During compilation an error occured:

```c
...
[Initial build] Compiling ==> modules/mono/glue/string_glue.cpp
[Initial build] Compiling ==> modules/mono/glue/string_name_glue.cpp
[Initial build] Compiling ==> modules/mono/mono_gd/gd_mono.cpp
modules/mono/mono_gd/gd_mono.cpp: In member function 'void GDMono::initialize()':
modules/mono/mono_gd/gd_mono.cpp:359:2: error: 'mono_install_unhandled_exception_hook' was not declared in this scope
  mono_install_unhandled_exception_hook(&unhandled_exception_hook, nullptr);
  ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
modules/mono/mono_gd/gd_mono.cpp:359:2: note: suggested alternative: 'mono_print_unhandled_exception'
  mono_install_unhandled_exception_hook(&unhandled_exception_hook, nullptr);
  ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  mono_print_unhandled_exception
scons: *** [modules/mono/mono_gd/gd_mono.linuxbsd.tools.64.o] Error 1
scons: building terminated because of errors.
```

I tried to clone the repository once again but with the same result.
Did somebody make a mistake in master branch or I am doing sth wrong?
(normal compilation without mono is done correctly)
Repository: TypeScript
Issue: Add 'browser' module resolution, type checking native JS module imports
Labels: Suggestion,Awaiting More Feedback

## Search Terms

Disable non-relative modules
Disable absolute module path
Change node_modules folder
Disable node_modules non-relative module lookup

## Suggestion

A compiler option to disable non-relative modules, since these are invalid in the browser, 

May be

- An option to disable `node_modules` lookup
- Or a new `moduleResolution` option: `browser`, with the same behavior as `node` but without looking into `node_modules` and allowing only `*.js` imports

## Use Cases

Now that native JS modules are becoming popular is possible to create web apps without any bundling and/our module path rewriting. Currently this is possible but typescript allows non-relative modules, leaving the task of checking all imports for any invalid path to the user.

[Here](https://github.com/microsoft/TypeScript/issues/15479#issuecomment-300240856) is stated that per design one should write the import path that works at runtime, so is sensible to ask for a way to check for path validation considering that the code will run as-is on the browser

## Examples

```ts
//No problem! Native JS modules supported via pathMapping:
import * from "/web_modules/redux.js"

//ok too
import * from "/src/ui/button.js"; 

//wrong! Non-relative modules are not supported in browser, but typescript allows it (should raise compiler error)
import * from "react";

///wrong! An import without '.js' extension will not be resolved correctly by the browser
import * from "/src/ui/button"
```

## 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: PowerToys
Issue: AutoHotkey and PowerToy improved compatibility
Labels: Area-Quality

We're seeing a lot of AHK conflicts here.  #1958 is where we have an ask to detect conflicting applications like AHK and warn users, however, i feel we should also see if there are things we can do to improve compatibility with it.
Repository: ant-design
Issue: selectTree的节点超过下拉菜单宽度时，希望支持超过的文字用【…】代替
Labels: help wanted,Inactive,3.x


![Capture](https://user-images.githubusercontent.com/4272864/79291045-2f638400-7f00-11ea-9112-4aba501f764d.PNG)
- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### What problem does this feature solve?
tree节点文字过长的问题

### What does the proposed API look like?
在现有基础上增加一种方式，支持超过固定宽度的文字用【…】代替


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: pytorch
Issue: Poor elmenetwise_kernel performance becomes critical on small mini-batch sizes
Labels: module: performance,module: cuda,triaged,module: TensorIterator

I am experiencing a huge slowdown of a CNN training on small mini-batch sizes caused by elementwise_kernels. These kernels are called on optimizer updates: optimizer.zero_grad() and optimizer.step(). I suppose they are responsible for the model weight updates.

I have tested with Pytorch 1.4.0 and with 1.6.0a0+1e22717. 

The plots below show the aggregated time of CUDA kernels of one epoch of the CNN training for a range of mini-batch sizes for the two Pytorch versions. 

![](https://user-images.githubusercontent.com/485462/78657698-21ac6e00-7904-11ea-8e9a-9fe78a5bdff7.png)

![logs_kernels_epochtime](https://user-images.githubusercontent.com/485462/79292944-5d9b9080-7f0d-11ea-8351-bd6973d25db7.png)


Elementwise_kernels have numbers 0, 1, 7... On smaller mini-batch sizes they take about a half of the epoch time. The kernel number 0 takes the largest amount of time among CUDA kernels. It is responsible for optimizer updates. 

There is not much difference between the two Pytorch versions. Please note, that the order and the colours of the kernels on the two plots are different.

Tested on Ubuntu 18.04.3 LTS in a Docker container.
GPU: NVIDIA Quadro P2000
CUDA: 10.1
cuDNN: 7.6.3.30-1
Nvidia driver: 430.64

First reported here: https://github.com/pytorch/pytorch/issues/31975#issuecomment-610302768

cc @VitalyFedyunin @ngimel