sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Connect timeout feature do not work in DDP with TCPStore
Labels: oncall: distributed,triaged

## Issue description
The timeout setting in the function init_process_group in DDP don not work.
I found that after release v1.3.0, the TCPStore initilizaiton function will can connect the server with timeout, but the timeout value is actually set after the TCPStore initialization function.
init_process_group -> TCPStore()-> set timeout
This mean the first connect will always use the default timeout (300 seconds).

in v1.2.0, such call stack will be fine since the first connect in initialization will call with no timeout.
// Connect to the daemon
  storeSocket_ = tcputil::connect(tcpStoreAddr_, tcpStorePort_);

after v.1.3.0, the first connect will be
 storeSocket_ = tcputil::connect(tcpStoreAddr_, tcpStorePort_, /* wait= */ true, **timeout_**); 
which will result in the bug.

my suggestion is that we can connect to server without timeout like v1.2.0 for the first call.

## Code example


Please try to provide a minimal example to repro the bug.
Error messages and stack traces are also helpful.

## System Info
Please copy and paste the output from our
[environment collection script](https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py)
(or fill out the checklist below manually).

You can get the script and run it with:
```
wget https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py
# For security purposes, please check the contents of collect_env.py before running it.
python collect_env.py
```

- PyTorch or Caffe2:
- How you installed PyTorch (conda, pip, source):
- Build command you used (if compiling from source):
- OS:
- PyTorch version:
- Python version:
- CUDA/cuDNN version:
- GPU models and configuration:
- GCC version (if compiling from source):
- CMake version:
- Versions of any other relevant libraries:


cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @xush6528 @osalpekar
Repository: neovim
Issue: lazyredraw causes cursor to jump to statusline or commandline
Labels: bug,api,ui,channels-rpc,has:plan,ui-extensibility

- `nvim --version`:  v0.5.0-349-g486fa2189 (although I've had reports for 0.4.x)
- `vim -u DEFAULTS` (version: ) behaves differently? only happens if and only if lazyredraw is set
- Operating system/version: Windows 10
- Terminal name/version: Neovide (pretty sure this happens for any UI)
- `$TERM`:

### Steps to reproduce using `nvim -u NORC`

```
nvim -u NORC
run in neovide or similar animated cursor ui (fvim for instance) to make it extra visible however the cursor flickers in more standard uis indicating the problem
: set lazyredraw
open a file and move around causing status line values to change. Observe that the cursor often flickers to the changed values and then back or even stays on the statusline
```

### Actual behaviour
Cursor often moves to the statusline or commandline. This PR https://github.com/neovim/neovim/pull/6374 seems to indicate that the common thread is that the cursor is moved to the location that was draw last rather than the logical location for the cursor to be.

### Expected behaviour
Cursor movement should be unaffected by the setting of lazyredraw

Downstream source issue can be found here: https://github.com/Kethku/neovide/issues/98
Repository: godot
Issue: Heavy CPU load while downloading export templates
Labels: bug,topic:editor,confirmed,topic:network,performance

**Godot version:**

3.2 stable

**OS/device including version:**

```shell
$ lsb_release -a
No LSB modules are available.
Distributor ID:	Ubuntu
Description:	Pop!_OS 19.10
Release:	19.10
Codename:	eoan
```

**Issue description:**

The export template download page seems to be very demanding

![image](https://user-images.githubusercontent.com/3187637/73630147-896ce100-4655-11ea-88c9-4db50f41d5c8.png)

![Screenshot from 2020-02-03 07-18-31](https://user-images.githubusercontent.com/3187637/73630201-b15c4480-4655-11ea-9e37-4c771f9c2bbb.png)
Repository: storybook
Issue: CSF: Add global `includeStories`/`excludeStories` configuration
Labels: feature request,csf,configuration

Currently it's possible to specify `includeStories`/`includeStories` at the component level in CSF, but not globally.

Options:
- main.js default export fields
- preview.js default export fields
Repository: flutter
Issue: [camera] Stretched preview while video is recording
Labels: customer: crowd,p: camera,package,team-ecosystem,P2,triaged-ecosystem

I'm using latest version of camera plugin (v 0.5.7+3). When I start video recording, the preview becomes stretched. See the attached gif below

Device - Samsung A5 (SM-A500F).
Android 6.0.1

![ezgif com-video-to-gif (1)](https://user-images.githubusercontent.com/3222305/73638085-e8e9e180-4693-11ea-924d-2529cdb5fd8b.gif)
Repository: godot
Issue: Should we allow recursive referencing in Dictionary/Array ?
Labels: discussion,topic:core

While working on a new equal operator for Array and Dictionary (see #35816), I've encountered crash when dealing with recursive containers.

Example running with Godot 3.2:
```gdscript
var key_recursive_d_1 = {1: 1}
var key_recursive_d_2 = {1: 1}
key_recursive_d_1[key_recursive_d_2] = 1
key_recursive_d_2[key_recursive_d_1] = 1
# BUG !!!! This segfaults here !
print("key_recursive_d_1 == key_recursive_d_2 ==> ", key_recursive_d_1 == key_recursive_d_2)
```
Another with hash:
```gdscript
var d = {}
d[1] = d
# BUG !!!! This segfaults here !
print("d.hash() ==> ", d.hash())
```

Another with array:
```gdscript
var recursive_a_1 = [1]
recursive_a_1.append(recursive_a_1)
print("recursive: ", recursive_a_1)
# BUG !!!! This segfaults here !
print("recursive_a_1 == recursive_a_1 ==> ", recursive_a_1 == recursive_a_1)
```

This lead me to think recursive container are a curiosity that are not well handled but not much people care about them (I couldn't find any issue about that).

However correctly handling recursive container is tricky (see my changes to my PR to implement this: 5c214d18c0f78b90a4bbb8a65a81926acabb9681, and I'm not really sure this is 100% correct :/)

On top of that recursive container end up in memory leaks with Godot (I'm not aware of a cyclic reference detector in Godot)...

So my question is "do we really want to support this ?" Or wouldn't be just fine to run recursive reference detection when adding a container to another container, and printing an error if such thing is detected ?
Repository: ant-design
Issue: Input numbers using the iPhone's Japanese keyboard
Labels: 🐛 Bug,help wanted,Inactive

- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[https://ant.design/components/input-number/](https://ant.design/components/input-number/)

### Steps to reproduce
1. This could be reproduced on any browser on iPhone
2. Switch keyboard to Japanese
3. Type in a random range of numeric characters on Antd InputNumber

### What is expected?
It doubles some character we type in, sometimes it double not just one but a group of characters.

### What is actually happening?
Unexpected display behavior when type in numbers

| Environment | Info |
|---|---|
| antd | 3.26.5 |
| React | 16.12 |
| System | iOS |
| Browser | any |

---
This could also be reproduced on Windows. Step to reproduce:
1. Install Google Japanese Input  (link: https://tools.google.com/dlpage/japaneseinput/eula.html )
2. Go to https://ant.design/components/input-number/
3. Switch keyboard input to Google Japanese Input
4. Type in a random range of numeric characters on Antd InputNumber


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: storybook
Issue: Addon docs: Display @deprecated props
Labels: feature request,block: props,block: argstable

For library maintainers using storybook docs to document components props, it's very useful to be able to document deprecated props.

We just migrated from styleguidist to storybook and this was nicely managed with styleguidist by parsing "@deprecated" jsdoc comments.
Corresponding prop would then be displayed striked through, and bold, making it easy to visualize for end users.

**Describe the solution you'd like**
Please parse "@deprecated" jsdoc comments and add styles in Props table for them

**Describe alternatives you've considered**
For now we have filtered deprecated props in the tsDocgenLoaderOptions / propFilter config.
So we do not display them, but that's a temporary solution.

**EDIT** : We replaced js doc "@deprecated" comments with something like this as a workaround
```
/**
 * **Deprecated:** Use otherPropName
 */
```

**Are you able to assist bring the feature to reality?**
I would like to help, but i really don't know where to start.

**Additional context**
Styleguidist deprecated props display
<img width="602" alt="Screenshot 2020-02-03 at 12 14 17" src="https://user-images.githubusercontent.com/186973/73648871-c6999900-467e-11ea-902e-cfbfbbc5eca2.png">
Repository: godot
Issue: Opacity with line 2d and anti-aliasing on causes visible wireframe/"ghost" lines to appear
Labels: bug,topic:rendering,confirmed,topic:2d

Not sure if this is as it supposed to be or not... But might as well try submit a bug to see if it is one.

**Godot version:**
3.2 stable
**OS/device including version:**
Windows 10 1903
**Issue description:**
Line 2d shows debug boxes when anti-aliasing is enabled and material is translucent (i.e. 0 < alpha < 1). Example below
![Godot-Line-Bug](https://user-images.githubusercontent.com/41730826/73651260-cd9cc780-46cf-11ea-90a2-9001fa793977.png)

**Steps to reproduce:**
New project
Add Line2d
Add some points
Set default color alpha to be <1, e.g. 0.5
Make width larger (to better see effect), e.g. 30 - 50
Enable anti-aliasing under 'border'
Repository: rust
Issue: Large compile times with repetitive trait bound
Labels: C-enhancement,A-trait-system,I-compiletime,T-compiler,E-needs-mcve

I am using wundergraph that generate lot of macro code and it seems rustc have hard time resolving code [here](https://github.com/weiznich/wundergraph/blob/8bc544f278e97dcd94ac87b755fe2b60100de18e/wundergraph/src/macros/query.rs#L212-L273) and [here](https://github.com/weiznich/wundergraph/blob/8bc544f278e97dcd94ac87b755fe2b60100de18e/wundergraph/src/macros/mutation.rs#L494-L531) 

I tried this code:
https://github.com/Farkal/test-wundergraph

I expected to see this happen: 
Less than 40sc of compilation on each change

Instead, this happened:
40sc or more of compilation

## Meta

`rustc --version --verbose`:
rustc 1.41.0 (5e1a79984 2020-01-27)
binary: rustc
commit-hash: 5e1a799842ba6ed4a57e91f7ab9435947482f7d8
commit-date: 2020-01-27
host: x86_64-unknown-linux-gnu
release: 1.41.0
LLVM version: 9.0
Repository: kubernetes
Issue: Discovery should return error if Forbidden
Labels: kind/bug,priority/important-soon,sig/api-machinery,lifecycle/frozen

In Kubernetes 1.14, anonymous API discovery has been dropped (the cluster role-binding that enabled it is no longer applied). This means, when using `client-go` for any unauthenticated, non-dynamic/unstructured requests, an HTTP 403 will be the result. However, `client-go` discovery eats HTTP 403 (and also does 404) which effectively means to the caller there was no error.
In my case I am seeing something like _can't find Kind{} for Resource{} in Group{}_.

I think the culprit is in https://github.com/kubernetes/client-go/blob/master/discovery/discovery_client.go#L164-L177 and https://github.com/kubernetes/client-go/blob/master/discovery/discovery_client.go#L200-L207, which means retro-compatibility is preferred even against versions (1.0?) that are no longer supported.

Also, and if my assumption is correct, there are places in this discovery code where retro-compatibility can go away, e.g. https://github.com/kubernetes/client-go/blob/master/discovery/discovery_client.go#L425-L431.

Thanks to @ncdc for helping my figure out I was getting a 403 and @lavalamp for suggesting I open an issue because this just doesn't seem right.
Repository: electron
Issue: Configurable tray vibrancy Mac OS
Labels: enhancement :sparkles:

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### Preflight Checklist
<!-- Please ensure you've completed the following steps by replacing [ ] with [x]-->

* [x] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/master/CONTRIBUTING.md) for this project.
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* [x] I have searched the issue tracker for a feature request that matches the one I want to file, without success.

### Problem Description
<!-- Is your feature request related to a problem? Please add a clear and concise description of what the problem is. -->
By default Mac OS adds some vibrancy to icons in the menu bar. If you are using colors in your icon, these colors will look different from the actual image. For example white looks transparent, not white. 

Also described in #18230 

### Proposed Solution
<!-- Describe the solution you'd like in a clear and concise manner -->
In native applications we can change this by extending on NSStatusBarButton and override the allowsVibrancy method.  A configurable option on the Tray class would be awesome.

### Alternatives Considered
<!-- A clear and concise description of any alternative solutions or features you've considered. -->
By using no colors you can use template images, however some apps require colors in the icons.

### Additional Information
<!-- Add any other context about the problem here. -->
Below you find the code that disables the tray vibrancy (Objective-C)

```
@interface NSStatusBarButton (ControlTrayVibrancy)
  - (BOOL)allowsVibrancy;
@end

@implementation NSStatusBarButton (ControlTrayVibrancy)
    - (BOOL)allowsVibrancy {
        return NO;
    }
@end
```
Repository: flutter
Issue: AnimatedBuilder and Tween doesn't debounce same value 
Labels: framework,a: animation,c: performance,customer: dream (g3),has reproducible steps,P2,found in release: 3.7,found in release: 3.9,team-framework,triaged-framework

Internal issue b/148689043 

Minimal example:
```dart
import 'package:flutter/material.dart';
 
void main() {
  runApp(MyApp());
}
 
class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MyWidget();
  }
}
 
class MyWidget extends StatefulWidget {
  State<MyWidget> createState() => MyState();
}
 
class MyState extends State<MyWidget> with TickerProviderStateMixin {
  AnimationController controller;
  Animation animation;
 
  void initState() {
    super.initState();
    controller =
        AnimationController(vsync: this, duration: Duration(seconds: 1))
          ..forward();
    animation = Tween(begin: 1.0, end: 0.0)
        .chain(CurveTween(curve: const Interval(0.5, 1.0)))
        .animate(controller.view);
  }
 
  @override
  Widget build(BuildContext context) {
    return AnimatedBuilder(
        animation: animation,
        builder: (_, __) {
          print(animation.value);
          return Container();
        });
  }
}
```

When using Tween with Interval and AnimatedBuilder together, it's likely the animation value doesn't change in a time period. However, there is no debounce logic anywhere, causing unnecessary rebuild.

A preliminary analysis:
  1. AnimatedBuilder takes Listenable instead of Animation. So it doesn't have the concept of value and can't debounce.
  2. When chaining Animatable, the attached listener is delegated to the parent by AnimationWithParentMixin. It also loses the chance for possible debounce.
Repository: TypeScript
Issue: Starting overload selection in signature help doesn't account for discriminating arguments
Labels: Suggestion,Experience Enhancement

*TS Template added by @mjbvz*

**TypeScript Version**: 3.8.0-dev.20200201

**Search Terms**
- overload

---

Incorrect types sugestion with overload
https://gitlab.com/kamidere-laboratory/duat/tree/testy 
overload is declarated in src/database/Controller.ts method create

<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
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<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: 1.41.1
- OS Version: Windows_NT x64 10.0.18362 

Steps to Reproduce:
1. Write Database.create(DatabaseType.Graphite, {}) // now we get Influx overload xD
2. Change DatabaseType.Graphite to DatabaseType.Sqlite // now we get Sqlite overload :D
3. Change back to DatabaseType.Graphite // now we still get Sqlite overload :(
https://youtu.be/a7FHxIItceA

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

![image](https://user-images.githubusercontent.com/11584396/73561198-dafc4c80-4458-11ea-8e71-a067b7c785c0.png)
![image](https://user-images.githubusercontent.com/11584396/73561209-e2bbf100-4458-11ea-9cac-e1796e9f19ce.png)
![image](https://user-images.githubusercontent.com/11584396/73561218-e9e2ff00-4458-11ea-8e81-bdf8a11058f3.png)

```typescript
interface a {
  a: string;
  b: string;
  c: {
    a:number;
    b:string;
  }
}

interface b {
  a: string;
  b: string;
  c: {
    a: number;
    b: string;
    c: string[];
  }
}

interface c {
  a: string;
  b: string;
}

enum d {
  "A" = 'a',
  "B" = 'b',
  "C" = 'c',
}

class testClass {
  constructor(arg1: d, arg2: a | b | c) {
    console.log(arg1, arg2)
  }
  static doSomething(arg1: d.A, arg2: a): testClass;
  static doSomething(arg1: d.B, arg2: b): testClass;
  static doSomething(arg1: d.C, arg2: c): testClass;
  static doSomething(arg1: d, arg2: a | b | c): testClass {
    return new this(arg1, arg2);
  }
}

testClass.doSomething(d.C, {});
```
Repository: flutter
Issue: [image] Provide some way to read and use image headers before deciding whether to fully decode the image
Labels: framework,c: performance,would be a good package,a: images,perf: memory,P2,team-framework,triaged-framework

I suspect the right way to do this would be in Dart code, somewhat the way package:image does it, rather than round tripping to the engine.  However, if Skia has really nice routines for this and we know we want to shunt the data over to the engine anyway, that may make more sense - as long as the data can be reused for an actual decode.

/cc @alml

/cc @gaaclarke
Repository: storybook
Issue: Export StoryContext type from Storybook core
Labels: feature request,typescript

**Is your feature request related to a problem? Please describe.**
Currently, if you're running a project in Typescript and you need to add the StoryContext type to the story function, you have to import it from @storybook/addons. This feels like a weird dependency considering the project might not be using any addons.

```
export const MyStory = (context: StoryContext) => <MyComponent />
```

**Describe the solution you'd like**
```
import { StoryContext } from '@storybook/[framework]'
```

**Are you able to assist bring the feature to reality?**
No
Repository: flutter
Issue: screenshot command confused by too many devices
Labels: tool,a: quality,has reproducible steps,P3,team-tool,triaged-tool,found in release: 3.13,found in release: 3.17

Screenshot command gets confused by too many devices.

```
% flutter devices                                                                  [~/Projects/flutter/flutter]
3 connected devices:

Nexus 5    • 0489410543877bdb • android-arm    • Android 6.0.1 (API 23)
Chrome     • chrome           • web-javascript • Google Chrome 79.0.3945.130
Web Server • web-server       • web-javascript • Flutter Tools


% flutter screenshot                                                               [~/Projects/flutter/flutter]
No supported devices connected.
Must have a connected device for screenshot type device

```

I then tried -d android, turns out that didn't work either (user error?)
```
% flutter screenshot -d android                                                    [~/Projects/flutter/flutter]
No devices found with name or id matching 'android'
```

-d nexus worked.
Repository: go
Issue: x/exp/apidiff: report change in package name
Labels: NeedsFix

### What did you do?

Compare two packages which are identical except for package name.

### What did you expect to see?

`apidiff` should report a change if the package name is different. I'd argue that this is always an incompatible change.

An interesting question is whether changing a `main` package to something else is compatible. From the perspective of importing packages, it's a compatible change, since `main` couldn't be imported before. However, anything that depends on a `main` package being built as a binary will break.

### What did you see instead?

No difference reported.

cc @bcmills @jba @matloob
Repository: TypeScript
Issue: typedef imports should use default exports
Labels: Suggestion,In Discussion,Awaiting More Feedback

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

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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
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## Search Terms

<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

checkJs typedef import

## Suggestion

<!-- A summary of what you'd like to see added or changed -->

When the module `./core.controller` has a default export defined, I would like to be able to do:
```
/**
 * @typedef { import("./core.controller") } Chart
 */
```

Instead of:
```
/**
 * @typedef { import("./core.controller").Chart } Chart
 */
```

## Use Cases

<!--
What do you want to use this for?
What shortcomings exist with current approaches?
-->

My file had defined `export default Chart;`.

TypeScript made me add a duplicate `export`, which I don't want to have to add
```
export {
	Chart
};
```

This resulted in [lots of extra code](https://github.com/chartjs/Chart.js/pull/7030/commits/d9bf9142c2a223c6c0d4246c3d23f41178a7d483)

It also took me an extremely long amount of time to figure out I needed to do this because [the documentation](https://www.typescriptlang.org/docs/handbook/type-checking-javascript-files.html#import-types) did not mention this as a limitation.

## Examples

<!-- Show how this would be used and what the behavior would be -->
Already shared in the above sections.

## 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).