sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Make RenderEditable and TextPainter's `text` field not-null (I guess it is a small mistake when migrating flutter to NNBD)
Labels: a: text input,framework,a: typography,c: proposal,a: null-safety,P3,team-framework,triaged-framework

Hi thanks for the framework! When digging into the source code, I find a place where the nullability can be enhanced: The `RenderEditable.text` and `TextPainter.text`. Originally, those were nullable. But I have tried to change them to not-null (with corresponding changes in other locations), and no compiler errors occur. By doing this, not only can we **make the code neater**, but we can also **remove 23 `!`(nullability) checks** (which will, otherwise, be error-prone and make flutter run slower).

I guess it is just a small mistake when migrating flutter to NNBD (since lots of code needs to be migrated - such tiny mistake could happen). Therefore, IMHO this modification will make the code better. **I am willing to make a PR.**

Details of what I have changed:

```
  TextSpan? get text => _textPainter.text as TextSpan?;
  final MyTextPainter _textPainter;
  set text(TextSpan? value) {

and

  InlineSpan? get text => _text;
  InlineSpan? _text;
  set text(InlineSpan? value) {
```

to:

```
  TextSpan get text => _textPainter.text as TextSpan;
  final MyTextPainter _textPainter;
  set text(TextSpan value) {

and

  InlineSpan get text => _text;
  InlineSpan _text;
  set text(InlineSpan value) {
```

Of course, with some other modifications (e.g. make the constructor accept not-null arguments). It works pretty well without any compilation errors!
Repository: godot
Issue: ambient_light_sky_contribution ignored
Labels: enhancement,topic:rendering,documentation,topic:3d

**Godot version:**
3.3rc8 (probably 3.2.3 too, but I didn't test)

**OS/device including version:**
Nvidia GTX 980, driver 450 in Ubuntu 18.04
GLES2 renderer (didn't test GLES3)

**Issue description:**
The ambient_light_sky_contribution of the default environment does not seem to have any effect.

I also filed #47785, which is probably related.

**Steps to reproduce:**

1. Open a scene, and delete or shutter all lighting except the default environment.
2. Verify that "Sky Contribution" is set to 1, which means the ambient energy should not affect the scene.
3. Set the ambient color to 0xffffff (pure white).
4. Adjust the ambient energy, and observe the effect.

**UPDATE**

I tried to recreate this in my test scene this morning, and now I have a different but related problem.  I'm not seeing an effect from ambient energy with Sky Contribution set to 1, but now I do see an effect from background energy with Sky Contribution set to 0.
Repository: youtube-dl
Issue: please add support for https://webtv.a1.mk
Labels: site-support-request

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

--> https://webtv.a1.mk


## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.04.07. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
- Search the bugtracker for similar site support requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2021.04.07**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video: https://webtv.a1.mk/sutel
- Single video: https://webtv.a1.mk/mtm
- Playlist: NO PLAYLIST

## Description

<!--
Provide any additional information.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
-->

WRITE DESCRIPTION HERE
this is generated playable link, but token expires very shortly
https://vipottbpkcdn06.vip.hr/bpk-token/kaq0qmwi5iaaaaaaayqcmucaaaaaaaaaaaakub3gsjostz2g/0002160/Stream(04)/index.m3u8
Repository: TypeScript
Issue: Missing definition from union type when triggered from JSX tag name
Labels: Bug,Help Wanted

# Bug Report

This is a sample code for have a clean issue.
```tsx
import React from 'react';
class A {
	Renderer = RendererA;
}
class B {
	Renderer = RendererB;
}

const RendererA = () => {
	return <div> A </div>;
};

const RendererB = () => {
	return <div> B </div>;
};

const TestRendererTypes = () => {
	const AB: A | B = null; // just for the demo, AB can be A or B !

	AB.Renderer; //🟩 okey cool,ts find all refs !
	const LostRef = <AB.Renderer />; //🟥 not cool ,ts seem remove refs !
	return LostRef;
};
```

[playground](https://www.typescriptlang.org/play?#code/JYWwDg9gTgLgBAJQKYEMDG8BmUIjgcilQ3wG4AoNAGxQGda4BBOAb3IEhkA7AEySKhwAvIiS9+-RhQC+lGvTgAhVh258Bw0eIGKZ5ShC614aiVGYiAFAEphAPhXsiMAK5QucADw9gANwfMngD0Pv4yFAZGJmLq-MpWtkIObE5Iru5eoQ7KwVnh+miGxnAAKkjGpgIlAJ5g5Zo29o6FUUyKAFxMcAA+SppcLlRUpHBBQXAAVi7FmNBwMAAWSHB8IBAANG1waCgeAEbLzHPKAIT67IyKAHSV-CNjgLwbgJf7cBAA1kjV2xAQVOswDEwwF4cBQQzgREwDDO7BaxQAMhAKkhMJpPJcbjEzKM7Pcgg9AKf7cC4EHghV+cH+DFoSCQeCIa18y0h0I4zjcHkRyMw4SAA)

--- 

### 🙁 Actual behavior

Ts decode only one reference to a function jsx when using inside  tag `</>`
It should show both Renderer ref here !
![image](https://user-images.githubusercontent.com/24865815/114299719-de428d80-9a8a-11eb-9c15-5f3d32826e35.png)


### 🙂 Expected behavior
We should get all refs like that's . (working if use only a variable ref without a jsx tag `<></>` )
![image](https://user-images.githubusercontent.com/24865815/114299767-19dd5780-9a8b-11eb-9498-ac4c64295cf0.png)

---

The example is basic, but inside my project i losing all refs, and this is a issu if i need fast track where a rendering is pointing ! 
And also will give incorrect props Intelisence ! 
Example here is missing all my others plugins ! 
![image](https://user-images.githubusercontent.com/24865815/114299878-953f0900-9a8b-11eb-98e8-eedd18d338d9.png)
But if i add a direct ref like that's , i can get all refs, but is polluting my code 
![image](https://user-images.githubusercontent.com/24865815/114299923-cd464c00-9a8b-11eb-99c5-8a3255e8754a.png)

It seem that's TS have some difficulty to understand JSX  !  
Is there a hacky and (clean way) to fix this ? or tell me if you guys have temp solutions  ?
I hope i exposed correctly my issue !

thanks @+ 

---

TSC: Version 4.2.3
Version : 1.55.0 (user setup)
Commit : c185983a683d14c396952dd432459097bc7f757f
Date : 2021-03-30T16:01:55.261Z
Electron : 11.3.0
Chrome : 87.0.4280.141
Node.js : 12.18.3
V8 : 8.7.220.31-electron.0
OS : Windows_NT x64 10.0.19042

---
Repository: flutter
Issue: [webview_plugin] Proposal to add setDomStorageEnabled, setSafeBrowsingEnabled methods
Labels: c: new feature,p: webview,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

Hi,
is it possible to add basic android WebSettings methods ?
with current plugin it is impossible to integrate with affiliates.
Repository: pytorch
Issue: [docs] algolia docsearch in pytorch docs
Labels: triaged,module: doc infra

## 📚 Documentation
I am aware that pytorch is using algolia docsearch in https://pytorch.org front page and hub page.
So, can we bring that docsearch to https://pytorch.org/docs to make searching a little more interactive ?

cc @ezyang @zou3519 @brianjo
Repository: rust
Issue: Feature request: Silence not-found error when a suggested import is already in-place but typo'd
Labels: A-diagnostics,T-compiler,D-verbose

When trying to import and then use an item, but there is a typo in the import (which rustc successfully provides a suggestion for), I think the usage of the item should not trigger a not-found error. Example with a trait method ([playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=a524258075f42fbcb532cc7017b0a1cb)):

```rust
use std::convert::Tryinto;

fn main() {
    let x = 0i32;
    let y: usize = x.try_into();
}
```

Currently triggers two errors, with the second one being redundant IMO:

```
error[E0432]: unresolved import `std::convert::Tryinto`
 --> src/lib.rs:1:5
  |
1 | use std::convert::Tryinto;
  |     ^^^^^^^^^^^^^^-------
  |     |             |
  |     |             help: a similar name exists in the module (notice the capitalization): `TryInto`
  |     no `Tryinto` in `convert`

error[E0599]: no method named `try_into` found for type `i32` in the current scope
 --> src/lib.rs:5:22
  |
5 |     let y: usize = x.try_into();
  |                      ^^^^^^^^ method not found in `i32`
  |
  = help: items from traits can only be used if the trait is in scope
help: the following trait is implemented but not in scope; perhaps add a `use` for it:
  |
1 | use std::convert::TryInto;
  |
```
Repository: flutter
Issue: Proposal to add CrossFadeTransition widget
Labels: c: new feature,framework,a: animation,f: material design,c: proposal,team-design,triaged-design

<!-- Thank you for using Flutter!

     If you are looking for support, please check out our documentation
     or consider asking a question on Stack Overflow:
      * https://flutter.dev/
      * https://api.flutter.dev/
      * https://stackoverflow.com/questions/tagged/flutter?sort=frequent

     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill out the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
-->

## Use case

I need to cross fade between two widgets with a manually controlled `Animation`. The `Animation` value is set by a gesture, so the cross fade progress should be tied to the gesture progress.

## Proposal

There are already a few animated widgets that come in explicit and implicit variants: `AnimatedSize` and `SizeTransition`, `AnimatedOpacity` and `FadeTransition`, `AnimatedPositioned` and `PositionedTransition`, etc.

At the moment, an implicit `AnimatedCrossFade` exists, but there's no explicit `CrossFadeTransition`. Looking at `AnimatedCrossFade`'s implementation, it seems like the logic can be moved into `CrossFadeTransition` easily enough. `AnimatedCrossFade` can then be rewritten as a thin implicit wrapper over `CrossFadeTransition`. This way, an explicitly animated widget will be available.
Repository: deno
Issue: Scripts installed by `deno install` on Windows does not work in WSL paths
Labels: bug,windows

```sh-session
> deno install --allow-net --allow-read https://deno.land/std@0.92.0/http/file_server.ts
Download https://deno.land/std@0.92.0/http/file_server.ts
Download https://deno.land/std@0.92.0/path/mod.ts
Download https://deno.land/std@0.92.0/flags/mod.ts
Download https://deno.land/std@0.92.0/_util/assert.ts
Download https://deno.land/std@0.92.0/http/server.ts
Download https://deno.land/std@0.92.0/async/mod.ts
Download https://deno.land/std@0.92.0/http/_io.ts
Download https://deno.land/std@0.92.0/io/bufio.ts
Download https://deno.land/std@0.92.0/path/posix.ts
Download https://deno.land/std@0.92.0/path/common.ts
Download https://deno.land/std@0.92.0/path/glob.ts
Download https://deno.land/std@0.92.0/path/separator.ts
Download https://deno.land/std@0.92.0/path/win32.ts
Download https://deno.land/std@0.92.0/_util/os.ts
Download https://deno.land/std@0.92.0/path/_interface.ts
Download https://deno.land/std@0.92.0/path/_constants.ts
Download https://deno.land/std@0.92.0/path/_util.ts
Download https://deno.land/std@0.92.0/textproto/mod.ts
Download https://deno.land/std@0.92.0/http/http_status.ts
Download https://deno.land/std@0.92.0/async/deferred.ts
Download https://deno.land/std@0.92.0/async/delay.ts
Download https://deno.land/std@0.92.0/async/pool.ts
Download https://deno.land/std@0.92.0/async/mux_async_iterator.ts
Download https://deno.land/std@0.92.0/io/buffer.ts
Download https://deno.land/std@0.92.0/bytes/mod.ts
Download https://deno.land/std@0.92.0/io/util.ts
Check https://deno.land/std@0.92.0/http/file_server.ts
✅ Successfully installed file_server
C:\Users\felip\.deno\bin\file_server.cmd
C:\Users\felip\.deno\bin\file_server (shell)
ℹ️  Add C:\Users\felip\.deno\bin to PATH
    set PATH=%PATH%;C:\Users\felip\.deno\bin
> cd '\\wsl$\ubuntu\home\felipecrs\repos\megatar\'
> C:\Users\felip\.deno\bin\file_server.cmd
'\\wsl$\ubuntu\home\felipecrs\repos\megatar'
CMD.EXE was started with the above path as the current directory.
UNC paths are not supported.  Defaulting to Windows directory.
HTTP server listening on http://0.0.0.0:4507/
```

References https://github.com/npm/cli/issues/1189
References https://github.com/volta-cli/volta/issues/966
Repository: flutter
Issue: TextField: Suggestion menu flickering in some keyboards on Android
Labels: a: text input,engine,a: internationalization,has reproducible steps,P2,found in release: 2.0,found in release: 2.1,team-engine,triaged-engine

## Steps to Reproduce
1. Tap TextField (or TextFormField) and open keyboard
2. Type something
3. Suggest menu flickering

**Expected results:**
On native app
<img src="https://user-images.githubusercontent.com/82324380/114307887-3ac89b80-9ad1-11eb-9211-d46d56a62c24.gif" width="200"/>

**Actual results:**
On Flutter app
<img src="https://user-images.githubusercontent.com/82324380/114307919-6cd9fd80-9ad1-11eb-85e7-141efa092f40.gif" width="200"/>

Keyboard app used in results:
Mozc (https://github.com/google/mozc)
Builds on F-Droid: https://f-droid.org/en/packages/org.mozc.android.inputmethod.japanese/

The Android client of Mozc is already deprecated. But it only happens on Flutter, and there're some apps based with Mozc on Play Store, so I opened this issue.
Repository: pytorch
Issue: [question] Influence of divisibility of B, C, T by 16 on Conv1d (and Conv2d perf) with CuDNN, including presence of padding
Labels: module: performance,module: docs,triaged

CuDNN docs mention that for optimal matmul (i.e. GEMM) performance, the input matrix sizes should be divisisible by 16 (or even 256 for best tiling):
- https://docs.nvidia.com/deeplearning/performance/dl-performance-convolutional/index.html#channels
- https://docs.nvidia.com/deeplearning/performance/dl-performance-convolutional/index.html#checklist

1. How do these GEMM recommendations influence performance of Conv1d / Conv2d wrt spatial/temporal dimensions? Do same recommendations apply (since often convolutions under the hood are performed by GEMM on appropriate matrices)?

2. For convolutions we often use padding. If there're recommendations for spatial sizes, do they apply for spatial sizes before or after padding? I could not find any mention of padding (PadH, PadW) performance impact in https://docs.nvidia.com/deeplearning/performance/dl-performance-convolutional/index.html#imp-gemm-dim.

3. Is there a way to deduce by PyTorch profiler / NSIGHT profiler / cublas / cudnn logs deduce if convolutions / gemms are operating in the optimal mode?

It would be extremely useful if PyTorch published such recommendations (and best practices examples) in the docs (since cudnn is the dominant backend for training) or at least some discussion of this.

cc @brianjo @mruberry @VitalyFedyunin @ngimel @ptrblck 

@II245
Repository: godot
Issue: ADB prevents Godot from closing
Labels: bug,platform:android,topic:editor,confirmed,topic:export

**Godot version:**
3.2.3

**OS/device including version:**
Windows 7

**Issue description:**
When I quit Godot, it doesn't close ADB and freezes, so I have to kill the ADB process to make Godot close.

**Steps to reproduce:**
Specify the ADB path in Editor Settings.
Open Godot and edit any project.
Close Godot.

**Minimal reproduction project:**
This issue is not related to a project.
Repository: go
Issue: cmd/go: `go test` hides the exit status of the test binary
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go1.16.2 linux/amd6
</pre>

### Does this issue reproduce with the latest release?

Yes

### What did you do?

When a test binary fails with a panic it exits with code 2 (like all other Go binaries). `go test`, however, hides that exit code and always exits with code 1. The only way I could get an exit code other than 0 or 1 from `go test` was to cause a build error. Common causes of panics are:
1. the test itself panics because of some bug
2. the `-test.timeout` is reached, and causes a panic.

In both of these cases the output from the compiled test binary will only contain the tests that have run before the panic. There is no output for the tests that were not run.

Any program which runs `go test -json` and wants to attempt to re-run failed tests (ex: [gotestsum --rerun-fails](https://github.com/gotestyourself/gotestsum#re-running-failed-tests)) needs to be able to differentiate these two cases:
1. all tests ran, but some tests failed - exit code 1
2. some tests did not run, likely because of a panic - (currently exit code 1)

It seems like it is not currently possible to detect these two cases, which makes it impossible to safely rerun individual failed tests. If the program running tests attempts to re-run tests after a panic, it will only know about the tests that ran, not any of the tests that were missed.

### What did you expect to see?

I would like to make `go test` always use the exit code of the compiled test binary. That way if the test binary panics, `go test` will exit code 2.  If there is some reason not to use exit code 2  for this purpose, any exit code other than 1 would also work.
Repository: pytorch
Issue: Cuda OOM after several steps for DataParallel model
Labels: module: cuda,module: memory usage,triaged

## 🐛 Bug

Code Example:
https://pastebin.com/cWNZAP06

This script run on 2 gpus make several steps:
```
max allocated memory on step 1: 8237874176
max allocated memory on step 2: 9265800192
max allocated memory on step 3: 9265800192
```

And then fault with cuda oom:
```
Traceback (most recent call last):
  File "/home/lollypop/docker_data/data_parallel_test/./main.py", line 263, in <module>
    train()
  File "/home/lollypop/docker_data/data_parallel_test/./main.py", line 254, in train
    loss.backward()
  File "/usr/local/lib/python3.9/dist-packages/torch/tensor.py", line 245, in backward
    torch.autograd.backward(self, gradient, retain_graph, create_graph, inputs=inputs)
  File "/usr/local/lib/python3.9/dist-packages/torch/autograd/__init__.py", line 145, in backward
    Variable._execution_engine.run_backward(
  File "/usr/local/lib/python3.9/dist-packages/torch/autograd/function.py", line 89, in apply
    return self._forward_cls.backward(self, *args)  # type: ignore
  File "/usr/local/lib/python3.9/dist-packages/torch/utils/checkpoint.py", line 112, in backward
    torch.autograd.backward(outputs_with_grad, args_with_grad)
  File "/usr/local/lib/python3.9/dist-packages/torch/autograd/__init__.py", line 145, in backward
    Variable._execution_engine.run_backward(
RuntimeError: CUDA out of memory. Tried to allocate 300.00 MiB (GPU 1; 10.76 GiB total capacity; 7.21 GiB already allocated; 267.06 MiB free; 7.86 GiB reserved in total by PyTorch)
```

## To Reproduce

1. Pytorch '1.8.1+cu111'
1. Run on machine with 2 gpus geforce 2080 ti

<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

## Expected behavior

OOM after first step (or maybe second, but not after third), because i think, that all variables already allocated after first 2 steps

## Environment

Run in docker: https://github.com/kventinel/docker_images/blob/master/default/Dockerfile

## Additional context

<!-- Add any other context about the problem here. -->


cc @ngimel
Repository: rust
Issue: [ER] Vec::push followed by indexing gives a bound test
Labels: C-enhancement

This basic usage of vec:

```rust
pub fn foo() {
    let mut a = vec![];
    a.push(10);
    let x = a[0];
}
```

Leads to an bound test (compiled aggressively, rustc 1.53.0-nightly a836d9b64 2021-04-10):

```asm
.LBB2_5:
    lea     rdx, [rip + .L__unnamed_2]
    xor     edi, edi
    xor     esi, esi
    call    qword ptr [rip + core::panicking::panic_bounds_check@GOTPCREL]
    ud2
```

To solve such things I suggest to add to rustc (not LLVM) a slice length range analysis.
Repository: yt-dlp
Issue: [Feature request] Thumbnail selection
Labels: enhancement

> @pukkandan FYI, YouTube serve both webp and jpg (at least on the community tab). We had to enforce jpg in [Invidious](https://github.com/iv-org/invidious) for compatibility reason with older browsers.
> 
> See: [iv-org/invidious#659](https://github.com/iv-org/invidious/issues/659)

If I understand this correctly and it's possible to pull the original jpg directly from YouTube instead of a webp, I hope yt-dlp supports that instead of just a conversion of webp after the fact.

_Originally posted by @nearcatch in https://github.com/yt-dlp/yt-dlp/issues/99#issuecomment-795014468_
Repository: pytorch
Issue: Synchronize RRef.to_here() CUDA Streams properly when the profiler is enabled
Labels: triaged,module: rpc

This is a continuation of https://github.com/pytorch/pytorch/issues/54771

In https://github.com/pytorch/pytorch/pull/54932 most use-case are covered except `RequestCallbackNoPython::processRunWithProfilingReq` [where `processRpc` is called with empty `std::shared_ptr<LazyStreamContext>`](https://github.com/pytorch/pytorch/blob/b1d17bc55f250383e5814a6ee6c7d11e52ef9c62/torch/csrc/distributed/rpc/request_callback_no_python.cpp#L531)

To make proper CUDA Streams synchronization when the profiler is enabled this should be addressed

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @rohan-varma @jjlilley @osalpekar @jiayisuse @mrzzd
Repository: flutter
Issue: [Feature Request] Add a successColor since we have an errorColor? 
Labels: framework,f: material design,c: proposal,team-design,triaged-design

There is an errorColor property available for styling, can we also get a successColor property?

`backgroundColor: Theme.of(context).errorColor,` // <-- valid code
`backgroundColor: Theme.of(context).successColor,` // <--- invalid code

Use case:

When creating a toast notification, it would be great to have a default success color if a developer needs to easily show that an action was successful in toast notification. If a developer needs to show an action was unsuccessful they can currently use an error color. There's no default success color at this time for developers to access.

https://github.com/flutter/flutter/blob/8043d6723e04d9d68f98e2289f6fe6b36b22a0a9/packages/flutter/lib/src/material/color_scheme.dart#L173-L180