sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Accessibility scroll in iOS does not match native
Labels: platform-ios,framework,a: accessibility,a: fidelity,f: gestures,has reproducible steps,P2,found in release: 3.9,team-ios,triaged-ios

```dart
import 'package:flutter/material.dart';
import 'package:flutter/widgets.dart';

void main() => runApp(MaterialApp(home: MyTabbedPage()));

class MyTabbedPage extends StatefulWidget {
  @override
  _MyTabbedPageState createState() => _MyTabbedPageState();
}

class _MyTabbedPageState extends State<MyTabbedPage> with SingleTickerProviderStateMixin {
  final List<Widget> myTabs = <Widget>[
    Container(height: 100, child: Text('item 0')),
    Container(height: 100, child: Text('item 1')),
    Container(height: 100, child: Text('item 2')),
    Container(height: 100, child: Text('item 3')),
    Container(height: 100, child: Text('item 4')),
    Container(height: 100, child: Text('item 5')),
    Container(height: 100, child: Text('item 6')),
    Container(height: 100, child: Text('item 7')),
    Container(height: 100, child: Text('item 8')),
    Container(height: 100, child: Text('item 9')),
    Container(height: 100, child: Text('item 10')),
    Container(height: 100, child: Text('item 11')),
    Container(height: 100, child: Text('item 12')),
    Container(height: 100, child: Text('item 13')),
    Container(height: 100, child: Text('item 14')),
    Container(height: 100, child: Text('item 15')),
  ];


  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: Text('title'),
      ),
      body: ListView(
        children: myTabs,
      )
    );
  }
}
```

## Steps to Reproduce

<!-- Please tell us exactly how to reproduce the problem you are running into. -->

1. In iOS, turn on voice over.
2. Scroll the list using three finger accessibility scroll.

Expect: The list scroll with an animation like a native UIScrollView.
Actual: The list just jump to the destination without any animation.
Repository: go
Issue: x/pkgsite: change browser URL to canonical path
Labels: help wanted,NeedsInvestigation,pkgsite

If the URL passed to the frontend is `path@version`.

it resolves this internally to `module@version/suffix`.

and all the links it puts on the page have this form. However, the
browser URL still says "path@version".

We could use `window.history.replaceState` to change the browser URL without a page reload. According to
https://computerrock.com/blog/html5-changing-the-browser-url-without-refreshing-page, it is available in modern browsers.

/cc @jba @jamalc
Repository: go
Issue: x/pkgsite: improve documentation on worker architecture and how documentation is rendered
Labels: Documentation,help wanted,NeedsFix,pkgsite

Add the following:

- [ ] Describe and link to worker endpoints in [server.go](https://go.googlesource.com/pkgsite/+/refs/heads/master/internal/worker/server.go#93) to doc/worker.md
- [ ] Describe how packages are added, and link to module proxy documentation:
  - https://golang.org/cmd/go/#hdr-Module_proxy_protocol
  - https://proxy.golang.org
- [ ]  Describe how source links are generated and link to https://github.com/golang/gddo/wiki/Source-Code-Links
- [ ] Describe what happens during zip processing
- [ ] Add a script to seed local database for initial setup

/cc @jba @jamalc @AceroM @shaqque
Repository: pytorch
Issue: torch.load(.., map_location='cpu') fails when unserializing cuda tensors on a cpu-only device serialized with pickle
Labels: module: pickle,module: serialization,triaged

## 🐛 Bug

`torch.load(X, map_location='cpu')` fails when unserializing cuda tensors on a cpu-only device if `X` is, for example, a list of tensors serialized with `pickle.dump`.

## To Reproduce

Steps to reproduce the behavior:

1. Create cuda tensors on gpu-capable device
1. Serialize said tensors as a list using `pickle.dump`
1. Deserialize using either `pickle.load` or `torch.load(X, map_location='cpu')`


## Expected behavior

The tensors should be deserialized to cpu. Instead an exception is raised.

I realize that my "error" is that I serialized data with `pickle.dump` instead of `torch.save`, but it seems wrong for there to be not mechanism to recover from said error.

Here's a naive fix, replacing `torch.storage._load_from_bytes` with:

```python
import contextlib
_map_location = [None]
@contextlib.contextmanager
def map_location(location):
    _map_location.append(location)
    yield
    _map_location.pop()

def _load_from_bytes(b):
    return torch.load(io.BytesIO(b), map_location=_map_location[-1])
```

which can be used as such:

```python
with torch.storage.map_location('cpu'):
    pickle.load(open('offending_file.pkl', 'rb'))
```


## Environment
```
PyTorch version: 1.6.0
Is debug build: False
CUDA used to build PyTorch: 10.2

OS: Ubuntu 18.04.2 LTS (x86_64)
GCC version: (GCC) 7.4.0
Clang version: Could not collect
CMake version: version 3.10.2

Python version: 3.7 (64-bit runtime)
Is CUDA available: True
CUDA runtime version: Could not collect
GPU models and configuration: GPU 0: TITAN Xp
Nvidia driver version: 440.64
cuDNN version: Could not collect

Versions of relevant libraries:
[pip3] backpack-for-pytorch==1.1.1
[pip3] numpy==1.17.2
[pip3] numpydoc==0.9.1
[pip3] torch==1.6.0
[conda] blas                      1.0                         mkl    defaults
[conda] mkl                       2019.4                      243    defaults
[conda] mkl-service               2.3.0            py37he904b0f_0    defaults
[conda] mkl_fft                   1.0.14           py37ha843d7b_0    defaults
[conda] mkl_random                1.1.0            py37hd6b4f25_0    defaults
[conda] numpy                     1.17.2           py37haad9e8e_0    defaults
[conda] numpy-base                1.17.2           py37hde5b4d6_0    defaults
[conda] numpydoc                  0.9.1                      py_0    defaults
```

## Additional context
Repository: flutter
Issue: Consider adding initialization callback to runApp
Labels: framework,customer: crowd,c: proposal,a: annoyance,P3,team-framework,triaged-framework

Developers often need to run some set of behaviors near app initialization that require various Flutter services. The typical remedy is to invoke some kind of direct initialization of an internal Flutter binding before calling `runApp()`, for example:

```dart
void main() {
  WidgetsFlutterBinding.ensureInitialized();

  // Run some Flutter-relevant code, like early plugin communication

  runApp(MyApp());
}
```

Consider offering an optional callback in `runApp()` that is invoked after all binding initializations so that Flutter developers do not need to understand the implementation details of `runApp()` such that those developers manually orchestrate the internal initialization:

```dart
void main() {
  runApp(
    MyApp,
    onFlutterInitialized: () {
      // Run some Flutter-relevant code, like early plugin communication
    },
  );
}
```
Repository: pytorch
Issue: [JIT] Using Any type variable inside can produce incorrect results due to type unification problems
Labels: oncall: jit,weeks

## 🐛 Bug
If a variable is defined outside of an `if` with `Any` type and then mutated inside the `if`, the variable will not appear as an output of the `if`, potentially leading to incorrect results.

## To Reproduce
```
import torch
from typing import Any

def fn(x) -> Any:
    a: Any = "four"
    if x.shape[0] == 4:
        a = 3

    return a


if __name__ == "__main__":
    s = torch.jit.script(fn)
    x = torch.randn(4)
    print(f"Script: {s(x)}")
    print(f"Eager: {fn(x)}")
```

## Expected Behavior
```
Script: 3
Eager: 3
```

## Actual Behaviour
```
Script: four
Eager: 3
```

cc @suo @gmagogsfm
Repository: pytorch
Issue: OffsetCalculator.cuh(and THCIntegerDivider.cuh) should be available with PyTorch cpu-only binaries
Labels: module: internals,triaged,better-engineering,csprng

OffsetCalculator is a crucial component of torchcsprng: both CPU and CUDA RNGs uses it. Unfortunately I had to copy those headers to torchcsprng because they are available only with CUDA-enabled binaries. I'd like to rename them from `.cuh` to `.h` and put them with CPU headers.

PS: OffsetCalculator doesn't depend on CUDA

@ezyang 

cc @ezyang @bhosmer @smessmer @ljk53
Repository: TypeScript
Issue: Contextually type 'await ...' whose value is unused to 'void | PromiseLike<void>'
Labels: Suggestion,Experimentation Needed

## Search Terms

contextual type await void

## Suggestion

When contextually typing an `await` whose expression is unused, we should use the contextual type of `void`:

```ts
// "today" assumes https://github.com/microsoft/TypeScript/pull/39817
async function foo() {
  // today: Promise<unknown>
  // proposed: Promise<void>
  await new Promise(resolve => {
    // today: (value: unknown) => void
    // proposed: (value: void) => void
    resolve();
  });
}
```

A statement like `await new Promise(...)` is commonly used to adapt a callback-based API where the result isn't value (such as Node's `fs.writeFile`). Once #39817 merges, the `value` argument for the `resolve` callback will no longer be optional unless it contains `void`. Since the result of the `await` expression above is unused, we should use `void` as the contextual type for the `await`, so that the contextual type for its operand becomes `void | PromiseLike<void>`, thus contextually typing the `Promise` construction.

## Checklist

My suggestion meets these guidelines:

* [ ] This wouldn't be a breaking change in existing TypeScript/JavaScript code:
  - _This will require testing to verify_
* [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: flutter
Issue: [in_app_purchase] Purchase stream only delivers pending purchases once per app session
Labels: p: in_app_purchase,package,a: annoyance,team-ecosystem,P3,triaged-ecosystem

**Situation:**
When I start my app I subscribe to the `purchaseUpdatedStream` to receive any pending purchases that were not previously handled.

```dart
InAppPurchaseConnection
        .instance
        .purchaseUpdatedStream
        .listen(...);
```

**Problem:**
The stream only produces the purchases one time per app session. If I run a hot restart, I don't receive those purchases any more, even if they're still pending. This leads to a remarkably fragile interaction that is causing me a lot of development friction.

**Proposed Solution:**
The current behavior seems to treat the broadcast of these purchases like consumption events. If a purchase is produced by the stream then it is removed from the source, no other subscriber to that stream will receive it. I think this is flawed behavior.

As long as a purchase is pending, any new subscriber to this stream should receive that purchase. It will be up to the developer to avoid race conditions when acting upon the purchase, but that is easily accomplished, whereas presently there does not appear to be anything that I can do to retrieve these pending purchases after a hot restart.

**Version Info:**
```
Flutter 1.21.0-1.0.pre • channel master • https://github.com/flutter/flutter.git
Framework • revision 6eaaf1650e (6 weeks ago) • 2020-07-09 18:04:37 -0700
Engine • revision 9b3e3410f0
Tools • Dart 2.9.0 (build 2.9.0-20.0.dev 06cb010247)
```

```
in_app_purchase: 0.3.4+3
```
Repository: pytorch
Issue: Abort message: ‘terminating with uncaught exception of type c10::Error: _ivalue_ INTERNAL ASSERT FAILED at ../torch/csrc/jit/api/object.cpp:19, please report a bug to PyTorch. (_ivalue at ../torch/csrc/jit/api/object.cpp:19)
Labels: oncall: jit,oncall: mobile

## 🐛 Bug

When i’m loading a pt file in c++:

> Abort message: 'terminating with uncaught exception of type c10::Error: _ivalue_ INTERNAL ASSERT FAILED at ../torch/csrc/jit/api/object.cpp:19, please report a bug to PyTorch.  (_ivalue at ../torch/csrc/jit/api/object.cpp:19)

## To Reproduce

I just write a new jni to load my serialized model on android, a code snippet just like

```
std::istringstream pt(s);
module_ = torch::jit::load(pt);
module_.eval();
```

This error doesn’t appear every time，and it just occurs on Pixel 2 so far.

## Environment

PyTorch version: 1.5.0
NDK version：20.0.5594570
Gradle version:  6.5


cc @suo @gmagogsfm
Repository: TypeScript
Issue: Allow export type for module = none
Labels: Suggestion,In Discussion

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker.

Please help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ, especially the "Common Feature Requests" section: https://github.com/Microsoft/TypeScript/wiki/FAQ

-->

## 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 -->
allow export type module none

## Suggestion

<!-- A summary of what you'd like to see added or changed -->
For `"module": "none"`, please allow `export type Foo = { ... }`

## Use Cases

<!--
What do you want to use this for?
What shortcomings exist with current approaches?
-->
For ExtendScript code, `tsc` shouldn't generate `export` in generated js file.
For ts < 4.0, I can use `"module": "ESNext"`；for ts >= 4.0，I have to use `"module": "none"`(in ts 4.0.2，`"module": "ESNext"` will generate `export {}`, that is error for Extendscript)，but I cannot use `export type ...` in `"module": "none"`, I use `export type ...` to reuse types between Extendscript and browser js code.
This blocks me to upgrade to typescript 4.0

## Examples

<!-- 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: rust
Issue: 0x prefix for hexadecimal and pretty-printed Debug cannot be specified separately in std::fmt
Labels: T-libs-api,C-feature-request

In `std::fmt`:
- `x` prints integers in hexadecimal format
- `#x`  prefixes hexadecimal numbers with a 0x
- `#?` pretty-prints the Debug formatting (e.g. one vector element per line)

The problem is that those are not orthogonal. `#x?` will both add 0x and pretty-print. There does not seem to be a way to get one behavior without the other.

```rust
    let v = [11];
    /*
        [11]
    */
    println!("{:?}", v);
    /*
        [
            11,
        ]
    */
    println!("{:#?}", v);
    /*
        [b]
    */
    println!("{:x?}", v);
    /*
        [
            0xb,
        ]
    */
    println!("{:#x?}", v);
    /*
        [
            b,
        ]
    */
    // ??
    /*
        [0xb]
    */
    // ??
```

Could the `#` modifier apply only to the closest type, so that `#x?`, `x#?` and `#x#?` could be used to denote each case? (this would cause an output change for `#x?`). Alternatively, another letter to denote "hexadecimal with 0x prefix"?
Repository: react
Issue: Discussion: Async cleanups of useEffect
Labels: Type: Discussion

Hi 👋 

I've been asking about this on Twitter but was told that the issues here might be better to discuss this stuff.

My general concern is that async cleanups might lead to weird race conditions. It may be unwarranted but the concept itself sounds quite alarming to me and I'd like to discuss this, if possible.

If you go with the async cleanups then there is no guarantee that a scheduled work (or just any listeners) would get cleaned up before you get rid of a component instance, so for example:
```js
useEffect(() => {
  if (state !== 'foo') return
  const id = setTimeout(() => setShouldAnimate(true), 300)
  return () => clearTimeout(id)
}, [state])
```
This might not work as intended. There is an off-chance that the scheduled timeout will fire after the containing component unmounts but before the timer gets disposed.

Calling `setState` after unmounting was always a sign of broken assumptions in the code or some programming error and React has been warning about it. I was told though that this has been accounted for and the warning is being suppressed now - so it won't pop up for users if `setState` got called in that short timeframe. So at least that's OK.

I'm worried though that a disposed component can still cause an unwanted side-effect in a parent. One can imagine some scenarios where that would matter.

1. orchestrating animation - an unmounted component tells the parent to trigger some sort of animation. The reason why the animation should happen is owned by a child, but it's also based on an additional timer because the reason might become invalid if the user performs some invalidating action quickly enough. It's not obvious here that `useLayoutEffect` should be used here to achieve instant cleanup.
2. similar case: orchestrating some in-product tour, triggering tooltips, arrows, whatever in the parent. It becomes even less apparent that this should be `useLayoutEffect`-based to achieve instant clean up as this is not related to layout, even remotely. This is business logic.

I hope my concerns are not warranted and you could clear up them for me, but right now I'm worried a lot that this is such a small difference for most of the people and that's it's hard to spot in the code that this might become a source of many very subtle bugs. 

cc @gaearon @bvaughn
Repository: TypeScript
Issue: [pedantic] Disallow access member from any type
Labels: Suggestion,In Discussion

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker.

Please help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ, especially the "Common Feature Requests" section: https://github.com/Microsoft/TypeScript/wiki/FAQ

-->

## Search Terms
checker, any

<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

## Suggestion
As https://gist.github.com/RyanCavanaugh/f80f9ddc50d45c4d76e7c4101efada28 said

Disallow access members from any type.

<!-- A summary of what you'd like to see added or changed -->


## Examples

```ts
declare const a: any

a.a; // error
a["a"] // error

a.a = 1 // error
a["a"] = 1 // error
```


<!-- Show how this would be used and what the behavior would be -->

## Checklist

My suggestion meets these guidelines:

* [ ] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [ ] This wouldn't change the runtime behavior of existing JavaScript code
* [ ] This could be implemented without emitting different JS based on the types of the expressions
* [ ] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [ ] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: storybook
Issue: addon-docs: No props for component in node_modules
Labels: feature request,block: argstable

**Describe the bug**

I've created a mono repo which holds a component package and a cra+stroybook+ts project. The storybook project installs and imports the component package in its stories, but docs does not show the props of the component.

- component package correctly builds dist and types
- if I create a component inside the storybook project, it shows the props

**Screenshots**

set `component` to Component from my pacakge
![image](https://user-images.githubusercontent.com/3808838/90882219-359dcb80-e3de-11ea-9b37-cce7b4f981b4.png)

set `component` to Component inside the storybook project
![image](https://user-images.githubusercontent.com/3808838/90882317-5d8d2f00-e3de-11ea-90ac-1d38918c726a.png)

**System:**

```
    "typescript": "^4.0.2",
    "@storybook/react": "^6.0.16",
    "@storybook/preset-create-react-app": "^3.1.4",
    "@storybook/addon-actions": "^6.0.16",
    "@storybook/addon-links": "^6.0.15",
    "@storybook/addon-essentials": "^6.0.16",
    "@storybook/addons": "^6.0.16",
```
Repository: godot
Issue: Global keybind on key 'L' when Godot is opened via symlink
Labels: bug,platform:windows,topic:porting

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
- Godot_v3.2.2-stable_mono_win64

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
- Microsoft Windows Version 2004 (OS Build 19041.450)

**Issue description:**
<!-- What happened, and what was expected. -->
I created a symlink called `godot` that points to the latest Godot executable. When there's a new release, I download this release and update the symlink. The symlink is in my path so I can start Godot from PowerShell like this: `godot project.godot`.

Folder structure:
```
- Godot_v3.2.1-stable_mono_win64
    - ... (godot files)
- Godot_v3.2.2-stable_mono_win64
    - ... (godot files)
- latest
    - godot (symlink to latest Godot executable)
```

Whenever I start Godot from PowerShell  using the symlink, a global Keybind appears. When I press `l` (lower case L) in any program, the Godot console appears in front of my current window. I can't write a lower case L anywhere anymore.

This only happens when I use the symlink. When I use the Godot executable directly to open a project from PowerShell, the issue doesn't appear. The keybind also appears when I open the symlink from Windows Explorer, when I directly open the Godot executable from Windows explorer, the issue doesn't appear.

**Steps to reproduce:**
1. download Godot Mono 3.2.2
2. create a symlink to the Godot executable in PowerShell:
```powershell
New-Item -ItemType SymbolicLink -Value .\Godot_v3.2.2-stable_mono_win64\Godot_v3.2.2-stable_mono_win64.exe -Path .\latest\godot
```
3. add the symlink to the PATH
4. open a project with the command `godot project.godot`

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
- any project can be used