sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: opencv
Issue: cv::cuda::normalize does not have the same default arguments that cv::normalize has
Labels: category: gpu/cuda (contrib)

##### Detailed description

The CUDA and CPU versions of `normalize` have different default arguments. I don't know if this is by design or not, but wanted to raise awareness.

[CPU version](https://docs.opencv.org/master/d2/de8/group__core__array.html#ga87eef7ee3970f86906d69a92cbf064bd):

void cv::normalize | ( | InputArray | src,
-- | -- | -- | --
&nbsp; | &nbsp; | InputOutputArray | dst,
&nbsp; | &nbsp; | double | alpha = 1,
&nbsp; | &nbsp; | double | beta = 0,
&nbsp; | &nbsp; | int | norm_type = NORM_L2,
&nbsp; | &nbsp; | int | dtype = -1,
&nbsp; | &nbsp; | InputArray | mask = noArray()
&nbsp; | ) | &nbsp;

[GPU version](https://docs.opencv.org/3.4/d5/de6/group__cudaarithm__reduce.html#ga4da4738b9956a5baaa2f5f8c2fba438a):
void cv::cuda::normalize | ( | InputArray | src,
-- | -- | -- | --
&nbsp; | &nbsp; | OutputArray | dst,
&nbsp; | &nbsp; | double | alpha,
&nbsp; | &nbsp; | double | beta,
&nbsp; | &nbsp; | int | norm_type,
&nbsp; | &nbsp; | int | dtype,
&nbsp; | &nbsp; | InputArray | mask = noArray(),
&nbsp; | &nbsp; | Stream &amp; | stream = Stream::Null()
&nbsp; | ) | &nbsp;

Is there a reason why the GPU version does not have default arguments `alpha = 1`, `beta = 0`, `norm_type = NORM_L2`, `dtype = -1`? 

If not, I would be happy to submit a PR to align both functions so that they have the same default arguments!

##### Issue submission checklist

 - [x] I report the issue, it's not a question

 - [ ] I checked the problem with documentation, FAQ, open issues,
       forum.opencv.org, Stack Overflow, etc and have not found solution
   <!--
   Places to check:
   * OpenCV documentation: https://docs.opencv.org
   * FAQ page: https://github.com/opencv/opencv/wiki/FAQ
   * OpenCV forum: https://forum.opencv.org
   * OpenCV issue tracker: https://github.com/opencv/opencv/issues?q=is%3Aissue
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 - [x] There is reproducer code and related data files: videos, images, onnx, etc
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   The best reproducer -- test case for OpenCV that we can add to the library.
   Recommendations for media files and binary files:
   * Try to reproduce the issue with images and videos in opencv_extra repository
     to reduce attachment size
   * Use PNG for images, if you report some CV related bug, but not image reader
     issue
   * Attach the image as archive to the ticket, if you report some reader issue.
     Image hosting services compress images and it breaks the repro code.
   * Provide ONNX file for some public model or ONNX file with with random weights,
     if you report ONNX parsing or handling issue. Architecture details diagram
     from netron tool can be very useful too. See https://lutzroeder.github.io/netron/
   -->
Repository: vscode
Issue: Pixeled
Labels: bug,upstream,windows,gpu,upstream-issue-pending

Issue Type: <b>Bug</b>

I got the left side bar and bottom bar pixeled 

VS Code version: Code 1.56.2 (054a9295330880ed74ceaedda236253b4f39a335, 2021-05-12T17:13:13.157Z)
OS version: Windows_NT x64 10.0.19042

<details>
<summary>System Info</summary>

|Item|Value|
![VScodeIssue](https://user-images.githubusercontent.com/84496059/118933429-6c215c00-b906-11eb-931e-e0173a8453d6.jpg)
![VScodeIssue](https://user-images.githubusercontent.com/84496059/118933492-7fccc280-b906-11eb-94b7-e66eccc15ae8.jpg)


|---|---|
|CPUs|Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 x 2808)|
|GPU Status|2d_canvas: enabled<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>oop_rasterization: enabled<br>opengl: enabled_on<br>rasterization: enabled<br>skia_renderer: enabled_on<br>video_decode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|undefined|
|Memory (System)|19.84GB (11.23GB free)|
|Process Argv||
|Screen Reader|no|
|VM|0%|
</details>Extensions: none<details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383cf:30185419
vspyt653:30270858
pythonvspyt602:30300191
vspor879:30202332
vspor708:30202333
vspor363:30204092
pythonvspyt639:30300192
pythontb:30283811
vspre833cf:30267465
pythonptprofiler:30281270
vsdfh931:30280409
vshan820:30294714
pythondataviewer:30285071
vscus158cf:30286554
vscgsv2:30301612
vscorehov:30302759
bridgeflightcf:30302070
vscod805:30301674

```

</details>

<!-- generated by issue reporter -->
![image](https://user-images.githubusercontent.com/84496059/118933812-e2be5980-b906-11eb-9138-6602f06c96be.png)
Repository: godot
Issue: Weird smudge when using sprite region
Labels: discussion,topic:rendering,topic:editor

<!-- 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 3.3.1

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->

Windows 10 GLES 3

**Issue description:**
<!-- What happened, and what was expected. -->

For some reason when using sprite region in sprite I am getting weird smudging 

**Steps to reproduce:**

Add a sprite add a region to a sprite that is larger than actual picture see the smudge 

Region View
![1](https://user-images.githubusercontent.com/30668026/118937207-2fc12080-b945-11eb-87a6-72af64eeb911.PNG)

The Smuge
![2](https://user-images.githubusercontent.com/30668026/118937216-32237a80-b945-11eb-9793-6308115ba696.PNG)
Repository: flutter
Issue: Flutter - android - show full screen text input on landscape 
Labels: a: text input,c: new feature,framework,f: material design,c: proposal,team-design,triaged-design

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     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
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## Use case

I would like to be able to have a fullscreen text input area on the landscape orientation.
Please see attached video.

https://user-images.githubusercontent.com/27827640/118952496-4c1c8780-b95c-11eb-8ee9-5f625c8cf1e4.mp4



## Proposal

Maybe you could add an optional parameter in TextField widgets that would make them force fullscreen text input.
I think fullscreen text input is something needs to be set at AndroidManifest.xml file,
but If you enable the flutter/dart user at a higher level to do the modification by setting an optional parameter in text-field widgets, that would be great.
Thank you
<!--
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     Does this have to be provided by Flutter directly, or can it be provided
     by a package on pub.dev/flutter? If so, maybe consider implementing and
     publishing such a package rather than filing a bug.
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Repository: excalidraw
Issue: Unable to convert SVG to PDF while preserving dark mode and fonts
Labels: font,dark-theme

I'm trying to convert svg to pdf using tools like [convert](https://imagemagick.org/script/convert.php), [Inkspace](https://inkscape.org/doc/inkscape-man.html), and [cairosvg](https://cairosvg.org/) etc. These tools are converting SVG to PDF but not preserving the dark mode and the original fonts.
This is the PNG export of drawing from [excalidraw](https://excalidraw.com/):
![3](https://user-images.githubusercontent.com/24489306/118964959-63fa0880-b968-11eb-87f5-5106f8629021.png)
and this is the screenshot of PDF file generated from the above mentioned tools (all have same result):
![image](https://user-images.githubusercontent.com/24489306/118965252-c4894580-b968-11eb-9457-a205b32a1719.png)
The pdf is preserving the SVG nature but loosing dark mode and drawing fonts.
I want to convert SVG (not PNG) to pdf while preserving the original drawing effects and dark mode as well.
Any thoughts how could this be achievable?
Thanking in advance
Repository: excalidraw
Issue: Stop using `move` cursor
Labels: discussion

When hovering over elements, the move cursor is very wide it feel clunky selecting elements with it, especially small ones. Figma doesn't use it either.

The only benefit is to signal you're hovering over an element. Instead, I'd suggest using something analogues to what Figma does: highlight the element's bounding box in some way.
Repository: pytorch
Issue: Improvement suggestions for the error message "Expected batch2_sizes[0] == bs && batch2_sizes[1] == contraction_size to be true, but got false"
Labels: module: error checking,triaged,module: linear algebra

## 📚 Documentation

In PyTorch 1.8.1, the code

```py
a = torch.rand((1,2,3))
b = torch.rand((4,5,6))

torch.bmm(a, b)
```
produces the error message
```
RuntimeError: Expected batch2_sizes[0] == bs && batch2_sizes[1] == contraction_size to be true, but got false. 
(Could this error message be improved?  If so, please report an enhancement request to PyTorch.)
```
Yes, I think this error message could be improved. Here are a few suggestions:

* From the error message I have no clue what any of the four variables `batch2_sizes[0]`, `bs`, `batch2_sizes[1]` and `contraction_size` are generally and/or in my specific example. Those are internal variable names of PyTorch, and thus not really helpful. Ideally, the error message would use the variable names of the user, i.e., here `a` and `b`. If this is not possible, even saying `first argument` and `second argument` would be better than internal variable names.
* The error message does not indicate whether `batch2_sizes[0] == bs` is `False` or `batch2_sizes[1] == contraction_size` or both.
* The message should not say that some boolean statement has to be true, but rather explicitly say that two numbers should be equal.
* There should be an URL where I can find further information.

Suggestion how the message might look like:
```
RuntimeError: Dimension mismatch
The batch dimension (1) of the first argument `a` should be equal to
the batch dimension (4) of the second argument `b`.

More information:
https://pytorch.org/docs/stable/generated/torch.bmm.html#Error_Message
```

This is probably a wrong explanation, but reading the corresponding section of the code also does not help too much. https://github.com/pytorch/pytorch/blob/d8c6b74b0b77d2c99bb13cc608fbd278da5802bc/aten/src/ATen/native/LinearAlgebra.cpp#L1201-L1206 


cc @jianyuh @nikitaved @pearu @mruberry @heitorschueroff @walterddr @IvanYashchuk @xwang233 @Lezcano
Repository: go
Issue: runtime: misleading panic information when an unexpected signal is received running signal handler
Labels: NeedsInvestigation,compiler/runtime

I have a hard time classifying whether this is a bug or not.  When a signal handler causes an unexpected fault, the runtime will push a stack frame onto the signal stack, and `runtime.sigpanic` will panic again when the stack check fails.  On ppc64le this results in confusing debug information being printed, i.e `fatal: morestack on g0`. This happens in [cockroachdb](https://github.com/cockroachdb/cockroach/issues/62979) on ppc64le when backtrace segfaults as it unwinds past the kernel's interrupt frame.

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version devel go1.17-69fb3c8bd1 Wed May 12 11:20:32 2021 -0500 linux/ppc64le
</pre>

### Does this issue reproduce with the latest release?
Yes, and 1.16.x series.

### What operating system and processor architecture are you using (`go env`)?

ppc64le

### What did you do?
```
package main

// #include <signal.h>
// #include <unistd.h>
// #include <string.h>
// static void* buf[100];
//
// void handle(int sig, siginfo_t *i, void *ctx) {
//    *((int*)1) = sig;
// }
// 
// void segfault(void) {
//  struct sigaction a;
//  memset(&a, 0, sizeof(a));
//  a.sa_sigaction = handle;
//  a.sa_flags = SA_ONSTACK | SA_RESTART | SA_SIGINFO;
//  sigaction(SIGALRM, &a, NULL);
//  alarm(1);
// }
import "C"

import (
        "fmt"
        "math/rand"
        "sync"
)

func main() {
        var bigthing [200]int;
        for i,_ := range bigthing {
                bigthing[i] = rand.Int()
        }
        C.segfault()
        m := sync.Mutex{}
        m.Lock()
        cond := sync.NewCond(&m)

        // Intentional deadlock here.
        cond.Wait()

        fmt.Printf("FAIL %v\n", bigthing)
}
```

### What did you expect to see?

A crash without `fatal: morestack on g0`. For extra credit, also showing that `handler` is where the crash happened.


### What did you see instead?
```
fatal: morestack on g0
SIGSEGV: segmentation violation
PC=0x10063c20 m=0 sigcode=1

goroutine 0 [idle]:
runtime.abort()
	/home/murp/git/go/src/runtime/asm_ppc64x.s:795
runtime.morestack()
	/home/murp/git/go/src/runtime/asm_ppc64x.s:300 +0x18

goroutine 1 [sync.Cond.Wait]:
sync.runtime_notifyListWait(0xc0001ee050, 0x0)
	/home/murp/git/go/src/runtime/sema.go:513 +0x174
sync.(*Cond).Wait(0xc0001ee040)
	/home/murp/git/go/src/sync/cond.go:56 +0xd4
main.main()
	/home/murp/test/cgo-segfault/foo.go:47 +0x134

r0   0x0	r1   0xc000008f60
r2   0xc000290000	r3   0x17
r4   0x100a683f	r5   0x17
r6   0xc000009000	r7   0x10149c60
r8   0x10149ac0	r9   0x0
r10  0x0	r11  0x0
r12  0x0	r13  0x7fff9999a7c0
r14  0x5	r15  0x5
r16  0x1014a078	r17  0x3000
r18  0x100bfdb5	r19  0x0
r20  0xc000032e28	r21  0x10149c60
r22  0x0	r23  0x8
r24  0x0	r25  0x0
r26  0x10063cc4	r27  0x0
r28  0x101108b0	r29  0x7fff9998f1a8
r30  0x10149ac0	r31  0x10061674
pc   0x10063c20	ctr  0x0
link 0x10061678	xer  0x0
ccr  0x42420844	trap 0x300
```
Repository: rust
Issue: Confusing error message for E0631
Labels: C-enhancement,A-diagnostics,T-compiler

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along with any information you feel relevant to replicating the bug.

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Given the following code: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=2db3b616f01a0d64fdcc6c124ac677d5

```rust
use std::path::PathBuf;

fn main() {
    fn is_file(p: &PathBuf) -> bool {
        p.is_dir()
    }
    
    let f: Option<PathBuf> = Some(PathBuf::from("/"));
    
    let f_if_file = f.as_ref().filter(is_file);

    println!("{:?}", f_if_file);
}
```

The current output is:

```
error[E0631]: type mismatch in function arguments
  --> src/main.rs:10:39
   |
4  |     fn is_file(p: &PathBuf) -> bool {
   |     ------------------------------- found signature of `for<'r> fn(&'r PathBuf) -> _`
...
10 |     let f_if_file = f.as_ref().filter(is_file);
   |                                       ^^^^^^^ expected signature of `for<'r> fn(&'r &PathBuf) -> _`

error: aborting due to previous error

For more information about this error, try `rustc --explain E0631`.
error: could not compile `playground`

To learn more, run the command again with --verbose.
```

The error message is confusing, and also doesn't point at the correct solution in this case, which is removing the `.as_ref()`.

There are other issues open related to `E0631`, but I wasn't able to figure out if this is already covered, so I opened this to make sure it's known. Sorry if it's a duplicate!
Repository: TypeScript
Issue: abstract class prototype type has abstract methods even though they are not on the prototype
Labels: Suggestion,Awaiting More Feedback

# Bug Report

### 🔎 Search Terms
abstract, prototype, type

### 🕗 Version & Regression Information
All versions I tried

### ⏯ Playground Link
[Playground link with relevant code](https://www.typescriptlang.org/play?#code/IYIwzgLgTsDGEAJYBthjAgggO0+aciA3gLABQCCADgK4jICWsCokM8L+7EAsgKYQAFgHsAJgAoAlAC4EAN2ENRAbnLlKtekwTZhuLoX5CxU2QqUJSFSggD0thKOEIwwgLYDBDbAHN1CAF9yILJyewQabFE+ADNvPlFyWD1XZD4AOmRhH3EcPDZCdKooYQhSgE8qDNYCeCMRUUlVMnCY4GQwPiSU4TTM7Nz9AvgikrKISozBNAB5AHdsAAUSqqgJ8QByGu56sQ3JJrUWh2i47ATu7FSMrJy8gxHi0oqq9N0h2t5PMUPjhGgaF0yMkrr0bgN7sMIKNnhNXtMwPMlis+Gtypt3vlPrtRPsmkA)

### 💻 Code
```ts
abstract class AnAbstract {
  public abstract abstractMethod(): void;

  public nonAbstractMethod(): void {
    // do something
  }
}

// no type error - undefined
console.log(AnAbstract.prototype.abstractMethod);
// no type error - false
console.log(AnAbstract.prototype.hasOwnProperty('abstractMethod'));

// defined
console.log(AnAbstract.prototype.nonAbstractMethod);
// true
console.log(AnAbstract.prototype.hasOwnProperty('nonAbstractMethod'));
```

### 🙁 Actual behavior
Abstract class prototype has abstract methods in the type

### 🙂 Expected behavior
Abstract class prototype to have only concrete methods in the type

---

I have a function that manually define methods based on what's in the prototype, unfortunately when I use an abstract class the type doesn't reflect reality.

If that type cannot change it would be great to be able to do something like:
```ts
type NoAbstract<T> = {
  -abstract [key in keyof T]: T[key];
};
```
Repository: pytorch
Issue: Ability to enabling/disabling cuDNN and cuBLAS API logging in PyTorch API directly
Labels: module: cudnn,feature,module: cuda,triaged,module: cublas

## 🚀 Feature
Ability to enabling/disabling cuDNN and cuBLAS API logging in PyTorch API directly.

## Motivation
Cuda has environment variables to enable cuDNN and cuBLAS API logging.
https://docs.nvidia.com/deeplearning/cudnn/developer-guide/index.html#api-logging
I know two ways to switch these variables on.
With ```CUDNN_LOGINFO_DBG=0 python my_pytorch_scrip.py```  which is not so handy.

And second in runtime with python os module.
When I use the second way I have no one log file if PyTorch imported before I set the variables.

To reproduce please run this
```python
import os

import torch
from torch.nn import Conv1d

os.environ["CUDNN_LOGINFO_DBG"] = '1'
os.environ["CUBLAS_LOGINFO_DBG"] = '1'
os.environ["CUDNN_LOGDEST_DBG"] = 'cudnn.log'
os.environ["CUBLAS_LOGDEST_DBG"] = 'cublas.log'

a = torch.ones((10, 1, 1), device='cuda')
conv = Conv1d(1, out_channels=1, kernel_size=1)
conv.to(device='cuda')
b = conv(a)

assert os.path.isfile('cudnn.log')
assert os.path.isfile('cublas.log')
```

Code starts to works when I change the import order like this:

```python
import os

os.environ["CUDNN_LOGINFO_DBG"] = '1'
os.environ["CUBLAS_LOGINFO_DBG"] = '1'
os.environ["CUDNN_LOGDEST_DBG"] = 'cudnn.log'
os.environ["CUBLAS_LOGDEST_DBG"] = 'cublas.log'

import torch
from torch.nn import Conv1d

a = torch.ones((10, 1, 1), device='cuda')
conv = Conv1d(1, out_channels=1, kernel_size=1)
conv.to(device='cuda')
b = conv(a)

assert os.path.isfile('cudnn.log')
assert os.path.isfile('cublas.log')
```

Do you know how to place all imports in one place? Or maybe could you please add this feature?

cc @csarofeen @ptrblck @xwang233 @ngimel
Repository: pytorch
Issue: Werror should include -Wmissing-prototypes
Labels: module: build,triaged,module: build warnings

Our internal xplat builds have this warning turned on for werror, so OSS should have it turned on too

cc @malfet @seemethere @walterddr
Repository: go
Issue: cmd/gofmt: change -d to exit 1 if diffs exist
Labels: Proposal,Proposal-Accepted

First, I know that this has been asked many times before (https://github.com/golang/go/issues/24230 https://github.com/golang/go/issues/24427 https://github.com/golang/go/issues/38551), and I was even on the other side of this argument for a long time.

The argument usually goes that, if you want to know if any files aren't gofmt-ed, you check that `gofmt -l` is empty, for example:

```
test -z $(gofmt -l .)
```

And this works, if one can assume a POSIX-like shell.

However, in light of https://github.com/golang/go/issues/42119, I think we should make "verify that many files comply with gofmt" a trivial command, without extra machinery like checking for non-empty output.

In that issue, we suggest a number of commands that we'd encourage people to run on CI, from `go test -race ./...` to `go mod verify` and `go vet ./...`. You'll note that none of the commands require being wrapped with shell or extra commands to do their job, with two exceptions:

* `go mod tidy`, where one needs to check if files like `go.mod` and `go.sum` were modified on disk. https://github.com/golang/go/issues/27005 will fix that.
* `gofmt`, which needs testing for empty output, hence this issue.

Once `go mod tidy -check` is implemented, `gofmt` will stand alone in that list as being the only command that most people should run on their CI, but which is non-portable or just not easy to use directly.

--

So, as others have proposed before: I suggest a very simple fix, which is to make `gofmt -d` exit with a status code of 1 if any of the input files have a non-empty diff. Then, CI could simply run `gofmt -d .` and get a good result: CI would fail if any files don't comply, and the diff will show exactly which ones and why.

It's also arguably more consistent to behave this way, as the `diff` tool usually behaves this way too. For example, from GNU diffutils 3.7:

> Exit status is 0 if inputs are the same, 1 if different, 2 if trouble.

If we think this change is too invasive, or could break too many users, we could also consider a separate flag like `-exitcode`, simialr to `git diff --exit-code`. It's really not a big deal if the command run on CI gets a bit longer.

I also don't think a solution should come from `go fmt`. I think `gofmt` is simply superior for use in CI; it allows formatting files which are not part of Go packages, formatting many modules at once, and printing diffs.

It's also worth noting I plan to expose this feature in `gofumpt`: https://github.com/mvdan/gofumpt/issues/114

cc @griesemer 
cc @bcmills @jayconrod @stevetraut for "CI best practices"
cc @ryanm101 @stevenmatthewt @belm0 as previous posters
Repository: godot
Issue: VisualScript missing runtime error? Script inherits from native type 'class_a', so it can't be instanced in object of type: 'class_b'
Labels: bug,topic:visualscript

<!-- 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. -->
3.3.0

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Win10 GLES3

**Issue description:**
<!-- What happened, and what was expected. -->
When in GDscript and attaching a Scrtipt{extends Skeleton2D} to a SceneNode{GrooveJoint2D}.
The folowing error is given at runtime. And that script is not run.
Script inherits from native type 'Skeleton2D', so it can't be instanced in object of type: 'GrooveJoint2D'

When in VisualScrip tand attaching a Scrtipt{BaseType Skeleton2D} to a SceneNode{GrooveJoint2D}.
When running a FunctionCall of the script_class or node_class the only error given is "Invalid Call" on both functions.
When using a shared function there is no error and everything works.

**What I would expect**
A warning like in GDscript.
Being able to run either NodeFunctions or ScriptFunctions on self

**Steps to reproduce:**
see description

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->