sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: opencv
Issue: OpenCV Doesn't Support Snapdragon With OpenCL
Labels: category: ocl,category: 3rdparty

##### System information (version)

- OpenCV => 4.1.2
- Operating System / Platform => Android 7 Nougat 32Bit 
- Compiler => GCC++




##### Detailed description
Hi!
We are working with Qualcomm MSM8996(Snapdragon 820), that include Adreno530 GPU
It very powerful mobile hardware.

This GPU support OpenCL 2.0, and it's indeed loaded and I got it context in order to use it.
I wanted to combine with OpenCV algorithms  to improve performance.

I tried to use the attachContext function:

cv::ocl::attachContext(defaultPlatform.getInfo<CL_PLATFORM_NAME>(), defaultPlatform(), m_clContext(), devs[0]());

I got the following, it mean that you doesn't support Qualcomm products ? 

970-01-02 02:39:17.345 11265-11265/com.sysmop.ebojavac_CL E/cv::error(): OpenCV(4.1.2) Error: Unknown error code -220 (no OpenCL platform available!) in attachContext, file C:\opencv-4.1.2\modules\core\src\ocl.cpp, line 2521
1970-01-02 02:39:17.345 11265-11265/com.sysmop.ebojavac_CL A/libc: /usr/local/google/buildbot/src/android/ndk-release-r17/external/libcxx/../../external/libcxxabi/src/abort_message.cpp:73: abort_message: assertion "terminating with uncaught exception of type cv::Exception: OpenCV(4.1.2) C:\opencv-4.1.2\modules\core\src\ocl.cpp:2521: error: (-220:Unknown error code -220) no OpenCL platform available! in function 'attachContext'
    " failed
1970-01-02 02:39:17.346 11265-11265/com.sysmop.ebojavac_CL A/libc: Fatal signal 6 (SIGABRT), code -6 in tid 11265 (mop.ebojavac_CL)
1970-01-02 02:39:17.414 11286-11286/? A/DEBUG: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
1970-01-02 02:39:17.414 11286-11286/? A/DEBUG: Build fingerprint: 'Android/msm8996/msm8996:7.0/IFC-6640-Nougat-Relv-2.0/inforc02161744:userdebug/test-keys'
1970-01-02 02:39:17.414 11286-11286/? A/DEBUG: Revision: '0'
1970-01-02 02:39:17.414 11286-11286/? A/DEBUG: ABI: 'arm'
1970-01-02 02:39:17.415 11286-11286/? A/DEBUG: pid: 11265, tid: 11265, name: mop.ebojavac_CL  >>> com.sysmop.ebojavac_CL <<<
1970-01-02 02:39:17.415 11286-11286/? A/DEBUG: signal 6 (SIGABRT), code -6 (SI_TKILL), fault addr --------
1970-01-02 02:39:17.418 11286-11286/? A/DEBUG: Abort message: '/usr/local/google/buildbot/src/android/ndk-release-r17/external/libcxx/../../external/libcxxabi/src/abort_message.cpp:73: abort_message: assertion "terminating with uncaught exception of type cv::Exception: OpenCV(4.1.2) C:\opencv-4.1.2\modules\core\src\ocl.cpp:2521: error: (-220:Unknown error code -220) no OpenCL platform available! in function 'attachContext'
    " failed'
Repository: godot
Issue: Transform.xform_inv() is not the inverse of Transform.xform()
Labels: topic:core,documentation

**Godot version:**
3.2.1.stable

**OS/device including version:**
Windows10

**Issue description:**
The documentation claims that: xform "Transforms the given Vector3 by this transform" and xform_inv "Inverse-transforms the given Vector3 by this transform." but it is not the case.  The scale gets applied a second time instead of being undone.

https://docs.godotengine.org/en/stable/classes/class_transform.html?highlight=transform#class-transform-method-xform

**Steps to reproduce:**
```GDscript
var t = Transform(Vector3(2, 0, 0), 
                  Vector3(0, 1, 0), 
                  Vector3(0, 0, 1), 
                  Vector3(0, 0, 0))
print(t.xform_inv(t.xform(Vector3(1,0,0))))
# --->  Result is (4, 0, 0) !!!
```

**Minimal reproduction project:**
See above.  (This has been simplified down from a more arbitrary transform I hit this problem with.)
Repository: terminal
Issue: Peek behind Alternate Screen Buffer, like Flip Screen (Alt+F12) in mintty of Git Bash
Labels: Issue-Feature,Area-TerminalControl,Product-Terminal

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# Description of the new feature/enhancement

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A clear and concise description of what the problem is that the new feature would solve.
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After a program has activated the alternate screen buffer, I want to view the primary screen buffer and its scrollback and copy some text from them to the clipboard.

For example, I run some other commands and then `git commit`, which starts the `nano` editor to edit the commit message. The editor activates the alternate screen buffer of the terminal. I then want to look at the output of the previous commands and copy parts of it to the commit message, but the last page of output is hidden behind the editor's screen.

# Proposed technical implementation details (optional)

<!-- 
A clear and concise description of what you want to happen.
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Add a command similar to Flip Screen (Alt+F12) in mintty of Git Bash, and let me bind that to a key combination. The command makes the primary screen buffer temporarily visible but keeps the alternate screen buffer active. It does not report this change to applications. I can then scroll back and forth, select text, and copy it to the clipboard. If I run the same command again or type something, then the alternate screen buffer becomes visible again. (If a program outputs something to the alternate screen buffer, I think the primary screen buffer should remain visible, but that is not very important.)

Implementing <https://github.com/microsoft/terminal/issues/3492> first might make this easier.
Repository: flutter
Issue: Wrong behavior when ClipRRect's child has variable size
Labels: framework,a: animation,a: images,has reproducible steps,P2,found in release: 3.3,found in release: 3.7,team-framework,triaged-framework

## Steps to Reproduce
You can see the code demonstrating the issue on https://codepen.io/leonvr/pen/WNrQVBo

**Expected results:**
I expect my image to fade in with rounded corners. In other words: I expect the clipping to take place before the image fades in.

**Actual results:**
First the image fades in as a rectangle (no rounded corners). After a second you can see the clipping happening. In other words: first you see the image, and after that you see the corners 'popping of'.

<details>
You can see discussions on https://stackoverflow.com/questions/62269195/cliprrect-is-visible-happening and https://groups.google.com/forum/#!topic/flutter-dev/Ga5GpW3m8F4
</details>
Repository: scrcpy
Issue: cant make file scrcpy-sever.jar
Labels: build

```
cant make file scrcpy-sever.jar server/meson.build:24: WARNING: Custom target input '/home/xxxxxx/Build/scrcpy-master/../scrcpy-server-v1.13.jar' can't be converted to File object(s). This will become a hard error in the future. Build targets in project: 3
```

This was explain to me that your running a c compiler againt a java program. .jar is not acceptable. You can use some decemt install instuctions included in the zip for the less advanced.
Repository: ant-design
Issue: Use readonly Typescript types for all data passed to antd that is not modified by antd
Labels: 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
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/react-typescript-4bphv?file=/src/index.tsx)

### Steps to reproduce
For example, pass a readonly array as a data source to a List element and you will get a Typescript error.

### What is expected?
No error. If something is not changed by antd, then antd should only require it to be readonly.

### What is actually happening?
An error.

| Environment | Info |
|---|---|
| antd | undefined |
| React | NA |
| System | NA |
| Browser | NA |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: pytorch
Issue: LRP-based explainability
Labels: feature,triaged,needs research

## 🚀 Feature
LRP-based explanation rules that work during or similar to backwards passes.

## Motivation
I'm a PhD student working in explainability for Video Rec. models. I much prefer PyTorch to other frameworks, but ended up implementing my own torch-based LRP library to be able to generate explanations. I'm focused on 3D CNNs, but my code works with 1D and 2D models and with the most common layers. I'd like to try my hand at extending it to the LibTorch C++ library, and if it works out well enough, I'd be very proud to add it to the PyTorch codebase.

## Pitch

Rules defined for each of the torch.nn modules that either work as modified nn.Functions or could be run through a similar process (e.g. .explain() as opposed to .backwards())

## Alternatives
Granted this has become a little more popular among PyTorch devs lately, but it still seems pretty DIY. Most methods I've seen just iterate forwards and then backwards through layers. But clearly, defining it in a layerwise fashion as the regular backprop rules are, then allows for non-sequential/more complex models that can't feasibly be flattened into a list of layers.

## Additional context

As I've said, I've already written a working prototype for this in PyTorch that just tweaks the models gradient on backprop. It's good enough as of yet for what I've done, but I'd love to be able to clean it up and package it like torchvision : https://github.com/liamhiley/torchexplain
Repository: opencv
Issue: borderMode=BORDER_TRANSPARENT is undocumented for warpperspective
Labels: category: imgproc,category: documentation,pr: needs test

##### System information (version)
- OpenCV => 4.2
- OpenCV 3

##### Detailed description
The documentation for warpperspective is incomplete.
`@param borderMode pixel extrapolation method (#BORDER_CONSTANT or #BORDER_REPLICATE).`
BORDER_TRANSPARENT works as well. Maybe more.
Repository: TypeScript
Issue: [tsserverlibrary] Allow reporting helpful links and error-names
Labels: Suggestion,Awaiting More Feedback

## Search Terms
Support Links
Helpful Links
Diagnostic

## Suggestion
VSCode now accepts either  `string`s or `number`s alongside with a support-link as the `code`-property of a `Diagnostic`, which provides the comfort to easily open up a website showing more details about the error:

https://github.com/microsoft/vscode-languageserver-node/blob/9466bf38aef41849b3d48a882e399a34e3127eb2/types/src/main.ts#L581-L624

It would be very awesome if TypeScript language services had the same option to not only pass a `number` as error-code but also `string`s and, most importantly, a link containing helpful info.

## Use Cases
Basically whenever you use a `plugin` which reports errors especially when they're a tiny bit too complex to describe them in a few sentences.

## Examples
```ts
        interceptor.AddMethod(
            "getSemanticDiagnostics",
            (target, delegate, fileName) =>
            {
                let diagnostics = delegate(fileName);
                diagnostics.push(
                    {
                        file: this.Program.getSourceFile(fileName),
                        start: 1,
                        length: 1,
                        messageText: "The member-ordering is incorrect.",
                        category: ts.DiagnosticCategory.Warning,
                        source: "eslint",
                        code: {
                            value: "import/order",
                            target: "https://github.com/benmosher/eslint-plugin-import/blob/master/docs/rules/order.md"
                        }
                    }
                return diagnostics;
            });
```

## 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: TypeScript
Issue: MediaTrackConstraintsSet misses torch
Labels: Bug,Help Wanted,Domain: lib.d.ts,PursuitFellowship

I'd like to use the torch constraint but typescript complains as its missing in the defined set.

I understand the advanced field is controversial and might even be removed, but yet I think it is a bad idea if typescript disallows using the features when they are implemented...

**TypeScript Version:**  3.8.3
also master: https://github.com/microsoft/TypeScript/blob/master/lib/lib.dom.d.ts#L770

**Code**

```ts
track.applyConstraints({ advanced: [{ torch: this.torch }]});
```

**Expected behavior:**
not to be restricted in functionality when using typescript

**Actual behavior:**
I can't use this feature.. I have to switch to JS

**Playground Link:** [Playground Link](https://www.typescriptlang.org/play/?ssl=1&ssc=1&pln=9&pc=3#)
Repository: flutter
Issue: Make it easier for users/tooling to get libflutter symbols on non-Fuchsia platforms
Labels: c: new feature,team,tool,P3,team-tool,triaged-tool

To symbolicate native crashes or heap profile traces, Flutter end users have to follow the steps at https://github.com/flutter/flutter/wiki/Crashes to download the symbols for their version of Flutter. This is a slightly laborious process, and it requires that the person doing the symbolicating know the git hash of the engine.

We could do two things to improve this:

1. Upload symbols by ELF build id rather than by git hash. This means that any user with a crash could use platform tooling to obtain the build id of the hash. We already do this for Fuchsia, but not for other platforms.
1. Provide a way optionally download symbols in the Flutter tool. Again, we already do this for Fuchsia, but not for other platforms.


/cc @segfaulthunter @zanderso @jonahwilliams
Repository: flutter
Issue: Increase test coverage for getOffsetToReveal and SliverAppBars
Labels: a: tests,framework,a: accessibility,f: scrolling,f: focus,P2,team-framework,triaged-framework

`SliverGeometry.maxScrollObstructionExtent` is used to correct a11y focus navigation when an app bar may be overlapping a portion of scrollable area. This makes it possible to go from the app bar to the next visible sliver after the overlap, rather than traversing the slivers under the app bar.

![Untitled drawing](https://user-images.githubusercontent.com/16964204/84305463-f82fde80-ab0e-11ea-95c5-491837346a8f.png)


The tests for this cover `pinned` `SliverAppBar`s in a `CustomScrollView` (see #11878 for original tests), but we should have coverage for `floating` and `floating-pinned` `SliverAppBar`s as well. Plus, all three in a `NestedScrollView`.

Related PRs: 
https://github.com/flutter/flutter/pull/11878 - added maxScrollObstructionExtent to floating, pinned and floating-pinned app bars, integrating with getOffsetToReveal
https://github.com/flutter/flutter/pull/39263 - changes maxScrollObstruction extent for floating app bars
https://github.com/flutter/flutter/pull/57707 - changes maxScrollObstructionExtent for floating-pinned app bars
Repository: go
Issue: x/tools/gopls: add location-aware snippets for append and other utility methods
Labels: FeatureRequest,gopls,Tools,gopls/completion

**Is your feature request related to a problem? Please describe.**
After using GoLand for some time I'm missing a small feature or two. Specifically I'm missing type aware snippets for append, sprintf, and a few other utility methods (like things from slicetricks).

**Describe the solution you'd like**
I'd like a snippet under the name `.aapend` (auto-append) or similar to construct an append-assign statement for me. 

Either from the start by starting with `append` and getting `toAppend = append(toAppend, <>)` 

Or from the middle of a line using something like `.aapend` which would add the correct ` = append(name, <>)` to the end of the line. 

The sprintf and slicetricks I mentioned above would work similarly, sprintf simply going from `thing.sprint` to `fmt.Sprintf("<>", thing)`, and delete applying a (preferably pointer aware delete implementation from the [slicetricks wiki page](https://github.com/golang/go/wiki/SliceTricks)

**Describe alternatives you've considered**
I've written my own snippets for this, but they get suggested in comments and other places where they are not useful, cluttering any autocomplete I may have had. And these rely on somewhat brittle regexps, which do not always get it right.

```json
	"assign append": {
		"description": "appends to a slice and assigns it to itself",
		"prefix": "aappend",
		"body": "${1:toAppend} = append(${1:toappend}, $2)"
	},
	"assign append inplace": {
		"description": "appends to a slice and assigns it to itself",
		"prefix": ".aappend",
		"body": " = append(${TM_CURRENT_LINE/\\s*(\\S+)\\..*/$1/}, $0)"
	},
	"slice delete": {
		"description": "cuts a value from a slice",
		"prefix": ".delete",
		"body": " = append(${TM_CURRENT_LINE/\\s*(\\S+)\\..*/$1/}[:${1:pos}], ${TM_CURRENT_LINE/\\s*(\\S+)\\..*/$1/}[${1:pos}+1:]...)"
	}
```
The other option here is to type things manually, though that has the annoyance that for some things, you're going to end up checking a wiki page EVERY time (slicetricks things, delete et al.) or are just repetitive--typing `thing = append(thing, newStuff)` gets old. Not to mention that if its type aware it also suggest `thing = append(thing, newStuff...)` where appropriate.


This may be more applicable to gopls itself, rather than here, but I thought I'd ask about it here first.
Repository: flutter
Issue: NestedScrollView does not support SliverAppBar floating and snapping simultaneously
Labels: framework,a: animation,f: scrolling,P2,team-framework,triaged-framework

The proposed solution for #17518 (#57707) included an implementation of the snap animation that was too specific to the use case of the NestedScrollView.

Instead, floating support will be enabled in https://github.com/flutter/flutter/pull/59187 without support for snapping simultaneously. This is documented in that change as a known limitation. 

The challenge of the snapping animation is caused by a couple of different factors:
- the RenderFloatingPersistentHeader lays out by keeping track of a mock scroll offset, _effectiveScrollOffset, in the outer scrollable. This is not accurate or easy to reconcile with the inner scrollable position.
- The snapping animation animates this _effectiveScrollOffset
- #57707 proposed animating the position of the outer scroll view by setting the pixels, as using animateTo will actually result in an infinite loop, since the animation is triggered by the scroll notification
- During the layout path of the RenderFloatingPersistentHeader, the _effectiveScrollOffset is clamped to be within the current scroll offset of the outer scrollable, again complicating any additional inner offset we may care about
- The NestedScrollView can at any given time dispose of the inner position, or have more than one position attached to the inner scroll controller

There is further discussion in the linked issues/PRs.

Beyond the implementation in #57707, we also tried passing the inner position information to the outer through the NestedScrollView.headerSliverBuilder, and from there on to the SliverAppBar. This seemed even less generic than the modified animation in #57707, and was never successful because of the precarious nature of the inner position(s) of the NestedScrollView described above.
Repository: pytorch
Issue: Tensor.size() API not correctly documented?
Labels: module: docs,triaged

## 📚 Documentation

In the Tensor API documentation page.

I saw 

> self, index and src should have same number of dimensions. It is also required that index.size(d) <= src.size(d) for all dimensions d, and that index.size(d) <= self.size(d) for all dimensions d != dim.

But when I look at size() API. 

https://pytorch.org/docs/stable/tensors.html#torch.Tensor.size
It doesn't mention it can take an argument. Is something missing?

cc @jlin27
Repository: go
Issue: sort: improve performance of heapSort for worst case inputs
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version devel +7b872b6d95 Tue Jun 9 23:24:08 2020 +0000 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> darwin/amd64 </summary><br><pre>
$ go env
GOARCH="amd64"
GOOS="darwin"
</pre></details>

### What did you do?

I've implemented a faster version of siftDown for when it's expected that the root will end up in one of the lower levels. This is the likely outcome right after a "pop", since we move a former leaf to the root.

Benchmarks using an adversarial input (the one in sort_test.go) show that the new code is ~11.8% faster when using a struct with a complex Less, and ~5.5% faster when sorting ints.

My changes makes the code slower in the case when a lot of elements are equivalent (!Less(a, b) && !Less(b, a)), but this case is uncommon when the Heapsort part of sort.go is activated.

### Notes

The same changes can be applied to container/heap and to runtime, assuming benchmarks support them.

### benchstat results

```
name                          old time/op  new time/op  delta
Adversary/Using_complex_Less  49.5ms ± 0%  43.7ms ± 0%  -11.77%  (p=0.000 n=10+10)
Adversary/Using_Ints          31.3ms ± 0%  29.6ms ± 0%   -5.48%  (p=0.000 n=10+10)
```
Repository: godot
Issue: Autoloaded scripts not generating nodes under root in C#
Labels: bug,topic:dotnet

I searched but couldn't find anything. If this was already noted, oops. Also, if this isn't even a real issue and only exists with me.. I'm sorry.

**Godot version:**
Godot 3.2.1.stable.mono.official

**OS/device including version:**
Ubuntu 18.04 using VSCode 1.45.1

**Issue description:**
This might be random and super niche but hey, maybe this is something not only I ran into. Basically, in GDScript I'd just use the editor to make a new .gd file, set it as my autoloaded script and now I basically have a singleton. I've tried doing the same thing in C#, except using VSCode, and realized that the engine was throwing an error every time saying that my script wasn't inheriting a node.

Fast forward to me wondering if it was sleep induced confusion and I realized that if you generate a cs file through VSCode and then set it as an autoloaded script in Godot, it wont create a Node under root for the script and it just wont load.

**Steps to reproduce:**
Load the attached project in the engine, run the game, note the error that pops up about the script not inheriting node.

To fix, create Node as child in scene, attach script to this new Node, delete Node, run game and now it works. 

**Minimal reproduction project:**
[autoload-not-loaded.zip](https://github.com/godotengine/godot/files/4761009/autoload-not-loaded.zip)