sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Script editor loses focus (the cursor) when running the project
Labels: bug,topic:editor,confirmed,usability

**Godot version:**
3.2.2.rc

**OS/device including version:**
Debian Buster amd64, Radeon RX550

**Steps to reproduce:**
- Open any script in a script editor
- Launch a project and close it
- Your blinking cursor disappeared from the script editor - I don't even know where is it. (Not only do you have to reach for your mouse, but you don't even remember where you left your cursor.)
- (Workaround found) Press F2, then F3 - now your cursor is back.
- (More info found) Instead of pressing F2 then F3, just press F3 two or more times to get an error message in the console.
Repository: go
Issue: sync: clarify WaitGroup.Done() behaviour when the counter is zero
Labels: Documentation,NeedsInvestigation,compiler/runtime

I think it's worth noting that `WaitGroup.Done()` panics if the counter is already zero. It's currently inferrable from the docs, but not super obvious.
Repository: flutter
Issue: Hardware Acceleration status on flutter_wayland
Labels: c: new feature,engine,P3,team-engine,triaged-engine

I was trying to run a flutter application using https://github.com/chinmaygarde/flutter_wayland on ARM platform with the engine buit using the configuration given below
```
        --clang \
        --target-triple arm-linux-gnueabihf  \
        --linux-cpu arm \
        --runtime-mode debug \
        --embedder-for-target \
        --no-lto \
        --target-os linux \
        --arm-float-abi hard
```
Would this support hardware acceleration by default? I tried loading the Flutter Gallery application from the flutter team and the app seemed to have a delay in loading the icons and pages. Could this be related to hardware acceleration? If yes, do I need to make any changes in any part of the code of flutter_wayland or the engine conf to enable the same?
Repository: pytorch
Issue: Move all torch.Tensor methods to codegen
Labels: module: internals,triaged,module: pybind

## 🚀 Feature
The proposal is to move all (or as many as possible) of `torch.Tensor` methods as possible into codegen.

cc: @ezyang who proposed this and @kurtamohler and @Baranowski who expressed interest.

Checklist:

### `torch/tensor.py`
#### Normal methods/properties

- [ ] `register_hook`
- [ ] `retain_grad`
- [ ] `is_shared`
- [ ] `share_memory_`
- [ ] `norm`
- [ ] `lu`
- [ ] `istft`
- [ ] `resize`
- [ ] `resize_as`
- [ ] `split`
- [ ] `unique`
- [ ] `unique_consecutive`
- [ ] `refine_names`
- [ ] `align_to`
- [ ] `unflatten`
- [ ] `rename_`
- [ ] `rename`
- [ ] `_update_names`
- [ ] `grad`

#### Dunder methods
(Determine if possible/feasible)

- [ ] `__deepcopy__`
- [ ] `__reduce_ex__`
- [ ] `__setstate__`
- [ ] `__repr__`
- [ ] `__repr__`
- [ ] `__format__`
- [ ] `__len__`
- [ ] `__hash__`
- [ ] `__dir__`
- [ ] `__array_wrap__`
- [ ] `__cuda_array_interface__`
- [ ] Operators, e.g. `__add__`.

### `tools/autograd/templates/python_variable_methods.cpp`
(In my call with @ezyang it was mentioned that C++ methods were probably hard to port, I found this to be not necessarily true. See the section "Pitch" below.)

- [ ] `THPVariable__is_view`
- [ ] `THPVariable_apply_`
- [ ] `THPVariable_stride`
- [ ] `THPVariable_get_device`
- [ ] `THPVariable_has_names`
- [ ] `THPVariable_data_ptr`
- [ ] `THPVariable_storage_offset`
- [ ] `THPVariable_dim`
- [ ] `THPVariable_numel`
- [ ] `THPVariable_contiguous`
- [ ] `THPVariable_copy_`
- [ ] `THPVariable_*_scalar`
- [ ] `THPVariable_invert`
- [ ] `THPVariable_cpu`
- [ ] `THPVariable_nonzero`
- [ ] `THPVariable_cuda`
- [ ] `THPVariable_{datatype}`
- [ ] `THPVariable_element_size`
- [ ] `THPVariable_numpy`
- [ ] `THPVariable_requires_grad_`
- [ ] `THPVariable_is_contiguous`
- [ ] `THPVariable_map_`
- [ ] `THPVariable_map2_`
- [ ] `THPVariable_new_*`
- [ ] `THPVariable_storage`
- [ ] `THPVariable_storage_type`
- [ ] `THPVariable_to`
- [ ] `THPVariable_type`

## Motivation
Resulting from a verbal discussion with @ezyang regarding #37091, it was proposed that we move all `torch.Tensor` methods and, if possible, properties to codegen. This was motivated by the large diffs in the files `torch/tensor.py` and `tools/autograd/templates/python_variable_methods.cpp` in that same PR. If all of these methods are moved to codegen, future changes could be more easily handled, as well as reducing the diff in that PR.

## Pitch
In my mind, all of these methods can be divided into (broadly) three categories:

1. Those that can be moved.
2. Those that require changes to codegen to move a large amount (e.g. if properties are added to codegen, it'll move a large amount of properties already)
3. Those that cannot be moved without significant effort, e.g. each requiring their own changes to codegen.

My proposal is we determine which methods/properties fall under which category, and then tackle moving things in categories 1 and 2.


cc @ezyang @bhosmer @smessmer @ljk53
Repository: PowerToys
Issue: FancyZones: Alow editing of Zone Numbers
Labels: Idea-Enhancement,Product-FancyZones

Zone numbers should be editable.

FancyZones allows automatically moving of windows to the new position when changing the zone layout. For movement, the zone numbers are used. If I want to keep my layouts, but want to change the zone a window would move too, when changing the layout, changing the layout number is required (at least that is why I understood). So it would be great if the user can change the zone numbers in the layout editor. Otherwise you have to recreate (maybe complex) layout just to change the zone number for moving the windows to the desired zone
.
Further it could be helpful to allow non-continuous numbering.
For example you have stack layout of two windows and a grid layout with 4 zones:
```
---------------           --------------------------
|      1      |           |      1     |     2     |
---------------           --------------------------
|      2      |           |      3     |     4     |
---------------           --------------------------

```
Today, you could only move windows to and from zones with zone number 1 or 2. So automatic window movement between the layout only work for zone numbers 1 and 2. For comfort it would be great to allow non-continuous numbering like:
```
---------------           --------------------------
|      1      |           |      1     |     2     |
---------------           --------------------------
|      4      |           |      3     |     4     |
---------------           --------------------------
```
So by changing the zone number in the stack layout, I can allow automatic window movements to any zone of a 2x2 grid layout. Today way of handling this situation is, to create a new 2x2 grid layout.
Allowing non-continuous zone numbering offers lot of possibilities when you frequently use multiple layouts during your daily work. Example:

```
---------------           ---------------           --------------------------
|      1      |           |      |      |           |      1     |     2     |
---------------           |   2  |   3  |           --------------------------
|      4      |           |      |      |           |      3     |     4     |
---------------           ---------------           --------------------------

--------------------------
|            4           |
--------------------------
|      2     |     1     |
--------------------------
```
Repository: flutter
Issue: Support for downloading videos and offline playback
Labels: c: new feature,p: video_player,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

## Use case
This would be useful for video streaming applications to allow users to be able to download and play videos offline. Downloading them externally would not provide as smooth experience as downloading directly with, for example, ExoPlayer.

## Proposal
I propose that `video_player` should have an API for managing downloads and the ability to play downloaded videos.
Repository: flutter
Issue: flutter web: too many copies of dart_sdk.js
Labels: tool,platform-web,P3,team-web,triaged-web

It appears that we have 3 identical copies of each version of `dart_sdk.js`:

```
> find . -name dart_sdk.js | xargs ls -ltu
-rw-r--r--  1 vsm  staff  9257504 Jun 13 12:30 ./bin/cache/kernel/amd-canvaskit/dart_sdk.js
-rw-r--r--  1 vsm  staff  9257534 Jun 13 12:30 ./bin/cache/kernel/amd/dart_sdk.js
-rw-r--r--  1 vsm  staff  9257842 Jun 13 12:30 ./bin/cache/kernel/legacy/dart_sdk.js
-rw-r--r--  1 vsm  staff  9257812 Jun 13 12:30 ./bin/cache/kernel/legacy-canvaskit/dart_sdk.js
-rw-r--r--  1 vsm  staff  9257504 Jun 13 12:30 ./bin/cache/flutter_web_sdk/kernel/amd-canvaskit/dart_sdk.js
-rw-r--r--  1 vsm  staff  9257534 Jun 13 12:30 ./bin/cache/flutter_web_sdk/kernel/amd/dart_sdk.js
-rw-r--r--  1 vsm  staff  9257842 Jun 13 12:30 ./bin/cache/flutter_web_sdk/kernel/legacy/dart_sdk.js
-rw-r--r--  1 vsm  staff  9257812 Jun 13 12:30 ./bin/cache/flutter_web_sdk/kernel/legacy-canvaskit/dart_sdk.js
-rw-r--r--  1 vsm  staff  9257504 Jun 13 12:30 ./bin/cache/flutter_web_sdk/flutter_web_sdk/kernel/amd-canvaskit/dart_sdk.js
-rw-r--r--  1 vsm  staff  9257534 Jun 13 12:30 ./bin/cache/flutter_web_sdk/flutter_web_sdk/kernel/amd/dart_sdk.js
-rw-r--r--  1 vsm  staff  9257842 Jun 13 12:30 ./bin/cache/flutter_web_sdk/flutter_web_sdk/kernel/legacy/dart_sdk.js
-rw-r--r--  1 vsm  staff  9257812 Jun 13 12:30 ./bin/cache/flutter_web_sdk/flutter_web_sdk/kernel/legacy-canvaskit/dart_sdk.js
-rw-r--r--  1 vsm  staff  5362616 Jun 13 12:26 ./bin/cache/dart-sdk/lib/dev_compiler/kernel/es6/dart_sdk.js
-rw-r--r--  1 vsm  staff  5363178 Jun 13 12:26 ./bin/cache/dart-sdk/lib/dev_compiler/kernel/common/dart_sdk.js
-rw-r--r--  1 vsm  staff  5634476 Jun 13 12:26 ./bin/cache/dart-sdk/lib/dev_compiler/kernel/amd/dart_sdk.js
```
Repository: TypeScript
Issue: Composite (-b) projects don't report duplicate compilations
Labels: Suggestion,Needs Proposal

**TypeScript Version:** 4.0.0-dev.20200615

**Search Terms:**  type narrowing composite build project references duplicate compilations

**Code**
* [`tsconfig.base.json`](https://github.com/JoshuaKGoldberg/ts-repro-project-narrowing/blob/5b71a26b336e6b5267d919832e076923dbb38296/tsconfig.base.json)
* [`tsconfig.json`](https://github.com/JoshuaKGoldberg/ts-repro-project-narrowing/blob/5b71a26b336e6b5267d919832e076923dbb38296/tsconfig.json)
* [`src/a/tsconfig.json`](https://github.com/JoshuaKGoldberg/ts-repro-project-narrowing/blob/5b71a26b336e6b5267d919832e076923dbb38296/src/a/tsconfig.json)
* [`src/a/Wat.tsx`](https://github.com/JoshuaKGoldberg/ts-repro-project-narrowing/blob/5b71a26b336e6b5267d919832e076923dbb38296/src/a/Wat.tsx)

**Expected behavior:**

As determined in #38406, the above projects are misconfigured so that `Wat.tsx` is included twice in compilation (https://github.com/microsoft/TypeScript/issues/38406#issuecomment-625546420). There should be some indication that the projects are misconfigured.

**Actual behavior:**

Mysterious, difficult-to-debug inconsistencies in type narrowing during compile checking coupled with unusually slow builds. 

**Repository Link:** 
https://github.com/JoshuaKGoldberg/ts-repro-project-narrowing/tree/5b71a26b336e6b5267d919832e076923dbb38296

**Related Issues:** #38406
Repository: godot
Issue: Multiple nodes selected, Inspector shows only one object after closing the running project
Labels: bug,topic:editor

**Godot version:**
3.2.2.rc

**OS/device including version:**
Windows 10 , Build 18362

**Steps to reproduce:**
- Select multiple objects -> _(inspector edits multiple objects)_
- Press F5/F6 to run the game 
- Close the game and return to the engine 
- Check inspector -> _(inspector edits only one object, although multiple objects selected)_
Repository: godot
Issue: Ray slows down before the collision
Labels: bug,topic:physics

Godot version: 3.2.1
OS/device including version: Windows10, gtx1050, GLES3

If Continuous Cd is set to Ray, there will be an unintended slowdown before the high speed collision.
By the way, if you set Static's Rotation to If you set it to 45 degrees. No slowdown occurs.

![Ray](https://user-images.githubusercontent.com/64412290/85057882-46627300-b1dc-11ea-871f-ff518a614ec7.gif)
[Ray_Test.zip](https://github.com/godotengine/godot/files/4800479/Ray_Test.zip)
Repository: vscode
Issue: Silence the startup command printout in Integrated Terminal
Labels: feature-request

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

When I run a Dart app in the Integrated Terminal, it prints out a very verbose startup command, e.g.:

`cd /Users/mikem/myproject; /usr/local/Cellar/dart/2.8.2/libexec/bin/dart --enable-vm-service=0 --pause_isolates_on_start=true --write-service-info=file:///var/folders/2n/vn59_vz152vg107rrs53ympc0000gn/T/dart-vm-service-ee74.json -DSILENT_OBSERVATORY=true --enable-asserts bin/main.dart`

This happens for Javascript too:

`mikem@MBP node_sample %  /usr/local/bin/node --inspect-brk=6018 scripts/simple.js 
Debugger listening on ws://127.0.0.1:6018/453abe68-1da3-4862-8ba4-71d8e3dfd8d6
For help, see: https://nodejs.org/en/docs/inspector
Debugger attached.`

These printouts pollute the scrollback and aren't very useful imho. Could we get an option to silence this output, so the first thing I see in the Integrated Terminal is one of the print statements actually in my code?

Note that this doesn't happen when using the Debug Console. There, I only see this printout (which also would be nice to silence, but at least it's less verbose): 

`Connecting to VM Service at ws://127.0.0.1:58210/4yciVJ1NsWE=/w`
Repository: rust
Issue: Iterator Indexing
Labels: T-libs-api,C-feature-request,A-iterators

Itertools is considering [a PR introducing iterator indexing](https://github.com/rust-itertools/itertools/pull/447), implemented in the same manner as the core library's [slice indexing mechanism](https://doc.rust-lang.org/std/slice/trait.SliceIndex.html). This [playground link](https://play.rust-lang.org/?edition=2018&gist=2d908fb28c16fb69070ea857c5aa1143) demonstrates the gist of it:
```rust
// `Itertools::get` indexes an iterator:
assert_eq!(
    (0..5).get(2).collect::<Vec<_>>(),
    vec![2]
);

assert_eq!(
    (0..5).get(..3).collect::<Vec<_>>(),
    vec![0, 1, 2]
);

assert_eq!(
    (0..5).get(2..).collect::<Vec<_>>(),
    vec![2, 3, 4]
);
```

I'm excited to merge this—it feels like something that ought to be in the standard library—but I want to avoid another [`{Itertools,Iterator}::flatten`](https://github.com/rust-lang/rfcs/pull/2845#issuecomment-596231853) debacle; i.e., if the core library later adopts this same method, then itertools users calling this method will have builds break.

Would this addition be a good fit for the core library?
Repository: pytorch
Issue: Move torch cpp Errors to c10::Error
Labels: module: internals,module: error checking,triaged,enhancement,better-engineering

The torch's python-like exception types defined in `csrc/Exceptions.h` [here](https://github.com/pytorch/pytorch/blob/master/torch/csrc/Exceptions.h) are based on printf string formating that can cause problems with the lifetime of the cstring.

We should move them to use the c10 version of these errors (that are already properly converted to the corresponding python error) from `c10/util/Exception.h` [here](https://github.com/pytorch/pytorch/blob/master/c10/util/Exception.h).

cc @ezyang @bhosmer @smessmer @ljk53
Repository: flutter
Issue: Hairline stroke painting can be antialiased across fractional pixel boundaries
Labels: framework,a: quality,c: rendering,P3,team-framework,triaged-framework

## Steps to reproduce

Run the following app:

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(HairlineNotSoMuch());
}

class HairlineNotSoMuch extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return Padding(
      padding: EdgeInsets.all(50),
      child: Column(
        textDirection: TextDirection.ltr,
        crossAxisAlignment: CrossAxisAlignment.start,
        children: [
          CustomPaint(
            size: Size(99, 99),
            painter: BoxPainter(),
          ),
        ],
      ),
    );
  }
}

class BoxPainter extends CustomPainter {
  @override
  void paint(Canvas canvas, Size size) {
    final Paint paint = Paint()
      ..style = PaintingStyle.stroke
      ..strokeWidth = 0
      ..color = Colors.white;
    final Rect rect = Rect.fromCenter(
      center: Offset(size.width / 2, size.height / 2),
      width: size.width,
      height: size.height,
    );
    canvas.drawRect(rect, paint);
  }

  @override
  bool shouldRepaint(CustomPainter oldDelegate) => true;
}
```

## Expected behavior

The [documentation on `Paint.strokeWidth`](https://api.flutter.dev/flutter/dart-ui/Paint/strokeWidth.html) says that a zero width "corresponds to a hairline width", and a further [discussion of hairline widths in `BorderSide.width`](https://api.flutter.dev/flutter/painting/BorderSide/width.html) says "Setting width to 0.0 will result in a hairline border. This means that the border will have the width of one physical pixel."

Given that (and no discussion of antialiasing), you expect such the code above to produce a 1-physical-pixel border.

## Actual behavior

The above code yields the following result (on my mac-os embedding; saw similar results on iOS and Android emulator):

![Screen Shot 2020-06-18 at 1 47 24 PM](https://user-images.githubusercontent.com/15253456/85070248-53467e80-b16a-11ea-8b57-3ab4c19b2ae9.png)

This shows a 2-physical-pixel border.

Note: setting `isAntiAlias = false` on the paint causes it to render to one physical pixel.  If the behavior outlined so far is indeed working as intended, then we should fix `BorderSide.toPaint()` to turn off anti-aliasing for the hairline border case.  The current code is:

https://github.com/flutter/flutter/blob/6db22118ad7192d2719816688b65cef325db528b/packages/flutter/lib/src/painting/borders.dart#L179-L182
Repository: TypeScript
Issue: "export = { }" vs "let a = { }; export = a", causes discrepancy in import behavior
Labels: Needs Investigation

**TypeScript Version:**  3.9.5

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** I searched import related bug labels

**Code**

```ts
//module a
export = {
  name: 'zzxoto'
};

//module b
const EX = { name: 'zzxoto' };
export = EX;



//////////////////////////////////////////////////////////////////
//when importing a

//this gives error:
//This module can only be referenced with ECMAScript imports/exports by turning on the 'esModuleInterop' flag and referencing its default export.ts(2497)
import { name } from './a';

//this works
import A from './a';
A.name;
//////////////////////////////////////////////////////////////////



//////////////////////////////////////////////////////////////////
//when importing b

//this works
import { name } from './b';

//this works too
import B from './b';
B.name
//////////////////////////////////////////////////////////////////


//tsconfig.json
{
  "compilerOptions": {
    "target": "ES2019",
    "module": "commonjs",
    "strict": false,
    "strictNullChecks": true,
    "allowJs": false,    
    "esModuleInterop": true
  },
  "include": ["**/*.ts"]
}
```


**Expected behavior:**
There should be no descrepancy while import `module a` vs `module b`.

**Actual behavior:**
Described above.
Repository: flutter
Issue: [flutter_tools] Have doctor validate all system requirements
Labels: tool,P3,team-tool,triaged-tool

It is easy for users to overlook the system requirements on the website (e.g. https://flutter.dev/docs/get-started/install/windows). We should validate them all (or as best as we can) in the doctor.
Repository: PowerToys
Issue: [PowerRename] invoke via command prompt
Labels: Idea-Enhancement,Help Wanted,Product-PowerRename

another use-case (that interests me) is to rename downloaded file names using regEx with PowerRenamer,

i have files with the pattern: S1E12 or S1E4 inside the name,

i have to run the tool twice in order to replace all files,
once for the single digit names (and pad them with leading zero),
and a second time for double digits names,

so a command-line interface to be able to run a rename command with the parameter twice from a single batch would do the trick

_Originally posted by @shaybc in https://github.com/microsoft/PowerToys/issues/3301#issuecomment-636284182_
Repository: pytorch
Issue: Include expanded TensorOptions version of op in at:: namespace
Labels: triaged,module: codegen

Currently this version is only in at::native and we only have the packed `TensorOptions` version available in `at::`. This requires backends to have a hacky codegen to construct TensorOptions before calling `at::` functions. 
https://github.com/pytorch/pytorch/pull/39492
Repository: flutter
Issue: [engine][fuchsia] Need RasterThreadMerger working on Fuchsia
Labels: engine,dependency: fuchsia,platform-fuchsia,P2,team-engine,triaged-engine

Currently, fuchsia does not use RasterThreadMerger. Code and test utilizing this need to be excluded using \#define(OS_FUCHSIA) flags.
Repository: flutter
Issue: flutter run doesn't show notice message when removing identical print lines. 
Labels: c: new feature,tool,a: annoyance,P3,team-tool,triaged-tool

A minimum example: 
```
import 'package:flutter/material.dart';

void main() => runApp(MyApp());

/// This Widget is the main application widget.
class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    for(int i=0; i<10; i++) {
      print('here!');
    }
    return MaterialApp();
  }
}
```

There will be random number of "here!" printed by `flutter run` command line. Replacing `print('here!');` to `print('here! $i');` will promise 10-line output. 

If it's running from Android studio, there will be a line like
```
I/chatty  (25285): uid=10281(com.example.sample) 1.ui identical 8 lines
```
to inform users that there are omitted outputs, but there isn't such warning if running from `flutter run` command line. 

This can be confusing when debugging and developing.