sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: [Static Runtime] static_runtime_benchmark compile-time error
Labels: module: build,triaged

## 🐛 Bug

deep_and_wide_pt benchmark failed to compiled with the following error:

```
../benchmarks/static_runtime/deep_wide_pt.h:89:64: error: invalid initialization of reference of type ‘const c10::optional<c10::Scalar>&’ from expression of type ‘__gnu_cxx::__alloc_traits<std::allocator<at::Tensor>, at::Tensor>::value_type’ {aka ‘at::Tensor’}
           prealloc_tensors[2], prealloc_tensors[1], -10.0, 10.0);
                                                                ^
In file included from ../aten/src/ATen/TensorIndexing.h:11,
                 from ../aten/src/ATen/ATen.h:20,
                 from ../torch/csrc/jit/ir/attributes.h:2,
                 from ../torch/csrc/jit/ir/ir.h:3,
                 from ../torch/csrc/jit/runtime/static/fusion.h:3,
                 from ../benchmarks/static_runtime/test_static_runtime.cc:2:
aten/src/ATen/NativeFunctions.h:279:20: note: in passing argument 2 of ‘at::Tensor& at::native::clamp_out(const at::Tensor&, const c10::optional<c10::Scalar>&, const c10::optional<c10::Scalar>&, at::Tensor&)’
 TORCH_API Tensor & clamp_out(const Tensor & self, const c10::optional<Scalar> & min, const c10::optional<Scalar> & max, Tensor & out);
                    ^~~~~~~~~
ninja: build stopped: subcommand failed.
```

To reproduce:
```
BUILD_STATIC_RUNTIME_BENCHMARK=1 DEBUG=1 python setup.py install
```



cc @malfet @seemethere @walterddr
Repository: pytorch
Issue: test_randperm is failing on CPU-only build
Labels: module: tests,triaged

## 🐛 Bug

See: https://github.com/pytorch/pytorch/pull/54231, this test is marked as slow test, but:
1. it is actually not slow
2. removing the decorator and run it on cpu-only build gives the following failure:

```
Mar 18 03:25:07 ======================================================================
Mar 18 03:25:07 FAIL [0.004s]: test_randperm_meta (__main__.TestRandomTensorCreationMETA)
Mar 18 03:25:07 ----------------------------------------------------------------------
Mar 18 03:25:07 Traceback (most recent call last):
Mar 18 03:25:07   File "/opt/conda/lib/python3.6/site-packages/torch/testing/_internal/common_utils.py", line 955, in wrapper
Mar 18 03:25:07     method(*args, **kwargs)
Mar 18 03:25:07   File "/opt/conda/lib/python3.6/site-packages/torch/testing/_internal/common_device_type.py", line 287, in instantiated_test
Mar 18 03:25:07     result = test_fn(self, *args)
Mar 18 03:25:07   File "test_tensor_creation_ops.py", line 3146, in test_randperm
Mar 18 03:25:07     with torch.random.fork_rng(devices=rng_device):
Mar 18 03:25:07   File "/opt/conda/lib/python3.6/contextlib.py", line 81, in __enter__
Mar 18 03:25:07     return next(self.gen)
Mar 18 03:25:07   File "/opt/conda/lib/python3.6/site-packages/torch/random.py", line 118, in fork_rng
Mar 18 03:25:07     gpu_rng_states.append(torch.cuda.get_rng_state(device))
Mar 18 03:25:07   File "/opt/conda/lib/python3.6/site-packages/torch/cuda/random.py", line 22, in get_rng_state
Mar 18 03:25:07     _lazy_init()
Mar 18 03:25:07   File "/opt/conda/lib/python3.6/site-packages/torch/cuda/__init__.py", line 164, in _lazy_init
Mar 18 03:25:07     raise AssertionError("Torch not compiled with CUDA enabled")
Mar 18 03:25:07 AssertionError: Torch not compiled with CUDA enabled
Mar 18 03:25:07 
Mar 18 03:25:07 ----------------------------------------------------------------------
```

cc @mruberry @VitalyFedyunin @walterddr
Repository: godot
Issue: RigidBody2D gets stuck while moving parallel in contact with multiple floors/walls
Labels: bug,confirmed,topic:physics,topic:2d

**Godot version:** v3.2.4.rc5
**OS/device including version:** Windows 8.1
**Issue description:**
I had been having massive trouble with ``test_motion`` and even used ``get_contact_local_normal`` to confirm the same issue - they were detecting the corner of the next block when they shouldn't have been. Then I found out that the issue even occurs with movement! Surely I must be doing something wrong, how could such a basic bug exist?

RigidBody2D will get stuck while moving across multiple floor objects. This is a really big deal for platformer games if your floor isn't just one long collision shape. Floor can be either StaticBody2D or KinematicBody2D, with rectangle CollisionShape2D of particular sizes (maybe?).

**Steps to reproduce:**
In the minimal reproduction project:

1. Enable ``Visible Collision Shapes`` in editor if it's not already enabled (is that a per-project setting?)
2. Press the down key until the RigidBody2D collides with the blocks.
3. Press the right key until the RigidBody2D collides with the next block.

Expected result: the RigidBody2D should continue without stopping.


``Custom integrator`` is enabled for the sake of producing the bug consistently. If you disable it the bug will still occur but it will be less consistent.
``Mode`` is set to ``Character`` for the sake of seeing the bug clearly. It will still occur when set to ``Rigid`` and rotate when it snags on the side of the block.
The RigidBody2D doesn't necessarily need to be the same size as the wall blocks (set extents of RigidBody2D to x9 y16 to cause the same bug). Using different speed numbers and different CollisionShape2D sizes causes various results. 

**Minimal reproduction project:**
[RigidBody2DGetsStuckWhenPassing.zip](https://github.com/godotengine/godot/files/6167522/RigidBody2DGetsStuckWhenPassing.zip)
Repository: pytorch
Issue: Split VariableTypeManual.cpp
Labels: triaged,module: dispatch

VariableTypeManual.cpp currently contains kernels registered to DefaultBackend/Math which should be moved out of the file. One potential benefit could be some targets currently include this file just to get DefaultBackend/Math kernel can include the new file instead. 
VariableTypeManual.cpp logically should sit next to VariableType_x.cpp files in the targets. 

An even better way of splitting it is making these requires_grad_/is_leaf etc listed here https://github.com/pytorch/pytorch/blob/master/torch/csrc/autograd/VariableTypeManual.cpp#L396-L408 aligns more with manual_cpp_binding or just a method on Tensor without going through dispatcher. Seems like a perf win and more organized target. 

From @ngimel "RecordFunction doesn't need to know about requires_grad_/is_leaf."
Repository: flutter
Issue: Benchmark audit and adding more representative benchmarks
Labels: framework,c: performance,team: benchmark,P2,team-framework,triaged-framework

Our current set of benchmarks has evolved organically over many years. Running these benchmarks costs time that we could be spending running different benchmarks.

We should audit our benchmarks and decide if there are any we should remove.

We should also see if we can create more representative macrobenchmarks, maybe based on real (open source) applications running through representative user scenarios.
Repository: vscode
Issue: [scss] SCSS Validator doesn't like brackets
Labels: bug,css-less-scss


Issue Type: <b>Bug</b>

1. Create an SCSS file
2. Paste this minimal example SCSS into the editor:

```
@mixin change-to-red($ele, $children) {
	$selector: '';
	@each $child in $children {
		$selector: $selector + $ele + ':nth-child(' + $child + '),';
	}
	#{$selector} {
		color: red;
	}
}
.group {
	@include change-to-red('p', [1, 2]);
}
```

3. VSC validator will throw several validation errors with:
  - ] expected [11, 31]
  - ) expected [11, 35]
  - at-rule or selector expected [12, 1]

VS Code version: Code 1.54.3 (2b9aebd5354a3629c3aba0a5f5df49f43d6689f8, 2021-03-15T10:55:45.459Z)
OS version: Windows_NT x64 10.0.19042

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-9880H CPU @ 2.30GHz (16 x 2304)|
|GPU Status|2d_canvas: enabled<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>oop_rasterization: enabled<br>opengl: enabled_on<br>protected_video_decode: unavailable_off<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)|31.84GB (17.58GB free)|
|Process Argv|--disable-extensions --crash-reporter-id c2837155-db1b-4d81-bfd7-6ed94729a4da|
|Screen Reader|no|
|VM|0%|
</details>Extensions disabled
<!-- generated by issue reporter -->
Repository: godot
Issue: Angle sets itself as negative when it's greater than PI and you use move_and_slide
Labels: enhancement,documentation

**Godot version:**
v3.2.3 stable


**OS/device including version:**
Linux PopOS 24.08


**Issue description:**
If the angle of a KinematicBody2D is greater than PI and you use `move_and_collide`, the angle gets negative in the next frame.


**Steps to reproduce:**
Create a KinematicBody2D and put the following script on it:

```GDScript
extends KinematicBody2D

func _physics_process(delta: float) -> void:
	print(rotation)
	set_rotation(PI)
	print(rotation, ' ', PI, '\n')

       #  OR
	print(rotation)
	set_rotation(PI + 1)
	print(rotation, ' ', PI + 1, '\n')

	move_and_collide(Vector2.ZERO)

```

You'll see in the console:

```
-3.141593
3.141593 3.141593

OR

-2.141593
4.141593 4.141593

```

If you manually set the value it also happens (as expected).

Edit: I initially thought that the value had to be exactly PI, but it turns out it can be any value greater than PI which makes this problem way worse.

Efit2: Also happens to a value lower than -PI, so it's clamping it inside -PI and PI range. I'm not changing the title and other things this time, should I?

**Minimal reproduction project:**
I don't think it's needed in this case as you can just copy the script above.
Repository: PowerToys
Issue: Orientation-Dependent Zones
Labels: Idea-Enhancement,Product-FancyZones

## Orientation-Dependent Zones

I use fancy zones on my Surface when it's in portrait mode. However, those zones are pretty much useless in landscape. So, it would be nice if there was an option to have separate zones on portrait and landscape. An option that turns off "hold shift to show zones" when you detach the keyboard would be nice too.

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: godot
Issue: [3.x] No get_as_bulk_array method on multimesh
Labels: enhancement,topic:core,topic:3d

<!-- 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. -->
3.2.3 stable

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10 64bit, Ryzen 3600, RTX 2070s, GLES3/GLES2

**Issue description:**
<!-- What happened, and what was expected. -->
Not sure if it is a feature proposal or a bug, but seems closer to a bug: There is a `set_as_bulk_array` method, but no `get_as_bulk_array`.

**Steps to reproduce:**
Try to use `get_as_bulk_array()`, which does not exist.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Not necessary? It's a missing function.
Repository: ant-design
Issue: 弹窗内的栅格布局组件.  会随着屏幕的宽度的变化而变化. 期望能能添加随栅格布局组件的父容器的宽度变化
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.

### What problem does this feature solve?
https://codesandbox.io/s/xiangyingshibuju-antd4123-forked-pjsrf?file=/index.js

期望解决 栅格布局组件, 在可拖拽宽度的弹窗里. 只随弹窗的宽度变化而变化.
不会有.  只有屏幕的宽度变化.  弹窗里的栅格变化


### What does the proposed API look like?
/**  相应布局变化的目标来源是  屏幕 或者 父容器 */
type?:  "screen" | "container"


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: View outline in a tree graph
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. -->
Since the outline is a tree structure, it should be fairly easy to display it as a tree structure.
My idea:
- Make it possible to right click on any outline node
- Add a feature that creates a tree from that node in the outline and display it as a tree graph

Something similar to this

![image](https://user-images.githubusercontent.com/32393468/111744704-ef352000-888b-11eb-812d-f79aeed6b3b2.png)

This is made by mermaid and a mermaid viewer exists as an extension.

Example mermaid code:
graph LR
   MAIN-->g_edappinit
   style g_edappinit fill:lightblue
   MAIN-->g_edsaveerror
   style g_edsaveerror fill:lightblue
   MAIN-->g_ederrorinit
   style g_ederrorinit fill:lightblue
   MAIN-->a_error
   style a_error fill:lightgreen
   MAIN-->g_edgetinterfaceid
   style g_edgetinterfaceid fill:lightblue
   get_transref-->g_ediwhse_transref
   style g_ediwhse_transref fill:lightblue
   get_transref-->g_edgetref
   style g_edgetref fill:lightblue
   MAIN-->get_transref
   style get_transref fill:lightgreen
   init_interfacelists-->g_eddefineintfclist
   style g_eddefineintfclist fill:lightblue
   read_data-->init_interfacelists
   style init_interfacelists fill:lightgreen
   read_data-->g_czapofile
   style g_czapofile fill:lightblue
   GET_APOORDERS_DATA-->g_czapogetorder
   style g_czapogetorder fill:lightblue
   get_data-->GET_APOORDERS_DATA
   style GET_APOORDERS_DATA fill:lightgreen
   GET_APOPART_DATA-->g_czapogetpart
   ...

A good thing would be if one could say which outline nodes should be included or excluded in the tree graph.
This feature would make it easier to understand the flow in most programs.

Regards
Håkan
Repository: go
Issue: x/image/webp: support for WebP Encoding
Labels: NeedsDecision,FeatureRequest

Hi there,

Currently we are able to decode webp images, which is great. But why can't we encode them? 

Given that PSI is such a crucial factor for getting websites to rank, it's important that any server should be able to convert and serve webp images.

I have to jump through hoops at the moment and use the webp executable which is far from ideal.

Please please add an encoder! 

Many many thanks.
Repository: pytorch
Issue: [discussion] Support torch.matmul: strided x sparse in addition to sparse x strided
Labels: module: sparse,triaged

at https://pytorch.org/docs/stable/sparse.html , section `Supported Linear Algebra operations` (found no way to get an anchor) says that `torch.matmul()      M[sparse_coo] @ M[strided] -> M[strided]`.

Same for other ops. If it's possible to also support `M[strided] @ M[sparse_coo]` it would be more practical, since less needs to transpose the dimensions to satisfy these limitations.

cc @aocsa @nikitaved @pearu @mruberry
Repository: rust
Issue: Suggest creating an Iterator when calling iterator method directly on data structures that implement Iterator
Labels: A-diagnostics,T-compiler

Currently when you call iterator methods such as `map` directly on data structures that implement `Iterator` you get an error about unsatisfied bounds. It might be more helpful for beginners if we could suggest calling `iter` or `into_iter`.
Repository: rust
Issue: [ER] Warn against unused braces for const value argument
Labels: C-enhancement,A-lints,T-compiler,A-const-generics

```rust
#![allow(dead_code)]
struct Foo<const N: usize> {
    data: [u32; N],
}
impl<const N: usize> Foo<{ N }> {
}
fn main() {}
```

Gives no warnings, but I expected a warning like:

```rust
warning: unnecessary braces around const value
 --> ...\test.rs:5:26
  |
5 | impl<const N: usize> Foo<{ N }> {
  |                          ^^^^^ help: remove these braces
  |
  = note: `#[warn(unused_braces)]` on by default
```
Repository: ant-design
Issue: [Col] Flex prop behave differently when given a number or a string
Labels: Inactive

- [x] 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/flex-percentage-column-issue-c234z?file=/index.js)

### Steps to reproduce
Enter the reproduction link.

### What is expected?
The columns have same width.

### What is actually happening?
The widths of the percentage columns are different from the normal columns.
![image](https://user-images.githubusercontent.com/50612752/111796739-6f4a9c80-8903-11eb-8713-9f5f65389c4c.png)


| Environment | Info |
|---|---|
| antd | 4.14.0 |
| React | react 16.14.0 |
| System | macOS Catalina 10.15.4 |
| Browser | Chrome 86.0.4240.111 |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: storybook
Issue: default component args missing from importing named export stories in unit tests
Labels: feature request,args

When importing named export stories into unit tests as described in the docs any defaulted component args are not retained

**To Reproduce**
Steps to reproduce the behavior:

My story file is as follows

```
export default {
    component: Button,
    title: 'Button',
    args: {
        label: 'My Button',
        href: 'https://www.foo.com',
    },
};

const Template = args => (<Button {...args} />);

export const OffsiteButton = Template.bind({});
OffsiteButton.args = {
    offsite: true,
};
```
and then I import it into my unit as described in the docs like so:

```
import { OffsiteButton } from './Button.stories';

it('renders offsite button', () => {
    const wrapper = shallow(<OffsiteButton { ...OffsiteButton.args } />);
});
```

The resulting rendered element has the offsite arg assigned but is missing the label and href args assigned in the default export.  This is not the case when storybook renders the story.

**Expected behavior**
I would have expected the default export args and the component args to be merged.  But the args defined in the default export are missing.  


**System**
```
 System:
    OS: Windows 10 10.0.19042
    CPU: (8) x64 Intel(R) Core(TM) i5-8400H CPU @ 2.50GHz
  Binaries:
    Node: 12.16.3 - C:\Program Files\nodejs\node.EXE
    npm: 6.14.4 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: 89.0.4389.90
    Edge: Spartan (44.19041.423.0), Chromium (89.0.774.48)
  npmPackages:
    @storybook/addon-essentials: ^6.2.0-rc.0 => 6.2.0-rc.0
    @storybook/addon-links: ^6.2.0-rc.0 => 6.2.0-rc.0
    @storybook/builder-webpack5: ^6.2.0-rc.0 => 6.2.0-rc.0
    @storybook/preset-scss: ^1.0.3 => 1.0.3
    @storybook/react: ^6.2.0-rc.0 => 6.2.0-rc.0
```
Temp solution:
I can manually merge the named and default export args manually and assign them but that seems to default the purpose of the default args in storybook.

```
import ButtonDefaults, { OffsiteButton } from './Button.stories';
it('renders offsite button', () => {
    const wrapper = shallow(<OffsiteButton {...{ ...ButtonDefaults.args, ...OffsiteButton .args }} />);
});
```
Repository: flutter
Issue: [Camera]: Proposal to expose Intrinsic parameters like Focal Length and Principal Points in Flutter
Labels: c: new feature,p: camera,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

We are going to develop a mobile app that is going to take photos. But the app is supposed to get camera's intrinsic parameters like focal length and principal points in order to help us to calibrate and process the images we take. If it is already available, I will be really appreciated if you point it out, But if not available, it would be great to have that info in order to go deep in photography with flutter for our case and other use cases.
Repository: pytorch
Issue: build broken when USE_TENSORPIPE=OFF and USE_DISTRIBUTED=ON
Labels: oncall: distributed,module: build,triaged,module: tensorpipe

## 🐛 Bug

This is most likely due to the fast that torch/csrc/distributed/rpc/tensorpipe_agent.h is excluded from compilation on #53281. Seems like we need to generate _distributed_rpc.pyi without those stubs based on whether tensorpipe is used?

## To Reproduce

setting environment 
```
USE_TENSORPIPE=OFF 
USE_DISTRIBUTED=ON
```
and run 
```
python setup.py develop
python -c "import torch"
```

## Expected behavior

no error

## Actual behavior

`_DEFAULT_NUM_WORKER_THREADS` missing from `torch._C._distributed_rpc.pyi`







cc @malfet @seemethere @walterddr @osalpekar @jiayisuse @lw @beauby @pritamdamania87 @mrshenli @jjlilley @gqchen @rohan-varma @pietern @zhaojuanmao @satgera @aazzolini @agolynski @SciPioneer @H-Huang @mrzzd @cbalioglu
Repository: flutter
Issue: [Web] Web history state is inconsistant between flutter run vs flutter test
Labels: a: tests,f: routes,platform-web,has reproducible steps,P2,found in release: 3.7,found in release: 3.11,team-web,triaged-web

## Steps to Reproduce

1. Run `flutter run` on the following code

<details>
<summary>Show flutter run code</summary>

```dart
import 'dart:html';
import 'package:flutter/material.dart';

void main() {
  runApp(
    MaterialApp.router(
      routerDelegate: UrlHandlerRouterDelegate(),
      routeInformationParser: UrlHandlerInformationParser(),
    ),
  );
}

class UrlHandlerRouterDelegate extends RouterDelegate<int>
    with ChangeNotifier, PopNavigatorRouterDelegateMixin {
  final GlobalKey<NavigatorState> navigatorKey = GlobalKey<NavigatorState>();

  @override
  Widget build(BuildContext context) {
    print(window.history.state);
    return Container();
  }

  Future<void> setNewRoutePath(_) async => null;

  get currentConfiguration => 0;
}

class UrlHandlerInformationParser extends RouteInformationParser<int> {
  @override
  Future<int> parseRouteInformation(_) async => 0;

  @override
  RouteInformation restoreRouteInformation(_) => RouteInformation(location: '/');
}
```

</details>

2. Run `flutter test --platform chrome` on the following code

<details>
<summary>Show flutter test code</summary>

```dart
import 'dart:html';
import 'package:flutter/material.dart';
import 'package:flutter_test/flutter_test.dart';

main() {

  testWidgets('TEST', (WidgetTester tester) async {
    await tester.pumpWidget(
      MaterialApp.router(
        routerDelegate: UrlHandlerRouterDelegate(),
        routeInformationParser: UrlHandlerInformationParser(),
      ),
    );

    await tester.pumpAndSettle();
  });
}

class UrlHandlerRouterDelegate extends RouterDelegate<int>
    with ChangeNotifier, PopNavigatorRouterDelegateMixin {
  final GlobalKey<NavigatorState> navigatorKey = GlobalKey<NavigatorState>();

  @override
  Widget build(BuildContext context) {
    print(window.history.state);
    return Container();
  }

  Future<void> setNewRoutePath(_) async => null;

  get currentConfiguration => 0;
}

class UrlHandlerInformationParser extends RouteInformationParser<int> {
  @override
  Future<int> parseRouteInformation(_) async => 0;

  @override
  RouteInformation restoreRouteInformation(_) => RouteInformation(location: '/');
}
```

</details>

**Expected results:**
The result of print should be the same in both cases, i.e: `{serialCount: 0, state: null}`

**Actual results:**
When running `flutter run`, the output is `{serialCount: 0, state: null}`
When running `flutter test`, the output is `null`

## Setup
This was tested on `stable` and `master` with chrome browser.
Repository: PowerToys
Issue: Do not allow two plugins with the same name
Labels: Issue-Bug,Product-PowerToys Run,Run-Plugin Manager

As was noticed in https://github.com/microsoft/PowerToys/pull/10328 we assume that plugin names are different. 
We can easily keep this invariant now when we don't have third-party plugins. But in the future, we will need graceful handling for this.