sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Renaming a script from the editor before it was saved in an external editor resets script content
Labels: topic:editor

**Godot version:**
3.2.3 RC6 Mono

**OS/device including version:**
Ubuntu 20.04
AMD Ryzen 5 3600
Radeon RX550

**Issue description:**
When I have a C# script and rename it the content gets lost and is resetted to the template content. It was really annoying as I had some more changes and thought it is save to rename a script file and all of them got lost.

**Steps to reproduce:**
1. Have a Godot project open with C# Support 
2. Create a C# Script called "Test.cs", create a field `private int _test;`
3. Go to FileSystem dock and rename "Test.cs" to "Test2.cs".
4. private field is removed.

Expected changes are:
1. File renamed in filesystem
2. Class renamed
3. .csproj file updated
4. Maybe update some references in tscn files where the file path was referenced.
Repository: godot
Issue: GUI debugger immediately closes view of content of 2D array
Labels: bug,topic:editor

**Godot version:** 3.2.3 RC5
**OS/device including version:** Windows
**Issue description:**
If you use the debugger to try and view the contents of an array within an array, the inspector panel briefly expands to show the contents of the field (~1/60th of a second) then goes back to the point before you clicked the field.

**Steps to reproduce:**
Use the following code to create a 2D array. Run the program. Look in the debugger. Try to view the contents of one of the inner array fields

```
        var TrackData=[]
        var TrackSize=Vector2(8,8)
	for y in range(TrackSize.y):
		TrackData.append([])
		TrackData[y].resize(TrackSize.x)
	for x in range(TrackSize.x):
		for y in range(TrackSize.y):
			TrackData[x][y]={"CurrentTileValue":0,"TrackPiece":null}

```
**Minimal reproduction project:**
[ArrayTest.zip](https://github.com/godotengine/godot/files/5195403/ArrayTest.zip)
Repository: pytorch
Issue: Support for NVIDIA UVM technology
Labels: feature,module: cuda,triaged

## 🚀 Feature
Support NVIDIA UVM and allow to use RAM when there is not enough GPU memory

## Motivation

The NVIDIA UVM technology allows to use RAM when the GPU memory is not enough to allocate, I believe this is helpful for those who want to train heavy model on limited GPU memory. The Tensorflow has already support UVM by setting per_process_gpu_memory_fraction bigger than 1, by the way.

## Pitch

Allow user to set a environment variable to use UVM.

## Alternatives

<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->

## Additional context

Some discussion and documents of Tensorflow to support UVM, these may be helpful.
https://github.com/tensorflow/tensorflow/blob/master/tensorflow/core/protobuf/config.proto#L36
https://developer.nvidia.com/blog/maximizing-unified-memory-performance-cuda/
https://github.com/tensorflow/tensorflow/commit/cd4f5840
https://github.com/tensorflow/tensorflow/issues/9720




cc @ngimel
Repository: TypeScript
Issue: Always verify import path
Labels: Suggestion,Awaiting More Feedback

In many projects is necessary work with files which isn't a TS/JS file. Some common ones are **png**, **jpg**, **svg**, but when importing this files we get `Cannot find module or its corresponding type declarations.` error.

Searching how to fix that, we come across many discussions suggesting using the global module declaration, such as:

```ts
declare module '*.svg' {
  const content: string
  export default content
}
```

**Links**
- [Importing images in TypeScript React - “Cannot find module”](https://stackoverflow.com/questions/52759220/importing-images-in-typescript-react-cannot-find-module/56675820)
- [Webpack & Typescript image import](https://stackoverflow.com/questions/43638454/webpack-typescript-image-import?rq=1)
- [Typescript image import](https://stackoverflow.com/questions/51100401/typescript-image-import)
- [TypeScript "Cannot find module './myFile..." for .scss, .less, images files, wasm...](https://blog.wax-o.com/2019/01/typescript-cannot-find-module-for-scss-less-images-files-wasm/)
- [Importing SVG files as React Components in TypeScript
](https://duncanleung.com/typescript-module-declearation-svg-img-assets/)

This approach fix the lint error, but `disable` **TS** intellisense.

**Example**

Folder structure
```
app
 |
 ├ img
 |  └─ top-view.svg
 |
 └─index.ts

```

index.ts
![68747470733a2f2f692e737461636b2e696d6775722e636f6d2f6d36494a592e706e67](https://user-images.githubusercontent.com/3688905/92614489-7f1d6000-f292-11ea-96f3-365f590932c7.png)

No errors, but the correct path is `../img/top-view.svg`

Here is the related issue #40333

------------

**Suggestion**

Compiler could still returning missing type declarations for not **TS/JS** files. But always check if import path results in a file and return an error if not (even if file is not an **TS/JS**).
Repository: godot
Issue: C# RPC with custom class param derived from Godot.Object turns into Godot.EncodedObjectAsId, crash without error
Labels: bug,topic:network,topic:dotnet,crash,topic:multiplayer

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
322


**OS/device including version:**
Windows 10


**Issue description:**
I created a custom class PlayerInfo : Godot.Object and passed it as an argument to an RPC

RpcId(netId, nameof(_SetPlayerInfo), _MyPlayerInfo);

private void _SetPlayerInfo(PlayerInfo myPlayerInfo)
{
 //this method added myPlayerInfo to a dictionary, there was no error
}

when using the values of the dictionary godot crashes without any error.
I noticed that the typed of the PlayerInfo is Godot.EncodedObjectAsId as the parameter inside _SetPlayerInfo, and once you access any of the properties like myPlayerInfo.PlayerName the game crashes without any error

Maybe thats okey, that it converts it to that class.
But the bug is def. that it crashes without any error message.

Thanks

**Steps to reproduce:**
Create Class
public class PlayerInfo : Object.Godot

Pass as RPC param
RpcId(netId, nameof(_SetPlayerInfo), new PlayerInfo("someName", myNetId));

[Remote]
private void _SetPlayerInfo(PlayerInfo pInfo)
{
  GD.Print(pInfo.PlayerName);
}

**Minimal reproduction project:**
[Project.zip](https://github.com/godotengine/godot/files/5196255/Project.zip)
Repository: go
Issue: cmd/asm: VMOVQ misassembled to VMOVD on 386
Labels: NeedsInvestigation,compiler/runtime

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.15 linux/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> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build142714031=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

Create an assembly file with the following content, assemble it for 386:

<pre>
TEXT foo<>(SB), 4, $0
	VMOVQ (SI),X0
</pre>

Then, dump the resulting object file.

### What did you expect to see?

An instruction `VMOVQ (SI), X0`  with encoding `c5fa7e06`.

### What do you see instead?

A weirdly assembled `VMOVD (SI), X0` with encoding `c4e1f96e06`.  It appears that the assembler mis-assembles `VMOVQ` to `VMOVD` on 386.
Repository: PowerToys
Issue: [Color Picker] Add an Option to Show Color Name and Hue in the Color Picker 
Labels: Idea-Enhancement,Product-Color Picker

## 📝 Add an Option to Show Color Name and Hue in the Color Picker 

For color-blind folks such as myself, the color picker is extremely helpful so I can make design choices that make sense for people who see the world normally. However, a feature that the color picker is lacking is the ability to also put the color in human-readable terms. I often have to look up HEX and RGB values to find out if the color I'm working with is the color I think it is. Often it is not. Here is a quick mockup of what this feature might look like.

![ColorPicker Mockup](https://user-images.githubusercontent.com/16551835/92619719-e4238680-f28f-11ea-8cda-3cdcc3b53f63.png)

Having both the color name and hue is extremely helpful, especially since quite a few color names don't reference their hue family. A color such as Razzmatazz belongs to the Red hue family, but the association isn't as obvious for color-blind individuals. [A tool that shows this can be found here.](https://www.color-blindness.com/color-name-hue/)

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: terminal
Issue: Tab exits with code 1 when Console.SetBufferSize has been modified and you maximize window
Labels: Help Wanted,Product-Conpty,Area-Output,Area-Server,Issue-Bug,Severity-Crash,Priority-2

Possibly related to #1461. I understand the text rendering errors, but the process exiting is different.

When I set the console buffer size to maximum height and run my code from Windows Terminal (in non-maximized, 'windowed' mode), everything appears to work correctly. Windows Terminal honors the buffer-size that I've set, and I can scroll back in history appropriately.

If I maximize that window after running the program, the tab process exits with code 1.

A small C# program that reproduces this issue:
```
    static void Main(string[] args)
    {
      Console.SetBufferSize(Console.BufferWidth, 32766);
      Console.WriteLine("Buffer size changed.");

      // 100 lines is roughly the minimum it takes to crash the tab. Small behavior changes
      // depending on my initial window size. 
      for (int i = 0; i < 100; i++)
      {
        Console.WriteLine("Line");
      }
    }
```

![image](https://user-images.githubusercontent.com/14296437/92624793-c39e0100-f27c-11ea-9daa-6287c77cbc5d.png)

Windows Version 2004, OS Build 19041.450
Windows Terminal Version 1.2.2381.0
Repository: go
Issue: cmd/go: 'go list -m' should not require go.sum with -versions or when all args are version queries
Labels: NeedsFix,modules

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.15.1 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> Output</summary><br><pre>
$ go env
GO111MODULE="on"
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/jayconrod/Library/Caches/go-build"
GOENV="/Users/jayconrod/Library/Application Support/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/jayconrod/Code/modcache"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/jayconrod/go"
GOPRIVATE=""
GOPROXY="http://[::]:6123/mod"
GOROOT="/opt/go/installed"
GOSUMDB="off"
GOTMPDIR=""
GOTOOLDIR="/opt/go/installed/pkg/tool/darwin_amd64"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/jayconrod/Code/test/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/rq/x0692kqj6ml8cvrhcqh5bswc008xj1/T/go-build106221923=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

```
go mod init m
go mod edit -require=rsc.io/quote@v1.0.0
go list -m -mod=readonly -versions rsc.io/quote
go list -m -mod=readonly rsc.io/quote@latest
```

### What did you expect to see?

Both the `go list -m` commands above should succeed.

### What did you see instead?

Both commands fail. This happens because `go list -m` loads the build list before processing arguments. `go.sum` is missing, so that fails.

There's no need to load the build list for these commands. They both succeed when run outside a module or when `go.mod` contains no requirements.
Repository: rust
Issue: Char should have method to detect format characters
Labels: A-Unicode,T-libs-api,C-feature-request

The `Char` type has a method `.control` to check if a character is a control character.
This is very useful, but there are other categories in unicode, like the control format characters.
These are well defined by unicode, and should not be any more difficult to implement then `.control`.
Repository: TypeScript
Issue: Function parameter names are incorrectly inferred from variadiac tuples
Labels: Needs Investigation

**TypeScript Version:**  4.1.0-insiders.20200909

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**
typescript variadic tuple names curry argument
**Code**

```ts
type Curry<A extends unknown[], R> = A extends [infer Head, ...infer Tail] ? (...args: [Head]) => Curry<Tail, R> : R;
declare const curry: <Args extends unknown[], R>(fn: (...args: Args) => R) => Curry<Args, R>;
declare const f: (x: number, y: string, z: boolean) => string;
const g  = curry(f); // incorrectly inferred as (arg_0: number) => (arg_0: string) => (arg_0: boolean) => string;
```

**Expected behavior:**
The inferred type should have the correct argument names from `f`, like `(x: number) => (y: string) => (z: boolean) => string;`
**Actual behavior:**
`(arg_0: number) => (arg_0: string) => (arg_0: boolean) => string;`
**Playground Link:** <!-- A link to a TypeScript Playground "Share" link which demonstrates this behavior -->
https://tsplay.dev/nWPZJN
Repository: material-ui
Issue: [Autocomplete] start adornment position issue with filled variant autocompletes
Labels: bug 🐛,waiting for 👍,component: autocomplete

- [x] The issue is present in the latest release.
- [x] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.

## Current Behavior 😯
_start adornment_'s position is not correct when autocomplete has a filled variant. it has an extra margin on top:
![image](https://user-images.githubusercontent.com/5295554/92636044-960c8400-f28b-11ea-915d-077d035f069d.png)

![image](https://user-images.githubusercontent.com/5295554/92636151-c2c09b80-f28b-11ea-879f-9a6e50a0afd8.png)

![image](https://user-images.githubusercontent.com/5295554/92636345-0ddaae80-f28c-11ea-9709-d0ffda867dd5.png)



## Expected Behavior 🤔

![image](https://user-images.githubusercontent.com/5295554/92636419-2ba81380-f28c-11ea-83e1-1f8715ae9057.png)


## Steps to Reproduce 🕹


Demo: [codesandbox](https://codesandbox.io/s/material-demo-forked-uvly8?file=/demo.js)


## Your Environment 🌎
| Tech        | Version |
| ----------- | ------- |
| Material-UI | v4.11.0  |
| MUI lab | 4.0.0|
| React       |      16.13.1   |
| Browser     |     chrome    |
Repository: pytorch
Issue: Investigate SyncBatchNorm cleanup with NCCL Async Error Handling
Labels: oncall: distributed,triaged,better-engineering

In our new NCCL Async Error Handling functionality (introduced in the stack starting at #41050), we track `WorkNCCL` objects  in a `workList_` corresponding to incomplete collective calls. In the destructor, we block on the `workList_` becoming empty - so we only destruct ProcessGroupNCCL if all the collectives have completed or errored out. 

When models contain a SyncBatchNorm layer, we find that there are `WorkNCCL` objects in the `workList_` that are not cleaned up by the `workCleanupThread`, but these can be cleaned up correctly from the destructor. This approach passes all the tests (SBN tests included), however we could deduplicate some code if we could do all the cleanup from the `workCleanupThread`.

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @xush6528 @osalpekar @jiayisuse @agolynski
Repository: PowerToys
Issue: Add an excluded app list to the "move newly created windows to the current active monitor" option
Labels: Idea-Enhancement,Product-FancyZones

## 📝 Provide a description of the new feature

_What is the expected behavior of the proposed feature?  What is the scenario this would be used?_

Some apps "reopen" themselves, such as Zoom when the presenter shares a screen. Currently, when the feature is enabled, the app window would automatically move to another display.
---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: go
Issue: cmd/go: in tests, populate go.sum files and reduce usage of -mod=mod
Labels: Testing,NeedsFix

This issue acts as a TODO for a number of comments raised in review of [CL 251881](https://go-review.googlesource.com/c/go/+/251881), which enables `-mod=readonly` by default for #40278. Two broad issues should be fixed in the `cmd/go` integration tests.

First, `-mod=mod` is used in a lot of places with `go list` or `go build`. We should make the tests follow more idiomatic usage. If something is missing from `go.mod` or `go.sum`, we should run `go get -d`, `go mod tidy`, or `go mod download` first. The following tests need changes. There are probably more.

* `mod_doc`
* `mod_download`.
* `mod_invalid_version`
* `mod_list`
* `mod_load_badzip`
* `mod_replace`
* `mod_replace_gopkgin`
* `mod_require_exclude`
* `mod_sumdb_golang`

Second, many tests fail without `-mod=mod` because the test archive doesn't include a `go.sum` file. I'd rather not include literal `go.sum` files in tests, since they'll make tests more difficult to write and act as change detectors. Instead, we should have a command or sequence of commands run at the beginning of a test that fills in missing sums without modifying `go.mod`. Something like:

```
cp go.mod go.mod.orig
go get -d ./...
cmp go.mod go.mod.orig
```

If this turns out to be too repetitive, we may want to add a `script_test.go` command to shorten it.

The following tests need changes. Again, there are probably more.

* `mod_list_dir`
* `mod_list_replace_dir`
* `mod_list_upgrade`
* `mod_load_badmod`
* `mod_modinfo`
Repository: opencv
Issue: imread supports Non-ASCII filename in opencv-python+Windows
Labels: feature,category: python bindings,platform: win32

##### System information (version)
<!-- Example
- OpenCV => 4.2
- Operating System / Platform => Windows 64 Bit
- Compiler => Visual Studio 2017
-->

- OpenCV => 4.4
- Operating System / Platform => Windows
- Compiler => opencv-python

##### Detailed description

https://github.com/opencv/opencv/pull/13368#issuecomment-601691268
Although in this issue the opencv team decided not to change the c++ api
But the processing method in opencv-python may be better
`imread` was called with the wrong encoding here
should: ANSI
real: UTF8
https://github.com/opencv/opencv/blob/318cba4ce37319ba0b0870aab384d5dc066bb124/modules/python/src2/pycompat.hpp#L68
https://docs.python.org/3/c-api/unicode.html#c.PyUnicode_AsMBCSString

If `PyUnicode_AsUTF8String` here is replaced with `PyUnicode_AsMBCSString` under windows, it will be able to solve the encoding problem of reading and writing files such as opencv-python `imread` without other influence
Note: The `getUnicodeString` method may not only be used for file reading and writing, so we can add a new method and use `PyUnicode_AsMBCSString`

##### Issue submission checklist

 - [x] I report the issue, it's not a question
   <!--
   OpenCV team works with answers.opencv.org, Stack Overflow and other communities
   to discuss problems. Tickets with question without real issue statement will be
   closed.
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 - [x] I checked the problem with documentation, FAQ, open issues,
       answers.opencv.org, Stack Overflow, etc and have not found solution
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