sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/sys/windows: Some types should be available for non-Windows GOOS targets
Labels: OS-Windows,NeedsDecision,compiler/runtime

<!--
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 go1.13.5 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=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/[snip]/Library/Caches/go-build"
GOENV="/Users/[snip]/Library/Application Support/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GONOPROXY="[snip]"
GONOSUMDB="[snip]"
GOOS="darwin"
GOPATH="/Users/[snip]/go"
GOPRIVATE="[snip]"
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/Cellar/go/1.13.5/libexec"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/Cellar/go/1.13.5/libexec/pkg/tool/darwin_amd64"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
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 -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/84/_6l41bt970l9fmsrwc_p1gv00000gn/T/go-build550252566=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->

Attempt to use `golang.org/x/sys/windows.GUID` on a non-Windows OS. If you're not running Windows, this will do it:

```golang
package main

import "github.com/Microsoft/go-winio/pkg/guid"

func main() {
	guid.ParseString("not a guid")
}
```

Assuming that file is saved as `main.go`, run: `go run main.go`.

(`github.com/Microsoft/go-winio/pkg/guid.GUID` [is defined as](https://github.com/Microsoft/go-winio/blob/v0.4.14/pkg/guid/guid.go#L47) `golang.org/x/sys/windows.GUID`)

### What did you expect to see?

The command would run and exit successfully, without an error or other message.

### What did you see instead?

This compile error:

`[snip]/github.com/Microsoft/go-winio/pkg/guid/guid.go:16:2: build constraints exclude all Go files in [snip]/golang.org/x/sys/windows`

### Additional information

I was attempting to use this to create something to interface with ActiveDirectory (or LDAP), but won't be running on Windows. There are common values in ActiveDirectory that are GUIDs, so it would be very helpful to be able to use this type. Especially in combination with [Microsoft's package](https://pkg.go.dev/github.com/Microsoft/go-winio/pkg/guid?tab=doc) that uses that type.
Repository: pytorch
Issue: gradients inside gradient checkpoint
Labels: module: checkpoint,module: autograd,triaged,enhancement

## 🚀 Feature
allowing the use of `torch.autorgrad.grad` and `loss.backward` inside `torch.utils.checkpoint.checkpoint`

## Motivation
Enclosing the entire training steps inside a checkpoint could improve significantly the memory cost for the  gradient computation in large scale hyperparameter optimization (HO) and meta-learning algorithms (ML) based on unrolled differentiation. Here you have to backpropagate over the entire training procedure and doing that naively with pytorch has a really high cost in memory because it records all the activations and all the weights for all the training steps. Using checkpointing you could just store the weights for all the training steps and recompute the activation and the weight update operation (which include the gradient of the loss) during the backward pass.


## Alternatives
The alternative to use checkpointing is to implement a custom backward pass for these use cases exploiting the particular structure of the problem to save memory. I personally think that the requested feature provides a much simpler solution.

cc @ezyang @SsnL @albanD @zou3519 @gqchen
Repository: godot
Issue: Using `discard` in a shader has different outcome depending on where it is placed
Labels: bug,topic:rendering,confirmed

Godot 3.2 beta5
Windows 10 64 bits
OpenGL ES 3.0 Renderer: GeForce GTX 1060 6GB/PCIe/SSE2

When `discard` is used to fade opaque objects, the result is either correct or noisy depending on where the `discard` is placed. I thought it did not matter because the result is not getting rendered, but apparently it still had an effect.

At first I wanted to place it at the beginning, thinking it was best place to cancel the rest of operations early. But it produces noise (enlarge picture to see details, even on the sky):

![image](https://user-images.githubusercontent.com/1311555/72104424-4d2eb500-3323-11ea-8f87-d8f6eacdb414.png)

But if I move it at the end, all is fine:

![image](https://user-images.githubusercontent.com/1311555/72104395-39834e80-3323-11ea-86c9-2b5ccb04710c.png)

I tried this with a `SpatialMaterial` using the dithering distance fade, it also reproduced. It's unclear to me wether this would be a Godot bug, driver bug, or some GPU specificity.

Project:
[DiscardFading.zip](https://github.com/godotengine/godot/files/4042471/DiscardFading.zip)
Repository: flutter
Issue: Consider changing the Color.lerp implementation to more naturally handle transparency
Labels: engine,a: animation,c: API break,has reproducible steps,P2,found in release: 3.3,found in release: 3.6,team-engine,triaged-engine

Simply run with dart pad and press the FAB button. I'm not show is AnimatedContainer problem or SKIA colour rendering problem.

``` dart
import 'package:flutter/material.dart';

void main() => runApp(MyApp());

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Transparent Issue',
      debugShowCheckedModeBanner: false,
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: MyHomePage(title: 'Colors.transparent issue'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  MyHomePage({Key key, this.title}) : super(key: key);

  final String title;

  @override
  _MyHomePageState createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  bool isColorSwap = true;

  void _incrementCounter() {
    setState(() {
      isColorSwap = !isColorSwap;
    });
  }

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      backgroundColor: Colors.white,
      appBar: AppBar(
        title: Text(widget.title),
      ),
      body: Column(
          crossAxisAlignment: CrossAxisAlignment.stretch,
          children: <Widget>[
            Expanded(
                child: AnimatedContainer(
                    child: Center(child: Text('fade between white color')),
                    width: double.infinity,
                    duration: Duration(milliseconds: 500),
                    color: isColorSwap ? Colors.lightBlue[100] : Colors.white)),
            Expanded(
                child: AnimatedContainer(
                    child:
                        Center(child: Text('fade between transparent color')),
                    width: double.infinity,
                    duration: Duration(milliseconds: 500),
                    color: isColorSwap
                        ? Colors.lightBlue[100]
                        : Colors.transparent))
          ]),
      floatingActionButton: FloatingActionButton(
        onPressed: _incrementCounter,
        tooltip: 'ClickMe',
        child: Icon(Icons.add),
      ),
    );
  }
}
```
Repository: terminal
Issue: Add more `CommandlineTest` tests for `wt.exe` commandlines
Labels: Help Wanted,Product-Terminal,Issue-Task,Area-CodeHealth

Test excessively long text. Test empty text. Test text with ridiculous Unicode points in it like RTL/LTR/ZWJ/BOM. Test with invalid Unicode characters like the 0x80 0xc0 version of null.

_Originally posted by @miniksa in https://github.com/microsoft/terminal/pull/4023_
Repository: terminal
Issue: Make a fuzzer for the `wt.exe` commandlines
Labels: Help Wanted,Product-Terminal,Issue-Task,Area-CodeHealth

We should probably make a fuzzer for this.

_Originally posted by @miniksa in https://github.com/microsoft/terminal/pull/4023_
Repository: terminal
Issue: Investigate and ensure `wt.exe` is always `argv[0]`
Labels: Help Wanted,Product-Terminal,Issue-Task,Area-CodeHealth

I have seen Windows executables receive arguments BOTH ways. I don't know what the circumstance is offhand that makes it happen one way or the other. You will want to deal with both the presence and absence of your own executable name at `argv[0]`.

_Originally posted by @miniksa in https://github.com/microsoft/terminal/pull/4023_


If it's not, then we'll need to mitigate this somehow, since we're leaning on that pretty hard at the moment
Repository: svelte
Issue: Checkbox group value is removed if it's not present in available options (pagination/infinite scroll for example)
Labels: feature request,awaiting submitter,temp-stale

**Describe the bug**
Scenario: I have a checkbox list that is lazily loaded as user scrolls. So when editing, some selected values may not be in the initial list of options in the checkbox group. When I select an option, my other values (from not-loaded pages of results) get removed from the selected value of the checkbox group.

**To Reproduce**
https://svelte.dev/repl/bae11298adea464cb73e255ead0104b0?version=3.16.7

**Expected behavior**
Concat/push to the `value` rather than get rid of options that aren't in the list currently.

**Information about your Svelte project:**
- Browser: Chrome Version 79.0.3945.88 (Official Build) (64-bit)
- Operating system: Windows 10
- Svelte version: 3.16.7
- bundler: Webpack

**Severity**
I can workaround by handling on:click of the checkbox
Repository: rust
Issue: Support Visual Studio heap profiler in MSVC targets
Labels: A-debuginfo,T-compiler,O-windows-msvc

Cland and MSVC support adding special debug info that can be recognized by the MSVC debugging tools for performing heap profiling. Right now all of the allocations from Rust code are put into an "Unresolved allocations" bucket with no stack frames attached to them, which makes them quite useless. Since LLVM 9 the backend supports generating the appropriate codeview information if the frontend creates the right metadata, so it would be great to allow rustc to generate that metadata.

Based on:
* https://releases.llvm.org/9.0.0/tools/clang/docs/ReleaseNotes.html#windows-support
* https://clang.llvm.org/docs/AttributeReference.html#allocator
* https://bugs.llvm.org/show_bug.cgi?id=38491
* https://reviews.llvm.org/rL368230

Clang frontend work:
* https://github.com/llvm-mirror/clang/blob/e3b053c27cfd74468e946437526d061c7d88bd27/lib/Sema/SemaDeclAttr.cpp#L6395-L6407
* https://github.com/llvm-mirror/clang/blob/8b10d16729147455fc92b35d180968be9792b880/lib/CodeGen/CGCall.cpp#L4402-L4405
* https://github.com/llvm-mirror/clang/blob/05441b0db7bf23d206dfc865b5c5bde17da1dab0/lib/CodeGen/CGExprScalar.cpp#L2029-L2033
* https://github.com/llvm-mirror/clang/blob/14947e8df1c27d3babf2c01b53c0c2bf2bfb9bd1/lib/CodeGen/CGDebugInfo.cpp#L2050-L2062

We might be able to tie this into the existing GlobalAllocator support. This work may need to wait until https://github.com/rust-lang/rust/pull/67759 has merged, however.
Repository: pytorch
Issue: [discussion] Relax optimizer constructor constraints for simplicity
Labels: module: optimizer,triaged,enhancement

`lr` is required. However if we do call `load_state_dict` after optimizer construction, the passed state overwrites the `lr` value just passed to the constructor (and we have no convenience method for updating the `lr` of all `param_groups` if we want to use a new `lr` even after restoring optimizer state and momentum buffers).
```
>>> torch.optim.SGD([torch.Tensor()])
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
  File "/miniconda/lib/python3.7/site-packages/torch/optim/sgd.py", line 64, in __init__
    super(SGD, self).__init__(params, defaults)
  File "/miniconda/lib/python3.7/site-packages/torch/optim/optimizer.py", line 51, in __init__
    self.add_param_group(param_group)
  File "/miniconda/lib/python3.7/site-packages/torch/optim/optimizer.py", line 207, in add_param_group
    name)
ValueError: parameter group didn't specify a value of required optimization parameter lr
```

#### Less pertinent:
Passing an empty param list is impossible, but passing a `requires_grad=False` like above is possible (or having parameters without grad in runtime). For simplifying the code it may be easier to remove this check and allow empty param sets (in this case the `optimizer.step` won't do anything; an anyway optimizers inside step usually filter out params without grads, so they already support empty effective param lists).
```
>>> torch.optim.SGD()
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
TypeError: __init__() missing 1 required positional argument: 'params'
>>> torch.optim.SGD([])
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
  File "/miniconda/lib/python3.7/site-packages/torch/optim/sgd.py", line 64, in __init__
    super(SGD, self).__init__(params, defaults)
  File "/miniconda/lib/python3.7/site-packages/torch/optim/optimizer.py", line 46, in __init__
    raise ValueError("optimizer got an empty parameter list")
ValueError: optimizer got an empty parameter list
```


cc @vincentqb
Repository: pytorch
Issue: Inaccurate batched GRU results on CPU
Labels: module: nn,module: rnn,module: cpu,triaged,module: numerical-reproducibility

## 🐛 Bug

On the CPU, running a GRU (same applies to LSTM & RNN) in batches rather than a single batch produces slightly different results for some of the inputs. However, when run on a GPU, the results are identical as expected. The differences are small, but still they should be exactly zero on both CPU and GPU.

## To Reproduce

The following code snippet shows the problem - the output tensor should be zero everywhere.

```
import torch
import torch.nn as nn

width = 512

x = torch.randn((100, 100, 22))

xx = torch.empty((0, width))

gru = nn.GRU(22, width, batch_first=False, num_layers=1, bidirectional=False)

# Run GRU in two batches of 50
xx = torch.cat((xx, gru(x[:, 0:50, :])[0][-1, :, :]))
xx = torch.cat((xx, gru(x[:, 50:100, :])[0][-1, :, :]))

# Run GRU in a single batch
yy = gru(x)[0][-1, :, :]

# Result tensor should be zero
xx -= yy

for i in range(100):
    print(xx[i, 0].item())
```





## Expected behavior

When running on the CPU, GRU results for minibatches of inputs should not differ from a single batch of the same inputs.

## Environment

PyTorch version: 1.3.1
Is debug build: No
CUDA used to build PyTorch: 10.1.243

OS: CentOS Linux 7 (Core)
GCC version: (GCC) 4.8.5 20150623 (Red Hat 4.8.5-39)
CMake version: version 2.8.12.2

Python version: 3.7
Is CUDA available: Yes
CUDA runtime version: 8.0.61
GPU models and configuration:
GPU 0: TITAN V
GPU 1: Quadro RTX 8000
GPU 2: Quadro K2200

Nvidia driver version: 440.44
cuDNN version: /usr/local/cuda-8.0/lib64/libcudnn.so.5.1.10


## Additional context

<!-- Add any other context about the problem here. -->


cc @VitalyFedyunin @zou3519
Repository: material-ui
Issue: [material-ui] Add Number Input component
Labels: new feature,design: material,waiting for 👍,linked in docs,component: number field

I noticed in the Material-UI's roadmap a Numeric Input component to be built. If nobody has took the lead then I can help. Recently I had to develop a component like that for a personal project (first screenshot below).

- [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.

## Summary 💡

I didn't look deeply but I think about a `<NumericField />` wrapping a `<TextField />`. This text field component would render the step buttons.

## Examples 🌈

<img width="111" alt="Capture d’écran 2020-09-04 à 13 45 42" src="https://user-images.githubusercontent.com/3165635/92236070-00e94400-eeb5-11ea-9800-017000617fde.png">

<img width="139" alt="Capture d’écran 2020-09-04 à 13 46 23" src="https://user-images.githubusercontent.com/3165635/92236096-0b0b4280-eeb5-11ea-90ea-c4252a520126.png">

## Motivation 🔦

Sometimes we want to force an `input` to only accept numbers, but the support for `type="number"` has limitations:

- Firefox and Safari are allowing to type any value, even non-digit characters #18923
- Chrome allows entering any amount when `max` is set: https://github.com/mui-org/material-ui/issues/9313#issuecomment-731267593. It should likely round to the max when blurring the field.
- Chrome allows chars like `e`, #10582.
- Using the mouse wheel changes the value, instead of scrolling https://github.com/mui-org/material-ui/issues/10582#issuecomment-603118446, https://github.com/mui-org/material-ui/issues/7960

## TODO

- [ ] Update: https://mui.com/material-ui/react-text-field/#type-quot-number-quot when this is released.

## Benchmarks

https://mui-org.notion.site/Input-Number-component-364825a7bec94381809ac11ff05b4cc0
Repository: terminal
Issue: Inconsistent gutters/margins on HiDPI displays with `snapToGridOnResize`
Labels: Help Wanted,Issue-Bug,Area-TerminalControl,Area-Settings,Product-Terminal,Priority-3,good first issue

It looks like on my 200% scale device it's snapping at the half-grid.

---

A 50x15 window at 150% scale with Ctrl+Shift+A:
![image](https://github.com/microsoft/terminal/assets/2256941/141f7b81-3fde-4fff-8b94-323dadb0c56b)

After resizing the window to 51x15:
![image](https://github.com/microsoft/terminal/assets/2256941/69a06f9d-f245-48bc-80fc-2718c293bb1d)
Repository: godot
Issue: misleading display of exported properties when out of defined range
Labels: bug,topic:editor,confirmed

**Godot version:**
3.2beta5

**OS/device including version:**
Windows 10

**Issue description:**
I'm not sure if this is a bug or just a usability issue. Let me know if it should be in proposals. 

Let's say I export three properties like this:
```GDScript
export(int, -10, -1) var exported_int
export(String, "a", "b", "c") var exported_string
export(float, 10,100) var exported_float
```
They will show in the editor like this:

![image](https://user-images.githubusercontent.com/526829/72123583-7ad62700-3340-11ea-9aca-eaad8f7d440c.png)

If I print their values it will print:
0 for exported_int
nothing (empty string) for exported_string
0 for exported_float

If I'm a game designer just tweaking some gameplay params I have no way to tell whether what's shown in the editor is the actual default value. It could be the default value, it could be null coerced to the property type or it could be another value outside the hint range. 
As a programmer I also expect that an unassigned variable is set to null, yet for exported properties null is coerced to the property type. 

I think the editor should at least print a gdscript warning saying that properties exported with a hinted range should be initialized to a value within said range. Either that or the inspector should show some warning next to the property with a popup showing the real value and a message saying it's out of the displayable range. 

**Steps to reproduce:**
1 - Attach the script supplied below to any node
2 - Take note of the values shown by the inspector for the exported properties
3 - Run the project
The values printed out are not the ones shown in the inspector

**Minimal reproduction project:**
```GDScript
extends Node

export(int, -10, -1) var exported_int
export(String, "a", "b", "c") var exported_string
export(float, 10,100) var exported_float

func _ready():
	printt(exported_int, exported_int == null) #prints 0	False
	printt(exported_string, exported_string == null, exported_string == "") #prints 	False True
	printt(exported_float, exported_float == null) #prints 0	False
	pass

```
Repository: pytorch
Issue: Dockerfile for people to quick-start contributing
Labels: triaged,enhancement,module: docker

It could be nice to have a Dockerfile with ccache and other things mentioned in CONTRIBUTING.md pre-configured and tweaked.

Also, the [README.md](https://raw.githubusercontent.com/pytorch/pytorch/master/README.md) forgets to mention CONTRIBUTING.md even in Contributing section (though this is not a big deal).
Repository: TypeScript
Issue: Allow conditionally setting optional properties in a mapped type
Labels: Suggestion,Awaiting More Feedback

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker.

Please help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ, especially the "Common Feature Requests" section: https://github.com/Microsoft/TypeScript/wiki/FAQ

-->

## Search Terms

conditional optional mapped type 

## Suggestion

Allow us to conditionally apply `?` to a property in a mapped type

## Use Cases

I have a function:

```
function myFunction(one: string, two: number, three: number){}
```

but I want to map the params to

```
function myFunction(one: string, two?: number, three?: number){}
```

## Examples
Suggested approach:
```
type MapParams<T> = {
    [P in keyof T]: T[P] extends string ? T[P] : | ?T[P]
}
```
(or something similar)

This is the closest I could come:

```
type MapParams<T> = {
    [P in keyof T]: T[P] extends string ? T[P] : | T[P] | undefined
}
```

but that produces

```
function myFunction(one: string, two: number | undefined, three: number | undefined){}

myFunction("", undefined, undefined)
```

[Playground](http://www.typescriptlang.org/play/?ssl=10&ssc=41&pln=10&pc=1#code/FAMwrgdgxgLglgewgAgLYE8BilaIgCiQFMAuZAZxgCc4IBzAGmRgHcEyIxUAjIqpmAAsqRUsk48+ASmQBvZAF9gwGOgAORZAFkAhmoAKOqjtTkAPABUAfMgC8c4MifIA2vuS1kAayLoEIZAsAXTILNyDkIgAPGCIIABNyCmpaOmQAfkDw5DIAHyz9CPzIeKIQWiJ44CVQHHgkND0NeOxoeoIAOi6jOnIyXQMjE3NDY1QiWKpzVQ1-NCw6vCsrGXka1CbK1twkfAAiPaYSsor4o4STiEqpZQ21Zu32-b2ZAHpXikEEMAAbeOQ2FQvEA)

## 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: flutter
Issue: AppBar title `overflow:TextOverflow.ellipses` cuts too much text
Labels: platform-android,platform-ios,framework,f: material design,a: typography,has reproducible steps,found in release: 2.10,found in release: 2.13,team-design,triaged-design

TextOverflow.ellipses          |  overflow: TextOverflow.fade title width is correct:
:-------------------------:|:-------------------------:
![ellipsize](https://user-images.githubusercontent.com/44832968/72140431-d08eeb80-33a1-11ea-932f-3a3c93820eac.png) | ![fade](https://user-images.githubusercontent.com/44832968/72140640-3b402700-33a2-11ea-9ed7-0adb4c59f223.png)