sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Input Map action doesn't support two directions of same joy axis
Labels: topic:input

**Godot version:**
3.2.2

**OS/device including version:**
Windows 10

**Issue description:**
If you set both directions of the same joy axis of the same device to one action, `Input.is_action_pressed` only is true when the first joy axis direction is pressed

**Steps to reproduce:**

1. Add a new action `test` to the Input Map
2. Add Joy Axis `Device 0, Axis 0 - (Left Stick Left)` to `test`
3. Add Joy Axis `Device 0, Axis 0 + (Left Stick Right)` to `test`
4. On `_process` check for `Input.is_action_pressed("test")`

**Minimal reproduction project:**
[InputMapBug.zip](https://github.com/godotengine/godot/files/4929246/InputMapBug.zip)
Repository: godot
Issue: [Mono] 3.2.1 don't work virtual method
Labels: topic:dotnet

<!-- 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. -->
3.2.1

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10

**Issue description:**
<!-- What happened, and what was expected. -->
The problem was when compiling Godot with the Zylann voxel module. The most interesting thing is that Godot does not want to compile virtual methods and mark them as such. Because of what I cannot carry out full-fledged inheritance and create my own stream for generation.
Issue: https://github.com/Zylann/godot_voxel/issues/81
**Steps to reproduce:**
Compile godot with this module and create you successor class from VoxelStream
Repository: pytorch
Issue: c++ indexing vs python
Labels: module: cpp,triaged

## 🐛 Bug

i am working on translating pytorch code to c++ environment.
at the pytorch code there is support to take and provide tensors of indexes along different dimensions, which change the output tensor shape,
this feature is not supported at the c++ framework  

Steps to reproduce the behavior:
at pytorch:

1. tensor = torch.arange(25*4*96*170).reshape(25,4,96,170)
2. a = torch.arange(25)
3. x=a
4. y=a
5. output = tensor[a, :, y, x]

output shape is: [25,4]

thought maybe to use the torch::index function, but it fails when number of dimensions is larger than 3.

how do i produce the same behavior at the c++ framework?

 - PyTorch Version (e.g., 1.0): torch==1.3.0
 - OS (e.g., Linux): Linux
 - Python version: Python 3.6.8



cc @yf225 @glaringlee
Repository: next.js
Issue: Inconsistent css import order between Prod and Dev for Material-UI
Labels: bug,Webpack

# Bug report

## Describe the bug

When using Material-UI components, the import order the related css within output html is not static. This outputs inconsistent styling due to inconsistent overrides. 

Affected by three different situations
1. Whether we are using destructuring to import the components or direct imports 

```tsx
import Button from '@material-ui/core/Button'
import Typography from '@material-ui/core/Typography'
```
have different results than 
```tsx
import { Button, Typography } from '@material-ui/core'
```

2. The order of direct imports
```tsx
import Button from '@material-ui/core/Button'
import Typography from '@material-ui/core/Typography'
```
 have different results to 

```tsx
import Typography from '@material-ui/core/Typography'
import Button from '@material-ui/core/Button'
```

3. Prod vs dev
`yarn dev` have different results to `yarn build && yarn start`

## To Reproduce

Steps to reproduce the behavior, please provide code snippets or a repository:

1. Clone https://github.com/karpkarp/mui-next-repo
2. Run in Dev vs Prod to see difference
3. Change component import in `/src/SideNav.component.tsx` and run in Prod to see difference
change 
```tsx
import { Button, Typography } from '@material-ui/core'

```
to 
``` tsx
import Button  from '@material-ui/core/Button'
import Typography from '@material-ui/core/Typography'

```
4. Change import order and run in Prod to see difference

```tsx
import Button  from '@material-ui/core/Button'
import Typography from '@material-ui/core/Typography'

```
to 
```tsx
import Typography from '@material-ui/core/Typography'
import Button  from '@material-ui/core/Button'

```
## Expected behavior

There an expectation for a static order of css load order on the HTML. The lack of it makes development very tedious and unpredictable in styling overrides.


## Screenshots
Using dev
![image](https://user-images.githubusercontent.com/20780340/87644730-81dc5880-c71a-11ea-82c8-da3e5d5509a2.png)

Using prod
![image](https://user-images.githubusercontent.com/20780340/87644652-63765d00-c71a-11ea-87ca-8eb34e8392fb.png)

## System information

- OS: MacOS 
- Browser: Chrome
- Version of Next.js: 9.4.4
- Version of Node.js: v10.16.0
Repository: pytorch
Issue: torch.nn.functional.grid_sample()is doing bilinear interpolation when the input is 5D, i think the mode should add 'trilinear'
Labels: module: nn,triaged

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->

## To Reproduce

Steps to reproduce the behavior:

1.
1.
1.

<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

## Expected behavior

<!-- A clear and concise description of what you expected to happen. -->

## Environment

Please copy and paste the output from our
[environment collection script](https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py)
(or fill out the checklist below manually).

You can get the script and run it with:
```
wget https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py
# For security purposes, please check the contents of collect_env.py before running it.
python collect_env.py
```

 - PyTorch Version (e.g., 1.0):
 - OS (e.g., Linux):
 - How you installed PyTorch (`conda`, `pip`, source):
 - Build command you used (if compiling from source):
 - Python version:
 - CUDA/cuDNN version:
 - GPU models and configuration:
 - Any other relevant information:

## Additional context

<!-- Add any other context about the problem here. -->


cc @ezyang @gchanan @zou3519 @jlin27 @albanD @mruberry
Repository: flutter
Issue: Implement PrimaryScrollController inside  CupertinoTabScaffold
Labels: c: new feature,framework,a: fidelity,f: scrolling,f: cupertino,c: proposal,P3,team-design,triaged-design

iOS native widgets have to feature that CupertinoTabScaffold doesn't support yet.

- Scroll to the top when the status bar is tapped. (This is only possible yet with material Scaffold)
- Scroll to the top when the active tab inside the CupertinoTabBar is tapped again.

I would like to propose to add a `PrimaryScrollController` that handle both cases. The implementation would be very similar to the one in Scaffold [here](https://github.com/flutter/flutter/blob/9c4a5ef1ed2bc88960fbf3b04d7bafd1c630414b/packages/flutter/lib/src/material/scaffold.dart#L2117).

I would be able to do a PR if you are interested in implement this.

<img height="400" src="https://user-images.githubusercontent.com/19904063/87650810-891f5880-c752-11ea-91ef-f57016af9047.gif" />
Repository: pytorch
Issue: Parallel computation of the diagonal of a Jacobian
Labels: feature,module: autograd,triaged

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->
Add a parallel method to compute the diagonal of a Jacobian in parallel without computing the whole Jacobian.

## Motivation
If one wants the diagonal elements of a jacobian, e.g., if you want to get d^2 f(x)/dx_i^2, one has to do multiple backward passes. There are several method on how one could achieve this at the moment but either it is memory or time inefficient.

<!-- Please outline the motivation for the proposal. Is your feature request related to a problem? e.g., I'm always frustrated when [...]. If this is related to another GitHub issue, please link here too -->

## Pitch
A function like [tf.diag_jacobian](https://www.tensorflow.org/probability/api_docs/python/tfp/math/diag_jacobian) would be great. In tensorflow this function allows to comput the diagonal of the Jacobian in parallel.
<!-- A clear and concise description of what you want to happen. -->

## Alternatives
This implementation is space efficient but takes a lot of compute time:
```python
X = x.unbind(-1)
x = torch.stack(x, -1)
y = f(x)
Y = y.unbind(-1)
dx = torch.stack([torch.autograd.grad(y_, x_, retain_graph=True) for x_, y_ zip(X, Y)], -1)
```

In contrast to that this is very space consuming (it computes the whole jacobian) but very fast:
```python
# assuming x is (batch_size, inp_dim) and f: inp_dim-> inp_dim
x = x.unsqueeze(1).repeat(1, inp_dim, 1)
y = f(x)
dx = torch.diagonal(toch.autograd.grad(torch.diagonal(y, 0, -2, -1), x), 0, -2, -1)
```
<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->

## Additional context

<!-- Add any other context or screenshots about the feature request here. -->


cc @ezyang @SsnL @albanD @zou3519 @gqchen
Repository: rust
Issue: cc long double targeting wasm32-wasi links incorrectly
Labels: A-linkage,T-compiler,O-wasm,C-bug

A Rust crate with C dependency that uses `long double` targeting `wasm32-wasi` links incorrectly, while clang can compile such programs to WebAssembly.

I tried this code:

```rust
// main.rs
fn main() {
    unsafe { print_long_double() };
}
extern "C" {
    fn print_long_double();
}
// build.rs
cc::Build::new()
    .file("src/foo.c")
    .include("src")
    .compile("foo");
```

```c
// foo.c
void print_long_double() {
    srand(0);
    long double x = rand();
    printf("x = %Lf\n", x);
}
```

```sh
export CC_wasm32_wasi=/opt/wasi-sdk/bin/clang
export CARGO_TARGET_WASM32_WASI_LINKER=/opt/wasi-sdk/bin/clang
export RUSTFLAGS='-C target-feature=-crt-static -C link-arg=-lc-printscan-long-double'
cargo build --target wasm32-wasi
wasmtime target/wasm32-wasi/debug/long-double.wasm
```

I expected to see this happen: the program should run and print a random number, just like when I compile with clang.

Instead, this happened:

```
Error: failed to run main module `target/wasm32-wasi/debug/long-double.wasm`

Caused by:
    0: failed to instantiate "target/wasm32-wasi/debug/long-double.wasm"
    1: unknown import: `env::__floatsitf` has not been defined
```

Simple repo to **reproduce with Docker**: https://github.com/TjeuKayim/wasi-long-double

### Motivation

I tried to compile rusqlite to WASI following the instructions at https://doc.rust-lang.org/nightly/nightly-rustc/rustc_target/spec/wasm32_wasi/index.html. This was one of the issues I ran into. A work-around is to pass this flag `-DLONGDOUBLE_TYPE=double`. The weird thing is that when I compile sqlite with clang and wasi-sdk, it compiles and runs correctly. Also, other projects manage to compile sqlite to WebAssembly, like https://wapm.io/package/sqlite#shell.
Repository: youtube-dl
Issue: Add flag Keep spaces in file names
Labels: request

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## Checklist

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Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2020.06.16.1. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Search the bugtracker for similar feature requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
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- [x] I'm reporting a feature request
- [x] I've verified that I'm running youtube-dl version **2020.06.16.1**
- [x] I've searched the bugtracker for similar feature requests including closed ones


## Description

<!--
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The `--restrict-filenames` is great except that it results in filenames which many search programs do not search effectively.  For example, `youtube-dl_test_video_a` downloaded from `BaW_jenozKc` cannot be found with a search term of `test video` in many file systems.

I propose a `--restrict-filenames-allow-spaces` option which would result in a file name of `youtube-dl test video`.

This was opened as a question here: https://github.com/ytdl-org/youtube-dl/issues/25962
Repository: angular
Issue: @angular/core/testing imports @angular/compiler without it being a listed dependency
Labels: area: build & ci,area: core,area: dev-infra,P3

# 🐞 bug report

### Affected Package

`@angular/core`

### Is this a regression?

No

### Description

`@angular/core/testing` imports `@angular/compiler`, which results in an error in environments where dependencies are enforced strictly, e.g. yarn 2's PnP.

There's a simple workaround in yarn 2, via package extensions in the `.yarnrc.yml`. The repro shows this as well. As such this isn't very blocking.

The actual solution would be to add an (optional) peer dependency on `@angular/compiler` in `@angular/core`. Optional peer dependencies are supported in yarn, pnpm, and npm >= 6.11. I'm not sure about cnpm.

## 🔬 Minimal Reproduction

1. Clone https://github.com/bgotink/angular-core-dependency-repro.git
2. Run `yarn ng test` to see the issue.
3. To see it work with the workaround, uncomment the commented lines in `.yarnrc.yml`, run `yarn` and try `yarn ng test` again.

## 🔥 Exception or Error
<pre><code>
ERROR in ./.yarn/$$virtual/@angular-core-virtual-211be554a0/0/cache/@angular-core-npm-10.0.4-7ac9451da3-086e71325b.zip/node_modules/@angular/core/fesm2015/testing.js
Module not found: Error: @angular/core tried to access @angular/compiler, but it isn't declared in its dependencies; this makes the require call ambiguous and unsound.

Required package: @angular/compiler (via "@angular/compiler")
Required by: @angular/core@virtual:bb6003ff96d426a26f646cc35ceffa141c24878228a2fef52d1ec249699aa32723eb66782cadf256682b54695969dc1ed6146429985526143c5b0e1086b2e58a#npm:10.0.4 (via /private/var/folders/_d/ch2kc4h960d10cy_2c41qqzw0000gn/T/tmp.xuExZBos3m/repro-core-dependency/.yarn/$$virtual/@angular-core-virtual-211be554a0/0/cache/@angular-core-npm-10.0.4-7ac9451da3-086e71325b.zip/node_modules/@angular/core/fesm2015/testing.js)

 @ ./.yarn/$$virtual/@angular-core-virtual-211be554a0/0/cache/@angular-core-npm-10.0.4-7ac9451da3-086e71325b.zip/node_modules/@angular/core/fesm2015/testing.js 9:0-51 1164:59-73
 @ ./src/test.ts
</code></pre>


## 🌍  Your Environment

**Angular Version:**

<pre><code>
$ yarn ng version
An unhandled exception occurred: ENOENT: no such file or directory, scandir '/private/var/folders/_d/ch2kc4h960d10cy_2c41qqzw0000gn/T/tmp.xuExZBos3m/repro-core-dependency/node_modules'
See "/private/var/folders/_d/ch2kc4h960d10cy_2c41qqzw0000gn/T/ng-nvGAj1/angular-errors.log" for further details.
</code></pre>

**Anything else relevant?**

Using yarn 2 (aka berry) with the PnP linker
Repository: youtube-dl
Issue: youtube-dl.exe recompile frequency
Labels: question

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## Checklist

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- Look through the README (http://yt-dl.org/readme) and FAQ (http://yt-dl.org/faq) for similar questions
- Search the bugtracker for similar questions: http://yt-dl.org/search-issues
- Finally, put x into all relevant boxes (like this [x])
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- [x] I'm asking a question
- [x] I've looked through the README and FAQ for similar questions
- [x] I've searched the bugtracker for similar questions including closed ones


## Question

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I'm a Windows user using the .exe, and was curious how often it gets recompiled?  There have been some recent fixes for audio artist/title metadata, but that appears limited to the full install w/ the affected .py file.  As it's embedded in the .exe, I assume I'll need a newer version to make use of these updates.
Repository: angular
Issue: HostListener is still listening after ngOnDestroy started
Labels: area: core,core: lifecycle hooks,type: confusing,P3

# 🐞 bug report

### Affected Package
@angular/core


### Is this a regression?

No, I caught this bug in a version 7 first

### Description

There can be some situations in that we need to dispatch an event on component destroy.
If we have HostListener listening type of event we dispatch, it catches this.

So, in other words, HostListener continues listening even after ngOnDestroy has already started.

Is it a bug or by design?

## 🔬 Minimal Reproduction

https://stackblitz.com/edit/angular-hostlintener-bug?file=src%2Fapp%2Fhello.component.ts

## 🔥 Exception or Error

-

## 🌍  Your Environment

**Angular Version:**
<pre>10.0.1<code> and <pre>7.22.0<code>

</code></pre>
Repository: flutter
Issue: Error message for mismatched platform attach on Flutter on device is misleading
Labels: customer: fuchsia,engine,P3,team-engine,triaged-engine

https://b.corp.google.com/issues/161382063.
Repository: go
Issue: cmd/cover: clarify the format of cover profile generated with go test -coverprofile
Labels: NeedsFix,compiler/runtime

Processing the coverage profile generated from `go test -coverprofile` to integrate it with editors, 
we need clarification of the output format. 

The profile looks like
```
mode: set
mvdan.cc/xurls/v2/xurls.go:56.35,59.25 3 1
...
```

and the first element of each item ([link](https://github.com/golang/go/blob/c5d7f2f1cbaca8938a31a022058b1a3300817e33/src/cmd/cover/profile.go#L138)) is often called FileName, but this is not the true file name.

Code [here](https://github.com/golang/go/blob/c5d7f2f1cbaca8938a31a022058b1a3300817e33/src/cmd/go/internal/test/test.go#L1025-L1029) determines what this is. It is either the import path and the base file name, or the absolute path (isn't it platform dependent?)

See how `go tool cover -html=...` [parses](https://github.com/golang/go/blob/master/src/cmd/cover/func.go#L178-L196) the profile output. Any editor integration work requires to implement the same to associate the coverage info with the source code.

This detail is hidden deep in the source code. We need to document this. 
The cover tool documentation can be the first place users would search. 

cc @ianthehat @pjweinbgo @jayconrod
Repository: go
Issue: x/mobile: gomobile bind does not create reproducible builds, ignores -trimpath
Labels: NeedsInvestigation,mobile

A full setup/build log is here:
https://gitlab.torproject.org/eighthave/snowflake/-/jobs/634

### What version of Go are you using (`go version`)?

<pre>
$ go version
 go version go1.14 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=""
 GOCACHE="/root/.cache/go-build"
 GOENV="/root/.config/go/env"
 GOEXE=""
 GOFLAGS=""
 GOHOSTARCH="amd64"
 GOHOSTOS="linux"
 GOINSECURE=""
 GONOPROXY=""
 GONOSUMDB=""
 GOOS="linux"
 GOPATH="/go"
 GOPRIVATE=""
 GOPROXY="https://proxy.golang.org,direct"
 GOROOT="/usr/lib/go-1.14"
 GOSUMDB="sum.golang.org"
 GOTMPDIR=""
 GOTOOLDIR="/usr/lib/go-1.14/pkg/tool/linux_amd64"
 GCCGO="gccgo"
 AR="ar"
 CC="gcc"
 CXX="g++"
 CGO_ENABLED="1"
 GOMOD="/builds/eighthave/snowflake/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 -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build833562092=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

Ran a build with `gomobile bind -v -target=android -trimpath -ldflags=-buildid= .` in both gitlab-ci and a local vagrant/libvirt VM.

### What did you expect to see?

Reproducible builds between the two.


### What did you see instead?

Diffs between the two builds in 3 of the 4 architectures, including diffs caused by build paths, which `-trimpath` is specifically meant to disable.  Full diff is here:

[diffoscope-output.html.zip](https://github.com/golang/go/files/4933587/diffoscope-output.html.zip)
Repository: scrcpy
Issue: Connect to a device on another pc
Labels: question

I have a device connected on a computer half across the world, i have acces to the computer and i can run adb commands on that device by 'set ADB_SERVER_SOCKET=tcp:servername:port' on my computer and running a nodaemon server on the other, i wanna be able to run scrcpy on my computer to see the device connected to the other computer, is it posible?
Repository: godot
Issue: Boot splash override images are not packed when exporting
Labels: bug,topic:editor

**Godot version:**
3.2.2

**OS/device including version:**
Tested on Win + Android build, and OSX + iOS build

**Issue description:**
I keep all my platform assets (iOS icons, Android icons, launcher screens etc) in a folder excluded from the Godot Editor with a `.gdignore` file. This is done so that the assets are not bundled twice, or bundled by exports that wouldn't use them (e.g. the iOS icons for an Android build). This excluded platform folder also contains my boot splash image.

The project settings dialog allows you to browse to the boot image png and set it. After I export the project, the boot image will be correctly included in the exported APK/IPA etc, even though it wasn't an imported asset in the project. If a platform specific override is added, the override image is not included in the final bundle, and the image will fail to load.

This does not apply if the image is also included in your project as an asset already. In that case the override will load correctly.

Either the override images also need to be bundled (this is preferred way of fixing the issue), or the boot splash image shouldn't be included either as the behaviour is inconsistent.

**Steps to reproduce:**
1. Create a new project.
2. Add an assets folder with 2 different boot splash examples.
3. Exclude the folder with a .gdignore file
4 Set the boot splash image to one of the images in the folder (this image will be correctly included).
5. Set a platform override boot splash using the other image (this image will not be included on export).
6. Export the project (and either examine the archive, or run it )

**Minimal reproduction project:**
[Testing-BootSplashOverride.zip](https://github.com/godotengine/godot/files/4933808/Testing-BootSplashOverride.zip)