sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Floating action button has inconsistent reacting regions
Labels: framework,f: material design,a: desktop,has reproducible steps,P2,found in release: 3.3,found in release: 3.7,team-design,triaged-design

## Problem
![1](https://user-images.githubusercontent.com/1596656/66789260-b0818600-ee9f-11e9-8506-508252a71bbc.gif)

FAB has 2 different regions, the outer region (rectangle) and the inner region (circular), and they react to different events:
- Hover of the tooltip reacts to the outer region, because `Tooltip` wraps the entire widget
- Hover of the inkwell reacts to the inner region, as shown by hover color
- Tap gestures react to the outer region, thanks to `_InputPadding`

This brings inconsistency: The gap between the 2 regions reacts to tooltips, but not the hover color (as well as the upcoming mouse cursor feature), but again, reacts to mouse clicks. Ideally we would like the region that hover events react to match that of the tap events; at least we would like only one hovering region, instead of 2 regions for different changes.

If we must use `_InputPadding`, I suggest we find a way to make it also proxy the mouse events of the `InkWell`, so that all events react to the outer region.

Flutter: dd43da71febaafc58852000a61a6bc1ac4fb57ef

Sample code:

```dart
import 'package:flutter/material.dart';
import 'package:flutter/widgets.dart';

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  MyHomePage({Key key, this.title}) : super(key: key);

  final String title;

  @override
  _MyHomePageState createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {

  @override
  Widget build(BuildContext context) {
    return DefaultTabController(
      length: 2,
      child: Scaffold(
          body: Center(
            child: FloatingActionButton(
              onPressed: () {},
              tooltip: 'floating',
              hoverColor: Colors.deepOrange,
            ),
          )),
    );
  }
}
```
Repository: terminal
Issue: Feature Request: Smart Double-click Selection (regeces?)
Labels: Issue-Feature,Area-Extensibility,Product-Terminal

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# Description of the new feature/enhancement

The current implementation of mouse double-click in terminal window only selects a word, and triple click selects the entire line.

It is often necessary to select an entire path or other forms of multi-word string (e.g. decimal number, percent value, abbreviated size, email address, ...) when using terminal and it would be nice to have an automatic detection and selection of such multi-word strings.

For example, when using git, typing `git status` returns the relative paths of the changed files:
![image](https://user-images.githubusercontent.com/11345418/66791469-7c55a600-ef2f-11e9-8395-ee9664476b17.png)

If I wanted to copy the path of a specific file (e.g. to diff or open), with the current implementation, I would have to manually drag and select the path of the file. With the requested feature, however, I would only need to double click anywhere on the path of the file and this speeds things up by a lot.

GNOME Terminal already implements the behaviour described here, and it is an extremely useful feature that makes everyday tasks so much simpler and speeds things up significantly.

# Proposed technical implementation details (optional)

Define a set of regex rules for detecting and selecting commonly used multi-word strings. Maybe these rules can be customisable in the settings file.
Repository: go
Issue: os: open stdin read-only and stdout/stderr write-only
Labels: NeedsInvestigation

Apparently at least macOS will let you write to stdin (and iTerm2 will show the output! Even if stdout/stderr are redirected!) but that's probably always an application error.

Sounds like we can save developers some debugging by opening those file descriptors read/write only.
Repository: youtube-dl
Issue: Site support request: startv.com.tr
Labels: site-support-request

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## Checklist

<!--
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 2019.09.28. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
- Search the bugtracker for similar site support requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2019.09.28**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

_Single video:_ https://www.startv.com.tr/dizi/cocuk/bolumler/3-bolum
_Single video:_ https://www.startv.com.tr/dizi/cocuk/fragmanlar/5-bolum-fragmani
_Single video:_ https://www.startv.com.tr/dizi/cocuk/ekstralar/5-bolumun-nefes-kesen-final-sahnesi

_Single video:_ https://www.startv.com.tr/video/arsiv/dizi/avlu/44-bolum

_Single video:_ https://www.startv.com.tr/program/burcu-ile-haftasonu/bolumler/1-bolum
_Single video:_ https://www.startv.com.tr/program/burcu-ile-haftasonu/fragmanlar/2-fragman

_Single video:_ https://www.startv.com.tr/video/arsiv/program/buyukrisk/14-bolumde-hangi-unlu-ne-sordu-

_Single video split into 2 parts:_ https://www.startv.com.tr/video/arsiv/program/buyukrisk/buyuk-risk-334-bolum
_Single video split into 8 parts:_ https://www.startv.com.tr/video/arsiv/program/dada/dada-58-bolum

## Description

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It's the official site of a Turkish TV channel. 100% legal.
I tried to provide example URLs for every possible url structure. Also please make the implementation recognize and download the multi-part videos as a single file.

Thanks!
Repository: pytorch
Issue: Expand Pytorch C10D backend to dynamic load third party communication library
Labels: oncall: distributed,feature,triaged

## Motivation
Expand Pytroch C10D backend to allow dynamic loading non-built-in communication libraries,  as a preparation step to integrate Intel CCL (aka MLSL) to Pytorch as another c10d backend for supporting BFloat16 and future HW.
 
## Pitch
Enrich Pytorch for better scaling efficiency on multi-node training

## Additional Context
Expand Pytorch c10d built-in communication module mechanism to support dynamic loading 3rd communication python modules.  The change is very small and made to c10d Python query mechanism. User needs specify a backend name and pass it to init_process_group() as a parameter in the python code, which calls c10d Python query mechanism. The c10d query mechanism is expanded to imported third party library according to the passed backend name. The third party library  implements the process_group interface. 

Intel CCL is added as third plug-in through Pytorch C++ extension.  CCL threads can be pinned to specific cores through environment variables. It supports bfloat16 all reduce (bfloat16 gradient reduce to fp32)  in the roadmap. 

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @xush6528
Repository: pytorch
Issue: how to use libtorch library in cuda file with nvcc compiler(c++)?
Labels: module: cpp,triaged

## ❓ Questions and Help

# Motivation
i want to implement nms in parallel processing with libtorch library.
i use this cuda code(https://github.com/gdlg/pytorch_nms)

# Environment
PyTorch version : 1.2.0
CUDA (nvcc compiler ) : 10.0
libtorch version : 1.2.0
system : win10

# Operation
the command :`i use nvcc -c nms_kernel.cu -L -lcudart -I D:\Code-software\NNF\libtorch\libtorch\include -I D:\Code-software\NNF\libtorch\libtorch\include\torch\csrc\api\include` to compiled it 

# ERROR
`D:/Code-software/NNF/libtorch/libtorch/include\torch/csrc/jit/argument_spec.h(181): error: member "torch::jit::ArgumentSpecCreator::DEPTH_LIMIT" may not be initialized 1 error detected in the compilation of "C:/Users/Cason/AppData/Local/Temp/tmpxft_00001b28_00000000-10_nms_kernel.cpp1.ii"`

as long as i add `#include <torch/extension.h>` or `#include <torch/script.h>` in cuda files,It makes this kind of mistake.


 




cc @yf225
Repository: bitcoin
Issue: GUI event loop should be block free
Labels: Brainstorming,GUI,Refactoring,good first issue

When I created the bitcoin-qt GUI I made a big mistake in its design. I copied this more or less exactly from the wxwindows GUI. I was aware of this back in the day, but was planning to fix it later. I never got around to it. Honestly speaking I don't think I ever will.

In any case, the event loop in the main thread of a Qt program (or any GUI program, for that matter) is never supposed to block. Any operation that can take non-trivial time (even in the order of 40ms) should be executed asynchronously.

We have many such cases; not only when the user does an explicit operation such as send, but also in response to internal notiications, and automatic periodic polls for new transactions, the current balance, and so on (these can take longer due to `cs_main` lock contention: worst during initial sync and when catching up). Also at the start of the application. Pretty much all communication with the node and wallet happens in the GUI thread itself.

This is more "redesign" than "refactor", anyhow, and definitely not a "good first issue" it needs to happen at some point. Even more if we want [snazzy animations in the android GUI](https://github.com/bitcoin/bitcoin/pull/16883).

(ref #17112 and plenty of other "GUI not responding" issues)
Repository: rust
Issue: request: properly connect `cargo check` and `cargo build`
Labels: E-hard,C-enhancement,T-compiler,A-incr-comp,T-cargo

Currently `cargo check` and `cargo build` works in isolate. A much better way is get them connected. So that:
* After a successful `cargo build`, a `cargo check` should pick up the incremental build data, and finish (almost) immediately without doing real work.
* After a successful `cargo check`, a `cargo build` should pick up the incremental build data, and continue to do the codegen part, instead of starting from scratch.
Repository: TypeScript
Issue: Remove name assignment when renaming a renamed destructured property to its original name
Labels: Suggestion,Experience Enhancement

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Please help us by doing the following steps before logging an issue:
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## Search Terms

rename, destructuring

<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

## Suggestion

When renaming a variable, which comes from an object destructuring and is assigned with another name, back to its original name, the name assignment is not removed, and becomes a little extra and useless code. It would make the code cleaner if the assignment can be removed when rename is done.

<!-- A summary of what you'd like to see added or changed -->

## Use Cases

To have cleaner code.

<!--
What do you want to use this for?
What shortcomings exist with current approaches?
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## Examples

```ts
const obj = { a: 1 };
const { a: b } = obj;
console.log(b);
```

Renaming `b` to `a`:

Now (at least up to 3.6.3):
```ts
const { a: a } = obj;
console.log(a);
```

Better:
```ts
const { a } = obj;
console.log(a);
```


<!-- Show how this would be used and what the behavior would be -->

## 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: go
Issue: gccgo: building non-empty struct with zero-sized trailing fields failed
Labels: NeedsFix

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
go version go1.13 gollvm LLVM 10.0.0svn 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="/home/hostname/.cache/go-build"
GOENV="/home/hostname/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/hostname/gopath"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/home/hostname/gollvm-master/install"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/home/hostname/gollvm-master/install/tools"
GCCGO="/home/hostname/gollvm-master/install/bin/llvm-goc"
AR="ar"
CC="/usr/bin/cc"
CXX="/usr/bin/c++"
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-build409229965=/tmp/go-build -gno-record-gcc-switches -funwind-tables"

</pre></details>

### What did you do?
https://play.golang.org/p/9QxcZb4KPJh

Build and run the above code with gccgo (gcc backend) and gollvm go (llvm backend)

### What did you expect to see?

Nothing output.

### What did you see instead?
**For gollvm go, the error messages are as follow**:
llvm-goc: ./gollvm-master/llvm/tools/gollvm/bridge/go-llvm-materialize.cpp:860: Bexpression* Llvm_backend::materializeComposite(Bexpression*): Assertion `vals.size() == numElements' failed.

**For gccgo, the error messages are as follow**:
go1: internal compiler error: in return_statement, at go/go-gcc.cc:2168
Please submit a full bug report,
with preprocessed source if appropriate.
See <file:///usr/share/doc/gcc-9/README.Bugs> for instructions.

A simple profiling:
For non-empty struct with zero-sized trailing fields, we add an extra field "_" to it in gofrontend/go/types.cc:get_backend_struct_fields. But the **Bexpression** of the results has the same element size with the original results sequence. So the assert failed. I didn't dig into the gccgo code, but I guess the cause of this issue should be the same. There are multiple such assertions in gollvm code, simply removing them don't work. I don't know how gc go handles this case, but gc go can really handle this case.
CC @ianlancetaylor @thanm @cherrymui
Repository: pytorch
Issue: can't load model on cuda after call cudaDeviceReset functions
Labels: oncall: jit,triaged

## 🐛 Bug
hello,  I load my .pt model in libtorch(version 1.0.0) and it works well,  and then the code call the cudaDeviceReset function, I try to load the model again but it can't be loaded on gpu any more. If it doesn't call  the cudaDeviceReset function, everything is ok. I don't know how this function affects the model.

```cpp
 std::shared_ptr<torch::jit::script::Module> module_1 = torch::jit::load("mymodel.pt");
 module_1->to(torch::kCUDA);    //fine

 cudaDeviceReset();  //call cudaDeviceReset function to clear gpu memory

//load model again
 std::shared_ptr<torch::jit::script::Module> module_2= torch::jit::load("mymodel.pt");  //crash here
 module_2->to(torch::kCUDA);   
```

## Environment
 - PyTorch Version :1.0
 - Libtorch Version: 1.0
 - OS : windows7
 - How you installed PyTorch (`conda`, `pip`, source): pip
 - Build command you used (if compiling from source):
 - Python version: 3.6.5
 - CUDA/cuDNN version: cuda9.0  cudnn7.5.0
 - GPU models and configuration:  geforce gtx1060
 - visual studio 2015 update3


cc @suo
Repository: opencv
Issue: OpenCV JS Tutorial about VideoCapture on Safari for iOS is not working
Labels: platform: ios/osx,category: javascript (js)

Hi community,

the tutorials of OpenCV JS about the [FaceDetection](https://docs.opencv.org/3.4/df/d6c/tutorial_js_face_detection_camera.html) (and more in general about the VideoCapture) are not working on Safari for iOS. The symptom are the video canvas showing only the first frame on first run of the sample. On the second run the VideoCapture goes fullscreen.

The fix is quite simple: add the **playsinline=true** html attribute on the video tag.

`<video id="videoInput" width=320 height=240 playsinline=true></video>`

Bests.
Repository: pytorch
Issue: Sending CUDA tensors via queue between processes, memory of Consumer process grows infinitely 
Labels: module: multiprocessing,module: cuda,module: memory usage,triaged

## 🐛 Bug

When sending CUDA tensors via queue between processes, then memory of Consumer process grows infinitely.

## To Reproduce

Here is simple code snippet that demonstrates the issue:

```
import os
import time
import torch
import torch.multiprocessing as mp
import psutil

class Consumer(mp.Process):

    def __init__(self, queue):
        super(Consumer, self).__init__()
        self.queue = queue       
    
    def run(self):
        print('Consumer: ', os.getpid())
        while True:        
            tensor = self.queue.get()
            del tensor

            process = psutil.Process()
            print('Consumer mem: ', process.memory_info().rss, end='\r')

class Producer(mp.Process):

    def __init__(self, queue):
        super(Producer, self).__init__()
        self.queue = queue
        self.device = torch.device('cuda:0')        

    def run(self):
        print('Producer: ', os.getpid())
        while True:        
            tensor = torch.ones([2, 4], dtype=torch.float32, device=self.device)
            self.queue.put(tensor)
            time.sleep(0.001)


if __name__ == '__main__':

    queue = mp.Queue()

    consumer = Consumer(queue)
    producer = Producer(queue)

    consumer.start()
    producer.start()    

    consumer.join()
    producer.join()
```

## Expected behavior

Producer/consumer memory shouldn't grow

## Environment

PyTorch version: 1.4.0a0+19d83ab
Is debug build: No
CUDA used to build PyTorch: 10.1

OS: Ubuntu 16.04.6 LTS
GCC version: (Ubuntu 5.4.0-6ubuntu1~16.04.11) 5.4.0 20160609
CMake version: version 3.5.1

Python version: 3.6
Is CUDA available: Yes
CUDA runtime version: 10.1.168
GPU models and configuration: 
GPU 0: TITAN X (Pascal)
GPU 1: TITAN X (Pascal)
GPU 2: GeForce GTX 1080 Ti

Nvidia driver version: 418.67
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.5.1.5
/usr/local/cuda-10.1/targets/x86_64-linux/lib/libcudnn.so.5
/usr/local/cuda-10.1/targets/x86_64-linux/lib/libcudnn.so.7

Versions of relevant libraries:
[pip] Could not collect
[conda] Could not collect
```
Repository: godot
Issue: Artifacts when manipulating SHADOW_VEC on a light shader
Labels: bug,topic:rendering,confirmed

**Godot version:**
3.2, alpha 2

**OS/device including version:**
Windows 10, NVIDIA GTX 1070

**Issue description:**
Trying to manipulate SHADOW_VEC on a shader, to make vertical shadows on the walls.
This tends to generate artifacts with the shadows. I don't know if this is really a problem or something wrong with my code but thought it should be reported.

**Steps to reproduce:**
Run minimal project and move character.

**Minimal reproduction project:**
[test_shadowvec.zip](https://github.com/godotengine/godot/files/3730064/test_shadowvec.zip)
![image](https://user-images.githubusercontent.com/2881755/66844943-2bcf5e80-efaa-11e9-82dd-94e86942c828.png)
Repository: opencv
Issue: standard packages for linuxes with CUDA-support as in pytorch, mxnet sites
Labels: priority: low,category: infrastructure

Please, realize package distribution with CUDA for linuxes with choices as on sites for pytorch, mxnet.

opencv is convenient for working with neural networks, but trying to install CUDA support is difficult.