sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Loading of script inside .pck does not override autoloaded scripts
Labels: topic:core,confirmed

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.2.2

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10 x64

**Issue description:**
<!-- What happened, and what was expected. -->
**What happened:**
Loading of script inside .pck does not override autoloaded scripts
**what was expected:**
Loaded script inside .pck will override autoloaded scripts

I want to maximize this feature as I plan to have a DLC and updates: [https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_pcks.html?#summary](https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_pcks.html?#summary)

**Steps to reproduce:**
1. Create a script. Print a character `print("A")` in the _ready or _process. Save it.
2. Register the script in autoload.
3. Export the script to an .pck file
4. Edit the script, change the character `print("B")` to print. Save it.
5. Create another script to load the .pck in runtime.
6. See if the character printed is "A" and not "B".    <- "B" is printed in actual.


**_I also tried, `get_tree().reload_current_scene()` after I loaded the pck but it does not have an effect on the autoloaded scripts._**


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: pytorch
Issue: [Feature] Fused Matmul & Min/Max/Sum/Prod
Labels: module: performance,triaged,enhancement,needs research,module: linear algebra

## 🚀 Feature
A fused matmul and min/max/sum/prod operation
for example: 
a = torch.rand(10000, 10)
b = torch.rand(10, 5000)
torch.max_matmul(a, b, dim=0)  <==> torch.max(torch.matmul(a, b)), dim=0)

## Motivation
often times computing cosine similarity of two sets of vectors is followed by a min/max/topk operation. however when the size of those two sets are too large, the similarity matrix may not fit into gpu memory. fusing matmul with min/max/sum/prod operations will skip the step of constructing a large similarity matrix, give us the result directly.


cc @vincentqb @vishwakftw @jianyuh @nikitaved @pearu @mruberry @VitalyFedyunin @ngimel
Repository: godot
Issue: [3.x] No autocompletion for typed variables sometimes (fixed in `master`)
Labels: bug,topic:gdscript,topic:editor,usability

<!-- 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 rc6

**Issue description:**
<!-- What happened, and what was expected. -->
```
onready var sprite := $Sprite as Sprite
onready var sprite2: Sprite = $Sprite
```
Autocompletion
![image](https://user-images.githubusercontent.com/2223172/92993966-7c22a980-f4f6-11ea-885f-ba741fe4d3b2.png)
No autocompletion
![image](https://user-images.githubusercontent.com/2223172/92993969-83e24e00-f4f6-11ea-879e-e79073724b7c.png)

What's even more weird, in my project I have a script where it's opposite (i.e. when type is assigned with `as`, the autocompletion fails)
Repository: flutter
Issue: Noticeable white edge fringe on the dialog box header
Labels: framework,engine,f: material design,a: quality,c: rendering,has reproducible steps,P2,found in release: 3.3,found in release: 3.6,team-design,triaged-design

```
## Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel master, 1.22.0-10.0.pre.137, on Microsoft Windows [Version 10.0.19041.508], locale ru-RU)
[√] Android toolchain - develop for Android devices (Android SDK version 30.0.1)
[√] Visual Studio - develop for Windows (Visual Studio Community 2019 16.7.2)
[√] Android Studio (version 4.0)
[!] IntelliJ IDEA Community Edition (version 2018.2)
    X Flutter plugin not installed; this adds Flutter specific functionality.
    X Dart plugin not installed; this adds Dart specific functionality.
[√] VS Code (version 1.49.0)
[√] VS Code, 32-bit edition
[√] Connected device (2 available)
```
## Screenshot
![flutter_01](https://user-images.githubusercontent.com/283939/92996721-18799a00-f551-11ea-8fae-ec70b3a8439c.png)

## Steps to Reproduce
1. set `ThemeData(colorScheme: const ColorScheme.light(primary: Color(0xff6732ff)))`
2. call `await showDatePicker(context: this.context, lastDate: DateTime.now(), firstDate: DateTime.now(), initialDate: DateTime.now())`

**Expected results:** no white halo
**Actual results:** see screenshot
Repository: pytorch
Issue: Docs include the verbose arg of `CosineAnnealingWarmRestarts` but the actual docstring in code doesn't
Labels: module: docs,triaged,module: doc infra

## 📚 Documentation

The code for torch.optim.lr_scheduler.CosineAnnealingWarmRestarts does not take argument "verbose" but documentation says otherwise.


cc @ezyang @zou3519 @jlin27
Repository: rust
Issue: Deref coercion not triggering for &Box<dyn Trait> to &dyn Trait
Labels: C-bug,A-coercions

(Original context from #beginners on the community discord: https://discord.com/channels/273534239310479360/273541522815713281/754496149347368981)

This coercion works fine for `i32`:

```rust
pub fn foo(x: &i32) { drop(x) }
pub fn bar(x: &Box<i32>) { foo(x) }
```

But swapping the `i32` for a `dyn Trait` it fails:

```rust
pub trait Environment { fn foo(&self); }

pub fn takes_ref(x: &dyn Environment) {
    x.foo();
}

pub fn takes_ref_box_calls_ref(x: &Box<dyn Environment>) {
    takes_ref(x);
}
```
https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=c9abcf227f9f0ea87716eb3fd2089b13
```rust
error[E0277]: the trait bound `std::boxed::Box<(dyn Environment + 'static)>: Environment` is not satisfied
 --> src/lib.rs:8:15
  |
8 |     takes_ref(x);
  |               ^ the trait `Environment` is not implemented for `std::boxed::Box<(dyn Environment + 'static)>`
  |
  = note: required for the cast to the object type `dyn Environment`
```

If this is correct as-is -- and I'm not certain what's supposed to happen if the trait is implemented for Box too -- then it would be nice to recommend `takes_ref(&**x)` or similar in this case.
Repository: go
Issue: runtime: bad "deadlock" fatal error when there are pending finalizers
Labels: NeedsInvestigation,compiler/runtime

This program usually succeeds, but sometimes it fails with "fatal error: all goroutines are asleep - deadlock!":

```
package main

import "runtime"

func main() {
	ch := make(chan bool)

	x := [10]int{4}
	var f func(*int)
	f = func(p *int) {
		if *p == 0 {
			close(ch)
			return
		}
		*p--
		runtime.SetFinalizer(p, f)
	}
	runtime.SetFinalizer(&x[0], f)
	
	runtime.GC()
	runtime.GC()
	runtime.GC()
	runtime.GC()
	runtime.GC()

	<-ch
}
```

Adding an extra `runtime.GC()` call makes it reliably* succeed. Removing any makes it reliably* fail. (* Based on 1000 runs.)

I think the program should reliably succeed, even if all `runtime.GC()` calls are removed. That is, when the runtime scheduler notices there aren't any runnable goroutines, it should keep running GC cycles until a cycle finishes without running any user finalizers; and only *then* should it report deadlock if there still aren't any runnable goroutines.

I don't know of any real-world programs this affects, so maybe this isn't a high priority if it's difficult to address completely. But it would make writing robust compiler test cases somewhat easier (e.g., see golang.org/cl/254401).

/cc @aclements @ianlancetaylor
Repository: vscode
Issue: Clicking on settings checkboxes sometimes dropped after changing another setting
Labels: bug,settings-editor

Issue Type: <b>Bug</b>

**repro**
1. With setting sync enabled
1. Open settings
1. Click on a setting value checkbox 
1. Then click on another setting value

**Bug**
Sometimes nothing happens when you try changing the second setting. It seems timing dependent but the second click can have no effect for around a second after the first

![Sep-13-2020 00-46-56](https://user-images.githubusercontent.com/12821956/93013193-000e7d00-f55b-11ea-9dc9-67138411be7b.gif)


VS Code version: Code - Insiders 1.50.0-insider (cca20eba8974b1d6b6a9b71bf4e60a29c8f26648, 2020-09-12T00:56:22.923Z)
OS version: Darwin x64 19.6.0

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz (16 x 2400)|
|GPU Status|2d_canvas: enabled<br>flash_3d: enabled<br>flash_stage3d: enabled<br>flash_stage3d_baseline: enabled<br>gpu_compositing: enabled<br>metal: disabled_off<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: disabled_off_ok<br>video_decode: enabled<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|4, 3, 3|
|Memory (System)|32.00GB (3.15GB free)|
|Process Argv|--crash-reporter-id cc7f0c9b-aa2b-4a45-8baa-81ffda32679e|
|Screen Reader|no|
|VM|0%|
</details>
<!-- generated by issue reporter -->
Repository: pytorch
Issue: MacOS CPU torch.tan and torch.tanh do not compute some values properly
Labels: module: cpu,triaged,module: complex,module: macos

On pytorch_macos_10_13_py3_test the following:

```
torch.tan(torch.tensor(-1.5707963267948966+0j, dtype=torch.cdouble))
```

produces a tensor with value `(-inf+nanj)`, but NumPy correctly produces `-1.633123935319537e+16+0j`.

For tanh, 

```
torch.tanh(torch.tensor(-1.5707963267948966j, dtype=torch.cdouble))
```

produces a tensor with value `(nan-infj)`, but NumPy correctly produces `-1.633123935319537e+16j`.

cc @ezyang @anjali411 @dylanbespalko @nikitaved @VitalyFedyunin
Repository: bitcoin
Issue: [Linux] Add wayland support
Labels: Feature,GUI,Linux/Unix

**Is your feature request related to a problem? Please describe.**
 - Wayland provides extra security as apps can't have access to windows from other apps
- X apps looks blurry using fractional scaling on GNOME.
- X is mostly unmaintained, in favour of Wayland

**Describe the solution you'd like**
Add Wayland support to precompiled binaries.

**Additional context**
As far as I understand wayland is supported on the KDE 5.15 runtime. Currently running with `QT_QPA_PLATFORM="wayland"` results in

```
This application failed to start because it could not find or load the Qt platform plugin "wayland"
in "".

Available platform plugins are: xcb.

Reinstalling the application may fix this problem.
```
Repository: create-react-app
Issue: Package versioning and relation to git
Labels: needs triage

Just a question around versions and tags.

Your last tag is 3.4.1, and yet in NPM we are at 3.4.3. 

Meanwhile, the `package.json` in git is in fact at 3.4.1. It seems any audit-related version bumps simply don't make it into the git tags or the package.json.

Similarly, the dependencies currently in your `package.json` (3.4.1) don't match up with whats in npm (3.4.3).

I came across this because not too long ago svgo downsized their dependency tree. In master, you use this new smaller version. In npm _you do not_, you use the old larger one still. and yet the published package is meant to be newer, and somehow goes backwards..

On a related side note, where does 4.x come from? is master 4.x? as that does seem to have the matching package versions.
Repository: godot
Issue: Duplicate match case does not run or produce any error or warning
Labels: bug,topic:gdscript

<!-- 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. -->
3.2.2


**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. -->
A match statement with duplicate cases failed to run the second case (which is the documented behavior) but didn't produce a warning or error that the second case is unreachable. I expected a warning or error because all the cases are constants and it can be known at compile-time that one of the cases is unreachable.

This caused a bug in the game that went something like this.
```
enum PlayerState { Idle, Walking, Attacking, Jumping, Dying }
var player_state = PlayerState.Idle

# ...

match player_state:
    PlayerState.Idle, PlayerState.Walking:
        do_stuff()
    # Several other cases here
    PlayerState.Walking:
        do_other_stuff()
```

It took some time to realize why do_other_stuff() was not being called. A warning or error would have been very helpful.

**Steps to reproduce:**
Attach the following script to a node.

```
extends Node

func _ready():
	match 1:
		1, 2:
			print("1 or 2")
		1:
			print("1")
```


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[Match Bug Report.zip](https://github.com/godotengine/godot/files/5214085/Match.Bug.Report.zip)
Repository: flutter
Issue: [Desktop] Switch blinking with color when hovering even if hoverColor/focusColor are transparent
Labels: framework,f: material design,a: desktop,has reproducible steps,P3,found in release: 3.10,found in release: 3.12,team-framework,triaged-framework

## Steps to Reproduce

Hovering switch when 
hoverColor = Colors.transparent.
focusColor = Colors.transparent

**Expected results:** <!-- what did you want to see? -->

No "blinking" effect when hovering switch.

**Actual results:** <!-- what did you see? -->

Switch blinks for moment when hover (it is hard to see, sorry for that).

![Default-label-Google-Chrome-2020-09-13-14-44-16](https://user-images.githubusercontent.com/54472480/93018511-7e593680-f5d0-11ea-9988-d2f719a2c9ea.gif)

<details>
<summary> Code </summary>

```
import 'package:flutter/material.dart';

void main() {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Default label',
      home: Home(),
    );
  }
}

class Home extends StatelessWidget {

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: Center(
        child: Switch(
          focusColor: Colors.transparent,
          hoverColor: Colors.transparent,
          onChanged: (bool enabled) {},
          value: false,
        )
      )
    ); 
  }
}
```
</details>
<details>
  <summary>Flutter doctor</summary>

```
[√] Flutter (Channel beta, 1.21.0-9.2.pre, on Microsoft Windows [Version 10.0.19041.508], locale pl-PL)
    • Flutter version 1.21.0-9.2.pre at G:\IOT\flutter\flutter
    • Framework revision 81a45ec2e5 (2 weeks ago), 2020-08-27 14:14:33 -0700
    • Engine revision 20a9531835
    • Dart version 2.10.0 (build 2.10.0-7.3.beta)

 
[√] Android toolchain - develop for Android devices (Android SDK version 29.0.2)
    • Android SDK at C:\Users\Radek\AppData\Local\Android\sdk
    • Platform android-29, build-tools 29.0.2
    • Java binary at: C:\Program Files\Android\Android Studio\jre\bin\java
    • Java version OpenJDK Runtime Environment (build 1.8.0_202-release-1483-b03)
    • All Android licenses accepted.

[√] Chrome - develop for the web
    • Chrome at C:\Program Files (x86)\Google\Chrome\Application\chrome.exe

[√] Android Studio (version 3.5)
    • Android Studio at C:\Program Files\Android\Android Studio
    • Flutter plugin version 39.0.3
    • Dart plugin version 191.8423
    • Java version OpenJDK Runtime Environment (build 1.8.0_202-release-1483-b03)

[√] Connected device (3 available)
    • Web Server (web) • web-server • web-javascript • Flutter Tools
    • Chrome (web)     • chrome     • web-javascript • Google Chrome 85.0.4183.102
    • Edge (web)       • edge       • web-javascript • Microsoft Edge 83.0.478.61
```
</details>
Repository: rust
Issue: Rustdoc link to current impl
Labels: T-rustdoc,C-feature-request,A-rustdoc-ui

Now as rustdoc is getting larger and there could be multiple impl for one struct, I tend to get lost when searching for the function and I don't know which impl is it under. It would be good to let me click on `self` or some visuals to jump to the impl or a tooltip to let the users understand which impl is it.

![image](https://user-images.githubusercontent.com/4687791/93018681-0efd3a00-f604-11ea-8922-e686c5e61630.png)
https://doc.rust-lang.org/stable/std/vec/struct.Vec.html#method.repeat

Similar solution would be https://github.com/rust-lang/rust/issues/46170 but I don't like too much magic.

Side question, is it possible to link to have docs for `impl` block to divide the docs by section?

@rustbot modify labels: +T-rustdoc
Repository: godot
Issue: GLES3: WorldEnvronment with glow and canvas mode freezes the game
Labels: bug,platform:android,topic:rendering,crash

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
Godot 3.2.2 stable


**OS/device including version:**
Vivo Y51
Android 5.0.2 (Lollipop), Funtouch 2.5
Qualcomm Adreno 306 - GLES3


**Issue description:**
The WorldEnvironment node with a new environment, has glow enabled and set to canvas mode results to freeze on the software on my android.


**Steps to reproduce:**
1. Set Renderer to GLES3
2. Add WorldEnvironment node
3. Create a new environment
4. Set Background->Mode to canvas
5. Enable glow in the new environment
6. Run in android


**Minimal reproduction project:**
[GLES3 Test for android.zip](https://github.com/godotengine/godot/files/5214259/GLES3.Test.for.android.zip)
Repository: godot
Issue: Segmentation fault with an infinitely recursive function
Labels: bug,topic:gdscript,confirmed

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.2 branch at commit cd62be1845b32861d05cbdae43419f6b159cf3fe


**OS/device including version:**
Arch Linux


**Issue description:**
<!-- What happened, and what was expected. -->
At some point I recall that the GDScript stack space was accounted for, and once a recursive function generated an N number of stack frames, this would be caught by the interpreter and Godot would show a message about it.

The last time I saw that was about a year ago if memory serves, but now an infinitely GDScript recursive function will just cause a segfault, and it also seems the memory is getting corrupted somewhere. I'm not quite sure, but this is what I saw on GDB:

```
arg this = Cannot access memory at address 0x7fffff7fdb40
p_instance = Cannot access memory at address 0x7fffff7fdb38
p_args = Cannot access memory at address 0x7fffff7fdb30
p_argcount = Cannot access memory at address 0x7fffff7fdb2c
r_err = Cannot access memory at address 0x7fffff7fdb20
p_state = Cannot access memory at address 0x7fffff7fdb18
loc switch_table_ops = {[0] = 0x67b3b8 <GDScriptFunction::call(GDScriptInstance* Variant const** int Variant::CallError&…
self = {type = 215970368,_data = {_bool = 144,_int = 216020624,_real = 1.0672836911158908e-315,_transform2d…
retvalue = {type = 215970416,_data = {_bool = 112,_int = 215970416,_real = 1.0670356306364269e-315,_transform2d…
stack = Cannot access memory at address 0x7fffff7fe190
call_args = Cannot access memory at address 0x7fffff7fe198
defarg = Cannot access memory at address 0x7fffff7fdb6c
alloca_size = Cannot access memory at address 0x7fffff7fdb70
script = Cannot access memory at address 0x7fffff7fe1a0
ip = Cannot access memory at address 0x7fffff7fdb64
line = Cannot access memory at address 0x7fffff7fdb68
err_text = Cannot access memory at address 0x7fffff7fdf88
function_start_time = Cannot access memory at address 0x7fffff7fe1a8
function_call_time = Cannot access memory at address 0x7fffff7fe1b0
exit_ok = Cannot access memory at address 0x7fffff7fdb54
yielded = Cannot access memory at address 0x7fffff7fdb55
__FUNCTION__ = "call"
```

**Steps to reproduce:**
Try the following, you'll get a segfault:

```gdscript
#!/usr/bin/godot -s
extends SceneTree

func recursive_function() -> void:
	recursive_function()

func _init():
	recursive_function()
	quit()
```

**Minimal reproduction project:**
See example above.
Repository: go
Issue: gollvm: improper configuration of system lib. path, under Ubuntu 20 x86_64
Labels: NeedsInvestigation

<!--
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

</pre>
go version go1.15rc2 gollvm LLVM 12.0.0git linux/amd64
### 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

</pre>
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/oceanfish81/.cache/go-build"
GOENV="/home/oceanfish81/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/oceanfish81/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/oceanfish81/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/tools"
GCCGO="/usr/local/bin/llvm-goc"
AR="ar"
CC="/usr/bin/clang"
CXX="/usr/bin/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=/tmp/go-build510812938=/tmp/go-build -gno-record-gcc-switches -funwind-tables"
</details>

### What did you do?

$sudo ninja install-gollvm


### What did you expect to see?

Installation into /usr/lib/


### What did you see instead?
Installation into /usr/local/lib64

Ivan