sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Enabling debanding on mobile results in partially black screen (GLES3)
Labels: bug,platform:ios,platform:android,topic:rendering,confirmed,topic:3d

**Godot version:**
3.2.4 beta6


**OS/device including version:**
Samsung Galaxy S8, Android 9, GLES3


**Issue description:**
Scene with nothing but simple mesh and camera. Without debanding:

![Screenshot_20210122-190406_DebandingOnAndroidTest](https://user-images.githubusercontent.com/2310335/105522080-75e2dc00-5ce5-11eb-8e56-4e119df75e86.jpg)

With debanding enabled:

![Screenshot_20210122-190333_DebandingOnAndroidTest](https://user-images.githubusercontent.com/2310335/105522125-86935200-5ce5-11eb-9c7f-3d7b1c50f793.jpg)

Debanding appears to work on the visible part of the scene.

**Minimal reproduction project:**
[DebandingOnAndroidTest.zip](https://github.com/godotengine/godot/files/5857405/DebandingOnAndroidTest.zip)
Repository: PowerToys
Issue: FancyZones editor shows zone frosted zone preview on wrong monitor (monitors 3/4 flipped) while positions in the graphic are correct
Labels: Issue-Bug,FancyZones-Editor,Product-FancyZones,Needs-Triage,Needs-Team-Response


## ℹ Computer information

- PowerToys version: **0.29.3**
- PowerToy Utility: **FancyZones**
- Running PowerToys as Admin: **No**
- Windows build number: **18362.1256**

## 📝 Provide detailed reproduction steps (if any)

1. Open Fancyzones editor again (because it STILL cannot remember the right shapes -- filed that bug twice, resolved/fixed twice -- its back, I sorta give up on that)
2. Select monitors 3 or 4 (only those are misplaced / misidentified in my case
3. Notice that the frosted highlights are backwards
4. The small graphic has them in the right place. The monitors are positioned correctly. Only the frosted preview is wrong.

### ✔️ Expected result

Frosted zone preview should be on the correct monitor.

### ❌ Actual result

See screen shots.
[NOTE: I specifically left the app spanned across the monitors to prove they are arranged correctly. That does not change the behavior. Their arrangement matches the graphic (and matches what windows things), but the frosted preview does not.]

Second note: as mentioned above, I have to keep doing this over and over again because Fanzy zones keeps forgetting its configuration. This is the 3rd or 4th time now. I have filed the bug twice... I wont anymore, but I hit this one while actually having to go set them again. ALSO note that my saved favorite patterns are also gone this time.

## 📷 Screenshots

![image](https://user-images.githubusercontent.com/12010417/105530114-3348e180-5c9c-11eb-9b5c-0bc5e389f4b4.png)
![image](https://user-images.githubusercontent.com/12010417/105530143-3ba11c80-5c9c-11eb-90b2-e2359e1404d6.png)
Repository: rust
Issue: Attributes are silently ignored on `..` (rest) in struct pattern (StructPatternEtCetera)
Labels: A-attributes,C-bug,A-patterns

The following code compiles successfully:

```rust
struct Foo {
    val: bool
}

fn main() {
    let data = Foo { val: true };
    match data {
        Foo { #[missing_attr] #[cfg(FALSE)] .. } => {}
    }
}
```

However, placing attributes on a normal field pattern:

```rust
struct Foo {
    val: bool
}

fn main() {
    let data = Foo { val: true };
    match data {
        Foo { #[missing_attr] #[cfg(FALSE)] val } => {}
    }
}
```

produces the following error:

```
error[E0027]: pattern does not mention field `val`
 --> src/main.rs:8:9
  |
8 |         Foo { #[missing_attr] #[cfg(FALSE)] val } => {}
  |         ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ missing field `val`
  |
help: include the missing field in the pattern
  |
8 |         Foo { val } => {}
  |             ^^^^^^^
help: if you don't care about this missing field, you can explicitly ignore it
  |
8 |         Foo { .. } => {}
  |             ^^^^^^

error: aborting due to previous error
```

We should either handle attributes consistently across field patterns and `..` patterns, or emit an error when any attributes are present on `..` patterns. This is technically a breaking change, but there's precedent here (we've made misplaced `#[inline]` attributes into hard errors).
Repository: youtube-dl
Issue: tv.gab.com videos
Labels: site-support-request

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## Checklist

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- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
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- [X ] I'm reporting a new site support request
- [X ] I've verified that I'm running youtube-dl version **2021.01.16**
- [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

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- Single video: https://tv.gab.com/channel/jonathanjeffrey/view/seaplane-landing-remix-needtobreathe-dont-6005a7e197bd50ed1cce674f
## Description

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Fails as unsupported URL
Repository: PowerToys
Issue: Use win32metadata for calling win32 apis from c#
Labels: Area-Quality,Issue-Task

Multiple PT c# projects are using win32 apis by manualy defining its wrappers.

Win32metadata project provides generation of win32 api wrappers for c# without a need for manually maintaining files with dllimport functions signatures, which are error prone.

More details can be found here:

https://blogs.windows.com/windowsdeveloper/2021/01/21/making-win32-apis-more-accessible-to-more-languages/

https://github.com/microsoft/win32metadata
Repository: pytorch
Issue: Add option for Convolutions to operate over NTC and NHWC tensors
Labels: feature,triaged,module: memory format

## 🚀 Feature

`nn.Conv1d` (and other convolutions) should have a `channels_last: bool = False`: if true, then they operate over `(N, L, C)` tensors -- otherwise they operate over `(N, C, L)` arrays (the current default).

## Motivation

We work mainly with timeseries, where we want to mix convolutions with RNNs: right now, this is irritating, because most of the RNNs operate with channels-last (e.g. `batch, seq_len, channels`), while Conv1d operates with channel-first (`batch, channels, seq_len`). This means that we have to add a bunch of transpositions to swap dimensions at the boundary between convolutions and RNNs.

Ideally, there would be a way to tell `Conv1d` to operate over the same `batch, seq_len, channels` ordering as the RNNs do to avoid all of these unnecessary transposes.

## Pitch

`nn.Conv1d` (and other convolutions) should have a `channels_last: bool = False`: if true, then they operate over `(N, L, C)` tensors -- otherwise they operate over `(N, C, L)` arrays (the current default). There is some precedent for this kind of flag: the RNNs, for instance, have a `batch_first` flag that switches between `(seq_len, batch, channels)` to `(batch, seq_len, channels)` operation.

This would affect the *semantics* of the convolutions -- the dimensions here are what are returned by `tensor.shape`, not necessarily their internal memory layout as described in https://pytorch.org/tutorials/intermediate/memory_format_tutorial.html. Of course, perhaps the implementation of these convolutions could exploit some of the memory layout optimizations under-the-hood.

cc @VitalyFedyunin @jamesr66a @ppwwyyxx
Repository: flutter
Issue: Add a button on Cocoon/build dashboard to manually close the tree.
Labels: c: new feature,team,team-infra,P2,triaged-infra

The Framework Gardener should be able to manually close the tree, even if tests are passing. In the case of https://github.com/flutter/flutter/issues/74431, a commit was landed to explicitly fail a test to achieve this purpose.

Ideally, there would be a UI that would allow an authenticated user to manually close the tree, linking a GitHub issue.
Repository: excalidraw
Issue: Share second URL that will be only readonly for the viewers (collaborators)
Labels: enhancement

Prequirement: #2841

### Ideal solution

When creating a room we should generate two separate URLs. The first one is the one that we already have and the second one that will be used for read only mode. The end users will be able to view the document and change only their names. (Possibly sharing the cursor and the selected elements of each viewer to the rest.)

### Requirements

- Ideally existing rooms should work as they work now (write mode on)
- If you get a read only link:
  - You should not be able to guess the write mode URL
  - Everything should be E2EE encrypted
  - The client should be set to read only mode and not able to disabled it (more details in #6666)


### Use cases

- A teacher giving a presentation to her students. Students should be able to save the scene or copy elements from there.


### Alternative solution

Share only two kind of modes.. either with collaboration or read only but not both.
Repository: pytorch
Issue: Failing to trace Huggingface models using Trace API from Torchscript
Labels: oncall: jit

## ❓ Questions and Help

@nikithamalgifb, as per our offline discussion, I am reporting the issue with tracing of  HuggingFace (HF) Models here. I am facing this issue with using Trace API from Torchscript and tracing HF Models on one device (e.g. cpu) and running inference on another device (gpu). Some of the inputs such as position_ids get hardcoded to the device that it's been traced on. This issue exist in multi-gpu setting as well, when tracing on one GPU (e.g. GPU:id0) and running inference on another GPU(e.g. GPU:id1) using the map_location setting.  This [issue](https://github.com/huggingface/transformers/issues/6071) has been reported on HF repo as well. A merged [PR]( https://github.com/huggingface/transformers/pull/5773 ) tried to address the similar [issue]( https://github.com/huggingface/transformers/issues/5664#issuecomment-658790379), although changes are not broadcasted to all models available in HF repo. The minimal code to reproduce the multi-gpu  use case and traced model graph on the latest transformers version, is as follows:

```
import transformers
from pathlib import Path
import os
import json
import torch
from transformers import (AutoModelForSequenceClassification, AutoTokenizer, AutoModelForQuestionAnswering,
 AutoModelForTokenClassification, AutoConfig)
device = torch.device('cuda' if torch.cuda.is_available() else 'cpu')
device1 = torch.device('cuda:0')
device2 = torch.device('cuda:1')
config = AutoConfig.from_pretrained('roberta-base',num_labels=2,torchscript=True)
model = AutoModelForSequenceClassification.from_pretrained('roberta-base', config=config)
tokenizer = AutoTokenizer.from_pretrained('roberta-base',do_lower_case=True)
dummy_input = "This is a dummy input for torch jit trace"
max_length = 20
inputs = tokenizer.encode_plus(dummy_input,max_length = int(max_length),pad_to_max_length = True, add_special_tokens = True, return_tensors = 'pt')
input_ids = inputs["input_ids"]
attention_mask = inputs["attention_mask"]
print('device {}, device1 {}, device2 {}'.format(device,device1,device2))
outputs = model(**inputs)
model.to(device1).eval()
last_hidden_states = outputs[0]  # The last hidden-state is the first element of the output tuple
traced_model = torch.jit.trace(model,(input_ids.to(device1),attention_mask.to(device1)))
torch.jit.save(traced_model, "roberta.pt")
print("*************************** traced model graph on device 1 ***************************")
print(traced_model.graph)
print("\n")
loaded = torch.jit.load("roberta.pt", map_location=device2)
print("\n")
print("*************************** model graph on loaded on device 2 ***************************")
print(loaded.graph)
outputs = loaded(input_ids.to(device2),attention_mask.to(device2))
print(outputs)
```

The error logs are here, 
[HF_roberta_error.logs.txt](https://github.com/pytorch/pytorch/files/5859093/HF_roberta_error.logs.txt)
I would appreciate any thoughts/suggestions on the issue.

cc @gmagogsfm
Repository: storybook
Issue: Controls with control: text unexpectedly translate ISO 8601 formatted datetime
Labels: bug,addon: controls

Imagine any text input element as a story Template described by:

```mdx
<Meta
  title="TextInput"
  argTypes={{
    value: {
      control: 'text',
    },
  }}
  args={{
    value: '',
  }}
/>
<Story
    name="Datetime in ISO format"
    args={{
      value: '2021-01-21T20:02:26Z',
    }}
>
  {Template.bind({})}
</Story>
```

Instead of displaying a provided value of `2021-01-21T20:02:26Z`, the controls suddenly jump to conclusions and decide to do some black-box magic, translating this to `Thu Jan 21 2021 21:02:26 GMT+0100 (Central European Standard Time)`.

![image](https://user-images.githubusercontent.com/3118390/105559627-f61f3680-5d11-11eb-8d35-b48e5fa0f829.png)

I'm sure this should be an opt-in feature rather than taking away our ability to visually test & document any time-related inputs. I couldn't find any workaround, considering that [the string input doesn't provide any other alternative to the 'text'](https://storybook.js.org/docs/react/essentials/controls#annotation).
* (Btw. my specific use-case also requires updating the control by modifying displayed value when a custom input emits any change, but it seems that updating control from inside the story isn't supported by this framework either.)
Repository: terminal
Issue: Add --wait command line parameter
Labels: Product-Terminal,Issue-Task,Area-Commandline,Area-Remoting

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# Add ability to wait for console close for scripts

I would like to add a command line parameter that causes wt.exe invocations to wait until the newly created window closes before returning.

Perhaps something like:

```
wt.exe --wait [other args]
```

This would block the caller of wt.exe until the newly created window closes.  Useful for scripts that want output visible in another window but needs to know when the launched command exits.

<!-- 
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# Proposed technical implementation details (optional)

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Repository: flutter
Issue: "Can start web server with hostname any" test trying to connect flutter_tester to network
Labels: a: tests,team,platform-web,P3,team-web,triaged-web

dev_fs_webtest `Can start web server with hostname any` test seems to actually be kicking off network connections.  Something isn't being mocked...

```
$ flutter test -r expanded --name="Can start web server with hostname any" test/general.shard/web/devfs_web_test.dart
```
<img width="532" alt="Screen Shot 2021-01-22 at 6 09 40 PM" src="https://user-images.githubusercontent.com/682784/105565701-04069480-5cdd-11eb-9152-755343f5c8d0.png">


\cc @jonahwilliams
Repository: flutter
Issue: Support IME reconversion on Windows
Labels: a: text input,platform-windows,a: desktop,P2,team-windows,triaged-windows

In https://github.com/flutter/engine/pull/23853 we added support for IME-based input in the Win32 embedder. That patch did not include support for handling `WM_IME_REQUEST` events. In particular we should support:

* IMR_RECONVERTSTRING
* IMR_DOCUMENTFEED
* IMR_QUERYCHARPOSITION

See the documentation for the [WM_IME_REQUEST](https://docs.microsoft.com/en-us/windows/win32/intl/wm-ime-request) event, which links to information on the above three message types, for more details.
Repository: go
Issue: proposal: cmd/vet: relax "composites" check to module scope
Labels: Proposal,Analysis

I propose we relax the "composites" vet check to allow implicit field name use if the struct literal and struct type are within the same module.

Currently the "composites" vet check allows implicit struct field names if the struct type and struct literal are in the same package. When adding a new struct field you can certainly update uses in the same package and avoid errors. Now that modules provide a formal grouping of packages we can further relax the "composites" check to allow implicit field use within the same module because you similarly can update all struct uses throughout the module when adding a new struct field.

This [came up](https://github.com/golang/go/issues/32768#issuecomment-765125474) when discussing whether gopls should suppress implicit field completions that would fail vet.

To implement this change the analyzer would need to be able to map a types.Package to a module name. I don't know exactly how this would work.

/cc @mvdan
Repository: godot
Issue: Viewport canvas items have artifacts when transformed.
Labels: topic:rendering,documentation

<!-- 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. -->
3.2.4

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Win 10

**Issue description:**
<!-- What happened, and what was expected. -->
The canvas item transforms distort and pixelate when using a custom viewport.  I noticed the untransformed version looked a little fuzzy, and when applying scaling and rotation, I realized it was a bigger problem.

Maybe the filtering is being applied in the wrong order in the renderer?

I worked around a lot of issues with using custom viewports, and how they don't work like the main viewport out of the box, and have no exposed settings as far as I can tell.  But this one appears unsolvable.  

**LEFT** = Expected --- **RIGHT** = Result
![godot windows tools 64_meTee4U3lx](https://user-images.githubusercontent.com/13004169/105577005-77f97900-5d7f-11eb-9937-5a8987b1729f.png)

**Steps to reproduce:**
1. Create a custom viewport and put sprites inside.
2. Transform the sprites scaling and rotation.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->

[Viewport Issues.zip](https://github.com/godotengine/godot/files/5860129/Viewport.Issues.zip)

*Note - This project has a premultiplied alpha shader applied to get rid of the dark rims, but has no impact on the texture otherwise.*
Repository: godot
Issue: Viewport textures have black edges.
Labels: topic:rendering

<!-- 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. -->
3.2.4

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Win 10

**Issue description:**
<!-- What happened, and what was expected. -->
When using a custom viewport that uses transparency, it will have harsh black edge artifacts.

![godot windows tools 64_cmgHAbE73y](https://user-images.githubusercontent.com/13004169/105577828-8e560380-5d84-11eb-9557-c547008bbbd4.png)


It has been suggested that premultiplied alpha is the solution/work-around here, but the built in version doesn't clamp, so when lowing the alpha of the texture, it will exceed 100% and bloom as shown below.  Glowing brighter and brighter until it hits 0 and vanishes.

![godot windows tools 64_RZUmTfXeRP](https://user-images.githubusercontent.com/13004169/105577834-92822100-5d84-11eb-88e0-564a49f23aee.png)
![godot windows tools 64_TCZm4jE1gw](https://user-images.githubusercontent.com/13004169/105577836-944be480-5d84-11eb-9256-7b73c030c32b.png)


It takes some additional shader math to kind of fix, but I can't imagine this is the desirable default experience, and I suspect a fair number of user aren't familiar with shaders.

It's not clear why it doesn't behave like the main viewports, or where might be any options to get the default behavior.  If that is the issue, it might be related to the other issue I posted:  https://github.com/godotengine/godot/issues/45386


**Steps to reproduce:**
1. Create a viewport for 2D.
2. Set viewport to transparent.
3. Add some sprites with textures.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->

[Viewport Dark Edges.zip](https://github.com/godotengine/godot/files/5860162/Viewport.Dark.Edges.zip)
Repository: godot
Issue: Reverting colors in a spatial shader with a custom inspector, reverts the colors incorrectly
Labels: bug,topic:rendering,topic:3d

<!-- Please search existing issues for potential duplicates before filing yours:
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-->

**Godot version:**
3.2.3.Stable


**OS/device including version:**
NA


**Issue description:**
When implementing a custom inspector by parsing values from a shader and reverting them, the reverted colors end up too bright.
![BXQvz0j9aB](https://user-images.githubusercontent.com/4955051/105577997-0caaa980-5d75-11eb-9918-49f16c1816f0.gif)


**Steps to reproduce:**
Open up the attached project and open the "spatial_example.tscn" and try setting the colors and reverting them.
Note: This is not an issue when using a canvas_item shader. There is an "canvas_item_example.tscn" included in the project, that is set up the same way but with a canvas_item shader that shows no issue.

**Minimal reproduction project:**
[color_revert.zip](https://github.com/godotengine/godot/files/5860171/color_revert.zip)
Repository: rust
Issue: infinite? loop when compiling serde_derive utilizing polonius
Labels: I-compiletime,T-compiler,C-bug,NLL-polonius,requires-nightly

compiling with -Z polonius=yes a depedendency of my crate, serde_derive seems to never finish compiling, or maybe it is just a lot slower than usual.

rustc 1.51.0-nightly but the issues has existed for multiple months.