sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: crash when call dist.new_group(ranks=local_ranks, backend='gloo')
Labels: oncall: distributed,triaged

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->
process crash when call dist.new_group(ranks=local_ranks, backend='gloo')




## To Reproduce

Steps to reproduce the behavior:

<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->
```python
dist.init_process_group(backend='gloo', init_method=args.dist_url, world_size=args.world_size, rank=args.rank)
local_group = dist.new_group(ranks=local_ranks, backend='gloo')
```

```
Process 3 terminated with the following error:
Traceback (most recent call last):
  File "/opt/conda/lib/python3.6/site-packages/torch/multiprocessing/spawn.py", line 19, in _wrap
    fn(i, *args)
  File "/opt/CAT/egs/swbd/swbd_recog_h_adpsgd.py", line 249, in speech_recognition_wsj
    local_group = dist.new_group(ranks=local_ranks, backend='gloo')
  File "/opt/conda/lib/python3.6/site-packages/torch/distributed/distributed_c10d.py", line 1490, in new_group
    timeout=timeout)
  File "/opt/conda/lib/python3.6/site-packages/torch/distributed/distributed_c10d.py", line 478, in _new_process_group_helper
    timeout=timeout)
RuntimeError: [enforce fail at ../third_party/gloo/gloo/transport/tcp/address.cc:29] sizeof(ss_) == bytes.size(). 128 vs 42
```

## 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., 1.3):
 - OS (e.g., Linux):
 - How you installed PyTorch (`conda`, `pip`, source):
 - Build command you used (if compiling from source):
 - Python version:
 - CUDA/cuDNN version: 10.0.130
 - GPU models and configuration:
 - Any other relevant information:

## Additional context

<!-- Add any other context about the problem here. -->


cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @xush6528
Repository: pytorch
Issue: torch.masked_fill missing out argument
Labels: feature,triaged,module: ux

Following up on https://github.com/pytorch/pytorch/issues/29028#issuecomment-548968891, there exists `torch.masked_fill_` but cannot be accessed through `out` argument, which makes writing generic (inplace / out-of-place) code less straighforward

This is just one example, it would be nice to make a summary table for all ops and see if they are consistent about out-argument (allows for generic code) and underscore-suffixed variants (nice semantics, but leads to method signature duplication)

It would be nice to have clear guidelines wrt inplace / out-variants across all PyTorch: tensor instance methods, functions, nn.functional functions, nn.Module classes.
Repository: pytorch
Issue: _compared_saved_loaded doesn't work with torch.tensor constants
Labels: triage review,oncall: jit,triaged

Steps to reproduce:

1. Add this test to `test_jit.py`:

```python
    def test_trace_modern_ctor(self):
        class MyModule(nn.Module):
            def forward(self, x):
                return (x + 1, torch.tensor([0.0]))

        # Shouldn't fail sanity checks
        traced_rec = torch.jit.trace(MyModule(), torch.randn(2, 2))
```

2. Run test:

```
Traceback (most recent call last):
  File "test/test_jit.py", line 324, in test_trace_modern_ctor
    traced_rec = torch.jit.trace(MyModule(), torch.randn(2, 2))
  File "/scratch/ezyang/pytorch-tmp/torch/jit/__init__.py", line 880, in trace
    check_tolerance, _force_outplace, _module_class)
  File "/scratch/ezyang/pytorch-tmp/torch/jit/__init__.py", line 1020, in trace_module
    module._c._create_method_from_trace(method_name, func, example_inputs, var_lookup_fn, _force_outplace)
  File "/scratch/ezyang/pytorch-tmp/test/jit_utils.py", line 178, in emitModuleHook
    self._compared_saved_loaded(module)
  File "/scratch/ezyang/pytorch-tmp/test/jit_utils.py", line 164, in _compared_saved_loaded
    self.assertMultiLineEqual(a, b)
AssertionError: 'op_v[210 chars]NTS.c1, torch.device("cpu"), 7, False, False, [84 chars]_1\n' != 'op_v[210 chars]NTS.c0, t
orch.device("cpu"), 7, False, False, [84 chars]_1\n'
  op_version_set = 1
  class Module(Module):
    __parameters__ = []
    training : bool
    def forward(self: __torch__.torch.nn.modules.module.Module,
      x: Tensor) -> Tuple[Tensor, Tensor]:
-     _0 = torch.to(CONSTANTS.c1, torch.device("cpu"), 7, False, False, None)
?                              ^
+     _0 = torch.to(CONSTANTS.c0, torch.device("cpu"), 7, False, False, None)
?                              ^
-     _1 = (torch.add(x, CONSTANTS.c0, alpha=1), torch.detach(_0))
?                                   ^
+     _1 = (torch.add(x, CONSTANTS.c1, alpha=1), torch.detach(_0))
?                                   ^
      return _1
```

Seems like there's something wrong where we are not resetting constant numbering second time around.

cc @ezyang @gchanan @zou3519 @jerryzh168 @suo
Repository: pytorch
Issue: JIT should respect SKIP_PYTHON_BINDINGS and SKIP_PYTHON_BINDINGS_SIGNATURES
Labels: triage review,oncall: jit,triaged

The eager python frontend does not bind specific operators to python, either via SKIP_PYTHON_BINDINGS or SKIP_PYTHON_BIDNINGS_SIGNATURES:
https://github.com/pytorch/pytorch/blob/41e42c34d65f7dce5f526cdb059e860bbe4d0f36/tools/autograd/gen_python_functions.py#L19-L49

The JIT does not respect these lists, however, which means we can end up serializing operator calls that aren't considered part of the public API.  This makes BC concerns more complicated, because we need to decide if breaking those serialized formats is supported or not.

This also leads to confusion in PRs.  For example: https://github.com/pytorch/pytorch/pull/26332/.  There is a fair amount of talking-past-one-another in that PR, because the JIT-focused reviewers are concerned with getting the autograd semantics correct and the eager-focused reviewers see this as a C++-frontend only change.  The end result isn't great either: the JIT now calls the C++ frontend function, even though that's not at all what the python frontend does.  That may or may not have the correct semantics, but no one checked.

What I think needs to happen here:
1) Clearly document _why_ the functions above are skipped.
2) Move these lists to a form that is easily consumed by eager and the JIT (maybe in native_functions.yaml?  But we need to _not_ bind TH and THNN functions in a clear way)
3) If these are bindable today, bind them (i.e. there may have been limitations in the past that prevented us from binding them, but some of these should be bindable now.  See https://github.com/pytorch/pytorch/pull/27629 as an example).
4) Get the JIT to work through these lists and either stop binding them or ensure that the binding is correct.  Also deal with the BC issues.

This is related to some work that @bhosmer expressed interest in: all of these special bindings are a potential source of bugs across the eager/JIT boundary.

CC @suo @bhosmer @pbelevich @bwasti

cc @suo
Repository: TypeScript
Issue: No autocompletion/intellisense for local commonJS modules
Labels: Bug,Domain: Auto-import

*TS template added by @mjbvz*

**TypeScript Versions**: 3.8.0-dev.20191102

**Search terms:**
- commonjs
- auto complete 

*Original report below*

---


I would expect that suggestions commonJS modules written in a similar style to ES6 modules would also be nicely autocompleted as one types, but this seems not to be the case. Any local exports are only suggested if they are ES6 modules.

<!-- Please search existing issues to avoid creating duplicates. -->
<!-- Also please test using the latest insiders build to make sure your issue has not already been fixed: https://code.visualstudio.com/insiders/ -->

<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: 1.39.2
- OS Version: W10 Pro

Steps to Reproduce:

1. clone [https://github.com/kasvtv/vscode-node-autocomplete](https://github.com/kasvtv/vscode-node-autocomplete)
2. open with VScode
3. start typing `myFunc` in `index.js`
3. no suggestions for commonJS modules

Does this issue occur when all extensions are disabled?: Yes
Repository: godot
Issue: Editor crashes when saving scene with tool script
Labels: bug,topic:editor,confirmed,crash

On Godot_v3.1.1-stable_x11.64 on Arch Linux, the editor crashes when saving a scene with the following script:
```
tool
extends Spatial

export(NodePath) var path

# Called when the node enters the scene tree for the first time.
func _ready():
	path = get_node(path)
```
The editor will crash upon saving as long as `path` is unset.
Taking out the line with `tool` will prevent the editor from crashing while saving. Strangely, adding `tool` back in to the script and then saving will not crash the editor, but next time the project is loaded the editor will crash upon saving again.
I do not know if this script crashes the game upon running because the editor will crash when saving whenever I try to run the project.
The workaround for this is to not do the above action in a script. Simply doing `var node = get_node(path)` instead of `path = get_node(path)` will prevent the crash from occurring.


Steps for reproducing:
1. Create a new project
2. Make a scene with a Spatial node (I have yet to try other nodes) that has the above script
3. Close the editor and re-open it
4. Save the project
Repository: flutter
Issue: Get pixel color of Canvas (CustomPaint)
Labels: c: new feature,framework,a: images,c: proposal,P3,team-framework,triaged-framework

Hello everyone!

We're creating an application using the CustomPaint widget to create some drawing stuffs.
All operations look good, but we miss the possibility of getting a pixel color from the current Canvas to do operations with them, like: custom filters, flood fill, etc.
Is it possible to add this?
Repository: pytorch
Issue: torch.sum(tensor, dim=()) is different from np.sum(arr, axis=())
Labels: high priority,module: bc-breaking,triaged,module: numpy,module: TensorIterator,module: deprecation,module: reductions

## 🐛 Bug

`torch.sum(tensor, dim=())` performs a full reduce, while `np.sum(arr, axis=())` performs no reduce.

## To Reproduce

Steps to reproduce the behavior:

```
import torch
import numpy as np
arr = np.array([1, 2, 3])
tensor = torch.from_numpy(arr)

tensor.sum(())  # gives tensor(6)
arr.sum(())  # gives np.array([1, 2, 3])
```
## Expected behavior

These should probably be the same. Also, I don't think it makes sense for `tensor.sum(dim=())` to do a full reduce. This special casing caused the bug at https://github.com/pytorch/pytorch/issues/28993 and I suspect the gradient for things like torch.var may be incorrect right now.

## Environment

Pytorch master

## Additional context

Some people who have been involved in multidim support who may be interested: @t-vi, @SsnL, @umanwizard @gchanan. Please let me know your opinions on this subject.


cc @ezyang @gchanan @zou3519 @jerryzh168 @SsnL
Repository: flutter
Issue: [Cupertino] on iPad, modals are shown in a popover, no way to show Cupertino style modals on iPad
Labels: e: device-specific,platform-ios,framework,a: tablet,a: fidelity,f: cupertino,a: quality,customer: crowd,P2,team-design,triaged-design

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The  showCupertinoModalPopup shows a modal at the bottom of the screen.  On iPad modals such as action sheets are shown via a popover.

<!--
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     on pub.dev/flutter that already solves this?
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Currently there is no way to show Cupertino style modals on iPad.  

<!--
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Repository: godot
Issue: [TRACKER] inst2dict and dict2inst related issues
Labels: bug,topic:core,tracker

**Godot version:**
3.2, 4.0+

**Issue description:**
There are quite a bunch of old issues present with `inst2dict` and `dict2inst` that it's worth to add a tracker for it. I'm currently working on some of them.

```[tasklist]
## Issues
- [ ] #6533
- [x] #26188
- [ ] #30077
- [ ] #30572
- [x] #31045
- [x] #33015
```

### Other issues

Orphan issues or which need more discussion.

* A class de-serialised with `dict2inst` fails if the class has moved it's path: https://github.com/godotengine/godot/issues/33348#issuecomment-549735838.
* `docs`: Fix the accessibility of the online API docs: https://github.com/godotengine/godot/issues/33348#issuecomment-549640679.

## Fixes
I think it would be best if these fixes could be reviewed in order so that smaller fixes can be rebased on top of bigger ones more easily if deemed satisfactory:

- [x] #33137
- [x] #33018
- [x] #32534
- [x] #33360

They could as well be targeted for 4.0 but see for yourself.

CC @vnen @bojidar-bg.
Repository: godot
Issue: Oversized 'X' in search fields when using a custom editor theme
Labels: bug,topic:editor,confirmed

**Godot version:**
3.1

**OS/device including version:**
Windows 10
Resolution 2560 x 1440p / UI Scaling 100%

**Issue description:**
The 'x' icon used to clear the search fields in the Godot editor interface appears to be too large, likely a retain/scaling issue.
![image](https://user-images.githubusercontent.com/24660807/68155246-380f6180-ff41-11e9-8ccb-3d97f4865fcd.png)
Repository: godot
Issue: Viewport Update Mode Once does not Reset
Labels: discussion,topic:rendering

**Godot version:**
3.2 Alpha 3

**OS/device including version:**
OS: Xubuntu 19.10
CPU/GPU: Intel Atom z3735D

**Issue description:**
A viewport with render_target_update_mode = Viewport.UPDATE_ONCE does not reset the value for render_target_update_mode to Viewport.UPDATE_DISABLED after it has rendered. Likewise a viewport with render_target_clear_mode = Viewport.CLEAR_MODE_ONLY_NEXT_FRAME will always report a render_target_clear_mode of Viewport.CLEAR_MODE_ONLY_NEXT_FRAME even after that frame has passed.

The functionality works, the viewport will only be rendered once or cleared once, but you cannot poll the values of these variables to correctly determine the viewport's render and clear states.

**Steps to reproduce:**
Create a viewport, set render_target_clear_mode to Viewport.UPDATE_ONCE and check said viewport's render_target_clear_mode variable after it has updated.

**Minimal reproduction project:**
[ViewportBug.zip](https://github.com/godotengine/godot/files/3805970/ViewportBug.zip)
Repository: flutter
Issue: Always highlight the selected widget on the device
Labels: c: new feature,framework,f: inspector,d: devtools,P3,team-framework,triaged-framework

Currently you have to call 
`ext.flutter.inspector.show` to enable the inspector before selected widgets can be highlighted on the device. 

enabling the on device inspector is conflated with inspector select mode.
Suggested solution:
`add ext.flutter.inspector.selectMode` extension that toggles whether clicking on the device should select widgets
and
`ext.flutter.inspector.enable` extension that enables the on device inspector but does not enter select mode.

Clients can call 
`ext.flutter.inspector.enable` any time they will use the on device inspector.
the existing `ext.flutter.inspector.show` extension will be left for ~6 months for backwards compatibility with existing IDE plugins. The `show` extension will continue to both enable the inspector and enter select mode.
Repository: rust
Issue: Fix: mark relevant spans (ex: ident.span) with macro expansion context
Labels: C-cleanup,A-macros,T-compiler

In #65830 it was discovered that `hir::Item.ident.span` isn't marked `with_ctxt` of being part of a macro expansion.  This had two effects that we saw there:

 - error messages don't include the "in this macro invocation" hints
 - cases where the dead_code error was suppressed because of foreign macros were no longer suppressed

To solve that there, we're going to just use the old behavior when we're in the middle of a macro expansion already, so we don't use the un-marked span.  As @estebank suggested, we should probably clean this up in a separate change.
Repository: pytorch
Issue: Modules without copying  in multiprocess
Labels: module: multiprocessing,triaged

I tried to use a multi-process inference model,but the following occurred:

process number ==1:   GPU Memory-usage:  1933mib。
process number ==2:   GPU Memory-usage:  3028mib。
                                   ......
process number ==10:   GPU Memory-usage:  11310mib。

code:
![image](https://user-images.githubusercontent.com/30401681/68172320-113d4380-ffb2-11e9-8ea0-b1b5cde756a5.png)
Repository: pytorch
Issue: [FR] trace_module traces both eval and train graph
Labels: oncall: jit,triaged,enhancement

The current `jit.trace_module` returns a `ScriptModule` that behaves the same in `eval` and `train` mode, i.e., always executing the graph that is equivalent to the module at tracing time. This makes it hard to trace a Module's train and eval graph, and combine them together in a single returned `ScriptModule`

cc @suo
Repository: electron
Issue: Proposal for new module: shortcuts
Labels: enhancement :sparkles:

Right now, we have the `globalShortcuts` module for registering shortcuts that apply to the entire system even when the Electron app is not focused.

I'd like to propose a new `shortcuts` module and deprecating the existing `globalShortcuts` module. The API would look like so:

```js
const { shortcut } = require('electron');

let alreadyRegistered = shortcut.register('normal', 'CmdOrCtrl+L', () => {
  // Normal priority shortcut, handled after web content. Web content may preventDefault().
});

let alreadyRegistered = shortcut.register('high', 'CmdOrCtrl+L', () => {
  // High priority shortcut, handled before web content.
});

let alreadyRegistered = shortcut.register('global', 'CmdOrCtrl+L', () => {
  // Similar to existing globalShortcuts.register(), handled before web content.
});

let registed = shortcut.isRegistered('CmdOrCtrl+L');

shortcut.unregister('CmdOrCtrl+L');
```

There is clear demand for this feature, see #1334 and https://github.com/parro-it/electron-localshortcut

Implementing this within Electron would be much better because the accelerators would be parsed and handled like we already handle `Menu` accelerators. Properly processing the accelerators is tricky and error-prone - `electron-localshortcut` has several bugs and we have had multiple bugs in our own custom implementation as well.

I'm happy to implement this, but I wanted to hear your thoughts first!

cc @electron/wg-api
Repository: react
Issue: Is it possible to share contexts between renderers?
Labels: Type: Enhancement,Component: Reconciler

**What is the current behavior?**

Hey 👋 I maintain [react-pdf](https://github.com/diegomura/react-pdf). Thanks for your awesome work and making `react-reconciler` for us to use! 

 I've got many issues  lately regarding context not working on my library and when doing tests I found out that context values aren't shared between renderers. This makes it impossible to share state such as themes, i18n, redux and more. As a bit of context, React-pdf is not a primary renderer, and as such, when used in the browser it runs on top of react-dom.

I found the `isPrimaryRenderer` reconciler option that's supposed to be used for "multiple renderers concurrently render using the same context objects" but still any access of the context inside react-pdf components get's just the initial value (even if the context was updated with other value). The same happens for `react-art` that also set `isPrimaryRenderer=false`.

**Minimal demo**

I prepared a quick demo using react-art so you can see how it currently works:

https://codesandbox.io/s/pedantic-hill-54kid?fontsize=14

**What is the expected behavior?**

Share contexts between renderers when using `isPrimaryRenderer` config. Is there a way of achieving this? Am I missing something?

**Which versions of React, and which browser / OS are affected by this issue? Did this work in previous versions of React?**

React: 16.11.0
React-dom: 16.11.0
Repository: go
Issue: x/build/cmd/coordinator: add timeout to make.bash
Labels: help wanted,NeedsInvestigation

It seems the build coordinator doesn't have a timeout on the make.bash phase?

This Mac builder is stuck in make.bash for over 4 hours:

```
darwin-amd64-10_14 rev 2566e21f; running; http://macstadium_host07b reverse peer macstadium_host07b/207.254.3.58:60202 for host type host-darwin-10_14, 4h48m28s ago
  2019-11-04T23:20:00Z checking_for_snapshot 
  2019-11-04T23:20:01Z finish_checking_for_snapshot after 377.4ms
  2019-11-04T23:20:01Z get_buildlet 
  2019-11-04T23:20:01Z wait_static_builder host-darwin-10_14
  2019-11-04T23:20:01Z finish_wait_static_builder after 0s; host-darwin-10_14
  2019-11-04T23:20:01Z clean_buildlet http://macstadium_host07b reverse peer macstadium_host07b/207.254.3.58:60202 for host type host-darwin-10_14
  2019-11-04T23:20:01Z finish_clean_buildlet after 32.1ms; http://macstadium_host07b reverse peer macstadium_host07b/207.254.3.58:60202 for host type host-darwin-10_14
  2019-11-04T23:20:01Z finish_get_buildlet after 276.1ms
  2019-11-04T23:20:01Z using_buildlet macstadium_host07b
  2019-11-04T23:20:01Z write_version_tar 
  2019-11-04T23:20:01Z get_source 
  2019-11-04T23:20:05Z finish_get_source after 3.9s
  2019-11-04T23:20:05Z write_go_src_tar 
  2019-11-04T23:20:11Z finish_write_go_src_tar after 6.16s
  2019-11-04T23:20:11Z make_and_test 
  2019-11-04T23:20:11Z make src/make.bash
 +17297.4s (now)
```
Repository: godot
Issue: Computer freezes due to searching in the inspector
Labels: bug,topic:editor

**Godot version:**
Godot 3.2 alpha-3 mono
**OS/device including version:**
ArcoLinux
**Issue description:**
When searching the inspector while inspecting a theme (with the editor template, hence tons of properties to search through), Godot will sometimes freeze up and start eating up all of the computer's memory.  "Object was deleted while awaiting a callback" is spammed into the console while memory usage skyrockets, until the PC becomes unresponsive.  It's necessary to force shut down the computer to get things back to normal.
**Steps to reproduce:**
Not sure, since it doesn't happen all the time.  Try creating a blank editor template theme and start editing bits of it and searching through its properties.  Eventually the editor should freeze up along with the console spam after some random search.