sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Hybrid Memory
Labels: module: cuda,module: memory usage,triaged,needs research

## 🚀 Feature

The idea is to fall back to the main memory (RAM) for storing values that aren't required for immediate calculations when training or inferencing through a model using a GPU.

## Motivation

Models that quickly run out of memory only do so because weights and gradients of the previous layers have been stored in the VRAM. More often than not, it has nothing to do with the layer we're currently forward-passing through. Furthermore, RAM is cheaper and easier to come by than VRAM. A 32G variant of Tesla V100 costs around $11K, while the most expensive 32G server RAM you can find is around $500.

## Pitch

A modification to the `to(device, dtype)` method found on tensors and modules, which allows the user to specify that they want values to be stored on RAM, while calculations are done using CUDA and VRAM. This would come at a cost to the performance, but it would still outperform inference and training using a CPU by a significant margin.

## Additional context

I understand that such a feature is likely to require drastic changes to the backend and how the library communicates with hardware. But such a feature can make training and using neural networks a far more accessible task for many people. 

cc @ngimel
Repository: flutter
Issue: Document how to load assets in package dependencies 
Labels: framework,d: api docs,a: assets,c: proposal,P2,team-framework,triaged-framework

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## Use case
There's an issue [32799](https://github.com/flutter/flutter/issues/32799) that can't access JSON file in the package. And I also face it too.

To load assets from packages, you should add the prefix `'packages/<package_name>/'` for the key to making it works. 

Such as how `AssetImage` do 
https://github.com/flutter/flutter/blob/fba99f6cf9a14512e461e3122c8ddfaa25394e89/packages/flutter/lib/src/painting/image_resolution.dart#L143-L146

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## Proposal
I think add a parameter `String package`  for the `AssetBundle.loadString` or document how to loading assets  in package dependencies in the https://flutter.dev/docs/development/ui/assets-and-images will save the times of developers.
Repository: vue
Issue: Add feature to catch errors in a production build for compatibility with external error tracking
Labels: feature request

### What problem does this feature solve?
Currently all warnings are suppressed when Vue is built with `process.env.NODE_ENV === production`. However,  many warnings are more severe than a warning - they break functionality. Duplicate keys are a good example. These are hard to filter out in a development environment because the production data could be different. 

I'm currently working on a project where parts of the API and corresponding data are over 15 years old.

This means that when a user triggers an error, we're flying blind. No errors are reported. We recently implemented Sentry (which we already ran for Laravel) but again, no errorHandler or warningHandler is triggered.

What I would have liked was a way for us to see the error in production, but not show it to the user in their console. The error and warning handlers are perfect for this purpose, but lack this feature.

After extensively digging through the code and making alterations I've been able to create a production build that outputs warnings and errors. Without activating development features (like devtools, perf traces etc.) - just the warnings. No loss in performance. But it took tweaking both the Vue core files and the `component-compiler-utils`.

Still, it's possible, and for us, running Vue at scale, with many unknown variables - it's a must have. With these Sentries (or whatever bug tracker someone would choose) it's easy to quickly zero in on production bugs. So I'd love to improve on our solution, push it to the main repo and give back to your awesome framework :-)



### What does the proposed API look like?
My proposal is to add a new `process.env` variable called `DEBUG_LEVEL`, `WARN_LEVEL` or something along those lines. Maybe a config setting. Something simple. With it you can pick your desired verbosity. When set to FULL, it's identical to the development build. When set to HANDLER it will only trigger custom handlers (which would then be where you'd call the Sentry / error tracker). This allows for more granular control over what is triggered, and how it's shown. And then the final setting would be NONE. Which would be identical to the current production build.

Currently the `process.env.NODE_ENV` controls both the warnings _and_ the debug tools. My proposal is to separate the two. 

I've already done most of the leg-work. With your thumbs-up I will clean things up, write tests and push it to the dev branch.

<!-- generated by vue-issues. DO NOT REMOVE -->
Repository: godot
Issue: Godot inheritance. Parent's function calls child's function instead of its own.
Labels: discussion,topic:gdscript

**Godot version:**
v3.2.2

**OS/device including version:**
Windows 10 Home

**Issue description:**
When using inheritance, a parent's function calls a child's function instead of it's own. Is this normal?

**Steps to reproduce:**
Create three scripts as below. Attach _Main.gd_ to a scene node and run.

_Parent.gd_
```
extends Node

class_name Parent

func Eat() -> void:
	print("Parent Eating")
	Drink()

func Drink() -> void:
	print("Parent Drinking")
```


_Child.gd_
```
extends Parent

class_name Child

func Eat() -> void:
	.Eat() #calls the parent function
	print("Child Eating")
	Drink()

func Drink() -> void:
	print("Child Drinking")
```


_Main.gd_
```
extends Node

func _ready():
	var t_child : Child = Child.new()
	t_child.Eat()
```


Actual Result:
```
Parent Eating
Child Drinking
Child Eating
Child Drinking
```


Expected Result:
```
Parent Eating
Parent Drinking
Child Eating
Child Drinking
```

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: create-react-app
Issue: Error: Cannot find module 'react-scripts/scripts/init.js'
Labels: stale,needs triage

I can't tell what could be the issue. I want to create a new project with  npx create-react-app client but keep getting this error, I tried cleaning my cache and updating my create-react-app to 3.4.1 yet still getting same issue... Please i need help.

Error: Cannot find module 'react-scripts/scripts/init.js'
Require stack:
- C:\Users\tc\Desktop\Bookstore\client\[eval]
    at Function.Module._resolveFilename (internal/modules/cjs/loader.js:965:15)
    at Function.Module._load (internal/modules/cjs/loader.js:841:27)
    at Module.require (internal/modules/cjs/loader.js:1025:19)
    at require (internal/modules/cjs/helpers.js:72:18)
    at [eval]:2:20
    at Script.runInThisContext (vm.js:120:18)
    at Object.runInThisContext (vm.js:309:38)
    at Object.<anonymous> ([eval]-wrapper:10:26)
    at Module._compile (internal/modules/cjs/loader.js:1137:30)
    at evalScript (internal/process/execution.js:94:25) {
  code: 'MODULE_NOT_FOUND',
  requireStack: [ 'C:\\Users\\tc\\Desktop\\Bookstore\\client\\[eval]' ]
}

Aborting installation.
  node  has failed.

Deleting generated file... node_modules
Deleting generated file... package.json
Deleting generated file... yarn.lock
Deleting client/ from C:\Users\tc\Desktop\Bookstore
Done.
Repository: godot
Issue: Potentially inconsistent `List` behavior for `insert_after` and `insert_before` for when an element doesn't exist
Labels: discussion,topic:core

**Godot version:**
6f4384f2063dc892b751eda750e120d72119644a


**Issue description:**
I know this may be silly and not sure whether this could be a copy-paste mistake or indented, and I'm not that experienced with using `std::list` either to know the expected behavior.

If the element doesn't exist in the list (`nullptr`), then `insert_after` constructs a new element and pushes it *back* to the list

https://github.com/godotengine/godot/blob/6f4384f2063dc892b751eda750e120d72119644a/core/list.h#L279-L284

But then if we take the same situation but use `insert_before`, it does the same:

https://github.com/godotengine/godot/blob/6f4384f2063dc892b751eda750e120d72119644a/core/list.h#L305-L310

**Expected result**:
The `insert_before` should `push_front()` if the target element doesn't exist in the list, and not `push_back`.

The other question is that whether this behavior should be allowed in the first place, and simply error-out on attempting to insert a new element before or after an element which doesn't exists.

**Steps to reproduce:**
Some GUT pseudo-code:

```gdscript
func test_insert_after_null():
	populate_test_data(list)
	list.insert_after(null, "Godot")
	assert_eq(list.back.value, "Godot") # OK.


func test_insert_before_null():
	populate_test_data(list)
	list.insert_before(null, "Godot")
	assert_eq(list.front.value, "Godot") # Fails here.

```

**Minimal reproduction project:**
Not minimal but the context this was found: goostengine/goost#12.
Repository: TypeScript
Issue: Preserve tuples when mapping with `as` clauses
Labels: Suggestion,In Discussion

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Please help us by doing the following steps before logging an issue:
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## Search Terms

#tuple #mapped #as #clause #preserve

<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

## Suggestion

New mapped type's `as` clause allows one to filter the entries of an object. Basic mapped types preserve the shape of a tuple but not when used with the new `as` clause:  

```ts
type tuple = [0, 1, 2]

type Mapped<T> = {
    [K in keyof T]: T[K] | undefined
}

type MappedAs<T> = {
    [K in keyof T as K]: T[K] | undefined
}
type test0 = Mapped<tuple>   // tuple shape is preserved
type test1 = MappedAs<tuple> // tuple shape is object now
```

```ts
test0 === [0 | undefined, 1 | undefined, 2 | undefined]
test1 === {
    [x: number]: 0 | 1 | 2 | undefined;
    0: 0 | undefined;
    1: 1 | undefined;
    2: 2 | undefined;
    length: 3 | undefined;
    toString: (() => string) | undefined;
    toLocaleString: (() => string) | undefined;
    ...
}
```

<!-- A summary of what you'd like to see added or changed -->

## Use Cases

* Filtering lists without having to rely on costly recursive types

<!--
What do you want to use this for?
What shortcomings exist with current approaches?
-->

## Examples

<!-- Show how this would be used and what the behavior would be -->

```ts
type FilterNumbers<T> = {
    [K in keyof T as T[K] extends number ? never : K]: T[K] | undefined
}

type test2 = FilterNumbers<[1, '2', 3, '4']> // ['2', '4']
```

## 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: create-react-app
Issue: Anyone still facing this should try this and let me know if it still fails.
Labels: stale

Anyone still facing this should try this and let me know if it still fails.

```
npx --ignore-existing create-react-app your-project-name
```

_Originally posted by @heyimalex in https://github.com/facebook/create-react-app/issues/8134#issuecomment-569353358_
Repository: next.js
Issue: Investigate delaying asPath values for all build-time exported pages
Labels: Navigation

When a page is exported at build time from either the automatic static optimization or from leveraging `getStaticProps` the `asPath` will initially be the `pathname` since it is the information we have for what the URL should be when visiting the page. 

On the client we currently delay updating the `asPath` for dynamic pages that leverage the automatic static optimization to prevent a hydration mismatch. We should investigate applying this behavior for all build-time exported pages since they can all encounter a hydration mismatch if rewritten to using the rewrites feature and `asPath` is used while rendering the page. 

Original issue opened here https://github.com/vercel/next.js/issues/17113 which was initially thought to be related to GS(S)P `asPath` resolving but is not since the reproduction provided only leverages pages that are automatically statically optimized without GS(S)P methods.
Repository: youtube-dl
Issue: play.miun.se
Labels: site-support-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:
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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 **2020.09.14**
- [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.
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- Single video: https://play.miun.se/media/F%C3%B6rel%C3%A4sning+Modeller+inom+informatik+200915/0_9j9s7lob

## Description

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University lecture videos. Uses the Kaltura software which is already used in ytdl, see https://github.com/ytdl-org/youtube-dl/search?q=kaltura&unscoped_q=kaltura
Repository: godot
Issue: Audio: Using audio bus effect equalizer after playing a sound leads to a longer high cpu load period
Labels: bug,topic:audio

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
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**Godot version**: Godot engine V3.2.1.stable X64
<!-- Specify commit hash if using non-official build. -->


**OS/device including version:** Windows7 X64 Build 7601 SP1/ Linux X64 (custom build)
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->


**Issue description:** 
<!-- What happened, and what was expected. -->
Playing a sound with a audiostreamplayer or a audiostreamplayer2D instance on a audio bus (cascacde) with enabled equalizer effect will lead to a high cpu load and frame timeouts after the sound play was finished. On larger godot project this results in a delay up to 10.000 msec or more where you also have load from GPU usage or gdscript usage. I have tested this behavior on Linux and on Windows with a small sample project.
Same behavior here too. In one of my sample project run (under Windows) the delay was just 22ms over a longer period but it shows the issue as well.

Disabling the equalizer (EQ21) effect in each audio bus by gdscript is solving the cpu usage problem immediately.


Steps to reproduce:

- Place a audiostreamplayer in a node2d
- Add audio busses and EQ21 effect like in the picture below:

![2020-09-16 16_29_11-Godot Engine - equalizer_test - equalizer_test tscn](https://user-images.githubusercontent.com/71392187/93358379-adc2aa00-f841-11ea-978d-639523c89e96.png)

- Set audiostreamplayer instance in the inspector to Bus "EQ2"
- Start the godot editor debugger tab "Profile" and hit start.
- Enable sub Master Eq21 and other audio bus effect for the measure
- Play a short sample sound and look what happens after sound play has finished.

![2020-09-16 16_30_54-Godot Engine - equalizer_test - equalizer_test tscn](https://user-images.githubusercontent.com/71392187/93359110-828c8a80-f842-11ea-8696-b1bf7aef04f5.png)
[equalizer_test.zip](https://github.com/godotengine/godot/files/5233191/equalizer_test.zip)


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: flutter
Issue: DatePickerEntryMode.calendar -> dont change year
Labels: framework,f: material design,f: date/time picker,team-design,triaged-design

in   "await showDatePicker(" with DatePickerEntryMode.calendar at initialEntryMode, dont return changed year.

this occur  in  "void _handleYearChanged(DateTime value) {" cause dont update var _selectedDate.
  


workaroud:
<pre>
void _handleYearChanged(DateTime value) {
    _vibrate();

    if (value.isBefore(widget.firstDate)) {
      value = widget.firstDate;
    } else if (value.isAfter(widget.lastDate)) {
      value = widget.lastDate;
    }

    setState(() {
      _mode = DatePickerMode.day;

      _selectedDate = DateTime(
          value.year,
          _selectedDate.month,
          _selectedDate.day,
          _selectedDate.hour,
          _selectedDate.minute,
          _selectedDate.second);
      _handleMonthChanged(_selectedDate);
    });
  }




void _handleMonthChanged(DateTime date) {
    if (date.isBefore(widget.firstDate)) {
      date = widget.firstDate;
    } else if (date.isAfter(widget.lastDate)) {
      date = widget.lastDate;
    }
    _selectedDate = date;
    widget.onDateChanged?.call(_selectedDate);

    setState(() {
      if (_currentDisplayedMonthDate.year != date.year ||
          _currentDisplayedMonthDate.month != date.month) {
        _currentDisplayedMonthDate = DateTime(date.year, date.month);
        widget.onDisplayedMonthChanged?.call(_currentDisplayedMonthDate);
      }
    });
  }
</pre>
Repository: flutter
Issue: [flutter_driver] when running test,  capture the state of the application in case of failure
Labels: tool,t: flutter driver,c: proposal,P3,team-tool,triaged-tool

## Use case

When running a Flutter Drive test, capture the state of the application in case of failure.

State may include some whitebox data (e.g. retrieved via `requestData` if connection isn't completely broken), or blackbox data (screenshot).

Especially useful when a flaky test is failing at CI but passing at developer's workstation.

## Proposal

Driver exposes an `errors` stream with error and stack trace information, which can be used like that:

```dart
setUpAll(() async {
  driver = await FlutterDriver.connect();
  driver.errors.listen((errorAndStackTrace) async {
    final pixels = driver.screenshot();
    final File file = File('screenshots/${sanitizeForFileName(errorAndStackTrace)}');
    await file.writeAsBytes(pixels);
  });
});
```
Repository: rust
Issue: Tracking Issue for OpenOptionsExt::as_flags
Labels: T-libs-api,C-tracking-issue,A-io,Libs-Tracked,O-unix

This is a tracking issue for the `OpenOptionsExt::as_flags` method defined in #76110
The feature gate for the issue is `#![feature(open_options_ext_as_flags)]`.

# This feature was reverted in #77090

### Steps
- [ ] Adjust Documentation
- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide])

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs

### Implementation history
* Implementing `OpenOptionsExt::as_flags` - #76110
Repository: vscode
Issue: macOS: Crash when using `fs.watch` for network drives
Labels: bug,help wanted,upstream,freeze-slow-crash-leak,macos,file-watcher,file-io,nodejs,confirmed,upstream-issue-pending

On MacOS 10.15 when a file is open from an SMB share if connection t othe SMB share is lost the entire editor crashes.

To repro:
Open finder and Connect to Server
open a file from the mapped SMB drive in VS Code
disconnect the network
return to VS Code
VS Code crashes

Expected behavior would be 'file no longer exists' or something similar
Repository: pytorch
Issue: torchscript continue training
Labels: oncall: jit

It's possible to continue training the model which saved through this code?

```
script_model = torch.jit.script(model)
script_model.cpu()
torch.jit.save(script_model, "model.pt1")
```

Could you give an example? Thanks

cc @gmagogsfm
Repository: neovim
Issue: UI: multiline statusline/tabline, "docked" float windows
Labels: enhancement,ui,floatwin

There's only so much information you can cram into one line.  It's easy to have more information in your statusline than can possibly fit, a long git branch name plus a long file path are enough to fill a single line.  While truncation helps, there is only so much you can truncate before the message becomes useless.  This issue becomes particularly acute when using a display in portrait mode.

The Japanese VIM group have prepared a [patch][1] to allow support for this feature, but it has been rejected and not allowed into the Vim core.  

### Actual behaviour

Statuslines are limited to a single line of text.

### Expected behaviour

The ability to set `statuslineheight` as documented in [the patch][1].  Here's an excerpt of the patch against documentation:

```
+			   *'statuslineheight'* *'stlh'*
+'statuslineheight' 'stlh'	number	(default 1)
+				global or local to window |global-local|
+				{not in Vi}
+				{not available when compiled without the
+				|+multi_statusline| feature}
+	Number of screen lines to use for the status line.
```

[1]: https://gist.github.com/h-east/3158492#comment-610265