sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Support matrix operations between complex and real tensors
Labels: triaged,module: complex,module: type promotion,module: linear algebra

## 🚀 Feature

It would be nice if PyTorch support matrix operations between complex and real tensors, e.g. `torch.matmul`, `torch.solve`, `torch.einsum`.

## Motivation

Currently, the following code would raise  `RuntimeError: expected scalar type ComplexFloat but found Float:`.
The solution is to convert `b` to complex tensor, but often times it is tedious to do so.

```
import torch
a = torch.complex(torch.rand(2, 4, 4), torch.randn(2, 4, 4))
b = torch.randn(2, 4, 2)
torch.einsum('bce,bcf->bef', (a,b))
```

## Additional context

ESPNet is trying to adopt built-in complex type, https://github.com/espnet/espnet/pull/3355
For the backward compatibility, they want to keep the old convention of [`pytorch_complex`](https://github.com/kamo-naoyuki/pytorch_complex).
Supporting the mixture of complex and real tensor would make it easy for ESPNet to adopt the complex Tensor.

cc @ezyang @anjali411 @dylanbespalko @mruberry @Lezcano @nikitaved @jianyuh @pearu @heitorschueroff @walterddr @IvanYashchuk @xwang233 @nairbv @Emrys365
Repository: flutter
Issue: Make the DisplayList more developer friendly
Labels: team,engine,P2,team-engine,triaged-engine

For example, during debugging sessions provide facilities for trapping calls and printing the operations.
Repository: flutter
Issue: Implement DisplayList serialization
Labels: team,engine,P2,team-engine,triaged-engine

This will improve the Engine team's ability to develop features and optimizations using the display list and to debug problems with it.
Repository: flutter
Issue: Generate DisplayList record types from a declarative manifest
Labels: team,engine,P2,team-engine,triaged-engine

This will allow us to be more certain that they are defined in a consistent manner, and make it easier to evolve the representation, add new types, etc..
Repository: rust
Issue: Invalid derive proc macro output silently ignored
Labels: A-macros,T-compiler,C-bug,A-proc-macros

A derive proc macro expanding to something starting with a `{` is ignored:

```rust
use proc_macro::TokenStream;

#[proc_macro_derive(Test)]
pub fn test(_: TokenStream) -> TokenStream {
    quote::quote!(
        {}
        fn main() {}
    ).into()
}
```
```rust
use scratchpad::Test;

#[derive(Test)]
struct A;
```
```
error[E0601]: `main` function not found in crate `scratchpad`
 --> src/main.rs:1:1
  |
1 | / use scratchpad::Test;
2 | |
3 | | #[derive(Test)]
4 | | struct A;
  | |_________^ consider adding a `main` function to `src/main.rs`
```
Repository: pytorch
Issue: RuntimeError: !ref.requires_grad()INTERNAL ASSERT FAILED
Labels: oncall: jit,triaged

## 🐛 Bug

```
RuntimeError: The following operation failed in the TorchScript interpreter.
Traceback of TorchScript (most recent call last):
RuntimeError: !ref.requires_grad()INTERNAL ASSERT FAILED at "/pytorch/torch/csrc/jit/ir/constants.cpp":77, please report a bug to PyTorch.
```

## To Reproduce

Sorry all I have is a big model in a private codebase.

## Expected behavior

Either the jit works or it emits a more targeted error message that can help me diagnose the bug, e.g. printing the object id of the offending Tensor.

## Environment

This same model jitted fine in PyTorch 1.8 on the same machine.

```
$ python collect_env.py
Collecting environment information...
PyTorch version: 1.9.0+cu102
Is debug build: False
CUDA used to build PyTorch: 10.2
ROCM used to build PyTorch: N/A

OS: Debian GNU/Linux 10 (buster) (x86_64)
GCC version: (Debian 8.3.0-6) 8.3.0
Clang version: Could not collect
CMake version: version 3.13.4
Libc version: glibc-2.10

Python version: 3.7.9 | packaged by conda-forge | (default, Dec  9 2020, 21:08:20)  [GCC 9.3.0] (64-bit runtime)
Python platform: Linux-4.19.0-12-cloud-amd64-x86_64-with-debian-10.6
Is CUDA available: True
CUDA runtime version: 11.0.194
GPU models and configuration: GPU 0: Tesla P100-PCIE-16GB
Nvidia driver version: 450.51.06
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] gpytorch==1.3.0
[pip3] numpy==1.19.5
[pip3] torch==1.9.0
[pip3] torchfile==0.1.0
[pip3] torchvision==0.10.0
[conda] gpytorch                  1.3.0                    pypi_0    pypi
[conda] numpy                     1.19.5                   pypi_0    pypi
[conda] torch                     1.9.0                    pypi_0    pypi
[conda] torchfile                 0.1.0                    pypi_0    pypi
[conda] torchvision               0.10.0                   pypi_0    pypi
```


cc @gmagogsfm
Repository: flutter
Issue: Tune thresholds for when to deep compare DisplayList objects
Labels: engine,c: performance,P2,team-engine,triaged-engine

Find a good strategy for comparing two DisplayLists, and deciding whether a comparison is necessary. For example, we might tune how deeply into nested structures the comparison should go. This will impact raster caching strategy, and optimizations that the framework might do if two pictures are the same or similar enough.
Repository: pytorch
Issue: Calling `torch.save()` twice writes a corrupted file
Labels: module: serialization,triaged

## 🐛 Bug

When you call `torch.save()` twice on the same file, it writes a corrupted file, which is not apparent until you try to read the file later.

## To Reproduce

Steps to reproduce the behavior:

```Python
with open("data.pt", "wb") as f:
    torch.save(1, f)
    torch.save(torch.randn(10), f)

with open("data.pt", "rb") as f:
    print(repr(torch.load(f)))
    print(repr(torch.load(f)))
```

## Expected behavior

I'd expect that code snippet to print the number 1, and a random tensor of size 10.

Short of that, it would be nice to get an error message when saving, not when loading,
since those two events might be far apart.

## Environment


Collecting environment information...
PyTorch version: 1.9.0
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 11.4 (x86_64)
GCC version: Could not collect
Clang version: 12.0.5 (clang-1205.0.22.9)
CMake version: Could not collect
Libc version: N/A

Python version: 3.8.10 (default, May 19 2021, 11:01:55)  [Clang 10.0.0 ] (64-bit runtime)
Python platform: macOS-10.16-x86_64-i386-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.20.2
[pip3] torch==1.9.0
[pip3] torchaudio==0.9.0a0+33b2469
[pip3] torchvision==0.10.0
[conda] blas                      1.0                         mkl  
[conda] ffmpeg                    4.3                  h0a44026_0    pytorch
[conda] mkl                       2021.2.0           hecd8cb5_269  
[conda] mkl-service               2.3.0            py38h9ed2024_1  
[conda] mkl_fft                   1.3.0            py38h4a7008c_2  
[conda] mkl_random                1.2.1            py38hb2f4e1b_2  
[conda] numpy                     1.20.2           py38h4b4dc7a_0  
[conda] numpy-base                1.20.2           py38he0bd621_0  
[conda] pytorch                   1.9.0                   py3.8_0    pytorch
[conda] torchaudio                0.9.0                      py38    pytorch
[conda] torchvision               0.10.0                 py38_cpu    pytorch


cc @mruberry
Repository: flutter
Issue: embedder_unittests target's unstripped binary has rpath issues
Labels: a: tests,engine,P2,team-engine,triaged-engine

Repro instructions:

1. Build host_debug_unopt engine.
2. Run `./out/host_debug_unopt/exe.unstripped/embedder_unittests`.
3. You will see the following failure:

```
src/out/host_debug_unopt/exe.unstripped/embedder_unittests: error while loading shared libraries: libEGL.so: cannot open shared object file: No such file or directory
```

This doesn't happen when running the stripped version or even copying the binary to the parent folder fixes it, see: https://github.com/flutter/engine/pull/27553#issuecomment-883610994. This makes me think that we have rpath issues for `libEGL.so`.
Repository: PowerToys
Issue: Fancy Zones - Other RDP Resolution
Labels: Idea-Enhancement,Product-FancyZones

### Description of the new feature / enhancement

On a home PC, the resolution is 2560x1080, on an office PC, 1920x1080. When I connect via RDP, all windows on the office PC remain in place, although two templates have been created there - one for fullhd, the other for Ultrawide. At the same time, ultrawide turns on automatically and turns off when I come to the office.
This is incredibly inconvenient! The answer in a previously created issue did not help. Please!

### Scenario when this would be used?

When connecting via RDP to a PC with a different screen resolution.

### Supporting information

Past issue: https://github.com/microsoft/PowerToys/issues/9462
Repository: flutter
Issue: Update Flutter Doctor windows checks to use ProcessManager.canRun
Labels: tool,t: flutter doctor,a: desktop,P2,team-tool,triaged-tool

Currently these are trying to run the process and then catching the argument error. this doesn't work after we "fixed" package:process
Repository: go
Issue: x/tools/gopls: documentation of supported LSP features
Labels: Documentation,NeedsInvestigation,gopls,Tools

I could totally believe I just wasn't able to find this (and maybe this ticket would then be for me to go make the linkages better).

It would be nice to have documentation on what features of the LSP protocol are supported (e.g. what kinds of refactoring, etc.). The [rust-analyzer one](https://rust-analyzer.github.io/manual.html#features) is an okay version. (It's currently got a bug where its hierarchies got flattened all to one, but hopefully that'll be fixed soon)

It seems like the [Features markdown file](https://github.com/golang/tools/blob/6e9046bfcd34178dc116189817430a2ad1ee7b43/gopls/doc/features.md) would be a good place for this
Repository: PowerToys
Issue: Streamline saving same name files.
Labels: Idea-New PowerToy

Not Triage this is a Suggestion...
Files received with same name: Add ability to quickly drag same name attachments from different emails and save them to a single uniquely named folder automatically adding a linear number.
 
(....just 1 example)  A company scans in copies and emails them as "image".  If I drag them off the email to add them to that company's folder it still shows as "image" and the only option is to "Copy and Replace" or "Don't copy".  

Files received with same name-Add ability to drag + drop files, automatically adding linear number so they don't replace file already in the folder.
Repository: godot
Issue: LineEdit makes fps drop when moving cursor on it if you have a ViewportContainer with a Viewport in the same scene.
Labels: bug,platform:windows,topic:porting,confirmed,topic:input,topic:gui,performance

### Godot version

3.3.2.stable.official

### System information

Windows 10, GLES 3, Nvidia MX110

### Issue description

When you have a ViewportContainer with a Viewport inside and a LineEdit on same scene just like this:

![scenetree](https://user-images.githubusercontent.com/28108603/126410057-b0e7fe56-020e-46a7-acda-4036401cda91.png)

The FPS drops if you keep moving the cursor inside of LineEdit.

### Steps to reproduce

Just keep moving the cursor inside LineEdit rect having ViewportContainer with a Viewport inside.

### Minimal reproduction project

I made a scene with a Label printing the delta on screen to see it better.

[LineEdit.zip](https://github.com/godotengine/godot/files/6851842/LineEdit.zip)
Repository: go
Issue: x/arch/x86/x86asm: add AVX-256 and AVX-512 registers and instructions
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
go version go1.15.8 windows/amd64
</pre>

### Does this issue reproduce with the latest release?

Didn't try. Documentation says no.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
set GO111MODULE=
set GOARCH=amd64
set GOBIN=
set GOCACHE=C:\Users\me\AppData\Local\go-build
set GOENV=C:\Users\me\AppData\Roaming\go\env
set GOEXE=.exe
set GOFLAGS=
set GOHOSTARCH=amd64
set GOHOSTOS=windows
set GOINSECURE=
set GOMODCACHE=C:\Users\me\go\pkg\mod
set GONOPROXY=
set GONOSUMDB=
set GOOS=windows
set GOPATH=C:\Users\me\go
set GOPRIVATE=
set GOPROXY=https://proxy.golang.org,direct
set GOROOT=C:\Program Files\Go
set GOSUMDB=off
set GOTMPDIR=
set GOTOOLDIR=C:\Program Files\Go\pkg\tool\windows_amd64
set GCCGO=gccgo
set AR=ar
set CC=gcc
set CXX=g++
set CGO_ENABLED=1
set GOMOD=
set CGO_CFLAGS=-g -O2
set CGO_CPPFLAGS=
set CGO_CXXFLAGS=-g -O2
set CGO_FFLAGS=-g -O2
set CGO_LDFLAGS=-g -O2
set PKG_CONFIG=pkg-config
set GOGCCFLAGS=-m64 -mthreads -fmessage-length=0 -fdebug-prefix-map=C:\Users\me\AppData\Local\Temp\go-build560694702=/tmp/go-build -gno-record-gcc-switches
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->

```golang
package main

import (
	"golang.org/x/arch/x86/x86asm"
	"log"
)

func main() {
	bs := []byte{ 
		0x62, 0xf1, 0x7c, 0x48, 0x10, 0xc1,
		0x62, 0x71, 0x7c, 0x48, 0x10, 0x46, 0x07 } 

	off := 0
	for off < len(bs) {
		inst, err := x86asm.Decode(bs[off:], 64)
		if err != nil {
			log.Fatal(err)
		}
		log.Println(inst)
		off += inst.Len
	}
}
```

### What did you expect to see?

`vmovups zmm0,zmm1` or something

### What did you see instead?

`unrecognized instruction`
Repository: godot
Issue: higher level CanvasLayers do not block input from lower layers when using WindowDialogs popups
Labels: bug,topic:input,topic:gui

### Godot version

3.3.2.stable.official

### System information

Linux Mint 20.1 64bit

### Issue description

Higher level CanvasLayers do not prevent lower CanvasLayers from receiving input with mouse_filter set to stop.  Being a higher drawn level, it should block any input  (focus and click events) from getting sent to lower layers.

### Steps to reproduce

Using attached project, click play.  Click any button and a the top layer (canvas layer 100) ColorRect becomes visible.  It has mouse_filter set to stop.  Note you can still interact with lower layer (1) canvas buttons and click them.

### Minimal reproduction project

[canvas-layer-bug.zip](https://github.com/godotengine/godot/files/6852143/canvas-layer-bug.zip)
Repository: vscode
Issue: Interactive window code submissions from #%% file should be included in the interactive history
Labels: feature-request,interactive-window

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
Currently the history only includes code submitted from the input editor. But if it's part of my execution history, I should be able to access it with `interactive.history.previous` / ^ keybinding.
Repository: flutter
Issue: [Internationalization] Text with `Locale('zh')` is slightly bigger than `Locale('en')`
Labels: framework,a: internationalization,a: typography,has reproducible steps,P2,found in release: 2.2,found in release: 2.4,team-framework,triaged-framework

When I change the locale of the MaterialApp from Locale('en') to Locale('zh'), the font size change. The letter is bigger when in zh comparing to en.

Even I set the fontSize and fontFamily to a specific value, but still the font size change when I am changing the locale.
Repository: godot
Issue: Autoloaded Scene that preloads class causes editor to not show exports for the script of the scene
Labels: bug,topic:gdscript,topic:editor

### Godot version

3.x build 51f8247871c84736a3c3f56375deb432a4cb305a

### System information

OS: Arch Linux, CPU: Ryzen 5, GPU: RX 480

### Issue description

The editor doesn't show the exported properties for a script (Script A) if this is part of an autoloaded scene (Scene.tscn) and it defines a constant initialized with a preloaded class of any other script (Script B).

### Steps to reproduce

- Create an empty script "script.gd"
- Create a scene (Scene.tscn) with just a root node
- Create a script for a Scene.tscn (Scene.gd) with this snippet of code:

```
extends Node

const Class = preload("res://script.gd")

export var my_var: String
```

- Reload the project.
- Navigate to Scene.tscn
- my_var doesn't show up in the inspector.

There are a couple of  possible workarounds I found to work:

- Use **var** and **load()** if you don't need the static type
- Have the Scene.gd script load the Scene.tscn on ready, copy all properties and children and use Scene.gd as singleton instead of Scene.tscn

### Minimal reproduction project

[scene_autoload_bug.zip](https://github.com/godotengine/godot/files/6854199/scene_autoload_bug.zip)
Repository: go
Issue: cmd/go: mod download swallows BitBucket git errors when VCS lookup fails
Labels: NeedsInvestigation,GoCommand

<!--
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
go version go1.16.5 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
GOARCH="amd64"
GOOS="linux"
GOPRIVATE=bitbucket.org
</pre></details>

The OS is Ubuntu 18.04.

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->

`go mod download -x`

### What did you expect to see?

I expected this to download the modules specified in `go.mod`.

### What did you see instead?

```
cd .
git ls-remote https://bitbucket.org/veea/golog
go: missing Mercurial command. See https://golang.org/s/gogetcmd
go: bitbucket.org/veea/golog@v2.0.0+incompatible: reading https://api.bitbucket.org/2.0/repositories/veea/golog?fields=scm: 403 Forbidden
	server response: Access denied. You must have write or admin access.
```

### More configuration info

I've also set `git config --global url."git@bitbucket.org:".insteadOf "https://bitbucket.org"`

### Cause

The underlying problem here is a git problem, not a go problem and I will report it on git, but the way go handles the git failure is very unhelpful.

The git failure happens because a git submodule is mapped using an overlay mount so that `.git` specifies a `gitdir` which doesn't exist and this submodule directory is the cwd.  Under these conditions, any git operation fails, even if it is one that doesn't require you to be in a git repository at the time.  For instance, the failure of `git ls-remote` mentioned in the output above is actually:

```
$ git ls-remote https://bitbucket.org/veea/golog
fatal: not a git repository: /home/tkcook/git/demo/VHP-3375-veeadb-on-vhe09/build/iesv10/programs/veeadb/../../../../../../.git/worktrees/VHP-3375-veeadb-on-vhe09/modules/node/platform/ies-os/programs/veeadb
```

Note that the same command succeeds if the current working directory is `$HOME`:

```
$ cd ~
$ git ls-remote https://bitbucket.org/veea/golog
18587b1fa99c724154ca312c6a3ca001bfb63f1e	HEAD
```

But, as noted above, this failure is reported by `go mod download` as:

```
go: bitbucket.org/veea/golog@v2.0.0+incompatible: reading https://api.bitbucket.org/2.0/repositories/veea/golog?fields=scm: 403 Forbidden
	server response: Access denied. You must have write or admin access.
```

This makes it appear as though the `GOPRIVATE` setting is being ignored.
Repository: PowerToys
Issue: Run: Calculator: `(` should automatically replace with `(|)` or encapsulate selection `(^a+b^)`
Labels: Idea-Enhancement,Product-PowerToys Run,Run-Plugin

### Description of the new feature / enhancement

According to all recent code editors out there, starting a parenthesis almost always means that it will eventually close.

Automate that.

### Scenario when this would be used?

^^

### Supporting information

_No response_
Repository: godot
Issue: Move compatibility handlers to a dedicated Resource conversion system
Labels: enhancement,topic:core,confirmed,topic:import

### Godot version

4.0dev

### Issue description

From version to version, some resources changed format. While we have `ClassDB::add_compatibility_class` to help with class renames, we kind of have to keep a lot of old properties in resources to keep compatibility with previous versions.

While most of those properties are surrounded by `#ifndef DISABLE_DEPRECATED`, those end up cluttering the API (as most of them can be accessed via the `set()` function). Also, like in the TileSet case, we have no way to operate a conversion depending on several old properties at once, as there is no callback called on the object once a resource is imported.

Consequently, we discussed with @reduz that it would be better to handle conversion from version to version using a dedicated system. That would probably require saving a version number inside the project (or each resource maybe, to support plugins ?) to check if a resource needs an update. The conversion would likely be called after a resource is imported I guess.

Here is a tracker for resources having compatibility properties that could be moved to such a system (some might be missing):
- [ ] TileMap ("tile_data")
- [ ] TileSet
- [ ] AnimationPlayer ("playback/play")
- [ ] CanvasItem ("show_on_top")
- [ ] BoxShape3D ("entends")
- [ ] Environment ("background_sky", "background_sky_custom_fov", "background_sky_orientation")
- [ ] Font ("font_data", "fallback/")
- [ ] ShaderMaterial ("param/", "shader_param")
- [ ] Mesh ("surfaces/*")
- [ ] MultiMesh ("transform_array", "transform_2d_array", "color_array", "custom_data_array")
- [ ] RectangleShape2D ("extents")
- [ ] SpriteFrames ("frames")