sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: cmd/compile: optimize sparse line numbering
Labels: ToolSpeed,NeedsInvestigation,compiler/runtime

In [CL 154617](https://go-review.googlesource.com/c/go/+/154617), @dr2chase wrote:

> I've attempted to speed this up by not using maps, and have not succeeded.  I'd rather get correct code in now, speed it up later if I can.

That CL adds about 1.5% to compile time.

This is a reminder issue to optimize.
Repository: godot
Issue: One way platforms don't have consistent collision on edge
Labels: bug,confirmed,topic:physics

**Godot version:**
3.1

**OS/device:**
Windows 8, Toshiba Satellite

**Issue description:**
This is a rehash of closed issue #14724.

One-way `StaticBody2Ds` with rectangular `CollisionShape2Ds` do not consistently detect collision with a `KinematicBody2D` player when the player is on the edge of the platform.

Here is a video demonstrating the issue:
![Untitled1](https://user-images.githubusercontent.com/29932982/57743042-58d4b980-7678-11e9-98c0-98c0ca6eb86c.gif)

Even at low velocity, sometimes the player falls through the platform.

The player's movement is done by `move_and_slide()`, but the issue is also present when using `move_and_slide_with_snap()`.

**Steps to reproduce:**
1. Create a basic platformer with a rectangular player and a rectangular one-way platform.
2. Position the player atop the one-way platform on an edge.
3. Jump repeatedly until the player falls through.
4. Adjust nearness to edge if you can't reproduce immediately.

**Minimal reproduction project:**
[test_project.zip](https://github.com/godotengine/godot/files/3180551/test_project.zip)
Repository: puppeteer
Issue: [feature request] page.screenshot should not freeze when the page is not focused
Labels: feature,confirmed

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### Steps to reproduce

**Tell us about your environment:**

* Puppeteer version: v1.15/v1.16
* Platform / OS version: osx
* URLs (if applicable): *
* Node.js version: v10.15.0

**What steps will reproduce the problem?**

_Please include code that reproduces the issue._

1. disable headless mode
2. const page1 = browser.newPage(); await page1.goto();
3. const page2 = browser.newPage() ;await page2.goto();
4. await page1.screenshot();

**What is the expected result?**
you know

**What happens instead?**
pages are loaded while stuck right at screenshot. i've tried to comment screenshot and it works fluently. so basically it is all about screenshot.

# my explorations
actually, it is because when the screenshot method runs, the target page is not active nor at front. it could be avoided by turning on headless mode or using locks to assure page.bringToFront called before page.screenshot.

hopefully this could be added to documentation or page.screenshot automatically synchronously calls page.bringToFront.
Repository: rust
Issue: Support Windows path manipulation on other platforms
Labels: T-libs-api,C-feature-request,A-io

It'd be nice if the facilities under `std::os` which don't use platform-specific APIs would be available on all platforms. For example, the ability to take a bytestream and construct a Windows path out of it in order to detect whether it is a valid Windows path would be great.

The use case is implementing a check for Git repositories which validates that a path is valid on Windows. The `OsStrExt` to get access to the underlying data as if it were a Windows path would be useful for this (since the check should be able to do its work on any platform).

I suspect that there are other APIs that would be useful for manipulating data as another platform might see it.
Repository: PowerToys
Issue: ADD multiple VLAN Support without intel / realtek support
Labels: Idea-New PowerToy

Add possibility to configure VLAN Adapters not only VLAN tagging the "one" interface.
Repository: angular
Issue: Prioritize _ngcontent styles over _nghost
Labels: type: bug/fix,freq1: low,area: core,state: confirmed,core: CSS encapsulation,P3

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# 🚀 feature request

### Relevant Package
<!-- Can you pin-point one or more @angular/* packages the are relevant for this feature request? -->
<!-- ✍️edit: --> This feature request is for @angular/core, I guess


### Description
Angular adds component styles in order it meets the components. It leads to inconsistency of applied styles. Consider two components:
1) Button with hostbinded class `._large` to set size
2) A Card component with Button inside it that has class `.override_size` applied to nested Button that sets a different size

If there was a Button component in the view by the time we load Card, Button styles are already in HEAD and therefore `.override_size` class, having the same specificity, overrides `._large` class, because it comes later.

On the other hand, if Button first appears inside Card, its styles are added to the HEAD later and therefore `._large` class takes over.

Have a look at this Stackblitz demo:
https://stackblitz.com/edit/angular-styles-specificity-bug

_**Note**: please do not think about exact examples I gave, these are just the simplest cases I could think of._

### Describe the solution you'd like
Increase specificity of `_ngcontent` styles as they are typically more important. You would have some styles built in within a component and when you use it later inside some other component — you add classes to it to specify what styles you need in exactly this usage. Easiest way to do so would be to add `[_ngcontent-X]` attribute selector to styles twice (i.e. `.override_size[_ngcontent-c2][_ngcontent-c2] {`).


### Describe alternatives you've considered
Right now we have to manually increase specificity by either adding tag name before class (i.e. `button-component.override_size`) or with any other way like adding two classes instead of one:
```
.override_size {
 && {
    our styles
}
```
so it compiles to `.override_size.override_size` which is not ideal but is the cleanest solution I could think of. Problem is, we have to keep that in mind **all the time we add classes to components** and not just HTML tags.
Repository: vue
Issue: get error detail when use async component factory 
Labels: feature request

### What problem does this feature solve?
https://vuejs.org/v2/guide/components-dynamic-async.html#Handling-Loading-State

```
const component = new Promise(function (resolve, reject) {
       reject('error detail');
});
```

```
const AsyncComponent = () => ({
  // The component to load (should be a Promise)
  component: component,
  // A component to use while the async component is loading
  loading: LoadingComponent,
  // A component to use if the load fails
  error: ErrorComponent,
  // Delay before showing the loading component. Default: 200ms.
  delay: 200,
  // The error component will be displayed if a timeout is
  // provided and exceeded. Default: Infinity.
  timeout: 3000
})
```


i want get error detail in  `AsyncComponent.error` component,  make page friendly




### What does the proposed API look like?
maybe inject error as props to  `AsyncComponent.error`  ?

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Repository: vue
Issue: Triggering a listener of a functional component breaks reactivity in Safari 12.1, if iframe is on the page
Labels: bug,browser quirks,has workaround

### Version
2.6.10

### Reproduction link
[https://jsfiddle.net/ebgj6fra/2/](https://jsfiddle.net/ebgj6fra/2/)







### Steps to reproduce
- Access the fiddle
- click the "change" button

### What is expected?
*Hello world!* should change to *tada!*

### What is actually happening?
In latest Safari (12.1) on Mac OS, nothing happens, but it works as expected in other browsers.

---
Removing the `iframe` from the page makes the issue go away, as seen here: https://jsfiddle.net/ebgj6fra/3/

Seems like maybe there's a difference in how/when the latest Safari runs the `flushCallbacks`.

Conditionally rendering the iframe (`v-if="myExpression !== null`), triggering the listener inside a `setTimeout` or calling `$forceUpdate` circumvents the issue.

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Repository: go
Issue: encoding/json: interface{} not being stringified when JSON ",string" tag is used
Labels: help wanted,NeedsInvestigation

### What version of Go are you using (`go version`)?
1.12.5 playground
### Does this issue reproduce with the latest release?
yes
### What operating system and processor architecture are you using (`go env`)?
NACL
### What did you do?
https://play.golang.org/p/Q4JdghzkBI-

### What did you expect to see?
interface{} fields that point to integers should be converted to strings when the string tag is used.

The documentation says:  
`It applies only to fields of string, floating point, integer, or boolean types`

but it also says: 
```
Interface values encode as the value contained in the interface. A nil interface value encodes as the null JSON value.
```

### What did you see instead?
They were not converted to strings.
Repository: pytorch
Issue: c++ torch::nn::Sequential increments count on name errors
Labels: module: cpp,triaged

## 🐛 Bug

Sequential size() returns incremented count when _push_back_ fails on name errors:

```
 torch::nn::Sequential s; size_t n=0;
 std::cout << "initial size: " << s->size() << "\n";
 ASSERT_THROWS_WITH(
      s->push_back("name.with.dot", torch::nn::Linear(3, 4)),
      "Submodule name must not contain a dot (got 'name.with.dot')");
  ASSERT_THROWS_WITH(
      s->push_back("", torch::nn::Linear(3, 4)),
      "Submodule name must not be empty");
  std::cout << "size after name errors: " << s->size() << "\n";
  for(auto&c:s->named_children()) n++;
  std::cout << "size of named children: " << n << "\n";
```
prints:
```
initial size: 0
size after name errors: 2
size of named children: 0
```
Repository: TypeScript
Issue: JSDoc property on typedef can only extend `Object` type
Labels: Bug

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<!-- Please try to reproduce the issue with `typescript@next`. It may have already been fixed. -->
**TypeScript Version:**  3.4.0-dev.201xxxxx

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** typedef jsdoc widen extend property

**Code**

```mjs
/**
 * @typedef {Array} A
 * @property {string} a
 */
/**
 * @type {A}
 */
var a;
a.a; // Property 'a' does not exist on type 'any[]'.
/**
 * @typedef {any[]} B
 * @property {string} b
 */
/**
 * @type {B}
 */
var b;
b.b; // Property 'b' does not exist on type 'any[]'.
/**
 * @typedef {{}} C
 * @property {string} c
 */
/**
 * @type {C}
 */
var c;
c.c; // Property 'c' does not exist on type '{}'.
/**
 * @typedef {Object} O
 * @property {string} o
 */
/**
 * @type {O}
 */
var o;
o.o; // string
```

**Expected behavior:**

Other types to behave similarly? I thought non-alias typedefs would act like

```ts
type __X = {}; // from @typedef type expression
interface X extends __X {
    x: string // from @property
}
```

Either way of making it not work for object or allowing it to work for other types seems reasonable.

**Actual behavior:** `Object` is treated as a special type that doesn't behave like other types. See comments in example for errors when using other types.

**Playground Link:** it is JSDoc, can't.

**Related Issues:** n/a
Repository: godot
Issue: Sub-Viewport dosn't capture proberly when using get_texture().get_data()
Labels: topic:core,documentation

**Godot version:**
3.1.1-stable


**OS/device including version:**
Windows 10, GTX 1080, Driver version: 419.67


**Issue description:**
Make a screenshot with get_viewport().get_texture().get_data(), but only get a complete black picture. Using the same and create a ImageTexture from it and assign it to a sprite turns out black or transparent, while using directly get_viewport().get_texture() on a sprite works.

**Steps to reproduce:**
- Create a 3D scene with a camera in it and an mesh.
- Create a canvas layer and a sprite inside of it.
- Create a viewport node and set the size. Add a camera as child.
- may positionate both cameras different, helpful to differ from wich camera the output was captured
- Write an script an the second camera (in the viewport) with does the following:
```
get_node("../../CanvasLayer/Sprite").texture = get_viewport().get_texture()
```
- Run the project: seems good.
- Change the script to:
```
yield(get_tree(), "idle_frame");
yield(get_tree(), "idle_frame");

var tex = ImageTexture.new()
tex.create_from_image(get_viewport().get_texture().get_data())
get_node("../../CanvasLayer/Sprite").texture = tex
```
- Run the project: the sprite displays nothing (and in some situations black)
- 3rd check: change the script again, so its saves the output to a file:
```
yield(get_tree(), "idle_frame");
yield(get_tree(), "idle_frame");
get_viewport().get_texture().get_data().save_png("./output.png");
```
- Run project again: output.png contains a complete black picture.

**Minimal reproduction project:**
Notes: all tests are in the script "Camera.gd", as seperated functions. just uncomment the call in _ready what you want to test.

[BlackViewport.zip](https://github.com/godotengine/godot/files/3183468/BlackViewport.zip)
Repository: vscode
Issue: Add more flexible Decorations or editor overlays for extensions
Labels: feature-request,editor-rendering

Flutter in IntelliJ/Android Studio has this new feature that draws guide lines between parent/child widgets in the code editor:

![ui guides](https://user-images.githubusercontent.com/1078012/57792130-399c6180-7736-11e9-9cc6-87b3760ab664.png)

The feedback has been great and many have asked for the same in VS Code (for ex. see https://twitter.com/brwngrldev/status/1128300139980959745).

I've tried to implement this in VS Code using decorations, but it's been a struggle because the decorations API wasn't really designed for this. Some of the quirks I found while trying to implement this:

- Blank lines will only render the first decoration
- Decorations that span multiple lines are appear individually to each line (eg. a bottom border would appear on every line in the range, not just the bottom)
- Unable to render a vertical line starting at the top of an editors line other than border (which has little control over positioning)
- Images that fill the whole line height will cause some lines (usually the first in a block with the decoration) to grow by a few pixels (so you have some lines in the editor taller than others)
- No way to render a horizontal line that will extend automatically with its range (borders seem like they'd work, but positioning them within lines is difficult).

I also noticed there are other extensions that try to do similar things in the editor that have similar quirks (things like Indent Rainbow).

I'm not very confident in shipping what I've built so far because it's very quirky, but it would be a shame for VS Code users to miss out on this feature. It would be great if we had a more flexible way of drawing in the editor (without affecting the layout/positioning of code). I don't know exactly what the API/feature to support this better might look like, but for example if we could draw to a canvas and had an API to get the coordinates/size of a given character/`Position` I think we could make this much more reliable.

I did look up how VS Code draws its indent guides hoping for some inspiration, but it seems like it uses features/APIs unavailable to extensions (like its own custom CSS).

Here's what I have now. There are gaps between lines because I'm using ascii characters to draw (if you reduce your line height, you can eliminate these, at the expense of your lines being crushed) and because of how we have to draw it, there's also a noticeable delay when code is moved around (https://github.com/microsoft/vscode/issues/54147 would also help with that).

![May-15-2019 19-12-26](https://user-images.githubusercontent.com/1078012/57798960-e9c59680-7745-11e9-80dc-da7925f470ae.gif)
Repository: go
Issue: x/playground: error line highlighting broken with multi-file programs
Labels: help wanted,NeedsFix

With the new support for multiple files (#32040), the error highlighting is broken (sometimes):

https://play.golang.org/p/S5z9R-mbAzj

![x](https://user-images.githubusercontent.com/2621/57807639-6d678f00-7716-11e9-9a50-5edb3e2893c7.png)

/cc @ysmolsky @dmitshur
Repository: go
Issue: testing: Benchmark prints nothing on failure
Labels: NeedsInvestigation

Benchmark functions can call Log, Error and Fatal, but if the benchmark is run with the Benchmark function, all messages are discarded.

https://play.golang.org/p/fd5Ed-il70V

Perhaps the messages should be printed to standard error?
Repository: terminal
Issue: Feature request: Enable customization for tabs on bottom/right/left
Labels: Issue-Feature,Area-UserInterface,Area-Extensibility,Product-Terminal

There should be an option for 'tabs on bottom' for the user to set in profiles.json.

![image](https://user-images.githubusercontent.com/4821/57810837-9ccdca00-771d-11e9-9e3d-c60664834188.png)
Repository: pytorch
Issue: torch.norm produces incorrect results
Labels: triaged,module: numerical-reproducibility,module: norms and normalization

## 🐛 Bug

torch.norm gives incorrect results on CPU in the latest nightly build as well as in 1.1.0 stable.

## To Reproduce
```

>>>  import torch
>>> a=torch.rand(2000,2000,64)
>>> b=torch.norm(a)
>>> c=torch.norm(a.cuda())
>>> b,c
(tensor(5792.6187), tensor(9237.8311, device='cuda:0'))

```
<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

## Expected behavior

Both b and c should have the same values.

## Environment

PyTorch version: 1.1.0.dev20190514
Is debug build: No
CUDA used to build PyTorch: 9.0.176

OS: Red Hat Enterprise Linux Server release 7.4 (Maipo)
GCC version: (GCC) 4.8.5 20150623 (Red Hat 4.8.5-16)
CMake version: version 2.8.12.2

Python version: 3.6
Is CUDA available: Yes
CUDA runtime version: Could not collect
GPU models and configuration: 
GPU 0: Tesla K40m
GPU 1: Tesla K40m

Nvidia driver version: 387.26
cuDNN version: Could not collect

Versions of relevant libraries:
[pip3] msgpack-numpy==0.4.1
[pip3] numpy==1.14.3
[pip3] torch==0.4.0
[pip3] torchtext==0.2.3
[pip3] torchvision==0.2.1
[conda] blas                      1.0                         mkl  
[conda] mkl                       2018.0.2                      1  
[conda] mkl_fft                   1.0.1            py36h3010b51_0  
[conda] mkl_random                1.0.1            py36h629b387_0  
[conda] pytorch-nightly           1.1.0.dev20190514 py3.6_cuda9.0.176_cudnn7.5.1_0    pytorch
[conda] torchtext                 0.2.3                     <pip>

## Additional context

<!-- Add any other context about the problem here. -->
Repository: go
Issue: cmd/objdump: incorrect filename for function
Labels: help wanted,NeedsFix,compiler/runtime

```
$ go tool objdump -s cmplx.Inf ../pkg/darwin_amd64/math/cmplx.a
TEXT math/cmplx.Inf(SB) gofile..$GOROOT/src/math/bits.go
  bits.go:27		0x2e24			90			NOPL			
  isinf.go:19		0x2e25			f20f100500000000	MOVSD_XMM 0(IP), X0	[4:8]R_PCREL:$f64.7ff0000000000000	
  isinf.go:20		0x2e2d			f20f11442408		MOVSD_XMM X0, 0x8(SP)	
  isinf.go:20		0x2e33			f20f11442410		MOVSD_XMM X0, 0x10(SP)	
  isinf.go:20		0x2e39			c3			RET			
```

Note that `cmplx.Inf` is listed as being in `$GOROOT/src/math/bits.go`. It looks like cmd/objdump may assume that the first instruction in the function is located within the function. With inlmarks in a prologue-less function, at least, this assumption is false.

Also, why is that  inlining mark there in the first place?

cc @randall77 because this is an unintended consequence of inlmarks
cc @dr2chase for all things position
Repository: go
Issue: cmd/compile: inlining mark elimination is fragile
Labels: NeedsInvestigation,compiler/runtime

[broken out from #32068]

If you remove the following rule from generic.rules

`(Geq(64|32|16|8)     (Const(64|32|16|8) [c]) (Const(64|32|16|8) [d])) -> (ConstBool [b2i(c >= d)])`

and recompile math/cmplx.Inf, you get similar generated code. The constant folding that did not occur during generic opt occurs in lowered opt. (The generated code isn't identical, but I'm working on that independently.)

However, if the constant folding occurs during lowered opt, there is no inlining nop at the beginning of the function.

Either we need one, or we don't; it shouldn't be sensitive to whether a particular generic constant folding optimization occurs.

cc @randall77 for inlining marks