sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: [NIT] Unpickler persistent_load monkey patch should fall back to original persistent_load
Labels: module: serialization,triaged

Our implementation of persistent_load doesn't fall back to the original persistent_load of the subclass:

```
    def persistent_load(saved_id):
        assert isinstance(saved_id, tuple)
        typename = _maybe_decode_ascii(saved_id[0])
        data = saved_id[1:]

        if typename == 'module':
            # Ignore containers that don't have any sources saved
            if all(data[1:]):
                _check_container_source(*data)
            return data[0]
        elif typename == 'storage':
            data_type, root_key, location, size, view_metadata = data
            location = _maybe_decode_ascii(location)
            if root_key not in deserialized_objects:
                obj = data_type(size)
                obj._torch_load_uninitialized = True
                deserialized_objects[root_key] = restore_location(obj, location)
            storage = deserialized_objects[root_key]
            if view_metadata is not None:
                view_key, offset, view_size = view_metadata
                if view_key not in deserialized_objects:
                    deserialized_objects[view_key] = storage[offset:offset + view_size]
                return deserialized_objects[view_key]
            else:
                return storage
        else:
            raise RuntimeError("Unknown saved id type: %s" % saved_id[0])
```

Neither pickle nor dill have nontrivial implementations of persistent_load, but if they *did* have nontrivial implementations we would break people in this case. It would be better to save the function pre-monkeypatch and make sure we call it when we don't know how to handle the persistent id.

cc @mruberry
Repository: flutter
Issue: Retain navigation stack between tests in integration_test
Labels: a: tests,framework,f: integration_test,has reproducible steps,P2,found in release: 3.10,found in release: 3.11,team-framework,triaged-framework

How to retain navigation state between testWidgets? After navigation to my second screen and pump/run in tests all screens that have been opened in previous tests just close


Example

main.dart:
```
void main() {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
        visualDensity: VisualDensity.adaptivePlatformDensity,
      ),
      home: MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  MyHomePage({Key key, this.title}) : super(key: key);
  final String title;

  @override
  _MyHomePageState createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: Text(widget.title),
      ),
      body: Center(
          child: FlatButton(
        key: Key('button_navigate_to_second_screen'),
        child: Text('Navigate to second screen'),
        onPressed: () {
          Navigator.of(context).push(
            MaterialPageRoute(builder: (context) => SecondScreen()),
          );
        },
      )),
    );
  }
}


class SecondScreen extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: Center(
        child: Text(
          'Second screen text',
          key: Key('desired_key'),
        ),
      ),
    );
  }
}
```


foo_test.dart
```
import 'package:flutter/material.dart';
import 'package:flutter_test/flutter_test.dart';
import 'package:integration_test/integration_test.dart';
import 'package:integration_test_issue/main.dart' as app;

main() {
  IntegrationTestWidgetsFlutterBinding.ensureInitialized();

  Widget appWidget;
  testWidgets('Navigate to second screen', (tester) async {
    app.main();
    await tester.pumpAndSettle();
    await tester.tap(find.byKey(Key('button_navigate_to_second_screen')));
    await tester.pumpAndSettle();
  });

  testWidgets('Find text', (tester) async {
    app.main();
    await tester.pumpAndSettle(); // <-- After this pump we returns to MyHomePage
    await Future.delayed(Duration(seconds: 5));
    expect(
      find.byKey(Key('desired_key')),
      findsOneWidget,
    );
  });

}
```


Is there a way to separate tests between several testWidget? 

![image](https://user-images.githubusercontent.com/16819254/109833502-fcc29700-7c49-11eb-8828-618be5453f0c.png)
Repository: youtube-dl
Issue: downloading an audiobook
Labels: site-support-request

is there any way to download an audio book from this [website ](https://kitabsawti.com/ar/category/17/%D9%83%D8%AA%D8%A8-%D9%85%D8%AC%D8%A7%D9%86%D9%8A%D8%A9)using youtube-dl?
Repository: godot
Issue: [Small annoyance] Rightclick -> edit on node script fields enters new sub inspector
Labels: enhancement,topic:editor,confirmed,usability

<!-- 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.rc4.mono.official

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Win10

**Issue description:**
<!-- What happened, and what was expected. -->
As displayed in this video:

https://user-images.githubusercontent.com/8841352/109840883-d05a4b00-7c48-11eb-8cce-125067d12291.mp4


Rightclick -> edit on script fields for nodes does correctly open the script in the external editor, but additionall opens the script resource in a new sub-inspector with nothing really to edit and even though the Script type is not listed for that in the editor settings.

**Steps to reproduce:**
Follow the steps in the clip
Repository: node
Issue: setcap on Node.js prevents processing of NODE_OPTIONS
Labels: security,linux

<!--
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Version: output of `node -v`
Platform: output of `uname -a` (UNIX), or output of `"$([Environment]::OSVersion | ForEach-Object VersionString) $(if ([Environment]::Is64BitOperatingSystem) { "x64" } else { "x86" })"` in PowerShell console (Windows)
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* **Version**: v15.11.0
* **Platform**: Linux connor-Virtual-Machine 5.4.0-66-generic
* **Subsystem**: unknown

### What steps will reproduce the bug?

1. `sudo setcap cap_net_admin+iep $(which node)`
2. Attempt to use anything in the NODE_OPTIONS environment variable
3. Nothing happens

### How often does it reproduce? Is there a required condition?

100% of the time

### What is the expected behavior?

I would expect NODE_OPTIONS to be processed regardless.

### What do you see instead?

![](https://memes.peet.io/img/21-03-6173e487-f9c0-47eb-9eb4-69c1998294d6.png)

### Additional information

Reported on https://github.com/microsoft/vscode-js-debug/issues/852
Repository: storybook
Issue: Navigating from a story’s Docs panel to a story with the Docs panel hidden still shows that story’s Docs panel.
Labels: bug,ui,has workaround

**Describe the bug**
I’ve hidden the Docs tab in my story using the following parameter:

```javascript
<Meta
	component={ AppFrame }
	parameters={{
		previewTabs: {
			'storybook/docs/panel': {
				hidden: true,
			},
		},
	}}
	title="Docs/Grid"
/>
```

The tab is hidden when you go directly to the story, but if you navigate to another story, click the Docs tab for that story, then navigate back to the `Docs/Grid` story, you’re in the Docs panel, even though Docs is hidden for that story.

**To Reproduce**
Steps to reproduce the behavior:

1. Add the following config to a story to hide the Docs tab:
	
	  ```javascript
	  <Meta
		  parameters={{
			  previewTabs: {
				  'storybook/docs/panel': {
					  hidden: true,
				  },
			  },
		  }}
	  />
	  ```
2. Navigate to a different story that doesn’t have the “Docs” tab hidden.
3. Click the “Docs” tab.
4. Navigate back to the original story with the hidden “Docs” tab.
5. This story will be in the “Docs” panel, even though it should be hidden.

**Expected behavior**
I would expect that when navigating to a story with a hidden “Docs” panel from another story’s “Docs” panel, you would be redirected to the default “Canvas” panel for that story.

**Screenshots**
This is what it looks like when you’ve navigated back to the story with the hidden “Docs” tab from another story’s “Docs” panel.
![image](https://user-images.githubusercontent.com/250210/109846195-8e62e200-7c13-11eb-94d8-16fe08c33288.png)

**Code snippets**
This is the config I have set up for the story with. the hidden “Docs” panel:

```javascript
<Meta
	component={ AppFrame }
	parameters={{
		controls: { disable: true },
		previewTabs: {
			'storybook/docs/panel': {
				hidden: true,
			},
		},
	}}
	title="Docs/Grid"
/>
```

**System**
```
Environment Info:

  System:
    OS: macOS 11.1
    CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
  Binaries:
    Node: 15.6.0 - ~/.nvm/versions/node/v15.6.0/bin/node
    Yarn: 1.22.10 - /usr/local/bin/yarn
    npm: 7.4.0 - ~/.nvm/versions/node/v15.6.0/bin/npm
  Browsers:
    Chrome: 88.0.4324.192
    Firefox: 84.0.2
    Safari: 14.0.2
  npmPackages:
    @storybook/addon-a11y: ^6.1.17 => 6.1.17
    @storybook/addon-actions: ^6.1.17 => 6.1.17
    @storybook/addon-essentials: ^6.1.17 => 6.1.17
    @storybook/addon-links: ^6.1.21 => 6.1.21
    @storybook/react: ^6.1.17 => 6.1.17
    @storybook/theming: ^6.1.17 => 6.1.17
```
Repository: pytorch
Issue: [nnc] Prevent user from scheduling after prepareForCodegen
Labels: triaged,NNC

I wish I had saved my repro for this, but last night I was trying to do cacheAccesses after prepareForCodegen (by accident) and it would just segfault.  It'd be nice to do something sensible instead, like put the loopnest in a "locked" state so we can give a friendly (or friendlier) error.

cc @gmagogsfm
Repository: vscode
Issue: Results from Contributor Survey
Labels: question-discussion

In December, there was a community survey aimed towards contributors (#111911). Since then, I have neither heard about the results nor was the original issue updated. On SurveyMonkey it has been saying "updates follow shortly" for quite some time now. I am really interested in the results and was wondering when (and if) they will be released?
Repository: pytorch
Issue: Relative performance of histc vs bincount
Labels: module: performance,triaged,module: sorting and selection

## 🐛 Bug

`histc` and `bincount` are equivalent on a tensor of positive integers. As `bincount` is more specific, one would expect it to be faster than `histc`. However it seems that:

- `histc` is faster than `bincount` on GPU
- `bincount` is much slower on GPU than on CPU

CC @fmassa 

## To Reproduce

```py
In [1]: import torch

In [2]: img = torch.randint(0, 256, size=(460 * 680,)).to('cuda')

In [3]: %timeit torch.bincount(img, minlength=256), torch.cuda.synchronize()
1.55 ms ± 2.79 µs per loop (mean ± std. dev. of 7 runs, 1000 loops each)

In [4]: %timeit torch.histc(img.to(torch.float32), bins=256, min=0, max=255), torch.cuda.synchronize()
211 µs ± 6.28 µs per loop (mean ± std. dev. of 7 runs, 1000 loops each)

In [5]: img = torch.randint(0, 256, size=(460 * 680,))

In [6]: %timeit torch.bincount(img, minlength=256)
412 µs ± 60.3 µs per loop (mean ± std. dev. of 7 runs, 1000 loops each)

In [7]: %timeit torch.histc(img.to(torch.float32), bins=256, min=0, max=255)
1.64 ms ± 362 µs per loop (mean ± std. dev. of 7 runs, 1000 loops each)
```



Just as a sanity check for equality of results:
```py
In [8]: for _ in range(1000):
   ...:     img = torch.randint(0, 256, size=(460 * 680,))
   ...:     assert (torch.bincount(img, minlength=256) == torch.histc(img.to(torch.float32), bins=256, min=0, max=255)).all()
   ...: 

In [9]: 
```



<!-- A clear and concise description of what you expected to happen. -->

## Environment

PyTorch version: 1.8.0a0+19a8e68
Is debug build: False
CUDA used to build PyTorch: 9.2
ROCM used to build PyTorch: N/A

OS: CentOS Stream 8 (x86_64)
GCC version: (GCC) 8.4.1 20200928 (Red Hat 8.4.1-1)
Clang version: Could not collect
CMake version: version 3.19.3

Python version: 3.8 (64-bit runtime)
Is CUDA available: True
CUDA runtime version: Could not collect
GPU models and configuration: 
GPU 0: Tesla M40
GPU 1: Tesla M40

Nvidia driver version: 450.80.02
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.19.2
[pip3] torch==1.8.0a0
[pip3] torchvision==0.9.0a0+7621a8e
[conda] blas                      1.0                         mkl  
[conda] mkl                       2020.2                      256  
[conda] mkl-include               2020.2                      256  
[conda] mkl-service               2.3.0            py38he904b0f_0  
[conda] mkl_fft                   1.2.0            py38h23d657b_0  
[conda] mkl_random                1.1.1            py38h0573a6f_0  
[conda] numpy                     1.19.2           py38h54aff64_0  
[conda] numpy-base                1.19.2           py38hfa32c7d_0  
[conda] torch                     1.8.0a0                   dev_0    <develop>
[conda] torchvision               0.9.0a0+7621a8e           dev_0    <develop>



cc @VitalyFedyunin @ngimel @heitorschueroff
Repository: deno
Issue: [Feature] First-class support for languages other than TypeScript. (WebAssembly Interface Types.)
Labels: cli,suggestion

[WebAssembly Interface Types](https://hacks.mozilla.org/2019/08/webassembly-interface-types/) will make it more seamless to write and consume modules written in other high-level languages. AFAICT the only main restriction would then be the performance drawback of values being copied back and forth.

I'm imagining a Deno future where I will be able to write one module in Rust, another in Python (once WebAssembly GC is implemented), and one in TypeScript. But I'm left with many questions.

 - Would I be able to simply `deno run` and Deno would run the Rust and Python compilers for me?
 - Would I be able to load a Rust module from within another Rust module with URLs? Not sure how this could work since language compilers don't understand module URLs. Maybe a precompilation step that transforms URLs into filesystem paths.
 - Will [WASI](https://hacks.mozilla.org/2019/03/standardizing-wasi-a-webassembly-system-interface/) eventually replace most `Deno` functions?

Thoughts? Is that a future Deno is interested in?

It would lovely to be able to seamlessly write a frontend in TypeScript with a backend in Rust, while using a machine learning library written in Python. All that using the Deno runtime.
Repository: flutter
Issue: ImageShader via ShaderMask should support FilterQuality
Labels: c: new feature,framework,f: material design,c: proposal,team-design,triaged-design

There is no way to control the filtering quality of an ImageShader used via ShaderMask.

When using an ImageShader, it can defer to the quality set in the Paint object, but ShaderMask doesn't have any FilterQuality parameters to control it so the default is assumed to be FilterQuality.low. That's a reasonable default, but we should allow control over this from the app.

Note that we could also consider adding a FilterQuality parameter to the ImageShader itself, which would override the quality setting in the Paint object (and any such parameter that may be added to ShaderMask).
Repository: godot
Issue: Viewport Textures only working in the editor
Labels: bug,topic:core

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:** 3.2.x

**OS/device including version:** Windows 10 / GLES3 / NVidia Geforce GTX 1050

**Issue description:** 

1) When I make a viewport with a camera, and then assign the viewport texture to the albedo in a material, it works exactly as expected within the editor. I can move my camera around, and they update as expected. But renders black when I play the game.

2) When I re-open the scene in the editor, (or just the project in general) the viewport textures stay black until I toggle the local_to_scene flag off and on again.


**Steps to reproduce:**
Make a viewport
Make a child camera
Make a Material that has a viewport texture assigned to the above

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
![RTTBug](https://user-images.githubusercontent.com/79610617/109854207-c45c9200-7c24-11eb-8530-4d9c52d1cd0b.png)
Repository: go
Issue: proposal: x/tools/cmd/goyacc: reduce dependence on globals
Labels: Proposal

### background
Code generated by goyacc has a dependence on package globals that it doesn't need to have.

`yyDebug`, and `yyErrorVerbose` do not specifically need to be globals, and can be variables on the parser instead.

I did not find documentation for bison/yacc that states `YYDEBUG` or a `YYERRORVERBOSE` need to be made available inside grammar actions.

We can follow java here and expose them via the Parser which is already technically available to grammar actions but not documented.

### description

I'm proposing the following

- Move `yyDebug`, and `yyErrorVerbose` into `yyParserImpl`
- For compatibility, modify `yyNewParser` to grab the value of the package globals, and set them internally when called
    - something like `return &$$ParserImpl{ debug: $$Debug, errorVerbose: $$ErrorVerbose}
- Create a new `yyNewParser###` function that exposed `debug`, and `errorVerbose` as inputs
- Create a new `yyParse###` function that exposed `debug`, and `errorVerbose` as inputs
- Modify the `yyParser` interface to expose, and allow modification of, the internal state of `debug`, and `errorVerbose`
- Modify `yyParserImpl` to match the updated `yyParser` interface

### drawbacks

There is potential that if someone had already written a customer parser to match `yyParser` their parser would no longer match the interface

Any grammar actions that depend on `yyDebug` or `yyErrorVerbose` would break. A key point here is this behavior doesn't seem to be well defined
anyways, and I'm not sure if the intention was to make them available in grammar actions.
Repository: kubernetes
Issue: Refactor the interface of CCM
Labels: lifecycle/frozen,sig/cloud-provider,needs-triage

The current [CCM interface](https://github.com/kubernetes/kubernetes/blob/2f263b24a7aab78c794fb90339c176678de6bf8e/staging/src/k8s.io/cloud-provider/app/controllermanager.go#L67) takes multiple input params which might confuse cloud providers especially for controller related operation(add/delete controller in CCM). It would be better to have a more intuitive way to handle. The initial thought would be have a unified struct as input which accept controller name string, related flags, InitFuncConstructor for adding extra controller.
Repository: node
Issue: lib: useless information in no crypto error stack
Labels: crypto,errors

Just noting this to get back around to it later... the no crypto support error stack is a bit unfortunate as it contains internal details that just aren't helpful for the user:

Really, anything above the `node:crypto` frame is useless information in these stacks (commonjs or ESM)

```
> require('crypto')
Uncaught Error [ERR_NO_CRYPTO]: Node.js is not compiled with OpenSSL crypto support
    at new NodeError (node:internal/errors:329:5)
    at assertCrypto (node:internal/util:128:11)
    at node:crypto:36:1
    at NativeModule.compileForInternalLoader (node:internal/bootstrap/loaders:283:7)
    at NativeModule.compileForPublicLoader (node:internal/bootstrap/loaders:225:10)
    at loadNativeModule (node:internal/modules/cjs/helpers:39:9)
    at Function.Module._load (node:internal/modules/cjs/loader:787:15)
    at Module.require (node:internal/modules/cjs/loader:999:19)
    at require (node:internal/modules/cjs/helpers:92:18)
    at REPL1:1:1 {
  code: 'ERR_NO_CRYPTO'
}
> .exit
root@DESKTOP-5KK9VIR:~/node/node-check# ./node ../tmp/a.mjs
node:internal/process/esm_loader:74
    internalBinding('errors').triggerUncaughtException(
                              ^

Error [ERR_NO_CRYPTO]: Node.js is not compiled with OpenSSL crypto support
    at new NodeError (node:internal/errors:329:5)
    at assertCrypto (node:internal/util:128:11)
    at node:crypto:36:1
    at NativeModule.compileForInternalLoader (node:internal/bootstrap/loaders:283:7)
    at NativeModule.compileForPublicLoader (node:internal/bootstrap/loaders:225:10)
    at loadNativeModule (node:internal/modules/cjs/helpers:39:9)
    at Loader.builtinStrategy (node:internal/modules/esm/translators:285:18)
    at new ModuleJob (node:internal/modules/esm/module_job:44:26)
    at Loader.getModuleJob (node:internal/modules/esm/loader:246:11)
    at async ModuleWrap.<anonymous> (node:internal/modules/esm/module_job:59:21) {
  code: 'ERR_NO_CRYPTO'
}
```
Repository: terminal
Issue: Add support for `send-input` subcommand
Labels: Product-Terminal,Issue-Task,Area-Commandline

you can execute when creating tab

exp:
`wt.exe -w 2 sp -V wsl.exe zsh -ic "l\; /bin/zsh"`

but there is not way to execute when it's already created or i do sth wrong?


# Environment

21322.1000
Windows 10 Feature Experience Pack 321.2906.0.3 
wsl2
Linux DESKTOP-RRHRJSC 4.19.128-microsoft-standard #1 .... x86_64 x86_64 x86_64 GNU/Linux 
Windows Terminal Preview 1.7.572.0

# Steps to reproduce

wsl
wt.exe -w 2 focus-tab -t 3 /bin/bash -c 'ls'

# Expected behavior

executes `/bin/bash -c 'ls'` in focused tab 

or 

introduce -exec flag that executes passed string

`wt.exe -w 2 focus-tab -t 3 -exec "/bin/bash -c 'ls'"`

# Actual behavior

only focuses tab
Repository: TypeScript
Issue: Image element src property does not allow URL assignment
Labels: Suggestion,Experience Enhancement

# Bug Report

### 🔎 Search Terms

image src dom

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about 4.3.0

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.3.0-dev.20210228&ssl=3&ssc=23&pln=1&pc=1#code/DYUwLgBAlgtghgcxBAvBAJgewMYFcYgB2YAdNgE4hxggCioBxAFAOSwIsCUA3AFCyIQJAM7lsqCIRAB3CAFUASgBkmAIgAWYMAAcAXAHp9CTJgSgymGKp69smQsMzngppgKQixnIA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
let image = document.createElement('img');
image.src = new URL("http://google.com");
console.log(image.src)
```

### 🙁 Actual behavior

```
Type 'URL' is not assignable to type 'string'.(2322)
```

### 🙂 Expected behavior

Compiles cleanly (confirmed supported per https://github.com/whatwg/html/issues/6440)