sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: runtime: being unable to allocate across scavenged and unscavenged memory leads to fragmentation blow-up in some cases
Labels: NeedsInvestigation

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.12.13 darwin/amd64
go version go1.13.4 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes. Tested on
<pre>go version go1.4-bootstrap-20170531 darwin/amd64</pre>


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE="on"
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/qwe/Library/Caches/go-build"
GOENV="/Users/qwe/Library/Application Support/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GONOPROXY="none"
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/qwe/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/Cellar/go/1.13.4/libexec"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/Cellar/go/1.13.4/libexec/pkg/tool/darwin_amd64"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/qv/37vc1dv526n0drc9jljj4v240000gp/T/go-build366955304=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?
Original issue description is posted at gonum library repo https://github.com/gonum/gonum/issues/1174

In a few words: we have a huge graph in memory and we need to update it periodically.
After a new graph initialization, we switch pointer to the new graph and wait for GC to free unused memory.
But it never reuses all the HeapIdle and asks OS for new pages increasing HeapSys infinitely.

Base self-contained demo: https://github.com/savalin/example/blob/master/main.go.
It's simplified code but even this one shows some memory management strangeness.

### What did you expect to see?
HeapIdle re-usage instead of asking OS for new memory.


### What did you see instead?
HeapIdle/HeapSys grow infinitely (until OMM-killer wake up and kill the app)

Currently, we downgraded golang to v1.11.13 as a workaround, but we hope to be able to use new golang releases
Repository: go
Issue: cmd/go: support "-x" in most of go mod commands
Labels: help wanted,NeedsInvestigation,GoCommand,modules

https://golang.org/cl/208558 surfaces "-x" flag support in `go mod download`.
We think "-x" may make sense for most of other `go mod` commands that involve non-trivial commands execution underneath.  

@jayconrod @bcmills
Repository: youtube-dl
Issue: Add option for merging opus audio into mp4 containers
Labels: request

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## Checklist

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Chrome and Firefox  has supported mp4 containers with opus audio since version 70 and 63 respectively. The videos play natively in the browser.

The support for mp4+opus in chrome is detailed here: https://www.chromestatus.com/feature/5100845653819392 

For ffmpeg to merge opus in mp4 containers the `-strict -2` option needs to be used in ffmpeg

I've testing thse videos in Firefox, Chrome, mpv, VLC, & Totem and all play correctly
Repository: rust
Issue: Documentation for Implemented Traits Confusing for Beginners
Labels: T-rustdoc,C-enhancement,A-trait-system,A-docs

[I posted in Reddit](https://www.reddit.com/r/rust/comments/e1zoja/documentation_seems_to_be_missing_methods/) about a method that seemed to be missing in the [Range documentation](https://doc.rust-lang.org/std/ops/struct.Range.html), and it was explained to me that this method (`map`) came from a different trait called `Iterator`.

Most people seemed to know this, but when asked how I would find this information if I didn't know every method on every trait that Range implemented, no one seemed to have a good answer.

The first way was to expand all the information about all the traits. Only the "expand all" button doesn't really expand everything, but just what someone seems to have determined is important, which did not include the `map` method.

So, then the next step, which was to manually expand every single method of every single trait that was implemented for `Range`.

This brings us to my first point. The `expand everything` button should actually expand everything.

There should also be a search box that allows you to search for the methods the trait implements. You could practically get this for free, as the info seems to already be downloaded to the page. I can see no reason why a search feature would not be implemented, especially in light of the fact that you can't do a search on the page with Ctrl+F due to everything being hidden and no easy way to expand everything.

The second point is that there should only be methods that are actually implemented for the actual struct of the page I am on. If a struct doesn't implement a method of a trait that it implements, there is not reason for it to be on that page other than to confuse people.

I get the feeling that people have worked with Rust for so long that they know all this stuff by heart, but for a beginner, this is very confusing, and it also doesn't scale once people start implementing their own structs that people won't have memorized.

To be honest, this is *almost* enough to make me leave the language. I will probably just wait to learn it until proper documentation is implemented though. If I can't deterministically tell what method will do what, how am I supposed to use this language to code?

But think about how awesome it would be if you could just go a struct's documentation page and just scroll through and see every method implemented for the struct and only methods actually implemented?
Repository: go
Issue: runtime: always set up TLS on all G-register architectures?
Labels: NeedsDecision,compiler/runtime

Currently, on G-register architectures (i.e. all non-x86), we set up TLS only when cgo is used, by libc. The reason is probably that the G register is reserved in Go code and so it should always be valid. However, there are more and more cases where we call external functions even in a non-cgo program, for example, VDSO, and libc calls on darwin. These external functions could potentially clobbers the G register temporarily. If a signal is received during the execution of an external function, we cannot directly use the G register's content as the G. This has caused a number of problems. Currently we play various tricks and workarounds. See e.g. #32912, #34391, #35800.

Maybe we should consider initializing TLS ourselves in non-cgo programs, and always save/restore G in TLS across external calls? This way, we unify the cgo and non-cgo code paths, and can remove various workarounds and maybe potential problems.
Repository: pytorch
Issue: Add single input/output tensor scatter/gather to ProcessGroup base class
Labels: oncall: distributed,triaged,enhancement

## 🚀 Feature

Additional collectives that operate on a single input and single output tensor.

## Motivation

The collectives defined in `ProcessGroup.hpp` today may take multiple input tensors and write to multiple output tensors.

If a single process uses multiple model replicas located on multiple GPUs, it still needs to be able to compute a global reduction. For this, the reduction operations take a single input and a single output tensor per device. If we have 2 processes each working on 4 GPUs, this means both processes call the reduction with 4 input/output tensors, as if there are 4 virtual ranks located within each process. For the scatter/gather operations, this is the case as well, although the number of outputs is multiplied by the world size. In the same scenario with 2 processes working on 4 GPUs each, performing an allgather of multiple inputs would mean 4 input tensors, and 4x a list of 8 output tensors. This works equally well in case of a single GPU per process.

That said, for scatter/gather collectives, having N outputs per call on the API side means having to allocate a new contiguous output and scattering that output into the user-provided output tensors upon completion. We should address this with a more basic version of these collectives that doesn't force the user to provide N output tensors where a single contiguous version will do.

Then, on top of this, we can easily build coalesced versions of these collectives, that batch the operation for multiple tensors into a single collective call. 

## Pitch

We currently define the following collectives:

* `broadcast(vector<Tensor>& tensors)`
* `allreduce(vector<Tensor>& tensors)`
* `reduce(vector<Tensor>& tensors)`
* `allgather(vector<vector<Tensor>>& outputs, vector<Tensor>& inputs)`
* `gather(vector<vector<Tensor>>& outputs, vector<Tensor>& inputs)`
* `scatter(vector<Tensor>& outputs, vector<vector<Tensor>>& inputs)`
* `reduce_scatter(vector<Tensor>& outputs, vector<vector<Tensor>>& inputs)`

We propose to define alternate versions for all that are related to scatter/gather:

* `allgather(Tensor input, optional<Tensor> output)`
* `gather(Tensor input, optional<Tensor> output)`
* `scatter(optional<Tensor> input, Tensor output)`
* `reduce_scatter(Tensor input, optional<Tensor> output)`

For allgather, gather, and reduce/scatter, we can derive the dimensionality of the output from the input, so we don't need an output tensor to be provided by the user. It can be allocated as needed and returned as part of the work object. For scatter, only the root provides an input, and we need all processes to provide the output tensor. Here the input tensor is optional, not the output tensor.

## Additional context

The options structs that determine the root rank of the operation or the type of reduction are omitted for brevity, but still apply for these new prototypes.

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @xush6528 @zappa-
Repository: terminal
Issue: Add option for more subtle pane focus border
Labels: Area-UserInterface,Product-Terminal,Issue-Task

# Description of the new feature/enhancement
I feel like the images in #3060 are quit misleading. While the accent border isn't distracting in these images because of the bright colors set for the terminal, using normal terminal settings, the accent border is screaming for attention.

# Proposed technical implementation details (optional)
I like the idea of using the accent color, but putting a border all the way around the terminal is a no-go. Perhaps a look should be taken to Windows 8's active app indication?

This should be an obvious indication, but it should not be distracting.
Repository: TypeScript
Issue: Triple slash type reference doesn't use baseUrl/typeRoots
Labels: Bug

In a directory named `test`:

```ts
// @Filename: tsconfig.json
{
    "compilerOptions": {
        "baseUrl": "../",
        "typeRoots": [ "../" ],
        "types": [],
        "moduleResolution": "node",
        "module": "commonjs"
    },
    "files": [
        "welove.ts",
    ]
}
// @Filename: ex.d.ts
interface F {
  (): void
}
// @Filename: welove.ts
/// <reference types="test/ex" />
declare var f: F
f()
```

Expected: No errors; reference to `F` is fine in `welove.ts`.
Actual: "Cannot find type definition file for 'test/ex'.

Related things that work: `"../test/ex", "./ex"`.
Also, `import { A } from "test/foo"` works -- imports use baseUrl/typeRoots correctly.
Repository: flutter
Issue: Allow PageView to set a cacheExtent
Labels: framework,c: proposal,customer: money (g3),P2,team-framework,triaged-framework

b/260361075

It would be nice to have a `PageView` that has a `cacheExtent` specified, so that pages could be pre-built.

This is currently blocked because  the iOS accessibility bridge does not look for an `allowImplicitScrolling` flag on the parent scrollable - it only looks to see if there are additional scroll children in the tree.  Setting a cache extent would then automatically enable implicit scrolling for PageViews in Voiceover mode, which we do not want.  If we can figure out a good way to address the iOS bridge issue, it should be fairly trivial to expose a cacheExtent parameter on the PageView.

/cc @lukepighetti who has done some work on this on the framework side.

Unfortunately, the iOS bug is not trivial to fix.
Repository: kubernetes
Issue: Migrate kube-controller-manager flags to kube-controller-manager.config.k8s.io
Labels: kind/feature,lifecycle/frozen,wg/component-standard

This is part of migrating the Kube-controller-manager command-line to a Kubernetes-style API as part of [componet working group](https://github.com/kubernetes/community/blob/master/wg-component-standard/README.md)

**What would you like to be added**:

Following flags should be  migrated to to Kubernetes-style versioned configuration files. 

However we have an existing issue to fix before this can happen https://github.com/kubernetes/enhancements/issues/786

- [ ] --cloud-config string 
    * Help text: The path to the cloud provider configuration file. Empty string for no configuration file.
- [ ] --controller-start-interval duration 
   * Help text: Interval between starting controller managers
- [ ]  --cloud-provider string
   * The provider for cloud services. Empty string for no provider.
- [ ] --controller-start-interval duration
   * Interval between starting controller managers.
- [ ]  --controllers strings
   * A list of controllers to enable. '*' enables all on-by-default controllers, 'foo' enables the controller named 'foo', '-foo' disables the controller named 'foo'.

**[Work In Progress] I am in the process of going through all the flags and updating this issue**

**Why is this needed**:

Refer the email for details: https://groups.google.com/forum/#!topic/kubernetes-wg-component-standard/W_5obNYw5DU
Repository: opencv
Issue: DNN Torch import is missing several layers
Labels: feature,category: dnn

##### System information (version)
- OpenCV => master (4.2.x)
- Operating System / Platform => Linux 64 Bit
- Compiler => gcc9

##### Detailed description

I try to import a dnn model from torch, and several layers cannot be created.

The model is for deblurring images:
https://arxiv.org/abs/1612.02177

This is the code:
https://github.com/SeungjunNah/DeepDeblur_release
with links to the model-files:
https://drive.google.com/file/d/1Z8dV6KuubfOKj4ganEjxymhyMoXoydfo/view?usp=sharing

The missing torch layers are:
- PixelShuffle
- Copy
- AddConstant
- ParallelTable
- FlattenTable
- NarrowTable
- SelectTable

I think I got Copy and AddConstant simply implemented via custom layer (remap to opencv layers). I also tried PixelShuffle, I am not sure, if I got it right. But the table layers seem to be difficult with custom layers in opencv?
Repository: terminal
Issue: Support resetting the colors via OSC 104, 110, 111...
Labels: Product-Conhost,Help Wanted,Area-VT,Issue-Task

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# Description of the new feature/enhancement

These are the counterparts of OSC 4, 10, 11 to reset the default color. (And continue the line with 117, 119 if [17, 19](https://github.com/microsoft/terminal/issues/3580#issuecomment-553975138) get implemented, etc.)

# Proposed technical implementation details (optional)

In VTE + GNOME Terminal we figured out the best is if the OSC 4, 10, 11 sequences have precedence over the UI / config file settings. That is, for each color slot, if its value is defined via OSC 4, 10, 11 then that one is used and the one in the settings is ignored. If a value hasn't been defined via OSC 4, 10, 11, or has been reset via OSC 104, 110, 111 then the value specified in the terminal emulator's settings is used. This way re-applying the same settings is an idempotent operation. (Previously the two sources were fighting with each other, both overwriting the value in the same slot. That way re-applying the user config (e.g. "altering" a color to the same value) would invalidate a previous OSC, which was bad.)
Repository: pytorch
Issue: Torchscript Precision Issue with PyTorch/vision pretrained model inception v3
Labels: oncall: jit,triaged

## 🐛 Bug

This bug was referenced here https://github.com/pytorch/pytorch/issues/12719 but it doesn't seem fully resolved. For example, if you set the batch size >= 12, trace gives a tracer warning indicating precision issues.

## To Reproduce

Steps to reproduce the behavior:
```python
import torch
import torchvision.models as models
dummy_input = torch.Tensor(torch.randn((12, 3, 299, 299))).cuda()
inception_model = models.inception_v3(pretrained=True).cuda()
inception_model = inception_model.eval()
torch.jit.trace(inception_model, dummy_input)
```
```
/usr/local/lib/python3.6/dist-packages/torch/jit/__init__.py:1007: TracerWarning: Output nr 1. of the traced function does not match the corresponding output of the Python function. Detailed error:
Not within tolerance rtol=1e-05 atol=1e-05 at input[8, 146] (2.730384349822998 vs. 2.7308413982391357) and 8991 other locations (74.00%)
  check_tolerance, _force_outplace, True, _module_class)
````

## Expected behavior

Matching numbers within reasonable precision.

## Environment

 - PyTorch Version: 1.3.1
 - OS: Ubuntu 18.04.3 LTS
 - How you installed PyTorch : pip
 - Build command you used (if compiling from source):
 - Python version: 3.6
 - CUDA/cuDNN version: CUDA 10.0.130, cuDNN /usr/lib/x86_64-linux-gnu/libcudnn.so.7.6.3
 - GPU models and configuration: GPU 0: GeForce GTX 1080 Ti

Versions of relevant libraries:
[pip3] efficientnet-pytorch==0.4.0
[pip3] numpy==1.13.3
[pip3] torch==1.3.1
[pip3] torchfile==0.1.0
[pip3] torchnet==0.0.4
[pip3] torchvision==0.4.2
[conda] Could not collect

cc @suo
Repository: TypeScript
Issue: bug `createTemplateMiddle()` and `createTemplateTail()` do not work with escaped chars
Labels: Bug

See https://github.com/microsoft/TypeScript/commit/a74f109f95a43c70311ee551dd1c4a9b42fbd4f5#r36149273

When creating tagged template literals programmatically one can pass in cooked and raw text.
The raw text is then checked by rescanning it and checking it is the same as the cooked text.

There is a bug in this check. After an expression the next part will start with a closing brace `}`, which triggers the scanner to then search to the next `${` or to the end of the the backticked string. But the current code is looking for a `]` rather than a `}`.

**Search Terms:**
rawText, tagged template literals, createTemplateMiddle, getCookedText

**Code**

```ts
const ts = require('typescript');
ts.createTemplateMiddle('a\nb', 'a\\nb');
```


**Expected behavior:**
Should not throw

**Actual behavior:**

```
Thrown:
Error: Debug Failure. Invalid raw text
    at createTemplateLiteralLikeNode (/Users/pete/dev/angular/angular/node_modules/typescript/lib/typescript.js:64078:33)
    at Object.createTemplateMiddle (/Users/pete/dev/angular/angular/node_modules/typescript/lib/typescript.js:64092:20)
```
Repository: go
Issue: cmd/go/internal/modload: refactor error handling
Labels: NeedsFix,GoCommand,modules

A number of exported functions in `modload` call `base.Errorf` and `base.Fatalf`. Instead of printing to stderr and exiting, functions in this package should return errors (ideally structured errors). This will make commands with non-standard error handling like `go list -e`, `go build -n`, and `go mod download -json` easier to implement.
Repository: godot
Issue: Input system breaks if the game window loses focus when there's a mouse button down
Labels: bug,platform:windows,topic:core,confirmed,topic:input

Hello. I've already had this happening when I was using 3.1 mono on Windows 7 x64, I've tried 3.1.1 and 3.2 beta2 and it's still happening.

I'll copy/paste the details from a post I made on Reddit to ask if anyone else was experiencing this.

It does happen even with an empty project, so it shouldn't be my code. Also, when I go back to the game, the window's bar doesn't work anymore, can't drag it and its buttons don't work. They start working again if I click somewhere else (outside of the game window). Then they stop working again if I click anything within the game window, and notifications like mouse_entered and mouse_exited don't work anymore if I press a mouse button and release it after moving it.

It only happens with Godot, other programs work fine, and I've tried it on different PCs and it does that on all them. There's a few issues on GitHub about input actions not being released when the window loses focus, and the workaround for that is to check for them and release them via code. But even doing that doesn't fix this problem, the only fix for it is to restart the game.

To reproduce: run any project, even a new empty one, hold mouse button down anywhere on the game window, alt-tab, go back to the game window either by alt-tabbing or by clicking on it. Click anywhere and the window's bar will stop working, if there's any control node in the project they won't be working anymore.