sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Make customized transitions between screens easy to implement for TabBarView and PageView
Labels: c: new feature,framework,a: animation,f: material design,c: proposal,team-design,triaged-design

## Use case

In my Flutter app, I want to have full control over the transition animations between screens for the `TabBarView` and `PageView` widgets.

When I move forward or backward to a new screen, I need an easy way to:

- customize the animation of the upcoming screen
- customize the animation of the screen that is about to be hidden

## Proposal

This is something very easy to implement in native Android, but quite more complex in Flutter. The only workaround I'm thinking of is to add a scroll listener, and make the needed transformations on each screen, which is quite complex and messy.

Would it be then possible to do something like this (here is an example for `TabBarView` but that would be pretty much the same for `PageView`):

```Dart
TabBarView(
    controller: _tabController,
    children: [...],
    animation: (animation, child) => SlideTransition(             // animation for the upcoming page
        position: animation.drive(...)
        child: child),
    secondaryAnimation: (animation, child) => SlideTransition(    // animation for the page about to be hidden
        position: animation.drive(...)
        child: child),
);
```

That would help a lot and makes things way much easier to understand and implement, compared to the current implementation.
Repository: go
Issue: cmd/compile: better escape analysis of `[]byte` -> `string` conversions
Labels: Performance,NeedsFix,FeatureRequest,compiler/runtime

@aclements points out 3 cases that escape analysis could be better at:

1. unsafe conversion from `[]byte` to `string`:

```
func unsafeBytesToString(buf []byte) string {
	if len(buf) == 0 {
		return ""
	}
	var str string
	pStr := (*reflect.StringHeader)(unsafe.Pointer(&str))
	pStr.Data = uintptr(unsafe.Pointer(&buf[0]))
	pStr.Len = len(buf)
	return str
}
```

This currently forces `buf` to the heap, because the `pStr.Data = uintptr(unsafe.Pointer(&buf[0]))` assignment is treated as `(*pStr).Data = unsafe.Pointer(&buf[0])` and assignments through a pointer indirection are currently always treated as escaping to the heap.

This could be improved if we noticed during escape analysis that `pStr` always points to `str`. Then instead of flowing to the heap, `&buf[0]` could just flow to `str` directly. Consequently, the function should overall analyze to "parameter `buf` leaks to `~r0`" instead of "leaks to heap".

2. A direct, non-escaping conversion like:

```
var buf [32]byte
... populate buf ...
strconv.Atoi(string(buf[:]))
... no more uses of buf ...
```

In this case, `strconv.Atoi` doesn't leak its string argument anywhere, so we should be able to pretty easily recognize that the `OBYTES2STR` argument can be safely promoted to `OBYTES2STRTMP`.

3. A direct, escaping conversion like:

```
var buf [32]byte
... populate buf ...
return string(buf[:])
... no more uses of buf ...
```

Similar to 2 above, if we recognize that `buf` is never reused after its conversion to `string`, we should be able to directly reuse the byte array memory for the `string` without copying. On dev.regabi, closure analysis (i.e., deciding whether to capture variables by value or reference) is now part of escape analysis, and it seems reasonable to extend it to handle this use case as well.

We'd need to recognize that operations like `string(buf[:])` are logically copying `buf` by value, rather than taking a reference to it.
Repository: vscode
Issue: Reconsider the whole 60 day upvote process for feature requests
Labels: engineering,question-discussion

<!-- ⚠️⚠️ 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. -->

I completely understand that there are tons and tons of issues opened up due to the size of this project, but unfortunately it seems that the current process skews towards prioritizing certain types of features over others.  

I see so many of certain types of features that are implemented based on an open issue that happened to received the upvotes within the timeframe, while there may also be a topic that has NUMEROUS closed tickets for the same topic, where if you counted the upvotes, they have significantly more interest.   I.e. there are cases with an open issue with 50 votes, and 50 closed cases that each have 15 votes, so the sum of these demonstrates a much higher overall level of interest. 

The current process also seems to be causing numerous duplicate issues, because the 60 day window expires and it forces another issue to be generated (unnecessarily).

And to me, the fact that despite being discouraged that their issue had been closed already, someone took the time to re-create and post the issue AGAIN, shows a level of passion not frequently found in many of these open issues which are actively being worked.  

I pretty religiously look at the release notes, and over the past year I haven't been excited for a single feature that I can recall (further evidence that features that are being produced seem really niche and not representative of what is desired by the most/the average user.

Any possibility of refining these parameters?  250 votes in 180days? 100 votes in 90 days?   

To be clear, I'm not suggesting EVERY issue that's closed warrants consideration.  I'm simply suggesting that the methodology may not be capturing what you're trying to capture and skews towards certain types of tickets being mistakenly prioritized as "popular".

By allowing ticket to remain open LONGER (even if they require more upvotes to be considered) at least this gives them a chance to build momentum / stir up a buzz (ex. a discussion on reddit may direct users to a certain topic).  Or maybe a panel of moderators reviews these with some alternative criteria than upvotes.  Ex. Subjectively helps to prioritize ideas that seem innovative or that may be "low hanging fruit" (really quick/easy fixes).
Repository: transformers
Issue: Easier perplexity computation
Labels: Feature request

# 🚀 Feature request

The docs provide a method to evaluate perplexity for a GPT-2 model, one example at a time (https://huggingface.co/transformers/perplexity.html). However this can potentially be included in the library with the computation being done in a batched manner. 

## Motivation

This would make it easier and faster for people to evaluate their language models in terms of perplexity.

If not a solution integrated in the library, the example given in the docs can be updated to do computation in a batched manner for speed.
Repository: go
Issue: cmd/compile: avoidable construction of stack objects
Labels: NeedsFix,FeatureRequest,compiler/runtime

Compiling the program below with `-live` shows that `x` gets turned into a stack object:

```
package p

var m map[int16]bool

func f() {
        var x struct { p *int; i int16 }
        x.i = g()
        m[x.i] = true
        h()
        j(x.i)
}

func g() int16
func h()
func j(int16)
```

This is because the assignment `m[x.i] = true` passes `x.i` by reference, causing `x` to get marked as addrtaken.

Note that the logically equivalent program that replaces `m[x.i] = true` with `tmp := x.i; m[tmp] = true` does not create a stack object for `x`.
Repository: godot
Issue: RigidBody freezes in rotating Spatial
Labels: documentation,topic:physics

<!-- 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. -->
v3.2.4.beta.custom_build.e25984a74
Commit: d59414051b

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
OS: Arch Linux
Backend: GLES3

**Issue description:**
<!-- What happened, and what was expected. -->
What happens:
When putting a RigidBody with mode `Rigid` into a Spatial node which is rotating, the RigidBody physics seems to freeze/break.

What was expected:
I expected that all physics happens to the local parent Spatial orientation. Especially when combined with a gravitational field, which is demonstrated in the video.


**Steps to reproduce:**
The video shows how I (try to) bounce with the player against the box during different stages.

The sphere represents a planet, which is a RigidBody in static mode.
The box is a RigidBody in rigid mode, which is affected by a gravitational field.
Both are children of the RotationSpatial which exports the variable `Rotation Enabled` which starts or stops the rotation. 
In short:
- Rotation on -> box freezes
- Rotation off -> box works again

https://user-images.githubusercontent.com/18660100/104859430-98f83f00-5925-11eb-91fa-f5277374acea.mp4

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->

Project captures mouse pointer, which can be freed by pressing `ESC`. Clicking into the window, captures it again.

Project: [rotation.zip](https://github.com/godotengine/godot/files/5827031/rotation.zip)
Repository: rust
Issue: rustdoc: `#[doc(spotlight)]` doesn't work on re-exports
Labels: T-rustdoc,A-trait-system,C-bug

This code correctly triggers the "Notable traits" dialog:

```rust
#![feature(doc_spotlight)]

mod my_module {
    #[doc(spotlight)]
    pub trait MyTrait {}
}

pub use my_module::MyTrait;

pub struct MyStruct;
impl MyTrait for MyStruct {}

pub fn my_function() -> MyStruct { MyStruct }
```

But this does not:

```rust
#![feature(doc_spotlight)]

mod my_module {
    pub trait MyTrait {}
}

#[doc(spotlight)]
pub use my_module::MyTrait;

pub struct MyStruct;
impl MyTrait for MyStruct {}

pub fn my_function() -> MyStruct { MyStruct }
```

The difference is that the first one puts `#[doc(spotlight)]` on the trait,
while the second puts it on the re-export. I'm not certain that this is supposed
to work, but there is code in `src/librustdoc/clean/inline.rs`, which seems to
be used for re-exports, that supposedly detects `#[doc(spotlight)]`:

https://github.com/rust-lang/rust/blob/4253153db205251f72ea4493687a31e04a2a8ca0/src/librustdoc/clean/inline.rs#L194-L212

That `build_external_trait` function is called in two places, one of which is in
the `try_inline` function:

https://github.com/rust-lang/rust/blob/4253153db205251f72ea4493687a31e04a2a8ca0/src/librustdoc/clean/inline.rs#L58-L62

*This was discovered in https://github.com/rust-lang/rust/pull/80965#issuecomment-761885470.*

cc @jyn514
Repository: rust
Issue: rustc --print target-cpus prints cpus that are not supported by the target
Labels: A-LLVM,T-compiler,C-bug

Running `rustc --print target-cpus` on x86-64 prints a bunch of target-cpus including `pentium2`.
However, when running `rustc -C target-cpu=pentium2` I get `LLVM ERROR: 64-bit code requested on a subtarget that doesn't support it!`

Rust currently uses `MCSubtargetInfo::getCPUTable()` to get the list of cpus. In https://reviews.llvm.org/D93789 Craig Topper recommends against it and instead suggests "A better list is fillValidCPUList from X86TargetParser.cpp in lib/Support. It takes a mode argument. That’s the interface clang uses."
Repository: flutter
Issue: Vertically long images rendered blurry on certain devices.
Labels: c: new feature,platform-android,engine,a: images,P3,team-android,triaged-android


I built a manga app. In the app I display webtoon images which can be vertically long like 1,440px × 37,332px for example. While building the app, I had no problems with the image quality, but after I launched it, some users reported blurry images on their devices, I tested the app on one of the devices and it was really blurry and I could not find a relation between the device type and the problem since they were very different and diverse. P.S: Images on emulator are perfect.

Anyways, I tried it on my brother's device, Samsung A5 (SM-A500H) [I do not have another device]. Even in a fresh project just displaying one image, this happens.

[Image Link](https://mangadex.org//data-saver//6099fb86e073408ec339f11e3df9798f/2-d5323b863abddd848454068f4be48e1afeed63cc1e8da315a5a0e7ea499feb53.jpg)

Insert the link in an image.network(''), the image must be in a listview in order to scroll it, and according to your device the blurry effect happens. Hypothesis: Flutter has problems rendering long images or it happens according to screen specs 🤷‍♂️🤷‍♂️. No idea why!!


Code Example: very simple.

`ListView(
                    children: [
                      Image.network('url', fit: BoxFit.fitWidth)
                    ],
                  ),`
Repository: godot
Issue: Mono: Overriden functions will get called in Nodes using different scripts if a script has the default node name
Labels: bug,topic:dotnet

<!-- 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:**
<!-- Specify commit hash if using non-official build. -->
Godot v3.2.3 Stable Mono win64

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10, Drivers likely not relevant

**Issue description:**
<!-- What happened, and what was expected. -->
If a C# Script share the same name with a built-in class, i.e. "Node", "Node2D" etc, their overriden functions such as _Process or _Input will be called in another scene if the latter scene has that node type which also have scripts attached to them, even though it isn't the same script at all.

One notable exception to this is _Ready.

**Steps to reproduce:**
Name a C# script a default node name, and write something to be callable in the script's _Input or _Process functions. Make another new scene with the node type, attach an empty script to it and run the scene.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[MonoBugTest.zip](https://github.com/godotengine/godot/files/5827912/MonoBugTest.zip)
Scene 1 contains all the scripts with the built-in class names, Scene 2 contains only empty scripts.
Repository: TypeScript
Issue: Support web-types output.
Labels: Suggestion,Awaiting More Feedback

# Suggestion
 
Provide an option to generate https://github.com/JetBrains/web-types.
May only jsx.
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## 🔍 Search Terms
types,web-types
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  🔎 Please search thoroughly before logging new feature requests as most common ideas already have a proposal in progress.
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  Replace the text below:
-->

List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily and help provide feedback.

## ✅ Viability Checklist

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   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
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   a proposal for ideas outside the scope of the project.
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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, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: electron
Issue: [Feature Request]: Add direction to notification module
Labels: enhancement :sparkles:

**Preflight Checklist**

* [x] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/master/CONTRIBUTING.md) for this project.
* [x] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/master/CODE_OF_CONDUCT.md) that this project adheres to.
* [x] I have searched the issue tracker for a feature request that matches the one I want to file, without success.


**Problem Description**

`Notification` module doesn't support `direction` according to https://developer.mozilla.org/en-US/docs/Web/API/Notification/dir

**Proposed Solution**

It's very important and good to have direction support in `Notification` module.

**Alternatives Considered**

Check this please https://developer.mozilla.org/en-US/docs/Web/API/Notification/dir

**Additional Information**

_No response_
Repository: pytorch
Issue: [PyTorch Mobile] NNAPI prototype installer no longer available
Labels: oncall: mobile

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->

## To Reproduce

On this [page](https://pytorch.org/tutorials/prototype/nnapi_mobilenetv2.html), 'pip install --upgrade --pre --find-links https://download.pytorch.org/whl/nightly/cpu/torch_nightly.html torch==1.8.0.dev20201106+cpu torchvision==0.9.0.dev20201107+cpu' the packages are no longer available. If I use 'torch==1.8.0.dev20201120 torchvision==0.9.0.dev20201120' to run the model preparation code, I got the following

```
Traceback (most recent call last):
  File "nnapi.py", line 101, in <module>
    make_mobilenetv2_nnapi(Path(os.environ["HOME"]) / "mobilenetv2-nnapi", quantize_mode)
  File "nnapi.py", line 67, in make_mobilenetv2_nnapi
    nnapi_model = torch.backends._nnapi.prepare.convert_model_to_nnapi(traced, input_tensor)
  File "/Users/wind/miniconda2/envs/experimental/lib/python3.7/site-packages/torch/backends/_nnapi/prepare.py", line 169, in convert_model_to_nnapi
    ser_model, used_weights, inp_mem_fmts, out_mem_fmts = serialize_model(model, inputs)
  File "/Users/wind/miniconda2/envs/experimental/lib/python3.7/site-packages/torch/backends/_nnapi/serializer.py", line 1363, in serialize_model
    return _NnapiSerializer(config).serialize_model(module, inputs)
  File "/Users/wind/miniconda2/envs/experimental/lib/python3.7/site-packages/torch/backends/_nnapi/serializer.py", line 520, in serialize_model
    self.add_node(node)
  File "/Users/wind/miniconda2/envs/experimental/lib/python3.7/site-packages/torch/backends/_nnapi/serializer.py", line 641, in add_node
    raise Exception("Unsupported node kind (%r) in node %r" % (node.kind(), node))
Exception: Unsupported node kind ('aten::size') in node %13 : int = aten::size(%input.88, %32) # /Users/wind/miniconda2/envs/experimental/lib/python3.7/site-packages/torchvision/models/mobilenet.py:185:0
<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->
```

## Expected behavior

<!-- A clear and concise description of what you expected to happen. -->

## Environment

Please copy and paste the output from our
[environment collection script](https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py)
(or fill out the checklist below manually).

You can get the script and run it with:
```
wget https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py
# For security purposes, please check the contents of collect_env.py before running it.
python collect_env.py
```

 - PyTorch Version (e.g., 1.0): 1.8.0.dev20201120
 - OS (e.g., Linux): Mac
 - How you installed PyTorch (`conda`, `pip`, source):
 - Build command you used (if compiling from source):
 - Python version:
 - CUDA/cuDNN version:
 - GPU models and configuration:
 - Any other relevant information:

## Additional context

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Repository: youtube-dl
Issue: Ability to normalise volume
Labels: request

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## Checklist

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## Description

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Ability to normalise volume on sites that provide this data (eg. YouTube), useful especially in playlists with music. When downloading a playlist currently, some songs are loud, and occasionally one will be quieter, needing you to turn up your volume, causing too high volume for following videos/songs.
Repository: vscode
Issue: Suggest to include the event source metadata for FillWillRenameEvent
Labels: feature-request,workspace-edit

When you rename a primary class name inside a Java file, this will trigger a refactoring to update both this class name and its file name with a workspace edit.
![image](https://user-images.githubusercontent.com/14052197/104886896-6e4dcb00-59a5-11eb-8312-192d453a340f.png)

But when the edit is being applied, it also triggers another FileWillRenameEvent to `workspace.onWillRenameFiles` listener so that the language server recomputes the rename refactoring by mistake. One suggestion is to include the event source metadata to the file event, and then the extension could decide whether to handle it based on the event source. 

```typescript
interface FileWillRenameEvent {
   ...
   eventSource: "applyEdit" | "user";
}
```
Repository: godot
Issue: Deleting .import folder files wipes tres file in the project of all resources and settings
Labels: bug,topic:editor,needs testing,topic:import

**Godot version:**
3.2.3


**OS/device including version:**
Linux


**Issue description:**
I closed Godot, deleted my .import folder so I could clean it up. On starting my game shortly after I noticed everything was broken. On checking my local repository I noticed that over half of my animated tres files associated with my tilemap has been reset:

![image](https://user-images.githubusercontent.com/12863685/104893377-42155880-596b-11eb-8032-1a1b89d2f0b0.png)

Nothing at all in my game touches my .tres files, they simply sitting there and added to the tilemap.

**Steps to reproduce:**
delete import folder, open project.

At the same time I did introduce a viewport and moved my tilemap into this so I guess this could have been partly to blame.
Repository: animate.css
Issue: Move from Travis CI to Github Actions
Labels: improvement,good first issue,WIP

Our CI settings are a bit outdated - they just `npm install` - we should move them to Github actions so the whole team can have full access to the whole process. It should run:
* `npm install`
* `npm start`
* `npm run docs`