sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Wrong conv2d output on GPU when kernel has many zeros
Labels: module: dependency bug,module: numerical-stability,module: cuda,module: convolution,triaged

## 🐛 Bug

When kernel has many zeros (e.g. in a masked conv), conv2d output is wrong on GPU.

## To Reproduce

Here's a test function, in which I convolve x

0 0 0 0 0
0 0 0 0 0
0 0 1 1 1
0 0 1 1 1 
0 0 1 1 1

with k

1 1 1 1 1
1 1 1 1 1
1 1 0 0 0
1 1 0 0 0
1 1 0 0 0

On CPU, the output is 0 (expected). On GPU, the output varies depending on channel count of x.

<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

```
import torch
def test(c): 
    x = torch.ones(1, c, 5, 5) 
    x[:,:,:2]=0 
    x[:,:,:,:2]=0 
    k = 1-x 
    print(torch.nn.functional.conv2d(x.cuda(), k.cuda())) 
    print(torch.nn.functional.conv2d(x.cpu(), k.cpu())) 

test(32)
tensor([[[[-1.9055e-05]]]], device='cuda:0')
tensor([[[[0.]]]])

test(320)                                                                       
tensor([[[[-0.1693]]]], device='cuda:0')
tensor([[[[0.]]]])

test(640)                                                                       
tensor([[[[5.0290]]]], device='cuda:0')
tensor([[[[0.]]]])

```

## Environment

PyTorch version: 1.4.0
Is debug build: No
CUDA used to build PyTorch: 10.0

OS: Ubuntu 18.04.1 LTS
GCC version: (Ubuntu 7.3.0-27ubuntu1~18.04) 7.3.0
CMake version: Could not collect

Python version: 3.6
Is CUDA available: Yes
CUDA runtime version: Could not collect
GPU models and configuration:
GPU 0: Tesla V100-SXM2-32GB
GPU 1: Tesla V100-SXM2-32GB
GPU 2: Tesla V100-SXM2-32GB
GPU 3: Tesla V100-SXM2-32GB
GPU 4: Tesla V100-SXM2-32GB
GPU 5: Tesla V100-SXM2-32GB
GPU 6: Tesla V100-SXM2-32GB
GPU 7: Tesla V100-SXM2-32GB

Nvidia driver version: 410.79
cuDNN version: Could not collect

Versions of relevant libraries:
[pip] numpy==1.18.1
[pip] torch==1.4.0
[pip] torchvision==0.5.0
[conda] blas                      1.0                         mkl
[conda] mkl                       2020.0                      166
[conda] mkl-service               2.3.0            py36he904b0f_0
[conda] mkl_fft                   1.0.15           py36ha843d7b_0
[conda] mkl_random                1.1.0            py36hd6b4f25_0
[conda] pytorch                   1.4.0           py3.6_cuda10.0.130_cudnn7.6.3_0    pytorch
[conda] torchvision               0.5.0                py36_cu100    pytorch

cc @ezyang @gchanan @zou3519 @ngimel
Repository: flutter
Issue: Flutter Embedders should be able to use Direct3D on Windows.
Labels: c: new feature,engine,dependency: skia,platform-windows,e: embedder,P3,team-engine,triaged-engine

Based on guidance from the Skia team in a recent sync, the Direct3D 12 backend may be ready to be experimented with. It was noted (though I did not find references) that the minimum version supported was 12 with an Angle based fallback recommended for versions less than 12. The backend may currently be enabled by setting the `skia_use_direct3d` GN flag.
Repository: node
Issue: Consider adding some scripting, etc. to make sure that the key used to sign a release is listed in README.md
Labels: security,release

To avoid an issue like the one mentioned in #32559. 

P.S. #32559 is about a specific key. This is one is about scripting, etc. to make sure this is avoided going forward.
Repository: pytorch
Issue: nn.LSTM gives nondeterministic results with dropout and multiple layers, OR cuDNN version mismatch
Labels: module: cudnn,module: cuda,triaged,module: determinism

## 🐛 Bug

I get nondeterministic results when I run a model containing an nn.LSTM with dropout > 0 on the GPU, even when all seeds are set and torch.backends.cudnn.deterministic = True, torch.backends.cudnn.benchmark = False. Note that this issue is a near duplicate of #18110.

## To Reproduce

I have a working example at https://gist.github.com/nimz/7da5db4031c523e61659c4afd443844d, that runs a single forward and backward pass of a simple model. It can be run with no arguments. If it is run multiple times, one can observe that the forward outputs are always the same, but some of the parameter gradients differ from run to run. This seems to only happen to the lstm.weight_ih_lX parameters.

## Expected behavior

I would expect the runs to be exactly the same when run back-to-back on the same machine, but they are not. (This is true whether or not I use CUDA_VISIBLE_DEVICES=0, if that is helpful.)

## Environment
PyTorch version: 1.4.0
Is debug build: No
CUDA used to build PyTorch: 10.1

OS: Ubuntu 18.04.3 LTS
GCC version: (Ubuntu 7.5.0-3ubuntu1~18.04) 7.5.0
CMake version: Could not collect

Python version: 3.7
Is CUDA available: Yes
CUDA runtime version: Could not collect
GPU models and configuration: 
GPU 0: Tesla V100-PCIE-16GB
GPU 1: Tesla V100-PCIE-16GB

Nvidia driver version: 430.26
cuDNN version: Could not collect [torch.backends.cudnn.version() outputs 7603]

Versions of relevant libraries:
[pip] numpy==1.18.2
[pip] torch==1.4.0
[pip] torchvision==0.5.0
[conda] torch                     1.4.0                    pypi_0    pypi
[conda] torchvision               0.5.0                    pypi_0    pypi

## Additional context

The issue https://github.com/pytorch/pytorch/issues/18110 suggests that nondeterminism should be fixed in cuDNN 7.6.1, but I have cuDNN 7.6.3 according to the output of torch.backends.cudnn.version(), and yet this issue still arises. I did run the user-posted example in #18110, and that script does seem to give me deterministic results. It is also possible that torch.backends.cudnn.version() is incorrect. I believe I may actually be using cuDNN version 7.6.2, since my cudnn.h file contains

```
#define CUDNN_MAJOR 7
#define CUDNN_MINOR 6
#define CUDNN_PATCHLEVEL 2
```
However, I do not know whether this is the version PyTorch is actually using. (Nevertheless, version 7.6.2 would still not explain the nondeterminism.)

cc @ngimel @csarofeen @ptrblck
Repository: kubernetes
Issue: curl -sSL https://xxxxxxx/kubernetes.repo -o /etc/yum.repos.d/ 
Labels: kind/feature,priority/important-longterm,sig/release,lifecycle/frozen

<!-- Please only use this template for submitting enhancement requests -->

**What would you like to be added**:
support:
```
curl -sSL https://xxxxxxx/kubernetes.repo -o /etc/yum.repos.d/ 
```
**Why is this needed**:
the offical repo content is too lang, and i don't want to copy and paste it everytime, and it so ugly write it to my shellscript, take too many line!!!
```
cat <<EOF > /etc/yum.repos.d/kubernetes.repo
[kubernetes]
name=Kubernetes
baseurl=https://packages.cloud.google.com/yum/repos/kubernetes-el7-x86_64
enabled=1
gpgcheck=1
repo_gpgcheck=1
gpgkey=https://packages.cloud.google.com/yum/doc/yum-key.gpg https://packages.cloud.google.com/yum/doc/rpm-package-key.gpg
EOF
```
Repository: flutter
Issue: Browser title does not update when navigating back from page
Labels: framework,f: routes,platform-web,has reproducible steps,customer: web10,P2,found in release: 3.7,found in release: 3.9,team-web,triaged-web

## Steps to Reproduce

1. Create example app as seen here and run it for the web: http://dartpad.dartlang.org/7894c397c7671d7d6a358dce11167bbe
2. Notice that the title on the browser is set correctly for the home page to 'Home Page'
3. Navigate to the test page and see that the title changes to 'Test Page'
3. Go back to the home page and the title does not update to 'Home Page' again, it remains 'Test Page'



<details>
  <summary>Logs</summary>


```
[✓] Flutter (Channel master, v1.16.3-pre.56, on Mac OS X 10.15.4 19E266, locale en-DE)
    • Flutter version 1.16.3-pre.56 at /Users/perc/development/flutter
    • Framework revision 8857c4cec8 (4 days ago), 2020-03-25 21:21:01 -0400
    • Engine revision b235233e9d
    • Dart version 2.8.0 (build 2.8.0-dev.17.0 2323087237)

[✓] Android toolchain - develop for Android devices (Android SDK version 29.0.2)
    • Android SDK at /Users/perc/Library/Android/sdk
    • Android NDK location not configured (optional; useful for native profiling support)
    • Platform android-stable, build-tools 29.0.2
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_212-release-1586-b4-5784211)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 11.3.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 11.3.1, Build version 11C505
    • CocoaPods version 1.8.4

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[!] Android Studio
    • Android Studio at /Applications/Android Studio with Blaze.app/Contents
    ✗ Flutter plugin not installed; this adds Flutter specific functionality.
    ✗ Dart plugin not installed; this adds Dart specific functionality.
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6222593)

[✓] Android Studio (version 3.6)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin version 44.0.2
    • Dart plugin version 192.7761
    • Java version OpenJDK Runtime Environment (build 1.8.0_212-release-1586-b4-5784211)

[!] VS Code (version 1.43.0)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    ✗ Flutter extension not installed; install from
      https://marketplace.visualstudio.com/items?itemName=Dart-Code.flutter

[✓] Connected device (4 available)
    • iPhone 11 Pro Max • 81158E5C-C27D-49D1-9FD9-55EE1011FEBF • ios            • com.apple.CoreSimulator.SimRuntime.iOS-13-3 (simulator)
    • macOS             • macOS                                • darwin-x64     • Mac OS X 10.15.4 19E266
    • Chrome            • chrome                               • web-javascript • Google Chrome 80.0.3987.149
    • Web Server        • web-server                           • web-javascript • Flutter Tools
```

</details>
Repository: pytorch
Issue: [discussion] Generic solutions for too-small-epsilon in FP16 training
Labels: module: docs,module: autograd,triaged,enhancement,module: half

Motivating PR: https://github.com/pytorch/pytorch/pull/33596

@albanD @ezyang Should we have a separate docs page (at least) about fp16 quirks, given that new built-in autocast support has been merged? Another related issue: https://github.com/pytorch/pytorch/pull/35594

It would also be nice to discuss some global hooks that can replace inf/nan in output/grad by zero, especially when a third-party library is used under the hood that doesn't allow to swap epsilons easily (or some epsilon factory, but that's more complicated).
Two related issues: https://github.com/pytorch/pytorch/issues/31829 https://github.com/pytorch/pytorch/issues/31557

cc @ezyang @SsnL @albanD @zou3519 @gqchen
Repository: react
Issue: Bug: SuspenseList revealOrder="backwards"  is not consistent without tail props
Labels: Type: Needs Investigation,Component: Suspense

<!--
  Please provide a clear and concise description of what the bug is. Include
  screenshots if needed. Please test using the latest version of the relevant
  React packages to make sure your issue has not already been fixed.
-->

React version: 0.0.0-experimental-aae83a4b9

## Steps To Reproduce

1. If `<SuspenseList revealOrder="backwards">` is expected to show last component to load first if it loads early but it waits for the top components. If `tail` prop is set it works fine. 
2. if `<SuspenseList revealOrder="backwards" tail="collapsed">` is given everything works as expected

<!--
  Your bug will get fixed much faster if we can run your code and it doesn't
  have dependencies other than React. Issues without reproduction steps or
  code examples may be immediately closed as not actionable.
-->
```
<SuspenseList revealOrder="backwards">
      <ProfileDetails resource={resource} />
      <ErrorBoundary fallback={null}>
        <Suspense fallback={<h2>Loading posts...</h2>}>
          <ProfileTimeline resource={resource} />
        </Suspense>
      </ErrorBoundary>
      <Suspense fallback={<h2>Loading fun facts...</h2>}>
        <ProfileTrivia resource={resource} />
      </Suspense>
 </SuspenseList>
```

works fine when added tail
```
<SuspenseList revealOrder="backwards" tail="hidden">
      <ProfileDetails resource={resource} />
      <ErrorBoundary fallback={null}>
        <Suspense fallback={<h2>Loading posts...</h2>}>
          <ProfileTimeline resource={resource} />
        </Suspense>
      </ErrorBoundary>
      <Suspense fallback={<h2>Loading fun facts...</h2>}>
        <ProfileTrivia resource={resource} />
      </Suspense>
 </SuspenseList>
```
Link to code example: [https://codesandbox.io/s/bug-suspenselist-revealordertogether-and-error-boundaries-18429-1oky8](https://codesandbox.io/s/bug-suspenselist-revealordertogether-and-error-boundaries-18429-1oky8)

<!--
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  repository on GitHub, or provide a minimal code example that reproduces the
  problem. You may provide a screenshot of the application if you think it is
  relevant to your bug report. Here are some tips for providing a minimal
  example: https://stackoverflow.com/help/mcve.
-->

## The current behavior
`<SuspenseList revealOrder="backwards">` waits for the top elements to load unless tail props is set.

## The expected behavior
 It is expected to work backwards order is last component is loaded in suspense without tail prop being set or not.
Repository: godot
Issue: KinematicBody2D pushes RigidBody2D through the ground when standing on them
Labels: bug,confirmed,topic:physics

**Godot version:**
Im using Godot 3.2

**OS/device including version:**
Windows 10 Home, using Ryzen 5 3600x 16 gb Ram GTX 1050.

**Issue description:**
The Rigid Body 2D works fine like in this example -> https://imgur.com/a/vLhaJiy
when there are a few of them interacting. If i throw a bunch more of boxes like here
 ->https://imgur.com/a/ReZ5Oxb
that happens. Is not solid enough even to the player to stand on. Is there a fix? Because that feels like a piece of paper intead of a solid box.

**Steps to reproduce:**
Add 20+ RigidBody2D coliding each others or make a kinematic body 2d try to stand on.
Mass isnt important, doenst change anything.

**Minimal reproduction project:**
https://up2sha.re/file?f=IJ489K
https://mega.nz/#!RqxQWKLL!vNu4gZPu725KbHL5eBPPc09mLzMGLzOk1ZpoAN9ylXU

If you have time, i recommend you to see the project, otherwise it will be difficult to understand.
Repository: rust
Issue: Functional record update: private fields should not throw errors if not explicitly used in literals
Labels: T-lang,C-feature-request

I tried this code:

```rust
mod module {
    #[derive(Default)]
    pub struct S {
        pub public_field: u32,
        _private_field: u32,
    }
}

use module::S;

pub fn f() -> S {
    S {
        public_field: 42,
        ..S::default()
    }
}
```

I expected to see this happen: code compiles successfully.

Instead, this happened: rustc throws an error
```
error[E0451]: field `_private_field` of struct `module::S` is private

  --> <source>:14:11

   |

14 |         ..S::default()

   |           ^^^^^^^^^^^^ field `_private_field` is private
```

As a user, I field this confusing, because I'm not trying to access or set the private field explicitly anywhere in the literal.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

Applies to all known rustc versions.

I understand why this happens in principle, if the literal is desugared literally (no pun intended) to:

```rust
let s_rest = S::default();
let s = S {
  public_field: 42,
  _private_field: s_rest.private_field,
};
```

However, it seems that this code could be equally expanded to:

```rust
let mut s = S::default();
s.public_field = 42;
let s = s;
```

This way an immutable literal could be used with many more kinds of structures without users manually resorting to the temporarily-mutable variable as in the 2nd example.

Do I miss some other difference between the two that would break some existing usecases if the implementation is changed?
Repository: TypeScript
Issue: Asynchronous type guards and assertion signatures
Labels: Suggestion,In Discussion

## Search Terms

async, asynchronous, promise, type guards, assertion signatures, asserts

## Suggestion

TypeScript currently supports user-defined type guards and assertion signatures.
```typescript
function isCustomType(value: unknown): value is CustomType {
    // ...
}

function assertIsCustomType(value: unknown): asserts value is CustomType {
    // ...
}
```
I think it would be great if we could also define custom **asynchronous** type guards and assertions.
```typescript
async function isCustomType(value: unknown): Promise<value is CustomType> {
    // ...
}

async function assertIsCustomType(value: unknown): Promise<asserts value is CustomType> {
    // ...
}
```
## Use Cases

This feature would allow to check types and validate data asnychonously. Please look at the examples below.

## Examples

Imagine the code like this:
```typescript
interface User {
    name: string;
}

type Valid<T> = T & {
    readonly $valid: unique symbol;
}

async function createUser(user: User): Promise<void> {
    validateUser(user);
    await saveValidUserToDatabase(user);
}

function validateUser(user: User): asserts user is Valid<User> {
    if (user.name.length < 5) {
        throw new Error('User name must be at least 5 characters long');
    }
}

async function saveValidUserToDatabase(user: Valid<User>): Promise<void> {
    // ...
}
```

But sometimes, validation is done asynchronously, e.g. on server-side. Currently, you can achieve it this way:
```typescript
async function createUser(user: User): Promise<void> {
    await validateUser(user);
    await saveValidUserToDatabase(user as Valid<User>);
}

async function validateUser(user: User): Promise<void> {
    // ...
}
```
But if TypeScript supported asynchronous assertions, you could skip `as Valid<User>` type assertion and let the TS do the job:
```typescript
async function createUser(user: User): Promise<void> {
    await validateUser(user);
    await saveValidUserToDatabase(user);
}

async function validateUser(user: User): Promise<asserts user is Valid<User>> {
    // ...
}
```
Exactly the same issue could be presented for user-defined type guards.

## Checklist

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, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: pytorch
Issue: allgather_coalesced for tensors of different types seems to be broken
Labels: oncall: distributed,triaged

## 🐛 Bug

allgather_coalesced only ensures that type of ith input and ith output tensors match, but implementation seems to assume that all tensors are of the same type. We should either make checking more strict or implementation more general.



cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @xush6528 @osalpekar
Repository: youtube-dl
Issue: VTV.vn support request
Labels: site-support-request

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

-->


## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2020.03.24. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
- Search the bugtracker for similar site support requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2020.03.24**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video: https://vtv.vn/video/thoi-su-17h-vtv1-30-3-2020-430204.htm
- Live-stream and playlist: https://vtv.vn/truyen-hinh-truc-tuyen/vtv1.htm


## Description

<!--
Provide any additional information.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
-->
VTV is the national TV broadcaster of Vietnam.
Videos and live-streams for vtv.vn are found here:

https://vtv.vn/truyen-hinh-truc-tuyen/vtv1.htm
https://vtv.vn/truyen-hinh-truc-tuyen/vtv2.htm
https://vtv.vn/truyen-hinh-truc-tuyen/vtv3.htm
https://vtv.vn/truyen-hinh-truc-tuyen/vtv4.htm
https://vtv.vn/truyen-hinh-truc-tuyen/vtv5.htm
https://vtv.vn/truyen-hinh-truc-tuyen/vtv6.htm
https://vtv.vn/truyen-hinh-truc-tuyen/vtv7.htm
https://vtv.vn/truyen-hinh-truc-tuyen/vtv8.htm
https://vtv.vn/truyen-hinh-truc-tuyen/vtv9.htm

Each page represents a TV channel (VTV1, VTV2...), has a live-stream player (default when the page is opened) and also a tool to navigate already broadcast videos.
Repository: godot
Issue: AnimationTree is too easy to break
Labels: bug,topic:editor

**Godot version:**
3.2.1
**OS/device including version:**
OSX 10.14.6
**Issue description:**
Switching a tscn with an AnimationPlayer using the same animations renders the AnimationTree unable to work in game, but it works in the editor.
**Steps to reproduce:**
Create a scene
Import or link a scene with an AnimationPlayer
Create and setup an AnimationTree with an AnimationNodeBlendTree
Delete or swap the scene with the linked AnimationPlayer (you can even reuse the same scene as before)
Reactivate the AnimationTree
You will notice that everything works just fine in the editor, if you launch the game it will start with the default animation (so the tree is valid and working) but setting a different parameter will not work. The parameters are correctly set and they return the correct value but it just doesn't play.
**Minimal reproduction project:**