sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: `#![windows_subsystem = "windows"]` hides cargo test output
Labels: O-windows,T-libs-api,A-libtest,C-bug

**Problem**
Calling `cargo test` on a project that has the `#![windows_subsystem = "windows"]` global attribute does not show the expected human-readable output.

Instead of showing
```
> cargo test
   Compiling no_output v0.1.0 (C:\Programming\no_output)
    Finished dev [unoptimized + debuginfo] target(s) in 0.71s
     Running target\debug\deps\no_output-c8b57bda8502ba55.exe

running 1 test
test tests::test_panic ... FAILED

failures:

---- tests::test_panic stdout ----
thread 'tests::test_panic' panicked at 'This tape has just self-destructed!', src\main.rs:9:9
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace.


failures:
    tests::test_panic

test result: FAILED. 0 passed; 1 failed; 0 ignored; 0 measured; 0 filtered out

error: test failed, to rerun pass '--bin no_output'
```
it shows
```
> cargo test
   Compiling no_output v0.1.0 (C:\Programming\no_output)
    Finished dev [unoptimized + debuginfo] target(s) in 1.40s
     Running target\debug\deps\no_output-c8b57bda8502ba55.exe
error: test failed, to rerun pass '--bin no_output'
```
which not quite as informative as the former message (it does not tell which tests failed).

**Steps**
This requires a Windows computer.
1. Create a new project with `cargo new`.
2. Copy-paste the following into your `main.rs` file:
```
#![windows_subsystem = "windows"]

fn main() {
    println!("Hello, world!");
}

#[cfg(test)]
mod tests {
    #[test]
    fn test_panic() {
        panic!("This tape has just self-destructed!");
    }
}
```
3. call `cargo test` on your project.

**Possible Solution(s)**
My guess is that this is due to executables targeting the Windows subsystem having no console and standard output initialized by default on Windows. Therefore, 2 possible solutions come to my mind:
- forcing `cargo test`-compiled executables to target the console subsystem when compiled for Windows;
- or having cargo explicitly initialize the console in the test framework automatically included in test executables: AFAIK this can be achieved by calling the [`AllocConsole()` function](https://docs.microsoft.com/en-us/windows/console/allocconsole) provided by the Windows API.

**Notes**

Output of `cargo version`: this happens on pretty much any cargo version.
Tested on `cargo 1.39.0 (1c6ec66d5 2019-09-30)` and `cargo 1.41.0-nightly (626f0f40e 2019-12-03)`.

Apologies if this has already been reported. I was unable to find a similar issue in the repository 😅
Repository: rust
Issue: [cg_ssa] TerminatorCodegenHelper::do_call assumes that destination doesnt have more than one predecessor
Labels: A-codegen,T-compiler,C-bug,A-cranelift

https://github.com/rust-lang/rust/blob/4abb0ad2731e9ac6fd5d64d4cf15b7c82e4b5a81/src/librustc_codegen_ssa/mir/block.rs#L127-L131

It appends the ret value storage code directly to the destination bb. This means that if two calls have the same destination, the destination bb will contain the ret value storage code for both calls.
Repository: godot
Issue: Reparenting node in Area.body_entered causes crash
Labels: bug,topic:core,confirmed,topic:physics,crash

**Godot version:**

```
3.1.2.stable.custom_build
```

**OS/device including version:**

```
Linux 5.4.2-arch1-1 x86_64 GNU/Linux
```

**Issue description:**

If you reparent a `Node` while handling the `Area.body_entered` signal, godot crashes.
My use case was an object that can "grab" another object like a magnet.

**Steps to reproduce:**

1. Create an `Area` with this script:

```
extends Area

func _ready():
	connect("body_entered", self, "on_body_entered")

func on_body_entered(body: Node):
	body.get_parent().remove_child(body)
	add_child(body)
```

2. Move a `KinematicBody` into the area

```
Running: /usr/bin/godot --path /tmp/example --remote-debug 127.0.0.1:6007 --allow_focus_steal_pid 71021 --debug-collisions --position 448,240 res://Spatial.tscn
Godot Engine v3.1.2.stable.custom_build - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce GTX 970/PCIe/SSE2
ERROR: build: Condition ' O == __null ' is true. Continuing..:
   At: core/math/quick_hull.cpp:402.
ERROR: build: Condition ' O == __null ' is true. Continuing..:
   At: core/math/quick_hull.cpp:402.
ERROR: build: Condition ' O == __null ' is true. Continuing..:
   At: core/math/quick_hull.cpp:402.
ERROR: build: Condition ' O == __null ' is true. Continuing..:
   At: core/math/quick_hull.cpp:402.
ERROR: get_tree: Condition ' !data.tree ' is true. returned: __null
   At: scene/main/node.h:263.
handle_crash: Program crashed with signal 11
```

I can try to repro with debug bits if desired.

**Minimal reproduction project:**
[example.zip](https://github.com/godotengine/godot/files/3937028/example.zip)
Repository: rust
Issue: format!() ignores width when displaying enums
Labels: C-enhancement,A-docs

Similar to the issue reported in #55584 (and #55749), the [width](https://doc.rust-lang.org/std/fmt/#width) parameter is ignored when displaying enums, e.g. this fails:

```
assert_eq!(&format!("{:10}", Enum::FOO), "foo       ");
```

[**Playground Example**](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=490658bb2407ea934e7e0ff1ebf53742)

Notice this is with `Display`, not `Debug`. There's some question in the linked issues what the desired behavior for `Debug` is, but I think it's a bug that `Display` formatting would not respect width (and precision).

I'd be willing to take a crack at fixing this if I could get some code pointers.
Repository: godot
Issue: Light2D mask is ignored on shader with render_mode enabled (like blend_add)
Labels: bug,topic:rendering,confirmed,topic:2d

**Godot version:**
v3.2.beta.custom_build.8eb183aeb

**OS/device including version:**
Windows 10

**Issue description:**
I do not know if this is a bug or correct behavior, but for me it was unexpected and undesired so I have created this ticket.
When shader use **render_mode blend_add** (or some other) then Light2D mask is not working for it.

This is what I want (render_mode is not set, light mask is a circle)
![Screenshot_35](https://user-images.githubusercontent.com/11059246/70394850-38e05b00-19f9-11ea-9cb2-59a1b6eb8311.png)

But when I enable render mode to (for example) blend_add then mask is ignored
![Screenshot_36](https://user-images.githubusercontent.com/11059246/70394859-53b2cf80-19f9-11ea-8dfb-39b8c2ddc078.png)


**Minimal reproduction project:**
[Light2DShaderBug.zip](https://github.com/godotengine/godot/files/3937048/Light2DShaderBug.zip)
Repository: vscode
Issue: Support local paths in hover MarkdownString
Labels: feature-request,upstream,api,markdown

Currently paths to images / links used in hover docs must be absolute, otherwise they will not work. Consider a file main.ts:
```typescript
/**
 * [link](main.ts)
 */
function main() {
}
```

If you hover over main and click the link, it will attempt to open /main.ts file, which does not exist.
I think it would be sensible if the behavior was exactly the same as with markdown preview.
Example of file main.md:
```markdown
[link](main.ts)
```
Here, clicking the link would properly open the main.ts file, assuming that it's in the same directory.

Here is a project with these two files:
[project.zip](https://github.com/microsoft/vscode/files/3937151/project.zip)
Repository: pytorch
Issue: Wrong initialization with kaiming_uniform_
Labels: module: nn,triaged

## 🐛 Bug
Standard deviation of the uniform distribution is (b-a)/(12)^0.5 where a and b are the bounds of the distribution. In the torch.nn.init.kaiming_uniform_ :

```
fan = _calculate_correct_fan(tensor, mode)
gain = calculate_gain(nonlinearity, a)
std = gain / math.sqrt(fan)
bound = math.sqrt(3.0) * std

```
Scaling elements by constant will scale variance by its square. This is the case with kaiming_normal_. But in uniform distribution, code is directly affecting the bounds and standard deviation is directly affected by the bounds. It should be like:

```
fan = _calculate_correct_fan(tensor, mode)
gain = calculate_gain(nonlinearity, a)
std = ( (gain)**2 ) / math.sqrt(fan)
bound = math.sqrt(3.0) * std

```
( In uniform distribution variance will be scaled by 1/4 after Relu so you can also double check using that information)

## Environment

PyTorch version: 1.3.0
CUDA used to build PyTorch: 10.1

Python version: 3.7

Versions of relevant libraries:
[pip3] numpy==1.17.3
[pip3] torch==1.3.0
[pip3] torchvision==0.4.1
Repository: electron
Issue: Refresh in-app-purchase App Store receipt for Mac
Labels: enhancement :sparkles:

### Preflight Checklist
<!-- Please ensure you've completed the following steps by replacing [ ] with [x]-->

* [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
<!-- Is your feature request related to a problem? Please add a clear and concise description of what the problem is. -->
Some users reported that they have purchased in app products but it's not reflected in the app. It happens in my app and several others as in this tickets #14945. The in-app receipt is not updated after user purchased the product.

### Proposed Solution
It would be helpful to have a way to refresh the in-app receipt using `SKReceiptRefreshRequest`.

### Alternatives Considered
<!-- A clear and concise description of any alternative solutions or features you've considered. -->
If user purchases the product again, it works. I also checked with Apple and they said that "if the user deletes the app, and re-installs it from the App Store, the new appStoreReceipt should include the recent transaction". However these solutions are quite bad from user perspective. Having a way to refresh the receipt would make it a lot more reliable to implement in-app purchase.

### Additional Information
<!-- Add any other context about the problem here. -->
Repository: godot
Issue: Dialog text is not copyable
Labels: enhancement,discussion,topic:gui

Godot: 3.1.1

The text in certain dialogs can not be selected and copied.

For example on an error dialog popup, the text is not selectable or copyable, which is the standard expected behaviour.

Another example would be the about popup dialog where the version number is not copyable.
Repository: pytorch
Issue: false CHECK FAILED at ../aten/src/ATen/core/function_schema_inl.h
Labels: module: internals,triaged

## ❓ Questions and Help
I've converted custom pytorch model. it raises error when i'm trying to deploy on android.
with no backtrace.
i wanna know what causing this error.

here is the full error:

at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1589)
        at android.os.Handler.dispatchMessage(Handler.java:106)
        at android.os.Looper.loop(Looper.java:164)
        at android.app.ActivityThread.main(ActivityThread.java:6494)
        at java.lang.reflect.Method.invoke(Native Method)
        at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:440)
        at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:807)
     Caused by: com.facebook.jni.CppException: false CHECK FAILED at ../aten/src/ATen/core/function_schema_inl.h (checkArg at ../aten/src/ATen/core/function_schema_inl.h:194)
    (no backtrace available)
        at org.pytorch.Module$NativePeer.runMethod(Native Method)
        at org.pytorch.Module$NativePeer.access$100(Module.java:60)
        at org.pytorch.Module.runMethod(Module.java:46)
        at org.pytorch.helloworld.MainActivity.onCreate(MainActivity.java:67)
Repository: godot
Issue: VisibilityEnabler2D does not work on instanced scenes
Labels: discussion,topic:core

**Godot version:** 2.1.6 (happens on 3.1 as well)

**OS/device including version:** Windows 10, 64-bit

**Issue description:** `VisibilityEnabler2D` does not work on instanced scenes

**Steps to reproduce:**

 - Run example
 - Move away from the other 2 characters (WASD), to trigger `VisibilityEnabler2D`
 - Go to `Debugger` -> `Live Scene Tree`.
 - Find `player1` -> `character_container`, and click `AnimationPlayer` or `Particles2D`. They are still active.

**Minimal reproduction project:**
[visibilityenabler2dbug.zip](https://github.com/godotengine/godot/files/3938172/visibilityenabler2dbug.zip)
Repository: rust
Issue: Bootstrap should be able to learn target information from Rustc target database
Labels: C-enhancement,T-bootstrap

There is lots of behavior in bootstrap that just does string matching on the target name to partially alter its behavior. A lot of the time, this information could've been determined by looking at a particular target option (from `rustc --print=target-spec-json`).
Repository: kubernetes
Issue: Record 401 Unauthorized in the request counter metrics
Labels: priority/backlog,sig/api-machinery,kind/feature,sig/instrumentation,lifecycle/frozen

<!-- Please only use this template for submitting enhancement requests -->
/sig api-machinery
/sig instrumentation
/kind feature

@kubernetes/sig-api-machinery-misc @logicalhan 

**What would you like to be added**:

currently authn is working as a filter handler which is executed before the individual implementation of the resource APIs. however, the `apiserver_request_total` metric is recorded after the execution of those filter handlers. that makes us never recoding any of the `401 Unauthorized` bits.

consider promote such commonly-used metrics as `apiserver_request_total` to be a dedicated filter handler and make it works before the authn filter so we can observe the occurrence of those 401 requests. the pros and cons of recording `401` i can think of is:


__pros__:

- reminds cluster admin of certification expiration
- reminds cluster admin of potential improper external signer setups

__cons__:

- 401 requests can be sent by spammy "unfriendly" client, recording them can be overwhelming the normal requests.
- recording latencies (and other dimension of the requests) can be useless and also costing unnecessary performance loss at the apiserver.
- these authenticated requests can be considered "out-of-scope" of the apiserver in some sense
Repository: create-react-app
Issue: react-scripts start should support CI=true, watchAll=false etc.
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

<!--
  Provide a clear and concise description of what the problem is.
  For example, "I'm always frustrated when..."
-->

I'm running `react-scripts start` in a CI environment in order to run cypress end-to-end tests. As the project has grown this has started hitting the `inotify.max_user_instances` kernel limit which cannot be configured from within a container, this is reported as:

```
events.js:183
      throw er; // Unhandled 'error' event
      ^

Error: watch /path/to/somewhere ENOSPC
    at FSWatcher.start (fs.js:1382:19)
    at Object.fs.watch (fs.js:1408:11)
    at createFsWatchInstance (/path/to/somewhere
```

### Describe the solution you'd like

<!--
  Provide a clear and concise description of what you want to happen.
-->

`react-scripts start` should support flags already used with `react-scripts test` that turn off webpack's file watching, these include env var `CI` and commandline flags `--watchAll=false`

### Describe alternatives you've considered

<!--
  Let us know about other solutions you've tried or researched.
-->

I could use my production express server or something else to serve these files, but these aren't dependencies of the app whereas it's already using webpack-dev-server with configurable watch options.
Repository: react
Issue: DevTools: Provide full file path for React Native component stacks
Labels: Component: Developer Tools,Partner

## Overview

In React Native, we're working on a new RedBox experience for errors and warnings called LogBox. In LogBox, we separate out component stack traces and show them similar to call stacks.

We'd like to be able to tap on these components and open them (like we can with call stacks).

## Solutions
In React we have the full file path context, but when we build the component stack trace, we strip the full path so that it displays only the file name.

There are two options to achieve this:
- For React Native, don't strip the full path [here](https://github.com/facebook/react/blob/b438699d3620bff236282b049204e1221b3689e9/packages/react-devtools-shared/src/backend/describeComponentFrame.js#L25). This will result in longer component stack messages with every frame having the full path.
- Keep the message the same, and instead add structured component stack frame info including the full file path.
Repository: flutter
Issue:  main.dart.js is too large
Labels: c: performance,a: size,platform-web,perf: app size,found in release: 1.17,P3,team-web,triaged-web


flutter build web packaged files are large。
main.dart.js is loading, the entire webpage is blank。
How to do distributed loading，
How to load a web page like。
Repository: pytorch
Issue: How can I add masks to parameters
Labels: module: nn,triaged

Hi,

Can I use hook to add a parameter masking function to Conv2d. Specifically, I’d like to add a binary mask buffer to each Conv2d module, during each training step, I need to update the mask buffer and then use it to mask the weight.

Or, is there any method to add masks and apply the masks to Conv2d in a given model.

Thanks!
Repository: flutter
Issue: StyleComponents to CSS-like
Labels: framework,c: proposal,P3,team-framework,triaged-framework

Every Widget with style components contains other Widgets that do the designs.
Would it not better when Style is coded like CSS? It would not create new Objects, the Widget-Tree would be much smaller, the performance would gain and the app-sizes would smaller.

For Example (copied from Flutter documentation):
```dart
Text(
  'Hello, $_name! How are you?',
  textAlign: TextAlign.center,
  overflow: TextOverflow.ellipsis,
  style: TextStyle(fontWeight: FontWeight.bold),
)
```

You see the Tree would get a Text Widget that has a TextStyle children.

Would not it be better to integrate the Style methods as properties directly in the text? Like:
```dart
Text(
  'Hello, $_name! How are you?',
  textAlign: TextAlign.center,
  overflow: TextOverflow.ellipsis,
  style: [
    fontWeight: bold,
    fontSize: 42px,
  ]
)
```

and so on...
Correct me if I'm wrong, but each property creates a new object that needs to be processed in the tree, which also has its own headers and other content.
Repository: pytorch
Issue: JIT breaks with postponed annotations
Labels: oncall: jit,triaged

Targetting the correct issue this time, sorry for the noise

## 🐛 Bug

As per [PEP 563 (Postponed Evaluation of Annotations)](https://www.python.org/dev/peps/pep-0563), typing annotations are not automatically evaluated as definition time starting with python 3.7 when using `from __future__ import annotations`.

The solution is to avoid using `__annotations__`  directly in [`jit._recursive.infer_concrete_type_builder()`](https://github.com/pytorch/pytorch/blob/master/torch/jit/_recursive.py#L74) but to call [`typing.get_type_hints()`](https://docs.python.org/3.7/library/typing.html#typing.get_type_hints`) instead, which is available since Python 3.7 and has the nice benefit that type hints that were given as strings (which is possible even without the `__future__` call will also be correctly evaluated. Should I make a PR?

## Testcase

```python
from __future__ import annotations
from typing_extensions import Final
import torch
import torch.jit

class ModuleWithFinal(torch.nn.Module):
    const: Final[int]
    def __init__(self, const):
        super().__init__()
        self.const = const
        
mod = ModuleWithFinal(0)
torch.jit.script(mod)
```

This fails with traceback

```text
  File "testcase.py", line 14, in <module>
    torch.jit.script(mod)
  File "torch/jit/__init__.py", line 1256, in script
    return torch.jit._recursive.recursive_script(obj)
  File "torch/jit/_recursive.py", line 534, in recursive_script
    return create_script_module(nn_module, infer_methods_to_compile(nn_module))
  File "torch/jit/_recursive.py", line 293, in create_script_module
    concrete_type = concrete_type_store.get_or_create_concrete_type(nn_module)
  File "torch/jit/_recursive.py", line 236, in get_or_create_concrete_type
    concrete_type_builder = infer_concrete_type_builder(nn_module)
  File "torch/jit/_recursive.py", line 131, in infer_concrete_type_builder
    if torch._jit_internal.is_final(ann):
  File "torch/_jit_internal.py", line 645, in is_final
    return ann.__module__ == 'typing_extensions' and \
AttributeError: 'str' object has no attribute '__module__'
```

cc @suo
Repository: flutter
Issue: CupertinoPageRoute should support _kBackGestureWidth customization
Labels: c: new feature,framework,f: cupertino,c: proposal,P3,team-design,triaged-design

CupertinoPageRoute should support _kBackGestureWidth customization

## Use case

Our project manager told us we should expand  back gesture area  for IOS. but i found that CupertinoPageRoute already has a const named _kBackGestureWidth.it worked after modify this.
but i cannot just modify when i using CupertinoPageRoute builder.

i just copied this file and modified it. 

could you please make it support for customization? thanks

## Proposal

I think many users need this.
Repository: flutter
Issue: Style action label on SnackBar
Labels: c: new feature,framework,f: material design,a: typography,P3,has partial patch,team-design,triaged-design

<!-- Thank you for using Flutter!

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## Use case

The designers on my team want a consistent font family for all text within the app.
There is a need to display a SnackBar with an action. Currently, the action label cannot be styled.

## Proposal

I should be able to pass a TextStyle to the SnackBarAction to specify what I want that text to look like.
Repository: opencv
Issue: When creating VisualStudio project with AVX512 baseline, AVX2 seems to override the AVX512 option
Labels: category: build/install,incomplete,platform: win32

I'm trying to compile OpenCV with AVX512_SKX baseline with VisualStudio 2019 generator.

After generating the project and inspecting the build options, I notice that under

    ConfigurationProperties > C/C++ > Code Generation > Enable Enhanced Instruction Set

    /arch:AVX2 is set

and under

     ConfigurationProperties > C/C++ > All Options > Additional Options

    /arch:AVX512

the first option seems to override the second one however, since when looking at

    ConfigurationProperties > C/C++ > Code Generation > Command Line

only /arch:AVX2 makes it into the command line