sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: Automated Mixed Precision not documented to work with nn.DataParallel
Labels: triaged,module: data parallel

## 📚 Documentation

The documentation is here: https://pytorch.org/docs/stable/notes/amp_examples.html#dataparallel-in-a-single-process
and here: https://github.com/pytorch/pytorch/blob/master/docs/source/notes/amp_examples.rst#dataparallel-in-a-single-process

This is the statement in question: 
> torch.nn.DataParallel spawns threads to run the forward pass on each device. The autocast state is thread local, so the following will not work:

This pull request updated `parallel_apply` so that `nn.DataParallel` will work with `autocast`. https://github.com/pytorch/pytorch/pull/43102
Repository: flutter
Issue: Consider adding vulnerability scanning for the engine and plugins repos
Labels: team,engine,package,from: sanitizer,P3,team-engine,triaged-engine

GitHub supports vulnerability scanning (https://github.blog/2020-09-30-code-scanning-is-now-available/) for C++ and Java. The setup is non-trivial given our build system, but it would be interesting to add such vulnerability scanning to our CI.
Repository: pytorch
Issue: [FX] Static specialization of callsites (e.g. chunk)
Labels: triaged,module: fx

```
import torch
import torch.fx

def foo(x):
    chunked = torch.chunk(x, 3)
    return torch.cat(chunked)

traced = torch.fx.symbolic_trace(foo)
print(traced.graph)
```

Does not work, because `chunk` returns a list of tensors, but we represent it as a `Proxy` in FX. If the user can certify that the chunk callsite is indeed static, we could emit `getitem` calls and make each of the contained values available. Also DCE ones that aren't used. Equivalent PT code (we would define syntactic sugar for this):

```
import torch
import torch.fx

def foo(x):
    chunked = torch.chunk(x, 3)
    return torch.cat(tuple(chunked[i] for i in range(3)))

traced = torch.fx.symbolic_trace(foo)
print(traced.graph)
```

```
graph(x):
    %chunk_1 : [#users=3] = call_function[target=<built-in method chunk of type object at 0x7ff657e0a7a0>](args = (%x, 3), kwargs = {})
    %getitem : [#users=1] = call_function[target=<built-in function getitem>](args = (%chunk_1, 0), kwargs = {})
    %getitem_1 : [#users=1] = call_function[target=<built-in function getitem>](args = (%chunk_1, 1), kwargs = {})
    %getitem_2 : [#users=1] = call_function[target=<built-in function getitem>](args = (%chunk_1, 2), kwargs = {})
    %cat_1 : [#users=1] = call_function[target=<built-in method cat of type object at 0x7ff657e0a7a0>](args = ((%getitem, %getitem_1, %getitem_2),), kwargs = {})
    return cat_1
```

cc @ezyang
Repository: pytorch
Issue: GRU and LSTM fail for seq_len = 0
Labels: module: rnn,triaged

## 🐛 Bug

[GRU](https://pytorch.org/docs/stable/generated/torch.nn.GRU.html) and [LSTM](https://pytorch.org/docs/stable/generated/torch.nn.LSTM.html) raise a RuntimeError for inputs of `seq_len` 0.

## To Reproduce

Example:

```python3
import torch

input_size = 5
hidden_size = 6
rnn = torch.nn.GRU(input_size, hidden_size)

for seq_len in reversed(range(4)):
    output, h_n = rnn(torch.zeros(seq_len, 10, input_size))
    print('{}, {}'.format(output.shape, h_n.shape))
```

Output:
```
torch.Size([3, 10, 6]), torch.Size([1, 10, 6])
torch.Size([2, 10, 6]), torch.Size([1, 10, 6])
torch.Size([1, 10, 6]), torch.Size([1, 10, 6])
Traceback (most recent call last):
  File "test.py", line 8, in <module>
    output, h_n = rnn(torch.zeros(seq_len, 10, input_size))
  File "/opt/miniconda3/lib/python3.8/site-packages/torch/nn/modules/module.py", line 727, in _call_impl
    result = self.forward(*input, **kwargs)
  File "/opt/miniconda3/lib/python3.8/site-packages/torch/nn/modules/rnn.py", line 739, in forward
    result = _VF.gru(input, hx, self._flat_weights, self.bias, self.num_layers,
RuntimeError: stack expects a non-empty TensorList
```

## Expected behavior

Should output a tensor of size `torch.Size([0, 10, 6])` and `h_0`.

## Environment

```
Collecting environment information...
PyTorch version: 1.7.0
Is debug build: True
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 11.1 (x86_64)
GCC version: Could not collect
Clang version: 12.0.0 (clang-1200.0.32.28)
CMake version: version 3.19.2

Python version: 3.8 (64-bit runtime)
Is CUDA available: False
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.18.5
[pip3] torch==1.7.0
[pip3] torch-summary==1.4.3
[pip3] torchvision==0.8.1
[conda] _pytorch_select           0.1                       cpu_0  
[conda] blas                      1.0                         mkl  
[conda] libblas                   3.8.0                    14_mkl    conda-forge
[conda] liblapack                 3.8.0                    14_mkl    conda-forge
[conda] libmklml                  2019.0.5                      0  
[conda] mkl                       2019.4                      233  
[conda] mkl-service               2.3.0            py38h9ed2024_0  
[conda] mkl_fft                   1.2.0            py38hc64f4ea_0  
[conda] mkl_random                1.1.1            py38h959d312_0  
[conda] numpy                     1.18.5                   pypi_0    pypi
[conda] torch                     1.7.0                    pypi_0    pypi
[conda] torch-summary             1.4.3                    pypi_0    pypi
[conda] torchvision               0.8.1                    pypi_0    pypi
```

cc @zou3519
Repository: terminal
Issue: Terminal should support libtickit style input
Labels: Help Wanted,Product-Conpty,Area-Input,Issue-Task

# Environment

```none
Windows build number: 10.0.19042.0
Windows Terminal version (if applicable): 1.4.3243.0
WSL: ubuntu 20.04, with bash 5.0.17
```

# Steps to reproduce

Open a new tab with a shell from ubuntu 20.04, run `showkey -a`, then hit `backspace`, then `shift+backspace` etc, WT sends:
- `0x7f` for `backspace`
- `0x08` for `ctrl+backspace`
- `0x7f` for `shift+backspace`
- `0x7f` for `ctrl+shift+backspace`

(hit `ctrl+d` to end the `showkey -a` session)

# Expected behavior

Expecting to be able to distinguish modifier + backspace key presses.

I like to make it so that `ctrl+backspace` deletes previous word, and `ctrl+shift+backspace` deletes everything preceding the cursor. I do so via `~/.inputrc`, which works on most VT terminals:

```
"\e[127;5u": backward-kill-word     # ctrl+backspace
"\e[127;6u": backward-kill-line     # ctrl+shift+backspace
"\e[3;5~": kill-word                # ctrl+delete
"\e[3;6~": kill-line                # ctrl+shift+delete
```

I was able to make it work easily by adding this to my `settings.json` in WT:

```
{ "command": {"action": "sendInput", "input": "\u001b[127;2u" }, "keys": "shift+backspace" },
{ "command": {"action": "sendInput", "input": "\u001b[127;5u" }, "keys": "ctrl+backspace" },
{ "command": {"action": "sendInput", "input": "\u001b[127;6u" }, "keys": "ctrl+shift+backspace" },
```

# Actual behavior

WT does not seem to distinguish modifier + backspace key presses (at least not in WSL).
Repository: TypeScript
Issue: JSDoc '@this' not actually used to enforce thisArg at callsite
Labels: Bug

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

JSDoc this

### 🕗 Version & Regression Information

<!-- When did you start seeing this bug occur?

"Bugs" that have existed in TS for a long time are very likely to be FAQs; refer to
  https://github.com/Microsoft/TypeScript/wiki/FAQ#common-bugs-that-arent-bugs

If possible, please try testing the nightly version of TS to see if it's already been fixed.
For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly

Note: The TypeScript Playground can be used to try older versions of TypeScript.

Please keep and fill in the line that best applies:
-->
- This is the behavior in every version I tried, and I reviewed the FAQ for entries about `@this`

### ⏯ Playground Link

<!--
  A link to a TypeScript Playground "Share" link which shows this behavior

  The TypeScript Workbench can be used for more complex setups, try
  https://www.typescriptlang.org/dev/bug-workbench/

  As a last resort, you can link to a repo, but these will be slower for us to investigate.
-->
**Playground Link:** [Provided](https://www.typescriptlang.org/play?ts=4.2.0-dev.20210106&ssl=1&ssc=1&pln=8&pc=38&useJavaScript=true#code/PQKhAIAEBcAsEsDO4DejoCd4DsDmBfcEYAWACgBTADwAcB7DacAMwFdsBjaeO7F+DOgDCsAIYYA8swAqCRAAoAlKnLhwGCtFYY+cJADoOYjAEFo8gAyKA3OXzlyzAcONTZSJdfDBg4HADdRABt4ABNHZ2gRcTc5Q2Cg+QBGG29fAOCwiMEo1xk4jgT5AHJmOjpi1J9wQJDQoA)

### 💻 Code


```ts
/** @this {string} */
export function firstCharOfThis() {
  return this.charAt(0);
}

firstCharOfThis(); // invalid
firstCharOfThis.call(1); // invalid
firstCharOfThis.call('foo'); // valid
```      

### 🙁 Actual behavior

No compile error, but a runtime error.

### 🙂 Expected behavior

First two calls should be an error, last call should be fine. Expected the same behavior as if it was written in TS with an explicit `this`-parameter
Repository: ant-design
Issue: Form - Validation - Link error messages to input field
Labels: help wanted,Inactive,⌨️ Accessibility

- [/] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### What problem does this feature solve?
For accessibility, it is important that the error message is linked to the input field. So that the screen reader is reading out the error message, when entering the field.

Currently we have something like this:
```
<div class="ant-col ant-form-item-label">
  <label
    for="someId"
    class="ant-form-item-required"
    title="Some">
     Some cool label
  </label>
</div>
<div class="ant-col ant-form-item-control">
  <div class="ant-form-item-control-input">
    <div class="ant-form-item-control-input-content">
      <input
        type="text"
        id="someId"
        class="ant-input"
      />
    </div>
  </div>
  <div class="ant-form-item-explain ant-form-item-explain-error">
    <div role="alert">
      Some cool error
    </div>
  </div>
</div>
```

### What does the proposed API look like?
Correct would be to have in the last item:
```
    <label role="alert" for="someId">
      Some cool error
    </label>
```

In this case the error would be read out by a screen reader when entering the field.


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Official Godot Linux binary crashes if GDNative plugin use Boost.Serialization
Labels: bug,topic:buildsystem,topic:gdextension,crash

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:** 3.2.3 from downloads
<!-- Specify commit hash if using non-official build. -->


**OS/device including version:** Ubuntu 18.04; Devuan Testing
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->


**Issue description:**
<!-- What happened, and what was expected. -->

When I call function in GDNative plugin which calls Boost.Serialization I suddenly get to some Godot exception handler:

```
(gdb) l
116	// preserve correct static polymorphism.
117	class BOOST_SYMBOL_VISIBLE xml_oarchive :
118	    public xml_oarchive_impl<xml_oarchive>
119	{
120	public:
121	    xml_oarchive(std::ostream & os, unsigned int flags = 0) :
122	        xml_oarchive_impl<xml_oarchive>(os, flags)
123	    {
124	        if(0 == (flags & no_header))
125	            init();
(gdb) p no_header
$5 = boost::archive::no_header
(gdb) n
125	            init();
(gdb) s

Thread 1 "Godot_v3.2.3-st" received signal SIGABRT, Aborted.
__GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:51
51	../sysdeps/unix/sysv/linux/raise.c: No such file or directory.
(gdb) bt
#0  __GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:51
#1  0x00007f78ca6dc921 in __GI_abort () at abort.c:79
#2  0x00007f78ba778b15 in ?? () from /lib/x86_64-linux-gnu/libgcc_s.so.1
#3  0x00007f78baa202ba in __gxx_personality_v0 () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
#4  0x00000000028fc7ab in _Unwind_RaiseException_Phase2 ()
#5  0x0000000000000000 in ?? ()
```

It doesn't crash if I build Godot 3.2.3 from sources.

**Steps to reproduce:**
1. Download repo for https://github.com/freeorion/freeorion/pull/3255
2. Build cmake project: `cmake -DBUILD_CLIENT_GG=OFF -DBUILD_CLIENT_GODOT=ON` 
3. Place Godot binary to the same folder with `freeoriond`.
4. Kill any leftover freeoriond processes.
5.1. Start project from `<freeorion sources>/godot/client`. Press Quickstart button.
5.2. Or call headless test `<freeorion sources>/godot/client $ <freeoriond binaries folder>/godot.x11.opt.tools.64 --verbose -d -s --path $PWD addons/gut/gut_cmdln.gd -gtest=res://test/integration/quickstart.gd -gexit`


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
https://github.com/freeorion/freeorion/pull/3255 
I'll try to prepare a minimal project later:
Repository: ant-design
Issue: Default theme color used by antd does not meet sufficient color contrast ratio
Labels: 💄 Design,Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[https://ant.design/components/button/](https://ant.design/components/button/)

### Steps to reproduce
The color contrast ratio between the background color (Primary: `#1788f1`, Danger: `#f1494b`) and the text color (`#ffffff`) is too low.

**Method 1**
This can be checked directly in Google Chrome.
1. Open the Chrome developer tool by pressing F12.
2. Click on "Select an element on the page to inspect it" in the top left corner.
3. Hover the cursor on the text in the button.

Then, Chrome shows a pop-up message that includes color contrast information.
![image](https://user-images.githubusercontent.com/61330990/103885767-cc92c800-50e0-11eb-8d39-0af117f0f4f4.png)

**Method 2**
You can also check this using tools such as Accessibility Insights tools for Web (available via Chrome Web Store).

### What is expected?
The color contrast ratio of background and foreground color should be at least 4.5.

### What is actually happening?
The color contrast ratio is around 3.
I suggest changing the default colors to meet a higher color contrast. It should not be done as part of a special "accessibility" mode and it should be built into the product by default.

| Environment | Info |
|---|---|
| antd | 4.10.0 |
| React | latest |
| System | All systems |
| Browser | All browsers |

---
This is important for accessibility purposes. Some visually impaired people will not be able to or have very hard time using products created in antd with the default theme. Operating systems such as Windows have high contrast mode, but using this ruins the user experience for most people. Usually, all we need is sufficient color contrast ratios.


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: pytorch
Issue: deterministic implementation for adaptive_avg_pool2d_backward_cuda 
Labels: module: cuda,triaged,module: determinism,module: pooling,function request

## 🚀 Feature

Provide a deterministic implementation for _adaptive_avg_pool2d_backward_cuda_ 

## Motivation

I am currently doing some experiments that require 100% reproducibility with vgg19 and alexnet form torchvision.
Both make use of _adaptive_avg_pool2d_backward_cuda_ and when using _torch.set_deterministic(True)_ they throw:
_RuntimeError: adaptive_avg_pool2d_backward_cuda does not have a deterministic implementation_

Following the error message saying also: 

_You can also file an issue at https://github.com/pytorch/pytorch/issues to help us prioritize adding deterministic support for this operation._ 

I am with this opening an issue to request a deterministic implementation for _adaptive_avg_pool2d_backward_cuda_.




cc @ngimel @mruberry @kurtamohler @heitorschueroff
Repository: youtube-dl
Issue: khinsider video game music
Labels: site-support-request

## Checklist

- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2021.01.03**
- [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

Downloading a single audio already works, probably because the generic information extractor recognizes the audio file.

- Single audio (already works): https://downloads.khinsider.com/game-soundtracks/album/legend-of-zelda-the-breath-of-the-wild-sound-selection/01%2520-%2520Main%2520Theme.mp3

However downloading a whole album doesn't work yet. This is what I'm requesting support for.

- Album: https://downloads.khinsider.com/game-soundtracks/album/legend-of-zelda-the-breath-of-the-wild-sound-selection
- Album: https://downloads.khinsider.com/game-soundtracks/album/lego-universe-original-soundtrack

## Description

I'm requesting support for the khinsider video game music library (https://downloads.khinsider.com/). They provide a huge assortment of video game music. The generic information extractor already enables downloading individual songs but downloading a whole album (which is the bigger effort) does not work yet. I would like to have this feature.

Maybe https://github.com/obskyr/khinsider provides some insight how the audios could be queried.
Repository: excalidraw
Issue: review and fix potentially significant late-render cases
Labels: bug

I am using node version 14.15.0

after running npm run test , I got following error
sharing the log dump
`
  Warning: Can't perform a React state update on an unmounted component. This is a no-op, but it indicates a memory leak in your application. To fix, cancel all subscriptions and asynchronous tasks in the componentWillUnmount method.
          at App (/Users/piyusharora/projects/open-source/excalidraw/src/components/App.tsx:267:5)
          at IsMobileProvider (/Users/piyusharora/projects/open-source/excalidraw/src/is-mobile.tsx:6:3)
          at InitializeApp (/Users/piyusharora/projects/open-source/excalidraw/src/components/InitializeApp.tsx:17:66)
          at Excalidraw (/Users/piyusharora/projects/open-source/excalidraw/src/packages/excalidraw/index.tsx:15:5)
          at ExcalidrawWrapper (/Users/piyusharora/projects/open-source/excalidraw/src/excalidraw-app/index.tsx:192:39)
          at CollabWrapper (/Users/piyusharora/projects/open-source/excalidraw/src/excalidraw-app/collab/CollabWrapper.tsx:74:5)
          at TopErrorBoundary (/Users/piyusharora/projects/open-source/excalidraw/src/components/TopErrorBoundary.tsx:15:3)
          at ExcalidrawApp

      3817 | 
      3818 |   private resetShouldCacheIgnoreZoomDebounced = debounce(() => {
    > 3819 |     this.setState({ shouldCacheIgnoreZoom: false });
           |          ^
      3820 |   }, 300);
      3821 | 
      3822 |   private getCanvasOffsets(offsets?: {

      at printWarning (node_modules/react-dom/cjs/react-dom.development.js:67:30)
      at error (node_modules/react-dom/cjs/react-dom.development.js:43:5)
      at warnAboutUpdateOnUnmountedFiberInDEV (node_modules/react-dom/cjs/react-dom.development.js:23914:9)
      at scheduleUpdateOnFiber (node_modules/react-dom/cjs/react-dom.development.js:21840:5)
      at Object.enqueueSetState (node_modules/react-dom/cjs/react-dom.development.js:12467:5)
      at App.setState (node_modules/react/cjs/react.development.js:365:16)
      at fn (src/components/App.tsx:3819:10)
      at src/utils.ts:129:38


Test Suites: 23 passed, 23 total
Tests:       192 passed, 192 total
Snapshots:   409 passed, 409 total
Time:        25.976 s
Ran all test suites.
`

![image](https://user-images.githubusercontent.com/31386968/103891233-7ee18400-510f-11eb-8dcd-7dcfb09a233b.png)
Repository: create-react-app
Issue: Static html asset blocked by content security policy
Labels: needs triage

I have static html page which is using inline javascript and i have placed it in public folder.
I am building the application with INLINE_RUNTIME_CHUNK=false 
Also the content security policy is  set to  script-src 'self'

Is possible for CRA to transform static html asset to not have inline js during build ?
Repository: pytorch
Issue: Excessive memory usage caused by Samplers storing lists of indices
Labels: module: dataloader,module: memory usage,triaged

## 🐛 Bug

Samplers use excessive memory. Memory usage is unbounded and prevents use of data loaders which report a large length (>100 million examples).

For example, a moderately-sized audio dataset of 500 hours at 100 fps contains 180 million timesteps and reports this as its length. This leads to ~100GB of memory usage during multi-GPU training.

Samplers shouldn't use memory to store lists. They should use a random permutation algorithm.



cc @SsnL @VitalyFedyunin @ejguan
Repository: godot
Issue: Multiple Resources charged with ResourceLoader.load_interactive() take more space in Ram on Linux than Windows
Labels: bug,platform:linuxbsd,topic:core

**Godot version:**
Godot Engine v3.2.3.stable.official

**OS/device including version:**
AMD FX-8370 Eight-Core Processor, on Pop Os (latest) and Windows 10

**Issue description:**
If I run a exported binary of my project for Windows on Windows 10 when the resources are loaded (scene with "big" animated sprite in my case) with ResourceLoader.load_interactive() the process take only 1.2Gb memory but on Linux (PopOS and Mint) (no matter I run it from editor with F5 or run the exported x86_64 bin) the memory take up to 8.7Gb.


**Steps to reproduce:**
use the resource_queue.gd (example from documentation) load multiple scene resources with for example large png anime inside and compare between windows and Linux