sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: weight norm missing p=
Labels: module: nn,triaged,enhancement

should weight norm include p=, that is option to change p to nuclear, 3, or higher value?
Repository: godot
Issue: Continuing execution after an assert is reached does not continue from the assert
Labels: bug,discussion,topic:gdscript,confirmed

Godot 3.2 beta2

When debugging a game from the editor, if an `assert` statement is raised, the debugger stops on that line as normal. But if you try to place a breakpoint after the `assert` and then "Continue", the breakpoint won't be hit. The whole stack is lost. I think it's desirable for the debugger to continue from the assert (in that case it was an infinite loop failsafe, I could have seen what was the execution path taken).
I know I could replace it with an `if` then `breakpoint`, but that means it's not an assert anymore and I need to repro the bug...
Repository: vscode
Issue: Incorrect scaling of native file picker
Labels: bug,help wanted,upstream,windows,electron,workbench-os-integration,confirmed,upstream-issue-linked

**VS Code Version**
Version: 1.40.2 (user setup)
Commit: f359dd69833dd8800b54d458f6d37ab7c78df520
Date: 2019-11-25T14:54:45.096Z
Electron: 6.1.5
Chrome: 76.0.3809.146
Node.js: 12.4.0
V8: 7.6.303.31-electron.0
OS: Windows_NT x64 10.0.19033

**Steps to Reproduce:**
Using a 4k display (mine is an XPS 15 7590 with OLED screen with 1080p extra monitor. This could be a windows problem, but I am not seeing it happen on other apps. Closest I have seen is when using Windows Explorer there is an awkward transition between 4k screen and normal screen.

Also notice VS Code is not correctly showing on non-4k screen. See image 4 below. The bottom of vs code is under taskbar. Changing task bar to top also doesn't seem to fit properly.

1. File > Open Folder
2. Open Folder Modal is really large on 1080p screen, but normal on 4k screen.

**Screenshots**

**4k Screen** ![img_1](https://user-images.githubusercontent.com/16019894/69921475-e08ce480-145f-11ea-9c75-a06dc93ca60f.PNG)
**4k Open Modal window** ![img_2](https://user-images.githubusercontent.com/16019894/69921476-e08ce480-145f-11ea-8e73-a7b98a6f63a5.PNG)
**1080p Modal window dragged over** ![img_3_1080screen](https://user-images.githubusercontent.com/16019894/69921477-e08ce480-145f-11ea-8553-f1f1c094db11.PNG)
**1080p VS Code open modal on 1080 screen** ![img_4_1080screen](https://user-images.githubusercontent.com/16019894/69921478-e08ce480-145f-11ea-85fd-8b2d5fbc7098.PNG)
**Windows Version** ![img_5](https://user-images.githubusercontent.com/16019894/69922468-89404180-146a-11ea-9dee-66fe23a5ebe9.PNG)



<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No
Yes
Repository: neovim
Issue: command (:) vs execute() vs :execute vs :source
Labels: api,needs:design,needs:discussion

`nvim_command` (aka `:`, also `nvim_cmd`), Vimscript `execute()`, `:execute`, and `:source` are four similar but subtly different mechanisms that expose Vim's historical design flaws to the user. For the API, perhaps we only need `nvim_exec()`, and could deprecate:

- ~~`nvim_command`~~ (edit:  avoids some overhead so maybe worth keeping)
-  `nvim_command_output`


related:

- https://github.com/neovim/neovim/pull/11159
- https://github.com/neovim/neovim/issues/18497
Repository: godot
Issue: GLES2 error on old computer on project with verbose stdout enabled
Labels: bug,topic:rendering,confirmed

**Godot version:**
3.2 beta 2

**OS/device including version:**
MXLinux 64-bits
GPU Intel Ironlake Mobile

**Issue description:**
This is a hardware specific issue that doesn't seem to have much impact, I tried Godot on an old laptop that doesn't support GLES3 and I get this error printed 30 times every time I run a project(any project, even a default project with nothing on the screen):

E 0:00:00:0151   _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 7	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
  <C++ Source>   drivers/gles2/rasterizer_gles2.cpp:133 @ _gl_debug_print()

This also happens in Godot 3.1.2
I can only reproduce this on this old laptop, my main laptop doesn't print anything and as far as I can tell this doesn't have any impact in games.

**Steps to reproduce:**
Try to run a project with verbose stdout enabled on a computer that's old enough and doesn't support GLES3.
Repository: pytorch
Issue: Overlapping strides not supported by cublas
Labels: triaged,module: cublas

https://twitter.com/ID_AA_Carmack/status/1201309356089921537

Related https://github.com/pytorch/pytorch/issues/29984 but generally broadcasting is easier to support than arbitrary overlapping strides.

cc @ngimel
Repository: PowerToys
Issue: [FZ Editor] Canvas layouts: use keyboard to cycle through zones
Labels: Idea-Enhancement,FancyZones-Editor,Product-FancyZones,Area-Accessibility,Planning-Consideration

<!--
**Important: When reporting BSODs or security issues, DO NOT attach memory dumps, logs, or traces to Github issues**.
Instead, send dumps/traces to secure@microsoft.com, referencing this GitHub issue.
-->

# Environment

```
PowerToys version: 0.13.0 [and upcoming 0.14.0]
PowerToy module for which you are reporting the bug (if applicable): FancyZones
```

# Steps to reproduce
Create one small zone (Zone1).
Create a larger zone (Zone2) that completely overlaps the first zone.
Try to select the fist zone. 
<!-- A description of how to trigger this bug. -->

# Expected behavior
There should be a way to select Zone1 without having to move Zone2.

<!-- A description of what you're expecting, possibly containing screenshots or reference material. -->

# Actual behavior
The only way to select Zone1 is to move Zone2 until it doesn't completely overlap Zone1.
<!-- What's actually happening? -->

# Proposed technical implementation details (optional)
Assign number keys to each zone (this has a limit of 10) and/or use a key shortcut like `Cntrl+Left/RightArrow key`, or just the arrow keys without a key modifier, to select the next zone.
Repository: storybook
Issue: Error in addon-docs prop table when using HOC
Labels: bug,react,has workaround,block: props

**Describe the bug**
When using HOCs, the PropTypes aren't correctly displayed in the `addon-docs` prop table.  
Instead, the following error is displayed:  
> Cannot read property 'classes' of undefined

**To Reproduce**
Steps to reproduce the behavior:
1. Create an HOC.
2. Create a story for this component

**Expected behavior**
The prop table should be filled with the component's proptypes.

**Screenshots**
![Error](https://i.imgur.com/ZUmOPWi.png)

**Code snippets**
```js
class Alert extends React.Component { ... }
Alert.propTypes = {
  variant: PropTypes.string,
  dismissible: PropTypes.bool,
  icon: PropTypes.elementType,
  classes: PropTypes.object.isRequired
};
Alert.defaultProps = {
  variant: 'primary',
  dismissible: false,
};

export default withStyles(theme => ({
  alert: props => ({
    backgroundColor: theme.palette[props.variant].main
  }),
  message: {
    display: 'flex',
    alignItems: 'center',
  },
  icon: {
    marginRight: theme.spacing(2),
  }
}))(Alert);
```

**System:**
```
System:
    OS: Windows 10 10.0.18362
    CPU: (8) x64 Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz
  Binaries:
    Node: 10.16.0 - C:\Program Files\nodejs\node.EXE      
    npm: 6.10.1 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Edge: 44.18362.449.0
```
Repository: opencv
Issue: Is it possible to Read / Load *.EXR files as Half Format (like CV_16F) ?
Labels: feature,priority: low,category: imgcodecs

Is it possible to Read / Load *.EXR files as Half Format (like CV_16F) ?
i think for all *.Exr images not loading with correct bit depth 
can Possible to give a solution with next release ? :) 

There is no Change for EXR Reading on log time i think

Thanks in advance 

_Originally posted by @TamilarasanAM in https://github.com/opencv/opencv/issues/10114#issuecomment-560328650_
Repository: rust
Issue: The lint non_uppercase_globals is triggered even in local scope. It should trigger only for global scope, or be renamed to non_uppercase_const instead.
Labels: C-enhancement,A-lints,T-lang

The warning "non_uppercase_globals" occurs for all uses of const, even ones in local scope. This should be renamed to "non_uppercase_const", instead. 

I have some code like:

```
fn main() {
  fn shadow1(f: u32) {

    println!("f is {}", f)
    const s: u32 = 1;
    println!("s is {}", s);

    fn shadow2(f: u32) {
      println!("f is {}", f);
      const s: u32 = 2;
      println!("s is {}", s);
    }
    shadow2(s);

  }
  shadow1(8)
}
```

If I compile I get:

```
ƒ cargo run
   Compiling tp v0.1.0 (/home/chris/Downloads/tp)
warning: constant `s` should have an upper case name
 --> src/main.rs:5:11
  |
5 |     const s: u32 = 1;
  |           ^ help: convert the identifier to upper case: `S`
  |
  = note: `#[warn(non_upper_case_globals)]` on by default

warning: constant `s` should have an upper case name
  --> src/main.rs:10:13
   |
10 |       const s: u32 = 2;
   |             ^ help: convert the identifier to upper case: `S`

    Finished dev [unoptimized + debuginfo] target(s) in 0.19s
     Running `target/debug/tp`
f is 8
s is 1
f is 1
s is 2
```

You'll notice that const was never used directly within main(), or in any global context.

Using const within local scope is useful for decoupling implicit sequential control flow from variable assignment within that scope. This is useful for writing concurrent code, and communicating intent to the compiler so it can catch errors.

It would be great if the error non_uppercase_globals was renamed to non_uppercase_const, and non_uppercase_globals would only warn on usage of const in the global scope!
Repository: godot
Issue: Wrong space-key behavior in FileSystem dock
Labels: bug,topic:editor,confirmed,topic:input

**Godot version:** 3.2 beta 2

**OS/device including version:** PopOS 19.04

**Issue description:**
The space key has an unchangeable purpose in the FileSystem dock (unfolding directories / opening files). However:
 1. it works only in the system tree, *not* in the split view where it has no (useful) effect.
 2. this prevent users from using shortcuts that contain the space key in the thumbnail/list subdock. (e.g. can't set "Rename" to "Shift+Space")

Here is what space do in the dock:
![space_in_filesystem_dock](https://user-images.githubusercontent.com/44414272/69966115-0674c080-1516-11ea-9fa7-216b9511319e.gif)



**Steps to reproduce:**
1. Set the filesystem dock's "Rename" shortcut to "Shift+Space"
2. use it in thumbnail/list view


**Minimal reproduction project:**
Repository: vscode
Issue: In some places, allow to use URL in addition to URI
Labels: feature-request,api,uri

This is followup work from https://github.com/microsoft/vscode/issues/83645 and in essence it's about allowing to use the [`URL`](https://developer.mozilla.org/en-US/docs/Web/API/URL)-type when dealing with resources outside of VS Code. So far we have identified:

* the `openExternal`-api
* the `DocumentLinkProvider`-api
Repository: PowerToys
Issue: Dynamic Display of System Info on Desktop
Labels: Idea-New PowerToy

# Summary of the new feature/enhancement
There is a tool in Sysinternals called BGInfo. It works... kind of. It is rather outdated and clunky. It would be nice to have a powertoy that allowed us to add dynamic system information to the desktop background. Something that updated periodically. 

For example, it might be useful to see the memory usage, drive free space, ip address, logged-in user, and maybe the cpu usage at a glance on the desktop.
Repository: flutter
Issue: [Camera] ResolutionPreset.max is producing 4k but not camera max images
Labels: platform-android,platform-ios,a: quality,p: camera,package,team-ecosystem,has reproducible steps,P2,found in release: 2.2,found in release: 2.6,triaged-ecosystem

## Steps to Reproduce

1. Copy/Paste source code of [camera example](https://pub.dev/packages/camera#-example-tab-)
2. Modify ResolutionPreset.medium to ResolutionPreset.max
3. Take an image and check resolution. Resolution is 3840x2160 instead of the Pixel3 standard 3024 × 4032. Also, it is compressed a lot, size is around 900KB instead of normal 3-4MB

**Target Platform:**
Android
**Target OS version/browser:**
Android 10
**Devices:**
Pixel 3


<!-- Finally, paste the output of running `flutter doctor -v` here. -->

<details> 
<summary>flutter doctor -v</summary> 
	
```console
[✓] Flutter (Channel dev, v1.12.15, on Mac OS X 10.15.1 19B88, locale en-CH)
    • Flutter version 1.12.15 at /Users/ameyer/flutter
    • Framework revision 459c7fb884 (6 days ago), 2019-11-26 17:04:51 +0000
    • Engine revision e136d637a8
    • Dart version 2.7.0

 
[✓] Android toolchain - develop for Android devices (Android SDK version 29.0.1)
    • Android SDK at /Users/ameyer/Library/Android/sdk
    • Android NDK location not configured (optional; useful for native profiling support)
    • Platform android-29, build-tools 29.0.1
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_202-release-1483-b49-5587405)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 11.2.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 11.2.1, Build version 11B500
    • CocoaPods version 1.8.4

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 3.5)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin version 41.1.2
    • Dart plugin version 191.8593
    • Java version OpenJDK Runtime Environment (build 1.8.0_202-release-1483-b49-5587405)

[✓] IntelliJ IDEA Ultimate Edition (version 2019.3)
    • IntelliJ at /Applications/IntelliJ IDEA.app
    • Flutter plugin version 41.1.5
    • Dart plugin version 193.5233.116

[!] VS Code (version 1.40.2)
    • 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 (3 available)
    • Pixel 3    • 8AUX0ZGMN  • android-arm64  • Android 10 (API 29)
    • Chrome     • chrome     • web-javascript • Google Chrome 78.0.3904.108
    • Web Server • web-server • web-javascript • Flutter Tools

! Doctor found issues in 1 category.
```

</details>
Repository: create-react-app
Issue: Consider replacing Babel with SWC
Labels: issue: proposal,needs triage

Transpilation feels like the number one bottleneck for my productivity in large React projects. In some projects, I have to wait for half a minute to see the code changes in my browser. Luckily, some clever developers are working on [SWC](https://swc-project.github.io/), the "Speedy Web Compiler". It basically replaces Babel, and it's crazy fast: [16 to 40 times faster](https://github.com/swc-project/swc#performance), according to their own benchmarks. 

SWC can be [used with webpack](https://swc-project.github.io/docs/usage-swc-loader) and it supports pretty much all of the most important features (JSX, Typescript, source maps, legacy ES).

Maybe the project is not mature enough to fully replace Babel, but I think it makes sense to put it on the radar.
Repository: pytorch
Issue: Refactor/consolidate code for generating test tensors
Labels: module: tests,triaged,module: type promotion

In test_torch.py we have `_make_tensor`, but it wasn't flexible enough to support all the use cases needed by type promotion tests. E.g. it returns float instead of half when half is requested, doesn't generate an even distribution of True/False values for boolean tensors, doesn't have a way to ensure non-zero for divisor tensors, etc. 

We also have a `genSparseTensor` function in common_utils.py, wrapped by _gen_sparse in test_sparse.py, but it doesn't support specifying a dtype and isn't related to the dense version in test_torch.py. When used for generating int tensors (by calling `.to(torch.int)` on the result), the range of values being tested is quite small.

We could consolidate these and add functionality to reduce code and have more robust generation of test data. We should also add comments explaining the behavior/parameters of the generator functions.

See comments and test changes in: https://github.com/pytorch/pytorch/pull/30429

Also extra tensor creators added in: https://github.com/pytorch/pytorch/pull/30662
Repository: godot
Issue: Colors appear desaturated in Chrome / WebKit
Labels: bug,platform:web,topic:rendering,topic:porting

**Godot version:** 3.1.1

**OS/device including version:** Chrome 78 / Mac OS Catalina

**Issue description:** When playing an HTML5 exported game, colors appear desaturated in Google Chrome and other webkit-based browsers. On Firefox, and when exporting the game to a native executable, colors look fine.

See this screenshot (left: Firefox, original colors; right: Chrome, desaturated colors)

<img width="456" alt="Screenshot 2019-11-28 at 00 04 22" src="https://user-images.githubusercontent.com/63681/69979710-12b94780-152f-11ea-8e2d-1751098811b9.png">
Repository: rust
Issue: Post-monomorphization MIR optimizations
Labels: C-enhancement,T-compiler,A-MIR,A-mir-opt,C-optimization

See https://github.com/rust-lang/rust/issues/44285

Currently, all MIR optimizations are run before we perform monomorphization. This causes us to miss a number of optimization opportunities:

* Learning the layout of generic arguments (e.g. if the substituted type is a ZST)
* Learning about extra trait impls (`Copy`, `!Drop`) that affect code generation (see https://github.com/rust-lang/rust/issues/43150#issuecomment-314794801)
* As a result of the above issue, emitting unnecessary landing pads.
Repository: TypeScript
Issue: Incorrect display of property name in closure inside JavaScript function class
Labels: Bug,Domain: Quick Info

VSCode Version: 1.40.1
OS Version: macOS 10.14.6

``` js
/** @class */
function a(){
    this.b = true;

    this.c = function(){
        // this == a
        // this.b == a.b
        // All is good
        if (this.b){

        }
        // this == a
        // this.b == c.b
        // Not correct
        this.b = false;
    }
}
```

![Снимок экрана 2019-11-26 в 23 35 00](https://user-images.githubusercontent.com/39646729/69670669-74982e00-10a5-11ea-8141-52dfddee14ab.png)
![Снимок экрана 2019-11-26 в 23 35 07](https://user-images.githubusercontent.com/39646729/69670676-78c44b80-10a5-11ea-8cac-c912bbeeed4f.png)
![Снимок экрана 2019-11-26 в 23 35 16](https://user-images.githubusercontent.com/39646729/69670679-7b26a580-10a5-11ea-9bb2-51796ec81016.png)
![Снимок экрана 2019-11-26 в 23 35 23](https://user-images.githubusercontent.com/39646729/69670682-7cf06900-10a5-11ea-901c-aee718806ed0.png)
Repository: TypeScript
Issue: JavaScript Descripton and type not displayed in Intellisense when described in a nested object
Labels: Bug,Domain: Quick Info

VSCode Version: 1.40.1
OS Version: macOS 10.14.6

``` ts
// typings.d.ts

interface a{
    /** description for b */
    b: number

    /** description for c */
    c: {
        /** description for d */
        d: boolean
    }
}
```
``` js
// main.js
/** @class */
function a(){
    this.b = null;

    this.c = {
        // Descripton and type not displayed in Intellisense
        d: null
    }
}

// But displayed here
var aa = new a();
aa.c.d;
```

![Снимок экрана 2019-11-26 в 23 56 13](https://user-images.githubusercontent.com/39646729/69672109-79121600-10a8-11ea-8479-be898515ac6e.png)
![Снимок экрана 2019-11-26 в 23 56 35](https://user-images.githubusercontent.com/39646729/69672118-7d3e3380-10a8-11ea-91b6-6b424eaa25a1.png)
![Снимок экрана 2019-11-26 в 23 56 40](https://user-images.githubusercontent.com/39646729/69672127-7fa08d80-10a8-11ea-98ec-bf56a0c7a6d1.png)
![Снимок экрана 2019-11-26 в 23 56 55](https://user-images.githubusercontent.com/39646729/69672133-816a5100-10a8-11ea-8032-3e52c15a81a0.png)
Repository: flutter
Issue: LogSeverity LOG_INFO and LOG_WARNING collide with syslog log level macros
Labels: platform-ios,engine,platform-mac,P3,team-ios,triaged-ios

LogSeverity LOG_INFO and LOG_WARNING collide with syslog log level macros in the engine.

https://github.com/flutter/engine/blob/70a1106b509ea3f34febca59967ed7a76c05ce33/fml/log_level.h#L13

## Steps to Reproduce
In the engine:
```
#include <syslog.h>
#include "flutter/fml/log_level.h"
```

The Flutter log levels should be `FML_`-prefixed.
Repository: PowerToys
Issue: PowerVM - Informing user of # of in-use VMs
Labels: Help Wanted,Idea-New PowerToy

There are a ton of PowerToys.  This the first for VMs :)

@benpye has a great gist for a systemtray that tells a user for how many VMs are in use.
https://gist.github.com/benpye/4d011e65abc4d9c585b8a59f877a2d29  

## Things to figure out
- How we display this information to the user as PT will only have 1 system tray icon
- As more things come in, how do we have sanity for settings and end user experience
- Looks like the gist polls versus an event push for seeing if something is running
- Can we make this expandable past Hyper-V

## screenshots from Ben's prototype
![EKXGwL9UwAA9sN8](https://user-images.githubusercontent.com/1462282/70000995-058d6000-1511-11ea-983b-2936de26f2a3.png)
![EKXGwMjUUAA2BXH](https://user-images.githubusercontent.com/1462282/70000996-058d6000-1511-11ea-8cbe-df1e7a106612.png)
Repository: pytorch
Issue: Remove RPC internal helper that overrides the default pickler
Labels: triaged,module: rpc

As discussed on https://github.com/pytorch/pytorch/pull/30185#pullrequestreview-320396834, we should remove the API that allows specifying a default pickler once the boxing and unboxing approach using `nn.Module._apply` works.

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @rohan-varma @xush6528
Repository: pytorch
Issue: Cannot use torch.jit.script with nn.DataParallel
Labels: oncall: jit,triaged,module: data parallel

This is probably a known issue. `scripting torch/nn/parallel/data _parallel.py` fails. 
Reporting that pytorch/examples/imagenet fails because of this issue.  

To repro:

Step 0: install pytorch anf torch/vision
Step 1: get pytorch/examples from github
Step 2: Insert the line below: 

```diff
diff --git a/imagenet/main.py b/imagenet/main.py
index 2a7fc13..48010da 100644
--- a/imagenet/main.py
+++ b/imagenet/main.py
@@ -318,7 +318,7 @@ def validate(val_loader, model, criterion, args):

     # switch to evaluate mode
     model.eval()
-
+    m_s = torch.jit.script(model)
     with torch.no_grad():
```

Step 3:  /* needed first time */ 
               source run_python_examples.sh
Output:

```
Running example: imagenet
=> creating model 'resnet18'
Traceback (most recent call last):
torch.jit.frontend.NotSupportedError: Compiled functions can't take variable number of arguments or use keyword-only arguments with defaults:
File "/private/home/zinob/.conda/envs/ve3/lib/python3.7/site-packages/torch/nn/parallel/data_parallel.py", line 138
def forward(self, *inputs, **kwargs):  
                                                 ~~~~~~~ <--- HERE
```

cc @suo
Repository: godot
Issue: Screen not clearing when environment's background is in canvas mode (fixed in `master`)
Labels: bug,topic:rendering,confirmed,topic:2d

**Godot version:**
3.2 e64a663c5

**OS/device including version:**
MXLinux 64-bits

**Issue description:**
The screen doesn't clear when the environment's background mode is set to Canvas and canvas max layer is less than 0.

![image](https://user-images.githubusercontent.com/18746022/70005447-756b0d00-1548-11ea-9294-26a653213da4.png)


**Steps to reproduce:**
Make a scene, add an environment, set the background mode to canvas and canvas max layer to -1.