sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Tracking Issue for stream_from_iter
Labels: T-libs-api,C-tracking-issue

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Feature gate: `#![feature(stream_from_iter)]`

This is a tracking issue for `core::stream::from_iter`

<!--
Include a short description of the feature.
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### Public API

<!--
For most library features, it'd be useful to include a summarized version of the public API.
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```rust
use std::stream;

let output = stream::from_iter(my_vec.iter())
    .map(async |item| do_io(item).await)
    .collect()?;
```

### Steps / History

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- [x] Implementation: https://github.com/rust-lang/rust/pull/81797
- [ ] Final commenting period (FCP)
- [ ] Stabilization PR

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- [ ] Flesh out the documentation prior to stabilization https://github.com/rust-lang/rust/pull/81797#pullrequestreview-716286842
Repository: create-react-app
Issue: Test fails with `@` in the SVG filename
Labels: needs triage,issue: bug report

### Describe the bug

If we import an SVG which filename contains some characters like `@`, `react-scripts test` will fail. For example `logo@2x.svg`. The reason is when `packages/react-scripts/config/jest/fileTransform.js` transforms `logo@2x.svg` to a component with the name of `SvgLogo@2X` (see image bellow). It is not a valid component name (or javascript variable). I am putting a PR to fix this by converting a character which is non-letter, non-number, non-underscore, into an ASCII number. Please see #10514 

### Environment

```
Environment Info:

  current version of create-react-app: 4.0.2
  running from /Users/henry/.npm/_npx/57393/lib/node_modules/create-react-app

  System:
    OS: macOS 10.15.7
    CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
  Binaries:
    Node: 12.20.1 - ~/.nvm/versions/node/v12.20.1/bin/node
    Yarn: 1.22.4 - /usr/local/bin/yarn
    npm: 6.14.11 - ~/.nvm/versions/node/v12.20.1/bin/npm
  Browsers:
    Chrome: 88.0.4324.150
    Edge: Not Found
    Firefox: 84.0
    Safari: 13.1.3
  npmPackages:
    react: ^17.0.1 => 17.0.1 
    react-dom: ^17.0.1 => 17.0.1 
    react-scripts: 4.0.2 => 4.0.2 
  npmGlobalPackages:
    create-react-app: Not Found
```

### Steps to reproduce

Just import an image with the filename of `logo@2x.svg`
```jsx
import logo2 from './logo@2x.svg';

```
- https://github.com/nvh95/create-react-app-reproduce/blob/reproduce-file-transform-failed/src/App.js#L1
- https://github.com/nvh95/create-react-app-reproduce/blob/reproduce-file-transform-failed/src/App.test.js
```sh
git clone https://github.com/nvh95/create-react-app-reproduce
yarn
yarn test -- --watchAll
```

### Expected behavior

The test should pass

### Actual behavior

The test failed
<img width="639" alt="Screenshot 2021-02-05 at 23 40 31" src="https://user-images.githubusercontent.com/8603085/107067971-9301c980-6812-11eb-9018-9abc4649b731.png">

### Reproducible demo
- https://github.com/nvh95/create-react-app-reproduce/blob/reproduce-file-transform-failed/src/App.js#L1
- https://github.com/nvh95/create-react-app-reproduce/blob/reproduce-file-transform-failed/src/App.test.js
Repository: flutter
Issue: [windows] Add a test to validate that minimizing and restoring works as expected
Labels: a: tests,engine,platform-windows,c: proposal,a: desktop,P2,team-windows,triaged-windows

This requires us to setup a test that would create a real (as opposed to mocked) flutter engine. And then simulate a minimize and restore event as described in: https://github.com/flutter/engine/pull/24236#pullrequestreview-584572702.
Repository: pytorch
Issue: optim.Optimizer should copy "params" before modifying them
Labels: module: optimizer,triaged

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->

## To Reproduce

Steps to reproduce the behavior:

```py
import torch

model = torch.nn.Sequential(torch.nn.Linear(10, 10),torch.nn.Linear(10, 10))
params = [{"params":model[0].parameters()},{"params":model[1].parameters()}]
print(f"Params before {params}")
a = torch.optim.SGD(params, lr=0.01)
print(f"Params after {params}")
b = torch.optim.SGD(params, lr=0.5)
print(f"Expected 0.5, got: {b.param_groups[0]['lr']}")
```

Trace:
```
Params before [{'params': <generator object Module.parameters at 0x7f3a4c791678>}, {'params': <generator object Module.parameters at 0x7f381c6ee1a8>}]
Params after [{'params': [Parameter containing:
tensor([[...]], requires_grad=True), Parameter containing:
tensor([...], requires_grad=True)], 'lr': 0.01, 'momentum': 0, 'dampening': 0, 'weight_decay': 0, 'nesterov': False}, {'params': [Parameter containing:
tensor([[ ...]], requires_grad=True), Parameter containing:
tensor([...], requires_grad=True)], 'lr': 0.01, 'momentum': 0, 'dampening': 0, 'weight_decay': 0, 'nesterov': False}]
Expected 0.5, got: 0.01
```

## Expected behavior

params shouldn't be modified behind the user's back: torch should make a copy of it before using it to store the optimizer's state in it.

## Environment

 - PyTorch Version (e.g., 1.0): 1.7.1
 - OS (e.g., Linux): Linux
 - How you installed PyTorch (`conda`, `pip`, source): pip


cc @vincentqb
Repository: godot
Issue: [Gamepad API] Ipega PG-9118 dpads are not working with bluetooth connection
Labels: bug,platform:web,topic:input

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
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**Godot version:**
<!-- Specify commit hash if using non-official build. -->

- I use the [Joypads (DEBUG)](https://no-war.fales.me/joy/) as suggested [here](https://godotengine.org/article/godot-web-progress-report-5) to test.


**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->

- Windows 10 Home 64-bit, Version 20H2, OS build 19042.746
- Intel® UHD Graphics 620, Version 27.20.100.9168


**Issue description:**
<!-- What happened, and what was expected. -->
After I remapped all the buttons as needed, I noticed that the dpads are not working. It seems Godot thinks I press the dpads all the time in which I didn't. I tested this in Google Chrome and Firefox, the issue happens in both browser as shown below:

Google Chrome:

https://user-images.githubusercontent.com/1403194/107075075-632dd400-67c8-11eb-93fc-f085c55706bc.mp4

Firefox:

https://user-images.githubusercontent.com/1403194/107077434-9aea4b00-67cb-11eb-82e9-011918956efb.mp4


The dpads are working fine with Xbox 360 Controller Emulator (x360ce) as shown below:

https://user-images.githubusercontent.com/1403194/107076181-d71cac00-67c9-11eb-8fbe-300e15f814fb.mp4

I expect the gamepad to work fine using bluetooth connection without having to use x360ce.


**Steps to reproduce:**

1. Connect the Ipega PG-9118 gamepad via bluetooth connection.
2. Go to the [Joypads (DEBUG)](https://no-war.fales.me/joy/) website.
3. Remap the button as needed.
4. Test your dpads.


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: flutter
Issue: Add hot restart hooks to support dart:ffi
Labels: c: new feature,tool,P3,team-tool,triaged-tool

Consider a Dart usage of a C api through ffi. A common pattern is the usage of context objects that must be explicitly setup and torn down for a given thread. ( This is simplified from an example program I wrote using https://sol.gfxile.net/soloud/ )

```dart
final lib = ffi.DynamicLibrary.open('some.dll');

class SoundSystem {
  ffi.Pointer _audioContext = lib.createContext();

  SoundSystem() {
    lib.setupContext(_audioContext);
   }
   
   void playSound() {
     lib.playSound(_audioContext);
   }
   
   void dispose() {
     lib.destroyContext(_audioContext);
   }
}
```

While this works well enough when performing a hot reload, but a hot restart may cause a native crash as recreating the SoundSystem with cause another audio context to be created without destroying the previous one. 

During normal program execution this isn't a problem, since the dispose can be connected to the correct part of the application teardown logic ( or the handled by the OS as the program exits).

Trying to do something like teardown the entire widget tree may solve this problem, but would be expensive as well as a large behavior change with unintended consequences. Instead, I would propose adding a binding hook that allows developers/library authors to run callbacks before the hot restart is performed. The risk should be lower since the feature is opt-in, and failures could be ignored since the isolate would be destroyed anyway (though detecting these failures without using something like a timeout will be tricky).

For example, the above code could be modified like:


```dart
final lib = ffi.DynamicLibrary.open('some.dll');

class SoundSystem {
  ffi.Pointer _audioContext = lib.createContext();

  SoundSystem() {
    if (kDebugMode) {
      SomeBinding.instance!.addHotRestartTeardown(dispose);
    }
    lib.setupContext(_audioContext);
   }
   
   void playSound() {
     lib.playSound(_audioContext);
   }
   
   void dispose() {
     lib.destroyContext(_audioContext);
   }
}

```

This won't work if the library is trying to be platform agnostic though - which means we might need to consider either dart level support or a convention around using a dart:developer API. For example, something like

```dart
import 'dart:developer';

final lib = ffi.DynamicLibrary.open('some.dll');

class SoundSystem {
  ffi.Pointer _audioContext = lib.createContext();

  SoundSystem() {
    if (kDebugMode) {
      registerExtension('dart.ext.hotRestartTeardown', dispose);
    }
    lib.setupContext(_audioContext);
   }
   
   void playSound() {
     lib.playSound(_audioContext);
   }
   
   void dispose() {
     lib.destroyContext(_audioContext);
   }
}


````

Unfortunately I don't think that will work out of the box, since the various different libraries would stomp on eachother with different callbacks
Repository: godot
Issue: 'acos' will sometimes return undefined behaviour for values that should be valid
Labels: bug,topic:core

**Godot version:**
v3.2.3 stable


**OS/device including version:**
Windows 10, 64bit


**Issue description:**
The built-in function 'acos' sometimes returns undefined values, such as -1.#IND, for arguments that should be within the valid range -1.0 to 1.0;
In the MRP I'm using the dot product between 2 normalized vectors, so the result from it should always be between -1.0 and 1.0, however without clamping this, acos produces the undefined behaviour.


**Steps to reproduce:**
The attached project has a very simple script. Simply move left and right by tapping the arrow keys and sometimes it will display the undefined values.


**Minimal reproduction project:**
[acos_bug.zip](https://github.com/godotengine/godot/files/5934728/acos_bug.zip)


Pic:
![Capture](https://user-images.githubusercontent.com/68266227/107078071-b6624f80-67e5-11eb-91ef-9ce469a39300.PNG)
Repository: PowerToys
Issue: Option to hide the tray icon
Labels: Product-Settings,Area-Runner,Status-In progress

Hiding the tray icon is not in our list of priorities because it's not adding any new functionality.
Since this is an open source project, we welcome community contributions.

## Constrains
 - This option will be merged after the Stability Release https://github.com/microsoft/PowerToys/wiki/Roadmap
 - It will be merged after we drop support for the old settings app https://github.com/microsoft/PowerToys/issues/9417 to reduce the amount of documentation/coding/testing.

## Steps
Removing the tray icon requires a set of steps that can be implemented ahead of adding the actual option to hide the icon.

### UI elements
 - [ ] create a new icon for the bug report tool

### Documentation
 - [ ] functional specification for the changes affecting the bug report tool
 - [ ] user documentation for the changes affecting the bug report tool
 - [ ] functional specification for the change affecting the `Exit` command
 - [ ] user documentation for the change affecting the `Exit` command
 - [ ] functional specification for the changes affecting future tray icon context menu items (to start modules such Color Picker and PT Run)
 - [ ] functional documentation for the settings option to hide the tray icon

### Implementation
 - [ ] implement the functional specification for the changes affecting the bug report tool (e.g. add bug report tool to installer)
 - [ ] implement the functional specification for the change affecting the `Exit` command
 - [ ] implement the settings option to hide the tray icon
Repository: youtube-dl
Issue: edu.ceskatelevize.cz
Labels: site-support-request

- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2021.02.04.1**
- [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
- Single video: https://edu.ceskatelevize.cz/video/5256-jak-se-vyrabi-cokolada
- Playlist: https://edu.ceskatelevize.cz/tema/vesmir-a-zeme?predmet=fyzika&stupen=2-stupen-zs

## Description
This is another 3rd level domain of the ceskatelevize.cz.

Should be easy since it probably contains similar content as other domains.

Playlists are not so crucial.
Repository: TypeScript
Issue: Parameter hints while overriding methods
Labels: Suggestion,Awaiting More Feedback

# Suggestion
It would be nice to get parameter hints while overriding methods or implementing abstract methods.
<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms
- parameter hints
- overriding methods
- abstract parameters
<!--
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  🔎 Please search thoroughly before logging new feature requests as most common ideas already have a proposal in progress.
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## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
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My suggestion meets these guidelines:

* [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [X] This wouldn't change the runtime behavior of existing JavaScript code
* [X] This could be implemented without emitting different JS based on the types of the expressions
* [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [X] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

When implementing an abstract class or overriding an existing class's methods, it would be great to be able to see the parameter hints for that method in the editor. 

## 📃 Motivating Example

```ts
abstract class A {
  abstract foo(param1: string, param2: number, param3: boolean): void;
}

class B extends A {
  foo(/*trigger parameter hints here, see nothing*/)
}

type AA = {
  foo(param1: string, param2: number, param3: boolean): void;
}

const BB: AA = {
  foo(/*trigger parameter hints here, see lovely results*/)
}
```
[Playground](https://www.typescriptlang.org/play?#code/IYIwzgLgTsDGEAJYBthjAgggg3gKAQVEhngQDMB7SgCgAdgYBbARgC4ESBLAOwHMANAgbMATBx4BXJiACmUISOBMAzBxDVks4DwCUHAG6UuAEwDceAL548KNBgBCCWQA8IsniYzZ8hKrV0rGwgATzpZLGwAXlwCCmp6RmV2TmheQWEkpnEEKRl5RSy1BA1KLR19BCNTC2tbSh5IBAcHDkxo2L8EwMsgAP). (use Ctrl/Cmd+Shift+Space to trigger parameter hints)
![image](https://user-images.githubusercontent.com/8586769/107085208-f8bb6a80-67ac-11eb-8097-a1be85482de0.png)


## 💻 Use Cases

I'd use this when implementing abstract classes to remember the parameters I get to use.
Repository: TypeScript
Issue: Call hiearchy doesn't show incoming calls for node module
Labels: Bug,Domain: Outlining

*TS Template added by @mjbvz*

**TypeScript Version**: 4.2.0-dev.20210205

**Search Terms**
- Call hierarchy
- provideCallHierarchyOutgoingCalls
- provideCallHierarchyIncomingCalls

---


<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->
<!-- Also please test using the latest insiders build to make sure your issue has not already been fixed: https://code.visualstudio.com/insiders/ -->

<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: 1.52.1
- OS Version: Linux x64 Fedora 33

Steps to Reproduce:

1. Open call hiearchy on caller function A and switch to outgoing calls. There is called function B.
2. Open call hiearchy on called function B and switch to incoming calls. There is empty list

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

![image](https://user-images.githubusercontent.com/10448885/106915831-c9eab900-6706-11eb-8f2a-6d1395b7dc15.png)
![image](https://user-images.githubusercontent.com/10448885/106915888-dbcc5c00-6706-11eb-82b1-949153bd6593.png)
Repository: vscode
Issue: Clipboard access in webviews in Codespaces
Labels: bug,webview,github-codespaces,webview-views

Right now using `navigator.clipboard` gets rejected inside a webview editor in a Codespace.
Repository: PowerToys
Issue: [FanzyZones] Option to set default layout and option to apply a layout to all monitor/desktops
Labels: Idea-Enhancement,Product-FancyZones

## problem 

The greatness of FZ is that it allows you to customize every screen and desktop the way you like. It it also it's big pitfall as until you customize you get default settings applied.

I tend to use (4-8) desktops 

times(*) 

In different setups (just laptop || laptop + one monitor || only monitor ) 

times(*) 

With different monitors (work || home )

... you get the idea

It's 24-48 times i need to apply my config to screen, and it's worse if device is not recognized as already used (eg. you pivot; change resolution, dual monitors setups, etc)

## solution 

I think problem can be solved either by 

- set as default button - allowing to set choosen layout as default
- apply to all button - allowing to apply choosen layout to all desktops instead of current desktop (as it is a current behaviour)
 

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: pytorch
Issue: [jit] Keyword-arg expansion for constants
Labels: oncall: jit

## 🐛 Bug
`self.kwargs` is declared by typing to be immutable and is also practically immutable because of  `MappingProxyType` (no one holds a reference to the original dict and the dict is declared to contain only immutable objects). Theoretically, jit should be able to identify (based on typing) that `self.kwargs` is a constant and convert `**self.kwargs` to `dim=1`. Unfortunately,  that doesn't happen and `torch.jit.frontend.NotSupportedError: keyword-arg expansion is not supported` is raised.
```py
from types import MappingProxyType
from typing import Mapping, Final

import torch

class Test(torch.nn.Module):
    def __init__(self, **kwargs):
        super().__init__()
        self.kwargs: Final[Mapping[str, int]] = MappingProxyType(kwargs)

    def forward(self, x: torch.Tensor) -> torch.Tensor:
        return x.sum(**self.kwargs)


model = Test(dim=1)
model = torch.jit.script(model)
```


cc @gmagogsfm
Repository: flutter
Issue: Rasterizer thread can get stuck waiting for vsync rather than completing its frame rendering
Labels: engine,c: performance,c: rendering,perf: speed,P2,team-engine,triaged-engine

There are cases where the Rasterizer thread can be attempting to render a new frame, but it gets stuck waiting for the next vsync instead. This is not a case of producing a frame and then the frame is held until the next vsync - the thread is still producing a frame and gets stuck on a random GL call before it completes the frame and schedules it to be flushed to the screen.

This can be seen when running the Transform Animation page of the [macrobenchmark app](https://github.com/flutter/flutter/blob/master/dev/benchmarks/macrobenchmarks/lib/src/filtered_child_animation.dart). If you run the app manually (visit  `dev/benchmarks/macrobenchmarks` and execute `flutter run --profile` and bring up the performance overlay), you can scroll down and run the "ImageFiltered Transform Animation". When it starts up it should be in the "IF rotate" mode which animates a rotation using ImageFiltered and generally gets around 9ms on my Moto G 4. If you switch to another mode, like "Opacity" and back to "IF rotate" then it might return to a 9ms performance rate, or it may return to a 16ms rasterization performance. It's random, but happens frequently. This is due to an odd timing of the way we produce our frames and whether that triggers the problem here.

On longer running benchmarks, like gallery transitions, the app can move into and out of this state several times over its run. Indeed one [WIP fix](https://github.com/flutter/engine/pull/16175) for this problem improved average frame rates on that benchmark from around 6.8ms down to around 2.4ms on iOS. (We've since moved to Metal on iOS so the problem may not happen there with as much regularity but the condition still affects us on Android).

Note that while we are stuck in this wait condition we aren't using energy so this doesn't affect battery consumption. Also, the frames generally come out every 16ms, it's just that the frame you see is 16ms behind in time. So, the effect isn't very visible to the user except perhaps as lag.