sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Typecheck error in body of async fn reported at point-of-use
Labels: T-compiler,C-bug,A-async-await,AsyncAwait-Triaged

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I tried this code:

```rust
use std::marker::PhantomData;
use std::io;

use tokio; // 0.2.21
use tokio_util; // 0.3.1

use tokio::io::{AsyncRead, AsyncWrite};
use tokio::net::TcpStream;
use tokio_util::codec::{Encoder, Decoder};
use futures::stream::StreamExt;

use bytes::{BytesMut, Bytes};

struct Codec;

struct Message<'a> { _p: PhantomData<&'a u8> }

impl Encoder<Message<'static>> for Codec {
    type Error = io::Error;
    
    fn encode(&mut self, item: Message<'static>, dst: &mut BytesMut) -> Result<(), Self::Error> {
        todo!()
    }
}

impl Decoder for Codec {
    type Item = Message<'static>;
    type Error = io::Error;
    
    fn decode(&mut self, src: &mut BytesMut) -> Result<Option<Self::Item>, Self::Error> {
        todo!()
    }
}

async fn forwarder(sock: impl AsyncRead + AsyncWrite + Send + 'static) {
    let sock = Codec.framed(sock);
    let (sink, stream) = sock.split();
    
    stream.map(|msg| msg).forward(sink).await;
}

pub fn assert_send() {
    let s : TcpStream = todo!();
    let _b : Box<dyn Send> = Box::new(forwarder(s));
}
```

I expected to see this happen: A diagnostic would be issued at the line with the .forward call (or not at all).

Instead, this happened: 
```
error[E0308]: mismatched types
  --> src/lib.rs:44:30
   |
44 |     let _b : Box<dyn Send> = Box::new(forwarder(s));
   |                              ^^^^^^^^^^^^^^^^^^^^^^ one type is more general than the other
   |
   = note: expected type `std::ops::FnOnce<(std::result::Result<Message<'static>, std::io::Error>,)>`
              found type `std::ops::FnOnce<(std::result::Result<Message<'_>, std::io::Error>,)>`
```

As you can see, this is reporting a typecheck error occurring in the implementation of forwarder, at the point of use of the async fn (where its implementation should be opaque).

### Meta

Tested on the playground with both stable and nightly.
Repository: pytorch
Issue: Inconsistent behavior between numpy.exp and torch.exp on CPU for complex numbers
Labels: triaged,module: complex,module: numpy

## 🐛 Bug

numpy.exp and torch.exp on CPU behave inconsistently for complex numbers in some cases.

## To Reproduce

Steps to reproduce the behavior:

```
In [2]: torch.exp(torch.tensor(complex(float('inf'), float('nan'))))
Out[2]: tensor((nan+nanj))
In [5]: np.exp(complex(float('inf'), float('nan')))
Out[5]: (inf+nanj)

In [6]: torch.exp(torch.tensor(complex(float('inf'), float('inf'))))
Out[6]: tensor((nan+nanj))
In [7]: np.exp(complex(float('inf'), float('inf')))
Out[7]: (inf+nanj)

In [4]: torch.exp(torch.tensor(complex(float('inf'), 0)))
Out[4]: tensor((inf+nanj))
In [3]: np.exp(complex(float('inf'), 0))
Out[3]: (inf+0j)
```

## Expected behavior

They should behave consistently.

## Environment

PyTorch version: 1.6.0.dev20200625+cu101
Is debug build: No
CUDA used to build PyTorch: 10.1

OS: Debian GNU/Linux 10 (buster)
GCC version: (Debian 8.3.0-6) 8.3.0
CMake version: version 3.16.3

Python version: 3.7
Is CUDA available: No
CUDA runtime version: 10.1.243
GPU models and configuration: GPU 0: Quadro P400
Nvidia driver version: 440.82
cuDNN version: Could not collect

Versions of relevant libraries:
[pip3] numpy==1.17.2
[pip3] torch==1.6.0.dev20200625+cu101
[conda] Could not collect

cc @ezyang @anjali411 @dylanbespalko @mruberry
Repository: TypeScript
Issue: Inconsistent type hover information
Labels: Bug,Domain: Quick Info

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**TypeScript Version:**  3.9.2, Nightly

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** inconsistent type hover

**Expected behavior:** When the variable `x` is of type `T`, the type shown in the hover information is the same for both.

**Actual behavior:** The variable `x` is of type `T`, but the type shown for `x` is different than the type shown for `T`.

<!-- Did you find other bugs that looked similar? -->
**Related Issues:** N/A

**Code**
```ts

// Hover `T` shows { a: 5 }
type T = Pick<{ a: 5, b: "string" }, "a">

// Hover `T` shows { a: 5 }
// Hover `x` shows Pick<{ a: 5, b: "string" }, "a">
declare const x: T;

```



<details><summary><b>Output</b></summary>

```ts
"use strict";

```


</details>


<details><summary><b>Compiler Options</b></summary>

```json
{
  "compilerOptions": {
    "noImplicitAny": true,
    "strictNullChecks": true,
    "strictFunctionTypes": true,
    "strictPropertyInitialization": true,
    "strictBindCallApply": true,
    "noImplicitThis": true,
    "noImplicitReturns": true,
    "useDefineForClassFields": false,
    "alwaysStrict": true,
    "allowUnreachableCode": false,
    "allowUnusedLabels": false,
    "downlevelIteration": false,
    "noEmitHelpers": false,
    "noLib": false,
    "noStrictGenericChecks": false,
    "noUnusedLocals": false,
    "noUnusedParameters": false,
    "esModuleInterop": true,
    "preserveConstEnums": false,
    "removeComments": false,
    "skipLibCheck": false,
    "checkJs": false,
    "allowJs": false,
    "declaration": true,
    "experimentalDecorators": false,
    "emitDecoratorMetadata": false,
    "target": "ES2017",
    "module": "ESNext"
  }
}
```


</details>

**Playground Link:** [Provided](https://www.typescriptlang.org/play/index.html?ts=4.0.0-dev.20200624#code/LAKA9GAEASD2BuBTATpABgFTZAzgC1gHcdIBvSAQwC5IBWSAX1ABcBPAB0Ug0gF5IACgEsAxgGsAPOWp0ANJABGNAEQ5myIQDsA5ssbzlFZQD5QoCDAQp0WXAWJlKNek3BQ4SVGgAe2fERJhcSknOUUVNQ0dPQYDI1MQABNEEQAbCmQuEVhNNUhvGgwAblAgA)
Repository: vscode
Issue: Crash on startup with remote X server
Labels: bug,freeze-slow-crash-leak,linux,gpu,upstream-issue-linked,chromium,mitigated

Just downloaded the latest version of VScode (https://az764295.vo.msecnd.net/insider/9b620b291e120caab8292cab38cad10c2b22dffe/code-insider-1593112949.tar.gz") and found it still shows a blank window after launch.

![code_bad2](https://user-images.githubusercontent.com/49961658/85800160-16e4c680-b706-11ea-9074-8172082a7b5a.png)
Repository: godot
Issue: Slow editor startup with large number of opened scripts in the script editor
Labels: bug,topic:editor,performance

**Godot version:**
3.2.2.stable, 4.0-dev

**OS/device including version:**
Windows 10

**Issue description:**
Starting a project with over 100 scripts opened in the script editor negatively affects the startup times.

![Annotation 2020-06-26 012913](https://user-images.githubusercontent.com/17108460/85801969-9dbc9200-b74c-11ea-892c-9368ab33c8c1.png)

On a project with 500 small scripts opened in the script editor, it takes around 15-20 seconds before the editor becomes responsive. If you close all scripts with `File` → `Close All` and restart Godot, it takes around 3-6 seconds, as usual.

**Steps to reproduce:**
1. Open any project with over 100 scripts.
2. Open each individual script so that it becomes listed in the script editor.
3. Restart Godot.

It's quite time consuming to do this manually, so proceed to the minimal project instructions.

**Minimal reproduction project:**
[script-editor-slow-startup.zip](https://github.com/godotengine/godot/files/4834155/script-editor-slow-startup.zip) (includes 500 scripts)

1. Unpack minimal project.
2. Run the project.
3. Close the project.
4. Copy and replace the included `editor_layout.cfg` file to the path where project-specific editor settings and cache are stored (on Windows the path may be similar to `C:\Users\Profile\AppData\Roaming\Godot\projects\script-editor-slow-startup-%MD5%`). That way when you open Godot, all the project scripts will be opened in the script editor. You can also navigate this via menu:
     
     ![Annotation 2020-06-26 194809](https://user-images.githubusercontent.com/17108460/85881434-41a64c00-b7e6-11ea-9e3f-8805882f3701.png)

5. Run the project and notice slow startup.

**Notes:**
1. `MessageQueue` size is increased to allow loading over 500 scripts in the minimal project (#35653).
2. Panel dragging (split container) becomes very laggy. The window layout info is constantly written to `editor_layout.cfg` while doing so, and it seems like it does this for each and every script as well.
3. `Close All` produces similar editor hang as the editor startup.

**Workaround:**
~~There's currently no editor option to disable this feature. Make sure to close old opened scripts regularly.~~ Actually there is: https://github.com/godotengine/godot/issues/39841#issuecomment-654811843.
I've [created a plugin](https://github.com/Xrayez/godot-editor-plugin-tools/blob/master/addons/script_editor/script_editor_plugin.gd?rgh-link-date=2020-06-26T22%3A10%3A25Z) which does that automatically, bypassing this issue currently in 3.2: https://github.com/godotengine/godot/issues/39841#issuecomment-650425744.

**Related issues**
Marginally related to #9815.
Repository: youtube-dl
Issue: How can I download paid content from Vlive + (Plus)?
Labels: request

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Please i need a code to download videos from Vlive+ Thank you.

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Repository: PowerToys
Issue: Implement popular 7+ Taskbar Tweaker features
Labels: Idea-New PowerToy

Implement some popular features of [7+ Taskbar Tweaker (7tt)](https://rammichael.com/7-taskbar-tweaker), like:
* don't group pinned items (in taskbar)
* associate an action to middle-clic on an item (close, etc.)
* change action when hovering an item (show thumbnail, do nothing...)
etc.

7tt needs work every-time Windows gains a major update (like 1909 or 2004, or some big patches). I think Microsoft could integrate popular 7tt features into PowerToys and maintain them.

To be honest, these features should be integrated into Windows :-D
Repository: terminal
Issue: Scenario: "toolbar" (the space next to the tab bar) customization/bindings
Labels: Area-UserInterface,Area-Settings,Product-Terminal,Issue-Scenario

There are a couple feature requests that came in that suggest that we need to be able to customize what shows up to the right of the tab strip.

* [ ] #445
  - More discussion in #11337
* [ ] #6608 "I'd like to remove the <kbd>+</kbd>"
  - note: this is: I want to get rid of the <kbd>+</kbd>, but NOT the <kbd>v</kbd>
* [ ] #6607 "The down arrow should display a list of open tabs, not new profiles"
* [ ] Icon buttons to start relevant shell types #2934 (a toolbar?)

This is tangentially related to menu customization.
Repository: node
Issue: Benchmark CI run error: benchmark/_test-double-benchmarker
Labels: flaky-test

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Run command:

```shell
./node-master benchmark/compare.js --old ./node-master --new ./node-master -- http2
```

Refs: https://github.com/nodejs/node/pull/33928#issuecomment-647372277

* **Test**: http2
* **Platform**: macOS,Linux
* **Console Output:**
```
/Users/ricky/projj/github.com/rickyes/node/benchmark/_test-double-benchmarker.js:40
    client.on('error', (e) => { throw e; });
                                ^

Error: connect EADDRNOTAVAIL 127.0.0.1:12346 - Local (0.0.0.0:0)
    at internalConnect (net.js:905:16)
    at defaultTriggerAsyncIdScope (internal/async_hooks.js:416:12)
    at net.js:997:9
    at processTicksAndRejections (internal/process/task_queues.js:75:11) {
  errno: -49,
  code: 'EADDRNOTAVAIL',
  syscall: 'connect',
  address: '127.0.0.1',
  port: 12346
}
Error: test-double-http2 failed with 1.
    at ChildProcess.<anonymous> (/Users/ricky/projj/github.com/rickyes/node/benchmark/_http-benchmarkers.js:238:16)
    at Object.onceWrapper (events.js:421:26)
    at ChildProcess.emit (events.js:314:20)
    at maybeClose (internal/child_process.js:1051:16)
    at Socket.<anonymous> (internal/child_process.js:442:11)
    at Socket.emit (events.js:314:20)
    at Pipe.<anonymous> (net.js:656:12)
```
* **Build Links**: https://ci.nodejs.org/view/Node.js%20benchmark/job/benchmark-node-micro-benchmarks/627/console
Repository: godot
Issue: Can't run EditorScript when external text editor is enabled
Labels: bug,topic:editor,confirmed

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**Godot version:**
3.2 branch commit 5079bea66073e369f687a668fe4582da9a55c2cb

**OS/device including version:**
Arch Linux

**Issue description:**
Attempted to run an `EditoScript` script, but wasn't allowed because an external text editor was enabled.

Perhaps it might be a good idea to be able to run EditorScript through the Scene menu on the top menu bar, or through the Filesystem tab by right clicking and then just hitting `Run`. If the script can't be executed, then a popup would let the user know about it.

As a workaround, I'll stick to closing and reopening scenes with a `tool` attached when it makes sense to do so.

**Steps to reproduce:**
1. Specify an external editor under Editor Settings and set it to On. Attempting to open a script should now show the external editor.
2. Under the script tab, if the `EditorScript` is not available on the Script tab, then it's impossible to run it unless the user disables the external editor temporarily to run the script.

**Minimal reproduction project:**
```gdscript
tool
extends EditorScript

func _run():
	var label : Label = Label.new()
	get_scene().add_child(label)
	label.set_owner(get_scene())
```
Repository: flutter
Issue: iOS Context Menus incorrectly moves to the center between screens
Labels: c: new feature,framework,f: cupertino,P2,team-design,triaged-design

The current context menu will always move to the center between the screens, so it is difficult to use it in lists or other places.

like: ![](https://camo.githubusercontent.com/5d5f31be5fe51f3e43a9494ce134d3307ad6b80e/68747470733a2f2f7062732e7477696d672e636f6d2f6d656469612f455056696d7452555541413756336a3f666f726d61743d6a7067266e616d653d6d656469756d)
Repository: scrcpy
Issue: do i need a dedicated GPU to run scrcpy??
Labels: question


hi,
 i'm buying a new laptop and scrcpy MUST be my TOP priority because i'm severely disabled and scrcpy is my only way to access my phone.

i believe [am i wrong?] scrcpy is using OpenGL and hardware acceleration when i open it on my mackbook because it won't allow me to switch to my low power integrated graphics.

is this normal?

if i purchase something like [an LG gram with no GPU](https://www.lg.com/us/laptops/lg-17z90n-r.aas9u1-ultra-slim-laptop) will i be able to get scrcpy working?

any and all insight is greatly appreciated
thank you in advance for your time.
Repository: terminal
Issue: Command line argument to start up using a specified configuration file
Labels: Issue-Feature,Area-Settings,Product-Terminal,Area-Commandline

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# Description of the new feature/enhancement
It would be nice to have a command line argument to start up Windows Terminal using a specified configuration file; for example:

`wt -c D:\MyStuff\WindowsTerminal\SomeAwesomeConfigFile.json`

This would be useful in at least a couple of ways:

(1) You could easily use different config files for different purposes; for example you could easily have a taskbar icon to start up a window that you normally use for local command line stuff, and a different one to start up a different window that you normally use for ssh into some other box, and those two windows may be very different than each other.

I know that you can do something like this by having different profiles within the single config file and then having your taskbar icons set up with stuff like `wt new-tab -p Local ; split-pane -p Local` in one and `wt  new-tab -p Server ; split-pane -H -p Server` in another, but that can get really out of hand really quick as you want the windows to have more and more complex default startup behavior. Seems like it would be much simpler and cleaner (for this sort of purpose) to maintain just by having two different config files.

(2) I want to keep my configuration in source control. Obviously I *can* do that now, but it seems like a total pain - every time I edit the file, in order to submit it to source control, I have to ``cd`` to some wacky AppData directory that I probably won't remember and that may not even be the same on different machines. Seems like it would be much, much easier and nicer to just use config files in some location that I decide upon, based upon how I actually use my computer.

If there is already a way to do this, then first of all, I apologize; I couldn't find anything like it in the docs, on the web, or via "wt -h". And second of all... how, please? Thanks.

<!-- 
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Describe why and how a user would use this new functionality (if applicable).
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# Proposed technical implementation details (optional)

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Repository: flutter
Issue: [web] Dart DevTools for Flutter web
Labels: c: new feature,tool,platform-web,c: proposal,d: devtools,P3,team-web,triaged-web

The Flutter DevTools _still_ seem to be entirely unsupported for Flutter web.

## Use case

Performance debugging and more and fairly important components of the development workflow. However on Flutter web, we can still not use any of the DevTools.

![](https://i.imgur.com/AIbTDym.png)

More unsupported features: [1](https://i.imgur.com/nbFCVGr.png), [2](https://i.imgur.com/CxhKnx5.png), [3](https://i.imgur.com/JxVDuID.png), [4](https://i.imgur.com/KSc1l5x.png)

## Proposal

Make DevTools available for Flutter web / when are DevTools going to be enabled for Flutter web?

---

I found #41428, however, _debugging_ seems to be supported (now) → this is a different issue 🙃
Repository: pytorch
Issue: Suppress scientific notation in libtorch
Labels: module: cpp,feature,triaged

## 🚀 Feature

The ability to turn off scientific notation (standard form) using the C++ API.

## Motivation

It would be useful to turn off the scientific notation used to display tensors. Sometimes I will often get numbers like: 9.9999e-01 which - in the common tongue - is more frequently known as 0.9999 or 1.0. This notation can be really helpful for very small numbers close to zero but in certain situations it is just confusing.

## Pitch

It would be nice to have an option when creating tensors to turn off scientific notation.


cc @yf225 @glaringlee
Repository: PowerToys
Issue: [FancyZones] Snap all open Windows to zones
Labels: Idea-Enhancement,Product-FancyZones

# Summary of the new feature/enhancement

I would like a shortcut to snap all open windows on a monitor to fancy zones.  This could be either to the last known zone for that application, or the closest zone to the window.

I often have too many windows open that aren't assigned to their correct zone, and want an easy way to move them all back.

There is a similar suggestions around managing multiple windows at once; https://github.com/microsoft/PowerToys/issues/4033 but this is not quite the same.

# Proposed technical implementation details (optional)

A keyboard or mouse shortcut that snaps all open windows on a monitor to the last known or closest fancy zone for that monitor.
Repository: opencv
Issue: Passing cv2.dnn.net object to another module causes forward propagation to crash.
Labels: category: gpu/cuda (contrib),category: dnn

##### System information (version)

- OpenCV => 4.2.0
- Operating System / Platform => Windows 64 Bit
- Compiler => Visual Studio 2019
- Runtime Environment: Anaconda Python 3.7

I initialized a dnn net object in my main module and then passed it into a submodule. When I run the program, the program crashes at the net.forward() line.

```
cv2.error: OpenCV(4.2.0) C:\Ocv_Bri_Build\opencv-4.2.0\modules\dnn\src\cuda4dnn\csl\cudnn/transform.hpp:116: error: (-217:Gpu API call) CUDNN_STATUS_EXECUTION_FAILED in function 'cv::dnn::cuda4dnn::csl::cudnn::transform'
```

However, when I initialize the dnn net object inside the submodule, the program does not produce this error. What is the reason behind such an erratic behavior?