sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: time: Time has different precision depending on the operating system
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.13.12 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?

<pre>
$ go version
go version go1.15 darwin/amd64
$ go run main.go
2020-08-28 10:37:50.388561 +0200 CEST m=+0.000120847
</pre>

<pre>
$ go version
go version go1.15 linux/amd64
$ go run main.go
2020-08-28 08:44:47.598714765 +0000 UTC m=+0.000071254
</pre>

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/davidterranova/Library/Caches/go-build"
GOENV="/Users/davidterranova/Library/Application Support/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/davidterranova/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/opt/go/libexec"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/opt/go/libexec/pkg/tool/darwin_amd64"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/davidterranova/Documents/development/smallpdf/pro/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/j_/6_9hdtls6tb_yvmfygpy54jm0000gn/T/go-build886013447=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

```go
package main

import (
  "time""
  "fmt"
)

func main() {
  fmt.Println(time.Now())
}
```
Has different time precisions depending on the operating system it is being ran.
- micro second precision on MacOS Catalina
- nano second precision on linux
- micro second on Windows

### What did you expect to see?

Either the same time precision or the mention of these differences in the documentation of the package `time`
Repository: pytorch
Issue: Error : lib/libstdc++.so.6: version `CXXABI_1.3.11 not found
Labels: module: binaries,module: build,triaged

## ❓ Questions and Help
I am using centos7, gcc version is 4.8.5 and list is till up to CXXABI_1.3.10. I don't have admin control, i am just a local user. 
I used to conda to install it. Pytorch is in the library, but when program is run this is the error i get.
### Please note that this issue tracker is not a help form and this issue will be closed.

We have a set of [listed resources available on the website](https://pytorch.org/resources). Our primary means of support is our discussion forum:

- [Discussion Forum](https://discuss.pytorch.org/)


cc @ezyang @seemethere @malfet
Repository: go
Issue: cmd/asm: ARM64 NEON floating point instructions (VFABD VFMAX, VFMAXNM, VFMINNM VFMIN VFADD, VFSUB VFMUL, VFDIV VFMLA, VFMLS VCVT*)
Labels: help wanted,NeedsInvestigation,compiler/runtime

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.15 linux/arm64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="arm64"
GOBIN=""
GOCACHE="/home/ubuntu/.cache/go-build"
GOENV="/home/ubuntu/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="arm64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/ubuntu/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/ubuntu/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/home/ubuntu/xx/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/home/ubuntu/xx/go/pkg/tool/linux_arm64"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build141213394=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

Whilst writing some NEON code, I found myself in need of floating point operations in NEON. I was able to load my data to the `V*` registers (and write it out!), but when I attempted to use `VF*` instructions, such as `VFADD` or `VFMUL`, those opcodes have not been implemented by any intrepid engineer on arm64.

### What did you expect to see?

Vectorized floating point addition or multiplication.

### What did you see instead?

`unrecognized instruction "VFADD"`

### Test code

#### neon.go
```
package fptest
func AddFloat([]float32, []float32, []float32)
```

#### neon_test.go

```
package fptest_test

import (
        "testing"
        fptest "."

        "github.com/stretchr/testify/assert"
)

func TestAddFloat(t *testing.T) {
        dst := make([]float32, 4)
        fptest.AddFloat([]float32{1, 2, 3, 4}, []float32{10, 20, 30, 40}, dst)
        assert.Equal(t, []float32{11, 22, 33, 44}, dst)
}
```

#### neon_arm64.s
```
// func AddFloat(a []int32, b []int32, dst []int32)
TEXT ·AddFloat(SB), $0-72
    // For the sake of simplicity, this only does the first 4.

    // Load a, b and dst's addresses to R8, 9, 10.
    MOVD a+0(FP),    R8
    MOVD b+24(FP),   R9
    MOVD dst+48(FP), R10

    // Load [4]int32 from a, b to v1, v2.
    VLD1 (R8), [V1.S4]
    VLD1 (R9), [V2.S4]

    VFADD V1.S4, V2.S4, V1.S4
    // WORD $0x4e21d441;

    // Write [4]int32 to dst.
    VST1 [V1.S4], (R10)

    RET
```
Repository: pytorch
Issue: JIT fails sanity checks during tracing torch.rand_like
Labels: oncall: jit

```python
import torch

class TestModule(torch.nn.Module):
    def forward(self, x):
        return x + torch.rand_like(x)
    
trace_input = torch.zeros([1], device='cuda', dtype=torch.float32)
module = torch.jit.trace_module(TestModule(), dict(forward=(trace_input,)))
```

```
TracingCheckError: Tracing failed sanity checks!
Encountered an exception while running the trace with test inputs.
Exception:
 The following operation failed in the TorchScript interpreter.
 Traceback of TorchScript (most recent call last):
 RuntimeError: val.isInt() INTERNAL ASSERT FAILED at "/pytorch/torch/csrc/jit/codegen/fuser/codegen.cpp":548, please report a bug to PyTorch.
```
This is on release 1.6.0

cc @gmagogsfm
Repository: go
Issue: x/mobile/cmd/gomobile: proposal: `-race` flag
Labels: NeedsInvestigation,mobile

I propose to add `-race` flag to `gomobile` command, as the regular go command does. This should be useful to detect race conditions.

@hyangah, @dmitshur Any thoughts?
Repository: godot
Issue: Particles and tilemap tres animations do not stop during debug
Labels: bug,topic:editor,topic:particles

**Godot version:**
3.2.2 stable


**OS/device including version:**
linux mint 64bit


**Issue description:**
When you pause a game and enter debug mode, two things happen to particles and tres tilemap animated tiles:

1. particles still run but at about 5% of normal speed
2. tilemap sprites with a tres animation continue to run at normal speed, they are not paused
3. if you create an animated sprite using the same tres file, it stops fine, so only in tilemaps

**Steps to reproduce:**
1. create some particles
2. create an animated tileset tile
3. run program and debug

**Minimal reproduction project:**
I can if required, or create a video
Repository: vscode
Issue: Copy/paste from custom titlebar doesn't work in markdown previews
Labels: bug,help wanted,windows,webview,titlebar

Issue Type: <b>Bug</b>

1. Open a markdown file for editing
2. Open the preview view
3. Select some text in the preview
4. Choose context menu entry "Copy"
5. Navigate to external program
6. Paste

Expected: text from VSCode appears
Actual: Only a blank space is pasted

VS Code version: Code 1.47.3 (91899dcef7b8110878ea59626991a18c8a6a1b3e, 2020-07-23T13:12:49.994Z)
OS version: Windows_NT x64 10.0.20185

<!-- generated by issue reporter -->
Repository: TypeScript
Issue: index types not discoverable across files (via find-all-references)
Labels: Bug,Domain: Symbol Navigation

<!-- ⚠️⚠️ 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: 1.48.2 (and 1.49.0-insider)
- OS Version: win 7

### Steps to Reproduce:

Create two files:

```typescript
// file a.ts
// ----------------------------------------------------------------
export type Config = {
    user: number;
}

const someUser: Config["user"] = 42; // (1)

// file b.ts
// ----------------------------------------------------------------
import { Config } from "./a";

const someUser = Config["user"] = 42; // (2)
// const user: Config["user"] = 42; // (3) if you uncomment this, it'll find all references for this file
```

Then try `find all references` for the `Config["user"]`. It finds references in the same file (1), but not in different files (2), UNLESS the file also contains that index type annotating a variable with the same name as the index (3), in which case it finds all references for that file including (2).

Try on CSB: https://codesandbox.io/s/priceless-easley-2w6pi?file=/src/b.ts

This relates to index types only, not base types.

Affects find/peek references/definitions etc.

<!-- Launch with `code --disable-extensions` to check. -->
**Does this issue occur when all extensions are disabled?:** Yes
Repository: godot
Issue: Release InputEvent event doesn't match with move event on Android
Labels: bug,platform:android,topic:input

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2 branch after rc4: 6b5102cf907c7c1bae1e866a794bae1cc02d0fae
Also happens on 3.2.3.rc4

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Android Pixel 2, GLES3

**Issue description:**
<!-- What happened, and what was expected. -->
The position of the touch release event on Android doesn't match the last motion event, but only for swipes that move left, or up. Right and down swipes work fine.

It seems related to the code to adjust input events based on the control's position, without the white rectangle above this doesn't happen.

**Steps to reproduce:**
Export the repro project to an android device. Touch the screen, drag to the left, let go. Blue square should be centered in the green square, but you'll see that it is offset downwards by the same height as the white rectangle. (there is a white rectangle at the top of the screen, it's hard to see because it blends in with the page.) Red is the touch down event, green is the last move event, blue is the touch up event.
![Screenshot_20200828-145917](https://user-images.githubusercontent.com/76901/91606285-ce34ce00-e93f-11ea-993c-2a51b4e68c40.png)

Strangly, swipes to the right work as expected:
![Screenshot_20200828-145933](https://user-images.githubusercontent.com/76901/91606326-dd1b8080-e93f-11ea-903f-2ba68f821baa.png)


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[android_touch_bug.zip](https://github.com/godotengine/godot/files/5143745/android_touch_bug.zip)
Repository: next.js
Issue: Dynamic Routes in Symlinks is not working
Labels: good first issue,Navigation

# Bug report

## Describe the bug

Dynamic Routes in symlinks is not working

## To Reproduce

I don't think github repos support symlink commits so this is how you can reproduce this:

In project folder:
```
mkdir pages/nolink
echo "export default function Post() {return <div>Works</div>}" > "pages/nolink/[id].js"
echo "export default function index() {return <div>Works</div>}" > "pages/nolink/index.js"
ln -s nolink pages/symlinktest
```
- http://localhost:3000/symlinktest/123 shows "404 This page could not be found." 
- http://localhost:3000/symlinktest/ shows "works"
- http://localhost:3000/nolink/123 shows "works"
- http://localhost:3000/nolink/ shows "works"

## Expected behavior

- http://localhost:3000/symlinktest/123 should show  "works"

## System information

- OS: Linux
- Version of Next.js: ^9.5.2
- Version of Node.js: v12.18.2

## Additional context

I also tried this in next.config.js:

```
module.exports = {
    webpack: (config, { buildId, dev }) => {
      config.resolve.symlinks = false
      return config
    },
  }
```
index.js is for debug the error. Removing index.js did not help. This points to Dynamic Routes not supporting symlinks.
Repository: godot
Issue: Half Resolution breaks path editing.
Labels: bug,topic:editor,confirmed,topic:3d

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
Godot 3.2.2 rc2 mono

**OS/device including version:**
Macbook Pro 2015, Big Sur

**Issue description:**
When "Half Resolution" is enabled in the editor perspective menu, placing points on a path in 3D mode (maybe 2D, not tested) places the point a distance from the cursor in screen space at a point twice the distance from the top left corner of the 

**Steps to reproduce:**

1. Set up 3D scene with "Path" node. 
2. Turn on half-resolution mode in Perspective -> Half-resolution -> On.
3. Click Add Point
4. Attempt to place point.
5. Note the displaced location its placed.
6. Click OFF Half Resolution
7. Add point again and observe correct behavior

In Attached illustation, a control point was attempted to be placed in top left corner of hallways, but instead point added in location shown.
<img width="790" alt="Screen Shot 2020-08-29 at 3 24 03 am" src="https://user-images.githubusercontent.com/496071/91608112-83e73780-e9a7-11ea-8b5c-2b0f3cdb259b.png">

My suggestion is that the point editing code does not correctly translate the mouse position relative to top corner in half-resolution mode (Presumably the correct value is aquired by dividing the screen space X/Y coords by too
Repository: excalidraw
Issue: Remove PWA (SW) until guaranteed fix
Labels: SW-caching,pwa

Since we've introduced PWA and the underlying Service Worker we've been getting cache invalidation issues. We've been unable to resolve this reliably to this day (see https://github.com/excalidraw/excalidraw/issues/2083).

The issue is compounded by collaboration because several clients may have slightly diverging versions that may contain changes to collaboration code.

This issue serves to discuss the removal of PWA until we can say with confidence the caching issue is resolved. Right now that seems to be blocked by CRA (#2083), but even then there's no guarantee that workaround will work reliably so we'll need to somehow test it behaves correctly ourselves.

We should decide based on the benefits and costs that PWA adds to Excalidraw at this point in time.

### Benefits

- Users can install, and use the app offline.
	- Trouble is, without knowing how many of our users do that we may be optimizing for a use case that's not really there.

### Costs

- Cache invalidation issues.
	- There is a hidden cost where if the app doesn't work for even just a single user during collaboration, a whole team may decide to stop using Excalidraw.
- UX
	- Even if we resolve cache invalidation, there's the question of how SW impacts the UX due to frequent updates. Currently, we force-refresh which isn't ideal. It often takes >5-10 seconds until the SW gets latest bundles and we refresh the page, at which point user may already be using the canvas (happens to me often).

		Other apps, such as CodeSandbox instead shows a popup (or used to) to the user that a new version is available. This isn't ideal either since these popups are annoying (they would show pretty much every time the user opens Excalidraw).
		
		On top of that, this workflow pretty much removes any benefit of an SW as we'd not use it for caching purposes at all (in fact it would make it worse as noted above).

/cc @tomayac
Repository: go
Issue: x/pkgsite: package build and doc links/images lack a11y features
Labels: NeedsInvestigation,pkgsite,pkgsite/frontend

Package build and godoc links/images lack accessibility features to indicate the semantic content of the image. E.g. Alt text displayed is “Build Status,” but lacks “Passing,” which is the more important information. If possible, use plain text to display build status, or set alt text dynamically.
Repository: flutter
Issue: [web] `felt build` sometimes does not run the `web_engine_sources` target before compiling
Labels: team,engine,platform-web,P2,team-web,triaged-web,e: engine-tool

Steps to reproduce:

1. Mess up the content of a source file in `web_ui/lib/src/engine` (in my case it was `engine/src/flutter/lib/web_ui/lib/src/engine/canvaskit/color_filter.dart`), run `felt build`. See a list of compile-time errors as expected.
2. Try to fix these errors.
2. run `felt build`, or `ninja -C out/host_debug_unopt web_engine_sources web_sdk`, or `ninja -C out/host_debug_unopt`.
3. Sometimes the updated source files do not get copied over to the `src/out/host_debug_unopt` directory, and you get the same list of errors.

`ninja -C out/host_debug_unopt web_engine_sources && ninja -C out/host_debug_unopt` seems to work much more reliably for me.  Looks like a dependency error.
Repository: go
Issue: cmd/compile: don't compile some unexported, inlined functions
Labels: help wanted,ToolSpeed,NeedsInvestigation,compiler/runtime

If a function is:

* inlined at all call sites
* not exported
* not referred to by value (any uses of the function are as a static call)
* not present in any interface types in its containing package

then we don't need to compile that function.

I suspect that these conditions are frequently met, cheap to check, and reasonably easy to implement.

I thought we had an issue for this, but I don't see one. I don't plan to work on this. I'm filing it in case someone else wants to. :)
Repository: TypeScript
Issue: Editors need a way to determine whether they are talking to an official TS Server
Labels: Infrastructure

Otherwise, they will obliviously forward events from the server to our official telemetry system and we'll have confusing noise in our data (e.g. stacks that don't match our source or asserts that don't exist).

The most secure approach would be to cryptographically hash the official tsserver.js and have the editor only report telemetry for matching files.  This would likely be impractical for, e.g., nightly builds.  Edit: @minestarks pointed out that signing the files would be a smarter way to do this - no need for a big inclusion list.

An intermediate approach would be to only report telemetry from the in-box implementation (i.e. not if tsserver comes from npm or nuget).  We might lose a lot of data.

Alternatively, our publication process could modify tsserver.js in some way that the editor could detect.  A fork would have to be deliberately malicious to replicate the change (vs now, where they'd have to explicitly suppress events to be good citizens).
Repository: vscode
Issue: API for horizontal scroll position in TextEditor
Labels: feature-request,api,editor-api

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
I would pleased to have an API on `TextEditor` allowing to get and set the horizontal scroll position, as well as an event to react to changes.

I am developing an extension which compares files in multiple text editors and having synchronized scrolling would be great for UX.

Currently, we have this API for *vertical* scrolling:

```typescript
readonly TextEditor.visibleRanges: Range[];
TextEditor.revealRange(range: Range, revealType?: TextEditorRevealType): void;
window.onDidChangeTextEditorVisibleRanges: Event<TextEditorVisibleRangesChangeEvent>;
```

For my purposes, it would be more suitable to have an API not tied to text `Range`s, otherwise one would first need to find a visible line in the editor long enough to scroll to a certain positon within it. Maybe something like:

```typescript
readonly TextEditor.horizontalStart: number;
readonly TextEditor.horizontalEnd: number;
TextEditor.setHorizontalStart(start: number, cause: unknown);
TextEditor.onDidHorizontalVisibleRangeChange: Event<{editor: TextEditor, cause: unknown}>;
```

…where `horizontalStart`, `horizontalEnd` and `start` should be floating point numbers. `cause` is meant for preventing cycles of events when synchronizing scroll positions.
Repository: pytorch
Issue: Buffers are moved to another device by copy and not in-place
Labels: triaged

## 🐛 Bug

Hi guys. The issue was noticed in `pytorch 1.5.1` (it is likely also present in `1.6.0`). 
I'm not sure is it's a bug or a feature.
I have  my own nn.Module where I register some parameters and buffers (call `register_buffer()` on some torch.Tensor-s). 
When I move the module to another device using `m.to(device)`  or `m.cuda()` then the Parameters are moved in-place (so all references to parameters remain valid). However, buffers are copied  to the new device (but nevertheless, module attributes pointing to buffers are updated). This lead to confusion in case one stores references to the buffers in a dictionary.

Example code:
```
import torch
import torch.nn as nn

class Foo(nn.Module):
  def __init__(self):
    super().__init__()
    self.data = {
      'a': torch.Tensor([1]),
      'b': torch.Tensor([1,2,3]),
    }
    for name in self.data:
      self.register_buffer('data_' + name, self.data[name])

m = Foo()
print("m.data['a'] is m.data_a:", m.data['a'] is m.data_a)
print(m.data['a'].device, m.data_a.device)
m.cuda()
print("m.data['a'] is m.data_a:", m.data['a'] is m.data_a)
print(m.data['a'].device, m.data_a.device)

```

It will print:
```
m.data['a'] is m.data_a: True
cpu cpu
m.data['a'] is m.data_a: False
cpu cuda:0
```

When I call `my_module.cuda()` or `my_module.to('gpu:0')` all the registered parameters are moved to the gpu, however buffers in the dictionary are still on CPU. 
So what basically happens is that the objects in the buffers are copied when moving to a new device and `self.data` still contains old references.
**In case of parameters, this wouldn't happen**. And I find in counter-intuitive. 

--------------

Similar Example for parameters:
Example code:
```
import torch
import torch.nn as nn

class FooWithParams(nn.Module):
  def __init__(self):
    super().__init__()
    self.data = {
      'a': nn.Parameter(torch.Tensor([1])),
      'b': nn.Parameter(torch.Tensor([1,2,3])),
    }
    for name in self.data:
      self.register_parameter('data_' + name, self.data[name])

m = FooWithParams()
print("m.data['a'] is m.data_a:", m.data['a'] is m.data_a)
print(m.data['a'].device, m.data_a.device)
m.cuda()
print("m.data['a'] is m.data_a:", m.data['a'] is m.data_a)
print(m.data['a'].device, m.data_a.device)

```

It works as expected:
```
m.data['a'] is m.data_a: True
cpu cpu
m.data['a'] is m.data_a: True
cuda:0 cuda:0
```

So I guess, it would be nice to make he behaviour of buffers similar to the Parameters. Or at least this should be depicted in the docs at the very least to prevent people to fall into this trap.