sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/tools/go/analysis/internal: Add an option to emit diagnostics for external packages
Labels: NeedsInvestigation,Tools,Analysis

<!--
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### What version of golang/tools are you using?

<pre>
~/tools $ git rev-parse HEAD
a30bf2db82d4f645ded9030efbbf6d4fbe5e70eb
</pre>

### Proposal

Currently the analysis driver in `golang/tools` prints diagnostics only for root packages. We can't change this behavior without changing the `golang/tools` repository or developing a driver from scratch because this behavior is written in the `internal` package.

Some analyses could be more beneficial if they could emit diagnostics for dependencies because problems in dependencies can also be problems in the root packages.

So I would like to implement an option to emit diagnostics for external packages by adding an argument to `golang.org/x/tools/go/analysis/internal/checker.Run`, and adding a command-line argument to `golang.org/x/tools/go/analysis/singlechecker.Run` and `golang.org/x/tools/go/analysis/multichecker.Run`.

Is it OK, or are there any reasons why the option is not in the packages?

Thank you.
Repository: pytorch
Issue: pytorch 1.4.0 hangs when using with CUDA   >=  10.1
Labels: needs reproduction,module: cuda,triaged


Why Pytorch hangs so long when I do `torch.cuda()`

cc @ngimel
Repository: flutter
Issue: [flutter-tools] [web] Service worker doesn't add the canvaskit.js and canvaskit.wasm files into the cache resource
Labels: c: new feature,tool,platform-web,P2,team-web,triaged-web

@jonahwilliams has merged a PR here #48344 that generates the service worker js file.

when we build flutter app with the canvas kit web assembly flag : 

`flutter build web --dart-define=FLUTTER_WEB_USE_SKIA=true`

The service worker file generated doesn't contain the canvaskit.js or canvaskit.wasm files in the RESOUCRSES. 

Please make sure that these files are also cached as part of other resources of the service worker.
canvaskit.js and canvaskit.wasm come from external urls : 
https://unpkg.com/canvaskit-wasm@0.12.0/bin/canvaskit.wasm
https://unpkg.com/canvaskit-wasm@0.12.0/bin/canvaskit.js

Please add this also as part of the caching resources in the generated service worker file
Repository: pytorch
Issue: Expected object of scalar type Double but got scalar type Float for argument #2 'mat2' in call to _th_mm
Labels: triaged

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->

## To Reproduce

Steps to reproduce the behavior:

1.
1.
1.

<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

## Expected behavior

<!-- A clear and concise description of what you expected to happen. -->

## Environment

Please copy and paste the output from our
[environment collection script](https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py)
(or fill out the checklist below manually).

You can get the script and run it with:
```
wget https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py
# For security purposes, please check the contents of collect_env.py before running it.
python collect_env.py
```

 - PyTorch Version (e.g., 1.0):
 - OS (e.g., Linux):
 - How you installed PyTorch (`conda`, `pip`, source):
 - Build command you used (if compiling from source):
 - Python version:
 - CUDA/cuDNN version:
 - GPU models and configuration:
 - Any other relevant information:

## Additional context

<!-- Add any other context about the problem here. -->
Repository: vscode
Issue: [rename on type] feedback incorrect after Rename
Labels: bug,editor-synced-region

Testing #93808

- place the cursor inside the `bo|dy` tag of an html document
- F2 rename to body to 'foobar'
-> The feedback is no longer selecting the entire tag:

![image](https://user-images.githubusercontent.com/172399/78011894-7ec48480-7344-11ea-838c-ff8a8df60948.png)
Repository: godot
Issue: Viewports cause big memory leaks when instanced or duplicated
Labels: bug,topic:core,topic:rendering,confirmed

**Godot version:**
3.2.1

**OS/device including version:**
Ubuntu 19.04
GeForce GTX 980/PCIe/SSE2
Intel® Core™ i7-4820K CPU @ 3.70GHz × 8 
11,6 GiB RAM

**Issue description:**
Instancing and duplicating viewports with relatively high resolutions in the editor causes unexpected, inconsistent behavior with regard to RAM usage. Running the project seems to exacerbate the RAM usage of the editor even more.

The issue is also present in executed projects which instance or duplicate viewports from GDScript.

These supposed memory leaks can be multiple gigabytes large, potentially __freezing the entire system__.

**Steps to reproduce:**
1. Open a scene with a viewport with a large resolution (e.g. 5000x5000). RAM usage is normal.
2. Duplicate the viewport. RAM usage goes up by more than I would expect, usually around 300 MB.
3. Delete the duplicated viewport. **RAM usage does not go back down.**
4. Duplicate the viewport again. Notice a big stutter and a RAM usage increase in **1-2 GB**.

3 and 4 can be repeated until the RAM is completely full, potentially causing a full system freeze.

Running the project often causes a huge increase in RAM usage in the editor as well. The game itself, however, has an expected RAM usage in the range of 30 MB (as long as the game itself does not instantiate or duplicate viewports!).

These numbers vary each time. Sometimes a step causes no increase in RAM usage at all, sometimes it shoots up by over 2 GB. The only thing that is entirely consistent for me is that deleting a viewport does not decrease RAM usage.

Small viewports (e.g. 100x100) do also leak memory when deleting them, but they never have these huge leaks when duplicating - they cause a consistent RAM increase of a few MB, as expected.

__Note: Reproducing this can freeze your entire system!__ Carefully monitor your RAM usage and make sure you stay a few gigabytes below the limit while testing this.

**Minimal reproduction project:**
Just create an empty scene, add a viewport, set the size to something like 5000x5000 and follow the steps described above.
Repository: flutter
Issue: Feature Request: Add trace-startup to Flutter Web Testing
Labels: a: tests,c: new feature,framework,platform-web,c: proposal,customer: web10,P2,team-web,triaged-web

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## Use case

Flutter has a wide range of `devicelab` tests in the [`dev/devicelab` directory](https://github.com/flutter/flutter/tree/master/dev/devicelab).
Some of them use the option `--trace-startup` to record startup information, such as the time needed for the first frame to build/rasterize. An example can be found here: [flutter_gallery__start_up.dart](https://github.com/flutter/flutter/blob/master/dev/devicelab/bin/tasks/flutter_gallery__start_up.dart)

This option does not seem to work on Web for now.

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     concise description of what the problem is.

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     on pub.dev/flutter that already solves this?
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## Proposal

We propose that Flutter Web should accept the `--trace-startup` option and record startup information, such as the time needed for the first frame to build/rasterize, similar to the case of Android/iOS.

<!--
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Repository: vscode
Issue: Add option `editor.lineDecorationsWidth` as official
Labels: feature-request,editor-core

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
Is there any chance that the setting of `editor.lineDecorationsWidth` will be official?
I currently have the "Unknown configuration setting" notification 😬
A lot of people using this option and it would be good to add it as official

![obraz](https://user-images.githubusercontent.com/30685349/78021422-83dd0000-7353-11ea-86f9-41f14a8b37c1.png)
Repository: go
Issue: x/mobile: key events not fired for predictive keyboards
Labels: NeedsInvestigation,mobile

On a Samsing Galaxy S10, running Android 10 (this was not an issue with the keyboard they shipped in Android 9) key events are no longer fired when the (default) predictive text is turned on.
Some other apps, such as Termux (https://github.com/termux/termux-app/issues/686) report that words appear after space/enter etc - however that is not true for gomobile. Each time a word should display a single "unknown key code" event is fired and no characters.

### What version of Go are you using (`go version`)?

1.12, 1.13, 1.14

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

I think the environment on the Android phone is most relevant, but I don't know what to provide.
Code works fine on older keyboards, or if you turn off the predictive text

### What did you do?

* run a gomobile app on Galaxy S10 with Android 10, cause a keyboard to appear (I used fyne_demo app).
* type "hello " (ending in a space) and see that only a space is added to the entry.
* type "g " and you will see that "g" is shown followed by a space.

### What did you expect to see?

I want to see characters as they are entered. There are various docs about how to disable prediction (such as https://developer.android.com/reference/android/text/InputType#TYPE_NULL) but I cannot figure out how to set those options in a default gomobile app, as the root view does not seem to be configurable in GoNativeActivity.java.

### What did you see instead?
(as above)
Repository: go
Issue: spec: extend `Type assertions` section
Labels: Documentation,NeedsFix

Today I stubled upon [this](https://polyfloyd.net/post/golang-subtle-pitfalls/#2-type-assertions-of-value-types-vs-pointer-types) issue and I was hoping to find, in the reference doc, more examples of type assertions on pointer types but, unfortunately, there seems to be none.

Would it make sense to extend the current [Type assertions](https://golang.org/ref/spec#Type_assertions) section with this?

(BTW I'm a Go newbie so apologies in advance if I missed something in the existing doc!)
Repository: godot
Issue: Exported variables don't update in real-time
Labels: enhancement,topic:editor,documentation

**Godot version:**
3.2 mono
**OS/device including version:**
ubuntu 19.10
**Issue description:**
If you export variady read the bles using tool, and change their value, it is only updated when you click another node and the click back to the changed node.

**Steps to reproduce:**

* Create 2 nodes: A and B
* At B attach a script (can not be built-in)
* code this:
``` 
tool
extends Node

export var a:int = 0
export var update:bool = false

func process(delta):
   if update:
        a = int(rand_range(0,100))
        update = false
```
* Save scene close it and open again to take effects
* Value is changed, you cant see
* Click Node A
* Click Back to Node B 
* Should see the change



**Minimal reproduction project:**
N/A
Repository: pytorch
Issue: UserRRef should store error if it sees any and prevent subsequent usage
Labels: feature,triaged,module: rpc

@jjlilley brought this up in #35331. Currently, if `UserRRef` encountered an error internally or when running user-facing APIs, it would report the error but nothing prevents the application from using the `UserRRef` again. However, as some error could have messed up RRef internal states, especially for the ones that have impact on reference counting, we should store those error in the UserRRef, delete the UserRRef and prevent subsequent usage on the RRef. 

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @rohan-varma @xush6528 @jjlilley @osalpekar
Repository: pytorch
Issue: how to do 3d data augmentation in parallel on the gpu?
Labels: module: dataloader,module: cuda,triaged

I have a lot of 3d data and need to do various data augmentation. I want to do data augmentation in parallel on the gpu, but it seems that pytorch does not allow gpu operation in the dataloader. Is there any good way?


cc @ngimel @SsnL
Repository: TypeScript
Issue: Add a stable module target for top-level await
Labels: Needs Investigation

**TypeScript Version:**  
3.9-beta

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** 
top level await es2020 module

**tsconfig.json**
"target":"es2020"
"module":"es2020"

**Code**
```ts
await 1;
```

**Expected behavior:**

OK if "module":"esnext" in tsconfig.json
OK if "module":"es2020" in tsconfig.json

**Actual behavior:**

OK if "module":"esnext" in tsconfig.json
KO if "module":"es2020" in tsconfig.json <----- :'(

`Top-level 'await' expressions are only allowed when the 'module' option is set to 'esnext' or 'system', and the 'target' option is set to 'es2017' or higher. ts(1378)`

**Playground Link:** 

"module":"es2020" is not available on Typescript playground.
"module":"es2020" is not available in documentation.

**Related Issues:** 

https://github.com/microsoft/TypeScript/pull/35813 - Add top-level await for esnext and system modules

Basically, just add "es2020" to the list.
Easy to fix, bro.
Repository: godot
Issue: Drag Drop on TextureButton does not pass on to parent container
Labels: bug,topic:gui

**Godot version:**
3.2.1

**OS/device including version:**
Win 10

**Issue description:**
Drag and drop events are not passed from a TextureBbutton to a parent container

**Minimal reproduction project:**
[DragDropExample.zip](https://github.com/godotengine/godot/files/4410145/DragDropExample.zip)

In the example i provided there are three gui's that i have made with slightly different scripts and or nodes. The basic idea is that you can drag an image from the left to the gui on the right and then it will replace the icon in the center.

The top one is the one i would expect to be working, but it does not. In this situation the can_drop is attached to the container of the gui. It would therefore expect it to be droppable on the entire surface, but it is not droppable on the texturebuttons inside the container.

The middle example is my current compromise. In this situation the can_drop is attached to the central textureButton. So it is atleast possible to drag and drop on a texturebutton.

The third example has again the can_drop attached to the container, but now the central icon has been replaced with a texturerect, This case it is possible to drop on the rect and the surrounding areas, but still not on the little buttons.

This seems to me inconsistent and for me its also a big inconvenience as i would like to keep all of the nodes as TextureButtons.
Repository: opencv
Issue: OpenCV 4.2.0 installation for Python 3 on Ubuntu 16.04.04 / ARM
Labels: question (invalid tracker)

I am trying to install OpenCV for further usage with both Python 2.7 and Python 3.5 on Ubuntu 16.04.4 running on OrangePI. It compiles succesfully, but installation directory of `cv2-xxx.so` is incorrect in case of Python 3.5.

Configuration:
- OpenCV => 4.2.0
- Operating System / Platform => Ubuntu 16.04.4 / ARM
- Compiler => GCC 5.4.0

Steps:
- (while in root source directory) `mkdir build && cd build`
- `cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_NEW_PYTHON_SUPPORT=ON -DINSTALL_PYTHON_EXAMPLES=ON -DBUILD_EXAMPLES=ON -DINSTALL_C_EXAMPLES=ON ..`

The output of last command for Python 3 looks like:
```
--   Python 3:
--     Interpreter:                 /usr/bin/python3 (ver 3.5.2)
--     Libraries:                   /usr/lib/arm-linux-gnueabihf/libpython3.5m.so (ver 3.5.2)
--     numpy:                       /usr/lib/python3/dist-packages/numpy/core/include (ver 1.11.0)
--     install path:                lib/python3.5/dist-packages/cv2/python-3.5
```

The install path is incorrect as by default Python 3.5 tries to search for SO library in a `/usr/lib/python3/dist-packages` directory:
```
$ python3.5 -c "from distutils.sysconfig import *; print(get_python_lib())"
/usr/lib/python3/dist-packages
```

Thus, `import cv2` can't load SO library after `make install`.

The full output of `pythom3 -m site` looks like that:
```
sys.path = [
    '/home/orangepi/python3/opencv-4.2.0/build',
    '/usr/lib/python35.zip',
    '/usr/lib/python3.5',
    '/usr/lib/python3.5/plat-arm-linux-gnueabihf',
    '/usr/lib/python3.5/lib-dynload',
    '/usr/local/lib/python3.5/dist-packages',
    '/usr/lib/python3/dist-packages',
]
USER_BASE: '/home/orangepi/.local' (doesn't exist)
USER_SITE: '/home/orangepi/.local/lib/python3.5/site-packages' (doesn't exist)
ENABLE_USER_SITE: True
```
Repository: rust
Issue: No error code for "union patterns should have exactly one field"
Labels: C-enhancement,A-diagnostics,T-compiler

It would be nice to have a specific error code for `union patterns should have exactly one field`  [error](https://github.com/rust-lang/rust-gha/blob/master/src/librustc_typeck/check/pat.rs#L948). Currently, there is [no such code](https://doc.rust-lang.org/error-index.html).
Repository: pytorch
Issue: Clarify tensor storage communication behavior in RPC
Labels: module: docs,feature,triaged,module: rpc

For now, RPC could either send tensor data or tensor **storage** data to the destination depending on the sparsity of the tensor. Say, if the tensor is just a view of the 1st row of another tensor that contains 100 rows, RPC would clone the tensor and just send the data in the 1st row. If, however, if the tensor is a view of the first 60 rows, RPC would send the entire storage. This is an internal optimization to balance memory overhead vs comm overhead. As @lw pointed out in [this comment](https://github.com/pytorch/pytorch/pull/35483#discussion_r400196335), this will have user-visible differences and it's important that we have a clear design on this behavior and clarify that in our API docs. 

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @rohan-varma @xush6528 @jjlilley @osalpekar
Repository: angular
Issue: Angular binding DOM property instead of web component property
Labels: type: bug/fix,freq1: low,area: core,state: confirmed,core: binding & interpolation,cross-cutting: custom elements,P3



### Description
 Currently when we use web components in angular 8, with module schema set to CUSTOM_ELEMENTS_SCHEMA. Angular sets and update DOM properties, instead of web component properties when property name is similar to a attribute which has a corresponding DOM property. For example:
If the web component has exposed a property with name readonly, when we bind this property in our template like:

`<my-custom-element [readonly]="readonly"></my-custom-element>`

Instead of updating and binding with readonly prop of the web component. Angular binds it with readOnly property of the dom. Also this readOnly property is then also available on the web component reference. But my web component readonly property is always undefined and is never set.



## 🔬 Minimal Reproduction
As displayed in the below stackblitz, even on changing the readonly property of the web component the  input is never made readonly, and the web component setter is never called. Also you can observe that readonly property of web component is always undefined wheres as if you display readOnly property of DOM is getting updated

https://stackblitz.com/edit/angular-rlntip
Repository: pytorch
Issue: BatchNormFuncOptions object cant be printed in C++
Labels: module: cpp,module: nn,triaged

Repro:
```
auto options = F::BatchNormFuncOptions().weight(w).bias(b).momentum(m).eps(e).training(t);
std::cout << options << std::endl;
```

Expected result: 
Print value for each property.

Actual Result:
```
‘torch::nn::functional::BatchNormFuncOptions’ is not derived from ‘const torch::ExpandingArray<D, T>’
         std::cout << options << std::endl;
                      ^~~~~~~
```

cc @yf225
Repository: godot
Issue: OS.alert() called multiple times when used in a FileDialog file selection signal.
Labels: bug,topic:porting

**Godot version:**

3.2.1 Official

**OS/device including version:**

Windows 10 64-bit
Not sure yet if this is exclusive to Windows, perhaps others can confirm or deny on Linux/Mac.

**Issue description:**

I've found when double clicking a FileDialog file to open it, if there is an OS.alert() in that signal code, it will spam the alert().

Screenshots are an attempt to show the next window that appeared after closing the first.  They stagger upwards.

![godot windows tools 64_EwYE3pBTQN](https://user-images.githubusercontent.com/13004169/78064963-3d12f880-739b-11ea-9f24-73376119fc61.png)
![godot windows tools 64_qFAhNq9VfF](https://user-images.githubusercontent.com/13004169/78064966-3e442580-739b-11ea-9b7d-64ed25431e27.png)


**Steps to reproduce:**
Run the demo project and double click the icon.png file.

**Minimal reproduction project:**
[File Path Signal Spam OS.Alert.zip](https://github.com/godotengine/godot/files/4411054/File.Path.Signal.Spam.OS.Alert.zip)
Repository: vscode
Issue: Search for ignored sync settings or extensions
Labels: feature-request,settings-editor

Testing https://github.com/microsoft/vscode/issues/93801

Changing extensions and settings that have been ignored to being synced again was smooth, but could we making searching for which extensions and settings easier?  Like being able to search for "@ sync: ignored" in extensions view or in settings search

![image](https://user-images.githubusercontent.com/9721254/78065253-fef8e300-7360-11ea-8152-9a9571bb36d4.png)
Repository: flutter
Issue: AsyncSnapshot should support null as data
Labels: framework,c: proposal,P2,team-framework,triaged-framework

Dart's `Stream`s can contain `null` as data and listeners get still notified.
With Flutter's `StreamBuilder` though, users have no way of finding out which of the following states an `AsyncSnapshot` with `null` as `data` represents:

- A `Stream` that contains `null` as data.
- A `Stream` without an event.

## Use cases

In some cases, you might want to distinguish between both states, representing "there is no data" vs "the data is still loading".

## Proposal

Maybe `AsyncSnapshot` could support nullable data by having an extra field indicating whether the data comes from the `Stream`?