sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Npm Scripts view not available if package.json located only in nested folder
Labels: feature-request,tasks

Issue Type: <b>Bug</b>

Noticed that in project where there is no `package.json` file in root folder I cannot show Npm Scripts view (even from context menu on other views in explorer folder.
Structure
```
project-folder
|--backend1
|--backend2
|--static
\--ui
   |--src (contains app source)
   |--tools
   |  |--tool1
   |  |  \--package.json
   |  |
   |  \--tool2
   |     \--package.json
   |
   \--pacakge.json (main)
```

In this case unless I open any of 3 `package.json` files (in `ui`, `ui/tools/tool1`, and `ui/tools/tool2`) it's not possible to get that view, see tasks an run them. I also haven't found any command to force Npm Scripts visibility.

However as soon as I open any of them - I can see view with all 3 `package.json` files and their tasks in it.

_UPD. Removed wrong code pointers and assumptions._

Tried with default value of `npm.autoDetect` and explicitly putting `"npm.autoDetect": "on"` in User and Workspace settings.

VS Code version: Code - Insiders 1.55.0-insider (6f726bcdf6a4d6cb518a3fcdb03c21be7293f417, 2021-03-25T08:19:33.237Z)
OS version: Windows_NT x64 10.0.19041

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz (12 x 3192)|
|GPU Status|2d_canvas: enabled<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>oop_rasterization: enabled<br>opengl: enabled_on<br>protected_video_decode: enabled<br>rasterization: enabled<br>skia_renderer: enabled_on<br>video_decode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|undefined|
|Memory (System)|31.72GB (19.75GB free)|
|Process Argv|--crash-reporter-id cf52dbde-2c94-45c3-9bf3-45d8b9966b04|
|Screen Reader|no|
|VM|0%|
</details>Extensions: none
<!-- generated by issue reporter -->
Repository: create-react-app
Issue: Create react app cannot read property 'spec' of undefined
Labels: needs triage,issue: bug report

### Describe the bug

Can't run `npx create-react-app my-app` in node 15.12.0.
When I try to run the command, this is what happen:
```
npm ERR! Cannot read property 'spec' of undefined

npm ERR! A complete log of this run can be found in:
npm ERR!     C:\Users\alvinnovian\AppData\Roaming\npm-cache\_logs\2021-03-25T14_00_13_264Z-debug.log
```

However, I try to switch to node version 14.16.0 and it works, I use nvm to switch between node version. But then when I try to switch to node 15.12.0 again it doesn't work and throw the same error.

I've tried `npm cache clean --force`, I don't have global installation of create-react-app.

Here's the information I've got from that log file:
```
295 timing reify:diffTrees Completed in 1ms
296 silly reify moves {}
297 timing reify:retireShallow Completed in 0ms
298 timing reify:createSparse Completed in 0ms
299 timing reify:loadBundles Completed in 0ms
300 timing reify:unpack Completed in 1ms
301 timing reify:unretire Completed in 0ms
302 timing build:queue Completed in 0ms
303 timing build:deps Completed in 1ms
304 timing build Completed in 1ms
305 timing reify:build Completed in 1ms
306 timing reify:trash Completed in 0ms
307 timing command:exec Completed in 4323ms
308 verbose stack TypeError: Cannot read property 'spec' of undefined
308 verbose stack     at Arborist.[saveIdealTree] (C:\Users\Alvin Novian\AppData\Roaming\nvm\v15.12.0\node_modules\npm\node_modules\@npmcli\arborist\lib\arborist\reify.js:893:48)
308 verbose stack     at C:\Users\Alvin Novian\AppData\Roaming\nvm\v15.12.0\node_modules\npm\node_modules\@npmcli\arborist\lib\arborist\reify.js:135:39
308 verbose stack     at async Arborist.reify (C:\Users\Alvin Novian\AppData\Roaming\nvm\v15.12.0\node_modules\npm\node_modules\@npmcli\arborist\lib\arborist\reify.js:131:5)
308 verbose stack     at async Exec._exec (C:\Users\Alvin Novian\AppData\Roaming\nvm\v15.12.0\node_modules\npm\lib\exec.js:190:9)
309 verbose cwd C:\alvin2020
310 verbose Windows_NT 10.0.19042
311 verbose argv "C:\\Program Files\\nodejs\\node.exe" "C:\\Users\\Alvin Novian\\AppData\\Roaming\\nvm\\v15.12.0\\node_modules\\npm\\bin\\npm-cli.js" "exec" "--" "create-react-app" "my-app"
312 verbose node v15.12.0
313 verbose npm  v7.6.3
314 error Cannot read property 'spec' of undefined
315 verbose exit 1
```

### Environment

node 15.12.0
npm 7.6.3
nvm 1.1.7

### Steps to reproduce

run `npx create-react-app my-app`

For now my workaround is to switch to node 14.16.0 everytime I want to create a new react app, I'm okay with that, just want to share the error that I encountered, perhaps it useful.

Thanks to all of the contributors of this package!
Repository: TypeScript
Issue: Intellisense cannot find referenced projects in VS, even after successful build
Labels: Needs Investigation

### 🔎 Search Terms

intellisense references

### 🕗 Version & Regression Information

Typescript Version: 3.9.2 and 4.2.3 with Visual Studio 16.5.4 and 16.9.2

These are the VS/Typescript versions we have access to; our codebase would not build on an older version of TS.

### ⏯ Playground Link

As an intellisense issue in VS, the Playground is not really relevant here.

### 💻 Code

See https://github.com/markboyall/typescript-intellisense-break-repro

### 🙁 Actual behavior

In this minimal sample, see PageClass.ts. The Class import has no Intellisense support.

Intellisense cannot locate any modules in the referenced projects. Even after running the build and restarting VS, Intellisense is not supplied for the projects. Note that in the actual build this succeeds without error which I feel eliminates any potential of the tsconfig being incorrect.

### 🙂 Expected behavior

As https://github.com/microsoft/TypeScript/pull/32028 is resolved, expect that when opening VS, intellisense is supplied for all modules. Or at the very least, this should begin working when the build is run (not unreasonable as some of our code is generated in MSBuild so Intellisense can't be expected to supply it before that; however this does not apply to the minimal sample).

I've manually verified a few things like that the .d.ts files are in the right place with the right name, and contain the right modules (would have expected the build to fail if these do not work anyway).

Not sure what extra information can be supplied here.
Repository: flutter
Issue: [integration_test] iOS Device Testing needs better documentation 
Labels: a: tests,platform-ios,d: api docs,a: quality,f: integration_test,P2,team-ios,triaged-ios

Following the instructions on https://pub.dev/packages/integration_test#ios-device-testing I can't get integration tests to work

First of all, where it says `Create a test target (navigating File > New > Target... and set up the values)` what values would those be? A window opens up with a LOT of options, and there's no way to know what to choose.

I ASSUMED that it could be a `UI Testing Bundle`, but I have no certainty. 

Then it says to create `a test file RunnerTests.m and change the code` but the default on the previous step is a Swift file, so that won't work... 

In my case I did choose Objective-C instead so it would create an m file instead. 

Finally it says `Now you can start RunnerTests to kick-off integration tests!` but again, HOW do you start them? I tried with running `Product -> Test` inside Xcode, which is the only place I say at least had some reference to this new Testing target, and after recompiling it failed with an error `'integration_test/IntegrationTestIosTest.h' file not found`

![Screen Shot 2021-03-25 at 1 19 41 PM](https://user-images.githubusercontent.com/3067603/112515586-c40b6e80-8d6c-11eb-80bd-bac0e2e27d2b.png)

So yeah, better documentation about this would be HIGHLY appreciated. 

Thank you
Repository: godot
Issue: HTML5 Texture rendering broken for Chromium based browser when using VRAM compression
Labels: bug,platform:web,topic:rendering

<!-- 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. -->
v3.2.3.stable.official (via Steam, compilation ID 5557246)

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
OS: Windows 10 64bit
NVIDIA Driver version: 461.92
Browser: Chrome 89.0.4389.90, Microsoft Edge 89.0.774.57

**Issue description:**
I have started adjusting my game to be exported for HTML5. I have noticed that while on Firefox (ver. 86.0.1) all textures render properly, there appeared to be some kind of a glitch in the way textures are rendered in Chromium based browsers (tested against Microsoft Edge and Chrome).

Console logs displayed
`WebGL: INVALID_ENUM: compressedTexImage2D: invalid format`
among others. I've tried out some stuff and found out that changing Compression Mode for imported textures from "Video RAM" to "Lossless" solves the issue.

See the screenshots below. Left wall uses Material with "Lossless" compressed textures, while the wall on the left is using Material with "Video RAM" compressed textures.

Chrome:
![obraz](https://user-images.githubusercontent.com/18693837/112523081-a951ed80-8d9e-11eb-98b8-c966f6808bf2.png)

Firefox for comparison:
![obraz](https://user-images.githubusercontent.com/18693837/112523180-c8e91600-8d9e-11eb-8dd4-f38fc2d029ca.png)

Sidenote: I've observed that in Firefox the scene is definitely taking longer time to load.

**Steps to reproduce:**
1. Create a scene.
2. Add Camera.
3. Add MeshInstance.
4. Add SpatialMaterial for the MeshInstance.
5. Import textures with "Video RAM" compression mode.
6. Set Albedo, Normal, Roughness, Depth and Occlusion textures for Material (didn't try out all the possible combinations, these are the ones I used for my Material).
7. Export to HTML5.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[HtmlBrowsersDifferences.zip](https://github.com/godotengine/godot/files/6207049/HtmlBrowsersDifferences.zip)
Repository: pytorch
Issue: Test test_large_cumprod_cuda_float16 gets killed due to (probably) OOM 
Labels: module: memory usage,module: tests,triaged

## 🐛 Bug

Hey! :)

This test gets killed (with SIGKILL, not just fails) on my machine which unfortunately brings down the overall testing process.

My guess is that this is OOM since:

a) The possible OOM is mentioned in the comment to the test

b) Changing the [amount of memory being reserved](https://github.com/pytorch/pytorch/blob/53596cdb7359116e8c8ae18ffef06f2677ad1296/test/test_torch.py#L4364) from `2**30` to `2**29` makes the test pass on my machine.

My GPU is GeForce 2080 Ti with 11Gb of memory, which I guess is pretty standard for an ordinary dev box. 

I will be glad to help with fixing it but I'll need some help with directions here ) 

## To Reproduce

Steps to reproduce the behavior:

`~/pytorch$ python test/test_torch.py TestTorchDeviceTypeCUDA.test_large_cumprod_cuda_float16`

## Expected behavior

Test passes.

## Environment

PyTorch version: 1.9.0a0+gitba9f12d
Is debug build: False
CUDA used to build PyTorch: 10.2
ROCM used to build PyTorch: N/A

OS: Ubuntu 18.04.5 LTS (x86_64)
GCC version: (Ubuntu 7.5.0-3ubuntu1~18.04) 7.5.0
Clang version: 6.0.0-1ubuntu2 (tags/RELEASE_600/final)
CMake version: version 3.18.2

Python version: 3.8 (64-bit runtime)
Is CUDA available: True
CUDA runtime version: 10.2.89
GPU models and configuration: GPU 0: GeForce RTX 2080 Ti
Nvidia driver version: 450.102.04
cuDNN version: /usr/lib/x86_64-linux-gnu/libcudnn.so.7.6.5
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.19.2
[pip3] numpydoc==1.1.0
[pip3] torch==1.9.0a0+git55dfb4a
[conda] blas                      1.0                         mkl  
[conda] magma-cuda102             2.5.2                         1    pytorch
[conda] mkl                       2020.2                      256  
[conda] mkl-include               2020.2                      256  
[conda] mkl-service               2.3.0            py38he904b0f_0  
[conda] mkl_fft                   1.2.0            py38h23d657b_0  
[conda] mkl_random                1.1.1            py38h0573a6f_0  
[conda] numpy                     1.19.2           py38h54aff64_0  
[conda] numpy-base                1.19.2           py38hfa32c7d_0  
[conda] numpydoc                  1.1.0              pyhd3eb1b0_1  
[conda] torch                     1.9.0a0+git55dfb4a           dev_0    <develop>

@mruberry @ngimel @walterddr 


cc @mruberry @VitalyFedyunin @walterddr
Repository: flutter
Issue: [proposal] Ability to change the number of tabs in `TabController` by exposing _copyWith
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

If I need to add a new tab to a `tabController` I can't dispose of the old `TabController` in my `didUpdateWidget` and create a new one because other widgets may be using its internal animationController.

Flutter has its own `DefaultTabController` widget that solves this by using a private `_copyWith` to change the number of tabs.

That `_copyWith` method should became a public `copyWith`, so that widgets which don't have that privileged access can also change the number of tabs.

As it is now, I am being forced to not dispose of the old `tabController`, which is probably resulting in a memory leak.

This is an easy fix, and not a breaking change.
Repository: flutter
Issue: [google_maps_flutter] Crashes when running iOS app on Mac
Labels: c: crash,platform-ios,p: maps,package,has reproducible steps,P2,c: fatal crash,platform-host-arm,platform-target-arm,found in release: 2.0,found in release: 2.1,team-ios,triaged-ios

Looked around and didn't see an issue for this anywhere. It doesn't appear that Google Maps works at all while running iOS apps on Mac (an Apple Silicon device feature.)

Tested with macOS Big Sur 11.2.3 + Xcode 12.4 + Mac Mini

## Steps to Reproduce

1. Paste sample app from https://pub.dev/packages/google_maps_flutter.
2. Open Xcode and change the run target to *My Mac (Designed for iPad)*

**Actual results:** <!-- what did you see? -->

`Thread 1: EXC_BAD_ACCESS (code=1, address=0x20)`

<details>
  <summary>Logs</summary>

```

[✓] Flutter (Channel stable, 2.0.3, on macOS 11.2.3 20D91 darwin-arm, locale en-US)
    • Flutter version 2.0.3 at /Users/james/flutter
    • Framework revision 4d7946a68d (7 days ago), 2021-03-18 17:24:33 -0700
    • Engine revision 3459eb2436
    • Dart version 2.12.2

[✗] Android toolchain - develop for Android devices
    ✗ Unable to locate Android SDK.
      Install Android Studio from: https://developer.android.com/studio/index.html
      On first launch it will assist you in installing the Android SDK components.
      (or visit https://flutter.dev/docs/get-started/install/macos#android-setup for detailed instructions).
      If the Android SDK has been installed to a custom location, please use
      `flutter config --android-sdk` to update to that location.


[✓] Xcode - develop for iOS and macOS
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 12.4, Build version 12D4e
    • CocoaPods version 1.10.1

[✗] Chrome - develop for the web (Cannot find Chrome executable at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome)
    ! Cannot find Chrome. Try setting CHROME_EXECUTABLE to a Chrome executable.

[!] Android Studio (not installed)
    • Android Studio not found; download from https://developer.android.com/studio/index.html
      (or visit https://flutter.dev/docs/get-started/install/macos#android-setup for detailed instructions).

[✓] VS Code (version 1.46.1)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension can be installed from:
      🔨 https://marketplace.visualstudio.com/items?itemName=Dart-Code.flutter

[✓] Connected device (1 available)
    • iPhone 12 Pro Max (mobile) • 0D99C6FB-41E0-478F-A5BF-33E0428ED4FD • ios • com.apple.CoreSimulator.SimRuntime.iOS-14-4
      (simulator)

! Doctor found issues in 3 categories.

```

</details>
Repository: godot
Issue: [TRACKER] Remote scene tree dock issues
Labels: bug,topic:editor,tracker,topic:network

**Note:** The `topic:network` label is assigned since the remote scene tree relies on the debugger protocol.

```[tasklist]
### Bugs
- [ ] https://github.com/godotengine/godot/issues/13219
- [x] https://github.com/godotengine/godot/issues/25375
- [x] https://github.com/godotengine/godot/issues/28353
- [ ] https://github.com/godotengine/godot/issues/29965
- [ ] https://github.com/godotengine/godot/issues/33894
- [ ] https://github.com/godotengine/godot/issues/34844
- [ ] https://github.com/godotengine/godot/issues/39847
- [ ] https://github.com/godotengine/godot/issues/41442
- [ ] https://github.com/godotengine/godot/issues/44853
- [ ] https://github.com/godotengine/godot/issues/44903
- [ ] https://github.com/godotengine/godot/issues/47237
```

```[tasklist]
### Enhancements
- [x] https://github.com/godotengine/godot/issues/23132
- [x] https://github.com/godotengine/godot/issues/23768
```
Repository: rust
Issue: Detect accidental Err(Err(_)) when Err(_) would work
Labels: A-diagnostics,T-compiler

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.

If you cannot produce a minimal reproduction case (something that would work in
isolation), please provide the steps or even link to a repository that causes
the problematic output to occur. 
-->

Given the following code: <!-- Please provide a link to play.rust-lang.org -->

```rust
fn expect_single_err(single_err: Result<(), ()>) { }

fn main() {
    let extra_err = Err(Err(()));
    expect_single_err(extra_err);
}
```
https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=0eefb3a9b0d1401fd08897e8d2f85092

The current output is:

```
error[E0308]: mismatched types
 --> src/main.rs:5:23
  |
5 |     expect_single_err(extra_err);
  |                       ^^^^^^^^^ expected `()`, found enum `std::result::Result`
  |
  = note: expected enum `std::result::Result<(), ()>`
             found enum `std::result::Result<_, std::result::Result<_, ()>>`
```

<!-- The following is not always necessary. -->
Ideally the output should look like:

```
(existing output)
Hint: use Err(()) instead.
```

<!--
If the problem is not self-explanatory, please provide a rationale for the
change.
-->
When manipulating error types, it's easy to accidentally add an extra Result layer. For example, if Rust could consistently catch accidentally reversing the arguments to map_or_else it would anecdotally help a lot of people because from what I hear even people who know get it wrong sometimes.

I've also encountered a similar error when wrapping existing futures in tokio::time::timeout. The timeout wrapper transforms T into Result<T, Elapsed>. This can cause confusing errors when T is also a Result.

The timeout case is particularly tricky, because you also need to get the await in the right place (outside the timeout, once), rather than having an inner and an outer await, or just having an inner await.

I've also seen people get caught up on `Future<Future<_>>` when `Future<_>` would be accepted. In that case, the hint could be "add an await". But maybe that deserves a separate ticket.

This ticket is based on the last few tweets in this Twitter thread:
https://twitter.com/mcclure111/status/1374990999345315842?s=21

<!--
If dramatically different output is caused by small changes, consider also
adding them here.

If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions. The output might also be
different depending on the Edition.
-->
Repository: pytorch
Issue: JIT prim ops v.s. dispatcher
Labels: oncall: jit,module: dispatch,oncall: mobile

Currently for tensor attribute like ops we have two paths:
1. JIT prim ops: https://github.com/pytorch/pytorch/blob/master/torch/csrc/jit/runtime/register_prim_ops_fulljit.cpp
2. JIT calling dispatcher: https://github.com/pytorch/pytorch/pull/54459

I think most of them fall into the same category (tensor attribute-ish and doesn't care about tensor data). So it might worth consolidating them to one path in the future. 

From @ezyang" 
1. Consolidating on dispatcher would eliminate a lot of manual prim:: ops in JIT which is nice, but we need to evaluate if there's any perf gap.


cc @gmagogsfm
Repository: vscode
Issue: Custom file save dialog keyboard shortcuts inconsistent with macOS
Labels: bug,under-discussion,dialogs

Issue Type: <b>Bug</b>

* Create an untitled file, type, and cmd+w
* With macOS native dialog, you can press Enter to save, Space to discard

<img width="1921" alt="image" src="https://user-images.githubusercontent.com/876920/112542873-4e0a0600-8d72-11eb-9c6c-4df76831c1d9.png">

* With the custom dialog, both Enter and Space saves the file

<img width="2032" alt="image" src="https://user-images.githubusercontent.com/876920/112543011-74c83c80-8d72-11eb-9659-698d693bec27.png">

Not sure if it's really an issue as ppl may always use native menu on macOS.

VS Code version: Code - OSS Dev 1.55.0 (Commit unknown, Date unknown)
OS version: Darwin x64 20.3.0

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz (16 x 2400)|
|GPU Status|2d_canvas: enabled<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>oop_rasterization: enabled<br>opengl: enabled_on<br>protected_video_decode: unavailable_off<br>rasterization: enabled<br>skia_renderer: disabled_off_ok<br>video_decode: enabled<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|2, 2, 3|
|Memory (System)|32.00GB (0.25GB free)|
|Process Argv|. --no-sandbox --enable-proposed-api ms-vsliveshare.vsliveshare|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (9)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-dotnet-runtime|ms-|0.1.2
jupyter|ms-|2021.4.625511240
remote-ssh-edit-nightly|ms-|2020.12.5220
remote-ssh-nightly|ms-|2020.12.5220
hexeditor|ms-|1.3.0
vscode-github-issue-notebooks|ms-|0.0.75
vscode-markdown-notebook|ms-|0.0.10
vsc-nwjs|rua|1.0.18
notebook-editing|vsc|1.0.0

(1 theme extensions excluded)

</details>
<!-- generated by issue reporter -->
Repository: flutter
Issue: exclude generated_plugin_registrant.dart from analysis
Labels: c: new feature,tool,P3,team-tool,triaged-tool

Instead of opting `generated_plugin_registrant.dart` out of a growing list of individual lints can we just exclude it from analysis altogether?

https://github.com/flutter/flutter/blob/fed35b4d9c5dd5c1ea7e82b4ede98430a826391c/packages/flutter_tools/lib/src/plugins.dart#L785-L799

I imagine we could list it in the `exclude` section [1] of the `analyss_options_user.yaml` file. 

It would break customers that have a custom analyzer options file with `public_member_api_docs` and/or `lines_longer_than_80_chars` enabled. They'd have to add a similar opt-out section to their options file. In the future, when we generate an `analyss_options.yaml` file on `flutter create` (see https://github.com/flutter/flutter/issues/78432) we could auto-include that.

This change would help with enabling https://github.com/dart-lang/sdk/issues/35234. Currently, those generated ignores are not always ignoring a warning and hence trigger a warning that they are unused. 

And it would also stop us from having to add more opt-outs to that file in the future.

[1] https://dart.dev/guides/language/analysis-options#excluding-files
[2] https://github.com/flutter/flutter/blob/master/packages/flutter/lib/analysis_options_user.yaml