sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Cannot refer to item inside function from module inside function
Labels: A-resolve,T-lang,C-bug

I tried this code (https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=8c1861ee7e07799c5897f37f0aa2f849):

```rust
fn main() {
    mod foo {
        use super::*;
        
        fn foobar() {
            bar();
        }
    }
    
    fn bar () {}
}
```

This fails to compile:

```
error[E0425]: cannot find function `bar` in this scope
 --> src/main.rs:6:13
  |
6 |             bar();
  |             ^^^ not found in this scope

warning: unused import: `super::*`
 --> src/main.rs:3:13
  |
3 |         use super::*;
  |             ^^^^^^^^
  |
  = note: `#[warn(unused_imports)]` on by default
```

###
`rustc --version --verbose`:
```
rustc 1.48.0 (7eac88abb 2020-11-16)
binary: rustc
commit-hash: 7eac88abb2e57e752f3302f02be5f3ce3d7adfb4
commit-date: 2020-11-16
host: x86_64-unknown-linux-gnu
release: 1.48.0
LLVM version: 11.0
```

Also reproduces on current nightly (as of 2020-11-21).

----

I suspect that what's going on is that `use super::*` doesn't actually resolve to the scope inside `fn main`, but instead the surrounding scope `fn main` is itself in.

I tried to search around other issues to find whether this is expected.

This is a super weird special case. It seems plausible (at least to me) that `use super::*` from a module inside a function should bring other items local to that function into scope.
Repository: godot
Issue: Red/green gradient appearing in editor backgrounds
Labels: bug,topic:rendering

**Godot version:**
Godot v3.2.1 Official


**OS/device including version:**
Windows 10, iGPU, GLES2 (?)


**Issue description:**
Sometimes the background of my editor has a red/green gradient in the background. It seems to get worse and worse (more iterations?) periodically, until I restart the editor.


**Steps to reproduce:**
Unknown


![cap1](https://user-images.githubusercontent.com/9029686/99879449-f3ff0580-2c04-11eb-853f-ddc2f7edbe2e.png)
![cap2](https://user-images.githubusercontent.com/9029686/99879450-f5303280-2c04-11eb-9bd5-1d9061ac23d8.png)
Repository: pytorch
Issue: Custom exception for out of memory
Labels: high priority,feature,triaged,better-engineering

## 🚀 Feature
Have a custom Exception for CUDA Out of Memory, rather than `RuntimeError`

## Motivation
Sometimes when running models close to the max capacity of the gpu, you can run into out of memory errors. One possibility is to catch the RuntimeError and continue to the next batch. Since the error is generic you need to parse the error string. This is not robust.

```
for sample in data_loader:
    try:
        out = do_iteration(sample)
    except RuntimeError as e:
        if "out of memory" in str(e):
            optimizer.zero_grad()
            gc.collect()
            torch.cuda.empty_cache()
            continue
```
## Pitch
Custom exception for OOM.

cc @ezyang @gchanan @zou3519 @bdhirsh @jbschlosser @anjali411 @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @agolynski @SciPioneer @H-Huang @mrzzd
Repository: godot
Issue: C#: Failed to determine namespace and class for script (with generic classes)
Labels: bug,topic:dotnet

**Godot version:**
3.2.3.stable.mono.official

**OS/device including version:**
Win 10

**Issue description:**
Getting errors when building when using inheriting from a Generic CSharp classes with a tuple parameter. The build goes through and everything seems to work fine though, so it's no big deal (at least for me).

The exact error is :
```
Failed to determine namespace and class for script (...). Parse error  : unexpected token : symbol 
```


**Steps to reproduce:**

Have a csharp class that inherits from a generic class, like this :
```c#
using Godot;

public class GenericBaseClass<T> : Node2D{ /* ... */ }

public class MyNode : GenericBaseClass<(int,int)>{ /* ... */ }
```


**Minimal reproduction project:**
(just adding the script above the the main node in a blank project reproduces the issue)


**Maybe related**
https://github.com/godotengine/godot/issues/23545
https://github.com/godotengine/godot/issues/24958
Repository: godot
Issue: Command line exporting needlessly opens the editor window
Labels: bug,topic:editor,topic:export

**Godot version:**
v3.2.3.stable.official

**OS/device including version:**
macOS Catalina

**Issue description:**
When exporting via the command line (running with the `--export` option), Godot opens the editor window for some reason, and then closes it a few seconds later after the export is done.  I want to be able to automate exporting (which _is_ is the purpose of command line functionality, right?), and having a random window pop up and cover whatever else I'm doing is a problem.  On Windows, I think this could be worked around with the `--no-window` option, but as [mentioned in the docs](https://docs.godotengine.org/en/stable/getting_started/editor/command_line_tutorial.html), this doesn't work on other platforms.

**Steps to reproduce:**
Export any project from the command line.

**Minimal reproduction project:**
I wanted to include a minimal reproduction project, but even the editor binary and macOS export template individually are over the 10MB limit, and without them it's just a blank project with an export preset.
Repository: godot
Issue: is_valid_ip_address doesn't allow some 5 digit ports
Labels: bug,topic:core

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.3

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Linux Zorin OS 15

**Issue description:**
<!-- What happened, and what was expected. -->
Some valid ports aren't considered valid in String.is_valid_ip_address()
These seem to be 5 digit ports
 
**Steps to reproduce:**
- Make a line edit
- Limit it with String.is_valid_ip_address()
- Try to type in something like 127.0.0.1:65535

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Shouldn't be needed pretty easy to test
Repository: pytorch
Issue: Add Go to high level interface
Labels: feature,triaged

Would love to see “GoTorch” implemented to improve upon the awfulness in python. We’d have better tools to debug and explain NNs in Go, and then an actual typed system.
Repository: youtube-dl
Issue: Split a long live stream into parts
Labels: request

Hello.

I am running youtube-dl in the background.

```bash
youtube-dl https://www.youtube.com/watch?v=NZ-ElsvYKyo &> /dev/null &
```

Accordingly, I no longer have control over it and it works in the background.

It would be convenient to set the maximum time that the program will run in the options.
When finished, for youtube-dl to finish recording.
It is also good to have the function of division by time or size, so that the stream, for example, is not 10 hours as one file, but 10 files for 1 hour. Or so that it does not weigh 10 GB, but 10 files of 1 GB.
And if the broadcast will be more than 10 hours, then you also need to limit the number of files.

```bash
--max-time-live 1h
--max-size-live 1G
--max-item-live 10
```

If you know how to implement this, I will be grateful for a hint.
Repository: vscode
Issue: Aborting an update results in a failed rollback and unusable installation
Labels: bug,install-update,windows

<!-- ⚠️⚠️ 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: Unknown (recent)
- OS Version: Windows 10

Steps to Reproduce:

1. Begin installing an update to VS Code.
2. Click "cancel" during the update and confirm.

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

Today I confirmed installing an update to VS Code, then upon suddenly remembering that I did not want to update, because recent versions have broken the functionality of the Arduino plugin, I clicked the available "cancel" button.  The button asked me to confirm, and then stated it was rolling back changes.

After this completed, VSCode was rendered inoperable.  Launching with or without extensions from the command line results in the error:
```

internal/modules/cjs/loader.js:767
    throw err;
    ^

Error: Cannot find module 'C:\Users\allen\AppData\Local\Programs\Microsoft VS Code\resources\app\out\cli.js'
    at Function.Module._resolveFilename (internal/modules/cjs/loader.js:764:15)
    at Module._load (internal/modules/cjs/loader.js:669:27)
    at Module._load (electron/js2c/asar.js:717:26)
    at Function.Module._load (electron/js2c/asar.js:717:26)
    at Function.Module.runMain (internal/modules/cjs/loader.js:991:10)
    at internal/main/run_main_module.js:17:11 {
  code: 'MODULE_NOT_FOUND',
  requireStack: []
}
```

While launching from the GUI shortcut results in the error in the attached image.
![error](https://user-images.githubusercontent.com/575113/99887283-5fd58280-2c86-11eb-884d-2dde9a8e636a.jpg)

It appears there is no way forward but to reinstall VS Code.
Repository: PowerToys
Issue: Ability to mirror Windows Taskbar layout
Labels: Idea-New PowerToy,Product-Tweak UI Design

I've seen numerous taskbar improvement suggestions on here, but none involving taskbar mirroring.  This could be a simple start to the numerous taskbar improvements already on here.

**SUMMARY**
Taskbar mirroring enables users to flip the taskbar layout horizontally or vertically depending on taskbar orientation.

**EXPECTED BEHAVIOR**
With a default taskbar, and taskbar mirroring enabled, the order of start menu, icons, system tray, notifications would flow right to left instead of the current left to right.  With a side docked taskbar, and mirroring enabled, the ordering would start with the start menu on the bottom and go up, instead of with the start menu on the top as currently.

**SCENARIOS**
With multi monitors and 4k becoming commonplace, taskbar customization will continue to be in-demand.  I have a 42" 4K monitor next to a 27" 2560x1440 monitor.  The 4k monitor is on the left, and the 27" on the right.  The 4k monitor is my "primary" monitor, but I dislike having to look far to the left to reference the taskbar, start menu and grouped icons.  It would be convenient to have it mirrored so the start menu was on the right edge, closest to my second monitor.

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: godot
Issue: Sprite / TextureRect using ViewportTexture render incorrectly when viewport changes size
Labels: bug,topic:rendering


**Godot version:**
3.2.3


**OS/device including version:**
Retina Macbook Pro 2015
macOS Mojave


**Issue description:**
A Sprite or TextureRect (with "expand" off) using a ViewportTexture does not render properly when the size of the viewport changes. Behavior appears to be the same whether in editor or running the game. They will start rendering correctly if the scene is reloaded, or if you simply move or scale the nodes.

Example: A viewport (64 x 64) containing Godot sprite is in the scene. Sprite (left) and TextureRect (right) both using ViewportTexture. Everything is as expected:

![Screen Shot 2020-11-21 at 4 33 01 PM](https://user-images.githubusercontent.com/33777501/99890783-d71ffd80-2c17-11eb-8829-acea50523a70.png)


After changing viewport size to 32 x 32, both are wrong:

![Screen Shot 2020-11-21 at 4 33 23 PM](https://user-images.githubusercontent.com/33777501/99890785-d9825780-2c17-11eb-80d9-b2417578f012.png)

![Screen Shot 2020-11-21 at 4 34 12 PM](https://user-images.githubusercontent.com/33777501/99890841-2fef9600-2c18-11eb-8525-84427cb4d74d.png)


And after reloading scene or moving nodes. Sprite looks right but TextureRect size remains at 64 - also bug?

![Screen Shot 2020-11-21 at 4 34 34 PM](https://user-images.githubusercontent.com/33777501/99890864-6c22f680-2c18-11eb-9d93-846f9853557e.png)




**Steps to reproduce:**
- Make an new scene 
- add a viewport in 2D mode with a sprite child
- add a sprite and a texturerect and assign both the viewport's texture
- change viewport's size and note incorrect rendering 

**Minimal reproduction project:**
[SpriteViewportTextureScaling.zip](https://github.com/godotengine/godot/files/5578736/SpriteViewportTextureScaling.zip)
Repository: youtube-dl
Issue: Add cli --on-download-complete hook.sh
Labels: request

Hello.

It would be convenient to manage downloads if youtube-dl sends a request when the video is fully downloaded.

Aria2 has a similar feature:
`aria2c --on-download-complete hook.sh http://example.org/file.iso`
Repository: rust
Issue: Rustdoc generate wrong doc for declarative macro generated by derive macro.
Labels: T-rustdoc,A-macros,C-bug,A-proc-macros

<!--
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.
-->

First, write a derive macro which generates a declarative macro:

```rust
use quote::quote;

#[proc_macro_derive(MyDeriveMacro)]
pub fn derive_my_derive_macro(item: proc_macro::TokenStream) -> proc_macro::TokenStream {
    proc_macro::TokenStream::from(quote! {
        #[macro_export]
        macro_rules! my_generated_macro {
            ($my_macro_parameter: expr) => {};
        }
    })
}
```

Then in another crate, import this derive macro and use it:

```rust
#[derive(MyDeriveMacro)]
struct MyStruct {}
```

Then use

```bash
cargo doc
```

to generate the docs.

The doc for `my_generated_macro` **should** be

```rust
macro_rules! my_generated_macro {
    ($my_macro_parameter: expr) => {};
}
```

But instead, it turns out

```rust
macro_rules! my_generated_macro {
    MyDeriveMacro => {};
}
```

This is very confusing, since the parameters of the generated declarative macro are all missing, and instead is name of the derive macro which generated it.

### Meta
<!--
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.
-->

`rustc --version --verbose`:
```
rustc 1.48.0 (7eac88abb 2020-11-16)
binary: rustc
commit-hash: 7eac88abb2e57e752f3302f02be5f3ce3d7adfb4
commit-date: 2020-11-16
host: x86_64-apple-darwin
release: 1.48.0
LLVM version: 11.0
```

<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

<!-- TRIAGEBOT_ASSIGN_DATA_START$${"user":"ThePuzzlemaker"}$$TRIAGEBOT_ASSIGN_DATA_END -->

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Repository: opencv
Issue: Object Detection Support in Point Cloud 
Labels: feature,category: objdetect,RFC

Hi, OpenCV has plans to build a 3D Module. 
We are working on object detection in point cloud with some undergraduates in SUSTech.
We plan to implement this feature using the [3DSSD Method](https://arxiv.org/pdf/2002.10187.pdf).
We could discuss it here!
Repository: flutter
Issue: Proposal to add Listener to dismiss popups (Share, AlertDialog)
Labels: framework,f: material design,c: proposal,team-design,triaged-design

<!-- Thank you for using Flutter!

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     or consider asking a question on Stack Overflow:
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     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill out the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
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## Use case
It is possible to listen any of the backdrop like share and dialog dismissed, so we can do some code when user dismissed any of it. 

for example while doing a lock screen for app lifecycle resumed, in my scenario , share is kind a annoying when share is opened or dismissed, lifecycle are return inactive and resumed, it is hard for us if there is no callback or listener if share has been dismissed.
<!--
     Please tell us the problem you are running into that led to you wanting
     a new feature.

     Is your feature request related to a problem? Please give a clear and
     concise description of what the problem is.

     Describe the alternative solutions you've considered. Is there a package
     on pub.dev/flutter that already solves this?
-->

## Proposal
add a listener method for dismissed any of popup, eg share and dialog
<!--
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     Consider attaching images showing what you are imagining.

     Does this have to be provided by Flutter directly, or can it be provided
     by a package on pub.dev/flutter? If so, maybe consider implementing and
     publishing such a package rather than filing a bug.
-->
Repository: godot
Issue: Godot doesn't warn you that many particle settings won't work for billboard 3D Particles unless particle billboard is selected
Labels: enhancement,topic:editor,usability,topic:particles

**Godot version:**
3.2.3 / 3.2.4 beta 1 / 3.2.4 beta 2

**OS/device including version:**
Windows 10

**Issue description:**
For 3D particles, settings like Scale Curves, and Velocity Random (for Angular Velocity) don't do anything unless you go into the Material Override -> Parameters -> Billboard mode and select the "Particle Billboard" option. To me this looks like a bug but as the Billboard Modes aren't documented it's hard to know. If this is the intended behavior then I believe the options that won't work should be greyed out with a tooltip explaining why until you choose the appropriate settings that enable them.

**Steps to reproduce:**
Create a "Particles" node in a 3D project. 
Create a "Process Material".
Set "Draw Passes" -> Draw passes to 1, and for "Pass 1" create a "New QuadMesh".
Under Geometry -> Material Override, create a new Spacial Material.
Within the Spacial Material -> Parameters, set "Billboard Mode" to "Enabled"
Under Albedo -> Texture, assign a texture to the sprite.
Go back to "Particles" -> "Process Material" and edit the material.
Most of the settings here won't work. Change scale->scale to any figure and you'll see the sprite doesn't scale.

Sample project attached
[BillboardTest.zip](https://github.com/godotengine/godot/files/5579370/BillboardTest.zip)
Repository: vscode
Issue: [css] Support for CSS3 speech properties voice-family, voice-pitch, voice-range and voice-stress
Labels: feature-request,css-less-scss

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
Using CSS3 speech properties in a style sheet currently causes Code to display warnings "Unknown property", so I'd like to request you add support for the following properties:

- `voice-family`
- `voice-pitch`
- `voice-range`
- `voice-stress`

Example style sheet:

```css
@media speech {
  h1, h2, h3, h4, h5, h6 {
    voice-family: paul, male;
    voice-stress: reduced;
  }

  h1 {
    voice-pitch: x-low;
    voice-range: +75%;
  }

  h2 {
    voice-pitch: x-low;
    voice-range: +60%;
  }

  h3 {
    voice-pitch: low;
    voice-range: +45%;
  }
}
```

These are completely legitimate properties and the example style sheet is validated OK by [W3C's CSS Validation Service](https://jigsaw.w3.org/css-validator/).

For reference please, see [W3C's CSS Speech Module](https://www.w3.org/TR/css-speech-1/).
Repository: pytorch
Issue: Management of Gpu memory to avoid memory errors
Labels: feature,module: memory usage,triaged

## 🚀 Feature
Better use of the GPU memory: that the training of the models can according to the memory available on the GPU and automatically define the best mini-batch size (split the batch into several parts) to avoid the memory error . For large images, cut the image into several parts to try to reduce the risk of memory errors.

## Motivation
That users no longer have to reduce batch size or image size and can get the most out of PyTorch
Repository: go
Issue: cmd/link: panic: sym already present in installSym on FreeBSD/amd64
Labels: NeedsInvestigation,compiler/runtime

This happened on the same runner as #42658, though I don't see what that could have to do with anything unless I'm just very unlucky and these are hardware issues or something. Like that one, I can't reproduce it after the first time.

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.15.5 freebsd/amd64
</pre>

### Does this issue reproduce with the latest release?

Unsure, it only happened once and I can't reproduce it again.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE="on"
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/build/.cache/go-build"
GOENV="/home/build/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="freebsd"
GOINSECURE=""
GOMODCACHE="/home/build/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="freebsd"
GOPATH="/home/build/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/freebsd_amd64"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/dev/null"
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=/tmp/go-build974778974=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

I ran `go test -v -cover ./...` against `mellium.im/xmpp` in CI.

Build is here: https://builds.sr.ht/~samwhited/job/349374

### What did you see instead?

```
# mellium.im/xmpp/x509.test
panic: sym already present in installSym

goroutine 1 [running]:
cmd/link/internal/loader.(*Loader).installSym(...)
	/usr/local/go/src/cmd/link/internal/loader/loader.go:2447
cmd/link/internal/loader.(*Loader).addNewSym(0xc000065c00, 0x5b8f, 0x0, 0x0, 0x0, 0xc0000b99e0, 0xffffffffffffff33, 0x0)
	/usr/local/go/src/cmd/link/internal/loader/loader.go:2465 +0x245
cmd/link/internal/loader.loadObjSyms(0xc000065c00, 0xc00000c120, 0xc000071f20, 0xc000030000, 0x0)
	/usr/local/go/src/cmd/link/internal/loader/loader.go:2525 +0x312
cmd/link/internal/loader.(*Loader).LoadFull(0xc000065c00, 0x86c760, 0xc00000c120, 0x0)
	/usr/local/go/src/cmd/link/internal/loader/loader.go:2088 +0x1cf
cmd/link/internal/ld.(*Link).loadlibfull(0xc000065880, 0xc0016ce000, 0x15ae3, 0x15ae3, 0x2d0000)
	/usr/local/go/src/cmd/link/internal/ld/lib.go:2835 +0x73
cmd/link/internal/ld.Main(0x86c760, 0x20, 0x20, 0x1, 0x7, 0x10, 0x0, 0x0, 0x6d87b2, 0x1b, ...)
	/usr/local/go/src/cmd/link/internal/ld/main.go:341 +0x18cc
main.main()
	/usr/local/go/src/cmd/link/main.go:68 +0x1dc
FAIL	mellium.im/xmpp/x509 [build failed]
```