sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: electron_node tsserver.js cpu usage over 100%
Labels: Needs Investigation

there is a problem with the react projects and vscode I work with. I've seen multiple similar issues across forums and here (including the one i posted before microsoft/vscode#98725) but none of them has a solid solution or at least explanation.
the problem is `electron_node tsserver.js` cpu usage getting easily over 100% while editing a few component long project.

- VS Code Version: 1.56.2
- OS Version: osx 11.2.3

Steps to Reproduce:

1. after `npx creat-react--app` and creating a react app, add a few component to the project.
2. try to edit one file. `electron_node tsserver.js` cpu usage easily gets over 100%.
3. it happens with insider version, and also all extensions (except js/ts language features) disabled:

![vscode](https://user-images.githubusercontent.com/64265676/120919072-f6bad700-c6cc-11eb-9f97-bd0353b25757.gif)

tsserver verbose logs while producing the above:
[tsserver.log](https://github.com/microsoft/vscode/files/6603926/tsserver.log)
Repository: flutter
Issue: [desktop] ListView inside TabBarView scrolling behaviour
Labels: framework,f: material design,f: scrolling,a: desktop,has reproducible steps,P2,found in release: 2.2,found in release: 2.3,team-framework,triaged-framework

Hi,

im not sure if a similar issue exists, maybe someone can link if yes.

**Issue**
If you have two tabs and each with horizontal scrollable lists, your TabBarViews gets scrolled if child lists reaches the end what happens very easily.

**Steps to reproduce**

1. Create a TabBar with two Tabs and TabBarViews
2. Create on any of the TabBarViews a horizontal scrollable list
3. Scroll with two fingers horizontally

**Result**

- TabBarView gets scrolled if scrollable list reaches the end
- NotificationListener does not prevent bubbling events up via two finger scroll

**Expected behaviour**

- TabBarView does not scroll if child list reaches scroll end
- Maybe a option to catch there events and prevent from bubbling up
Repository: flutter
Issue: [plugin_tools] CI should block PRs updating to an already published version
Labels: team,p: tooling,package,team-ecosystem,P2,triaged-ecosystem

A common mistake in the plugin repo when reverting PRs are the version of the plugin is also reverted even the version on the commit-to-revert has already published.

Consider the following scenario:

A plugin was on version X. A new version X+1 has landed in commit XX. Later, maintainers found that X+1 is a bad release and want to revert the change. So they revert the commit XX with a new commit YY. With a simple revert, the version of the plugin on HEAD becomes X, which can not be published as a new version of the plugin, because X and X+1 have both been published. (X+1 could potentially not be published yet at the moment of the revert, but there's no guarantee it won't be published after the revert commit landed) 
To correctly revert this type of commits, the maintainer needs to introduce a new version X+2 and a new CHANGELOG entry that indicates it is a revert of the last version in the revert commit. 

We should have a CI job, possibly the version-check to make sure the new version in a landing PR has not been published.
Repository: TypeScript
Issue: Go-to-definition doesn't work on non-module packages
Labels: Bug,Help Wanted,Effort: Moderate,Domain: Symbol Navigation

If you have `@types/node` installed, you might naively try to go-to-definition on `node` in the following code if you're trying to understand things better.

```ts
import "node";
```

Similarly to what used to happen with go-to-definition on a non-module file (https://github.com/microsoft/TypeScript/issues/41861), we don't find a corresponding symbol for the module and just give up.

However, we were able to get this partially working for relative source files in https://github.com/microsoft/TypeScript/pull/42539. We should be able to still make this work for package files as well.
Repository: rust
Issue: Can `rustc-dev` be made available for the `wasm32-unknown-unknown` target?
Labels: T-compiler,O-wasm

This is a follow-up issue of https://github.com/rust-lang/rustfmt/issues/4845.

In summary: It was previously possible to compile rustfmt on wasm32-unknown-unknown. With the switch to rustfmt depending on `rustc-dev` instead of the `ap-*` crates from crates.io, this is no longer possible because the `rustc-dev` component is not available for wasm32-unknown-unknown.

Is it feasible to make `rustc-dev` available for wasm32-unknown-unknown? Rustfmt only consumes some of the crates available through `rustc-dev`:

```
extern crate rustc_ast;
extern crate rustc_ast_pretty;
extern crate rustc_data_structures;
extern crate rustc_errors;
extern crate rustc_expand;
extern crate rustc_parse;
extern crate rustc_session;
```

Unless a component needs to be fully supported on a platform in order to be shipped with rustup, we could conditionally expose only those crates that actually compile on `wasm32-unknown-unknown`.

I don't know what the best path forward is here. The overall motivation for compiling rustfmt to wasm32-unknown-unknown is to move the [`dprint` plugin](https://dprint.dev/plugins/rustfmt/) back from a process plugin to a wasm plugin that is properly sandboxed.
Repository: flutter
Issue: [web] [url_launcher] Link widget breaks after hot restart
Labels: engine,dependency: dart,t: hot reload,platform-web,p: url_launcher,package,has reproducible steps,P3,found in release: 3.10,found in release: 3.11,team-web,triaged-web

It sounds odd, but it is actually the case, i.e. after hot restarting, the `Link` widget in the sample app below stops working.

Stops working means the following:
* before hot restart: I can click the link (left-click) and it will open `example.com`.
* always: the link preview is shown on hover.

## Steps to Reproduce

1. Run `flutter create bug`.
2. Add `url_launcher: 6.0.6` as a dependency.
3. Replace the contents of `lib/main.dart` by:

<details><summary>click to expand main.dart</summary>

```dart
import 'package:flutter/material.dart';
import 'package:url_launcher/link.dart';

void main() {
  runApp(MaterialApp(
    home: Scaffold(
      body: Center(
        child: Link(
          uri: Uri.https('example.com', '/'),
          target: LinkTarget.blank,
          builder: (context, followLink) {
            return MouseRegion(
              cursor: SystemMouseCursors.click,
              child: GestureDetector(
                onTap: followLink,
                child: const Text(
                  'https://example.com',
                  style: TextStyle(
                    color: Color(0xff0000ee),
                    decoration: TextDecoration.underline,
                  ),
                ),
              ),
            );
          },
        ),
      ),
    ),
  ));
}
```

</details>

5. `flutter run -d chrome`
6. Click the link to confirm that it works (it should open `https://example.com` in a new tab).
7. Hot restart `n` times and click the link → it does not work anymore.

Maybe the number is different for you. In that case, try playing around with clicking the link and hot reloading a little more.  
The way I discovered this was while styling a link and hot restarting to adjust :)

### Versions

This is reproducible on:

```
Flutter 2.3.0-16.0.pre • channel origin/dev • remotes
Framework • revision fa5883b78e (2 weeks ago) • 2021-05-21 13:04:03 -0700
Engine • revision 2f067fc4c5
Tools • Dart 2.14.0 (build 2.14.0-136.0.dev)
```

I actually think I know the underlying issue and that it might be fixed on master because of that. But it is not up to me to find the root cause and I think even if the WebGL canvas fix resolved this, we might still want to look into this topic, since I think that the canvas insertion / hot restarting might be fundamentally flawed.
Repository: TypeScript
Issue: Don't provide suggestions for certain global packages
Labels: Suggestion,Needs Proposal,Domain: Completion Lists

If you have `@types/node` installed, you shouldn't get a completion item for `node` when typing `import "n`.

It's unclear what the right thing to do here is. I don't think you *always* want to filter out non-module packages because a package might just be written in a weird way where you import it and all it does is introduce globals. At the very least, we could do some quick-and-dirty filtering.
Repository: terminal
Issue: How can I ship an icon (or font) in a fragment in a MSIX?
Labels: Area-Settings,Product-Terminal,Issue-Task

I am now shipping a profile fragment in the Julia MSIX Windows Store installer [here](https://www.microsoft.com/store/apps/9NJNWW8PVKMN). It works great! I still have one question, though: how can I ship an icon in my fragment that will be used? I tried putting an icon file next to the fragment json and then just adding `"icon": "julia.ico"` to the fragment, but with that it complained that it couldn't find the icon.

I think I need some way to specify a relative path here that is relative to the fragment file location, right? Is there some way to do that?
Repository: pytorch
Issue: Why Pytroch.distributed does not expose NCCL cuda stream?
Labels: oncall: distributed,feature,module: c10d

Is there workaround or hacky way to get the NCCL cuda stream in python?

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @agolynski @SciPioneer @H-Huang @mrzzd @cbalioglu @gcramer23
Repository: godot
Issue: Environment background mode Canvas (BG_CANVAS) randomly renders above 3D if max_layer = layer = 0
Labels: bug,topic:rendering,topic:3d

**Godot version:**
3.3.2.stable.official

**OS/device including version:**
Windows 10
GLES2
GLES3

**Issue description:**
Wanted to put a simple 2D background behind my 3D scene instead of a sky. WorldEnvironment has a background mode that uses the canvas, presumably up to the background_canvas_max_layer layer. Surprisingly, on some test runs this works (a Label appears *behind* the 3D objects) and on others it doesn't. Sometimes it seemed random and other times it seemed to follow a pattern such as "works, works, doesn't work, doesn't work, repeat". To see if the behavior could be influenced by the layer of the CanvasLayer and the background_canvas_max_layer property of the WorldEnvironment, I made a spreadsheet and pressed F6 and F8 many times.

https://docs.google.com/spreadsheets/d/1pSBNs52zKhVECLAhBJ4iRCgmT8vJ6R1T7IgTgiJUAB4/edit?usp=sharing

According to the sheet,

- If max_layer is less than layer, the canvas appears above the 3D objects. ✅ 
- If layer is less than max_layer, the canvas appears below the 3D objects. ✅ 
- If layer equals max_layer, the canvas appears below the 3D objects unless ✅ 
- If layer and max_layer are both 0 (zero), it's sometimes above sometimes below on different runs. ❌ 

At the time of this writing, layer = max_layer = 0 skews toward *not working*. So when reproducing make sure to try at least 15 times to see the canvas appear below.

I tried both GLES2 and GLES3 renderers. Same behavior.

**Steps to reproduce:**
1. Make a new project or load the minimal example and skip to step 9.
2. Make a new 3D scene (Spatial node) containing a Camera, a basic MeshInstance, a Light, a WorldEnvironment, and a Control.
3. Put a CanvasLayer in the Control. Put a test Label in the CanvasLayer. Add test text to the Label.
4. Set the CanvasLayer's layer property to zero.
5. In the WorldEnvironment create a new environment and select the background mode Canvas.
6. Set the background's max layer property to zero, if it's not the default.
7. Position the Camera and Label so the MeshInstance would appear in the same place as the text.
8. Save the scene to get ready to run trials.
9. If you skipped to this step, load the CoolScene.tscn in the minimal example.
10. Press F6 to run the scene. Observe if the Label text is obscured or not.
11. Press F8 to exit the test run.
12. Go to step 10 and repeat as many times as necessary to see the behavior be inconsistent.

**Minimal reproduction project:**
[background_broken.zip](https://github.com/godotengine/godot/files/6613061/background_broken.zip)
Repository: create-react-app
Issue: In webpack 5, formatwebpackmessages. JS needs to modify the parameters
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

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![微信图片_20210608111413](https://user-images.githubusercontent.com/23043941/121117503-cf8a1400-c84a-11eb-9d1f-a132f9af03aa.png)


### Describe the solution you'd like

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I hope it works

(Describe your proposed solution here.)

### Describe alternatives you've considered

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// Cleans up webpack error messages.
// It is a object
//  { message :`……` }
function formatMessage (messageObj) {
  let message = messageObj.message
  let lines = message.split('\n');


### Additional context

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nothing
Repository: transformers
Issue: [testing] making network tests more reliable
Labels: WIP

We have a group of tests that require a reliable network, which is never 100% so they fail for many months.

I propose that those tests will be rewritten with unstable network in mind and include:

1. `time.sleep(3)`
2. retry 3-5 times

e.g. one of the candidates is:

`tests/test_hf_api.py::HfApiEndpointsTest::test_list_repos_objs`

but also recent tests that push to hub.

Perhaps a simple retry context manager can be added to `testing_utils.py`, which would trap exceptions and retry after a pause. And then simply wrap the content of existing tests into that context manager, e.g.:

```
with RetryAfterSleepTest():
    # normal test code
```

it could accept the number of retries and sleep time between retries for optional arguments.

Of course, it's probably even better to make it also a decorator. e.g. `@unreliable_network_retry`

@LysandreJik
Repository: flutter
Issue: [video_player]: Support mutable dataSource (for different resolutions) or provide copyWith
Labels: c: new feature,p: video_player,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

## Use case

I am maintaining the chewie player which depends on video_player and I am working on changing the video player controller dataSource. While coding, I encountered, that there're no copyWith constructors and no chance to change the dataSource because it's final.

This is needed in case someone wants to provide different resolutions of their videos like:
- 360p
- 480p
- 720p
- 1080p
- and so on..

## Proposal

I created an Extension here: https://github.com/brianegan/chewie/blob/feat/resolutions/lib/src/models/video_player_controller_extension.dart

to make it possible to have a copyWith constructor for the internal existing VideoPlayerController.

I would be very grateful if either dataSource can be changed or there's a copyWith constructor.
Repository: PowerToys
Issue: [PowerRename] allow to increment found numbers
Labels: Idea-Enhancement,Product-PowerRename

Hey yall,

I love this. I use it daily.  But there is one function that I would love to see that isn't currently in the program.

I produce plans for construction, and one of the most annoying things in the world is when I have to add a sheet to the beginning of a large set.  We use DIESEL expressions in AutoCAD to pull sheet info (page number and name) from the file name. 

I read up that it uses Regex to create variables for the strings but would love to see something that gave PowerRename basic math functionality.  For example 'Search: n', 'Replace: n+1'. This would vastly reduce annoying file renaming for my plan sets. I am not sure this is feasible, but figure I'd at least put it out there.

Thanks! Still a fan even if this isn't possible.

Sam
Repository: excalidraw
Issue: local content rollback, all new stuffmissing
Labels: More information needed / cannot reproduce

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Repository: PowerToys
Issue: Rename Presets/Profiles
Labels: Idea-Enhancement,Product-PowerRename

### Provide a description of the new feature / enhancement

Add presets/profiles, e.g. one could be called "Append to End" with "$" in the search for box, regex enabled, item name only checked, and any other desired options checked, allowing the user to just fill in the replace with box and rename, without having to go through and adjust all the settings manually, and another could be "Change extension" with the applicable boxes checked, etc.
Repository: pytorch
Issue: torch.split() infer -1 entry from the other split sizes
Labels: triaged,enhancement,module: viewing and reshaping

## 🚀 Feature
`torch.split()` accepts -1 in the argument `split_size_or_sections`, and can infer the actual value from the other entries. For example:

```python
inp = torch.Tensor([1, 2, 3, 4, 5, 6, 7])
out = inp.split([2, -1]) # equivalent to `inp.split([2, len(inp) - 2])`
                         # however, it is not allowed and a runtime error is raised
```

## Motivation

`torch.split` expects split_sizes have only non-negative entries, and to sum exactly to the dim. So, everytime I call this function (or method) I have to manually calculate the `len(dim) - sum(other_split_sizes)` and place it in the argument `split_size_or_sections`.

If it can infer the actual value of the placeholder -1, which behaves like `.view` method, it would be convenient and concise.

## Pitch

For example, `torch.split(inp, [3, -1])` is equivalent to `torch.split(inp, [3, len(inp) - 1])`.

## Alternatives

For:
https://github.com/pytorch/pytorch/blob/0a5bfa99198a1c07e4eeec35dd8c20082a05f63a/torch/_tensor.py#L511-L517

Add some munipulation to `split_size`:
```python
            try:
                split_size = int(split_size)
                return super(Tensor, self).split(split_size, dim)
            except ValueError:
                split_size = [int(n) for n in split_size]
                if split_size.count(-1) == 1:
                    rest_size = super(Tensor, self).size(dim) - sum(split_size) + 1
                    split_size = [n if n != -1 else rest_size for n in split_size]
                return super(Tensor, self).split_with_sizes(split_size, dim)
        else:
            if split_size.count(-1) == 1:
                rest_size = super(Tensor, self).size(dim) - sum(split_size) + 1
                split_size = [n if n != -1 else rest_size for n in split_size]
            return super(Tensor, self).split_with_sizes(split_size, dim)
```

## Additional context

no
Repository: ant-design
Issue: Collapsed inline menu whit Three level submenu bug
Labels: 🐛 Bug,Inactive

- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[https://ant.design/components/menu-cn/#components-menu-demo-inline-collapsed](https://ant.design/components/menu-cn/#components-menu-demo-inline-collapsed)

### Steps to reproduce
1. 缩起内嵌菜单
2. 点击三级菜单
3. 打开内嵌菜单
4. 点击三级标题，此时缩起状态的三级菜单异常浮现

git:

![menu_bug](https://user-images.githubusercontent.com/9513530/121142346-792ecc80-c86e-11eb-904f-159eb81988b9.gif)


### What is expected?
点击三级标题，此时缩起状态的三级菜单不应该出现

### What is actually happening?
点击三级标题，此时缩起状态的三级菜单出现了

| Environment | Info |
|---|---|
| antd | 4.16.2 |
| React | 17.0.1 |
| System | windows 10 |
| Browser | Edge |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: flutter
Issue: AsyncBuilder for expensive widgets
Labels: c: new feature,framework,f: material design,c: proposal,team-design,triaged-design

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## Use case

Often, page transitions or even scrolling animations have frame drops due to the usually complex nature of their descending widgets which need to be built in a very short amount of time.

## Proposal

Allowing widgets to be build in parallel could help resolve this issue. That way, there could for instance be an `AsyncBuilder` widget taking two builder functions, one for building the actual widget the developer wants to display and the other for building a less expensive widget which will be displayed as a placeholder while the other widget is being built in the background.

Example:
```
Scaffold(
  appBar: AppBar(
    title: const Text('Map'),
  ),
  body: AsyncBuilder(
    // inexpensive to build
    placeholderBuilder: (context) => DecoratedBox(
      color: Colors.grey,
      child: Center(child: const Text('Map')),
    ),
    // expensive to build
    builder: (context) => GoogleMap(
      initialCameraPosition: _initialCameraPosition,
    ),
  ),
),
```
Repository: flutter
Issue: Analyse web build size with CLI and devtools
Labels: c: new feature,tool,dependency: dart,a: size,platform-web,c: proposal,d: devtools,P3,team-web,triaged-web

## Use case

There is currently now way to analyse a flutter web build's app size with flutter's tooling

## Proposal

Similar to the [`--analyze-size`](https://flutter.dev/docs/perf/app-size#breaking-down-the-size) flag of `flutter build`
 for Android, iOS , Windows, Linux and macOS there should also be one for `flutter build web` that would generate a `analysis_*.json` file. Flutter devtools should then be able to analyse this `.json` file it's capable of for all the other platforms as well.

A speciality on the web platform is, that the application build output is not compressed directly as such. This is rather done afterwards when serving the application via a web server together with the `content-encoding` request header of browser clients. It would be great, if the `analysis_*.json` file or devtool would acknowledge this speciality and additionally list the compressed size of the application (using widely adopted compression algorithms like brotli or gzip).

Feel free to close this if it is a duplicate or someone is already working on this.