sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Feature Request: search by keywords in items description
Labels: T-rustdoc,C-feature-request,A-rustdoc-search

# Proposal

## Problem
I find it incredibly difficult to search through an API by just items names, descriptions are more clearer and meaningful than items names.

Most developers are used to using `Algolia` for example for searching in documentation which is very elastic/flexible/fast.

### Scenario
Imagine you're writing a GUI app using one of the popular libraries available like [`Egui`] for example and you want to know how to set the transparency of a window during runtime in one of the lifecycle methods.

How can you search for such functionality without a description like this?
```
Ex: "window desc: set transparency during runtime"
```

## Terminology
#### The term `description` in this context
Anything written in the documentation comments above items excluding code blocks is considered an item description.

## Solution
Searching for keywords in items descriptions will be easier/faster than guessing the name for the functionality someone needs

## Implementation
- Text for filtering/searching items names.
```
Ex: "window"
```
- Prefixing with `desc:` for searching with description.
```
Ex: "desc: set window size during runtime"
```
- Compining search with item's name and description.
```
Ex: "window desc: set window size during runtime"
```
Repository: vscode
Issue: Have a `TabKindCustomDiff`
Labels: feature-request,api,workbench-tabs

Testing #145585

currently if I compare 2 images, there is no `kind` then.
Repository: pytorch
Issue: Specifying left-right-padding as tuple for asymmetric padding
Labels: feature,module: nn,triaged,module: padding

### 🚀 The feature, motivation and pitch

Hello, 

would it be reasonable to allow padding along a single dimension to be specified as a tuple (left padding, right padding) for asymmetric padding? 

It should be clear, but as an example, if I would like to pad this input sequence

```
A B C 
```

like this 

```
P P A B C P
```

I would specify padding = ((2,1)) 
In 2D: 

```
A B C 
D E F
```

```
    P P P
P P A B C P 
P P D E F P 
    P P P 
    P P P 
```
would result in padding = ((2,1),(1,2)). 

Does it make sense, or would you recommend to go with F.pad for asymmetric padding? 

Thanks!

Best, JZ 

### Alternatives

_No response_

### Additional context

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @kshitij12345
Repository: godot
Issue: Launching the Editor: Unable to Initialize Video Driver after updated to macOS 12.3 
Labels: bug,platform:macos,topic:buildsystem,topic:rendering

### Godot version

4.0.dev (a30d17fe23)

### System information

macOS 12.3 arm64, M1 

### Issue description

1. Run a custom build  directly in the  "bin" folder is working well
2. Pack it into Godot.app and run it will show the Error prompt.

Error messages:
Godot Engine v4.0.alpha.custom_build.a30d17fe2 - https://godotengine.org
ERROR: No surface extension found, is a driver installed?
   at: _initialize_extensions (drivers/vulkan/vulkan_context.cpp:353)
ERROR: Could not initialize Vulkan
   at: DisplayServerOSX (platform/osx/display_server_osx.mm:3183)


### Steps to reproduce

Run the packed Godot.app

### Minimal reproduction project

_No response_
Repository: kubernetes
Issue: [windows] - Update e2e tests that perform reboots to leverage node.BootId
Labels: area/test,kind/feature,sig/windows,help wanted,needs-triage

### What would you like to be added?

https://github.com/kubernetes/kubernetes/pull/108704 adds `BootId` support for Windows nodes.

We have some e2e tests in https://github.com/kubernetes/kubernetes/blob/master/test/e2e/windows/reboot_node.go to perform a reboot but do not have a great way to determine when the reboot finished.
We should update those tests to look for a change in the BootId property for the node.



### Why is this needed?

This will increase the reliability of some of the Windows e2e tests and possible save some time.
Repository: vscode
Issue: Provide support for separate aria label for the customButton on quickpick component
Labels: feature-request,api,quick-pick

<!-- ⚠️⚠️ 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. -->
The quick pick component has only one aria-label that gets associated with the input box.
https://github.com/microsoft/vscode/blob/main/src/vs/base/parts/quickinput/browser/quickInput.ts#L440

The quickpick component also has a customButton which does not have custom aria-label.
https://github.com/microsoft/vscode/blob/main/src/vs/base/parts/quickinput/browser/quickInput.ts#L469

It would be nice to have a separate aria-label for this button.
Repository: vscode
Issue: Indicate filtered state on Timeline view
Labels: ux,polish,timeline

Currently there isn't any visual indication on the timeline view when a filter (i.e. anything unchecked from the list) has been applied:

<img width="426" alt="CleanShot 2022-03-22 at 11 19 00@2x" src="https://user-images.githubusercontent.com/25163139/159549260-0494edf1-5ef4-4846-a43f-469a305fb20a.png">

One potential option here would be to follow the same dual icon pattern as pinning follows:

<img width="98" alt="CleanShot 2022-03-22 at 11 20 56@2x" src="https://user-images.githubusercontent.com/25163139/159549396-d649e9d5-8061-46b8-89a8-706c4de15eda.png">

<img width="97" alt="CleanShot 2022-03-22 at 11 21 04@2x" src="https://user-images.githubusercontent.com/25163139/159549407-f8f37349-e269-441a-a754-8264b6a9be67.png">

One other thought is that the timeline view header seems to further indicate the pinned state with plain text. While this could be somewhat crammed to if it included filtered state as well, it might be worth exploring.

<img width="329" alt="CleanShot 2022-03-22 at 11 21 37@2x" src="https://user-images.githubusercontent.com/25163139/159549481-5030533d-0038-4ef7-8b1b-be14db7d1471.png">

cc @bpasero @misolori
Repository: yt-dlp
Issue: Site request: xala.cat
Labels: site-request,account-needed,can-share-account

### Checklist

- [X] I'm reporting a new site support request
- [X] I've verified that I'm running yt-dlp version **2022.03.08.1**. ([update instructions](https://github.com/yt-dlp/yt-dlp#update))
- [X] I've checked that all provided URLs are alive and playable in a browser
- [X] I've checked that none of provided URLs [violate any copyrights](https://github.com/ytdl-org/youtube-dl#can-you-add-support-for-this-anime-video-site-or-site-which-shows-current-movies-for-free) or contain any [DRM](https://en.wikipedia.org/wiki/Digital_rights_management) to the best of my knowledge
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues including closed ones. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)
- [X] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and am willing to share it if required

### Region

Spain

### Example URLs

https://xala.cat/details/_6098449965001

### Description

The site has movies, sports, events... The only thing I found without login needed are the trailers (accounts are free anyway), and the structure is always the same.
I found a request the site makes to something like https://edge.api.brightcove.com/playback/v1/accounts/5779379807001/videos/6098449965001 where the response is a json object with all the data.

### Verbose log

```shell
[debug] Command-line config: ['https://xala.cat/details/_6098449965001', '-vU']
[debug] Encodings: locale cp1252, fs utf-8, out utf-8 (No ANSI), err utf-8 (No ANSI), pref cp1252
[debug] yt-dlp version 2022.03.08.1 [c0c2c57] (win_exe)
[debug] Python version 3.8.10 (CPython 64bit) - Windows-7-6.1.7601-SP1
[debug] exe versions: ffmpeg git-2020-04-20-cacdac8, ffprobe git-2020-04-20-cacdac8
[debug] Optional libraries: brotli, Cryptodome, mutagen, sqlite, websockets
[debug] Proxy map: {}
Latest version: 2022.03.08.1, Current version: 2022.03.08.1
yt-dlp is up to date (2022.03.08.1)
[debug] [generic] Extracting URL: https://xala.cat/details/_6098449965001
[generic] _6098449965001: Requesting header
WARNING: [generic] Falling back on generic information extractor.
[generic] _6098449965001: Downloading webpage
[generic] _6098449965001: Extracting information
[debug] Looking for video embeds
ERROR: Unsupported URL: https://xala.cat/details/_6098449965001
Traceback (most recent call last):
  File "yt_dlp\YoutubeDL.py", line 1389, in wrapper
  File "yt_dlp\YoutubeDL.py", line 1459, in __extract_info
  File "yt_dlp\extractor\common.py", line 617, in extract
  File "yt_dlp\extractor\generic.py", line 3985, in _real_extract
yt_dlp.utils.UnsupportedError: Unsupported URL: https://xala.cat/details/_6098449965001
```
Repository: neovim
Issue: http client for lua
Labels: enhancement,lua




Although neovim ships a copy of curl such that it can be assumed to exist on all major platforms, this is still less nice to work with than it could be. For instance, differing locales can make it harder to parse curl output, and one has to convert everything to a curl command. Also, on Windows in particular, starting processes can be very slow, so if a plugin needs to download a lot of files, this can add up. 

It would be much nicer to link to libcurl and provide a libuv/libcurl based asynchronous http client to lua plugins.

I've seen discussion of this on #6580 but that discussion doesn't really address any of the troubles with trying to use the command line tool programmatically (and also requires every plugin to provide its own (buggy) wrapper or import one).
Repository: TypeScript
Issue: JS/TS Better inlay hint positioning in multiline rest parameters
Labels: Help Wanted,Experimentation Needed,Domain: Inlay Hints,Effort: Casual

<!-- ⚠️⚠️ 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. -->
The inlay hint positioning in multiline rest parameters is odd.

Considering this function
```js
const setTags = (...tags) => { /* ... */ }
```

How the hint is positioned:
![image](https://user-images.githubusercontent.com/2738812/159556543-0c01ff15-d8ff-4851-b670-5f4520a7e8df.png)

What I expected it to be:
![image](https://user-images.githubusercontent.com/2738812/159556678-e719991e-ce0a-46de-95e7-c6c113cee8ae.png)
Repository: godot
Issue: Game fails to run from editor
Labels: bug,topic:editor,needs testing

### Godot version

3.4.3 stable

### System information

Windows 11

### Issue description

Sometimes (and I'm not sure what causes it), all the run buttons stop working. The output only shows

> --- Debugging process started ---
> --- Debugging process stopped ---


### Steps to reproduce

I have no clue how to reproduce this. It just happens sometimes.

### Minimal reproduction project

_No response_
Repository: TypeScript
Issue: Nested destructuring does not narrow dependent parameters
Labels: Bug,Help Wanted

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms
destructuring destructured dependent parameters nested control flow analysis
<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->

### 🕗 Version & Regression Information

<!-- When did you start seeing this bug occur?

"Bugs" that have existed in TS for a long time are very likely to be FAQs; refer to
  https://github.com/Microsoft/TypeScript/wiki/FAQ#common-bugs-that-arent-bugs

If possible, please try testing the nightly version of TS to see if it's already been fixed.
For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly

Note: The TypeScript Playground can be used to try older versions of TypeScript.

Please keep and fill in the line that best applies:
-->
- This changed between versions 4.5.5 and 4.6

### ⏯ Playground Link

<!--
  A link to a TypeScript Playground "Share" link which shows this behavior

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-->
[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.6.2#code/CYUwxgNghgTiAEYD2A7AzgF3gFQK4AcIQAueAbQxlxABp5MYBLFAcwF14AfcgMygjS14KXAFsARiBhsA3AFgAUIuTosZMgDd+1AIx0tEagCY2HALzk8hEByhpEqTPIUrM5A9QDM+7SAAs5jgERM6KjDzwABQeIDoAlPAA3ooAkDFG8AD0mfSUzCxcwmKSMIoAvophEdG+ngnJCmm+flk5DPnlQA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
declare const Tuple: [true, string] | [false, number];
const [[val1, val2]] = [Tuple];
if (val1) {
	val2 // string | number
}
```

### 🙁 Actual behavior

<!-- What happened, and why it was wrong -->
TypeScript does not correctly narrow `val2` when narrowing `val1` if it's in any type of nested destructuring.

### 🙂 Expected behavior

<!-- What you expected to happen instead, and why -->
I expect it to behave the same as directly destructuring the object.
Repository: godot
Issue: [Bullet] RayCast pointing at SoftBody freezes game (no scripting involved)
Labels: bug,confirmed,topic:physics,topic:3d

### Godot version

3.4.3

### System information

Windows 10, GLES3, Intel Iris Xe (30.0.101.1340)

### Issue description

Game freezes when RayCast is pointing at a SoftBody, please pay attention to the structure of the mesh supplied to soft body, this are basically 2 planes joined in blender

![breaks_game](https://user-images.githubusercontent.com/25157236/159582633-142767a7-8c3e-41f3-a220-5dac253f15cc.png)


### Steps to reproduce

No scripting is involved
Supplied project contains scene 'scene_not_working.tscn', when you run it game should freeze, if you disable RayCast then it works fine

### Minimal reproduction project

[softbody_raycast_project.zip](https://github.com/godotengine/godot/files/8328136/softbody_raycast_project.zip)
Repository: angular
Issue: Fetch current service worker version/hash
Labels: help wanted,workaround2: non-obvious,area: service-worker,feature: under consideration

### Which @angular/* package(s) are relevant/related to the feature request?

service-worker

### Description

As you know debugging service worker in production can be a pain. Something that has made it easier for me is to display the hash version in the settings menu of my applications, it provides a way to view "version numbers" of deployed service workers and then I can prepare a **safety-worker.js** for the correct version.

So when I get a user who reports to me they are having issues, I ask them to go to settings and send me the version number there. Before I started using this method it was a pain to explain to users that they must clear cache or unregister.

Last I checked, the hash is only really emitted when update events are fired (and it is not type safe).

I would like an easier/official way of accessing the service workers hash/version to make it easier to debug and identify what version of deployed service worker is giving issues in deployed apps.

### Proposed solution

A new method to get/expose the hash/version

e.g. this.swUpdate.getHash() or this.swUpdate.getCurrentVersion();

it would also be nice to perhaps have this.swUpdate.getPreviousHash();

### Alternatives considered

Continue using a workaround for this value, perhaps add workaround to documentation.

Here is code I have written

```ts
 availableUpdate$: Observable<void> = this.swUpdate.available.pipe(
    map((event: UpdateAvailableEvent) => {
      const updateInfo = {
        current_version: event.current.hash,
        update_version: event.available.hash,
      };

     //  this.storage.set('pwaVersion', updateInfo.current_version).subscribe();

      this.swUpdate.activateUpdate();
    })
  );
```

```ts
  activatedUpdate$: Observable<void> = this.swUpdate.activated.pipe(
    map((event: UpdateActivatedEvent) => {
      const previousUpdate =
        event.previous?.hash !== undefined ? event.previous.hash : 'none';

      const successfulUpdateInfo = {
        previous_version: previousUpdate,
        current_version: event.current.hash,
      };

      // this.storage.set('pwaVersion', successfulUpdateInfo.current_version).subscribe();
    })
  );
```
Repository: flutter
Issue: MacOS text input plugin should be properly incorporated into the view hierarchy and the responder chain
Labels: a: text input,engine,platform-mac,P3,team-engine,triaged-engine

Today the macOS text input plugin is a subclass of NSTextView which must be in the view hierarchy for it to properly interact with the OS input system.

Moreover the macOS text input plugin calls multiple API that are only supposed to be invoked by the system (`-[NSTextInputContext active]`, `-[NSTextInputContext deactive]`, `-[NSResponder becomeFirstResponder]`, etc.). Setting up the view hierarchy could potentially remove these incorrect API usages.

This issue covers the long-term strategic fix for https://github.com/flutter/flutter/issues/100272, which was fixed by a short-term workaround.
Repository: pytorch
Issue: [FSDP]  using CPUOffload creates 3-10x slowdown due to slow cpu optimizer step/update
Labels: oncall: distributed,triaged,module: fsdp

### 🐛 Describe the bug

Create simple distributed model
Wrapper model with FSDP. 
Using stateful optimizer ala Adam(W) run without CPUoffload and profile/time.
Then run with CPUOffload and see that performance has dramatically gone down, from 3x-10x vs without CPUOffloading.

Inspect profiling trace and see that slowdown is the optimizer update step (thanks @mrshenli!) and not D2H:

<img width="1047" alt="offloading_profile_trace" src="https://user-images.githubusercontent.com/46302957/159588512-d6464a4f-9e52-4fd0-b5da-d430c823ecc7.png">

FairSeq FSDP avoids this by wrappering CPUAdam from DeepSpeed.  
This uses a custom cpp AdamW build with AVX2 primitives and is thus 5-7x faster vs torch.optim.Adam. 
In addition, they have a fusion kernel to auto move the updated params back to GPU (claims +30% faster). 

The massive slowdown as-is basically means CPUOffloading is not usable with any adaptive optimizer. 


### Versions

Pytorch 1.11 stable and nightly. 
Reproed with and without FSDP custom wrapping. 
Slowdown varies from 3x-10x based on CPUs available (AWS g4dn, p3 etc). 

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang
Repository: pytorch
Issue: Test test_ops_jit is taking too much time on ASAN
Labels: oncall: jit

### 🐛 Describe the bug

This is follow up on this issue [72368](https://github.com/pytorch/pytorch/issues/72368)
Refer to [HUD ASAN](https://hud.pytorch.org/ci/pytorch/pytorch/master?name_filter=asan)

The test_ops where broken into 3 files, test_ops.py test_ops_gradients.py and test_ops_jit.py
However test_ops_jit.py still take quite some time: Ran 901 tests in 9861.256s = 2Hrs 40min
Hence asan shards are still a bit off balance, the worker that executes test_ops_jit constantly take 40min-1hr more then the other 2 workers.

Hence we want to break this test, into smaller chunks, specifically we should consider refactoring these tests:
2022-03-22T18:05:59.4436636Z   test_variant_consistency_jit_nn_functional_max_pool1d_cpu_float32 (__main__.TestJitCPU) ... ok (499.690s)
2022-03-22T18:27:04.0553446Z   test_variant_consistency_jit_nn_functional_max_pool2d_cpu_float32 (__main__.TestJitCPU) ... ok (1264.612s)
2022-03-22T18:35:30.4529484Z   test_variant_consistency_jit_nn_functional_max_pool3d_cpu_float32 (__main__.TestJitCPU) ... ok (506.397s)
2022-03-22T19:36:47.3003642Z   test_variant_consistency_jit_svd_cpu_complex64 (__main__.TestJitCPU) ... ok (811.888s)
2022-03-22T19:43:19.9862695Z   test_variant_consistency_jit_svd_cpu_float32 (__main__.TestJitCPU) ... ok (392.686s)

Ultimately we want this file to be broken down to series of test each taking no longer then 40-45 minutes each. 




### Versions

1.11
Repository: pytorch
Issue: [CTA] Let's Stamp Out Flaky Tests!
Labels: oncall: distributed,oncall: jit,module: sparse,oncall: quantization,module: multiprocessing,module: autograd,module: nn,module: optimizer,module: dataloader,module: cuda,module: tests,module: hub,module: data parallel,module: linear algebra,module: rpc,module: mta,onnx-triaged,oncall: r2p

We currently have over 100 disabled tests in pytorch/pytorch. This is very uncool! Every disabled test represents functionality that is currently broken or flaky and we should prioritize fixing these for our users. Some of these tests may be irrelevant now, and we should close those and remove them from the codebase entirely.

I've derived POCs from relevant modules and assignees. **Each POC should confirm or modify the proposed action in our [tracker](https://docs.google.com/spreadsheets/d/1qBoVLTWIJe34W8b5pRMWAcxampjzblLrC01noeet-V0/edit#gid=0). If you are not the right POC, please re-assign to the proper POC.**

I've sorted the table by owners so teams can see how many of their tests are currently disabled. This would be an awesome BE investment :D

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang @nikitaved @pearu @cpuhrsch @jerryzh168 @jianyuh @raghuramank100 @jamesr66a @vkuzo @VitalyFedyunin @ezyang @albanD @zou3519 @soulitzer @Lezcano @Varal7 @mruberry @jbschlosser @walterddr @kshitij12345 @vincentqb @SsnL @ejguan @NivekT @ngimel @jeffdaily @sunway513 @jithunnair-amd @ROCmSupport @KyleCZH @nairbv @NicolasHug @vmoens @jdsgomes @IvanYashchuk @xwang233 @jjlilley @mrzzd @ilia-cher @robieta @chaekit @gdankel @bitfort @orionr @nbcsm @guotuofeng @guyang3532 @gaoteng-git @crcrpar @mcarilli