sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: JSDoc comment on JS class property isn't inherited when derived class also initializes it
Labels: Suggestion,Experience Enhancement

# Bug Report

When a JS class extends another, and members are overridden in the constructor, they will lose all of their documentation - even if they are compatible values.

### 🔎 Search Terms

jsdoc class es6 js extends

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about JS / JSDoc

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?filetype=js#code/MYGwhgzhAEBCkFMCwAoA3q6XrAPYDsIAXAJwFdgjcSAKASk2wxW1egHoAqT6ASWjABbAfmgBLfEQQBzBCQCE0Tu0ZtoRABZiIAOjDQAvNACMABlMBuVdAC+qOylShIMACJyxANwQATaAgAPKXwfGHgIZHRrPEJSCipaBhYma1YIMgAHOXorR2S1TW09Q2gAVktrBwdUfAQAd2h3Ei9fej0gA)

Note the type info when hovering over `this.a` in Derived's constructor, or `a` in the bottom line.

### 💻 Code

```js
class Base
{
    constructor()
    {
        /** I am an integer! */
        this.a = 100;
    }
}

class Derived extends Base
{
    constructor()
    {
        super();

        this.a = 50;

// hover over this.a above to see the issue
    }
}

// hover over a to see the issue as well
new Derived().a
```

### 🙁 Actual behavior

`a` was overridden by Derived, even though it is a type match.

### 🙂 Expected behavior

While I can see the usefulness here if `a` was a different/incompatible type entirely, I would rather an error occur on, for instance, `this.a = "str";` because `a` is a number, not a string, and for it to inherit the JSDoc properly. It seems like this.xxx in a constructor declares a new variable, even if it inherits one.
Repository: rust
Issue: Tracking Issue for Path::file_prefix
Labels: T-libs-api,C-tracking-issue,disposition-merge,finished-final-comment-period

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Feature gate: `#![feature(path_file_prefix)]`

This is a tracking issue for an implementation of the method `std::path::Path::file_prefix`.  It is effectively a "left" variant of the existing [`file_stem`](https://doc.rust-lang.org/std/path/struct.Path.html#method.file_stem) method.


### Public API

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For most library features, it'd be useful to include a summarized version of the public API.
(E.g. just the public function signatures without their doc comments or implementation.)
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```rust
use std::path::Path;

let path = Path::new("foo.tar.gz");
assert_eq!(path.file_prefix(), Some("foo"));
```

### Steps / History

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If the feature is changed later, please add those PRs here as well.
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- [x] Implementation: #85166
- [ ] Final commenting period (FCP)
- [ ] Stabilization PR

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### Unresolved Questions

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- None yet.
Repository: godot
Issue: Crash when switching windows
Labels: bug,platform:windows,topic:editor,crash

### Godot version

3.3.2

### System information

Win10, GLES3, Intel HD 630, GeForce GTX 1060

### Issue description

 After the last windows update Godot is crashing when I alt+tab or click on another window and then go back to Godot.

Widnows version:
Edition: Windows 10 Home
Version: 2004
OS Build: 19041.1055
Experience: Windows Feather Experience Pack 120.2212.2020.0

Godot versions tried:
Standard Version 64-bit 3.3.0
Standard Version 64-bit 3.3.2
Standard Version 32-bit 3.3.2

All of those versions crashed when I switched windows and then went back to Godot. Ifter the crash I am left with the godot window that looks like a command line. It will not go away, and the windows task manager does not function while that godot window is still there. I cannot restart the computer from the start menu, I have to hold the power button to restart and try again. Once the computer restarts the windows task manager works like normal until I try godot again.

Thanks for any advice and help.



### Steps to reproduce

I'm not sure if this can be reproduced on another computer or not.  I open Godot, then open a project.  Then when I switch to another windows, such as chrome, and switch back to Godot, that's when Godot crashes.

### Minimal reproduction project

Crash has happened when I simply started a new project, and put nothing into it at all.  Then switched windows and switched back.
Repository: TypeScript
Issue: Ability to extend compilerOptions's paths config
Labels: Suggestion,Awaiting More Feedback

# Suggestion

I have a `tsconfig.base.json` file for the monorepo, it defined paths that all project can use

```
{
  "compileOnSave": false,
  "compilerOptions": {
    ```
    "paths": {
      "@aegis/ui": ["libs/ui/src/index.ts"],
      "@aegis/ui/*": ["libs/ui/src/*"],
      "@aegis/shared": ["libs/shared/src/index.ts"],
      "@aegis/shared/*": ["libs/shared/src/*"]
    }
  },
  "exclude": ["node_modules", "tmp"]
}
```

Each project has own `tsconfig.json`, also defined paths  that only for itself

```
{
  "extends": "../../tsconfig.base.json",
  "compilerOptions": {
    "paths": {
      "@environment": ["src/environments/environment.ts"]
    }
  },
  "files": [],
  "include": [],
  "references": [
    {
      "path": "./tsconfig.app.json"
    },
    {
      "path": "./tsconfig.spec.json"
    },
    {
      "path": "./tsconfig.editor.json"
    }
  ]
}
```

Unfortunately, the `paths` would be overwritten.

I have to add `tsconfig.base.json` paths item to each project.

So, it's necessary to provide a solution for this case.


## 🔍 Search Terms

<!--
  💡 Did you know? TypeScript has over 2,000 open suggestions!
  🔎 Please search thoroughly before logging new feature requests as most common ideas already have a proposal in progress.
  The "Common Feature Requests" section of the FAQ lists many popular requests: https://github.com/Microsoft/TypeScript/wiki/FAQ#common-feature-requests

  Replace the text below:
-->

- compilerOptions paths extends label:Suggestion

List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily and help provide feedback.
Repository: youtube-dl
Issue: Time to migrate off freenode ?
Labels: question

All channels and nicks on freenode have now been reset. Is there any reason to keep mentioning the freenode channel in the README ?
Repository: pytorch
Issue: Dynamic quantized LSTM does not support output projection now.
Labels: oncall: quantization,low priority,triaged

## 🚀 Feature
Support output projection for dynamic quantized LSTM (which is already supported in torch.nn.LSTM)

## Motivation

In document for torch.nn.quantized.dynamic it is mentioned that LSTM interface is the same as torch.nn.LSTM, but output projection is not supported as in torch.nn.LSTM

## Pitch

Implement output projection (i.e. proj_size argument) in torch.nn.quantized.dynamic.LSTM .

## Alternatives

<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->

## Additional context

<!-- Add any other context or screenshots about the feature request here. -->


cc @jerryzh168 @jianyuh @raghuramank100 @jamesr66a @vkuzo @jgong5 @Xia-Weiwen @leslie-fang-intel
Repository: vscode
Issue: Deal with Notebook smoke/web tests
Labels: bug,debt,notebook

The [entire Notebook smoke test suite](https://github.com/microsoft/vscode/blob/9d4274bf64e7f19881d8c6f35e2af3d273e41d3b/test/smoke/src/areas/notebook/notebook.test.ts) is currently entirely skipped. We should address this by either fixing the tests or removing them altogether.

cc @jrieken @roblourens
Repository: godot
Issue: Graphical errors on editor when erasing nodes and switching between scenes on Intel graphics (GLES3 only)
Labels: bug,platform:windows,topic:rendering,topic:2d

### Godot version

3.3.1 stable

### System information

Windows 10 running on Surface Pro 7 with Intel i5-1035G4 and Intel Iris Graphics (exact iGPU model unknow). GLES3.

### Issue description

When switching between scenes in the editor, some Nodes will stay stuck to the screen and might even look "glitchy" (see picture 1) and minimizing the editor helps them be removed from the screen. Nodes also stay stuck to the screen even after being erased from the node tree (See picture 2). Creating a new scene might also show a blue background rather than the default grey one even on fresh projects (see picture 3). These issues do not happen on my desktop PC running Windows 10 with a RTX2060 so I'm suspecting that it might be the Intel iGPU on my surface.

![Screenshot 2021-06-15 090358](https://user-images.githubusercontent.com/13603525/122059856-0a47fb00-cdbb-11eb-939b-656c129cf00a.png)
![Screenshot 2021-06-15 090440](https://user-images.githubusercontent.com/13603525/122059882-103ddc00-cdbb-11eb-9ae7-859e6418de38.png)
![Screenshot 2021-06-15 091718](https://user-images.githubusercontent.com/13603525/122059884-12079f80-cdbb-11eb-85fd-c68f8b242052.png)


### Steps to reproduce

1.  Create new project
2. Create any graphical node, like a User Interface node or a Sprite
3. Erase them or switch between scene tabs
4. See them stuck to the screen after erasing/switching

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Flutter Emoji font override
Labels: c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

## Use case

Flutter uses system emoji fonts. It would be nice if one could override these

## Proposal

Similar to normal fonts, one could define emoji fonts in `pubspec.yaml` and set theme in `ThemeData`.
Repository: go
Issue: runtime: stack traces do not indicate the caller for deferred calls
Labels: NeedsInvestigation,compiler/runtime

The stack trace in https://build.golang.org/log/ee6465ff7dc022b6679688af37b7b40211d8521c seems to omit an important line number from the stack trace. It appears to be reporting a `panic` within a deferred function call.

The start of the call to the deferred function occurs at line 1129:
https://github.com/golang/go/blob/8a5a6f46dc51597174d0044dcd3bdffa950ae65e/src/testing/testing.go#L1129

The parentheses that actually invoke it are at line 1233:
https://github.com/golang/go/blob/8a5a6f46dc51597174d0044dcd3bdffa950ae65e/src/testing/testing.go#L1233

However, neither of those lines is included in any of the frames in the stack trace:
```
panic: runtime error: invalid memory address or nil pointer dereference [recovered]
	panic: runtime error: invalid memory address or nil pointer dereference
[signal SIGSEGV: segmentation violation code=0x1 addr=0x20 pc=0x5e2520]

goroutine 3241 [running]:
panic({0x6470a0, 0x7f5d60})
	/tmp/workdir-host-solaris-oracle-amd64-oraclerel/go/src/runtime/panic.go:1147 +0x465 fp=0xc00089f938 sp=0xc00089f860 pc=0x43bba5
testing.tRunner.func1.2({0x6470a0, 0x7f5d60})
	/tmp/workdir-host-solaris-oracle-amd64-oraclerel/go/src/testing/testing.go:1192 +0x339 fp=0xc00089f9f8 sp=0xc00089f938 pc=0x4e1859
testing.tRunner.func1(0xc000291a00)
	/tmp/workdir-host-solaris-oracle-amd64-oraclerel/go/src/testing/testing.go:1195 +0x256 fp=0xc00089faf0 sp=0xc00089f9f8 pc=0x4e1116
runtime.call16(0x0, 0x685890, 0xc000286318, 0x8, 0x8, 0x8, 0xc00089fb40)
	/tmp/workdir-host-solaris-oracle-amd64-oraclerel/go/src/runtime/asm_amd64.s:625 +0x49 fp=0xc00089fb10 sp=0xc00089faf0 pc=0x470289
runtime.reflectcallSave(0xc00089fc68, 0x685890, 0xc000286318, 0x8)
	/tmp/workdir-host-solaris-oracle-amd64-oraclerel/go/src/runtime/panic.go:927 +0xb5 fp=0xc00089fb50 sp=0xc00089fb10 pc=0x43b6f5
runtime.runOpenDeferFrame(0xc0004969c0, 0xc0002862d0)
	/tmp/workdir-host-solaris-oracle-amd64-oraclerel/go/src/runtime/panic.go:891 +0x2bb fp=0xc00089fbd8 sp=0xc00089fb50 pc=0x43b01b
panic({0x6470a0, 0x7f5d60})
	/tmp/workdir-host-solaris-oracle-amd64-oraclerel/go/src/runtime/panic.go:1038 +0x25b fp=0xc00089fcb0 sp=0xc00089fbd8 pc=0x43b99b
runtime.panicmem(...)
	/tmp/workdir-host-solaris-oracle-amd64-oraclerel/go/src/runtime/panic.go:221
runtime.sigpanic()
	/tmp/workdir-host-solaris-oracle-amd64-oraclerel/go/src/runtime/signal_unix.go:735 +0x40e fp=0xc00089fd10 sp=0xc00089fcb0 pc=0x45412e
net.TestUnixAndUnixpacketServer(0xc000291a00)
	/tmp/workdir-host-solaris-oracle-amd64-oraclerel/go/src/net/server_test.go:191 +0xae0 fp=0xc00089ff80 sp=0xc00089fd10 pc=0x5e2520
testing.tRunner(0xc000291a00, 0x684fc0)
	/tmp/workdir-host-solaris-oracle-amd64-oraclerel/go/src/testing/testing.go:1242 +0x102 fp=0xc00089ffd0 sp=0xc00089ff80 pc=0x4e0de2
runtime.goexit()
	/tmp/workdir-host-solaris-oracle-amd64-oraclerel/go/src/runtime/asm_amd64.s:1581 +0x1 fp=0xc00089ffd8 sp=0xc00089ffd0 pc=0x472061
created by testing.(*T).Run
	/tmp/workdir-host-solaris-oracle-amd64-oraclerel/go/src/testing/testing.go:1289 +0x3ab
```
Repository: go
Issue: syscall: SIGBUS during test on linux-mips64le-rtrk
Labels: NeedsInvestigation,compiler/runtime

[2021-06-14T22:13:47-8a5a6f4/linux-mips64le-rtrk](https://build.golang.org/log/afad8829cb151d0c44416352d5f77a40629a354f)

CC @bogojevic @milanknezevic
Repository: godot
Issue: custom_sort always returns errors once > 16 identical values are present in the array to be sorted
Labels: bug,topic:core,confirmed

### Godot version

3.3.2

### System information

Windows 10

### Issue description

Custom sorting an array of 16+ identical values returns several errors.

```
ERROR: partitioner: bad comparison function; sorting will be broken
   At: ./core/sort_array.h:183
ERROR: partitioner: bad comparison function; sorting will be broken
   At: ./core/sort_array.h:190
ERROR: unguarded_linear_insert: bad comparison function; sorting will be broken
   At: ./core/sort_array.h:263
```

Even if this array is extended with other non-identical values, the issue persists.

### Steps to reproduce

Basically add more than 16 identical values to an array and try to sort them.
I used this minimal code example:

```gdscript
extends Node2D

static func sort(a : int, b : int) -> bool:
	if a > b:
		return false
	else:
		return true

func _ready():
	var array := []
	for _i in range(0, 17):
		array.append(0)
	array.sort_custom(self, "sort")
```

### Minimal reproduction project

[custom_sorting_error.zip](https://github.com/godotengine/godot/files/6657285/custom_sorting_error.zip)
Repository: godot
Issue: Automatic change to "2D" from "Script" when executing
Labels: bug,topic:editor

### Godot version

3.3.2 stable oficial

### System information

win10 64

### Issue description

I have the "Script" window active, from there I press F5 and Godot executes, everything is correct.
So I activate the "2D" window and move my character.
I activate the "Script" window again and execute.
Godot now automatically activates the "2D" window when you execute.

### Steps to reproduce

![gif gif](https://user-images.githubusercontent.com/19652075/122087929-8ff09880-ce05-11eb-966b-8b1259317dfc.gif)

Check that running from "Script" (press F5) everything works correctly.
Now switch to "2D" and move the character a bit
Go back to "Script" and run again.
Check if Godot automatically switches to "2D"

### Minimal reproduction project

[testBugGodot.zip](https://github.com/godotengine/godot/files/6657126/testBugGodot.zip)
Repository: go
Issue: testing: visualize fuzz corpus coverage
Labels: NeedsInvestigation,FeatureRequest,fuzz

It would be nice to be able to visualize the source coverage provided by an input corpus, in a similar manner to the coverage information provided for unit tests.

Fuzzing counters are implemented in a slightly different fashion to the (testing) coverage counters, but probably a similar method can be used to produce compatible coverage profiles for use with `go tool cover`.
Repository: godot
Issue: Pause state doesn't affect Particles3D rotation
Labels: bug,topic:rendering,topic:3d,topic:particles

### Godot version

3.3.2.stable

### System information

Windows 10, GLES3, Nvidia GeForce GTX 950M

### Issue description

Already spawned particles are still being rotated even when get_tree().paused is set to true.

### Steps to reproduce

1. Add Particles3D and Camera nodes to the scene
2. Create new process material and add mesh to draw pass 1
3. Enable rotate Y flag
4. Add angle curve
5. Create a new script to pause the game for example:

```
extends Spatial
func _unhandled_input(event):
	if event is InputEventKey:
		get_tree().paused = true
```
In the example project you can pause by pressing any key.

### Minimal reproduction project

[particles_paused_bug.zip](https://github.com/godotengine/godot/files/6657207/particles_paused_bug.zip)
Repository: react
Issue: Bug: Webpack process and setImmediate polyfill interferes with time slicing
Labels: Type: Bug,Component: Concurrent Features,React 18

Here's the copy paste of the polyfill: https://gist.github.com/gaearon/5d2f7bedf76d7bbec2b5c1ee04861ce3

This reproes with old CRA (e.g. `react-scripts@0.7.0`). I saw this on this branch: https://github.com/Swizec/react-fractals/pull/16

The result is concurrent renders get grouped into a huge blocking task:

<img width="815" alt="Screenshot 2021-06-15 at 18 01 27" src="https://user-images.githubusercontent.com/810438/122094843-8581cf00-ce04-11eb-9a40-fd3758301255.png">

Not sure why yet.
Repository: youtube-dl
Issue: Request for Incorporating Red Bull TV Downloader. The Python Script Extractor is Provided in the Description
Labels: site-support-request

<!--

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## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.06.06. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
- Search the bugtracker for similar site support requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
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- [X] I'm reporting a new site support request
- [X] I've verified that I'm running youtube-dl version **2021.06.06**
- [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
- [X] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
https://www.redbull.com/int-en/shows/fast-life
https://www.redbull.com/int-en/live/red-bull-bc-one-cypher-russia-2021

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https://www.redbull.com/int-en/shows/fast-life
https://www.redbull.com/int-en/live/red-bull-bc-one-cypher-russia-2021


## Description

<!--
Provide any additional information.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
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https://github.com/M3GABOY/rbtv-dl

Have just published the Red Bull TV Python Extractor
Repository: pytorch
Issue: RReLU and PReLU do not propagate input strides to outputs
Labels: module: nn,triaged,module: memory format

RReLU and PReLU does not use TensorIterator, and instead explicitly allocates noise/output tensors with LEGACY_CONTIGUOUS_MEMORY_FORMAT (or calls `contiguous` on inputs in case of PReLU) https://github.com/pytorch/pytorch/blob/4afd0b7952c5e5cb5908441704fc63846d053ed8/aten/src/ATen/native/Activation.cpp#L522-L563

cc @VitalyFedyunin @jamesr66a @ppwwyyxx @albanD @mruberry @jbschlosser
Repository: go
Issue: mime/multipart: add FileContentDisposition
Labels: Proposal,Proposal-Accepted

For uploading files as part of multipart/form-data requests, the specification allows the content type to be specified, e.g. application/pdf. However, the current version of Go always uses application/octet-stream. While it's possible to work around this, it requires duplicating code like the `Sprintf` command and the escaping. An example can be found at for example, see https://github.com/Ingenico-ePayments/connect-sdk-go/blob/master/defaultimpl/DefaultConnection.go#L345. Lines 345-348 could all be replaced by a single line if the Go API supported custom content types, and the escaping of quotes could be removed completely.

I've already created a PR for this which: https://github.com/golang/go/pull/29140. It's fully backward compatible because it introduces a new function; the existing function delegates to the new one.
Repository: youtube-dl
Issue: Is it possible to using youtube-dl causing to block my instagram account?
Labels: question

In last month I use youtube-dl for watching instagram videos and I think using youtube-dl to causing to block my instagram account and asks for conformation like below. This is 4th time in last month.

`Confirm Your Info on the App to Get Back to Your Account`
`We noticed unusual activity from your account. Confirm your identity from the Instagram app to get back to your account.`

Any ideas?