sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: `#[global_allocator]` and `#[thread_local]` should not be usable together on the same `static`
Labels: A-allocators,T-libs-api,C-bug,F-thread_local

As per https://github.com/rust-lang/rust/issues/85487#issuecomment-845205032, using both `#[global_allocator]` and `#[thread_local]` is currently allowed but should not be since the [`Global`](https://doc.rust-lang.org/std/alloc/struct.Global.html) allocator is always `Sync + Send` which means that even if the type implementing `GlobalAlloc` is neither, allocations using the default `Global` allocator can be sent between threads which is unsound as they would be deallocated in a different allocator.
Repository: godot
Issue: Resources with paths containing `../` fail to import in exported projects
Labels: bug,topic:core

**Godot version:** 74174676b8c451702588a6e511090e62cc1a20f1

**Issue description:**
Relative paths work in resource files work when debugging the game, but break when the game is exported.

**Steps to reproduce:**
Create a `main/main.tscn` scene with a script and replace the script path with `../main/main.gd`, export the game and look at the output:
```toml
ERROR: load: Cannot load source code from file 'res://main/../main/main.gd'.
   At: modules/gdscript/gdscript.cpp:2239.
ERROR: _load: Failed loading resource: res://main/../main/main.gd. Make sure resources have been imported by opening the project in the editor at least once.
   At: core/io/resource_loader.cpp:278.
ERROR: poll: res://main/main.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://main/../main/main.gd
   At: scene/resources/resource_format_text.cpp:440.
ERROR: load: Failed to load resource 'res://main/main.tscn'.
   At: core/io/resource_loader.cpp:208.
ERROR: _load: Failed loading resource: res://main/main.tscn. Make sure resources have been imported by opening the project in the editor at least once.
```

Code responsible of creating the joined path: https://github.com/godotengine/godot/blob/3.x/scene/resources/resource_format_text.cpp#L409

This would be fixed by changing `String.plus_file()` to allow this:

```gdscript
"/global/path".plus_file("../relative") # returns /global/relative
```

**Minimal reproduction project:**

[Relative Path Test.zip](https://github.com/godotengine/godot/files/6517710/Relative.Path.Test.zip)
Repository: vscode
Issue: Provide a smart run/debug command for loose files
Labels: feature-request,typescript,getting-started

tl;dr: Running a single file without a workspace open is a common pain point in usertesting. It should not just be easier, but also take the opportunity to check the user's environment and guide through the installation/configuration of missing dependencies.

### Context

VS Code is used by many as their first editor while learning to code. Other editors in the space make it a lot easier to run a single file to see the output, which puts expectations on how VS Code should work. VS Code's latest improvements with auto-attach and JS debug terminal show how the setup time for debugging can be cut dramatically with smart affordances.

### End to End Scenario

1. User is interested in learning about TS, but doesn't have the NPM packages installed.
2. To start, they create a single TS file in VS Code, without opening a folder.
3. Rich TS editing works out of the box, so they start typing up a short script that logs some values.
4. Then they try run the file to see if it compiles and logs the output.
5. With a helpful hand from VS Code, the user installs the required TS dependencies.
6. Finally, running the file works.
7. _[Out of scope]_ Later, after the user adds a a second file to use modules, VS Code guides the user to initialize a project with a tsconfig file (picking browser and/or node.js as target).

#### Alternative Scenerios

How the user is set up:
- While many devs have node.js installed, support the ones that don't.
- Some users might have an older node.js installed from prior projects

How the file is opened
- User opens a folder with a set of TS files (like the [TS samples](https://github.com/microsoft/TypeScriptSamples)) and opens one file.
- User renames a JS file to TS in a folder to migrate some code.

### Improvement ideas

- For loose files that VS Code knows how to debug, show a _Run_ button on the file.
   - Without a workspace open, the _Run & Debug_ view should ask the user to select which file to run.
- Could/should VS Code …
   - ship with a basic TS compiler,
   - install one behind the scenes,
   - guide the user through installation (via terminal?),
   - or point to the right website for the user to complete the installation?
- Offer the guided environment setup during a getting started walkthrough for TS
- While we sweat the details, keep in mind how the same flows would work for Python, C++, Java, etc

### Next steps

- [ ] Converging discussion on scope and clarify open questions
- [ ] UX & PoC for TS files (maybe as extension)
- [ ] Usertest & Experiment
- [ ] Ship it

cc @gcrev93 @DanielRosenwasser @connor4312  @misolori @JacksonKearl @kieferrm @mattbierner
Repository: TypeScript
Issue: Object property completion doesn't show properties from other overloads
Labels: Suggestion,Domain: Completion Lists,Experience Enhancement


*TS Template added by @mjbvz*

**TypeScript Version**: 4.3.0-dev.20210503

**Search Terms**
- suggest / suggestion
- Completion

---

Steps to Reproduce:

1. open code that leverages `FileWorkingCopyManager2` e.g. [here](https://github.com/microsoft/vscode/blob/669b0b3f7191375b9904405fa02ed1087c02020e/src/vs/workbench/services/workingCopy/test/browser/fileWorkingCopyManager2.test.ts#L32-L32)
2. type `manager.resolve({` and trigger intellisense
3. notice the 3 overloads, pick the second or third one

=> 🐛 try to complete on `associatedResource` or `untitledResource` but you only see `contents`

![recording (1)](https://user-images.githubusercontent.com/900690/118955482-0614f300-b95f-11eb-9ee1-f8f44ee6d371.gif)
Repository: pytorch
Issue: Incorrect channel in installation command for stable (1.8.1)+windows+conda+python+cuda 11.1
Labels: oncall: releng,triaged,has workaround

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->

On the installation page (https://pytorch.org/get-started/locally/#anaconda), the installation command generated for the following configuration:
- stable (1.8.1)
- windows
- conda
- python
- cuda 11.1

is:
`conda install pytorch torchvision torchaudio cudatoolkit=11.1 -c pytorch -c nvidia
`

However, this returns the following error message:

```
PackagesNotFoundError: The following packages are not available from current channels:

  - cudatoolkit=11.1
```
## SOLUTION:
From https://stackoverflow.com/questions/64589421/packagesnotfounderror-cudatoolkit-11-1-0-when-installing-pytorch, the problem seems to be the **nvidia** channel: substituting **conda-forge** instead results in a successful installation.
Correct command:

`conda install pytorch torchvision torchaudio cudatoolkit=11.1 -c pytorch -c conda-forge
`

## Steps to reproduce the behavior: execute

`conda install pytorch torchvision torchaudio cudatoolkit=11.1 -c pytorch -c nvidia
`

## Expected behavior

installation without errors

## Environment

```
(base) C:\Users\##########>python collect_env.py
Collecting environment information...
PyTorch version: 1.8.1
Is debug build: False
CUDA used to build PyTorch: 11.1
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 10 Pro
GCC version: Could not collect
Clang version: Could not collect
CMake version: Could not collect
Libc version: N/A

Python version: 3.9 (64-bit runtime)
Python platform: Windows-10-10.0.19041-SP0
Is CUDA available: True
CUDA runtime version: Could not collect
GPU models and configuration: GPU 0: NVIDIA GeForce GTX 970
Nvidia driver version: 466.27
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.20.2
[pip3] torch==1.8.1
[pip3] torchaudio==0.8.1
[pip3] torchvision==0.9.1
[conda] blas                      1.0                         mkl
[conda] cudatoolkit               11.1.1               heb2d755_7    conda-forge
[conda] mkl                       2021.2.0           haa95532_296
[conda] mkl-service               2.3.0            py39h2bbff1b_1
[conda] mkl_fft                   1.3.0            py39h277e83a_2
[conda] mkl_random                1.2.1            py39hf11a4ad_2
[conda] numpy                     1.20.2           py39ha4e8547_0
[conda] numpy-base                1.20.2           py39hc2deb75_0
[conda] pytorch                   1.8.1           py3.9_cuda11.1_cudnn8_0    pytorch
[conda] torchaudio                0.8.1                      py39    pytorch
[conda] torchvision               0.9.1                py39_cu111    pytorch

```

<!-- Add any other context about the problem here. -->
Repository: ant-design
Issue: Ant Design scroll append options loses active element
Labels: help wanted,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://codepen.io/liniovasdovydas/pen/VwpPMex](https://codepen.io/liniovasdovydas/pen/VwpPMex)

### Steps to reproduce
* Focus the select input
* Use arrow down key to go down to the bottom of the list

### What is expected?
After adding dynamic options the active (by keyboard) option should remain active.

### What is actually happening?
After adding dynamic options the active selection goes to the top of the option list

| Environment | Info |
|---|---|
| antd | 4.15.6 |
| React | React 17 |
| System | Windows 10 |
| Browser | Microsoft Edge 90.0.818.62 |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: flutter
Issue: Consider refactoring how SystemNavigator clients operate
Labels: c: new feature,framework,f: routes,platform-web,P3,team-web,triaged-web

Right now we have widgets (e.g. Navigator, Router) that interact with the SystemNavigator API to talk to the engine (especially the web engine). However, this means things break if you ever have multiple routers or navigators or other SystemNavigator clients interacting simultaneously.

As @chunhtai suggested in https://github.com/flutter/engine/pull/26164, we should consider creating a singleton API hanging off the binding that multiplexes clients of the navigation API so that, for example, multiple parallel `Router` widgets can coexist and function meaningfully in the browser history, just like a web page with multiple iframes.
Repository: angular
Issue: Add documentation on Angular Libraries best practices
Labels: P4,area: docs

Greetings!

I'm currently working on improvements in the codebase for an Angular Library used in the web apps I work on. When this library was first created, we didn't have a lot of information about libraries, so there are a lot of problems regarding structure and modular approach.

I've been searching for more information on the subject, but I believe the current official documentation on custom libraries is lacking in details, especially concerning best practices for performance (like multiple entry points, configurations and structures). My main source of knowledge on the subject at the moment are some articles on the web and open source repos.

So, the purpose of this issue is to request improvements in the official library documentation, or even some other sources about this subject. I believe this woud be great for the Angular dev community!

Thank you!
Repository: rust
Issue: `missing_docs` lint does not take `doc(hidden)` into account on re-exports
Labels: A-lints,C-bug

I tried [this code](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=468c05b2ae3d24063d5a1ae107393f8f):

```rust
#![warn(missing_docs)]

//! Crate docs

mod foo {
    pub struct Foo;
}

#[doc(hidden)]
pub mod bar { pub use crate::foo::Foo; }
```

I expected to see this happen: no warning, as `Foo` is not a publicly documented type

Instead, this happened:

```
warning: missing documentation for a struct
 --> src/lib.rs:6:5
  |
6 |     pub struct Foo;
  |     ^^^^^^^^^^^^^^^
  |
note: the lint level is defined here
 --> src/lib.rs:1:9
  |
1 | #![warn(missing_docs)]
  |         ^^^^^^^^^^^^

warning: 1 warning emitted
```

Testing similar code where there is no re-export correctly identifies that the ancestor module is not publicly visible, only with this setup where the type is re-exported from a `doc(hidden)` module does it fail.

## Meta

This has been the behavior since 1.0.0 (with appropriate edition 2015 changes), up through the current nightly.
Repository: PowerToys
Issue: [ColorPicker] Add keyboard accelerators to the editor
Labels: Idea-Enhancement,Help Wanted,Product-Color Picker

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

Single key keyboardshortcuts could really speed up using the ColorPicker Editor:

**Del** - delete the current selected color
**i** - Open colorpicking mode
Repository: go
Issue: cmd/vet, cmd/go: vet crashes for long paths in Windows, affecting go test
Labels: OS-Windows,NeedsInvestigation,Analysis

<!--
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 go1.16.2 windows/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes, confirmed with go1.16.4 as well. 

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
set GO111MODULE=on
set GOARCH=amd64
set GOBIN=
set GOCACHE=C:\Users\Andrew\AppData\Local\go-build
set GOENV=C:\Users\Andrew\AppData\Roaming\go\env
set GOEXE=.exe
set GOFLAGS=
set GOHOSTARCH=amd64
set GOHOSTOS=windows
set GOINSECURE=
set GOMODCACHE=C:\Users\Andrew\go\pkg\mod
set GONOPROXY=gitlab.com/vistaprint-org/*
set GONOSUMDB=gitlab.com/vistaprint-org/*
set GOOS=windows
set GOPATH=C:\Users\Andrew\go
set GOPRIVATE=gitlab.com/vistaprint-org/*
set GOPROXY=https://proxy.golang.org,direct
set GOROOT=C:\Users\Andrew\go\go1.16.2
set GOSUMDB=sum.golang.org
set GOTMPDIR=
set GOTOOLDIR=C:\Users\Andrew\go\go1.16.2\pkg\tool\windows_amd64
set GOVCS=
set GOVERSION=go1.16.2
set GCCGO=gccgo
set AR=ar
set CC=gcc
set CXX=g++
set CGO_ENABLED=1
set GOMOD=NUL
set CGO_CFLAGS=-g -O2
set CGO_CPPFLAGS=
set CGO_CXXFLAGS=-g -O2
set CGO_FFLAGS=-g -O2
set CGO_LDFLAGS=-g -O2
set PKG_CONFIG=pkg-config
set GOGCCFLAGS=-m64 -mthreads -fmessage-length=0 -fdebug-prefix-map=C:\Users\Andrew\AppData\Local\Temp\go-build1429628315=/tmp/go-build -gno-record-gcc-switches
</pre></details>

### What did you do?
Have a test file with a long path import something with a very long path.
For example: Have a file at:
`C:\Users\Andrew\go\src\somegitplace.test\mycompany-org\manufacturing-software\availability\material-location-availability-listener`
and in that file import something like:
`somegitplace.test/mycompany-org/manufacturing-software/availability/material-location-availability-service/domain/types/endoflifestatus`

Run `go test ./...`

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->

### What did you expect to see?
Tests passing (or failing)

### What did you see instead?
"C:\Users\Andrew\go\go1.16.4\pkg\tool\windows_amd64\vet.exe: fork/exec C:\Users\Andrew\go\go1.16.4\pkg\tool\windows_amd64\vet.exe: The directory name is invalid."
Repository: flutter
Issue: Handle --output directory passed to assemble with no write access gracefully
Labels: tool,t: xcode,P2,c: fatal crash,found in release: 1.22,team-tool,triaged-tool

Currently this will crash the tool with:

```
Thread 0 main threadFileSystemException: FileSystemException: Creation failed, path = '/.dart_tool' (OS Error: Read-only file system, errno = 30)
at _Directory.createSync(directory_impl.dart:133)
at _Directory.createSync(directory_impl.dart:128)
at _Directory.createSync(directory_impl.dart:128)
at ForwardingDirectory.createSync(forwarding_directory.dart:20)
at ErrorHandlingDirectory.createSync.<anonymous closure>(error_handling_io.dart:419)
at _runSync(error_handling_io.dart:573)
at ErrorHandlingDirectory.createSync(error_handling_io.dart:418)
at FlutterBuildSystem.build(build_system.dart:571)
at AssembleCommand.runCommand(assemble.dart:318)
at FlutterCommand.verifyThenRunCommand(flutter_command.dart:1192)
at <asynchronous gap>(async)
at FlutterCommand.run.<anonymous closure>(flutter_command.dart:1043)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:150)
at <asynchronous gap>(async)
at CommandRunner.runCommand(command_runner.dart:196)
at <asynchronous gap>(async)
at FlutterCommandRunner.runCommand.<anonymous closure>(flutter_command_runner.dart:284)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:150)
at <asynchronous gap>(async)
at FlutterCommandRunner.runCommand(flutter_command_runner.dart:232)
at <asynchronous gap>(async)
at run.<anonymous closure>.<anonymous closure>(runner.dart:62)
at <asynchronous gap>(async)
at AppContext.run.<anonymous closure>(context.dart:150)
at <asynchronous gap>(async)
at main(executable.dart:91)
at <asynchronous gap>(async)
```

/cc @jonahwilliams
Repository: youtube-dl
Issue: Suggestion to support TheArchive.tv
Labels: request


## Checklist

- [X] I'm reporting a feature request
- [X] I've verified that I'm running youtube-dl version **2021.05.16**
- [X] I've searched the bugtracker for similar feature requests including closed ones


## Description
I know that Youtube-DL supports Kaltura-based players on Asiancrush, but I noticed that Multicom's website titled "The Archive" uses the same player.  All the titles on the website are free and ad-supported, but pulling info from the site results in a failure.
Mind adding support for this website in a later version of the program?

![image](https://user-images.githubusercontent.com/58156868/119049346-44b5a800-b975-11eb-9411-ef418c6dc3c2.png)
Repository: godot
Issue: [Bullet] Collision queries with a mesh collider detect things they don't touch even when changing margin
Labels: documentation,topic:physics

Godot 3.3
Windows 10 64 bits
Bullet

**Issue description:**
I'm making a block-based building game prototype, which requires to verify relatively accurately wether or not a shape collides with others.
Some shapes use mesh colliders, but when they do, they keep detecting collisions with other shapes, even if they don't touch. They are right next to each other, so I thought adding a bit of `margin`, but that didnt have any effect.

I understand the existence of a margin for rigidbody physics, which I am okay with. However in this case I need to do simple collision queries such as "is it colliding, or not, just now" from code. I need precision for these, but I can't seem to make it work. The only workaround I found so far is to scale down the shape until it stops having false positives, however in my prototype I found I have to scale by about 0.81 sometimes until it stops happening (it varies with orientation for some reason, from 0.8 to 0.9). This is not suitable because not only it is too much, but also won't work with more complex shapes.

**Minimal reproduction project:**
Example project using a PrismMesh as collision shape. You can play with sliders to see when it detects an overlap and when it doesn't. In this example, `margin` does not have any effect, only `scale` does, below `0.84`.
[PrismCollisionQuery.zip](https://github.com/godotengine/godot/files/6518894/PrismCollisionQuery.zip)
Repository: TypeScript
Issue: Update `TypedArray` constructors to disallow invalid `(typedArray, byteOffset, byteLength)`
Labels: Bug,Help Wanted,Domain: lib.d.ts,Fix Available

# lib Update Request

## Configuration Check

My compilation *target* is `ES2020` and my *lib* is `the default`.

## Missing / Incorrect Definition

`TypedArray` constructors allows passing `(TypedArray, byteOffset, byteLength)`, when only `byteOffset` and `byteLength` are only used when passing in an `ArrayBuffer`

## Sample Code

```ts
const buf = new ArrayBuffer(1024);
const uint8 = new Uint8Array(buf, 16, 128)
// No TS error, even though the `16` and `32` are completely ignored
const subUint8 = new Uint8Array(uint8, 16, 32)
subUint8.byteLength // Oops, this is 128, not 32.
```

## Documentation Link

[MDN on `Uint8Array` constructor](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Uint8Array/Uint8Array#syntax)
```ts
new Uint8Array(); // new in ES2017
new Uint8Array(length);
new Uint8Array(typedArray);
new Uint8Array(object);

new Uint8Array(buffer);
new Uint8Array(buffer, byteOffset);
new Uint8Array(buffer, byteOffset, length);
```
Repository: terminal
Issue: Request: "Tab title" text resolves environment variables
Labels: Area-UserInterface,Product-Terminal,Issue-Task

<!-- 
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I ACKNOWLEDGE THE FOLLOWING BEFORE PROCEEDING:
1. If I delete this entire template and go my own path, the core team may close my issue without further explanation or engagement.
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All good? Then proceed!
-->

# Description of the new feature/enhancement
When entering the "Tab title" text in the settings, it would be great if environment variables could be resolved. When I've tried this, for example with standard Command Prompt, all I get are strings of "%SOMEENVIRONMENTVAR%" in my tab title.
<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->

# Proposed technical implementation details (optional)
For all "Tab title" strings, just run an expand pass that attempts to substitute any "%..%" sub-strings with any available environment variable.
<!-- 
A clear and concise description of what you want to happen.
-->
Repository: pytorch
Issue: `pickle_save`/`pickle_load` are undocumented
Labels: oncall: jit,triaged

These APIs aren't going anywhere as far as I know, but [they have no descriptions or usage instructions](https://pytorch.org/cppdocs/api/function_namespacetorch_1a55eb95ea00888978ee53f366ec875c62.html?highlight=pickle_save)

They have some documentation here but that's nowhere on the website:
https://github.com/pytorch/pytorch/blob/master/torch/csrc/jit/serialization/pickle.h

And some usages are in the tests but aren't very user-discoverable:
* https://github.com/pytorch/pytorch/blob/master/test/cpp/api/jit.cpp#L120
* https://github.com/pytorch/pytorch/blob/master/test/cpp/jit/test_save_load.cpp#L121
* https://github.com/pytorch/pytorch/blob/master/test/cpp/jit/torch_python_test.cpp#L44-L54

Tagging the JIT team to see if there are any plans for these APIs


cc @gmagogsfm