sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Build does not wait for files to save
Labels: bug,debug


Issue Type: <b>Bug</b>

In order to be able to run my code, I have to modify
file:///proc/sys/fs/inotify/max_user_instances first.  So I did and I told **VS Code** to run.  
This file, however, requires privilege escalation to be saved.  Here is the order of events:
1. Ask me whether to escalate.
4. Build my code.
5. Run my code.
2. Get root password.
3. Save the file.

Here is the expected order of events:
1. Ask me whether to escalate.
2. Get root password.
3. Save the file.
4. Build my code.
5. Run my code.



VS Code version: Code 1.63.2 (899d46d82c4c95423fb7e10e68eba52050e30ba3, 2021-12-15T09:39:46.686Z)
OS version: Linux x64 5.15.8-1-default
Restricted Mode: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM)2 Quad CPU    Q6600  @ 2.40GHz (4 x 2393)|
|GPU Status|2d_canvas: enabled<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>oop_rasterization: disabled_off<br>opengl: enabled_on<br>rasterization: disabled_software<br>skia_renderer: enabled_on<br>video_decode: disabled_software<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|3, 4, 4|
|Memory (System)|5.66GB (0.12GB free)|
|Process Argv|--unity-launch --crash-reporter-id 2a03cb52-9f4b-48bf-93d3-5c0537d534ee|
|Screen Reader|no|
|VM|0%|
|DESKTOP_SESSION|/usr/share/xsessions/plasma5|
|XDG_CURRENT_DESKTOP|KDE|
|XDG_SESSION_DESKTOP|KDE|
|XDG_SESSION_TYPE|x11|
</details><details><summary>Extensions (26)</summary>

Extension|Author (truncated)|Version
---|---|---
doxdocgen|csc|1.3.2
vscode-resx-editor|Dom|0.0.5
vscode-pull-request-github|Git|0.34.2
Ionide-fsharp|Ion|5.10.2
better-cpp-syntax|jef|1.15.10
vscode-language-pack-pl|MS-|1.63.3
csharp|ms-|1.23.17
dotnet-interactive-vscode|ms-|1.0.2606010
vscode-dotnet-pack|ms-|1.0.4
python|ms-|2021.12.1559732655
vscode-pylance|ms-|2021.12.2
jupyter|ms-|2021.11.1001550889
jupyter-keymap|ms-|1.0.0
jupyter-renderers|ms-|1.0.4
remote-containers|ms-|0.209.6
remote-ssh|ms-|0.70.0
remote-ssh-edit|ms-|0.70.0
remote-wsl|ms-|0.63.13
cmake-tools|ms-|1.9.2
cpptools|ms-|1.7.1
cpptools-extension-pack|ms-|1.1.0
powershell|ms-|2021.12.0
vscode-markdown-notebook|ms-|0.0.26
vsliveshare|ms-|1.0.5200
vsliveshare-audio|ms-|0.1.91
cmake|twx|0.0.17

(1 theme extensions excluded)

</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
pythontb:30283811
pythonvspyt551cf:30345471
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
pythondataviewer:30285071
vscod805:30301674
pythonvspyt200:30340761
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593cf:30376535
pythonvs932:30410667
vscop804cf:30404767
vscop940:30404999
vsrem710:30416614

```

</details>

<!-- generated by issue reporter -->
Repository: create-react-app
Issue: 12.0.0 react-dev-utils/openBrowser.js/startBrowserProces bug => BROWSER env value ignored
Labels: needs triage,issue: bug report

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    You can find webpack docs at https://webpack.js.org/.
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### Describe the bug

`react-dev-utils@12.0.0` function `startBrowserProcess` is calling npm package `open` function `open` with wrongly shaped parameter. 

Detected on LinuxOS.

Call from `react-dev-utils/openBrowser.js/startBrowserProcess` to `open/open(url,options)` is using wrong form for the `options` parameter.  As a result, when using environment variable `BROWSER`, that value gets ignored and the default browser is opened instead.

`react-dev-utils/openBrowser.js/startBrowserProcess` 
```
    var options = { app: browser, wait: false, url: true };
    open(url, options).catch(() => {}); // Prevent `unhandledRejection` error.
    return true;
```
The value of `browser` is the BROWSER env value, but the property `app` should be an object 
```
{name: browser}
```
instead.  Here are the usage examples provided by the `open` npm package page:
```
// Opens the URL in a specified browser.
await open('https://sindresorhus.com', {app: {name: 'firefox'}});

// Specify app arguments.
await open('https://sindresorhus.com', {app: {name: 'google chrome', arguments: ['--incognito']}});
```
Repository: realworld
Issue: [Bug]: expectation order of the tags in the tests is incorrect. 
Labels: bug

### Relevant scope

Backend specs

### Description

In post article body we have in the first place tag `training`:

https://github.com/gothinkster/realworld/blob/a3855ae3a346e7bcb809dcddcc057bd13edc0c19/api/Conduit.postman_collection.json#L683

But in tests we expected tag `dragons` in the first place:

https://github.com/gothinkster/realworld/blob/a3855ae3a346e7bcb809dcddcc057bd13edc0c19/api/Conduit.postman_collection.json#L1204-L1205

But why? If there is logic in this, it should be described somewhere in the docs. It seems to me that this is a bug.
Repository: youtube-dl
Issue: Dekkoo support
Labels: site-support-request

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

-->


## 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 2021.12.17. 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])
-->

- [x ] I'm reporting a new site support request
- [x ] I've verified that I'm running youtube-dl version **2021.12.17**
- [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

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video: https://www.dekkoo.com/follow-me/videos/follow-me-trailer
- Single video: https://www.dekkoo.com/ultra-bleu/videos/ultra-bleu-trailer
- Single video: https://www.dekkoo.com/gentleman-spa/videos/gentleman-spa-trailer


## Description

<!--
Provide any additional information.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
-->

Requesting support for Dekkoo.
Repository: rust
Issue: Warning for glob import that doesn't reexport anything should suggest solution
Labels: A-diagnostics,T-compiler

<!--
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along with any information you feel relevant to replicating the bug.

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Given the following code: <!-- Please provide a link to play.rust-lang.org -->

```rust
mod x {
    pub(super) fn y() {}
}
pub use x::*;
fn main() { y(); }
```

The current output is:

```
warning: glob import doesn't reexport anything because no candidate is public enough
 --> src/main.rs:4:9
  |
4 | pub use x::*;
  |         ^^^^
  |
  = note: `#[warn(unused_imports)]` on by default
```

<!-- The following is not always necessary. -->
Ideally the output should look like:

```
warning: glob import doesn't reexport anything because no candidate is public enough
 --> src/main.rs:4:9
  |
4 | pub use x::*;
  | ^^^ help: remove this visibility qualifier
  |
  = note: `#[warn(unused_imports)]` on by default
```

<!--
If the problem is not self-explanatory, please provide a rationale for the
change.
-->

Normally for `unused_imports`, the solution is to remove the import, but for this case the solution is to reduce the visibility of the import. Removing the import causes a compilation error since an imported item is used later.

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Repository: godot
Issue: Improve CheckBox-on-Panel visibility when using the default project styles
Labels: enhancement,usability,topic:gui

### Godot version

3.4.2.stable

### System information

Windows 11

### Issue description

Like, their colors are identical. PopupPanel also has a similar issue.

### Steps to reproduce

![image](https://user-images.githubusercontent.com/69117768/147415746-2cbc969d-db67-4bb2-b9f3-901602258214.png)
Look at this. Where is the check box?

### Minimal reproduction project

_No response_
Repository: TypeScript
Issue: Use ||= for output enum initializers when emit target is es2021 or newer
Labels: Suggestion,In Discussion

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms

enum ||= es2020 es2021 esnext or equals emit

## ✅ Viability Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).

## ⭐ Suggestion

Emitted JavaScript for enums right now always has the last line `})(EnumName || (EnumName = {}));` That's a little more confusing to read through than the ES2021 equivalent, `})(EnumName ||= {}));`.

## 📃 Motivating Example

The slightly easier-to-read emitted JavaScript would make explaining enum runtime objects to newcomers a bit easier. Otherwise JS size savings are negligible and performance is probably the same.

## 💻 Use Cases

Showing emitted JS to explain how enums work, such as on https://www.typescriptlang.org/docs/handbook/enums.html#enums-at-runtime
Repository: flutter
Issue: [google_maps_flutter][Android] Polylines below a certain degree seem to flip upside down
Labels: platform-android,p: maps,package,has reproducible steps,P2,found in release: 2.8,found in release: 2.9,team-android,triaged-android

I have a "flight tracker" app and I am using google_map_flutter. On the map, I am drawing some polylines to represent FIR Regions on the map. The problem is that polylines that go close or below the antarctic circle seem to flip upwards (see attached image):

[Google Maps Flutter screenshot](https://raw.githubusercontent.com/Node-Ninja/errors/main/Screenshot_20211226-222742.jpg)
![Screenshot_20211226-222746](https://user-images.githubusercontent.com/8701027/147419838-b21a8fa6-35db-4093-9795-8cbbb6f6b3d8.jpg)

Polyline coords ( [longitude, latitude] ):
`[[ -71.975556, -47.0 ], [ -72.025, -47.183333 ], [ -72.333333, -47.416667 ], [ -72.55, -47.925 ], [ -72.366667, -48.116667 ], [ -72.366667, -48.316667 ], [ -72.608333, -48.45 ], [ -72.6, -48.783333 ], [ -73.466667, -49.3 ], [ -73.566667, -49.55 ], [ -73.541667, -50.15 ], [ -73.166667, -50.8 ], [ -72.383333, -50.683333 ], [ -72.45, -51.566667 ], [ -71.916667, -52.0 ], [ -70.0, -52.0 ], [ -68.55, -52.291667 ], [ -68.6, -52.666667 ], [ -68.6, -54.9 ], [ -67.966667, -54.883333 ], [ -67.116667, -54.933333 ], [ -66.833333, -55.0 ], [ -66.666667, -55.133333 ], [ -66.078333, -55.183333 ], [ -65.726667, -55.381667 ], [ -65.726667, -56.38 ], [ -67.266667, -56.38 ], [ -67.266667, -58.351667 ], [ -53.0, -58.351667 ], [ -53.0, -90.0 ], [ -90.0, -90.0 ], [ -90.0, -47.0 ], [ -71.975556, -47.0 ] ]`

## Steps to Reproduce

Use the above coordinates to draw a polyline in GoogleMap() 

**Expected results:** <!-- what did you want to see? -->
The expected result is that the polyline should extend downwards as show in the example below:
[Same Coordinates in another flutter map plugin](https://raw.githubusercontent.com/Node-Ninja/errors/main/Screenshot_20211226-223009.jpg)
![Screenshot_20211226-223009](https://user-images.githubusercontent.com/8701027/147419842-f4c83f14-3a78-4ae7-853b-49c83db6ca04.jpg)


google_maps_flutter: ^2.1.1
Flutter 2.8.0 • channel stable • https://github.com/flutter/flutter.git  
Framework • revision cf44000065 (3 weeks ago) • 2021-12-08 14:06:50 -0800
Engine • revision 40a99c5951
Tools • Dart 2.15.0
Repository: godot
Issue: Warnings are not cleared when disabled until script update
Labels: bug,topic:gdscript,topic:editor,usability

### Godot version

28174d5

### System information

W10

### Issue description

When you have a warning in script, e.g.
```GDScript
func _input(event):
	pass
```
warns about unused parameter. Go to Project Settings and disable this warning (or all warnings). The warning will stay in editor until you modify the script.

This is especially a problem when you have multiple scripts open. The warnings will linger in scripts you don't need to edit right now.

### Steps to reproduce

1. Have a warning
2. Disable it in Project Settings
3. Still warning

### Minimal reproduction project

_No response_
Repository: godot
Issue: When moving resource that belongs to unsaved scene, the scene will save without any warning and clear undo history
Labels: enhancement,topic:editor,usability

### Godot version

28174d5

### System information

W10

### Issue description

Title.
The editor could check for the resource's dependencies and warn if it belongs to a scene that is currently unsaved.

### Steps to reproduce

1. Open a scene with any resource
2. Modify the scene but don't save
3. Move the resource to another directory or rename it
4. The editor will update references in all scenes
5. Your unsaved scene is now saved
6. You can't undo your modifications

### Minimal reproduction project

_No response_
Repository: vscode
Issue: More than 6 colors in Bracket Pair Colorization? (Rainbow?)
Labels: feature-request,bracket-pair-colorization

<!-- ⚠️⚠️ 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. -->

### For all of you that simply want to get this feature working right now:

Click [here 🔗](https://github.com/microsoft/vscode/issues/139777#issuecomment-2213661879) to get to my comment below that describes a working interim solution.

If you can, please:
- upvote this issue
- add a comment with a screenshot or code block (or both) showing your use-case!
- upvote my PR that implements a proposed fix [(Link to PR 🔗)](https://github.com/microsoft/vscode/pull/180586)

Thank you for your support ❤️ 

---
Original issue text below:
---

Hi!

First of all I appreciate the work done to improve this feature and make it so much more performant :)

Today I wanted to migrate to the new built-in bracket colorization feature but realized it doesn't support the color options of the original plugin. As far as I understand the VS Code implementation supports up to 6 colors, but is there any reason not to support the array configuration of the original plugin?

It would be beautiful, so I can keep using my rainbow brackets with the added performance improvement! 😄 

Here's my config:
```
    "bracketPairColorizer.colorMode": "Consecutive",
    "bracketPairColorizer.showBracketsInRuler": true,
    "bracketPairColorizer.showBracketsInGutter": true,
    "bracketPairColorizer.consecutivePairColors": [
        "()",
        "[]",
        "{}",
        [
            "#ff0000",
            "#ff8000",
            "#ffbf00",
            "#ffff00",
            "#bfff00",
            "#00ff00",
            "#00ffbf",
            "#00ffff",
            "#00bfff",
            "#0080ff",
            "#0066ff",
            "#0000ff",
            "#8000ff",
            "#bf00ff",
            "#ff00ff",
            "#ff00bf",
            "#ff0080"
        ],
        "White"
    ],
```

And here's the beautiful result:
![image](https://user-images.githubusercontent.com/14237330/147421581-9cb79bfe-df91-4a5e-9e66-daddde7e67fe.png)

I would really appreciate this 👍🏻
Repository: PowerToys
Issue: PowerRename should have expanded keyboard shortcuts
Labels: Idea-Enhancement,Product-PowerRename

### Description of the new feature / enhancement

PowerRename is great but you have to tab or click to use most of the various features.  Even simply trying to get to the Apply button requires the mouse or several tabs.  

*Note: You can use the Enter key to execute the rename but this only works when the focus is on one of the few compatible options.

It would be great if keyboard shortcuts were available for the PowerRename UI.  For example, Ctrl+Enter, Alt+A or something similar would be a really huge help to hit the Apply button.  All other text inputs and options should have similar keyboard shortcuts as well.

v1.0 of this feature perhaps would be hard coded keyboard shortcuts based off of base button/option text or internationalization text.   v2.0 could allow customization of the shortcuts.

### Scenario when this would be used?

Anytime within the PowerRename UI.

### Supporting information

I was renaming several files in a large folder, and various files needed various renaming strategies.  I stayed within the PowerRename UI and quickly made about 10 different renaming changes affecting 50+ files.  It was fairly easy, however, the workflow had friction every time I changed the settings.  After entering the "Search for" text I had to mouse or tab three times to the "Replace with" textbox.  Then I had to click on the Apply button.  Then I had to click or tab (or shift+tab) several times to get back to the "Search for" textbox. If I had to use additional options like toggle Case sensitive I had to tab/space or click on that.

If the options and buttons had keyboard shortcuts it would have greatly reduced this effort to a really smooth workflow process.
Repository: pytorch
Issue: libtorch cuda use too much system memory
Labels: module: cpp,triaged,Stale

### 🐛 Describe the bug

Using c++ to call libtorch, when using cuda, it will not only occupy the gpu memory, but also take up a lot of system memory.
When USE_CUDA is defined, the paused gpu memory occupies 1162M, system memory 2.746g.
When the USE_CUDA is undefined, the system memory occupies 358 M.


```c++
#include <iostream>
#include <string>
using namespace std;

#include <torch/script.h>
#include <torch/torch.h>

#define PAUSE(_s)                                                                                                        \
       do {                                                                                                           \
               printf("%s:%s[%d]\n---------------press Enter key to exit!---------------\n", __FILE__, __FUNCTION__, __LINE__);                                    \
               getchar();                                                                                             \
       } while (0)

template <typename T>
static void read_file(const char * name, std::vector<T> & buf)
{
    std::ifstream file(name, std::ifstream::binary | std::ifstream::ate);
    buf.resize(file.tellg());
    file.seekg(0, file.beg);
    file.read(&buf[0], buf.size() * sizeof(T));
}

int main()
{
    std::vector<char> model;
    read_file("./model.jit", model);
    
    torch::jit::script::Module mdl;
    torch::NoGradGuard no_grad;

    std::istringstream ss(std::string((char*)model.data(), model.size()));
    mdl = torch::jit::load(ss);
#ifdef USE_CUDA    
    printf("use cuda\n");
    const int gpu_id = 1;
    if (!torch::cuda::is_available() || gpu_id < 0 || gpu_id >= torch::cuda::device_count()) {
        printf("can NOT run cuda");
        exit(0);
    }
    mdl.to(torch::Device(torch::kCUDA, gpu_id), torch::kFloat32);
#else
    printf("use cpu\n");
    mdl.to(torch::kCPU, torch::kFloat32);
#endif

    mdl.eval();
    PAUSE("end");   
}
```

### Versions

- OS: Ubuntu 16.04.6 LTS
- NVIDIA-SMI: 440.64
- Driver Version: 440.64
- CUDA Version: 10.2 
- LibTorch Version: libtorch-shared-with-deps-1.8.1+cu102.zip


cc @jbschlosser
Repository: godot
Issue: Crash in main project when loading a scene in secondary pck with some global classes
Labels: bug,topic:core,topic:gdscript,confirmed

### Godot version

3.4.stable

### System information

Window 10

### Issue description

I found a question.

when define a class_name which named A in pck project, then use A to do something in other class script.
In pck project, it could work.

Because the class script will be load by godot editor whick scan project dirs and add global classes. Like the picture.
![image](https://user-images.githubusercontent.com/10399804/147427917-161ddfa6-03d5-466a-b2df-5dc5f34722b6.png)

But when I export the project as pck, the other project couldn't get the global classes in pck project. It will be success when I call load_resource_pack().But when I load some sences which in pck, it will crash.

The error like the picture:
![image](https://user-images.githubusercontent.com/10399804/147430090-29284b58-b0c0-4101-b339-6193baa9bdd6.png)

I don't think this is an issue，more like a scheme discussion.
Any suggestions?

 

### Steps to reproduce

1、create a project which named project_pck
2、create a class named A.gd and define a variable
3、create a node which name pck.tscn and create a script which named B.gd for it
4、B.gd use the variable which define in A.gd,  like demo
5、export project_pck with pck type
6、create a new project which named project_main
7、create a node and add a script for it
8、load the pck ,then load the pck.tscn， it will crash

just use the project_main for it

### Minimal reproduction project

[project_main.zip](https://github.com/godotengine/godot/files/7778157/project_main.zip)
[project_pck.zip](https://github.com/godotengine/godot/files/7778158/project_pck.zip)