sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Add selection to next Find match does not work with Regex Find Mode
Labels: bug,help wanted,good first issue,editor-find,editor-multicursor

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# Description
Adding selection to next find match does not work when the regex find mode is turned on. I am not sure this is intended, but based on #5715 I would assume you would want this to work along with adding everything to the selection so I'm calling it a bug.

I made an example of this in the gif below while in an instance with extensions disabled by running `code --disable-extensions` and with me just trying to add to the selection using `ctrl+d`

![VscodeRegexctrld](https://user-images.githubusercontent.com/24993737/93694153-17ef7f00-face-11ea-88e3-a222ae30a400.gif)



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## Version Info
VSCode Version: 1.48.2 (system setup)
Commit: a0479759d6e9ea56afa657e454193f72aef85bd0
Date: 2020-08-25T10:13:11.295Z
Electron: 7.3.2
Chrome: 78.0.3904.130
Node.js: 12.8.1
V8: 7.8.279.23-electron.0
OS: Windows_NT x64 10.0.18363

## Steps to Reproduce:

1. Open any document with some text
2. Turn on the regex mode for the search tool
3. Add some valid regex pattern
4. Attempt to add another cursor by pressing `ctrl+d`

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes
Repository: pytorch
Issue: torch rpc cannot handle UnsupportedNodeError exception
Labels: oncall: distributed,triaged,module: rpc

## 🐛 Bug

torch/distributed/rpc/internal.py: handle_exception() function (https://github.com/pytorch/pytorch/blob/master/torch/distributed/rpc/internal.py#L177): if the exception is type is UnsupportedNodeError (https://github.com/pytorch/pytorch/blob/master/torch/jit/frontend.py#L105), the program will crash with "positional argument offending_node not found". 

## To Reproduce

Steps to reproduce the behavior:

1. rpc call fail with something and raise UnsupportedNodeError

## Expected behavior

Print out the actual msg, instead of crashing 



cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @rohan-varma @xush6528 @jjlilley @osalpekar @jiayisuse @agolynski
Repository: godot
Issue: Data being optimized out during debugging in debug builds.
Labels: topic:buildsystem

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**Godot version:**
3.2.3


**OS/device including version:**
Linux Mint 18.3
Clang 11.0.0
GDB 8.2

**Issue description:**
When debugging in QT creator, occasionally I've been finding circumstance where data was being optimized out, even in debug builds.

This is after compiling with clang and linking with lld, i.e.
`use_llvm=yes use_lld=yes `

**Steps to reproduce:**
As an example, while debugging visual_server_viewport.cpp placing a breakpoint on line 150:
```
						scale.elements[2] = cl->rect_cache.position;
						cl->light_shader_xform = (cl->xform_cache * scale).affine_inverse();
						cl->light_shader_pos = cl->xform_cache[2];
```
the earlier variable tsize was reported as optimized_out. (There were a few others optimized out too).

**Investigating**
This was puzzling because it was meant to be a debug build. I did a verbose=yes recompile of the file to see the command line. There was no `-O` setting for optimization, so correctly it should not have been optimizing, and there was a `-g3` to set maximum debugging information.

**Solution?**
After a little research I found this was a common problem, however on this thread:
https://stackoverflow.com/questions/10475040/gcc-g-vs-g3-gdb-flag-what-is-the-difference

They mentioned the flag `-ggdb`, so I tried adding it, and it works! :smile: 

I'm not quite sure whether this flag will be beneficial to everyone for debug builds (especially if not using gdb) but it would be nice to have this option available as one of the options to scons, e.g. `gdb=yes`.

I can edit my local `detect.py` for my OS (that is what I did to test) however that will lead to issues with git adding it to commits.

BTW I'm far from a build / compiler expert, so there may be a better way of achieving this but I bring up the problem and this possible solution.
Repository: godot
Issue: Auto load singletons broken on *activated* plugin
Labels: topic:editor,topic:plugin

<!-- Please search existing issues for potential duplicates before filing yours:
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could be related to https://github.com/godotengine/godot/issues/30064

**Godot version:**
Godot Engine v3.2.3.stable.mono.officia


**OS/device including version:**
Windows 10 x64

**Issue description:**
I added a  singleton to my plugin and works fine when i activate/deactivate the plugin inside a editor session
Also successfully on project reload when the plugin is deaktivated.
BUT reload the project with activated plugin fails

**Steps to reproduce:**
* create EditorPlugin and use 'add_autoload_singleton("Global", "res://Global.gd")' to register an singleton
* acivate the plugin 
![image](https://user-images.githubusercontent.com/347037/93707326-831c6e00-fb2d-11ea-8f67-f0a68392f28c.png)
* reload the project and a error is shown, the singletion is not usable
![image](https://user-images.githubusercontent.com/347037/93707339-a47d5a00-fb2d-11ea-85cd-503c8e6a5346.png)

It is also interesting i have to use the keyword tool on the singleton class otherwise it fails in general
```
tool
extends Node
```

**Minimal reproduction project:**
[singleton_plugin.zip](https://github.com/godotengine/godot/files/5251328/singleton_plugin.zip)
Repository: rust
Issue: rustdoc: Please process top-level README by default
Labels: T-rustdoc,C-feature-request

gitlab and crates.io both like to render the toplevel `README` (normally for a Rust crate, `README.md`).  rustdoc formats crate-level documentation in `src/lib.rs`.

The result is that for many crates, the `README` contains very useful documentation not replicated in the rustdoc.  For example, an introduction, or usage notes.

But, anomalously, that information is not shown at docs.rs and nor is included in rustdoc output.

This is confusing, because it means that when browsing crates online, the link in crates.io to "documentation" goes to a site which somehow doesn't have the documentation one was just looking at!

And it is a serious nuisance if one is using cargo doc to generate a documentation set for working offline: the resulting documentation is missing important parts.

I found #44732 and #66249 which seem to be related.  In this issue I'm asking that `README.md` should be processed *by default*, and put somewhere prominent in the rustdoc output.
Repository: vscode
Issue: High Contrast theme's selection is not easily visible in the IntelliSense pop-up.
Labels: themes,accessibility,polish

This has been annoying me for years. The thin dotted line is not good enough to notice which one is the selected one in the IntelliSense pop-up. Below is the screen recording in which I keep pressing up/down arrows to move the selection in the pop-up; you tell me which one is the selected one!

https://imgur.com/a/ETdUpkD (I wanted to uploaded the screen recording MP4, but GitHub refused to host it, so I had to upload it to another site. Please add support for short MP4 files too...)

Also, if the mouse cursor is happened to be on the IntelliSense pop-up, it looks even more confusing. In the screenshot below, the selected item is "getAnimations",  and the mouse cursor is happened to be on "getElementsByTagNameNS", and it looks as if thee of them are selected.
![image](https://user-images.githubusercontent.com/10900489/93711684-294a9100-fb8b-11ea-8bbe-02cc6d42381d.png)

I do not have eyesight disabilities and I use the High Contrast theme because it looks good in a dark room. I am not sure if High Contrast theme is for people with disabilities and the current look of selected item is designed for such people, but in case it is not, please change the look of selected item to something more noticeable, something like inverted colours (background <-> text).
Repository: youtube-dl
Issue: nana-music.com
Labels: site-support-request

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## Checklist

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- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2020.09.20**
- [x] I've checked that all provided URLs are alive and playable in a browser
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- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

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- Single video: https://nana-music.com/sounds/0572a9c5
- Playlist: https://nana-music.com/playlists/1007437

## Description

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WRITE DESCRIPTION HERE

nana music is essentially a Japanese soundcloud mainly focused on song covers
Repository: godot
Issue: Inspector: unable to edit scripts exported using export(Array, Script)
Labels: bug,topic:editor

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**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.3 stable

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows

**Steps to reproduce:**
1. Open a new project
2. Create a node
3. Create a script for this node with code `export(Array, Script) var gdscript_array`
4. Select the node
In inspector you can see new script variable: Gdscript array
5. Load any script there
6. In inspector Right click on the script field to open context menu (Load, Edit, Clear...)
7. Select Edit
As you can see nothing happens
Repository: PowerToys
Issue: Change taskbar to enable different workloads (home, designer, web dev, app dev, ...)
Labels: Idea-New PowerToy

## Description

I use the taskbar a lot. I would like to see if you guys could implement a feature on powertoys that let you have diferent taskbars and navigate between them. Example: I could have a taskbar for my design apps, other for my productivity apps, other for my programming apps, other for my entertainment apps, etc, etc, etc...

I think it could have a dropdown menu in the taskbar that you can create, manage and navigate between the taskbars. Thank you a lot for reading this post!

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: go
Issue: cmd/go: improve error message for mismatched major versions
Labels: NeedsFix,modules

related to 
https://github.com/golang/go/issues/35732
which remains the top google hit for this error

what does one do to get this simple example to work? 

~~~
jaten@jatens-MacBook-Pro ~/etcd-embed $ go build
go: errors parsing go.mod:
/Users/jaten/etcd-embed/go.mod:3: require go.etcd.io/etcd: version "v3.4.13" invalid: module contains a go.mod file, so major version must be compatible: should be v0 or v1, not v3
jaten@jatens-MacBook-Pro ~/etcd-embed $ go version
go version go1.14.4 darwin/amd64
jaten@jatens-MacBook-Pro ~/etcd-embed $ cat go.mod
module github.com/glycerine/etcd-embed

require go.etcd.io/etcd v3.4.13
                                      
go 1.14

          
jaten@jatens-MacBook-Pro ~/etcd-embed $ cat main.go
package main

import (
	"log"
	"time"

	"go.etcd.io/etcd/v3/embed"
)

func main() {
	cfg := embed.NewConfig()
	cfg.Dir = "default.etcd"
	e, err := embed.StartEtcd(cfg)
	if err != nil {
		log.Fatal(err)
	}
	defer e.Close()
	select {
	case <-e.Server.ReadyNotify():
		log.Printf("Server is ready!")
	case <-time.After(60 * time.Second):
		e.Server.Stop() // trigger a shutdown
		log.Printf("Server took too long to start!")
	}
	log.Fatal(<-e.Err())
}
jaten@jatens-MacBook-Pro ~/etcd-embed $
~~~

if I change go.mod to
~~~
module github.com/glycerine/etcd-embed

require go.etcd.io/etcd/v3 v3.4.13

go 1.14
~~~
I get the equally mystifying
~~~
jaten@jatens-MacBook-Pro ~/etcd-embed $ go build
go: go.etcd.io/etcd/v3@v3.4.13: go.mod has non-.../v3 module path "go.etcd.io/etcd" (and .../v3/go.mod does not exist) at revision v3.4.13
jaten@jatens-MacBook-Pro ~/etcd-embed $
~~~
Repository: vscode
Issue: Option to combine tabs and title bar
Labels: feature-request,ux,workbench-tabs,titlebar

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<!-- Describe the feature you'd like. -->
I generally use VS Code in fullscreen mode to maximize the vertical space available for code. However, I also frequently have to use it as a regular window so I can see something next to it, such as a debugger or other tool. I'd love to be able to reclaim the extra space I get in fullscreen mode even when in a window.

Specifically, I'm interested in an option to combine editor tabs and the title bar. Literally just wedge them together. I don't need the buttons on the right side of the tab region, so this actually looks fairly clean, imo.

Current
![image](https://user-images.githubusercontent.com/484784/93721703-b0c1e100-fb46-11ea-8e09-1448f32c65ec.png)

Desired
![image](https://user-images.githubusercontent.com/484784/93721825-6c831080-fb47-11ea-844b-3a069f7453fb.png)

Honestly, don't really need the logo either
![image](https://user-images.githubusercontent.com/484784/93721895-cedc1100-fb47-11ea-90cd-bf28313f6086.png)
Repository: opencv
Issue: QRCodeDetector fails randomly (+samples)
Labels: bug,category: objdetect,confirmed

##### System information (version)

- OpenCV => 4.4.0
- Operating System / Platform => MacOS 10.13.6
- Compiler => Python 3.6.12, Conda / Jupyter notebook


##### Detailed description

I am trying to detect QR codes within several hundred images (each one contains a code). About a third of them fail to read the code. Those codes are readable by a low end phone. Sometimes a bounding box is found, but no data is decoded. Other times there isn't even a bounding box. I attach a couple examples

##### Steps to reproduce

Place the files in a folder within the working directory named "test", run the code attached.

##### Output

test/test/sector1.png finds no bounding box nor data

test/sector55.png finds a bounding box, but no data
[[[ 454.   51.]
  [ 383.  349.]
  [-138.  349.]
  [ 159.   52.]]]



[reading QRs.txt](https://github.com/opencv/opencv/files/5252809/reading.QRs.txt)

![sector1](https://user-images.githubusercontent.com/33327340/93723859-93226500-fba2-11ea-8f1b-705a21ff4d78.png)

![sector55](https://user-images.githubusercontent.com/33327340/93722283-e80bae80-fb95-11ea-9776-e96c2010bdc6.png)
Repository: pytorch
Issue: Custom Datatypes in Tensors
Labels: triaged,module: numpy,needs research

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->
The ability to create tensors with custom objects.

## Motivation

<!-- Please outline the motivation for the proposal. Is your feature request related to a problem? e.g., I'm always frustrated when [...]. If this is related to another GitHub issue, please link here too -->
I'm working on machine learning with homomorphic encrypted data, which is stored in a Python class with operator overloading. Currently tensor attributes can be one of a few primitive types, and I am not able to create a Pytorch tensor which holds this data.

## Pitch

<!-- A clear and concise description of what you want to happen. -->
Numpy is able to create ndarrays holding custom Python objects and calls the overloaded operators for its functions. Something similar here would be great.

## Alternatives

<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->
I am able to create a neural network from scratch but it would be nice to have compatibility with Pytorch.

## Additional context

<!-- Add any other context or screenshots about the feature request here. -->


cc @mruberry @rgommers
Repository: rust
Issue: When linking statically, native libraries should go inside --start-group/--end-group for robustness
Labels: A-linkage,C-bug

When rustc links rlib libraries, it puts all the libraries inside a `--start-group`/`--end-group` pair, causing the linker to resolve backreferences from a library later in the command line to one earlier in the command line.

However, when rustc links native libraries, it puts libraries on the command line in whatever order it encountered them in code.

With shared linking, that works fine. But with static linking, the order has a crucial semantic significance: symbols in a library will get thrown away unless a library listed *previously* on the command line has a corresponding unresolved symbol.

Rust `#[link]` directives don't account for this, and crates in general don't worry about link order, precisely because dynamic linking is the default. When linking statically to multiple libraries, where one depends on another, this is very likely to result in symbol resolution failures at link time. In addition, if libraries have circular references (such as between glibc and libgcc), there is *no* order that will allow the libraries to link without duplicating at least one library, which seems like something `#[link]` directives should not need to account for.

I would propose that when linking statically, Rust should always put *all* libraries, both rlibs and native libraries, inside one large `--start-group`/`--end-group` pair, which will allow the linker to handle symbol references both backwards and forwards, as well as circular symbol dependencies.
Repository: pytorch
Issue: about benchmark issue
Labels: module: cudnn,triaged

Under the condition of benchmark=true, the training is repeated twice, and each training epoch=50, the model trained twice has a much worse effect on the test set. I know that in the case of benchmark=true, it is not reproducible during training, but the result is a bit worse, and the recall rate has dropped from 40.3% to 39.5%. Is this within the expected range?

cc @csarofeen @ptrblck
Repository: create-react-app
Issue: npm ERR! Unexpected end of JSON input while parsing near '...vJGOJxbqK+iKkECap63rB'
Labels: stale

This error is caused by having a space in your User name (i.e the name of your machine) for instance my machine name is Themba Alex, npx has an issue when such is the case, the solution to this is to  open your terminal and run this command:
 **npm config edit** afterward go to every line that is starting with  
;cache=C:\Users\Themba Alex\AppData\Roaming\npm-cache, remove the ; and remove the space  on your username, write the first 6 letters and add `"~1"` i.e `;cache=C:\Users\Themba Alex\AppData\Roaming\npm-cache` will now be `cache=C:\Users\Themba~1\AppData\Roaming\npm-cache` this will solve the issue

_Originally posted by @AnkhEl in https://github.com/facebook/create-react-app/issues/9091#issuecomment-672299157_
Repository: godot
Issue: Match don't match
Labels: discussion,topic:gdscript

Found nothing like my issue with : _is:issue "match" in:title label:bug state:open_ searching's filter.

**Godot version:**
Godot Engine v3.2.3.stable.official


**OS/device including version:**
Ubuntu 20.04
GPU : Nvidia GeForce GTX 970
GPU driver : nvidia driver 450 (libre)
Proc : AMD® Ryzen 9 3900x 


**Issue description:**
Match is supposed to match with the first option... but don't.
![Capture d’écran de 2020-09-21 12-37-19](https://user-images.githubusercontent.com/48557328/93758351-8f292e00-fc08-11ea-8ae3-070fcedfded6.png)



**Steps to reproduce:**
Don't know too much.
Made a variable match with a enum's const.


**Minimal reproduction project:**
[issue_minimal_project.zip](https://github.com/godotengine/godot/files/5254961/issue_minimal_project.zip)
Repository: go
Issue: math/big: a fast expNN algorithm when n is large
Labels: Performance,NeedsInvestigation


An improved Montgomery algorithm, up to 50% performance improvement. It utilizes the particularity of low-order multiplication and mod B^n-1 algorithm to reduce the number of calculations. I have written the code in CL, if anybody are interested in this algorithm, I will add the corresponding test and detailed explanation.
name             old time/op  new time/op  delta
ExpLarge/100-4    137ms ± 3%   190ms ±15%  +38.67%  (p=0.004 n=6+5)
ExpLarge/200-4    987ms ± 0%   999ms ± 3%     ~     (p=0.662 n=6+5)
ExpLarge/400-4    7.87s ± 3%   6.02s ± 2%  -23.55%  (p=0.003 n=7+5)
ExpLarge/600-4    26.8s ± 1%   16.7s ± 3%  -37.62%  (p=0.004 n=6+5)
ExpLarge/800-4    63.6s ± 2%   35.4s ± 1%  -44.33%  (p=0.003 n=7+5)
ExpLarge/1000-4    123s ± 0%     64s ± 0%  -48.39%  (p=0.036 n=3+5)
Repository: go
Issue: x/website: Have home page "Download Go" button point to the install page.
Labels: NeedsInvestigation,website

This is an issue requesting a change to documentation.

The "Download Go" button at https://golang.org/ links to a page that is probably not the best install experience for most new users. Now that we have a page from which the user can both download and install Go with simpler steps, we should link to that instead.

We could make the following changes:

- Have the button on the home page link to the install page at https://golang.org/doc/install
- Rename the "Download Go" button to "Install Go".

@andybons @dmitshur @spf13