sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/build: need to be able to rerun TryBots on other people's CLs (and my own)
Labels: Builders,NeedsInvestigation

And, also, the UI is misleading, see below.

### What did you do?

In Gerrit, I first run TryBots on a CL (mine or someone else)'s with "Reply" and then I click the "+1" button next to "Run-TryBot".  This runs TryBots.

The TryBots run, but with errors that look *probably* unrelated to the CL. 
Since I ran TryBots by clicking "+1" in the reply pane, "obviously" the way to do this is to reset the value to zero (the "0" is not dimmed, therefore this is permitted, right?) and then clock "+1" again (worked once, why not again?).

### What did you expect to see?

A second run of the TryBots.

### What did you see instead?

NOT a second run of the TryBots.

I understand that what's actually missing is that (1) we've decided that people need special permission for this operation (2) I lack this permission (3) I should know this by noticing the absence of a button that I never knew existed.

I think we ought to fix the policy unless there's a really good reason not to let people do this, and if we can't fix the policy, we need to fix the UI to avoid people intuiting an unproductive way to spend their time not rerunning TryBots.  What I *actually* want is "Rerun failed TryBots" and ideally someone is monitoring that to infer flakiness over time.

My workaround for this is to attempt to do the rerun by hand using a gomote, which is its own fiasco of stale documentation and read-all-the-docs-maybe-you'll-find-a-hint (oops, the hint has gone stale also).

/cc @golang/osp-team
Repository: youtube-dl
Issue: [youku] Segments instead of m3u8
Labels: request

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## Checklist

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- [x] I've verified that I'm running youtube-dl version **2020.03.24**
- [x] I've searched the bugtracker for similar feature requests including closed ones


## Description

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Currently, the youku extractor only consideres the m3u8 to download the videos, but all videos have segmented mp4 files already included in the json in ``stream.segs.cdn_url``. The m3u8's may have missing keyframes (this was for me the case), so it would be nice to include this method as well, but I am not sure how to edit the module to download all segments.
Repository: go
Issue: cmd/compile: confusing compiler error when using if instead of for with range operator inside anonymous function
Labels: NeedsInvestigation,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
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### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.14.2 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/mezimm00/.cache/go-build"
GOENV="/home/mezimm00/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/mezimm00/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/lib/go-1.14"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/lib/go-1.14/pkg/tool/linux_amd64"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/home/mezimm00/machine/src/createI2chart/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build527871476=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->
https://play.golang.org/p/DJKZqMtng4S


### What did you expect to see?
syntax error: unexpected range, expecting expression


### What did you see instead?
expression in go must be function call

When I typically see this error it's because I forgot the () on an anonymous function.  In this case I didn't though.  Instead, this error is reported when there was an error inside the anonymous function; that being using an if instead of the intended for with the range operator.
Repository: pytorch
Issue: CPU out of bound memory access in CUDA reduction kernel config
Labels: module: cuda,triaged,module: TensorIterator

## 🐛 Bug

In the code https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cuda/Reduce.cuh, there is a

```C++
  int64_t dim0;
  int64_t dim1;

  // Adjust block size to map block width to fastest changing dimension of input
  // tensor. This grants the best possible memory accessing pattern, given that
  // for non-contiguous tensor with space in between, we cannot have perfect
  // memory coalescing.
  int64_t fastest_moving_stride;
  bool reduction_on_fastest_striding_dimension =
      (iter.num_reduce_dims() == iter.ndim()) ||
      (iter.strides(/*arg=*/input_index)[0] <
       iter.strides(/*arg=*/input_index)[iter.num_reduce_dims()]);
  // Notice that dim0 & dim1 does NOT guarantee any launch configuration here!
  // dim0 & dim1 are more like the upper bound of the block dimension. The
  // actual launch config and reduction scheme is determined by setting values
  // to `config.input_mult` and `config.output_mult`.
  // We try to max out dim1 so that we have enough threads per CTA to deliver
  // performance for larger problem size.
  if (reduction_on_fastest_striding_dimension) {
    // Map block.x to the fastest reducing dimension. It implies:
    //   1. block_x_reduce is required.
    //   2. block.y now max out to num_outputs.
    dim0 = iter.shape()[0];
    dim1 = num_outputs;
    fastest_moving_stride = iter.strides(/*arg=*/input_index)[0];
  } else {
    // Map block.x to the fastest non reducing dimension. It implies:
    //   1. block_x_reduce is turned off.
    //   2. block.y now max out to inputs_per_output.
    dim0 = iter.shape()[iter.num_reduce_dims()];
    dim1 = inputs_per_output;
    fastest_moving_stride = iter.strides(/*arg=*/input_index)[iter.num_reduce_dims()];
  }
```

For the cases where the input is a scalar, we can have `iter.shape()` and `iter.strides()` being empty array, and `iter.shape()[0]` would be an out of bound memory access.

## To Reproduce

No easy reproduce. I only see it cause flaky failures in https://github.com/pytorch/pytorch/pull/37095

```
[]
0
dim0=94599111233572, dim1=1
```

cc @ngimel
Repository: svelte
Issue: transition:slide looks different (buggy) on Safari
Labels: bug

**Describe the bug**
I am using transition:slide in order to slide in a div element after the user presses the button with the arrow pointing down. With Chrome and Firefox on Windows it looks perfect, however on Safari (iPadOS) the inner contents overlap with the button during the transition. Or to be more precise, the inner elements of #lookupAreaContent do not follow the behavior of #lookupAreaContent itself.

**To Reproduce**
Simplified version:
```html
<div>
	{#if v_lookupArea}
	<div id="lookupAreaContent" transition:slide>
		<div>
			<a href="https://www.google.com" target="_blank">test 1.</a>
		</div>
		<div>
			<a href="https://www.google.com" target="_blank">test 2.</a>
		</div>
		<div>
			<i>add_circle</i>
		</div>
	</div>
	{/if}
	<i on:click={toggleLookupArea}>expand_more</i>
</div>

<script>
import { slide } from "svelte/transition";
let v_lookupArea = false;

function toggleLookupArea(e) {
	v_lookupArea = !v_lookupArea;
}
</script>
```

**Expected behavior**
Here is what it looks like on Chrome: [https://streamable.com/crvf1n](https://streamable.com/crvf1n)
And here is the buggy Safari behavior: [https://streamable.com/ldb1gh](https://streamable.com/ldb1gh)

**Information about your Svelte project:**
- Your browser and the version: Chrome 81 (correct), Safari (broken)

- Your operating system: Windows 10 (correct), iPadOS 13.4.1 (broken)

- Svelte version (Please check you can reproduce the issue with the latest release!): 3.20.1

- Whether your project uses Webpack or Rollup: Rollup

**Severity**
It is just a design flaw, nothing major.
Repository: pytorch
Issue: Per-cluster biases in AdaptiveLogSoftmaxWithLoss
Labels: feature,module: nn,triaged,needs research

## 🚀 Feature
Add per-cluster biases in addition to the main head bias in Pytorch's implementation of adaptive softmax.

## Motivation

[TransformerXL](https://arxiv.org/abs/1901.02860)'s implementation of adaptive softmax incorporates a bias for all the clusters. It would be nice to have Pytorch at parity with that SOTA.

## Pitch

I would like to add a flag to the class constructor to add per-cluster biases, and then use them in the logprob calculations.

## Additional context

Hugging Face already uses code by @thomwolf that only deviates from Pytorch code in this regard. I can quickly fix up a PR that adds the possibility of cluster biases if this feature is deemed interesting.
Repository: vscode
Issue: Can't click to set/clear breakpoint when a gutter decoration exists
Labels: feature-request,editor-rendering

Here I am using the Bookmarks extension, and you can't click where the bookmark is to set/clear a break point.
![image](https://user-images.githubusercontent.com/641685/80131062-a7b4ef80-8567-11ea-858a-ab49a4997b8b.png)

If I hit F9 to set the break point it works as I would expect, even with the breakpoint indicator on top of the bookmark one.
![image](https://user-images.githubusercontent.com/641685/80131135-c74c1800-8567-11ea-8dfc-8e6cdeaae2b6.png)
Repository: vue
Issue: Add user timing measurement for lifecycle hooks
Labels: improvement

### What problem does this feature solve?
My app had performance issue due to some slow lifecycle hooks.
It would be easy to find an issue like that if `Vue.config.performance` API records lifecycle hooks too.

### What does the proposed API look like?
With `Vue.config.performance = true`, I can observe timings of lifecycle hooks as like `vue <Foo> mounted` in "Timings" section in the devtools as well as current `Vue.config.performance` behavior for init/compile/render/patch events.

<!-- generated by vue-issues. DO NOT REMOVE -->
Repository: godot
Issue: Godot seems to cause coreaudiod to use excessive CPU time.
Labels: bug,platform:macos,confirmed,topic:audio,performance

**Godot version:**
3.2.2

**OS/device including version:**
macOS Catalina (10.15.4), 2020 MacBook Air i7 16gb RAM.

**Issue description:**
Godot seems to cause coreaudiod to use excessive CPU time. This happens even in the project manager and editor which don't need to be using Audio. This is an issues as it causes Godot based software to burn more battery than they need to.

**Steps to reproduce:**
Just start Godot editor and look at the activity monitor, the coreaudiod CPU usage will jump from 0% to ~10%

**Minimal reproduction project:**
N/A
Repository: pytorch
Issue: torch.distributions bug in RelaxedOneHotCategorical.log_prob 
Labels: module: distributions,triaged

## 🐛 Bug

I'm a new user so maybe I misunderstood something - but I think I found a bug in torch.distributions.RelaxedOneHotCategorical. I also think I have a fix for it.

I would like to create a batch of n distributions with different temerature parameters.  I believe the way to do this is to pass in temperature of size [n,1], and logits of size [n,k] (where k is the number of categories). However, calling log_prob returns an output of size [n,n] rather than [n,1] or just [n]

I believe the fix is to change line 83 of relaxed_categorical.py to:

`
score = (score - score.logsumexp(dim=-1, keepdim=True)).sum(-1, keepdim=True)
`

Also: to access ExpRelaxedCategorical you have to say td.relaxed_categorical.ExpRelaxedCategorical, rather than just td.ExpRelaxedCategorical. Can this be fixed too?

## To Reproduce

```
dist = td.relaxed_categorical.ExpRelaxedCategorical(
    temperature=torch.ones(5,1), logits = torch.zeros(5,2)
)
print(dist.log_prob(torch.ones(5,2)/2).shape)
````
<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->
Output is:
```
torch.Size([5, 5])
```
<!-- A clear and concise description of what you expected to happen. -->

I thought it should be torch.Size([5,1]) or torch.Size([5]

## Environment
Collecting environment information...
PyTorch version: 1.4.0
Is debug build: No
CUDA used to build PyTorch: 10.1

OS: Microsoft Windows 10 Pro
GCC version: Could not collect
CMake version: Could not collect

Python version: 3.8
Is CUDA available: No
CUDA runtime version: Could not collect
GPU models and configuration: GPU 0: GeForce GPU
Nvidia driver version: 391.40
cuDNN version: Could not collect

Versions of relevant libraries:
[pip] Could not collect
[conda] blas                      1.0                         mkl  
[conda] cudatoolkit               10.1.243             h74a9793_0  
[conda] mkl                       2020.0                      166  
[conda] mkl-service               2.3.0            py38hb782905_0  
[conda] mkl_fft                   1.0.15           py38h14836fe_0  
[conda] mkl_random                1.1.0            py38hf9181ef_0  
[conda] numpy                     1.18.1           py38h93ca92e_0  
[conda] numpy-base                1.18.1           py38hc3f5095_1  
[conda] pytorch                   1.4.0           py3.8_cuda101_cudnn7_0    pytorch
[conda] torchvision               0.5.0                py38_cu101    pytorch

cc @vincentqb @fritzo @neerajprad @alicanb @vishwakftw
Repository: rust
Issue: must_use Option::map*
Labels: T-libs-api,C-feature-request

We were discussing https://github.com/rust-lang/rust/issues/71368 in the language team meeting today, and it came up that `Option::map` should probably be marked must_use. There are technically valid use cases which do not require using the result (i.e. side-effecting uses), but these are so rare that it seems unlikely that we need to worry about them for the purposes of such a lint.

(Probably other combinators on Option should also be checked).
Repository: TypeScript
Issue: Generic interface confuses parameter identifier with symbolic property identifier
Labels: Bug

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**TypeScript Version:**  3.9.0-dev.20200422

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**
generic identifier interface parameter enum

**Code**

```ts
enum Enum  {
  Foo = "Foo"
}

interface Generic1<Foo> {
  [Enum.Foo]: Foo;
}

interface Generic2<Bar> {
  [Enum.Foo]: Bar;
}
```

**Expected behavior:**
No errors

**Actual behavior:**
Complaint that, within `Generic1`, `Foo` is a duplicated identifier -- supposedly vs `Enum.Foo`, even though they clearly refer to completely different things and are unambiguous symbols.

**Playground Link:** <!-- A link to a TypeScript Playground "Share" link which demonstrates this behavior -->
[here](https://www.typescriptlang.org/play/?ts=3.9.0-dev.20200422&ssl=1&ssc=1&pln=12&pc=1#code/KYOwrgtgBAou1QN4CgpQGIHtNQLxQCItMDkBfZZASxABdgAnAMwEMBjYKAcVEarYCMAHmIA+JKigBtOJAB0xALoAuDNgDc5SjXrN2nHiD5sATEIBCLBuJRoZ8BdhVRLDTRSA)
Repository: PowerToys
Issue: Invalid drop down selection in KBM results in a empty selection
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Priority-3

Currently if the user enters invalid input we just reset the selection to null. We should consider resetting it to the last valid selection.
![kbmInvalidselection](https://user-images.githubusercontent.com/32061677/80143182-4a1da480-8561-11ea-9ab6-944045efd3e1.gif)
In the above example, when the warning is shown maybe it could revert back to `F5` instead of an empty selection.
Repository: TypeScript
Issue: Emit .d.ts for type-only usage of .d.ts files in a project
Labels: Suggestion,Needs Proposal

## Search Terms

type only export import declaration declarations .d.ts 3.8

## Suggestion

When building code has `.d.ts` files written and used internally, the declarations aren't emitted. This makes sense currently because `.d.ts` files aren't compiled. However, it causes typechecking errors when exporting content from the package for external usage, since the declaration isn't included in the compiled output.

`import/export type` made some initial progress for me by removing the types from the compiled JS output. but I believe it would be even more useful to re emit declarations for type only import exports. this would ensure that ambient declarations are included in the final compiled output.

My issue may be incorrect usage of declaration files, which I've only been using due to the external code generation using it. I'm not sure I explained my idea clearly, but I believe my below examples should cover it - please follow up if not.

## Use Cases

I have an existing project that exports declarations generated by an external package from non-JS code. The original code doesn't need to be included, just the types for usage by external consumers. When I want to reexport those declarations, I have to manually copy them over to the build folder after since they disappear. [You can see an example of this here](https://github.com/OffchainLabs/arbitrum/blob/ape-housekeeping/packages/arb-provider-ethers/src/lib/abi/index.ts)

## Examples

given directory structure
```
./src/index.ts
./src/generated.d.ts
```
and usage

```
// ./src/index.ts
import type Foo from './generated.d.ts'
```

the output structure should be

```
./dist/index.js
./dist/index.d.ts
./dist/generated.d.ts
```
## 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, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: godot
Issue: Dock plugin with viewport and edit main screen interaction leads to duplicated viewport content
Labels: discussion

**POTENTIALLY NOT A BUG** -> Can be fixed by using Viewport own world

**Godot version:**
3.1.2 Stable official

**OS/device including version:**
Windows 10 latest

**Issue description:**
I was trying to create a plugin (editor dock) that render a 3D model via a viewport. However when both activating the dock and editing the dock scene in the editor, the content of the viewport get duplicated.

Here is an image to explain it, the dock scene contains only one mesh (cube one), but when I open the 3D view (or the 2D one) the cube gets duplicated and there is two of them now. The dock scene is definitely linked to the one we edit, because when I edit the cube position, I see it updating synchronously on the dock. But i'm not sure the duplicated mesh is normal here.

![explanation](https://user-images.githubusercontent.com/5089127/80152912-78789f80-85b4-11ea-959d-5c25f492ca8c.png)

Please note that when I close the dock scene edition tab, **the duplicated mesh disappear** 

**Steps to reproduce:**

Create a dock plugin with the following scene :
ViewportContainer
 - Viewport
      - Mesh
      - Camera3D

Then activate the dock and also open the scene in order to edit it, you'll see the duplicated mesh

**Minimal reproduction project:**
[ViewportEditorPluginBug.zip](https://github.com/godotengine/godot/files/4525436/ViewportEditorPluginBug.zip)
Repository: PowerToys
Issue: [Run][Shell plugin] There is no auto-complete text suggestion
Labels: Idea-Enhancement,Product-PowerToys Run,Run-Plugin

when searching using shell plugin, there is no auto-complete text suggestion.