sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: proposal: x/time/rate: add Sliding window, Fixed window, and Leaky bucket rate limiters
Labels: Proposal,FeatureRequest

**Is your feature request related to a problem? Please describe.**
When interacting with an external API that has a rate limiter implemented, it is important to have a matching rate limiter so that requests aren't unintentionally triggering that rate limit.

**Describe the solution you'd like**
Implementation of
- Sliding window
- Fixed Window
- Leaky Bucket
- (Other?)

rate limiting algorithms.

**Describe alternatives you've considered**
Some of these algorithms exist under external repositories

- [uber-go/ratelimit](https://github.com/uber-go/ratelimit) (leaky bucket)
- [RussellLuo/slidingwindow](https://github.com/RussellLuo/slidingwindow)
- [glycerine/go-sliding-window](https://github.com/glycerine/go-sliding-window)

but the ideal would be for a common interface and location for these algorithms

**Additional context**
I requested the creation of a common interface in #43003 but I put the cart before the horse.
As with any request, the initial goal is to determine which, if any of these are worth implementing, and in what form.
Repository: PowerToys
Issue: PowerRename: Convert case / uppercase, lowercase, etc.
Labels: Idea-Enhancement,Product-PowerRename

## 📝 PowerRename: Convert case / uppercase, lowercase, etc.

Add ability to convert case to uppercase/lowercase, etc.

The simplest solution I feel would be to use regex-style matching, with some special syntax to indicate case conversion:

For example:
Match: `(.*) is a (.*)`
Replace: `$lowercase($1) is a $uppercase($2)`

Match: "THIS is a test."
Result: "this is a TEST"
Repository: godot
Issue: Debugger not showing variables
Labels: bug,topic:editor,needs testing

**Godot version:**
3.2.3 (Newest official version, Standard)

**OS/device including version:**
Windows

**Issue description:**
I have a rather complex project (4 Android Plugins, 2 GDNative scripts, plenty of classes). At some point two days ago, the Debugger stopped working - but not completely. It is hitting breakpoints, but I can see no Stackframes and no Variables. Variable inspection is not possible at all. Also stepping is not possible. I can click on the buttons, but nothing happens.

Is this a known issue? Could this be related to my project setup, or something else?

**Steps to reproduce:**
Have a complex project. Set a breakpoint. Code exeution stops at breakpoint - no variables, no stackframes to see, stepping does not work.

**Minimal reproduction project:**
I cannot provide that unfortunately - I am not allowed to upload our project. The problem seems to occur in big/complex projects, imho.
Repository: flutter
Issue: [Feature Request] add update list animation to AnimatedList().
Labels: c: new feature,framework,a: animation,f: material design,c: proposal,P3,team-design,triaged-design

## Use case


For `AnimatedList`, as it only provides `insertItem` and `removeItem` now, there is no way to do such sorting animation in native app. For example, the `notifyItemMoved` RecyclerView in Android.


## Proposal

It could be possible by adding Builder & function for the `AnimatedListState` to support updateItem animation when the list updated

here is an example:
![alt text](https://miro.medium.com/max/720/1*2b_3F22Sby_-iRNFZ7gx1w.gif)
Repository: vscode
Issue: [html] handle HTML-escaped characters in links
Labels: bug,html

Issue Type: <b>Bug</b>

Given trivial HTML or XML content that contains a url with a valid entity escape code:

```xml
<a href="https://www.example.com/foo.html?bar&amp;baz">Link</a>
```

**Expected behavior**
The clickable hyperlink directs the user to `https://www.example.com/foo.html?bar&baz`

**Actual behavior**
The clickable hyperlink directs the user to a corrupted version of the url.
The type of corruption differs between XML and HTML document contexts.

_In an XML context_,
`&amp;` is left verbatim and the clickable link directs the user to `https://www.example.com/foo.html?bar&amp;baz`.

_In an HTML context,_
the `&` in the `&amp;` HTML entity is double-escaped using percentage encoding and the user is directed to` https://www.example.com/foo.html?bar%26amp%3Bbaz`.


**Impact**
Not just limited to HTML or XML documents. Can confirm that among other things, this _also_ breaks `<seealso href="..." />` type links in C# XMLDoc. Both the in-document clickable link _and_ the link rendered in the popup documentation tooltip.


-----

VS Code version: Code 1.52.1 (ea3859d4ba2f3e577a159bc91e3074c5d85c0523, 2020-12-16T16:34:46.910Z)
OS version: Windows_NT x64 10.0.18363

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Xeon(R) CPU E5-1603 v4 @ 2.80GHz (4 x 2794)|
|GPU Status|2d_canvas: enabled<br>flash_3d: enabled<br>flash_stage3d: enabled<br>flash_stage3d_baseline: enabled<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>oop_rasterization: disabled_off<br>opengl: enabled_on<br>protected_video_decode: unavailable_off<br>rasterization: enabled<br>skia_renderer: disabled_off_ok<br>video_decode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|undefined|
|Memory (System)|15.92GB (4.23GB free)|
|Process Argv|--crash-reporter-id 3bd078e3-b0bf-4d5c-a65c-a246d819c6d9|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (6)</summary>

Extension|Author (truncated)|Version
---|---|---
alignment|ann|0.3.0
vscode-eslint|dba|2.1.14
DocFX|ms-|0.1.3
csharp|ms-|1.23.2
vetur|oct|0.32.0
material-icon-theme|PKi|4.5.0


</details>
<!-- generated by issue reporter -->
Repository: PowerToys
Issue: Allow management of icon overlay handlers
Labels: Idea-New PowerToy

## 📝 Allow user to choose their own preferences for overlay icons in Windows Explorer

_What is the expected behavior of the proposed feature?  What is the scenario this would be used?_
Various applications install overlay handlers, however only a limited number are used, and it's not uncommon for the last installed application to win, leaving you without icons that you were familiar and happy with. 

On my system I currently have Sync, Dropbox and OneDrive and Tortoise installed. They can't all work simultaneously. Tortoise attempts to solve this by allowing you to open the registry editor at \HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Explorer\ShellIconOverlayIdentifiers

I'd like the power tools to offer a user interface for managing the user's own preferences without having to resort to Regedit. For bonus points, alert the user when a newly installed application has upset the apple cart and allow existing preferences to be restored. 

By the way - I've noticed that some of these registry keys are prefixed with multiple spaces. Is this "toxic" behaviour from installers, or perhaps a reasonable hack for anyone wishing to manage this? 

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: godot
Issue: Particles2D flickering when using Spritesheet with multiple vertical rows on Mac
Labels: bug,topic:rendering,confirmed,topic:particles

**Godot version:**
v3.2.3.stable.official (MacOS)

**OS/device including version:**
OpenGL ES 3.0 Renderer: Intel(R) Iris(TM) Graphics 550

**Issue description:**
When using a Particles2D Node with a CanvasMaterial and a Spritesheet using the animation feature, the particle flickers for a frame when jumping to the next vertical row of the spritesheet.

see how it should look and it fact how it looks on a windows dev machine:

https://user-images.githubusercontent.com/776816/108192466-951e2f00-7114-11eb-91a0-1479de04c5e0.mp4

see how it looks on my macOS machine:

https://user-images.githubusercontent.com/776816/108192403-80419b80-7114-11eb-9a8b-552628998c6a.mp4

if we slow the particle down its easier to see:

https://user-images.githubusercontent.com/776816/108192696-e0d0d880-7114-11eb-84bd-2154783dcc09.mp4

using a one row texture instead of a grid fixes the problem.

**Steps to reproduce:**
download the MRP (https://github.com/RPicster/Godot-particle-and-vfx-textures) thanks to @RPicster for this!

note how the particle animation sprite sheet is using a 7x7 grid (low res screen grab):
<img width="242" alt="image" src="https://user-images.githubusercontent.com/776816/108192880-17a6ee80-7115-11eb-842c-3d340437c896.png">

note how using *this* single line version of the same effect fixes the problem:
![floaty_64-sheet](https://user-images.githubusercontent.com/776816/108192980-33aa9000-7115-11eb-90ab-d6e9aac10c01.png)

**Minimal reproduction project:**
https://github.com/RPicster/Godot-particle-and-vfx-textures
Repository: TypeScript
Issue: Infer causes weird double type
Labels: Bug

# Bug Report

If you check the code below you'll see `serialize` can only be undefined if `T` extends `U`. In which case `identity` is a valid `(x: T) => U` function so we set that as default.

Typescript detects all of that perfectly (congrats of the team for such a fine tool). But it displays the type as `((x: T) => U) | ((x: T) => U)` which looks funny.

It's not a big deal, just makes debugging code harder when `T` and `U` are more than one-letter types.

### 🔎 Search Terms

- infer
- duplicated type 

### 🕗 Version & Regression Information

Just now: February 17th, 2021

Can reproduce from 3.3.3 to 4.1.5 and Nightly

This is the behavior in every version I tried, and I reviewed the FAQ for entries about infer duplicated types

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?jsx=0&ts=4.1.5#code/C4TwDgpgBA8mwEsD2A7AzgHgCoBooFUA+KAXiiyggA9gIUATNAgKCigH4oBvKNCAJwQBDADYIAXhHYAuKAAoqsrAEpSxfFAC+rKLJ59BoiRFkKlqkuq0BuZswDGqNMCgJ6dRKFJRshM+QtiKltmADMAVxR7RFQoUKQkbDwiOS4dA2ExSW83DwRQZk1ZOBj0JIJCVTS2AHoaqHsACwh7AGsoAAMMo0kOqFBIQuYgA)

### 💻 Code

```ts
type Options<T, U> = T extends U
  ? { serialize?: (x: T) => U }
  : { serialize: (x: T) => U };

const identity = <T>(x: T) => x;

function foo<T, U>({
  serialize = identity
}: Options<T, U>) {
  // check `serialize` type
}
```

### 🙁 Actual behavior

`serialize` is of type `((x: T) => U) | ((x: T) => U)`

### 🙂 Expected behavior

`serialize` to be of type `(x: T) => U`
Repository: storybook
Issue: Angular component is not a know element when importing its module
Labels: question / support,angular

**Describe the bug**
In `v6.2.0-alpha.28` when importing the module of a component inside a story the component is not a known element anymore.

**To Reproduce**

Import the module that hosts the component:

```
export default {
  title:      'Components/MyComponent',
  component:  MyComponent,
  decorators: [
    moduleMetadata({
      imports: [BrowserAnimationsModule, MyModule],
    }),
  ],
} as Meta;

const Template: Story<MyComponent> = (args) => ({
  component: MyComponent,
  props:     args,
});

export const MyState = Template.bind({});
```

In contrast it works when:
- Removing the Module import, but thats not an option since the module imports important dependencies like pipes, services, etc.
- Adding the component to exports, but actually I dont want to the component to be exported in my app
- Downgrading to `^6.1.18`

**Expected behavior**
The component should be created as in 6.1.x without having to add it to module's `exports`

**System**

>   System:
>     OS: macOS 11.2.1
>     CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
>   Binaries:
>     Node: 15.6.0 - ~/.nvm/versions/node/v15.6.0/bin/node
>     Yarn: 1.22.10 - /usr/local/bin/yarn
>     npm: 7.4.0 - ~/.nvm/versions/node/v15.6.0/bin/npm
>   Browsers:
>     Chrome: 88.0.4324.150
>     Firefox: 81.0.1
>     Safari: 14.0.3
>   npmPackages:
>     @storybook/addon-actions: v6.2.0-alpha.28 => 6.2.0-alpha.28 
>     @storybook/addon-essentials: v6.2.0-alpha.28 => 6.2.0-alpha.28 
>     @storybook/addon-links: v6.2.0-alpha.28 => 6.2.0-alpha.28 
>     @storybook/angular: v6.2.0-alpha.28 => 6.2.0-alpha.28
Repository: neovim
Issue: Show treesitter errors as virtual text or virtual lines
Labels: enhancement,treesitter

<!-- Before reporting: search existing issues and check the FAQ. -->

- `nvim --version`: master
- Operating system/version: nixos

treesitter is a very exciting development of neovim but it is not quite mature yet and I do end up disabling it more than I would like, mainly because of all the error messages it displays along the text buffer, such as `invalid node type at position 1366` (which can appear on almost every line in certain scenario). 

As I doubt this kind of warning disappears anytime soon, I wonder if we could somehow reuse the lsp machinery and catch these errors and instead of displaying them rightaway, reexport them as lsp diagnostics ? so one could control how they are displayed ? (as virtual text, error/warnings etc)

cc @vigoux
Repository: transformers
Issue: Multilabel Sequence Classification in trainer
Labels: Feature request

# 🚀 Feature request

We need to be able to use the trainer for multilabel classification problems.

## Motivation

Right now we create our models in the old fashioned way, with a sigmoid layer at the end so we can do multilabel. However if we could use the trainer directly, we wouldn't need to maintain different training scripts. Are there any plans for adding this to the trainer?

## Your contribution

I could try to help but I don't even know where to start with.

Thanks you very much for reading
Repository: go
Issue: proposal: dl: provide a command to set up $PATH with each Go version
Labels: Proposal

Installing multiple Go versions is easier these days with `go get`, as explained in https://golang.org/doc/manage-install#installing-multiple. For example, for [1.15.8](https://pkg.go.dev/golang.org/dl/go1.15.8):

```
$ go version
go version devel +2f0da6d9e2 Wed Feb 17 01:29:54 2021 +0000 linux/amd64
$ go get golang.org/dl/go1.15.8
$ go1.15.8 download
$ go1.15.8 version
go version go1.15.8 linux/amd64
```

And this works well for direct invocations of Go, like running `go1.15.8 build` or `go1.15.8 test` directly on a terminal.

Unfortunately, it's not quite enough for the use case where the `go` tool is called indirectly, for example via a compiled program, script, or makefile. The standard there is to simply call `go` as found in `$PATH`. Some tools might understand flags or environment variables to call a different Go command, but even if that were a documented standard, one would still have to rely on all tools properly implementing and propagating it.

```
$ some-tool() { echo "some-tool: $(go version)"; }
$ some-tool
some-tool: go version devel +2f0da6d9e2 Wed Feb 17 01:29:54 2021 +0000 linux/amd64
$ # how to run some-tool with go1.15.8?
```

My current solution is to have a function in `.bashrc` which sets up `$PATH` for a specific Go version downloaded via golang.org/dl, and executes the given command:

```
$ withgo() {
        local gocmd=go${1}
        shift

        PATH=$(${gocmd} env GOROOT)/bin:${PATH} "$@"
}
$ withgo 1.15.8 some-tool
some-tool: go version go1.15.8 linux/amd64
```

I argue that this is a rather common use case, so we should provide some easy built-in way to accomplish the same with wrapper programs like `go1.15.8`. For example, `go1.15.8 exec cmd...` to do the equivalent of `withgo 1.15.8 cmd...` above:

```
$ go1.15.8 exec
usage: go1.15.8 exec [cmd args...]

Exec runs the named executable binary with the given arguments and the
environment configured so that the go tool at version 1.15.8 is available in $PATH.

For example:

    go1.15.8 exec make install
```

I don't feel strongly about the name of the `exec` command; it could be named something else like `wrap`, `with-path`, or `as-go`, as long as it remains something easy to remember and type. We should avoid a name similar to `run`, as that would be confusing.

I don't think this can be a separate program that one needs to `go get` separately, as that defeats the purpose of the easy install of `golang.org/dl/...` Go versions.

I similarly do not think that full-on "Go version managers" like [gvm](https://github.com/moovweb/gvm) are a solution here, because they feel overkill. The `golang.org/dl/...` packages offer pretty much everything I need, minus the `PATH` shortcut.

I will admit that `go1.15.8 exec make` versus `make` feels verbose compared to `go1.15.8 build` versus `go build`, but I don't see a nice way to shave off characters while remaining sane and explicit.

cc @toothrot @dmitshur @katiehockman, and a special thanks to @rogpeppe for reviewing an early draft.
Repository: godot
Issue: Changing the animationplayer slider is not entered in the UndoRedo stack
Labels: bug,topic:editor,confirmed

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.2.4 RC2


**OS/device including version:**
Windows


**Issue description:**
Changing the time slider of an animation is not considered a scene change. Probably it is not entered in the UndoRedo stack.
See proposal godotengine/godot-proposals#2301

**Steps to reproduce:**
Create an animation and a new track with a moving object (for example). Move the time slider. The scene is not marked as changed.

**Minimal reproduction project:**
[test_animation_player.zip](https://github.com/godotengine/godot-proposals/files/5992858/test_animation_player.zip)
(from proposal godotengine/godot-proposals#2301)
Repository: create-react-app
Issue: 4.0.2 now requires plugin-transform-classes to be added
Labels: needs triage,issue: bug report

### Describe the bug

Upgrading from 4.0.1 to 4.0.2 resulted in an error

```
Failed to Compile
./src/services/formService.ts
SyntaxError: src\services\formService.ts: It's not possible to compile spread arguments in `super()` without compiling classes.
Please add '@babel/plugin-transform-classes' to your Babel configuration. (This is an error on an internal node. Probably an internal error.)
```

While I do not actually use a spread in super arguments - some dependency must.

### Workaround

Adding this into package.json does once again make it compile.

  "babel": {
    "plugins": [
      "@babel/plugin-transform-classes"
    ]
  }

### Resolution
Was this an intentional change?  If so, perhaps document that if people do "this or that", they will need to add the above.
If not an intentional change, then I guess this needs to be fixed/added back in?
Repository: transformers
Issue: Request to add Switch Transformer
Labels: New model

Google has come up with yet another transformer: https://arxiv.org/pdf/2101.03961.pdf
Repository: storybook
Issue: build-storybook deleted my entire project directory
Labels: feature request,cli

**Warning**

I just made the mistake of running `yarn build-storybook -o ./` within the root directory of my storybook project and it deleted everything within that folder.

Personal error but it might be good to add a warning to prevent this from happening.
Repository: TypeScript
Issue: Add a mode to tsc that defers to a possibly-running tsc "watch mode" instance
Labels: Suggestion,In Discussion

# Suggestion

Currently my projects have an npm script defined to run `tsc --watch`. I also have a `test` script configured. When working interactively, I don't want my `test` to wait 10s while it builds from scratch, when watch mode was running, and I just need to ask the running instance to let me know when the current generation of the source has been fully processed.

However, if I'm for some reason *not* running watch mode, like if someone unfamiliar with the project checks out the repo and tries to run `npm test`, or a CI system that has no special accommodations, it'd be useful if it went ahead and did a fresh build.

(Watch mode is great, I wish this idea was more commonplace!)

## 🔍 Search Terms

watch mode, incremental, npm, test

## ✅ 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).
Repository: godot
Issue: OpenGL: Directional Shadow Splits debug draw mode is not implemented
Labels: bug,topic:rendering,topic:3d

**Godot version:** Git 89a43d9c2

**OS/device including version:** Fedora 33, GeForce GTX 1080 (NVIDIA 460.39)

**Issue description:**

Following the [removal of support for colored shadows to improve performance](https://github.com/godotengine/godot/pull/45023), the Directional Shadow Splits debug draw mode no longer works. It now displays exactly like the normal draw mode.

Back when colored shadows were supported, each split had different shadow colors thanks to this code:

https://github.com/godotengine/godot/blob/f91c4c08999cc79586d74973953202a2af4dd7ee/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp#L6319-L6354

Speaking of which, we should also remove the shadow color property from Light3D as it's no longer effective.

**Steps to reproduce:**

Select **Debug Advanced… > Directional Shadow Splits** in the 3D viewport's **Perspective** menu:

![image](https://user-images.githubusercontent.com/180032/108239179-eb599500-7149-11eb-9a11-7cfd3129c7a6.png)

**Minimal reproduction project:** [test_debug_draw_splits.zip](https://github.com/godotengine/godot/files/5997295/test_debug_draw_splits.zip)
Repository: vscode
Issue: Action "Move to Next Change" not working in Open Source Control tab
Labels: bug,scm

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- VS Code Version: 1.53.2
- OS Version: mac os catalina 10.15.7 (19H114)

Steps to Reproduce:

1. Open Source Control tab
2. Show All Commands and type "move to next"
3. Press "Enter"

Works only by hotkey `⌥ + f5`


https://user-images.githubusercontent.com/2889662/108240936-60ce6100-715c-11eb-98c1-e1d948a7ee7b.mp4



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