sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: -Ztime-passes: print lint name
Labels: C-enhancement,A-lints,T-compiler,A-self-profile,A-contributor-roadblock

It seems that for each lint that is run, rustc only prints `pre_AST_expansion_lint_checks` when invoked with `-Ztime-passes`:

````rust
fn pre_expansion_lint(sess: &Session, lint_store: &LintStore, krate: &ast::Crate) {
    sess.time("pre_AST_expansion_lint_checks", || {
        rustc_lint::check_ast_crate(
            sess,
            lint_store,
            &krate,
            true,
            None,
            rustc_lint::BuiltinCombinedPreExpansionLintPass::new(),
        );
    });
}
````
```
time: 0.000; rss: 62MB	plugin_registration
time: 0.000; rss: 62MB	pre_AST_expansion_lint_checks
time: 0.000; rss: 65MB	crate_injection
time: 0.000; rss: 65MB	pre_AST_expansion_lint_checks
time: 0.000; rss: 65MB	pre_AST_expansion_lint_checks
time: 0.001; rss: 68MB	pre_AST_expansion_lint_checks
time: 0.000; rss: 69MB	pre_AST_expansion_lint_checks
time: 0.000; rss: 69MB	pre_AST_expansion_lint_checks
....
```
It would be great if it could print the name of the lint here.
Repository: rust
Issue: Suggest using `let` when a const uses outer function's generics
Labels: C-enhancement,A-diagnostics,T-compiler,A-suggestion-diagnostics,D-papercut

If you use:

`const size = std::mem::size_of::<T>()` instead of `let size = ...`
 
You get the misleading compiler error E401:

error[E0401]: can't use generic parameters from outer function

Which is total nonsense. You just need let instead of const here. This fooled me for a while, so I'm opening this issue so it will get addressed and not fool other developers.

For more info see: https://stackoverflow.com/questions/59808575/cant-create-a-constant-using-memsize-of-inside-a-function-on-a-sized-generic
Repository: next.js
Issue: i18n adds repeating, redundant routes for locales
Labels: Internationalization (i18n)

# Bug report

## Describe the bug

Setting up i18n introduces some weird nested routes with two-level permutations of the defined locales.

With this basic i18n setup:
``` 
 i18n: {
    locales: ["fr", "en"],
    defaultLocale: "fr"
  }
```

All these are valid routes for the same page:

```
// these will have locale: 'fr'
/:path
/fr/:path
/fr/fr/:path
/fr/en/:path

// these will have locale: 'en'
/en/:path
/en/fr/:path
/en/en/:path
```

## To Reproduce

Check the code and navigate around on https://codesandbox.io/s/sleepy-shtern-4ppmd

## Expected behavior

Only one level of locale routing should be possible. Somehting like `/fr/fr` should only work if you have a page named `fr` (or dynamic route that resolves to it).

## System information
- Version of Next.js: 10.0.4-c
Repository: pytorch
Issue: Does Pytorch have the function that can obtain sub-matrix according to index? 
Labels: feature,triaged,module: advanced indexing

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->
If i have a multidimensional tensor: **matrix = 500\*600, 500, 600:** [batch, H, W]

Now i want a function which can obtain a sub-matrix(h, w) of the matrix on H, W dim according to the index in the first dim:
for example:

```python
     kernel_H_W= 12
     all_sub-matrix = []
     for local_index in range(matrix .shape[0]):
            row = local_index // w
            col = local_index % w

            sub-matrix= matrix [local_index, row:row + 2 * kernel_H_W+ 1,col:col + 2 * kernel_H_W+ 1].contiguous()
            all_sub-matrix.append(sub-matrix.unsqueeze(0))
     all_sub-matrix = torch.cat(all_sub-matrix, dim =0) 
```





## 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 -->

if i use the above code, the speed is so slow, is there any function in Pytorch can obtain the sub-matrix?
## Pitch

<!-- A clear and concise description of what you want to happen. -->

## Alternatives

<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->

## Additional context

<!-- Add any other context or screenshots about the feature request here. -->
Repository: godot
Issue: when button get focus, press SPACE key, _unhandled_key_input called
Labels: documentation,topic:input,topic:gui

**Godot version:**
3.2.4 beta4


**OS/device including version:**
win10/rx5700


**Issue description:**
when button get focus, press SPACE key, _unhandled_key_input called, but LineEdit get focus everything is ok, SPACE key will not call _unhandled_key_input.

**Steps to reproduce:**
![image](https://user-images.githubusercontent.com/3364637/101979050-90f90f80-3c94-11eb-90b2-1ef8769bf78f.png)
![image](https://user-images.githubusercontent.com/3364637/101979056-9c4c3b00-3c94-11eb-8c39-9e074ea090bb.png)
focus on LineEdit everything is ok:
![image](https://user-images.githubusercontent.com/3364637/101979070-bede5400-3c94-11eb-9736-c15904989005.png)
focus on Button,  press SPACE keyboard, the CHAR jumped!
![image](https://user-images.githubusercontent.com/3364637/101979076-c56ccb80-3c94-11eb-8790-a11f0f3a004f.png)
Repository: excalidraw
Issue: Viewer embeded 
Labels: More information needed / cannot reproduce,package:excalidraw

It is possible to have only one viewer that can be loaded on a static website.

For draw.io i use something like (macro for confluence wiki):
```
## Macro title: drawio_view
## Macro has a body: N
## @param URL:title=URL (https)|type=string|required=true|desc=Use sempre https
## @param LOCAL:title=Local (no Drive)|type=string|required=false|desc=Informe o local no drive para facilitar a edição


<div class="mxgraph" style="max-width:100%;border:1px solid transparent;" >--</div>
<blockquote><p>Local:  <a href="$paramLOCAL">$paramLOCAL</a></p></blockquote>


<script>

jQuery(function(){

    var data_mxgraph = {"highlight":"#0000ff","nav":true,"resize":true,"toolbar":"zoom layers lightbox","edit":"_blank","xml":""};

    function load(URL){
         jQuery.ajax({
                type: "get",
                url: URL,
                dataType: "text",
                success: function(data) {
                    jQuery("#show_table").val(data);
                    showDiagram(data);
                },
                error: function(xhr, status) {
                    jQuery("#show_table").val(status);
                }
            });

    }

    function showDiagram(data){
       data_mxgraph['xml'] = data;
       jQuery(".mxgraph").attr('data-mxgraph', JSON.stringify(data_mxgraph));
       addScript('https://www.draw.io/js/viewer.min.js');
       // GraphViewer.processElements()
    }

    function addScript( src ) {
      var s = document.createElement( 'script' );
      s.setAttribute( 'src', src );
      document.body.appendChild( s );
    }


    load('$paramURL');

});

</script>
```
Repository: vscode
Issue: Snippet transformation does not work with nested snippets
Labels: bug,snippets

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->

VS Code version: Code 1.51.1 (e5a624b788d92b8d34d1392e4c4d9789406efe8f, 2020-11-10T23:34:32.027Z)
OS version: Windows_NT x64 10.0.18363

I've written a snippet that transforms TypeScript interfaces to JSON key-values where the key is the name of the TS property and the value is the name of the type.

Example:

```
// input:
{
    myFirstProp: string;
    mySecondProp: number;
}
// output:
{
    myFirstProp: 'string',
    mySecondProp: 'number',
}
```

This is the snippet source:
```
"body": [
	"$1",
	"\n${1/([A-Za-z0-9]+): ([A-Za-z]+).*/$1: '$2',/gm}"
]
```

When the snippet is active and I'm typing the TS interface, I get the suggestion/autocomplete while typing. If I hit ESC before typing the semicolon that ends each line, then the snippet works great. But if I don't hit ESC, the snippet stops executing.

Steps to Reproduce:

I've recorded two gifs using a keylogger that lets you see which keys I'm hitting. Note that I'm on a Swedish keyboard, which the keylogger doesn't seem to support, so when I type `:` it will display it as `>` and when I type `;` it will display `<`.

Here's when I'm hitting escape before the semicolon:

![with_escape](https://user-images.githubusercontent.com/3394270/101987053-09120600-3c92-11eb-8677-11ddd9664925.gif)

Here's when I don't hit escaoe before the semicolon, which makes the snippet stop executing:

![without_escape](https://user-images.githubusercontent.com/3394270/101987076-2515a780-3c92-11eb-8e43-ca6f5b731e04.gif)
Repository: react-native
Issue: TextInput onChangeText is firing at wrong time when type with Chinese input keyboard in iOS
Labels: Platform: iOS,Component: TextInput,API: Keyboard,Needs: Triage :mag:,Never gets stale

## Description
TextInput onChangeText is firing at wrong time. Here is the gif to show the problem.
![RPReplay_Final1607783480](https://user-images.githubusercontent.com/2337380/101986909-e6044800-3ccb-11eb-8a55-bb42b5af6086.gif)

I am typing the Chinese wording "你好" with a Chinese input keyboard in iOS. 

1. The char "你" is inputted by the code "人火".
2. I type with the code "人火" and these two codes are highlighted in grey in the textbox. The input method is still not completed yet. The code "人火" should not be considered as a text change event. However, onChangeText is triggered. 
      <img width="371" alt="螢幕截圖 2020-12-12 下午11 10 33" src="https://user-images.githubusercontent.com/2337380/101987526-8314b000-3ccf-11eb-9ab5-143249a15f48.png">
3. After I select the char "你" in Chinese input keyboard, onChangeText is triggered twice.  
    <img width="200" alt="螢幕截圖 2020-12-12 下午10 56 30" src="https://user-images.githubusercontent.com/2337380/101987168-65464b80-3ccd-11eb-818c-113e12a2d86d.png">

## React Native version:
```
System:
    OS: macOS 11.0.1
    CPU: (8) x64 Intel(R) Core(TM) i7-8557U CPU @ 1.70GHz
    Memory: 751.11 MB / 16.00 GB
    Shell: 5.8 - /bin/zsh
  Binaries:
    Node: 14.15.1 - /usr/local/bin/node
    Yarn: Not Found
    npm: 6.14.8 - /usr/local/bin/npm
    Watchman: 4.9.0 - /usr/local/bin/watchman
  Managers:
    CocoaPods: 1.10.0 - /usr/local/bin/pod
  SDKs:
    iOS SDK:
      Platforms: iOS 14.2, DriverKit 20.0, macOS 11.0, tvOS 14.2, watchOS 7.1
    Android SDK: Not Found
  IDEs:
    Android Studio: 4.1 AI-201.8743.12.41.6953283
    Xcode: 12.2/12B45b - /usr/bin/xcodebuild
  Languages:
    Java: Not Found
    Python: 2.7.16 - /usr/bin/python
  npmPackages:
    @react-native-community/cli: Not Found
    react: 16.13.1 => 16.13.1 
    react-native: https://github.com/expo/react-native/archive/sdk-40.0.1.tar.gz => 0.63.2 
    react-native-macos: Not Found
  npmGlobalPackages:
    *react-native*: Not Found
```

## Steps To Reproduce
Provide a detailed list of steps that reproduce the issue.

1. Open https://snack.expo.io/@hkhermanho/textinput-with-chinese
2. Type any Chinese characters with Chinese input method

## Expected Results
onChangeText should not be fire before the input method is done. It should be fired 2 times for 2 Chinese characters instead of 8 times.
<img width="243" alt="螢幕截圖 2020-12-12 下午11 02 07" src="https://user-images.githubusercontent.com/2337380/101987405-dafee700-3cce-11eb-840b-6b4453cc485b.png">

## Snack, code example, screenshot, or link to a repository:
https://snack.expo.io/@hkhermanho/textinput-with-chinese
Repository: rust
Issue: changelog: 1.48.0 does not list cargo changes
Labels: T-release,A-meta

The rust 1.48.0 changelog does not list any `cargo` changes, might be an accident?
Repository: godot
Issue: Cannot duplicate a scene instance whose source scene was renamed
Labels: bug,topic:editor,confirmed

Related to #20802? I don't see this specific case as a feature request though.

Saving reveals that the scene instance's dependency might not get updated by the rename operation.  Please edit title if this can be confirmed.

**Godot version:**
3.2.1 stable

**OS/device including version:**
Windows 10 x64

**Issue description:**
Selecting an instanced scene node in the tree view and trying to duplicate it by any mean (menu, right-click or ctrl-d) does nothing at all if its source scene was renamed between node creation and duplication attempt, even when usung the rename operation from the FileSystem view. External renaming wasn't tested but is expected to show the same behavior or worse.

Further save attemps will fail to resolve scene instance's dependency.

If the error can be detected, some error message would be neat.


**Steps to reproduce:**
- Create scene to be instanced.
- Instance that scene in another scene.
- Duplicate by any mean -> works.
- Rename source scene in the FileSystem view.
- Duplicate by any mean -> nothing happens.

- Save scene containing instance -> dependency error.
- Delete scene instance, re-instance from renamed scene.
- Save -> success.

**Minimal reproduction project:**
Trivial and faster to re-create than download, really.
Repository: godot
Issue: Color picker for Label's Custom Colors not refreshed with new swatches
Labels: topic:editor,topic:gui

**Godot version:**
3.2.1 stable


**OS/device including version:**
Windows 10 x64


**Issue description:**
New color swatches aren't shown in color picker when selecting another color in Control's Custom Colors. Selecting another node and coming back seems to refresh the picker with the new colors. 

Hypothesis: Each field has its own copy of color picker data that is only refreshed along with inspector?


**Steps to reproduce:**
- Add a Label node, select.
- Click "font color" in Custom Colors section. Add new color swatch.
- Click "outline color" on the same node -> new swatch is absent.
- Select a different node, re-select label.
- Click any Custom Color field -> the swatch is there in every picker.


**Minimal reproduction project:**
Trivial.
Repository: vscode
Issue: [json] Relative path wrongly resolved
Labels: bug,json

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->
<!-- Also please test using the latest insiders build to make sure your issue has not already been fixed: https://code.visualstudio.com/insiders/ -->

<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version:1.52.0
- OS Version:10.0.19041

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes


Vscode is resolving $ref, filepaths incorrectly.
I have set up in the reproduce a couple of steps you can follow.

Steps to Reproduce:

1. Clone https://github.com/DaanV2/Minecraft-bedrock-json-schemas
2. Observe the error thrown by `data\data 1.8.0.json`
3. Observe the error thrown by `data\data 1.8.5.json`
4. Observe the no errors by `data\data 1.8.6.json`

**errors returned**
![image](https://user-images.githubusercontent.com/2393905/101995979-b30f8380-3cce-11eb-87cd-b1d521af4840.png)

For the error in data 1.8.0.json:
In `behaviour/entities/1.8.0/filters/clock_time.json` is the ref should be pointing to the `base_subject.json`
![image](https://user-images.githubusercontent.com/2393905/101995905-06cd9d00-3cce-11eb-867a-ae8a41aea93f.png)

However, it ends up a folder too high. So I thought they might use a different home folder to resolve the path on.

So I made version 1.8.5 which instead this reference:
```json
"$ref": "./types/base_subject.json",
```

I used this references:
```json
"$ref": "./filters/types/base_subject.json",
```

But this now returns the following: `.../1.8.5/filters/filters/types/base_subject.json'.`
Which is a folder too deep.

After this, I copied the files in question and made version 1.8.6, which now has no errors. As the files are where vscode expected them, but not where they actually should be.
Repository: excalidraw
Issue: Shortcuts for RTL languages are not consistent
Labels: bug,RTL

How should they be actually is the question :)

<img width="281" alt="Screenshot 2020-12-13 at 12 25 34 AM" src="https://user-images.githubusercontent.com/125676/101996302-e4418100-3cd9-11eb-96f2-45d547225f04.png">
Repository: rust
Issue: Calling Vec::extend repeatedly in a for loop is faster than calling it once on iter::flatten
Labels: I-slow,T-libs-api,A-iterators

See https://github.com/smmalis37/aoc2020/commit/3fbf5d9b9e89d18c213c0d9df6a08db9364b2604#diff-6965df871359c91ee03b5564314f3e131c0877b8603aea626b5d8f9180eb4ee8R28-L29

The highlighted change, when measured in isolation from the other changes in that commit, resulted in a roughly 30-40% speedup of the entire function (i.e. the entire chain of iterators ending in the collect call that calls this FromIter implementation). If measured in isolation I assume the impact would be even greater. I expected the two to be equivalent.

The code being measured is day 11's parser: https://github.com/smmalis37/aoc2020/blob/3fbf5d9b9e89d18c213c0d9df6a08db9364b2604/src/days/day11.rs#L22. To replicate my results just clone that repo and run `cargo run --release 11` and look at the measured time of the parser (the rest of day 11 will be measured too but it isn't calling this code).
Repository: rust
Issue: Tracking Issue for maybe_uninit_write_slice
Labels: T-libs-api,C-tracking-issue,Libs-Tracked,A-raw-pointers

<!--
Thank you for creating a tracking issue!

Tracking issues are for tracking a feature from implementation to stabilization.

Make sure to include the relevant RFC for the feature if it has one.

If the new feature is small, it may be fine to skip the RFC process. In that
case, you can use use `issue = "none"` in your initial implementation PR. The
reviewer will ask you to open a tracking issue if they agree your feature can be
added without an RFC.
-->

Feature gate: `#![feature(maybe_uninit_write_slice)]`

This is a tracking issue for `MaybeUninit::copy_from_slice` and `MaybeUninit::clone_from_slice`.

<!--
Include a short description of the feature.
-->

These methods are the equivalents of `[T]::copy_from_slice` and `[T]::clone_from_slice` for uninitialized slices.

### Public API

<!--
For most library features, it'd be useful to include a summarized version of the public API.
(E.g. just the public function signatures without their doc comments or implementation.)
-->

```rust
impl<T> [MaybeUninit<T>] {
    pub fn write_copy_of_slice(&mut self, src: &[T]) -> &mut [T]
    where
        T: Copy;

    pub fn write_clone_of_slice(&mut self, src: &[T]) -> &mut [T]
    where
        T: Clone;
}
```

### Steps / History

<!--
In the simplest case, this is a PR implementing the feature followed by a PR
that stabilises the feature. However it's not uncommon for the feature to be
changed before stabilization. For larger features, the implementation could be
split up in multiple steps.
-->

- [x] Implementation: #79607
- [ ] Make slice methods inherent: https://github.com/rust-lang/rust/pull/129259
- [ ] Stabilization PR

### Unresolved Questions

- [ ] Should the name be changed back to `copy/clone_from_slice`?
  - [Reasoning for the original name](https://github.com/rust-lang/rust/pull/79607#pullrequestreview-542275599) and rust-lang/libs-team#122
  - Changed to `copy_from_slice` and `clone_from_slice` in #116385
  - Changed again to `write_copy_of_slice` and `write_clone_of_slice` in https://github.com/rust-lang/rust/pull/129259
- [ ] https://github.com/rust-lang/rust/issues/80376
Repository: pytorch
Issue: add inverse cdf for Chi-square Distribution 
Labels: module: distributions,feature,triaged

## 🚀 Feature
add inverse cdf for Chi-square Distribution

## Motivation

```
import torch
dist = torch.distributions.chi2.Chi2(torch.tensor([1.0]))
dist.icdf(dist.rsample())

>>> NotImplementedError
```

## Pitch

It would be nice to have.


cc @fritzo @neerajprad @alicanb @vishwakftw @nikitaved
Repository: opencv
Issue: javadoc search is broken
Labels: category: documentation,category: java bindings,confirmed

##### System information (version)
- OpenCV => 3.4 & master(4.5.1-pre)

##### Steps to reproduce
e.g. starting from [index](https://docs.opencv.org/3.4/javadoc/index.html) , 
typing `Mat` into the search box leads to https://docs.opencv.org/3.4/javadoc/undefined/org/opencv/core/Mat.html .

the correct link seems to be: https://docs.opencv.org/3.4/javadoc/org/opencv/core/Mat.html  (the `/undefined` should be removed)

(same behaviour on master (and way back to 3.4.9, when the search box was introduced ;) ))
##### Issue submission checklist

 - [x] I report the issue, it's not a question
   <!--
   OpenCV team works with answers.opencv.org, Stack Overflow and other communities
   to discuss problems. Tickets with question without real issue statement will be
   closed.
   -->
 - [x] I checked the problem with documentation, FAQ, open issues,
       answers.opencv.org, Stack Overflow, etc and have not found solution
   <!--
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   * OpenCV issue tracker: https://github.com/opencv/opencv/issues?q=is%3Aissue
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 - [x] I updated to latest OpenCV version and the issue is still there
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   master branch for OpenCV 4.x and 3.4 branch for OpenCV 3.x releases.
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 - [x] There is reproducer code and related data files: videos, images, onnx, etc
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     issue
   * Attach the image as archive to the ticket, if you report some reader issue.
     Image hosting services compress images and it breaks the repro code.
   * Provide ONNX file for some public model or ONNX file with with random weights,
     if you report ONNX parsing or handling issue. Architecture details diagram
     from netron tool can be very useful too. See https://lutzroeder.github.io/netron/
   -->
Repository: godot
Issue: Screen space reflection doesn't work on ShaderMaterial when DEPTH_TEXTURE is being read
Labels: topic:rendering,confirmed,documentation,topic:shaders,topic:3d

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
v3.2.3.stable.official

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10, GLES3


**Issue description:**
<!-- What happened, and what was expected. -->
Screen space reflection doesn't work on shader material that read DEPTH_TEXTURE

![godot_ssr_bug](https://user-images.githubusercontent.com/11486079/102008628-fa4c5180-3d6c-11eb-8c24-af218aaff945.png)
From left to right, shows plane with SpatialMaterial/ShaderMaterial without reading DEPTH_TEXTURE/ShaderMaterial that read DEPTH_TEXTURE(All 3 of the materials are 1.0 metallic & 0.0 roughness)


**Steps to reproduce:**
Any shader that read DEPTH_TEXTURE


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[ss_reflection_bug.zip](https://github.com/godotengine/godot/files/5684435/ss_reflection_bug.zip)