sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: NativeScript property "Library" can not be cleared in the editor
Labels: bug,topic:editor,topic:gdextension

**Godot version:**
3.2.2

**OS/device including version:**
Windows 10

**Issue description:**
After setting the Library for a NativeScript resource, we can not clear it. Clicking the circle arrow beside the "Library" text does not help. Clicking "clear" or "New GDNativeLibrary" does not work, neither.

**Steps to reproduce:**
When I create a NativeScript by clicking the inspector, we can set the Library property (a .gdnlib file). However, after we set it, it can not be changed. The only way is to delete the NativeScript and use a new one.

![1](https://user-images.githubusercontent.com/23277204/89269987-45db4a00-d66d-11ea-8171-92df541737bf.png)
Repository: terminal
Issue: Multiple sets of word delimiters for double-click selection
Labels: Issue-Feature,Area-Settings,Product-Terminal

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# Description of the new feature/enhancement

<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->

Currently, users can configure a single set of word delimiters (`wordDelimiters`) to be used for word boundary detection.
Depending on the context users need different sets of word delimiters. 

For example  (`><` marks the double-click selection)
* selecting a full path `Text before >/home/user-name/file< text after` 
* selecting a directory `Text before /home/>user-name</file text after`

Having a possibility to define multiple sets of word delimiters and to dynamically switch between them would support the user in quickly selecting what he intends to.

# Proposed technical implementation details 

<!-- 
A clear and concise description of what you want to happen.
-->
Assuming that multiple sets of word delimiters could be defined then one possibility to provide a dynamic selection would be to use CTRL and ALT to toggle between the sets.   
This way a user could double-click for the standard word delimiter selection, ALT-double-click for a set that only breaks on spaces to select full paths and CTRL-double-click to select path elements by using a set that breaks only on slash.
Repository: pytorch
Issue: Python3 segfaults or doesn't load torch after installation
Labels: module: build,triaged

#42035 

 after installing torch using ``pip3 install torch'' 

>>> import torch
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
ModuleNotFoundError: No module named 'torch'     ## before installation
>>> import torch
Segmentation fault (core dumped)                            ## after installation
frank@thunderstorm:~$ python                                ## installed torchvision using ``pip3 install -U torchvision''
>>> import torch
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
ImportError: No module named torch                       # at least no segfault anymore
>>> 

- PyTorch or Caffe2:
- How you installed PyTorch (conda, pip, source): pip3
- Build command you used (if compiling from source):
- OS: UbuntuStudio 18.04, 4.15.0-112-lowlatency #113-Ubuntu SMP PREEMPT x86_64 GNU/Linux
- PyTorch version: torch-1.6.0
- Python version: 3.6.9
- CUDA/cuDNN version: 
- GPU models and configuration:
- GCC version (if compiling from source):
- CMake version: not installed
- Versions of any other relevant libraries:


cc @malfet
Repository: pytorch
Issue: renorm dim argument is extremely confusing
Labels: module: docs,triaged,better-engineering,module: ux

In `torch.renorm`, `dim` means 
> dim (int) – the dimension to slice over to get the sub-tensors

That is, if one wants to renormalize each row tensor (i.e., tensor along dim **`1`**) of a matrix, they need to specify `dim=0`. This means inconsistency with `.norm` and many other ops. E.g, users will be confused when they see

```py
In [12]: torch.renorm(x, p=1, maxnorm=0.1, dim=-1).norm(p=2, dim=-1)
Out[12]: tensor([0.3127])
```

I don't know what is the proper thing to do, but there should be some improvements done.

cc @jlin27 @mruberry
Repository: godot
Issue: RigidBody2D cannot rotate after CollisionShape2D is disabled
Labels: bug,confirmed,topic:physics

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.2.2.stable.official


**OS/device including version:**
Kubuntu 18.04


**Issue description:**
As described in this issue:

https://github.com/godotengine/godot/issues/30551

After a RigidBody2D disables its CollisionShape2D, it cannot be rotated until the shape is re-enabled.

**Steps to reproduce:**
This is my player:

![image](https://user-images.githubusercontent.com/6429961/89305746-5260a200-d66f-11ea-95d1-7bd827872633.png)


This is the `change_state` method of my player (you can see that INIT and INVULNERABLE disable collision):

```
func change_state(new_state):
	match new_state:
		INIT:
			$CollisionShape2D.set_deferred("disabled", true)
			$Sprite.modulate.a = 0.5
		ALIVE:
			$CollisionShape2D.set_deferred("disabled", false)
			$Sprite.modulate.a = 1.0
		INVULNERABLE:
			$CollisionShape2D.set_deferred("disabled", true)
			$Sprite.modulate.a = 0.5
			$InvulnerabilityTimer.start()
		DEAD:
			$CollisionShape2D.set_deferred("disabled", true)
			$Sprite.hide()
			linear_velocity = Vector2()
			angular_velocity = 0
			emit_signal("dead")
	state = new_state
```
And this is the method used to rotate the player:

```
func _integrate_forces(physics_state):
	set_applied_force(thrust.rotated(rotation))
	set_applied_torque(spin_power * rotation_dir) # this line is not working when shape is disabled
	var state_transform = physics_state.get_transform()
	if state == INIT:
		state_transform = Transform2D(0, screensize/2)
	if state_transform.origin.x > screensize.x + radius:
		state_transform.origin.x = 0 - radius
	if state_transform.origin.y > screensize.y + radius:
		state_transform.origin.y = 0 - radius
	if state_transform.origin.x < 0 - radius:
		state_transform.origin.x = screensize.x + radius
	if state_transform.origin.y < 0 - radius:
		state_transform.origin.y = screensize.y + radius
	physics_state.set_transform(state_transform)
```

When the player is in the `INVULNERABLE` state it doesn't rotate. Please note that `spin_power * rotation_dir` is correctly set to a correct value even in that state.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->

https://bitbucket.org/lukepass/space-rocks/src/master/

Here is the zip: https://bitbucket.org/lukepass/space-rocks/get/7fad1b35ac35.zip

Please the the invulnerability timer to 10 seconds in the Player scene then run the game. Hit a rock and try to turn.

Thanks!
Repository: pytorch
Issue: Docs for Tensor.copy_ non_blocking should mention pinned memory
Labels: module: docs,triaged

## 📚 Documentation

The description on non_blocking should mention pinned memory, since `non_blocking` only affects copies between pinned memory (on the CPU) and GPU.

The current description for the non_blocking argument says "if True and this copy is between CPU and GPU, the copy may occur asynchronously with respect to the host. For other cases, this argument has no effect." 

The docs for `Tensor.cuda()` are better:

"If True and the source is in pinned memory, the copy will be asynchronous with respect to the host. Otherwise, the argument has no effect. Default: False."

Additionally, the description of non_blocking in `Tenosr.to()` should be improved. 

cc @jlin27
Repository: TypeScript
Issue: JSDoc optional property in object
Labels: Domain: JSDoc


**TypeScript Version:**  3.9.x & 4.1.x

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** jsdoc optional 

There seems to be a regression since version 3.9.x where optional params in JSDocs are not converted correctly in declaration files. Several issues were created (linked below) and patches were made, however, it seems that **params nested inside objects** are still not correctly handled as optional when surrounded by brackets. 

**Code**

```ts
/**
 * Does Foo
 *
 * @param {object} opts
 * @param {string} [opts.bar] - is optional
 * @returns void
 */
function foo(opts ) {
  // ..
}
```

**Expected behavior: (as well as actual behavior <=3.8.3)**
```js
declare function foo(opts: {
    bar?: string;
}): void;
```

**Actual behavior:**
```js
declare function foo(opts: {
    bar: string;
}): void;
```

**Related Issues:** <!-- Did you find other bugs that looked similar? -->
https://github.com/microsoft/TypeScript/issues/39111 was addressed with https://github.com/microsoft/TypeScript/pull/39487, but it doesn't seem that nested properties were covered in that fix.
https://github.com/microsoft/TypeScript/pull/39123 and https://github.com/microsoft/TypeScript/pull/39457 seem to relate to Closure notation, not sure if they're related.
Repository: pytorch
Issue: torch rpc lose device information between rpc calls
Labels: triaged,module: rpc

## 🐛 Bug

I use rpc.remote() to instantiate a trainer class on the remote worker, and then call train() function from the rref. The `__init__` function sets the cuda device, and move the model to the right device. However, the current device information is lost during the remote call of train() function. This can cause a mismatch between the model (which is on the target device) and the current master device (reset to 0). This can cause the GPU kernels to be launched at the master device (0) while the input tensors are on the target device, if the GPU kernel is not properly protected by the device guard. 

## To Reproduce

```
import torch.multiprocessing as mp
import os
import sys

import torch
import torch.distributed.rpc as rpc


class Trainer:
    def __init__(self, device_id):
        torch.cuda.set_device(device_id)
        print(f"Trainer init, device = {torch.cuda.current_device()}")

    def train(self):
        print(f"Trainer training, device = {torch.cuda.current_device()}")


def setup_worker(rank, world_size):
    rpc.init_rpc(f"worker-{rank}", rank=rank, world_size=world_size)
    rpc.shutdown()


def setup_master(rank, world_size):
    rpc.init_rpc(f"worker-{rank}", rank=rank, world_size=world_size)
    rref = rpc.remote("worker-0", Trainer, args=(2,))
    # print(rref.to_here())
    fut = rref.rpc_async().train()
    fut.wait()
    rpc.shutdown()


if __name__ == "__main__":
    os.environ["MASTER_ADDR"] = "localhost"
    os.environ["MASTER_PORT"] = "29503"

    world_size = 2
    ctx = mp.get_context("spawn")
    worker_proc = ctx.Process(target=setup_worker, args=(1, world_size))
    worker_proc.start()

    master_proc = ctx.Process(target=setup_master, args=(0, world_size))
    master_proc.start()

    master_proc.join()
    worker_proc.join()
```


Steps to reproduce the behavior:

1. Build on the recent pytorch master
2. run the script
Trainer init, device = 2
Trainer training, device = 0

## Expected behavior

Trainer init, device = 2
Trainer training, device = 2

## Environment

 - PyTorch Version (e.g., 1.0): recent pytorch master
 - OS (e.g., Linux): Linux
 - How you installed PyTorch (`conda`, `pip`, source): source
 - Build command you used (if compiling from source):
 - Python version: 3.6
 - CUDA/cuDNN version: 9.2
 - GPU models and configuration:
 - Any other relevant information:



cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @rohan-varma @xush6528 @jjlilley @osalpekar @jiayisuse
Repository: pytorch
Issue: CuDNN RNN bindings are basically all deprecated in cudnn 8
Labels: module: cudnn,module: rnn,triaged,module: deprecation

Many (all?!!) the rnn-related raw cudnn calls in
https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/cudnn/Descriptors.h
https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/cudnn/RNN.cpp
are deprecated according to
https://docs.nvidia.com/deeplearning/cudnn/api/index.html#api-changes

Not house on fire, we have until cudnn 9 to update, filing so we don't lose track.  I don't mind taking this on at some point since my mental cache is full of RNN stuff after https://github.com/pytorch/pytorch/pull/42385, but I can't work on it immediately.

cc @csarofeen @ptrblck @zou3519 @ngimel @ezyang
Repository: PowerToys
Issue: [PowerRename] use file meta tags /meta data to rename files
Labels: Idea-Enhancement,Product-PowerRename

## 📝 Provide a description of the new feature

For example, you have  folder with photos with filenames like numbers and/or dates (001.jpg, 002.jpg, etc.), you can rename the files to have the folder name ("Product X-001.jpg").

[ReNamer:Meta_Tags](https://www.den4b.com/wiki/ReNamer:Meta_Tags)

![](https://www.den4b.com/forum/img/members/2/Presets-directory-structure.png)
 

_What is the expected behavior of the proposed feature?  What is the scenario this would be used?_

Rename files based on rules of meta tags values of the file.

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: terminal
Issue: Allow commands with user-defined names to be hidden from cmdpal
Labels: Area-UserInterface,Product-Terminal,Issue-Task

Currently we can return an empty string from `GenerateName()` in order to hide a command from the cmdpal, but if a user decides to explicitly give their command a name, it'll show up because it doesn't hit `GenerateName()`. There's no smooth way to hide the command in this case. This is really just to appease the ATS's (#6732) _very minor_ desire to hide `anchor` mode from the cmdpal because the use case doesn't really make much sense.
Repository: vscode
Issue: authentication.onDidChangeSessions should fire when access is revoked by a user
Labels: feature-request,authentication

Testing #103871

Currently the `authentication.onDidChangeSessions` doesn't fire if the user revokes an extension's access to a login. I would except that it would fire in that case, or have another event that an extension can listen for.
Repository: ant-design
Issue: Add back expandIconAsCell={false} in > 4.0
Labels: help wanted,Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### What problem does this feature solve?
It used to be possible to set `expandIconAsCell={false}` and have the expand Icon show up in the same cell as other data.  This was a much more compressed layout and better when you also are using the table select or have some rows that cannot be expanded.

Maybe it's possible to achieve this via different API, but it's not documented and is a breaking change when upgrading from 3.x

### What does the proposed API look like?
Add back `expandIconAsCell`.  Same API as before

### Example

**3.x**

<img width="704" alt="https___realself--full--c_visualforce_com_apex_quote_id_0061k000008ZaKu" src="https://user-images.githubusercontent.com/5217568/89360689-7c718e80-d686-11ea-804e-2a0d46b2eeec.png">


**4.x**
<img width="683" alt="https___realself--full--c_visualforce_com_apex_quote_id_0061k000008ZaKu_local_1" src="https://user-images.githubusercontent.com/5217568/89360723-8dba9b00-d686-11ea-9334-6682468cbbb2.png">




<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: create-react-app
Issue: Use memo: true flag with SVGR
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?
My situation is, I have components that pass an SVG icon to another component, because the SVG instance always changes, I have a lot of unnecessary re-renders (e.g. `<MyBigComponent icon={<MySvg />} />`.

### Describe the solution you'd like
SVGR has a memo option: https://react-svgr.com/docs/options/#memo which wraps all SVG components in `React.memo`. This would resolve the issue above. Additionally, I can't really think how `memo` would break existing projects so I believe it would be a helpful addition to create-react-app.

### Describe alternatives you've considered
Alternative solutions that come to mind include something like `useMemo(() => <MySvg />, [])` but something about that feels wrong.
Repository: excalidraw
Issue: Remove uncommitted point when alt is lifted
Labels: enhancement

This is for editing linear elements. When you press alt and move cursor a new point is added.

Right now this "uncommitted" point is removed after alt key is released and cursor is moved.

I think we should remove the point straight away after the key is released. This will make the interaction feel snappier.
Repository: TypeScript
Issue: Pedantic: deny mutable type generalization
Labels: Suggestion,Awaiting More Feedback

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Please help us by doing the following steps before logging an issue:
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## Search Terms

type generalization 
type expanding

## Suggestion

Currently we have a vulnerability in type safety of mutable variables. You can generalize the type of some variable and change its value by passing there something not compatible with the old type. Examples:

```ts
const a: Array<number> = [1, 2]

const b: Array<number | string> = a

b.push('a is not array of numbers anymore')
```

```ts
const a = { data: 0 }

function b (param: { data: string | number }) {
  param.data = 'a is broken now'
}

b(a)
```
So I suggest adding a new compiler option under 'pedantic' label which will deny such type conversions:

```ts
const a: Array<number> = [1, 2]

// Error: type 'Array<number>' is not assignable to 'Array<number | string>'
const b: Array<number | string> = a
```

```ts
const a: Array<number> = [1, 2]

// OK: 'ReadonlyArray' won't let us mutate the state of 'a'
const b: ReadonlyArray<number | string> = a
```

```ts
const a = { foo: 0, bar: 'string' }

function b (param: { readonly foo: number | string, bar: string }) {
  param.bar = String(param.foo)
}

// OK
// property 'foo: number' is assignable to 'readonly foo: number | string'
// property 'bar: string' is assignable to 'bar: string'
b(a) 

function c (param: { readonly foo: number | string, bar: number | string }) {
  param.bar = String(param.foo)
}

// Error: property 'bar: string' is not assignable to 'bar: number | string'
c(a)
```
Repository: terminal
Issue: Show a more descriptive error message when the ConptyConnection fails to start for some reason
Labels: Help Wanted,Area-TerminalConnection,Product-Terminal,Issue-Task,In-PR,good first issue

# Description of the new feature/enhancement

Show a speaking error message, when it is necessary to run Terminal with admin privileges. See https://github.com/microsoft/terminal/issues/4272 for the problem

# Proposed technical implementation details (optional)

<!-- 
A clear and concise description of what you want to happen.
-->
Repository: flutter
Issue: [feature-request] Per-segment width of Paint()
Labels: c: new feature,framework,f: material design,c: proposal,team-design,triaged-design

## Use case

When drawing to a canvas, it's sometimes useful to have lines with a non-static width. Especially, when representing human handwriting or realistic paintings on a canvas, a per-segment width or a curve representing the development of the stroke width is absolutely mandatory.

In my current case, I would like to use this feature in a [handwriting and sketching software](https://gitlab.com/TheOneWithTheBraid/xournalpp_mobile).

## Proposal

I would propose to extend the [Paint() class](https://api.flutter.dev/flutter/dart-ui/Paint-class.html) from `dart:ui` like the following:

```dart
class Paint() {
    /// a function to determinate the current width at the current offset between 0 and 1
    Function(double offset) strokeWidthBuilder;
}

...

Painter myPainter = new Paint();
    ..strokeWidthBuilder = (offset) {
        return 2 * offset - 5;
    }
```
Repository: TypeScript
Issue: Bogus "duplicate identifier" when checking JS code
Labels: Bug,checkJs

<!-- 🚨 STOP 🚨 STOP 🚨 STOP 🚨

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Please help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ: https://github.com/Microsoft/TypeScript/wiki/FAQ

Please fill in the *entire* template below.
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**TypeScript Version:**  >= 3.9
The problem doesn't occur when compiling with 3.8.* or 3.9.0-beta, but all other versions of 3.9, 4.0 and 4.1 reproduce the issue.

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** duplicate identifier

**Code**

a.js
```js
/** @type {import('./types').Config} */
const data = JSON.parse('');
data.uploads = {};


module.exports = data;
```
types.d.ts
```ts
export interface Config {
    uploads: {
    }
}
```
tsconfig.json
```json
{
    "compilerOptions": {
        "noEmit": true,
        "allowJs": true,
        "checkJs": true
    },
    "include": [ "*.js", "*.ts" ]
}

```

Run `tsc`

**Expected behavior:** Code compiles without errors

**Actual behavior:**
```
a.js:3:1 - error TS2300: Duplicate identifier 'uploads'.

 data.uploads = {};
  ~~~~~~~~~~~~

  types.d.ts:2:5
         uploads: {
          ~~~~~~~
    'uploads' was also declared here.


Found 1 error.
```

**Workarounds:**
Specifying type of `module.exports` like the following:
a.js
```js
/** @type {import('./types').Config} */
const data = JSON.parse('');
data.uploads = {};

/** @type {import('./types').Config} */
module.exports = data;
```

Exporting `data` differently:
`module.exports = { data };`

Changing the file extension of `a.js` to `ts` (however, this not an option for us, we are only using tsc for type checking)