sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: `--emit=dep-info` + `-Zunpretty=expanded` emits output
Labels: T-compiler,C-bug,A-CLI

In 1.58, running:

```sh
echo 'fn main() {}' | rustc --emit=dep-info,obj,metadata -
```

will generate `.d`, `.o` and `.rmeta` files, as expected. However, running with `-Zunpretty=expanded`:

```sh
echo 'fn main() {}' | rustc --emit=dep-info,obj,metadata -Zunpretty=expanded -
```

will generate the `.d` only. I would have expected that `rustc` does not generate any file, or that it generates all of them, or that it complains if `--emit` and `-Zunpretty` are supposed to be incompatible with each other. Should users avoid mixing both at the moment?

(I assume that, eventually, `--emit=dep-info,expanded` would give the dependency information about the expanded output file like it does for the others; which is fine)

It also happens with e.g. `-Zunpretty=hir`, but not with `-Zunpretty=normal` or `-Zunpretty=ast-tree`; thus it looks like a consequence of which passes are executed in the compiler.

Possibly related: https://github.com/rust-lang/rust/issues/60857.
Repository: TypeScript
Issue: Ability to set a type on an imported variable
Labels: Suggestion,Awaiting More Feedback

# Suggestion

The ability to set/assign/override/declare a type on an imported variable. This is for making the following 2 features work:
```ts
// 1
import { something: myType } from "./module.js"

// 2
// Remove `readonly` from module alias, eg. via a mapped type
type CreateMutable<Type> = { -readonly [Property in keyof Type]: Type[Property] }
import * as moduleAlias : CreateMutable<typeof moduleAlias> from "./module.js"
moduleAlias.a = 1 // to make this possible (for global shared variables, see below)
```

The supposed alternative of creating a "d.ts" file is unfeasable.
Because a "d.ts" overrides the entire module and so one loses typehints for everything in the ".js" that is not in the "d.ts". 
You cannot declare 2 types that you care about and leave everything else as is.   
The other alternative - declaring a module - is the exact same thing with the exact same problem and cannot be applied on ".js" files (TS2664)  `declare module "./module.js" { /* ... */}`  
  
Workaround for some cases
```js
import { something as something_ } from "./module.js"
var something: typeof myType = something_
```

## 💻 Use Cases
This workaround does not work for:
```js
import * as all_ from "./module.js"
var all: typeof myType = all_ // this would make the bundler create an object "all_" - Not what you want
```
This workaround does not work for global shared variables that are to be used (and changed) in multiple files
```js
// globals.ts:
export var a = 1
// main.ts:
import * as globals from "./globals"
globals.a = 2
// bundles to:
var a = 1
a = 2
```
The global variables case could be solved, more or less, with `// @ts-ignore TS2540` (#19139). A non-solution is `// @ts-nocheck`.
Repository: flutter
Issue: Tune PageView physics for iOS fidelity
Labels: platform-ios,framework,a: fidelity,f: scrolling,P2,team-framework,triaged-framework

https://github.com/flutter/flutter/pull/95423 copied the Android ViewPager physics into PageView.

The iOS UIPageViewController implementation is not open source, but judging with [tabs_overlay](https://github.com/nt4f04uNd/tabs_overlay) app, it is quite similar. One could use this app to add a platform check and tune the physics for iOS.
Repository: flutter
Issue: Add platform view tests for macOS
Labels: a: tests,team,framework,engine,platform-mac,P2,team-engine,triaged-engine

This can be done as scenario app tests for example.
Repository: flutter
Issue: FadeInImage should allow the removal of the "fadeout" of the placeholder
Labels: c: new feature,framework,f: material design,c: proposal,team-design,triaged-design


While using the "FadeInImage" widget, an option to disable the fadeout of the place should be given.
I want my images to appear after loading without the placeholder being gone. It is weird to have a transition to blank, to have a transition to the image once the previous one is finished.

## Proposal
A boolean parameter on the constructor to disable the fade out of the placeholder.
If that behaviour is selected, the loaded image should appear on top of the placeholder. Now the placeholder gets faded out before the image gets faded in.
Repository: godot
Issue: 3D Grid Map rotate tiles in weird way.
Labels: bug,topic:editor,usability,topic:3d

### Godot version

3.4.2

### System information

Windows 10, GLES2 - Graphic card Vega8 (AMD Ryzen 3 2200 G)

### Issue description

This is a bug and a feature request.
I am making a PacMan clone in 3D to study all features of Godot vs other game engines.
I created the left side of the scenario and I need "mirror" all tiles to the other side.
I not see any "mirror" button, but I try the rotation (D key). 
When selecting various tiles and pressing D to rotate the tiles, the rotation is applied individually by tile as you can see in the video in the corners tiles, but after clicking to confirm the operation the tiles are rotated as expected, but the **grid map screen lose the focus** and I need click in the gridmap node one more time.
**We need a "mirror" button or option to work in all tiles in the right way**. Mirror scenarios  is a common task in many games.  

You Tube link:
[https://youtu.be/vQUNCx0WW-o](https://youtu.be/vQUNCx0WW-o)


### Steps to reproduce

1 - Create a 3D grid map
2 - Select the tiles to mirror.
3 - Copy the tiles.
4 - Rotate the tiles pressing the D key.
5 - (observe the tiles rotating in wrong positions)
6 - Click to confirm the operation.
7 - (observe the tiles in the right position but the screen lose the focus, you will need click in the node grid one more time) 

### Minimal reproduction project

_No response_
Repository: rust
Issue: Compiler spends all available memory when large array is initialized with lazy_static
Labels: I-compilemem,C-bug

I tried this code:

```rust
use std::sync::Mutex;
use lazy_static::lazy_static;

const ROWS: usize = 100000;
const COLS: usize = 10000;

lazy_static! {
    static ref TWODARRAY: Mutex<[[u128; COLS]; ROWS]> = Mutex::new([[0; COLS]; ROWS]);
} 

fn main() {
    let mut twodarray = TWODARRAY.lock().unwrap();
}
```

I expected it to compile successfully.

Instead, the compiler spent all available RAM and swap, and I had to kill it. From `top`:

```
26208 hniksic   20   0  0.102t 7.939g  86392 S  96.8 58.0   0:04.78 rustc                                               
```

### Meta

`rustc --version --verbose`:
```
rustc 1.58.1 (db9d1b20b 2022-01-20)
binary: rustc
commit-hash: db9d1b20bba1968c1ec1fc49616d4742c1725b4b
commit-date: 2022-01-20
host: x86_64-unknown-linux-gnu
release: 1.58.1
LLVM version: 13.0.0
```

</details>
Repository: godot
Issue: Memory leak when using `get_last_slide_collision()`
Labels: bug,confirmed,topic:physics

### Godot version

v4.0.dev.custom_build [b5f524d4c]

### System information

Linux Mint - Vulkan API 1.2.131 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080

### Issue description

Using `get_last_slide_collision() ` causes object to be created but never deleted.

This can be seen in the object count in the profiler.

### Steps to reproduce

Use a `CharacterBody2D` and use `get_last_slide_collision()` when a collision happenes.  
Check with `Performance.get_monitor(Performance.OBJECT_COUNT)` or the profiler in the editor that the object count is only increasing.

OR

Run the attached project to see the issue with everything prepared.

### Minimal reproduction project

1. The player (white square) will fall and collide with the static collider (white rectangle).
2. In the UI you can see the current number of existing objects
3. Press space to jump
4. Notice that the number of objects will not increase as long as the player is NOT colliding with the ground

[MemoryLeak_get_last_slide_collision.zip](https://github.com/godotengine/godot/files/7919296/MemoryLeak_get_last_slide_collision.zip)
Repository: angular
Issue: Angular animation not properly encapsulated from child component
Labels: area: animations,P3

### Which @angular/* package(s) are the source of the bug?

animations

### Is this a regression?

Yes

### Description

If `ParentComponent` has an animation name `XYZ` and `childComponent` has the same animation name `XYZ` but different transition effect. **Then the animation wont run properly.**

### app html, css, ts code respectively 
```
<button (click)="toggleAnimation()">Animate Box</button>
<app-green  [@XYZ] *ngIf="showGreenBox"></app-green>
<div [@XYZ] class="test" *ngIf="showGreenBox"></div>
```
```
app-green{
 display: block;
}
.test {
  width: 200px;
  height: 200px;
  background-color: green;
  margin: 20px;
}
```
```
...
  animations: [
    trigger('XYZ', [
      transition(':enter', [style({ opacity: 0 }), animate(500)]),
      transition(':leave', [animate(500, style({ opacity: 0 }))]),
    ]),
  ],
})
export class AppComponent {
  public showGreenBox = false;

  toggleAnimation() {
    this.showGreenBox = !this.showGreenBox;
  }
}
```
### green html, css, ts code respectively 
```
<div></div>
```
```
div {
  width: 200px;
  height: 200px;
  background-color: green;
  margin: 20px;
}
```
```
...
  animations: [
    trigger('XYZ', [
      transition(':enter', [
        style({ transform: 'translateX(200%)' }),
        animate(280),
      ]),
      transition(':leave', [
        animate(280, style({ transform: 'translateX(200%)' })),
      ]),
    ]),
  ],
...
```

https://user-images.githubusercontent.com/69388870/150659205-4973e21d-d119-4f80-b307-50648900ef14.mp4

Changing the animation name of `childComponent` solves this problem

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/angular-ivy-fxfbvh?file=src%2Fapp%2Fapp.component.html

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

```true
{
  "name": "angular",
  "version": "0.0.0",
  "private": true,
  "dependencies": {
    "@angular/animations": "^12.2.5",
    "@angular/common": "^12.2.5",
    "@angular/compiler": "^12.2.5",
    "@angular/core": "^12.2.5",
    "@angular/forms": "^12.2.5",
    "@angular/platform-browser": "^12.2.5",
    "@angular/platform-browser-dynamic": "^12.2.5",
    "@angular/router": "^12.2.5",
    "rxjs": "^7.3.0",
    "tslib": "^2.3.1",
    "zone.js": "^0.11.4"
  },
  "devDependencies": {
    "@angular-devkit/build-angular": "~0.1100.4",
    "@angular/cli": "~11.0.4",
    "@angular/compiler-cli": "~11.0.4",
    "@types/jasmine": "~3.6.0",
    "@types/node": "^12.11.1",
    "codelyzer": "^6.0.0",
    "jasmine-core": "~3.6.0",
    "jasmine-spec-reporter": "~5.0.0",
    "karma": "~5.1.0",
    "karma-chrome-launcher": "~3.1.0",
    "karma-coverage": "~2.0.3",
    "karma-jasmine": "~4.0.0",
    "karma-jasmine-html-reporter": "^1.5.0",
    "protractor": "~7.0.0",
    "ts-node": "~8.3.0",
    "tslint": "~6.1.0",
    "typescript": "~4.0.2"
  }
}
```


### Anything else?

_No response_
Repository: go
Issue: x/tools/gopls: provide a way to suppress analysis diagnostics for certain files
Labels: FeatureRequest,gopls,Tools,Analysis

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### gopls version

```sh
❯ gopls -v version
Build info
----------
golang.org/x/tools/gopls master
    golang.org/x/tools/gopls@(devel)
    github.com/BurntSushi/toml@v0.4.1 h1:GaI7EiDXDRfa8VshkTj7Fym7ha+y8/XxIgD2okUIjLw=
    github.com/google/go-cmp@v0.5.6 h1:BKbKCqvP6I+rmFHt06ZmyQtvB8xAkWdhFyr0ZUNZcxQ=
    github.com/sergi/go-diff@v1.1.0 h1:we8PVUC3FE2uYfodKH/nBHMSetSfHDR6scGdBi+erh0=
    golang.org/x/mod@v0.5.1 h1:OJxoQ/rynoF0dcCdI7cLPktw/hR2cueqYfjm43oqK38=
    golang.org/x/sync@v0.0.0-20210220032951-036812b2e83c h1:5KslGYwFpkhGh+Q16bwMP3cOontH8FOep7tGV86Y7SQ=
    golang.org/x/sys@v0.0.0-20211019181941-9d821ace8654 h1:id054HUawV2/6IGm2IV8KZQjqtwAOo2CYlOToYqa0d0=
    golang.org/x/text@v0.3.7 h1:olpwvP2KacW1ZWvsR7uQhoyTYvKAupfQrRGBFM352Gk=
    golang.org/x/tools@v0.1.7 => ../
    golang.org/x/xerrors@v0.0.0-20200804184101-5ec99f83aff1 h1:go1bK/D/BFZV2I8cIQd1NKEZ+0owSTG1fDTci4IqFcE=
    honnef.co/go/tools@v0.2.1 h1:/EPr//+UMMXwMTkXvCCoaJDq8cpjMO80Ou+L4PDo2mY=
    mvdan.cc/gofumpt@v0.1.1 h1:bi/1aS/5W00E2ny5q65w9SnKpWEF/UIOqDYBILpo9rA=
    mvdan.cc/xurls/v2@v2.3.0 h1:59Olnbt67UKpxF1EwVBopJvkSUBmgtb468E4GVWIZ1I=
```

Is there a way to stop the linter for just one function or file?

In some of our tests we're bad bad things intentionally and it just clutters the problems pane.
Repository: godot
Issue: EditorProperty labels use vertical centered text
Labels: enhancement,topic:editor,topic:plugin

### Godot version

v3.4.2.stable.official [45eaa2daf]

### System information

Windows 10, GLES 3

### Issue description

When an EditorProperty's content is taller than its label height, its label text is centered. This is inconsistent with built-in EditorProperties, which have their label text top-aligned.

Custom EditorProperty:
![image](https://user-images.githubusercontent.com/67974470/150663346-775b933b-2e94-413d-ac12-ce9e9da20ecd.png)

Built-in EditorProperty:
![image](https://user-images.githubusercontent.com/67974470/150663352-dd572ba3-a588-4d9e-a502-1072f3d9a258.png)
![image](https://user-images.githubusercontent.com/67974470/150663350-485e0dd7-5f7b-4d24-9759-58c19c510b05.png)


### Steps to reproduce

* Create a new plugin
* Add an EditorInspectorPlugin
* Make the EditorInspectorPlugin add an EditorProperty with content that is taller than the default label height
* Observe that the text is centered rather than top-aligned

### Minimal reproduction project

[EditorProperty Label Bug.zip](https://github.com/godotengine/godot/files/7919679/EditorProperty.Label.Bug.zip)
Repository: pytorch
Issue: _GLIBCXX_USE_CXX11_ABI=0 does not work when building from source code
Labels: module: build,triaged

### 🐛 Describe the bug

On my system with gcc version 9.3.0 (Ubuntu 9.3.0-17ubuntu1~20.04), the abi-check automatically checks the system and enables _GLIBCXX_USE_CXX11_ABI.   While this flag is False with 'pip install torch==1.10', I want to build pytorch on my system from source code with _GLIBCXX_USE_CXX11_ABI disabled to match the same behavior of pytorch official binary release.

Here are the steps:
```
$ git rev-parse HEAD
3a03af2f505494582f1359254431f0c47fd88705

$ rm -rf *
$ git checkout .
$ git submodule update --init --recursive

$ VERBOSE=1 _GLIBCXX_USE_CXX11_ABI=OFF python setup.py install > build.log 2>&1
```

and the flag works according to cmake output:
```
-- _GLIBCXX_USE_CXX11_ABI is already defined as a cmake variable
-- Determined _GLIBCXX_USE_CXX11_ABI=OFF
```

but, I do not find this flag in the compiling command line.

And, after the build is done.
```
$ cd
$ python -c "import torch; print(torch._C._GLIBCXX_USE_CXX11_ABI)"
True
```

My expectation is that torch._C._GLIBCXX_USE_CXX11_ABI is False.

### Versions

$ python collect_env.py
Collecting environment information...
PyTorch version: 1.11.0a0+git3a03af2
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.2 LTS (x86_64)
GCC version: (Ubuntu 9.3.0-17ubuntu1~20.04) 9.3.0
Clang version: Could not collect
CMake version: version 3.16.3
Libc version: glibc-2.10

Python version: 3.7.9 (default, Aug 31 2020, 12:42:55)  [GCC 7.3.0] (64-bit runtime)
Python platform: Linux-5.10.54+prerelease2400.2-x86_64-with-debian-bullseye-sid
Is CUDA available: False
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.21.5
[pip3] torch==1.11.0a0+git3a03af2
[pip3] torchvision==0.10.0
[conda] numpy                     1.21.5                   pypi_0    pypi
[conda] torch                     1.11.0a0+git3a03af2          pypi_0    pypi
[conda] torchvision               0.10.0                   pypi_0    pypi



cc @malfet @seemethere
Repository: pytorch
Issue: EMA optimizer: class-form and function-form (using new foreach_lerp) - can be used for explicit robust updates of BatchNorm stats
Labels: module: optimizer,triaged,function request,module: mta

### 🚀 The feature, motivation and pitch

I'd like to simplify the exponential moving average optimization update for teacher-student model:
```python
for param_teacher, param_student in zip(self.teacher_encoder_proj.parameters(), self.student_encoder_proj.parameters()):
           param_teacher.data.lerp_(param_student.data, 1 - param_momentum)
```

I was looking for a foreach version of lerp used in https://github.com/pytorch/pytorch/blob/acb340de75367985164a67234be7ee7ddf4b546e/torch/optim/_multi_tensor/_functional.py and found only :

```python
torch._foreach_mul_(exp_avg_sq, beta2)
torch._foreach_addcmul_(exp_avg_sq, grads, grads, 1 - beta2)
```

Not sure if this is indeed lerp, but if it is, it would be beneficial to have a `_foreach_lerp_` that has a simpler API and saves the number of kernel calls.

It would also be nice to have the available foreach method list documented somewhere even with a notice that they are experimental and are subject to change: https://pytorch.org/docs/stable/search.html?q=foreach&check_keywords=yes&area=default#

### Alternatives

_No response_

### Additional context

_No response_

cc @vincentqb @jbschlosser @albanD @janeyx99 @crcrpar @mcarilli @ngimel
Repository: vscode
Issue: Changing brackets pair in code (feature request)
Labels: feature-request,editor-bracket-matching

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Assume, I have a list in Python. For example:

```py
[1, 2, 3]
```

But, I want to change this list to a tuple by changing the square brackets to round brackets:

```py
(1, 2, 3)
```

It takes some time to change the square brackets to round brackets

 So, VS Code should include a refactoring option for lists and tuples in Python when we are on a list or a tuple to change the type of bracket pair.

Thank you very much
Repository: yt-dlp
Issue: platzi Unable to extract data 
Labels: account-needed,site-bug

### Checklist

- [X] I'm reporting a broken site
- [X] I've verified that I'm running yt-dlp version **2022.01.21**. ([update instructions](https://github.com/yt-dlp/yt-dlp#update))
- [X] I've checked that all provided URLs are alive and playable in a browser
- [X] I've checked that all URLs and arguments with special characters are [properly quoted or escaped](https://github.com/ytdl-org/youtube-dl#video-url-contains-an-ampersand-and-im-getting-some-strange-output-1-2839-or-v-is-not-recognized-as-an-internal-or-external-command)
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues including closed ones. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)
- [ ] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and I'm willing to share it if required

### Region

mexico

### Description

platzi error self._search_regex(r'data\s*=\s*({.+?})\s*;', webpage, 'data') expression do not find data

### Verbose log

```shell
yt-dlp -vU --cookies platzi.com_cookies.txt https://platzi.com/clases/canvas/
[debug] Command-line config: ['-vU', '--cookies', 'platzi.com_cookies.txt', 'https://platzi.com/clases/canvas/']
[debug] Encodings: locale UTF-8, fs utf-8, out utf-8, err utf-8, pref UTF-8
[debug] yt-dlp version 2022.01.21 [f20d607b0]
[debug] Python version 3.8.5 (CPython 64bit) - macOS-10.16-x86_64-i386-64bit
[debug] exe versions: ffmpeg 4.4.1 (setts), ffprobe 4.4.1
[debug] Optional libraries: Cryptodome, mutagen, sqlite, websockets
[debug] Proxy map: {}
Latest version: 2022.01.21, Current version: 2022.01.21
yt-dlp is up to date (2022.01.21)
[debug] [PlatziCourse] Extracting URL: https://platzi.com/clases/canvas/
[PlatziCourse] canvas: Downloading webpage
ERROR: [PlatziCourse] canvas: Unable to extract data; please report this issue on  https://github.com/yt-dlp/yt-dlp . Make sure you are using the latest version; see  https://github.com/yt-dlp/yt-dlp  on how to update. Be sure to call yt-dlp with the --verbose flag and include its complete output.; please report this issue on  https://github.com/yt-dlp/yt-dlp . Make sure you are using the latest version; see  https://github.com/yt-dlp/yt-dlp  on how to update. Be sure to call yt-dlp with the --verbose flag and include its complete output.
  File "/Users/x1/opt/anaconda3/lib/python3.8/site-packages/yt_dlp/extractor/common.py", line 612, in extract
    ie_result = self._real_extract(url)
  File "/Users/x1/opt/anaconda3/lib/python3.8/site-packages/yt_dlp/extractor/platzi.py", line 190, in _real_extract
    self._search_regex(r'data\s*=\s*({.+?})\s*;', webpage, 'data'),
  File "/Users/x1/opt/anaconda3/lib/python3.8/site-packages/yt_dlp/extractor/common.py", line 1186, in _search_regex
    raise RegexNotFoundError('Unable to extract %s' % _name)
```