sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Using left/right arrow keys to jump between wrapped lines causes cursor to skip a character
Labels: feature-request,editor-multicursor,editor-wrapping

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- VS Code Version: 1.58.0-insider, 1.57.1 stable
- OS Version: macOS 11.4

Steps to Reproduce:

1. Enable word wrapping
2. Create file with contents such as:
```html
<!DOCTYPE html>
<html>
    <head>
        <title>Example</title>
    </head>
    <body>
        <p>This is an example of a simple HTML page with one paragraph.</p>
    </body>
</html>

```

3. Resize panes to force word wrapping (targeting the `<p>...</p>` line above).
4. Place cursor at the **end** of the **first line** that is word-wrapped (most likely after a whitespace).
5. Press right arrow key. Cursor skips to the second position of the next line.
6. Press left arrow key once. Cursor goes to first position of the next line.
7. Press left arrow key again. Cursor goes to second last position of the previous line.


Demo video:

https://user-images.githubusercontent.com/9157833/122717474-82317d80-d220-11eb-9d9a-a78167c8a6a7.mov
Repository: godot
Issue: When duplicating a DirectionalLight, it is duplicated with base values
Labels: bug,topic:editor,needs testing

### Godot version

3.2.2 Windows mono stable

### System information

Windows 10, Ryzen 7 3750H, Radeon RX 5500M, 14GB RAM

### Issue description

When duplicating a node I assume the values to be the same derived from the node that I duplicated. 

### Steps to reproduce

Select town_scene.tscn and switch to 3D mode, select Node DirectionalLight under Node and duplicate it.

Easy fix to make all 3D objects individual, all the while retaining their original values is by offsetting the position and leave all other values the same, maybe by adding 1 to x, y and z. This could apply to all 3D objects and their duplication process, so that a true replication of a node can happen, ie. carrying over values from the derived node.

Heads up: I used truckdemo, this is an old downloadable project, could be that this is an issue pertaining to old projects.

### Minimal reproduction project

[truckdemo.zip](https://github.com/godotengine/godot/files/6684753/truckdemo.zip)
Repository: scrcpy
Issue: [Feature request] Log input events at real location (not only the values sent from the client to the server)
Labels: feature request

It is wrong to return coordinate information when scrcpy - vverbose is used with other parameters.
Repository: rust
Issue: error from missing `?` is quite confusing
Labels: A-diagnostics,T-compiler,E-needs-mcve

Given the code on [branch issue-86508](https://github.com/nikomatsakis/optopodi/tree/issue-86508) in the repo https://github.com/nikomatsakis/optopodi, with this function:

```rust
#[async_trait]
impl GQL for octocrab::Octocrab {
    async fn graphql_raw<R: octocrab::FromResponse>(
        &self,
        body: &(impl serde::Serialize + ?Sized),
    ) -> octocrab::Result<R> {
        self.post("graphql", Some(&body)).await?
    }
}
```

The current output is:

```
error[E0277]: the trait bound `R: Deserialize<'_>` is not satisfied
  --> src/metrics/list_repos.rs:90:14
   |
90 |         self.post("graphql", Some(&body)).await?
   |              ^^^^ the trait `Deserialize<'_>` is not implemented for `R`
   |
   = note: required because of the requirements on the impl of `for<'de> Deserialize<'de>` for `std::result::Result<R, octocrab::Error>`
   = note: required because of the requirements on the impl of `DeserializeOwned` for `std::result::Result<R, octocrab::Error>`
   = note: required because of the requirements on the impl of `FromResponse` for `std::result::Result<R, octocrab::Error>`
help: consider further restricting this bound
   |
86 |     async fn graphql_raw<R + Deserialize<'_>: octocrab::FromResponse>(
   |                            ^^^^^^^^^^^^^^^^^
```

The fix to make the code compile (well, at least to get to a different error) is to either remove the `?` or else write `Ok(self.post(...).await?)`. This error was not especially helpful towards figuring that out!

I believe the error comes about because the [`post` method from octocrab](https://docs.rs/octocrab/0.9.1/octocrab/struct.Octocrab.html#method.post) returns a `Result<?X>`, where `?X` is here getting inferred to `octocrab::Result<R>`, and .. yeah well I don't know for sure what the reasoning is. =)

Apologies that I wasn't able to reduce to a self-standing repo yet.
Repository: godot
Issue: Implement MSAA or supersampling in ReflectionProbes for a smoother result
Labels: enhancement,topic:rendering,topic:3d

### Godot version

3.3.2

### System information

Windows 10, 1650, same problem even for Android Tablets

### Issue description

I have had a lot of good feedback and good will from:         
https://www.reddit.com/r/godot/comments/o4b5z1/so_after_freaking_my_godot_is_only_used_for_pixel/              
Currently the top post at 679 upvotes within 8 hours and I feel maybe this should give me enough confident to ask this question least I look too much like a noob.     

Actual Demo - Godot's HTML 5 export is awesome ! I think a lot of people overlooked the realism that Godot can achieve in the HTML 5 department dominated by low poly retro simple js demos:
https://www.bracerjack.com/godot/NDE_Symposium/

I managed to make it look realistic thanks to Godot's rendering tech but I couldn't get the edges inside the reflection and ONLY inside the reflection to anti-alias, the edges on everywhere else OUTSIDE of the reflection zone looks great, just the edges inside the reflection looks really jagged.     

I have turned on Msaa to 4x and it makes all the edges looks anti-alias, which is good and beautiful, but no effect on the reflection, the edges inside the reflection continues to look non-aliased.

I have set the Atlas Subdiv to 1 because I am using only one reflection probe, though the reflection image clears up good, the edges inside the reflections are still non-aliased.

I have tried increasing the Atlas Size all the way to 8K, the reflection data clears up but the edges inside the reflections are still non-aliased.

![00](https://user-images.githubusercontent.com/46036208/122735088-498db480-d2b1-11eb-859b-2fc6b8030901.png)
![01](https://user-images.githubusercontent.com/46036208/122735103-4c88a500-d2b1-11eb-9e88-62c56cd9faeb.png)
![02](https://user-images.githubusercontent.com/46036208/122735111-4e526880-d2b1-11eb-936b-7eadddb2766d.png)






### Steps to reproduce

Model a Building in Godot to scale, texture it.
Put in one reflection probe, set Atlas Subdiv to 1.

You will find that increasing Atlas Size will not anti-alias edges in the reflection.
You will find that enabling Msaa, no matter how high you go, will not anti-alias edges in the reflection.
Repository: youtube-dl
Issue: Profile information
Labels: question

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## Checklist

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## Question

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Dear all,
I would like to know if Youtube-dl can download profile information (channel description, statistics (joined on, total views), details, links, e.g.) and which commands I have to use. I haven't found anything in the README.
Thank you in advance.
Repository: TypeScript
Issue: Provide refactor to generate proxy class
Labels: Suggestion,Awaiting More Feedback

# Suggestion

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  Please fill in each section completely. Thank you!
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## 🔍 Search Terms
refactor, proxy

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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).


## ⭐ Suggestion

Provide a refactor to allow generate proxy call by extended class or a field.

<!-- A summary of what you'd like to see added or changed -->

## 📃 Motivating Example

#### By class extends

![proxy_class](https://user-images.githubusercontent.com/6831019/122740671-c8392080-d2b6-11eb-81f4-a9822c0fd14e.gif)

#### By property

![proxy_property](https://user-images.githubusercontent.com/6831019/122740684-ca9b7a80-d2b6-11eb-8a52-3537b048c230.gif)


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Repository: rust
Issue: Compiler fails to recognize that `println!` does not mutate the value
Labels: I-slow,C-enhancement,T-compiler

Consider the following two functions:
```rust
fn copy() {
    for a in 0..=1000 {
        for b in 0..=1000 {
            for c in 0..=1000 {
                if a * a + b * b == c * c && a + b + c == 1000 {
                    let (a2, b2, c2) = (a, b, c);
                    println!("a:{} b:{} c:{}", a2, b2, c2);
                }
            }
        }
    }
}

fn no_copy() {
    for a in 0..=1000 {
        for b in 0..=1000 {
            for c in 0..=1000 {
                if a * a + b * b == c * c && a + b + c == 1000 {
                    println!("a:{} b:{} c:{}", a, b, c);
                }
            }
        }
    }
}
```
I would expect these functions to be the same when compiling with optimizations turned on, but they are not.

Currently on nightly `copy` is faster than `no_copy`. I speculate it is because `println!` acts like a black box for whether `a`, `b` and `c` will be mutated or not.

[Godbolt](https://rust.godbolt.org/z/baMcqn98b)

[Playground](https://play.rust-lang.org/?version=nightly&mode=release&edition=2018&gist=88690a9457cb46897d2047da58a6ce33) to see the time difference

@rustbot label T-compiler I-slow C-enhancement
Repository: pytorch
Issue: Expose the .pt model file path during TorchScript custom class Serialization/Deserialization
Labels: oncall: jit

## 🚀 Feature

It is not always appropriate to serialize all states of a custom class into the .pt file. Sometimes, we need to serialize data into external files and save only the file name(pointer) inside the .pt file.

As a result, I propose that we add an additional parameter `pt_file_dir` to the lambda function responsible for custom class serialization and deserialization. The following is the example:

```C++
.def_pickle(
          // __getstate__
          [](const c10::intrusive_ptr<MyStackClass<std::string>>& self, std::string& pt_file_dir) -> std::vector<std::string> {
            std::string external_file = pt_file_dir + "/vocab.bin";
            self->save_vocab(external_file);
            return self->stack_;
          },
          // __setstate__
          [](std::vector<std::string> state, std::string& pt_file_dir)
              -> c10::intrusive_ptr<MyStackClass<std::string>> {
            auto obj = c10::make_intrusive<MyStackClass<std::string>>(std::move(state));
            std::string external_file = pt_file_dir + "/vocab.bin";
            obj->load_vocab(external_file);
            return obj;
          });
```

## Motivation

Scenarios where we need to serialize/deserialize data into external files:

1. The state size is very big. If we save the data into a string, the peak memory footprint will be 2X and there will be a lot of unnecessary memory copies during the process of constructing such a big string gradually. This is very inefficient and thus unacceptable.
2. Some third-party libraries don't read/write states from/to strings, they read/write files. There is no chance to use binary streams such as a string.

Note: in the above, by "string" I mean a binary stream to store the object states.



cc @gmagogsfm
Repository: flutter
Issue: PopupMenuButton doesn't allow control over the animation size and shape
Labels: framework,f: material design,a: quality,c: proposal,P3,team-design,triaged-design

 It doesn't allow control over the animation size and shape.

When it has an icon property the animation is round and the size can't change, and when it has a child property the animation is rounded and the shape can't be controlled.

## Steps to Reproduce

Create a PopupMenuButton with icon property:

```
PopupMenuButton<ActionItems>(
      icon: Icon(
          Icons.more_horiz,
      ),
      onSelected: (ActionItems action) { },
      itemBuilder: (BuildContext context) => <PopupMenuEntry<ActionItems>>[],
);
```

Create the button in a "free" space, e.g wide row.
Run the website, hover above the button and see the oversized animation.

**Expected results:** 
There should be a way to control these things, like in any button.

<details>
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```
Analyzing bla...
No issues found! (ran in 35.0s)
```

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```
[✓] Flutter (Channel stable, 2.0.5, on macOS 11.3.1 20E241 darwin-x64, locale en-IL)
    • Flutter version 2.0.5 at /Users/yaarazegelman/git/flutter
    • Framework revision adc687823a (9 weeks ago), 2021-04-16 09:40:20 -0700
    • Engine revision b09f014e96
    • Dart version 2.12.3

[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
    • Android SDK at /Users/yaarazegelman/Library/Android/sdk
    • Platform android-30, build-tools 30.0.3
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6915495)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 12.5, Build version 12E262
    • CocoaPods version 1.10.1

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 4.1)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6915495)

[✓] VS Code (version 1.57.0)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.23.0

[✓] Connected device (2 available)
    • macOS (desktop) • macos  • darwin-x64     • macOS 11.3.1 20E241 darwin-x64
    • Chrome (web)    • chrome • web-javascript • Google Chrome 91.0.4472.106

• No issues found!
```

</details>
Repository: youtube-dl
Issue: Downloading a specific resolution gives error.
Labels: question

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## Question

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Hello,
I am using youtube-dlg. I am trying to download from Gaia.com. I can download 1080p which is default resolution but if I try to set it to download 720p it gives an error. Could you please tell me what I have to do to make it work?
Repository: scrcpy
Issue: Mouse wheel swipe
Labels: feature request

This is a repeat of " "pull from" mouse gesture #668" 

But I would suggest wheel forward/swipe right , wheel backward/swipe left , ctrl-wheel forward/scroll up, ctrl-wheel back/scroll down or vis-versa  with maybe a small ini file to set scroll increments for each and preference for which way you want ctrl to work ?

The reason I ask is first thing i found i needed after hooking this up was an easy way to swipe. mouse button hold and sweep is awkward to do .
Repository: rust
Issue: Unknown lifetime mentioned in error
Labels: A-diagnostics,T-compiler

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Given the [following code](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=53bae021d140c16499039d5c560c77c8): <!-- Please provide a link to play.rust-lang.org -->

```rust
fn main() {
    let map = |map| {
        bar(map)
    };
    foo(map);
}

fn foo<Access>(mut map: Access)
where
    Access: FnMut(&dyn Fn(i32) -> i32)
{
    map(&|_|0)
}

fn bar<F: FnOnce(i32) -> i32>(_: F) {}
```

The current output is:

```
error: implementation of `FnOnce` is not general enough
 --> src/main.rs:5:5
  |
5 |     foo(map);
  |     ^^^ implementation of `FnOnce` is not general enough
  |
  = note: closure with signature `fn(&'3 dyn Fn(i32) -> i32)` must implement `FnOnce<(&'1 (dyn Fn(i32) -> i32 + '1),)>`, for any two lifetimes `'1` and `'2`...
  = note: ...but it actually implements `FnOnce<(&'3 dyn Fn(i32) -> i32,)>`, for some specific lifetime `'3`
```

The error message mentions lifetimes '1 and '2, but only annotates '1.

I am unsure if this is just a bad error message, or whether the program should actually compile like it does when removing the `map` intermediate variable: [link](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=4b0c4d5e7fe45ce1de815da90fe4c790)
Repository: vscode
Issue: SCM - better distinguish when repositories have the same name
Labels: feature-request,ux,scm

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
In the company where I work the project structure is as follows: .../PROJ_NR/software/<.git folder>+<data>
In Source Control Repositories only the parent folder is displayed, which results in displaying only 'software' names. Is it possible for SCR to recognize identical folder names and add one more parent folder when it recognizes two identical names? I am adding a picture of how it looks like in practice at the moment. 

![Screenshot_20210621_153656](https://user-images.githubusercontent.com/13761341/122772611-d7fd3880-d2a7-11eb-8c94-435873f61abe.png)
Repository: go
Issue: runtime,cmd/compile,cmd/internal/obj/ppc64: set up stack on ppc64/ppc64le to more closely match the PPC64 ABI
Labels: NeedsInvestigation,compiler/runtime

Some tools on Power are broken because the stack created by Go does not match the PPC64 ABI, In particular the backchain is expected to be at offset 0 of the stack and the link register value should be at offset 16 of the caller's stack.

One example is when using the backtrace function in glibc which expects the backchain at offset 0. That is the issue here: https://github.com/golang/go/issues/46374

Others have reported problems with perf when mixing Go and C.

There are other advantages to doing this -- this should eliminate some code to move fields around when calling between C and Go and should simplify the race code to name a few.

I have tried some experiments with this and am able to generate the prolog and epilog to do this but have hit other issues and I am working my way through them.

@pmur
Repository: deno
Issue: Suggestion: `Deno.compile` function. Compile JavaScript/TypeScript to executable binary
Labels: cli,suggestion

I would love this method to be added directly to the `Deno` namespace rather than using the CLI.
Example usage:
```ts
Deno.compile("console.log('hello world');", {
    outFile: "./demo",
    target: "x86_64-pc-windows-msvc",
    permission: ['allow-all']
});
```
```ts
// Types
interface CompileOptions {
    outFile: string | URL; // same as `--out`
    config: string | URL; // same as `--config`
    importMap: string | URL; // same as `--import-map`
    target: string; // same as `--target`
    unstable: boolean; // same as `--unstable`
    permission: string[]; // permissions
    v8: string[]; // v8 flags
    noCheck: boolean; // same as `--no-check`
    noRemote: boolean; // same as `--no-remote`
}

export function compile(
    source: string,
    options?: CompileOptions = {}
): void
```