sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Adjust auto-highlighting of the cursor position to the setting at select.
Labels: feature-request,editor-contrib

<!-- ⚠️⚠️ 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. -->

The word at the cursor (caret) position will be automatically highlighted. This works correctly for English text.

![english](https://user-images.githubusercontent.com/1240652/129494093-6b274886-9ed0-4574-82b2-4826bfb7597a.png)

However, in Japanese and other languages that text where the word delimiter is not a space or symbol. So, the entire paragraph will be highlighted.

![japanese](https://user-images.githubusercontent.com/1240652/129494263-2a8ef712-7ee9-4e6a-abd8-553fd2f39f73.png)

There is already an "editor.wordSeparators" setting for word selection. If you use this setting for highlighting words at the cursor position, it will work correctly for Japanese and other languages.

So please use "editor.wordSeparators" for highlighting words at the cursor position as well.
Repository: pytorch
Issue: Named tensor in tracer
Labels: triaged,module: named tensor

https://github.com/pytorch/pytorch/blob/0ca5dc7f034776475546a73ebf244d5d32d1fbf0/torch/csrc/jit/frontend/tracer.cpp#L699

Any ETA on when this will be updated?

cc @zou3519
Repository: deno
Issue: WebIDL symbols shouldn't be exposed to user code
Labels: cli,suggestion

The `webidl.brand` symbol is a symbol on Deno's WebIDL API instances. Symbols are observable to any user script.

This allows anyone to simply take it, and bypass any checks, e.g.
```js
// gets symbols and strings
// in browsers, this is an empty array, in Deno this is an array with a length of one
const webidl_brand = Reflect.ownKeys(performance)[0];

// not a host object, but functions as a subclass in Deno's implementation
const my_performance = {
  __proto__: Performance.prototype,
  [webidl_brand]: webidl_brand,
};

// should throw a TypeError
console.log(my_performance.now());
```

Should this be allowed?

A `webidl.branded` WeakSet would be much more secure, in that it would ensure encapsulation.
Repository: material-ui
Issue: [DatePicker] How to customize the calendar header text format
Labels: new feature,component: date picker

<!-- Provide a general summary of the feature in the Title above -->

<!--
  Thank you very much for contributing to Material-UI by creating an issue! ❤️
  To avoid duplicate issues we ask you to check off the following list.
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<!-- Checked checkbox should look like this: [x] -->

- [x ] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.

## Summary 💡
For example, I want to change the format for displaying the year and month, such as "2021, August", by ordering the year and month and adding commas.


## Examples 🌈

![image](https://user-images.githubusercontent.com/88994256/129508287-a1f0ed20-9cf9-4e12-ac53-93052a2a84d7.png)

## Motivation 🔦

In Material UI 4, I was able to do this by overriding the getCalendarHeaderText function of DateFnsUtils (from "@date-io/date-fns") set in the utils of MuiPickersUtilsProvider.
I don't see a way to achieve this in Material UI 5.
Repository: vscode
Issue: Test UI: Ability to `preserveFocus` when running tests
Labels: feature-request,under-discussion,testing

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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In our use of the Testing API, the `testing.followRunningTest` setting (default is `true`) needs to be set to `false` or else the Testing UI flickers, scroll position changes, and focus changes lead to a confusing user experience.

I understand the need for this feature but believe that extension writers should have the ability to opt-out of the behavior for their context with a `preserveFocus` setting, similar to other places:

* `window.createWebviewPanel`
* `window.showTextDocument`
* `OutputChannel.show`
* `Terminal.show`

Maybe this could be exposed via an extra property of a `TestRunRequest`?
Repository: create-react-app
Issue: On deleting `compileroptions.paths` 
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

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  Provide a clear and concise description of what the problem is.
  For example, "I'm always frustrated when..."
-->

I'm always frustrated when my files are changed by `react-scripts`. I added some `compileroptions.paths` to `tsconfig.json` then I `npm start`. Then the error pops up **FOR ONLY A FEW SECONDS**. I did not notice it at the first three times.
> `compileroptions.paths must not be set (aliased imports are not supported)`
Then the `compileroptions.paths` is removed. More frustratingly, it cannot be undone.

### Describe the solution you'd like

<!--
  Provide a clear and concise description of what you want to happen.
-->

1. Stop changing the file, or at least show in console what is going to be changed.
2. Do not clear the console when there's an error.

### Describe alternatives you've considered

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  Let us know about other solutions you've tried or researched.
-->

1. show in console what is going to be changed.
2. show the error again after console is cleared.


### Additional context

<!--
  Is there anything else you can add about the proposal?
  You might want to link to related issues here, if you haven't already.
-->

I checked #9406 and #10882. They are discribing diffrent aspect of related issue. What I emphasize is the user(programmer) experience.
Repository: create-react-app
Issue: `react-dev-utils` trigger error while using `ErrorOverlay`
Labels: stale,needs triage,issue: bug report

### Describe the bug

I have these code at my public/index.html

``` js
 <% for(let i=0; i < htmlWebpackPlugin.files.js.length; i++) {%>
    <script charset="utf-8" type="text/javascript" src="<%= htmlWebpackPlugin.files.js[i] %>"></script>
 <% } %>
```

When I add these code, there are these error occurred.

![image](https://user-images.githubusercontent.com/18492953/129510306-7eee5020-d534-4cf9-b106-fd222fa62144.png)

When I trace the source of the error, it shows that it is happen at `handleWarnings` while `dismissBuildError`.

![image](https://user-images.githubusercontent.com/18492953/129510409-3b110b7f-e747-4674-b260-6e80ad5de781.png)

Can you tell me what it is or maybe it is a bug? Thank you very much.

### Environment

react: 16.8.5
Repository: vscode
Issue: Allow key bindings to work on tree view items
Labels: feature-request,api,under-discussion

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Version: 1.60.0-insider (Universal)
Commit: 7c25c174726ab969db3f99058cdf24bcfae1cfbe
Date: 2021-08-11T05:13:17.497Z
Electron: 13.1.8
Chrome: 91.0.4472.164
Node.js: 14.16.0
V8: 9.1.269.39-electron.0
OS: Darwin arm64 20.5.0

Steps to Reproduce:

1. Add a key binding for a contributed `testing/item/context` command, for example:
```javascript
...
"keybindings": [
      {
        "command": "extension.command",
        "weight": 90,
        "when": "focusedView == workbench.view.testing",
        "key": "alt+F10"
      }
  ]
...
```

2. In the tree view, navigate to and select a test
3. Run the command using `alt+F10`

At this point, the command is executed, which is correct, but no parameters are provided to the command (i.e. the `TestItem` is not provided. The keyboard shortcut does work (and a test item is provided) when the context menu has first been opened.

---

Note: I believe that the same issue also affects the `alt+enter` keyboard navigation within the Test Explorer as the shortcut only appears to work after the context menu has been opened.
Repository: godot
Issue: "Export Selected Scenes" ignores "class_name" dependencies
Labels: enhancement,topic:gdscript,topic:export

### Godot version

3.3.2-stable

### System information

Windows 10, GTX 1050ti, GLES3

### Issue description

"Export Selected Scenes" ignores dependencies.
Doesn't export class_name scripts.
Doesn't export ENV.
Doesn't export bus_layout

My export:
![Screenshot_95](https://user-images.githubusercontent.com/12483173/129521112-c9dc8950-463c-479f-82a6-a4ad7aecfbea.jpg)

Open PCK/ZIP:
![Screenshot_93](https://user-images.githubusercontent.com/12483173/129521170-bce564d1-e11f-4f89-aea8-2bf6849ec326.jpg)

Missing resources preload:
![Screenshot_94](https://user-images.githubusercontent.com/12483173/129521726-a1f122bc-f766-46ea-86cd-969204f610e4.jpg)


code in image_object.gd
```gdscript
extends Node2D

export(DependenceScript.ImageType) var type_img #DependenceScript - dependence_script.gd

func _update_img() -> void :
	$Sprite.texture = DependenceScript.IMAGES[type_img] #preload all IMAGES

func _ready() -> void:
	_update_img()
```

code in dependence_script.gd
```gdscript
class_name DependenceScript
extends Node


enum ImageType {
	A,
	B,
	C,
	D,
	E,
}


const IMAGES := {
	ImageType.A : preload("res://img/heron_A.png"),
	ImageType.B : preload("res://img/cat_B.png"),
	ImageType.C : preload("res://img/panda_C.png"),
	ImageType.D : preload("res://img/hairy_ball_D.png"),
	ImageType.E : preload("res://img/cat_E.png"),
}
```


This issue created big problems for us when submitting to android

### Steps to reproduce

- create script "class_name TEST"
- preload resources in script TEST
- сall "TEST.my_resource_var" in the main scene or sub-scenes
- export project from "export selected scenes"

### Minimal reproduction project

Test project:
export to ./.export/ 
[TestDependence.zip](https://github.com/godotengine/godot/files/6990257/TestDependence.zip)
Repository: TypeScript
Issue: Aliased Conditions with explicit type definition results in the "old" behavior
Labels: Suggestion,In Discussion

# Bug Report
### 🔎 Search Terms
Aliased Conditions

### 🕗 Version & Regression Information
V4.4.0-beta / nightly

- I was unable to test this on prior versions because it is a new feature

### ⏯ Playground Link
[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.5.0-dev.20210815#code/C4TwDgpgBAygFgQ0lAvAWAFBW1APlAbygGsBLAOwBMAuKAIgGNSAnBgGwjoBopmFLSAVwDOtcoIC2AIwjMoAX0w48hEhRr1hAR0EJmnHsNKUIAGQjkA5sDhjJMufIDcmTADNB5BsFIB7clB6EAgAFMKIkLTwSBAAlHbSsoRKOAz+wsBQpMIAwizsELRSvr4cCAEoUOExAHRkVKgolYz5HHQuWDikblAh2XmsHLHJncrYAPTjUADq0MTkvgDuUIvQiABu0AhQTINrshAAhCljvBDAgswBALIINjUACgCSUABUVREQNXwCIm-vACYOspFKMoBA2MJoAQTmNJjM5gtlqsAOT6KAcNyZRakGyBKo6IJQOAHY5g5T6C5XD61IwmcxWPGvQHAnCg+RAA)

### 💻 Code
```ts
type Shape =
    | { kind: "circle", radius: number }
    | { kind: "square", sideLength: number };

function area(shape: Shape): number {
    const isCircle: boolean = shape.kind === "circle";
    if (isCircle) {
        // We know we have a circle here!
        return Math.PI * shape.radius ** 2;
    }
    else {
        // We know we're left with a square here!
        return shape.sideLength ** 2;
    }
}
```

### 🙁 Actual behavior
Adding the explicit type to "isCircle" results in that the sample breaks

```txt
Property 'radius' does not exist on type 'Shape'.
  Property 'radius' does not exist on type '{ kind: "square"; sideLength: number; }'.
Property 'sideLength' does not exist on type 'Shape'.
  Property 'sideLength' does not exist on type '{ kind: "circle"; radius: number; }'.
```
<!-- What happened, and why it was wrong -->

### 🙂 Expected behavior
Making the implicit type explicit, does not result in the behavior to change.


Using the sample provided by the [TS 4.4 RC announcement](https://devblogs.microsoft.com/typescript/announcing-typescript-4-4-rc/#cfa-aliased-conditions), getting the implicit type of "isCircle" (by hovering over it) yields boolean 
![image](https://user-images.githubusercontent.com/11775996/129530739-069e4287-f3fd-4f38-9176-5253a5f9531f.png)
. By then explicitly defining the type (boolean), the Aliased Conditions seems to break/revert back to pre 4.4 behavior.
Repository: pytorch
Issue: Alternate Model Loading - Android
Labels: triaged,enhancement,module: android,oncall: mobile

A method to load a PyTorch lite model directly from some data structure rather than from path.

For shipping a model to production, we cannot encrypt the file and decrypt it at runtime when the only way to load the model is with a path.

Rather than just this: Module.load(assetFilePath(this, "model.ptl"));
Something like this: Module.loadBytes(modelByteArray);
Repository: PowerToys
Issue: Feature Request: Shift + Windows left/right moves between a secondary zone template
Labels: Idea-Enhancement,Product-FancyZones

### Description of the new feature / enhancement

**Fancy Zones**
A secondary template that is activated by `shift` as a modifier key.

### Scenario when this would be used?

I have an ultra-wide monitor which I split into 4 zones of equal size
![image](https://user-images.githubusercontent.com/30310787/129541827-25260631-f73c-4217-8452-c9046721ce0c.png)
I then use `windows+left` or `windows+right` to navigate between each of the 4 zones.

It would be great if there was an option to activate a secondary template by using shift as a modifer key `shift`.
My second template I would split into 2 zones so when I press `shift+windows+left` or `shift+windows+right` it automatically snaps to one of the secondary template zones.
![image](https://user-images.githubusercontent.com/30310787/129541975-1dbdc985-c399-495a-8015-473465b24986.png)


Hope this makes sense!


### Supporting information

_No response_
Repository: three.js
Issue: WebGLRenderer: Difference between Scene.background and setClearColor()
Labels: Question

Using `Scene.background` and `WebGLRenderer.setClearColor()` produces the same output in the following demos:

`Scene.background`: https://jsfiddle.net/xkf3o8uw/5/
`setClearColor()`: https://jsfiddle.net/xkf3o8uw/4/

However, when setting `autoClear` to `false`, the behavior is different:

`Scene.background`: https://jsfiddle.net/0o38d67m/
`setClearColor()`: https://jsfiddle.net/xkf3o8uw/2/

`Scene.background` still works because of this line in `Scene.background`:

https://github.com/mrdoob/three.js/blob/a4f742c7d7b61f3efae147235efb0b5bc73e6e03/src/renderers/webgl/WebGLBackground.js#L52

What is the reason for this discrepancy? Does it just mean `Scene.background` used with a color should be decoupled of `autoClear` settings?
Repository: godot
Issue: Can't remove or reduce painted weights in Polygon2D UV-editor 
Labels: bug,topic:editor,usability

### Godot version

3.3.2 stable

### System information

Windows 10

### Issue description

I mistakenly reported this as a bug before because I thought bone weights could not be removed.

Since I don't know how to remove this issue, I'll just report my user experience here:
 - Painted bone weights on my Polygon2D
 - Tried to remove weights but couldn't figure out how
 - Used both Paint Bucket tool and Brush tool but they didn't seem to have any effect no matter what value I set in the slider
 - Wondering if the slider is an absolute value or like an opacity value
 - Finally hovered long enough over Brush icon to see that it's actually a removal tool
 - Brush/Removal tool still feels like it works on some clicks and other clicks it doesn't

TLDR; Maybe the brush icon could be an eraser icon instead - The bucket should look like a brush, since that's how it behaves.

### Steps to reproduce

 - Make a Polygon2D and a Skeleton2D with some bones.
 - Assign skeleton to Polygon2D
 - Paint bone weights to vertices
 - Try to find a way to remove painted weights

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: Automatic mixed precision works worse for 3D neural networks.
Labels: module: performance,triaged,module: amp (automated mixed precision)

## 🐛 Bug

When we train 3D neural networks, the automatic mixed precision training always works worse (>1%) than full precision training. But the same setting works for 2D neural networks.



cc @VitalyFedyunin @ngimel @heitorschueroff @mcarilli @ptrblck
Repository: neovim
Issue: :profile should show at least that time was spent in lua, even if not where specifically
Labels: enhancement,performance,plugin,lua

### Feature already in Vim?

No / N/A

### Feature description

Profiling vimscript (generally done via `:h profile`) and lua (generally done via hooking into LuaJIT's profiler) is currently essentially done separately.

In the presence of lua however, `:profile` can be deceptive to users who don't know they're not getting the full picture.

Interleaving / combining `:profile` output so that it fully captures both sides is a larger project, but we should in the interim at least show a black box "`<lua>`" item in `:profile`'s output which tracks time spent executing lua, such that things like the total time output are accurate (which at the minute is not the case unfortunately). Users seeing that item take up significant time will then know (or be directed) to profile the Lua code separately.

We should likely also (or first) add a note to `:h :profile` telling end-users that if they're trying to profile a performance issue in their setup, they need to think about the lua side as well.
Repository: flutter
Issue: [Web][Html]: Blurry text in RotatedBox
Labels: engine,a: typography,platform-web,e: web_html,has reproducible steps,P3,found in release: 2.2,found in release: 2.5,team-web,triaged-web

When using a RotatedBox vertically (with quarterTurns set to 1 or 3), the displayed text is blurry with HTML web renderer.

## Steps to Reproduce

```
  runApp(MaterialApp(
    home: RotatedBox(
      quarterTurns: 1,
      child: Scaffold(
          body: Center(child: Text("Lorem ipsum dolor"))
      )
    )
  ));
```

and run with HTML renderer: `flutter run -d chrome --web-renderer html`

**Expected results:** <!-- what did you want to see? -->

![image](https://user-images.githubusercontent.com/79854215/129581268-d8794e45-d9b4-4e99-a2b0-86154cca7f2a.png)

(with canvaskit renderer)

**Actual results:** <!-- what did you see? -->

![image](https://user-images.githubusercontent.com/79854215/129581067-3e4c8ba8-b2a9-4bb9-8008-5ad6429af81f.png)

(with HTML renderer)

<details>
  <summary>Logs</summary>

<!-- Finally, paste the output of running `flutter doctor -v` here. -->

```
Flutter (Channel stable, 2.2.3, on macOS 11.4 20F71 darwin-x64, locale fr-FR)
    • Flutter version 2.2.3 at /Users/sdabet/flutter
    • Framework revision f4abaa0735 (il y a 7 semaines), 2021-07-01 12:46:11 -0700
    • Engine revision 241c87ad80
    • Dart version 2.13.4
```

</details>
Repository: pytorch
Issue: lstm's input h0 and c0 bug
Labels: needs reproduction,module: rnn,triaged,module: numpy,module: NaNs and Infs

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->
when use numpy.random.randn to init h0 and c0, the output will have nan value; but use torch.randn can train correct, and will not have nan value.
## To Reproduce

Steps to reproduce the behavior:

1.define a bi-lstm layer
2.use np.random.randn to init h0 and c0 
3.train lstm 

<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->
# self.h0 = torch.tensor(np.random.randn(2, self.batch_size, self.hidden_size)).to(self.device)
 # self.c0 = torch.tensor(np.random.randn(2, self.batch_size, self.hidden_size)).to(self.device)
    self.h0 = torch.randn(2,self.batch_size,self.hidden_size).to(self.device)
    self.c0 = torch.randn(2,self.batch_size,self.hidden_size).to(self.device)
## Expected behavior

<!-- A clear and concise description of what you expected to happen. -->

## Environment
Please copy and paste the output from our
[environment collection script](https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py)
(or fill out the checklist below manually).

You can get the script and run it with:
```
wget https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py
# For security purposes, please check the contents of collect_env.py before running it.
python collect_env.py
```

 - PyTorch Version (e.g., 1.0): 1.4.0
 - OS (e.g., Linux):win10
 - How you installed PyTorch (`conda`, `pip`, source): pip 
 - Build command you used (if compiling from source):
 - Python version: 3.6.9 
 - CUDA/cuDNN version: 10.1
 - GPU models and configuration: one layer bi-lstm with embedding layer
 - Any other relevant information:

## Additional context

<!-- Add any other context about the problem here. -->


cc @zou3519 @mruberry @rgommers @heitorschueroff
Repository: godot
Issue: Editor crash on MSBuild manual build
Labels: bug,topic:editor,topic:dotnet,crash

### Godot version

3.4.beta.3 mono

### System information

Windows 10

### Issue description

Editor instant crash when using manual click on "Rebuild Solution". (it occurs 1 time on 10 build clicks on average)

### Steps to reproduce

Select "Rebuild Solution" manually multiple times and all editor will close without showing errors.

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: Property based testing like AFL
Labels: module: tests,triaged

Implement something like https://blog.nelhage.com/post/property-testing-like-afl/

cc @mruberry @VitalyFedyunin @walterddr