sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: neovim
Issue: Unable to use `:w !sudo tee %` command in NeoVim
Labels: bug,job-control,tui,channels-rpc,has:workaround,closed:duplicate

Hello! I already know about https://github.com/neovim/neovim/issues/1716 and https://github.com/neovim/neovim/issues/1496, but I wanted to open this issue to help people find it more easily in search engines.

I am unable to run `:w !sudo tee %` as I get the following error, but searching for the error along with the words "neovim" or "vim" led to [zero results on Google](https://www.google.com/search?q=neovim+%22sudo%3A+a+terminal+is+required+to+read+the+password%3B+either+use+the+-S+option+to+read+from+standard+input+or+configure+an+askpass+helper%22) (at time of opening this issue):

```
sudo: a terminal is required to read the password; either use the -S option to read from standard input or configure an askpass helper
```

So I hope that by pasting the full output here, which is not listed in the other two issues, other people may be able to land here more easily and see the relevant issues https://github.com/neovim/neovim/issues/1716 and https://github.com/neovim/neovim/issues/1496. (Plus sometimes it helps me re-stumble on old issues in the future).

Please feel free to close this.
Repository: excalidraw
Issue: Rotate in discrete steps on mobile phone
Labels: mobile,UX/UI

I love the rotate in discrete steps feature (by constraining the rotation by holding the SHIFT key) but I would like to use that on my phone too. Is it possible to add some kind for setting for that so that I can define the degrees which must be used when rotating? Or I would be happy with a setting for 22.5, 30 or 45 degrees steps.

A solution without a special UI setting would be great although I don't know what would be possible. Perhaps rotating closer tot the center (as mentioned as a response to my tweet). Or always use small discrete steps when using a touch interface, e.g. small steps of 7.5 degrees would also be acceptable.
Repository: pytorch
Issue: Jit doesn't match schema like eager mode does
Labels: oncall: jit,triaged

```
import torch

def fn(a, b: float, out):
    return torch.div(a, b, out=out)

t = torch.tensor((2.,))
divisor = 2.
out = torch.empty((0,))

print(fn(t, divisor, out))

scripted = torch.jit.script(fn)
print(scripted(t, divisor, out))
```

This will print:

```
tensor([1.])
Traceback (most recent call last):
  File "../../issues.py", line 12, in <module>
    scripted = torch.jit.script(fn)
  File "/private/home/mruberry/git/pytorch/torch/jit/__init__.py", line 1289, in script
    fn = torch._C._jit_script_compile(qualified_name, ast, _rcb, get_default_args(obj))
RuntimeError: 
Arguments for call are not valid.
The following variants are available:
  
  aten::div.Tensor(Tensor self, Tensor other) -> (Tensor):
  Expected a value of type 'Tensor' for argument 'other' but instead found type 'float'.
  
  aten::div.out(Tensor self, Tensor other, *, Tensor(a!) out) -> (Tensor(a!)):
  Expected a value of type 'Tensor' for argument 'other' but instead found type 'float'.
  
  aten::div.Scalar(Tensor self, Scalar other) -> (Tensor):
  Keyword argument out unknown.
  
  aten::div.int(int a, int b) -> (float):
  Expected a value of type 'int' for argument 'b' but instead found type 'float'.
  
  aten::div.float(float a, float b) -> (float):
  Keyword argument out unknown.
  
  aten::div(Scalar a, Scalar b) -> (float):
  Keyword argument out unknown.
  
  div(float a, Tensor b) -> (Tensor):
  Expected a value of type 'Tensor' for argument 'b' but instead found type 'float'.
  
  div(int a, Tensor b) -> (Tensor):
  Expected a value of type 'Tensor' for argument 'b' but instead found type 'float'.

The original call is:
  File "../../issues.py", line 4
def fn(a, b: float, out):
    return torch.div(a, b, out=out)
           ~~~~~~~~~ <--- HERE
```

The jit is correct that there is no schema in native functions for div(Tensor, Scalar, Out), but eager mode performs the operation without issue.

@bhosmer 

cc @suo
Repository: godot
Issue: Editor crashes when navigating through call stack in debug mode "Index p_index is out of bounds"
Labels: bug,topic:editor,confirmed,crash

**Godot version:**
3.2.1.stable.official
**OS/device including version:**
Windows 10 x64 Home Edition

**Issue description:**
While running my game, the following exception was thrown because I call .instance() without providing the required variables for _init()

![image](https://user-images.githubusercontent.com/5677417/78969406-b73e2e00-7abb-11ea-9560-76b1a1e92643.png)

I began to navigate through the call stack in the debugger. When I clicked on line 3, the editor hung for a second and then crashed, but the console window stayed open (showing the output below). This is the line that clicking on call stack line "3" _should_ have brought me to:
``` 
func process_actions(delta: float) -> void:
	emit_signal('fire') 
```
 
**Console Output**
```
bug 127.0.0.1:6007 --allow_focus_steal_pid 7700 --position -1472,300
Godot Engine v3.2.1.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce GTX 1060 3GB/PCIe/SSE2

ERROR: _create_instance: Condition "r_error.error != Variant::CallError::CALL_OK" is true. Returned: __null
   At: modules/gdscript/gdscript.cpp:127
ERROR: unfold_line: Index p_line = -1 is out of bounds (text.size() = 28).
   At: scene/gui/text_edit.cpp:6009
ERROR: set_executing_line: Index p_line = -1 is out of bounds (text.size() = 28).
   At: scene/gui/text_edit.cpp:5649
ERROR: unfold_line: Index p_line = -1 is out of bounds (text.size() = 5).
```
ABOVE THIS LINE IS GENERATED WHEN CODE EXCEPTION THROWN. BELOW THIS LINE GENERATED WHILE BROWSING STACK HISTORY IN DEBUGGER
```
   At: scene/gui/text_edit.cpp:6009
ERROR: set_executing_line: Index p_line = -1 is out of bounds (text.size() = 5).
   At: scene/gui/text_edit.cpp:5649
ERROR: get: FATAL: Index p_index = 29 is out of bounds (size() = 29).
   At: ./core/cowdata.h:152
```

**Steps to reproduce:**
Open project at the linked and run it. Navigate to call stack item 3 in the debugger window when the exception is thrown.

**Minimal reproduction project:**
[Debug.zip](https://github.com/godotengine/godot/files/4460284/Debug.zip)
Repository: pytorch
Issue: CMake targets wrongly forward unknown options to NVCC (v1.5+)
Labels: module: build,triaged

## 🐛 Bug

It seems that versions 1.5+ have introduced two cmake targets (torch_cpu and torch_cuda), but these forward unknown options  to nvcc (`nvcc fatal   : Unknown option 'Wall'`).
Also see this torchvision issue: https://github.com/pytorch/vision/issues/2001

## To Reproduce

Steps to reproduce the behavior:

1. Download a nightly version of libtorch from the website
2. Use it to build torchvision (eg. using the command 
```cmake -DCMAKE_PREFIX_PATH=/home/user/libtorch1.6 -DWITH_CUDA=ON ..```)
3. Try to compile (e.g. `make`)

It will result in `nvcc fatal   : Unknown option 'Wall'`

## Expected behavior
Compiles successfully like with current stable (1.4)

## Environment

Collecting environment information...
PyTorch version: 1.6.0.dev20200409+cu101
Is debug build: No
CUDA used to build PyTorch: 10.1

OS: Ubuntu 18.04.4 LTS
GCC version: (Ubuntu 7.5.0-3ubuntu1~18.04) 7.5.0
CMake version: version 3.17.1

Python version: 3.6
Is CUDA available: Yes
CUDA runtime version: 10.1.243
GPU models and configuration: GPU 0: GeForce GTX 1060 6GB
Nvidia driver version: 440.33.01
cuDNN version: /usr/lib/x86_64-linux-gnu/libcudnn.so.7.6.5

## Additional context

It doesn't seem to be a cmake problem, as versions 3.10, 3.13 and 3.17 are all affected.
Pytorch v1.5.0a0 is also affected according to the torchvision issue.
Most likely the newly created targets are adding the compiler flags without taking into account the cuda compiler.


cc @peterjc123
Repository: go
Issue: net: clarify safe way to do URL deep-copying
Labels: Documentation,NeedsInvestigation

It sometimes happens to have a need to duplicate (aka "deep copy") a `net.URL` object.

My understanding is that `net.URL` can be safely duplicated by simply copying the structure:
```go
   newUrl := *url
```

Since `net.URL` is usually handled by pointer, it's normal to check the documentation to see whether the object contains internal pointers, in which case duplication might get hairy. `net.URL` has the following contents:

```go
type URL struct {
    Scheme     string
    Opaque     string    // encoded opaque data
    User       *Userinfo // username and password information
    Host       string    // host or host:port
    Path       string    // path (relative paths may omit leading slash)
    RawPath    string    // encoded path hint (see EscapedPath method); added in Go 1.5
    ForceQuery bool      // append a query ('?') even if RawQuery is empty; added in Go 1.7
    RawQuery   string    // encoded query values, without '?'
    Fragment   string    // fragment for references, without '#'
}
```

So there is indeed a pointer in there. This brought people to come up with alternative ways of duplicating a URL such as a `String`/`Parse` roundtrip:
https://medium.com/@nrxr/quick-dirty-way-to-deep-copy-a-url-url-on-go-464312241de4

The trick here is that `User *Userinfo` is actually "immutable". This is documented in `Userinfo`: `The Userinfo type is an immutable encapsulation of username and password [...]`. So it looks like that, given this guarantee of immutability, it is indeed safe to simply copy a URL instance to duplicate it. Copying a URL instance is also performed by the standard library, for instance:

https://github.com/golang/go/blob/245409ea86f20fd9f4167223c2339fb238f9e4b6/src/net/http/request.go#L361

Hence the subject of this issue:

 * Can I get a confirmation that copying a URL is the correct way and not just an accident of its current implementation (so, it's guaranteed by Go 1.0 compatibility)?
 * Should we document it a little bit better, since it tends to be confusing to newcomers to this library? Either explicitly stating the correct way of copying it, or moving the "immutable" word in the inline documentation of the `User *Userinfo` field (or both?).
Repository: pytorch
Issue: Population Count Op
Labels: feature,triaged,actionable,module: python frontend

## 🚀 Feature
It would be great to have the bitwise operation 'Population Count' that counts the number of 1 bits to be exposed.

Not sure if this exists in the back end of torch? It is exposed in [tensorflow](https://github.com/tensorflow/tensorflow/issues/1592)

## Motivation

This is a key operation in implementing binarised neural nets, for example in [XNOR-Net](https://arxiv.org/pdf/1603.05279.pdf). Binarised linear and conv layers can be performed quickly using XNOR and population counts. XNOR is already exposed in the pytorch API.


cc @albanD
Repository: TypeScript
Issue: Constants + Generic causing TS4023 ("but cannot be named")
Labels: Needs Investigation,Rescheduled

**TypeScript Version:**  3.8, but also the 3.9 beta

**Search Terms:** ts4023 cannot be named constant

**Code**

Create a tsconfig with `declaration: true`. Then, in `main.ts`:

```ts
import {StructType} from './lib';

declare function foo<T>(): T;

export const exportedFooFunc = foo<StructType>();
```

In `lib.ts`:

```ts
export const SOME_CONSTANT = 'fieldKey';

export type MakeStruct<S> = S;
export type StructType = MakeStruct<{
    readonly [SOME_CONSTANT]: any;
}>;
```

---

<details>

<summary>
Old instructions (don't repro anymore)
</summary>

Create a tsconfig with `declaration: true`. Then, in `main.ts`:

```ts
import {
    ReturnType1,
    ReturnType2,
} from './lib';

export const impl1 = (): ReturnType1 => ({
});

export const impl2 = (): ReturnType2 => ({
});
```

In `lib.ts`:

```ts
export const SOME_CONSTANT = 'myConstant';

export type WrapType<S> = S;

export type ReturnType1 = WrapType<{
    [SOME_CONSTANT]?: {};
}>;

export type ReturnType2 = {
    [SOME_CONSTANT]?: {};
};
```

</details>

**Expected behavior:**

The file should be properly compiled.

**Actual behavior:**

TypeScript reports a diagnostic:

```
Exported variable 'exportedFooFunc' has or is using name 'SOME_CONSTANT' from external module "/.../lib" but cannot be named.
```

**Playground Link:** n/a

**Related Issues:** n/a
Repository: three.js
Issue: TrackballControls are not mouse event to rAF ratio independent.
Labels: Browser Issue

##### Description of the problem

The TrackballControls seem to be designed that they take input from mouseMove and use it in update which is expected be called from requestAnimationFrame? They seem to expect there to be a 1x1 relationship, one mouseMove followed by 1 rAF. But if there are more mousemove events per rAF then they stop working correctly (run really slow)

Here's a repo. Not sure this happens on all machines or OSes or browser. I'm in Chrome 80 on Windows 10. I also have the Oculus Rift software installed (no idea what that does to my system)

https://jsfiddle.net/greggman/qz7jug2v/

Here's what I see.

With the devtools closed

![trackballcontrols-with-devtools-closed](https://user-images.githubusercontent.com/234804/78982441-1a33d180-7b5d-11ea-9792-fa45a8b233e8.gif)

With the devtools open

![trackballcontrols-with-dev-tools-open](https://user-images.githubusercontent.com/234804/78982460-228c0c80-7b5d-11ea-933e-4732ce62e87d.gif)

Adding some code I found with the devtools closed there is 1 mouse event per rAF but open I saw as many as 16 events per rAF

Adding calls to `_this.update()` in `mousemove`, `touchmove`, and `wheel` seems to fix it since then each event is handled individually?

https://jsfiddle.net/greggman/k8fotepb/

Note I didn't test touchmove but I'm guessing it can't hurt?



##### Three.js version

- [x] Dev
- [x] r115
- [ ] ...

##### Browser

- [x] All of them
- [x] Chrome
- [?] Firefox
- [?] Internet Explorer

##### OS

- [x] All of them
- [x] Windows
- [?] macOS
- [?] Linux
- [ ] Android
- [ ] iOS

##### Hardware Requirements (graphics card, VR Device, ...)
Repository: godot
Issue: Visual Script "make Tool" Fail
Labels: bug,topic:editor,topic:visualscript

**Godot version:**
Stable 3.2.1. official
**OS/device including version:**
Windows 10
**Issue description:**
When you leave the project, all VS that had tool on turn it off, causes issues with plugins because of the Tool visual scripts that just don't properly save their Tool status
**Steps to reproduce:**
Make Visual Script, Toggle Make Tool on (save ofc), Go to project manager, load project, load visual script --> make Tool will be off
**Minimal reproduction project:**
No point in sending as it'll just be an empty script with "make tool" off even if i turned it on
Repository: terminal
Issue: Vim in WSL scrolls 3 lines when gaining focus with mouse click
Labels: Product-Conhost,Area-Input,Area-VT,Issue-Bug,Priority-2

# Environment

```none
Windows build number: 10.0.18363.752
Windows Terminal version (if applicable): I am using native WSL terminal

Any other software? Vim
```

# Steps to reproduce

I use Vim inside the default WSL terminal. When I click inside Vim to regain focus on the terminal, then it scrolls down 3 lines. This doesn't happen if gain focus using control tab or if I click somewhere inside Vim when I already have the terminal focused.

# Expected behavior

Vim should not scroll.

# Actual behavior

Vim scrolls down 3 lines.
Gif for clarity: https://i.redd.it/vxyk7h9bpyr41.gif
Repository: godot
Issue: Text in EditorHelp can overflow horizontally
Labels: bug,topic:editor

**Godot version:**
c52beb6adb3b7af6f9ca79b6dfad1783a1fae351

**Issue description:**
![image](https://user-images.githubusercontent.com/2223172/78983684-f2c11280-7b24-11ea-9847-eadf4395f4cf.png)
This is in Camera2D.
Repository: terminal
Issue: Feature Request: Multiple Cloud Shells for Multiple accounts
Labels: Issue-Bug,Area-Settings,Product-Terminal,Issue-Task,Area-AzureShell

I have multiple accounts into the same Azure Tenant, different accounts for different environments Dev/QA/etc, but I don't see a way of easily switching accounts in the same tenant.  Is that something that could be added?  

_@DHowett note: this will also help with people who cannot log in for one or another reason but need to hardcode their tenant IDs_
Repository: PowerToys
Issue: limit maximum CPU usage of certain process/program
Labels: Idea-New PowerToy,Product-Power management

Summary:
Add the capability of being able to limit maximum CPU usage of certain process.

Scenario:
When using a laptop/tablet you don't want it to get overheated, despite decreasing performance at expense. Windows can already do this by setting maximum processor state.
![image](https://user-images.githubusercontent.com/40300931/78977171-409c4180-7b4a-11ea-954f-5fdc1491d66b.png)
But this isn't practical at all as the computer would be crazily slow if the value is too low while setting it higher makes no effect on cooling down.
By applying the same settings but to certain processes only, users can watch YouTube unzipping large files without heat or lag, or play games while encoding videos background with minor to no frame rate loss.

Technical details:
A utility called [Battle Encoder Shirase](http://mion.faireal.net/BES/) (or BES in short) achieved this, by quickly suspending & resuming target processes at certain time ratios. It works on all modern processors and requires access to suspend/resume only which means no need to run as administrator.
BES is open source in GNU license so you may migrate it into PowerToys.

Implement:
BES lists all processes in which you can set specific ones to be limited. It is also capable of limiting all processes with same path. 
In additional to that PowerToys may also integrate with #142 so when an application is minimized its CPU time gets limited.
There should be a default blocklist of which processes shouldn't be limited such as svchost.exe (users get warned when trying to limit one of those)
Repository: flutter
Issue: appbundle  apk size inconsistent with "flutter build apk --split-per-abi" apk
Labels: platform-android,tool,c: performance,a: size,perf: app size,P2,team-android,triaged-android

Issue: I have a problem with my Flutter application
I wanted to use appbundle for this release of my since they are the recommendation now. So I decided to test it on internal app sharing first before I release to my users. After I uploaded the appbundle and  started to download, the apk size shown to me during download was 18.68MB while when I did split 'flutter build apk --split-per-abi' 8.7MB. 

I thought appbundle apks are supposed to be smaller not bigger than the normal apks. Please How do I resolve this issue. I have tried in on the latest stable channel and the Latest beta channel its still the same results.
Repository: pytorch
Issue: Docs of distributed module do not include the full documentation for torch.distributed.launch
Labels: module: docs,triaged

## 📚 Documentation

https://pytorch.org/docs/stable/distributed.html#launch-utility does not include the full documentation from https://github.com/pytorch/pytorch/blob/f326045/torch/distributed/launch.py#L4-L140. An earlier version of the docs at https://pytorch.org/docs/1.1.0/distributed_deprecated.html#launch-utility does not have this issue.
Repository: scrcpy
Issue: Does it burden mobile device CPU if I increase bitrate and resolution?
Labels: question,performance

If I stream high-resolution video from my mobile, will it also increase stress on mobile device? Or this will only increase load on PC?

Please highlight this.  Does bumping quality adversely affect mobile performance or not?
Repository: storybook
Issue: Custom icon in the tree
Labels: feature request,ui

**Is your feature request related to a problem? Please describe.**
I'm making a MDX docs-only story that will act as the homepage of our Storybook instance, and it would be nice to give that item a homepage-worthy icon in the tree.

**Describe the solution you'd like**
Perhaps in the `<Meta>` MDX element, add a prop that accepts an SVG path and a colour, that will be passed on to the tree.

**Describe alternatives you've considered**
I don't think a workaround is possible, because icons are hardcoded in [ListItem.tsx](https://github.com/storybookjs/storybook/blob/c9f702dbf45df6c026a1fb28ae2f7aaff1a95678/lib/ui/src/components/sidebar/Tree/ListItem.tsx).
I've tried to add an emoji into the title of a story, but that doesn't look quite right.

**Are you able to assist bring the feature to reality?**
Maybe. Depends on the solution we're heading for, should this feature request be approved.

**Additional context**
Not just homepages, you know. It might be helpful to easily distinguish different component by different icons, or different colours of icons.
Repository: terminal
Issue: Feature Request: Fuzzy Search
Labels: Area-UserInterface,Area-TerminalControl,Product-Terminal,Issue-Task

An innate feature to search through the Terminal text is quite limited and basic:
- it doesn't highlight several entries in the window;
- it doesn't support using regular expressions;
- it can't filter output to a fewer number of lines (much like grep does).
- it only supports strict match;

With the power of fuzzy search, users gain a boost to their productivity of being able to find a text through history very fast. It's implemented in many text editors (JetBrains IDEA, Visual Studio Code) for their project's files search. There's a solution specifically for the command line (bash/zsh) as well - [junegunn/fzf](https://github.com/junegunn/fzf).

If we could integrate the feature into the terminal (via its UI) without relying on the bash settings, it would be a great capability!
Repository: flutter
Issue: Consider using compositing triggers for better performance on the Web
Labels: framework,engine,c: performance,a: typography,platform-web,c: rendering,perf: speed,e: web_html,P3,team-web,triaged-web

Flutter [avoids 3D transforms](https://github.com/flutter/engine/pull/15649) on the Web as much as possible because it causes [text blurriness](https://github.com/flutter/flutter/issues/32274). The Chrome team is now working fixing it ([Chrome issue](https://bugs.chromium.org/p/chromium/issues/detail?id=642885)). Eliminating 3D completely can lose some layerization optimizations that Blink can do for us.

We could strategically add a 3D component (e.g. `translateZ(0)`) to trigger Chrome to create a layer so during animation we could skip browser-side repaints.

`will-change: transform` (we can probably also use it for opacity) also triggers a layer, although the text fix will not apply.

Leaving this issue here as a possible future exploration after we eliminate the heavier bottlenecks in the system.

Hat tip to @progers for providing the info.

/cc @ferhatb