sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: Explorer Outline does not properly render Javascript file.
Labels: Bug,Help Wanted,Domain: Outlining

*TS Template added by @mjbvz*

**TypeScript Version**: 4.5.4

**Search Terms**
- getOutliningSpans


---

Issue Type: <b>Bug</b>

Open the attached Javascript file.  The Explorer Outline view shows:
```
name
name
name
show
show
show
TEST

```
I would expect:

```
v TEST
v    TEST.TEST1
         name
         show
v    TEST.TEST2
         name
         show
v    TEST.TEST3
         name
         show

```
[test.txt](https://github.com/microsoft/vscode/files/7906501/test.txt)


VS Code version: Code 1.63.2 (899d46d82c4c95423fb7e10e68eba52050e30ba3, 2021-12-15T09:40:02.816Z)
OS version: Windows_NT x64 10.0.19042
Restricted Mode: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-6820HQ CPU @ 2.70GHz (8 x 2712)|
|GPU Status|2d_canvas: enabled<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>oop_rasterization: enabled<br>opengl: enabled_on<br>rasterization: enabled<br>skia_renderer: enabled_on<br>video_decode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|undefined|
|Memory (System)|15.83GB (5.35GB free)|
|Process Argv|--crash-reporter-id 87c1d683-95a6-416a-b844-66ab3df3e049|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (4)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-eslint|dba|2.2.2
gitlens|eam|11.7.0
shortcut-menu-bar|jer|3.0.3
hexeditor|ms-|1.9.3

(1 theme extensions excluded)

</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
pythonvspyl392:30425749
pythontb:30283811
pythonvspyt551cf:30345471
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
vscoreces:30384385
pythondataviewer:30285071
vscod805cf:30301675
pythonvspyt200:30340761
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593cf:30376535
vsc1dsc:30424895
pythonvs932:30410667
vscop804cf:30404767
vscop940:30404999
vsrem710cf:30416617

```

</details>

<!-- generated by issue reporter -->
Repository: flutter
Issue: Modernize VulkanProcTable
Labels: engine,e: embedder,P2,team-engine,triaged-engine

https://github.com/flutter/engine/blob/main/vulkan/vulkan_proc_table.cc
- Take an `fml::NativeLibrary` rather than a path string.
- Drop unused static vulkan loader support.
Repository: godot
Issue: Headless builds: No support for error popups/dialogs
Labels: bug,topic:core,topic:porting,confirmed,usability

Things like `EditorNode::immediate_confirmation_dialog`:
https://github.com/godotengine/godot/blob/34f6572bdf0cd2d16d3ee9d265a4bc9e7acfb76f/editor/editor_node.cpp#L4877
...currently don't handle `headless` mode at all, which is problematic as they are in some cases used for critical information, errors and even to confirm required editor restarts.

Currently, in `headless` mode, this just leads to that information being quietly supressed.

(One example is the popup for restarting/quitting the editor if new GDExtensions are detected: https://github.com/godotengine/godot/issues/53163)
Repository: rust
Issue: Security fix for remove_dir_all may have introduced a regression how filesystem loops are handled
Labels: C-bug,T-libs,A-io

Normally traversing very deep directory trees (e.g. created by bind mounts or FUSE) will result in ENAMETOOLONG or ELOOP.
The fix in #93110,  #93112 and #93111 switches to using `-at` syscalls and keeping file descriptors for each child directory that's being descended into. But this way we loose loop detection (as far as I can tell), which means the process will run out of stack space or file descriptors instead of returning a proper error.

#88731 was already open which does contain proper loop handling.
Repository: flutter
Issue: Add optional dedicated transfer queue fields to the Vulkan Embedder API
Labels: engine,e: embedder,P2,team-engine,triaged-engine

See the corresponding comment in `embedder_surface_vulkan.cc` (https://github.com/flutter/engine/pull/29391/files).

We create 2 different Skia contexts for Flutter. One for rendering ("main" context), and another for host<->device memory transferring ("resource" context).

All Vulkan queue families that have the graphics flag enabled also support transferring, but many Vulkan devices also expose a transfer-only queue family optimized for the purpose.

To allow embedders to take advantage of this, we can add a second (optional) queue+family index to the Embedder API that, if present, will get used for the resource context.
Repository: flutter
Issue: Wire up a test for `[FlutterViewController installFirstFrameCallback]`
Labels: engine,P2,c: tech-debt,team-engine,triaged-engine

Today, there is no test (that I could find) that checks the the first frame callback is successfully serviced in cases where the engine (shell) has been collected.

Related to https://github.com/flutter/engine/pull/30396/files
Repository: pytorch
Issue: Optimizer Overlap: Follow up features
Labels: oncall: distributed,triaged,module: ddp

### 🚀 The feature, motivation and pitch

A process to overlap optimizer + allreduce in DDP is being implemented as described in https://github.com/pytorch/pytorch/issues/67570, although as a prototype feature there is limited support for some use cases. This issue exists to maintain a list of currently missing features and track demand for them:

- [ ] Supporting registering of multiple optimizers, each with possibly different (and possibly overlapping) subsets of DDP model parameters
- [ ] Supporting DDP `no_sync` mode
- [ ] Supporting gradient accumulation
- [ ] Supporting registering a custom communication in addition to overlapped optimizer

If any features (whether they are captured above or not) are needed for your use case with this feature, please ping this issue. Thank you!

### Alternatives

_No response_

### Additional context

_No response_

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang
Repository: rust
Issue: Make `HashSet::new` a `const fn`
Labels: C-enhancement,T-libs-api

It shouldn't need to allocate, and it allows code like the following:
```rust
       const EMPTY_MAP: HashSet<u32> = HashSet::new();
        let x = match &set {
            Some(t) => t,
            None => &EMPTY_MAP,
        };
```
Repository: flutter
Issue: Add "Speak" to ToolbarOptions
Labels: c: new feature,platform-ios,framework,a: accessibility,c: proposal,P3,customer: flex,team-ios,triaged-ios

<!-- Thank you for using Flutter!

     If you are looking for support, please check out our documentation
     or consider asking a question on Stack Overflow:
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      * https://stackoverflow.com/questions/tagged/flutter?sort=frequent

     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill out the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
-->

## Use case

On iOS when Spoken Content is enabled text fields in flutter do not have "Speak" as an option in the tool bar options. 
<!--
     Please tell us the problem you are running into that led to you wanting
     a new feature.

     Is your feature request related to a problem? Please give a clear and
     concise description of what the problem is.

     Describe the alternative solutions you've considered. Is there a package
     on pub.dev/flutter that already solves this?
-->

## Proposal

Add "Speak" as an option when the Spoken Content feature is on.
<!--
     Briefly but precisely describe what you would like Flutter to be able to do.

     Consider attaching something showing what you are imagining:
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      * videos
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     Does this have to be provided by Flutter directly, or can it be provided
     by a package on pub.dev/flutter? If so, maybe consider implementing and
     publishing such a package rather than filing a bug.
-->
Repository: deno
Issue: Flags does not support setting `ca_stores` option
Labels: cli,suggestion

While there is a property on the `Flags` structure named `ca_stores`:

https://github.com/denoland/deno/blob/2ea535c8c1817a20a3915e350242423ee71cfa73/cli/flags.rs#L225

It is never parsed out of the command line and set, where as `ca_file`, is set by the `--cert` flag:

https://github.com/denoland/deno/blob/2ea535c8c1817a20a3915e350242423ee71cfa73/cli/flags.rs#L2354-L2356

@lucacasonato am I missing something?
Repository: godot
Issue: Shadow flickering with TileMaps, and CanvasModulate
Labels: bug,topic:rendering,topic:2d

### Godot version

3.4.2.stable.mono.official

### System information

Windows 11 with RTX 3080, Macbook Air M1. Both GLES3 and GLES2

### Issue description

When moving the character around the scene, I noticed that the border between walls and floors sometimes has a slight flicker. Zooming in on the flicker, the occlusion seems to have a sawtooth pattern that is letting the color of the wall peak through (I'm assuming that this is what is causing the flickering). Is there a configuration change I'm missing to prevent this or is this the result of a rendering bug?

I originally posted this to the Godot Q and A but I was instructed to post this inquiry here.

Scene setup:

- TileMap - has two tile definitions: 
  - Walls - Collisions and light occluders are setup
  - Floor - No collisions or occluders
- Player
  - Simple player controller that can move around the scene with a 2D camera
- CanvasModulate 
  - I use the canvas modulate node to control the environment colour


I have tried both enabling and disabling pixel snap in project settings, and have also tried both GLES2 and GLES3.


Zoomed-in picture of the flickering in the editor:
![SdA5ck6](https://user-images.githubusercontent.com/5732781/150454497-6aba4e73-d4cc-433c-8790-ec39d4f2fdc2.png)

Video to see the flickering in action: [https://youtu.be/4OpFGDbEygY](https://youtu.be/4OpFGDbEygY)


### Steps to reproduce

1. Download project and open with Godot Editor
2. Run the Main scene
3. Move around the character with the arrow keys, You will notice flickering on the first couple pixels of the edge between the wall and the floor

You can also see this in the editor but you have to really zoom in on the edge 

### Minimal reproduction project

[flickering_bug.zip](https://github.com/godotengine/godot/files/7909846/flickering_bug.zip)
Repository: TypeScript
Issue: Incorrect hover shown for union variable in `while` loop following an exhaustive `switch`
Labels: Bug,Help Wanted,Domain: Quick Info

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->
while switch union narrowing never

### 🕗 Version & Regression Information
Version: 4.5.4
- This is the behavior in every version I tried, and I reviewed the FAQ for entries about while, loop, switch

### ⏯ Playground Link

<!--
  A link to a TypeScript Playground "Share" link which shows this behavior

  The TypeScript Workbench can be used for more complex setups, try
  https://www.typescriptlang.org/dev/bug-workbench/

  As a last resort, you can link to a repo, but these will be slower for us to investigate.
-->
[Playground link with relevant code](https://www.typescriptlang.org/play?ts=3.9.7#code/DYUwLgBAZg9jBcEBEBDNSIB9kCM8YF5k0UkBuAKAoHcALAS1AgAowAnAVxAEoIBvChCEQAztXpgAxrRawYvAcKURJKESGLp4g5boCMAaj1kIAelMoAdgE9RYFGBABbEJbA7dSnGxAoA1pSeKmoaSHg4SNpBSobGZhY2dg7Oru7Rwt6+AR4QAL5USvRQsnAQBOWapAo5SpIwliIwoAB0wDAA5sxIAGKl9CIQJEjcgZ5yZbj4o0K5ECDA6hBFJTBlFWH4CvEiKNYD4-0QliAAbiBsNcJ1DU0grR1dvauH4cPTyteNLW2dSAAycAADksBgATeogN6XISZfzvfK5IA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
let foo: "aaa" | "bbb" = "aaa";

while (true) {
    switch (foo) {
        case "aaa":
            1+1; //any statement
            break;
        case "bbb":
            1+1; //any statement
            break;
    }

    if (foo === "aaa") {
        console.log("Foo is aaa");
        foo = "bbb";
    } else if (foo === "bbb") { //says foo is never
        console.log("Foo is bbb");
        console.log("Loop is done");
        break;
    }
}
```

### 🙁 Actual behavior

<!-- What happened, and why it was wrong -->
On the line `} else if (foo === "bbb") {` when you hover over `foo` typescript thinks the type is never. If that was the case then you'd expect nothing inside that block to run.

### 🙂 Expected behavior

<!-- What you expected to happen instead, and why -->
`foo` should be type `"bbb"` here, and if you remove the switch statement it is. Furthermore if you run the compiled JS, it does hit all the console.log lines and produces
```
Foo is aaa
Foo is bbb
Loop is done
```
Repository: flutter
Issue: Flutter plugins should verify plugins have correct dart docs
Labels: p: tooling,package,team-ecosystem,P2,triaged-ecosystem

Plugins should verify that the dartdocs that will be generated will be up to date. More specifically, it should verify that links aren't broken and references are correct. This could be done with something like:

```
flutter pub global activate dartdoc
flutter pub global run dartdoc --no-generate-docs --errors='broken-link,unresolved-doc-reference' --verbose-warnings 
```
Repository: deno
Issue: P-521 curves in WebCrypto
Labels: feat,ext/crypto

Support for p521 curves for ECDSA and ECDH on all relevant operations. Ideally when its part of RustCrypto https://github.com/RustCrypto/elliptic-curves
Repository: go
Issue: runtime: crash in memmove on  loongson 3a4000 (mips64le)
Labels: NeedsInvestigation,compiler/runtime

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.13.15 linux/mips64le
</pre>

### Does this issue reproduce with the latest release?
fail


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="mips64le"
GOBIN=""
GOCACHE="/home/lshf/.cache/go-build"
GOENV="/home/lshf/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="mips64le"
GOHOSTOS="linux"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/lshf/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/home/lshf/go1.17"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/home/lshf/go1.17/pkg/tool/linux_mips64le"
GCCGO="gccgo"
GOMIPS64="hardfloat"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -mabi=64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build062192263=/tmp/go-build -gno-record-gcc-switches"
[lshf@localhost ~]$ 
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->
1. I  build go1.13.15 with mips64le  on the centos7 amd64, and golang version is 1.4
      GOOS=linux GOARCH=mips64le ./bootstrap.bash
      
2.  copy go-linux-mips64le-bootstrap.tbz to target host 
     target host:     
                      Linux localhost.localdomain 3.10.0-693.lns7.18.mips64el #1 SMP PREEMPT Fri Jul 10 15:28:05 CST 2020 mips64 mips64 mips64 GNU/Linux
     target os:   
                       Loongnix-Server release 1.7.2007 (Core)
                      Loongnix-Server release 1.7.2007 (Core)
                      NAME="Loongnix"
                      VERSION="7 (Core)"
                      ID="loongnix"
                      ID_LIKE="rhel fedora"
                      VERSION_ID="7"
                      PRETTY_NAME="Loongnix 7 (Core)"
                      ANSI_COLOR="0;31"
                      CPE_NAME="cpe:/o:loongnix:loongnix:7"
                      HOME_URL="https://www.loongnix.org/"
                      BUG_REPORT_URL="https://bugs.loongnix.org/"
                      
                      Loongnix-Server release 1.7.2007 (Core)
                      Loongnix-Server release 1.7.2007 (Core)

3.   compile go1.13 with  go-linux-mips64le-bootstrap.tbz ,  and successful.

3.   compile go1.17 with   go1.13 ,   and  failure

### What did you expect to see?

    build go1.17 successful

### What did you see instead?
    
[error.txt](https://github.com/golang/go/files/7910143/error.txt)
Repository: excalidraw
Issue: feat:Add a Zoom mode key for pen & tablet use
Labels: discussion

Hi,

I have started testing excalidraw for a bit in obsidian and I am looking for something like this: [Issue#794](https://github.com/excalidraw/excalidraw/issues/794) but for zoom. 
Something like while holding `ctrl+space` or `Z` and holding the left mouse button while dragging it up / down or left / right that would then have the same effect of `Ctrl + +` or `Ctrl + -` (zoom in / out).

This is very useful for people who use a pen & tablet such as myself, because I can activate it using the left hand on the keyboard and use the right hand with the pen, just like it works for panning (move canvas).

Thank you,
Iancu
Repository: pytorch
Issue: `torch.{max,min}` have strange error message when `input.numel()==0`
Labels: triaged,module: reductions

### 🐛 Describe the bug

`torch.{max,min}` have strange error message when `input.numel()==0`. It says "Expected reduction dim to be specified for input.numel() == 0. Specify the reduction dim with the 'dim' argument". However, it is meaningless to specify the `dim` for an empty tensor. By contrast, `torch.median` will return `tensor(nan)` when the input is empty

```python
import torch
input = torch.rand([5, 5, 0])
torch.median(input)
# tensor(nan)
torch.max(input)
# ERROR:max(): Expected reduction dim to be specified for input.numel() == 0. Specify the reduction dim with the 'dim' argument.
```

### Versions

pytorch: 1.10.1
Repository: pytorch
Issue: More than 4 Dimensions for Channel Last Memory Format
Labels: triaged,enhancement,module: memory format

### 🚀 The feature, motivation and pitch

While deploying a Pytorch model with ```nn.PixelShuffle``` on Qualcomm edge devices, the SNPE converter from Qualcomm gives an error that only 4D tensor operations are allowed. This is because internally, ```nn.PixelShuffle``` uses 6 Dimensions to permute the tensor.

Please add support for more than 4D in the channel last memory format or ```torch.jit.trace```. This would be a huge help in deploying Pytorch models on edge devices.

### Alternatives

```nn.PixelShuffle``` can be modified to use 4D in the inference if the ```num_channels=1```. Can we have a boolean flag that we can add to ```nn.PixelShuffle``` to make this happen, say, for SuperResolution? This would solve my issue without needing more dimensions in Channel-last Mem format 

### Additional context

_No response_

cc @VitalyFedyunin @jamesr66a
Repository: material-ui
Issue: TextField with type date - intended or error when using label
Labels: bug 🐛,component: text field

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

Using the component `<TextField type="text" label="myLabel" placeholder="myPlaceholder" />` leads to the having the label and a date mask to overwrite each other.

![image](https://user-images.githubusercontent.com/1009585/150496808-6becec40-b5cc-4fb3-987a-2607d78cc026.png)


### Expected behavior 🤔

I would expect the element only to show the label and eventually the date format when an invalid date has been used or as a tooltip.


### Steps to reproduce 🕹

https://codesandbox.io/s/useformcontrol-material-demo-forked-270g0?file=/demo.tsx:230-306

```js
import * as React from "react";
import TextField from "@mui/material/TextField";
import Box from "@mui/material/Box";

export default function UseFormControl() {
  return (
    <Box component="form" noValidate autoComplete="off">
      <TextField type="text" label="myLabel" placeholder="myPlaceholder" />
      <br/>
      <TextField type="date" label="myLabel" placeholder="myPlaceholder" />
    </Box>
  );
}
```


### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary>`npx @mui/envinfo`</summary>

```
 System:
    OS: macOS 12.1
    CPU: (8) x64 Intel(R) Core(TM) i7-8559U CPU @ 2.70GHz
    Memory: 463.25 MB / 16.00 GB
    Shell: 5.8 - /bin/zsh
  Binaries:
    Node: 16.13.2 - ~/.nvm/versions/node/v16.13.2/bin/node
    npm: 8.3.1 - ~/.nvm/versions/node/v16.13.2/bin/npm
    Watchman: 2022.01.03.00 - /usr/local/bin/watchman
  Managers:
    CocoaPods: 1.9.1 - /usr/local/bin/pod
    Homebrew: 3.3.10 - /usr/local/bin/brew
    pip3: 21.3.1 - ~/.pyenv/shims/pip3
    RubyGems: 3.0.3.1 - /usr/bin/gem
  Utilities:
    CMake: 3.22.1 - /usr/local/bin/cmake
    Make: 3.81 - /usr/bin/make
    GCC: 4.2.1 - /usr/bin/gcc
    Git: 2.32.0 - /usr/bin/git
    Clang: 13.0.0 - /usr/bin/clang
    Subversion: 1.14.1 - /usr/local/bin/svn
  Servers:
    Apache: 2.4.51 - /usr/sbin/apachectl
  Virtualization:
    Docker: 20.10.12 - /usr/local/bin/docker
  SDKs:
    iOS SDK:
      Platforms: DriverKit 21.2, iOS 15.2, macOS 12.1, tvOS 15.2, watchOS 8.3
  IDEs:
    Nano: 2.0.6 - /usr/bin/nano
    VSCode: 1.63.2 - /Applications/Visual Studio Code.app/Contents/Resources/app/bin/code
    Vim: 8.2 - /usr/bin/vim
    Xcode: 13.2.1/13C100 - /usr/bin/xcodebuild
  Languages:
    Bash: 3.2.57 - /bin/bash
    Java: 11.0.10 - /usr/bin/javac
    Perl: 5.34.0 - /usr/local/bin/perl
    Python: 3.10.0 - /Users/doberkofler/.pyenv/shims/python
    Python3: 3.10.0 - /Users/doberkofler/.pyenv/shims/python3
    Ruby: 2.6.8 - /usr/bin/ruby
  Databases:
    SQLite: 3.36.0 - /usr/bin/sqlite3
  Browsers:
    Chrome: 97.0.4692.99
    Safari: 15.2
```
</details>
Repository: rust
Issue: compiler tried to guess type for generic and type recurs on itself
Labels: A-trait-system,T-compiler,C-bug

Possibly related to #85063

It seems that the compiler tried to guess the type, which is recursive to itself, even if not required to.
Code below does have pieces that can hint the compiler to compile properly 


```
#![recursion_limit = "8"] // doesn't matter, lower numbers makes error more readable

#[derive(Default)] pub struct Base;
pub struct Null;
pub struct Wrap<M>(M);

pub trait Pop<T> {
    type Output;
    fn pop(self, rhs: T) -> <Self as Pop<T>>::Output;
}

impl Pop<Null> for Base {
    type Output = Null;

    fn pop(self, rhs: Null) -> Self::Output { rhs }
}

impl<T> Pop<Wrap<T>> for Base where
    Base: Pop<T>,
    // === this line uncommented with the one mentioned in tests makes compiler act weird
    <Base as Pop<T>>::Output: Copy,
{
    type Output = <Base as Pop<T>>::Output;

    fn pop(self, rhs: Wrap<T>) -> Self::Output {
        let x = <Base as Pop<T>>::pop(self, rhs.0);
        x
    }
}

#[test]
fn test() {
    // === this line uncommented makes bug dissapear, regardless for the next one.
    // === probably it hints the compiler what T is,
    // Base.pop(Null);

    // === additionally this usage is also okay for the compiler.
    // === uncommenting this one hints the compiler
    // let b: Base = Base::default();
    // let _b = b.pop(Null);

    let _a = Pop::pop(Base, Null);
    
    // === this below works 
    // let _a = <Base as Pop<Null>>::pop(Base, Null);

    // === same usage as above, however this usage will not help
    // let b: Base = Base::default();
    // let _b = b.pop(Null);
}

fn main() {
    todo!();
}
```