sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: cmd/go: unexpected output with go doc std
Labels: help wanted,NeedsFix,GoCommand

<!--
Please answer these questions before submitting your issue. Thanks!
-->

go version go1.19beta1 linux/amd64

<pre>
$ go version
go version go1.19beta1 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### 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.
-->

Originally, I was attempting list all standard packages via `go list std`. I tried to find documentation `go help list` that confirms the use of "std" as some kind of proxy for listing the standard library. That led me to `go doc std`.

### What did you expect to see?

I expected to see nothing (as its not a package) , or some kind of magic placeholder, or some kind of invalid package error.

### What did you see instead?

What I think I see is the first standard library package in alpha order, `archive/tar`.

```
~$ go doc std
package tar // import "archive/tar"

Package tar implements access to tar archives.

Tape archives (tar) are a file format for storing a sequence of files that
can be read and written in a streaming manner. This package aims to cover most
variations of the format, including those produced by GNU and BSD tar tools.

const TypeReg = '0' ...
var ErrHeader = errors.New("archive/tar: invalid tar header") ...
type Format int
    const FormatUnknown Format ...
type Header struct{ ... }
    func FileInfoHeader(fi fs.FileInfo, link string) (*Header, error)
type Reader struct{ ... }
    func NewReader(r io.Reader) *Reader
type Writer struct{ ... }
    func NewWriter(w io.Writer) *Writer
```

Maybe `std` is meant to be magic, but if its not, it seems that it would documented in `go help list` and clearer usage with `go doc std`. I could also just be wrong on its usage (found via some random posts).
Repository: godot
Issue: Viewport transparency doesn't work with CanvasItem Clip Children
Labels: bug,topic:rendering,topic:2d

### Godot version

Godot 4.0 alpha 10

### System information

Windows 10

### Issue description

Viewport transparency doesn't work with canvas item clip children in Godot 4.0.
Godot 4 replaced masking with light mask with CanvasItem's clip_children, which is a shame imho because having 2 options to mask an object is better than replacing one with another which doesn;t cover all cases in which the previous method did work.
![clip_children_vieport_transparency](https://user-images.githubusercontent.com/70452108/174456610-cb5ef8c7-c5ee-4d11-ba90-149bf1ac51a0.jpg)



### Steps to reproduce

1. Create any node that inherits from CanvasItem, for example ColorRect or TextureRect or Label, check on Clip Children.
2. Add a SubViewportContainer as it's child.
3. Add a SubViewport as SubViewportContainer's child, check on Transparent BG.

### Minimal reproduction project

[joeyeroq_clip-children-viewport-transparency.zip](https://github.com/godotengine/godot/files/8934341/joeyeroq_clip-children-viewport-transparency.zip)

*Bugsquad edit (keywords for easier searching): clipping*
Repository: pytorch
Issue: Automatically use CUDA
Labels: triaged,needs research,module: python frontend

### 🚀 The feature, motivation and pitch

To instantiate the Torch DSL you must presently use the following code:

```
import torch; torch.set_default_tensor_type(torch.cuda.FloatTensor)
from torch import *
```

The feature request is that the first line happens by default when CUDA is available. 

Additionally, switching modes should be as simple as:
```
cpu() # now everything happens on the CPU
```
```
gpu() # now everything happens on the GPU
```


### Alternatives

_No response_

### Additional context

_No response_
Repository: youtube-dl
Issue: Spotify support confusing
Labels: documentation

## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.12.17. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that all URLs and arguments with special characters are properly quoted or escaped as explained in http://yt-dl.org/escape.
- Search the bugtracker for similar issues: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm reporting a broken site support
- [ ] I've verified that I'm running youtube-dl version **2021.12.17**
- [ ] I've checked that all provided URLs are alive and playable in a browser
- [ ] I've checked that all URLs and arguments with special characters are properly quoted or escaped
- [x] I've searched the bugtracker for similar issues including closed ones


## Description

[supportedsites.md](https://github.com/ytdl-org/youtube-dl/blob/master/docs/supportedsites.md) says spotify is supported, but it fails with the typical open.spotify.com links (related issues: #30180, #29722, #28660).  The documentation should be updated to make it clearer that this use case isn't supported.
Repository: PowerToys
Issue: The Welcome/Tutorial/Tour window is too similar visually to the main settings window
Labels: Issue-Bug,Product-Settings,Area-User Interface

### Microsoft PowerToys version

0.59.1

### Running as admin

- [ ] Yes

### Area(s) with issue?

Welcome / PowerToys Tour window

### Steps to reproduce

Open the welcome window or update the application so the window opens itself. 

### ✔️ Expected Behavior

Expected to find Settings. 

### ❌ Actual Behavior

Was greeted with pages that I thought were the normal settings but was very confused for a while when there were no settings there under the instructions on each page. I know at least one other person who had this same issue. Obviously now it won't happen to _me_ again but I'm sure it's still happening to people all the time who don't know yet. 

Potential easy fix ideas: Give the welcome window a fancy beefy border or push down all the window content to add a giant persistent "Welcome" or "Tutorial" at the top. 

### Other Software

_No response_
Repository: yt-dlp
Issue: Mixcloud Live Support
Labels: site-request

### Checklist

- [X] I'm reporting a new site support request
- [X] I've verified that I'm running yt-dlp version **2022.05.18** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've checked that all provided URLs are playable in a browser with the same IP and same login details
- [X] I've checked that none of provided URLs [violate any copyrights](https://github.com/ytdl-org/youtube-dl#can-you-add-support-for-this-anime-video-site-or-site-which-shows-current-movies-for-free) or contain any [DRM](https://en.wikipedia.org/wiki/Digital_rights_management) to the best of my knowledge
- [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)
- [X] 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 am willing to share it if required

### Region

United States

### Example URLs

https://www.mixcloud.com/live/furality/

### Description

Support for mixcloud livestreams would be great, thanks!

Did a bit of digging myself and it calls out to an HLS feed so should be doable.

Love this project!

### Verbose log

```shell
[debug] Command-line config: ['-v', 'https://www.mixcloud.com/live/furality/']
[debug] Encodings: locale cp1252, fs utf-8, pref cp1252, out utf-8, error utf-8, screen utf-8
[debug] yt-dlp version 2022.05.18 [b14d523] (win_exe)
[debug] Python version 3.8.10 (CPython 64bit) - Windows-10-10.0.19041-SP0
[debug] Checking exe version: ffprobe -bsfs
[debug] Checking exe version: ffmpeg -bsfs
[debug] exe versions: ffmpeg 2022-02-24-git-8ef03c2ff1-full_build-www.gyan.dev (setts), ffprobe 2022-02-24-git-8ef03c2ff1-full_build-www.gyan.dev
[debug] Optional libraries: Cryptodome-3.14.1, brotli-1.0.9, certifi-2021.10.08, mutagen-1.45.1, sqlite3-2.6.0, websockets-10.3
[debug] Proxy map: {}
[debug] [mixcloud] Extracting URL: https://www.mixcloud.com/live/furality/
[mixcloud] live_furality: Downloading JSON metadata
ERROR: [mixcloud] Track not found
  File "yt_dlp\extractor\common.py", line 642, in extract
  File "yt_dlp\extractor\mixcloud.py", line 131, in _real_extract
```
Repository: vscode
Issue: Increased title bar height for command center
Labels: under-discussion,command-center

Noticed that with command center enabled, the title bar height now increased:

<img width="1165" alt="image" src="https://user-images.githubusercontent.com/900690/174466436-78c8257d-c7d3-46ce-9caa-7e3c6a534860.png">

But to be fair, it was working perfectly fine - at least for me - with our previous height:

<img width="1193" alt="image" src="https://user-images.githubusercontent.com/900690/174466451-ecf20443-b9dc-4734-bbb5-0e0ea9fe862c.png">

What is the rationale behind increasing the height which will inevitably take real screen estate away for showing editor contents?
Repository: go
Issue: cmd/go: mod verify fails if directory entries are in zip file
Labels: NeedsFix,GoCommand,early-in-cycle,modules

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.18.3 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

I think so

### 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="amd64"
GOBIN=""
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org"
GOROOT="/usr/lib/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/lib/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.18.3"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOWORK=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build456399546=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

`go mod verify` fails immediately on freshly downloaded modules.  This can be reproduced with a hermetic Docker setup:

Dockerfile:

```
FROM docker.io/library/golang:alpine as builder
WORKDIR /usr/src/app
COPY go.mod go.sum ./
RUN go mod download && go mod verify
COPY . .
RUN go build -v .
```

go.mod:

```
module example
go 1.18
require go.felesatra.moe/cloudflare v0.3.0
```

main.go:

```
package main

import (
	"go.felesatra.moe/cloudflare"
)

func main() {
	_ := cloudflare.Client{}
}
```

I suspect there's something weird about the module zip files I build for `go.felesatra.moe/cloudflare`, but I'm not sure where to start looking.

Also, it seems strange how `go mod verify` could fail.  If I understand correctly, it's checking that the downloaded zip and the unpacked dir haven't been modified, and given the above hermetic Docker reproduction I don't see how that could be the case.

### What did you expect to see?

No error

### What did you see instead?

`go mod verify` says the downloaded dir has been modified
Repository: rust
Issue: `bound` option on `spsc_queue.rs` seems to have no effect
Labels: C-bug,T-libs,S-needs-repro

Hey,

I am using channels on my rust code which behind the scene uses `stream::Packet` that uses `sync::mpsc::spsc_queue`.

I notice that my application reaches peaks on the queue size and the memory usage is not dropped after those peaks even though I see that the `bound` option is set to 128 elements: https://github.com/rust-lang/rust/blob/fe5b13d681f25ee6474be29d748c65adcd91f69e/library/std/src/sync/mpsc/stream.rs#L70.

I looked at the `spsc_queue.rs` code and I notice that the `cached_nodes` is not increased when adding an element to the cache:
https://github.com/rust-lang/rust/blob/fe5b13d681f25ee6474be29d748c65adcd91f69e/library/std/src/sync/mpsc/spsc_queue.rs#L180

I tried locally the following change and it fixed the problem:
```diff
- self.consumer.cached_nodes.store(cached_nodes, Ordering::Relaxed);
+ self.consumer.cached_nodes.store(cached_nodes + 1, Ordering::Relaxed);
```

I am not sure if this is a right fix or whether my analysis is correct (maybe I got it all wrong?). Please let me know what you think or if there is anything else I might be missing?

Thanks.
Repository: godot
Issue: XBOX 360 Controller Input Buttons L2 & R2 not working (GODOT 3.4.4 linux)
Labels: bug,platform:linuxbsd,topic:input

### Godot version

3.4.4

### System information

Ubuntu 22.04, XBOX Controller

### Issue description

The L2 And the R2 buttons are not registering when pressed.
The InputEventJoypadButton shows activity for all other buttons.

I've tested the Gamepad in other software, and there the L2 and R2 buttons are working perfectly fine.

### Steps to reproduce

Plugin the Xbox 360 controller.

Add the following C# code to any script:
```
    public override void _Input(InputEvent inputEvent)
    {
        if(inputEvent is InputEventJoypadButton)
        {
            GD.Print(inputEvent.AsText());
        }
    }
```

or the following GDScript code to any script:
```
func _input(event):
	if event is InputEventJoypadButton:
		print(event.as_text())
```
Build, Run and press each button om the XBOX Gamepad to test

### Minimal reproduction project

[XboxButtonsL2AndR2NotWorking.zip](https://github.com/godotengine/godot/files/8934978/XboxButtonsL2AndR2NotWorking.zip)
Repository: pytorch
Issue: Automatically calculate output_shape of sequential model (or any other fCNN)
Labels: triaged,module: meta tensors

### 🚀 The feature, motivation and pitch

Follow up on #79512, if support for meta conv layers is added, hypothetically, it should be possible to do this:

```python
import torch

feature_extractor = torch.nn.Sequential(
    torch.nn.Conv2d(3, 8, kernel_size=3),
    torch.nn.ReLU(),
    torch.nn.MaxPool2d(kernel_size=2),
    torch.nn.Conv2d(8, 16, kernel_size=4),
    torch.nn.ReLU(),
    torch.nn.MaxPool2d(kernel_size=3)
)

b_img = torch.rand(32, 3, 28, 28)
b_img.to('meta')
feature_extractor.to('meta')

print(feature_extractor(b_img).shape)

# mlp stuff here
```

### Alternatives


```python
import torch

feature_extractor = torch.nn.Sequential(
    torch.nn.Conv2d(3, 8, kernel_size=3),
    torch.nn.ReLU(),
    torch.nn.MaxPool2d(kernel_size=2),
    torch.nn.Conv2d(8, 16, kernel_size=4),
    torch.nn.ReLU(),
    torch.nn.MaxPool2d(kernel_size=3)
)

b_img = torch.rand(32, 3, 28, 28)

# this is computationally expensive

print(feature_extractor(b_img).shape)

```

### Additional context

I am currently working on #79834 which should add support for meta conv layers.
Repository: create-react-app
Issue: An import path cannot end with a '.tsx' extension in Visual Studio Code
Labels: needs triage,issue: bug report

### Describe the bug


With 
```ts
// @ts-ignore
import ReloadWrapper from "../Others/ReloadWrapper.tsx";
```

I am able to run my project but cannot enjoy Typescript typing in Visual Studio Code. If I remove the `@ts-ignore` to get them back : 

![image](https://user-images.githubusercontent.com/9306961/174481233-46d55921-9343-4184-b5c0-1c154d0521b5.png)

With
```ts
import ReloadWrapper from "../Others/ReloadWrapper";
``` 
Webpack doesn't recognize the import
![image](https://user-images.githubusercontent.com/9306961/174481617-77222e9c-ebe6-4baf-b875-28a54b7fef1d.png)


### Did you try recovering your dependencies?

Yes

### Which terms did you search for in User Guide?

- An import path cannot end with a '.tsx' extension

### Environment

```
Environment Info:

  current version of create-react-app: 5.0.1
  running from C:\Users\jy95\AppData\Local\npm-cache\_npx\c67e74de0542c87c\node_modules\create-react-app
```

### Steps to reproduce

1. Have Visual Studio Code 1.68.1
2. Git clone `https://github.com/jy95/jy95.github.io.git`
3. Remove a `// @ts-ignore` somewhere (for example `import ReloadWrapper from "../Others/ReloadWrapper.tsx";` )
4. Tada

### Expected behavior

No error

### Actual behavior

An import path cannot end with a '.tsx' extension
![image](https://user-images.githubusercontent.com/9306961/174481233-46d55921-9343-4184-b5c0-1c154d0521b5.png)

### Reproducible demo

https://github.com/jy95/jy95.github.io master branch
Repository: godot
Issue: Import from gltf breaks animation of rigidbody children
Labels: bug,topic:import,topic:3d

### Godot version

3.4.4

### System information

not revelant

### Issue description

During import of scene Godot changes the name of rigid body (for example "Cube-rigid" -> "Cube"), but leaves this name in its child skeleton animation, so "Armature" becomes a child of "Cube" (Cube/Armature), but in AnimationPlayer all animations still belongs to Cube_rigid/Armature, so animation won't play.

### Steps to reproduce

In Blender create mesh named "Cube-rigid", add child Armature object with child  character mesh, so structure would be Cube-rigid/Armature/Character-mesh. Animate bones, and export to gltf. Then in Godot import gltf file, open it and check AnimationPlayer animations, they belongs to Cube-rigid/Armature, but in the scene there is no more object named "Cube-rigid"

### Minimal reproduction project

[Rigid_bug..zip](https://github.com/godotengine/godot/files/8935579/Rigid_bug.zip)
Repository: godot
Issue: [Bullet] No shape ID in a result of RayCast against PhysicsBody with multiple ConcavePolygonShapes.
Labels: bug,topic:physics

### Godot version

v3.5.rc4.official [e047c5006]

### System information

Windows 10

### Issue description

According to [doc](https://docs.godotengine.org/en/stable/classes/class_physicsdirectspacestate.html#class-physicsdirectspacestate-method-intersect-ray) intersect_ray must have shape id in resulting Dict.
However, its always 0.

This issue was already reported and fixed in #55533.
According to [changelog](https://downloads.tuxfamily.org/godotengine/3.5/rc4/Godot_v3.5-rc4_changelog_chrono.txt) it must be fixed in 3.5 rc4.

It doesn't.

### Steps to reproduce

1. Create 2 Shapes and add to StaticBody.
2. Racayst shapes using intersect_ray.
3. Look for shape id in raycast result Dict.

You can find example in attached MRP.

### Minimal reproduction project

[raycast_shape_bug.zip](https://github.com/godotengine/godot/files/8935786/raycast_shape_bug.zip)
Repository: svelte
Issue: A way to suppress outros for all descendents of a component
Labels: feature request,runtime,transition/animation

### Describe the problem

Outro transitions are great, but sometimes they are also "in the way". There can be cases (for example at a frontend router component) where it is very undesirable if a component that gets replaced with something else still stays around for a while because one of its descendants has an outro transition. In the router example, this can result in situations where for a short amount of time _two_ pages are rendered at once (spectacularily breaking the layout) because some accordion, tooltip or whatever deep inside the old page stalled the destruction of the page's view component for half a second to show its outro. Even if the "two pages at once" issue was not the a problem, by showing the new page only after `outroend`, we'd still be forced to wait for some descendant if it has an outro.

I know that `local` exists, but that's not a real solution to this problem, for two reasons: Firstly, it may be some third-party component that has the outro, and we can't easily add `local` to it. Secondly, it may actually be intentional that it's not local because within a certain subtree (the page's view component in my router example) parents _should_ wait for the outro, but beyond that subtree they shouldn't.

### Describe the proposed solution

Perhaps something like `<svelte:outrofence> .. </svelte:outrofence>` around the relevant subtree. (Maybe something similar could be considered for intros as well...)

### Alternatives considered

I have a workaround, but it's obviously a huge hack:

**OutroBlocker.svelte**
```html
<script>
    import { onMount } from 'svelte'
    import { get_current_component } from 'svelte/internal'
    
    const thisComponent = get_current_component()
    onMount(() => {
        delete thisComponent.$$.fragment.o
    })
</script>

<slot />
```

Usage: Just wrap whatever subtree that you want to suppress outros on in `<OutroBlocker> ... </OutroBlocker>`.

Demo: https://svelte.dev/repl/d73d23f868ff4de49e2c42648dfa52c7?version=3.48.0

Of course it would be much better if this was natively supported.

### Importance

would make my life easier
Repository: rust
Issue: Improve bounds check for function that always return in-bounds index
Labels: A-LLVM,I-slow,T-compiler

Consider following function:

```rust
pub fn foo(mut a: Vec<u64>) -> Vec<u64> {
    let val = 15;
    if let Err(idx) = a.binary_search(&val) {
        a.insert(idx, val);
    }
    a
}
```
On current rust 1.61.0 you can expect following output:

```
...
.LBB3_12:
        mov     rdi, rbx
        mov     rsi, r12
        call    qword ptr [rip + alloc::vec::Vec<T,A>::insert::assert_failed@GOTPCREL]
        ud2
...
```

It would be nice to have some attribute or other way of saying that binary search is always returning a valid insert index and bounds check should be eliminated. You can get an expected output in current rustc versions via:

```rust
pub fn foo(mut a: Vec<u64>) -> Vec<u64> {
    let val = 15;
    if let Err(idx) = a.binary_search(&val) {
        if idx > a.len() {
            unsafe { std::hint::unreachable_unchecked() };
        }
        a.insert(idx, val);
    }
    a
}
```

Since performing a search and then inserting [is one of main `binary_search` use cases](https://doc.rust-lang.org/stable/std/primitive.slice.html#method.binary_search) it might be worthwhile to implement such an optimization.
[See godbolt link](https://rust.godbolt.org/z/zMK4q8qrd) for a whole example
Repository: PowerToys
Issue: Display scaling set to anything but 100% causes FancyZones to be offset
Labels: Issue-Bug,Product-FancyZones,Needs-Repro,Priority-2

### Microsoft PowerToys version

0.59.1

### Running as admin

- [X] Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

Set display scaling to anything but 100%, and windows snap offset to the left and I would bet it corresponds to the percentage display scaling.

Also I am using all custom zones and I redid them to make sure they are not stock or template.

### ✔️ Expected Behavior

Snap to the grid zones I have laid out for it.

### ❌ Actual Behavior

Snaps offset to the left.

### Other Software

_No response_