sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: Replace SimSun, MingLiu, MSGothic, GulimChe with one (or four?) decent monospace fonts.
Labels: Issue-Feature,Product-Conhost,Area-Fonts

_From @be5invis on May 12, 2017 5:35_

**THEY ARE UGLY, REALLY**.

The new font(s) should be:

 - Exact half-width monospace, to prevent full-width glyphs being stretched or alignment being broken.
 - No bitmap. In vector.
 - Well hinted.
 - Follows regional (CCJK) orthographic standards and aesthetic habits.

_Copied from original issue: Microsoft/WSL#2091_
Repository: terminal
Issue: Japanese character output in Integrated Terminal of Visual Studio Code causes the next prompt out of position after upgrading to Creators Update
Labels: Product-Conhost,Area-Output,Issue-Bug

_From @yusuke-konishi on April 10, 2017 3:50_

* A brief description

Japanese character output in Integrated Terminal of Visual Studio Code causes the next prompt out of position **after upgrading to Creators Update**. This issue is reproducible 100%.

For example, `echo あ` causes the next prompt out of position. The screenshot below is the result of `ls -la` with en only, and `echo あ`. `ls -la` does not cause any problem, but `echo あ` causes the next prompt out of position.

![ls_en_echo](https://cloud.githubusercontent.com/assets/1524840/24842707/486041e8-1dd6-11e7-9a3f-8bf5dd26f47e.jpg)

* Expected results

Japanese character output in Integrated Terminal of Visual Studio Code keeps the next prompt in the correct position.

* Actual results (with terminal output if applicable)

Japanese character output in Integrated Terminal of Visual Studio Code causes the next prompt out of position.

* Your Windows build number

Version 1703, build 15063.13 (Japanese)

* Steps / All commands required to reproduce the error from a brand new installation 

1. Install Windows 10 Creators Update
2. Install BoW on Creators Update
3. Install Visual Studio Code (v1.11.1)
4. Open BoW in Integrated Terminal by [Ctrl] +[@]
5. Run `echo あ`
  -> This causes the next prompt out of position.

* Other troubleshooting

I tried repro on the following three environment by Visual Studio Code v1.11.1. By this results, this does not seem to depend on Visual Studio Code, but **Creators Update**. Can't BoW handle this issue?

1) OK
  OS: build 14393.0
  BoW: Ubuntu 14.04

2) **NG**
  OS: **build 15063.13 (upgraded from build 14393.0)**
  BoW: Ubuntu 14.04 (not upgraded)

3) **NG**
  OS: **build 15063.13**
  BoW: Ubuntu 16.04




_Copied from original issue: Microsoft/WSL#1871_
Repository: rust
Issue: Disambiguating associated types from super traits in a trait object
Labels: C-enhancement,A-associated-items,T-lang,T-types,A-trait-objects

Suppose you have a trait:
```
trait Foo: std::ops::Index<usize> + std::ops::Index<isize> {}
```
How do you declare a `Foo` trait object, say a `Box`? The `Output` associated types need to be specified but they need to be disambiguated between the two super traits.  Projections that I’ve tried don’t seem to work but it’s possible I didn’t try the right incarnation.

This stems from the https://users.rust-lang.org/t/how-to-specify-associated-types-with-same-name-in-generics/15677 post.
Repository: pytorch
Issue: BatchNorm1d raises RuntimeError (CUDNN_STATUS_BAD_PARAM) on 3D input.
Labels: module: cudnn,triaged

- OS: Ubuntu 16.04
- PyTorch version: 0.3.1
- How you installed PyTorch (conda, pip, source): pip
- Python version: 3.5.3
- CUDA/cuDNN version: 8.0
- GPU models and configuration: Titan Xp
- GCC version (if compiling from source): -

- A script to reproduce the bug. Please try to provide as minimal of a test case as possible.
```
bn = torch.nn.BatchNorm1d(5, eps=0.001, momentum=0.99).cuda()
x = Variable(torch.rand(2,5,1).cuda())
bn(x)
```

- Error messages and/or stack traces of the bug
```
---------------------------------------------------------------------------
RuntimeError                              Traceback (most recent call last)
<ipython-input-62-f513ba6863d2> in <module>()
      1 bn = torch.nn.BatchNorm1d(5, eps=0.001, momentum=0.99).cuda()
      2 x = Variable(torch.rand(2,5,1).cuda())
----> 3 bn(x)

/usr/local/lib/python3.5/dist-packages/torch/nn/modules/module.py in __call__(self, *input, **kwargs)
    355             result = self._slow_forward(*input, **kwargs)
    356         else:
--> 357             result = self.forward(*input, **kwargs)
    358         for hook in self._forward_hooks.values():
    359             hook_result = hook(self, input, result)

/usr/local/lib/python3.5/dist-packages/torch/nn/modules/batchnorm.py in forward(self, input)
     35         return F.batch_norm(
     36             input, self.running_mean, self.running_var, self.weight, self.bias,
---> 37             self.training, self.momentum, self.eps)
     38 
     39     def __repr__(self):

/usr/local/lib/python3.5/dist-packages/torch/nn/functional.py in batch_norm(input, running_mean, running_var, weight, bias, training, momentum, eps)
   1011             raise ValueError('Expected more than 1 value per channel when training, got input size {}'.format(size))
   1012     f = torch._C._functions.BatchNorm(running_mean, running_var, training, momentum, eps, torch.backends.cudnn.enabled)
-> 1013     return f(input, weight, bias)
   1014 
   1015 

RuntimeError: CUDNN_STATUS_BAD_PARAM
```

- Context around what you are trying to do
Use BatchNorm1d on a batch of data (Examples x Channels x Length)

P.S.: This works on master branch.
Repository: godot
Issue: Frame stutter when playing a project on MacOS/Linux
Labels: bug,platform:linuxbsd,platform:macos,topic:porting

**Godot version:**
3.0

**OS/device including version:**
MacOS High Sierra, NVIDIA GeForce GT 750M 2 GB

**Issue description:**
Frame stuttering: https://imgur.com/a/nzIIn
The FPS seem to remain unaffected when a stutter occurs. I've tried disabling V-sync. All demo projects I've tried have this issue. When using the Profiler I've noticed that the game mostly doesn't stutter anymore. I've managed to capture a profile both with stutter (right side) and without stutter (left side): https://imgur.com/a/ctFMp. An exported version of the game has no frame stuttering. But I will get stuttering even in the exported game when I'm playing both the exported version and the preview game from within Godot.

**Steps to reproduce:**
Be on MacOS (or Linux https://www.reddit.com/r/godot/comments/7y2aba/frame_stutter/dud66un/).
Set MacOS' scaling to "More Space".
Play any project from within Godot.

**Minimal reproduction project:**
Any (demo) project with character movement to test it
Repository: rust
Issue: Feature: show failure step when compilation failed due to static analysis
Labels: A-frontend,A-diagnostics,T-compiler,C-feature-request

Newcomers might find this kind of output useful for an invalid program:
```
✓ Syntax valid!
✗ Types invalid
- Borrow checker

error[E0599]: no method named `collect` found for type `std::vec::Vec<T>` in the current scope
...
```

This would make it easier to see if you're fixing errors correctly, and are getting 'better' errors.
Repository: rust
Issue: Improve implicit conversion of &[_; 0] into &[T]
Labels: A-type-system,C-enhancement,T-lang,T-compiler,A-coercions,T-types

https://play.rust-lang.org/?gist=251182ab9c63f93d776eed72b43d4455&version=stable

```rust
pub fn foo<T>(lists: &[&[T]]) {
    let (first, rest) = lists.split_first().unwrap_or((&(&[]), &[]));
}
```

This code should pass type checking. (Unless I'm mistaken.)
Repository: rust
Issue: `resume_unwind` can indefinitely increase the panic count
Labels: A-runtime,T-libs-api,C-bug

A corner-case use of `resume_unwind` can lead to a large panic count. This complicates the flowchart of panic handling. I think `resume_unwind` should abort when `panic_count >= 1` to keep the invariant `panic_count <= 2` (and `panic_count <= 1` when unwinding).

[Playground](https://play.rust-lang.org/?gist=b72fbc07b8bdc9997bd79b04198bbacb&version=nightly)

```rust
#![feature(update_panic_count)]

use std::ops::Drop;
use std::panic::resume_unwind;
use std::rt::update_panic_count; // to show panic count

struct A;
impl Drop for A {
    fn drop(&mut self) {
        let panic_count = update_panic_count(0);
        println!("panic_count = {}", panic_count);
        if panic_count >= 100 {
            return;
        }

        let _x = A;
        resume_unwind(Box::new(()));
    }
}

fn main() {
    let _x = A;
}
```

It prints

```
panic_count = 0
panic_count = 1
panic_count = 2
...
panic_count = 100
```
Repository: youtube-dl
Issue: Site Support on Smosh.com
Labels: site-support-request

## Please follow the guide below

- You will be asked some questions and requested to provide some information, please read them **carefully** and answer honestly
- Put an `x` into all the boxes [ ] relevant to your *issue* (like this: `[x]`)
- Use the *Preview* tab to see what your issue will actually look like

---

### Make sure you are using the *latest* version: run `youtube-dl --version` and ensure your version is *2018.02.22*. If it's not, read [this FAQ entry](https://github.com/rg3/youtube-dl/blob/master/README.md#how-do-i-update-youtube-dl) and update. Issues with outdated version will be rejected.
- [x] I've **verified** and **I assure** that I'm running youtube-dl **2018.02.22**

### Before submitting an *issue* make sure you have:
- [ ] At least skimmed through the [README](https://github.com/rg3/youtube-dl/blob/master/README.md), **most notably** the [FAQ](https://github.com/rg3/youtube-dl#faq) and [BUGS](https://github.com/rg3/youtube-dl#bugs) sections
- [ ] [Searched](https://github.com/rg3/youtube-dl/search?type=Issues) the bugtracker for similar issues including closed ones
- [ ] Checked that provided video/audio/playlist URLs (if any) are alive and playable in a browser

### What is the purpose of your *issue*?
- [ ] Bug report (encountered problems with youtube-dl)
- [x] Site support request (request for adding support for a new site)
- [ ] Feature request (request for a new functionality)
- [ ] Question
- [ ] Other

---

### If the purpose of this *issue* is a *bug report*, *site support request* or you are not completely sure provide the full verbose output as follows:


### If the purpose of this *issue* is a *site support request* please provide all kinds of example URLs support for which should be included (replace following example URLs by **yours**):
- Single video: http://www.smosh.com/videos/breaking-habit-alternate-ending
Repository: vscode
Issue: The bgcolor of selected text in highlighted search keyword is not different from the highlight color
Labels: bug,help wanted,search,confirmed

### Issue Type
Bug

### Description

Steps to reproduce:
1. search some keyword in the left search panel
2. click on one search result
3. the keyword is highlighted
4. select some word in the highlighted text

I want the bgcolor of selected text differ from highlighted color, but it is the same.
![image](https://user-images.githubusercontent.com/13391795/36351955-f73084fa-14eb-11e8-9f10-676cf8994b96.png)
(in this pic, "COUNT" is selected)

Note that this issue only occur when I open the file from search panel, and only occur on the highlight of search result I clicked.
![image](https://user-images.githubusercontent.com/13391795/36351943-e5b91b56-14eb-11e8-91e5-2001efe58458.png)
(the second highlight works fine)

I tried 4 color themes, all reproduced this issue.

### VS Code Info

VS Code version: Code 1.20.1 (f88bbf9137d24d36d968ea6b2911786bfe103002, 2018-02-13T15:34:36.336Z)
OS version: Windows_NT x64 6.1.7601

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz (4 x 3292)|
|Memory (System)|7.96GB (3.77GB free)|
|Process Argv|C:\Program Files\Microsoft VS Code\Code.exe F:\Works\ygopro-scripts|
|Screen Reader|no|
|VM|0%|

</details><details><summary>Extensions (1)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-eslint|dba|1.4.5


</details>
Reproduces without extensions
Repository: rust
Issue: Partial substitution of trait associated types results in compiltion failure
Labels: C-enhancement,A-trait-system,T-compiler

Consider a [following playground](https://play.rust-lang.org/?gist=12118ce186c0d5fff14c872dcf27b2d0&version=stable):
```rust
#![crate_type = "lib"]

trait A<X> {
}

trait B {
    type X;
    type A: A<Self::X>;
}

fn oops<T: B<X=String>>(_: &T) {
}
```

It fails to compile with
```
   Compiling playground v0.0.1 (file:///playground)
error[E0277]: the trait bound `<T as B>::A: A<std::string::String>` is not satisfied
  --> src/lib.rs:11:1
   |
11 | / fn oops<T: B<X=String>>(_: &T) {
12 | | }
   | |_^ the trait `A<std::string::String>` is not implemented for `<T as B>::A`
   |
   = help: consider adding a `where <T as B>::A: A<std::string::String>` bound
   = note: required by `B`

error: aborting due to previous error

error: Could not compile `playground`.

To learn more, run the command again with --verbose.
```
Repository: vscode
Issue: Workspace ... scrollbar area is totally invisible
Labels: feature-request,ux

<!-- Do you have a question? Please ask it on https://stackoverflow.com/questions/tagged/vscode. -->

<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: 1.21.0-ins
- OS Version: win7x64

How about to make scrollbar area a little bit visible?
Cause you don't even see where to click, when you want to scroll some hundreds of folders instantly.

For now it's totally invisible: 
![scrollbar area is invisible](https://user-images.githubusercontent.com/24613274/36354190-0e5a1078-14d9-11e8-8e5a-5b55d328fdc2.gif)
Repository: rust
Issue: Using std::io::{Read, Write, Cursor} in a nostd environment
Labels: T-libs-api,C-feature-request,A-io

I'm surprised there's no ticket for this, so here we go.

It isn't possible in nostd to use [std::io::Cursor](https://doc.rust-lang.org/std/io/struct.Cursor.html). That seems to be mostly because it requires std::io::Read, Write, and Seek. However, I'd argue that those traits should also be part of libcore, and only the specific implementations be in libstd. After all, the Read/Write/Seek traits and the Cursor struct don't seem to rely on anything that's part of the stdlib: they don't need allocation, etc...

My use-case is, I have to write data into an array, and treating that array in a file would lead to much more idiomatic code. Furthermore it'd allow using crates like byteorder in nostd environment.
Repository: vscode
Issue: SCM - Differentiate between submodules and normal repos
Labels: help wanted,feature-request,scm

### Issue Type
Feature Request

**I would like submodules to be nested underneath their parent repo in the Source Control Pane.**

### Description

I love the new submodule feature, but there are a couple of issues with the Source Control pane:

  * I can't tell which providers (repos) are submodules
  * I can't tell what top-level provider a given submodule provider is associated with

For most situations, this probably isn't an issue. But for some of my projects, it is a serious issue. For example, I have projects:

  * A - depends on nothing
  * B - depends on A
  * C - depends on A and B
  * etc

For development, I use a multi-root workspace with a directory structure something like this:

  * Projects
    * A
    * B *(references `../A`)*
    * C *(references `../A` and `../B`)*

For continuous integration and deployment, I use submodules:

  * C *(references `./.libs/A` and `./.libs/B`)*
    * .libs
      * A
      * B *(references `/builds/C/.libs/A`)*

While I could leave the submodules uninitialized on my dev machine, my workflow includes doing a build with submodules before I push, to ensure I haven't forgotten to update a submodule, because why waste CPU cycles on a CI build that's guaranteed to fail.

In this particular example, where B has A as a submodule, and C has A and B, I will have six repos (A, B, C, B/.libs/A, C/.libs/A, and C/.libs/B) show up in VSCode. While I can and do disable submodule discovery for these projects, that doesn't stop VSCode from picking them up when I open a file in a submodule.

### VS Code Info

VS Code version: Code 1.20.1 (f88bbf9137d24d36d968ea6b2911786bfe103002, 2018-02-13T15:34:36.336Z)
OS version: Windows_NT x64 10.0.16299
Repository: go
Issue: cmd/compile, runtime: optimize comparison of large values with zero
Labels: Performance,compiler/runtime

```go
package p

type T [20]byte

func f(x *T) bool {
	return *x == T{}
}
```

Currently this sets up and zeros twenty bytes and then calls memequal. Comparing a large type to zero should be easy; we can then dispatch instead to an optimized runtime routine that doesn't need to actually construct a zero value. (Should handle != as well.)

cc @randall77 @martisch
Repository: go
Issue: x/build/cmd/gerritbot: report errors to StackDriver
Labels: Builders

Currently we don’t know when an import fails unless we check the PRs manually. We should be reporting errors to StackDriver and alert on an error.
Repository: godot
Issue: Games receive joypad input even if the game window is not focused
Labels: bug,discussion,confirmed,topic:input

**Godot version:**
<!-- Specify commit hash if non-official. -->
3925e6a5431424f422273f3522016a9d6a51a876

**OS/device including version:**
<!-- Specify GPU model and drivers if graphics-related. -->
Tested on Linux Mint 18.3 sylvia

**Issue description:**
<!-- What happened, and what was expected. -->
When running multiple Godot games all games will receive the joypad input. It does not matter if the games are started from the editor or if they are run from the commandline.

**Steps to reproduce:**
1. Run two godot games at the same time and use a joypad.
2. See that both games will process the joypad input regardless of the window focus
Repository: TypeScript
Issue: rootDir option documentation incorrect and confusing
Labels: Docs

I've recently started a new project with TS and run into some confusing behaviour. I've placed my files in an "app" folder, but the emitted TS (using AMD modules with --outFile) generates module names without the app prefix, breaking my JS references.

Turns out that I was supposed to use rootDir, instead of rootDirs.

The first issue is that since #5819, this actually does affect outFile as well, so the documentation clearly stating it only applies to outDir is wrong.
The second issue is that it's really confusing the difference between rootDirs and rootDir, and it's still unclear to me why rootDirs: ["./"] did not produce the same result as rootDir: "./". The written documentation is not very clear out this and potentially, one or both options neeed renaming.

This is referencing the current live version on https://www.typescriptlang.org/docs/handbook/compiler-options.html
Repository: neovim
Issue: API: list builtin (normal-mode) commands
Labels: enhancement,api,complexity:high,architecture

I'm trying to create a Qt Creator plugin that uses Neovim as backend. So far so good, it was super easy thanks to the great api you guys designed. But I have a problem with shortcuts:

Qt Creator has a lot of shortcuts (seriously a lot) so some basic vim keys are overlapped by Qt Creator's shortcut. I can capture a key that's going to activate a Qt Creator shortcut and avoid the bound action to happen and send the keys to Neovim but it'd disable lots of useful shortcuts in Qt Creator like `Cmd+b` for build and lots of others. Currently I'm trying to create mappings in neovim in vim file that runs only for the plugin, these mappings map for example `Cmd+b` to an `rpcnotify` which calls the desired action in Qt Creator, something like this:

```
nnoremap <c-]> :call rpcnotify(0, 'Gui', 'triggerCommand', 'TextEditor.FollowSymbolUnderCursor')<bar>call rpcnotify(0, 'Gui', 'triggerCommand', 'TextEditor.JumpToFileUnderCursor')<cr>
inoremap <expr> <c-space> rpcnotify(0, 'Gui', 'triggerCommand', 'TextEditor.CompleteThis') ? '' : ''
```

But the problem is the list is growing so fast and it's not a good idea at all, not just cause the list is long, but also because this way users of the plugin need to update this file with changes they make in Qt Creator settings. Notice that this list can't be generated automatically cause then again some vim useful maps would get overridden.

So I thought it'd be helpful if there were a function in vim like `ismapped("<D-B>")`, then by checking it when a shortcut is pressed I can decide to pass it to Neovim or handle it in Qt Creator. This way I can implement the "default is Neovim, if Neovim doesn't map it to something then lets see if QtCreator can handle it" for keys.

So I'm suggesting the implementation of this `ismapped` function and I think it'll be useful not just for me for this plugin but many others who are trying to use neovim as a backend for another editor.
Repository: vscode
Issue: Setup challenges when running mocha tests
Labels: feature-request

## Goals
- Since I run tests many times, I want to run mocha tests out of the box using a keyboard shortcut or a flat command (i.e. one that doesn't require input).
- I want to navigate directly to test suites and test cases.
- I want to jump to the last failed test of the most recent test run with a keyboard shortcut.

## Getting to a keyboard shortcut

- Add a `test` script to `package.json` and install the `npm` extension. Then I can use <kbd>Cmd+R T</kbd> to run the npm test script.  Somehow I have to learn that the npm extension can be helpful.

- I can try to use tasks. I need to configure tasks, need to configure the default test task, and I need to assign a keyboard shortcut to the `run test task` command. That's three big hurdles. We have a tasks menu, but that's only talking about build tasks not test tasks. Steep learning curve.

## Issue with the terminal

- In both cases (npm and tasks) the test execution happens in a terminal. The terminal is reused.  When running tests I care about the failing tests. The terminal gives me link detection to where the test failed. Great. When I do this the terminal is scrolled away from its default position, i.e. the most recent line of output. Thus, when click the link and I fix the issue and re-run the tests then I don't see the output of the re-run. I need to go to the terminal and scroll to the bottom to see if the test succeeded or failed. A terminal that shows tests should scroll automatically to the bottom.

- I can assign a keyboard shortcut to focus the active terminal (there is none by default). However, in order to find the failed tests and the link to the source I use the mouse. I'd like to jump to failing tests directly with a keyboard shortcut.

## Navigation issues

- Show Document Symbols and Show Workspace Symbols are unaware of mocha test suites and test cases. I always use search to navigate to my tests.

## Issues when debugging

- The debug console does not support link detection. Thus, when I run tests in the debugger without hitting a breakpoint, I can not easily navigate the test failure.