sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Use GetModuleFileNameW wrappers
Labels: Area-Quality

This commit https://github.com/microsoft/PowerToys/commit/fd8fc679be2497d69a1b295e6b7dd6c66584fe34 introduced the `get_module_filename` and `get_module_folderpath` wrappers.
Use them instead of calling directly GetModuleFileNameW
Repository: flutter
Issue: code sharing/refactoring in the native Engine Layer code
Labels: engine,P2,team-engine,triaged-engine

Many of the native implementations of the Engine layers have very similar code cut and pasted between them. We should create helper methods and shared parent classes to consolidate much of these common implementation details:

- All Clip<Shape>Layer classes plus PhysicalShapeLayer have very similar code to manage the clipping
- Many classes have code to optionally coerce rendering to integer pixel translations for clarity (or raster cache share-ability)
- Classes that cache their (or a child) layer rendering have very similar code (Opacity, ImageFiltered, for example - and more will come over time)
Repository: flutter
Issue: General improvements to theming 
Labels: framework,f: material design,a: quality,team-design,triaged-design

Currently the Themeing system is difficult to use and understand. 

For example what theme is applied to what?  I just want to set the AppBar Text

I want to set every property in the application when using Theme's.  How do we do this. It needs to be extremely well documented. 

I found this in App Bar, that centerStyle was used to set title. 

```
TextStyle centerStyle = widget.textTheme?.title
      ?? appBarTheme.textTheme?.title
      ?? theme.primaryTextTheme.title;


```
And I set appBarTheme.textTheme.title to white and I still get black. 

Themeing is extremely difficult in Flutter.
Repository: TypeScript
Issue: [formatter] Semicolon is not removed on class member with initializer
Labels: Bug,Domain: Formatter

*Template info added by @mjbvz*

**TypeScript Version**: 3.8.0-dev.20191216

**Search terms:**
- Format
- semicolons

---

Issue Type: <b>Bug</b>

This is a bug report for the built-in TypeScript formatter.

I set to remove semicolons:
```
	"typescript.format.semicolons": "remove",
```

However, semicolons are not getting removed on class variables with initializer. Simplest example:
```typescript
export class X {
	private a: number;
	private b: boolean = false;
	private c = 10;
}
```
After formatting:
```typescript
export class X {
	private a: number
	private b: boolean = false;
	private c = 10;
}
```
If there is an initializer, semicolon is not removed.

VS Code version: Code 1.41.0 (9579eda04fdb3a9bba2750f15193e5fafe16b959, 2019-12-11T17:58:38.338Z)
OS version: Darwin x64 19.0.0

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz (8 x 2600)|
|GPU Status|2d_canvas: enabled<br>flash_3d: enabled<br>flash_stage3d: enabled<br>flash_stage3d_baseline: enabled<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>oop_rasterization: disabled_off<br>protected_video_decode: unavailable_off<br>rasterization: enabled<br>skia_renderer: disabled_off<br>surface_control: disabled_off<br>surface_synchronization: enabled_on<br>video_decode: enabled<br>viz_display_compositor: enabled_on<br>viz_hit_test_surface_layer: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|3, 2, 3|
|Memory (System)|16.00GB (0.08GB free)|
|Process Argv||
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (9)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-svgviewer|css|2.0.0
vscode-eslint|dba|1.9.1
EditorConfig|Edi|0.14.3
flow-for-vscode|flo|1.5.0
vscode-react-typescript|inf|1.3.1
jbockle-format-files|jbo|3.0.0
graphql-for-vscode|kum|1.15.3
Kotlin|mat|1.7.0
debugger-for-chrome|msj|4.12.3

(1 theme extensions excluded)

</details>
<!-- generated by issue reporter -->
Repository: TypeScript
Issue: class-factory mixins in type declaration files are impossible. (allow implicit return types in declaration files somehow)
Labels: Suggestion,Awaiting More Feedback

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

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Please help us by doing the following steps before logging an issue:
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## Search Terms

When the compiler is set to emit declaration files, class-factory mixins are no longer allowed. This is yet another issue that prevents class-factory mixins from being adopted in library code that need to be publish as JS with sibling declaration files.

## Suggestion

Allow implicit return types to be somehow representable in declaration files.

## Use Cases

Enables many use cases that are otherwise impossible when emitting declaration files. I believe declaration files should support all features of TS.

## Examples

Write a mixin function, and try to emit declaration files.

## Workaround

As a workaround I publish TypeScript source files in my NPM packages, then I point the `types` field in `package.json` to my source entry point. I don't publish declaration files because I can't build them.

Pointing to source files opens up other cans of worms, and prior to TS 3.6.3 I was not able to point to source files due to pre-existing bugs in `tsc` in that scenario. After TS 3.6.3, I can successfully publish source files and point `types` to sources containing class-factory mixins, but I'm afraid this is brittle and can break with an upgrade to TS (just as it was broken from some point prior to v3.6.3).

## Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: pytorch
Issue: Memory management is inefficient which limits performance
Labels: module: performance,module: cuda,module: memory usage,triaged

I encountered an out of memory error during training

RuntimeError: CUDA out of memory. Tried to allocate 1.86 GiB (GPU 0; 31.72 GiB total capacity; 24.58 GiB already allocated; 1.28 GiB free; 5.08 GiB cached)

Clearly there are enough memory, but probably due to fragmentation it cannot allocate 1.86G continuous memory out of the 5.08G cached memory.

This has severe downside on performance because it limits the maximum batch size. The max batch size I can get is 226. But if I add "torch.cuda.empty_cache()" to my code, the max batch size can go above 256, however, performance is severely degraded.

256+ is a big difference with 226. Larger batch size means better utilization of GPU, so this problem has a big negative impact on performance.

Wonder can you fix or optimize this issue? Or are there any other solutions to this problem?

cc @ngimel @VitalyFedyunin @mruberry
Repository: youtube-dl
Issue: Site Support Request For Feet9
Labels: site-support-request

<!--

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## Checklist

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- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2019.11.28**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video: https://www.feet9.com/16849/two-naughty-stepsisters-strip-off-their-sexy-lingerie-and-worship-each-other-s-feet/
- Single video [embed link]: https://www.feet9.com/modules/video/player/embed.php?id=16849
- Playlist: capability not found on website


## Description

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If work on your issue requires account credentials please provide them or explain how one can obtain them.
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From the main page of the website:
> You are an amateur foot fetish, you are welcome on our website. It is the ideal platform on which you can find fetish tube freely allowing you to discover a wide range of naughty video that are classified in different categories to facilitate your research.
Repository: godot
Issue: Animations not looping on inherited scenes from a 3D gltf animated mesh 
Labels: bug,topic:editor,confirmed,usability,topic:import,topic:animation,topic:3d

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

**Godot version:**

Commit 3aa46a58cd3ae5f327929d127ac5fef0733176c9
Latest master from december 16, 2019

**OS/device including version:**

Linux Pop_OS! 19.10

**Issue description:**

In inherited scenes from animated 3D meshes, animations won't loop at runtime even though I set the animations to loop on the animation player. The animation does loop in the editor, the problem is only in-game.

**Steps to reproduce:**

1. Import a .glb or .fbx rigged and animated mesh in Godot
2. Create a new inherited scene from the imported mesh
3. Select the animation player and set an animation to autoplay and loop
4. Create a scene to see the character in the game
5. Play the game

The animation doesn't loop. The looping setting is properly saved in the inherited scene: if you set the animated mesh scene to "Editable children" in the game scene, you'll see the looping option is still checked on the AnimationPlayer.

Note that if you clear the inheritance on the animated character, looping will then work as expected.

**Minimal reproduction project:**

Here is a working project with the issue above. The character is only in gltf2 but the issue is the same with fbx. I didn't include the fbx as the character's mesh normals won't import well at the moment.

[animation-looping-bug.zip](https://github.com/godotengine/godot/files/3972519/animation-looping-bug.zip)
Repository: godot
Issue: Joints spring settings
Labels: enhancement,documentation,topic:physics

Add settings to spring param.
`set_flag_z(Generic6DOFJoint.FLAG_ENABLE_LINEAR_LIMIT,true)
set_param_y(Generic6DOFJoint.PARAM_LINEAR_UPPER_LIMIT,1)`
works, but -
`set_flag_y(Generic6DOFJoint.FLAG_ENABLE_LINEAR_SPRING,true)`
and _stiffness_ and _damping_ is missing
documentation not provide info:
`set("linear_spring_y/stiffness", 1000)
set("linear_spring_y/damping", 50)`
it says:
> float linear_spring_x/stiffness [default: 0.01]
set_param_x(value) setter
get_param_x() getter

plz add _set_param_*_ and in documentation change to _set("linear_spring_y/stiffness", value)_ (and all settings/param of joints)
Repository: godot
Issue: Weird error "get_node"
Labels: bug,topic:gdscript

**Godot version:**
3.2 beta3
**OS/device including version:**
win7-64
**Issue description:**
I have this error :` Error 15,1: The method "get_node" isn't declared in the current class.`
in this line:
`onready var pos_spawn_enemy_mid:Vector2 = $Ground/SpawnPivots/EnemyMid.position`

in terminal i have this error:
```

* daemon not running; starting now at tcp:5037
erasing C:\Users\homev3\AppData\Roaming/Godot/projects/topdown-656ff94ce70ac8286e098a1814b517d0/filesystem_update4
SCRIPT ERROR: GDScript::reload: Parse Error: The method "get_node" isn't declared in the current class.
          At: res://src/maps/Map.gd:15
ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR
   At: modules/gdscript/gdscript.cpp:576
* daemon started successfully
Running: C:\Users\homev3\Desktop\Godot_v3.2-beta3_win64.exe --path c:/Users/homev3/Documents/GoDot/release/projects/topdown
007 --allow_focus_steal_pid 19708 --position 1920,0
Godot Engine v3.2.beta3.official - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce GT 650M/PCIe/SSE2

ERROR: debug_get_stack_level_instance: Condition ' _debug_parse_err_line >= 0 ' is true. returned: __null
   At: modules/gdscript/gdscript_editor.cpp:338
```
in debug dock I have this error:
```
E 0:00:00.745   debug_get_stack_level_instance: Condition ' _debug_parse_err_line >= 0 ' is true. returned: __null
  <C++ Source>  modules/gdscript/gdscript_editor.cpp:338 @ debug_get_stack_level_instance()

But I have no idea if is related
```
**Steps to reproduce:**
I moved the $Ground
**Minimal reproduction project:**
NA
Repository: rust
Issue: [rustdoc] Hide items from search but leave it clickable under publiced module
Labels: T-rustdoc

In #67346, I wanted to hide HashMap from search under `hash_map` module.
[![https://imgur.com/TkkiEV6.png](https://imgur.com/TkkiEV6.png)](https://imgur.com/TkkiEV6.png)

It could be nice to have a way to 
* hide items from search but leave it under other publicized module
* display only one in search for items that are re-publiced in multiple modules.
Repository: vscode
Issue: Peek call hierarchy should resend prepareCallHierarchy request after switch the direction
Labels: under-discussion,callhierarchy

In the normal "Show Call Hierarchy" view, both switching the direction and refresh will resend a prepareCallHierarchy request.

But in the "Peek Call Hierarchy" view, switching the direction doesn't resend a prepareCallHierarchy request. It's better to keep consistent with the normal call hierarchy view. Generally we will do some clean up in the prepareCallHierarchy.
Repository: pytorch
Issue: sklearn and pytorch incompatibility issue
Labels: needs reproduction,module: crash,triaged

## 🐛 Bug

Import `torch` after `sklearn` causes a segfault.

## To Reproduce

```
import sklearn
import torch
print(torch.__version__)
print(sklearn.__version__)
```
![image](https://user-images.githubusercontent.com/11019190/71001688-15df3680-20de-11ea-8441-16a58497c70b.png)


In reverse order:
```
import torch
import sklearn
print(torch.__version__)
print(sklearn.__version__)
```
![image](https://user-images.githubusercontent.com/11019190/71001720-255e7f80-20de-11ea-9338-5f4adcf1ac2c.png)





## Environment
```
PyTorch version: 1.3.1
Is debug build: No
CUDA used to build PyTorch: 10.1.243

OS: Manjaro Linux
GCC version: (GCC) 9.2.0
CMake version: version 3.16.0

Python version: 3.7
Is CUDA available: Yes
CUDA runtime version: 10.2.89
GPU models and configuration: GPU 0: GeForce RTX 2080 Ti
Nvidia driver version: 430.64
cuDNN version: /usr/lib/libcudnn.so.7.6.5

Versions of relevant libraries:
[pip3] numpy==1.17.4
[pip3] torch==1.3.1
[pip3] torchvision==0.4.2
[conda] Could not collect
```

## Additional context

Related closed issues:
https://github.com/pytorch/pytorch/issues/2143
https://github.com/pytorch/pytorch/issues/786

cc @ezyang @gchanan @zou3519
Repository: TypeScript
Issue: Namespace as first-class citizen
Labels: Suggestion,Awaiting More Feedback

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Please help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ, especially the "Common Feature Requests" section: https://github.com/Microsoft/TypeScript/wiki/FAQ

-->

## Search Terms

<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->
namespace, functor
## Suggestion

<!-- A summary of what you'd like to see added or changed -->

[Namespace as first-class citizen](https://reasonml.github.io/docs/en/module)， add `abstract namespace` or `namespace type` and `namespace function` or `functor`


## Use Cases

<!--
What do you want to use this for?
What shortcomings exist with current approaches?
-->
higher order namespace

## Examples

<!-- Show how this would be used and what the behavior would be -->
[Module Functions (functors)](https://reasonml.github.io/docs/en/module#module-functions-functors)
## Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).

-----

Object is not allowed to return type，only namespace can include type and value.
The syntax I showed above should need to be redesigned, also.
Repository: material-ui
Issue: [Popover] Don't hide scrollbar
Labels: new feature,component: Popover,priority: important

- [x] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.

## Summary 💡

In the [documentation](https://material-ui.com/components/popover/#popover), it is written: "The scroll and click away are blocked unlike with the Popper component.". But why? Why not allowing to unlock the scrollbar as it is the case for `Select`, `Menu`, `Dialog`, etc...?

You will say me: "use the popper". I can do it, but the popper misses a lot of features that the popover has (escape key & click away). 

Moreover, Google alreadys uses Popover that doesn't block the scrollbar:

![image](https://user-images.githubusercontent.com/5437552/71003963-b4b96200-20e1-11ea-9678-5fff49ce1934.png)

So it would be nice if there is a way to not block the scrollbar on Popover (this is the only that prevents me to use it everytime I want to use it).
Repository: rust
Issue: Problem with `PartialEq`
Labels: A-DSTs,T-compiler,C-bug

When I try to `derive(PartialEq)` for type I get weird compilation error in generated code, but I'm sure it should be fine.

Here's [link to playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=e2671b59bb8fc53d14fded0842a0c0d8)
Repository: create-react-app
Issue: IE11 support doesn't work in dev mode, even after adding all polyfills and enabling ie11 support
Labels: issue: bug

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### Describe the bug
IE11 support doesn't work even after adding react-app-polyfill, enabling "ie 11" in browserslist in package.js and adding import 'react-app-polyfill/ie11' and import 'react-app-polyfill/stable' into src/index.js

### Did you try recovering your dependencies?
yes

### Which terms did you search for in User Guide?
followed instructions on
https://create-react-app.dev/docs/supported-browsers-features/
and 
https://github.com/facebook/create-react-app/blob/master/packages/react-app-polyfill/README.md

### Environment

MacOS
node 11.15.0
npm 6.7.0
latest create-react-app
Virtual Box with Microsoft's test Window10 and IE11 image VM

### Steps to reproduce
1. npx create-react-app test
2. cd test
3. npm i react-app-polyfill
4. edit package.json and add "ie 11" into "browserslist->development" section:
```
"browserslist": {
    "production": [
      ">0.2%",
      "not dead",
      "not op_mini all"
    ],
    "development": [
      "ie 11",
      "last 1 chrome version",
      "last 1 firefox version",
      "last 1 safari version"
    ]
  }
```
5. edit src/index.js and add 2 lines at the top:
```
import 'react-app-polyfill/ie11';
import 'react-app-polyfill/stable';
```
6.  rm -rf node_modules/.cache
7.  npm run start
8. launch IE11 VM and open http://`<ip>`:3000 in IE11

### Expected behavior
test create react page is supposed to show up
### Actual behavior
SCRIPT5022: SyntaxError
0.chunk.js (19856,1)
Repository: opencv
Issue: There seems to be a bug in modules/calib3d/src/stereobm.cpp at line 685.
Labels: category: calib3d

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##### System information (version)
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- OpenCV => 4.1.2
- Operating System / Platform => ubuntu 16.04 64 bit
- Compiler => gcc 5.4.0

##### Detailed description

There may be a bug in modules/calib3d/src/stereobm.cpp at line 685.

At line 1161 `cost` is defined as
```
cost.create( left0.size(), CV_16S );
```
while at line 685 :
```
int* costptr = cost.data ? cost.ptr<int>() + lofs + x : &costbuf;
``` 
Shoud not it be `short* costptr`?