sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: pytorch
Issue: [FX] to_folder breaks when a directly-traced `nn.Sequential` is dumped
Labels: module: bootcamp,triaged,module: fx

## 🐛 Bug

The names of submodules in `nn.Sequential` could be `0, 1, 2, ...`. Current `GraphModule.to_folder` will generate `.py` files with wrong syntax:
```python
self.0 = Conv2d(...)
```

## To Reproduce

```python3
import ast
import pathlib

from torch import fx
from torch import nn

model = nn.Sequential(
    nn.Conv2d(3, 16, (1, 1)),
)

folder = pathlib.Path("tmp")
fx.symbolic_trace(model).to_folder(folder)

ast.parse((folder / "module.py").read_text())
#     self.0 = Conv2d(3, 16, kernel_size=(1, 1), stride=(1, 1))
#          ^
# SyntaxError: invalid syntax

```
## Expected behavior

No `SyntaxError`.

## Environment

 - PyTorch Version (e.g., 1.0): 1.9.0+cpu
 - OS (e.g., Linux): Microsoft Windows 10 Pro
 - How you installed PyTorch (`conda`, `pip`, source): `pip`
 - Build command you used (if compiling from source):
 - Python version: 3.7.3
 - CUDA/cuDNN version:
 - GPU models and configuration:
 - Any other relevant information:

## Additional context

Maybe 

https://github.com/pytorch/pytorch/blob/32b37ba2462d9d87337a4fe332f95524a4c49777/torch/fx/graph_module.py#L311-L318

could be changed to

```python3
module_str = _gen_model_repr(module_name, module)
comment_str = ""
if module_str is None:
    module_file = folder / f'{module_name}.pt'
    torch.save(module, module_file)
    blobified_modules.append(module_name)
    module_repr = module.__repr__().replace('\r', ' ').replace('\n', ' ')
    module_str = f"torch.load(r'{module_file}')"
    comment_str = f" # {module_repr}"
model_str += f"{tab*2}setattr(self, '{module_name}', {module_str}){comment_str}\n"
```

cc @ezyang @SherlockNoMad
Repository: PowerToys
Issue: Smooth (Windows 11-like) animation for snapping windows to a specific zone
Labels: Idea-Enhancement,FancyZones-Dragging&UI,Product-FancyZones

### Description of the new feature / enhancement

When a window is not of the right size as a fancy zone, you can hold the window from its title bar and then snap it to that particular zone while pressing shift. The feature works as intended but it happens without any animation. It would be nice to apply Windows 11-like smooth animation that occurs when you snap the window left/right or use the maximize button to toggle the window fullscreen.

### Scenario when this would be used?

This feature would be used whenever you use Fancy Zone tool to snap a window to a zone. 

### Supporting information

_No response_
Repository: godot
Issue: Collada scene from SketchUp can not be imported properly
Labels: bug,topic:import,topic:3d

### Godot version

3.3.2.stable

### System information

windows10/manjaro, GLS3

### Issue description

When importing dae from Sketchup, the import gets several different errors. Importing the same dae file into blender then exporting it as dae always fixes it, but is not a working solution. Sketchup does not have GLTF support so this is the only format that can work.

Link to sketchup:
https://www.sketchup.com

### Steps to reproduce

This dae file produces this error:
https://cdn.discordapp.com/attachments/275788728168087556/871370866452226058/terrain.dae
https://cdn.discordapp.com/attachments/275788728168087556/871370304478392330/2021-08-01_14-34-20.png
```
editor/collada/collada.cpp:1060 - Primitive type "polygons" is not well supported (concave shapes may fail). To ensure that the geometry is properly imported, please re-export using "triangles" or "polylist".
```
This was fixable by changing that "polylist" setting to "triangles".

With tringles enabled, we get this:
https://cdn.discordapp.com/attachments/275788728168087556/871376248692154408/terrain.dae
![image](https://user-images.githubusercontent.com/6755034/127772536-864106c6-9800-43b6-a087-687a87dd06bf.png)
with this error:

```
 editor/collada/collada.cpp:1691 - Multiple instance_* not supported.
 editor/collada/collada.cpp:1691 - Multiple instance_* not supported.
 editor/collada/collada.cpp:1691 - Multiple instance_* not supported.
 editor/collada/collada.cpp:1691 - Multiple instance_* not supported.
 editor/collada/collada.cpp:1691 - Multiple instance_* not supported.
 editor/collada/collada.cpp:1691 - Multiple instance_* not supported.
 editor/collada/collada.cpp:1691 - Multiple instance_* not supported.
 editor/collada/collada.cpp:1691 - Multiple instance_* not supported.
 editor/collada/collada.cpp:1691 - Multiple instance_* not supported.
 editor/collada/collada.cpp:1691 - Multiple instance_* not supported.
 editor/collada/collada.cpp:1691 - Multiple instance_* not supported.
 ```
 


### Minimal reproduction project

Drop the linked dae files into a blank godot project and import.
Repository: create-react-app
Issue: Support for changing the cache location
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

When using `create-react-app` with Nix-based packagers such as https://github.com/tweag/npmlock2nix, usually these packagers will, by default, create`node_modules` as a symlink to the Nix store, which is read-only. Because `npm run build` tries to write `node_modules/.cache`, these tools are incompatible with `create-react-app` (or, more specifically, `react-scripts`) without some workarounds.

### Describe the solution you'd like

I would like to be able to override the `create-react-app` cache location &mdash; for example, to be able to set it to `<PROJECT_ROOT>/.cache`.

### Describe alternatives you've considered

At least some of these Nix-based packagers support *copying* the Nix store `node_modules` contents to the project root directory, rather than symlinking it. This works fine, but is a pain to manage, and it's easy to get something wrong; e.g., to have a stale `node_modules` around after adding, removing, or updating a dependency. The aforementioned https://github.com/tweag/npmlock2nix project takes pains to recreate the `node_modules` symlink when a dependency is changed, but not a copied `node_modules` subdirectory.
Repository: create-react-app
Issue: React-dev-utils error handling is incredibly slow (>1.5s processing on main thread) on Android
Labels: stale,needs triage,issue: bug report

### Describe the bug

React-dev-utils appears to be catching an error from chrome, and, on my machine, spends 1.7 seconds doing things. Perhaps this is worst case behaviour (especially since I see a quicksort in the stack!) but it is severely impacting my development experience. This wouldn't be as frustrating if this was only first case behaviour, however nothing seems to be cached and it repeatedly takes this same length of time.

![image](https://user-images.githubusercontent.com/26874892/127774521-e831f102-ddc3-4365-bd52-3d5623576c10.png)

![image](https://user-images.githubusercontent.com/26874892/127774810-29dbe765-387e-4a15-99d5-501932193b69.png)

Chromium bug report: https://bugs.chromium.org/p/chromium/issues/detail?id=1235139

### Which terms did you search for in User Guide?

slow, catching error, react-dev-utils

### Environment

Application version: Version 92.0.4515.117
Operating system: Android 11; ONEPLUS A6000 Build/RKQ1.201217.002

`npx create-react-app --info` output:

Environment Info:

  current version of create-react-app: 4.0.3
  running from C:\Users\mcart\AppData\Roaming\npm-cache\_npx\23676\node_modules\create-react-app

  System:
    OS: Windows 10 10.0.19042
    CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
  Binaries:
    Node: 14.15.1 - C:\Program Files\nodejs\node.EXE
    Yarn: Not Found
    npm: 6.14.1 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: 92.0.4515.107
    Edge: Spartan (44.19041.1023.0), Chromium (92.0.902.62)
    Internet Explorer: 11.0.19041.1
  npmPackages:
    react: ^17.0.1 => 17.0.1
    react-dom: ^17.0.1 => 17.0.1
    react-scripts: 4.0.1 => 4.0.1
  npmGlobalPackages:
    create-react-app: Not Found

### Steps to reproduce

1. Reproduce chromium bug while using dev-utils

### Expected behavior

It should not use the main thread for 1.7 seconds.
Repository: PowerToys
Issue: Color picker library
Labels: Idea-Enhancement,Product-Color Picker

### Description of the new feature / enhancement

I really like the currently color picker with the editor window, but I think that a color library system as part of this editor would be ideal. 
It would be great if there was a second vertical row next to the colors, allowing you to organize colors into a named/icon emoji folder. Then, each color could have a name also.

### Scenario when this would be used?

I use the color picker to identify colors that I want to use in games that I create. I have separate lists of color schemes that I use, and it would simplify my workflow to be able to organize colors within the color picker.

### Supporting information

![Mockup of this idea](https://i.imgur.com/VioyLhj.png)
Each icon on the left could be an emoji, short text, or image chosen. The plus button would allow for more libraries/folders, and each library/folder has colors inside. In this example, the "Corn" folder has the colors green, red, and blue. Each color can also have a name, such as "My Custom Green Color"
Repository: go
Issue: x/net/ipv4: NewPacketConn requires net.Conn but this is not documented
Labels: Documentation,NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

tip

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

GOOS=windows
GOARCH=amd64

### What did you do?

Called `ipv4.NewPacketConn` with something that satisfies `net.PacketConn` but not `net.Conn`.

The code in `NewPacketConn` does a type assertion to `net.Conn`, without checking if the type satisfies it.
It's not documented that the parameter also needs to satisfy `net.Conn`.

See: https://github.com/golang/net/blob/master/ipv4/endpoint.go#L102-L110

Ideally `NewPacketConn` would return a `conn, err`, but that would be a breaking change, in which case the second best option would be for it to return a connection that fails the `ok()` checks of the `genericOpt`, `dgramOpt` and `payloadHandler` so that the connection returned would just return `errInvalidConn` for any operation.

Alternative would be to document that `ipv4.NewPacketConn` also needs to satisfy `net.Conn`.

### What did you expect to see?

A connection returned, potentially one that returns an error on every operation.

### What did you see instead?

A panic
Repository: node
Issue: v16.6.0 regression — unexpected error thrown in REPL when calling require() on ES modules in a "type": "module" project
Labels: repl

### Version

v16.6.0

### Platform

`Linux ultima-weapon 5.4.72-microsoft-standard-WSL2 #1 SMP Wed Oct 28 23:40:43 UTC 2020 x86_64 x86_64 x86_64 GNU/Linux`

### Subsystem

errors

### What steps will reproduce the bug?

1. Create a `package.json` file with `"type": "module"`
2. Create a JS file — it doesn't even need to have any contents, though it can (e.g. `export default {}` or anything else).
3. Try to `require()` the file with node REPL.

### How often does it reproduce? Is there a required condition?

Bug can be consistently reproduced on Node.js 16.6.0.

### What is the expected behavior?

An `ERR_REQUIRE_ESM` error is thrown, as it is in 16.5.0 and prior, e.g.:

```
Error [ERR_REQUIRE_ESM]: Must use import to load ES Module: /path/to/module.js
    at __node_internal_captureLargerStackTrace (node:internal/errors:463:5)
    at new NodeError (node:internal/errors:370:5)
    at Object.Module._extensions..js (node:internal/modules/cjs/loader:1112:13)
    at Module.load (node:internal/modules/cjs/loader:975:32)
    at Function.Module._load (node:internal/modules/cjs/loader:816:12)
    at Module.require (node:internal/modules/cjs/loader:999:19)
    at require (node:internal/modules/cjs/helpers:93:18) {
  code: 'ERR_REQUIRE_ESM'
}
```

### What do you see instead?

An `ERR_INVALID_ARG_TYPE` error is thrown:

```
TypeError [ERR_INVALID_ARG_TYPE]: The "path" argument must be of type string. Received null
    at __node_internal_captureLargerStackTrace (node:internal/errors:464:5)
    at new NodeError (node:internal/errors:371:5)
    at validateString (node:internal/validators:119:11)
    at Object.basename (node:path:1309:5)
    at Error.<anonymous> (node:internal/errors:1452:55)
    at getMessage (node:internal/errors:421:12)
    at new NodeError (node:internal/errors:348:21)
    at Object.Module._extensions..js (node:internal/modules/cjs/loader:1128:19)
    at Module.load (node:internal/modules/cjs/loader:981:32)
    at Function.Module._load (node:internal/modules/cjs/loader:822:12)
    at Module.require (node:internal/modules/cjs/loader:1005:19)
    at require (node:internal/modules/cjs/helpers:94:18) {
  code: 'ERR_INVALID_ARG_TYPE'
}
```

### Additional information

~~This regression is causing Jest to exit when running on projects with `"type": "module"` (see facebook/jest#11708) since Jest is expecting the ESM error. In that particular case, it looks like Jest actually receives another error — the details are in the linked issue.~~ Unrelated to this error; the Jest issue was fixed by #39593 pending release.
Repository: create-react-app
Issue: Provide a border and box shadow for modal that displays error
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

<!--
  Provide a clear and concise description of what the problem is.
  For example, "I'm always frustrated when..."
-->

When app crashes in development environment, it displays a full page error display modal, with an option to close it using X on the top right corner or press Esc. This instruction is so obscure that it can be missed on a bad day, and the non-intuitive modal makes it worse. In case of an unfamiliarity with create react app, it feels as if this modal and error page is a part of the app in development. In complex cases, this overlay completely hides the app in development as well.

a modal with some error 

<img width="600" alt="a modal with some error" src="https://user-images.githubusercontent.com/540130/127781282-3b5f4802-2861-4f70-b9c1-2f55eef093ae.png">


### Describe the solution you'd like

<!--
  Provide a clear and concise description of what you want to happen.
-->

A box shadow around modal illustrates a perception of depth. It makes it intuitive to acknowledge modal and dismiss it by noticing the X icon on top right. Right now the modal floats in middle, with no border and no box-shadow. This would be a clear improvement.

a modal with some error, this time with a border and a box shadow 

<img width="600" alt="a modal with some error, this time with a border and a box shadow" src="https://user-images.githubusercontent.com/540130/127781292-6bf0fbf1-7304-430b-bd78-f270b626d004.png">

css that makes it happen 

<img width="600" alt="css that makes it happen" src="https://user-images.githubusercontent.com/540130/127781321-9f7c2536-2491-48ae-8285-3b9c944e6a7a.png">

### Describe alternatives you've considered

<!--
  Let us know about other solutions you've tried or researched.
-->

None

### Additional context

<!--
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  You might want to link to related issues here, if you haven't already.
-->

Look around. Every dropdown, modal etc has a box shadow. This create issue or view issue page on github isn't a modal, had it been a modal, a border, box shadow, transparency etc. helps, and well then the X button on top right makes sense.
Repository: godot
Issue: Geometry.make_atlas() crashes Godot when sizes are large
Labels: bug,topic:core,crash,topic:3d

### Godot version

3.4 beta2

### System information

Windows 10 64 bits GLES3

### Issue description

The following code crashes Godot:

```gdscript
	Geometry.make_atlas(PoolVector2Array([
		Vector2(244155, 436296),
		Vector2(70720, 32904)
	]))
```

Sizes are positive, and below INT_MAX, so it should have worked.
The fix previously done in #46401 covered negative sizes only so it likely also applies to master.

### Steps to reproduce

Run the code shown in description.

### Minimal reproduction project

[MakeAtlasCrash.zip](https://github.com/godotengine/godot/files/6913185/MakeAtlasCrash.zip)
Repository: rust
Issue: Rust confused by associated types in default generic
Labels: A-associated-items,T-compiler,C-bug,T-types

I tried this code:

```rust
pub trait Foo {
    type Assoc;
}

pub trait Bar {
    
}

pub struct FooBar<T> {}

impl<T> Bar for FooBar<T>
{
}


pub struct Baz<F: Foo, B: Bar = FooBar<F::Assoc>> {}
```

I expected to see this happen: Code compiles or provide a readable error

Instead, this happened: 
```
   Compiling playground v0.0.1 (/playground)
error[E0220]: associated type `Assoc` not found for `F`
  --> src/lib.rs:16:43
   |
16 | pub struct Baz<F: Foo, B: Bar = FooBar<F::Assoc>> {}
   |                                           ^^^^^ associated type `Assoc` not found

error: aborting due to previous error

For more information about this error, try `rustc --explain E0220`.
error: could not compile `playground`

To learn more, run the command again with --verbose.
```

### Meta
It also happens on stable based on [play.rust-lang.org](http://play.rust-lang.org/).

`rustc --version --verbose`:
```
rustc 1.56.0-nightly (4e282795d 2021-07-31)
binary: rustc
commit-hash: 4e282795d7d1d28a4c6c1c6521045ae2b59f3519
commit-date: 2021-07-31
host: x86_64-pc-windows-msvc
release: 1.56.0-nightly
LLVM version: 12.0.1
```
Repository: PowerToys
Issue: Customize searched folders in Run
Labels: Idea-Enhancement,Product-PowerToys Run

### Description of the new feature / enhancement

Option to customize the folders that are searched in Run. Specifically, I'd like to be able to restrict the search to folders pinned in Quick Access or to those located in OneDrives. One of my Quick Access folders is called "Active", but some playlist file elsewhere takes priority.

### Scenario when this would be used?

Rapidly opening desired folders without filtering through seemingly random results.

### Supporting information

_No response_
Repository: youtube-dl
Issue: Add option to skip already download file without checking its content
Labels: request

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## Checklist

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- [x] I'm reporting a feature request
- [x] I've verified that I'm running youtube-dl version **2021.06.06**
- [x] I've searched the bugtracker for similar feature requests including closed ones


## Description

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Currently, when the target download file already exist, `youtube-dl` will firstly retrieve the data from the YouTube (all mutlimedia data), and then check the content. 

It would be nice to add option which directly check the filename, if the file which has default target download filename, `youtube-dl` will quickly skip it.

This feature is useful when downloading a large group of video (from YouTube playlist). When network or transmission error occurs, it can quickly resume without cost extra data quota.
Repository: youtube-dl
Issue: How to make header "Host:" the first header in headers list
Labels: question

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## Checklist

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- Look through the README (http://yt-dl.org/readme) and FAQ (http://yt-dl.org/faq) for similar questions
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- Finally, put x into all relevant boxes (like this [x])
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- [x] I'm asking a question
- [x] I've looked through the README and FAQ for similar questions
- [x] I've searched the bugtracker for similar questions including closed ones


## Question

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WRITE QUESTION HERE

Some video websites started to check headers sequence ... how can i modify the sequence from python ... here is an example of this problem:

=== Resolve perfectly ===
GET   https://dood.la/e/vvdiu7jlpo2o
Host: dood.la
User-Agent: Mozilla/5.0

=== Does not resolve and returns error 403 ===
GET   https://dood.la/e/vvdiu7jlpo2o
User-Agent: Mozilla/5.0
Host: dood.la
Repository: TypeScript
Issue: flag to check for type-unreachable code
Labels: Suggestion,Awaiting More Feedback

# feature request

<!--
  Please fill in each section completely. Thank you!
-->

the [`allowUnreachableCode` flag](https://www.typescriptlang.org/tsconfig#allowUnreachableCode) (when disabled) only checks for code that's syntactically unreachable. however, the check doesn't work at all when looking at types.

i propose an additional flag (as @RyanCavanaugh suggested keeping these two concerns separate, see https://github.com/microsoft/TypeScript/issues/45267#issuecomment-901297945) that checks for code that the type checker believes is unreachable. for example:
```ts
declare function foo(): never

const a = foo()
console.log(1) //no error

foo()

console.log(1) //error
```

## `assertNever`

in order to allow the `assertNever` pattern, the flag could still allow unreachable code where an argument of type `never` is passed, but not code after `never` is returned. this way, the following code would still be valid:

```ts
declare function assertNever(value: never): never
declare const foo: 1|2|3
switch(foo) {
    case 1:
        break
    case 2:
        break
    case 3:
        break
    default:
        assertNever(foo)
}
```

### 🔎 Search Terms

unreachable code

### ⏯ Playground Link

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[Playground link with relevant code](https://www.typescriptlang.org/play?jsx=0&ts=4.4.0-dev.20210801#code/JYMwBAFCCGA2DOBTAlGAxgewHbw7RAdLBgOYQBE08AJiOagPQOIBOLGLAsAFCiQwJEYKmAFJUmHHkLEylGnUYMsGMK3YsgA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
if (false) console.log("asdf") //error
if (false as false) console.log("asdf") //no error
```