sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: All files & folders collapsed in Explorer view on start-up
Labels: bug,file-explorer,remote


Issue Type: <b>Bug</b>

Whenever I restart VS Code, all files and folders are collapsed in the Explorer view.

- I think this started happening in the latest release.
- I seem to remember something like this happening in the past.

VS Code version: Code 1.68.1 (30d9c6cd9483b2cc586687151bcbcd635f373630, 2022-06-14T12:48:58.283Z)
OS version: Windows_NT x64 10.0.22000
Restricted Mode: No
Remote OS version: Linux x64 5.10.16.3-microsoft-standard-WSL2

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (6 x 2904)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>oop_rasterization: enabled<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|undefined|
|Memory (System)|31.92GB (17.87GB free)|
|Process Argv|--folder-uri vscode-remote://wsl%2Bdebian/home/glen/development-environment/projects/ApiNext --crash-reporter-id 0da054fe-3726-474a-bc0d-7fe4a5e5fb13|
|Screen Reader|no|
|VM|0%|

|Item|Value|
|---|---|
|Remote|WSL: Debian|
|OS|Linux x64 5.10.16.3-microsoft-standard-WSL2|
|CPUs|Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (6 x 2904)|
|Memory (System)|15.59GB (12.09GB free)|
|VM|0%|
</details><details><summary>Extensions (31)</summary>

Extension|Author (truncated)|Version
---|---|---
auto-close-tag|for|0.5.14
eml|lei|0.4.0
dotenv|mik|1.0.1
remote-wsl|ms-|0.66.3
JavaScriptSnippets|xab|1.8.0
toggle-hidden|adr|1.0.2
vscode-intelephense-client|bme|1.8.2
vscode-svgviewer|css|2.0.0
vscode-eslint|dba|2.2.2
EditorConfig|Edi|0.16.4
vscode-npm-script|eg2|0.3.25
prettier-vscode|esb|9.5.0
vscode-highlight|fab|1.6.0
auto-close-tag|for|0.5.14
psalm-vscode-plugin|get|2.6.0
todo-tree|Gru|0.0.215
eml|lei|0.4.0
dotenv|mik|1.0.1
csharp|ms-|1.25.0
vscode-jest|Ort|4.6.0
vscode-commons|red|0.0.6
vscode-xml|red|0.20.0
vscode-yaml|red|1.8.0
vscode-sort-json|ric|1.20.0
trailing-spaces|sha|0.3.1
code-spell-checker|str|2.2.5
vscode-stylelint|sty|1.2.2
vscode-phpsab|val|0.0.15
gitblame|wad|8.2.3
change-case|wma|1.0.0
JavaScriptSnippets|xab|1.8.0

(2 theme extensions excluded)

</details>
<!-- generated by issue reporter -->
Repository: pytorch
Issue: Need "valid" and "same" padding mode for convTranspose2d
Labels: feature,module: nn,module: convolution,triaged,module: padding

### 🚀 The feature, motivation and pitch

The "valid" and "same" padding mode have been added for conv2D and it was a heavily requested feature. I request to add the similar feature for convTranspose2D (this feature is already present in tf)

### Alternatives

_No response_

### Additional context

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @kshitij12345 @saketh-are
Repository: yt-dlp
Issue: Ghost Chapters (download-sections + embed-chapters = softly corrupted file), and wastefully download
Labels: bug

<details><summary>Checklist</summary>

- [X] I'm reporting a bug unrelated to a specific site
- [X] I've verified that I'm running yt-dlp version **2022.06.22.1** ([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 all URLs and arguments with special characters are [properly quoted or escaped](https://github.com/ytdl-org/youtube-dl#video-url-contains-an-ampersand-and-im-getting-some-strange-output-1-2839-or-v-is-not-recognized-as-an-internal-or-external-command)
- [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)

</details>

### Description

I came across this weird one while testing a new <a href="https://github.com/stax76/mpv.net">awesome player</a>,  

this https://www.youtube.com/watch?v=4o3q5Yvu0mg is a 3 hours audio, 
it has chapters.

using `--download-sections "*00:00:00-00:07:14"` I've limited to the two first chapters.

normally the full 3 hours is 175MB of m4a (audio only),  
this creates a nice 7MB file, which is fine.

when opening the file various players shows the full 3 hours long video, which is weird..

<img width="315" alt="2022-06-26_170759" src="https://user-images.githubusercontent.com/415238/175818162-1bbd2695-e74d-47a2-aa79-065a472b6fd3.png">

checking the streams-data, the length is seems to be actually reported correctly (7 minutes, 14 seconds -- the correct length of first two tracks).

<img width="337" alt="2022-06-26_171020" src="https://user-images.githubusercontent.com/415238/175818270-09cfdb67-703f-4d23-bd15-d78fd4906bbd.png">

it also acts funny when skipping chapters (well obviously there is nothing to play afterwards)

https://user-images.githubusercontent.com/415238/175818771-6463af4d-4244-4af7-b201-7c4d0c02b423.mp4



not sure what the cause is, but maybe the full log (attached) will help with that.



<hr/>

another thing,  
the ffmpeg command is downloading the whole stream.  
ffmpeg should be limited with `-t`, and IT DOES,  
but I've noticed that the ffmpeg command has `-t` before `-i`,  
I think that this is a mistake.

```txt
ffmpeg -y -loglevel verbose -headers "..." 
-t 434.0  -i "https://..." 
-c copy -f ipod 
"file:Yor Forger   Japanese Lofi HipHop Mix [4o3q5Yvu0mg].m4a.part"
```

<hr/>



<details><summary>Verbose log</summary>

[log_20200626_ghost_chapters.log](https://github.com/yt-dlp/yt-dlp/files/8986824/log_20200626_ghost_chapters.log)


I'm attaching the log as a file since I get an error... 
<img width="601" alt="2022-06-26_173458" src="https://user-images.githubusercontent.com/415238/175819448-c8252033-ae8c-463a-8eb9-045f63f454f3.png">

</details>
Repository: rust
Issue: rustdoc: passing --nocapture to the test runner still captures (and hides) test output
Labels: T-rustdoc,A-doctests

I originally reported this against cargo at https://github.com/rust-lang/cargo/issues/10792, but was told this is more of a rustdoc problem.

The goal is that when I have a diverging doctest, like the following silly one:
```rust
/// ```rust
/// eprintln!("stderr");
/// println!("stdout");
/// loop {}
/// ```
pub fn uwu() {}
```
Then I want to be able to use `cargo test --doc -- --nocapture` to debug what is going on by seeing the output of the test. But that doesn't happen, output is still captured. `--nocapture` seems to only control whether the output of rustc as it builds the test is captured or printed; it has no effect on the stdout/stderr of the test itself. That is quite inconsistent with regular unit tests where it controls the output of the test itself.

Instead I have to do `RUSTDOCFLAGS="-Zunstable-options --nocapture" cargo test --doc`, which is rather hard to find.

To make things even more surprising, `RUSTDOCFLAGS="-Zunstable-options --nocapture" cargo test --doc -- --nocapture` fails with an error: "Option 'nocapture' given more than once".

Cc @rust-lang/rustdoc
Repository: vscode
Issue: Missing localization for ES modules in `monaco-editor-core`
Labels: feature-request,l10n-platform,monaco-editor,ESM

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->
**Search Terms:** ES modules, NPM, build, gulp tasks

There are a couple of issues opened and closed in the [monaco-editor](https://github.com/microsoft/monaco-editor) repo ([#1322](https://github.com/microsoft/monaco-editor/issues/1322), [#1514](https://github.com/microsoft/monaco-editor/issues/1514), [#2446](https://github.com/microsoft/monaco-editor/issues/2446)) but I can't find one in this repo despite that the related source code is here, so I am opening one for traceability.

Non-official solutions like [blutorange/primefaces-monaco/ESM-I18N.md](https://github.com/blutorange/primefaces-monaco/blob/master/ESM-I18N.md) and repos like [wang12124468/monaco-editor-nls](https://github.com/wang12124468/monaco-editor-nls) are not ideal because these solutions are regex-based and require additional steps.

Inspecting the tasks code in the `build` folder, I believe that the reason behind this is that the ESM files are only built by the `tsc` command while the AMD files are compiled with custom code in `build/lib/tsb`. More importantly the AMD files pass though the `build/lib/nls.ts` transformer but the ESM files do not, so I guess a simple line of `nls.nls()` does the job. I am new to this repo and am not sure what needs to be done additionally, or else I were opening a PR implementing this.
Repository: node
Issue: Support Web Workers
Labels: feature request,worker,never-stale

### What is the problem this feature will solve?

Creating cross-platform (Node.js + browsers) code has never been more important, but there are still some sharp edges. `fetch` support was recently added, but there's another important and popular API; [Web Workers](https://developer.mozilla.org/en-US/docs/Web/API/Web_Workers_API/Using_web_workers). Node.js does have [`worker_threads`](https://nodejs.org/api/worker_threads.html), but the API differs in many ways and it's really difficult to properly bridge them. There are attempts at bridging these APIs in user-land, but [the most popular one](https://github.com/developit/web-worker) is incomplete and not actively maintained.

### What is the feature you are proposing to solve the problem?

I propose adding support for Web Workers in Node.js. The Web Workers API is essential to keep apps and servers responsive by moving CPU heavy work off the main thread. I strongly feel it should be part of Node.js.

### What alternatives have you considered?

Continue using one of the available polyfills, but that means larger dependency trees, more bugs, and more workaround code.
Repository: node
Issue: Code review improvements
Labels: meta

### What is the problem this feature will solve?

Our code reviews are frequently taking a big burden for the authors where small issues are requested to be changed that are mostly stylistic or not really important for the PR to land. I believe it's often not easy to step back and not to ask for something to be changed when it's not necessary but it feels "right". I personally am definitely also guilty of this.

@nodejs/tsc @nodejs/collaborators please weight in as this mainly is about all of us. Please also share if you feel similar / disagree with my view.

### What is the feature you are proposing to solve the problem?

In many cases we could likely have a follow-up PR on our own and get things done faster and have a nicer developer experience.
Asking for things that are not required just often does not feel right to me as it makes it difficult to contribute to the project.

There are likely more ways to do this, I just wanted to quickly write this down and get early opinions.
Repository: godot
Issue: RigidBody on mode Kinematic has broken transform propagation as child of other rigid bodies
Labels: bug,topic:physics

### Godot version

3.4.4 stable, 3.5.rc4

### System information

Linux 5.18.6-1-MANJARO

### Issue description

When a `RigidBody` with mode set to `Kinematic` is a descendant of another `RigidBody`, it some times fails to follow it's parent transform, in ways that vary depending on the physics engine in use.

In Bullet, the child `RigidBody`, in `Kinematic` mode, follows it's parent nodes normally until the parent mode is switched to any other mode, (including switching between `Rigid` and `Character` modes), after that the child node stays locked in place, not following the parent transform.

In GodotPhysics, the child `RigidBody`, in Kinematic mode, fails to follow the parent node from the start, and seemingly only follows it for a single frame after switching modes, before getting stuck in place again.

In both physics backends, pure `KinematicBody` nodes seem to work flawlessly, always following the parent transform, regardless of mode, as far as I have tested

### Steps to reproduce

Have a scene with a `RigidBody` set to `Kinematic` mode as a descendant of a `RigidBody` set to `Rigid` or `Character` mode, and setup the scene so that the parent node can visibly move around. Then, switch the parent `RigidBody` node to either `Kinematic` or `Static` at runtime, so it stops moving, and then back to `Rigid` or `Character`, so it starts to move again.
The parent node will resume moving normally, but the child `RigidBody`, set to `Kinematic`, will not follow.

### Minimal reproduction project

[PhysicsSwitch.zip](https://github.com/godotengine/godot/files/8987824/PhysicsSwitch.zip)
This project was made in 3.5.rc4, and uses the DEFAULT engine option by default, but that can be changed to check the differences across the 2 engines.
Repository: godot
Issue: using mesh's built-in storage cause huge loading time on a mid poly mesh
Labels: discussion,topic:import,topic:3d,performance

### Godot version

3.4.4 stable, 4.0 alpha 10

### System information

Kubuntu 22.04, NVIDIA GeForce GTX 1650, Intel® Core™ i5-9300H CPU @ 2.40GHz

### Issue description

For some reason, i think godot keep saving the mesh even there's seemly no built-in feature that alter the mesh except animations. You had to export the mesh and replace the **slot with the exported mesh** to reduce loading time.

- it took ~~7~~ 4.3 seconds to start the scene when using **mesh's built-in storage**.
- it took ~~1~~ 1.2 seconds to start the scene when using **exported mesh**.

Since Godot 3.2.3, I have been dealing with this. and it's like every time, if you play, open, or save, it does this. As a user that frequently loses work due to crashes, I found tempting not to save on every change that is made. And this simple scene with the model, for some reason takes 3.4 seconds to open, then 4.6 seconds to save, and 4.3 to play. And this issue gets worse in Godot 4.0. 11.2 seconds to open, 15.5 seconds to save, and 22.6 seconds to play. in my other project with about 1.5 more complexity model, it takes 31.9 seconds to play the scenes.

### Steps to reproduce

# To reproduce the slow loading scene
play the scene. it has been set **"world.tscn"** as the default scene.
## 3.4.4 Workaround

1. select **"godot web.glb"**.
2. in import tab in the **meshes** section, set the **storage** from built-in to files (.mesh).
3. and reimport.
4. open **godot web.glb** and select **Body** node.
5. drag the file **"godot web_Hair001 (merged)baked.mesh"** to the Mesh slot.
![Screenshot](https://user-images.githubusercontent.com/99343051/175840910-31d27443-c7b1-47ba-a4c5-ec9bf4a55b9e.png)

6. play the scene.

## 4.0 Workaround
It seems like Godot 4.0 has the exact opposite problem. Exporting meshes or materials causes load time than built-in storage.

1. disable the save to file in meshes **(godot web_Hair001 (merged)baked)** and materials **(body, iris)**
2. play the scene.

### Minimal reproduction project

[godot mesh loading time issue.zip](https://github.com/godotengine/godot/files/8987845/godot.mesh.loading.time.issue.zip)
Repository: youtube-dl
Issue: [nickjr.com] Broken after site update
Labels: broken-IE,pending-fixes,duplicate

- [x] I'm reporting a broken site support
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] 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


## Verbose log


```
C:\Users\Desktop\youtube-dl>youtube-dl.exe -F https://www.nickjr.com/episodes/bzttyk/blaze-and-the-monster-machines-the-treasure-of-the-broken-key-a-musical-adventure-season-6-ep-19 -v --geo-bypass-country US
[debug] System config: []
[debug] User config: []
[debug] Custom config: []
[debug] Command-line args: ['-F', 'https://www.nickjr.com/episodes/bzttyk/blaze-and-the-monster-machines-the-treasure-of-the-broken-key-a-musical-adventure-season-6-ep-19', '-v', '--geo-bypass-country', 'US']
[debug] Encodings: locale cp1252, fs mbcs, out cp850, pref cp1252
[debug] youtube-dl version 2021.12.17
[debug] Python version 3.4.4 (CPython) - Windows-10-10.0.19041
[debug] exe versions: ffmpeg git-2019-10-31-7c872df, ffprobe git-2019-10-31-7c872df
[debug] Proxy map: {}
[debug] Using fake IP 6.165.77.245 (US) as X-Forwarded-For.
[generic] blaze-and-the-monster-machines-the-treasure-of-the-broken-key-a-musical-adventure-season-6-ep-19: Requesting header
WARNING: Falling back on generic information extractor.
[generic] blaze-and-the-monster-machines-the-treasure-of-the-broken-key-a-musical-adventure-season-6-ep-19: Downloading webpage
[generic] blaze-and-the-monster-machines-the-treasure-of-the-broken-key-a-musical-adventure-season-6-ep-19: Extracting information
ERROR: Unsupported URL: https://www.nickjr.com/episodes/bzttyk/blaze-and-the-monster-machines-the-treasure-of-the-broken-key-a-musical-adventure-season-6-ep-19
Traceback (most recent call last):
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\ytdl-org\tmpupik7c6w\build\youtube_dl\YoutubeDL.py", line 815, in wrapper
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\ytdl-org\tmpupik7c6w\build\youtube_dl\YoutubeDL.py", line 836, in __extract_info
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\ytdl-org\tmpupik7c6w\build\youtube_dl\extractor\common.py", line 534, in extract
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\ytdl-org\tmpupik7c6w\build\youtube_dl\extractor\generic.py", line 3489, in _real_extract
youtube_dl.utils.UnsupportedError: Unsupported URL: https://www.nickjr.com/episodes/bzttyk/blaze-and-the-monster-machines-the-treasure-of-the-broken-key-a-musical-adventure-season-6-ep-19
```


## Description
Fails to get video. nickjr and nick.com recently updated their site, so video links also have different names. I believe they just changed the site structure, so if the nick module just gets updated for the new structure it should work again.
Repository: vscode
Issue: Cannot right click on command palette-like panels
Labels: bug,quick-pick,menus

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- VS Code Version: 1.68.1
- OS Version: Windows 7

Steps to Reproduce:

1. Open Command Palette, the Git branch selection panel, or a similar panel.
2. Right click on the panel, say in order to try and paste something.
3. The panel is closed at the same time the context menu is shown.

----

https://user-images.githubusercontent.com/8168391/176062664-4c6bb734-5d13-4d72-8f61-10db42bb201b.mp4

Screen recording in 1.69.0 Insiders
Repository: PowerToys
Issue: Feature request: Mouse Gestures Customization
Labels: Idea-New PowerToy,Product-Mouse Utilities

### Description of the new feature / enhancement

On Windows11, the touchpad gestures are very convenient, but using the mouse isn't so convenient.
I'd like to customize some mouse gestures to do things such as switching among virtual desktops.

### Scenario when this would be used?

When using a desktop computer or using an external mouse on a laptop.

### Supporting information

_No response_
Repository: godot
Issue: Camera2D limits don't clamp camera position
Labels: bug,topic:core,topic:2d

### Godot version

3.5rc4

### System information

windows

### Issue description

Camera2D limits don't clamp camera position

### Steps to reproduce

Add a 2D scene with a Camera2D, set limits.
move camera to reach the limits.
you can go further but position still increases.
This leads to the effect that camera is kinda sticked to the corner: you scroll back but it doesn't scroll.

It seems clamping camera position fixes it, but this should be default behavior imo.

### Minimal reproduction project

[camera_limits.zip](https://github.com/godotengine/godot/files/8989163/camera_limits.zip)

in the project camera limits work as I expect, but if you comment lines with clamp
```
pos.x = clamp(pos.x, limit_left, limit_right)
pos.y = clamp(pos.y, limit_top, limit_bottom)
```
, you will see the issue
Repository: PowerToys
Issue: add opus thumbnail support 
Labels: Idea-New PowerToy,Product-File Explorer

### Description of the new feature / enhancement

it would be spectacular for powertoys to add opus thumbnail support to file explorer. i have a plethora of opus encoded files that i really do not want to convert because opus is imho the best audio codec. its has better quality vs bit rate and will eventually be the new codec of choice. we just need to make it more main stream. and this could happen if windows users could have the options to view the thumbnails embedded in their opus files. 

### Scenario when this would be used?

when a person has a full library with opus encoded audio, they would be able to see any embedded thumbnails

### Supporting information

as it stands right now, opus files do not have the ability to see embedded thumbnails in their files. this is a slight turn off for some users because they like seeing thumbnails, and not only that it would make windows that much more feature rich.

P.S. vlc and the likes already are able to pull the thumbnail and show it while playing the song, but it would be much better if file explorer itself could show us the thumbnails
Repository: PowerToys
Issue: Powertoys Run starting own shortcuts
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

I am a big fan user of Launchy and one of the great things is the ability to choose folders which it should scan containing my own shortcuts i.e. whatsapp or gmail. They show up in my search bar.


![image](https://user-images.githubusercontent.com/4126430/175878307-c3e4ac1a-1871-43ae-88f2-ceedf5b44623.png)


### Scenario when this would be used?

In searchusing Powertoys Run

### Supporting information

_No response_