sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Add support for vertical tabs
Labels: feature-request,workbench-tabs

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Add a big boost in developer productivity by adding support for vertical tabs for files. This is a basic feature in most browsers and is requested by many users.

Tabs are one of the most used features in VSCode in my opinion and improving them has a direct and strong impact in productivity. It would allow for many more tabs to be opened at the same time, without having to scroll them all the time, and could open up possibilities like grouping or archiving in the future.

Duplicates of this issue (that were closed for some reason) have 57 upvotes combined:

25 upvotes: https://github.com/microsoft/vscode/issues/75749
28 upvotes: https://github.com/microsoft/vscode/issues/85527
4 upvotes: https://github.com/microsoft/vscode/issues/65193

The following extension has almost 10,000 installs, but it requires a hack to work (I couldn't do it):

https://marketplace.visualstudio.com/items?itemName=pzuraq.vertical-tab-bar
Repository: godot
Issue: Weird behaviour when executing via terminal
Labels: bug,topic:editor,needs testing

**Godot version:**
3.2.3 stable


**OS/device including version:**
GLES2
Linux KaOS
intel graphics 3000

**Issue description:**
I'm trying networking, and for executing 2 instances I'm using the following command:

network.sh
```
 <godot_path> --path <project_path> -d --resolution 720x480 & <godot_path> --path <project_path> -d --resolution 720x480
```
After some tests, suddenly, when pressing F6 on editor it compiles as the game was executing but no window shows, same executing from terminal calling `./network.sh`

**Steps to reproduce:**
I dont know

**Minimal reproduction project:**
[project.zip](https://github.com/godotengine/godot/files/5342846/project.zip)

PS: I've restarted PC, got the same behaviour, also this project is a clean one, because the last one happened the same thing.
Repository: go
Issue: x/tools/gopls: rename fails with "no object found" when the old identifier is missing a declaration
Labels: help wanted,FeatureRequest,gopls,Tools

### What version are you using?

```
~$ go version -m $(which gopls)
/usr/local/google/home/bcmills/bin/gopls: devel +186f0220d0 Mon Oct 5 11:12:24 2020 -0400
        path    golang.org/x/tools/gopls
        mod     golang.org/x/tools/gopls        v0.5.1  h1:AF3Uh7HF08SZpKFfgJO6zfF3bbxyDXWqdkK4kMXiQ1o=
        dep     github.com/BurntSushi/toml      v0.3.1  h1:WXkYYl6Yr3qBf1K79EBnL4mak0OimBfB0XUf9Vl28OQ=
        dep     github.com/google/go-cmp        v0.5.1  h1:JFrFEBb2xKufg6XkJsJr+WbKb4FQlURi5RUcBveYu9k=
        dep     github.com/sergi/go-diff        v1.1.0  h1:we8PVUC3FE2uYfodKH/nBHMSetSfHDR6scGdBi+erh0=
        dep     golang.org/x/mod        v0.3.0  h1:RM4zey1++hCTbCVQfnWeKs9/IEsaBLA8vTkd0WVtmH4=
        dep     golang.org/x/sync       v0.0.0-20200625203802-6e8e738ad208      h1:qwRHBd0NqMbJxfbotnDhm2ByMI1Shq4Y6oRJo21SGJA=
        dep     golang.org/x/tools      v0.0.0-20200930165741-f1523d29dbb9      h1:1R38tQp22dcHpTKJPjgVa16FhlDy/kHEaCM/ndi/FIc=
        dep     golang.org/x/xerrors    v0.0.0-20200804184101-5ec99f83aff1      h1:go1bK/D/BFZV2I8cIQd1NKEZ+0owSTG1fDTci4IqFcE=
        dep     honnef.co/go/tools      v0.0.1-2020.1.5 h1:nI5egYTGJakVyOryqLs1cQO5dO0ksin5XXs2pspk75k=
        dep     mvdan.cc/gofumpt        v0.0.0-20200802201014-ab5a8192947d      h1:t8TAw9WgTLghti7RYkpPmqk4JtQ3+wcP5GgZqgWeWLQ=
        dep     mvdan.cc/xurls/v2       v2.2.0  h1:NSZPykBXJFCetGZykLAxaL6SIpvbVy/UFEniIfHAa8A=
```

### Does this issue reproduce with the latest release?

Yes


### What did you do?
(https://play.golang.org/p/OSPW1IIzNCs)

1. Using `emacs` with `gopls` via `eglot`, start with a program with an existing undeclared identifier used in several places.
   (For this example, `errNo`.)
2. Add a declaration for a new identifier in local scope, but choose a better name for it (`errno`).
3. Remember that you also need to rename the existing uses of that identifier.
4. Place the point at an occurrence of the old identifier and execute `M-x eglot-rename`.
5. Type in the name of the identifier from step (2).


### What did you expect to see?

References to the (now-undeclared) variable at the point should be renamed so that they now refer to the identifier in step (2).


### What did you see instead?

`gopls` returns a `no object found` error.

As reported by `M-x eglot-events-buffer`:
```
[client-request] (id:9) Wed Oct  7 14:42:34 2020:
(:jsonrpc "2.0" :id 9 :method "textDocument/rename" :params
					(:textDocument
					 (:uri "file:///tmp/tmp.Ih8P4GysfM/example.com/main.go")
					 :position
					 (:line 13 :character 23)
					 :newName "errno"))
[server-reply] (id:9) ERROR Wed Oct  7 14:42:34 2020:
(:jsonrpc "2.0" :error
					(:code 0 :message "no object found for \"errNo\": no object found")
					:id 9)
```
Repository: go
Issue: x/tools/gopls: rename fails with "conflicts with var in same block" when the new identifier already exists
Labels: NeedsDecision,FeatureRequest,gopls,Tools,Refactoring

This is related to (but slightly different from) #41851.

### What did you do?

Follow the same steps to reproduce as for #41851, but for step (1) use a _declared_ identifier instead of an undeclared one.
(https://play.golang.org/p/_L1Lkry0R0o) 

### What did you expect to see?

The identifier at the point, as well as all references to it, should be renamed, despite the fact that the new identifier conflicts with the existing declaration.

The resulting program should now have a `redeclared in this block` error (https://play.golang.org/p/IP2ZkF7qnIe), which the user may resolve by removing one or the other of the conflicting declarations.

### What did you see instead?

```
[client-request] (id:41) Wed Oct  7 14:54:24 2020:
(:jsonrpc "2.0" :id 41 :method "textDocument/rename" :params
					(:textDocument
					 (:uri "file:///tmp/tmp.Ih8P4GysfM/example.com/main.go")
					 :position
					 (:line 14 :character 24)
					 :newName "errno"))
[server-reply] (id:41) ERROR Wed Oct  7 14:54:24 2020:
(:jsonrpc "2.0" :error
					(:code 0 :message "renaming this var \"errNo\" to \"errno\"	conflicts with var in same block")
					:id 41)
```
Repository: PowerToys
Issue: Adjusting pipeline to show stages
Labels: Idea-Enhancement,Area-Build

Terminal has some cool stages that help quickly visualize failures.  It would be helpful to quickly diagnosis failures and parallel areas such as when we add in new items.

https://github.com/microsoft/terminal/blob/master/build/pipelines/ci.yml
![image](https://user-images.githubusercontent.com/1462282/95376223-a23d2e80-0895-11eb-86af-e7aa4bfcfa04.png)
Repository: deno
Issue: deno fmt is too lax
Labels: bug,deno fmt

Here are some cases I have discovered, that I feel `deno fmt` is too lax about. What I mean with this, is that `deno fmt` likes to maintain what currently exists, over forcing a certain style. I think `deno fmt` should force a certain style more often.

This list is just a few examples. We should go through all dprint config options that are currently set to `Maintain`, and check if they should not be forcing a certain style instead. I think we should try to 1:1 match what prettier does.

### Line breaks in function arguments

```ts
// Current options 

foo("foo bar", {
  why: "bar",
  bar: "foo",
});

foo(
  "foo bar",
  {
    why: "bar",
    bar: "foo",
  },
);

// Should always be

foo("foo bar", {
  why: "bar",
  bar: "foo",
});
```

```ts
// Current options

foo({
  foo: "bar",
  bar: "foo",
}, {
  why: "bar",
  bar: "foo",
});

foo(
  {
    foo: "bar",
    bar: "foo",
  },
  {
    why: "bar",
    bar: "foo",
  },
);

// Should always be

foo(
  {
    foo: "bar",
    bar: "foo",
  },
  {
    why: "bar",
    bar: "foo",
  }
);
```

```ts
// Current options

foo("foo", "bar", "foo", "nar");

foo(
  "foo",
  "bar",
  "foo",
  "nar",
);

// Should always be

foo("foo", "bar", "foo", "nar");
```

```ts
// Current
function name(
  item: string,
  foo: bar,
) {
}

// Should always be
function name(item: string, foo: bar) {}
```

### For of loops

```ts
// Current
for (
  const iterator of {
    foo: bar,
  }
) {
}

// Should always be
for (const iterator of {
  foo: bar,
}) {
}
```
Repository: go
Issue: x/net/ipv4: PacketConn.MulticastInterface is implemented incorrectly on Linux
Labels: NeedsInvestigation

Per the [man page](https://man7.org/linux/man-pages/man7/ip.7.html):
```
       IP_MULTICAST_IF (since Linux 1.2)
              Set the local device for a multicast socket.  The argument for
              setsockopt(2) is an ip_mreqn or (since Linux 3.5) ip_mreq
              structure similar to IP_ADD_MEMBERSHIP, or an in_addr struc‐
              ture.  (The kernel determines which structure is being passed
              based on the size passed in optlen.)  For getsockopt(2), the
              argument is an in_addr structure.
```
However, the implementation uses the wrong type for retrieval:

https://github.com/golang/net/blob/a7d1128ccaa05167332a625f69773af1a0c6b39c/ipv4/dgramopt.go#L41

https://github.com/golang/net/blob/a7d1128ccaa05167332a625f69773af1a0c6b39c/ipv4/sys_linux.go#L27

https://github.com/golang/net/blob/a7d1128ccaa05167332a625f69773af1a0c6b39c/ipv4/sockopt_posix.go#L17

Oddly, the default case in `getMulticastInterface` would do the right thing.

This looks to have been broken in https://github.com/golang/net/commit/353547e1a251be1f5463f9621cce3bdb2a8cde35
Repository: go
Issue: x/pkgsite: clarify definitions of version in internal/frontend
Labels: NeedsFix,pkgsite

There are several definitions of version in internal/frontend:


- [linkVersion](https://github.com/golang/pkgsite/blob/a6259aefc2cb18eeb59af105e688120798a3ec81/internal/frontend/versions.go#L277)
- [displayVersion](https://github.com/golang/pkgsite/blob/a6259aefc2cb18eeb59af105e688120798a3ec81/internal/frontend/versions.go#L268)
- [requestedVersion](https://github.com/golang/pkgsite/blob/a6259aefc2cb18eeb59af105e688120798a3ec81/internal/frontend/details.go#L209)
- [resolvedVersion](https://github.com/golang/pkgsite/blob/a6259aefc2cb18eeb59af105e688120798a3ec81/internal/frontend/details.go#L211)

These different cases should be clearly documented and tested, to avoid issues such as #41850.
Repository: vscode
Issue: Add an explorer/title menu contribution point
Labels: feature-request,file-explorer

Currently extensions can't contribute to the Explorer's title menu

![image](https://user-images.githubusercontent.com/641685/95380025-256d7d00-08b4-11eb-9ea0-6b761fc3110b.png)

It would be great to allow this. For example it would allow for a better UX in the [Toggle Excluded Files](https://marketplace.visualstudio.com/items?itemName=eamodio.toggle-excluded-files) to add the toggle there rather than omni-present in the statusbar (See #103536 for an ask)
Repository: pytorch
Issue: Backpropagation for sparse matrix indexing is problematic (colab provided)
Labels: module: sparse,triaged

## 🐛 Bug

When indexing the sparse matrix, it performs well in the forward, but in backpropagation, the gradients become all zeros (i.e. empty sparse matrix). 

## To Reproduce

I put up a [toy case](https://colab.research.google.com/drive/1RgVT2heWNOZZi2YZeSi07Agq0k0nQl_I?usp=sharing) in colab to reproduce.

The strange behavior is the gradients (in sparse) is empty.

## Expected behavior
non-zero gradients appear at non-zero entry location.

cc @vincentqb @aocsa @nikitaved @pearu @mruberry
Repository: PowerToys
Issue: Taskbar Auto-Hide "Pressure sensitivity"
Labels: Idea-New PowerToy,Product-Tweak UI Design

To avoid the taskbar showing up when there's no intention, because the mouse hits the border where the taskbar is, add a conditional, I don't know what events (if they are even called like that) developers have in windows. But when user keeps dragging the mouse towards the border the taskbar hides, only then show it up, because that's a clear sign that the user actually wants the taskbar to show, and not a simple mistake.


---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: vscode
Issue: SCM - Diff action buttons are too far from the gutter
Labels: feature-request,scm

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<!-- Describe the feature you'd like. -->

If I want to stage or undo a change, I click the gutter and drag my mouse cursor all the way to another side of the window each time, which is not ergonomic:

![vscode](https://user-images.githubusercontent.com/1799756/95399846-0b0dc080-0901-11eb-85a3-7e9e5860d7aa.gif)

There is a way to greatly streamline this experience by brining the git lens action buttons closer to the gutter:

![intellij](https://user-images.githubusercontent.com/1799756/95399852-106b0b00-0901-11eb-9818-117b2a34f127.gif)

Also notice how the diff for the added line is not even shown, because it's pointless. It would show the very same thing I'm looking at anyway.

In IntelliJ the diff only shows something I don't already see: changed or deleted lines. For example, this line has been changed, so the diff is shown:

<img width="321" alt="Screen Shot 2020-10-08 at 00 50 59" src="https://user-images.githubusercontent.com/1799756/95400422-7906b780-0902-11eb-94d8-ce7680be981e.png">

Can you please consider improving this?
Repository: flutter
Issue: [integration_test] replace delayForFrameTimings by flushing FrameTiming when the API is ready in the engine
Labels: a: tests,framework,f: integration_test,P2,team-framework,triaged-framework

This is a follow up of flutter/plugins and should be done after #64808 is fixed and landed in the stable channel. 
cc @liyuqian
Repository: go
Issue: x/tools/gopls: support all flags regardless of their position
Labels: gopls,Tools

For the `gopls` command line, some flags must be passed directly to the `gopls` command and some flags must be passed to `serve`. This makes it difficult for editor clients to start `gopls` using the `gopls serve` command and generally leads to confusion. @ianthehat has work in progress to allow flags to be specified in any order. This is a prerequisite to https://github.com/golang/go/issues/41282.
Repository: flutter
Issue: Wrong Icon button touch area.
Labels: framework,f: material design,f: gestures,P2,team-design,triaged-design

## Steps to Reproduce
Long story, and I want to provide video simply.
https://www.dropbox.com/s/049dyzolx231jp3/Screen%20Recording%202020-10-08%20at%2012.41.56.mov?dl=0
PS: `iconBtnSize = 24.0`, and same for another two `Icon`s inside `InkResponse`s.


<!-- Finally, paste the output of running `flutter doctor -v` here. -->
[✓] Flutter (Channel stable, 1.22.0, on Mac OS X 10.15.7 19H2, locale en-US)
 
[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.2)
[✓] Xcode - develop for iOS and macOS (Xcode 12.0)
[!] Android Studio (version 4.1)
    ✗ Flutter plugin not installed; this adds Flutter specific functionality.
    ✗ Dart plugin not installed; this adds Dart specific functionality.
[✓] VS Code (version 1.49.3)
[✓] Connected device (1 available)

Thank you.
zheng
Repository: godot
Issue: Print information message to console if Dummy Audio driver is loaded.
Labels: enhancement,topic:audio

**Godot version:**
Godot Engine v3.2.2.stable.official - https://godotengine.org

**OS/device including version:**
any

**Issue description:**
If the dummy audio driver is loaded, the console should print that fact.  Otherwise, it is exceptionally hard to diagnose why a different audio driver is loaded.   The dummy audio driver was added in #20986 (but not yet in docs).

**Steps to reproduce:**
Take a project, set Project/Project Settings/Application/Audio/Driver to `Foobar` and restart.
Run any project with audio.
Did the dummy audio driver load?

<img width="614" alt="Screen Shot 2020-10-07 at 11 46 40 PM" src="https://user-images.githubusercontent.com/159998/95424711-e82ade80-08f7-11eb-9f44-f5a5ddd4b011.png">
Repository: godot
Issue: Viewport update mode causes frame drop
Labels: topic:rendering,performance

**Godot version:**
v3.2.3.stable.official

**OS/device including version:**
Windows 10, GTX1050Ti (27.21.14.5655)

**Issue description:**
When canvas node with _Viewport_ texture comes from off-screen the first time, a couple frames may be skipped.
_Viewport_'s **render_target_update_mode** must be set to "When Visible" (default).
No problem if canvas leaves the screen and shows again after initial lag occured though.

This issue is stable in my project with masive stutter up to 150ms and is partially reproduced in demo with average frame time of 75-100ms. Can't figure what causes the lag exactly, but it's worse with smaller _Viewport_'s size and slightly depends of scene complexity.

![spike](https://user-images.githubusercontent.com/8709735/95425262-abd59d80-094c-11eb-92a4-2ea0354de98a.png)

**Steps to reproduce:**
Create _Viewport_ node with child _Spatial_ scene (more stable lag with shadows). Assign _ViewportTexture_ to a _Sprite_  with offscreen position and move it to main viewport via script . Vary display size and restart project until lag is visually notable.

**Minimal reproduction project:**
[Viewport Update Test.zip](https://github.com/godotengine/godot/files/5345809/Viewport.Update.Test.zip)
Repository: pytorch
Issue: Reproducibility breaks down with weighted Cross Entropy loss
Labels: module: loss,module: cuda,triaged,module: numerical-reproducibility,module: determinism

Hello, the following code ceases to be reproducible when the weights in cross entropy are non-integers. Here’s the example:
```python
import numpy as np
from collections import Counter

import torch
import torch.nn as nn
import torch.optim as optim
from torch.utils.data import Dataset, DataLoader


h, w, in_ch, out_ch = 32, 32, 3, 5
class Dtst(Dataset):
    def __init__(self, N=20):
        self.X = [torch.randn([in_ch, h, w], dtype=torch.float32) for _ in range(N)]
        self.Y = [torch.randint(low=0, high=out_ch, size=(h,w), dtype=torch.int64) for _ in range(N)]
        
    def __getitem__(self, ix):
        return self.X[ix], self.Y[ix]
    
    def __len__(self):
        return len(self.Y)


class Network(nn.Module):
    def __init__(self):
        super().__init__()
        self.layer1 = nn.Conv2d(in_channels=in_ch, out_channels=10, kernel_size=3, padding=1)
        self.drop = nn.Dropout2d(p=0.1)
        self.layer2 = nn.Conv2d(in_channels=10, out_channels=out_ch, kernel_size=3, padding=1)

    def forward(self, x):
        out = self.layer2(self.drop(self.layer1(x)))
        return out

seed = 4
torch.backends.cudnn.enabled = True
torch.backends.cudnn.benchmark = True
torch.backends.cudnn.deterministic = True
torch.manual_seed(seed)
torch.cuda.manual_seed(seed)
torch.cuda.manual_seed_all(seed)
np.random.seed(seed)

dtst = Dtst()
model = Network()

device = 'cuda'
model.to(device)
class_weights = ((torch.arange(out_ch)+1).type(torch.FloatTensor)**0.5).to(device)

loss_fn = torch.nn.CrossEntropyLoss(weight=class_weights)
opt = torch.optim.Adam(model.parameters())

preds_dict = dict()
for e in range(1500):
    dtldr = DataLoader(dtst, batch_size=4)
    for x,y in dtldr:
        preds = model(x.to(device))
        loss = loss_fn(preds, y.to(device))
        loss.backward()
        opt.step()

        preds_argmax = preds.argmax(dim=1).flatten()
        preds_dict.update(Counter(preds_argmax.tolist()))

print(sorted(preds_dict.items(), key=lambda x: x[1]))
print(model.layer1.weight.data.norm(2).item())
```

It’s a simple network with a very basic Dataset, and a simple train loop.
This code is not reproducible. But when I remove the (**0.5) part from the class_weights it becomes reproducible. I.e., if the class weight values are actual floats, not integers cast to floats, then the code is not reproducible.

Also, the problem exists only on cuda. If the device is set to ‘cpu’, the code is reproducible again!
I run this on Ubuntu 18. My environment is the following:
pytorch 1.6.0
cudatoolkit 10.1.243
numpy 1.19.1

P.S. I've already opened the same issue in pytorch forum ((https://discuss.pytorch.org/t/reproducibility-breaks-down-with-weighted-cross-entropy-loss/96632)) but since there is no answer there for a long time, thought maybe in will get more attention here.

cc @ngimel
Repository: opencv
Issue: build: CPU runtime dispatching may not work properly with xcodebuild
Labels: bug,optimization,category: build/install,platform: ios/osx

Incorrect implementations of symbols may be exported in binary files (e.g, AVX instead of baseline SSE). Application may crash on SSE-only machines.
Caused by reordering of object files for linker by `xcodebuild` tool.

Workarounds:
- don't use `-GXcode` generator ("Unix Makefiles" or "Ninja" should work)
- disable runtime dispatching for your build with xcodebuild. For better performance, use `-DCPU_BASELINE=NATIVE -DCPU_DISPATCH=`
Repository: pytorch
Issue: Padding mode for ConvTransposeNd
Labels: module: convolution,triaged,function request

## 🚀 Feature
Support the padding modes implemented in ConvNd also for ConvTransposeNd

## Motivation

When using CNNs on physics models which live on periodic lattices, such as the Ising model, circular/periodic padding mode is the only sensible thing to do. When we want the CNN to output values on the lattice points (=pixels), I'd like to downsample with convolution with stride, then upsample with transposed convolution. This requires circular/periodic padding to be an option to ConvTransposeNd.

## Pitch

Comparing Conv2D (https://github.com/pytorch/pytorch/blob/master/torch/nn/modules/conv.py#L381) with ConvTranspose2D (https://github.com/pytorch/pytorch/blob/master/torch/nn/modules/conv.py#L819), it looks like all that is needed is a call to F.pad. However, maybe some calculations on the padding size need to be done.
Repository: vue
Issue: Warn about `this.` used in templates
Labels: feature request,discussion,feat:compiler

### What problem does this feature solve?
Sometimes when moving the code around, the `this.` can end up traveling with it. Or the finger memory will just type in the `this.` where none is required.

Due to a side-effect, the `this` context is indeed present, but it breaks when it's used deeper in templates (haven't looked exactly, but i think it breaks in v-if's or somewhere around there.

To avoid inadvertent breakages, it would be nice if vue could warn about it.


### What does the proposed API look like?
a `this.` spotted in javascript bits of template would show a warning in the javascript console

<!-- generated by vue-issues. DO NOT REMOVE -->