sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: One duplicate error message for each jsdoc comment
Labels: Bug

# Bug Report

### 🔎 Search Terms error duplicate message js

### 🕗 Version & Regression Information 4.3.0-dev.20210422

### 💻 Code

---

OK: 

```js
// Unfinished expression
const a = b =>
```

![изображение](https://user-images.githubusercontent.com/24425566/115754034-7c482900-a3a4-11eb-81d1-d73f5af9e68c.png)

---

Add jsdoc comment above `const a`

```js
/** @typedef {number} A */

const a = b =>
```

and see that the error is duplicated

![изображение](https://user-images.githubusercontent.com/24425566/115754423-d6e18500-a3a4-11eb-9a90-1774d2099eb4.png)

---

Two more comments below `const a`

```js
/** @typedef {number} A */

const a = b =>

/** @typedef {number} B */
/** @typedef {number} C */
```

and see two more error duplicates

![изображение](https://user-images.githubusercontent.com/24425566/115754664-1a3bf380-a3a5-11eb-912e-8463749aba58.png)

---

Add some declaration between `const a` and jsdoc comments

```js
/** @typedef {number} A */

const a = b =>

const c = 10

/** @typedef {number} B */
/** @typedef {number} C */
```

and see that each of two errors are duplicated

![изображение](https://user-images.githubusercontent.com/24425566/115754923-638c4300-a3a5-11eb-891c-a1920cb9c9e1.png)

---

### 🙁 Actual behavior

Error duplicates

### 🙂 Expected behavior

No error duplicates
Repository: rust
Issue: [ER] Useless array bound test after a while loop
Labels: A-LLVM,I-slow,T-compiler

The usual disclaimer is that I might be missing something...

```rust
pub fn zero1(data: &mut [u32], mut i: usize) -> &[u32] {
    data[i] = 0;
    i += 1;
    &data[.. i]
}

pub fn zero2(data: &mut [u32], len: usize) -> &[u32] {
    let mut i = 0;
    while i < len {
        data[i] = 0;
        i += 1;
    }
    &data[.. i]
}
```

In both `zero1` and `zero2` I expect only one array bound test for each function. But `zero2` has two of them. In `zero2` if `len` is zero, all the while loop gets skipped, but `&data[0..0]` is still in-bounds.

rustc 1.53.0-nightly 361bfce30 2021-04-07 gives:

```asm
zero1:
    sub     rsp, 8
    cmp     rdx, rsi
    jae     .LBB0_2
    mov     dword ptr [rdi + 4*rdx], 0
    inc     rdx
    mov     rax, rdi
    pop     rcx
    ret
.LBB0_2:
    lea     rax, [rip + .L__unnamed_1]
    mov     rdi, rdx
    mov     rdx, rax
    call    qword ptr [rip + core::panicking::panic_bounds_check@GOTPCREL]
    ud2


zero2:
    sub     rsp, 8
    test    rdx, rdx
    je      .LBB1_1
    xor     eax, eax
.LBB1_5:
    cmp     rsi, rax
    je      .LBB1_7
    mov     dword ptr [rdi + 4*rax], 0
    inc     rax
    cmp     rdx, rax
    jne     .LBB1_5
    cmp     rdx, rsi
    ja      .LBB1_8
    mov     rax, rdi
    pop     rcx
    ret
.LBB1_1:
    xor     edx, edx
    mov     rax, rdi
    pop     rcx
    ret
.LBB1_7:
    lea     rdx, [rip + .L__unnamed_2]
    mov     rdi, rsi
    call    qword ptr [rip + core::panicking::panic_bounds_check@GOTPCREL]
    ud2
.LBB1_8:
    lea     rax, [rip + .L__unnamed_3]
    mov     rdi, rdx
    mov     rdx, rax
    call    qword ptr [rip + core::slice::index::slice_end_index_len_fail@GOTPCREL]
    ud2
```
Repository: pytorch
Issue: Hard fail build when there is no CUDA but `USE_CUDA=1`
Labels: module: build,triaged

e.g. instead of warning, it should hard fail the bulid. 

```
ccache: error: Could not find compiler "nvcc" in PATH
CMake Warning at cmake/Modules_CUDA_fix/upstream/FindCUDA.cmake:790 (message):
  Failed to execute '/home/wxie/ccache/cuda/nvcc --version'
Call Stack (most recent call first):
  cmake/Modules_CUDA_fix/FindCUDA.cmake:11 (include)
  cmake/public/cuda.cmake:29 (find_package)
  cmake/Dependencies.cmake:1160 (include)
  CMakeLists.txt:604 (include)

CMake Warning at cmake/public/cuda.cmake:31 (message):
  Caffe2: CUDA cannot be found.  Depending on whether you are building Caffe2
  or a Caffe2 dependent library, the next warning / error will give you more
  info.
Call Stack (most recent call first):
  cmake/Dependencies.cmake:1160 (include)
  CMakeLists.txt:604 (include)
```

cc @malfet @seemethere @walterddr
Repository: realworld
Issue: Allow favoring your own posts from the post page
Labels: Status: RFC,v2 changelog

Just a small thing that confused me a bit: current behavior on https://github.com/gothinkster/vue-realworld-example-app and https://github.com/gothinkster/react-redux-realworld-example-app :

- you cannot favorite your own post from the post page, e.g. http://localhost:4101/article/zxcv-v4f34g The favorite button is replaced with the Delete button
- but you can favorite your own post from the global post index e.g. http://localhost:4101/

It is a bit weird to only be able to do it from one place but not the other, I'd just add the button favorite button in addition to the delete button.

Also:

- backends likely don't forbid favoriting self, so neither should frontend
- you are unable to see how many favorites your own post has while logged in, since that is shown on the button itself
Repository: go
Issue: crypto/tls: tls.Conn.Close sends unnecessary close_notify if the underlying connection was already closed
Labels: NeedsInvestigation

Consider the following code:
```
	conn, _ := tls.Dial("tcp", "8.8.8.8:443", &tls.Config{ServerName: "dns.google"})
	_, _ = conn.Write([]byte("GET / HTTP/1.1\r\nHost: dns.google\r\nConnection: close\r\n\r\n"))
	_, _ = ioutil.ReadAll(conn)
	_ = conn.Close()
```

The problem with the way `tls.Conn` works in the current Golang version is that this code will guarantee that the underlying connection won't be closed gracefully and every time it'll cause RST packets sent from the remote endpoint.

![image](https://user-images.githubusercontent.com/5947035/115767457-da2f3d80-a3b1-11eb-9eb0-b30c3a71b0cc.png)

Is it feasible to extend `tls.Conn` to take the underlying connection status into account? For instance, look for `io.EOF` when it reads from it?
Repository: rust
Issue: Implement `HashStable` for `StableMap/StableSet` instead of `HashMap/HashSet`
Labels: T-compiler,A-incr-comp

The implementation of `HashStable` for `HashSet` uses `ToStableHashKey` to sort the entries before hashing:

https://github.com/rust-lang/rust/blob/ccf171242bb00dd17ac4b844e6afe77fabd04b78/compiler/rustc_data_structures/src/stable_hasher.rs#L537-L552

However, nothing ensures that a `HashMap` is used in an order-independent way by other code. In particular, a query could directly iterate over the entires, and produce different results for two `HashMap`s that have the same `Fingerprint`.

We should enforce this order independence by only implementing `HashStable` on a wrapper type that hides the underlying iteration order. We could probably use `StableMap` and `StableSet`, but we'll need the ability to customize the key used by `into_sorted_vector` (we'll want to sort using a stable key, not the `Ord` implementation of a `DefId`).

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Repository: opencv
Issue: install OpenCV for C++ on visual studio 2019 
Labels: question (invalid tracker)

Hello every one 
I try to install OpenCV for C++ on visual studio 2019 

I followed many videos on the internet but it doesn't work 
I want reliable instructions to follow

Thanks for Helping
Repository: rust
Issue: Audit and handle remaining cases of `rustc::potential_query_instability` lint (iterating `HashMap`s)
Labels: E-easy,C-cleanup,E-mentor,T-compiler,E-help-wanted,A-incr-comp

The iteration order of a `HashMap` depends on the `Hash` value of the keys. In rustc, the `Hash` value of a key can change between compilation sessions, even if the `HashStable` value remains the same (e.g. `DefId`, `Symbol`, etc.). This means that iterating over a `HashMap` can cause a query to produce different results given the same (as determined by `HashStable`) input. This can be quite subtle, as demonstrated by https://github.com/rust-lang/rust/pull/82272#issuecomment-825124318

To eliminate this source of issues, we should make an internal rustc-only lint for iterating over a `HashMap` in any way. This will need to cover explicit method calls (e.g. `.keys()` and `.values()`), as well as any usage of the `IntoIterator` impl for `HashMap`.

Note that we don't want to ban the usage of `HashMap`s with unstable keys - as long as they're only used for lookup (and not iteration), it's much more efficient than repeatedly converting to the stable form of a key (e.g. `DefId` -> `DefPathHash` or `Symbol` -> `String`).

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Repository: godot
Issue: Calling wait_to_finish() on a thread causes lag
Labels: platform:windows,discussion,topic:core,documentation,performance

**Godot version:**
3.3 stable


**OS/device including version:**
Windows


**Issue description:**
When i call wait_to_finish() on a thread it causes lag.
this problem only occurs  in version 3.3, what makes threading in this version unusable for me.

**Steps to reproduce:**
You can reproduce this with a simple test project, just watch the frame drop.
If you reproduce this problem, the FPS drop may not look like much, but the lag is still immense.

```
var thread

func _ready():
	thread = Thread.new()

func _process(delta):
	if Input.is_action_just_pressed("ui_accept"):
		thread.start(self, "thread_function")
	print(Engine.get_frames_per_second())

func thread_function(args):
	print("Thread running")
	thread.call_deferred("wait_to_finish")
```

**Minimal reproduction project:**
[Thread Test Project.zip](https://github.com/godotengine/godot/files/6360856/Thread.Test.Project.zip)
Repository: PowerToys
Issue: Ability to add new shortcut for the application.
Labels: Idea-New PowerToy

### Provide a description of the new feature / enhancement

Aside from remapping existing shortcuts it would be very useful to add the ability to add new custom shortcuts.
For [example,](https://lh3.googleusercontent.com/8tEi9NRAr1DWvZSm6kQF01EV3OqGgkmXfnSvp7zm_ebT6S-Qpfp6iahdMHjCXmwfaOWelwZUsaE9rMPYbuO5Iga2yG1jJ9fC15ASUAHqRAFQV7RB76u8OtEf9m2JBu27NKME-7mv7z7ySRNHHihuNnuFMfkRDyPCVy_NTSl2M3iGk7mRBXii-sHIHJEWyNYWwXJOAvSfEEiwEFBqA1ctckfjjMQd_yS2yiVELz2t5KD8lJ9UEhflQvV_hLKGMblKian2HDsVgh3pJyTTIJ4_bbKjDUHAcNyjSMn5SjEu_dhAnsCGWhal3HLebl14ASIE6ezBVzF9xlV0uwkmpnhJxey7Bb46PDicHNUYsg1Zf3Bz_qYuSksT81mMEukNPbg7t-UIGOil3mGSynrglkhY3zP9NiO0kEG-rr0nfM3xIHLGpOMGNmc7U1eTYOccb2InDeX-ozeQmv8i78Z1_JFp3rw8DYOSCch0QyqLA0qgsyiDTWR0OCSbACYp9u_9bsgP1jx44hCS55hfvgnCHfEMUVfcg6uYKBw220WNr-MF72jOd0OTGFF9V50K2W2hNkuCcxnf0t6iIEofbuz1SCFuaPxAMz0qypdHezxC70Fug4ztbBxkmFEkHfh38fbbDXVsac3KHqPHs3JDKaxLQadguZ4TQvbM-7duTa43PD0N2S9X7jDtqDGwyxG8fK3Za-yJFbRxJJS4msmwAWhvggr9zxKW=w668-h285-no?authuser=0) if I want to set shortcut to "Save Copy As..." command, under "File" menu in Notepad++ app (because I find it to use it too often), but the app doesn't provide the means to do that within it's in-app preferences. 
This is where ability to add custom shortcut in PowerToys comes in hand.
Repository: yt-dlp
Issue: [Feature Request] Download m3u8/dash live video natively
Labels: enhancement,core:downloader

<!--

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## Checklist

<!--
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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

<!--
Ask your question in an arbitrary form. Please make sure it's worded well enough to be understood, see https://github.com/yt-dlp/yt-dlp.
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When I try to download m3u8 live video it only downloads 3 segments and then it stops downloading?

Can I download live m3u8 video with --downloader "Dash,m3u8:native" or can you add this feature for live m3u8 video if it is not supported?

Command I use:

```
yt-dlp 'https://mn-nl.mncdn.com:443/blutv_trt1/smil:trt1_sd.smil/chunklist_b2064000.m3u8' --fragment-retries 'infinite' -f 'best' -o 'liveVid.%(ext)s' --downloader "Dash,m3u8:native"
```
Repository: flutter
Issue: Refactor how the flutter tool handles --machine output
Labels: team,tool,P3,team-tool,triaged-tool

Currently we have some code that uses machine-mode loggers (converts all output to JSON), and some code that just uses printStatus with JSON blobs. We also have lots of code that has no idea if it's in machine mode or not. The result is that we sometimes interleave plain text with JSON in --machine mode.

We should take a more principled approach to machine mode. This could mean always using machine loggers for machine modes, or having a separate path for printJson vs printStatus, or something else.

Whatever solution we pick should have the property that other parts of the codebase don't need to be careful about outputting messages (e.g. deprecation messages) to the console; the logging system will always take care of either turning those into JSON or putting them on stderr or similar.
Repository: PowerToys
Issue: FancyZones: Bottom of windows being snapped underneath taskbar.
Labels: Issue-Bug,Product-FancyZones,Needs-Repro

I'm still seeing this on .35 after moving between different resolutions (Thunderbolt dock/Laptop Screen) - Specifically 5140x1440, 2840x1080 and 1920x1080. The editor sets all zones to be under the taskbar. Restarting does not correct the issue.
![image](https://user-images.githubusercontent.com/30657552/115722192-be458080-a34c-11eb-8616-0c3bb78a3d2f.png)
![image](https://user-images.githubusercontent.com/30657552/115722244-cdc4c980-a34c-11eb-89a2-29e3501108ac.png)

_Originally posted by @chrisbues in https://github.com/microsoft/PowerToys/issues/5935#issuecomment-824840552_
Repository: godot
Issue: MIDI Driver is not thread safe
Labels: bug,topic:input

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.3-stable

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Linux/ALSA

**Issue description:**
<!-- What happened, and what was expected. -->
The driver runs in its own thread and calls InputDefault::parse_input_event, which in turn can begin executing code on the Scene Tree outside the main thread.

**Steps to reproduce:**
Activate Midi and generate some events.
Repository: flutter
Issue: Jump to index in sliver world
Labels: c: new feature,framework,f: scrolling,P3,team-framework,triaged-framework

@goderbauer and I were talking about https://github.com/flutter/flutter/issues/12319 recently and came up with the following idea:

* ScrollControllers can have a new method jumpToIndex. That method extrapolates from current information to get a new (arbitrary) scroll offset pixel position, but stores the index specified as well.
* Viewports, when they see this index is specified, pass both the pixel value and the index to their sliver children and clear the flag on the scroll position.
* Sliver children use the index if available rather than the pixel position, if they know how to use indexes (AppBars use the scroll offset and ignore the index). In their geometry they say how many index positions they consumed.
* The viewport subtracts how many index positions were consumed from one child before moving on to the next.
Repository: godot
Issue: [3.x] Signal name autocompletion stops after typing `""`
Labels: bug,topic:gdscript,topic:editor

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.3.0

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10

**Issue description:**
<!-- What happened, and what was expected. -->

https://user-images.githubusercontent.com/50304111/115794694-ad682f80-a38b-11eb-9c2a-55c9373ad222.mp4


**Steps to reproduce:**
See above

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
n/a
Repository: animate.css
Issue: Add more CSS variables.
Labels: feature request,v5

**Is your feature request related to a problem? Please describe.** 
Hi, I was testing you CSS with some structures inside div columns, and because your "in" animations works with 100% translation, there are no lateral, or vertical movement.

**Describe the solution you'd like** A clear and concise description of what you want to happen.
You already have several CSS variables defined, could you define some more to set for example the translate from value?
In speedLight you have -100%, and I need a -100vw. It'll be just like your other definitions.
Something like:
```css
:root {
  --fromLightSpeedInLeft: -100%;
}
@keyframes lightSpeedInLeft {
  from {
    transform: translate3d(var(--fromLightSpeedInLeft), 0, 0) skewX(30deg);
    opacity: 0;
  }

  60% {
    transform: skewX(-20deg);
    opacity: 1;
  }

  80% {
    transform: skewX(5deg);
  }

  to {
    transform: translate3d(0, 0, 0);
  }
}
```
and then
```css
.card {
  --fromLightSpeedInLeft: -100vw; /*or any other value*/
  animation-name: lightSpeedInLeft;
  animation-duration: 1s;
  animation-timing-function: ease-out;
}

``` 
That way you can even change those values programmatically and use it according to your needs.
**Describe alternatives you've considered** 
IMHO maintaining a personalized version of a repo it's not a good idea, so for now I just copy what I need and use it with CSS variables.

**Additional context** 
Without this change any animation with a container the same size of the tag to animate will not move because of the "relative to the container" approach.
Repository: pytorch
Issue: Change make_reduction to reflect input resizing.
Labels: triaged,better-engineering,module: reductions

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->
The `make_reduction` function in `ReduceOpsUtils.h` resizes the input tensor, but this is not obvious from the function name. Changing the name would be a useful change in terms of usability.

## Motivation

<!-- Please outline the motivation for the proposal. Is your feature request related to a problem? e.g., I'm always frustrated when [...]. If this is related to another GitHub issue, please link here too -->

In this comment (https://github.com/pytorch/pytorch/pull/52565/files#r616911706) of this PR (https://github.com/pytorch/pytorch/pull/52565) , it can be seen that even though we rely on `make_reduction` to change the sizes of the tensors, the same is not reflected in the function name and leaves one wondering about the change that the function makes on the input tensors.

## Pitch

A different, better name for `make_reduction`, for example `reduce_and_resize` or `get_reduction_and_resize` would be nice.



cc @heitorschueroff
Repository: create-react-app
Issue: error-overlay does not find the created IFrame for "embedded component"
Labels: needs triage,issue: bug report

Hi, 

we are creating a Microfrontend system following [this](https://martinfowler.com/articles/micro-frontends.html) approach. It does the following: 

Application A:

1. renders a div with id="b-container"
2. requests the asset-manifest.json from Application B
3. includes all "entrypoint" assets into script/style tags in the dom

Application B: 
1. renders itself into the dev "b-container" upon all scripts are loaded and A calls a render method. Rendering is done via react-doms render method. 

### Describe the bug

The problem occurs if in one of those applications an error occurs. The error-overlay will not render and the page remains white. 

Console shows: 

```
index.js:1 Uncaught Error: Iframe has not been created yet.
    at pe (:2222/clm/kontaktdaten/static/js/5.chunk.js:160573)
    at Object.window.__REACT_ERROR_OVERLAY_GLOBAL_HOOK__.iframeReady (:2222/clm/kontaktdaten/static/js/5.chunk.js:160583)
    at Module.<anonymous> (<anonymous>:2:299992)
    at r (<anonymous>:2:110)
    at <anonymous>:2:904
    at <anonymous>:2:915
    at HTMLIFrameElement.e.onload (:2222/clm/adressen/static/js/5.chunk.js:160816)
    at me (:2222/clm/adressen/static/js/5.chunk.js:160818)
    at :2222/clm/adressen/static/js/5.chunk.js:160784
    at :2222/clm/adressen/static/js/5.chunk.js:160670
```

at the end of the DOM I see several IFrames created though: 

![image](https://user-images.githubusercontent.com/3306212/115835229-58bdc680-a416-11eb-898f-131bab2c6722.png)

### Did you try recovering your dependencies?

Versions: 

"react": "^16.13.1",
"react-dom": "^16.13.1"
"react-scripts": "^3.4.1",

### Which terms did you search for in User Guide?

error-overlay - no documenation found

### Environment

```
Environment Info:

  current version of create-react-app: 4.0.3
  running from C:\Users\EH2WO9A\AppData\Roaming\npm-cache\_npx\27600\node_modules\create-react-app

  System:
    OS: Windows 10 10.0.17763
    CPU: (6) x64 Intel(R) Core(TM) i5-8600 CPU @ 3.10GHz
  Binaries:
    Node: 14.15.0 - C:\Program Files\nodejs\node.EXE
    Yarn: Not Found
    npm: 6.14.8 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Spartan (44.17763.831.0)
    Internet Explorer: 11.0.17763.771
  npmPackages:
    react: ^16.13.1 => 16.13.1
    react-dom: ^16.13.1 => 16.13.1
    react-scripts: ^3.4.1 => 3.4.1
  npmGlobalPackages:
    create-react-app: Not Found
```

### Steps to reproduce

If necessary I can provide a working example on the weekend.

### Expected behavior

The error layer should come up as expected. 

### Actual behavior

The error layer does not come up.

### Reproducible demo

If necessary I can provide a working example on the weekend.
Repository: pytorch
Issue: Problems with initial communication between GPUs
Labels: needs reproduction,module: cuda,triaged

I have a very odd issue on one of my machines when moving tensors between GPUs:

```
import torch
X = torch.Tensor([[1.,2.]]).to("cuda:0")
print(X)
X = X.to("cuda:1")
print(X)

print()
X = torch.Tensor([[1.,2.]]).to("cuda:1")
print(X)
X = X.to("cuda:0")
print(X)

print()
X = torch.Tensor([[1.,2.]]).to("cuda:0")
print(X)
X = X.to("cuda:1")
print(X)
```

which outputs:

```
tensor([[1., 2.]], device='cuda:0')
tensor([[0., 0.]], device='cuda:1')

tensor([[1., 2.]], device='cuda:1')
tensor([[1., 2.]], device='cuda:0')

tensor([[1., 2.]], device='cuda:0')
tensor([[1., 2.]], device='cuda:1')
```

So on the first communication between the GPUs, it just initializes the tensor as zeros. If I run it again, it works as expected.

I only seem to have this issue on one machine with 3 GPUs, on another one with 2 GPUs it works out of the box. 

I am hence not sure if this is a hardware/setup issue, or some strange behavior on the software side. Regardless, I would not expect this to happen.

Hopeful that anyone has some insights on that, thanks!

cc @ngimel