sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: expose only the positions of those brackets colored by native bracket pair colorization
Labels: feature-request,bracket-pair-colorization

Question: I know exposing tokens to extensions is a headache, but is it now possible and non-headache to expose only the positions of those brackets colored by native bracket pair colorization?
like this:
`{type: "{" | "}" | "(" | ")" | "[" | "]"; line: number; column: number; }[]`
or like this:
`{type: "{" | "}" | "(" | ")" | "[" | "]"; globalStringIndex: number; }[]`

No tree structure needed, just a simple array of positions. It will be **super huge speed upgrade** for <a href="https://github.com/leodevbro/vscode-blockman">Blockman</a> (already 19k installs).

_Originally posted by @leodevbro in https://github.com/microsoft/vscode/issues/128465#issuecomment-900604355_
Repository: flutter
Issue: Proposal to add Japanese/Buddhist calendar date picker 
Labels: c: new feature,framework,f: date/time picker,a: internationalization,f: cupertino,c: proposal,team-design,triaged-design


## Use case
Japanese and Buddhist Calendar picker style support  and date format with other calendar type

<img width="366" alt="Screen Shot 2021-08-18 at 14 37 52" src="https://user-images.githubusercontent.com/86396361/129857555-762511ae-e459-4514-9adb-01786acf753a.png">

## Proposal

Apple Date Picker: https://developer.apple.com/documentation/uikit/uidatepicker
Repository: rust
Issue: Leak sanitizer UI test hangs on Macos ARM64
Labels: A-LLVM,O-macos,T-compiler,A-sanitizers,C-bug,O-AArch64

Try on a Apple Silicon Mac:
```
./configure --build=aarch64-apple-darwin --enable-sanitizers --enable-profiler --set rust.jemalloc --set llvm.ninja=false
./x.py test --stage 1  src/test/ui/sanitize/leak.rs
```
Expected result: Test passes.

Actual result: Test hangs:
```
running 1 test
test [ui] ui/sanitize/leak.rs has been running for over 60 seconds
```

See also: #88131

@rustbot label +A-sanitizer +A-llvm +O-macos +O-arm
Repository: godot
Issue: Cannot access CameraTexture by get_data()
Labels: bug,platform:macos,topic:porting

### Godot version

3.3.2 stable

### System information

Mac OSX 10.15.7

### Issue description

I want re-process the frames captured by webcam. I could setup a Sprite and render the webcam stream on it via a series of shader settings. But when I try to get the texture from the Sprite , it failed. 

In the debugging window I could see there is a valid CameraTexture , but the img(:Image) created from the CameraTexture by get_data() is 'null'.    Use the same code to process textures other than CameraTexture is always OK. 

So I think maybe it is related to the CameraServer / CameraTexture specially. But the question is, how to get the textures or images from webcam stream to re-process on purpose in Godot ? 

Is there anyone can help? Thanks very much !


### Steps to reproduce

func webcam_frame_process():
    var img :Image
    print($WebCamSprite.texture.get_size())       # It is OK.
    img = $WebCamSprite.texture.get_data()      # the var img is null  

### Minimal reproduction project

_No response_
Repository: react
Issue: [DevTools Bug]: Cannot hover/click elements after scrolling
Labels: Type: Bug,Status: Unconfirmed,Component: Developer Tools

### Website or app

https://9tdhf.csb.app/

### Repro steps

1. disable any component filter
2. scroll component tree
3. hover any element

https://user-images.githubusercontent.com/12292047/129872819-0e3c06aa-fc24-4c15-84c7-73940eb136b3.mp4



### How often does this bug happen?

Every time

### DevTools package (automated)

1d2528097

### DevTools version (automated)

4.16.0

### Error message (automated)

_No response_

### Error call stack (automated)

_No response_

### Error component stack (automated)

_No response_

### GitHub query string (automated)

_No response_
Repository: neovim
Issue: Enable `vim.opt/opt_local` without a parameter to return current settings
Labels: enhancement,api,lua

### Feature already in Vim?

_No response_

### Feature description

While `nvim_get_option` and `nvim_buf_get_option` can return individual option values, I think it would make sense if `vim.opt`/`vim.opt_local` could mimic the behaviour of `:set` and `:setlocal` and return the global/local settings (as a table).
Trying to parse the msg output is clumsy and it would be nice if the results could be returned as a table.
Repository: yt-dlp
Issue: [Question] Can yt-dlp download Youtube Music uploads?
Labels: site-enhancement,site:youtube

## Checklist

- [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

Hello,

Thank you for providing and continuing this great piece of software.

I'm trying to download my playlists from Youtube Music but it only downloads the tracks from Youtube Music, not my own uploads. For instance, I have a playlist of 107 tracks, and 3 of them have been added from Youtube Music while the rest are my own uploads. How can I download all the tracks?

Here's my configuration file (I'm migrating from `youtube-dl`):

```
--format bestaudio
--extract-audio
--audio-format mp3
--audio-quality 0
--cookies ~/Downloads/youtube.com_cookies.txt
--yes-playlist
--add-metadata
--embed-thumbnail
--verbose

# Do not copy the mtime
--no-mtime

# Save all videos under Movies directory in your home directory
-o '%(playlist)s/%(playlist_index)s - %(title)s.%(ext)s'
```

Am I missing something?

Thanks!
Repository: vscode
Issue: Show bracket in ruler
Labels: feature-request,bracket-pair-colorization

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
Any plans to also add the "show Brackets In Ruler" settings?

it's really usefull when brackets are so long. we can see first/end of bracket in ruller with specified color in lef/middle/right of ruler.

from https://github.com/microsoft/vscode/issues/131001#issuecomment-900632100
Repository: go
Issue: go/parser: files parsed with mode 'parser.ImportsOnly|parser.ParseComments' can contain a comment after import declaration
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.17 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What did you do?

1. Parse the following source code with mode `parser.ImportsOnly|parser.ParseComments`:

```go
// Package main
package main

import (
	// fmt import
	_ "fmt"
	_ "github.com/pkg/errors" // errors import
)

// F func
func F() {}

// B func
func B() {}

// Hello const
const Hello = "word"

func main() {
}
```

2. Print `*ast.File.Comments`

The Go Playground link: https://play.golang.org/p/w0yK1K_q4tr

### What did you expect to see?

3 comments:

```
"Package main\n"
"fmt import\n"
"errors import\n"
```

### What did you see instead?

4 comments:

```
"Package main\n"
"fmt import\n"
"errors import\n"
"F func\n"
```

`"F func\n"` is an extra comment because the documentation for `parser.ImportsOnly` says `stop parsing after import declarations`. However, if an import declaration is followed by any code without comments, there will be no extra comments. For example:

```go
// Package main
package main

import (
	_ "fmt" // fmt import
)

var A = 1

// F func
func F() {}
```

This bug was originally discovered in https://github.com/golang/go/issues/47436#issuecomment-893637070
Repository: pytorch
Issue: C++ Inference error causes Identity Module
Labels: oncall: jit,triaged

I have th[is error and problem](https://github.com/pytorch/vision/issues/4271) by Using `mobilenetv3` defined model in torchvision and someone guided me that this erorr related to Pytorch core, `Identity module`.

``
terminate called after throwing an instance of 'torch::jit::ErrorReport'
  what():  
Unknown type name 'NoneType':
Serialized   File "code/__torch__/torch/nn/modules/linear.py", line 6
  training : bool
  _is_full_backward_hook : Optional[bool]
  def forward(self: __torch__.torch.nn.modules.linear.Identity) -> NoneType:
                                                                   ~~~~~~~~ <---
``
cc @gmagogsfm @mruberry @jbschlosser
Repository: vscode
Issue: Search files by name is very slow even for cases that could be optimised
Labels: feature-request,quick-open

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: Yes/No

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- VS Code Version: 1.59.0
- OS Version: MacOs 10.15.7

Steps to Reproduce:

1. Do CMD-P to open the 'search files by name' dropdown
2. Paste in a path to a file in the current project, such as 'foo/bar/file.php'
3. It takes a VERY LONG TIME - 30 seconds +

Could this be optimised so that if a path is given, these are checked before the full search of the whole project is carried out:

- the path from the root of the project
- the relative path from the currently open file
Repository: pytorch
Issue: Error loading Pytorch lite model in Android
Labels: oncall: mobile

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->
I have created pytorch lite model in .ptl format. But when I load the model in Android using LiteModuleLoader it gives following error.

> W/System.err: com.facebook.jni.CppException: xnnpack::convolution not available! Reason: The provided (weight, bias, padding, stride, dilation, groups, transposed, output_min, output_max) parameters are either invalid individually or their combination is not supported by XNNPACK.


## To Reproduce

Steps to reproduce the behavior:

Following dependencies are being used.

    implementation 'org.pytorch:pytorch_android_lite:1.9.0'
    implementation 'org.pytorch:pytorch_android_torchvision:1.9.0'

1. Create .ptl format of model
2. Load in android LiteModuleLoader 

<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

## Expected behavior

It should have inferred properly.

## Environment

 - PyTorch Version 1.8.0
 - Pytorch Lite Version 1.9.0
 - OS Android
Repository: pytorch
Issue: Supporting Pytorch for Custom Compiler Backend
Labels: triaged,module: dispatch,module: backend

Hi Pytorch Team,

We have Custom Deep Learning hardware and a Compiler for the Hardware. For now, we have only Caffe framework support.

Having said that, we want to work on adding support for the Pytorch framework.

Is there any reference for the same?

Thanks,
Darshan C G
Repository: pytorch
Issue: Cannot include extension.h under Windows - linker error  THPVariable_Wrap
Labels: module: cpp-extensions,module: cpp,triaged

## 🐛 Bug

I want to build C++ app with Torch that can call Python (via pybind) and pass `torch::Tensor` to it. However, when I include `#include <torch/extension.h>` I got linker error:

`error LNK2019: unresolved external symbol "__declspec(dllimport) struct _object * __cdecl THPVariable_Wrap(class at::Tensor)" (__imp_?THPVariable_Wrap@@YAPEAU_object@@VTensor@at@@@Z) referenced in function "public: static class pybind11::handle __cdecl pybind11::detail::type_caster<class at::Tensor,void>::cast(class at::Tensor const &,enum pybind11::return_value_policy,class pybind11::handle)" (?cast@?$type_caster@VTensor@at@@X@detail@pybind11@@SA?AVhandle@3@AEBVTensor@at@@W4return_value_policy@3@V43@@Z)`

I have found in another topic that to solve this, you should include `torch_python.lib`. However, no such library is in the downloaded zip. If I use this library from PyTorch installed via pip (located at <python_dir>/site-packages/torch/lib/torch), the program compiles and links correctly, but I got a runtime error during dll initialization.

If I use torch without calling python, all is working and building correctly.

## To Reproduce

Steps to reproduce the behavior:

1. Download libtorch for Windows/C++, CPU only
2. add #include <torch/extension.h>
3. Build

**C++ code:**

```
#include <torch/nn.h>
#include <torch/torch.h>
#include <torch/extension.h>

namespace py = pybind11;

int main(int argc, char ** argv){
        py::initialize_interpreter();
        py::module pyModule = py::module_::import("torch_sample");	
	py::function pyRun = py::reinterpret_borrow<py::function>(pyModule.attr("run"));
	torch::Tensor randTensor = torch::rand({ 2, 2 });
	pyRun(randTensor);

        return 0;
}
```


**torch_sample**
```
def run(s):
    print("RUN " + str(s))
```


## Expected behavior

Compile correctly

## Environment

Windows 10, x64, Visual Studio 2019, C++17


 - PyTorch Version: 1.9
 - OS: Windows 10
 - How you installed PyTorch (`conda`, `pip`, source): Donwload prebuild from web
 - Build command you used (if compiling from source): -
 - Python version: 3.6
 - CUDA/cuDNN version: -
 - GPU models and configuration: -
 - Any other relevant information:

## Additional context

<!-- Add any other context about the problem here. -->


cc @yf225 @glaringlee @zou3519
Repository: flutter
Issue: Support for debugging embedded flutter web apps 
Labels: tool,dependency: dart,a: debugging,a: platform-views,platform-web,c: proposal,P2,team-web,triaged-web

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## Use case
I have a similar case as described in https://flutter.dev/docs/development/add-to-app/debugging except for it being a web application. Where I have a flutter web app embedded in another non flutter web app. I tried attaching the debugger using `flutter attach -d chrome` and this did not work.

My specific use case is an app that has a non flutter login portal. After login the flutter app gets loaded (not in an iframe).

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## Proposal
flutter attach works with web based embeded flutter apps

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Repository: vscode
Issue: Configurable peek window position
Labels: feature-request,ux,editor-symbols

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->
Hi all,

As much as I love the peek feature, I'd really like its position to be configurable, as its only position currently obstructs reading of the following lines.

I'd personally be happy with being able to have it spawn above the peeked symbol instead of bellow, but with all the work being done in allowing panes to be moved around in vscode, I guess being able to define a set part of the window for it to appear would be even better for many people.

Hope this isn't too painful to implement and gets some attention,
Thanks regardless, VSCode is still great with peek as it is :)
Repository: godot
Issue: ToString() crashes IOS in Ad Hoc Builds
Labels: bug,platform:ios,topic:dotnet,crash

### Godot version

3.4 Beta 3 mono

### System information

Mac Mini M1 Big Sur -> IOS 14.x

### Issue description

Rect2 ToString() crashes IOS Ad Hoc builds at runtime.



### Steps to reproduce

Attach a c# script to a scene and call the code below.

```
Rect2 rect = new Rect2(2,3,4,5);
string test = rect.ToString();
```

IOS app will crash, but only in Ad Hoc Build mode.

To test deploy via Xcode -> Archive -> Distribute or simply export in Ad Hoc mode from Godot, and drag IPA file onto device in finder.  [Edit] Drag Godot created Ipa is unstable/fiddlely, so use Xcode -> Archive -> Distribute -> Ad Hoc, to get reliable exports.

It is the same behavior as reported in https://github.com/godotengine/godot/issues/48701 

### Minimal reproduction project

_No response_
Repository: TypeScript
Issue: Improve behavior of typescript.preferences.importModuleSpecifier: non-relative
Labels: Suggestion,Awaiting More Feedback,Domain: Auto-import

## ⭐ Suggestion

Currently, with this setting`"typescript.preferences.importModuleSpecifier": "non-relative"` VScode goes to the `tsconfig` file and checks both `baseUrl` and `paths` and look for a match.

The situation that I experience is having a few paths in my `path` property and they sometimes overlap.
Example:
```
"baseUrl": ".",
    "paths": {
           "*": ["src/main/*"],
          "utilsFunctions/*": ["src/main/utils/utilsFunctions*"],
      },
```
With this configuration I can import a function from the `utilsFunctions` folder in one of these 2 options:
1. `import { foo } from "src/main/utils/utilsFunctions/functions.ts`
2. `import { foo } from "utilsFunctions/functions.ts`

Both of these import statements will work.

But If I add `foo` in my code without writing the import statement myself, `vscode` will auto-suggest me to use option no. 1, but In my case, I actually wanted option no.2 (in the above options).

**Requested behavior:**
When using `foo` (without it importing it first), VScode should suggest me both options.

My solution, in this case, was to reverse the order of `paths` like this:
```
    "paths": {
          "utilsFunctions/*": ["src/main/utils/utilsFunctions*"],
           "*": ["src/main/*"],
      },
```


## 🔍 Search Terms

importModuleSpecifier

## ✅ Viability Checklist

My suggestion meets these guidelines:

* [ ✅  ] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [ ✅  ] This wouldn't change the runtime behavior of existing JavaScript code
* [ ✅  ] This could be implemented without emitting different JS based on the types of the expressions
* [ ✅  ] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [ ✅  ] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: godot
Issue: material local to scene within editor does not work
Labels: topic:editor,needs testing

### Godot version

v3.3.2.stable.official

### System information

Windows 10, GLES 3

### Issue description

I have a sprite scene with a shader material with the `local to scene` option checked. But when I instance that in my project directly, all the instances will share the same material unless I click the reset button of material of the first instance and then duplicate that.

The local to scene option works fine if I instance the scene in code, is it intended behavior?

### Steps to reproduce

1. Create a single sprite scene with a ShaderMaterial, make the `local to scene` option checked.
![4](https://user-images.githubusercontent.com/21126555/129918418-3e3cd7d2-a45c-47e8-ab26-e5240cc786aa.png)
![2](https://user-images.githubusercontent.com/21126555/129918356-5f6333a9-09c9-4a6b-a228-c6a175a0e812.png)
2. Instance the sprite scene multiple times in the editor.
![1](https://user-images.githubusercontent.com/21126555/129918459-7f59d814-9bdc-4d19-b627-4f83c46b0425.png)
3. Change of the shader parameter of any instance will affect all the other instances.
![3](https://user-images.githubusercontent.com/21126555/129918486-f7b8d13c-ec49-4495-92a0-0cc8ce535c51.png)

<details>
<summary>Epilepsy warning: rapidly flashing lights</summary>

![FormatFactory Screen Record20210818_224030](https://user-images.githubusercontent.com/21126555/129918880-ad1f5e76-1e77-4886-8d59-48db368b66ae.gif)
</details>



### Minimal reproduction project

[Bug_01.zip](https://github.com/godotengine/godot/files/7008076/Bug_01.zip)
Repository: terminal
Issue: Add and use snmalloc, mimalloc for allocation performance
Labels: Help Wanted,Area-Performance,Product-Meta,Issue-Task

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# Description of the new feature/enhancement

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Github randomly revealed a project from Microsoft that upon investigation seems like it would be pretty useful here to possibly boost performance for allocations. https://github.com/microsoft/snmalloc 
# Proposed technical implementation details (optional)

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