sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: [PowerRename] allow moving files to new subfolders
Labels: Idea-Enhancement,Product-PowerRename

### Description of the new feature / enhancement

When configuring the replace so that the resulting filename includes a "\\" , I would expect the files to be renamed and moved to the according **subfolder**.

# Example

## Setup before
```
Z:\temp\20201231 - Some File.txt
Z:\temp\20210725 - Some File.txt
```
## PowerRename
Search for:
(\d{4})(\d{2})(\d{2})(.*)

Replace with:
$1\$1-$2-$3$4

![image](https://user-images.githubusercontent.com/29750255/126907869-9e5645f5-cce0-49d3-b05f-f2dad85c3ac1.png)


## Expected result:
```
Z:\temp\2020\2020-12-31 - Some File.txt
Z:\temp\2021\2021-07-25 - Some File.txt
```

## Actual result:
An error/warning occurs, that the folder Z:\temp does not exist (but it does actually exists)
![image](https://user-images.githubusercontent.com/29750255/126907876-42855a25-46f9-496e-87ea-bf297c3827d7.png)

This only works, when the target subfolders already exist before executing PowerRename (so they do not need to be created new).
## Setup when it works
```
Z:\temp\2020\
Z:\temp\2021\
Z:\temp\20201231 - Some File.txt
Z:\temp\20210725 - Some File.txt
```

### Scenario when this would be used?

This way, by renaming files, they could be organized into subfolders at the same time

### Supporting information

Observed in PowerToys v0.41.4
Repository: PowerToys
Issue: Unable to search files on synced, offline file share folder
Labels: Issue-Bug,Product-PowerToys Run

### Microsoft PowerToys version

0.41.4

### Running as admin

- [ ] Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

1. Add a network location in Windows Explorer
2. Mark network folder as "Always available offline"
3. Wait for sync to finish
4. Perform a keyword search in start menu and see results (items indexed for start menu search)
5. Search for same keyword in Run

### ✔️ Expected Behavior

Run should provide relevant file results matching files found using Start Menu search

### ❌ Actual Behavior

No relevant files are found.  Using same keyword in Start Menu search finds the file.

### Other Software

_No response_
Repository: angular
Issue: Expose NGxxxx errors through the global `ErrorHandler`
Labels: feature,area: core,core: error handling,feature: under consideration

### Which @angular/* package(s) are relevant/releated to the feature request?

_No response_

### Description

The framework includes an error reporting mechanism that reports errors through the console window of the browser or the debug window of the IDE. The list of possible errors can be found at https://angular.io/errors/.

It would be great if we could have the option of reporting those errors directly inside an Angular application.

### Proposed solution

Optionally, expose NGxxxx errors through the global error handler of the framework that is available at https://angular.io/api/core/ErrorHandler so that:

- It improves the developer experience when it comes to detecting framework errors
- It will open new possibilities for the integration of error reporting mechanisms in IDEs

### Alternatives considered

N/A
Repository: terminal
Issue: Fragment fontFace not detecting correctly
Labels: Issue-Docs,Area-Settings,Product-Terminal,Priority-3

### Windows Terminal version (or Windows build number)

1.9.1942.0

### Other Software

Oh-My-Posh (latest)

### Steps to reproduce

Set a default fontFace in settings.json
Set different fontFace in {fragments}.json

Review if font is displaying correctly.

If not, disable the default fontFace and revalidate.

### Expected Behavior

The expected behavior is that the fontFace that is set for a profile in the {Fragments}.json file is indeed using the desired font.

### Actual Behavior

When a default fontFace is set then the fontFace that is set as part of the fragment is ignored.

Removing the default fontFace string enables the fontFace that was set in the fragment to be used.
Repository: pytorch
Issue: Error installing from source
Labels: module: build,triaged

I am building PyTorch from source on CUDA following https://github.com/pytorch/pytorch#from-source.

`uname -a: Linux ares 5.8.0-59-generic #66~20.04.1-Ubuntu SMP Thu Jun 17 11:14:10 UTC 2021 x86_64 x86_64 x86_64 GNU/Linux`

`cuda version: 11.1`


When I run `python setup.py install`, I get the following errors:

```{bash}
/home/angus/pytorch/torch/csrc/jit/ir/ir.cpp: In member function ‘bool torch::jit::Node::hasSideEffects() const’:
/home/angus/pytorch/torch/csrc/jit/ir/ir.cpp:1143:16: error: ‘set_stream’ is not a member of ‘torch::jit::cuda’; did you mean ‘c10::cuda::set_stream’?
 1143 |     case cuda::set_stream:
      |                ^~~~~~~~~~
In file included from /home/angus/pytorch/aten/src/ATen/core/Dimname.h:3,
                 from /home/angus/pytorch/aten/src/ATen/core/NamedTensor.h:3,
                 from /home/angus/pytorch/build/aten/src/ATen/core/TensorBody.h:24,
                 from /home/angus/pytorch/aten/src/ATen/Tensor.h:3,
                 from /home/angus/pytorch/aten/src/ATen/Context.h:4,
                 from /home/angus/pytorch/aten/src/ATen/ATen.h:9,
                 from /home/angus/pytorch/torch/csrc/jit/ir/attributes.h:2,
                 from /home/angus/pytorch/torch/csrc/jit/ir/ir.h:3,
                 from /home/angus/pytorch/torch/csrc/jit/ir/ir.cpp:1:
/home/angus/pytorch/aten/src/ATen/core/interned_strings.h:317:11: note: ‘c10::cuda::set_stream’ declared here
  317 |   _(cuda, set_stream)                \
      |           ^~~~~~~~~~
/home/angus/pytorch/aten/src/ATen/core/interned_strings.h:595:35: note: in definition of macro ‘DEFINE_SYMBOL’
  595 |   namespace ns { constexpr Symbol s(static_cast<unique_t>(_keys::ns##_##s)); }
      |                                   ^
/home/angus/pytorch/aten/src/ATen/core/interned_strings.h:596:1: note: in expansion of macro ‘FORALL_NS_SYMBOLS’
  596 | FORALL_NS_SYMBOLS(DEFINE_SYMBOL)
```

I tried adding `#include <torch/script.h>` to the top of `/home/angus/pytorch/torch/csrc/jit/ir/ir`, but the error persists.

Could someone explain what is going on here?

cc @malfet @seemethere @walterddr
Repository: pytorch
Issue: [feature request] torch.nn.Conv3d on tensors having more than 5 dimensions
Labels: feature,module: nn,module: convolution,triaged

Hi,

I'm researching capsule neural networks for brain image segmentation. For my project, I should do 3D convolutions on tensors that have 6 dimensions:

input size: (N, P, C_in, D_in, H_in, W_in)

The second dimension P has 16 components. I want this dimension to remain intact from input to output:

output size: (N, P, C_out, D_out, H_out, W_out)

Unfortunately torch.nn.Conv3d only accepts 5D tensors. I tried to get around this shortcoming by merging N and P dimensions and then reconstructing the P dimension after convolution:

```
class Conv3Dfor6D(nn.Module):
    def __init__(self, C_in, C_out):
        super().__init__()
        self.conv = nn.Conv3d(in_channels=C_in,
                              out_channels=C_out,
                              kernel_size=3,
                              stride=1,
                              padding=1)     
    def forward(self, x):
        N, P, C_in, D_in, H_in, W_in = x.shape
        x = x.reshape(N * P, C_in, D_in, H_in, W_in)   # merging N and P dimensions
        x = self.conv(x)
        _, C_out, D_out, H_out, W_out = x.shape
        x = x.reshape(N, P, C_out, D_out, H_out, W_out)   # reconstructing N and P dimensions
        return x
```

This trick becomes harder and harder to use when we use higher dimensional data such as fMRI data (7-dimensional). So, I wonder if nn.Conv3d can be generalized to accept more than 5-dimensional data:

- dimension 0: batches
- dimension -4: channels
- dimension -3: depth
- dimension -2: height
- dimension -1: width
- dimensions 1 to -4 (if more than 5 dimension): additional dimensions of the tensor that are kept intact over convolutions.

Notably, tensorflow already has this functionality: it accepts tensors of any dimensions as inputs for Conv3D:

https://www.tensorflow.org/api_docs/python/tf/keras/layers/Conv3D

Please let me know what you think!
Thank you, 
Arman

cc @albanD @mruberry @jbschlosser
Repository: godot
Issue: TranslationServer.set_locale fails on some internal nodes
Labels: bug,topic:core

### Godot version

3.3.2 stable

### System information

Windows 10 with zh locale

### Issue description

![ZUP_7NN}@P~MCZN()2PVL O](https://user-images.githubusercontent.com/403616/126925236-d27d20b4-7ff2-45b8-b941-82bfdf1b3ec7.png)

As the image shows above, some internal nodes will always use the translation by the OS locale. 
Setting `TranslationServer.set_locale("ja")` won't work.

After removing the `zh_CN.po` file, the FileDialog can display in Japanese correctly.

p.s. Both the two po files are from the official editor code base.



### Steps to reproduce

1. Prepare two translations, one of them should be in your locale language.
2. Set `TranslationServer.set_locale("the other one locale")`.
3. Open a FileDialog.


### Minimal reproduction project

_No response_
Repository: godot
Issue: Changing RigidBody2D `mode` propery doesn't work from inside Area2D body_entered signals
Labels: documentation,topic:physics

### Godot version

3.3.2.stable.arch_linux

### System information

arch linux

### Issue description

Changing a `RigidBody2D`'s `mode` property from rigid to static from inside an `Area2D`'s `body_entered` signal doesn't appear to work. The property changes but the object keeps moving. Changing mode from a button press signal works fine. Using the CONNECT_DEFERRED flag also works. Perhaps mode shouldn't or can't be set from inside physics in which case this could be a just a documentation change?

### Steps to reproduce

Run the minimal repro project, watch the logo fall into the area2d, change to static mode but keep on falling

### Minimal reproduction project

[rigid2dmodetest.zip](https://github.com/godotengine/godot/files/6875400/rigid2dmodetest.zip)
Repository: flutter
Issue: webview_flutter blocking other accessibility elements navigation and screen navigation in iOS
Labels: platform-ios,a: accessibility,a: platform-views,p: webview,package,has reproducible steps,P2,found in release: 2.2,team-ios,triaged-ios

I am using webview_flutter plug for loading sub widget in my screen. While entering into WebView with accessibility, the screen navigation lost the other widgets like back button and app bar navigation. This issue happens only when webview scroll the content by left to right swipe and back navigation through right to left swipe. After entering into WebView scroll then the screen navigation lost their other widgets. WebView blocking the accessibility navigation. So accessibility screen swipe navigation not working as expected. Can you help me on this issue?
Repository: go
Issue: os: RemoveAll fails to remove deeply nested directory tree, triggers OOM Killer
Labels: 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`)?

<pre>
$ go version go1.16.5 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
    $ go env
    GO111MODULE=""
    GOARCH="amd64"
    GOBIN=""
    GOCACHE="/home/test/.cache/go-build"
    GOENV="/home/test/.config/go/env"
    GOEXE=""
    GOFLAGS=""
    GOHOSTARCH="amd64"
    GOHOSTOS="linux"
    GOINSECURE=""
    GOMODCACHE="/home/test/go/pkg/mod"
    GONOPROXY=""
    GONOSUMDB=""
    GOOS="linux"
    GOPATH="/home/test/go"
    GOPRIVATE=""
    GOPROXY="direct"
    GOROOT="/usr/lib/golang"
    GOSUMDB="off"
    GOTMPDIR=""
    GOTOOLDIR="/usr/lib/golang/pkg/tool/linux_amd64"
    GOVCS=""
    GOVERSION="go1.16.5"
    GCCGO="gccgo"
    AR="ar"
    CC="gcc"
    CXX="g++"
    CGO_ENABLED="1"
    GOMOD=""
    CGO_CFLAGS="-g -O2"
    CGO_CPPFLAGS=""
    CGO_CXXFLAGS="-g -O2"
    CGO_FFLAGS="-g -O2"
    CGO_LDFLAGS="-g -O2"
    PKG_CONFIG="pkg-config"
    GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build1485272220=/tmp/go-build -gno-record-gcc-switches"


</pre></details>

### What did you do?
create.go:
```
package main

import (
	"fmt"
	"log"
	"os"
	"strings"
)

func main() {
	path := os.Args[1]
	os.Mkdir(path, 0755)
	os.Chdir(path)

	// 2^30 is big enough that the process will run out of memory before completing on most machines
	// 2^10 (1024) is a good value to use for profiling memory usage
	// n := 10
	n := 30
	for i := 0; i < (1 << n); i++ {
		dirname := strings.Repeat("x", 255)

		if i%128 == 0 {
			fmt.Println(i)
		}

		err := os.Mkdir(dirname, 0755)
		if err != nil {
			log.Fatal(err)
		}
		os.Chdir(dirname)
	}
}
```
remove.go:
```
package main

import (
	"log"
	"os"
)

func main() {
	dir := os.Args[1]
	err := os.RemoveAll(dir)
	if err != nil {
		log.Fatal(err)
	}
}
```

Create a very deep directory tree (~2.5 million subdirectories)
```
$ go run create.go /tmp/deep
0
128
...
2473472
Killed
```
Attempt to remove them with os.RemoveAll()
```
$ go run remove.go /tmp/deep
Killed
```
Observe exhaustion of system memory, causing oom-killer to kill the process. Directory tree still remains:
```
$ ls -d /tmp/deep
/tmp/deep
```



### What did you expect to see?

remove.go successfully remove the target deep directory tree, without exhausting system memory


### What did you see instead?

remove.go causes a sharp increase in memory usage, causing OOM killer to kill remove.go before it can complete
Repository: godot
Issue: [Bullet] move_and_slide is unstable with bullet physics.
Labels: bug,topic:physics

### Godot version

3.3.2.stable

### System information

Windows 10

### Issue description

![godot](https://user-images.githubusercontent.com/20043270/126951182-3fc04ba9-06cf-415d-b9c8-c944e76edd68.gif)

It appears that something is wrong with either is_on_floor (I have tried using it before and after calling move_and_slide) or move_and_slide itself with the Bullet physics engine.

In the third person demo I noticed the camera was jittering slightly soI narrowed it down to the player itself jittering. I tried several fixes in player.gd including only applying gravity when in the air and zeroing out velocity.y when you are on the ground however the only fix was to switch physics engines.

### Steps to reproduce

Use of gravity with move_and_slide.

### Minimal reproduction project

https://github.com/godotengine/tps-demo

See player.gd... having played around with many workarounds the only thing that worked was changing physics engine to Godot Physics.
Repository: pytorch
Issue: Wrong implementation of method log_prob in torch.distributions.negative_binomial
Labels: module: distributions,module: docs,triaged,module: numpy

## 🐛 Bug

The method log_prob is wrongly implemented in the negative binomial distribution if one assumes that the attribute probs is the event probability of failures as stated in the documentary.
In the code it is assumed that 
log_unnormalized_prob = (self.total_count * F.logsigmoid(-self.logits) + value * F.logsigmoid(self.logits))

According to the definition of the negative binomial distribution this is supposed to be equal to 
self.total_count * log(probs) + value * log(1-probs) 
(see e.g. https://en.wikipedia.org/wiki/Negative_binomial_distribution).

However: 
logsigmoid(logits) = log(1/(1+exp(-logits))) = log(1/(1+exp(-log(p/(1-p))))) = log(1/(1+exp(log((1-p)/p))) = log(1/(1+(1-p)/p)) = log(1/(1/p)) = log(p) 

## Additional context
Maybe this happened due to https://github.com/pytorch/pytorch/issues/42449 


cc @ezyang @gchanan @zou3519 @bdhirsh @jbschlosser @anjali411 @fritzo @neerajprad @alicanb @nikitaved @brianjo @mruberry @rgommers @heitorschueroff
Repository: PowerToys
Issue: [PowerRename] Adjust sorting for numeric named files
Labels: Idea-Enhancement,Product-PowerRename

### Microsoft PowerToys version

0.41.4

### Running as admin

- [X] Yes

### Area(s) with issue?

PowerRename

### Steps to reproduce

Manipulate folders with a large number of numerically named files
![image](https://user-images.githubusercontent.com/48956359/126966787-46668486-ff6b-4e06-a522-fd89bbfef48d.png)


### ✔️ Expected Behavior

The files are sorted in numerical order e.g. from 1,2,3,4,5~10,11,12

### ❌ Actual Behavior

Files are sorted alphabetically only e.g. 1,10,11,12,13,2,3,4

### Other Software

_No response_
Repository: ant-design
Issue: Slider `draggableTrack` does not work when a custom `step` is set
Labels: Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-37rb7?file=/index.js)

### Steps to reproduce
A reproduction is available to see component behavior, as well as a small description of the problem.
Set a `Slider` component with the following props, and attempt to drag the slider. It will be locked, even with `draggableTrack` prop is to `true`.
```
<Slider
  range={{ draggableTrack: true }}
  defaultValue={[0, 750000]}
  tooltipVisible
  max={750000}
  step={1000}
/>
```

### What is expected?
When `step` value is custom set as, e.i, to 1000, and `draggableTrack` prop is set to `true`, the draggable track _should_ be dragged in steps of 1000.

### What is actually happening?
When `step` value is custom set as, e.i, to 1000, the draggable track gets locked, it no longer has the draggable effect, not even in steps of 1, even if the `draggableTrack` prop is set to `true`.

| Environment | Info |
|---|---|
| antd | 4.16.8 |
| React | 17.0.2 |
| System | Microsoft Windows 10 Pro, Version 10.0.19043 Build 19043 |
| Browser | Microsoft Edge Version 92.0.902.55 (Official build) (64-bit) |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: create-react-app
Issue: [v5] Use ts loader and ts-jest for typescript transpilation
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

When developing typescript applications it would be great to use typescript compiler instead of babel transform etc. to better **respect the tsconfig**.

A similar aspect is the missing typechecking of test / jest files again moving to ts-jest would greatly improve the DX in this area for TypeScript developers
(ts-jest loaders configured with the same babel presets as the actual build...)

### Describe the solution you'd like

1. use ts-loader for transformation (keeping fork-ts-checker for the typechecking)
2. use ts-jest for transformation and type checking in tests (with babel configured)
3. Reduce babel for typescript files to do babel env/react and for now fast-refresh

### Describe alternatives you've considered

We already use babel as the alternative, would only consider those two

### Additional context
Repository: vscode
Issue: Settings editor resets scroll position when dragging between groups
Labels: bug,settings-editor

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Does this issue occur when all extensions are disabled?: No

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- VS Code Version: 1.58.2
- OS Version: win10 20h2

Steps to Reproduce:

https://user-images.githubusercontent.com/26390254/126978427-47daa708-54ea-4b47-8be2-7b92e7e867ac.mp4
Repository: rust
Issue: Pointer equality of ZST in debug build is inconsistent with that in release build
Labels: C-bug,A-raw-pointers,A-zst

Consider this code:

```rust
fn main() {
    let a = ();
    let b = ();
    dbg!(std::ptr::eq(&a, &b));
}
```

It will output `false` in debug build, but `true` in release build.

I've tried other Zero-Sized Types (ZST), like an empty array and a struct with no field, and the result is still the same.

Interestingly, the code below will consistently output `false` in both debug build and release build:

```rust
fn main() {
    let a = ();
    let b = ();
    dbg!((&a as *const _) == (&b as *const _));
}
```

[Playground](https://play.rust-lang.org/?version=stable&mode=release&edition=2018&code=fn%20main()%20%7B%0A%20%20%20%20let%20a%20%3D%20()%3B%0A%20%20%20%20let%20b%20%3D%20()%3B%0A%20%20%20%20dbg!(std%3A%3Aptr%3A%3Aeq(%26a%2C%20%26b))%3B%0A%20%20%20%20dbg!((%26a%20as%20*const%20_)%20%3D%3D%20(%26b%20as%20*const%20_))%3B%0A%7D)

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.51.0 (2fd73fabe 2021-03-23)
binary: rustc
commit-hash: 2fd73fabe469357a12c2c974c140f67e7cdd76d0
commit-date: 2021-03-23
host: x86_64-apple-darwin
release: 1.51.0
LLVM version: 11.0.1
```

(Rust 1.51, 1.53, and nightly (2021-07-25) have this behavior.)
Repository: vscode
Issue: Syntax highlighting stops in minified code
Labels: bug,grammar

Issue Type: <b>Bug</b>
VS Code version: Code 1.58.2 (c3f126316369cd610563c75b1b1725e0679adfb3, 2021-07-14T22:09:06.581Z)
OS version: Darwin x64 20.6.0
Restricted Mode: No

1. Create new document, choose HTML file type
2. Create a simple base structure, e.g. :

```
<!doctype html>
<html lang="en">
<head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no">
</head>
<body>
</body>
</html>

```

3. Grab some minified CSS e.g. in my case Twitter Bootstrap (https://github.com/twbs/bootstrap/blob/main/dist/css/bootstrap.min.css)
4. Add `<style>_$paste_minified_css_here_</style>` between the `<header>` tags.
5. Note that code-highlighting  and other features (e.g. collapse arrows) no longer function properly (see screenshots from my system below)


<img width="702" alt="CODE_TOGGLED" src="https://user-images.githubusercontent.com/6958684/126991485-b0ccbacc-c0f5-4008-acfb-339627dd1899.png">
<img width="367" alt="CODE_EXPANDED" src="https://user-images.githubusercontent.com/6958684/126991488-c7b5ac8b-f535-4405-96c9-a62280c54e5f.png">

By comparison, JetBrains WebStorm correctly retains all functionality, screenshots below:
<img width="742" alt="Webstorm1" src="https://user-images.githubusercontent.com/6958684/126992035-38d7dd2f-85d0-4d37-9536-b53aa084e6d0.png">
<img width="882" alt="Webstorm2" src="https://user-images.githubusercontent.com/6958684/126992046-b5d6b82d-7e51-489d-b5c4-7e8b214b3b6a.png">