sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: deno
Issue: The location used for a WPT test should depend on its filename flags
Labels: web,tests

When browsers run WPT tests, some of the [filename flags](https://web-platform-tests.org/writing-tests/file-names.html) are used to determine which hostname and port to use for a specific test. Deno's WPT runner, however, uses http://web-platform.test:8000 regardless of the flags. This usually works fine, since the `.https` flag is the most common, and is mostly used to test [secure context](https://w3c.github.io/webappsec-secure-contexts/) APIs, which Deno doesn't care about.

However, there are uses of the `.h2` flag in the fetch tests that need the location to be set to [port 9000](https://web-platform-tests.org/writing-tests/server-features.html?highlight=ports#tests-requiring-http-2-0), since the tests fetch relative URLs and expect them to be fetched with HTTP/2. In fact, tests that test HTTP/2 _must_ use the `.h2` flag, since in browsers anything else would be cross-origin – and so it makes sense that those tests use relative URLs.

Changing the location might not be needed for flags other than `.h2`, but there might be other unexpected dependencies, and it won't hurt either way.
Repository: rust
Issue: Support separate PDB with MSVC staticlib
Labels: A-debuginfo,T-compiler,O-windows-msvc,WG-debugging

### Problem

When compiling `staticlib` crates using the MSVC toolchain, no PDBs are produced.

This makes it very hard to debug C++  programs that are statically linked to Rust libraries, especially in release mode.

### Steps

`cargo new --lib test`

In Cargo.toml:

```
[lib]
path = "./src/lib.rs"
crate_type = ["staticlib"]
```

`cargo build`

Note that the output is `test.lib`

Now change Cargo.toml:
```
[lib]
path = "./src/lib.rs"
crate_type = ["cdylib"]
```
`cargo build`

Note that the output is `test.lib` + `test.pdb`


### Possible Solution(s)

Is there a way to pass a flag to force creating the PDB. In Visual Studio it is /Zi.

### Notes

It seems it is still possible to step into the code for debug builds, but not release builds.

### Version

```text
cargo 1.55.0 (32da73ab1 2021-08-23)
release: 1.55.0
commit-hash: 32da73ab19417aa89686e1d85c1440b72fdf877d
commit-date: 2021-08-23
```
Repository: go
Issue: x/mod/semver: Lack of information about invalid version
Labels: NeedsInvestigation,modules

Consider "v0.0.1-pre.failed_f+build"

There is no exported method to know what is wrong with this version string with these two method.

semver.IsValid
semver.Canonical

The only way for now is checking all parts of parser
```
s := "v0.0.1-pre.failed_f+build"
if !semver.IsValid(s) {
   if semver.MajorMinor(s) == "" {
      return err
   }
   if semver. Prerelease(s) == "" {
      return err
   }
   if semver.Build(s) == "" {
     return err
   }
}

```

### What did you expect to see?
Some exported way return with "invalid prerelease"

### What did you see instead?
None.

We do have err field but it's been deleted in https://github.com/golang/mod/commit/ecfafd6fa8469fef628a0c601fe67d27bd5cefab.

### Proposal

Adding ```semver.Err(string)``` and revert https://github.com/golang/mod/commit/ecfafd6fa8469fef628a0c601fe67d27bd5cefab.


cc @zchee @jayconrod
Repository: pytorch
Issue: Feature request: FFT operations on Metal
Labels: feature,module: ci,triaged,module: macos,oncall: mobile,module: fft

## 🐛 Bug

I can't run FFT operations on Metal. 

## To Reproduce

Created a network with just FFT operation:

```python
class FFT(nn.Module):
  def __init__(self):
    super().__init__()
  def forward(self, x):
    return torch.fft.rfftn(x).abs()
```

Inference works fine:

```python
y = model(x) # y shape: torch.Size([1, 3, 512, 257])
```

Traced, mobile optimize it with Metal backend and save it:

```python
from torch.utils.mobile_optimizer import MobileOptimizerType, optimize_for_mobile

model = FFT()
x = torch.randn(1, 3, 512, 512)
traced_model = torch.jit.trace(model, x)
optimized_model = optimize_for_mobile(traced_model, backend='metal')
optimized_model._save_for_lite_interpreter("FFTMetal.pt")
```

But when I run it in Xcode project using LibTorch-nightly, I get the following error: `2021-10-18 09:43:40.828157+0530 SwiftUITorchExample[15247:135078] Could not run 'aten::_fft_r2c' with arguments from the 'Metal' backend. This could be because the operator doesn't exist for this backend, or was omitted during the selective/custom build process (if using custom build). If you are a Facebook employee using PyTorch on mobile, please visit https://fburl.com/ptmfixes for possible resolutions. 'aten::_fft_r2c' is only available for these backends: [CPU, BackendSelect, ADInplaceOrView, AutogradOther, AutogradCPU, AutogradCUDA, AutogradXLA, AutogradLazy, AutogradXPU, AutogradMLC, AutogradHPU].`

Here's a Objective-C inference code snippet in Xcode project:
```obj-c
auto inputTensor = torch::ones({1, 3, 512, 512});
inputTensor = inputTensor.metal(); // Move to Metal.
auto outputTensor = _fft.forward({inputTensor}).toTensor();
outputTensor = outputTensor.cpu(); // Move to CPU.
```

## Expected behavior

The FTT operation should be executed on Metal. But error says `Could not run 'aten::_fft_r2c' with arguments from the 'Metal' backend.`

## Environment

 - PyTorch Version (e.g., 1.0): `1.11.0.dev20211017`
 - OS (e.g., Linux): macOS / iOS
 - How you installed PyTorch (`conda`, `pip`, source): `pip`
 - Build command you used (if compiling from source):
 - Python version: `3.9.7`
 - CUDA/cuDNN version:
 - GPU models and configuration:
 - Any other relevant information:

## Additional context

<!-- Add any other context about the problem here. -->


cc @seemethere @malfet @pytorch/pytorch-dev-infra @albanD @ezyang @mruberry @peterbell10
Repository: terminal
Issue: Save and Reload multiple tabs (Like a profile)
Labels: Area-UserInterface,Area-Settings,Product-Terminal,Issue-Task

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# Description of the new feature/enhancement
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When developing an application, we need to run multiple servers simultaneously. The multiple tabs support is excellent, but re-running  it again and again is monotonous. If a set of new tabs can be loaded on clicking on "Work" profile, then it will make the life easier for the developer. Much similar to collection feature of Postman.  


# Proposed technical implementation details (optional)
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The first command to be executed on each tab needs to be provided while making the "Work" profile.
Repository: godot
Issue: AnimationTree cannot be usefully edited as separate tscn
Labels: bug,topic:core,topic:animation

### Godot version

3.3.4.stable.mono.official

### System information

Windows 10

### Issue description

When saving an AnimationTree as tscn and opening that, animations cannot be added or changed and certain actions that require pre-selecting animations are 'bugged' (empty dropdowns etc). This is because it seems the AnimationTree editor looks those up from the AnimationPlayer reference that in this case is obviously and expectedly not set.

Dragging animations into the window doesn't seem to work, so as an expected workflow cannot be used around this, which means it's currently possible to save them as separate assets (desired for re-use and to not lose work when importing messes up something else or when replacing the model) but useless as there's no way to edit them meaningfully. And knowing that there are also issues editing them in instances, this is a _good_ way to mess up work unintentionally.
Maybe it's the whole design that's flawed here (not referencing animation assets, but string names and using animations by name from the player instead of overriding the player with referenced assets) and it should be an improvement proposal, but the actions described are usability issues and caveats in basic usage nonetheless

### Steps to reproduce

Basically just follow the issue description (save animationtree from some animated model as separate tscn), open that tscn and try to edit it. Also try editing that tscn in the model scene it was originally saved from (and is now replaced with the linked tscn) and saving, changes wont be persisted.


### Minimal reproduction project

_No response_
Repository: godot
Issue: When iOS Safari goes to background, sound stops after a while and is not restored when reopening Safari
Labels: bug,platform:web,platform:ios,topic:porting,confirmed,topic:audio

### Godot version

3.3.4.stable

### System information

iOS 15.0, safari

### Issue description

If I put the safari process in the background (or put my iPhone to sleep) with sound playing, and wait for 30 seconds and then put Safari in the foreground again, there will be no sound at all.

Once this happens, sounds will not play unless reloading.
This problem does not occur on IOS 14 or lower.

### Steps to reproduce

- Create a 2d scene
- Add AudioStreamPlayer node and Button node
- Run the game on safari(ios15) and play sound
- Put Safari process in the background and wait 30 seconds
- Put Safari in the foreground

### Minimal reproduction project

[audio_test.zip](https://github.com/godotengine/godot/files/7362573/audio_test.zip)
Repository: create-react-app
Issue: Can't create react app with Yarn
Labels: stale

while I'm trying to create react app using Yarn, I getting the following error:
```
yarn create react-app my-app
yarn create v1.22.17
[1/4] Resolving packages...
warning create-react-app > tar-pack > tar@2.2.2: This version of tar is no longer supported, and will not receive security updates. Please upgrade asap.
[2/4] Fetching packages...
error An unexpected error occurred: "https://registry.yarnpkg.com/tar/-/tar-2.2.2.tgz: unexpected end of file".
info If you think this is a bug, please open a bug report with the information provided in "C:\\Users\\yoav\\AppData\\Local\\Yarn\\Data\\global\\yarn-error.log".
info Visit https://yarnpkg.com/en/docs/cli/create for documentation about this command.
```

This is the log file:

```
Arguments: 
  C:\Program Files\nodejs\node.exe C:\Users\yoav\AppData\Roaming\npm\node_modules\yarn\bin\yarn.js create react-app my-app

PATH: 
  C:\VSCode\1.51.1\bin\;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\Users\yoav\AppData\Roaming\npm\;C:\windows\system32;C:\windows;C:\windows\System32\Wbem;C:\windows\System32\WindowsPowerShell\v1.0\;C:\windows\System32\OpenSSH\;C:\Program Files\TortoiseSVN\bin;C:\Program Files (x86)\Microsoft SQL Server\Client SDK\ODBC\130\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\130\Tools\Binn\;C:\Program Files (x86)\Microsoft SQL Server\130\DTS\Binn\;C:\Program Files (x86)\Microsoft SQL Server\130\Tools\Binn\ManagementStudio\;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\130\Tools\Binn\;C:\Program Files\Microsoft SQL Server\130\Tools\Binn\;C:\Program Files\Microsoft SQL Server\130\DTS\Binn\;C:\Program Files\dotnet\;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn\;C:\Program Files\Docker\Docker\resources\bin;C:\ProgramData\DockerDesktop\version-bin;C:\Program Files (x86)\Windows Kits\10\Windows Performance Toolkit\;C:\Program Files\Git\cmd;C:\Program Files\Cloud Foundry;C:\Program Files\nodejs\;C:\Users\yoav\AppData\Local\Microsoft\WindowsApps;C:\Users\yoav\.dotnet\tools;C:\Users\yoav\AppData\Local\Programs\Microsoft VS Code\bin

Yarn version: 
  1.22.17

Node version: 
  14.18.1

Platform: 
  win32 x64

Trace: 
  Error: unexpected end of file
      at Zlib.zlibOnError [as onerror] (zlib.js:187:17)

npm manifest: 
  No manifest

yarn manifest: 
  No manifest

Lockfile: 
  No lockfile

```
Repository: go
Issue: cmd/link: support option -emit-relocs for the golang linker
Labels: NeedsDecision,FeatureRequest

<!--
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 
go version go1.16.5 linux/arm64

</pre>

### Does this issue reproduce with the latest release?



### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env

</pre></details>

### What did you do?

I am working for supporting the option -emit-relocs for the golang linker in order to save the relocations.
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A complete runnable program is good.
A link on play.golang.org is best.
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Repository: pytorch
Issue: lr_scheduler.py  /  list index out of range
Labels: needs reproduction,module: optimizer,triaged,module: LrScheduler

## 🐛 Bug

representing my situations below!

In my check point file, there is one check point dump file (epoch-16)
This file is the result from learning for Human3.6 datasets for 16 epochs.
I'm trying to start to learn for another dataset from 16 epoch!
but I've got this error messages below!


  File "train.py", line 91, in <module>
    main()
  File "train.py", line 39, in main
    trainer.scheduler.step()
  File "/home/happysandy/anaconda3/lib/python3.8/site-packages/torch/optim/lr_scheduler.py", line 152, in step
    values = self.get_lr()
  File "/home/happysandy/anaconda3/lib/python3.8/site-packages/torch/optim/lr_scheduler.py", line 421, in get_lr
    return [group['lr'] * self.gamma ** self.milestones[self.last_epoch]
  File "/home/happysandy/anaconda3/lib/python3.8/site-packages/torch/optim/lr_scheduler.py", line 421, in <listcomp>
    return [group['lr'] * self.gamma ** self.milestones[self.last_epoch]
IndexError: list index out of range

How can i handle with this issue?



cc @vincentqb @jbschlosser @albanD
Repository: TypeScript
Issue: Support stripInternal for types in JSDoc
Labels: Suggestion,Awaiting More Feedback,Domain: Declaration Emit,Domain: JavaScript

# Suggestion

## 🔍 Search Terms

`jsdoc internal` `jsdoc internal stripinternal`

## ✅ Viability Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

Currently, if `"stripInternal": true` is set in the compiler options, the `@internal` JSDoc annotation can be used to prevent it from ending up in the generated type definitions.

When using types in JSDoc, a type can be defined using:

```js
/**
 * @typedef {object} MyType
 * Description of `MyType`.
 */
```

It would be great of `@internal` could also be applied to types in JSDoc.


## 📃 Motivating Example

The `@internal` annotation now also works for types defined in JSDoc if the `"stripInternal"` option is enabled.

```js
/**
 * @typedef {object} MyType
 * @internal
 */
```

## 💻 Use Cases

These typedefs are always exported, but often they are only defined to import a type. This means that packages often need to add a dependency on packages only for their types, even if the intention isn’t to re-export them.

```js
/**
 * @typedef {import('my-package').MyType} MyType
 * @internal
 */
```

A lot of practical use cases exist in the [unified](https://github.com/unifiedjs) ecosystem.

For example [`remark-rehype`](https://github.com/remarkjs/remark-rehype/blob/425da299acc2b860fc310575ace977d945f853b2/index.js#L2-L8).
Repository: pytorch
Issue: Segmentation Fault when importing Torch, 2021 version
Labels: module: binaries,module: crash,triaged

When I tried to import PyTorch in python using command `import torch`, it crashed with a segfault error:

> Segmentation fault (core dumped)

This is all I got. Since the sys admin is very disagreeable, I have to figure out what the problem is myself. But I really don’t know what the cause of the crash could be. [This thread](https://github.com/pytorch/pytorch/issues/4101) talked about this issue, but I couldn’t find a solution therein that works for me. I’m at my wit's end so I ask here for help. Following is the configuration of the machine:

- Remote Linux with core version 5.8.0. I am not a super user.
- Python 3.8.6
- CUDA Version: 11.1
- GPU is RTX 3090 with driver version 455.23.05
- CPU: Intel Core i9-10900K
- PyTorch version: 1.8.0+cu111 (I found it at /usr/local/lib/python3.8/dist-packages/torch/version.py)
- System imposed RAM quota: 4GB
- System imposed number of threads: 512198
- System imposed RLIMIT_NPROC value: 300

If you need other information related to this error, please let me know. Thank you for helping me troubleshoot this problem.

PS, gdb is not installed in the machine, but ldd is available, so we can start with what is returned from ldd.
PS2, I can also run `strace -e file python3 -c 'import torch'` if you think that helps.

cc @ezyang @seemethere @malfet
Repository: godot
Issue: System.Runtime.Loader errors out after adding in a new csharp script
Labels: bug,topic:dotnet

### Godot version

v3.4.beta6.mono.official [3e2bb415a]

### System information

Windows 10, Nvidia GTX 750 Ti

### Issue description

Before you ask, yes this builds and runs. Though as soon as I add in a new csharp script and click back into Godot, Godot crashes with this error:

```
ERROR: Mono: FATAL ERROR '* Assertion at /root/mono-6.12.0.147/mono/metadata/class.c:2834, condition `is_ok (error)' not met, function:mono_class_get, Could not load file or assembly 'System.Runtime.Loader, Version=4.1.1.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies.
 (in domain , error)', ABORTING! Logfile: 'C:/Users/caleb/AppData/Roaming/Godot/mono/mono_logs/2021-10-18_04.11.58_42468.log'.
```
Note that I'm not using version 4.1.1.0, I'm using version 4.3.1

csproj
```
<Project Sdk="Godot.NET.Sdk/3.3.0">
  <PropertyGroup>
    <TargetFramework>netcoreapp3.1</TargetFramework>
  </PropertyGroup>
  <ItemGroup>
  </ItemGroup>
  <ItemGroup>
    <PackageReference Include="System.Runtime" Version="4.3.1" />
  </ItemGroup>
  <ItemGroup>
    <Compile Remove="Addon\**" />
    <Content Include="Addon\**" />
  </ItemGroup>
</Project>
```

### Steps to reproduce

1. Get one of your csharp files to use ``System.Runtime.Loader``.
2. Build project in Godot.
3. Run project in Godot.
4. See that there is no errors and it runs fine.
5. Add new csharp file to Godot.
6. Godot crashes.
7. Project will keep crashing every time you open it until you remove ``.mono/temp`` and restore your project.

### Minimal reproduction project

_No response_
Repository: TypeScript
Issue: Create modules using namespaces
Labels: Suggestion,Awaiting More Feedback

Add a compiler flag to export namespaces, so that they can be used to create modules or add a compiler directive to insert a line of code into the compilation in order for developers to do so.

## 🔍 Search Terms
module namespace composite export import  

## ✅ Viability Checklist
My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion  
It appears easily possible to create an es-module while maintaining TypeScript's namespaces and the composite compilation of all files into one output. And this without bloating your toolstack using bundlers and cluttering your code using imports and exports for every file or the need to create barrel-files. 

In the compiled js-file, just add 
`export var <namespace> = {}`
at the start. 

It would be great to have a compiler-flag that adds this line. As a rough alternative, it would already help to have a compiler directive that inserts the next line of code into the compilation, e.g.  
`//@ts-insert`

So far, it appeared to be exclusive to either use namespaces or modules. Once you use one, you can't use the other. I don't see the necessity for the exclusion.

## 📃 Motivating Example
see https://github.com/JirkaDellOro/TS-Namespaces-ES-Modules

## 💻 Use Cases
Any use case that may combine the benefits of namespaces and modules.
Repository: vscode
Issue: Snippets in sidebar search results visually blend with filenames
Labels: bug,search,polish

See screenshot.

It's quite difficult to make out the lines of code from the filenames, would appreciate if the whole filename line was in bold or had background colour, so I can more easily skim the results.

![Screen Shot 2021-10-18 at 4 37 33 PM](https://user-images.githubusercontent.com/9585787/137706737-ed0bd36b-e1ff-4f4c-8f39-6c7e1257da40.png)
>