sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Compiler can suggest `#[derive(move Trait)]`
Labels: A-attributes,A-diagnostics,A-macros,T-compiler,C-bug,E-needs-mcve,D-invalid-suggestion

When a custom derive generates a closure, and that closure causes a compiler error because it borrows its environment instead of correctly moving it, rustc suggests to put the `move` keyword into the `#[derive]` attribute:

Actual error message I just got:
```
error[E0373]: closure may outlive the current function, but it borrows `route_kind`, which is owned by the current function                                         
  --> modules/debug/src/lib.rs:19:10                                                                                                                                
   |                                                                                                                                                                
19 | #[derive(FromRequest)]                                                                                                                                         
   |          ^^^^^^^^^^^                                                                                                                                           
   |          |                                                                                                                                                     
   |          `route_kind` is borrowed here                                                                                                                         
   |          may outlive borrowed value `route_kind`                                                                                                               
help: to force the closure to take ownership of `route_kind` (and any other referenced variables), use the `move` keyword                                           
   |                                                                                                                                                                
19 | #[derive(move FromRequest)]                                                                                                                                    
   |          ^^^^^^^^^^^^^^^^                                                                                                                                      
                                                                                                                                                                    
error: aborting due to previous error                                                                                                                               
```

(this is happening in a rather convoluted production codebase, so unfortunately I don't have a test case yet)

If I'm not mistaken, this can only happen when the custom derive macro outputs incorrect code, so the impact is pretty limited.
Repository: angular
Issue: Boolean animation states not converted to strings in AnimationEvent
Labels: type: bug/fix,area: animations,freq1: low,P4

## I'm submitting a...
<!-- Check one of the following options with "x" -->
<pre><code>
[ ] Regression (a behavior that used to work and stopped working in a new release)
[x] Bug report  <!-- Please search GitHub for a similar issue or PR before submitting -->
[ ] Performance issue
[ ] Feature request
[ ] Documentation issue or request
[ ] Support request => Please do not submit support request here, instead see https://github.com/angular/angular/blob/master/CONTRIBUTING.md#question
[ ] Other... Please describe:
</code></pre>

## Current behavior
<!-- Describe how the issue manifests. -->
Boolean animation states are not converted to strings in `fromState` and `toState` in `AnimationEvent` despite these properties being typed as string.

## Expected behavior
<!-- Describe what the desired behavior would be. -->
AnimationEvent typing should be changed or boolean states should be converted to strings.

## Minimal reproduction of the problem with instructions
https://angular-gitter-gx4x9v.stackblitz.io

## What is the motivation / use case for changing the behavior?
When using boolean animation states, one has to cast `fromState` and `toState` from `AnimationEvent`.


## Environment

<pre><code>
Angular version: 6.1.10
Browser: not relevant
</code></pre>
Repository: pytorch
Issue: Caffe2: Two entries of external_input "data_0" in mnist_predict_net.pbtxt file
Labels: caffe2

After training mnist model in caffe2 I found there are two entries of external_input "data_0" in mnist predict_net file. I think it should only have one entry so does any one know how this external_input entries are generated while training model.

I have attached the mnist .pbtxt file here.
[mnist_predict_net.pbtxt.zip](https://github.com/pytorch/pytorch/files/2487290/mnist_predict_net.pbtxt.zip)
Repository: pytorch
Issue: [feature request] Operator Overloading
Labels: todo,feature,triaged

I realized that PyTorch does partly prevent operator overloading by raising a `TypeError` rather than returning `NotImplemented`. Therefore Python never checks object methods implementing operations with reflected operands, e. g. `__rmul__`:

```
In[1]: import torch
In[2]: class Two:
           def __mul__(self, other):
               return other * 2
           def __rmul__(self, other):
               return self * other
           
In[3]: two = Two()
In[4]: two * 3
Out[4]: 6
In[5]: 3 * two
Out[5]: 6
In[6]: two * torch.tensor(3)
Out[6]: tensor(6)
In[7]: torch.tensor(3) * two
Traceback (most recent call last):
  File "/path/lib/python3.6/site-packages/IPython/core/interactiveshell.py", line 2961, in run_code
    exec(code_obj, self.user_global_ns, self.user_ns)
  File "<ipython-input-8-e59deefe7a13>", line 1, in <module>
    torch.tensor(3) * two
TypeError: mul() received an invalid combination of arguments - got (Two), but expected one of:
 * (Tensor other)
      didn't match because some of the arguments have invalid types: (!Two!)
 * (float other)
      didn't match because some of the arguments have invalid types: (!Two!)
```

Is this behavior intended (e. g. for performance reasons)? I would prefer PyTorch returning `NotImplemented` (which might result in raising a `TypeError`) rather than directly raising a `TypeError`.
Repository: vscode
Issue: Problem matchers should restore problems on close
Labels: feature-request,tasks

For a detailed discussion see https://github.com/Microsoft/vscode/issues/47386

This branch https://github.com/Microsoft/vscode/tree/dbaeumer/47386 has still the correct start of work.
Repository: godot
Issue: Path should present an editor warning if bake_interval is higher than the curve's length
Labels: enhancement,topic:editor

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
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**Godot version:** b1cd673e180ece86b74fc228c8221de2816da3e1
<!-- Specify commit hash if non-official. -->


**OS/device including version:** --
<!-- Specify GPU model and drivers if graphics-related. -->


**Issue description:**

It is possible to set a curve's `bake_interval` to higher values than the curve's length. This leads to unintuitive behaviour, e.g. PathFollow nodes just won't work and can't move their "Offset"-sliders.
No hint is given to the user that this is related due to a `bake_interval` value that is not sensible.

It would be good if either an editor warning on the Path node is presented, or if making such a setting would be impossible (both from the editor and from GDScript).
<!-- What happened, and what was expected. -->


**Steps to reproduce:**
1. Create a Path and a PathFollow node as child.
2. draw a short Path
3. set the curve's bake_interval to something very high (which is easy with the current slider scaling)
4. Try to move the PathFollow's offset slider: won't work.
Repository: TypeScript
Issue: Add properties in JSDoc generation on destructuring in javascript file
Labels: Suggestion,In Discussion,Domain: Quick Fixes,Domain: JSDoc

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker. Please read the FAQ first, especially the "Common Feature Requests" section.

-->

## Search Terms
JSDoc destructuring generate property javascript
<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

## Suggestion
When you use the JSDoc generation on function using destructuring, it could list the properties.
<!-- A summary of what you'd like to see added or changed -->

## Use Cases
Avoid redundancy when writing code.
It could be useful for Javascript files and Typescript files.
<!--
What do you want to use this for?
What shortcomings exist with current approaches?
-->

## Examples

Action:
<img width="724" alt="capture d ecran 2018-10-17 a 15 21 44" src="https://user-images.githubusercontent.com/7831572/47089671-a04db100-d221-11e8-991b-8026474f9fc1.png">

Actual:
<img width="542" alt="capture d ecran 2018-10-17 a 15 22 00" src="https://user-images.githubusercontent.com/7831572/47089698-acd20980-d221-11e8-9fab-f559210e0f3c.png">

Expectation:
<img width="297" alt="capture d ecran 2018-10-17 a 15 22 48" src="https://user-images.githubusercontent.com/7831572/47089702-af346380-d221-11e8-8cd7-94e8010ec8cb.png">

## 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. new expression-level syntax)
Repository: pytorch
Issue: Build the docker image from source, but torch.cuda.is_available()==false
Labels: triaged,module: docker

## ❓ Questions and Help

### Please note that this issue tracker is not a help form and this issue will be closed.

We have a set of [listed resources available on the website](https://pytorch.org/resources). Our primary means of support is our discussion forum:

- [Discussion Forum](https://discuss.pytorch.org/)

## System info Tesla P100
![_20181018004116](https://user-images.githubusercontent.com/6716184/47102228-bafa4700-d26e-11e8-8d39-4a47c5b809ae.png)

## cuda test show pass
deviceQuery, CUDA Driver = CUDART, CUDA Driver Version = 9.0, CUDA Runtime Version = 9.0, NumDevs = 8
Result = PASS

## but pytorch can't find cuda device:
![image](https://user-images.githubusercontent.com/6716184/47102501-863abf80-d26f-11e8-9f0d-f18d8f057a85.png)


I have no idea, please help, thank you!
Repository: go
Issue: runtime: Interferes with Windows timer frequency
Labels: OS-Windows,NeedsInvestigation,compiler/runtime

### What version of Go are you using (`go version`)?
go version go1.11.1 windows/amd64

### Does this issue reproduce with the latest release?
Try to set a high frequency timer

### What operating system and processor architecture are you using (`go env`)?
windows amd64

### What did you do?
Set the OS to a high frequency tick using NtSetTimerResolution

### What did you expect to see?
NtQueryTimerResolution should return 1ms

### What did you see instead?
NtQueryTimerResolution returned 15ms

This used to work but was broken by the following commit:
https://github.com/golang/go/commit/11eaf428867417b9d5fab4deadd0ef03c9fd9773

This "reduces the timer resolution when the Go process is entirely idle" however this is a system wide setting so golang cannot just assume another app on the machine doesn't require a high resolution timer to work correctly, hence setting it back to 15ms isn't safe.
Repository: react
Issue: Uncontrolled input type="checkbox" reflects updating `defaultChecked` in Edge and Safari
Labels: Component: DOM,Type: Needs Investigation

<!--
  Note: if the issue is about documentation or the website, please file it at:
  https://github.com/reactjs/reactjs.org/issues/new
-->

**Do you want to request a *feature* or report a *bug*?**
bug

**What is the current behavior?**

Updating the value of `defaultChecked` causes a change DOM property's `checked` value.

**If the current behavior is a bug, please provide the steps to reproduce and if possible a minimal demo of the problem. Your bug will get fixed much faster if we can run your code and it doesn't have dependencies other than React. Paste the link to your JSFiddle (https://jsfiddle.net/Luktwrdm/) or CodeSandbox (https://codesandbox.io/s/new) example below:**

https://codesandbox.io/s/yjop5zwmr9

**What is the expected behavior?**

Updating the value of `defaultChecked` should not affect to DOM property's `checked` value.
(no log in codesandbox is expected)

**Which versions of React, and which browser / OS are affected by this issue? Did this work in previous versions of React?**

reproduce in React v15.2.0 and v16.5.2, ReactDOM v15.2.0 and v16.5.2.
not reproduce in v15.1

browser: Safari 12 on macOS Sierra, Edge 42 on Windows 10
not reproduce in Chrome(70, beta), Chrome(72, canary), Firefox(62), IE11 on Win10
smartphone browsers are not checked.
Repository: rust
Issue: Use `name.namespace.html` as the canonical URL, not `kind.name.html`
Labels: T-rustdoc,A-stability

I just wanted to look at the `ManuallyDrop` docs again, and my browser helpfully remembered that it's at <https://doc.rust-lang.org/std/mem/union.ManuallyDrop.html>.  But, despite the type being stable, that page no longer exists; it's now <https://doc.rust-lang.org/std/mem/struct.ManuallyDrop.html>.

Is the specific item kind actually important to have in the path?  The namespace (type vs value vs ...) certainly is, but especially for things without public fields, making the struct-vs-union distinction so front-and-centre seems overall unhelpful.
Repository: go
Issue: cmd/compile: add column info to export data
Labels: NeedsFix,compiler/runtime

None of the compiler's historical or present export data formats ($$, $$B, indexed) support column information, even though the compiler and the go/{token,ast,types}) packages are capable of producing and consuming this information. We should add it to the export data file using a suitably efficient encoding. 

Otherwise various analysis tools will continue to report either the correct column, or column 1, depending on whether they are reporting the position of an object loaded from source or export data.

@ianthehat
Repository: pytorch
Issue: C++ frontend: how to debug nan gradients
Labels: module: cpp,triaged,enhancement

Hi,
I am getting very large gradients and then, even with clamping, nan gradients (suddenly all of them). I am surprised because I am porting my working program from Python to C++ backends. How to debug this situation?  
I can't see any register_backward_hook or similar function.

Thanks,
Slawek
Repository: pytorch
Issue: Port dragon4_scientific for pretty float tensor print.
Labels: module: printing,triaged,enhancement

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->
In #12746 , we should port dragon4_scientific instead of fixed precision printing.
https://github.com/numpy/numpy/blob/f36d2d4d3f622f7901e3d5ade13e04fc05062948/numpy/core/src/multiarray/multiarraymodule.c#L3530
Repository: TypeScript
Issue: Rename file by renaming on an aliased path
Labels: Bug,Domain: TSServer

From https://github.com/Microsoft/vscode/issues/60918

<!-- Please try to reproduce the issue with `typescript@next`. It may have already been fixed. -->
**TypeScript Version:**  3.2.0-dev.20181019

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**
- rename
- path rename

**Code**
For a simple js project

`jsconfig.json`
```json
{
    "compilerOptions": {
        "module": "commonjs",
        "target": "es2016",
        "jsx": "preserve",
        "checkJs": true,
        "baseUrl": ".",
        "paths": {
            "~/*": [
                "*"
            ]
        }
    },
    "exclude": [
        "node_modules",
        "**/node_modules/*"
    ]
}
```

`main.ts`
```js
import * as foo from '~/src/foo';

console.log(foo);
```

`src/foo.js`
```js
export class Foo { }
```

1. In `main.js`, f2 rename on `foo` in the path

**Expected behavior:**
This should allow renaming `foo.js`

**Actual behavior:**
See error: `you cannot rename a module via a global import`
Repository: godot
Issue: Preloaded enums do not automatically update to latest version
Labels: bug,topic:gdscript,topic:editor,confirmed

<!-- 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 non-official. -->
b550f93cfd7862fdf9bf4fc838f2ad04ef89a131

**OS/device including version:**
<!-- Specify GPU model and drivers if graphics-related. -->
Linux

**Issue description:**
<!-- What happened, and what was expected. -->
Consider the following situation:

```
#scriptA.gd
enum MyEnum{
    ValueA,
    ValueB
}
...
#scriptB.gd
const ScriptA := preload("res://scriptA.gd")
export(ScriptA.MyEnum) var myEnum := 0
```

Everything is fine so far; your enum will appear in the inspector, and you can assign it to `ValueA` and `ValueB`.

However, you modify your enum later:

```
enum MyEnum{
    ValueA,
    ValueB,
    ValueC
}
```

`myEnum` can still only be assigned to `ValueA` or `ValueB`, `ValueC` does not appear.  To trigger it to update, you must do any of the following:

1. Comment out the line that preloads, save, then uncomment, and save
2. Comment out the export, save, then uncomment, and save
3. Restart the editor

Ideally, saving the enum would trigger a reload for anything referencing it.

I assumed this was the case for anything that has been preloaded, but I tried it with a custom resource, and it seemed to show the updated version.
Repository: pytorch
Issue: tutorial_blob ERROR
Labels: caffe2

OS: Ubuntu 14.04
gcc: 4.8.4
g++: 4.8.4
[ 90%] Built target caffe2_pybind11_state
[ 91%] Built target caffe2_observers
[ 92%] Linking CXX executable ../bin/tutorial_blob
/usr/bin/ld: CMakeFiles/tutorial_blob.dir/tutorial_blob.cc.o: undefined reference to symbol '__cxa_allocate_exception@@CXXABI_1.3'
//usr/lib/x86_64-linux-gnu/libstdc++.so.6: error adding symbols: DSO missing from command line
collect2: error: ld returned 1 exit status
make[2]: *** [bin/tutorial_blob] Error 1
make[1]: *** [binaries/CMakeFiles/tutorial_blob.dir/all] Error 2
make: *** [all] Error 2

Please give me a hand or solution, thanks a lot!!!!!
Repository: godot
Issue: GridMap items' mesh material data lost after export
Labels: enhancement,topic:core,confirmed

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
v3.1.alpha.calinou.4c1a5d9


**OS/device including version:**
Arch Linux


**Issue description:**
Exporting MeshLib doesn't work for item's material data.

I get this error when trying to export MeshLib:
`Resource was not pre cached for the resource section, bug?`

and this one, however I don't remember when exactly:
`drivers/gles3/rasterizer_storage_gles3.cpp:1013 - Condition ' !texture->active ' is true. returned: Ref<Image>()
`

Perhaps tiles in a gridmap store SpatialMaterial data in a wrong place? Manually editing materials works fine.
This is why I think so:
1. I tried manually changing material data via MeshLib item properties in an inspector.
2. It changed successfully, color was visible.
3. After removing current MeshLib, exporting the new one and assigning it to a new GridMap node, item materials are lost as before, EXCEPT the ones that I modified using previous GridMap/MeshLib item properties:
![imgur-2018_10_18-09 27 45](https://user-images.githubusercontent.com/15695377/47137666-9080ac00-d2b7-11e8-98af-f918ecbe0eb5.png)
These are just the same as previously.


**Steps to reproduce:**
1. Create a MeshLib scene,
2. Add MeshInstances with material data,
3. Export,
4. Assign MeshLib to a GridMap node,
5. SpatialMaterials are lost

Edit: Materials edited via GridMap item properties disappear after the editor's restart.
Repository: godot
Issue: Godot recognizes that the file has been deleted outside the editor, but does nothing about it
Labels: bug,topic:editor

**Godot version:**
3.1 b550f93


**OS/device including version:**
Windows 10, Linux Mint 19


**Issue description:**
When I create for example Sprite with texture from file, save it and delete outside editor this file, then editor doesn't show any warning about missing dependencies but Godot delete this file from FileSystem, so it must know that this file was deleted/move.  

After trying to open game this error in Output shows:
> drivers/unix/net_socket_posix.cpp:191 - Socket error: 10054


But when I check console this errors occurs:

> ERROR: No loader found for resource: res://asf.png
   At: core/io/resource_loader.cpp:192
ERROR: poll: res://icon.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://asf.png
   At: scene/resources/scene_format_text.cpp:439
ERROR: load: Condition ' err != OK ' is true. returned: RES()
   At: core/io/resource_loader.cpp:155
ERROR: Failed loading resource: res://icon.tscn
   At: core/io/resource_loader.cpp:192
ERROR: Failed loading scene: res://icon.tscn
   At: main/main.cpp:1709
ERROR: _get_socket_error: Socket error: 10054




**Steps to reproduce:**
![jfile](https://user-images.githubusercontent.com/41945903/70704048-8dbdf300-1cd1-11ea-8aa0-044dc6810c72.gif)