sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/pkgsite: Search issue with thrift
Labels: NeedsInvestigation,pkgsite,pkgsite/search

<!--
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### What is the URL of the page with the issue?
 
https://pkg.go.dev/search?q=thrift
 
### What is your user agent?
 
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### Screenshot
 
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![image](https://user-images.githubusercontent.com/78183/141670122-c60ae906-aa4f-45cb-a8e3-1fa6ac3fb3c6.png)

 
 
### What did you do?
 
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If possible, provide a recipe for reproducing the error.
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Search for "thrift" 
 
 
### What did you expect to see?
 
The official thrift go package, https://pkg.go.dev/github.com/apache/thrift/lib/go/thrift, should be in the results
 
### What did you see instead?

It's not in the results.

It might have something to do with that we recently retracted the previous "latest" version, see [1] and [2] for more context. But it really should be in the top results. Currently it's not in the top 25.

[1]: https://github.com/golang/go/issues/49015
[2]: https://issues.apache.org/jira/browse/THRIFT-5472
Repository: neovim
Issue: [Proposal] submodes
Labels: enhancement,needs:discussion,complexity:high,core,normal-mode,visual-mode,cmdline-mode,insert-mode

Ideas for a `submode` implementation, inspired from https://github.com/neovim/neovim/issues/16263#issuecomment-963083127

A submode would be defined similarly to how `augroup` is defined.

    submode[!] <name>       start defining a submode called <name>
    submode END             end submode definition

`!` means that a previously defined submode with the same name is redefined,
otherwise redefining the same submode is an error.

Inside a `submode` block only mappings, abbreviations, commands and
autocommands can be defined (everything else is an error).

-------------------------------------------------------------------------------

For example:

```vim
submode! mysubmode
    nnoremap bla blabla
    inoreabbrev bla blabla
    autocmd BufLeave SubModeEnd
    command SubModeEnd call submodeend('mysubmode', 'buffer')
submode END
```

Note that `autocmd` has no pattern, because it has submode scope.

Autocommands wouldn't need to be put inside a group, because they would have
the submode scope. No need of `au!` either, because a submode could not be
redefined (`submode!` would clear everything inside the previously defined
submode). Also commands wouldn't need `!` for the same reason.

-------------------------------------------------------------------------------

You would enable it with:

    submodestart(<name>[, <scope>])

where `<scope>` would be global by default, or it can be `buffer` or `window`.

You would end it with:

    submodeend(<name>[, <scope>])

A mode that is enabled for a scope, would need to be disabled for that scope:

    call submodestart('mysubmode', 'buffer')
    call submodeend('mysubmode')                " ERROR: no global submode 'mysubmode'
    call submodeend('mysubmode', 'window')      " ERROR: no window submode 'mysubmode'

-------------------------------------------------------------------------------

Different submodes could be enabled at the same time in the same context, then
if two submodes define conflicting commands/mappings, the last one would win.

To make them stackable, each window/buffer would have a list of enabled
submodes, plus there would be a global list for the globally enabled submodes.
Each submode that is enabled in the current context is checked for a matching
command/mapping/autocommand. Submodes would be checked in reverse order, so the
last enabled submode would be checked first.
Repository: material-ui
Issue: [Migration] Cannot upgrade to v5 with styled-components
Labels: bug 🐛,v5.x migration,package: styled-engine-sc

I have a project with NextJS, React, Typescript, MUI and Styled-Components
I tried to upgrade MUI version from v4 to v5 and followed all the required steps, but I get build errors
```
Failed to compile.
./node_modules/@mui/styled-engine/GlobalStyles/GlobalStyles.js
Module not found: Can't resolve '@emotion/react' in '/tmp/build_b861d9b1/node_modules/@mui/styled-engine/GlobalStyles'
./node_modules/@mui/styled-engine/StyledEngineProvider/StyledEngineProvider.js
Module not found: Can't resolve '@emotion/react' in '/tmp/build_b861d9b1/node_modules/@mui/styled-engine/StyledEngineProvider'
./node_modules/@mui/styled-engine/index.js
Module not found: Can't resolve '@emotion/styled' in '/tmp/build_b861d9b1/node_modules/@mui/styled-engine'
./node_modules/@mui/styled-engine/index.js
Module not found: Can't resolve '@emotion/react' in '/tmp/build_b861d9b1/node_modules/@mui/styled-engine'
```

`next.config.js` is defined as follows:
```
const withPlugins = require("next-compose-plugins");

const withImages = require("next-images");

const withTM = require("next-transpile-modules")(["@mui/material", "@mui/system", "@mui/icons-material"]);

const nextConfig = {
	reactStrictMode: true,
	webpack: config => {
		config.resolve.alias = {
			...config.resolve.alias,
			"@mui/styled-engine": "@mui/styled-engine-sc",
		};
		return config;
	},
	eslint: {
		ignoreDuringBuilds: true,
	},
	images: {
		disableStaticImages: true,
	},
};

const config = withPlugins([withTM(nextConfig), withImages()]);

module.exports = config;
```

Please advise
Repository: pytorch
Issue: sparse.mm: CUDA error: internal error when calling `cusparseSpGEMM_workEstimation [...]`
Labels: module: sparse,module: cuda,triaged

Consider the following script:

```python
A = torch.sparse_coo_tensor(
  indices=[
    [1500, 1505, 1506],
    [8347, 8347, 8347],
  ],
  values = [1., 1., 1.],
  size = [2523, 13716],
  device = 'cuda:0',
)
B = torch.sparse_coo_tensor(
  indices=[
    [8347, 8347, 8347],
    [1500, 1505, 1506],
  ],
  values = [1., 1., 1.],
  size = [13716, 2523],
  device = 'cuda:0',
)
torch.sparse.mm(A, B)
```

Running it, I get this error:

```
[...]
  File "[...]/python3.8/site-packages/torch/sparse/__init__.py", line 90, in mm
    return torch._sparse_sparse_matmul(mat1, mat2)
RuntimeError: CUDA error: internal error when calling `cusparseSpGEMM_workEstimation( handle, opA, opB, &alpha, matA, matB, &beta, matC, computeType, CUSPARSE_SPGEMM_DEFAULT, spgemmDesc, &bufferSize1, dBuffer1)`
```

Is this a bug or a user error?
My thesis deadline is coming fast, so any help would be greatly appreciated.
Anyway, thanks for your valuable work!

---

PyTorch version: 1.10.0+cu113
GPU: Nvidia Titan Xp (via Slurm)
CUDA Version: 11.4
OS: Ubuntu 20.04.3 LTS

cc @nikitaved @pearu @cpuhrsch @IvanYashchuk @ngimel
Repository: material-ui
Issue: [docs] Toolbar not separately documented
Labels: docs,component: app bar

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

There is a documentation for the `<AppBar />`. The `<AppBar />` uses the component `<Toolbar />`, but this component is not documented anywhere.

### Expected behavior 🤔

I would expect the `<Toolbar />` component to be documented.

Additionally, I would suggest to add more details about how to use the `<AppBar />` component in combination with other components to form a Layout.

### Steps to reproduce 🕹

_No response_

### Context 🔦

_No response_

### Your environment 🌎

_No response_
Repository: node
Issue: stream.compose documentation could be better
Labels: doc,stream

### Version

17.1.0

### Platform

Linux

### Subsystem

stream

### What steps will reproduce the bug?

_No response_

### How often does it reproduce? Is there a required condition?

_No response_

### What is the expected behavior?

_No response_

### What do you see instead?

_No response_

### Additional information

```js
const duplexStream = duplexer3(subprocess.stdin, subprocess.stdout) // this one works
const duplexStream =   compose(subprocess.stdin, subprocess.stdout) // this one doesn't
```
Is it not supposed to work the same as [duplexer3](https://www.npmjs.com/package/duplexer3)?

The error I get:
`The argument 'streams[0]' must be readable.`

**EDIT:**
This was a misunderstanding on my behalf, I tried to find an alternative to duplexer3 and mistook `stream.compose` for having the same functionality. Instead `stream.Duplex.from({writable, readable})` actually has the functionality I was looking for!

Further down I figured out my mistake and suggested which changes could be done to the documentation to make it clearer.
Repository: godot
Issue: Screen does not clear on changing scene
Labels: bug,topic:editor,needs testing,topic:2d

### Godot version

v3.4.stable.official [206ba70f4]

### System information

Windows 10, GLES 3, Intel(R) Core(TM) i5-1035G4 CPU @ 1.10GHz, 1498 Mhz, 4 Core(s), 8 Logical Processor(s)

### Issue description

Screen doesn't clear on changing scenes. 2D only.
![image](https://user-images.githubusercontent.com/43090499/141686202-0ea4e6cd-ba42-4b44-bca7-40e807dfd96d.png)
(Seen above: A ghost image of the previous scene)

### Steps to reproduce

Make a 2D scene, add something easily recognisable, and make a new scene / or change scene. Should see above effect. 

### Minimal reproduction project

_No response_
Repository: godot
Issue: Only some pixels on 2d sprite stretch when moving against an object (KinematicBody2D)
Labels: discussion,topic:rendering,topic:2d

### Godot version

3.4.stable

### System information

Windows 10, Gtx 1050 ti

### Issue description

I have a pixel art sprite, moving around with kinematic body. When I scale the screen the screen to something that isn't a perfect integer scale, there's a gap in between the sprite and another object. If I move against the object, some pixels of the sprite will move over a bit, and some pixels will stay, until I let go of the movement, and it goes back to normal. I have stretch mode to 2d, and aspect to keep. I've tried enabling gpu pixel snap, but it doesn't help. I believe this has been a bug for a while now, and I'm not sure why it happens. Images are imported with 2d pixel preset.

This isn't just a problem with my project, either. I tested it on a tutorial project from heartbeast, and while it's not noticeable while a sprite is animating, if the sprite is still, it happens. This really isn't nice for pixel games.

Here's a video

https://user-images.githubusercontent.com/31216671/141687285-01fdd3ff-4288-4c47-b9d6-fab3afc8059e.mp4


### Steps to reproduce

Make a simple kinematicbody2d with sprite and collision, and use a low resolution, something like 256x240, and set test scale to something higher. Set stretch mode to 2d, and aspect to keep. Make a simple staticbody2d object to test against. While playing, stretch the window larger than the default, and walk against a staticbody, and the bug should happen.

### Minimal reproduction project

_No response_
Repository: deno
Issue: `all` option for `compile`
Labels: cli,suggestion,compile

would be nice if you could go `deno compile --target=all main.ts` and it compiles binaries for all targets
Repository: godot
Issue: `KinematicBody2D.is_on_floor()` returns `false` when body is on the floor and moving parallel to the floor
Labels: bug,topic:physics

### Godot version

3.4.stable

### System information

Windows 7

### Issue description

When a `KinematicBody2D` is on the floor (the collision shapes just "touch" each other) and it's not moving (velocity is zero) then after calling `move_and_slide()` it correctly reports that it's on the floor. When moving in parallel to the floor it reports it's not on the floor anymore. After stopping it correctly reports being on the floor again.

In action:
![AEr2lbvzKA](https://user-images.githubusercontent.com/9283098/141689003-68c24602-ae37-45fb-9439-b87fb091e961.gif)
```
extends KinematicBody2D

export(float) var speed = 100
var velocity := Vector2.ZERO

func _physics_process(_delta: float) -> void:
	velocity.x = speed * Input.get_axis("ui_left", "ui_right")
	velocity = move_and_slide(velocity, Vector2.UP)
	print("is_on_floor()=%5s v=%s" % [ is_on_floor(), velocity ])
```


### Steps to reproduce

Place a `KinematicBody2D` on the floor so the collision shapes will just "touch" each other. Then move that body in parallel to the floor's surface.

### Minimal reproduction project

[kb2d-is_on_floor-parallel-movement.zip](https://github.com/godotengine/godot/files/7534122/kb2d-is_on_floor-parallel-movement.zip)
Repository: rust
Issue: Method resolution can be influenced in unexpected ways by external crates.
Labels: A-trait-system,A-security,T-lang,T-compiler,C-bug

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
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**I tried this code:**

```rust
use std::cell::RefCell;

fn foo(x: &RefCell<Box<[u8]>>) {
    let y = x.borrow();
    let z = y.as_ref();

    println!("{:?}", z);
}

fn main() {
    foo(&RefCell::new(Box::new([1, 2, 3_u8])));
}
```

**I expected to see this happen:** Either the code should fail to compile or it should [print `[1, 2, 3]` (the latter is what currently happens when the above is executed in the playground)](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=88cb7d40bf6a1bd469061aead4fdd9b9).

Instead, this happened: The code prints `[21, 42, 63]`

## Context
What I didn’t tell you, my crate also contains this code
```rust
fn _unrelated_function() {
    some_dependency::useful_api()
}
```

other than that, there are no other traits in scope, etc; no potential for any surprises, really there’s nothing else; you’ve seen the [whole source code](https://github.com/steffahn/iffy_methods/blob/master/main_crate/src/main.rs) of a crate that prints `[21, 42, 63]`.

## More context

Now, the dependency in question offers only a single public thing, a function
```rust
pub fn useful_api() {}
``` 

Of course it also has some
```rust
// private module!
mod dont_look_at_this {
    [DETAILS OMITTED]
}
```
but that clearly isn’t used in the `useful_api` implementation, so it’s probably some tests or whatever, entirely unrelated, and I don’t have to worry about, correct? Well apparently not correct.

<details><summary>Here’s the whole source code of <code>some_dependency</code> <i>(click to expand)</i>.</summary>

```rust
pub fn useful_api() {}

// private module!
mod dont_look_at_this {
    mod really_nobody_should_care_about_this {
        pub struct Pwned;
        use std::{cell, fmt};
        impl fmt::Debug for Pwned {
            fn fmt(&self, formatter: &mut fmt::Formatter<'_>) -> fmt::Result {
                formatter.write_str("[21, 42, 63]")
            }
        }
        impl AsRef<Pwned> for cell::Ref<'_, Box<[u8]>> {
            fn as_ref(&self) -> &Pwned {
                &Pwned
            }
        }
    }
}
```

</details>

Full reproduction guide:
```sh
git clone https://github.com/steffahn/iffy_methods.git
cd iffy_methods
cargo run
```

<hr>

Is this a known issue? Is this something that needs to be fixed? @rustbot label T-lang, T-compiler, A-traits, A-security
Repository: terminal
Issue: Console icon?
Labels: Product-Conhost,Help Wanted,Issue-Bug,Priority-3,Area-Windowing

I don't know if this has anything to do with conhost, but I can't think of a better place to ask "What's going on here?".

If I give this command to CMD, `start "C:\WINDOWS\system32\notepad.EXE" cmd`, I get a new instance of CMD in a console with notepad's icon.  Why does specifying a title affect the icon?

![image](https://user-images.githubusercontent.com/61856645/141690514-97b4a17a-9d65-44f1-85eb-d9291a1af0d5.png)
Repository: go
Issue: io/fs: add ReadLinkFS interface
Labels: Proposal,Proposal-Accepted,early-in-cycle,FixPending

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.17.3 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What did you do?

Walked a directory with [`fs.WalkDir`](https://pkg.go.dev/io/fs#WalkDir) and encountered a symlink that I wanted to read.

### What did you expect to see?

A function `fs.ReadLink` that behaves like [`os.Readlink`](https://pkg.go.dev/os#Readlink), but operates on an `fs.FS`. Design sketch:

```go
package fs

// ReadLink returns the destination of the named symbolic link.
//
// If fsys does not implement ReadLinkFS, then ReadLink returns an error.
func ReadLink(fsys FS, name string) (string, error)

// ReadLinkFS is the interface implemented by a file system that supports symbolic links.
type ReadLinkFS interface {
  FS

  // ReadLink returns the destination of the named symbolic link.
  ReadLink(name string) (string, error)
}
```

I would also want the file system returned by `os.DirFS` to have an implementation that calls `os.Readlink`. IIUC [`archive/zip.Reader`](https://pkg.go.dev/archive/zip#Reader) would probably also benefit from an implementation.

An open question in my mind is whether the returned destination should be a slash-separated path or kept as-is. I think for consistency it probably should convert to a slash-separated path, but I'm not sure if this has problems on Windows.

### What did you see instead?

No such API exists.

### Other details

I have bandwidth to contribute an implementation of this, but I understand we're in the freeze and the earliest this could go in is Go 1.19.

This is somewhat related to #45470, but I'm not proposing changing any existing semantics, just adding a new method.
Repository: godot
Issue: Cannot nest Custom Types from Plugins
Labels: discussion,topic:editor,topic:plugin

### Godot version

3.4 stable

### System information

Windows 10

### Issue description

### Background
I'm trying to refactor some of my code to a plugin.
I dislike the way the `_global_script_classes` is maintained. Bundling that into `project.godot` means that I have to commit that file whenever I add a new `class_name`, and the file doesn't always get updated immediately. (As an aside, can I disable that list, or simply not commit that block?) It might also not be beneficial for all the scripts to be loaded globally if not in use.

I also wish to maintain my addon as a submodule which is included across multiple projects, so updates to the module resulting in changes to the `project.godot` file can be a bit messy.

Thus for my add-on I don't want to touch that list, if possible. I'd like to add the nodes to the add menu using `add_custom_type`.

### Issue
If I use `add_custom_type` to add a type where the base is a custom type I added a few lines prior, the type does not get added to the tree at all.  I'd expect it to appear as a hierarchy, as with native types and normal `class_name` classes.

### Steps to reproduce

```
	add_custom_type(
		"BehaviorNode",
		"Node",
		preload('res://addons/behavior-trees/bt_base.gd'),
		preload('res://addons/behavior-trees/action_icon.png')
	)
	
	add_custom_type(
		"BehaviorAction",
		"BehaviorNode",
		preload('res://addons/behavior-trees/action.gd'),
		preload('res://addons/behavior-trees/action_icon.png')
	)

```

`BehaviorAction` does not appear in the Add tree.

### Minimal reproduction project

_No response_
Repository: opencv
Issue: No Python signature in docs of createTrackbar
Labels: feature,category: python bindings,category: documentation

The documentation of [`createTrackbar`](https://docs.opencv.org/4.x/d7/dfc/group__highgui.html#gaf78d2155d30b728fc413803745b67a9b) lacks the Python signature, but the function does exist in the Python API.

Seems to be the case for all versions.
Repository: PowerToys
Issue:  Muting the system when the screen is locked and unmute on login
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

When the user locks the computer, turn off all sounds and turn it back on when the user unlocks the computer.

### Scenario when this would be used?

During the absence of the user at the computer, i.e. when the screen is locked, the system may receive many notifications or calls, which can annoy the rest of the people in the room where the computer is located. The mute function when the computer is locked will solve this problem.

### Supporting information

A similar functionality is implemented in this project: [https://github.com/lx-s/WinMute/releases](https://github.com/lx-s/WinMute/releases). It would be great to see it and your program as a complete solution.
Repository: create-react-app
Issue: No support for web worker when using Typescript and Webpack 5?
Labels: needs triage,issue: bug report

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    You can find webpack docs at https://webpack.js.org/.
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### Describe the bug

Webpack 5 has [deprecated 'worker-loader'](https://webpack.js.org/guides/web-workers/)

When using the suggested webpack 5 compat loader API such as
```
const worker = new Worker(new URL('./test.worker.ts', import.meta.url));  
worker.postMessage("test");
```
The CRA loaders @pmmmwh/react-refresh-webpack-plugin and babel-loader fails, and instead it returns with error 

> **'You may need an additional loader to handle the result of these loaders.'**