sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: node
Issue: Capture event emitter creation stack trace
Labels: events

**Is your feature request related to a problem? Please describe.**

When emitting an error inside `process.nextTick` the stack trace is poor. It doesn't show where the emitter has been created, which makes debugging harder.

**Describe the solution you'd like**

```
node --trace-emitter-creation index.js
```

**Describe alternatives you've considered**

```js
const { EventEmitter, errorMonitor } = require('events');

EventEmitter.realInit = EventEmitter.init;
EventEmitter.init = function(opts) {
  Error.captureStackTrace(this);

  this.on(errorMonitor, error => {
    error.creationStack = this.stack;
  });

  return EventEmitter.realInit.call(this, opts);
};

// Demo time!
const https = require('https');
const request = https.request('https://example.com');
request.destroy();

```
Repository: TypeScript
Issue: Flag to type `Promise.catch` variables as `unknown`
Labels: Suggestion,Awaiting More Feedback

# Suggestion

## ✅ 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

Following  #41016 a flag was added to consider `catch` variables as `unknown`.
For consistency and since they're similar cases, I suggest also adding a flag that does this for `.catch` callbacks on promises.

See also: [eslint-plugin-etc/no-implicit-any-catch](https://github.com/cartant/eslint-plugin-etc/blob/main/docs/rules/no-implicit-any-catch.md)
Repository: godot
Issue: GDScriptLanguageProtocol singleton not properly recognized as identifier
Labels: bug,topic:core,topic:gdscript,topic:editor

### Godot version

3.4.beta3

### System information

Windows 10

### Issue description

`NavigationMeshGenerator ` singleton is not displayed green.
`GDScriptLanguageProtocol` singleton Identifier not found: GDScriptLanguageProtocol
![image](https://user-images.githubusercontent.com/20573784/131174591-32fe1b04-5ffd-46ed-b503-7354970119f1.png)


### Steps to reproduce

```
var engine_singletons := [
		Performance,
		ProjectSettings,
		IP,
		Geometry,
		ResourceFormatLoader,
		ResourceFormatSaver,
		OS,
		Engine,
		ClassDB,
		Marshalls,
		TranslationServer,
		Input,
		InputMap,
		JSON,
		JavaClassWrapper,
		JavaScript,
		NavigationMeshGenerator,
		VisualScriptEditor,
		VisualServer,
		PhysicsServer,
		Physics2DServer,
		ARVRServer,
		CameraServer,
		#GDScriptLanguageProtocol,
]
#	print(Engine.has_singleton("NavigationMeshGenerator")) # prints True
#	print(Engine.has_singleton("GDScriptLanguageProtocol")) # prints True
```

### Minimal reproduction project

N-A
Repository: godot
Issue: Editor scene tree dock scrolling is not persisted when items are removed then readded (which occurs when switching scene tabs)
Labels: discussion,topic:editor,usability,topic:gui

### Godot version

3.3.3 stable mono

### System information

w10 64

### Issue description

the tree scroll restarts when the tab is changed
![gif gif](https://user-images.githubusercontent.com/19652075/131178133-f3700387-bb40-4528-bd97-6e6be7701d08.gif)


### Steps to reproduce

view the gif

### Minimal reproduction project

not necessary
Repository: youtube-dl
Issue: Request for site vupload.com
Labels: site-support-request



- [X] I'm reporting a new site support request
- [X] I've verified that I'm running youtube-dl version **2021.06.06**
- [X] I've checked that all provided URLs are alive and playable in a browser
- [X] I've checked that none of provided URLs violate any copyrights
- [X] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs
https://vupload.com/v/u28d0pl2tphy



## Description

Request to support vupload.com
Would be nice if You could support this site in youtube-dl :-)
Repository: pytorch
Issue: as_tensor and negative strided np arrays
Labels: triaged,module: numpy,module: tensor creation

## 🐛 Bug
If one call `torch.as_tensor(negative_strided_np_array)`, they will get an 
```
ValueError: At least one stride in the given numpy array is negative, and tensors with negative strides are not currently supported. (You can probably work around this by making a copy of your array  with array.copy().)
```

This makes sense. But how would we expect users to convert a numpy array to a PyTorch one with minimal copying? They don't want to do an unconditional `array.copy()` and what if the input can also be non-nparrays (so the copy has to be wrapped in an isinstance)? For minimal copying, do they have to check for the strides? That's pretty complicated code for such a small thing.

Technically, the name `as_tensor` suggests that when users use `as_tensor`, they don't care about whether a copy is made or not. So it would conceptually be fine in this case to just internally copy. However, the problem is that `as_tensor` is the current definitive way to convert an nparray to a tensor **without copying**. So an implicit copy is undesired.

But this makes the lives really hard for the users who wanted the original `as_tensor` usage (just an efficient way to create a tensor with minimal copying), as illustrated above.

Can we please provide a better API?


cc @mruberry @rgommers @heitorschueroff @gchanan
Repository: vscode
Issue: Is there a "Format Selection As ..." command?
Labels: feature-request,formatting

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

I spend a lot of time writing Markdown with lots of JSON examples. Often my sources of JSON don't do a good job of formatting the JSON, or I manually write the JSON but make some mistakes in formatting. Would love to be able to select everything within the Markdown code block and say "Format Selection As ... " and choose JSON.

Or better yet, have the command detect the format option from the fenced code block  (```json in this case).

Current work around is to copy/paste to a JSON doc. Format Document. Copy/Paste back to markdown doc.
Repository: vscode
Issue: Show progress for deleteing a directory
Labels: feature-request,file-explorer,under-discussion

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

A simple little progress bar where it says "Deleting XYZ" should be like (Deleting XYZ (15%))

Simple, but effective.
Repository: rust
Issue: unused diagnostics give bad suggestion in the face of unreachable code
Labels: C-bug,A-suggestion-diagnostics

The `unused_variables` lint fires for variables that are "used" after a function returns or diverges.  If the suggestion is applied, this causes the code to fail to compile.  

(I presume there is probably already a similar issue on this, but I can't find one.)

Found during the 2021 crater run in https://github.com/Buzov/StudyOfRust

I tried this code:

```rust
fn foo() -> i32 {
    let x = 123;
    return 1;
    x
}

fn bar() -> i32 {
    let x = 456;
    todo!();
    x
}
```

I expected to see this happen: Ideally I think the `unused_variables` should not be emitted if the variable is actually used (just in unreachable space).

### 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 1.56.0-nightly (b03ccace5 2021-08-24)
binary: rustc
commit-hash: b03ccace573bb91e27625c190a0f7807045a1012
commit-date: 2021-08-24
host: x86_64-apple-darwin
release: 1.56.0-nightly
LLVM version: 13.0.0
```
Repository: material-ui
Issue: Quickly clicking Select after making a selection selects a different entry
Labels: new feature,component: select


## Current Behavior 😯

After selecting an entry from the Select (simple, non-native), if you immediately click the select again while it is closing (to make a different selection), the selection immediately selects a different entry (instead of displaying the selection list again).

## Expected Behavior 🤔

While closing the select, the ul elements are currently hidden but still clickable.  Make them non-clickable (pointer-events: none) so that they can fade out but clicking a different entry won't cause a change.  At least when they are completely gone, they shouldn't be clickable.  Currently there's a 1/2 second window or so where they are.  When the main thread is running slowly, the window seems longer.

## Steps to Reproduce 🕹

Steps:

1. Go to https://material-ui.com/components/selects/
2. Open a select
3. Select "Twenty" and immediately click the select.
4. "Ten" is selected.
Repository: terminal
Issue: Support multiple selections of terminal contents
Labels: Issue-Feature,Area-TerminalControl,Product-Terminal

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# Description

Allow creating and copying from multiple selections in the terminal. 

# Proposed Implementation Details

The concept of a "selection" is expanded from meaning  "a single region of selected text in the terminal buffer" to "one or more regions of selected text in the terminal buffer".

When a (possibly user-defined) trigger or key is active, attempting to select an unselected region of text in the terminal will not dismiss the current selection (if there is one). Rather, the newly-selected region of text will be added as a component of the current selection. If the aforementioned trigger becomes inactive, attempts to selected unselected text will invoke the normal selection behavior (the current selection is dismissed, and a new selection is created).

When a selection with multiple regions is copied to the clipboard, the selected regions' contents are concatenated together, with a (possibly user-defined) delimiter, such as a newline or space.

# Points for Consideration
- Should any additional data regarding multiple selections be added to the clipboard when a multi-region selection is copied?
- What should the default delimiter be when concatenating text from multiple regions? While a newline is the de-facto standard used by editors\* supporting multi-region selections, this may not be appropriate for a terminal application. Users looking to paste the contents of a multi-region selection back into the terminal may want that contents delimited by spaces. An example would be a user copying file names from program output, then pasting them as arguments for a command.
Repository: go
Issue: cmd/go: report flaky failures
Labels: NeedsFix,fuzz

If the fuzz function finds an error for a given input while fuzzing, and the fuzz function finds no error when called again with the same input, `go test -fuzz` should report that the failure is "flaky".

As of [CL 342996](https://go-review.googlesource.com/c/go/+/342996), the fuzzing engine will abandon an attempt to minimize the crash if it can't reproduce it. It will still record the unminimized input and exit non-zero though. We should keep doing that. However, the user may find that the crash does not reproduce, delete the input from testdata, then continue instead of investigating the flake.
Repository: pytorch
Issue: Cleanup tests in rpc_test.py
Labels: oncall: distributed,module: tests

The rpc_test.py file needs to be cleaned up.  There is unnecessary test overlap. Tests will need to be removed and updated.

## Motivation

Test cleanup will reduce the wall time for testing the rpc_test.py in CI.

## Pitch

Identify overlapping test coverage to reduce the number of tests while not losing any coverage.

For example, a multi-test covers a non-multi test.
```python

@dist_init
def test_builtin_remote_ret(self):

@dist_init
def test_multi_builtin_remote_ret(self):

```

The test_builtin_remote_ret can be removed.

Identify tests that are not required. 

For example does the distributed team need to test torch.add? 

```python
@dist_init
def test_add(self):

@dist_init
def test_add_with_id(self):
```

These tests can be removed. Instead test different callable functions such as builtin functions.

## Alternatives

<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->

## Additional context

<!-- Add any other context or screenshots about the feature request here. -->


cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @agolynski @SciPioneer @H-Huang @mrzzd @cbalioglu @gcramer23 @mruberry @VitalyFedyunin @walterddr
Repository: godot
Issue: Editor ignores .import/ folder on a clean Windows install
Labels: bug,platform:windows,topic:editor,needs testing,topic:import

### Godot version

3.3.3.Stable

### System information

Windows 10.0.19042

### Issue description

If you reinstall windows all your textures, tilesets textures, animated textures and some atlases on nodes get completely wiped and they completely ignore .import folder.

Info 1: I know Godot app directory does store a temp copy of all the content files for each project for caching. IF that caching project folder doesn't exists, it will delete all created texture data (as in tilesets sheets, atlases not saved as scenes, texturerect that contain non-saved atlas, animated tiles that contained textures, etc) on project startup. I know in the past if the cache project didn't exists on %appdata% it would use .import or it should be using .import, period.

Not only does it whip the texture on tilesets, it also deletes the spritesheets that had saved tiles that contained collision data, navigation, autotile, etc. 2: only shows three tiles that were animated tiles, actually had over 20+ tiles that were autotiles, and just clutter tiles.

Info 2: My folder of bullets were fine but anything that wasn't saved as a scene is gone. I cannot save spritesheet data but did save the tileset and the tileset was wiped.

Info3: I did save my animatedtexture tiles so you can see them in the tileset gif. It did wipe the animatedtexture frame textures.


1:
![ZqRYg4wWr9](https://user-images.githubusercontent.com/5901214/131194095-815496c0-16ef-490d-bb53-5d3155a0f07a.gif)

2:
![mT8jvrxTt6](https://user-images.githubusercontent.com/5901214/131194105-bd9cecf2-2d78-4b37-a26d-e42c7393780d.gif)

3: Bullets:
![TDjxRCKTNN](https://user-images.githubusercontent.com/5901214/131195059-2dde5b3c-30a2-4a2e-b145-1afb8bfd4ba8.gif)

Also got this error at startup:
![image](https://user-images.githubusercontent.com/5901214/131195233-0650ef7a-9c0f-4aae-9955-9b1d1984fe3f.png)


### Steps to reproduce

1. Create a normal 2d godot project
2. Add in a tilemap and create/save a tileset.
3. add some random spritesheet texture and create a few tiles on the tileset.
4. add those tileset tiles to the map and save project and close godot engine.
5. go to your os %appdata% (cant remember what it is on linux or mac, think .local?) and delete godot.
6. restart godot and load the project.

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: ciflow tracking meta issues
Labels: triaged

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Repository: go
Issue: doc: make it more explicit where print and println can be used
Labels: Documentation,NeedsDecision

Specification's "Bootstrapping" section mentions print and println can be removed from the language anytime, https://golang.org/ref/spec#Bootstrapping. But the section doesn't explain that they can be used in rare situations where importing fmt is not possible and it's otherwise better not to rely on them.

The community is confused due to existing reference code, examples and autogenerated code (by products like GitHub's Copilot) using print and println statements. The current wording in the section doesn't appear to be strong enough to discourage them and it might be useful to give more concrete reasons where the built in functions are suited to help them make the correct judgement.
Repository: TypeScript
Issue: InitialOnly Utility Type
Labels: Suggestion,Awaiting More Feedback

# Suggestion

I have found myself more and more often using a `tri-state` boolean approach in my code. By that I mean a boolean that has an inital value of `null` and will be reset to `true` or `false`

Currently we would do something like:

```
let example: boolean | null = null;
```

However, I find the use case when going to route is often a set it one time and `null` then being an invalid value.  

An argument may be why not use `undefined` well I believe the intentional aspect of setting it to null provides context and for more readable code. I also feel the creating of a tri-state `enum` wouldn't be the correct approach as well.

A utility type stating a value is acceptable only as an initial value and not on reassignment is the request.

## 🔍 Search Terms
tristate boolean, utility state

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List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily and help provide feedback.

utility type, tri-state boolean

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
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

Utility type for a value only being acceptable on initialization.

## 📃 Motivating Example

I would talk about a tri-state boolean example.

## 💻 Use Cases

Work arounds were mention in main description.
Repository: pytorch
Issue: nn.MultiheadAttention does not belong to activation function
Labels: module: docs,module: nn,triaged

I refer to [https://pytorch.org/docs/stable/nn.html#non-linear-activations-weighted-sum-nonlinearity](https://pytorch.org/docs/stable/nn.html#non-linear-activations-weighted-sum-nonlinearity), that `nn.MultiheadAttention` is categorized under "Non-linear Activations (weighted sum, nonlinearity)" which is clearly not true right?

Attention is a kind of auto-weighted selection/highlighting, it does not quite fit into any of the category. Maybe that is why you put it under activations. I suggest it should be grouped into either Utilities or Pooling layers.

cc @brianjo @mruberry @albanD @jbschlosser