sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: [KBM] Add a global emacs / Vim like short cut
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager

## 📝 Provide a description of the new feature

_What is the expected behavior of the proposed feature?  What is the scenario this would be used?_

I expect to have a global emacs like shortcut like Mac. which is <C-a> goes to home of the line, <C-e> goes to the end of the line. this could be done via shortcut remapping. But some other shortcut like <C-k>, which is delete the content after the cursor, is hard to accomplished.

Is there any plan to emacs or vim shortcut set or add the command for text editing? Thanks

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: vscode
Issue: [json] symlink prevents JSON schema from updating validation
Labels: bug,json

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->
<!-- Also please test using the latest insiders build to make sure your issue has not already been fixed: https://code.visualstudio.com/insiders/ -->

I'm having trouble that vscode is not updating the validation of a json file, when I change the schema file. The schema comes from a different project/folder but is inside the project folder via a symlink (tried junction as well). I found quiet a few issues about symlinks but nothing connected to schemas not updating 



<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version:
  Version: 1.51.0-insider (user setup)
  Commit: 9f7a586124ca121bba906b44eb8356691617957e
  Date: 2020-10-22T00:49:16.002Z
  Electron: 9.3.2
  Chrome: 83.0.4103.122
  Node.js: 12.14.1
  V8: 8.3.110.13-electron.0
  OS: Windows_NT x64 10.0.19041

Steps to Reproduce:

1. create a project with a json test file
2. put a schema file in a different folder
3. symlink the schema folder into the project
4. add to setting the json.schemas via the symlink

5. now when changing the schema the validation of the test file does only update after reloading the window

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes, also tried it in vs code insiders

.vscode/settings.json:
```
{
  "json.schemas": [
    {
        "fileMatch": [
            "/*.test"
        ],
        "url": "./include_d/test.schema.json"
    }
  ]
}
```

test.schema.json:
```
{
  "$schema": "http://json-schema.org/draft-07/schema#",
  "type": "number",
  "minimum": 18
}
```

test.test:
```
5
```
Repository: create-react-app
Issue: --scripts-version install from tgz on windows not working
Labels: stale,needs triage,issue: bug report

when i use verdaccio it download for me tgz file .I can only install this with git bash
npx create-react-app ./ --scripts-version C:\Users\user\Downloads\codeslon-react-scripts-3.4.1.tgz

but when i use vscode cmd it crash and producing - (probably because it doesn't know how to deal with .tgz) 
Unexpected error. Please report it as a bug:

TypeError: Cannot read property '1' of null
    at C:\Users\user\AppData\Roaming\npm-cache\_npx\8020\node_modules\create-react-app\createReactApp.js:735:10
    at processTicksAndRejections (internal/process/task_queues.js:93:5)
    at async Promise.all (index 0)

Deleting generated file... package.json
Deleting web/ from C:\Projects
(node:8020) UnhandledPromiseRejectionWarning: Error: EBUSY: resource busy or locked, rmdir 'C:\Projects\web'
    at Object.rmdirSync (fs.js:890:10)
    at rmdirSync (C:\Users\user\AppData\Roaming\npm-cache\_npx\8020\node_modules\create-react-app\node_modules\fs-extra\lib\remove\rimraf.js:276:13)
    at Object.rimrafSync [as removeSync] (C:\Users\user\AppData\Roaming\npm-cache\_npx\8020\node_modules\create-react-app\node_modules\fs-extra\lib\remove\rimraf.js:252:7)
    at C:\Users\user\AppData\Roaming\npm-cache\_npx\8020\node_modules\create-react-app\createReactApp.js:562:14
    at processTicksAndRejections (internal/process/task_queues.js:93:5)
(Use `node --trace-warnings ...` to show where the warning was created)
(node:8020) UnhandledPromiseRejectionWarning: Unhandled promise rejection. This error originated either by throwing inside of an async function without a catch block, or by rejecting a promise which was not handled with .catch(). To terminate the node process on unhandled promise rejection, use the CLI flag `--unhandled-rejections=strict` (see https://nodejs.org/api/cli.html#cli_unhandled_rejections_mode). (rejection id: 1)
(node:8020) [DEP0018] DeprecationWarning: Unhandled promise rejections are deprecated. In the future, promise rejections that are not handled will terminate the Node.js process with a non-zero exit code.
Repository: vscode
Issue: Dispatching KeyboardEvent on Webview fails to work only on Windows.
Labels: bug,help wanted,windows,webview

Dispatching KeyboardEvents on Webview fails to work only on Windows.

Version: 1.51.0-insider (user setup)
Commit: 9f7a586124ca121bba906b44eb8356691617957e
Date: 2020-10-22T00:49:16.002Z
Electron: 9.3.2
Chrome: 83.0.4103.122
Node.js: 12.14.1
V8: 8.3.110.13-electron.0
OS: Windows_NT x64 10.0.18363

Steps to Reproduce:

1. Execute the following sample on Windows.
2. Execute the command `Hello World`
3. A webview panel is opened, and a new document is not opened.
4. A new document should be opened.

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

Related to James-Yu/LaTeX-Workshop/issues/2334 and #108797.

We are dispatching `KeyboardEvents` on our extension's internal PDF viewer to enable shortcuts on the viewer, which is [recommended](https://github.com/microsoft/vscode/issues/65452#issuecomment-586036474) by @mjbvz. It had been working fine. However, we find that it fails to work only on Windows now. On macOS, it still works fine.

```ts
import * as vscode from 'vscode';

const htmlString = `
<script>
// Should work on macOS.
const ev0 = {"altKey":false,"code":"KeyN","ctrlKey":false,"isComposing":false,"key":"n","location":0,"metaKey":true,"repeat":false,"shiftKey":false};
setTimeout(() => window.dispatchEvent(new KeyboardEvent('keydown', ev0)), 2000);

// Should work on windows.
const ev1 = {"altKey":false,"code":"KeyN","ctrlKey":true,"isComposing":false,"key":"n","location":0,"metaKey":false,"repeat":false,"shiftKey":false};
setTimeout(() => window.dispatchEvent(new KeyboardEvent('keydown', ev1)), 3000);
</script>
`

export function activate(context: vscode.ExtensionContext) {
	console.log('Congratulations, your extension "helloworld-sample" is now active!');

	const disposable = vscode.commands.registerCommand('extension.helloWorld', () => {
		const panel = vscode.window.createWebviewPanel(
			'aaa',
			'Cat Coding',
			vscode.ViewColumn.One,
			{
					enableScripts: true,
			}
		)
		panel.webview.html = htmlString
	})
	context.subscriptions.push(disposable);
}
```
Repository: go
Issue: net/http: should stop logging received GOAWAY
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version 1.15.3

</pre>

### Does this issue reproduce with the latest release?
Yes


### What operating system and processor architecture are you using (`go env`)?
N/A

### What did you do?
We see a lot of logging:
```
http2: received GOAWAY [FrameHeader GOAWAY len=20], starting graceful shutdown
```
without any indication of what to do or how to fix that. It seems like @bradfitz said we should just remove this log https://github.com/golang/go/issues/18776#issuecomment-316797925 but it got lost in removing the other logs.

If we want to keep this log around, we should at least fix the message to include the `ErrCode` since just printing the frame header is useless.

### What did you expect to see?
I expect to not see these logs if there's nothing the application can do to prevent them or if there's something actionable to do, then I expect to see the relevant error code to decide what to do.


### What did you see instead?
Instead, I see these log messages over 7,000 times an hour.
Repository: vscode
Issue: Text cursor indicator displays incorrect
Labels: bug,accessibility,windows,editor-rendering

Issue Type: <b>Bug</b>

In windows 10 > settings > Ease of Access > Text cursor  
Turn on text cursor indicator.  
The indicator displays incorrect.
![image](https://user-images.githubusercontent.com/6327955/96856569-a0c45680-1490-11eb-80e7-311f357b0ed0.png)


VS Code version: Code 1.50.1 (d2e414d9e4239a252d1ab117bd7067f125afd80a, 2020-10-13T15:06:15.712Z)
OS version: Windows_NT x64 10.0.19041

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i5-8365U CPU @ 1.60GHz (8 x 1896)|
|GPU Status|2d_canvas: enabled<br>flash_3d: enabled<br>flash_stage3d: enabled<br>flash_stage3d_baseline: enabled<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>oop_rasterization: disabled_off<br>opengl: enabled_on<br>protected_video_decode: enabled<br>rasterization: enabled<br>skia_renderer: disabled_off_ok<br>video_decode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|undefined|
|Memory (System)|23.81GB (5.99GB free)|
|Process Argv|--crash-reporter-id 5516d1b5-1369-4a65-9350-f8265150a7fa|
|Screen Reader|yes|
|VM|0%|
</details>
<!-- generated by issue reporter -->
Repository: pytorch
Issue: torch.eye not supported for sparse layout
Labels: module: sparse,triaged,function request

Steps to reproduce the behavior:

1. Call torch.eye with layout = torch.sparse_coo

Below is a code sample:

import torch

x = torch.eye(4, layout=torch.sparse_coo, device=torch.device('cuda'))
print(x)

## Actual behavior
Traceback (most recent call last):
  File "sparse_tensor.py", line 46, in <module>
    x = torch.eye(4, layout=torch.sparse_coo, device=torch.device('cuda'))
RuntimeError: Could not run 'aten::eye.m_out' with arguments from the 'SparseCUDATensorId' backend. 'aten::eye.m_out' is only available for these backends: [CPUTensorId, CUDATensorId, VariableTensorId].

## Expected behavior
The Sparse Tensor should get created and printed properly as below:

tensor(indices=tensor([[0, 1, 2, 3],
                       [0, 1, 2, 3]]),
       values=tensor([1., 1., 1., 1.]),
       size=(4, 4), nnz=4, layout=torch.sparse_coo)



## Environment

Versions of relevant libraries:
[pip3] numpy==1.19.1
[pip3] torch==1.8.0a0
[pip3] torchtext==0.8.0a0+7e267d2
[pip3] torchvision==0.8.0a0+be8192e
[conda] blas                      1.0                         mkl  
[conda] cudatoolkit               10.2.89              hfd86e86_1  
[conda] magma-cuda102             2.5.2                         1    pytorch
[conda] mkl                       2020.1                      217  
[conda] mkl-include               2020.1                      217  
[conda] mkl-service               2.3.0            py38he904b0f_0  
[conda] mkl_fft                   1.1.0            py38h23d657b_0  
[conda] mkl_random                1.1.1            py38h0573a6f_0  
[conda] numpy                     1.19.1           py38hbc911f0_0  
[conda] numpy-base                1.19.1           py38hfa32c7d_0  
[conda] torch                     1.8.0a0                   dev_0    <develop>
[conda] torchtext                 0.8.0a0+7e267d2          pypi_0    pypi
[conda] torchvision               0.8.0a0+be8192e          pypi_0    pypi


 - PyTorch Version: 1.8.0a0
 - OS: Linux
 - How you installed PyTorch (`conda`, `pip`, source): source
 - Build command you used (if compiling from source): python setup.py develop
 - Python version: 3.8
 - CUDA/cuDNN version: 10.2

cc @aocsa @nikitaved @pearu @mruberry
Repository: godot
Issue: Build process fails when the compiler command contains a space
Labels: platform:linuxbsd,topic:buildsystem,needs testing

<!-- 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 using non-official build. -->
003ee8b7c24a4ef4d10efc7f22cc7c4541ab7730

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
ArchLinux amd64, the rest seems irrelevant for a build issue.

**Issue description:**
<!-- What happened, and what was expected. -->
When I passed `CXX='ccache g++'` to `scons`, I got this error very early in the build process:
```zsh
Couldn't parse CXX environment variable to infer compiler version.
Detected GCC version older than 7, which does not fully support C++17. Supported versions are GCC 7, 9 and later. Use a newer GCC version, or Clang 6 or later by passing "use_llvm=yes" to the SCons command line.
```

I would instead expect Godot to build using `ccache` in that case.

A workaround is to pass `CXX=/usr/lib/ccache/bin/g++` instead, which would point to the issue being the space in the command.

**Steps to reproduce:**
```zsh
% scons CXX='ccache g++'
```

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
N/A, this happens when building Godot itself.
Repository: pytorch
Issue: A random split function that return the datasets following specific target (label) distribution.
Labels: feature,triaged,module: data

## 🚀 Feature
A random split function that return the datasets following specific target (label) distribution.

## Motivation

Sometimes, we might want to control the data distribution while splitting the data. For example, uniformly distributed labeled data in semi-supervised learning (10 classes and each class has 100 data) and constructing imbalance/distribution-shift data.

## Pitch

<!-- A clear and concise description of what you want to happen. -->

```python
# Current random_split function
torch.utils.data.random_split(dataset, lengths, generator=<torch._C.Generator object>)

# Possible distributional_split function
torch.utils.data.distributional_split(dataset, lengths, get_label, target_distribution, generator=<torch._C.Generator object>):
"""
Args:
    dataset: Dataset in PyTorch
    lengths: the lengths of split datasets (we could restrict to only two datasets here, A and B)
    get_label: function to return label from dataset
    target_distribution: label distributions of the first split datasets (that is A).
Return:
    the splitted datasets, where the first one follows the target distribution.
"""
```

## Alternatives

<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->

## Additional context

If it is of interested, I am happy to help with this.
Repository: flutter
Issue: [webview_flutter] NavigationDecision.prevent not working on Android
Labels: platform-android,p: webview,package,has reproducible steps,P3,found in release: 2.2,found in release: 2.5,team-android,triaged-android

Hi, this is my setup

```
Flutter 1.22.2 • channel stable • https://github.com/flutter/flutter.git
Framework • revision 84f3d28555 (7 days ago) • 2020-10-15 16:26:19 -0700
Engine • revision b8752bbfff
Tools • Dart 2.10.2
...
webview_flutter: ^1.0.5
```

As the title says, I am trying to prevent navigation. In my current case, I want to prevent all navigation. It is to test another issue.

This following sample does not prevent navigation.
```
WebViewController _controller;
...
WebView(
        initialUrl: main.URL,
        javascriptMode: JavascriptMode.unrestricted,
        onWebViewCreated: (WebViewController controller) {
          _controller = controller;
        },
        javascriptChannels: <JavascriptChannel>[
          _loginJavascriptChannel(context),
        ].toSet(),
        onPageFinished: (url) {
          _controller.evaluateJavascript(javascriptString);
        },
        navigationDelegate: (NavigationRequest request) {
          return NavigationDecision.prevent;
        },
      ),
```
Repository: rust
Issue: `#![cfg(platform)]` causes rustc to ignore `#![allow(...)]` directives
Labels: A-attributes,A-lints,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.
-->

I tried this code:

```rust
#![cfg(windows)]
#![allow(missing_docs)]

pub fn a_function() {}
```

And ran `RUSTFLAGS="-D missing_docs" cargo check`.

**I expected to see this happen:**

On all platforms, the missing docs on `a_function` to be allowed.

**Instead, this happened:**

On Windows it worked as expected and on other platforms (Linux, macOS):

```
error: missing documentation for crate
 --> src/lib.rs:1:1
  |
1 | / #![cfg(windows)]
2 | | #![allow(missing_docs)]
3 | |
4 | | pub fn a_function() {}
  | |______________________^
```

### 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 1.46.0 (04488afe3 2020-08-24)
binary: rustc
commit-hash: 04488afe34512aa4c33566eb16d8c912a3ae04f9
commit-date: 2020-08-24
host: x86_64-apple-darwin
release: 1.46.0
LLVM version: 10.0
```

Also tested:

```
rustc 1.49.0-nightly (1eaadebb3 2020-10-21)
binary: rustc
commit-hash: 1eaadebb3dee31669c7649b32747381d11614fae
commit-date: 2020-10-21
host: x86_64-apple-darwin
release: 1.49.0-nightly
LLVM version: 11.0
```
Repository: pytorch
Issue: The documentation for c10::Dict is completely empty.
Labels: module: docs,module: internals,module: cpp,triaged

## 📚 Documentation

The documentation for c10::Dict is completely empty. I'm trying to run in C++ a traced model that return a dict and I've successfully converted the resulting IValue to c10:Dict with toGenericDict. I haven't actually been able to get any data out of the c10::Dict because nothing I've tried seems to work (Why doesn't it share its API with OrderDict?) and the documentation is completely empty. 
https://pytorch.org/cppdocs/api/classc10_1_1_dict.html#exhale-class-classc10-1-1-dict

cc @yf225 @glaringlee @jlin27 @mruberry @ezyang @bhosmer @smessmer @ljk53 @bdhirsh @ailzhang
Repository: godot
Issue: Godot doesn't see installed libstdc++6 dynamic library on 32-bit Ubuntu and doesn't run because of this
Labels: bug,platform:linuxbsd,topic:buildsystem

**Godot version:**
3.2.4-beta1


**OS/device including version:**
Ubuntu 18.04 with installed libstdc++6 package


**Issue description:**
I have tried to run Godot 3.2.4-beta1 on Linux in terminal but it doesn't recognize an libstdc++.so.6 wich (as output in terminal says) is installed on my pc (path is /usr/lib/i386-linux-gnu/libstdc++.so.6) and required to run Godot


**Steps to reproduce:**
Run Godot 3.2.4-beta1 on 32bit Linux OS with installed libstdc++6 package

**Minimal reproduction project:**
None
Repository: godot
Issue: RigidBody2D sometimes reports incorrect collision normal
Labels: bug,topic:physics

**Godot version:** 3.2.3.stable

**OS/device including version:** Ubuntu 20.04

**Issue description:**
Under certain circumstances, when colliding near the corner of a `StaticBody2D`, a `RigidBody2D` will report a collision, but the collision normal will be wrong. Furthermore, the `RigidBody2D` won't act as if it has collided with the `StaticBody2D`.

**Steps to reproduce:**
Send a high-speed `RigidBody2D`, with `Contact Monitoring` on, towards the corner of a `StaticBody2D`, watch it report a collision, report an incorrect collision normal, and act as if it hasn't collided.

It appears as if the collision solver provides the normal of the closest surface as the collision normal. However, when glancing a corner, the penetration may mean the object is closer to the opposite surface than the collision surface. The higher the speed, the greater the chance of an incorrect collision normal.

In the MRP provided, the speed is 500 pixels per second or 8.33 pixels per iteration. When glancing the corner at 45°, an overlap of up to seven pixels on each side of the 30 pixel thick platform are not even treated as a collision. This is normal for high-speed no CCD collision detection. However, a further 7 pixels on each side of the 30 pixel thick platform are detected as a collision, report the wrong normal and don't cause a collision response.

However, this is not just a high-speed problem, even at a mere 100 pixels per second i.e. 1.67 pixels a second, 1 pixel on each side of the 30 pixel thick platform is not detected as a collision, and 1 pixel reports the incorrect normal.

**Minimal reproduction project:**
[RigidBodyCollisionNormal.zip](https://github.com/godotengine/godot/files/5424995/RigidBodyCollisionNormal.zip)
Repository: flutter
Issue: package:integration_test polish/runnability
Labels: a: tests,tool,f: integration_test,P2,d: intellij,team-tool,triaged-tool

- [ ] Update flutter create template to have a package:integration_test test for package:integration_test 1.0.0
- [ ] IDE plugin team needs to know if this is an integration test, and run it using the right command(s) when running a test

/cc @jonahwilliams @devoncarew @csells @jacob314 @DanTup
Repository: rust
Issue: permit coercion in type ascription
Labels: A-type-system,T-compiler,A-coercions,T-types

The current implementation of type ascription always equates the type of the expression with the required type (so `e: T` would force `e` to have type `T`). But the original plan was that type ascription would also permit *coercions*, so that one could do e.g. `return x: &dyn Foo` and coerce `x` to the type `dyn Foo` explicitly.

The challenge is that we can't *always* permit coercions because that would be unsound. In particular it would cause problems in contexts where references are being created, such as `&mut (x: T)`. This is because the reference that results would actually reference `x`, since `x: T` is defined to be a "place expression" just like `x` is. The problem then is that if the type of `x` and the type `T` are not the same, this permits unsoundness:

```rust
let mut x: &'static u32 = &22;
let y = 44;
let p = &mut (x:&T); // here we coerce to a shorter lifetime
*p = &y;
```

The fix proposed in the original RFC was to force coercion to do type equality in *reference contexts*. But https://github.com/rust-lang/rfcs/pull/2623 proposed a simpler formulation. The idea is this: we already have a notion of *coercion contexts* where coercion can occur. If we are typing the expression E in a coercion context, and E is an ascription expression `E1: T`, then we coerce the type of `E1` to `T`. 

To implement this, I think the idea would be to intercept the function `check_expr_coercable_to_type` and look to see if the expression is an ascription expression. If so, we would recursively invoke `check_expr_coercable_to_type` on the inner expression. This might be kind of a pain in terms of duplicating code, though, so it might be better to thread the info down to `check_expr_with_expectation` or something like that (maybe add a new kind of `Expectation`).

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Repository: godot
Issue: "Ranlib Library" compile message arbitrarily shows percentage
Labels: bug,topic:buildsystem

**Godot version:**
32be9299ba177781d22bffa8e7e848fcca33b860


**Issue description:**
Depending on the OS and the compiler used, the current percentage of the building progress will not show. It seems that only native builds on macOS shows it, and with MinGW it's a gamble.

![Screenshot_20200821_115631](https://user-images.githubusercontent.com/30739239/91311947-339f8800-e7a3-11ea-8b8f-1ff4c8cce0c3.png)