sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: [Run] Show 'drives are not indexed' warning messages as first result
Labels: Idea-Enhancement,Product-PowerToys Run,Area-Quality,Planning-Consideration

## 📝 Provide a description of the new feature

Warning messages (like "Not all drives are indexed") should be shown every time as first result and not between the other results.

You can see what I mean in the image in issue [5451](https://github.com/microsoft/PowerToys/issues/5451#issue-671056893) posted by @christianavi.

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: vscode
Issue: Snap: Wrong icons in file picker
Labels: bug,help wanted,linux,workbench-os-integration,snap

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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VSCode file chooser use wrong icons in file chooser at snap installation, see the following screenshot

![image](https://user-images.githubusercontent.com/604808/89107778-ba15b380-d409-11ea-9360-5a623544e3e3.png)



<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: 1.47.3
- OS Version: Ubuntu 20.04

Steps to Reproduce:

1. snap install code --classic
2. open file/folder

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No
Yes
Repository: rust
Issue: Tracking Issue for slice::array_windows
Labels: T-libs-api,C-tracking-issue,A-const-generics,A-slice,Libs-Tracked,F-generic_const_exprs,A-array

The feature gate for the issue is `#![feature(array_windows)]`.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also uses as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps

- [ ] Restrict `N` to values greater than 0 at compile time instead of using a runtime panic.
- [ ] Adjust documentation ([see instructions on rustc-dev-guide][doc-guide])
- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide])

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs

### Unresolved Questions

### Implementation history

- implemented in #75026
Repository: godot
Issue: Calling godot::String::ascii() or utf8() causes memory corruption if the string originated from GDScript.
Labels: bug,topic:gdextension

**Godot version:**
3.2-stable. Also tried with 3.2 built locally (23b553ba06)

**OS/device including version:**
Windows 10

**Issue description:**
Passing a String into a GDNative c++ plugin and then simply calling `ascii()` on it and doing nothing else seems to cause some kind of memory corruption (WinDbg will catch it https://docs.microsoft.com/en-us/windows-hardware/drivers/debugger/debugger-download-tools).

**Steps to reproduce:**
#### **`gdscript`**
```gdscript
var s = "test"

widget.test(s)
```

#### **`c++`**
```c++
class Widget: public godot::Node
{
	GODOT_CLASS(Widget, godot::Node);

public:

	static void _register_methods();
	void _init();

	// etc etc...

	void test(godot::String s)
	{
		s.ascii(); // Causes memory corruption (in CharString destructor?)
	}
};
```
`utf8()` has the same problem. Also happens if the string belongs to a godot::Dictionary. If the string was instantiated from GDNative then these functions seem fine.

The fun of this is that godot will probably crash somewhere completely unrelated, or might not crash at all. Running through WinDbg seems to catch the problem early but the stack trace it gives you will vary depending on what your project is doing and which build of Godot you use.

Example stack trace from WinDbg:
![image](https://user-images.githubusercontent.com/58308005/89111436-a4c27880-d44d-11ea-814a-bcade2ff954f.png)

The few clues I picked up during my hair-pulling hell day lead me to think the problem lies somewhere in the `CharString` destructor but I've now found a workaround so I officially don't care.

**Workarounds:**
1. Call `to_ascii()` in GDScript and pass in a `PoolByteArray` instead. Then convert it back to a string in GDNative.
2. Or write your own `std::string to_ascii(String s)`
Repository: TypeScript
Issue: Support either type asserting `self` in classes, or properly ignoring workaround
Labels: Bug,Help Wanted,PursuitFellowship

I currently have a scenario very similar to https://github.com/microsoft/TypeScript/issues/2000#issuecomment-546929745. While it would be fixed it TS natively supported overriding class methods (see that issue), I followed the outline of the linked comment, but am running into a small issue. This is not a huge blocker but rather a nice-to have to get proper type completion for my scenario.

```typescript

export class WritableObjStream<T> extends (stream.Writable as any) {
    writableObjectMode: true

    write(object: T, cb?: (error: Error | null | undefined) => void): boolean {
        return super.write(...more details)
    }
}
```
Because we type assert the base class to any, TS has no knowledge of the superclass. I tried a few solutions, with errors included below:
```typescript
(super as any).write() // 'super' must be followed by an argument list or member access.
```
```typescript
let s: stream.Writable = undefined;
// @ts-ignore
s = super // Identifier expected.

return s.write() // 'super' must be followed by an argument list or member access, Expected 1-3 arguments, but got 0.
```
Luckily, it autocomplete is picking up on the proper type of s.write() now and giving me an argument error.
Also, from what I can gather `super` is treated as a keyword not an identifier, which results in the error above.

This may not be the most common of errors, but there may be a few scenarios/other use cases. I tried writing a few examples up but none made real-world sense besides this use-case of a workaround for overriding methods.
Repository: ant-design
Issue: select dropdown malfunctions when nested inside radio
Labels: 🐛 Bug,Inactive,❓FAQ

- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/stupefied-clarke-dh6n3?file=/package.json:424-432)

### Steps to reproduce
1. choose a name in the select
2. choose another name in the same select

### What is expected?
In step 2, dropdown is retained and  we can type in select to choose a drop down option

### What is actually happening?
dropdown immediately disappears. We cannot type in select in step 2

| Environment | Info |
|---|---|
| antd | 4.5.1 |
| React | ^16.12.0 |
| System | mac os |
| Browser | chrome  |


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Repository: PowerToys
Issue: Add the ability to turn off Window decorations
Labels: Idea-New PowerToy,Product-Tweak UI Design

## 📝 Provide a description of the new feature

_What is the expected behavior of the proposed feature?  What is the scenario this would be used?_

1. Add an option to turn off **window decorations**, i.e. ability to toggle minimize, maximize and close buttons on the top bar. This feature would complement the existing **tiling** (FancyZones) implemented to increase productivity (needing less mouse usage).

2. And maybe map those buttons to dedicated shortcuts (could use Keyboard Manager for this purpose). Example **Win + C** closes the current window in focus,


If you'd like to see, this feature implemented, add a 👍 reaction to this post.
Repository: TypeScript
Issue: Suggestion: Allow ES6 export syntax in namespaces
Labels: Suggestion,Awaiting More Feedback

**TypeScript Version:**  typescript@4.0.0-dev.20200801

**Search Terms:** namespace, import, export, re-export, module

**Code**

```ts
import { Point } from "./Point";

export type Line = {
  readonly p1: Point;
  readonly p2: Point;
  readonly points?: readonly [Point, ...(readonly Point[])];
};

export namespace Line {
  export { Point } from "~/Point"; // TS says "Export declarations are not permitted in a namespace"
  // `export { Point };` <-- Should also work.
}

type LinePoint = Line.Point;
// ^ Somehow this actually works, i.e. `LinePoint` equals `Point`
```

**Expected behavior:**
Exporting from a namespace should mirror ES6 module exports, i.e. `export { X }`, `export { X } from "..."`, and `export * as NS from "..."`

The lack of syntax for re-exports makes it very hard to use namespace/type/function merging abilities to represent nice APIs. Here's an example of what a module could look like if this was allowed...

```ts
// User.tsx

import { Admin } from "./Admin";
import { Member } from "./Member";

export type User = Admin | Member;
export type Props = { readonly user: User; };

export function User({ user }: Props) {
  return Admin.isAdmin(user) ? <Admin admin={user} /> : <Member member={user} />;
}

export namespace User {
  export { Admin, Member }; // Nice.
  export const isAuthenticated = (user: User): boolean => true;
}

// Home.tsx

import { User } from "./User";

export function Home({ user }: User.Props) {
  return <User.Admin admin={useAdmin()} />; // An example of what this enables.
}
```

**Actual behavior:**
TypeScript says "Export declarations are not permitted in a namespace," even though it actually respects the export declaration outside of the namespace.

**Playground Link:**
https://www.typescriptlang.org/play/#code/HYQwtgpgzgDiDGEAEBBJBvAUEnSIA8YB7AJwBcl4jgoKQkBeJAIhGaRCkutoG5MAvpkyhIsBMgBCGbLgLFyGVEgH8hmKjQr5GSSQDoU+kLyA

**Related Issues:**
https://github.com/microsoft/TypeScript/issues/20273
This issue showcases some of the syntax gymnastics needed to get around this issue.

https://github.com/microsoft/TypeScript/issues/4529
https://github.com/microsoft/TypeScript/issues/4529#issuecomment-140932811
More examples of verbose workarounds.

https://github.com/microsoft/TypeScript/issues/38041#issuecomment-616807133
@rbuckton Provides a nice example of what this could look like if enabled.

https://github.com/microsoft/TypeScript/issues/38041#issuecomment-662142857
My comment with another motivating example after the issue was closed.
Repository: ant-design
Issue: Tree titleRender virtual list dont render when resizing
Labels: 🐛 Bug,Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-4pctr?file=/index.js)

### Steps to reproduce
Click on promary buttons. The items render only when scroll the list

### What is expected?
All items should render when resize.

### What is actually happening?
Look at screenshot
![image](https://user-images.githubusercontent.com/16710810/89116533-c6e3e700-d49d-11ea-8790-7b102b3868c3.png)

| Environment | Info |
|---|---|
| antd | 4.5.1 |
| React | 16.13.1 |
| System | Windows 10 |
| Browser | Chrome 84.0.4147.105 |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: flutter
Issue: Background Audio capability in video player
Labels: c: new feature,p: video_player,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

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## Use case
Playing media when app is in background

<!--
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     on pub.dev/flutter that already solves this?
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## Proposal
Please look into how https://pub.dev/packages/flutter_vlc_player could able to do it

<!--
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     Does this have to be provided by Flutter directly, or can it be provided
     by a package on pub.dev/flutter? If so, maybe consider implementing and
     publishing such a package rather than filing a bug.
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Repository: PowerToys
Issue: New PowerToy idea: DesktopManager
Labels: Idea-New PowerToy

I had a idea for a new PowerToy: The DesktopManager

I'm made some concept arts on the computer to show you what I imagine.

# <img src="https://user-images.githubusercontent.com/58633848/89117634-b896ca80-d49f-11ea-827e-a607aa8c24cb.png" width="48">DesktopManager
## Functions
The DesktopManager had two functions:
### The DesktopManager panel
![Concept art 1](https://user-images.githubusercontent.com/58633848/89117712-4377c500-d4a0-11ea-942e-297e017e3924.png)
![Concept art 2](https://user-images.githubusercontent.com/58633848/89117713-45418880-d4a0-11ea-8c5a-e3f6b8a932fe.png)
![win](https://user-images.githubusercontent.com/58633848/89117717-4a063c80-d4a0-11ea-87c3-01025f086556.png)

In the DesktopManger panel you can save the layout of your icons on the desktop. So you can quickly change the layout.

The panel is sticky on the desktop.

That's good for save desktop layouts like one for all icons of games and one for all icons with programming applications and so on.

This feature should be disabled for default.
### Desktop context menu item "Remove item from desktop"
A new item in the context menu on the desktop to remove a item or several items quickly from the desktop.

This feature should be enabled for default.
## Settings
* DesktopManager panel
** Panel enabled (Checkbox) (default: off)
** Switch on logon to this layout: (List) (default: the last)
* Context menu
** "Remove item from desktop" enabled (Checkbox) (default: on)

## UML diagrams
![PowerToys1](https://user-images.githubusercontent.com/58633848/89117950-280db980-d4a2-11ea-9a74-41e5873a16a7.png)
![PowerToys2](https://user-images.githubusercontent.com/58633848/89117953-2b08aa00-d4a2-11ea-8d5c-e8188d8c8742.png)

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: godot
Issue: C# constructors appear to be called twice
Labels: bug,confirmed,topic:dotnet

**Godot version:**
v3.2.2 stable mono


**OS/device including version:**
Windows 10
GLES3
Nvidia GTX1050


**Issue description:**
Not really sure if this is a bug as my game seems to run just fine but seemed like odd behaviour.
I was doing some testing to check on order of loading/creation by adding some log statements to constructors and _Ready. The out appears to suggest that constructors are called twice.


**Steps to reproduce:**
Create a Mono/C# project.
Create some classes and add console statements to the constructor and _Ready method.



![image](https://user-images.githubusercontent.com/1558027/89124449-a9fae400-d49c-11ea-9c13-525f4c8147ba.png)
Repository: rust
Issue: Wrapper/glue functions such as std::fs::FileType::is_file are not always inlined
Labels: I-slow,C-bug

This function should compile to the exact same assembly as `FileType::is_file` itself, but doesn't: ([godbolt.org link](https://godbolt.org/z/E9Kocv))
```rust
pub fn is_file(x: std::fs::FileType) -> bool {
    x.is_file()
}
```
```asm
example::is_file:
        push    rax
        mov     dword ptr [rsp + 4], edi
        lea     rdi, [rsp + 4]
        call    qword ptr [rip + std::fs::FileType::is_file@GOTPCREL]
        pop     rcx
        ret
```

`FileType::is_file` is only 2-3 instructions and should surely meet the inlining threshold. Other functions such as `std::fs::Metadata::ino` (provided by `std::os::unix::fs::MetadataExt`) are also not inlined, despite `ino()` being just a single load.

This also prevents simple optimizations; despite being a pure function, calling `is_file()` twice results in two separate call instructions just to load, mask and compare the same unchanged var: ([godbolt.org link](https://godbolt.org/z/1nThrK))

When compiling a binary with LTO enabled, these functions get inlined as they should, as far as I can tell, but otherwise there seems to be some kind of boundary preventing the compiler from inlining them.

None of the functions in question are marked `#[inline]`, but neither is `Vec::is_empty` for example, yet that function gets inlined just fine.

This bug is present as early as rust 1.1.0 and is present in the current nightly:
```
rustc 1.47.0-nightly (05762e3d6 2020-08-01)
binary: rustc
commit-hash: 05762e3d6f5facafdd47efdf4203021fadf61bb1
commit-date: 2020-08-01
host: x86_64-unknown-linux-gnu
release: 1.47.0-nightly
LLVM version: 10.0
```
Repository: pytorch
Issue: ./scripts/build_android.sh need support nn::module nn::Functional nn::Linear
Labels: feature,triaged,module: android,oncall: mobile

hope build_android can support nn::module nn::Functional nn::Linear

want to train in android app

also refer to
https://github.com/pytorch/pytorch/issues/42355
Repository: pytorch
Issue: KeyError: xxxxxxxxxx when calling optimizer.state_dict()
Labels: module: optimizer,triaged

## 🐛 Bug

When calling optimizer.state_dict() it raises a KeyError:

```
/root/module/class.py in save_model_parameters(self, model_parameters_path, epoch, optimizer)
    254                       'state_dict': self.state_dict()}
    255         if optimizer:
--> 256             model_dict['optimizer'] = optimizer.state_dict()
    257 
    258         torch.save(model_dict, model_parameters_path)

/usr/local/lib/python3.6/dist-packages/torch/optim/optimizer.py in state_dict(self)
     96         # Remap state to use order indices as keys
     97         packed_state = {(param_mappings[id(k)] if isinstance(k, torch.Tensor) else k): v
---> 98                         for k, v in self.state.items()}
     99         return {
    100             'state': packed_state,

/usr/local/lib/python3.6/dist-packages/torch/optim/optimizer.py in <dictcomp>(.0)
     96         # Remap state to use order indices as keys
     97         packed_state = {(param_mappings[id(k)] if isinstance(k, torch.Tensor) else k): v
---> 98                         for k, v in self.state.items()}
     99         return {
    100             'state': packed_state,

KeyError: 140413627951216
```

## To Reproduce

It is not straightforward to reproduce the error as it doesn't happen in all environments.
It runs normally locally but it raises an error on colab or cloud.

I am training a deep convolution model unsupervised-ly based on [deepcluster ](https://github.com/facebookresearch/deepcluster) pipeline. The approach alternates as follows:

0- remove classifier module
1- feed inputs
2- compute features
3- cluster inputs based on k means
4- add new classifier module
5- use inputs cluster assignments as pseudo labels to train the model

Since I am adding and removing classifier module on the go, I am using `optimizer.add_param_group()` to add new optimization parameters for the added classifier module and using `del optimizer.param_groups[1]` to delete the parameters when the module is removed.

## Expected behavior

The call should not lead to an error.



cc @vincentqb
Repository: rust
Issue: building on arm64 hardware under armv7 qemu emulation want to use wrong platform
Labels: O-Arm,P-medium,T-compiler,regression-from-stable-to-stable,C-bug,O-AArch64

I use arm64 hardware to make armv7 and aarch64 platform docker containers with rust project inside.
To get armv7 on aarch64 platform used qemu emulation via docker buildx.
rust 1.44 works as should. Started from 1.45 it brokes:

```dockerfile
FROM rust:1.45 as rust
RUN USER=root cargo new app
WORKDIR /app
RUN mkdir -p ./src/bin && echo 'fn main() { println!("Dummy") }' > ./src/bin/main.rs
RUN rustc --version --verbose
RUN cargo build --release --verbose
```
start on aarch64: `docker buildx build --platform linux/arm/v7 --progress plain .`
output:
```
#6 [3/4] RUN rustc --version --verbose
#6 0.293 info: syncing channel updates for '1.45.1-aarch64-unknown-linux-gnu'
#6 0.960 info: latest update on 2020-07-30, rust version 1.45.1 (c367798cf 2020-07-26)
#6 0.960 info: downloading component 'cargo'
#6 1.456 info: downloading component 'rust-std'
#6 2.915 info: downloading component 'rustc'
#6 8.791 info: installing component 'cargo'
#6 8.794 info: Defaulting to 500.0 MiB unpack ram
#6 9.854 info: installing component 'rust-std'
#6 12.12 info: installing component 'rustc'
#6 22.04 error: command failed: 'rustc'
#6 22.04 error: caused by: No such file or directory (os error 2)
#6 ERROR: executor failed running [/bin/sh -c rustc --version --verbose]: buildkit-runc did not terminate successfully
```
How it looks like for rust:1.44
```
#8 [5/6] RUN rustc --version --verbose
#8 0.230 rustc 1.44.1 (c7087fe00 2020-06-17)
#8 0.230 binary: rustc
#8 0.230 commit-hash: c7087fe00d2ba919df1d813c040a5d47e43b0fe7
#8 0.230 commit-date: 2020-06-17
#8 0.230 host: armv7-unknown-linux-gnueabihf
#8 0.230 release: 1.44.1
#8 0.230 LLVM version: 9.0
#8 DONE 0.3s

#9 [6/6] RUN cargo build --release --verbose
#9 0.330    Compiling app v0.1.0 (/app)
#9 0.330      Running `rustc --crate-name app --edition=2018 src/main.rs --error-format=json --json=diagnostic-rendered-ansi --crate-type bin --emit=dep-info,link -C opt-level=3 -C metadata=e0e87e943b5623ed -C extra-filename=-e0e87e943b5623ed --out-dir /app/target/release/deps -L dependency=/app/target/release/deps`
#9 0.331      Running `rustc --crate-name main --edition=2018 src/bin/main.rs --error-format=json --json=diagnostic-rendered-ansi --crate-type bin --emit=dep-info,link -C opt-level=3 -C metadata=198a25098b0a5694 -C extra-filename=-198a25098b0a5694 --out-dir /app/target/release/deps -L dependency=/app/target/release/deps`
#9 1.785     Finished release [optimized] target(s) in 1.60s
#9 DONE 2.0s
```

Seems rust 1.45 wrongs when tries to get a platform. 1.44 takes it correct.