sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Printing of closure types and MIR closure constructors
Labels: A-pretty,C-enhancement,A-closures,T-compiler,A-MIR

Quoting @eddyb in https://github.com/rust-lang/rust/pull/66850#issuecomment-559599865

> I'm not that happy with `[closure@PATH::{{closure}}#n ...]`, but it's consistent with what we have so far, if we want to go further I'd prefer something like this:
> ```rust
> foo<T>::{closure#0} { q:&i32, t:&T }
> ```
> (yes, `{{closure}}#n` -> `{closure#n}` is a change we should do eventually, IMO)
> and without `-Z span_free_formats` we could perhaps go for:
> ```rust
> closure(src/main.rs:10:13) { q:&i32, t:&T }
> ```
> (and we need to remember to fix generators as well)
> 
> Oh and we could also change `fn` definition types from:
> ```rust
> fn(bool) -> bool {std::convert::identity::<bool>}
> ```
> to:
> ```rust
> fn std::convert::identity::<bool>(bool) -> bool
> ```
Repository: create-react-app
Issue: Improve comments for file-loader
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

Right now, `file-loader` is setup to "catch" all files that were not handled by other loaders.
But for some reason we *exclude* only some extensions and not the others.

There is a comment that tries to explain this:  https://github.com/facebook/create-react-app/blob/29c5e55adef2ce11e69b8d9584a664e94e6d9151/packages/react-scripts/config/webpack.config.js#L564-L568

I'm really thankful that there is a comment that tries to clear up what's going on, but I think it failed here. I read it several times and I have no idea why we exclude script files and not css files.


### Describe the solution you'd like

If someone could explain it a little bit better here I'd love to help improve this part of the file.
Repository: opencv
Issue: Feature request: support batch resize
Labels: feature,priority: low,category: gpu/cuda (contrib)

##### System information (version)
- OpenCV => 4.1.2
- Operating System / Platform => Ubuntu 18.04
- Compiler => gcc 8.3

##### Detailed description

We already have resize functionality [link](https://docs.opencv.org/4.1.2/da/d54/group__imgproc__transform.html#ga47a974309e9102f5f08231edc7e7529d) (cuda version [link](https://docs.opencv.org/4.1.2/db/d29/group__cudawarping.html#ga4f5fa0770d1c9efbadb9be1b92a6452a) ) but some libraries that opencv work with e.g. CUDA, support batch resize [link](https://docs.nvidia.com/cuda/npp/group__image__resize__batch.html)

Would it be possible to make that available as well?
Repository: storybook
Issue: Addon-docs: Markdown summary / details blocks should have sbdocs escape hatches
Labels: bug,addon: docs,mdx

**Describe the bug**
Markdown support collapsable blocks by default with the following syntax:

```
<details><summary>Here's a quick reminder about moment</summary>
bla bla
</details>
```

MDX support this fine but the escape hatches are missing.

![image](https://user-images.githubusercontent.com/794579/69890833-172ef780-12c6-11ea-966e-4179a4cec07d.png)

**Expected behavior**
The following should be rendered

```
<details class="sbdocs sbdocs-details">
   <summary class="sbdocs sbdocs-summary">blabla></summary>
<details>
```
Repository: pytorch
Issue: `index_select` with multidimensional `index`
Labels: feature,triaged,module: advanced indexing

## 🚀 Feature
Let [`index_select`](https://pytorch.org/docs/stable/torch.html#torch.index_select) work with a multidimensional `index`.

## Motivation

Index the input tensor along a given dimension using the entries in a multidimensional array of indices. For example,
```
a = b.index_select(-1, c)
```
should mean
```
a[i, j, k] = b[i, j, k, c[i, j, k]]
```

## Alternatives

**Option 1:**
```
a = b.gather(-1, c[..., None])[..., 0]
```

**Option 2:** Create a meshgrid with the indices `i,j,k,...`. Then create an empty array `a` of the appropriate size. Then assign to `a` as follows:
```
a[i, j, k] = b[i, j, k, c[i, j, k]]
```
Repository: godot
Issue: 2D View Helpers are only displayed in the Select Mode
Labels: enhancement,topic:editor

**Godot version:**
3.2.beta

**OS/device including version:**
Solus 4 Gnome

**Issue description:**
Helpers currently are not shown in other 2D View modes, like the Move Mode, they only show in the Select Mode, which is not very helpful. It would be great if they also show at least in the Move Mode, they are very helpful for designing, but designing with the Select Mode is a nightmare because you keep selecting things you didn't want.

**Steps to reproduce:**
1. Create a scene with a Control root
2. Add some control children (labels, buttons and stuff)
3. Go to View -> Show Helpers and enable it
4. Use the Move mode to design your interface
5. Now use the Select mode
Repository: godot
Issue: Unable to access iOS Photo Library
Labels: bug,platform:ios,topic:porting



**Godot version:**
3.2 Beta 2
**OS/device including version:**
Pop OS 19.1
**Issue description:**
Unable to access iOS Photo Library

**Steps to reproduce:**

in iOS export settings, add a PhotoLibrary usage description
![Screenshot from 2019-11-29 14-19-11](https://user-images.githubusercontent.com/24432677/69892411-0e382900-12ba-11ea-9f93-7f0732c0bf09.png)

OS.request_permissions()
OS.get_system_dir(6) for user photos directory (same code works with android and desktop)

I have also tried using
'/private/var/mobile/Media/DCIM'

When I open a file dialog with that path, I get this path instead: 
'/private/var/mobile/Containers/Data/Application/.......'

![YLUpl21D](https://user-images.githubusercontent.com/24432677/69906709-6df70880-137c-11ea-98ea-4bd9a1bccd43.jpeg)
**Minimal reproduction project:**
Repository: TypeScript
Issue: Provide editor feature for filling in 'switch' cases for common scenario
Labels: Suggestion,Awaiting More Feedback

Hi,

**Not a bug**, but a feature request please. Have been [asked](https://github.com/dotnet/roslyn/issues/40064) to post feature request here.

**Version Used**: 
N/A

**Steps to Reproduce**:

1.  Create an enum.
2.  Create a variable in a method for that enum, assign value.
3.  Type sw(tab)(tab) and press Enter.

**Expected Behavior**:
Like C#, enum values to be auto-listed as cases.

```typescript
 let status: StatusETW = etw.EtwStatusId as StatusETW;
            switch (status) {
                case StatusETW.Cancelled:
                    break;
                case StatusETW.Completed:
                    break;
                case StatusETW.Draft:
                    break;
                case StatusETW.EligibleToWork:
                    break;
                case StatusETW.Expired:
                    break;
                case StatusETW.UnComplete:
                    break;
                case StatusETW.Unlock:
                    break;
                default:
                    break;
            }
```

**Actual Behavior**:
This happens:
```typescript
let status: StatusETW = etw.EtwStatusId as StatusETW;
            switch (status) {

                default:
            }
```

Kind Regards.
Repository: vscode
Issue: Allow for setting `enter` as a keyboard shortcut through the UI 
Labels: help wanted,feature-request,keybindings-editor


Issue Type: <b>Feature Request</b>

## The Ask
Today you can set all keyboard shortcuts throught the UI, except those whose last chord part is a sole `enter`. This includes the shortcut `enter`. This seems to be because enter submits the shortcut's setting dialog.

My feature request is for VS Code to allow these shortcuts to be configured from the UI.

## My Use Case
I'm an extension publisher and my extension has a REPL with a multiline prompt. Some users want to submit the prompt using `enter`, some  users want to create new lines using `enter`. My extension allows for this to be configured as a vscode keyboard shortcut. But the instructions I have to give to my users for configuring it involves finding the `keybindings.json` file and disable the default shortcuts and enable whatever shortcuts they want.

I'd want to just instruct them to use the Keyboard Shortcuts UI for configuring this.

## I'll Send a PR

If this is deemed something that the VS Code teams want to enable, I am willing to put in work to get it done.

One idea for how this could be allowed is the change the UI such that the user needs to click a submit button in order to set bindings. Then `enter` would be non-special. I think people are used to such UI:s today from various chat clients.

VS Code version: Code 1.40.2 (f359dd69833dd8800b54d458f6d37ab7c78df520, 2019-11-25T14:52:45.129Z)
OS version: Darwin x64 19.0.0


<!-- generated by issue reporter -->
Repository: react
Issue: Undo behavior in controlled input doesn't work as expected
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*?**

Report a bug

**What is the current behavior?**

1. Load https://codesandbox.io/s/material-demo-8wgfs.
1. Focus the first input.
1. Type <kbd>a</kbd>.
1. Press <kbd>Tab</kbd> to focus the second input.
1. Type <kbd>a</kbd>.
1. Use Ctrl/Cmd+Z or Edit->Undo to undo these two changes.

Notice that the uncontrollable input change is reverted
Notice that the controllable input change is **not** reverted

![undo](https://user-images.githubusercontent.com/3165635/69901991-fb405a00-1388-11ea-9085-ddd4131a42a9.gif)

**What is the expected behavior?**

uncontrollable & controllable inputs behave identically.

**Which versions of React, and which browser / OS are affected by this issue? Did this work in previous versions of React?**

React 16.12.0
Chrome 78.0.3904.108
macOS 10.14.6

First reported in https://github.com/mui-org/material-ui/issues/18545.
Repository: vue
Issue: support computed as arrow function in typescript
Labels: typescript

### What problem does this feature solve?
transform a project which has used lots of  ' xxx: vm => vm.prop ' as computed options to typescript easier

### What does the proposed API look like?
change vue/types/options.d.ts type Accessors<T> to 

```ts
export type Accessors<T> = {
  [K in keyof T]: (() => T[K]) | ComputedOptions<T[K]> | ((vm: any) => T[K])
}
```

<!-- generated by vue-issues. DO NOT REMOVE -->
Repository: rust
Issue: misleading E0392 "parameter `T` is never used" for every containing struct
Labels: A-diagnostics,T-compiler,C-bug

Rustc emits an error for every struct _containing a struct_ with an unused type parameter. Unless there's some edge case I'm not thinking of, this seems pointless, as the user will eventually have to fix the "leaf" struct (that which is the root of the problem), which would then fix the entire tree of structs.

I tried this code:
```
struct Foo<T> {
    bar: Bar<T>,
}
struct Bar<T> {}
```

I expected to see this happen:
```
error[E0392]: parameter `T` is never used
 --> src/main.rs:4:12
  |
5 | struct Bar<T> {}
  |            ^ unused parameter
  |
  = help: consider removing `T`, referring to it in a field, or using a marker such as `std::marker::PhantomData`

error: aborting due to previous error
```

Instead, this happened:
```
error[E0392]: parameter `T` is never used
 --> src/main.rs:1:12
  |
1 | struct Foo<T> {
  |            ^ unused parameter
  |
  = help: consider removing `T`, referring to it in a field, or using a marker such as `std::marker::PhantomData`

error[E0392]: parameter `T` is never used
 --> src/main.rs:4:12
  |
4 | struct Bar<T> {}
  |            ^ unused parameter
  |
  = help: consider removing `T`, referring to it in a field, or using a marker such as `std::marker::PhantomData`

error: aborting due to 2 previous errors
```

## Meta

`rustc --version --verbose`:
rustc 1.41.0-nightly (25d8a9494 2019-11-29)
binary: rustc
commit-hash: 25d8a9494ca6d77361e47c1505ecf640b168819e
commit-date: 2019-11-29
host: x86_64-unknown-linux-gnu
release: 1.41.0-nightly
LLVM version: 9.0
Repository: PowerToys
Issue: Possibility to make snapshots
Labels: Idea-Enhancement,Product-FancyZones

# Possibility to make snapshots
Please provide possibility to make snapshots with windows positions. And hotkeys to load saved snapshots.
Repository: flutter
Issue: Add better handling to TextField for improved UX in Flutter Web in multi-line scenarios.
Labels: a: text input,c: new feature,framework,platform-web,c: proposal,P2,team-web,triaged-web

## Use case
This is specifically related to Flutter Web I think.

When using a TextField widget in Flutter Web, and when that TextField widget has .maxLines > 1, pressing the Enter key does not fire the onSubmitted callback.  This is expected because in a multi-line scenario, the enter key has a different purpose.

Pressing the tab key to blur the TextField also does not trigger the onSubmitted callback.  Users expect to be able to tab out of field when using physical keyboard in a web scenario.  Developers expect to be notified of this, typically via an onBlur callback.

The current workaround that I have found here: https://github.com/flutter/flutter/issues/21318 will work, but it requires getting deeper into the Flutter machinery that I'd like and manually programming an onBlur handler.  Here's an example where I'm building a multi-line TextField Widget for a dynamically generated view and I'm having to manually work with a FocusNode in order to achieve blur-like behavior.

```
  Widget _paragraphField(String fieldName) {
    final height = heightMap["paragraph"];
    final c = TextEditingController();
    c.text = model.viewData[fieldName];
    final fn = FocusNode();
    bool isFocused = false;

    fn.addListener(() {
      if (!fn.hasFocus && isFocused) {
        isFocused = false;
        setState(() {
          model.updateField(fieldName, c.text);
        });
      }
      if (fn.hasFocus) {
        isFocused = true;
      }
    });

    return Container(
        width: 500,
        height: height,
        child: Column(
          crossAxisAlignment: CrossAxisAlignment.start,
          children: <Widget>[
            Text("$fieldName (paragraph)"),
            TextField(
              focusNode: fn,
              controller: c,
              maxLines: 3,
              keyboardType: TextInputType.multiline,
            ),
          ],
        ));
  }
```

## Proposal
Add an onBlur callback to TextField so that multi-line scenarios are handled more elegantly:

```
TextField(onBlur:(value){...}),
```

or, trigger the existing .onSubmitted() callback when the user tabs out of a multi-line TextField
Repository: godot
Issue: Window Dialog doesn't follow anchors
Labels: discussion,topic:gui

**Godot version:**
3.1.1

**OS/device including version:**
Windows 64bit

**Issue description:**
Window dialog doesn't move nor scale based on its anchors on runtime, tho i believe this is a bug as when you manually rescale its parent while in editor, it actually behaves as it should be

**Steps to reproduce:**
Set its parent to full rect, using the layout, choose any (top-left, full-rect, or etc), run it, rescale the game display

**Minimal reproduction project:**
[Window Dialog Bug.zip](https://github.com/godotengine/godot/files/3907435/Window.Dialog.Bug.zip)
Repository: flutter
Issue: [google_sign_in] Refresh token in GoogleSignInAuthentication
Labels: c: new feature,p: google_sign_in,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

I'm writing API for my flutter app, where I register users by their's idToken. Now I want to sync events with Google Calendar using server, but I can't reach that, because I have only access_token. I need refresh_token too for endless access to Google Apis.
Repository: tensorflow
Issue: tensorflow/workspace: re2 dependency does not use release/master branch
Labels: stat:awaiting tensorflower

tensorflow/workspace.bzl has this for the re2 dep:

```
    tf_http_archive(
        name = "com_googlesource_code_re2",
        sha256 = "d070e2ffc5476c496a6a872a6f246bfddce8e7797d6ba605a7c8d72866743bf9",
        strip_prefix = "re2-506cfa4bffd060c06ec338ce50ea3468daa6c814",
        system_build_file = clean_dep("//third_party/systemlibs:re2.BUILD"),
        urls = [
            "https://storage.googleapis.com/mirror.tensorflow.org/github.com/google/re2/archive/506cfa4bffd060c06ec338ce50ea3468daa6c814.tar.gz",
            "https://github.com/google/re2/archive/506cfa4bffd060c06ec338ce50ea3468daa6c814.tar.gz",
        ],
    )
```

That commit is https://github.com/google/re2/commit/506cfa4bffd060c06ec338ce50ea3468daa6c814 which is on some random branch called abseil (https://github.com/google/re2/commits/abseil) and incompatible with master or any released version of re2. This completely breaks building against system libs. On Gentoo we have re2-2019.09.01 packaged (and i cant and wont change the package to use a random branch because other packages (eg chromium) need the real released versions not a random branch).

TF wont build against master, it fails with errors about "StringPiece" vs "string_view". I cant figure out how to link properly to the diff but go here https://github.com/google/re2/compare/abseil#diff-6dc69df7618951357bb5fb674c66aa34 and click "files changed" then "showing 120 changed files" then click re2/re2.h. Its fairly obvious why its failing to build. 

What even is the abseil branch? The stats say `This branch is 166 commits ahead, 167 commits behind master.` So its clearly not just some feature branch that is going to be merged in soon.
TF should be using master, if TF needs some new functionality in deps then please make a new re2 release first? I (grudgingly) understand why for eigen and llvm, but re2 has monthly release cycles

@gunan @angerson @martinwicke
Repository: rust
Issue: include! should allow inner doc comments and directives
Labels: A-attributes,A-macros,T-lang,E-help-wanted,E-medium,C-feature-request

Currently, `include!` cannot include a file that contains inner doc comments (`//! ...`) or directives (`#![...]`). That creates a challenge when trying to generate a crate's top-level contents with a build script.

See https://internals.rust-lang.org/t/include-raw-directive-for-raw-textual-inclusion-of-generated-code/11405 for discussion. @dtolnay pointed out that we can fix this backwards-compatibly, as it would just turn an error into a non-error.
Repository: terminal
Issue: Ctrl+Mouse scroll changes the font size
Labels: Product-Conhost,Help Wanted,Area-Input,Area-Server,Issue-Bug,Priority-2

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# Environment

```none
Windows build number: Microsoft Windows [Version 10.0.18363.476]
Windows Terminal version (if applicable): No

Any other software? No
```

# Steps to reproduce
<!-- A description of how to trigger this bug. -->
Run [the attached app](https://github.com/microsoft/terminal/files/3908161/CtrlScroll.zip), press and hold Ctrl, start scrolling.

# Expected behavior
<!-- A description of what you're expecting, possibly containing screenshots or reference material. -->
The app receives `MOUSE_EVENT_RECORD`s and uses them to control the slider.

# Actual behavior
<!-- What's actually happening? -->
The app receives `MOUSE_EVENT_RECORD`s and uses them to control the slider, **but at the same time the host changes the font size**, so the intended functionality is effectively unusable.

It does not happen in legacy mode and never happened prior to Windows 10.

There is no way to disable this feature in console settings - "Enable Ctrl key shortcuts" is already off.

UPD: everything above applies to Ctrl+Shift+Mouse Scroll as well. It changes the window transparency and there's no way to disable it.
Repository: svelte
Issue: Site examples: wrap text nodes instead of elements
Labels: stale-bot,temp-stale,documentation

**Is your feature request related to a problem? Please describe.**
The examples aren't showing the advantage of Svelte in that it can update text nodes, it doesn't have to replace whole elements:
> Svelte writes code that surgically updates the DOM

**Describe the solution you'd like**
```diff
diff --git a/site/content/examples/03-logic/00-if-blocks/App.svelte b/site/content/examples/03-logic/00-if-blocks/App.svelte
index 01b8867ad..16c0e2124 100644
--- a/site/content/examples/03-logic/00-if-blocks/App.svelte
+++ b/site/content/examples/03-logic/00-if-blocks/App.svelte
@@ -6,14 +6,7 @@
 	}
 </script>
 
-{#if user.loggedIn}
-	<button on:click={toggle}>
-		Log out
-	</button>
-{/if}
-
-{#if !user.loggedIn}
-	<button on:click={toggle}>
-		Log in
-	</button>
-{/if}
+<button on:click={toggle}>
+	{#if user.loggedIn}Log out{/if}
+	{#if !user.loggedIn}Log in{/if}
+</button>
```

**Describe alternatives you've considered**
I understand that the existing example (and related tutorials) are extremely clear because the if block is at the root column of indentation, and I think that should absolutely be kept. Maybe a separate example/tutorial would be good to explain this advantage?

Also, is this actually quicker? I'm making an assumption that replacing an element is slower than changing the content of a text node, but I might be way off. Perhaps browsers have greatly optimised the former but not the latter? Perhaps there are unpleasant side-effects of the latter?

**How important is this feature to you?**
What really impressed me about Svelte was the REPL in the examples and tutorials, how it shows the compiled JS output, and how it was a simple step for me to find functions like `set_data()` in the source and see that they are literally replacing the content of text nodes. The browser dev tools also shows what's being replaced in the DOM, and I love that the tagline is true: it really is surgically updating the DOM!

So I think it's important to advertise that feature more clearly to those who wouldn't go looking at how Svelte changes the DOM.

**Additional context**
I was going to submit a pull-request but then realised there are lots of examples of this, so that would be a big diff to make that may not be wanted =D
Repository: godot
Issue: Instancing a scene where main node is a sprite with Texture set to ViewPortTexture does not render
Labels: bug,topic:core,confirmed

When you instantiate a scene where main node is a sprite with Texture set to ViewPortTexture does not render in-game. And also if you save that new scene that instantiates our scene, close Godot and reload the saved scene the instantiated scene sprite will not render the viewport even in  edit mode.