sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Permit multi-segment paths as const generic arguments without `{}`
Labels: T-compiler,A-const-generics

```rust
mod m {
    pub const N: u32 = 0;
}

struct S<const X: u32>;

fn main() {
    let _ = S::<m::N>; // error[E0573]: expected type, found constant `m::N`
}
```
([Playground link](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=ebe88cbf8dc8b498498fcec649c16fbf))

There's no reason this couldn't be supported, but it's nontrivial to implement: we need to wait until type-checking to disambiguate between types and constants due to associated types (see [this Zulip conversation](https://rust-lang.zulipchat.com/#narrow/stream/131828-t-compiler/topic/generic.20argument.20disambiguation/near/177847619)).

This is essentially the same issue as https://github.com/rust-lang/rust/issues/66615, but it's more visible (and affects `min_const_generics`).
Repository: go
Issue: x/website/internal/dl: serve .sha256 checksum files by redirecting to https://dl.google.com/go
Labels: NeedsDecision

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

https://github.com/golang/website/pull/24

### 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?

The download of a Go release redirects to https://dl.google.com/go but the download of the same release's sh256 checksum does not.

For example:

```
$ curl https://golang.org/dl/go1.15.2.linux-amd64.tar.gz
<a href="https://dl.google.com/go/go1.15.2.linux-amd64.tar.gz">Found</a>.

$ curl https://golang.org/dl/go1.15.2.linux-amd64.tar.gz.sha256
<!DOCTYPE html>
<html>
<head>
<meta name="go-import" content="golang.org/dl git
https://go.googlesource.com/dl">
<meta http-equiv="refresh" content="0;
url=https://golang.org/dl/#go1.15.2.linux-amd64.tar.gz.sha256">
</head>
<body>
Nothing to see here; <a
href="https://golang.org/dl/#go1.15.2.linux-amd64.tar.gz.sha256">move
along</a>.
</body>
</html>
```

The sha256 URL is available at https://dl.google.com/go by appending `.sha256` to the end of a release:

```
$ curl https://dl.google.com/go/go1.15.2.linux-amd64.tar.gz.sha256
b49fda1ca29a1946d6bb2a5a6982cf07ccd2aba849289508ee0f9918f6bb4552
```

To summarize, 

1. :heavy_check_mark: `curl https://golang.org/dl/go1.15.2.linux-amd64.tar.gz -> https://dl.google.com/go/go1.15.2.linux-amd64.tar.gz`
1. :no_entry_sign: `curl https://golang.org/dl/go1.15.2.linux-amd64.tar.gz.sha256 -> curl https://dl.google.com/go/go1.15.2.linux-amd64.tar.gz.sha256`
1. :heavy_check_mark: `curl https://dl.google.com/go/go1.15.2.linux-amd64.tar.gz`
1. :heavy_check_mark: `curl https://dl.google.com/go/go1.15.2.linux-amd64.tar.gz.sha256`

### What did you expect to see?

It would be nice that a release's sha256 can be redirected from https://golang.org/dl to https://dl.google.com/go, the same as its corresponding release. This makes the download of a release and its checksum both accessible from https://golang.org/dl.

### What did you see instead?

The download of a release's checksum is not possible from the host https://golang.org/dl.
Repository: TypeScript
Issue: 'never' (and probably 'void') shouldn't be silently indexable types
Labels: Bug,Rescheduled

```ts
let x = [1, 2, 3, 4].forEach(x => { console.log(x));
x["hello"] = 123;
```

Expected: an error that `x` is possibly `void` or something
Actual: no errors
Repository: create-react-app
Issue: ServiceWorker not built in 4.x (next)
Labels: needs triage,issue: bug report

### Describe the bug

`./build/service-worker.js` is no longer generated at all (and there are no error messages) with the latest versions of CRA (4.x) using `@next`.

### Did you try recovering your dependencies?

Yes.

### Which terms did you search for in User Guide?

N/A

### Environment

<!--
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  This enables the maintainers quickly reproduce the issue and give feedback.

  Run the following command in your React app's folder in terminal.
  Note: The result is copied to your clipboard directly.

  `npx create-react-app --info`

  Paste the output of the command in the section below.
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(paste the output of the command here.)

### Steps to reproduce

<!--
  How would you describe your issue to someone who doesn’t know you or your project?
  Try to write a sequence of steps that anybody can repeat to see the issue.
-->

(Write your steps here:)

1. `npx create-react-app test`
2. `cd test`
3. `npm install --save react-scripts@next`
4. `npm run build`
5. `ls -la ./build`

### Expected behavior

`./build/service-worker.js` should be present.

### Actual behavior

The file is missing. This causes a problem with apps which are upgrading from prior CRA versions, as they continue to reference the cached service worker (so the web app continues to cache old assets).

### Reproducible demo

Just run the commands above.
Repository: PowerToys
Issue: [File Explorer] Disabling/uninstalling thumbnail providers may require cleaning up the thumbnail cache
Labels: Issue-Bug,Idea-Enhancement,Priority-3,Product-File Explorer

While testing the fix for enabling/disabling the File Explorer add-ons (https://github.com/microsoft/PowerToys/pull/6883), i.e. preview handlers and thumbnail providers it was found that for thumbnail providers, if you enable/disable the setting may require restarting explorer **and** cleaning up the thumbnail cache. This also applies for uninstalling. 

I'm not exactly sure under what circumstances does Windows normally update the thumbnail cache, but clearing the thumbnail cache using the steps in this article: https://neosmart.net/wiki/clear-thumbnails-cache/#Method_2-4, i.e. `Disk Cleanup ->Thumbnails` can be used consistently to enable/disable the handler once the setting has been applied from PowerToys. (more context at this comment https://github.com/microsoft/PowerToys/pull/6883#discussion_r501415314)

We should find if this step can be avoided, or if there is a way to trigger it from code.
Repository: godot
Issue: Failure to write a file to user:// should be a serious error with a visible error message
Labels: bug,platform:windows,topic:core


**Godot version:**
3.2.2 stable


**OS/device including version:**
Windows 10


**Issue description:**
Tried to write a file with ":" in the filename by accident. Fails silently, no error message on console with -d, only visible in the debugger. Should be a more serious error.


**Steps to reproduce:**
Tried to write a file with ":" in the filename to user:// on Windows 10.
Repository: storybook
Issue: Addon-docs: Inline rendering support for loaders
Labels: feature request,addon: docs,block: other

#12699 adds async loaders to CSF, but the loaded data is not yet compatible with Storybook Docs inline rendering. Until this is added, the loaded data is undefined.
Repository: godot
Issue: Scripts with Preload slows down editor loading
Labels: topic:gdscript,topic:editor

<!-- 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. -->
3.2.3. stable

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
W10

**Issue description:**
<!-- What happened, and what was expected. -->
Expected load time - a few seconds
Actual load time - a lot more

Why?
A Script on the scene is Preloading an 8k noise texture, but the script isn't a tool so it shouldn't run in the editor
For comparison: if the same script is switched from preload to load it'll load up just as fast as it should.
Does this editor loading preload speed up running the actual project vs load? no.

**Steps to reproduce:**
1. make a scene, make it main scene in project settings
2. add script to any node in the scene
3. in the script preload something big
4. exit the project
5. open it, wait for a while for it to load up
6. compare to that exact same script with load instead of preload
optional:
7. run the scene to see how long it takes to start up with the 2 (notice no difference in the loading times if the load is called when the scene runs)

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[Loading.zip](https://github.com/godotengine/godot/files/5358797/Loading.zip)
Note: the zip has script with load (for faster comparison, as load takes a few seconds to load when preload can take minutes), change that to preload, leave the editor and open again.
Repository: scrcpy
Issue: Media control Shortcuts
Labels: feature request

 I have been using vysor to control my FireTV devices and since they upgraded to v3 it's been a complete cluster****.  Found your tool yesterday and it does 99% of everything I need and it is GREAT!  

There is one issue/request.  Can you add media control shortcuts?  Specifically to rewind, play/pause, forward media.  For the FireTV the keycodes are:

KEYCODE_MEDIA_PLAY_PAUSE
KEYCODE_MEDIA_REWIND
KEYCODE_MEDIA_FAST_FORWARD

In vysor, I modify the settings so that my current laptop buttons for these 'functions' is linked to the keycode (currently F9, F10 and F11 buttons).  

It would be great to add shortcuts that would pass those keycodes so that it is possible to control media play through scrcpy.

FYI, I am not a programmer and I don't know the complexity of this request.  Best, MonDV (Thanks for the great tool!!!)
Repository: godot
Issue: Disabling Script Editor stops opening scripts in external code editor
Labels: bug,topic:editor

<!-- 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. -->
3.2.3 Mono

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10

**Issue description:**
<!-- What happened, and what was expected. -->
Disabling the script option in my editor preferences disables opening up scripts in my external editor. 
Similar to [this issue](https://github.com/godotengine/godot/issues/32636), and the comment by @exts (https://github.com/godotengine/godot/issues/32636#issuecomment-540137325) it seems like disabling this option in godot removes a lot of functionality without informing the user of the consequences. 

Im also using C# with Godot, and was simple trying to use the [sample project for c#](https://github.com/giulianob/SampleGodotProject), to then open VSCode to start coding. 

**Steps to reproduce:**
1. Disable script editor from editor profiles
2. Try to open any script in the filesystem window.
Repository: flutter
Issue: [video_player on web] Exiting a fullscreen video causes the browser address bar to disappear on mobile devices
Labels: a: quality,platform-web,p: video_player,package,has reproducible steps,P2,found in release: 2.2,found in release: 2.3,team-web,triaged-web

## Tested Device
Device: Samsung Galaxy note 5 (Android 7.0)
Browser: Chrome 86.0.4240.75


## Steps to Reproduce
1. Go to [IPTV-Player](https://iptv-5f88c.web.app/#/) on mobile device,
2. Tap on custom url button
3. Press watch.
4. Full screen the video, then exit full screen
5. go to the main screen.


## Expected results: <!-- what did you want to see? -->
Not hide the browsers address  bar


## Actual results: <!-- what did you see? -->
![output](https://user-images.githubusercontent.com/28457922/95660728-98f2d280-0ade-11eb-88c9-b0b7ac2f4e1f.gif)

## Flutter doctor -v
```                 
[✓] Flutter (Channel master, 1.23.0-14.0.pre.149, on macOS 11.0 20A5384c x86_64, locale en-US)
    • Flutter version 1.23.0-14.0.pre.149 at /Users/mahesh/Sdk/flutter
    • Framework revision 081c47b83d (7 minutes ago), 2020-10-13 00:03:20 -0400
    • Engine revision c2938d06b1
    • Dart version 2.11.0 (build 2.11.0-213.0.dev)

[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.2)
    • Android SDK at /Users/mahesh/Library/Android/sdk
    • Platform android-30, build-tools 30.0.2
    • Java binary at: /Applications/Android Studio 4.1 Preview.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6222593)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 12.0)
    • Xcode at /Applications/Xcode-beta.app/Contents/Developer
    • Xcode 12.0, Build version 12A8189n
    • CocoaPods version 1.10.0.beta.2

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 4.1)
    • Android Studio at /Applications/Android Studio 4.1 Preview.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6222593)

[✓] Connected device (3 available)
    • macOS (desktop)  • macos      • darwin-x64     • macOS 11.0 20A5384c x86_64
    • Web Server (web) • web-server • web-javascript • Flutter Tools
    • Chrome (web)     • chrome     • web-javascript • Google Chrome 86.0.4240.75

• No issues found!
```
Repository: opencv
Issue: Why there is no Mat_ equivalent of Mat (const std::vector< int > &sizes, ...)?
Labels: feature,category: core

`Mat` has these constructors:
```
Mat (const std::vector< int > &sizes, int type)
Mat (const std::vector< int > &sizes, int type, const Scalar &s)
Mat (const std::vector< int > &sizes, int type, void *data, const size_t *steps=0)
```
which are convenient to declare 3 or more dimensional matrices in a single line, e.g.:
```
Mat m({2, 2, 2}, CV_32FC1);
```
Why there are no equivalents for `Mat_`, i.e.:
```
Mat_(const std::vector< int > &sizes)
Mat_(const std::vector< int > &sizes, const Scalar &s)
Mat_(const std::vector< int > &sizes, void *data, const size_t *steps=0)
```
Repository: godot
Issue: ResourceSaver FLAG_CHANGE_PATH not changing the path
Labels: bug,topic:core,confirmed

**Godot version:** Godot Engine v3.2.3.stable.official


**OS/device including version:** Windows 10


**Issue description:**
The flag `FLAG_CHANGE_PATH` of `ResourceSaver` does not change the path when used in the `save` method.


**Steps to reproduce:**
Create a resource and save with `ResourceSaver.save(path, resource, flags)` passing `ResourceSaver.FLAG_CHANGE_PATH` in flags.

After saving, the `resource_path` of the created resource has not been changed and is still empty.

**Minimal reproduction project:**
[resource_resource_flag_change_path.zip](https://github.com/godotengine/godot/files/5359549/resource_resource_flag_change_path.zip)
Repository: rust
Issue: Do debug-info-preserving optimizations even in debug mode
Labels: I-compiletime,T-compiler,A-mir-opt,A-mir-opt-inlining

Debug mode, which is key to the edit-compile-run cycle, generates a lot more LLVM IR than equivalent C/C++ code does. For example, things like calls to `ptr::write` actually turn into procedure calls at the machine level, whereas they should really always be inlined. We could consider actually performing a subset of MIR optimizations in debug mode, to produce simpler IR and therefore to reduce compile time and improve performance of debug mode code. Naturally, these optimizations need to be carefully written to preserve DWARF debug info, but DWARF has many features designed to enable this sort of thing.
Repository: godot
Issue: Tree multiselect 'get_next_selected()' not collects all selected items
Labels: bug,topic:gui

**Godot version:**

Godot Engine v3.2.3.stable.mono.official - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce GTX 980/PCIe/SSE2

**OS/device including version:**
Windows 10 x64

**Issue description:**
The multi selection on Tree is broken when select multiple items from bottom to top in the tree.

**Steps to reproduce:**
To reproduce you have to select the items from bottom to top. (press CRTL + mouse )
* select folder 'folder_8'
* select folder 'folder_4'
* press right mouse button to show current selection
only folder_8 is found as selected

If you select from top to bottom it works as expected
* select folder 'folder_4'
* select folder 'folder_8'
* press right mouse button to show current selection
folder_4 and folder_8 is found as selected


**Suggested Feature**
Add a new function to get all selected items on SELECT_MULTI mode
`Array get_multi_selected() const`
Returns all selected items if SelectMode set to SELECT_MULTI otherwise null.
For SelectMode=SELECT_SINGLE use 'get_selected' instead



**Minimal reproduction project:**
[selectionBug.zip](https://github.com/godotengine/godot/files/5359758/selectionBug.zip)
Repository: TypeScript
Issue: Declare generics in type assertion / generic constraint and reuse
Labels: Suggestion,Awaiting More Feedback

## Search Terms

generic, type assertion, narrowing, constraint, reuse

## Suggestion

```ts
type Fn<T> = (subject: T) => void

const boolFn = fn as (<T extends boolean>Fn<T>)

// or a less flexible, but easier approach
const boolFn = fn as Fn<T extends boolean>
```

Today there is no way to do that.
The following does not work:

```ts
declare type boolFn<T extends boolean> = Fn<T>
const boolFn = fn
```

The current workaround is to redeclare or compose the base function:

```ts
const boolFn = function <T extends boolean>(subject: T) { return fn(subject) }
```

This unnecessary increase the size of the code.

## Use Cases

There are cases where the functionality of a function only differs in their types.
To provide the best experience in TypeScript,
I would like to create some of the common variations of these function but using the same underlying function to keep the actual code size small.

Here is a simple example in `type-plus`:

```ts
export namespace assertType {
  export type Fn<T> = (subject: T) => void
}

export function assertType<T>(subject: T) { return }

assertType.isUndefiend = assertType as assertType.Fn<undefined> // ok
assertType.isBoolean = assertType as (<T extends boolean = boolean>assertType.Fn<T>) // propose

// usage
let subject: boolean | string = ...
assertType.isBoolean<false>(subject)
```

This proposal allows better reuse of generic types and provide better composability.
It also narrow the gap between the ability to type functions vs variables.

## 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, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: TypeScript
Issue: Allow type assertion for "super" keyword in method.
Labels: Suggestion,Awaiting More Feedback

## Search Terms
super type assertion

## Suggestion

Currently there is no way to provide a type assertion for "super" keyword, because the "super" keyword cannot be wrapped by parentheses, so either `(<T>super).x` or `(super as T).x` will result in an error: "'super' must be followed by an argument list or member access.ts(1034)". 

The parentheses wrapping "super" which only for type assertion use should be allowed.

## Use Cases

```
class A {
  // a decorator will add a instance method "foo" here.
}

class B extends A {
  bar() {
    (<A & {foo: () => void}>super).foo(); // doesn't work.
  }
}

class C extends A {
  bar() {
    (<A & {foo: () => void}>A.prototype).foo(); // this works.
  }
}
```

## Checklist

My suggestion meets these guidelines:

* [●] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [●] This wouldn't change the runtime behavior of existing JavaScript code
* [●] This could be implemented without emitting different JS based on the types of the expressions
* [●] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [●] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: pytorch
Issue: seeding does not work when I initialize a linear model even if I do not use it in the code
Labels: module: nn,triaged

I am having trouble seeding my experiments. I realized some very weird behaviour when I initialize a linear layer such as:

`classifier = nn.Linear(640, 5)`

even if this layer is not used at all in the experiments. For example by just initializing this layer and not using it I get results of 87% in an experiment while if I comment this line I get results of 85%. I get exactly the same results for every process (i.e. if I initialize the layer I always get 87% while If I comment the line I always get 85%).

I use the following seeding initialization to make the process deterministic but it seems that initializing this classifier really just changes the results for some reason:
   
`seed = 16`
`np.random.seed(seed)`
`torch.backends.cudnn.deterministic = True`
`torch.backends.cudnn.benchmark = False`
`torch.manual_seed(seed)`
`torch.random.manual_seed(seed)`
`torch.cuda.manual_seed(seed)`


 What is the matter here?

What I noticed is that re-running the experiment the seed produces the same sequence until a specific iteration and then the sequence changes: I post some of the results, the two are using exactly the same seeding but one with initializing the linear layer the other without., until iteration 24 the sequences are exactly the same, then they are not related at all:

20it [01:17,  3.72s/it]tensor([450, 524, 570, 538, 491])       ,    20it [01:17,  3.70s/it]tensor([450, 524, 570, 538, 491])
21it [01:21,  3.73s/it]tensor([456, 460, 508, 465, 534])       ,    21it [01:20,  3.71s/it]tensor([456, 460, 508, 465, 534])
22it [01:25,  3.74s/it]tensor([586, 581, 562, 529, 531])       ,    22it [01:24,  3.75s/it]tensor([586, 581, 562, 529, 531])
23it [01:28,  3.69s/it]tensor([587, 466, 455, 575, 569])       ,    23it [01:28,  3.70s/it]tensor([587, 466, 455, 575, 569])
24it [01:32,  3.70s/it]tensor([455, 474, 537, 509, 475])       ,    24it [01:31,  3.70s/it]tensor([455, 474, 537, 509, 475])
25it [01:36,  3.67s/it]tensor([451, 580, 501, 597, 481])       ,    25it [01:35,  3.68s/it]tensor([479, 568, 515, 548, 595])
26it [01:39,  3.64s/it]tensor([587, 478, 538, 489, 568])       ,    26it [01:39,  3.67s/it]tensor([564, 478, 487, 594, 455])
27it [01:43,  3.62s/it]tensor([582, 585, 547, 485, 463])       ,    27it [01:42,  3.70s/it]tensor([589, 485, 550, 601, 456])
28it [01:46,  3.65s/it]tensor([514, 573, 591, 520, 586])       ,    28it [01:46,  3.80s/it]tensor([483, 581, 569, 587, 568])
29it [01:50,  3.71s/it]tensor([513, 460, 523, 546, 532])       ,    29it [01:50,  3.74s/it]tensor([571, 597, 459, 539, 524])
30it [01:54,  3.71s/it]tensor([450, 563, 504, 543, 575])       ,    30it [01:54,  3.74s/it]tensor([469, 548, 549, 487, 527])


cc @albanD @mruberry