sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [web] Uncaught (in promise) TypeError: Failed to fetch ( Actual Error message not shown because service worker exception is not handled)
Labels: tool,platform-web,a: error message,P2,team-web,triaged-web

In the flutter web app , if error occurs when the service worker makes a fetch call ( because the resource was not found in cache) , if the fetch call gives an error , its not handled.

It doesn't give the same error message as would have been given by the browser if we didn't use service worker.

It just gives this : `Uncaught (in promise) TypeError: Failed to fetch` instead of telling the exact error.
This fails to give error messages that are related to accessing 'insecure content' , 'mixed content' , 'host <name> not found' messages like how the browser would normally give.
Repository: flutter
Issue: ReorderableTableView
Labels: c: new feature,framework,f: scrolling,would be a good package,c: proposal,P3,team-framework,triaged-framework

## Use case

I'm trying to create a set of columns, like a table, where i can drag and reorder items both within columns and from one column to another. I'm using `Draggable` and `DragTarget` but i find it difficult to keep the data in sync with the views and draggables. Maybe someone else have this problem and a generic solution is in place.

## Proposal

I propose a new `ReorderableTableView` widget, like `ReorderableListView` only you can also move items from one column to another ( where items are also reordered ).

You would have a callback like this:
```
void ReorderCallback (
    int oldColumn,
    int oldRow,
    int newColumn,
    int newRow
) 
```
or better it would default to a behaviour where a new item would "fit" in between other rows, but you could subscribe to a callback whenever a item was moved.

The action to perform before dragging could be optional, that is, instead of long press, we could do a normal press and drag.

It would be nice if you could also select spesific rows ( or cells ) as non-draggable.
Repository: PowerToys
Issue: Markdown Preview: Show images
Labels: Idea-Enhancement,Product-File Explorer

Iit would be nice if the images referred to in Markdown files could be shown. This may be a security issue though.

> Note: I am the author of [MarkdownPreview](https://github.com/Atrejoe/MarkdownPreview), a Windows Explorer preview pane extension looking forward to drop support, already announcing people to switch to Powertoys
Repository: PowerToys
Issue: Syntax highlighting for Markdown preview
Labels: Idea-Enhancement,Product-File Explorer

Markdown preview does not do any syntax highlighting. Please enable syntax highlighting. 
This will prevent me from opening vscode for every README that I come across.
Repository: rust
Issue: Cargotest enhancements
Labels: A-testsuite,P-low,T-bootstrap,T-infra,C-tracking-issue

The Infra team recently made some decisions around the future of cargotest - and there is more to decided and implemented. This issue tracks this work.

Reference: https://paper.dropbox.com/doc/The-future-of-cargotest--AxQ6EFIbNcslFkGPv4Kbr8yhAg-KuqIf3UWJnfrfrukx8o4G
Repository: TypeScript
Issue: Making isServer() and isClient() checks work in TypeScript 
Labels: Suggestion,Awaiting More Feedback

## Search Terms
React, Isomorphic, Client/Server, Frontend, Backend, process, server, window
<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

## Suggestion

Add a typing mechanism for narrowing down global variable declarations. 

```ts
function isServer(): globalThis is typeof globalThis & NodeJS.Global;
```

```ts
function isClient(): globalThis is typeof globalThis & Window;
```

## Use Cases


Isomorphic JavaScript code that runs in browser and server often checks for environment to decide to do various things. Today we have to add both `dom.d.ts` and `@types/node` to bring in all global variables from both declarations such as `window` and `process` in. 

In runtime however it's not safe to assume `window` exists so we have to check for it:



## Examples
```ts
if (isClient()) {
  window.location.search = '?foo'
}
```

```ts
if (isServer()) {
 console.log(process.env.FOO);
}
```

## 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: create-react-app
Issue: Support incremental transition from flow to typescript
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

If you have a codebase written in Flow but want to transition to TypeScript, it would be useful for Create React App to support doing this incrementally without additional config.

At the moment, when following the ['Adding Flow'](https://create-react-app.dev/docs/adding-flow) instructions followed by the ['Adding TypeScript' instructions](https://create-react-app.dev/docs/adding-typescript) instructions, you get an error such as:

```
'import type' declarations can only be used in TypeScript files.  TS8006

    1 | // @flow
    2 | import React from 'react';
  > 3 | import type { Node } from 'react';
```

Example steps to recreate in the first 3 commits here:

https://github.com/penx/cra-flow-ts/commits/master

### Describe the solution you'd like

If you follow the ['Adding TypeScript' instructions](https://create-react-app.dev/docs/adding-typescript) and add TypeScript to a project that already uses [Flow](https://create-react-app.dev/docs/adding-flow), it should compile both Flow and TypeScript files correctly.

### Describe alternatives you've considered

This is possible by [manually editing .tsconfig](https://www.typescriptlang.org/docs/handbook/tsconfig-json.html) after it is generated, as per @tebuevd's comment below. However, Create React App should detect the presence of flow (either flow-bin being in dependencies or presence of a .flowconfig file)  and setup .tsconfig to have `"include": ["src/**/*.ts", "src/**/*.tsx"]` and `"allowJs": false` when it is generated.
Repository: flutter
Issue: [gen_l10n] Checking for unused messages
Labels: c: new feature,framework,a: internationalization,c: proposal,P3,team-framework,triaged-framework

Currently, there is no way to tell if there is a message that isn't being used in the Flutter application. It would be nice to be able to use the tool to check what messages aren't being used in the application so that they can be removed, edited, properly used, etc.

/cc @HansMuller
Repository: godot
Issue: Godot project manager not responding
Labels: topic:editor,confirmed

**Godot version:**

Godot_v3.2.1-stable_win64 but any other vesion of godot seems to be not working too (I tried with 3.2 and 3.1, win32 and win 64).

**OS/device including version:**

Windows 10 Version 10.0.18363
CPU Intel(R) Core(TM) i5-7200U CPU @ 2.50GHz, 2712 MHz, 2 core(s), 4 logical processors(s)
GPU chipset Intel(R) HD Graphics 620 (driver version 26.20.100.7325)

**Issue description:**

1.  If if run the executable, the project manager will open and freeze. The window won't close when I click the [x] button.

2.  I can open a project.godot : the windows explorer will ask me for the path to Godot, then freeze about 5 minutes before opening the project. If I try to open the project manager from the engine editor, the project manager window will open and freeze untill I kill the process.

I used to think that the issue came from my GPU, but Godot seemed to work perfectly fine a few days ago and I didn't change my hardware. Also, my drivers seem to be up to date.

**Steps to reproduce:**

1. Run the executable.

2. Open an old project. Once the engine editor has opened, go to project and select open project manager. (I apologize if the names aren't correct, I'm using the french version and cannot check the english names, due to the issue).

**Minimal reproduction project:**

No minimal reproduction project might be required for this issue, because it seems to happen only on my laptop when I launch the executable.

I'd like to thank you and apologize if I'm not doing this correctly. This is my first opened issue and I am willing to make things better for the engine.
Repository: flutter
Issue: [gen_l10n] Automatically handle unimplemented messages
Labels: c: new feature,framework,a: internationalization,c: proposal,P3,team-framework,triaged-framework

We want developers to be able to say AppLocalizations.foo or AppLocalizations.bar("arg1", "arg2"), before foo or bar have been defined in the template arb file. This will allow Flutter developers using the tool to continue writing their applications without requiring that the methods and/or getters are available to them by defining their ARB file. 

For a sample workflow:

1. Use `Text(AppLocalizations.someMessage)` in application. `newMessage` does not exist in any ARB file yet. However, building the app is possible, it simply generates some placeholder text, such as "Message not implemented."

2. Define the message in the template ARB file. Something like:
```
{
  "someMessage": "Some text to display.",
  "@someMessage:" {...}
}
```

3. Run `gen_l10n` tool. Notice that the app now builds the `Text` widget with "Some text to display." in the application.
Repository: pytorch
Issue: [JIT] Tracer bakes List[Tensor] attribute as constant
Labels: oncall: jit,triaged

```
class TryTracingListClass(torch.nn.Module):
    def __init__(self):
        super().__init__()
        self.classes = [
            torch.rand(3, 4) for _ in range(3)]

    def forward(self):
        # return torch.ops._TorchScriptTesting.take_a_list2(self.classes)
        return torch.cat(self.classes)

traced = torch.jit.trace(TryTracingListClass(), ())
print(traced.graph)
```

```
graph(%self : __torch__.TryTracingListClass):
  %2 : Double(3, 4) = prim::Constant[value=<Tensor>]() # test/test_jit.py:5937:0
  %3 : Double(3, 4) = prim::Constant[value=<Tensor>]() # test/test_jit.py:5937:0
  %4 : Double(3, 4) = prim::Constant[value=<Tensor>]() # test/test_jit.py:5937:0
  %5 : Tensor[] = prim::ListConstruct(%2, %3, %4)
  %6 : int = prim::Constant[value=0]() # test/test_jit.py:5937:0
  %7 : Double(9, 4) = aten::cat(%5, %6) # test/test_jit.py:5937:0
  return (%7)
```

cc @suo
Repository: vscode
Issue: Display Language doesn't update automatically
Labels: feature-request

- Open argv file and change the display language.
- No restart notification is shown

Re #93771

* Change Display Language in one instance, it requires restarting the app
* The second instance doesn't show any notification after sync update
* Restart the second instance uses the new display language
Repository: rust
Issue: rustdoc: Indicate that an item is in the prelude
Labels: T-rustdoc,A-resolve,C-feature-request

**Describe the problem you are trying to solve**
It sucks when you have been importing an item manually your whole life and then you find out that it's in the prelude.

**Describe the solution you'd like**
It would be very nice if there was like a little check next to the item's name that says "_✓prelude_", when it's in the crate's prelude.
Repository: create-react-app
Issue: Support worker-loader and report errors in child loaders
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

If you try to use `worker-loader` in your webpack config, either by ejecting or by patching it into `react-scripts/config/webpack.conf.js` by other means, and there are any eslint errors in your worker files, your build will pretend to succeed but it will produce no build files other than a copy of the `public` directory.

This is because `react-scripts` doesn't report errors in child loaders.  [A PR was created to address this a year ago but it still hasn't been merged.](https://github.com/facebook/create-react-app/pull/6286).  [This was originally reported as a problem with using `workerize-loader` in your project](https://github.com/facebook/create-react-app/issues/8014).  That issue seems to have been closed prematurely because the related PR never got merged.  I haven't used `workerize-loader`, but I've heard there are some issues with using it in your webpack config as well.

### Describe the solution you'd like

Merge the PR.  Handle errors in child loaders.

Also, it'd be nice if I could use `worker-loader` without ejecting or patching `react-scripts`.  I mention that in the same issue because it's a concrete repro case for the issue I'm talking about here.  I don't know what a solution to this would look like, but if there could be some blessed way to add plugins without ejecting that'd be great.  Or `create-react-app` could ship with configuration for common ones, and enable that configuration if the relevant packages happened to be installed.

### Describe alternatives you've considered

I'm already patching this change into my own project because it's really bad for a build system to think it succeeded but not produce a build.  I used `patch-package` to edit the build script without ejecting.  I also used `patch-package` to add `worker-loader` to my webpack config.
Repository: pytorch
Issue: Linking error after marking an op `manual_kernel_registration: True`
Labels: module: build,triaged

## 🐛 Bug

If you specify `manual_kernel_registration: True` for an operator in `native_functions.yaml`, libtorch won't build unless you expose implementation of your operator for exactly one backend, arbitrarily chosen.

## To Reproduce

1. checkout https://github.com/pytorch/pytorch/pull/35829
1. `python setup.py develop`
1. The following linking error happens:
```
/home/wbaranowski/miniconda3/envs/pytorch-cuda-dev/bin/../lib/gcc/x86_64-conda_cos6-linux-gnu/7.3.0/../../../../x86_64-conda_cos6-linux-gnu/bin/ld: /home/wbaranowski/git/Quansight/vanilla/build/lib/libtorch_cpu.so: undefined reference to `at::native::resize_(at::Tensor&, c10::ArrayRef<long>, c10::optional<c10::MemoryFormat>)'
collect2: error: ld returned 1 exit status
ninja: build stopped: subcommand failed.
```

## Expected behavior

Require/allow either all implementations to be exported in `at::native::`, or none.

## Environment

```
$ python collect_env.py
Collecting environment information...
PyTorch version: N/A
Is debug build: N/A
CUDA used to build PyTorch: N/A

OS: Ubuntu 18.04.3 LTS
GCC version: (crosstool-NG 1.23.0.450-d54ae) 7.3.0
CMake version: version 3.16.2

Python version: 3.6
Is CUDA available: N/A
CUDA runtime version: 10.1.243
GPU models and configuration: 
GPU 0: TITAN RTX
GPU 1: TITAN RTX

Nvidia driver version: 440.33.01
cuDNN version: /usr/local/cuda-10.2.89/targets/x86_64-linux/lib/libcudnn.so.7

Versions of relevant libraries:
[pip] numpy==1.17.5
[pip] torch==1.5.0a0+3927147
[pip] torchvision==0.6.0a0+30538b5
[pip] torchviz==0.0.1
[conda] cudatoolkit               10.0.130                      0    anaconda
[conda] magma-cuda101             2.5.1                         1    pytorch
[conda] mkl                       2019.4                      243  
[conda] mkl-include               2019.4                      243  
[conda] numpy                     1.17.5           py36h95a1406_0    conda-forge
[conda] torch                     1.5.0a0+c219d53          pypi_0    pypi
[conda] torchvision               0.6.0a0+30538b5          pypi_0    pypi
[conda] torchviz                  0.0.1                    pypi_0    pypi
```

## Additional context

Once you add `manual_kernel_registration` in `native_functions.yaml`, you can no longer use `dispatch` with different function names for different backends. But the C++ prototype is still generated in `torch/include/ATen/NativeFunctions.h` with `CAFFE2_API` and called from `at::TypeDefault` so you have to expose exactly one implementation, regardless of how many implementations there actually are.

This issue came up while I was working on https://github.com/pytorch/pytorch/issues/33941 and tried to fix it with https://github.com/pytorch/pytorch/pull/35679. I have commented about it on https://github.com/pytorch/pytorch/pull/30649#pullrequestreview-384469484 and then discussed with @ezyang. cc @smessmer
Repository: PowerToys
Issue: Synchronize taskbar icon order
Labels: Idea-New PowerToy

There should be a way to enable/disable as part of my profile synchronization of the taskbar settings. I have this issue because I use multiple machines, and my winkey+number shortcuts don't always work properly; because the taskbar shortcuts aren't in the same order on both my machines. 

If it could only sync the first 10 that would also work, but if it can sync entire taskbar configuration (placement, size, etc) that would be great. I realize that this would mean that the applications installed have to be synchronized as well and there is no real way to do that - but perhaps an option to enable / disable a specific icon; for example "pin to task bar" could mean "pin and sync" or "pin only to this machine" etc.

Not really sure how it could be done or even if its possible.

Stay safe!
Repository: flutter
Issue: Add option to avoid pod install during "flutter build ios"
Labels: platform-ios,tool,a: build,P3,team-ios,triaged-ios

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## Use case

I am trying to setup a flutter iOS build on AppCenter, the project depends on a few company internal pods. I normally commit all installed pods together with the project so never need to do a Pod Install on CI portal.
However, "flutter build ios" will force a Pod Install, have been looking for couple days for ways to disable "Pod Install" but didn't find anything.
Have been trying with Flutter 1.12.13+hotfix.8 • channel stable • and Flutter 1.15.17 • channel beta •

Thanks

<!--
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     on pub.dev/flutter that already solves this?
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## Proposal

Have an option for "flutter build ios" to disable Pod Install, or allow customize Pod command (such as Pod update instead of Pod Install)
Any alternatives are welcome as well.

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Repository: flutter
Issue: Clang 6e00e3fcb082c3f19309ebc6f184ab326eec3328 fails on Android x86 builds
Labels: platform-android,engine,P2,team-android,triaged-android

Rolling to https://chrome-infra-packages.appspot.com/p/fuchsia/third_party/clang/mac-amd64/+/git_revision:6e00e3fcb082c3f19309ebc6f184ab326eec3328 (the latest GOMA enabled toolchain as of this writing) fails on lld for Android x86 (and maybe x64) targets, with errors like:

> contains a compressed section, but zlib is not available

For some gcc libraries in the NDK.  I found https://github.com/android/ndk/issues/888, which is Windows specific and has similar errors, but I believe the problem here is with the Fuchsia clang toolchain we're using rather than with the Android NDK.  Rolling to a slightly earlier revision of clang works (e.g. 7e9747b50bcb1be28d4a3236571e8050835497a6).

/cc @chinmaygarde
Repository: go
Issue: cmd/gofmt: allow same level indent for block comments
Labels: NeedsInvestigation

Given the following code:
```go
/*
someDisabledCode()
*/
```

It will be reformatted as:
```go
/*
	someDisabledCode()
*/
```
(notice the indent it injects)

This is frustrating for users who need to maintain patches since it means that there is now a potentially massive diff when trying to comment large blocks of code in a patch.

Would it be possible for gofmt to stop trying to indent everything within the block comments?

\cc @griesemer
Repository: flutter
Issue: Support golden tests in C++ unit tests for the engine
Labels: a: tests,engine,c: proposal,P2,team-engine,triaged-engine

Right now, engine unit tests do not have a good way to run golden file tests on multiple platforms, particularly when there are features like text/gradients/shadows/etc. that differ slightly across platforms.

It seems like the ideal solution would be to make the gtest fixtures use Skia gold if possible.  /cc @piinks @kjlubick for input on that.

/cc @chinmaygarde
Repository: godot
Issue: .fnt reload doesn't clear removed kerning pairs
Labels: bug,topic:import

**Godot version:** 3.2.0

**OS/device including version:** Windows 10, Alienware Aurora 15(?)

**Issue description:** When editing a .fnt file, Godot will normally detect the change and reload the font data. If you remove a kerning pair, the old values for that pair will remain.

**Steps to reproduce:**

1. Generate a bitmap font with BMFont or similar. Export to the text .fnt format.
2. Create/open a UI Scene
3. Add a text box using that font and type in some text that would typically trigger kerning, e.g. "Aviation"
4. Edit the .fnt file and remove one of the pairs present in the text (e.g. for "Av", the line containing `first=65 second=118`) Save.
5. Focus the Godot window. Observe that the kerning remains unchanged.
6. Restart Godot and open the scene with the text box. The kerning should be different.

**Minimal reproduction project:** Will create upon request.
Repository: flutter
Issue: SelectableText inside InkWell absorbs Tap and nothing happens
Labels: a: text input,framework,f: material design,f: gestures,has reproducible steps,P2,found in release: 3.3,found in release: 3.7,team-design,triaged-design

Placing a `SelectableText` inside `InkWell` makes the `onTap` callback stop working. The ink splash is very minimal and the `SelectableText` selects all the text if I long press for a while.

The expected behavior would be that a tap would execute the `onTap` callback, the ink splash would be wide and visible as normal and a long press should be forwared to the `SelectableText` if the `InkWell` doesn't define a `onLongPress` callback, which would in turn select all the text at once.