sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Align upload & download progress between desktop and web
Labels: feature-request,file-explorer,remote,workspace-edit

Testing #111250

I think the download progress for web is more detailed compared to what we have now for desktop and it would be great to align. Though I am not sure if this possibly requires some infrastructure on the file service layer.

![recording](https://user-images.githubusercontent.com/900690/100723825-8734f980-33c2-11eb-8ccc-5e6aa95d7663.gif)

Update from https://github.com/microsoft/vscode/issues/146226: The same applies to upload progress which is much nicer in web.

We have a few places where we show progress for uploading, downloading and importing:

https://github.com/microsoft/vscode/blob/32d40cf44e893e87ac33ac4f08de1e5f7fe077fc/src/vs/workbench/contrib/files/browser/fileImportExport.ts#L89

https://github.com/microsoft/vscode/blob/32d40cf44e893e87ac33ac4f08de1e5f7fe077fc/src/vs/workbench/contrib/files/browser/fileImportExport.ts#L409

https://github.com/microsoft/vscode/blob/32d40cf44e893e87ac33ac4f08de1e5f7fe077fc/src/vs/workbench/contrib/files/browser/fileImportExport.ts#L590

In all three cases we can use the [`IProgressStep`](https://github.com/microsoft/vscode/blob/342e05815a8654359fe5bb8372905677c4e3d639/src/vs/platform/progress/common/progress.ts#L85-L89) to update the message and overall progress counts.

We may not get all the information we need such as knowing the overall size, but if we do we should make sure that the label for the progress is as accurate as possible.

This sounds like a fun area for a contribution where someone can geek out on providing the best progress info possible. As such, opening for help wanted.
Repository: vscode
Issue: Cache welcome views
Labels: feature-request,workbench-views

Testing #111517

See attached recording. After reload or start, empty views change nervously because contents comes in late and only after each extension has been processed. We had a similar problem with activity-bar icons and use an optimistic caching strategy which assumes that you still have the same extensions installed

![Dec-01-2020 11-26-46](https://user-images.githubusercontent.com/1794099/100728705-2b6d6f00-33c8-11eb-8c0e-77e266ceb376.gif)
Repository: terminal
Issue: Auto-show progress in task bar based on contents of last line of buffer
Labels: Area-TerminalControl,Product-Terminal,Issue-Task

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# Description of the new feature/enhancement
Display percentage loading indicator in windows taskbar.
![image](https://user-images.githubusercontent.com/60095311/100732212-b94b5900-33cc-11eb-8d6b-a7875c58b5f3.png)

1. Read the last output line in the console.
2. If there's a string, such as "12%" or "12/100" then, display the percentage in task bar.

<!-- 
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Describe why and how a user would use this new functionality (if applicable).
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# Proposed technical implementation details (optional)

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Repository: pytorch
Issue: Confused on project website pointer.
Labels: module: docs,triaged

## 📚 Documentation
When you subscribe to the PyTorch newsletter at the end there is an option to take you to the project website. This currently points to [TorchML](https://twitter.com/TorchML). Which seemed a bit odd to me as I was hoping to be pointed to [pyTorch](https://twitter.com/PyTorch )

Is there a specific reason why this is so?

cc @jlin27 @mruberry
Repository: vscode
Issue: SCM - go to next/previous change (Alt-F5) should cycle between files
Labels: help wanted,feature-request,scm

In #18059, @Tyriar requested that this work like "go to next problem" (F8), but the way it's been implemented there's a crucial difference - upon reaching the end of the file, it goes back to the top, rather than the next changed file! This means, for example, that when reviewing changes prior to staging, I end up running `git diff` in a terminal to avoid a lot of fiddly mouse clicking. Any other power user surely does the same. This is a shame, since VScode has replaced every other one of my everyday uses of git.

I see no reason anyone would be opposed to this change.
Repository: flutter
Issue: [buildroot] create_updated_flutter_deps.py should deal with new dependencies
Labels: engine,P2,team-engine,triaged-engine

https://github.com/flutter/buildroot/blob/master/tools/dart/create_updated_flutter_deps.py should deal with new dependencies being added to dart/sdk/DEPS. That would enable the auto roller to pick these up automatically instead of us having to do it manually.

Background https://github.com/flutter/engine/pull/22794.

The way the script is set up with the two DEPS files being quite different would require some juggling with string manipulation, reverse engineering from the list of dependencies (git urls) that a new dependency is missing.
Repository: rust
Issue: Tracking Issue for `const_heap`
Labels: A-allocators,T-lang,T-libs-api,C-tracking-issue,A-const-eval,needs-rfc,Libs-Tracked,S-tracking-impl-incomplete,F-const_heap

This is a tracking issue for https://github.com/rust-lang/const-eval/issues/20
The feature gate for the issue is `#![feature(const_heap)]`.
The general design can be found [here](https://hackmd.io/h2O2vkj3RimrBTfm9hvZWA#AllocRef-allocGlobal-and-allocConstGlobal)

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also used 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

- [ ] Implement https://github.com/rust-lang/const-eval/issues/20 experimentally
- [ ] 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

* Do we want to allow the regular `Global` allocator? This would give us post-monomorpization errors. More details can be found in https://hackmd.io/h2O2vkj3RimrBTfm9hvZWA#Transient-heap-allocations-via-Global
* If we stabilize this, we fundamentally change the nature of `const fn`: before this change, a `const fn() -> T` would inevitably have to always return the same value; after this change, that is no longer the case. With `ptr_guaranteed_eq`, this can even to some extend be observed during CTFE. So in that sense, this feature is much bigger than anything we ever stabilized for CTFE.
* We can already emulate all this via `build.rs` scripts or proc macros that generate the appropriate constants/statics and references them. Const heap will "just" make generating static/const allocations more convenient.
* Once we permit references to things that (can) contain interior mutability, it would be possible for users to write a `const fn foo() -> &'static Cell<i32>`, which could then be used to initialize a `const FOO: &'static Cell<i32>` which is unsound (and only caught by dynamic checks). The tracking issue for interior mutability behind references is #80384
* https://github.com/rust-lang/rust/issues/129233

### Implementation history

* #79594 adds the base intrinsic for telling the miri-engine to create a virtual heap allocation
* #79664 makes sure that code outside of the const evaluator has no knowledge about heap allocations
Repository: pytorch
Issue: [docs] A single additional summary page for diag* methods
Labels: module: docs,triaged

Currently there is `diag`, `diagonal`, `diag_embed`, `fill_diagonal_`, `diagflat`. And the user has to click around them to find what they do. It would be nice to have a single compact table about their functionality (including whether they return a view or a copy)

cc @jlin27 @mruberry
Repository: godot
Issue: Godot displays particles correctly only in editor (.obj formatted mesh).
Labels: bug,topic:editor,topic:import,topic:particles

Godot version:
Godot 3.2.4 beta 3

OS/device including version:
GLES3, i5-4570, GTX 1060 6gb (455 drivers), 16 gb ram, Ubuntu 20.04 lts

Issue description:
Godot doesn't seem to display particle effect properly when playing the scene. I suspect that it is because custom mesh is imported in obj format.

In editor
![Screenshot_20201201_141531](https://user-images.githubusercontent.com/33091666/100739394-ae4df400-33df-11eb-8b69-4b81b2bd4e72.png)

In game
![Screenshot_20201201_141614](https://user-images.githubusercontent.com/33091666/100739478-caea2c00-33df-11eb-9a4f-c89f7230f0dc.png)


Here's a minimal project: 
[BugReport.zip](https://github.com/godotengine/godot/files/5622508/BugReport.zip)
Repository: godot
Issue: Local to Scene property doesn't work on PackedScene Resources
Labels: bug,topic:core

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
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**Godot version:** 
<!-- Specify commit hash if using non-official build. -->

3.2.3official

**OS/device including version:** 
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->

Solus 4.1 Gnome 3.38.2

**Issue description:**
<!-- What happened, and what was expected. -->
The `Local to Scene` property doesn't affect PackedScene objects, in order to achieve similar behavior we need to duplicate the instance instead

**Steps to reproduce:**
1. Create and save a new Scene, try with a Sprite
2. Create another Scene that instantiates Scenes, e.g. a Spawner, with a script similar to the following:
```
extends Position2D

export var spawn_scene: PackedScene


func spawn() -> Node2D:
	var spawn: Node2D = spawn_scene.instance()

	yield(get_tree(), "idle_frame")
	add_child(spawn)
	spawn.set_as_toplevel(true)
	spawn.global_position = global_position

	return spawn

```
3. Create a third Scene with 3 instances of the above-mentioned spawner
4. Toggle on the `Local to Scene` property on the Scene created on Step 1(you can achieve that by opening it through the Inspector)
5. Assign the PackedScene created on Step 1 to the first Spawner created on Step 3
6. Create a script on the Scene created on Step 2 with a logic similar to the below:

```
extends Node2D


func _ready():
	$Spawner2D3.spawn_scene = $Spawner2D.spawn_scene.duplicate()
	$Spawner2D2.spawn_scene = $Spawner2D.spawn_scene
	
	var instance = $Spawner2D.spawn_scene.instance()
	instance.modulate = Color.red
	
	$Spawner2D.spawn_scene.pack(instance)
	
	$Spawner2D.spawn()
	$Spawner2D2.spawn()
	$Spawner2D3.spawn()

```
7. Notice that only the instance relative to the third Spawner keeps its properties, while the instance from the second Spawner suffer from mutations made on the PackedScene of the first Spawner

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->

[Local to Scene Bug Report.zip](https://github.com/godotengine/godot/files/5622683/Local.to.Scene.Bug.Report.zip)
Repository: pytorch
Issue: [feature request] Keyword-only device argument (and maybe dtype) for torch.meshgrid
Labels: module: internals,feature,triaged

Since it's a factory function, it would be useful to have a device (and maybe a dtype) argument

cc @ezyang @bhosmer @smessmer @ljk53 @bdhirsh @ailzhang
Repository: vscode
Issue: [theme icons] Include color class in ThemeIcon.asClassName()
Labels: feature-request,themes

Including a class for the color in the result of `ThemeIcon.asClassName()` would potentially simplify supporting icon colors.

From https://github.com/microsoft/vscode/issues/109460#issuecomment-735871587
Repository: TypeScript
Issue: "Extract to function": rename doesn't always works
Labels: Bug,Domain: Refactorings

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**TypeScript Version:**  4.1.2

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**

**Code**

```tsx
const App = () => (
    <div>
        <div>foo</div>
    </div>
);
```

1. Highlight the line with `<div>foo</div>`
1. Run "extract to function in module scope"

**Expected behavior:**
- The function is extracted and the user is prompted to rename the new function.

**Actual behavior:**
- The function is extracted and but the user is _not_ prompted to rename the new function. Instead it says "you cannot rename this element".

![image](https://user-images.githubusercontent.com/921609/100758714-b9a51d80-33e7-11eb-8b04-19fc44a2070c.png)

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Repository: rust
Issue: std::alloc::Global.shrink returns an error if realloc returns null
Labels: A-allocators,T-libs-api,C-bug

Some allocators do not (wish to) permit reducing the size of a large allocation below a certain threshold. This leaves the GlobalAlloc::realloc implementation with two choices to handle such shrink operations:

- Create a new, smaller allocation, copy the contents from the large to the small allocation, free the large allocation
- Return a null pointer to indicate that the allocation has not changed

The second choice corresponds to the allocator behavior. Unfortunately std::alloc::Global.shrink translates this into an error instead of returning the old pointer: https://github.com/rust-lang/rust/blob/b2dd82929b5b956972446d9720ceabdee171d405/library/alloc/src/alloc.rs#L289-L290

Downstream (e.g. RawVec) aborts the process if this happens even though there is still plenty of memory available.

Until GlobalAlloc has been completely replaced by AllocRef, I believe that it would be better if std::alloc::Global.shrink handled null pointer return values of the global allocator by returning the original allocation.
Repository: PowerToys
Issue: [Color Picker] Keyboard Shortcuts for Color Picker zoom in and out and to move the picker
Labels: Idea-Enhancement,Area-Accessibility,Product-Color Picker

*Add keyboard shortcuts to zoom (+ - - ) and using arrow keys to control the picker for pixel accuracy.*

###### Pending work from #5372
Repository: PowerToys
Issue: [Color Picker] Color dropper cursor when color picking
Labels: Idea-Enhancement,Product-Color Picker

*Change cursor to a color dropper when in color-picking mode.*

###### Pending work from #5379
Repository: flutter
Issue: [Proposal][video_player] [android]: Video status + controls in notification center
Labels: c: new feature,platform-android,p: video_player,package,c: proposal,P3,team-android,triaged-android

Hi I found that with video_player, after you leave the app, pauses the video and that's fine. But I would like to have a possibility to listen to the video in the background and have notification like all music apps have. With audio stream controls, so I will be able to take video from pause from the notification center.
Repository: svelte
Issue: #each block doesn't change when a new state is triggered by a transitioning component inside an #if condition
Labels: bug

**Describe the bug**
`#each` block doesn't change when a new state is triggered by a transitioning component.
The weird glitch is happening when the `#each` block is placed inside an `#if` in combination with a transitioning component and Promise loaded items.

**To Reproduce**
Please check the following repl - https://svelte.dev/repl/638d0a980c1b47fc8b1e7c270c8e5bc2?version=3.30.1
Click on "Show menu" and then "Clear items". The items array is reasigned (eg. `items = []`), but the `#each` block doesn't reflect the change.

**Expected behavior**
The `#each` block to properly reflect the iterated array state and to be not affected by the transitions of unrelated components.

**Workarounds**
There are a couple of workarounds I found that strangely "fixes" the repl:
v1. Remove the transition from `Menu.svelte`
v2. Move the `<Menu>` component outside the `#if` block
v3. In `Menu.svelte` change the order of the calls in `function changeOption(newOption)`, aka.:
```js
function changeOption(newOption) {
    hide(); // triggers the transition
    option = newOption;
}
```

**Information about your Svelte project:**
- Fedora 33
- Chrome 87.0.4280.66 (Official Build) (64-bit)
- Svelte ^3.30.1
- Rollup ^2.34.0
Repository: TypeScript
Issue: Parser does not reject `await a as any ** 1`
Labels: Bug,Help Wanted,Effort: Moderate,Domain: Transforms

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**TypeScript Version:**  4.2.0-dev.20201201

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** exponentiation, await

**Code**

```ts
await a as any ** 1
```

**Expected behavior:** Parser should throw
> An unary expression with the 'await' operator is not allowed in the left-hand side of an exponentiation expression. Consider enclosing the expression in parentheses.

**Actual behavior:** Does not throw

**Playground Link:** https://www.typescriptlang.org/play?ts=4.2.0-dev.20201201#code/G4QwTgBCELwQCmA9gWwJYGcCmA6MWMkAbYLACgEYBKAbgCgQMBPAOwGMIyrYA+KAdxBoALlCgYoLJhABUMiBSA

**Related Issues:** https://github.com/microsoft/TypeScript/issues/40916, since in November meeting we have reached consensus that `await x ** 1` is illegal and the parser already throws on `await a! ** 1`, I think it should either throw for `await a as any ** 1`, or add parenthesis in the output for `await a` if `as any` serves as an implicit parenthesis.
Repository: godot
Issue: TileMap shader is relative to each quadrant
Labels: documentation,topic:shaders

**Godot version:**
v3.2.3.stable.mono.official

**OS/device including version:**
Arch Linux
Windows 10
Geforce GTX 970

**Issue description:**
This is the same issue as reported in #6547, because it still exists in the recent stable version. The optimization of TileMap that renders the map into quadrants makes it impossible to write shaders that are continuous over the whole are of the map. Each quadrant is rendered separately and the shader is executed in each quadrants context, with its coordinates always set to (0,0).
So when trying to get the global position of the pixel using a method recommended in the documentation, by using the following in the vertex shader, `worldPos` is always relative to the current quadrant.

```
worldPos = (globalTransform * vec4(VERTEX, 0.0, 1.0)).xy;
```

So what I get is the following: 
![image](https://user-images.githubusercontent.com/51596/100775165-3265a300-3403-11eb-9548-92344a4d2a0f.png)

What I want to have is:
![image](https://user-images.githubusercontent.com/51596/100775224-46a9a000-3403-11eb-9013-4faf08e28e13.png)

This could be achieved by somehow letting the shader know the global position of the current quadrant.

**Steps to reproduce:**
See the attached reproduction project.
It contains a 2x2 TileMap, with Quadrants set to 1, so we get 4 quadrants. I assigned the following shader, as well as a script to update the `globalTransform` parameter:

```
shader_type canvas_item;

uniform mat4 globalTransform;
varying vec2 worldPos;

void vertex() {
	worldPos = (globalTransform * vec4(VERTEX, 0.0, 1.0)).xy;
}

void fragment() {
	vec4 currentColor = texture(TEXTURE, UV);
	
	currentColor[0] = worldPos[0] / 64.0f;
	currentColor[1] = worldPos[1] / 64.0f;
  
	COLOR = currentColor;
}
```

The project also contains a Sprite with the same shader to demonstrate what I want to achieve.

**Minimal reproduction project:**
[tilemapshader.zip](https://github.com/godotengine/godot/files/5624276/tilemapshader.zip)
Repository: godot
Issue: Progressbar - fill has undesired stretching at low values
Labels: bug,confirmed,topic:gui

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
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**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.3.stable.mono.official

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Win10

**Issue description:**
<!-- What happened, and what was expected. -->
The default progressbar with 0 min and 100 max shows weird stretching of the fill-graphic when values are in the [0 to ~8] range
(stretching vertically, out of visual bounds; video: https://streamable.com/6la0i9)
image sequence, incase video gets deleted:
![grafik](https://user-images.githubusercontent.com/8841352/100780557-292c0480-340a-11eb-88ed-0304c1b0f925.png)
![grafik](https://user-images.githubusercontent.com/8841352/100780589-30eba900-340a-11eb-8816-1e4bff1e0b5d.png)
![grafik](https://user-images.githubusercontent.com/8841352/100780599-334e0300-340a-11eb-88da-c8ecd77067d2.png)
Repository: vscode
Issue: Extension bisect unable to find 2 bad extensions
Labels: extensions,under-discussion,bisect-ext

Ref #111495

I installed two annoying extensions, and clicked "still bad" when either of them were active. Eventually I got into a bad state where the bisect tool determined the problem to be within core.

![image](https://user-images.githubusercontent.com/8586769/100791021-86ee2b80-33cd-11eb-98c0-63dcbe6967bf.png)


We should in theory be able to bisect together a list of bad extensions -- I think this would be very helpful in the general "omg my vscode is so slow whats wrongggg" case where there may be several extensions misbehaving.