sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: Js file type inference error
Labels: Suggestion,In Discussion,checkJs

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<!-- Please try to reproduce the issue with `typescript@next`. It may have already been fixed. -->
**TypeScript Version:**  3.2.2

**Code**

**person.js**
```javascript
let student = function () {
    this.age=12;
}
let person = {};
person.name=22;
student.prototype=person;
let tom = new student();

exports.tom =tom;
```

**test.ts**
```javascript
import * as person from './person';
person.tom.name

```


**Expected behavior:** `person.tom.name` is not an  error

**Actual behavior:**
![image](https://user-images.githubusercontent.com/14886044/51652642-5831ed80-1fcb-11e9-993a-8a3f3a50678b.png)
Repository: godot
Issue: When zoom is big, text editor waste a lot of space and some elements aren't scaled
Labels: enhancement,topic:editor,confirmed

**Godot version:**
3.1 beta 2


**OS/device including version:**
Windows 10


**Issue description:**
When zoom in text editor is big, then:
1.Editor waste a lot of space for showing number of row
2,3. Doesn't scale tabulator and code block icons
![ffffffwrq kopia](https://user-images.githubusercontent.com/41945903/51661030-e13b2b80-1faf-11e9-9543-df7d067cdfe8.png)
Repository: rust
Issue: Self-contradictory error message about Fn types on beta/nightly
Labels: A-type-system,C-enhancement,A-diagnostics,A-lifetimes,T-compiler,T-types

https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=e973951415f5092af183ea13d11177cf

```
struct Foo<T, F: Fn(&T, &T) -> T> {
    value: T,
    func: F
}

fn main() {
    let lambda = |&x, &y| x + y;
    let foo = Foo {
        value: 5 as i32,
        func: lambda
    };
}
```

```
   Compiling playground v0.0.1 (/playground)
error[E0308]: mismatched types
 --> src/main.rs:8:15
  |
8 |     let foo = Foo {
  |               ^^^ one type is more general than the other
  |
  = note: expected type `std::ops::FnOnce<(&i32, &i32)>`
             found type `std::ops::FnOnce<(&i32, &i32)>`

error: aborting due to previous error

For more information about this error, try `rustc --explain E0308`.
error: Could not compile `playground`.

To learn more, run the command again with --verbose.

```

See also https://stackoverflow.com/questions/54341465/rust-expected-type-error-prints-mismatched-types-that-are-exactly-the-same?noredirect=1
Repository: vue
Issue: transition-group replacing group flicker
Labels: has workaround

### Version
2.5.22

### Reproduction link
[https://codesandbox.io/s/y3910wr9j9](https://codesandbox.io/s/y3910wr9j9)







### Steps to reproduce
Click the change button in the link, no matter if animation is on or off (changing the animation name) - there is a brief flicker where both groups are present. 

This is barely visible in this scenario, but on a full page and more rows it's a lot more visible.
(Might need to click multiple times to notice) 

### What is expected?
Groups would transition "atomically" without having a moment where both groups are present

### What is actually happening?
Both groups are present for a moment 

---
The only way to solve this is to remove the the transition-group component completely, not even changing the name of the transition to null or something that doesn't match works.

Happened when I was working on a data table and was using the move transition for sorting, and then when replacing rows completely I saw this flicker and couldn't get around it easily.

<!-- generated by vue-issues. DO NOT REMOVE -->
Repository: go
Issue: time: one-digit hour is accepted for 15:04:05 template
Labels: NeedsInvestigation


### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.11.4 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes

### What did you do?

https://play.golang.org/p/EBxIIXatR1Y

### What did you expect to see?

I expected to see an error at parsing the time "3:04:05" for layout "15:04:05", of the same way that it fails at parsing the minutes ("03:4:05") or the seconds ("03:04:5").

### What did you see instead?

No error.
Repository: go
Issue: time: extraneous information in Parse error message for interior element missing leading zero
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.11.4 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes


### What did you do?

Parsing the time "03:4:05" with layout "15:04:05". 

### What did you expect to see?

At the last part of the error: cannot parse "4" as "04"

### What did you see instead?

cannot parse "4:05" as "04"
Repository: flutter
Issue: bottom_sheet.dart - expose optional parameters to control modal dismiss
Labels: c: new feature,framework,f: material design,P2,team-design,triaged-design

I would like to suggest exposing optional parameters for the `showModalBottomSheet` function

- `enableDrag: true` (when false, the drag to close will be disabled)
- `barrierDismissible: true` (when false, tapping outside will not close the modal)
- `tapDismissible: true` (when false, tapping inside the modal will not close the modal)

This will allow a bottom-sheet modal with more customization when the developer need an option to dismiss the modal only on certain cases.

I can make a PR if you'll give me a green light
Repository: kubernetes
Issue: Avoid partial volume binding scenario
Labels: kind/bug,sig/storage,lifecycle/frozen

<!-- Please use this template while reporting a bug and provide as much info as possible. Not doing so may result in your bug not being addressed in a timely manner. Thanks!-->

**What happened**:

If bindAPIUpdate binds pod volumes partially, rest of assumed volumes will be reverted and can used by another pod. Example illustrated by @msau42:

- Say if node1 has 2 PVs and node2 has 1 pv
- And pod1 has 2 PVCs and pod2 has 1 PVC
- It assumes the 2 PVs on node1 and goes to bind pod1
- It binds pv1 successfully but fails pv2
  - bindAPIUpdate binds pv1 successfully, but failed to bind pv2 and revert its assumed cache
- Then it's possible that pod2 can come in, take pv2.  Now pod1 is stuck forever

If this happens, manual intervention is required.

**What you expected to happen**:

No partial volume binding scenario.

ref: https://github.com/kubernetes/community/blob/master/contributors/design-proposals/storage/volume-topology-scheduling.md#binding-multiple-pvcs-in-one-transaction
Repository: create-react-app
Issue: Coverage seems to run twice each test
Labels: issue: needs investigation

### Is this a bug report?
Yes

### Did you try recovering your dependencies?
Yes

### Which terms did you search for in User Guide?
test jest coverage 

### Environment
Environment Info:

  System:
    OS: Windows 7
    CPU: x64 Intel(R) Core(TM) i7-5600U CPU @ 2.60GHz
  Binaries:
    Yarn: 1.7.0 - C:\Program Files (x86)\Yarn\bin\yarn.CMD
    npm: 6.4.1 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Internet Explorer: 11.0.9600.19236
  npmPackages:
    react: 16.7.0 => 16.7.0
    react-dom: 16.7.0 => 16.7.0
    react-scripts: 2.1.3 => 2.1.3
  npmGlobalPackages:
    create-react-app: Not Found

### Steps to Reproduce

npx create-react-app my-app-test 
cd my-app-test\ 
npm run test -- --coverage 

### Expected Behavior
![image](https://user-images.githubusercontent.com/40664502/51682716-5cb8cf00-1fe8-11e9-9ab2-e8642b13d6aa.png)


### Actual Behavior

![image](https://user-images.githubusercontent.com/40664502/51683012-24fe5700-1fe9-11e9-9f80-ff8877dd08e9.png)

Actually, I had this problem last year, I could resolve it because I had Jest in Dev Dependencies, and it seems to be problematic. 
But, now I have the same problem, but whatever the configuration. For example, with just a fresh install, I got this problem, locally on my machine, but also in VSTS during the build step... And I'm not the only one in my company.
Repository: vscode
Issue: Find in files in non-existent folder highlights wrong input field on error
Labels: bug,search,confirmed

Issue Type: <b>Bug</b>

If I mistakenly enter a folder that does not exist in the "files to include" box for Find in Files and hit enter to search, the red error highlight ends up on the search expression input, not on the files to include input.  As a side effect, the actual error message ("No folder in the workspace with name: ...") only shows up when the input focus is on the search expression field, not the files to include field that has the error.

Verified this still happens with all extensions disabled.

Example:
![image](https://user-images.githubusercontent.com/41014492/51690837-89102380-1fc7-11e9-971c-7e4a295671d6.png)

VS Code version: Code 1.30.2 (61122f88f0bf01e2ac16bdb9e1bc4571755f5bd8, 2019-01-07T22:49:48.319Z)
OS version: Linux x64 4.19.0-1-amd64

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-4770HQ CPU @ 2.20GHz (8 x 2809)|
|GPU Status|2d_canvas: enabled<br>checker_imaging: disabled_off<br>flash_3d: enabled<br>flash_stage3d: enabled<br>flash_stage3d_baseline: enabled<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>native_gpu_memory_buffers: disabled_software<br>rasterization: disabled_software<br>video_decode: unavailable_software<br>video_encode: unavailable_software<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|4, 4, 3|
|Memory (System)|15.55GB (0.15GB free)|
|Process Argv|--unity-launch|
|Screen Reader|no|
|VM|0%|

</details><details><summary>Extensions (24)</summary>

Extension|Author (truncated)|Version
---|---|---
Bookmarks|ale|10.2.0
ng-template|Ang|0.1.11
markdown-preview-github-styles|bie|0.1.4
bracket-pair-colorizer-2|Coe|0.0.25
vscode-markdownlint|Dav|0.23.0
vscode-eslint|dba|1.8.0
gitlens|eam|9.4.1
EditorConfig|Edi|0.12.6
tslint|eg2|1.0.42
vscode-npm-script|eg2|0.3.5
prettier-vscode|esb|1.7.3
vscode-pull-request-github|Git|0.3.2
beautify|Hoo|1.4.7
bash-ide-vscode|mad|1.3.3
terraform|mau|1.3.7
Go|ms-|0.8.0
debugger-for-chrome|msj|4.11.1
vscode-docker|Pet|0.5.1
bash-debug|rog|0.3.3
vscode-coverage-gutters|rya|2.3.0
vscode-nginx|sha|0.6.0
html-preview-vscode|tht|0.2.5
reflow-paragraph|Tro|1.3.0
vscode-proto3|zxh|0.2.2

(1 theme extensions excluded)

</details>
<!-- generated by issue reporter -->
Repository: pytorch
Issue: We're binding a bunch of crap to 'torch' namespace which shouldn't be there
Labels: triaged,better-engineering

Example:

```
>>> import torch
>>> torch.hinge_embedding_loss
<built-in method hinge_embedding_loss of type object at 0x7ff9c8948d20>
```

Official docs tell you to use `torch.nn.functional.hinge_embedding_loss` and for good reason: the `hinge_embedding_loss` in torch exposes a reduction argument that is an int, not a string.
Repository: react
Issue: Chrome Autofill overwrites values on controlled components
Labels: Type: Bug,Component: DOM,Type: Breaking Change

<!--
  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. Initially reported in https://github.com/mozilla-services/react-jsonschema-form/issues/1153

**What is the current behavior?**
Autofill overwrites existing values in fields when those fields are controlled components in React.

See https://jsfiddle.net/epicfaace/9p17e2qx/21/ -- to test this, add a "Saved Address" in the Chrome options.

![2019-01-24 10 37 23](https://user-images.githubusercontent.com/1689183/51700667-91b32a80-1fc4-11e9-876b-6f795225d99b.gif)

**What is the expected behavior?**
Autofill does not overwrite existing fields. I've made a JSFiddle with a plain HTML form, which works with the expected behavior.

See https://jsfiddle.net/epicfaace/1my3f9n4/6/

![2019-01-24 10 37 02](https://user-images.githubusercontent.com/1689183/51700679-9841a200-1fc4-11e9-9408-dae369ac5366.gif)

**Which versions of React, and which browser / OS are affected by this issue? Did this work in previous versions of React?**
React 15.3.2
Chrome 71.0.3578.98
Repository: pytorch
Issue: Should torch.arange take a layout parameter?
Labels: module: sparse,triaged,module: tensor creation,module: ux

I see it in the docs... but it seems a bit questionable as to whether or not it can do anything reasonable here.

```
>>> torch.arange(10, layout=torch.sparse_coo)
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
RuntimeError: arange_out is not implemented for type torch.sparse.LongTensor
```

cc @nikitaved @pearu @cpuhrsch @IvanYashchuk @gchanan @mruberry
Repository: pytorch
Issue: support `unique_indices` option for `unique`
Labels: todo,feature,triaged,module: numpy

## 🚀 Feature
Requested by @gkioxari, it would bring `unique` api closer to numpy equivalent. Cuda implementation is not hard, but I haven't looked at CPU. 
May be #15804 scope should be widened to also include this. 
cc @mruberry @rgommers @ptrblck, @gkioxari, @jcjohnson
Repository: godot
Issue: Drawing a texture obtained with `load` in `_draw` always fails
Labels: topic:core,confirmed,documentation

Godot 3.0.6
Godot 3.1 beta 2
Windows 10 64 bits

I tried to use `load` to get a texture to draw in `_draw()`, which returns a non-null texture, however if I try to draw it, it always fails.
```gdscript
extends Node2D

func _process(delta):
	update()

func _draw():
	var tex = load("res://notexture.png")
	assert(tex != null)
	draw_texture(tex, Vector2())
```
This spam-prints the following error when reaching `draw_texture()`:
```
ERROR: getornull: Condition ' !id_map.has(p_rid.get_data()) ' is true. returned: __null
   At: ./core/rid.h:164
```
Project: 
[DrawTexture.zip](https://github.com/godotengine/godot/files/2793431/DrawTexture.zip)
Repository: godot
Issue: Black lines flickering on mesh surface during movement
Labels: bug,topic:rendering,topic:3d

<!-- 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 non-official. -->
3.0.5

**OS/device including version:**
<!-- Specify GPU model and drivers if graphics-related. -->
Mac OS X 10.14.2
Radeon Pro Vega 20 4080 MB

**Issue description:**
<!-- What happened, and what was expected. -->
When composing a scene in GDScript by placing meshes aligned with each other, black lines appear on the surface of these meshes when under a DirectionalLight. These lines always appear on the surface of the mesh that faces the directional light, and are always horizontal (x-axis, never on the y or z axes).

Here are some screenshots of the lines:

![image](https://user-images.githubusercontent.com/37190/51717289-4a7d7600-2066-11e9-995e-05fb410a06db.png)
![image](https://user-images.githubusercontent.com/37190/51717293-4ea99380-2066-11e9-9c39-6cf845e36ed3.png)
![image](https://user-images.githubusercontent.com/37190/51717295-50735700-2066-11e9-8127-294ed7186952.png)

[Link to video with the problem](https://i.imgur.com/munCy23.mp4)


**Steps to reproduce:**

Open minimal reproduction project and play to reproduce.

Or in your own project, place simple cube meshes through GDScript, a DirectionalLight facing the top, and move a camera affixed to a KinematicBody on the surface.

**Minimal reproduction project:**
[flicker.zip](https://github.com/godotengine/godot/files/2794162/flicker.zip)
Repository: godot
Issue: [Bullet] None of the shapes in PhysicsServer (Bullet) are initializing their members
Labels: enhancement,topic:physics

Godot 3.1 ab843b16984d8b62a1100d9b77d8b0dcdc4252bb

Following https://github.com/godotengine/godot/issues/25301, I decided to create an issue for this too.
I've been noticing it for a while, but never actually had a problem with it until now:

In `shape_bullet.cpp`, none of the shapes initialize their members. That means if you create a shape with a script using `PhysicsServer` directly, and add it to a body without calling `set_data`, the implementation is potentially creating a Bullet shape with garbage values.
In particular, the HeightmapShape ends up with absurd sizes and a null pointer, which should have made Bullet assert but didnt because of #25301.

Is this API really requiring the user to call `set_data` before adding the shape because it has no defaults? I would assume no because Godot physics does initialize them.
Should we give defaults to all shapes at server level? (for heightmaps, a 1x1 square since Bullet forbids 0 and due to the server's implementation, the shape is forced to create a Bullet collider).
Repository: godot
Issue: One-way collision shape does not work with KinematicBody2D
Labels: bug,confirmed,topic:physics,topic:2d

**Version:**
v3.1.beta2.official (Jan-2019)

**Issue description:**
While one-way collision shape works fine with static bodies, they do not work with kinematic body.
(Or at least not with move_and_slide functionality.)

**Steps to reproduce:**
1. Make any kinematic body with a collision shape, let's say a KinematicBody2D.
2. Set the collision shape to being 1 direction only. 
3. Collide it with something, then you will see that it does not work. Specifically speaking, it acts as if 1 direction were not on at all, so in the case of a 2D rectangle (4 directions), it's 4 directions active instead of simply 1


**Minimal reproduction project:**
As an example here is a game that has a KinematicBody2D with a collision shape deliberately facing the wrong way. It is rotated to face the right, so it should not logically collide with the box, yet it still does.

[MinimalBugKinematicOneWay.zip](https://github.com/godotengine/godot/files/2795593/MinimalBugKinematicOneWay.zip)
Repository: TypeScript
Issue: unclear how to make function argument check produce the same errors as variable assignment
Labels: Needs Investigation

in the following code
```ts
type A = {
  a?: number
  b?: number
}

type B = {
  a?: number
  knownField?: number
}

type C = {
  a?: A,
  knownField?: number | [A, B] | A
}

const c: C = {
  a: {
    a: 1,
    b: 1,
  },
  knownField: [{ a: 1 }, {
    knownField: 1,
    unknownField: 1,
  }],
}

const fn = (c: C) => {}

fn({
  a: {
    a: 1,
    b: 1,
  },
  knownField: [{ a: 1 }, {
    knownField: 1,
    unknownField: 1,
  }],
})
```
- in the case of variable assignment it correctly highlights the `unknownField` and produces a nice error that says `Object literal may only specify known properties, and 'unknownField' does not exist in type 'B'.`
- but in the case of the same value passed as a function argument (of the same type) it highlights the top-level field and a different, less readable error `Type '({ a: number; } | { b: number; unknownField: number; })[]' is missing the following properties from type '[A, B]': 0, 1`

am I missing something? is there a way to make sure I get the same error and highlighting in both cases?

in typescript [playground](https://www.typescriptlang.org/play/#src=type%20A%20%3D%20%7B%0D%0A%20%20a%3F%3A%20number%0D%0A%20%20b%3F%3A%20number%0D%0A%7D%0D%0A%0D%0Atype%20B%20%3D%20%7B%0D%0A%20%20a%3F%3A%20number%0D%0A%20%20knownField%3F%3A%20number%0D%0A%7D%0D%0A%0D%0Atype%20C%20%3D%20%7B%0D%0A%20%20a%3F%3A%20A%2C%0D%0A%20%20knownField%3F%3A%20number%20%7C%20%5BA%2C%20B%5D%20%7C%20A%0D%0A%7D%0D%0A%0D%0Aconst%20c%3A%20C%20%3D%20%7B%0D%0A%20%20a%3A%20%7B%0D%0A%20%20%20%20a%3A%201%2C%0D%0A%20%20%20%20b%3A%201%2C%0D%0A%20%20%7D%2C%0D%0A%20%20knownField%3A%20%5B%7B%20a%3A%201%20%7D%2C%20%7B%0D%0A%20%20%20%20knownField%3A%201%2C%0D%0A%20%20%20%20unknownField%3A%201%2C%0D%0A%20%20%7D%5D%2C%0D%0A%7D%0D%0A%0D%0Aconst%20fn%20%3D%20(c%3A%20C)%20%3D%3E%20%7B%7D%0D%0A%0D%0Afn(%7B%0D%0A%20%20a%3A%20%7B%0D%0A%20%20%20%20a%3A%201%2C%0D%0A%20%20%20%20b%3A%201%2C%0D%0A%20%20%7D%2C%0D%0A%20%20knownField%3A%20%5B%7B%20a%3A%201%20%7D%2C%20%7B%0D%0A%20%20%20%20knownField%3A%201%2C%0D%0A%20%20%20%20unknownField%3A%201%2C%0D%0A%20%20%7D%5D%2C%0D%0A%7D)):

![](https://i.gyazo.com/8de90a752ed24b5ca9eb6f406a324494.png)
Repository: rust
Issue: Coherence can be bypassed by an indirect impl for a trait object
Labels: I-ICE,A-trait-system,P-high,T-lang,T-compiler,I-unsound,C-bug,S-bug-has-test,T-types,A-trait-objects

## Comments

The check for manual `impl Object for Object` only makes sure there is no *direct* `impl Object for dyn Object` - it does not consider such indirect impls. Therefore, you can write a blanket `impl<T: ?Sized> Object for T` that conflicts with the builtin `impl Object for dyn Object`.

## Reproducer

*edit: minimal reproducer from https://github.com/rust-lang/rust/issues/57893#issuecomment-500250283*
```rust
trait Object<U> {
    type Output;
}

impl<T: ?Sized, U> Object<U> for T {
    type Output = U;
}

fn foo<T: ?Sized, U>(x: <T as Object<U>>::Output) -> U {
    x
}

fn transmute<T, U>(x: T) -> U {
    foo::<dyn Object<U, Output = T>, U>(x)
}
```
---



I had some difficulties with getting the standard "incoherence ICE" reproducer, because the object candidate supersedes the impl candidate in selection. So here's a "transmute_lifetime" reproducer.

```Rust
trait Object {
    type Output;
}

trait Marker<'b> {}
impl<'b> Marker<'b> for dyn Object<Output=&'b u64> {}

impl<'b, T: ?Sized + Marker<'b>> Object for T {
    type Output = &'static u64;
}

fn foo<'a, 'b, T: Marker<'b> + ?Sized>(x: <T as Object>::Output) -> &'a u64 {
    x
}

fn transmute_lifetime<'a, 'b>(x: &'a u64) -> &'b u64 {
    foo::<dyn Object<Output=&'a u64>>(x)
}

// And yes this is a genuine `transmute_lifetime`!
fn get_dangling<'a>() -> &'a u64 {
    let x = 0;
    transmute_lifetime(&x)
}

fn main() {
    let r = get_dangling();
    println!("{}", r);
}
```

### Duplicates, see also

* https://github.com/rust-lang/rust/issues/114389
Repository: terminal
Issue: About backspace in cursor erase state
Labels: Work-Item,Product-Conpty,Area-VT,Issue-Bug

It is outputting a text file named "curhide", in which the cursor erase sequence is written.

Looking at the sequence, it should be (^[[25h) (\b) (0x20) (\b) (^[[25l),
It is like this, (^[[25h) (\b) (0x20) (^[[25l),
Also, although erase sequence is output, it can not be erased.

There is no problem when the cursor is displayed.

![c__windows_system32_cmd](https://user-images.githubusercontent.com/44701315/51755494-1fe0fb00-2102-11e9-8bac-5e41e7823c25.gif)
Repository: TypeScript
Issue: Expose "getNewLineCharacter" function
Labels: Suggestion,In Discussion,API

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## Suggestion

Make `ts.getNewLineCharacter`  public
<!-- A summary of what you'd like to see added or changed -->

## Use Cases

This is useful if developers create their own `FormatDiagnosticsHost`, but don't want to implement the logic to determine the `newLine` string based on the `newLine` compiler option.

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## Examples

```ts
    const formatHost: ts.FormatDiagnosticsHost = {
      getCurrentDirectory: () => projectDir || ts.sys.getCurrentDirectory(),
      getCanonicalFileName: fileName => fileName,
      getNewLine: () => ts.getNewLineCharacter(formatOptions)
    };
```

<!-- Show how this would be used and what the behavior would be -->