sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: Suggestion: allow `infer T` in type parameter constraint of `type` statement
Labels: Suggestion,Awaiting More Feedback


## Search Terms

suggestion infer extends type parameter constraint

<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

## Suggestion

Allow `infer T` in the right of `extends` of a `type` statement.

## Examples

This suggestion allows following code:

```ts
type ReturnType<T extends (...args: any) => infer R> = R;
```

Which behaves similarly as:

```ts
// this code is taken from lib.es5.d.ts
type ReturnType<T extends (...args: any) => any> = T extends (...args: any) => infer R ? R : any;
```

## Use Cases

As demonstrated in the example, we sometimes use conditional types with the sole purpose of use of `infer T`.
We have to repeat some piece of code if we want to constraint what types can be passed to `ReturnType`.
So this suggestion provides an abbreviated syntax for this use case.

Open questions:

- Should union distribution occur for the new syntax?
  - ~My opinion is yes to align with existing conditional types~ 
  - hmm, but then just replacing `any` with `infer _` would change the behavior...
- Should function type parameters also allow `infer T`?
  - No strong opinion


## 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: godot
Issue: Tooltip renders link but it is impossible to click (fixed in `master` thanks to DisplayServer)
Labels: discussion,topic:editor

<!-- Please search existing issues for potential duplicates before filing yours:	
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**Godot version:** 3.2.2 Stable
<!-- Specify commit hash if using non-official build. -->


**OS/device including version:** Linux Mint 20, kernel 5.3.0, i3wm, Gles3
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->


**Issue description:** Tooltip seems to render a useful clickable link, but it's impossible to click as the tooltip disappears if the mouse is moved.

![tooltip2](https://user-images.githubusercontent.com/6402237/88446615-ed50b500-ce01-11ea-953f-e3867de8d4e7.gif)
Repository: rust
Issue: metadata: Span data and `SourceFile`s for macro-only dependencies can be inlined
Labels: C-enhancement,A-metadata,A-macros,T-compiler

Some crates are only used for their macros (which are only expanded, but not reexported), but are still required to be loaded (for their spans) when loading non-macro library crates that were produced using those macros.
(It doesn't matter whether the macros are declarative or procedural.)

https://github.com/rust-lang/rust/pull/73706 implemented a way to inline span data from such macro crates into library crates.

As a result https://github.com/rust-lang/rust/pull/69432 can be reverted now and span data from macro-only dependencies can be inlined on as-needed basis.

The usual downside is that the same data can be inlined into multiple libraries and duplicated, instead of existing as a separate crate that is shared, however https://github.com/rust-lang/rust/pull/73706 showed that such inlining is a cumulative improvement and can also be useful for other purposes (https://github.com/rust-lang/rust/issues/73047).

cc @Aaron1011
Repository: pytorch
Issue: Code hangs when using `set_start_method('spawn', force=True)` in `torch.multiprocessing.pool`
Labels: module: multiprocessing,triaged

## 🐛 Bug

I am trying to parallelize over multiple GPU using `torch.multiprocessing.pool`. The code below hangs or keeps running forever without any errors when using `set_start_method('spawn', force=True)` in `torch.multiprocessing.pool`.

## To Reproduce

Code:
```
import numpy as np
import torch
from torch.multiprocessing import Pool, set_start_method

X = np.array([[1, 3, 2, 3], [2, 3, 5, 6], [1, 2, 3, 4]])
X = torch.DoubleTensor(X)

def X_power_func(j):
    X_power = X.cuda()**j
    return X_power

if __name__ == '__main__':
  set_start_method('spawn', force=True)
  with Pool(processes = 2) as p:   # Parallelizing over 2 GPUs
    results = p.map(X_power_func, range(4))

results
```

## Expected behavior

Expected the code to run properly. 

When I removed `set_start_method('spawn', force=True)`, the code ran properly and gave me the results, but this only works for when I run the code once. When I ran the code again in subsequent runs, I get the error `RuntimeError: Cannot re-initialize CUDA in forked subprocess. To use CUDA with multiprocessing, you must use the 'spawn' start method`.

## Environment

Collecting environment information...
PyTorch version: 1.5.1+cu101
Is debug build: No
CUDA used to build PyTorch: 10.1

OS: Ubuntu 18.04.3 LTS
GCC version: (Ubuntu 7.5.0-3ubuntu1~18.04) 7.5.0
CMake version: version 3.12.0

Python version: 3.6
Is CUDA available: Yes
CUDA runtime version: 10.1.243
GPU models and configuration: GPU 0: Tesla P4
Nvidia driver version: 418.67
cuDNN version: /usr/lib/x86_64-linux-gnu/libcudnn.so.7.6.5

Versions of relevant libraries:
[pip3] numpy==1.18.5
[pip3] torch==1.5.1+cu101
[pip3] torchsummary==1.5.1
[pip3] torchtext==0.3.1
[pip3] torchvision==0.6.1+cu101
[conda] Could not collect

## Additional context

I have tried using both Google Colab and Kaggle Kernel, but I am getting this issue where the code hangs or keeps running forever without any errors. I understand from [here](https://github.com/pytorch/pytorch/issues/17680), there could be a similar issue with Jupyter notebooks when using `torch.multiprocessing.pool`
Repository: pytorch
Issue: Function request: np.copy (alias of clone?)
Labels: triaged,module: numpy,function request

## 🚀 Feature
Add aliases for functions which are present in Numpy and perform similar (same?) functionality to PyTorch.

## Motivation

Too often one ends up jumping between PyTorch and Numpy (for plotting purposes, but also for scipy and other things). It's more than frequent that one encounters `AttributeError: 'Tensor' object has no attribute 'clip'`, when by inaccuracy applies function of the wrong name. It's understandable, that naming convention for PyTorch, perhaps, has a good motivation behind it, but adding convenience aliases could alleviate some of unnecessary pain.

## Pitch

Introducing aliases for some functionality found in NumPy. NumPy has 1+ version and a stable API, which is familiar to most Python users who work with numerical data.

## Alternatives

Adding a wrapper library, creating a library to monkey-patch the repo, or forking the repo. None of those are desirable, since the risk of breaking things would overweight any kind of convenience benefits. 

## Additional context

I understand that this is unlikely to be done, but simply wanted to see community opinion about this issue, and if, perhaps, I'm missing some understanding behind those differences in naming.


cc @mruberry @rgommers
Repository: terminal
Issue: Multiple "Open in Windows Terminal" opes multiple Windows Terminals rather than tabs
Labels: Area-Settings,Product-Terminal,Issue-Task,Area-ShellExtension

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# Environment
Microsoft Windows NT 10.0.19041.0
Windows Terminal Version: 1.1.2021.0

# Steps to reproduce
- Right click folder then click "Open in Windows Terminal"
- Repeat

# Expected behavior
I would have expected the second "Open in Windows Terminal" to open another tab in the open Windows Terminal session. That's the joy of tabs, right?

# Actual behavior
Opens a new Windows Terminal session.
Repository: material-ui
Issue: [Button] Is the 'type' prop really removed from ButtonBase?
Labels: docs,component: button,component: ButtonBase

According to the docs, `ButtonBase` no longer has a `type` prop (which had values `submit`, `reset`, and `button`). Is this a deliberate change, or a documentation bug?

I'm asking because I'm generating MUI bindings from the docs. ButtonBase props are inherited by many other components, so I don't want to remove it unless it's intended.
Repository: PowerToys
Issue: [FancyZones] New Windows Fill Empty Zones
Labels: Idea-Enhancement,Product-FancyZones

**Add an option to make new windows automatically fill the first empty zone.**

If the option is selected, than on window creation the new window will automatically move to and fill the first empty zone.

**Compelling Example**

The canonical example is I have my desktop split into two zones with a browser open in the LHS. If I press the new window shortcut (typically ctrl-n), the new window will open offset from the current one. With this requested feature enabled, the new window would instead fill the RHS zone.

This automates the common key sequence of _ctrl-n_ _win-right arrrow_.  It also allows for very efficient filling of the desktop with multiple instances of an application.  E.g. if your browser is in position 1 on the task bar, repeated _shift-win-1_ keypresses will tile instances across your monitors in a very efficient manner.

The intention here is to makes the experience and utility much more like a traditional tiling window manager as windows will tend to efficiently consume maximum desktop space and it gives a keyboard driven workflow typical of Power Toys and Users.

**Notes**

1. It might be easier to offer this as an alternative to "Move newly created windows to their last know zone" as the two options are perhaps slightly incompatible. Possibly one could think of this as allowing the user to select from a set of "window creation" behaviour / policy options either explicitly in the UI and/or as abstractions/interfaces in the code.

2. Behaviour should also apply to new windows opened from taskbar, start menu, etc.

3. This feature should apply to main, application level windows. Child windows and modal windows, notification popups, etc. should not be affected by this.  On top windows might also need to be handled differently.

4. "first empty zone" is defined by the order traversed by _win right arrow_ shortcuts starting from the current window.
Repository: godot
Issue: Resources get saved despite not belonging to the scene
Labels: discussion,topic:core,topic:editor,topic:plugin

**Godot version:**
Godot_v3.2.2-stable_x11.64

**Issue description:**
A node, which does not have an owner, has a variable; heightmap, which is not exported. On load an ImageTexture resource file is loaded to the hightmap. An EditorPlugin I'm working on uses heightmap.create_from_image(img) to change the ImageTexture. Then when I save something in the editor it will also save the changed ImageTexture.

This may be considered a bug, or intentional. But I certainly didn't expect it. I have many loaded resources and other files which are not resources (like json) so I want complete control of when they are saved for consistency and because it can take a while to save it all.

Using .duplicate() before changing, or just creating a new ImageTexture with the changes and then assigning to the variable prevents the editor from saving it. This makes sense as the resource which was loaded then remains unchanged, and the new ImageTexture doesn't even have a save location yet.

I think only resources which are referenced through an open scene, owned node, exported variable chain should be saved when saving in the editor.
Repository: java-design-patterns
Issue: Domain-Oriented Microservice Architecture (DOMA)
Labels: info: help wanted,epic: pattern,epic: architecture,type: feature

**Description:**
The Domain-Oriented Microservice Architecture (DOMA) design pattern focuses on organizing microservices around business domains to improve scalability, flexibility, and maintainability. This pattern leverages domain-driven design principles to ensure that each microservice is aligned with a specific business capability, enabling independent development, deployment, and scaling. The main elements of this pattern include:

1. **Domain-Driven Design (DDD):** Using DDD principles to identify and model the core domains and subdomains of the business.
2. **Microservices:** Decomposing the application into smaller, loosely coupled services, each responsible for a specific domain or subdomain.
3. **Bounded Contexts:** Defining clear boundaries for each microservice to ensure they encapsulate their domain logic and data.
4. **API Gateway:** Implementing an API gateway to manage communication between clients and the microservices, providing a unified entry point.
5. **Service Discovery:** Utilizing service discovery mechanisms to enable dynamic resolution of microservice instances.
6. **Data Management:** Ensuring each microservice has its own data store, promoting data autonomy and consistency within the domain.

**References:**
- [Uber's Microservice Architecture](https://www.uber.com/en-FI/blog/microservice-architecture/)
- [DOMA: From Concept to Application](https://marcospereirajr.com.br/doma-from-concept-to-application-c8f0e2f30894)

**Acceptance Criteria:**
1. Identify and document the core domains and subdomains of the application using DDD principles.
2. Develop and deploy at least one microservice for a critical domain, ensuring it follows the bounded context and has its own data store.
3. Implement an API gateway and service discovery mechanism to facilitate communication and dynamic resolution between microservices.
Repository: PowerToys
Issue: Feature Idea: Enhance Windows 10's Control Panel
Labels: Idea-Enhancement,Idea-New PowerToy

One of the bits that (opinion) has regressed _for power users_ in Windows 10 is the control panel ("Settings"). There is so much wasted space and less info available to the user. Anecdotally, this bothers most power users I'm aware of and they're quite glad you can still get to the old control panel.

Are there areas PowerToys could make the Settings section in Windows 10 more usable? Some quick ideas: 
- Expanding to use the fill width, showing more attributes of a thing (e.g. the version in Add/Remove programs
- Increasing contrast in dark mode (the medium/dark blue links on black are quite hard to read)
- Linking to the control panel equivalents in the sidebar of Settings when there is one
Repository: PowerToys
Issue: [Settings] Right-clicking on Settings in taskbar shows the incorrect title
Labels: Product-Settings,Area-User Interface,Priority-2

Minor nit: right-clicking the Settings process shows the project name (Microsoft.PowerToys.Settings.UI.Runner) instead of just 'PowerToys Settings'.

![Settings context menu](https://user-images.githubusercontent.com/9866362/88459454-f9865200-ce95-11ea-80d3-042b9def4e6a.gif)
Repository: flutter
Issue: How to effectively implement a feed of Video Players in Flutter
Labels: d: examples,a: video,p: video_player,package,team-ecosystem,P3,triaged-ecosystem

Hi,

I have been trying to implement a feed of Videos like the one fond in TikTok for a while now.

I'm trying to achieve the above with the best possible performance without Jank and lags. 

I have tried using a vertical PageView builder with each page initializing a network video controller (Video_Player package).
Also tried using a listView builder as well. Both were not optimal and I still experienced lags and most importantly crashes when certain number of videos were loaded in the app. (Let's say a user has been scrolling through videos for a minute or so).

Recently I have been trying to initialize my video in separate isolate. This has proven very hard to do. The idea is to have all if my videos initialized on a separate isolate. This is difficult however since video require the UI thread if I'm right. 

Has anyone ever achieved such task ? An optimal feed of videos that a user can scroll through ? 

Can I please get some insights on what can I do to implement it? 

Best,
Mike
Repository: godot
Issue: Rpc attributes do not work correctly with overloaded methods in C#
Labels: bug,topic:network,topic:dotnet,topic:multiplayer

**Godot version:**
3.2.2 Stable


**OS/device including version:**
Windows 10 64-bit


**Issue description:**
I have an overloaded method in my C# code that I tried to send an RPC message to, I had only the overloaded method with two parameters tagged for rpc.
```csharp
    // With a [Remote] keyword here it works
    private void Log(String Text)
    {
        Log(Text, Colors.White);
    }

    [Remote]
    private void Log(String Text, Color Color)
    {
        LogText.Log(Text, Color);
        if (MDStatics.IsServer())
        {
            Rpc(nameof(Log), Text, Color);
        }
    }
```

As you can see it attempts to call itself, however when you don't have a [Remote] keyword on the `Log(String Text)` I get the following errors on my clients:

```
ERROR: RPC 'Log' is not allowed on node /root/AutomaticTestsMain from: 1. Mode is 0, master is 1.
   At: core/io/multiplayer_api.cpp:291
ERROR: RPC 'Log' is not allowed on node /root/AutomaticTestsMain from: 1. Mode is 0, master is 1.
   At: core/io/multiplayer_api.cpp:291
```

**Steps to reproduce:**
Setup a network connection between two clients, have an overloaded method where you only tag one of them with [Remote] and it should be fairly easy to reproduce.

**Minimal reproduction project:**
I do not have one as I am using a [framework](https://github.com/DoubleDeez/MDFramework) for all my networking which means extracting this and setting it up as a standalone project would be more work than I got time for at the moment.
Repository: rust
Issue: Uninformative error message when casting usize to pointer to generic `?Sized` type
Labels: C-enhancement,A-diagnostics,T-compiler,D-papercut,D-terse

Trying to compile this code
```rust
pub fn bogus_ptr<U: ?Sized>() -> *const U {
    0usize as *const U
}
```
produces this error message
```
error[E0606]: casting `usize` as `*const U` is invalid
  --> <source>:2:5
  |
2 |     0usize as *const U
  |     ^^^^^^^^^^^^^^^^^^
```
It would be better if the error message stated that `usize` cannot be cast to a pointer to a `?Sized` type because it's potentially unsized.

### Meta

Tried the code in these Rust versions and they all produced the same error message:

- 1.37.0 stable

- 1.45.0 stable

- 1.46.0-beta.1 (2020-07-15 e51b714db8ff82ac38ea)

- 1.47.0-nightly (2020-07-22 bbebe7351fcd29af1eb9)
Repository: ant-design
Issue: <Antd.Typography.Text editable> autofocus
Labels: 💡 Feature Request,Inactive

- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### What problem does this feature solve?
there's no way currently to autoFocus an editable Antd.Typography.Text 

### What does the proposed API look like?
add autoFocus as a prop to Typography.Text


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: rust
Issue: Consider different page layouts for rustdoc
Labels: T-rustdoc,E-hard,C-enhancement,E-help-wanted,A-rustdoc-ui,T-rustdoc-frontend

@willcrichton and I were discussing this [on discord](https://discordapp.com/channels/442252698964721669/459149231702278154/736669443844734978):

> wcrichto: auto-generated docs tend to have a single, immutable structure. But most effective data visualization tools present multiple views on the same data, depending on the task at hand. Would it make sense for rustdoc to have multiple layouts? And the user could pick the one that makes the most sense for their question.
> jynelson: sure :) we could even make the default layout configurable, we have settings already
> wcrichto: One possibility would be to improve the visual design of the docs to more easily give an overview of all the methods on a type. In the `split_at_mut`, even literally just putting all the methods into 2D grid instead of a 1D list could be helpful. There are ~180 methods on the `Vec` documentation, which is overwhelming to look through.
> jynelson: you mean something like 'Method Summary' and 'Field Summary' from javadocs?
> wcrichto: Yeah maybe! But with basic grouping/filtering. Like: "group by whether method takes &self or &mut self".

Grouping by `&self`/`&mut self`/`self` would be a neat grouping, but I'm sure there are many others possible. It would be great to have different ways of visualizing how to manipulate types.

Related: type-based searching (seems to be currently broken? https://github.com/rust-lang/rust/issues/60485#issuecomment-663900624)
Repository: vscode
Issue: Improve debug actions for multi-target debugging
Labels: feature-request,debug

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<!-- Describe the feature you'd like. -->
# Problem
I want to debug an application that runs the same code concurrently over *many* processes (e.g. an MPI application). Using a compound configuration (in launch.json) and the multi-target mode, I can debug each process separately in a unified way, which is good.
However now, whenever the application reaches a breakpoint, I need to manually select "continue" for *each* process individually. Even with just a few processes, this can become a tedious and error prone task.
# Proposed solution
In the debug-actions widget
![image](https://user-images.githubusercontent.com/43782561/88465812-43872c00-cec6-11ea-872b-c6ed27535bb1.png)
and/or maybe in the call-stack sidebar
![image](https://user-images.githubusercontent.com/43782561/88465799-25b9c700-cec6-11ea-8bd8-b776296e45fb.png)
add an option to execute the same debug action on all processes, or maybe even better, on a range of processes.
This would make it much easier to debug applications with a large number of concurrent processes.