sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Improve rendering of find matches touching each other
Labels: feature-request,ux,editor-find


Issue Type: <b>Bug</b>

I need to remove some lines of text from about 80 files (every file has about 2000 rows) at the same time. I wanted to use search&replace tool in vs Code(ctrl+shift+f). 

And my issue consists of two different problems:
## Problem 1  
Given following rows:
```
být=elektronický=zásilka
být=jiný=způsob
být=poskytování=pozáruční
být=poskytování=servisní
být=pozdě=třetí
být=pozáruční
být=pozáruční=servis
být=příslušný=krajský
být=příslušný=poškozený
být=schopný=dodaný
být=servis
být=servisní
být=servisní=služba
být=služba=zahrnující
být=zejména=uvedený
```
where I need to remove whole row with occurence. This works correctly and matches 3+grams: 
`^být=[^=]+=.*`
This incorrectly matches also 2grams:
`^být=[^=]+=.*\n`

Then i thought - ok, I can make some workaround and split it to two regexps which lead to problem 2.

## Problem 2 
When I removed all occurences of this `^být=[^=]+=.*` from all files, then I needed to remove blank lines. I used the same tool for multi search and replace in all files from the same folder.
I used this regexp `^\n` and the button for replace all (it said about 2000 occurences) didn't do almost anything (changed about 3 files from 80). 

Ok I tried to click to replace all button in multisearch window file by file. Reached 3rd file where it stopped to work as well. 

Ok if I click fast enough I might be done soon I thought and clicked on replace for each occurence in multisearch window.

And I was terrified when I later found that it instead of deleting blank lines also deleted lines with text. (e.g. `cena=náhradní=díl`) 

VS Code version: Code 1.44.1 (a9f8623ec050e5f0b44cc8ce8204a1455884749f, 2020-04-11T01:48:12.622Z)
OS version: Windows_NT x64 10.0.18363

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 x 2808)|
|GPU Status|2d_canvas: enabled<br>flash_3d: enabled<br>flash_stage3d: enabled<br>flash_stage3d_baseline: enabled<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>oop_rasterization: disabled_off<br>protected_video_decode: enabled<br>rasterization: enabled<br>skia_renderer: disabled_off_ok<br>video_decode: enabled<br>viz_display_compositor: enabled_on<br>viz_hit_test_surface_layer: disabled_off_ok<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|undefined|
|Memory (System)|31.87GB (20.32GB free)|
|Process Argv||
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (14)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-base64|ada|0.1.0
vscode-markdownlint|Dav|0.34.0
jsonpath-extract|dav|1.2.3
gc-excelviewer|Gra|2.1.34
Angular2|joh|9.1.2
rainbow-csv|mec|1.6.0
vscode-docker|ms-|1.0.0
csharp|ms-|1.21.17
vscode-kubernetes-tools|ms-|1.1.1
python|ms-|2020.3.71659
powershell|ms-|2020.3.0
vscode-typescript-tslint-plugin|ms-|1.2.3
vscode-yaml|red|0.7.2
markdown-all-in-one|yzh|2.8.0


</details>
<!-- generated by issue reporter -->
Repository: flutter
Issue: flutter build apk --split-per-abi logs are wrong
Labels: c: regression,tool,t: gradle,P2,team-tool,triaged-tool

When running `flutter build apk --split-per-abi`, the logs report only 32bit APK was built, but when you open the output directory, all platforms are built (as expected).

![image](https://user-images.githubusercontent.com/2807712/79438152-779fa680-7fd3-11ea-8479-3091bc708e95.png)

<details>
  <summary>Logs</summary>

```
> flutter build apk --split-per-abi
Running Gradle task 'assembleRelease'...
Running Gradle task 'assembleRelease'... Done                     114,5s
✓ Built build\app\outputs\flutter-apk\app-armeabi-v7a-release.apk (10.5MB).
```

```
> flutter doctor -v
[✓] Flutter (Channel master, v1.18.0-6.0.pre.42, on Microsoft Windows [VersiÃ³n 10.0.18363.778], locale es-ES)
    • Flutter version 1.18.0-6.0.pre.42 at C:\flutter
    • Framework revision b8bd09db21 (4 hours ago), 2020-04-15 22:25:32 -0700
    • Engine revision deef2663ac
    • Dart version 2.8.0 (build 2.8.0-dev.20.0 c9710e5059)


[✓] Android toolchain - develop for Android devices (Android SDK version 29.0.3)
    • Android SDK at C:\Users\crist\AppData\Local\Android\sdk
    • Platform android-29, build-tools 29.0.3
    • Java binary at: C:\Program Files\Android\Android Studio\jre\bin\java
    • Java version OpenJDK Runtime Environment (build 1.8.0_212-release-1586-b04)
    • All Android licenses accepted.

[✓] Chrome - develop for the web
    • Chrome at C:\Program Files (x86)\Google\Chrome\Application\chrome.exe

[✓] Android Studio (version 3.6)
    • Android Studio at C:\Program Files\Android\Android Studio
    • Flutter plugin version 46.0.1-dev.1
    • Dart plugin version 192.7761
    • Java version OpenJDK Runtime Environment (build 1.8.0_212-release-1586-b04)

[✓] Connected device (3 available)
    • Pixel 3 XL • 192.168.1.33:5555 • android-arm64  • Android 10 (API 29)
    • Chrome     • chrome            • web-javascript • Google Chrome 80.0.3987.163
    • Web Server • web-server        • web-javascript • Flutter Tools

• No issues found!
```

</details>
Repository: godot
Issue: Godot WebGL export doesn't work on Safari
Labels: bug,platform:macos,topic:porting

**Godot version:**
3.2.1.stable

**OS/device including version:**
macOS Catalina 10.15.4 / MacBookPro11,1
Safari version: 13.1 (15609.1.20.111.8)
Although this problem happens on the latest version of Safari, I remember that it happened on earlier versions of Safari too.

**Issue description:**
I quickly exported this project to WebGL and uploaded it to itch.io:
https://stone-age-jazz.itch.io/godot-weggl-test
PASSWORD: godot

The project is barebones, standard configuration, nothing has been changed.
The game does not work when running the game from Safari.
The game works when running on Firefox.

The particular error message that I get when trying to run the project in Safari is:
call_indirect to a null table entry (evaluating 'Module["asm"]["Gi"].apply(null,arguments)') 

On Safari - desktop:

<img width="1280" alt="Screenshot 2020-04-16 at 16 57 58" src="https://user-images.githubusercontent.com/13488692/79465129-a03f9480-8003-11ea-95ce-e07593fce095.png">

On Firefox - desktop:

<img width="1280" alt="Screenshot 2020-04-16 at 16 58 32" src="https://user-images.githubusercontent.com/13488692/79465215-b4839180-8003-11ea-9f65-428049264ae7.png">

On Chrome - desktop:

<img width="1280" alt="Screenshot 2020-04-16 at 17 33 09" src="https://user-images.githubusercontent.com/13488692/79469155-7b99eb80-8008-11ea-871a-5a982f22b335.png">

On Edge - desktop:

<img width="1280" alt="Screenshot 2020-04-16 at 17 35 27" src="https://user-images.githubusercontent.com/13488692/79469383-c3b90e00-8008-11ea-8539-662eec969a08.png">

On Opera - desktop:

<img width="1280" alt="Screenshot 2020-04-16 at 17 37 10" src="https://user-images.githubusercontent.com/13488692/79469541-fb27ba80-8008-11ea-88f1-11e18efec42a.png">


**Steps to reproduce:**
On macOS, run the game in Safari. It will NOT work.
On macOS, run the game in Firefox. It will work.
On macOS, run the game in Chrome. It will work.
On macOS, run the game in Edge. It will work.
On macOS, run the game in Opera. It will work.

**Minimal reproduction project:**
[Apocalypse Now.zip](https://github.com/godotengine/godot/files/4486467/Apocalypse.Now.zip)
Repository: TypeScript
Issue: Distributive as const
Labels: Suggestion,In Discussion

## Search Terms

as const, widening, literal widening

## Suggestion

Allow to use `as const` on ternary operator as well as others code branches that currently we can't.

## Use Cases

Let's say that we have this code:
```ts
const result = (
  value > 5
    ? { amount: 'many' } as const
    : { amount: 'few' } as const
)
```

We need to type `as const` twice. So would be nice if we could type just once:

```ts
const result = (
  value > 5
    ? { amount: 'many' }
    : { amount: 'few' }
) as const
```

Currently we can't do that ([playground](https://www.typescriptlang.org/play/?ssl=1&ssc=1&pln=8&pc=1#code/DYUwLgBAbghsCuIIF4IHYCwAobBjA9gHYDOkATiMfMJKgBTYTRyIQB8EArI0xAPwQA3hBgBbfPEJgAXBADkomIQCeciAF8eTWcLESpsuQDMQAdzWasASmxA)).
**It's just a syntax sugar. It won't change anything on `as const`!**

Analogously, maybe we could allow this syntax sugar on function:

```ts
const func = (param: number) => {
  if (param > 5) {
    return 'many' as const
  }

  return 'few' as const
}

// would be just...
const func = (param: number): const => {
  if (param > 5) {
    return 'many'
  }

  return 'few'
}
```

## 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: material-ui
Issue: [Select] Fails when using screen reader or keyboard navigation
Labels: accessibility,component: select

While generally the accessibility functionality of the MUI Multi-select is decent, it would still fail any audit due to inconsistent screen reader behaviour and keyboard navigation. See further details below.

- [x] The issue is present in the latest release.
- [x] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.

## Current Behaviour 😯

### Screen Readers (SR)

#### Win10/Chrome/ChromeVox
When I navigate to the select that has preselected entries, these are not announced to me unless I open the menu and navigate to each of the entries. It is possible to open the menu and select/deselect ok with enter key, space doesn’t work. No instructions for the user either, and the select is announced as a ‘button’ and I’m not informed when menu is expanded or collapsed. Not an ideal experience. Would fail an audit.

#### Win10/Chrome/Jaws
Slightly better experience (announces as expanded, gives instructions to navigate list), but JAWS won’t announce which of the entries have been ticked/selected. You have to close the menu and listen to the chips to determine that. Would fail an audit.

#### Win10/Firefox/NVDA
Can navigate menu using Insert+Space, then arrow keys, however selected entries are not announced, as per above. Would fail an audit.

#### Mac10.14/Chrome/VoiceOver
Shares the same issues as above. Would fail an audit.

#### Overall

- SR doesn’t announce which of the entries have been ticked/selected.
- SR doesn’t allow user to use spacebar to select/check entries.
- SR doesn’t always announce when the listbox has been expanded or collapsed.
- SR doesn’t reliably read the selected entries when the menu is collapsed (e.g. chips)

### Keyboard Navigation

It works with TAB to select, up/down arrow or Enter to open and Enter key to select entry, but doesn’t work with space to select, this would be expected behaviour.

## Expected Behaviour 🤔

- SR must announce which of the entries have been ticked/selected.
- SR must always announce when the listbox has been expanded or collapsed.
- In keyboard navigation mode and while using SR we must allow user to use spacebar to select/check entries. See HTML5 example: https://www.w3schools.com/tags/tryit.asp?filename=tryhtml_select

## Steps to Reproduce 🕹

Try the following example with the above mentioned screen readers and using the keyboard only: https://cwvg4.csb.app/

## Context 🔦

The goal is to meet the WCAG 2.0/2.1 AA standard as legal audit requirement for a learning platform used by millions of students, teachers and administrators.

## Your Environment 🌎

| Tech        | Version |
| ----------- | ------- |
| Material-UI | v4.9.10  |
| Browser     |  Firefox (latest), Chrome (latest) |
| Screen Reader | Jaws, VoiceOver, NVDA, ChromeVox |
| OS        |  MacOS 10.14, 10.15, Windows 10       |
Repository: ant-design
Issue: Tree component dosen't work when async loading and virtual scroll are used in combination.
Labels: 🐛 Bug,Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/unruffled-maxwell-m6bm4)

### Steps to reproduce
1. Expand the first tree node
2. Scroll to the bottom of the tree
3. The second root tree node is not visible

### What is expected?
All nodes in the tree should be visible.

### What is actually happening?
Some nodes (second root node, and Child Node 9) are not being rendered/being rendered outside of the visible area of the component.

| Environment | Info |
|---|---|
| antd | 4.1.3 |
| React | 16.12.0 |
| System | MacOS |
| Browser | Chrome |

---
Everything works as expected after collapsing the first root node, and then later re-expanding it.


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: pytorch
Issue: [1.4.1] Cuda build fails
Labels: needs reproduction,module: build,triaged

Using:
Cuda 10.2
GCC:  7.3.1
Without cuda  the build will be done.
```
[ 23%] Building CXX object third_party/gloo/gloo/CMakeFiles/gloo.dir/common/logging.cc.o
c++: error: unrecognized command line option '-faligned-new'

```
[build.log.zip](https://github.com/pytorch/pytorch/files/4486925/build.log.zip)
Repository: TypeScript
Issue: Provide `declare` keyword support for class methods
Labels: Suggestion,Awaiting More Feedback

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker.

Please help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ, especially the "Common Feature Requests" section: https://github.com/Microsoft/TypeScript/wiki/FAQ

-->

## Search Terms

<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

declare, class, method

## Suggestion

<!-- A summary of what you'd like to see added or changed -->

I know that `declare` keyword already support class properties. I've wonder if it is possiable to bring the support to class methods as well?

## Use Cases

<!--
What do you want to use this for?
What shortcomings exist with current approaches?
-->

You override a method `a`, and there are some other methods that return the return value of `a`.

## Examples

<!-- Show how this would be used and what the behavior would be -->

This is just a simple example describing my idea.

```typescript
class BaseTag
{
    constructor(tag: string) {...}

    static fromString(tag: string): BaseTag
    {
        return new BaseTag(tag);
    }

    static fromNumber(tag: number): BaseTag
    {
        return this.fromString(tag.toString());
    }
}

class ExtendedTag extends BaseTag
{
    static fromString(tag: string): ExtendedTag
    {
        return new BaseTag(`Tag: ${ tag}`);
    }

    declare static fromNumber(tag: number): ExtendedTag;

    // // Without `declare` support
    // static fromNumber(tag: number): ExtendedTag
    // {
    //     return super.fromString(tag) as unknown as ExtendedTag;
    // }
}
```

## 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: three.js
Issue: Animation jump when timeScale changes sign in the first loop when using LoopPingPong mode
Labels: Bug

Hi I'm testing this lovely library and i've found a bug.

I have an animation in a pingpong way.
When i click on it, the mixer.timeScale is switched between 1 and -1.
In the **first** loop, at the first click, the animation jumps straight  to the end and start going in reverse mode. The others loops are fine.

Looking at the code, it seems to be coming from there :

https://github.com/mrdoob/three.js/blob/eb8639016466f0066714f7c1c0c67a59898979e0/src/animation/AnimationAction.js#L545-L567

`if ( deltaTime >= 0 ) `
Should be changed because if delta is negative, then it jumps to the end of animation instead of goinf in reverse mode!
`if ( deltaTime * timeDirection  >= 0 ) `

Here is the full stack to change the caller :
https://github.com/mrdoob/three.js/blob/eb8639016466f0066714f7c1c0c67a59898979e0/src/animation/AnimationAction.js#L330
https://github.com/mrdoob/three.js/blob/eb8639016466f0066714f7c1c0c67a59898979e0/src/animation/AnimationAction.js#L366

Adding timeDirection to 
https://github.com/mrdoob/three.js/blob/eb8639016466f0066714f7c1c0c67a59898979e0/src/animation/AnimationAction.js#L487
Repository: godot
Issue: Timer time_left is wrong before it started
Labels: discussion,topic:core

**Godot version:**
3.2.1
**OS/device including version:**
Windows 10 Home 1909
**Issue description:**
If you create a Timer in code, set its wait time and want to get it, it will return 0 before its start.
**Steps to reproduce:**
var timer = Timer.new()

func _ready():
	timer.set_wait_time(3)
	print(timer.time_left)
**Minimal reproduction project:**
Repository: pytorch
Issue: Custom Generators don't work in JIT
Labels: triaged

[Unboxed dispatch handles Generator](https://github.com/pytorch/pytorch/blob/e29348f8283ffa6be5915abb46f280fce5d64ce4/aten/src/ATen/core/dispatch/DispatchKeyExtractor.h#L67-L76), i.e. it looks at Generator arguments to make the dispatch decision, but [boxed dispatch does not](https://github.com/pytorch/pytorch/blob/e29348f8283ffa6be5915abb46f280fce5d64ce4/aten/src/ATen/core/dispatch/DispatchKeyExtractor.h#L122-L137).

This means that custom PRNGs will work in eager mode currently, but they won't work in scripted models.

Potential ways of fixing this:
- Remove Generator from unboxed dispatch too and find a different way to handle Generators, for example
  - make it a custom class and add overloads for different generator types
  - or use an approach similar to BackendSelect
- or add support for Generator to boxed dispatch to make the current approach work with JIT (note that this might have a perf impact because the dispatch function gets larger and less likely to get inlined).

cc @suo @bhosmer @ezyang @pbelevich @dzhulgakov @zdevito
Repository: bitcoin
Issue: build: Use Xcode .xip as Guix input
Labels: macOS,Build system

It seems to me that the [manual extraction](https://github.com/bitcoin/bitcoin/tree/master/contrib/macdeploy#sdk-extraction) of `MacOSX10.*.sdk.tar.gz` can be a source of fragility, confusion, and non-determinism.

Perhaps what we could do going forward is to have the unmodified Xcode `.xip` as the Gitian input, and perform the extraction inside the Gitian environment. This has the additional benefit of the `.xip` being trivially deterministic (and thus easy to compare) as long as people are downloading the same version.
Repository: PowerToys
Issue: [KBM] Edit window should use ListView for displaying the mappings
Labels: Help Wanted,Product-Keyboard Shortcut Manager,Area-User Interface,Priority-1,Area-Accessibility,Cost-Medium,Status-Blocked,Issue-Task

We should use a similar ListView control as SettingsV2
![image](https://user-images.githubusercontent.com/32061677/79494687-4675a500-7fd8-11ea-950f-00395ea399a2.png)
Repository: flutter
Issue: Slider DPAD support for Android TV
Labels: c: new feature,framework,engine,f: material design,a: accessibility,c: proposal,P3,team-design,triaged-design

I am trying to use slider in a video player on Android TV app, testing on Nvidia Shield TV
just upgraded master, with the #53945 change i can now use the slider with remote d-pad, but there  are some issues with DPAD on Android TV platform with remote dpad arrow keys:

- slider once focused can't unfocus / move to other widget buttons on screen...
- DPAD left and bottom rewinds, right and top forwards but DPAD could be left: rewind, right: forward, top and bottom moves to other widgets...

Also I think another enhancement would be great to add onPressed() to Slider.
use case is a video player where the slider button press pauses / plays video (this is how youtube android tv app functions..) 


Thanks !!

related:
https://github.com/flutter/flutter/pull/53945
Repository: rust
Issue: Tracking Issue for `wasi_ext`
Labels: T-libs-api,B-unstable,O-wasm,C-tracking-issue,Libs-Tracked

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The feature gate for the issue is `#![feature(wasi_ext)]`.

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### Steps
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implementing a feature, followed by a PR that stabilises the feature. However
for larger features an implementation could be broken up into multiple PRs.
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- [ ] 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
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When should this be stabilized? Is wasi as a specification stable enough for wasi-specific APIs to be included in std? 

### Implementation history

#59619
Repository: pytorch
Issue: Custom class type name is very wordy
Labels: oncall: jit,triaged

Right now, I have to write:

```
  m.def("take_an_instance(__torch__.torch.classes._TorchScriptTesting._PickleTester x) -> Tensor Y", take_an_instance);
```

(taken from `test_custom_class`.). This is pretty wordy. It would be better if it was shorter. 

cc @suo @smessmer @jamesr66a