sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: Option to copy custom types to outDir
Labels: Suggestion,Awaiting More Feedback

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## Search Terms

declaration files, .d.ts, ergonomics, distributable package, library, compiler option

## Suggestion

I would like `tsc` to include an option that enables copying `.d.ts` files from my project's source tree into the configured `outDir`.

## Use Cases

I maintain a distributable library that is often used as a dependency of other packages. As often as I can, I depend on `@type/*` packages and the core type libraries to express the types in the platforms that my library supports.

However, there are cases where these sources do not reflect the ground truth of my supported platforms (for example, old browsers w/ proprietary APIs, or experimental/unstable/nascent web platform features). In these cases, it isn't suitable to upstream my custom types to another package, and even if it was, the latency involved in waiting for upstream contributions to be accepted and published is not a good reason to block a release of my library.

In cases like these, I tend to express the types in `.d.ts` files in my source tree. However, per https://github.com/Microsoft/TypeScript/issues/5112, `tsc` does not copy these files to my configured `outDir` as a matter of principle. This means that I have to complicate my build with an additional copy step in order to produce a comprehensive, publishable artifact. Meanwhile, it seems like `tsc` could make my life a lot simpler by copying over these files on my behalf.

## Examples

This could manifest in a lot of ways, but a strawperson would be to add a compiler flag. Call it `--include-custom-type-declarations` (or any suitable name).

If `tsc` is invoked with this flag set to true, then `tsc` will include all `.d.ts` declarations in the source tree among the artifacts generated in the `outDir`.

## 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: go
Issue: x/build/env/linux: add bleeding edge kernel builder
Labels: Builders,NeedsInvestigation,new-builder

In https://github.com/golang/go/issues/35777#issuecomment-557642410 ("runtime: memory corruption on Linux 5.3.x from async preemption") @zikaeroh says:

> I feel like there should be some builder which is at the latest Linux kernel, whatever that may be.

This is that tracking bug.

/cc @cagedmantis @dmitshur @toothrot @bcmills
Repository: go
Issue: x/build: add a builder that runs long tests with a gccgo toolchain
Labels: Builders,NeedsInvestigation,new-builder

From the list at [build.golang.org](https://build.golang.org/), there don't seem to be any builders running a gccgo toolchain. It would be useful to have one to make sure we don't regress on gccgo support.

For quick reference: [gccgo setup instructions](https://golang.org/doc/install/gccgo)
Repository: terminal
Issue: Apply C Build Insights to Solution to attempt to improve build time
Labels: Help Wanted,Area-Performance,Area-Build,Product-Meta,Issue-Task

@bitcrazed found this and sent e-mail about it.

https://devblogs.microsoft.com/cppblog/introducing-c-build-insights/

It looks like a good idea for the eventually pile. Putting it here so we don't lose it.
Repository: godot
Issue: "Make Sub-Resources Unique" does not make MeshInstance Mesh Material Unique
Labels: bug,topic:editor

**Godot version:**
3.2 Beta 2  (also affects 3.1.1)

**OS/device including version:**
ArchLinux Kernel 5.3.11-arch1-1

**Issue description:**
Selecting "Make Sub-Resources Unique" on MeshInstance, does not make the sub-resource Mesh material unique.  Even making the Mesh itself Unique will not make an attached Material Unique.  You have to go to the Mesh Material and select "Make Unique" on the Material itself, then it becomes unique.

![](https://user-images.githubusercontent.com/4380009/69452246-0dc9ec00-0d16-11ea-9460-9726c55c44d6.gif)

**Steps to reproduce:**
1. Create 3D Scene
2. Create new MeshInstance and create a new Mesh (I used simple cube)
3. Assign new Spatial Material to the newly created Mesh.
4. Duplicate the MeshInstance created in Step 2
5. Select new MeshInstance and click "Make Sub-Resources Unique" in Object Properties Menu.
6. Change properties of the Spatial Material assigned to the Mesh and notice both MeshInstances materials will change. (ie. they are not unique).

**Minimal reproduction project:**
[minimal_project.zip](https://github.com/godotengine/godot/files/3880926/minimal_project.zip)
Repository: PowerToys
Issue: Dev docs need to be improved
Labels: Issue-Docs

The documentation is spread around the repo and doesn't cover all the basics.
Repository: flutter
Issue: The tool should only have one way to build assets
Labels: team,tool,P3,team-tool,triaged-tool

Currently there is a method for building assets in an ad-hoc manner for debugging sessions and in assemble for real builds. These should share some common logic so they don't go out of sync.
Repository: create-react-app
Issue: IE 11 Cannot modify non-writable property...
Labels: issue: needs investigation,issue: bug report

I've followed the steps to support ie11 but keep just getting the error `Cannot modify non-writable property length`.

I've tried babel polyfill, core-js and react app polyfill and none of them are working for me.
I've reinstalled all deps and cleared caches.

Can be seen at https://www.finedonlocalhistorysociety.co.uk/
My repo is here https://github.com/dahliacreative/flhs
Repository: vscode
Issue: Disable overview ruler entirely
Labels: feature-request,editor-scrollbar

Can you add an option to disable overview ruler entirely?
It's located underneath the right scrollbar, and I find it distracting, as there's symbols changing all the time.

Version: 1.40.1
Commit: 8795a9889db74563ddd43eb0a897a2384129a619
Date: 2019-11-15T10:46:02.883Z
Electron: 6.1.2
Chrome: 76.0.3809.146
Node.js: 12.4.0
V8: 7.6.303.31-electron.0
OS: Linux x64 4.15.0-70-generic

I've consulted the link below, no effect:
https://stackoverflow.com/questions/59002585/how-can-i-remove-symbols-on-right-scrollbar-of-vscode
Repository: vscode
Issue: Change Start Debugging Extension Host on Running Extensions to not require a restart
Labels: help wanted,feature-request,extensions-development

Issue Type: <b>Bug</b>

Currently if you click on _Start Debugging Extension Host_ from the _Running Extensions_ tab it will ask you to restart. This IMO defeats the main purpose of this feature, as the only times I want to do this, is when I am seeing an extension issue that I can't easily reproduce and when to debug it when it is happening.

Related -- it would be great to not attempt to attach in the same vscode instance and instead open a new vscode window to attach from. 

VS Code version: Code - Insiders 1.41.0-insider (599c076d91be1374cf51004cec610f3bcaf4c9cd, 2019-11-22T07:25:24.031Z)
OS version: Windows_NT x64 10.0.19028

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 x 4008)|
|GPU Status|2d_canvas: enabled<br>flash_3d: enabled<br>flash_stage3d: enabled<br>flash_stage3d_baseline: enabled<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>oop_rasterization: disabled_off<br>protected_video_decode: unavailable_off<br>rasterization: enabled<br>skia_renderer: disabled_off<br>surface_control: disabled_off<br>surface_synchronization: enabled_on<br>video_decode: enabled<br>viz_display_compositor: enabled_on<br>viz_hit_test_surface_layer: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|undefined|
|Memory (System)|31.93GB (16.39GB free)|
|Process Argv||
|Screen Reader|no|
|VM|0%|
</details>
<!-- generated by issue reporter -->
Repository: godot
Issue: [Bullet] KinematicBody3D: is_on_floor() can become false when moving against a wall
Labels: bug,confirmed,topic:physics

**Godot version:**
This issue happens in both 3.1 and in a version compiled from source (at commit 083d088de3fe7cd5d825cebebc46ce32fc87b4b0)

**OS/device including version:**
OSX Mojave 10.14.6

**Issue description:**

When a KinematicBody3D is on the ground and against a wall and running toward that wall, is_on_floor() can turn false, even though the KinematicBody3D is on the ground the whole time.

I've noticed that this issue is related to the speed of the motion (both horizontal and vertical/gravity). If both horizontal and vertical speeds are low then is_on_floor() can even be false *always* whenever running against a wall.

I did some digging into this: it seems that when vertical speed is low (for example, from one timestep of gravitational acceleration) then only one collision is reported by move_and_slide() - this collision is in the direction of the wall, not of the floor. Therefore, move_and_slide() only sees the collision with the wall direction and sets on_floor to false. However, the character still isn't falling through the floor, so the character's vertical velocity is still getting corrected; but I think both collisions are being corrected with only one motion, instead of one motion for each collision plane.

**Steps to reproduce:**
(1) Open "Godot FPS Tutorial Part 1" project.
(2) Add "print(is_on_floor())" at line 123 (right after the move_and_slide() function) to the Player's script.
(3) Run the program.
(4) Run forward directly into a wall and keep holding forward. If you check the Output, is_on_floor()'s output is flickering between true and false.

Optional step: change line 98 (the gravity update) to smaller constant velocity like "vel.y = -1.0". If you run against the wall, now is_on_floor() will always return false.

**Minimal reproduction project:**

Godot FPS Tutorial Part 1 project:
https://docs.godotengine.org/en/3.1/_downloads/d9b603ee9d6444df6b385863612e0f3f/Godot_FPS_Part_1.zip
Repository: vscode
Issue: Git - Explorer .gitignore integration considers git repo outside of workspace folder
Labels: bug,git,file-decorations


Issue Type: <b>Bug</b>

I cloned xterm into vscode's node_modules and opened that folder, all files in the explorer are faded out despite being in an "inner" git repo.

<img width="660" alt="Screen Shot 2019-11-22 at 7 02 43 PM" src="https://user-images.githubusercontent.com/2193314/69472093-d0d41880-0d5a-11ea-8580-ae47273cef3f.png">


VS Code version: Code - Insiders 1.41.0-insider (599c076d91be1374cf51004cec610f3bcaf4c9cd, 2019-11-22T07:19:06.796Z)
OS version: Darwin x64 18.7.0

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 x 2200)|
|GPU Status|2d_canvas: enabled<br>flash_3d: enabled<br>flash_stage3d: enabled<br>flash_stage3d_baseline: enabled<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>oop_rasterization: disabled_off<br>protected_video_decode: unavailable_off<br>rasterization: enabled<br>skia_renderer: disabled_off<br>surface_control: disabled_off<br>surface_synchronization: enabled_on<br>video_decode: enabled<br>viz_display_compositor: enabled_on<br>viz_hit_test_surface_layer: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|4, 3, 2|
|Memory (System)|16.00GB (0.20GB free)|
|Process Argv|-psn_0_11799360|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (15)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-svgviewer|css|2.0.0
EditorConfig|Edi|0.14.2
vscode-pull-request-github-insiders|Git|2019.11.2342
vscode-azureappservice|ms-|0.16.1
vscode-docker|ms-|0.8.2
vscode-language-pack-ja|MS-|1.40.2
remote-containers|ms-|0.85.0
remote-ssh-edit-nightly|ms-|2019.11.21120
remote-ssh-nightly|ms-|2019.11.21120
azure-account|ms-|0.8.7
vscode-typescript-tslint-plugin|ms-|1.2.3
debugger-for-chrome|msj|4.12.1
material-icon-theme|PKi|3.9.1
sort-lines|Tyr|1.9.0
vscode-todo-highlight|way|1.0.4

(2 theme extensions excluded)

</details>
<!-- generated by issue reporter -->
Repository: flutter
Issue: Floating cursor on iOS doesn't move on initial drag
Labels: a: text input,framework,f: material design,a: internationalization,a: fidelity,customer: crowd,has reproducible steps,P2,found in release: 3.3,found in release: 3.5,team-text-input,triaged-text-input

In iOS, the users can move cursor fast by long-press and drag space key (floating cursor).

I have found strange behaviors of floating cursor in TextField: 

1.  As soon as floating cursor starts, the cursor freezes up for a while.
2. When stop dragging (=press-up) during the freeze, the cursor gets stuck in the position.

Below is the sample of case-2. 
(I used Japanese keyboard in this movie but it occurred when I used English keyboard.)

![sample](https://user-images.githubusercontent.com/18113551/69475980-19e9a280-0e17-11ea-982d-2679bd4d1cbf.gif)

## Steps to Reproduce

1. Use TextField and build ios
2. Long press and drag space key
3. Stop dragging immediately (case-2)

**Target Platform: iOS**
**Target OS version/browser: iOS13.2.3, iPhone 11**
**Devices: Both physical devices and emulators**


## Logs
Flutter doctor
```
❯ flutter doctor -v
[✓] Flutter (Channel stable, v1.9.1+hotfix.6, on Mac OS X 10.14.6 18G1012, locale ja-JP)
    • Flutter version 1.9.1+hotfix.6 at /Users/masaokb/flutter
    • Framework revision 68587a0916 (2 months ago), 2019-09-13 19:46:58 -0700
    • Engine revision b863200c37
    • Dart version 2.5.0

[✓] Android toolchain - develop for Android devices (Android SDK version 28.0.3)
    • Android SDK at /Users/masaokb/Library/Android/sdk
    • Android NDK location not configured (optional; useful for native profiling support)
    • Platform android-29, build-tools 28.0.3
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_202-release-1483-b49-5587405)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 11.2.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 11.2.1, Build version 11B500
    • CocoaPods version 1.8.1

[✓] Android Studio (version 3.5)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin version 41.1.2
    • Dart plugin version 191.8593
    • Java version OpenJDK Runtime Environment (build 1.8.0_202-release-1483-b49-5587405)

[✓] VS Code (version 1.40.1)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.6.0

[✓] Connected device (1 available)
    • okb • 00008030-001E583E1E60802E • ios • iOS 13.2.3

• No issues found!
```
Repository: youtube-dl
Issue: Automatic rate limiting - using a headless video player
Labels: request

<!--

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######################################################################

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## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2019.11.22. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Search the bugtracker for similar feature requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
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- [x] I'm reporting a feature request
- [x] I've verified that I'm running youtube-dl version **2019.11.22**
- [x] I've searched the bugtracker for similar feature requests including closed ones


## Description

<!--
Provide an explanation of your issue in an arbitrary form. Please make sure the description is worded well enough to be understood, see https://github.com/ytdl-org/youtube-dl#is-the-description-of-the-issue-itself-sufficient. Provide any additional information, suggested solution and as much context and examples as possible.
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Nowadays providers check the throughput and ban an account when videos are downloaded to quick. Also videos have a different bitrate or even the bitrate changes through the video. Setting `limit-rate` to a specific rate is difficult and to not get banned setting it way too low.
Providers can produce videos with changing bitrates to detect downloaders with a fixed `--limit-rate`.

Make youtube-dl capable of automatic rate-limiting (throttling) by piping the downloaded video into a video player (headless) who takes care of the bitrate, to emulate an interactive user.
This allows to download at the highest possible rate.
Repository: go
Issue: x/sys/unix: add support for FAN_REPORT_FID
Labels: help wanted,NeedsFix

Linux kernels 5.1+ have added new API (FAN_REPORT_FID) for fanotify. Would be nice to have this in 'golang.org/x/sys'.
Repository: flutter
Issue: webview_flutter fullscreen for youtube not working
Labels: platform-android,customer: crowd,p: webview,package,has reproducible steps,P2,found in release: 2.5,team-android,triaged-android


[INFO:CONSOLE(849)] "Uncaught (in promise) TypeError: fullscreen error", source: https://m.youtube.com/yts/jsbin/mobile-c3-vflW8m0pe/mobile-c3.js (849)


"FULLSCREEN FOR YOUTUBE.COM NOT WORKING"
Repository: rust
Issue: Unhelpful type error for too general trait implementation
Labels: C-enhancement,A-diagnostics,T-compiler

Hello,

When calling trait method with a too-generic type, the error message does not mention the missing trait bound.

Consider this example
```
trait Foo<CTX> {
    fn foo(&self, ctx: &CTX);
}

trait Context {}

struct A;
impl Context for A {}

struct B;
impl Foo<A> for B {
    fn foo(&self, ctx: &A) {
        println!("Foo for B")
    }
}

struct C { b: B }
impl<CTX: Context> Foo<CTX> for C {
    fn foo(&self, ctx: &CTX) {
        self.b.foo(ctx);
        println!("Foo for C")
    }
}
```

I get this error message
```
error[E0308]: mismatched types
  --> src/lib.rs:20:20
   |
20 |         self.b.foo(ctx);
   |                    ^^^ expected struct `A`, found type parameter
   |
   = note: expected type `&A`
              found type `&CTX`
   = help: type parameters must be constrained to match other types
```

For derive macros, finding which field is responsible for the error is not obvious.
I would have expected something like
```
type `B` does not implement trait `Foo<CTX>`
```
Repository: youtube-dl
Issue: Can I get titles of playlists in users playlist list?
Labels: question

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

-->


## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- Look through the README (http://yt-dl.org/readme) and FAQ (http://yt-dl.org/faq) for similar questions
- Search the bugtracker for similar questions: http://yt-dl.org/search-issues
- Finally, put x into all relevant boxes (like this [x])
-->

- [y ] I'm asking a question
- [y ] I've looked through the README and FAQ for similar questions
- [y ] I've searched the bugtracker for similar questions including closed ones


## Question

<!--
Ask your question in an arbitrary form. Please make sure it's worded well enough to be understood, see https://github.com/ytdl-org/youtube-dl#is-the-description-of-the-issue-itself-sufficient.
-->

WRITE QUESTION HERE
I've looked all over web and can't find a command that gives me the playlist title with the url.

https://www.youtube.com/user/me/playlists -J --flat-playlist

.\youtube-dl https://www.youtube.com/user/yorkchris10/playlists -J --flat-playlist
{"title": "me", "extractor_key": "YoutubePlaylists", "_type": "playlist", "extractor": "youtube:playlists", "webpage_url": "https://www.youtube.com/user/yorkchris10/playlists", "id": "yorkchris10", "webpage_url_basename": "playlists", "entries": [{"ie_key": "YoutubePlaylist", "url": "https://www.youtube.com/playlist?list=PLAGvOYt0XoUjAik-sYcdk39Ma-FyrWmrk", "_type": "url"}, {"ie_key": "YoutubePlaylist", "url": "https://www.youtube.com/playlist?list=PLAGvOYt0XoUjXr9vmXHSFVc36N8w0Kqdi", "_type": "url"}, {"ie_key": "YoutubePlaylist", "url": "https://www.youtube.com/playlist?list=PLAGvOYt0XoUisoDL79ZBbKK-azxCLX37J", "_type": "url"}, 
...
Repository: pytorch
Issue: Refactor (a bit) `torch.hub(.load)`
Labels: triaged,enhancement,module: hub

## 🚀 Feature

Refactor (a bit) `torch.hub(.load)` to allow an easier use of alternative ways to fetch/load models.

## Motivation

Published models often show `torch.hub.load` as the easiest way to get started with a model.
For example at https://github.com/pytorch/fairseq/tree/master/examples/roberta:

```python
import torch
roberta = torch.hub.load('pytorch/fairseq', 'roberta.large')
```

Whenever behind a firewall or a fussy proxy environment (unfortunately a number of corporate environment), fetching the model from github as done by that function will not always work.

It would be very convenient for such situations to have the steps better isolated into functions and with this make the ability to swap, say, the "download compressed tarball from github" step, from a custom one (say, something like "copy the compressed tarball from github"). Beside making such use-cases easier to handle, and prevent many to presumably implement essentially the same solution after reading the source for `torch.hub` and reimplement a variant of `torch.hub.load`, this may also make the creation of alternative hubs, fetching or caching strategies, etc... easier.

While searching for possible earlier reports for this, I found the following issue to be related (although much more ambitious): https://github.com/pytorch/pytorch/issues/27610

## Pitch

A minimum viable refactoring answering the issue could consider the atomic steps:
a. resolve github account name to local directory and ensure it exists
b. resolve github account name + model name to URL
c. fetch packed model file from URL into local name
d. unpack model
e. cleanup packed model
and make a function like `torch.hub.load` merely a sequence of these and allow a user to specify alternatives.

I have not considered all patterns, but one might be through the use of callbacks:

```python
torch.hub.load(...,
    func_localdir= _setup_hubdir(),
    func_hubname_to_url=...,
    ...)
```

## Alternatives

Let users all write might essentially be similar code. Not individually a major undertaking, but if this is truly a not-so-uncommon use-case if might be good to make it part of the API.

## Additional context

NA.

cc @ailzhang