sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Full view title isn't shown when a contextual title is defined
Labels: bug,workbench-views


Issue Type: <b>Bug</b>

Found while testing: https://github.com/microsoft/vscode/issues/98996

Create a view with a contextual title
Move the view from activity bar to horizontal panel
Note that the contextual title is shown but full title is not
Click on view
Notice now that full view name is shown
Click on another view in horizontal panel
Notice that full name of newly added view remains shown even though this was not the case when the view was first added to the panel

See animated gif: 
![recording (1)](https://user-images.githubusercontent.com/1704059/83516112-67ce1a00-a4ce-11ea-8b28-190dba99f3eb.gif)


VS Code version: Code - Insiders 1.46.0-insider (1bfa086adb9271ff56be11821da686e4cfffb672, 2020-06-02T06:55:33.079Z)
OS version: Windows_NT x64 10.0.18363

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-8650U CPU @ 1.90GHz (8 x 2112)|
|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)|15.93GB (1.56GB free)|
|Process Argv||
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (24)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-eslint|dba|2.1.5
EditorConfig|Edi|0.15.1
vscode-github-releases-updater|joa|0.18.0
vscode-peacock|joh|3.7.2
chat|kar|0.33.0
vscode-docker|ms-|1.2.1
csharp|ms-|1.22.0
python|ms-|2020.5.80290
remote-containers|ms-|0.119.0
remote-ssh|ms-|0.51.0
remote-ssh-edit|ms-|0.51.0
remote-wsl|ms-|0.44.2
vscode-remote-extensionpack|ms-|0.20.0
azure-account|ms-|0.8.11
js-debug-companion|ms-|1.0.1
vscode-github-issue-notebooks|ms-|0.0.25
cloudenv-extensions|ms-|1.0.1369
vsliveshare|ms-|1.0.2236
vsliveshare-audio|ms-|0.1.85
vsliveshare-pack|ms-|0.3.4
vsonline|ms-|1.0.2268
debugger-for-chrome|msj|4.12.8
test-search-rg|rob|0.0.3
code-spell-checker|str|1.9.0


</details>
<!-- generated by issue reporter -->
Repository: angular
Issue: ServiceWorker doesn't update `index.html` when headers (e.g. CSP) change
Labels: freq1: low,workaround2: non-obvious,area: service-worker,state: confirmed,type: use-case,P3

<!--🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅

Oh hi there! 😄

To expedite issue processing please search open and closed issues before submitting a new one.
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# 🐞 bug report

### Affected Package

The issue is caused by package @angular/service-worker:9.1.7

### Is this a regression?

Nope, seems to always been there


### Description

Supposition: It seems that the service worker use body response only to generate its hash, corresponding to versioned resources ; update some headers server side doesn't update these hashes and resources are served with old headers.


## 🔬 Minimal Reproduction

When deploying Angular application with service-worker (default configuration):
- Load the main page in a browser
- Service worker do its job and cache resources (including index.html)
- Change global resources header (in my case, nginx configuration, like `add_header X-OneThing "hello there"`
- Let the service worker try to do a cache bust
- **Take a look on the answer : no update detected**
- Refresh the page : **the new header isn't applied** (but the ngsw.json HTTP call got it, of course)

Sorry but cannot do a stackblitz with that :/


## 🔥 Exception or Error

None


## 🌍  Your Environment

**Angular Version:**
<pre><code>
> ng "version"


     _                      _                 ____ _     ___
    / \   _ __   __ _ _   _| | __ _ _ __     / ___| |   |_ _|
   / △ \ | '_ \ / _` | | | | |/ _` | '__|   | |   | |    | |
  / ___ \| | | | (_| | |_| | | (_| | |      | |___| |___ | |
 /_/   \_\_| |_|\__, |\__,_|_|\__,_|_|       \____|_____|___|
                |___/
    

Angular CLI: 9.1.6
Node: 12.14.1
OS: linux x64

Angular: 9.1.7
... animations, common, compiler, compiler-cli, core, forms
... language-service, platform-browser, platform-browser-dynamic
... router
Ivy Workspace: Yes

Package                           Version
-----------------------------------------------------------
@angular-devkit/architect         0.901.6
@angular-devkit/build-angular     0.901.6
@angular-devkit/build-optimizer   0.901.6
@angular-devkit/build-webpack     0.901.6
@angular-devkit/core              9.1.6
@angular-devkit/schematics        9.1.6
@angular/cli                      9.1.6
@angular/platform-server          9.1.9
@angular/service-worker           9.1.9
@ngtools/webpack                  9.1.6
@schematics/angular               9.1.6
@schematics/update                0.901.6
rxjs                              6.5.5
typescript                        3.8.3
webpack                           4.42.0
</code></pre>
Repository: vscode
Issue: Settings sync - Cannot dismiss "Configure..." quick pick dialog
Labels: quick-pick,under-discussion

Testing #98962

* Click `Configure...` action in the `Preferences sync` toolbar
* Click anywhere else in the workbench

Expected: Quick pick dialog should hide (same as the command palette)
Actual: Only way to dismiss the quick pick dialog is using the `Ok` button
Repository: flutter
Issue: Flutter web dropdown not suggesting item when i type keyboard keys
Labels: c: new feature,framework,f: material design,a: fidelity,P3,team-design,triaged-design

On web, it is expected that when you are filling a form and there is a dropdown, that you can type and get the item that matches what you type.

This issue was already created at #55438 but it was wrongly closed as a duplicate of #46824

That issue is talking about providing a text autocomplete widget, which is not the case here. This needs to keep the Dropdown widget, but respond to the keyboard strokes. 

Tried to have the original issue reopened but since I had no response I'm opening a new one to get more attention.
Repository: pytorch
Issue: Update RPC doc  to recommend async user functions for non-blocking server execution
Labels: module: docs,triaged,module: rpc

When the PR that enables async user function for `rpc.remote` is added to the stack started from #39216, update the master `rpc.rst` doc to mention it in `rpc.rpc_sync`, `rpc.rpc_async`, and `rpc.remote` APIs.

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @rohan-varma @xush6528 @jjlilley @osalpekar
Repository: vscode
Issue: Custom menus should absorb keystrokes and dismiss if not mnemonic (letter)
Labels: bug,menus

Testing #97801

Choose the step into targets command
See a list of targets appear 
Ignore list and press F10
List of targets remains in view
Expected: list of targets to close
Repository: flutter
Issue: [web] Textfield 'autofocus: true' doesn't show up the keyboard
Labels: a: text input,framework,customer: crowd,platform-web,f: focus,has reproducible steps,P3,browser: safari-ios,browser: chrome-android,workaround available,team-web,triaged-web,found in release: 3.19,found in release: 3.20

It only gets in the focused mode which I know by changing the TextField `focusedBorder` property that it's being listened to but no keyboard there.

<details>
  <summary>doctor</summary>

```
[✓] Flutter (Channel dev, 1.19.0-2.0.pre, on Mac OS X 10.15.5 19F101, locale es-ES)
    • Flutter version 1.19.0-2.0.pre at /Users/tomas/Development/flutter
    • Framework revision 1d395c5e18 (2 days ago), 2020-05-31 07:41:50 -0700
    • Engine revision 923687f0e7
    • Dart version 2.9.0 (build 2.9.0-11.0.dev 6489a0c68d)


[✓] Android toolchain - develop for Android devices (Android SDK version 29.0.3)
    • Android SDK at /Users/tomas/Library/Android/sdk
    • Platform android-29, build-tools 29.0.3
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_212-release-1586-b4-5784211)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 11.5)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 11.5, Build version 11E608c
    • CocoaPods version 1.9.1

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 3.6)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin version 44.0.2
    • Dart plugin version 192.7761
    • Java version OpenJDK Runtime Environment (build 1.8.0_212-release-1586-b4-5784211)

[✓] VS Code (version 1.45.1)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.11.0

[✓] Connected device (3 available)
    • iPhone 11  • 04298E38-2633-4586-B868-1FBD5C708AF7 • ios            • com.apple.CoreSimulator.SimRuntime.iOS-13-5 (simulator)
    • Web Server • web-server                           • web-javascript • Flutter Tools
    • Chrome     • chrome                               • web-javascript • Google Chrome 83.0.4103.61

• No issues found!
```

</details>
Repository: vscode
Issue: Find all references is not highlighting the match
Labels: feature-request,under-discussion,references-viewlet,notebook-workbench-integration

Testing #98821

Sorry that I did not look for dups, if it is please close it.

<img width="1049" alt="image" src="https://user-images.githubusercontent.com/10746682/83547731-f0ff4400-a502-11ea-8295-4a70faa07508.png">
Repository: flutter
Issue: Fuchsia debug .build-id archive expects to only have the unstripped binaries
Labels: customer: fuchsia,engine,P3,team-engine,triaged-engine

Currently we have `1e/1317a6715a2639ed43e257e258c754cf514a08` (stripped) and `1e/1317a6715a2639ed43e257e258c754cf514a08.debug` (unstripped). Fuchsia expects
to only have `1e/1317a6715a2639ed43e257e258c754cf514a08.debug`.

cc: @joshuaseaton
Repository: PowerToys
Issue: [FancyZones] window must resist dragging
Labels: Idea-Enhancement,FancyZones-Dragging&UI,Product-FancyZones

# Summary of the new feature/enhancement
The feature should work like (or replace) Windows Snap in every single way. So, when a window is opened inside a FancyZone it remains static unless considerable dragging happens (just like Windows Snap) 

# Proposed technical implementation details (optional)
Just make it like Windows Snap! xD
Repository: vscode
Issue: Problems view do not show markers when Show Active File filter is on
Labels: feature-request,under-discussion,languages-diagnostics,notebook-workbench-integration

Testing #98821

- Enable the filter `Show Active File Only` in Problems view using the filter dropdown in filter input box
- Open any notebook with problems

🐛 Problems are not shown

<img width="1346" alt="image" src="https://user-images.githubusercontent.com/10746682/83549389-8e5b7780-a505-11ea-9682-894c69534932.png">
Repository: vscode
Issue: Partial cross-file undo if a file is changed in the meantime
Labels: feature-request,undo-redo

Testing #98987

Repro:
1. Rename symbol to update 3+ files
2. Edit one file on disk
3. Undo on another file

:bug: => cross-file undo does not work at all. Could we fix a majority of the files that don't have this issue?
Repository: TypeScript
Issue: Export Typescript libraries as individual interfaces as well
Labels: Suggestion,Awaiting More Feedback

## Search Terms

export library interface

## Suggestion

Right now Typescript declares it's libraries using `d.ts` (e.g. `lib.dom.d.ts`) so if you include this in your project you get the entire DOM library and it's interfaces. This is great however it makes development of isomorphic code harder.

Your only option is to add the `dom` library to your NodeJS project. This means that consumers could accidentally write unsafe code.

My proposal is really simple. Along with existing d.ts imports, we also export (in a separate file) the interfaces for those libraries


## Use Cases

Isomorphic code could be be implemented in an easier way. Right now we need to either include the whole library or use dependency injection. Which is not always trivial.

Here is an example of an issue encountered from the puppeteer repo - https://github.com/DefinitelyTyped/DefinitelyTyped/issues/24419#issuecomment-637700421

## Examples

```ts
import { Window } from 'typescript/interface/lib.dom'; // proposed path

window.alert('something'); // this will throw TS errors

page.evaluate(() => {
    // this will be fine and type checked according to window
    (window as Window).alert('something'); 
});
```

## 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: PowerToys
Issue: Tool to redo file organization
Labels: Idea-New PowerToy,Product-File Explorer,Product-File Actions Menu

# Invert the order of a directory tree

Windows Explorer is frequently used as an archive system for files. After years of using a specific system sometimes the method becomes cumbersome or the access patterns change. 

It would be nice if PowerRename could change the organizational method of a directory tree and rename the files with respect to their parent folder.

## For example:
Files organized by: Year > Subject > Class. Maybe user would want to invert to: Subject > Year > Class. 


Directory
├───1
│        ├───A
│        ├───B
│        ├───C
│        └───D
├───2
│        ├───A
│        ├───B
│        └───C
├───3
│        ├───B
│        ├───C
│        ├───D
│        ├───E
│        └───F
├───4
│        ├───B
│        ├───C
│        ├───D
│        ├───E
│        └───F
└───5
          ├───D
          ├───E
          └───F

**Could become:**

Inverted
├───A
│        ├───1
│        └───2
├───B
│        ├───1
│        ├───2
│        ├───3
│        └───4
├───C
│        ├───1
│        ├───2
│        ├───3
│        └───4
├───D
│        ├───1
│        ├───3
│        ├───4
│        └───5
├───E
│        ├───3
│        ├───4
│        └───5
└───F
          ├───3
          ├───4
          └───5
Repository: godot
Issue: Massive visual bug (pink screen) with ssao and blur on Android
Labels: bug,topic:rendering

**Godot version:**
3.2 from Steam


**OS/device including version:**
iPhone 11
iPhone 7
Samsung Galaxy a51


**Issue description:**
On Android I get a pink screen whenever I turn ssao or blur on in my Environment. This does not happen on iOS. I have no idea what causes this since I only have experience with iOS.

The performance on Anrdoid is also terrible compared to iOS. On an iPhone 11 I get 50+ fps while the a51 is struggling to reach 10 fps. This makes no sense since the a51 is 2x faster on paper. 

I'm using GLES3 wich is normally not advised and I've seen comments on every other Anrdoid performance issue to use GLES2. I find this feedback useless since it doesn't solve the issue, it's only avoiding it. Why can't it run on Android when iOS is at 60 fps?

So the two issues are the pink screen and the bad performance.


**Steps to reproduce:**
Go to your project settings >Rendering > Quality > Itended Usage and set it to 3D. Then you just need to add a WorldEvironment and turn on ssao or blur. You always get a pink screen.
Repository: godot
Issue: macOS crash when press play button to build the game [Mono]
Labels: bug,platform:macos,topic:dotnet,crash

<!-- 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 using non-official build. -->
Godot_mono_3.2.2 Beta 3, using C#

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
GLES2 , Macbook pro, Catalina (check the [crash.txt](https://github.com/godotengine/godot/files/4719073/crash.txt)
 for more details


**Issue description:**
<!-- What happened, and what was expected. -->
Sometimes (seems to happen randomly), when I press the "play" button to build and run the game, an emergent dialog asking for admin user/password shows. If you press cancel button, godot editor crash (check the crash report), if you enter user/password, a process in the background uses 100% of CPU, and you can't kill, even with kill -9 pid. The only way to kill is by rebooting the macbook pro.


**Steps to reproduce:**
It's randomly 

**Crash Report**
[crash.txt](https://github.com/godotengine/godot/files/4719073/crash.txt)
Repository: rust
Issue: Add an attribute for asserting variance of generic parameters
Labels: C-enhancement

Currently, we don't have any kind of programmatic way of ensuring that we don't accidentally change the variances of any `libcore`/`libstd` types. While some types do have explicit tests for variance (e.g. [here](https://github.com/rust-lang/rust/commit/bf592cefde313aed68bccc91c053f5912350249b#diff-f9e71018920a56a1532da2e8fb8d02cdR1005-R1007) and in PR https://github.com/rust-lang/rust/pull/72902), this is not done in any kind of systematic way.

I think it would be useful to have an internal `#[variance(Co/Contra/In)]` (names bikesheddable) which causes an error if the actual and expected variances do not match.

We could require that every generic parameter on every public type have a `#[variance]` attribute, similar to how we require `#[stable]`/`#[unstable]`. However, this could end up being unnecessarily verbose, especially if most types are covariant. Instead, we might want to treat the absence of a `#[variance]` annotation as an implicit `#[variance(Covariant)]` (or `#[variance(Invariant)]` for const generics). If covariance is normally what we want, then this would only require us to annotate cases where something 'unusual' is happening. Of course, we would run the risk of cases like https://github.com/rust-lang/rust/pull/71814 'slipping under the radar', where the generic parameter really should have been invariant to begin with.
Repository: pytorch
Issue: Allow to_here to interrupt blocking wait in the case of rpc.remote timeout
Labels: feature,triaged,module: rpc,pt_distributed_rampup

## 🚀 Feature
https://github.com/pytorch/pytorch/pull/38590/files is adding support for RRef timeouts, although, this can be improved in the case of `to_here`. Right now, we only check if the rpc.remote call for `to_here` timed out before making a blocking call on waiting on the corresponding future for `to_here`. However, we instead have to_here wait on 2 conditions:
1) [Happy path] the `to_here` future successfully finishes
2) [Timeout]: `isTimedOut()` (added in the mentioned PR) is set to true. We can probably handle these conditions by signalling on a condvar.

This will make timeouts in the case of `to_here` more robust, as we will be able to interrupt the blocking call when we get notified that the original rpc.remote() creation has failed.


cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @rohan-varma @jjlilley @osalpekar @jiayisuse @xush6528
Repository: rust
Issue: Recursive diagnostics when using consts in arrays 
Labels: A-diagnostics,A-trait-system,A-associated-items,T-compiler,D-papercut

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
trait A {
    const N: usize;
    const ARRAY: [u8; Self::N];
}

trait B<T: A> {
    fn f() -> [u8; <T as A>::N];
}

```
[Playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=967077056c818dba1e90e0dfc42ebc96)

I expected to see this happen: the compiler gives useful diagnostics

Instead, this happened: the compiler gives diagnostics which don't work

```
   Compiling playground v0.0.1 (/playground)
error[E0599]: no associated item named `N` found for type parameter `Self` in the current scope
 --> src/lib.rs:3:29
  |
3 |     const ARRAY: [u8; Self::N];
  |                             ^ associated item not found in `Self`
  |
  = help: items from traits can only be used if the type parameter is bounded by the trait
help: the following trait defines an item `N`, perhaps you need to add a supertrait for it:
  |
1 | trait A: A {
  |        ^^^

error[E0277]: the trait bound `T: A` is not satisfied
 --> src/lib.rs:7:20
  |
2 |     const N: usize;
  |     --------------- required by `A::N`
...
7 |     fn f() -> [u8; <T as A>::N];
  |                    ^^^^^^^^^^^ the trait `A` is not implemented for `T`
  |
help: consider further restricting this bound
  |
6 | trait B<T: A + A> {
  |              ^^^

error: aborting due to 2 previous errors

Some errors have detailed explanations: E0277, E0599.
For more information about an error, try `rustc --explain E0277`.
error: could not compile `playground`.

To learn more, run the command again with --verbose.

```

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.45.0-nightly (74e804683 2020-05-30)
binary: rustc
commit-hash: 74e80468347471779be6060d8d7d6d04e98e467f
commit-date: 2020-05-30
host: x86_64-pc-windows-msvc
release: 1.45.0-nightly
LLVM version: 10.0
```
Repository: rust
Issue: Refactor `non_ssa_locals` to remove `LocalAnalyzer::process_place`
Labels: C-cleanup,A-codegen,T-compiler

While doing an initial implementation of rust-lang/compiler-team#300, I began replacing all uses of `{Non,}MutatingUseContext::Projection`. One user was [`rustc_codegen_ssa::mir::analyze::LocalAnalyzer`](https://github.com/rust-lang/rust/blob/fe10f1a49f5ca46e57261b95f46f519523f418fe/src/librustc_codegen_ssa/mir/analyze.rs#L49), which is doing a custom recursive traversal in [`process_place`](https://github.com/rust-lang/rust/blob/master/src/librustc_codegen_ssa/mir/analyze.rs#L99). There's a [`HACK` comment](https://github.com/rust-lang/rust/blob/fe10f1a49f5ca46e57261b95f46f519523f418fe/src/librustc_codegen_ssa/mir/analyze.rs#L184-L186) from @eddyb suggesting that this should be rewritten.

@eddyb, did you have something specific in mind? I spent some time trying to decipher the logic here, but there's parts I don't understand. For example, there's [a long comment](https://github.com/rust-lang/rust/blob/fe10f1a49f5ca46e57261b95f46f519523f418fe/src/librustc_codegen_ssa/mir/analyze.rs#L150-L170) about why we need to call `visit_local` for `NonUseContext::VarDebugInfo`, but `visit_local` [does nothing for `NonUse`s](https://github.com/rust-lang/rust/blob/fe10f1a49f5ca46e57261b95f46f519523f418fe/src/librustc_codegen_ssa/mir/analyze.rs#L277). What's the indended behavior here?

Additionally, `LocalAnalyzer` visits basic blocks in numerical order, but [this code](https://github.com/rust-lang/rust/blob/fe10f1a49f5ca46e57261b95f46f519523f418fe/src/librustc_codegen_ssa/mir/analyze.rs#L286-L291) assumes we will visit the assignment to a local before any uses of it. This isn't a soundness issue; The worst thing that can happen is that locals are placed onto the stack unnecessarily. However, I think we should be visiting basic blocks in RPO, no?