sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: `>=` typo gives unclear error message
Labels: A-diagnostics,T-compiler

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Given the following code: <!-- Please provide a link to play.rust-lang.org -->

```rust
let is_greater = 5 => 3;
```

The current output is:

```
   Compiling playground v0.0.1 (/playground)
error: expected one of `.`, `;`, `?`, `else`, or an operator, found `=>`
 --> src/main.rs:2:24
  |
2 |     let is_greater = 5 => 3;
  |                        ^^ expected one of `.`, `;`, `?`, `else`, or an operator

error: could not compile `playground` due to previous error
```
[playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=524ff9f12a75ace09945812df9c9c3b9)


This had me very confused for a surprising amount of time. It would be nice if the compiler would give a suggestion to replace `=>` with `>=`. In my opinion, this would help a lot for someone typing quickly, and would make it clear that the symbols were in reverse. It might also lead to some false positives, but I think it would still be nice to have.

The error is actually worse for macros:

```rust
macro_rules! accept_expr {
    ( $expr:expr ) => { $expr }
}

fn main() {
    accept_expr!(5 => 3);
}
```

The current output for this macro is:

```
   Compiling playground v0.0.1 (/playground)
error: no rules expected the token `=>`
 --> src/main.rs:6:20
  |
1 | macro_rules! accept_expr {
  | ------------------------ when calling this macro
...
6 |     accept_expr!(5 => 3);
  |                    ^^ no rules expected this token in macro call

error: could not compile `playground` due to previous error
```

My suggestion it to simply add a `help` section to both of the above errors, which would suggest replacing the `=>` token with `>=`.
Repository: TypeScript
Issue: Update expressions with untyped argument are typed `number`, not `number | bigint`
Labels: Suggestion,In Discussion

# Bug Report

Update expressions (`++`, `--`) with an untyped (`any`) argument are typed as `number`, not as `number | bigint`.
This results in missing and incorrect type errors.

### 🔎 Search Terms

label:Bug bigint

### 🕗 Version & Regression Information

Support for `bigint` has been introduced with TypeScript 3.2.
The bug is still present in TypeScript 4.7.2 and today's Nightly (15/06/2022).
It seems the edge case this issue describes has just been overlooked.

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?target=99#code/BQWwngKmAOCmAmA5AriARrATgLgAQDtUNMBKPQ9LXAXgD5cBqB8KOJIrAblwHoeCA9riyYBOXAGMxmWBIAuuQLwbgWR2AUKEgwEAIQCWAcwCS+OXjQHdJsrnP7LCuo2aa2eoye59BwzKPFTfWQUVdXAUSkwAeUw3Y1MCDkxcAB8bCytyRJp6JjDE6NiPXn4RMTwAmXklNSl8AGcFAEN8MGMJAEYaXA0AVRMteEL45rBrCmJsp3A+uQGhz358IVLxSwqggBobWUbkOthcOQALA5k65AAbBRBGsG3cRtwAclt7J6VAOR3VWoaHlraAExdXr9VwGOJ4EbWV4mSa5MAzObg2GNOppOxFLwrPBraSbbYSXb7Z7jKipGFyd7wASwNECABuWAujWguAA7rpjs8Ke9FF9vgJ6gILrAAHQXAT6YAAA1UsAAHnB5Ag8E9SZgnqpGvJkI0LnhcM8ACQAb1mcAEADM-q18B1gAAWAH4EgAX010pI3FUQA)

### 💻 Code

```ts
const anyInc1 = (myUntypedBigInt: any): number => ++myUntypedBigInt; // bug: no type error
const anyInc2 = (myUntypedBigInt: any): bigint => ++myUntypedBigInt as bigint; // bug: type error
```

### 🙁 Actual behavior

For `anyInc1`, there is no type error, although the result of the expression at run-time may be a `bigint` when the argument is a `bigint` (e.g. `anyInc1(42n)`).

For `anyInc2`, there is the type error

    Conversion of type 'number' to type 'bigint' may be a mistake because neither type sufficiently
    overlaps with the other. If this was intentional, convert the expression to 'unknown' first.(2352)

although the _correct_ type of the update expression, `number | bigint`, _does_ overlap with `bigint`.

### 🙂 Expected behavior

The resolved type of applying any update expression operator (`++`, `--`, pre- or postfix) on an untyped expression should be `number | bigint`, not `number`.

Then, `anyInc1` would result in the correct type error

    Type 'number | bigint' is not assignable to type 'number'.
      Type 'bigint' is not assignable to type 'number'.(2322)

As a side-note, using `number | bigint` instead of `any` as the parameter type correctly results in exactly that type error:
```ts
const typedInc = (myNumberOrBigInt: number | bigint): number => ++myNumberOrBigInt; // type error
```

`anyInc2` would no longer result in a type error.
Repository: rust
Issue: -Zvirtual-function-elimination miscompiles simple hello world program if other optimizations are turned on
Labels: I-crash,A-LLVM,T-compiler,I-unsound,C-bug,requires-nightly,I-miscompile

```
cargo new foo
cd foo
rustc  -Clto  -Cembed-bitcode=yes -Zvirtual-function-elimination src/main.rs 
./main # this works
> Hello, world!
rustc  -Clto  -Cembed-bitcode=yes -Zvirtual-function-elimination src/main.rs -Copt-level=1
./main
> [1]    2203089 segmentation fault (core dumped)  ./main

```
cc https://github.com/rust-lang/rust/pull/96285 
````
rustc 1.63.0-nightly (389352c4b 2022-06-15)
binary: rustc
commit-hash: 389352c4bbd56024eefd1566e06dcba04d223f92
commit-date: 2022-06-15
host: x86_64-unknown-linux-gnu
release: 1.63.0-nightly
LLVM version: 14.0.5
````
Repository: flutter
Issue: [go_router_builder] Force cast for optional path parameter
Labels: package,has reproducible steps,P2,p: go_router_builder,found in release: 3.0,found in release: 3.1,team-go_router,triaged-go_router

When using the latest `go_router_builder` 1.0.4 it looks like you can't currently use optional query parameters. The location expects a non nullable value, although the value in the route is not required.

The generated code uses a force cast for the path parameter `consoleId` when accessing the `location`. Within the `queryParams` there is a correct null check for this value. But the force cast crashes the app. 

```dart
'/retro-games/${Uri.encodeComponent(consoleId!.toString())}',
```

I would have assumed here that the value in the path may be null. Otherwise, the check in the queries also makes no sense.

I hope this is not the desired behavior. At least this way I can't build routes with optional values.

## Steps to Reproduce

1. Build routes with a path parameter
2. Create a route class with an optional parameter.
3. Generate code.

### Routes

```dart
part 'routes.g.dart';

@TypedGoRoute<HomeRoute>(
  path: '/',
  routes: <TypedGoRoute<GoRouteData>>[
    TypedGoRoute<RetroGameListRoute>(
      path: 'retro-games/:consoleId',
    ),
  ],
)
class HomeRoute extends GoRouteData {
  const HomeRoute();

  @override
  Widget build(BuildContext context) => const HomePage();
}

class RetroGameListRoute extends GoRouteData {
  const RetroGameListRoute({this.consoleId});

  final int? consoleId;

  @override
  Widget build(BuildContext context) => RetroGameListPage(consoleId: consoleId);
}
```

### Generated code

```dart
extension $RetroGameListRouteExtension on RetroGameListRoute {
  static RetroGameListRoute _fromState(GoRouterState state) =>
      RetroGameListRoute(
        consoleId:
            _$convertMapValue('console-id', state.queryParams, int.parse),
      );

  String get location => GoRouteData.$location(
        '/retro-games/${Uri.encodeComponent(consoleId!.toString())}',
        queryParams: {
          if (consoleId != null) 'console-id': consoleId!.toString(),
        },
      );

  void go(BuildContext context) => context.go(location, extra: this);

  void push(BuildContext context) => context.push(location, extra: this);
}
```
Repository: rust
Issue: Cross compile to ppc fails
Labels: A-linkage,A-cross,T-compiler,O-PowerPC,C-bug,O-x32,O-x86_32

I have been trying to get rust to cross-compile from an x86 system to a ppc32 host/target but the build process errors out in the stage1 phase.
My experience is fairly limited but it looks like it might be trying to use x86 headers for a ppc compile?

### Meta
Version being built is 1.60.0 through the Alpine Linux aports repo and using abuild

<details><summary>Error</summary>
<p>

```
Copying stage1 std from stage1 (i586-alpine-linux-musl -> i586-alpine-linux-musl / i586-alpine-linux-musl)
Building stage1 compiler artifacts (i586-alpine-linux-musl -> powerpc-alpine-linux-musl)
   Compiling libc v0.2.116
   Compiling proc-macro2 v1.0.30
   ...
   Compiling gimli v0.26.1
   Compiling tracing v0.1.29
error: Error relocating /home/tux/aports/community/rust/src/rustc-1.60.0-src/build/i586-alpine-linux-musl/stage1-rustc/release/deps/libtracing_attributes-a36eb84df63ddcba.so: __mulodi4: symbol not found
   --> /home/tux/aports/community/rust/src/rustc-1.60.0-src/vendor/tracing-0.1.29/src/lib.rs:913:9
    |
913 | pub use tracing_attributes::instrument;
    |         ^^^^^^^^^^^^^^^^^^

error: could not compile `tracing` due to previous error
warning: build failed, waiting for other jobs to finish...
error: build failed
```

</p>
</details>
Repository: terminal
Issue: Change "Open windows from a previous session" behavior to not automatically run .bat files without confirmation
Labels: Issue-Feature,Area-Settings,Product-Terminal

# Description of the new feature/enhancement

Currently if you have the setting "Open windows from a previous session" on it will re-run .bat files that were executed in a previous session. e.g. 

* you double-click a .bat file to run it
* you close the Terminal window
* you later open Terminal e.g. from Start menu
* Terminal will re-run that .bat file. 

I think this is very surprising and potentially destructive behavior. Users would not expect that to happen or consider the potential disasters when enabling that setting. 

I initially raised this as a bug in https://github.com/microsoft/terminal/issues/13151 which was closed as By Design, which is fine. This new issue is a suggestion to change the design. 

# Proposed technical implementation details

I think Terminal should do something else, e.g. one of these:  
* be more clever about what things it runs without user confirmation (e.g. perhaps it asks for user confirmation when running .bat and .cmd files on open, since they can be destructive. Or it simply never runs those types of files). I don't know enough about shells to know if this is easy/hard/impossible/annoying
* give a big warning about this behavior on the setting page. 
* have two settings: one to persist tabs & working directories from previous sessions, one to persist potentially-destructive actions. 

I don't think the setting page warning is sufficient, since many users will be blissfully unaware of all this. They might want tabs open from previous sessions, use that for months, and then just one time they use a .bat file for something. (_Here, run this cleanup_files.bat but be careful not to run it with any unsaved changes_). They open Terminal sometime later and BOOM the nasty .bat file has unexpectedly run.  They lose their work, become sad, and end up hating Terminal forever :'(
Repository: ant-design
Issue: table的子表格实现吸顶功能
Labels: Inactive

### What problem does this feature solve?

当table嵌套子表格时，子表格很长，那么子表格的header也需要吸顶。

或者实现table的某一行实现吸顶，也可以多行实现渐次吸顶。

### What does the proposed API look like?

```
<Table  stickyRow={()=>boolean}  expandable={{ expandedRowRender }} />
```
```
const expandedRowRender = () => {
    const columns: ColumnsType<ExpandedDataType> = [
      { title: 'Date', dataIndex: 'date', key: 'date' },
      { title: 'Name', dataIndex: 'name', key: 'name' },
      {
        title: 'Status',
        key: 'state',
        render: () => (
          <span>
            <Badge status="success" />
            Finished
          </span>
        ),
      },
      { title: 'Upgrade Status', dataIndex: 'upgradeNum', key: 'upgradeNum' },
      {
        title: 'Action',
        dataIndex: 'operation',
        key: 'operation',
        render: () => (
          <Space size="middle">
            <a>Pause</a>
            <a>Stop</a>
            <Dropdown overlay={menu}>
              <a>
                More <DownOutlined />
              </a>
            </Dropdown>
          </Space>
        ),
      },
    ];

    const data = [];
    for (let i = 0; i < 3;   i) {
      data.push({
        key: i,
        date: '2014-12-24 23:12:00',
        name: 'This is production name',
        upgradeNum: 'Upgraded: 56',
      });
    }
    return <Table columns={columns} dataSource={data} pagination={false} sticky={true} />;
  };
```

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: Search and Replace Text
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

The program will search and replace text in files. This is very useful because when we are dealing with large number of files in which we need to find and replace a particular text especially in programming then it would be nearly impossible to do that manually. A nice program to automate find and replace will be very useful.

### Scenario when this would be used?

Web development, coding, programming, general purpose/every day user dealing with files.

### Supporting information

_No response_
Repository: terminal
Issue: Open terminal on the active screen from windows explorer
Labels: Help Wanted,Product-Terminal,Issue-Task,Area-Commandline,Area-ShellExtension

# Description of the new feature/enhancement
When I right click in a folder and click 'Open in Terminal' it always opens on the main screen while I have the explorer opened on the second or third screen.
Please open the terminal or on the latest screen it was open, or on the screen from where I open the terminal.


# Proposed technical implementation details (optional)
Repository: flutter
Issue: Building aar contains wrong Consuming the Module documentation
Labels: platform-android,tool,platform-windows,t: gradle,d: examples,a: existing-apps,P2,team-android,triaged-android

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     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
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## Steps to Reproduce

<!-- Please tell us exactly how to reproduce the problem you are running into. -->

1. Create Android app and Flutter module
2. build flutter aar (flutter build aar)
3. maven {
url 'D:\folder\flutter_module\build\host\outputs\repo''
}
is a wrong syntaxm should be: "D:/folder/flutter_module/build/host/outputs/repo"

## Logs

<details>
<summary>Logs</summary>

<!--
      Include the full logs of the commands you are running between the lines
      with the backticks below. If you are running any "flutter" commands,
      please include the output of running them with "--verbose"; for example,
      the output of running "flutter --verbose create foo".
-->

```
```

<!-- If possible, paste the output of running `flutter doctor -v` here. -->

```
```

</details>
Repository: godot
Issue: Vulkan Clustered: Mesh wireframes are showing on material surfaces on AMD GPUs, especially on darker surfaces
Labels: bug,platform:macos,topic:rendering,confirmed,topic:3d

### Godot version

4 Alpha 10

### System information

MacOS 12.3 Intel

### Issue description


<img width="930" alt="Screen Shot 2022-06-15 at 11 09 00 AM" src="https://user-images.githubusercontent.com/1884383/173875152-1e3a999a-a18f-4c44-bab7-267c56beaf30.png">
<img width="1009" alt="Screen Shot 2022-06-15 at 11 09 32 AM" src="https://user-images.githubusercontent.com/1884383/173875174-0b2c546e-0f80-459a-ab68-d850a9a7e149.png">


I noticed this in 4 Alpha 9 but now in Alpha 10 it seems to be showing more. In Alpha 9 it was related to metallic surfaces and roughness, now it just seems to show in shadowed areas.

### Steps to reproduce

* Create a MeshInstance3d and give it a basic material or
* Import a model with a metallic surface

### Minimal reproduction project

_No response_
Repository: react
Issue: [DevTools Bug]: Open in editor does not work on Firefox
Labels: Type: Bug,Component: Developer Tools

### Website or app

https://github.com/lwkchan/test-app

### Repro steps

This happens for any local React App, but I've provided a small CRA in case any automation is done. 

1. Visit the locally run app on Firefox Browser. In my case, v101.0.1 (64-bit)
2. Set up open in editor URL in settings, set up open in Editor URL. I used `"vscode://file/{path}"`
3. On the Components pane, select any element in the page
4. Click on "Open in Editor" button

Actual result:
Nothing happens. The link does not open in my editor

Desired result:
The link should open in my VSCode editor

I think the reason why this is happening is because of a Firefox bug where `window.open` does not work in extensions. It is used in [InspectedElement.js](https://github.com/facebook/react/blob/a4ead704ba1df8718d4866a23ac25e78f8ea901a/packages/react-devtools-shared/src/devtools/views/Components/InspectedElement.js#L228) to open the source url. According to https://bugzilla.mozilla.org/show_bug.cgi?id=1282021, the extension should use `browser.windows.create` for Firefox

### How often does this bug happen?

Every time

### DevTools package (automated)

_No response_

### DevTools version (automated)

_No response_

### Error message (automated)

_No response_

### Error call stack (automated)

_No response_

### Error component stack (automated)

_No response_

### GitHub query string (automated)

_No response_
Repository: TypeScript
Issue: Docs of `charCodeAt` and `codePointAt` are flipped
Labels: Bug,Help Wanted,Domain: lib.d.ts

# Bug Report

Docs of `charCodeAt` and `codePointAt` are flipped. Described in MDN, the `codePointAt` returns *Unicode* code point, and `charCodeAt` returns UTF16 char code, however in JSDoc string of Typescript they are flipped.

## How it is

https://github.com/microsoft/TypeScript/blob/89d05f7131b233c4482aaba5c15ad289f26173b4/lib/lib.es2015.core.d.ts#L401-L408


https://github.com/microsoft/TypeScript/blob/89d05f7131b233c4482aaba5c15ad289f26173b4/lib/lib.es5.d.ts#L404-L408


## How it should be

> The `codePointAt()` method returns a non-negative integer that is the Unicode code point value at the given position. Note that this function does not give the nth code point in a string, but the code point starting at the specified string index. [Docs](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String/codePointAt)

> The `charCodeAt()` method returns an integer between 0 and 65535 representing the UTF-16 code unit at the given index. [Docs](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String/charCodeAt)
Repository: pytorch
Issue: [FSDP] Verify that FSDP-managed parameters are the same across ranks
Labels: triaged,better-engineering,module: fsdp

Similar to https://github.com/pytorch/pytorch/issues/68803, we can add a check that the FDSP-managed parameters (i.e. all parameters minus the ignored parameters on that rank, which may be different across ranks) are the same across ranks in debug mode.


cc @zhaojuanmao @mrshenli @rohan-varma
Repository: go
Issue: runtime: change golang scheduler implementation to a lock-free stack
Labels: NeedsInvestigation

Limiting the number of goroutines and re-using them as much as possible will lead to a significant gain in performance in critical areas like `net/http`.

[itogami](https://github.com/alphadose/itogami) is a thread-pool implementation which is the most efficient among all existing threadpools because it uses golang runtime internal functions like `getg()`, `goready()` etc for scheduling. Benchmarks to support the claims present in the repository itself.

The addition of a thread-pool to golang core will unlock lots of opportunities for solving performance-critical problems.

Also since **itogami** already uses runtime internal functions, it would be take no effort to integrate it with the core lib.
Repository: pytorch
Issue: Missing the time unit in duration time of DDP logging
Labels: triaged,module: ddp

### 🐛 Describe the bug

The interface _get_ddp_logging_data() misses labeling the time unit of the duration time, such as forward_compute_time, backward_compute_time, backward_comm_time, and backward_compute_comm_overlap_time. The current time unit is ns.

To make the DDP logging data more readable, here are the recommended names according to their actual meanings:
- "forward_compute_time" should be "forward_device_duration_ns"
- "forward_compute_time_start" should be "forward_host_start"
- "backward_compute_time" should be "backward_device_duration_ns"
- "backward_compute_time_start" should be "backward_host_start"
- "backward_compute_time_end" should be "backward_host_end"
- "backward_comm_time" should be "backward_comm_device_duration_ns"
- "backward_comm_time_start" should be "backward_comm_host_start"
- "backward_comm_time_end" should be "backward_comm_host_end"
- "backward_compute_comm_overlap_time" should be "backward_compute_comm_overlap_device_duration_ns"

### Versions

since pytorch 1.9
Repository: flutter
Issue: Enable parallel and randomized testings in XCTests and XCUITests
Labels: platform-ios,engine,package,P3,team-ios,triaged-ios

We should enable parallel and randomized testings as much as possible in all flutter repos.
Parallel and randomized tests can make CI run faster and forcing the tests not relying on weird global state. 

Things to watch out when we start to enable  parallel and randomized tests: 

- The simulator name will be generated as something like "Clone 2 of iPhone 8" instead of "iPhone 8". Tests that relies on the device name need to be handle this. (e.g The golden image file of scenario app tests)
- Some tests might need to be modified to avoid global states. Sometimes, modification of the production code is necessary for dependency injection.

XCTests and XCUITests to enable:
- [ ] [scenario_app](https://github.com/flutter/engine/tree/main/testing/scenario_app)
- [ ] [engine xctests](https://github.com/flutter/engine/tree/main/testing/ios/IosUnitTests)
- [ ] XCTests in plugins.
Repository: godot
Issue: Vulkan: VoxelGI and SDFGI flicker when TAA is enabled
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

4.0.alpha10

### System information

Windows 10, RTX3070 laptop, Vulkan

### Issue description

TAA makes VoxelGI flicker (I also toggle on and off FXAA in the video to show that does not affect the flickering):

https://user-images.githubusercontent.com/10420968/173918601-118e737b-5da8-40bb-b421-023fd361168c.mp4


### Steps to reproduce

Put a VoxelGI node into your scene, enable TAA in the Project Settings. Bake the VoxelGI. You will notice a flicker in the reflections and GI, especially if you turn on "VoxelGI Lighting" view under "Display Advanced".

### Minimal reproduction project

[godot TAA VoxelGI Bug.zip](https://github.com/godotengine/godot/files/8912815/godot.TAA.VoxelGI.Bug.zip)