sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Check whether `ScaffoldFeatureController` is currently closed
Labels: c: new feature,framework,f: material design,c: proposal,P3,workaround available,team-design,triaged-design

`ScaffoldFeatureController` has the getter `closed`, which returns a `Future<U>` that completes as soon as the feature closes. 

Because of that asynchronous design choice, it's not possible to acknowledge whether the feature tied to the controller is **currently** closed. 

As a practical consequence, the only way to know if a snack-bar is currently opened is by checking whether its duration is greater than the time since it was opened, but this is not a reliable source since the user may have manually dismissed the snack-bar. This problem created a flaw in my tiny library that allows the user to press the back-button twice to close the app: https://github.com/hugocbpassos/double_back_to_close_app/issues/2

I'd suggest you to expose `ScaffoldFeatureController._completer.isCompleted`.
Repository: terminal
Issue: Feature Request: optional splitting of view into scroll pane and static pane while scrolling
Labels: Issue-Feature,Area-UserInterface,Area-Extensibility,Product-Terminal

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While scrolling, it is sometimes useful to see the current output (bottom of the view) at same time and even be able to type commands on prompt while seeing distant content in scrolled view without aborting the scrolling (e.g. to copy from long manual pages). In these situations it would help if (when enabled) scrolling would automatically split the view pane into two panes: static pane and scroll pane. Either with horizontal splitter (then static pane would be the bottom pane and scroll pane would be the upper pane) or vertically (then static pane would be the left pane and scroll pane would be the right pane). Scrolling would only take place in the scroll pane, static pane would always show the bottom lines of the view.

<!-- 
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Describe why and how a user would use this new functionality (if applicable).
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Proportion of the panes should be configurable e.g. by specifying the size of the static pane either in percents or in number of lines. Setting this to 0 or 0% would effectively disable this feature. 

The splitter could be moved using drag'n'drop/keybindings as well. If typing on command prompt wouldn't abort scrolling in this mode (this could also be optional), there should be a button and keybinding to abort the scrolling (this abort scrolling command would be effectively same as move-scrollbar-to-bottom command).

The content of the scroll pane shouldn't move with additional content appearing in the terminal to allow user to read/copy the content without disruptions. (only the scrollbar would move in such case to reflect the change of position of the scroll pane in the whole scroll buffer).

<!-- 
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-->
Repository: go
Issue: x/blog: test times out on aix-ppc64 builder
Labels: Performance,Testing,Builders,NeedsInvestigation,OS-AIX

The `x/blog` test is consistently timing out on the `aix-ppc64` builder on `release-branch.go1.13` builds (example: https://build.golang.org/log/587d79c987daa7919322215e2230de451ad552f1).

It's not obvious to me whether there is something wrong with the builder (or maybe just slow disk performance?), something wrong with the `x/blog` test, or some regression in 1.13.

CC @Helflym @trex58 @dmitshur @toothrot @bradfitz
Repository: flutter
Issue: Drawer animationController
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

So I'd like to propose for an optional parameter to `Drawer` class so that we can control how it's animation works.

**Situation now**
The drawer already has a controller class called `DrawerController ` which has open/close callbacks and a few other things, but Scaffold creates a default `DrawerController` if `Scaffold.drawer != null`.

**My suggestion**
Giving a optional parameter where you can insert your own `DrawerController`. If no controller was given, it creates a default controller just like it does now.


I'm hoping this could allow customizing the drawer's actions with less lines of code.

This is my first time writing an issue so please forgive me if there's something wrong or weird in here. I'm still learning the ropes.
Repository: node
Issue: doc: how to document multiple inheritance
Labels: doc,meta

**Is your feature request related to a problem? Please describe.**
This request was raised in PR comment https://github.com/nodejs/node/pull/29290#discussion_r317847743

**Describe the solution you'd like**
How to represent multiple inheritance in Node.js documentation

**Describe alternatives you've considered**
* The documentation only shows single parent class, or no inheritance at all
* Going through the code to find out particular class extends multiple classes
Repository: flutter
Issue: Implement focus for `HtmlElementView`
Labels: c: new feature,framework,a: platform-views,platform-web,P2,customer: samehere,team-web,triaged-web

The initial version of `HtmlElementView` is landing with minimal feature support, see the PR here: https://github.com/flutter/flutter/pull/37819

We should verify that cross-origin iframes can be focused/blurred and implement focus support for `HtmlElementView`
Repository: material-ui
Issue: [Slider] Support track dragging with range sliders
Labels: new feature,component: slider,MUI X Pro

<!-- Provide a general summary of the feature in the Title above -->

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- [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.

## Summary 💡

It would be nice if there was an option which would enable a draggable track with a range slider. By dragging the track, the both ends of the slider would move simultaneously.

## Examples 🌈

This behavior can be seen in this react-input-range [demo](https://codepen.io/davidchin/full/GpNvqw/) (bottom-most slider). 

![Dec-26-2021 18-44-50](https://user-images.githubusercontent.com/3165635/147416029-aa8f78f8-2285-4044-877e-809b0f37ba87.gif)

https://ourworldindata.org/explorers/coronavirus-data-explorer?zoomToSelection=true&time=2020-07-28..2021-12-25&facet=none&hideControls=true&Metric=Confirmed+cases&Interval=New+per+day&Relative+to+Population=false&Align+outbreaks=false&country=GBR~FRA

- https://slider-react-component.vercel.app/demo/range

## Motivation 🔦

I found myself needing this kind of functionality while implementing a time-of-day filter which has a default time interval. With this functionality, an user could move the filter with one click and drag, retaining the interval but could modify it when needed.
Repository: pytorch
Issue: [jit] NamedTuples don't respect `__new__`
Labels: oncall: jit,triaged,jit-backlog

If a NamedTuple has a `__new__` defined it silently does not get called. This is a problem for RNNs since `PackedSequence` has a `__new__` constructor.

```python
import torch
from collections import namedtuple

MyNamedTuple_ = namedtuple('PackedSequence', ['data'])

class MyNamedTuple(MyNamedTuple_):
    def __new__(cls, x):
        if x.item() > 5:
            x = torch.ones(1) * 100
        return super(MyNamedTuple, cls).__new__(cls, x)

def fn():
    return MyNamedTuple(torch.ones(1) * 10)

print(fn())
print(torch.jit.script(fn)())
```

outputs

```
MyNamedTuple(data=tensor([100.]))
MyNamedTuple(data=tensor([10.]))
```

cc @suo
Repository: tensorflow
Issue: Initial read on nonexistent tf.gfile.GFile in w+ mode crashes
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.11

**System information**
- Have I written custom code: Yes
- OS Platform and Distribution: Linux Ubuntu 18.04
- TensorFlow installed from: binary
- TensorFlow version: v1.14.0-rc1-22-gaf24dc9 1.14.0
- Python version: 3.7

**Describe the current behavior**
Python raises `tensorflow.python.framework.errors_impl.NotFoundError` when doing a first read (no writes before it) on a nonexistent `tf.gfile.GFile` in `w+` mode.

**Describe the expected behavior**
Read on an empty `w+` file should return an empty string.
One problem with the current behaviour is that numpy.savez() crashes when writing to a GFile.

**Code to reproduce the issue**
```
import tensorflow as tf

with tf.io.gfile.GFile('test.txt', 'w+') as f:
    f.read()
```

**Other info / logs**
```
Traceback (most recent call last):
  File "test_gfile.py", line 5, in <module>
    f.read()
  File "/VENV/lib/python3.7/site-packages/tensorflow/python/lib/io/file_io.py", line 122, in read
    self._preread_check()
  File "/VENV/lib/python3.7/site-packages/tensorflow/python/lib/io/file_io.py", line 84, in _preread_check
    compat.as_bytes(self.__name), 1024 * 512)
tensorflow.python.framework.errors_impl.NotFoundError: test.txt; No such file or directory
```
Repository: pytorch
Issue: Add GPU support to c10d allreduce_coalesced 
Labels: oncall: distributed,feature,triaged

@jfc4050 added CPU `allreduce_coalesced` in #24949. The next would be adding GPU support to `ProcessGroupNCCL` and `ProcessGroupGloo`.

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera
Repository: pytorch
Issue: Add a mode to check input tensor sizes in allreduce_coalesced
Labels: oncall: distributed,feature,triaged

@jfc4050 added CPU `allreduce_coalesced` in #24949. The current version flattens all input tensors into one, and then allreduce that tensor. It works, even if, say, process 0 provides a tensor of size 4 and process 1 provides two tensors of size 2 each. This is a reasonable shortcut to avoid using additional communications to check tensor sizes, but it will be good to add size checking in the default mode, and asking users to explicitly set `check_sizes=False` to they indeed want to skip that.

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera
Repository: TypeScript
Issue: "Go To Type Definition" for type names should navigate to the type definition
Labels: Suggestion,In Discussion,Domain: Symbol Navigation

"Go To Type Definition" doesn't doesn't work when the selection is itself a type. Instead, you get a "No type definition found" error. I can understand why it was implemented in this way ("types don't have a type!") but IMHO this behavior unnecessarily inconsistent and confusing for users.  If I ask for the type definition of a type, then I should be taken to the... type definition! ;-)

I'm filing this at @weswigham's request to split it out of #6209. IMHO, if #6209 is implemented as I'm suggesting (where Go To Definition would navigate to the actual implementing source, not the DefinitelyTyped .d.ts) then fixing this issue would be helpful because it'd make both operations more consistent: 
* Go To Definition would always navigate to implementation code (not to type declarations), regardless of what symbol is selected.
* Go to Type Definition would always navigate to type declarations, regardless of what symbol is selected 

## Search Terms

Go to Type Definition
No type definition found for
`getTypeDefinitionsAtPosition` - this is one possible method to change in a PR

## Suggestion

Go to Type Definition should, when called for a type, return the location of the type definition.

## Use Cases

Discussed above

## Examples
```ts
type X = {a: number};
const a: X = {a: 1};
```
In VSCode, select and right-click on the second `X` and choose Go To Type Definition.

Expected: navigates to declaration
Actual: `No type definition for 'X'`

## Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: godot
Issue: Issues with the bezier tracks editor in animationplayer
Labels: bug,enhancement,topic:core

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
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3.1.1.stable.official
<!-- Specify commit hash if non-official. -->


Ubuntu 18.04
<!-- Specify GPU model and drivers if graphics-related. -->


On a bezier curve track, if you click on the little bezier curve on the right you can now edit the curve. There are however some issues when doing this:

If you select keyframes in it, and try Edit / Scale selection, after you enter a scale ratio, nothing happens. (Also the name is a bit ambiguous in this context as scale can be on the time axis or on the values axis) 

If you right click on the tracks list on the left it behaves like it's not there and shows the menu for inserting the keyframes under it.

If you drag the <-> icon right next to "+ Add Track" it will only move the header timeline, you need to scroll so the window will refresh with the updated positions.

If you select the keyframes here, you are no longer able to edit their values from the inspector panel.

Keyframe selection in curve editor is different than the normal keyframe selection. If you select a keyframe then click on the bezier icon, the selection in the bezier editor is the last one you used in the bezier editor not your current keyframe selection.

(Also is there a way to scale the curve vertically? I've copied a bounce track and hoped I could use it for the alpha channel so I needed to scale the values from hundreds to 0..1 interval)

While playing with it I got the following errors in the console

> ERROR: _process_operation_list: Error calling method from signal '_clear_selection_for_anim': 'AnimationBezierTrackEdit::_clear_selection_for_anim': Method expected 0 arguments, but called with 1. At: core/undo_redo.cpp:291. 
> ERROR: _process_operation_list: Error calling method from signal '_select_at_anim': 'AnimationBezierTrackEdit::_select_at_anim': Method expected 0 arguments, but called with 3. At: core/undo_redo.cpp:291.
> ERROR: _get_property_list: Condition ' key == -1 ' is true. At: editor/animation_track_editor.cpp:543.
>
Repository: create-react-app
Issue: Allow modular SCSS import and avoid duplicated styles on development mode
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

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  Provide a clear and concise description of what the problem is.
  For example, "I'm always frustrated when..."
-->

We've been trying to use a SCSS module oriented design system that provides a way to explicitly import the SCSS modules as needed when creating styles for a given component.

``` scss
@import "~@some-repo/design-system/base"; /* settings, mixins, extends */
@import "~@some-repo/design-system/page"; /* utility classes and general stylings */
@import "~@some-repo/design-system/bridge/buttons"; /* button specific styles */
```

This is fine when generating the final build, because any duplicated css will be ignored.

But when running the project in development mode, duplicated styles are prepended to the  head section of the generated html file

### Describe the solution you'd like

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-->

A solution to this problem would be to add an opt-in configuration for doing something like this:

https://github.com/maoberlehner/node-sass-magic-importer/tree/master/packages/node-sass-once-importer

This would allow for the generated prepended style tags to avoid duplicated styles:
``` scss
// Example:
@import 'style1.scss';
@import 'style1.scss'; /* Duplicated on a different component .scss file */
@import 'style2.scss';
```
Generates:

``` scss
// Contents of style1.scss:
.selector1 { }
.selector2 { }

// Contents of style2.scss:
.selector3 { }
.selector4 { }
```

### Describe alternatives you've considered

<!--
  Let us know about other solutions you've tried or researched.
-->

This: https://github.com/webpack-contrib/sass-loader/issues/145#issuecomment-173984354

And also, importing all SCSS modules that are common to more than one component style into the main .scss file and add ad-hoc scss modules as needed into this main file (not ideal as it would limit us from sharing the components with embedded styles)

### Additional context

<!--
  Is there anything else you can add about the proposal?
  You might want to link to related issues here, if you haven't already.
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I'd love to hear of any other alternatives you might have used that wouldn't require us to import all base files when using the design system.

I've considered using CSS Modules and CSS in JS, but this would limit us from making the design-system framework agnostic
Repository: rust
Issue: Nested closures give suboptimal move suggestion
Labels: A-diagnostics,A-lifetimes,P-low,A-closures,T-compiler

The following code needs a `move` on the `map` closure, but the suggestion first tells us to add it to the `flat_map` closure. After following that suggestion, the next error will tell us to put it on the `map` closure. This terminates correctly, but should suggest the final thing immediately. Note that with many nested levels of closures, there will be one error-fix-recompile cycle per nested closure until we get it working.

```rust
pub struct X;

pub fn foo<'a>(
    bar: &'a X,
) -> impl Iterator<Item = ()> + 'a {
    Some(()).iter().flat_map(|()| {
        Some(()).iter().map(|()| { bar; })
    })
}
```

([Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=b139b84c7b309e8adfb4b696289b0dd8))

Errors:

```
   Compiling playground v0.0.1 (/playground)
error: captured variable cannot escape `FnMut` closure body
 --> src/lib.rs:7:9
  |
6 |     Some(()).iter().flat_map(move |()| {
  |                                      - inferred to be a `FnMut` closure
7 |         Some(()).iter().map(|()| { bar; })
  |         ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ returns a reference to a captured variable which escapes the closure body
  |
  = note: `FnMut` closures only have access to their captured variables while they are executing...
  = note: ...therefore, they cannot allow references to captured variables to escape

error: aborting due to previous error

error: Could not compile `playground`.

To learn more, run the command again with --verbose.

```
Repository: flutter
Issue: macOS and iOS text and shadow rendering differences 
Labels: engine,platform-mac,a: desktop,has reproducible steps,P3,found in release: 3.16,found in release: 3.18,team-macos,triaged-macos

I'm building something like storybook but for Flutter and I want to render on desktop what the app would like like on a phone.
By overriding MediaQueryData with the values I get on the phone and the TargetPlatform with the correct one I was able to get Android rendering pixel perfect.

But, no matter what, iOS is not rendering correctly.
I printed the ThemeData for on both cases and even though they're given the same ThemeData text rendering is still different.


Here is the Photoshop difference between screenshots, highlighting text difference (only spacing between letters is wrong, size is correct):
![txt diff](https://user-images.githubusercontent.com/12750442/63988716-ffbc5480-cab3-11e9-9221-48b26ca0f7b8.png)

Shadow is off aswell:
![shadow](https://user-images.githubusercontent.com/12750442/63988708-f4692900-cab3-11e9-92fd-7c9935a0a4f7.png)


![Captura de Tela 2019-08-29 às 18 23 01](https://user-images.githubusercontent.com/12750442/63988348-2c6f6c80-cab2-11e9-8fcd-825f2f7835c5.png)
![Captura de Tela 2019-08-29 às 23 08 26](https://user-images.githubusercontent.com/12750442/63988349-2c6f6c80-cab2-11e9-8d3a-4ef72651e99e.png)

```
$ flutter doctor -v
[✓] Flutter (Channel master, v1.9.8-pre.9, on Mac OS X 10.14.3 18D109, locale pt-BR)
    • Flutter version 1.9.8-pre.9 at /Users/lucasdeavilamartins/development/flutter
    • Framework revision 632526aab9 (4 hours ago), 2019-08-29 15:28:05 -0700
    • Engine revision d8639d6032
    • Dart version 2.5.0 (build 2.5.0-dev.3.0 69b7082290)


[✓] Android toolchain - develop for Android devices (Android SDK version 28.0.3)
    • Android SDK at /Users/lucasdeavilamartins/Library/Android/sdk
    • Android NDK location not configured (optional; useful for native profiling support)
    • Platform android-28, 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_152-release-1136-b06)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 10.2.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 10.2.1, Build version 10E1001
    • CocoaPods version 1.7.5

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 3.2)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin version 31.3.1
    • Dart plugin version 181.5656
    • Java version OpenJDK Runtime Environment (build 1.8.0_152-release-1136-b06)

[✓] VS Code (version 1.37.1)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.3.0

[✓] Connected device (2 available)
    • macOS  • macOS  • darwin-x64     • Mac OS X 10.14.3 18D109
    • Chrome • chrome • web-javascript • Google Chrome 76.0.3809.132


• No issues found!
```
Repository: go
Issue: cmd/compile: taking address of variables in chain breaks optimizations
Labels: Performance,NeedsInvestigation,compiler/runtime

### What version of Go are you using (`go version`)?
<pre>
$ go version
go version devel +f484e96 Fri Aug 30 00:10:31 2019 +0000 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes.

### What did you do?
I tested the behavior of the gc given a chain of address taking operations (I know these are pretty contrived examples):
1. https://godbolt.org/z/3zXWuG
1. https://godbolt.org/z/-8Qr0N
1. https://godbolt.org/z/_msJAW
1. https://godbolt.org/z/czEAhU

### What did you expect to see?
I expected functions 1/2 to compile to a simple return of -1 and 3/4 to a return of x.

### What did you see instead?
Instead, all the functions contain unnecessary instructions:
1. Extra `mov` through the variable `x`
1. Extra `mov` through the variable `x` and extra nil check
1. Extra nil check
1. Extra nil check