sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: Go to definition for class members hidden with Symbols takes to symbol itself
Labels: Suggestion,Experience Enhancement

As a developer working with Custom Elements classes that have their class members available in runtime, I would like to use `Symbol` to [hide internal methods and properties](https://component.kitchen/blog/posts/hiding-internal-framework-methods-and-properties-from-web-component-apis) from the public API.

The drawback of this approach is that "go to definition" currently does not recognise the case when `Symbol` is used for a method, and jumps to the place where the Symbol itself is defined.

I'm not sure whether this is a bug or feature.

**TypeScript Version:**  3.8.0-dev.20191126

**Search Terms:** Go to definition, ECMAScript Symbols, Symbol

**Code**

```ts
const method = Symbol('method');

class Parent {
    protected [method]() {
        return 'parent';
    }
}

class Child extends Parent {
    protected [method]() {
        return super[method]() + ' child';
    }
}
```

**Expected behavior:**

When clicking on `super[method]`, it should be possible to go to the line 4.

**Actual behavior:**

When clicking on `super[method]`, go to definition moves to the line 1.

**Playground Link:** https://www.typescriptlang.org/play/?ts=3.8.0-dev.20191126&ssl=1&ssc=1&pln=38&pc=2#code/MYewdgzgLgBAtgUygCxAExgXhgZQJ5wBGIANgBQDkiK6FAlANwBQTwJAhhBDAArsBOCMLADeTGBJgAHfiCgJg8jAG1qqNAF0ydGGMn6YgqAFd+YGBSkChUCs30BfJk9YcuMAMLIAliQwIAD3kwNG4+QWFdcUkZOQUlGFUkdS0dPQMJI1NzCGMpBH4kmk1tGABqCxhgHz87aIknJyA

**Related Issues:** 

I didn't found any related issue but the approach with using ES2015 Symbols was suggested to be used as a workaround for `protected` methods in mixins at https://github.com/microsoft/TypeScript/issues/17744#issuecomment-431534647
Repository: create-react-app
Issue: Support setupProxy.mjs
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

Now as Node.JS 13.2 [un-prefixed ES 6 Modules](https://nodejs.org/en/blog/release/v13.2.0/), I'd like to use ES 6 imports in my setupProxy.mjs, but CRA forces me to use `setupProxy.js`.

### Describe the solution you'd like

Next to `setupProxy.js`, allow to use `setupProxy.mjs` (or `setupProxy.cjs`).


See also https://nodejs.org/api/esm.html#esm_enabling.
Repository: godot
Issue: Release templates handle command line debugging arguments
Labels: discussion,topic:core

**Godot version:**
3.1.1.stable.official - linux_x11_64_release

**OS/device including version:**
Linux

**Issue description:**
I don’t know how critical this is, but I noticed that release builds handle command line arguments almost as well as debug builds. Examples:

```
$ ./your_game.x86_64 --help
$ ./your_game.x86_64 scenes/world2.tscn
$ ./your_game.x86_64 --resolution 2000x2000
$ ./your_game.x86_64 -d --time-scale 0.25
```

That is, there is a theoretical possibility to skip any scene, change the timescale, expand the window even if it was locked.

I understand that, most likely, there is nothing to be done, cheaters and speedraners cannot be stopped, I just inform other developers about this feature. See also #24716.
Repository: godot
Issue: CPUParticles in Gles2 do not render through Viewport when billboard is setted to enabled or paricle_billboard.
Labels: bug,topic:rendering,confirmed,topic:particles

**Godot version:**
3.1.1 Stable
3.1.2-rc1
3.2-beta2

**OS/device including version:**
Windows 10 64bit
NVidia gtx 1060
Drivers 436.30

**Issue description:**
CPUParticles in GLES2 do not render through Viewport when billboard is setted to enabled or paricle_billboard.

**Steps to reproduce:**
See minimal project.
**Minimal reproduction project:**

[bug.zip](https://github.com/godotengine/godot/files/3901426/bug.zip)
Repository: node
Issue: child_process: ERR_INVALID_ARG_TYPE on .kill()
Labels: child_process

* **Version**: Electron v4.2.12 - Node v10.11.0
* **Platform**: Windows 10 64-bit
* **Subsystem**: child_process

We are getting the following stack trace when killing a child_process:

```
root ERROR TypeError [ERR_INVALID_ARG_TYPE]: The "err" argument must be of type number. Received type undefined
    at validateNumber (internal/validators.js:130:11)
    at Object.getSystemErrorName (util.js:1435:3)
    at errnoException (internal/errors.js:303:21)
    at ChildProcess.kill (internal/child_process.js:430:26)
```

From what I can make of it, it seems to be caused by the following code:

<https://github.com/nodejs/node/blob/v10.x/lib/internal/child_process.js#L425-L439>

```js
    var err = this._handle.kill(signal);
    if (err === 0) {
      /* Success. */
      this.killed = true;
      return true;
    }
    if (err === UV_ESRCH) {
      /* Already dead. */
    } else if (err === UV_EINVAL || err === UV_ENOSYS) {
      /* The underlying platform doesn't support this signal. */
      throw errnoException(err, 'kill');
    } else {
      /* Other error, almost certainly EPERM. */
      this.emit('error', errnoException(err, 'kill'));
    }
```

Somehow, `err` seems to be undefined, making us land in the last `else` branch, but then `errnoException` doesn't know what to make out of it and throws the error that we see.

The issue only happens in Electron, so it might not be entirely related to Node, but I was wondering if this `err` value is expected to be undefined in some circumstance?
Repository: vscode
Issue: Can `editorBracketMatch.foreground` theme colour be added please?
Labels: help wanted,feature-request,editor-bracket-matching

The following bracket match theme colours are available to be customised.

* `editorBracketMatch.background`: Background color behind matching brackets.
* `editorBracketMatch.border`: Color for matching brackets boxes.

Can a further one be added: `editorBracketMatch.foreground` to theme the actual text of the bracket being matched. Thanks.
Repository: rust
Issue: Rustdoc: description at reexports
Labels: T-rustdoc,C-feature-request

One line description (is there official name of this?) is not displayed at reexports in generated html.
I want one line description of reexported items to be displayed at reexports.
Repository: scrcpy
Issue: Need shortcut keys on main build for screen density,screen orientation and app specific touches. I made it to work but its not optimized
Labels: feature request

Well here is a gist of what this is about. I am on ubuntu and run scrcpy on different workspace like this: 
![image](https://user-images.githubusercontent.com/48447141/69824626-7ba17680-1234-11ea-806d-c61ef99601be.png)

I am a newbie on c programming but i found a way to make shortcut key work for changing screen density and screen orientation. But, the code is not optimized to set it up on pull request.
Here is the code that make it work for shortcut keys:
Ctrl+q = Change screen density to 200
Ctrl+w = Reset screen density
Ctrl+e = landscape mode
Ctrl+r = portrait mode

Here the code:
https://files.catbox.moe/c8lz87.c
Place input_manager.c inside project-> app--src folder and build it using 
ninja -Cx
./run x

Can someone work on this for making touches specific to apps(the issue is its tapping for every app):
Example in input_manager.c :
```c
  case SDLK_a:
                // capture ctrl+a and then see if playstore is opened so input is only triggered for that key
                const char *const adb_cmdp[] = {
                        "shell", "input", "pidof", "com.google.playstore"
                };//"com.google.playstore" is an example dont want it for playstore but other app
                process_t play_store = adb_execute(NULL, adb_cmdp, ARRAY_LEN(adb_cmdp));
                if(play_store){
                    LOGI("Play store is opened")
                    if (control && cmd && !shift && down) {
                        LOGI("Touching screeny");
                        const char *const adb_cmd[] = {
                                "shell", "input", "tap", "200", "1000"
                        };
                        adb_execute(NULL, adb_cmd, ARRAY_LEN(adb_cmd));
                    }
                }
                return;
```
Repository: vscode
Issue: JavaScript: Improve indentation on insert with trailing newline
Labels: help wanted,typescript,javascript,editor-autoindent,under-discussion,on-unit-test

Let's say I have the following JS snippet:

```JS
() => {
  a
}

() => {
  b
}
```

Now select the entire 'a' part, from the start of line 1 to the start of line 4, i.e. including a trailing newline, and insert it at the start of the line now containing 'b'. The result is this:

```JS
() => {
  a
}

() => {
  () => {
    a
  }
    b
}
```

The 'b' is now over-indented because that line received additional indentation at insert. Expected behavior: the 'b' should remain at its original indentation level. I can confirm this behavior at least for JS and JSON files.

---

The reason I care is that selecting whole lines with the keyboard is the easiest from start to start, so this kind of pasting is very common in my workflow. I often do `Ctrl+C`, `Ctrl+V`, `Ctrl+V` to duplicate lines; with this bug, this will add two additional indentations to the next line, which is potentially unrelated to the copied lines.
Repository: rust
Issue: Both the name of and the docs for `MaybeUninit::uninit_array()` make what it actually does somewhat unclear
Labels: C-enhancement,T-libs-api,A-docs,A-array

Basically, based on the name of the function, and also the part of the docs for it that says:

`Create a new array of MaybeUninit<T> items, in an uninitialized state.`

I initially had the impression that it internally amounted to:

`MaybeUninit::<[MaybeUninit<T>; LEN]>::uninit()`

and returned an uninitialized array of uninitialized MaybeUninits.

However, after looking at the source, I realized it actually amounts to:

`MaybeUninit::<[MaybeUninit<T>; LEN]>::uninit().assume_init()`

and returns an initialized array of uninitialized MaybeUninits (which is what I actually needed, so that's good at least!)
Repository: vscode
Issue: [folding] add command unfold block comments
Labels: help wanted,feature-request,editor-folding

On key bindings, the Fold Level 2 for me works great but it folds methods AND block comments.

As there's an option to "Fold all block comments" I think it would be useful to exist also an option for the unfolding of block comments.
Repository: pytorch
Issue: [ONNX] Support affine_grid_generator
Labels: module: onnx,triaged,enhancement,onnx-triaged

```python
import torch
import torch.nn as nn


class Model(nn.Module):
  def __init__(self):
    super(Model, self).__init__()

  def forward(self, theta, size):
    return torch.nn.functional.affine_grid(theta, size, align_corners=None)


model = Model()
theta = torch.ones((1, 2, 3))
size = torch.Size((1,3,24,24))
torch.onnx.export(model, (theta, size), 'test.onnx', verbose=True)
```

Result:
`RuntimeError: Exporting the operator affine_grid_generator to ONNX opset version 9 is not supported.`
Repository: flutter
Issue: Ensure Android embedding works with Navigation component
Labels: platform-android,engine,a: existing-apps,P2,team-android,triaged-android

Jetpack has introduced a Navigation component:
https://developer.android.com/guide/navigation/navigation-getting-started

This ticket is to ensure that `FlutterFragment` can work with the Navigation component, and to produce any relevant docs/guides for add-to-app developers to do so.
Repository: vscode
Issue: Incorrect keyboard shortcut shown in menu.
Labels: bug,help wanted,upstream,linux,menus,confirmed,chromium

<!-- Please search existing issues to avoid creating duplicates. -->
<!-- Also please test using the latest insiders build to make sure your issue has not already been fixed: https://code.visualstudio.com/insiders/ -->

<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: 1.40.2 (also happens in 1.41.0-insider)
- OS Version: Pop!_OS 19.10 64-bit (which is very much like Ubuntu 19.10 Eoan Ermine)

Steps to Reproduce:

1. Press Ctrl+K, Ctrl+S to open the keyboard shortcut editor;
2. Find the entry for toggling the Activity Bar (`workbench.action.toggleActivityBarVisibility`)
3. Set its keybinding  to "Ctrl + Super + A", which shouldn't be used by anything else by default; "Super" is the "Windows" key on PC keyboards, also known as the meta key in Linux.
4. Close the keyboard shortcut editor;
5. Open the "View" menu --> "Appearance"
6. See that the keyboard shortcut displayed next to "Show Activity Bar" is "Ctrl+A" instead of "Ctrl+Super+A"

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes
Repository: pytorch
Issue: `F.interpolate` returns unexpected result when dealing with output size `1`
Labels: module: nn,triaged,module: vision,module: interpolation

## 🐛 Bug

Generally, when shrinking a image to half of its height/weight, `F.interpolate` with `mode='bilinear'` and `align_corners=False` should be equivalent to `F.avg_pool2d(2)`, and I use this fact to try out things like "will using better interpolation rather than pooling get better result" and etc.

But I found my model will fail to optimize if I change `F.interpolate` to `F.avg_pool2d` (e.g. having 10% accuracy where there are 10 classes). After a lot of separation of modules, I finally found the problem above.

It seems that `F.interpolate(a, 1, ...)` with `2x2 a` actually returns `a[...,:1,:1]` currently. I believe this should be a bug.

## To Reproduce

Steps to reproduce the behavior:

```python
import torch
import torch.nn.functional as F

a = torch.rand(1, 1, 2, 2)
b = F.interpolate(a, 1, mode='bilinear', align_corners=False)

b==a, b==a.mean((2,3),True)
```

outputs

```python
(tensor([[[[ True, False],
           [False, False]]]]), tensor([[[[False]]]]))
```

## Expected behavior

A `[[False, False], [False, False]]` Tensor (generally) and a `True` tensor

## Environment

```
PyTorch version: 1.2.0
Is debug build: No
CUDA used to build PyTorch: 10.0.130

OS: Ubuntu 19.10
GCC version: (Ubuntu 9.2.1-9ubuntu2) 9.2.1 20191008
CMake version: Could not collect

Python version: 3.7
Is CUDA available: Yes
CUDA runtime version: Could not collect
GPU models and configuration: GPU 0: GeForce GTX 1080
Nvidia driver version: 440.26
cuDNN version: Could not collect

Versions of relevant libraries:
[pip] numpy==1.17.2
[pip] torch==1.2.0
[pip] torchvision==0.4.0a0
[conda] _pytorch_select           0.2                       gpu_0    defaults
[conda] blas                      1.0                         mkl    defaults
[conda] mkl                       2019.4                      243    defaults
[conda] mkl-service               2.3.0            py37he904b0f_0    defaults
[conda] mkl_fft                   1.0.15           py37ha843d7b_0    defaults
[conda] mkl_random                1.1.0            py37hd6b4f25_0    defaults
[conda] pytorch                   1.2.0           cuda100py37h938c94c_0    defaults
[conda] torchvision               0.4.0           cuda100py37hecfc37a_0    defaults
```

cc @albanD @mruberry @fmassa @vfdev-5 @ezyang @SsnL @zou3519 @gqchen
Repository: flutter
Issue: [TextEditingController] listeners are triggered inconsistently
Labels: a: text input,platform-ios,framework,P2,found in release: 2.2,team-ios,triaged-ios

- at andriod

1. type 1
2.delete it

console shows:
1
 (space)

- at ios

1. type 1
2. delete it

console shows:
1
1
 (space)

Maybe I am not understood, so you can see this simple demo about that problem
[demo](https://github.com/sweatfryash/TextField_Demo)

<details>
  <summary>sample</summary>

```
import 'package:flutter/material.dart';

class MyHomePage extends StatefulWidget{
  @override
  State<StatefulWidget> createState() {
    return MyHomePageState();
  }

}

class MyHomePageState extends State<MyHomePage>{
  //create a controller for TextField
  TextEditingController _controller = TextEditingController();


  @override
  void initState() {
    super.initState();
    //add a listener
    _controller.addListener((){
      if(_controller.text.isEmpty){
          print('++++++++ now （_controller.text.isEmpty） is TRUE ++++++++');
          print(_controller.text);
          print(_controller.text.runtimeType);
      }else{
          print('-------- now （_controller.text.isEmpty） is FALSE ---------');
          print(_controller.text);
          print(_controller.text.runtimeType);
      }
      setState(() {});
    });
  }

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: (Text('Demo')),
      ),
      body: Center(
        child: TextField(
          controller: _controller,
          decoration: InputDecoration(
            hintText: 'type and delete and look the console'
          ),
        ),
      ),
    );
  }
}
```

</details>
Repository: ant-design
Issue: The Select component with showAction focus and click is closed immediately when the previously selected component has a blur action with an expensive function
Labels: Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-input-select-bug-moend)

### Steps to reproduce
When you click on the input and then click on the select, the options will be show and hidden immediately.

### What is expected?
The select options are shown and don't hide when the focus event arrives.

### What is actually happening?
The select options are hidden immediately when the focus event arrives.

| Environment | Info |
|---|---|
| antd | 3.25.3 |
| React | latest (16.12.0) |
| System | macOS Catalina 10.15 |
| Browser | Chrome/78.0.3904.108 |

---
This only passes when the previously selected component has a blur action with an expensive function.

**Refs:**
https://github.com/ant-design/ant-design/issues/14296
https://github.com/ant-design/ant-design/issues/6873
<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: [css] Support for SVG 2 CSS Properties
Labels: help wanted,feature-request,css-less-scss

SVG 2 introduces the possibility of setting SVG properties in CSS (see [CSS Tricks' post](https://css-tricks.com/svg-properties-and-css/) under "Element-specific properties -> "Positioning SVG elements"). This means this example should be valid:

```css
circle {
  r: 2;
  cx: 10;
  cy: 100;
}

path {
  d: 'L0 100';
}
```

However, these properties trigger the `s?css(unknownProperties)` warning: 

![image](https://user-images.githubusercontent.com/9085189/69880828-5d3a8a00-12cb-11ea-83ea-1d50ff8ad34a.png)


I'm not too familiar with VS Code's insides and what program checks for valid properties. If this belongs somewhere else, I'd be happy to re-issue there. 

Thanks! ✨
Repository: PowerToys
Issue: Uniform error handling & reporting
Labels: Area-Runner,Area-Quality,Priority-1,Area-Logging

# Summary of the new feature/enhancement
Currently there's no established flow for reporting errors to the user, e.g. when some of the saved settings are missing/malformed or some system API call failed.
Also there're multiple places in the code where all exceptions are silently swallowed.

I suggest establishing error handling practice and reporting via e.g. floating tray notifications or logging, depending if whether an error is recoverable or not.

To sum up:
- handle exceptions/error codes instead of silently ignoring/crashing with them
- introduce some uniform mechanism for reporting recoverable errors to user

Sub task: log is saved to `AppData\Local\Microsoft\PowerToys\`
 - [ ]  Color Picker
 - [ ]  FancyZones
 - [ ]  File Explorer add-ons
 - [ ] Image Resizer
 - [ ] Keyboard Manager
 - [ ] PowerRename
 - [ ] PowerToys Run
 - [ ] Shortcut Guide
 - [ ] Settings
 - [ ] Runner
 
Sub task: log is included in the Bug Report
 - [ ]  Color Picker
 - [ ]  FancyZones
 - [ ]  File Explorer add-ons
 - [ ] Image Resizer
 - [ ] Keyboard Manager
 - [ ] PowerRename
 - [ ] PowerToys Run
 - [ ] Shortcut Guide
 - [ ] Settings
 - [ ] Runner

Sub task: all catch exceptions are properly handled or logged
 - [ ]  Color Picker
 - [ ]  FancyZones
 - [ ]  File Explorer add-ons
 - [ ] Image Resizer
 - [ ] Keyboard Manager
 - [ ] PowerRename
 - [ ] PowerToys Run
 - [ ] Shortcut Guide
 - [ ] Settings
 - [ ] Runner
 

While investigating this, also update https://github.com/microsoft/PowerToys/issues/8419
Repository: pytorch
Issue: Assertion `index >= -sizes[i] && index < sizes[i] && "index out of bounds"` failed.
Labels: module: cuda,module: error checking,triaged

## 🐛 Bug

lambda [](int)->auto::operator()(int)->auto: block: [0,0,0], thread: [3,0,0] Assertion `index >= -sizes[i] && index < sizes[i] && "index out of bounds"` failed.
lambda [](int)->auto::operator()(int)->auto: block: [0,0,0], thread: [6,0,0] Assertion `index >= -sizes[i] && index < sizes[i] && "index out of bounds"` failed.
lambda [](int)->auto::operator()(int)->auto: block: [0,0,0], thread: [7,0,0] Assertion `index >= -sizes[i] && index < sizes[i] && "index out of bounds"` failed.
lambda [](int)->auto::operator()(int)->auto: block: [0,0,0], thread: [8,0,0] Assertion `index >= -sizes[i] && index < sizes[i] && "index out of bounds"` failed.
lambda [](int)->auto::operator()(int)->auto: block: [0,0,0], thread: [9,0,0] Assertion `index >= -sizes[i] && index < sizes[i] && "index out of bounds"` failed.

## To Reproduce

Steps to reproduce the behavior:

1. a = torch.randperm(10).cuda()
1. b = torch.randn(5).cuda()
1. b = b[a]

## Expected behavior

IndexError: index 6 is out of bounds for dimension 0 with size 5

## Environment

Collecting environment information...
PyTorch version: 1.4.0a0+dd52f50
Is debug build: No
CUDA used to build PyTorch: 9.0

OS: Ubuntu 16.04.6 LTS
GCC version: (Ubuntu 5.4.0-6ubuntu1~16.04.12) 5.4.0 20160609
CMake version: version 3.15.3

Python version: 3.6
Is CUDA available: Yes
CUDA runtime version: Could not collect
GPU models and configuration: GPU 0: GeForce GTX 1080
Nvidia driver version: 384.130
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.6.0.21
/usr/lib/x86_64-linux-gnu/libcudnn.so.7.1.2

Versions of relevant libraries:
[pip3] numpy==1.17.4
[pip3] torch==1.4.0a0+dd52f50
[conda] Could not collect

## Additional context

<!-- Add any other context about the problem here. -->


cc @ngimel
Repository: godot
Issue: Procedural Generation for Android app
Labels: bug,platform:android,topic:porting,topic:physics

 @#**Godot version:**
3.1.1

**OS/device including version:**
Linx Mint 19.2

**Issue description:**
Collision mesh crashes the app on GLES2

**Steps to reproduce:**
click the buttons in the minimal reporduction project.

**Minimal reproduction project:**
https://we.tl/t-zesbP4RB7P

Hello,
I have an issue with exporting my game to android.
I create a procedural map with a noise texture and there is no issue on pc and android (GLES3), but if I change Godot to GLES2, my game crashes due to the collision mesh generation.

I made an minimal reproduction project, where I tried to recreate the problem for one quadratic tile. ou can click the buttons above to see the problem.


I also tried to create it with an CSGMesh, which wasnt successfull either.

Unfortunatly, the app crashes before an debug output, so I am not sure what exactly crashes.

Thanks for your help.