sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: Smack user in a face with release notes after update
Labels: Issue-Feature,Area-UserInterface,Product-Terminal

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# Description of the new feature/enhancement

Smack user in a face with release notes dialog/view/whatever you feel like appropriate after each update. It should be rather opt in feature as I can imagine not everybody wishes to see those. 

It should solve (to some extent) situations like #5458 where breaking changes had limited visibility until user got hit with fallout. And those which run on Windows Store version (like I do) and don't hold their hand on the pulse of latest upcoming changes (just like me) were pretty surprised by it.

<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->

# Proposed technical implementation details (optional)

In perfect world I would love to see it 1-to-1 like VS Code does. Love how they did release notes and call me pervert but I read them from cover to cover every single time. You simply get smacked with new tab with clear and well organized release notes in every time you get updated. I imagine that built in dedicated view like in VS Code may be not quite feasible in reasonable time/budget but opening browser window pointing to release notes will do the job too.

<!-- 
A clear and concise description of what you want to happen.
-->
Repository: rust
Issue: Lint against useless `&mut`
Labels: A-lints,T-lang,C-feature-request

In rust-analyzer, I had the following code:

```rust
impl Completions {
    pub(crate) fn add_field(
        &mut self,
        ctx: &CompletionContext,
        field: hir::StructField,
        ty: &Type,
    ) {
        let is_deprecated = is_deprecated(field, ctx.db);
        let mut completion_item = CompletionItem::new(CompletionKind::Reference)
            .kind(CompletionItemKind::Field)
            .build();

        compute_score(&mut completion_item, ctx);

        self.add(completion_item);
    }
}

pub(crate) fn compute_score(
    completion_item: &mut CompletionItem, 
    ctx: &CompletionContext,
) {
   ...
}
```

I've changed the `compute_score` function to 

```rust
pub(crate) fn compute_score(
    completion_item: &CompletionItem, 
    ctx: &CompletionContext,
) -> Option<CompletionScore> {
   ...
}
```

After that, the code compiled without warnings, was broken, because `compute_score(&mut completion_item, ctx);` statement no longer did what it was supposed to be doing. 

The smell here I think is that we use explicit `&mut`, which gets silently reborrowed to `&`. I think we should lint against, roughly, all programs where `&mut e` expression can be replaced with `&e` without breaking the compilation.
Repository: TypeScript
Issue: Allow this in type guards when type of this is explicitly specified in method signature
Labels: Suggestion,In Discussion

## Search Terms

"A 'this' type is available only in a non-static member of a class or interface.(2526)" guard
Relevant: #37796 (but this one is different)

## Suggestion

Remove error 2526 in guard condition if type of `this` is specified explicitly using `this: SomeType`.
Since both guard condition and method body work as expected, I assume only the error check needs to be removed.

## Use Cases

Defining a guard without having a class (have some cases where full class would be an overkill).

## Examples

```typescript
({
    guard(this: { x?: 1 }): this is { x: 1 } {
        return this.x === 1;
    }
})
```
https://www.typescriptlang.org/play/index.html?ssl=5&ssc=3&pln=1&pc=1#code/BQbwsAUABDUOYFcCGAnAJsALgCwJYGcAuKEKADwH5iBGKAXwEpicCpXSyb6TJY+oUAU0wIUAOygt8AOjJQAvIqjUA3L1h1IjIA

Note that `this` is not `any` and works perfectly fine in both the method body and the guard:
```
const o = ({
    x: 1 as 1|2,
    guard(this: { x: 1 | 2 }): this is { x: 1 } {
        // body works
        return this.x === 1;
    }
});

if (o.guard()) {
    // guard works
    const check: 1 = o.x;
}
```
https://www.typescriptlang.org/play/index.html#code/MYewdgzgLgBCMF4YAoDeBYAUDHMAeAXDAIwwCGEJAPgEwA0WuMA5gK5kBOAJslABYBLCEVT4ipKjBowAvgEoi-ITGWjCJWTAzYmuAPR6YAIxBcAnjADuIDgGsIjXTg4BTKKw5gYSiADo8iAhIxADcjjgyWPJhmFgCAGYoIL5snDxyclrhMAYs7NxWNvbZoJCwwHwuwLbiiHD+MTJAA

Would be good to support guard in `ThisType<>` as well (see #37796), but can be a separate thing.

## Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: go
Issue: spec: clarify timing of nil-checks for defer/go statements
Labels: NeedsInvestigation

Test program: https://play.golang.org/p/rDWCdf_ha5w

This program tests various conditions where a deferred function call can panic "early" (i.e., at the time of the defer statement) or "late" (i.e., at the time the deferred function is actually invoked).

When compiled with cmd/compile, it prints "early late early \\\\ early late early \\\\ late".

When compiled with gccgo (edit: 8.0), it prints "**late** late early \\\\ **late** late early \\\\" and then crashes with a fatal error. (Edit: gccgo 10.0.1 prints "late late early \\\\ late late early \\\\ late".)

--

I think cases 2, 3, 5, and 6 where cmd/compile and gccgo agree are correctly implemented.

I think gccgo is wrong to fatally error on case 7. (If for no reason other than because the fatal error says "go of nil func value", but it's a defer statement.)

I'm unsure about cases 1, 4, and 7 otherwise though. I suspect they should all be "early" or all be "late" though.

/cc @griesemer @ianlancetaylor
Repository: go
Issue: x/mobile: gomobile init is broken
Labels: NeedsInvestigation,mobile

I tried the experimental OpenAL bindings for gomobile but they won't build for Android because the `AL/al.h` header is missing. I don't know how the compilation works, and in a somewhat desperate attempt I installed https://github.com/AerialX/openal-soft-android, but with no success. Should these headers be installed in the Android NDK? I would appreciate some help :) (I saw several issues but AFAIK this is the only way to play audio in gomobile right now).
Repository: pytorch
Issue: Make it harder to make SIOF bugs for torchbind classes referenced by schemas
Labels: triaged,better-engineering

See https://github.com/pytorch/pytorch/pull/34140/files#r414252788
Repository: terminal
Issue: After resizing, some previous text content appears unexpectedly.
Labels: Area-Output,Issue-Bug,Product-Terminal,Priority-2

# Environment

```none
Microsoft Windows [Version 10.0.18363.778]
Windows Terminal version (if applicable): Version: 0.11.1121.0

Any other software?
```

# Steps to reproduce
1. type htop
2. enter Alt+enter to Full Screen
3. enter Alt+enter to window mode
4. type q to quit htop
5. Type Enter
6. Type Enter
7. Type Enter
8. Type Enter * N times


# Expected behavior

Just show one and one command prompt.


# Actual behavior
After several Enters,  some blue lines appears
![image](https://user-images.githubusercontent.com/17596021/80170277-70146a80-859c-11ea-8338-27285b3836a7.png)
Repository: pytorch
Issue: RuntimeError: Tried to instantiate class __file__.__file__ but it does not exist! Ensure that it is registered via torch::jit::class_
Labels: needs reproduction,oncall: jit,triaged

## 🐛 Bug

Input `vars(torch)` got
```
Traceback (most recent call last):
  File "C:\Users\myluo\AppData\Local\Programs\Python\Python36\lib\site-packages\IPython\core\formatters.py", line 224, in catch_format_error
    r = method(self, *args, **kwargs)
  File "C:\Users\myluo\AppData\Local\Programs\Python\Python36\lib\site-packages\IPython\core\formatters.py", line 702, in __call__
    printer.pretty(obj)
  File "C:\Users\myluo\AppData\Local\Programs\Python\Python36\lib\site-packages\IPython\lib\pretty.py", line 385, in pretty
    return self.type_pprinters[cls](obj, self, cycle)
  File "C:\Users\myluo\AppData\Local\Programs\Python\Python36\lib\site-packages\IPython\lib\pretty.py", line 620, in inner
    p.pretty(obj[key])
  File "C:\Users\myluo\AppData\Local\Programs\Python\Python36\lib\site-packages\IPython\lib\pretty.py", line 402, in pretty
    return _repr_pprint(obj, self, cycle)
  File "C:\Users\myluo\AppData\Local\Programs\Python\Python36\lib\site-packages\IPython\lib\pretty.py", line 697, in _repr_pprint
    output = repr(obj)
  File "<frozen importlib._bootstrap>", line 302, in _module_repr
  File "<frozen importlib._bootstrap>", line 295, in _module_repr
  File "C:\Users\myluo\AppData\Local\Programs\Python\Python36\lib\site-packages\torch\_classes.py", line 10, in __getattr__
    proxy = torch._C._get_custom_class_python_wrapper(self.name, attr)
RuntimeError: Tried to instantiate class __file__.__file__ but it does not exist! Ensure that it is registered via torch::jit::class_
```

## To Reproduce

Steps to reproduce the behavior:

1. `vars(torch)`

## Expected behavior

Some expected output

## Environment

PyTorch version: 1.5.0+cu101
Is debug build: No
CUDA used to build PyTorch: 10.1

OS: Microsoft Windows 10 企业版
GCC version: Could not collect
CMake version: version 3.12.0-rc3

Python version: 3.6
Is CUDA available: Yes
CUDA runtime version: 10.1.243
GPU models and configuration: GPU 0: GeForce GTX 1070
Nvidia driver version: 426.00
cuDNN version: Could not collect

Versions of relevant libraries:
[pip3] msgpack-numpy==0.4.4.3
[pip3] numpy==1.18.1
[pip3] torch==1.5.0+cu101
[pip3] torchfile==0.1.0
[pip3] torchnet==0.0.4
[pip3] torchstat==0.0.7
[pip3] torchvision==0.6.0+cu101
[conda] Could not collect

## Additional context

<!-- Add any other context about the problem here. -->


cc @suo
Repository: flutter
Issue: Enable "slow tap" in widget tester
Labels: a: tests,c: new feature,framework,customer: dream (g3),c: proposal,P3,team-framework,triaged-framework

Internal: b/139892348

From customer:dream (g3)

An exciting bug that took a lot of digging to debug; onTap being called only intermittently on a widget. It turned out to be because onTapDown I was changing the widget hierarchy from
X -> GestureDetector -> child
to
X -> RipplePainter -> GestureDetector -> child
This caused the GestureDetector to be discarded and rebuilt, which sent onTapCancel - but if you ended the tap within the same frame, it would send onTapUp first, and would work fine.

Which meant it worked fine in unit tests (tester.tap is always within a single pump) and also worked consistently in the simulator (not sure if the simulator groups mouse actions or if it's just that a mouse button is less spongy than a finger on a screen), but worked only about 30-40% of the time on an actual Jasper device.

Feels like it would be worth having a "slowTap" helper function to use in unit tests, to simulate realistic taps and provoke behaviors that would otherwise only reveal themselves too late in production. (Doing tapDown+pump+tapUp).
Repository: ant-design
Issue: TreeSelect树选择再model显示，多选后很多后，IE11下输入框不自动换行
Labels: Internet Explorer,Inactive

- [ ] 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
[https://ant.design/](https://ant.design/)

### Steps to reproduce
TreeSelect树选择再model显示，，多选后很多后，IE11下输入框不自动换行

### What is expected?
输入框内容自动换行

### What is actually happening?
不换行

| Environment | Info |
|---|---|
| antd | 4.1.4 |
| React | 16.8.6 |
| System | win10 |
| Browser | IE11 |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: storybook
Issue: Optional union type props rendering text input controls in docs
Labels: bug,react,addon: docs,block: props

**Describe the bug**
I'm trying out `6.0.0-alpha.43`, and it's great! My main issue is not being able to show the proper options control for an _optional_ string union prop declared in TypeScript, such as `size?: "small" | "large"`. The control appears as a text input field. FWIW, this didn't seem to work in `5.x` as well when using `addon-smart-knobs`.

**To Reproduce**
Steps to reproduce the behavior:
Repro repo and some observations here: https://github.com/jaypaik/sb-args-repro#observations
Storybook is also live at: https://jaypaik.github.io/sb-args-repro/

**Expected behavior**
Optional string union props correctly render the options control.

**Screenshots**
See text input for the `size` prop.
![Screen Shot 2020-04-23 at 11 33 28 PM](https://user-images.githubusercontent.com/8624213/80182032-d7411780-85ba-11ea-9f35-25422fd48773.png)

I expect this (but this only works for required props):
![Screen Shot 2020-04-23 at 11 36 26 PM](https://user-images.githubusercontent.com/8624213/80182212-40c12600-85bb-11ea-9ab6-a5722eaae3b5.png)

**Code snippets**
Available at https://github.com/jaypaik/sb-args-repro

**System:**

Environment Info:
```
  System:
    OS: macOS 10.15.4
    CPU: (8) x64 Intel(R) Core(TM) i7-7820HQ CPU @ 2.90GHz
  Binaries:
    Node: 10.16.3 - ~/.nvm/versions/node/v10.16.3/bin/node
    Yarn: 1.19.1 - /usr/local/bin/yarn
    npm: 6.14.4 - ~/.nvm/versions/node/v10.16.3/bin/npm
  Browsers:
    Chrome: 81.0.4044.122
    Firefox: 68.0.1
    Safari: 13.1
  npmPackages:
    @storybook/addon-actions: ^6.0.0-alpha.43 => 6.0.0-alpha.43
    @storybook/addon-docs: ^6.0.0-alpha.43 => 6.0.0-alpha.43
    @storybook/addon-links: ^6.0.0-alpha.43 => 6.0.0-alpha.43
    @storybook/addons: ^6.0.0-alpha.43 => 6.0.0-alpha.43
    @storybook/preset-create-react-app: ^2.1.1 => 2.1.1
    @storybook/react: ^6.0.0-alpha.43 => 6.0.0-alpha.43
    @storybook/storybook-deployer: ^2.8.5 => 2.8.5
```
Repository: vscode
Issue: unable to input chinese character
Labels: bug,help wanted,linux,editor-input-IME,snap,confirmed


Issue Type: <b>Bug</b>

open it
and switch to chinese input

VS Code version: Code 1.44.2 (ff915844119ce9485abfe8aa9076ec76b5300ddd, 2020-04-16T17:50:03.709Z)
OS version: Linux x64 5.3.0-46-generic snap

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i5-4200U CPU @ 1.60GHz (4 x 2438)|
|GPU Status|2d_canvas: unavailable_software<br>flash_3d: disabled_software<br>flash_stage3d: disabled_software<br>flash_stage3d_baseline: disabled_software<br>gpu_compositing: disabled_software<br>multiple_raster_threads: enabled_on<br>oop_rasterization: disabled_off<br>protected_video_decode: disabled_off<br>rasterization: disabled_software<br>skia_renderer: disabled_off_ok<br>video_decode: disabled_software<br>viz_display_compositor: enabled_on<br>viz_hit_test_surface_layer: disabled_off_ok<br>webgl: unavailable_software<br>webgl2: unavailable_software|
|Load (avg)|2, 3, 4|
|Memory (System)|7.69GB (2.09GB free)|
|Process Argv|--force-user-env --no-sandbox --unity-launch --no-sandbox|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (21)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-markdownlint|Dav|0.35.0
prettier-vscode|esb|4.5.0
marp-vscode|mar|0.13.0
vscode-docker|ms-|1.1.0
vscode-language-pack-zh-hans|MS-|1.44.2
python|ms-|2020.4.74986
cpptools|ms-|0.27.0
vscode-typescript-tslint-plugin|ms-|1.2.3
debugger-for-chrome|msj|4.12.6
vetur|oct|0.24.0
prisma|Pri|0.0.32
java|red|0.60.0
rust|rus|0.7.3
vscodeintellicode|Vis|1.2.6
vscode-java-debug|vsc|0.25.1
vscode-java-dependency|vsc|0.9.0
vscode-java-pack|vsc|0.9.0
vscode-java-test|vsc|0.22.3
vscode-maven|vsc|0.21.2
vscode-icons|vsc|10.1.1
markdown-all-in-one|yzh|2.8.0

(1 theme extensions excluded)

</details>
<!-- generated by issue reporter -->
Repository: angular
Issue: Docs: FormArrays are not marked as dirty when being validated either on pushing/removing items
Labels: area: forms,forms: Controls API,P4,area: docs

# 🐞 bug report

### Affected Package
<!-- ✍️edit: --> The issue is caused by package @angular/forms

### Is this a regression?
<!-- ✍️--> I dont' know, haven't done this with older Angular versions.

### Description
FormArrays are not marked as dirty when being validated or on pushing/removing items. I think this is a bug. As a user I expect the interface to warn me if I changed something but it is still invalid. I was interacting with it. As a developer I want to warn the user if they interacted with something, but that remained invalid (since they interact with it I assume as a developer that they are aware of its existence and how to add valid input, if they don't know I want to show them what the problem is)

## 🔬 Minimal Reproduction
<!-- ✍️--> 
[Demo of reproduction](https://stackblitz.com/edit/angular-4pmihk)

If I add Items with the add button and don't fill in the inputs the FormArray itself does not become dirty, which should not be the case. Also if I force validation on the form with the validate button it does not become dirty while it should. 

You can see that as long as I don't touch the input fields the validation of the FormArray happens correctly, we can detect whether it has items or not, but this is should also force marking it as dirty.

## 🌍  Your Environment

**Angular Version:**
<pre><code>
Angular CLI: 9.0.3
Node: 12.15.0
OS: linux x64

Angular: 9.0.2
... animations, common, compiler, compiler-cli, core, forms
... language-service, platform-browser, platform-browser-dynamic
... router
Ivy Workspace: Yes

Package                           Version
-----------------------------------------------------------
@angular-devkit/architect         0.900.3
@angular-devkit/build-angular     0.900.3
@angular-devkit/build-optimizer   0.900.3
@angular-devkit/build-webpack     0.900.3
@angular-devkit/core              9.0.3
@angular-devkit/schematics        9.0.3
@angular/cdk                      9.0.1
@angular/cli                      9.0.3
@angular/material                 9.0.1
@ngtools/webpack                  9.0.3
@schematics/angular               9.0.3
@schematics/update                0.900.3
rxjs                              6.5.4
typescript                        3.7.5
webpack                           4.41.2
</code></pre>
Repository: godot
Issue: The default project icon is not Android adaptive icon-friendly
Labels: discussion,platform:android,topic:porting

**Godot version:**
3.2.1

**OS/device including version:**
MI Mix 2 
**Issue description:**
When using the default godot icon, the launcher icon is cropped when export using the 3.2.1.
In 3.1.2, all the icon is visible.  
**Steps to reproduce:**

**Minimal reproduction project:**
![Screenshot_2020-04-24-17-34-56-353_com miui home](https://user-images.githubusercontent.com/1130047/80198628-ee334880-8652-11ea-98bb-03325a2366b5.jpg)
Repository: rust
Issue: Rustc says method doesn't exist instead of hinting at unsatisfied trait bounds
Labels: A-diagnostics,T-compiler,C-bug,D-terse

As described in https://github.com/rust-lang/rust/pull/67642#issuecomment-618596926 when one attempts to call a triat method with unsatisfied bounds, the message says the method doesn't exist instead of explaining that the bounds weren't satisfied.

I tried this code:

```rust
use std::collections::HashMap;

struct Foo;

fn main() {
    let a: HashMap<Foo, String> = HashMap::default();
    let mut b: HashMap<Foo, String> = HashMap::default();
    b.extend(a);
}
```

I expected to see this happen: Rustc message saying that `Eq` and `Hash` aren't satisfied.

Instead, this happened: Rustc says that `extend` doesn't exist.

### Meta
The bug is in nightly

Tested on the [playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=38b035ac5545bc6fe2d7caa805571067):
```
 1.44.0-nightly (2020-04-22 b2e36e6c2d229126b59e)
```
Repository: godot
Issue: Popup menu node not taking relative position 
Labels: bug,confirmed,topic:gui

___

***Note:** This issue has been confirmed several times already. No need to confirm it further.*

___

OS : Windows 10
Godot version : 3.2
[Issue.zip](https://github.com/godotengine/godot/files/4528839/Issue.zip)



I attached popup menu as child node of a 2d node. I moved the parent node with which the popup menu node moved in the editor but on running it still shows it at previous position.

I think the popup menu relative position property is interpreted as absolute global position.
Repository: vscode
Issue: Auto-hide Activity Bar exactly like Windows taskbar
Labels: feature-request

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
**Auto-hide the Activity Bar,
exactly like the behavior of the Windows 10 taskbar with the setting enabled:
"Automatically hide the taskbar".**

N.B.: Similar to this: https://github.com/microsoft/vscode/issues/3742#issuecomment-193368095 but for _Activity Bar_ (not side bar entirely). Also: the plugins mentioned there do not cover this use case.

Thanks for your consideration! I'm a happy user of vscode for years now!