sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Show on screen no longer works in the collapsed header
Labels: c: regression,platform-ios,framework,a: accessibility,customer: money (g3),has reproducible steps,P2,found in release: 3.7,found in release: 3.10,team-design,triaged-design

Internal: b/168395763

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## Steps to Reproduce

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(Demo());
}

class Demo extends StatelessWidget {
    @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: Scaffold(
        body: CustomScrollView(
          slivers: [
            SliverAppBar(
              pinned: true,
              expandedHeight: 200,
              title: const Text('Title'),
              flexibleSpace: FlexibleSpaceBar(
                background: Padding(
                  padding: EdgeInsets.only(top: 100),
                  child: Semantics(
                    header: true,
                    child: const Text('Expanded title'),
                  ),
                ),
              ),
            ),
            SliverList(
              delegate: SliverChildListDelegate(
                [
                  for (var i = 0; i < 50; i++)
                    Container(
                      height: 200,
                      child: Center(child: Text('Text $i')),
                    ),
                ],
              ),
            ),
          ],
        ),
      ),
    );
  }
}
```

1. Turn on ios Voice Over
2. swipe right to go through the list until header collapsed
3. swipe left to go back to the header

expect: collapsed header should be expended when it has the focus
actual: header still collapses when focused.

the bug seemed to be introduced in https://github.com/flutter/flutter/commit/fe55dc2b135b5b71ae3c19062b34dc6e8d02e9d5
Repository: youtube-dl
Issue: televizeseznam.cz support
Labels: site-support-request

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

-->


## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2020.07.28. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
- Search the bugtracker for similar site support requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2020.07.28**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video: https://www.televizeseznam.cz/video/byl-jednou-jeden/byla-jednou-jedna-zeme-a-zitra-64012821
- Series: https://www.televizeseznam.cz/porad/byl-jednou-jeden/byl-jednou-jeden-objevitel-1250701
Repository: TypeScript
Issue: Suggest argument names based on type definition of callback functions
Labels: Suggestion,Awaiting More Feedback

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker.

Please help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ, especially the "Common Feature Requests" section: https://github.com/Microsoft/TypeScript/wiki/FAQ

-->

## Search Terms
callback, arguments, parameters, suggestion, auto correct 
<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

## Suggestion
Let's say I have a type definition for my function like this:

```
function acceptsCallback(callback: (argumentNameThatIsVeryLong: string) => void) {}
```

When using it, that `argumentNameThatIsVeryLong` is a very good candidate for my argument name. I want to accept it but there is no way but typing it:

<img width="830" alt="Screen Shot 2020-08-31 at 5 22 34 PM" src="https://user-images.githubusercontent.com/543633/91770159-ac8d4e00-ebae-11ea-8729-7f57bd0e67b7.png">



<!-- A summary of what you'd like to see added or changed -->

## Use Cases

When users are extremely lazy this is very handy! ;) In all seriousness this can avoid bugs by suggesting the right argument name. For instance when `req` and `res` objects are misplaced in an Express middleware by mistake
## Examples

https://www.typescriptlang.org/play?#code/GYVwdgxgLglg9mABAQwhApgBygZwMLIA2hARqgNYAUERpFAXIpcgE4DmIAtumFAHLJuAFQAWyKAEkcANXQsAngBkEbRjigsYYNgEpEAXgB8iAG5wYAEz0BvAL4Aoe6gzZ8tMhCqPv95ux32OkA

## 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: vscode
Issue: Using `moveViews` command with multiple windows open can cause not all views to move
Labels: bug,workbench-views

refs: #105658

When using the new `vscode.moveViews`, not all views get moved properly, if multiple vscode windows are open.

It seems to stem from an `onDidStorageChange` event that happens after all the views get moved -- which undoes some of the changes.
Repository: TypeScript
Issue: Allow importModuleSpecifier: "relative" to be overridden for explicitly configured "paths" in a jsconfig/tsconfig
Labels: Suggestion,Awaiting More Feedback

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 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/ -->

This is a follow-up issue of https://github.com/microsoft/TypeScript/issues/40139

As per the docs, once you've imported a variable somewhere, vscode knows where to find it (bypassing the issue above).

I want all my code to be imported with relative imports everywhere for consistency. so I set `"javascript.preferences.importModuleSpecifier": "relative"`. However, I don't want relative paths to be used when importing from a module declared in tsconfig's `paths`, as I specifically put it there so it can be resolved as an absolute import for convenience.

Clearly these 2 settings are conflicting, but I wonder if the current compromise is the best one (i.e. settings.json wins over tsconfig)?

I would expect to be able to auto-import variables from my `paths` module absolutely, even though I want everything else to import relatively.

<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: Insiders
- OS Version: macOS 10.15.6

Steps to Reproduce:

1. Clone this repo: `https://github.com/Floriferous/paths-resolution`
2. Go to branch `absolute-import-paths`
3. Notice `test2.js` imports `someVar` properly
3. Open `test.js`, try to auto-import `someVar`, notice intellisense only suggests a relative import

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes
Repository: godot
Issue: ScrollContainer always has a 100px margin on Android
Labels: bug,topic:gui

**Godot version:**
3.2.2 Stable

**OS/device including version:**
Google Pixel 3a (Android 10)

**Issue description:**
Given a small scene with a ScrollContainer:
![image](https://user-images.githubusercontent.com/14253836/91782802-c8e7b580-ebc3-11ea-902e-497dbc4d93fb.png)
*Note*: This is reproducible without the label. The label is only there to show the scroll position.

On Desktop, there is no scrollbar and you cannot scroll.
![image](https://user-images.githubusercontent.com/14253836/91782868-00566200-ebc4-11ea-9884-ca03005cfffc.png)

On Mobile, you can scroll up to 100px down
![screen-20200831-1950562 mp4](https://user-images.githubusercontent.com/14253836/91782925-2ed43d00-ebc4-11ea-9d22-51cd500537b0.gif)


**Steps to reproduce:**
- Debug the MRP for Android
- Try scrolling using gesture.

**Minimal reproduction project:**
[TestStable3.zip](https://github.com/godotengine/godot/files/5153329/TestStable3.zip)
Repository: rust
Issue: Bad associated type usage causes infinite build/check/run 
Labels: A-associated-items,T-compiler,C-bug,I-hang,S-has-mcve

#### Bad: compilation never completes
```rust
struct Elem<'r, T: Life> {
    next: List<'r, T::L<'r>>,
    value: T,
}
```

#### Good: compilation completes
```rust
struct Elem<'r, T: Life> {
    next: List<'r, T>,
    value: T,
}
```

#### Common
```rust
#![allow(incomplete_features)]
#![feature(generic_associated_types)]

fn main() {
    println!("Hello, world!");
}

unsafe trait Life {
    type L<'l>: 'l + Life;
}

struct Gc<'r, T>(&'r T);
unsafe impl<'r, T: Life> Life for Gc<'r, T> {
    type L<'l> = Gc<'l, T::L<'l>>;
}

unsafe impl<'r, T: Life> Life for Option<T> {
    type L<'l> = Option<T::L<'l>>;
}


unsafe impl<'r, T: Life> Life for List<'r, T> {
    type L<'l> = List<'l, T::L<'l>>;
}

unsafe impl<'r, T: Life> Life for Elem<'r, T> {
    type L<'l> = Elem<'l, T::L<'l>>;
}

struct List<'r, T: Life>(Option<Gc<'r, Elem<'r, T>>>);
```
Repository: terminal
Issue: Provide an official Microsoft.com download link to install 
Labels: Issue-Docs,Product-Meta,Needs-Tag-Fix

All of the installation methods to get this software are blocked at my organization. 

My request is to have the install file be copied to a Microsoft.com download link.
Repository: storybook
Issue: Extract Vue component props to another file will be ignored by Storybook.
Labels: question / support,vue,block: argstable

**Describe the bug**

If you write Vue component's props in another file, and then import it and spread it to the `props` property section, Storybook won't be able to detect those props.

**To Reproduce**

1. `vue create sb6-test` with TypeScript template
2. `cd sb6-test`
3. `npx sb@next init`
4. create two files

### HelloWorldButton.vue

```html
<template>
  <button :disabled="disabled">Hello World</button>
</template>

<script lang="ts">
import Vue from "vue";

export default Vue.extend({
  props: {
    disabled: Boolean,
  },
});
</script>
```

### HelloWorldButton.stories.ts

```ts
import HelloWorldButton from "./HelloWorldButton.vue";

export default {
  title: "HelloWorldButton",
  component: HelloWorldButton,
};

export const Normal = (_: any, { argTypes }: any) => ({
  props: Object.keys(argTypes),
  components: { HelloWorldButton },
  template: `
    <HelloWorldButton v-bind="$props" />
  `,
});
```


Now everything looks fine

![image](https://user-images.githubusercontent.com/7580792/91791805-a480ed00-ec46-11ea-8d67-55de6a94995f.png)

However, if you extract those props like this

```html
<template>
  <button :disabled="disabled">Hello World</button>
</template>

<script lang="ts">
  import Vue from "vue";
  import { PropValidator } from "vue/types/options";

  const props = {
    disabled: Boolean as PropValidator<boolean>,
  };

  export default Vue.extend({
    props: {
      ...props,
    },
  });
</script>
```

Now the Storybook can't detect those props right now.

![image](https://user-images.githubusercontent.com/7580792/91791914-ead64c00-ec46-11ea-8d87-42a3cdce12dd.png)
Repository: godot
Issue: Stereo (2-channel) sound output is much quieter than surround (5.1) for 3D sounds.
Labels: bug,topic:audio

**Godot version:** 3.2.2


**OS/device including version:** Windows 8.1


**Issue description:** When using stereo (2 channels) settings in my sound driver, 3D sounds are much quieter than with surround mode with headphone output.  Note that stereo sounds (such as music) that are not played in 3D are roughly the same volume.


**Steps to reproduce:** Have some AudioStreamPlayer3D nodes in a scene playing sounds.  Set your sound driver settings to use 5.1 surround input with headphone output.  Switch to 2 channel input with headphone output and notice the 3D sounds are at like half the volume.


**Minimal reproduction project:** 
[TestStereoSoundVolume.zip](https://github.com/godotengine/godot/files/5153976/TestStereoSoundVolume.zip)
Repository: vscode
Issue: Go to next error/warning/info
Labels: feature-request,languages-diagnostics,editor-error-widget

<!-- ⚠️⚠️ 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. -->
I'd love a feature where I could go to the next error in the file I'm in, or in the entire project, _but not_ the next warning/info marker. Currently I have these shortcuts available: 

* `editor.action.marker.next`
* `editor.action.marker.nextInFiles`
* `editor.action.marker.prev`
* `editor.action.marker.prevInFiles`

I think it'd make a lot of sense to expose similar shortcuts for going to the next error, or the next warning, or the next info, but as *separate groups*. 

Example use case: I have a spell checker and a linter enabled for my project. The linter produces both warnings and errors, and the spell checker produces info markers. I care mostly about linter errors and compiler errors, and when those are fixed I care about spelling errors.
Repository: go
Issue: x/mobile: "runtime/cgo: chdir" error appears in debug log on startup on iOS
Labels: NeedsInvestigation,mobile

### What version of Go are you using (`go version`)?

1.15

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

```
GO111MODULE="on"
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/<username>/Library/Caches/go-build"
GOENV="/Users/<username>/Library/Application Support/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/<username>/dev/gowksp/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/<username>/dev/gowksp"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_amd64"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/<username>/dev/gowksp/src/github.com/curyous/adder/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/z8/x3j7np6x1cjbm_44396n2f680000gn/T/go-build960861663=/tmp/go-build -gno-record-gcc-switches -fno-common"
```

### What did you do?

- Made a tiny Go package with 1 function.
- Built it into a framework using `gomobile`
- Imported the framework and called the package within Swift code.
- Debugged the app on on iPhone.

Here is an example project that produces the error:
https://github.com/curyous/gomobile-bug

### What did you expect to see?
No problems logged on startup.


### What did you see instead?
In debug log:

`runtime/cgo: chdir(/private/var/containers/Bundle/Application/3CB0E6B1-721E-45F6-9C38-CA0EB8D971E6/GoMobile%20Bug.app) failed`
Repository: go
Issue: proposal: math: add package math/ints for common operations on integers
Labels: Proposal

The package `math/ints` would functions for common operations on integers:

```
Max(a, b int) int
Min(a, b int) int
Abs(value int) int
Pow(a int, b uint) int
```

Rationale: although Max, Min and Abs are trivial to implement, they are used so often they probably warrant being in the standard library.

The list above is not meant to be exhaustive, but more of a starting point. The package could also contain constants `IntMax`, `IntMin`, `Int64Max`, `Int64Min`.
Repository: flutter
Issue: [InteractiveViewer] ListView in InteractiveViewer doesn't zoom sometimes
Labels: framework,f: material design,has reproducible steps,P3,found in release: 3.3,found in release: 3.7,team-design,triaged-design

## Steps to Reproduce

```dart
class MyHomePage extends StatelessWidget {
  @override
  Widget build(BuildContext context) => Scaffold(
        body: InteractiveViewer(
          maxScale: 5,
          child: ListView.builder(
            itemCount: 10,
            itemBuilder: (context, i) => Placeholder(
              fallbackHeight: 200,
            ),
          ),
        ),
      );
}
```

Put 1st finger on the screen, then 2nd, and try to zoom.

**Expected results:** 
ListView should be zoomed when 2 fingers are on the screen.

**Actual results:**
The scale event is not always recognized event when 2 fingers are on the screen.

<!-- Finally, paste the output of running `flutter doctor -v` here. -->

```
[✓] Flutter (Channel beta, 1.21.0-9.1.pre, on Mac OS X 10.15.6 19G2021, locale en-CH)
    • Flutter version 1.21.0-9.1.pre at /Users/katarina/pkg/flutter
    • Framework revision be9bc8cb39 (2 weeks ago), 2020-08-18 09:46:08 -0700
    • Engine revision 267070c17a
    • Dart version 2.10.0 (build 2.10.0-7.2.beta)

[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.1)
    • Android SDK at /Users/katarina/Library/Android/sdk
    • Platform android-30, build-tools 30.0.1
    • ANDROID_HOME = /Users/katarina/Library/Android/sdk
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6222593)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 11.6)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 11.6, Build version 11E708
    • CocoaPods version 1.9.3

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 4.0)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin version 45.1.1
    • Dart plugin version 192.8052
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6222593)

[✓] VS Code (version 1.48.2)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.13.2

 
[✓] Connected device (4 available)            
    • Pixel 3a (mobile)                  • 93RAY0EK2R    • android-arm64  • Android 10 (API 29)
    • Android SDK built for x86 (mobile) • emulator-5554 • android-x86    • Android 10 (API 29) (emulator)
    • Web Server (web)                   • web-server    • web-javascript • Flutter Tools
    • Chrome (web)                       • chrome        • web-javascript • Google Chrome 85.0.4183.83

• No issues found!
```

</details>
Repository: pytorch
Issue: torch.cuda.synchronize Influence distributed training
Labels: module: performance,module: cudnn,module: cuda,triaged,module: data parallel

PyTorch :1.5.0
model：resnet50

Background : I ran distributed training of pytorch resnet50 in the same environment (using DataParallel to run a single machine with 4 cards), and ran two experiments respectively. The only difference between the two experiments was that `torch.cuda.synchronize()` was called after `loss.backward()`  , the other one is not called

Phenomenon: The training speed of calling synchronize is faster (0.345 s/step—> 0.276 s/step). Through nvprof, it is observed that there is a big difference in the time consumption of cudnn in the two experiments.

Doubt:
1. Why calling `torch.cuda.synchronize()` after `loss.backward()` will speed up the model training？
2. Why synchronize affect cudnn？
Hope to help answer, thanks.
The following two screenshots are the results of nvprof with and without synchronize:
<img width="1665" alt="with_sync" src="https://user-images.githubusercontent.com/41471499/91838587-52f55400-ec80-11ea-942f-7fe1e5c09b8a.png">
<img width="1656" alt="without_sync" src="https://user-images.githubusercontent.com/41471499/91838621-61437000-ec80-11ea-9c65-2122e4f8db9e.png">


cc @ngimel @csarofeen @ptrblck @VitalyFedyunin
Repository: pytorch
Issue: bytes(byte_tensor) gives strange error + [feature request] support memoryview(tensor)
Labels: module: error checking,triaged,module: advanced indexing

`TypeError: only integer tensors of a single element can be converted to an index`
1. what index is referred to?
2. we can see that single-dim tensors even of multiple elements are ok

```python
import torch
a = torch.tensor([[3,4,5]], dtype = torch.int8)

print(bytes(a[0]))
b'\x03\x04\x05'

print(bytes(a))
#  TypeError: only integer tensors of a single element can be converted to an index
```
Repository: node
Issue: http.request socketPath doesn't work on Windows
Labels: http,windows,blocked

When calling http.request with the `socketPath` option on Windows in order to try to connect to a Unix domain socket, I get the following error message:

```
Error: connect ENOTSOCK C:\Users\User\AppData\Local\Temp\test.sock
    at PipeConnectWrap.afterConnect [as oncomplete] (net.js:1141:16)
```

There is native Unix Domain Sockets support in Windows 10 since two years, and the documentation at https://nodejs.org/api/http.html gives no indication that `socketPath` doesn't work on Windows, so I guess that this can be considered as an error.

* **Version**: 12.16.3 (comes with Electron 10.1.0)
* **Platform**: Windows 10, 64-bit, Build 18362.19h1_release.190318-1202
* **Subsystem**: http

### What steps will reproduce the bug?

Call http.request with the `socketPath` option on Windows. Specify a Unix domain socket path.
Repository: PowerToys
Issue: Centralize the current window on current screen by shortcut
Labels: Idea-Enhancement,Product-Window Manager

## 📝 FancyZone - Centralize the current window on current screen by shortcut

_What is the expected behavior of the proposed feature?  What is the scenario this would be used?_

I propose to have a shortcut for centralize any current Window in current screen. It may be Ctrl+Alt+C. 
Really like it on Rectangle app (for Mac) and usually use it to make the feel comfortable when everything being centralized.

---



If you'd like to see this feature implemented, add a 👍 reaction to this post.