sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: A way to ignore prefix/suffix in module ID, then resolve the remaining ID as usual
Labels: Suggestion,In Discussion

<!-- 🚨 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

<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

wildcard module declarations ignore prefix suffix relative path

## Suggestion

<!-- A summary of what you'd like to see added or changed -->

```ts
import url, { other, exported, values } from 'css:./whatever.css';
```

**TL;DR: I'm looking for a way to say "for all modules starting `css:`, ignore the `css:` bit, and resolve the remaining identifier as normal**.

As identified by [wildcard module declarations](https://www.typescriptlang.org/docs/handbook/modules.html#wildcard-module-declarations), some build tools use prefixes/suffixes to influence how a file is imported.

You can provide types for these:

```ts
declare module "css:*" {
  const value: string;
  export default value;
  export const other: string;
  export const exported: string;
  export const values: string;
}
```

The above allows developers to say "all modules starting `css:` look like this…".

However, what if the exports from each CSS files differs? This is true for CSS modules, where the class names in a CSS file are 'exported'.

In these cases it's typical to generate a `.css.d.ts` file alongside your CSS that defines the types. However, if you're using a prefix like `css:`, TypeScript can't find the location of the `.css.d.ts` file.

**I'm looking for a way to say "for all modules starting `css:`, ignore the `css:` bit, and resolve the remaining identifier as normal**.

## Use Cases

<!--
What do you want to use this for?
What shortcomings exist with current approaches?
-->

- Build tools that use prefixes/suffixes to indicate how to process files.
- Files that may export different things per file (like CSS modules)

## Examples

<!-- Show how this would be used and what the behavior would be -->

It isn't clear to me if this should be done in tsconfig or in a type definition file.

## 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: Settings Sync : Allow for custom backend service end points
Labels: feature-request,settings-sync

<!-- 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. -->

According to the Settings Sync Plan #90129 and to the Settings Sync documentation ( https://code.visualstudio.com/docs/editor/settings-sync ) it seems that only Microsoft and public Github account are supported.

What if we wanted to use a Github Enterprise backend, or any other git remote ( Gitlab, Gogs, whatever... ) ?
Repository: youtube-dl
Issue: https://nation.foxnews.com support request
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 2020.03.08. 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 **2020.03.08**
- [ 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://nation.foxnews.com/watch/0667a730448e69c75ab7eab7cb3225a2/

## Description

<!--
Provide any additional information.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
-->

WRITE DESCRIPTION HERE
Request https://nation.foxnews.com/watch/0667a730448e69c75ab7eab7cb3225a2/
Repository: flutter
Issue: DropdownButton does not grows based on content when isDense is true.
Labels: framework,f: material design,d: api docs,customer: money (g3),has reproducible steps,found in release: 3.0,found in release: 3.1,team-design,triaged-design

https://b.corp.google.com/issues/151121131.
Repository: godot
Issue: Tilesets behave incredibly buggy when multiple Tiles share the same texture
Labels: bug,topic:core,topic:editor

**Godot version:** 3.1.2 stable

**OS/device including version:** Win64

**Issue description:**
Because the same texture can't be added more than once
![Tileset_cant_add_texture_more_than_once](https://user-images.githubusercontent.com/47016402/76337578-d8163680-62f7-11ea-9426-b0b171fc9620.png)

and because clicking into a texture acts as selecting the Tile, and because clicking at those arrows will advance between tiles, and subtiles and shape
![Tileset_cant_add_texture_more_than_once2](https://user-images.githubusercontent.com/47016402/76339256-1dd3fe80-62fa-11ea-904e-ce77b6b02513.png)

 Tilesets start to behave unpredictably crazy when multiple Tiles try to share the same texture.

**Steps to reproduce:**

1. Have a simple spritesheet,
2. create an Autotile Tile and select all the spritesheet as region
3. create another Autotile Tile and select all the spritesheet as region, change modulate/bitmask/collision/priority whatever
4. create another Atlas Tile and select all the spritesheet as region
5. paint some tiles
6. try to go back into Tilesets to select a specifc tile and change settings
7. witness the chaos unfold


**Minimal reproduction project:**
[Tileset_single_texture_issue.zip](https://github.com/godotengine/godot/files/4313749/Tileset_single_texture_issue.zip)
Repository: pytorch
Issue: Strange behaviour of F.interpolate with bicubic mode.
Labels: module: nn,triaged

## 🐛 Bug
Input: 
          X with shape (2,3,256,256)
RUN: 
         Y = F.interpolate(X, [256,256], mode='bicubic', align_corners=True)
         Z = F.interpolate(Y, [256,256], mode='bicubic', align_corners=True)
ISSUE:
         Y[1,:,:,:] = zeros and Z[1,:,:,:] = zeros.

Following is my code:
```

def interpolate_torch(x, s=256, mode='bicubic', align_corners=True):
    return F.interpolate(x, [s, s], mode=mode, align_corners=True)
def get_transform(resize_crop, colorJitter, horizen_flip, inputsize=1024):
    transform_list =[]
    if resize_crop:
        transform_list.append(transforms.RandomResizedCrop(inputsize, scale=(0.8, 1.0), interpolation=PIL.Image.BICUBIC))
    else:
        if inputsize != 1024:
            transform_list.append(transforms.Resize(inputsize, interpolation=PIL.Image.BICUBIC))
    if colorJitter:
        transform_list.append(transforms.ColorJitter())
    if horizen_flip:
        transform_list.append(transforms.RandomHorizontalFlip())
    transform_list += [transforms.ToTensor(),
                       transforms.Normalize((0.5, 0.5, 0.5),(0.5, 0.5, 0.5))]
    return transforms.Compose(transform_list)

def img2tensor(name):
    transf = get_transform(resize_crop=False, colorJitter=False,
                           horizen_flip=False, inputsize=256)
    img = Image.open(name)
    img_torch = transf(img)
    return img_torch

y2 = img2tensor('content.png').unsqueeze(0)
y1 = img2tensor('content.png').unsqueeze(0)
y = torch.cat([y2, y1],0)
print(y[1,:,:,:])
y_bicubic = interpolate_torch(y, s=256, mode='bicubic')
print(y_bicubic[1,:,:,:])
y_bicubic_bicubic = interpolate_torch(y_bicubic, s=128, mode='bicubic')

```
Environment:
pytorch                       1.1.0
torchvision                 0.2.2.post3
scikit-image               0.15.0
python3
Repository: kubernetes
Issue: Issues in published repos are not very visible
Labels: kind/bug,sig/api-machinery,lifecycle/frozen

E.g. https://github.com/kubernetes/apimachinery, https://github.com/kubernetes/client-go, etc

People file issues there because it's logical, but we (api machinery) don't include them in our triage meeting.

We should either adjust our query, change our process in some other way (like tag issues when we've looked at them), or adjust the readmes and issue templates in the published repos.

/sig api-machinery
Repository: godot
Issue: Tileset: Neither Autotile nor Atlas Tile Priority allow "per Tile" priority
Labels: bug,enhancement,topic:core,topic:editor,topic:2d

**Godot version:** 3.2.1.stable

**OS/device including version:** Win64

**Issue description:**
My goal is to have a Tile with 8 Subtiles and every time I paint a tile, a random one out of those 8 is picked. This is what the "Priority" tab in the Tileset is for. 

Both Atlas texture as well as a Autotile have Priority tab. So I assumed a Tile with 8 identical bitmasks, should provide me with 8 randomly chosen Tiles, if every tile is set to the default 1/8 priority. [At least according to GDQuest](https://youtu.be/F6VerW98gEc?t=333), 1/8  should mean that out of 8 painted tiles, the probability for each subtile to appear is 1.

I would expect this to work, however what seems to be the case is that priority only takes effect, if there are multiple tiles for the same bitmask, **and only if the bitmask _rules_ return true.**

As a consequence, despite **Atlas Tiles** having a "Priority" tab, it seems to have absolutely no purpose or effect:
![tileset_priority_atlas](https://user-images.githubusercontent.com/47016402/76365877-b71a0980-6328-11ea-9175-a691e55c3eda.gif)


**Autotiles** _without_ a bitmask set will also show no effect of priority, just like with Atlas tiles:
![tileset_priority_autotile_nobitmask](https://user-images.githubusercontent.com/47016402/76359531-b3cc5100-631b-11ea-8717-2dc1de8cfd01.gif)
Note the 1/0 there.

If you set the 3x3 bitmask to _fill the entire tile_, all tiles surrounded by other tiles, will be affected by "priority", but not those that are not surrounded at all sides:
![tileset_priority_autotile_full](https://user-images.githubusercontent.com/47016402/76356909-00615d80-6317-11ea-9bf4-233177597d92.gif)

If you set the 3x3 bitmask _only in the center_ of each tile, the opposite is the case, only tiles not surrounded by any other tiles will be affected by the priority setting:
![tileset_priority_autotile_center](https://user-images.githubusercontent.com/47016402/76360279-f3476d00-631c-11ea-98dc-2b5cef55defd.gif)

The desired result however, would be to allow the user control over which tiles are set according to priority and which are not. The way bitmaps are currently set up, seem to make the priority feature either not working or useless.

See it in action:
![tileset_priority](https://user-images.githubusercontent.com/47016402/76360465-56d19a80-631d-11ea-9d52-7147bf63a1f0.gif)


**Minimal reproduction project:**
[Tileset_Priority_issue.zip](https://github.com/godotengine/godot/files/4314839/Tileset_Priority_issue.zip)

PS: If you wonder why Atlas tiles don't show up in the right color: https://github.com/godotengine/godot/issues/36964
Repository: go
Issue: x/pkgsite: search algorithm doesn't find similarly named packages
Labels: NeedsInvestigation,pkgsite,pkgsite/search

<!--
Please answer these questions before submitting your issue. Thanks!
For questions, please email go-discovery-feedback@google.com.
-->
 
### What is the URL of the page with the issue?
 https://pkg.go.dev/search?q=blake2
 
### What did you do?
 Searched for `blake2` at pkg.go.dev
 
### What did you expect to see?
Search results which included both https://pkg.go.dev/golang.org/x/crypto/blake2b and https://pkg.go.dev/golang.org/x/crypto/blake2s
 
### What did you see instead?
Search results that did not include those packages

It looks like the search isn't finding similarly named packages. In this case, I knew there were two blake2-related packages in x/crypto, but when I searched for "blake2", neither of the similarly named `blake2s` or `blake2b` packages were in the results
Repository: flutter
Issue: Standardize FPS computation
Labels: c: new feature,engine,c: performance,perf: speed,P3,team-engine,triaged-engine

Investigating what’s the best way of measuring FPS in Flutter with sporadic user inputs and animations. On top of that, there are also multiple threads and pipelining.

This seems to also be a common issue for Chrome-based OS and Fuchsia.

We can either come up with an API, or at least document some standardized algorithm or specifications on how to compute the FPS in such scenarios.
Repository: terminal
Issue: Disable (or Customize) key to suppress mouse events
Labels: Issue-Feature,Area-Settings,Product-Terminal

# Description of the new feature/enhancement
Work item introduced by #4856. Shift is used to suppress mouse events. A user may want to disable this feature.

If we want to be able to customize it (which I don't think anybody is asking for but I'll include the idea in here anyways), this may be a part of #1553.
Repository: terminal
Issue: shift+left at the end of a line in the console selects a non existent character
Labels: Product-Conhost,Area-Input,Issue-Bug,Priority-3

# Environment
19582 rs_prerelease

# Steps to reproduce
open cmd
type: type f:\mx\public\x86fre.nocil\onecore\external\sdk\inc\crt\direct.h
# Expected behavior
shift+left should select the h, and ctrl+shift+left should select the whole path

# Actual behavior
* shift+left selects the empty character after the h
* ctrl+shift+left selects the empty character after the h. A 2nd ctrl+shift+left selects the path
Repository: TypeScript
Issue: Disable or remove specific code action/fixes/refactoring
Labels: Suggestion,In Discussion

## Search Terms

## Suggestion
https://github.com/microsoft/vscode/issues/92305

Because when some code action is available, there will be a icon shows on the code editing area.
If some fixes I always not want, it's annoying that the clickable icon will show every time my cursor move on the code or select some code or some other actions. Especially when the current line left is not white spaces, the icon will show at previous line and cover the privious line code.

For example, I always want use require in js file not import.

And maybe some visual effect like the dash underline, the show fixes button in the popup tip, the dimmed color text should be removed, when the relate code action is disabled. Because these hint there are problems in my code but actually not.

## Use Cases

## Examples

## 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: flutter
Issue: Prevent status and system bar appearance on touch or on keyboard in flutter
Labels: platform-android,framework,c: proposal,a: layout,P3,team-android,triaged-android

I have asking my problem in [stackoverflow](https://stackoverflow.com/questions/60611854/prevent-status-and-system-bar-appearance-on-touch-or-on-keyboard-in-flutter) but no answer or comment as for now.

My problem is a below.

I have flutter app that will be put within public in tablet or in android box. My app should be run on full screen. I have user `SystemChrome.setEnabledSystemUIOverlays([]);` on `initState()`.

But, the problem is whenever user slide top or bottom, the status and system bar will be appear like the answer in [stackoverflow](https://stackoverflow.com/a/57126488/3436326). Public can close or exit the app in back button. Same thing goes with keyboard input appearance.

What is the way to prevent or hide status and system navigation bar until I close the app? The app can be closing on administrator access page to exit the app. Is there something that can be done on MainActivity.java? I cannot find any way currently to prevent status and system bar from user access while app is running.

In Xamarin Forms that I use before, I have below code that I apply from online:

```
//Remove title bar
RequestWindowFeature(WindowFeatures.NoTitle);
//Remove notification bar
Window.SetFlags(WindowManagerFlags.Fullscreen, WindowManagerFlags.Fullscreen);
//Wake screen when app is added to task
Window.SetFlags(WindowManagerFlags.TurnScreenOn, WindowManagerFlags.TurnScreenOn);
//Keep screen on without timeout
Window.SetFlags(WindowManagerFlags.KeepScreenOn, WindowManagerFlags.KeepScreenOn);

if (Build.VERSION.SdkInt >= BuildVersionCodes.Lollipop)
{
    var stBarHeight = typeof(Xamarin.Forms.Platform.Android.FormsAppCompatActivity).GetField("statusBarHeight", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic);
    if (stBarHeight == null)
    {
        stBarHeight = typeof(Xamarin.Forms.Platform.Android.FormsAppCompatActivity).GetField("_statusBarHeight", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic);
    }
    stBarHeight?.SetValue(this, 0);
}
```
Repository: pytorch
Issue: Restructure `multi_head_attention_forward`
Labels: module: nn,triaged

## 🚀 Feature

Restructure the function `multi_head_attention_forward`  in [nn.functional](https://github.com/pytorch/pytorch/blob/23b2fba79a6d2baadbb528b58ce6adb0ea929976/torch/nn/functional.py#L3573) into several functions to improve the ability to experiment. In particular, decompose the function so that the following are available:
* The input embedding functions.
* The computation of attention weights.
* The output embedding function.

This will allow users to try different embeddings or attention mechanisms without having to recode the rest.

## Motivation

Addresses the issue of decomposing the function as mentioned in #32590. It also moves forward on including more support for attention mechanisms.

## Pitch

Currently, the `mutli_head_attention_forward` function encapsulates the projection of the `query`, `key`, and `value`, computing attention for these projections, and computing the output projection after applying attention. Furthermore, the input embedding utilizes several code paths that are different embeddings. By decomposing the function into several parts, we can make it more readable and open to experimentation.

The following plan is based on the above:

* Functions for computing the input embeddings `q`, `k`, and `v`. There are currently four code paths used for doing this, and three unique embeddings are used. Each embedding should be an individual function so that it's clearer what method is being used. The embeddings used are labeled 'self-attention' (where `query = key = value`), 'encoder-decoder attention' (where `key = value`) and one that is unlabeled but is probably just called `attention`. The last embedding has two code paths depending on whether `in_proj_weight` is used or separate weights are used for `query`, `key` and `value`. (See L3669-L3748.)
* A function for applying attention to get a new query. Some models rely on computing attention in different ways, and separating this out would allow us to use those more freely. This should optionally return the attention weights. Specifically, this is the Scaled Dot-Product Attention. (See L3750-L3824.)
* A function for computing the output projection of the query. There is currently only one function needed for doing this. (See L3826-L3836.)

## Alternatives

Some of the restructurings I have suggested could be skipped in favor of introducing fewer functions. In particular, only one of the input embeddings needs to be provided. The rest could be left to the end-user.

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: pytorch
Issue: Significant speed difference between P100 and V100
Labels: module: performance,module: cuda,triaged,module: cublas

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->
P100 (running time is about 30 seconds ) is much slower than V100 (2-3 seconds) when running `affine_grid` and `grid_sample` forward/backward pass
## To Reproduce
My code is like:
<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->
```python
fixed = torch.from_numpy(fixed).float().cuda()
moving = torch.from_numpy(moving).float().cuda()
theta = torch.eye(3,4, requires_grad=Ture).unsqueeze(0).float().cuda()
torch.cuda.synchronize()
start = time.time()
for i in range(max_iteration):
    grid = torcn.nn.functional.affine_grid(theta, fixed.size())
    output = torch.nn.functional.grid_sample(moving, grid)
    optim.zero_grad()
    loss = loss_fn(fixed, output)
    loss.backward()
    optim.step()
torch.cuda.synchronize()
end = time.time()
print(end -start)
```
## Expected behavior

<!-- A clear and concise description of what you expected to happen. -->
Usually V100 gives a 2x or 3x speedup over the P100. What causes this large difference?

## Environment

 - PyTorch Version: 1.1.0
 - OS: Ubuntu 16.04
 - How you installed PyTorch: pip
 - Python version: 3.7.3
 - CUDA version: 9.2
 - GPU models and configuration: P100 and V100


cc @csarofeen @ptrblck @ngimel @VitalyFedyunin