sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: opencv
Issue: GpuMat as input/output to cv::dnn::Net
Labels: feature,category: gpu/cuda (contrib),RFC,future,category: dnn,effort: few weeks

### System information (version)
- OpenCV => 4.2.0

##### APIs that need changes

Suitable APIs for `GpuMat` input:
1. `void setInput(InputArray blob, const String& name = "", double scalefactor = 1.0, const Scalar& mean = Scalar());`

Suitable APIs for `GpuMat` output:
1. `void forward(OutputArrayOfArrays outputBlobs, const String& outputName = String());`
2. `void forward(OutputArrayOfArrays outputBlobs, const std::vector<String>& outBlobNames);`

Modifications to support `GpuMat`:

1. `void blobFromImage(InputArray image, OutputArray blob, double scalefactor=1.0, const Size& size = Size(), const Scalar& mean = Scalar(), bool swapRB=false, bool crop=false, int ddepth=CV_32F);`

Might also require a new API that would allow a stream to be specified (required if `blobFromImage` needs to be performed asynchronously).

The CUDA backend uses fully packed tensors everywhere and expects a fully packed tensor as input. `GpuMat` given as input might be using a 2D memory layout which may not be contiguous. `blobFromImage` must return a contiguous copy of the input.

The outputs of the CUDA backend are also in fully packed tensors. Hence, for further optimal use of the output (in the case it's an image) would require a transformation to 2D memory layout.

##### Problems:
1. `GpuMat` cannot store an arbitrary number of dimensions. How can the batch of images be passed?
Repository: flutter
Issue: [Cocoon] do not show buttons that the user can't access
Labels: c: new feature,team,team-infra,P2,triaged-infra

If the user is not logged in, don't show the rerun or log button that won't work for them.

The behavior today is that the buttons are shown and that clicking them does nothing.  I've had it happen where I was logged out and wondering why nothing was happening when I click rerun.

/cc @CaseyHillers
Repository: godot
Issue: Update Snapcraft.io version
Labels: discussion,platform:linuxbsd,topic:porting

**Godot version:** 
3.1

**OS/device including version:**
 Ubuntu/KDE Neon and every platform that supports Snaps

**Issue description:**
When searching for "Godot" on https://snapcraft.io/store this version pops up: https://snapcraft.io/godot-3-1 which looks like a test version and is old.

But if you open https://snapcraft.io/godot directly the proper version pops up, which is also outdated, but not listed when you search for it
Repository: TypeScript
Issue: Function declarations inside function expressions should inherit control flow narrowings of the parent function expression
Labels: Bug

I am trying to avoid typing null checks for properties that are formerly optional on the outer interface, but are then assigned with default values for the whole context of the function body.

I used a type guard for it, the problem is that the guarded type is lost in a function, but not lost in an arrow function, even though it can't be hoisted before the type guard.

I don't want to introduce new variables for every function parameter in a similar manner and I don't want to call other functions with casting as `printMenu(options as DefinedOptions)`.

<!-- Please try to reproduce the issue with `typescript@next`. It may have already been fixed. -->
**TypeScript Version:**  3.7.3, 3.8.0-beta

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** 
typescript type guard function arrow function
**Code**

```ts
export interface Options {
  header?: string
  border?: boolean
  pageSize?: number
  helpMessage?: string
  showKeypress?: boolean
}

interface DefinedOptions extends Options {
  pageSize: number
  helpMessage: string
}

const isType = <T>(arg: any): arg is T => true


export default async function menu(options: Options) {

  options // Options

  options.pageSize = options.pageSize ?? 0
  options.helpMessage = options.helpMessage ?? 'Default message'
  if (!isType<DefinedOptions>(options)) return null


  options // DefinedOptions


  return new Promise((resolve, reject) => {

    function handleMenuKeypress(key: any) {
      options // Options  -  should be DefinedOptions

      printMenu(options) // error
    }

    const candleMenuKeypress = (key: any) => {
      options // DefinedOptions

      printMenu(options) // no error
    }
  })
}

function printMenu(options: DefinedOptions) {

}
```

[Playground Link](http://www.typescriptlang.org/play/?ts=3.8.0-dev.20200124&ssl=1&ssc=1&pln=48&pc=2#code/FAUwHgDg9gTgLgAgJYDs4hgMwIYGMQIDyEcSUKAzggN7AIIAWI2AJhgPwBcCFcMqAczoIARrDYwuoqFAA2zFMIjYBIAMpIAXiCkoArgFsRGYU1kQAsiAoUVO7r34oh9CgygB3ANIgAnhBhrCikxOQVgAF9gYFR0LDwCABEQTFQQFmJScipwdBQWKkyySholOw1tbn0jE3ozSyC7Bz5BSOjcbMQkCgAVfwIAXgQAHh6APgAKbBgBbmwUXwBKOZnkKh6EAbGEPj0QaNBIWEQ2HD1ZRGwKXxRcBEw9W6yUBAMQfQmoEmKKbiLsxalYRfZ5UAD0YKI32y0XoIJ+ADplKoKoMEPDskjyloCOx2AgAAzA6GUBH1Kw2OybdEkihkkDmCm2VQIPEIADkyTOF1ejVU7OESEwCAmAEJun0ICBhly0hlaZMMZRFoDAnA9DAXvpZLIDnDaQgIQhZSh0v9KHqEGqNVqQB4EAAFGBQAzdEATCaBChyABuIAANFaQAArEC4OCArZA+j0B5PYqMeYseRWfQ+fxeigTADWfjmC0BtBjMaV4Mh5qoCAAtK53OcWKIkik5RXYcWEAFYqm9J9aYCjRhnTBhPQoiOEB1KIhcEmU+89OmAkFqTm8wh5ktNtsi+3S4bISazbS28XO2hu73Qf3ISgoAhB7Bx1FR4s2sA4+GE2e4BfS9xD-KV5AhEQA)


**Expected behavior:**

Type should be `DefinedOptions` in both.

**Actual behavior:**

Type is `Options` in function but `DefinedOptions` in arrow function.

**Related:**
#10927
Repository: flutter
Issue: Ability to hide a widget subtree in driver tests
Labels: c: new feature,framework,t: flutter driver,customer: dream (g3),P3,team-framework,triaged-framework

Some advanced users of Flutter would like the ability to mask screenshot goldens so that parts of the screenshot are not used when diffing. There's a very tedious way of doing this in g3 infrastructure so customer:dream was wondering if it is possible to add this type of API to driver:

```dart
flutter_driver.maskWidget(findByKey('dynamicContent'));
```

which would effectively mark the found widget as "invisible" (but have it still participate in layout).
Repository: godot
Issue: call_deferred does not take a reference to self causing occasional SEGFAULT in release
Labels: bug,topic:core,crash

calling a deferred method of an object which inherits Reference which emits a signal can cause the game to crash because the deferred function gets called after the reference has been freed.

See attached example where pressing first button will never call the deferred function and emit a signal. In this simple example it never calls the deferred method, but it's possible to get into that situation. In this case the engine crashes at this line: https://github.com/godotengine/godot/blob/3.1/core/object.cpp#L1528
during emit_signal ( https://github.com/godotengine/godot/blob/3.1/core/object.cpp#L1262 )

[call-deferred-ref.zip](https://github.com/godotengine/godot/files/4112766/call-deferred-ref.zip)

I'll try to upload an example later where it does call the deferred method after the object is freed and causes a segfault (in this case the signal_map hashmap can have `elements: 0` but also `hash_table: [random memory]` which causes the engine to crash when it dereferences `hash_table[0]` 

IMO calling `call_deferred` on an object that inherits `Reference` should hold a reference until the deferred method has been called. (similar to the way `DeferredSignalRefWorkaround` works in the example)
Repository: material-ui
Issue: Feature request: navigation rail
Labels: new feature,design: material,package: material-ui

New material component, the navigation rail. 
- good for 3 to 7 destinations
- part of the navigation design spec... see the responsive design section to see how this mixes in with other navigation components 

https://m3.material.io/components/navigation-rail/overview

## Benchmarks

-
Repository: godot
Issue: Debugger: variables monitor sections size
Labels: enhancement,topic:editor,usability

**Godot version:**
3.2 rc3

**OS/device including version:**
Win 10

**Issue description:**

Once upon a time we had tiny displays, when I start working as an IT, I had a 13" inch one, it was cool, lacks of space to show things made all the debugging work funny and really crowded...
Now we use to work on 24" and bigger displays, at home we have even 34" widescreen displays... and we still have all crowded because the Debugger Variables Monitor puts a lot of effort in wasting free space for variable "names" section instead of making "value" section bigger and helping coders debugging long-value strings with easer! 
😄 😄 😄 😄 😄 😄 😄 😄 

Just kidding, but for real, we have big monitors, correct column size please: smaller "variable name" column and wider "variable value" column

![immagine](https://user-images.githubusercontent.com/47447512/73127905-b40cc900-3fc7-11ea-9484-28865734a8b9.png)
Repository: go
Issue: x/tools/gopls: go/packages work-around not activated with empty module cache
Labels: NeedsDecision,gopls,Tools

This error occurs when querying for references on a type with gopls@8fe064f8

<pre>
[Trace - 00:19:52.525 AM] Sending request 'textDocument/references - (15)'.
Params: {"textDocument":{"uri":"file:///some/package/file.go"},"position":{"line":59,"character":26},"context":{"includeDeclaration":true}}


[Error - 00:19:52.525 AM] Received #15 go [-e -json -compiled=true -test=true -export=false -deps=true -find=false -- ./... builtin]: exit status 2: # pkg-config --cflags  -- vips vips vips vips
Package vips was not found in the pkg-config search path.
Perhaps you should add the directory containing `vips.pc'
to the PKG_CONFIG_PATH environment variable
Package 'vips', required by 'virtual:world', not found
Package 'vips', required by 'virtual:world', not found
Package 'vips', required by 'virtual:world', not found
Package 'vips', required by 'virtual:world', not found
pkg-config: exit status 1



[Trace - 00:20:03.050 AM] Sending request 'shutdown - (16)'.
Params: {}


[Trace - 00:20:03.051 AM] Received response 'shutdown - (16)' in 0ms.
Result: {}


[Trace - 00:20:03.051 AM] Sending notification 'exit'.
Params: null



</pre>

As a result of this, no references are being displayed. Whereas the preferred solution would be to ignore the problematic dependency and search for references in the valid ones. It is also possible that other commands fail because of the same error as well.
Repository: TypeScript
Issue: Allow C++-style visibility sections in class bodies
Labels: Suggestion,Awaiting More Feedback

## Search Terms

public, shorthand, private

## Suggestion

<img width="991" alt="Screen Shot 2020-01-26 at 2 22 29 PM" src="https://user-images.githubusercontent.com/9585787/73132010-78b1df00-4047-11ea-9af7-5c828253287c.png">

See image. Would reduce a lot of clutter for public/private to be consolidated into a group like above.

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: fast-start breaks common workflows and may be slower in some cases
Labels: tool,t: hot reload,a: first hour,P2,team-tool,triaged-tool

I have two devices, a Pixel 3 XL and a Lenovo TB 8504F. I run my app with `flutter run -d all`. Here are the timings after several back-to-back runs with no changes:

00:00 `flutter run -d all`
00:04 My app's splash screen shows on the Pixel 3 XL
00:05 Pixel 3 XL shows a message that implies I'm not running under the Flutter debugger.
00:10 My app's splash screen shows on the Lenovo TB 8504F
00:12 Lenovo TB 8504F shows a message that implies I'm not running under the Flutter debugger.
00:23 Pixel 3 XL shows my app. <-- THIS IS WHERE I CAN START TESTING MY APP
00:27 Lenovo TB 8504F shows my app.
00:29 The flutter run help message shows up.

Now I run my app with `flutter run -d all -no-fast-start`. Same setup, back-to-back run with no changes:

00:00 `flutter run -d all --no-fast-start`
00:04 My app's splash screen shows on the Pixel 3 XL
00:06 Pixel 3 XL shows my app. <-- THIS IS WHERE I CAN START TESTING MY APP
00:10 My app's splash screen shows on the Lenovo TB 8504F
00:15 Lenovo TB 8504F shows my app.
00:20 The flutter run help message shows up.

I see six problems with the new default:

1. It's significantly slower to hit the point I care about (what used to take six seconds now takes 23 seconds). This is true even with just one device (the Pixel 3 XL); a warm-start with fast-start takes about 12 seconds, it takes about 8 seconds with --no-fast-start. Cold start with that one device is also slower; after flutter clean, it takes about 29 seconds with fast-start and about 25 seconds with --no-fast-start.
2. It's significantly slower in general (what used to take 20 seconds now takes 29 seconds).
3. There's a confusing screen that shows up between my app's splash screen and my app running.
4. ...which is especially bad if what I'm testing is my splash screen behaviour (which was the case tonight, as it happens), since it doesn't reflect the actual app's behaviour.
5. (not shown in the timings above) If I then quit the app on the phone and restart it, it just says I'm not running it under a debugger. This is especially problematic if I'm demoing the app, testing start behaviour, or testing background execution behaviour (all things I do regularly).
6. (not shown in the timings above) I see the following error messages in my logs when running with --fast-start:

```
E/flutter (12086): [ERROR:flutter/shell/common/shell.cc(202)] Dart Error: Dart_LookupLibrary: library 'package:android_alarm_manager/android_alarm_manager.dart' not found.
E/flutter (12086): [ERROR:flutter/runtime/dart_isolate.cc(466)] Could not resolve main entrypoint function.
E/flutter (12086): [ERROR:flutter/shell/common/engine.cc(214)] Could not run the isolate.
E/flutter (12086): [ERROR:flutter/shell/common/engine.cc(139)] Engine not prepare and launch isolate.
E/flutter (12086): [ERROR:flutter/shell/common/shell.cc(464)] Could not launch engine with configuration.
```

cc @zanderso @jonahwilliams
Repository: godot
Issue: Switching scripts with PgUp/PgDn does not work
Labels: bug,topic:editor,confirmed,usability

**Godot version:** 3.2-master
**OS/device including version:** Debian buster amd64

**Issue description:**
I use Ctrl+PgUp/PgDn to switch between scene tabs. (It's a pretty common shortcut from back in Gnome 2, used in gnome-terminal, firefox, and other programs.) I also want to use it to switch between scripts in the script editor, so I've assigned the same keys to "Previous script" and "Next script" as well.

If I press Ctrl+PgUp/PgDn in the script editor:
- It does not switch scripts as expected. (And it IS expected, because I'm not in the scene editor!)
- It does not switch scene tabs either.
- Instead, it behaves exactly the same as PgUp/PgDn without "Ctrl" - meaning, apparently the shortcut is not caught at all. (Or rather, intercepted by the text editor, which doesn't even have any useful actions bound to them!)
- However, if I click into the script list, then it works - Ctrl+PgUp/PgDn switches scripts as intended.
- If I use another combination of keys for this action, it works. This suggests that this particular shortcut is indeed intercepted by the text editor, for some reason, even if it does not do anything useful.
- "Meta+PgUp/PgDn" does not work either. Neither do "Meta+Up/Down". However, "Ctrl+Alt+Up/Down" works! Does the text editor have issues with "Ctrl" and "Meta", or with "PgUp/PgDn"?..

In the "Shortcuts", "Next script"/"Previous script" are listed for "Script Editor" and not "Script Text Editor". However, "Save" is also listed there, and it works even if I'm in the text editor.

**Steps to reproduce:**
- Assign "Ctrl+PgUp" for "Previous script" and "Ctrl+PgDn" for "Next script"
- Open several scripts, put the cursor in the text editor
- Try pressing Ctrl+PgUp/PgDn

Expected result: switching between open scripts
Actual result: the cursor jumping one page up or down in the text editor
Repository: vscode
Issue: Improve discoverability of Compact Folders option
Labels: bug,settings-editor,settings-search

When somebody wants to disable compact folders people rarely search for terms like "compact folders", but rather for "empty folders", "flattened folders"

Discoverability of this feature could be improved if

- The Settings Search would return Compact Folders for keywords like "empty folders" and "flattened folders"
- Or it could ask on the first start
Repository: TypeScript
Issue: TypeScript support for .mdx file extensions
Labels: Suggestion,Awaiting More Feedback

# Search Terms

- .mdx
- mdx
- mdx support

## Suggestion

Could or would it be on the road map to allow type checking in non .ts files. In my case i'm specifically wondering if TypeScript can type check React components in .mdx files

## Use Cases

I've written a gatsby plugin [gatsby-mdx-embed](https://github.com/PaulieScanlon/gatsby-mdx-embed) that allows users to embed media content from YouTube, Twitter, Instagram etc in their .mdx files. 

The plugin is written in TypeScript and all of the components have props. It would be sweet if when these components are used in .mdx files a user could either see the prop types by hovering over the component or more importantly would get a type error (squiggly line) in their code editor if the prop name is incorrect or of incorrect type.

## Examples
Here's an [example](https://github.com/PaulieScanlon/gatsby-mdx-embed/blob/master/demo/src/components/gist.mdx) .mdx file

You can below there the Gist component accepts a `gistLink` prop of type string.

```
<Playground>
  <Gist gistLink="PaulieScanlon/ca0cc9239176066492cb2aba435edbf7" />
</Playground>
```

If a user misspelled `gistLink` or provided a number / array or object etc the editor would alert them there's been an error in the prop type used.
Repository: godot
Issue: Different TextEdit preview on HiDPI display
Labels: bug,topic:editor,confirmed,topic:gui

**Godot version:** 3.2 RC3

**OS/device including version:** macOS 10.15.2

**Issue description:**

On a HiDPI display, the TextEdit preview in the editor is inconsistent with the actual one:

<img width="331" alt="screenshot" src="https://user-images.githubusercontent.com/372476/73135842-ff83ad80-4081-11ea-9581-7e7c258b362d.png">

As in the screenshot:
1. Only three lines are displayed, while it's all four lines when running
2. The display area (highlighted) shown in the minimap only covers two lines, but it's actually three lines shown in the preview, and four when running

**Steps to reproduce:**
1. Open Godot on a HiDPI display, or set the Display Scale to 200%
2. Create a new scene, and add a TextEdit
3. Make four lines of text, and set the size to 120x75, you can also turn on the minimap

**Minimal reproduction project:**  [TextEditTest.zip](https://github.com/godotengine/godot/files/4113492/TextEditTest.zip)
Repository: terminal
Issue: CreatePseudoConsole doesn't handle sockets correctly
Labels: Help Wanted,Product-Conpty,Issue-Bug,Priority-1,Area-Quality

The documentation of `CreatePseudoConsole` explicitly documents that `CreatePseudoConsole` can be used with sockets:

https://docs.microsoft.com/en-us/windows/console/creating-a-pseudoconsole-session#preparing-the-communication-channels

If we look at the implementation of `CreatePseudoConsole`, we can see it calls `DuplicateHandle` on the handles passed to it:

https://github.com/microsoft/terminal/blob/2712e41cad2abcfe627934e41e713ea132a659de/src/winconpty/winconpty.cpp#L348-L349

However, the documentation of `DuplicateHandle` explicitly mentions that `DuplicateHandle` should not be used to duplicate socket handles:

https://docs.microsoft.com/en-us/windows/win32/api/handleapi/nf-handleapi-duplicatehandle#remarks

Doesn't this make the `CreatePseudoConsole` implementation incorrect when using sockets?

I haven't actually confirmed whether sockets work or not, I'm currently trying to get `CreatePseudoConsole` to work with sockets but it's returning `Access is Denied`. While looking at the source code to figure out why it's returning `Access is Denied`, I stumbled upon this possible issue.

EDIT: Nvm the `Access is Denied` issue, I incorrectly assumed `CreatePseudoConsole` would return 0 on failure. The `DuplicateHandle` issue still stands however.

EDIT2: Removed edit because it was a programming error by me.
Repository: flutter
Issue: Show contextual selection menu in Flutter Webview
Labels: c: new feature,p: webview,customer: google,package,c: proposal,team-ecosystem,P2,triaged-ecosystem

Internal: b/147976818

As done in Google Docs for Android, we'd like to show a custom action on text highlight in our webview. Here is a screenshot to make it more clear:

![image](https://user-images.githubusercontent.com/6687929/73139652-0203ea00-4025-11ea-975e-533c5fd02d20.png)

We'd like for example to add an action Edit Link when the user has the cursor positioned inside a </a> element, quite similar to what's done in GDocs on Android. So, as a result, some Dart code should be executed.
Repository: TypeScript
Issue: Unneeded temporary introduced for named class expression with static property initializer
Labels: Bug

## Search Terms

classes, static properties, temporary variable

## Suggestion

When a class expression is returned from a function, it gets assigned to a temporary variable that is not needed there.

## Use Cases

Less verbose and more clear JavaScript output.

## Examples

Input:
```ts
const f = () => class   { static x = 1; };
const g = () => class _ { static x = 1; };
const h = () => { class _ { static x = 1; } return _; };
```

Current output (3.7.2) (formatted a little differently):
```js
const f = () => { var _a; return _a = class { }, _a.x = 1, _a; };
const g = () => { var _a; return _a = class _ { }, _a.x = 1, _a; };
const h = () => { class _ { }; _.x = 1; return _; };
```

Desired output:
```js
const f = () => { var _a = class { }; _a.x = 1; return _a; };
const g = () => { class _ { } _.x = 1; return _; };
const h = () => { class _ { } _.x = 1; return _; };
```

## 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: x/pkgsite: API for pkg.go.dev
Labels: NeedsInvestigation,FeatureRequest,pkgsite

Prior to [pkg.go.dev](https://pkg.go.dev), [godoc.org](https://godoc.org) has had a JSON API that can be used to, among other things, discover importers of a given package.

Example: https://api.godoc.org/importers/golang.org/x/net/html

Given that [pkg.go.dev](https://pkg.go.dev) does a much better job at tracking importers thanks to Go Modules and the Module Proxy, it would be nice if the community could get access to a public API similar to that of [godoc.org](https://godoc.org).