sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: checkJs can't correctly determine type of generic function parameter
Labels: Suggestion

<!-- Please try to reproduce the issue with `typescript@next`. It may have already been fixed. -->
**TypeScript Version:**  3.4.5

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
jsdoc
checkJs
template
function
parameter
```ts
/**
 * @template T
 * @param {(left: T, right: T) => boolean} equals
 * @returns {(xs: T[]) => T[]}
 */
const uniq = equals => xs => {
	/** @type {T[]} */
	const seen = []
	const out = []
	const len = xs.length
	let j = 0
	for(let i = 0; i < len; i++) {
		const item = xs[i]		
		if(!seen.some(s => equals(s, item))) {			
			seen.push(item)
			out[j++] = item
	   }
	}

	return out;
}

uniq((x, y) => x == y)([1, 3, 3, 7])
```

**Expected behavior:**
Typechecks fine

**Actual behavior:**
Type 'number' is not assignable to type 'T

**Playground Link:** <!-- A link to a TypeScript Playground "Share" link which demonstrates this behavior -->
https://www.typescriptlang.org/play/#src=%2F**%0D%0A%20*%20%40template%20T%0D%0A%20*%20%40param%20%7B(left%3A%20T%2C%20right%3A%20T)%20%3D%3E%20boolean%7D%20equals%0D%0A%20*%20%40returns%20%7B(xs%3A%20T%5B%5D)%20%3D%3E%20T%5B%5D%7D%0D%0A%20*%2F%0D%0Aconst%20uniq%20%3D%20equals%20%3D%3E%20xs%20%3D%3E%20%7B%0D%0A%09%2F**%20%40type%20%7BT%5B%5D%7D%20*%2F%0D%0A%09const%20seen%20%3D%20%5B%5D%0D%0A%09const%20out%20%3D%20%5B%5D%0D%0A%09const%20len%20%3D%20xs.length%0D%0A%09let%20j%20%3D%200%0D%0A%09for(let%20i%20%3D%200%3B%20i%20%3C%20len%3B%20i%2B%2B)%20%7B%0D%0A%09%09const%20item%20%3D%20xs%5Bi%5D%09%09%0D%0A%09%09if(!seen.some(s%20%3D%3E%20equals(s%2C%20item)))%20%7B%09%09%09%0D%0A%09%09%09seen.push(item)%0D%0A%09%09%09out%5Bj%2B%2B%5D%20%3D%20item%0D%0A%09%20%20%20%7D%0D%0A%09%7D%0D%0A%0D%0A%09return%20out%3B%0D%0A%7D%0D%0A%0D%0Auniq((x%2C%20y)%20%3D%3E%20x%20%3D%3D%20y)(%5B1%2C%203%2C%203%2C%207%5D)


**Related Issues:** <!-- Did you find other bugs that looked similar? -->
This seems related, but I don't think it's it

https://github.com/Microsoft/TypeScript/issues/26883
Repository: flutter
Issue: Remove sources_assignment_filters in GN.
Labels: engine,P2,team-engine,triaged-engine

They are a relic of GYP and only cause confusion.
Repository: pytorch
Issue: [JIT] Source highlighting doesn't line up when tabs are used for indentation
Labels: oncall: jit,triaged,enhancement,jit-backlog

```
import torch

@torch.jit.script
def foo(x):
		return torch.neg(x).foo()
```

```
Traceback (most recent call last):
  File "tabs.py", line 3, in <module>
    @torch.jit.script
  File "/Users/jamesreed/onnx-fairseq/pytorch/torch/jit/__init__.py", line 826, in script
    fn = torch._C._jit_script_compile(ast, _rcb, get_default_args(obj))
RuntimeError:
unknown builtin op: aten::foo
Here are some suggestions:
	aten::pop
	aten::to
	aten::cos
	aten::pow
	aten::dot
	aten::floor
	aten::fmod
	aten::log
	aten::fft
:
@torch.jit.script
def foo(x):
		return torch.neg(x).foo()
         ~~~~~~~~~~~~~~~~ <--- HERE
```

cc @suo
Repository: godot
Issue: Viewport size returning incorrect values after resizing window and using stretch settings "2d" and "expand"
Labels: bug,discussion,topic:core

**Godot version:** v3.1.stable.official


**OS:** macOS Mojave 10.14.4
**Device:** 13" 2017 MacBook Pro w/ 4 Thunderbolt 3 Ports
**GPU:** Intel Iris Plus Graphics 650
**Display:** 2560x1600 Retina


**Issue description:**
When using stretch settings 2d and expand, `get_viewport().size` appears to return an incorrect value **after resizing the window**. If you look at the reported mouse position or move an object around in the scene and track its position, the x and y values at the edges of the window do not match the size of the viewport. It's almost as if objects are using a different coordinate system than the viewport. This was causing issues when I was trying to use the viewport's height in a project. I ended up having to manually calculate the actual size of the viewport used to position objects in scenes.

If I didn't explain this well enough, please look at the attached minimal reproduction project. It simply displays the following values to highlight the discrepancies between them:
- The viewport size as reported by `get_viewport().size`
- The size defined in the project settings file
- The actual size of the viewport as calculated by the `get_actual_viewport_size()` function inside of `InfoUI.gd`
- The position of the mouse
- The position of a square that you can move around using the arrow keys or WASD

I hope that this project gets the issue across more clearly.

Take notice of how both the mouse and square positions at the right and bottom sides of the window do not match the size reported by the viewport. This can cause issues if, for example, you wanted to place an object at the right side of the window. Setting its x position to `get_viewport().size.x` would place it in the wrong location.

I'm fairly new to Godot, so perhaps I'm misunderstanding how viewports work and this isn't an issue. However, I could not find a way to get the actual size of the viewport as calculated in the example project, which I what I needed for a project of mine.

I don't have another machine at the moment, so I'm not sure if this is macOS-specific or not or if it has something to do with having a retina display. For reference, I'm using the lowest display scale setting in macOS (to make the screen as high-res as possible).


**Steps to reproduce:**
1. Create a Godot project with stretch settings "2d" and "expand".
2. Run the project and resize the window.
3. Notice that the viewport size does not match the coordinate system used to position objects.

**Minimal reproduction project:** [ViewportBugProject.zip](https://github.com/godotengine/godot/files/3143865/ViewportBugProject.zip)
Repository: godot
Issue: Viewport size conflictingly doubled when using "Allow Hidpi" and stretch settings "2d" and "expand"
Labels: bug,platform:web,platform:android,topic:core,topic:porting

**Godot version:** v3.1.stable.official


**OS:** macOS Mojave 10.14.4
**Device:** 13" 2017 MacBook Pro w/ 4 Thunderbolt 3 Ports
**GPU:** Intel Iris Plus Graphics 650
**Display:** 2560x1600 Retina


**Issue description:**
This is sort of related to issue #28665, but I figured this issue was different enough to post separately.

When using "Allow Hidpi" and stretch settings "2d" and "expand", the viewport size returned by `get_viewport().size` is always double the size defined in the project settings file. However, the mouse position and objects in the scene are positioned using the non-doubled size. For example, placing an object at `get_viewport().size.x` would move it completely out of view of the window, however placing it at `get_viewport().size.x / 2.0` would properly place it on the right edge of the window.

I'm not sure whether this is intended or not, but I find this behavior odd as it appears that objects in the scene are not positioned using the Hidpi setting.

The attached minimal reproduction project displays the following values to highlight the discrepancies between them:
- The viewport size as reported by get_viewport().size
- The size defined in the project settings file
- The actual size of the viewport as calculated by the get_actual_viewport_size() function inside of InfoUI.gd
- The position of the mouse
- The position of a square that you can move around using the arrow keys or WASD

Notice how the positions of the mouse and square when moving them to the right or bottom edges of the window do not match the width/height reported by `get_viewport().size`.


**Steps to reproduce:**
1. Create a Godot project with "Allow Hidpi" and stretch settings "2d" and "expand".
2. Run the project.
3. Notice that the viewport size is double the defined size and does not match the coordinate system used to position objects.


**Minimal reproduction project:** [ViewportBugHidpiProject.zip](https://github.com/godotengine/godot/files/3143880/ViewportBugHidpiProject.zip)
(This is the exact same project from issue #28665, except "Allow Hidpi" is checked in the project settings)
Repository: create-react-app
Issue: Environment variables not injected if starting on different port
Labels: issue: needs investigation

Steps to reproduce:

Run a project in dev mode on a port that is already used. It will prompt a different port. Hit "Y" to continue.

Custom .env variables will be missing on this project.
Repository: material-ui
Issue: Improve form library integration
Labels: new feature

Perhaps Material UI should maintain their own integrations? 

In your documentation you list
- final-form-material-ui 
- formik-material-ui 
- redux-form-material-ui 
as related projects for integrating with the associated form libraries.  I've started a project and gone from one to the next to the next in absolute annoyance as i've discovered they are all in a state of disrepair.  None have been updated in nearly a year.  Most are still on v <1.0.0.  All have a laundry list of outstanding bugs.  I've thrown a day away trying to integrate with each of them and run into issue after issue.  I'm wondering if it would make sense for Material UI to maintain their own integration layer with these form libs?

<!-- Checked checkbox should look like this: [x] -->
- [x] This is not a v0.x issue. <!-- (v0.x is no longer maintained) -->
- [x] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.
Repository: go
Issue: x/build: use Cloud Run
Labels: Performance,Builders,NeedsInvestigation

There are a lot of interesting things we could do with [Cloud Run](https://cloud.google.com/run/) for the Go build system.

The make.bash step would be great, but at Cloud Run's 1 vCPU, that takes 4.5 minutes. If they add support for cranking that up, we plateau pretty flatly around 4 vCPUs (1m45s). It doesn't get much better than 1m15s even with 96 CPUs. So 4 vCPUs would be great. But that's not available.

But we could also wrap each make.bash tool invocation (compile, link, etc) with a toolexec wrapper, and run each step remotely as its own Cloud Run call. We'd need to inject a VFS into the remote call with some private syscall and/or os package hooks, as Cloud Run doesn't permit FUSE or NFS or anything in the kernel. (It's gVisor)

So Cloud Run for make.bash naively is too slow today with its 1 vCPU (4.5 minutes) and doing make.bash quickly on Cloud Run today requires some time consuming (but straight forward) work for the VFS and wrappers.

But tests today are easy...

We can do make.bash elsewhere, and then use Cloud Run to massively shard the test execution.

With a make.bash snapshot,

* first run `go tool dist test --list` to find all the tests
* then run each of those tests as its own Cloud Run call
* but for standard package "testing" tests, shard further... `go test -list . unicode/utf8` to get all the `TestFoo` names, then:
* separate call for each `utf8.test -short -vet=off -run=^TestEncodeRune$`, etc.

[Cloud Run's default quota](https://cloud.google.com/run/quotas) (before asking for it to be raised) permits 1,000 instances. We'd need to lock down concurrency to 1 call per service (probably), but 1,000 test executions in parallel SGTM.

I hacked up a super rough prototype today that's promising.

/cc @dmitshur
Repository: godot
Issue: ResourceSaver cant trigger EditorPlugin "resource_save" signal
Labels: topic:core

**Godot version: 3.1**

In EditorPlugin:

```
func _enter_tree():
	connect("resource_saved", self, "resource_save")
	
func resource_save(_source):
	if _source is PackedScene:
		print("PackedScene Saved")
	else:
		print("Something saved")
```

In another tool:
```
func save():
	print("save")
	var p_scene = PackedScene.new()
	var result = p_scene.pack(scene)
	if result == OK:
		var path = scene.filename
		ResourceSaver.save(path, p_scene)
		scene.property_list_changed_notify()
		p_scene.emit_signal("changed")
		print("save succeed")
```

I found that call the save function cannot trigger the "resource_save" function, thought I use the resource.changed, or that signal just work on editor internal save process?
Repository: TypeScript
Issue: Comparison targets are reversed (regression)
Labels: Needs Investigation,Fix Available,Rescheduled

The similar problem #30118 had been fixed, but appeared again.

**TypeScript Version:**  3.4.0-dev.20190504

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**

**Code**

```ts
export abstract class Supervisor<N extends string, P = unknown, R = unknown> {
  private static instances_: Set<Supervisor<string, unknown, unknown>>;
  private static get instances(): typeof Supervisor.instances_ {
    return this.hasOwnProperty('instances_')
      ? this.instances_
      : this.instances_ = new Set();
  }
  constructor() {
    void (this.constructor as typeof Supervisor).instances.add(this);
  }
  public abstract call(name: N | ('' extends N ? undefined : never), param: P, timeout?: number): Promise<R>;
}
```

**Expected behavior:**

pass

**Actual behavior:**

```
Argument of type 'this' is not assignable to parameter of type 'Supervisor<string, unknown, unknown, unknown>'.
  Type 'Supervisor<N, P, R, S>' is not assignable to type 'Supervisor<string, unknown, unknown, unknown>'.
    Type 'string' is not assignable to type 'N'.
      'string' is assignable to the constraint of type 'N', but 'N' could be instantiated with a different subtype of constraint 'string'.ts(2345)
```

**Playground Link:** <!-- A link to a TypeScript Playground "Share" link which demonstrates this behavior -->

**Related Issues:** <!-- Did you find other bugs that looked similar? -->
Repository: vue-element-admin
Issue: 侧边栏收缩情况下，子菜单全部展开却无法同步收缩
Labels: enhancement :star:,not vue-element-admin bug

<!--
    注意：为更好的解决你的问题，请参考模板提供完整信息，准确描述问题，信息不全的 issue 将被关闭。

    Note: In order to better solve your problem, please refer to the template to provide complete information, accurately describe the problem, and the incomplete information issue will be closed.
-->


## Bug report（问题描述）

#### Steps to reproduce（问题复现步骤）
1.收缩左侧sidebar
2. 点击打开nested所有子目录
3. 移开鼠标，前面的菜单不会随之收缩

#### Screenshot or Gif（截图或动态图）
![29f910a9-0d81-4e3c-b543-d3e0e0955e66](https://user-images.githubusercontent.com/17444344/57177220-c9b7ec80-6e94-11e9-85e1-76b8aa31f547.gif)


#### Link to minimal reproduction（最小可在线还原demo）

<!--
Please only use Codepen, JSFiddle, CodeSandbox or a github repo
-->

#### Other relevant information（格外信息）
- Your OS:
- Node.js version:
- vue-element-admin
Repository: nvm
Issue: Info needed when curl without https protocol
Labels: needs followup

#### The problem

When curl is installed without https protocol there is no information about underlying problem. Nvm task is executed and N/A output is returned.

#### Expectation

As a user i want to know what the problem occurred or maybe just possible hints should be outputed.

#### Operating system and version:
macOs High Sierra
10.13.6
nvm
0.34.0
Repository: flutter
Issue: Expose ImageStream on Image
Labels: c: new feature,framework,a: images,P3,team-framework,triaged-framework

## Use case

<!--
     Please tell us the problem you are running into that led to you wanting
     a new feature.

     Is your feature request related to a problem? Please give a clear and
     concise description of what the problem is.

     Describe alternative solutions you've considered. Is there a package
     on pub.dartlang.org that already solves this?
-->
I'm looking to wrap the Image widget in a widget that will allow having a placerholder image that will be displayed until image is loaded, and an error image that will be displayed if there was an error obtaining the image (for any reason).

## Proposal
The official image widget already has a state with an `_imageSteram`. Would be great if we could do something with it and expose a property on the Image class of Stream<Image>, so one could simply do:
```
class _WrapperClassState extends State<WrapperClass> {
  @override
  void initState() {
    super.initState();
    widget.image.stream.addListener(_onImageChanged);
  }

  @override
  void dispose() {
    widget.image.stream.removeListener(_onImageChanged);
    super.dispose();
  }

  void _onImageChanged(ImageInfo imageInfo, bool synchronousCall) {
    // change the state, showing actual image instead of placeholder widget
  }
  void _onImageError(exception, StackTrace stackTrace) {
    // change the state, showing error widget instead of placeholder widget
  }
}
```

Unless there's another way I'm not aware of, to achieve similar result?
Repository: youtube-dl
Issue: Add support for radioeins.de
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 2019.04.30. 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 **2019.04.30**
- [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 audio: https://www.radioeins.de/programm/sendungen/roots/
- Single audio: https://www.radioeins.de/programm/sendungen/sendungen/163/1905/190501_05_00_king_s_hour_whg_4834.html


## Description

<!--
Provide any additional information.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
-->

Radioeins is a public radio station from Berlin/Germany. They offer Audio streams for selected shows for a period of seven days. The mp3 file is located within the player data-jsb. For <https://www.radioeins.de/programm/sendungen/roots/> the variable is "https://www.radioeins.de/programm/sendungen/sendungen/33/vorlagen/v_include_sendeplatz/_jcr_content/teaserListCenter/72285/teaserList/automaticteaser.mediajsn.jsn/layout=middleColumn.top/path=8bc874e1-e3f9-4af5-9cf1-76d732b287b3/cpp=823eb44b-e7b8-44fb-9d7a-b93bc1e817d0.jsn" which leads to the stream URL <https://rbbmediapmdp-a.akamaihd.net/content/b5/55/e125a50f-2c2c-430c-894a-2c6dc73f944b/8bc874e1-e3f9-4af5-9cf1-76d732b287b3_5f7fcebe-52bf-4bca-8583-8f0f3c326620.mp3>.
Repository: go
Issue: x/mobile: gomobile cross-device link error on final .app mv
Labels: help wanted,NeedsInvestigation,mobile

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.12.4 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/kts/Library/Caches/go-build"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOOS="darwin"
GOPATH="/Users/kts/go"
GOPROXY=""
GORACE=""
GOROOT="/usr/local/go"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_amd64"
GCCGO="gccgo"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD=""
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/m_/fjkzltc90_53qbckvq23bync0000gn/T/go-build675724674=/tmp/go-build -gno-record-gcc-switches -fno-common"

</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->

Ran `gomobile build -target ios`.

The full command I ran is `env __IPHONEOS__=1 env CGO_CPPFLAGS="-I/usr/local/include/SDL2/ -DSDL_DISABLE_IMMINTRIN_H=1 -DTARGET_OS_IPHONE -D__IPHONEOS__" gomobile build -target=ios/arm -tags static -x -v -bundleid net.kettek.gosdlrender` but this is inconsequential to the reason why the failure occurred.

### What did you expect to see?

A successful `mv` operation before removal of the `$WORK` directory.

### What did you see instead?

```
** BUILD SUCCEEDED **

mv $WORK/build/Release-iphoneos/main.app render.app
rm -r -f "$WORK"
gomobile: rename /var/folders/m_/fjkzltc90_53qbckvq23bync0000gn/T/gomobile-work-342798608/build/Release-iphoneos/main.app render.app: cross-device link
```

** The `cross-device link` error, as far as I know, has to do with the fact my root partition is on a different filesystem than my `Users` partition -- the root is HFS+ and the Users is ZFS. This should be fixable by issuing a cp command rather than a mv. **
Repository: angular
Issue: Supporting [formArray] without a [formGroup] parent
Labels: feature,effort2: days,state: Needs Design,freq2: medium,area: forms,risk: medium,feature: under consideration

<!--🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅

Oh hi there! 😄 

To expedite issue processing please search open and closed issues before submitting a new one.
Existing issues often contain information about workarounds, resolution, or progress updates.

🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅-->


# 🚀 feature request

### Relevant Package
<!-- Can you pin-point one or more @angular/* packages the are relevant for this feature request? -->
<!-- ✍️edit: --> This feature request is for @angular/forms


### Description
<!-- ✍️--> There should be a [formArray] directive to create a form. Currently, we can defined formArrayName only if has a parent [formGroup] directive.


### Describe alternatives you've considered
<!-- ✍️--> No work around to do this as of now. If we need a formArray, then a parent formGroup is needed.