sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Parameter hints should not use aria.alert
Labels: help wanted,debt,accessibility,editor-parameter-hints

Instead they should use `activeDescendent` same as suggest widget.
Code pointer where parameterHints are currently using `aria alert` https://github.com/microsoft/vscode/blob/8451f8bd913914aac17b6b3273b6ed0db137a217/src/vs/editor/contrib/parameterHints/parameterHintsWidget.ts#L251

As @pawelurbanski points out:
Using activeDescendant for parameter hints.
* Currently, the hints are outputted by the alert function, which has 2 nasty attributes:
* If you do not modify the message with a counter, repeate messages are filtered out,
* If you modify the message you go crazy after hearing: string appeared 29 times,
* When there is more than 1 paremter all the items are read as a single string with no pauses,
* The alert is an offscreen DOM element that is not-focusable so you can’t scroll through the items.
* I just disable the hints all together and use Ctrl+Shift+Space every now and then…

fyi @alexdima
Repository: TypeScript
Issue: Generic constraint generates a TS2344 
Labels: Needs Investigation

**TypeScript Version:**  3.7.x, 3.8.1, 3.9.x (next)

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** Generic constraint 2344 

**Code**

```ts
type KeyOf<T> = keyof ((T extends any ? (k: T)=>void : never) extends ((k: infer I)=>void) ? I : never);

type Constraint<T> = KeyOf<T> extends never
  ? any
    // : KeyOf<any> extends KeyOf<T>
    // ? any
  : (
    'a' extends KeyOf<T>
      ? never
      : any
    );

type ForceConstraint<T> = T extends Constraint<T> ? T : never;

interface Interface<T extends Constraint<T>> {
  b: string;
}

type Infer<CB> = CB extends () => infer TReturn
  ? ForceConstraint<TReturn>
  : never;

type InferWithConstraint<CB> = ForceConstraint<Infer<CB>>;

type InferInterfaceFromCallback<CB> = Interface<InferWithConstraint<CB>>; // invalid => NOT OK
type InferInterfaceFromCallback1<CB> = Interface<Infer<CB>;> // invalid too => NOT OK

// just debug purpose
type A1 = Interface<unknown>;
type A2 = Interface<any>; // invalid => OK
type A3 = Interface<never>;
type A4 = Interface<undefined>;
type A5 = Interface<number>;
type A6 = Interface<string>;
type A7 = Interface<null>;
type A8 = Interface<object>;
type A9 = Interface<{}>;
type A_FAIL1 = Interface<{ a: 'b' }>; // invalid => OK
type A_FAIL2 = Interface<{ a: 'b' } | 1>; // invalid => OK
```

[Playground Link](http://www.typescriptlang.org/play/?ts=3.9.0-dev.20200215&ssl=38&ssc=54&pln=37&pc=1#)

**Expected behavior:**
```ts
type InferInterfaceFromCallback<CB> = Interface<InferWithConstraint<CB>>;
``` 
Should be valid

**Explanation:**

So, i was trying to apply a specific constraint on a generic type. 

`Constraint<T>` 'returns' never if T contains a property called ```a```, else it returns any

`ForceConstraint<T>` tries to help typescript to know if T is valid, else it returns never

` Interface<T extends Constraint<T>>` forces its generic type to respect `Constraint`

`Infer<CB>` infers the return type of **CB** and ensures it follows `Constraint`

`InferWithConstraint<CB>` forces again `Infer<CB>` to be compliant with `Constraint` (even if it is already)

So `Interface<InferWithConstraint<CB>>` should be valid, sadly, typescript reports:
```
TS2344: Type 'ForceConstraint<Infer<CB>>' does not satisfy the constraint 'Constraint<ForceConstraint<Infer<CB>>>'.
```

**Potentially related issues:**

- https://github.com/microsoft/TypeScript/issues/31736
- https://github.com/microsoft/TypeScript/issues/34604
Repository: godot
Issue: CTRL + Click for links in GDScript can fail to navigate.
Labels: bug,topic:editor,confirmed

**Godot version:**
3.2.1 245ecb6684d089940273564fb7a314e5e11ea72e

**OS/device including version:**
Win10 64-bit

**Issue description:**
It seems as of late there are occasions when the CTRL + Click links in code refuse to signal they've been clicked.  Maybe it's click area is having issues?

@Calinou Wondering if you might know the PR history of these.  Perhaps a regression?  I don't recall having this in happen 3.1.

It is tricky to reproduce, but managed to capture a GIF of it.  I'm repeatedly CTRL + Clicking this reference, and when I moved the mouse downward a little near the end of the GIF you can see it worked.

![ezgif com-video-to-gif (1)](https://user-images.githubusercontent.com/13004169/74743872-d9f55880-5269-11ea-9e0f-628570cd25dc.gif)


**Steps to reproduce:**
N/A

**Minimal reproduction project:**
N/A
Repository: vscode
Issue: Warning in package.json when specifying icon without https repository
Labels: bug,extensions-development

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<!-- Also please test using the latest insiders build to make sure your issue has not already been fixed: https://code.visualstudio.com/insiders/ -->

<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: 1.42.1
- OS Version: Windows 10 (Windows_NT x64 10.0.16299)
- vsce version: 1.73.0

This is basically the issue described in #30434, but the warning message does not seem to be "true" in my case. I am opening this issue because that one is closed.

I am building an extension for company internal use only. My source code repository is not available over https, but the icon works fine when I've package the extension as a VSIX. 

Here's a screenshot of the warning:
![image](https://user-images.githubusercontent.com/295055/74748966-6175a400-5237-11ea-9910-247f9364278d.png)

I'll admit it disappointed me when I thought I could not have an icon in my extension. My 1.0.0 version did not have an icon because of the warning message. For 1.0.1, I decided to try it anyway, and it worked.

Maybe, it's true for extensions published on the marketplace? If so, it may be better to indicate such in the message.  Maybe change the text to something like this: "An icon requires a repository with HTTPS protocol to be specified in this package.json, _when publishing to the marketplace_"? 

Steps to Reproduce:

1. Add a relative `icon` reference to an extension `package.json`
2. Do not have a `repository` that is available over https. (Mine is a directory on a shared drive.)
3. See the path to the `icon` get orange squiggles under it with the hover text "An icon requires a repository with HTTPS protocol to be specified in this package.json."


<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes
Repository: terminal
Issue: Integrate VSCode's Markdown Linter into CI
Labels: Help Wanted,Area-Build,Product-Terminal,Issue-Task

PR #4615 used the VS Code Markdown Linter to clean up our markdown a bit. It'd be nice if we could make this a part of our CI and just add it to the `Invoke-CodeFormat` tool in `\tools\OpenConsole.psm1`. 

>It looks like the PowerShell team is integrating at the project level, unsure about their CI integrations: 
https://github.com/PowerShell/PowerShell/blob/master/.vscode/extensions.json#L10
https://github.com/PowerShell/PowerShell/blob/master/.vscode/settings.json#L10
_Originally posted by @rpunt in https://github.com/microsoft/terminal/pull/4615#issuecomment-587504180_
Repository: go
Issue: cmd/go: gccgo crashes when building json-iterator
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.12.2 gccgo (Ubuntu 9.2.1-9ubuntu2) 9.2.1 20191008 linux/amd64

$ powerpc64le-linux-gnu-gccgo-9 --version
powerpc64le-linux-gnu-gccgo-9 (Ubuntu 9.2.1-9ubuntu2) 9.2.1 20191008
Copyright (C) 2019 Free Software Foundation, Inc.
This is free software; see the source for copying conditions.  There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
</pre>

### Does this issue reproduce with the latest release?

I'm using gccgo-9, which I think is the latest.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GOARCH="ppc64le"
GOBIN=""
GOCACHE="/home/apollo/.gocache"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOOS="linux"
GOPATH="/home/apollo/Development/json-iterator"
GOPROXY=""
GORACE=""
GOROOT="/usr"
GOTMPDIR=""
GOTOOLDIR="/usr/lib/gcc/x86_64-linux-gnu/9"
GCCGO="/usr/bin/powerpc64le-linux-gnu-gccgo-9"
CC="powerpc64le-linux-gnu-gcc-9"
CXX="x86_64-linux-gnu-g++-9"
CGO_ENABLED="0"
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 -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build273883847=/tmp/go-build -gno-record-gcc-switches -funwind-tables"
</pre></details>

### What did you do?

```
export GOARCH=ppc64le
export CC=powerpc64le-linux-gnu-gcc-9
go get -v github.com/json-iterator/go
```

### What did you expect to see?

Successful installation of the module.

### What did you see instead?

gccgo crashes:

```
github.com/json-iterator/go
# github.com/json-iterator/go
go1: internal compiler error: in do_get_backend, at go/gofrontend/expressions.cc:4677
Please submit a full bug report,
with preprocessed source if appropriate.
See <file:///usr/share/doc/gcc-9/README.Bugs> for instructions.
```
Repository: rust
Issue: Yield reference in coroutine with GAT
Labels: A-associated-items,T-lang,C-feature-request,A-coroutines,F-coroutines,GATs-triaged,A-GATs

Since https://github.com/rust-lang/rust/pull/67160 has been merged in December, having a GAT with lifetimes should be possible (See the `StreamingIterator` example in that PR).

The current trait-defition of a coroutine is the following:

```rust
pub trait Coroutine<R = ()> {
    type Yield;
    type Return;
    fn resume(
        self: Pin<&mut Self>, 
        arg: R
    ) -> CoroutineState<Self::Yield, Self::Return>;
}
```

The issue here is that the `Yield` can't be parameterized with a lifetime, so yielding a reference from a coroutine is not possible in its current state.

By using a GAT for the `Yield` AT, it would be possible to return a local reference.

I also don't see why the resume argument type could not have been expressed with a GAT, so at the end we would use the following trait definition for a coroutine:

```rust
pub trait Coroutine {
    type Resume<'a>;
    type Yield<'a>;
    type Return;

    fn resume<'a, 'b>(
        self: Pin<&'a mut Self>, 
        arg: Self::Resume<'b>
    ) -> CoroutineState<Self::Yield<'a>, Self::Return>;
}
```
Repository: terminal
Issue: Other options for overriding profile starting directory
Labels: Product-Terminal,Issue-Scenario,Area-Commandline

## Description of the new feature/enhancement

The new command line arg for specifying starting directory is great but it's limited to individual panes and tabs created during launch. I'd like additional ways of specifying starting directories for panes/tabs, particularly those that get created after launch.  Here's two additions I think would be useful:

### Window-wide starting directory command line argument

Starting a terminal with `wt --windowStartingDirectory "c:\my\project\dir"` would cause all tabs/panes opened during the life of that terminal window to start in `c:\my\project\dir`.  This is useful for opening a terminal window directly in a deeply nested project directory and then quickly and easily opening/closing additional panes/tabs in that location.  This should also apply to all panes/tabs created via initial command line args that don't have an individual `--startingDirectory` specified.

You can *more or less* achieve this right now by setting a profile's starting directory to `.` and starting `wt.exe` itself with the actual desired starting directory as working directory.  However this requires a more complicated launch, eg. `cmd /C start /D "c:\my\project\dir" wt`.  You also lose the ability to keep a useful default starting directory in the profile's settings for a simple launch of `wt.exe`.

### newTab and splitPane keybind options for reusing current directory

An additional option for the newTab/splitPane keybindings could open these with starting directory set to the current working directory of the current tab/pane. Useful if you open a terminal, eventually `cd` to some directory, and then want additional panes/tabs in that directory.

---

These would be additions to a prioritized list where the tab/pane being created uses the highest priority starting directory that was provided, eg:

1. reuse current directory via keybind
2. `--startingDirectory` command line argument
3. `--windowStartingDirectory` command line argument
4. profile starting directory
5. `wt.exe` working directory
Repository: rust
Issue: [lint: unsafe_in_unsafe_fn] A lint which triggers on unsafe operations in `unsafe fn`
Labels: C-enhancement,A-lints,T-compiler

As a follow up to fixing https://github.com/rust-lang/rust/issues/69173 via https://github.com/rust-lang/rust/pull/69245, we would like to see a lint, starting as `allow`-by-default which would trigger on the following situation:

```rust
#![warn(unsafe_in_unsafe_fn)]

unsafe fn foo() {} // Stand-in for any unsafe operation.
unsafe fn bar() {
    foo();
    //~^ WARN unsafe operation directly in `unsafe fn`
    //~| HELP move the operation into an `unsafe { ... }` block.
}
```

Eventually, over time, we would like to consider moving this lint to be `warn`-by-default, but we would like to give the ecosystem time to adapt before doing so. We have not discussed what the timescale of "eventually" entails.

Context (this has already been tentatively accepted by the language team in meetings, though not FCP):
- https://github.com/rust-lang/rfcs/pull/2585#issuecomment-586325462
- https://github.com/rust-lang/rfcs/pull/2585#issuecomment-586513265

cc @rust-lang/lang @RalfJung 

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Repository: pytorch
Issue: torch._C.Node.scopeName() missing in pytorch 1.4
Labels: oncall: jit,triaged

## 🐛 Bug

scopeName() appears as a method in pytorch 1.4 torch._C.Node but it seems to lo longer be written to.
It is minor but doesn't seem to be listed as an intended change, so I surmise is a bug.

In the meantime, If there's a workaround to get the scopename pls let me know.
Thank you
## To Reproduce

1.run 
```python
# setup model: run before either of both scripts
import torch
from torchvision import models
from torch.onnx import utils
image = torch.randn([2,3,224,224])
net = models.resnet18()
```
2. in pytorch 1.4 access any given valid node ( in resnet this should be a conv node)
```python
trace_module = torch.jit.trace(net, image)
node = list(trace_module.graph.nodes())[9] # grab a conv node
print(node.scopeName())
# ''  # > returns empty string, method exists but it is no longer useful
```
3. for validation access same node in pytorch 1.4 using private method
```python 
graph, out = torch.jit._get_trace_graph(net, image)
graph = utils._optimize_graph(graph,
operator_export_type=torch._C._onnx.OperatorExportTypes.ONNX)
node=list(graph.nodes())[11]
print(node.scopeName())
#'' # > returns nothing
```
## Expected behavior

4. compare to pytorch 1.3
torch._C.Node.scopeName() returns a readable address that refers to the python model syntax
```python 
# pytorch 1.3,  
trace, out = torch.jit.get_trace_graph(net, image)
graph = utils._optimize_graph(trace.graph(), operator_export_type=torch._C._onnx.OperatorExportTypes.ONNX)
node=list(graph.nodes())[11]
print(node.scopeName())
#'ResNet/Sequential[layer1]/BasicBlock[1]/Conv2d[conv1]' # > returns scopename
```


## Environment

PyTorch version: 1.4.0
Is debug build: No
CUDA used to build PyTorch: 10.0

OS: Ubuntu 18.04.3 LTS
GCC version: (Ubuntu 7.4.0-1ubuntu1~18.04.1) 7.4.0
CMake version: version 3.10.2

Python version: 3.8
Is CUDA available: Yes
CUDA runtime version: Could not collect
GPU models and configuration: GPU 0: GeForce GTX 1070
Nvidia driver version: 440.26
cuDNN version: /usr/lib/x86_64-linux-gnu/libcudnn.so.7.6.4

Versions of relevant libraries:
[pip] numpy==1.18.1
[pip] torch==1.4.0
[pip] torchvision==0.5.0
[conda] mkl                       2019.5                      281    conda-forge
[conda] pytorch                   1.4.0           py3.8_cuda10.0.130_cudnn7.6.3_0    pytorch
[conda] torchvision               0.5.0                py38_cu100    pytorch


cc @suo
Repository: flutter
Issue: Make it possible for showSearch to show the search screen only within the Scaffold where it is called
Labels: c: new feature,framework,f: material design,c: proposal,P2,team-design,triaged-design

## Use case

I am developing an adaptive application that is working on both smartphones and tablets. On tablets, the interface is a split screen with a list of elements on the left, and the details about the selected element on the right. And I am using showSearch() to search elements on the left, or more precisely to filter them. Here is what the interface looks like on an iPad:

![Simulator Screen Shot - iPad Pro (12 9-inch) (3rd generation) - 2020-02-19 at 10 42 52](https://user-images.githubusercontent.com/143758/74780563-b9c6a780-5304-11ea-8789-680bdec52642.png)

And when I tap the search icon in the left AppBar, it displays the search interface over the entire screen:

![Simulator Screen Shot - iPad Pro (12 9-inch) (3rd generation) - 2020-02-19 at 10 43 00](https://user-images.githubusercontent.com/143758/74780604-cd720e00-5304-11ea-8eb2-b5f0efe7f2ba.png)

But the problem is that I want users to be able to select elements in the suggestions on the left and see their details on the right without closing the search.

## Proposal

Add a fullscreen boolean flag to the SearchDelegate class with a default value to true, but when it's false, the search interface is scoped to the context of the nearest Scaffold, not the entire screen.
Repository: TypeScript
Issue: Automate DefinitelyTyped and ATA infrastructure during nightly publishes
Labels: Infrastructure

We have a set of tasks we perform on every release to ensure DefinitelyTyped and Automatic Type Acquisition is in a good state for the upcoming release.

https://github.com/Microsoft/TypeScript/wiki/Release-Activities#types-publisher-and-definitelytyped-header-parser

As we discussed offline, we'd like to make sure some of these are done automatically regardless of when a release is coming.
Repository: flutter
Issue: Make backtrace printing routines signal safe.
Labels: engine,P2,team-engine,triaged-engine
Repository: godot
Issue: [Bullet] Inaccurate behaviour of 3D KinematicBody move_and_slide_with_snap on vertical moving platform.
Labels: bug,confirmed,topic:physics,topic:3d

**Godot version:**
V3.2.stable.official

**OS/device including version:**
Pop!_OS 19.10

**Issue description:**
When a 3D KinematicBody is being moved by a move_and_slide_with_snap function and sits on top of a vertical moving platform the behaviour is inaccurate: when moving upwards the mesh enters the moving platform and when moving downwards the mesh floats slightly above it.

**Steps to reproduce:**
3D Space:
Create a KinematicBody for the player, add as a child a MeshRenderer (CubeMesh) and a CollisionShape (BoxShape); set all margins to 0.001. Write a move_and_slide_with_snap script and attach to it.

For the moving platform, create another kinematic body with a MeshRenderer (CubeMesh) and a CollisionShape (BoxShape); again, set all margins to 0.001. As a child add an AnimationPlayer, create a new animation and animate it's translation property up and down (Y axis) with the desired speed, duration and distances. Set the ProcessMode to Physics.

Also add a Camera and adjust it so you can see the scene.

Player script:
```
extends KinematicBody

export var move_speed = 750

export var gravity = 3000
export var jump_force = 1300
export var max_fall_speed = 3000

var y_velo = 0

var snap_normal = Vector3.DOWN

func movement(delta):
	var move_vec = Vector3()
	if Input.is_action_pressed("move_left"):
		move_vec.x -= 1
	if Input.is_action_pressed("move_right"):
		move_vec.x += 1
	move_vec *= move_speed
	move_vec.y = y_velo
	move_and_slide_with_snap(move_vec * delta, snap_normal, Vector3.UP)
	
	var grounded = is_on_floor()
	y_velo -= gravity * delta

	if grounded:
		if Input.is_action_pressed("jump"):
			set_snap_normal(Vector3(0,0,0))
			y_velo = jump_force
		if y_velo <= 0:
			set_snap_normal(Vector3.DOWN)

func set_snap_normal(new_snap_normal):
	snap_normal = new_snap_normal

func _physics_process(delta):
	movement(delta)
```

**Minimal reproduction project:**
[moving_platform.zip](https://github.com/godotengine/godot/files/4222009/moving_platform.zip)
Repository: flutter
Issue: Assert if a transparent container absorbs hits
Labels: framework,f: gestures,P3,team-framework,triaged-framework

This would be a behavior change, but I think I would find it confusing to have a transparent container absorbe hits.  Today, `Container(color: Colors.transparent)` absorbs hits.

I'm marking this as stretch goals since it's not clear at this point if anyone is actually suffering because of this - if we find out it's causing confusion it shouldn't be too hard to fix though.
Repository: pytorch
Issue: Make ArrayRef::size() return int64_t rather than size_t
Labels: module: internals,triaged

Would have prevented #33001 (PR at #33456)
Repository: pytorch
Issue: Add 32-bit CI (e.g., Raspberry PI CI)
Labels: module: ci,triaged

c.f. #33456

cc @ezyang