sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: Provide way to configure default compiler options for TS Server Inferred Project
Labels: Suggestion,In Discussion

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## Search Terms
Inferred Project
TS Server

## Suggestion
Add an option to configure the default  `compilerOptions` for inferred projects outside of the host. 


Related to: https://docs.google.com/document/d/1eB6cGCG_2ircfS5GzpDC9dBgikeYYcMxghVH5sDESHw/edit#heading=h.telvo0tzo7t0 and https://github.com/microsoft/TypeScript/issues/39632
## Checklist

## Use Cases
Currently, there is no way to configure the default `compilerOptions` for inferred projects outside of the server host. Being able to configure should options would be give a better DX when not using the default compiler options such as `experimentalDecorators`, `strictNullChecks` etc...  together with stricter file inclusions, ie favoring explicitly listing the entry-point files using `files` instead of `include` with globbing.

Previously when not using TypeScript solution style tsconfig this could be achieved by adding a `tsconfig.json` in the root of the project which will include all files and set these options example.
```json
{
   "compilerOptions":  {
     "experimentalDecorators": true,
     "strictNullChecks": true,
     ...
   }
}
```

This trickery cannot be used when using a solution style tsconfig, because the root tsconfig will not contain any files due to `files: []` setting.

## Examples
Ideally, compiler options for inferred projects are configured in a TypeScript configuration file. When using solution style tsconfig, such configuration can be set here.

```json
{
 "files": [],
 "compilerOptions":  {
   "experimentalDecorators": true,
   "strictNullChecks": true,
   ...
 },
 "references": [
   {
     "path": "./tsconfig.app.json"
   },
   {
     "path": "./tsconfig.spec.json"
   }
 ]
}
```


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).

//cc @kyliau
Repository: TypeScript
Issue: If autoimporting import that is commented out - uncomment it instead of adding new one
Labels: Suggestion,Awaiting More Feedback

## Search Terms

autoimport commented uncomment import

## Suggestion

Consider we have such imports already in some file:

```tsx
import React, {
  useState,
  // useEffect,
} from 'react';
```

Then - if you write `useEffect` - TS will suggest auto importing it - which is cool. If you choose to auto import it - your import statement will look something like:

```tsx
import React, {
  useState,
  // useEffect,
  useEffect,
} from 'react';
```

Which is not a big deal, but leads to some kind of duplication.

Desired result would be:

```tsx
import React, {
  useState,
  useEffect,
} from 'react';
```

Which is just removing the comment next to the import I want to use.

## 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: pytorch
Issue: General reduction mode selection for in-place and out-variants for wider range (hopefully all) of ops
Labels: triaged,function request,module: reductions

Some useful reduction modes:
For general ops: +=, -=, *=, logaddexp
For binary ops: It would also be cool to have various reduction modes for out-of-place ops: |=, &=, ^= etc. 

Currently only copy_ is done.

scatter_ is already getting reduction mode choice: #22378

There is also an angle that currently autograd does not support out-variants. There was an issue about fixing it in some limited cases, I think it was by @albanD, but I can't find it now.

Two usecases for binary ops:

1. Current lines from https://gist.github.com/vadimkantorov/30ea6d278bc492abf6ad328c6965613a could be simplified if `<<` and `|=` could be fused:
```python
        compress = sliced_input << (nbits * (packed_size - e - 1))
        torch.bitwise_or(compress, sliced_output, out = sliced_output)
```

2. Another usecase is fused relu_dropout: https://gist.github.com/vadimkantorov/360ece06de4fd2641fa9ed1085f76d48#file-reludropoutinplace-py-L13 that could be simplified if `<` and `|=` could be fused:
```python
mask = torch.rand_like(x) > p1m
mask |= (x < 0)
``` 

Original issue: https://github.com/pytorch/pytorch/issues/41624#issue-660069164

Maybe JIT script already can handle inplace / out-variants? and fuse them (including cuda)?
Repository: flutter
Issue: [Material] Multiline SnackBar
Labels: framework,f: material design,a: fidelity,c: proposal,P2,team-design,triaged-design

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## Use case

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The Material Library specifies a component that can be described as multiline SnackBar, where the action button is placed below the content in the bottom right corner:

![image](https://user-images.githubusercontent.com/16854239/87995179-17972f80-caef-11ea-852c-8d494545aa29.png)

https://material.io/components/snackbars#anatomy




## Proposal

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As Flutter user I would love to be able to use this kind of SnackBar that would dynamically adapt to its content.

If there's enough space then show both action and content in one line, but if not then move action button below the content.

I created initial dynamic SnackBar as a proof of concept with usage of `MultiChildRenderObjectWidget`available [here on DartPad](https://dartpad.dartlang.org/2bc1f8a061d884a64b3154ffb3efc7cc). Of course it needs some tweaking around placement and spacing, but I'm using it successfully in one of my apps.

I would love to get some feedback around that and if you find this approach acceptable I can propose a PR extending current SnackBar behavior. This could be solved by adding enum property `layout` (similar to `behavior`) which would default to current behavior and allow to switch to adaptive one.

cc: @willlarche 

![CleanShot 2020-07-21 at 13 29 18](https://user-images.githubusercontent.com/16854239/88049943-3ed51780-cb56-11ea-90b8-c43fba83efe4.gif)
Repository: rust
Issue: -Clink-dead-code doesn't generate dead non-generic items appearing within (instantiated) generic impl blocks
Labels: A-codegen,T-compiler,C-bug,link-dead-code

I tried this code:

```rust
struct Foo<T>(T);

impl<T> Foo<T> {
    fn foo(&self) {}
    fn bar(&self) {}
}

fn main() {
    let foo = Foo( () );
    foo.foo();
}
```

When compiled with `-Clink-dead-code`, I expected to see `Foo::<()>::bar` in the resulting binary.

Instead, it is omitted.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.47.0-nightly (d7f945163 2020-07-19)
binary: rustc
commit-hash: d7f94516345a36ddfcd68cbdf1df835d356795c3
commit-date: 2020-07-19
host: x86_64-apple-darwin
release: 1.47.0-nightly
LLVM version: 10.0
```
Repository: godot
Issue: When a mesh or a CSG enters the viewport the game crashes on Android
Labels: bug,platform:android,topic:core,crash

**Godot version:**
3.2.2


**OS/device including version:**
LG G5 (H850)
Android 7.0


**Issue description:**
When a mesh or a CSG enters the viewport the game crashes. I believe my phone uses Adreno.


**Steps to reproduce:**
1. Create a project;
2. Add a Spatial node;
3. Add a Camera as child of that spatial node;
4. Add a mesh or a CSG so that it will be visible in the viewport once the game will be running;
5. Run the game.

**Minimal reproduction project:**
[camera_test_1.zip](https://github.com/godotengine/godot/files/4954450/camera_test_1.zip)
The project attached above contains a Camera that rotates until a CSGBox will enter the viewport eventually.
Repository: godot
Issue: Immediate closure of a project in the editor sometimes results its freeze
Labels: bug,topic:editor

**Godot version:**
Godot 3.2.3 beta 1

**OS/device including version:**
Ubuntu 20.04

**Issue description:**
When closing too fast Godot with specific projects then sometimes editor just freeze in EditorResourcePreview::stop

![Zrzut ekranu z 2020-07-21 17-23-32](https://user-images.githubusercontent.com/41945903/88074262-74d6c380-cb77-11ea-8e4f-514417851973.png)


**Steps to reproduce:**
1. Run project and close it immediately
```
godot -e -q --path ~/Project/physics_tests
```


**Minimal reproduction project:**
https://github.com/godotengine/godot-demo-projects/tree/master/3d/physics_tests


https://github.com/godotengine/godot-demo-projects/archive/master.zip (Need to find this projects here)
Repository: flutter
Issue: Automatically adjust frame budget from the device refresh rate 
Labels: a: tests,engine,team: benchmark,P2,team-engine,triaged-engine

This is a follow up of #61509. 
We are using a hard coded 16ms `kBuildBudget` in `timeline_summary.dart` as well as in #61509 

Potentially we can use https://github.com/flutter/flutter/wiki/Engine-specific-Service-Protocol-extensions#get-the-display-refresh-rate-_fluttergetdisplayrefreshrate to get the refresh rate on the run and automatically adjust the value. 

cc @liyuqian
Repository: rust
Issue: Importing name that shadows glob twice results in confusing error
Labels: C-enhancement,A-diagnostics,A-resolve,T-compiler,D-confusing,D-verbose

I encountered this error when accidentally duplicating an import from inside a glob.

```rust
mod foo {
    pub mod bar {
        pub mod bar {}
    }
}

use foo::*;
use bar::bar;
use bar::bar;
```

I had expected this would error due to blantly defining the same name twice but instead it says something about name resolution failing.

```
error: cannot determine resolution for the import
  --> src/lib.rs:10:5
   |
10 | use bar::bar;
   |     ^^^^^^^^
   |
   = note: import resolution is stuck, try simplifying other imports

error: cannot determine resolution for the import
  --> src/lib.rs:11:5
   |
11 | use bar::bar;
   |     ^^^^^^^^
   |
   = note: import resolution is stuck, try simplifying other imports

error[E0432]: unresolved imports `bar::bar`, `bar::bar`
  --> src/lib.rs:10:5
   |
10 | use bar::bar;
   |     ^^^^^^^^
11 | use bar::bar;
   |     ^^^^^^^^
```

The same example without the glob and defining the module directly results in the expected error message:

```rust
pub mod foo {
    pub mod bar {
        pub mod bar {}
    }
}

use foo::bar;
use bar::bar;
use bar::bar;
```

<details>
<summary>Expected error trace to error[E0252]: the name `bar` is defined multiple times</summary>
<pre>
error[E0255]: the name `bar` is defined multiple times
 --> src/lib.rs:7:5
  |
2 |     pub mod bar {
  |     ----------- previous definition of the module `bar` here
...
7 | use bar::bar;
  |     ^^^^^^^^ `bar` reimported here
  |
  = note: `bar` must be defined only once in the type namespace of this module
help: you can use `as` to change the binding name of the import
  |
7 | use bar::bar as other_bar;
  |     ^^^^^^^^^^^^^^^^^^^^^

error[E0255]: the name `bar` is defined multiple times
 --> src/lib.rs:8:5
  |
2 |     pub mod bar {
  |     ----------- previous definition of the module `bar` here
...
8 | use bar::bar;
  |     ^^^^^^^^ `bar` reimported here
  |
  = note: `bar` must be defined only once in the type namespace of this module
help: you can use `as` to change the binding name of the import

</pre>
</details>
Repository: flutter
Issue: Provide an accessor for bundled application resource paths
Labels: c: new feature,tool,a: desktop,P2,team-tool,triaged-tool

When using FFI, Dart code needs a way to get the path to bundled libraries in order to open them; see https://github.com/flutter/flutter/issues/59515 (Windows) and https://github.com/flutter/flutter/issues/61950 (macOS) as examples for background.

There are two obvious options for this, IMO:
1. Add `path_provider` functionality to look up bundled resources.
2. Add Flutter APIs on the Dart side to look up the full paths of Flutter-bundle resources

Unless we also add the ability to do per-platform resource bundling in `pubspec.yaml`, I think (1) is the only viable option; otherwise doing (2) would mean bundling the shared library for each platform on *every* platform, which is clearly not a good idea.
Repository: pytorch
Issue: out-variant for tensor.bitwise_and (exists for torch.bitwise_and) + bitwise_friends
Labels: triaged,enhancement,module: numpy,needs research,module: ux,function request

For consistency, this out-variant would be great to have (context: https://github.com/pytorch/pytorch/issues/41624). Possibly, other `tensor.bitwise_*` functions also miss the out-variant.

```python
import torch

a = torch.zeros(3, 4, dtype = torch.int32)
b = torch.zeros(3, 4, dtype = torch.int32)

torch.bitwise_and(a, 1, out = b) #works

a.bitwise_and(1, out = b)
#TypeError: bitwise_and() received an invalid combination of arguments - got (int, out=Tensor), but expected one of:
# * (Tensor other)
# * (Number other)
```

cc @mruberry @rgommers @heitorschueroff @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved
Repository: godot
Issue: Clicking OptionButton sometimes focuses the main window and closes immediately
Labels: bug,platform:linuxbsd,topic:editor

**Godot version:**
f6b6d5105

**OS/device including version:**
Linux Mint 20
Desktop Environment: Metacity

- Interestingly, only reproducible using Metacity and not XFWM or Compiz. However, it is unlikely to be a Metacity issue since XFWM and Compiz both have short lag spikes when showing the popup

**Issue description:**
Demonstration video:
https://youtu.be/SHXasOt35HA

Apologies if this is a duplicate, I've searched a lot and couldn't find anything. (There's a lot of UI issues)

**Steps to reproduce:**
Click any OptionButton (I used the top Project button, but this also works in a custom OptionButton in-game)

**Minimal reproduction project:**
N/A
Repository: rust
Issue: Explain elision when it is relevant to lifetime errors
Labels: C-enhancement,A-diagnostics,A-lifetimes,T-compiler

```rust
#![feature(nll)]

fn mutate_while_borrowed(x: &mut i32) -> &i32 {
    let y = &*x;
    *x += 1;
    y
}

struct S;
impl S {
    fn wrong_elided_lifetime(&self, x: &i32) -> &i32 {
        x
    }
}
```

Gives these errors

```
error[E0506]: cannot assign to `*x` because it is borrowed
 --> src/lib.rs:5:5
  |
3 | fn mutate_while_borrowed(x: &mut i32) -> &i32 {
  |                             - let's call the lifetime of this reference `'1`
4 |     let y = &*x;
  |             --- borrow of `*x` occurs here
5 |     *x += 1;
  |     ^^^^^^^ assignment to borrowed `*x` occurs here
6 |     y
  |     - returning this value requires that `*x` is borrowed for `'1`

error: lifetime may not live long enough
  --> src/lib.rs:12:9
   |
11 |     fn wrong_elided_lifetime(&self, x: &i32) -> &i32 {
   |                              -         - let's call the lifetime of this reference `'1`
   |                              |
   |                              let's call the lifetime of this reference `'2`
12 |         x
   |         ^ associated function was supposed to return data with lifetime `'2` but it is returning data with lifetime `'1`

error: aborting due to 2 previous errors
```

It's not made clear *why* the returns are expected to have lifetime `'1`. It would be helpful to have annotations like

```
3 | fn mutate_while_borrowed(x: &mut i32) -> &i32 {
  |                             -            - this elided lifetime is inferred to be `'1`
  |                             |
  |                             let's call the lifetime of this reference `'1`
```

Maybe link to the [book section](https://doc.rust-lang.org/book/ch10-03-lifetime-syntax.html#lifetime-elision) as well? For the second function, maybe adding a named lifetime (`f<'a>(&self, &'a i32) -> &'a i32`) could be automatically suggested, but that does change the semantics of the function to callers.

Without `#![feature(nll)]`, the second function produces a different error, which could also use these enhancements:

```
error[E0623]: lifetime mismatch
  --> src/lib.rs:10:9
   |
9  |     fn wrong_elided_lifetime(&self, x: &i32) -> &i32 {
   |                                        ----     ----
   |                                        |
   |                                        this parameter and the return type are declared with different lifetimes...
10 |         x
   |         ^ ...but data from `x` is returned here
```

@rustbot modify labels: +C-enhancement +A-diagnostics +A-lifetimes

@rustbot claim
Repository: opencv
Issue: cv2.cuda.merge returns host memory, not device memory
Labels: feature,category: gpu/cuda (contrib)

##### System information (version)

- OpenCV => 4.4.0-dev
- Operating System / Platform => macOS 10.15.6
- Compiler => gcc 6.5.0

##### Detailed description

`cv::cuda::split` and `cv::cuda::merge` seem to be complementary functions. The documentation for the analogous `cv::merge` says "The function `cv::split does` the reverse operation."

However I am getting back host memory rather than a `GpuMat` instance.

##### Steps to reproduce

```python
y, u, v = cv2.cuda.split(cv2.cuda.cvtColor(frame, cv2.COLOR_BGR2YUV))
print(type(y), type(u), type(v))
print(type(cv2.cuda.merge((y, u, v))))
```

Outputs

```
<class 'cv2.cuda_GpuMat'> <class 'cv2.cuda_GpuMat'> <class 'cv2.cuda_GpuMat'>
<class 'numpy.ndarray'>
```

##### Issue submission checklist

 - [x] I report the issue, it's not a question
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       answers.opencv.org, Stack Overflow, etc and have not found solution
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Repository: godot
Issue: Engine prints "Unicode error (invalid skip)" when running a project with a Mono build
Labels: bug,topic:dotnet

**Godot version:3.21**
<!-- Specify commit hash if using non-official build. -->


Windows 10
Nvidia gtx1050ti GLES3, Vulkan


Basicly i get a Unicode errors (invalid skip) error when trying to compile a programm that can run outside of the engine!


i yust compile something all the files that the log says to install are installed.


Its not the projeckt but some error!