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I found it confusing that the peek and view remember the direction. While there is an aspect to that which is nice (and probably desirable). It felt strange to me, that when I opened the peek it had defaulted to Calls from, but on the same keyword using show it has defaulted to Callers of and I was confused for a minute about why I was seeing different data.
IMO, I think it would be nicer if the view instead of being a toggle, it just had 2 root nodes -- one for Calls from 'foo' and Callers of 'foo'. That way there would be no disconnect from the peek to the view and the view would be showing even more information at the same time.
The described behavior is how it is expected to work. If you disagree, please explain what is expected and what is not in more detail. See also our issue reporting guidelines.
See #16110 (comment) more background on this. We have explored the double-direction approach in March but didn't continue on it because we figured it makes things complex without adding value. Actually, VS did the same and they simplified their call hierarchy UX a few year back which influenced this but it also felt bad because each node get more children
Issue Type: Bug
I found it confusing that the peek and view remember the direction. While there is an aspect to that which is nice (and probably desirable). It felt strange to me, that when I opened the peek it had defaulted to
Calls from
, but on the same keyword using show it has defaulted toCallers of
and I was confused for a minute about why I was seeing different data.IMO, I think it would be nicer if the view instead of being a toggle, it just had 2 root nodes -- one for
Calls from 'foo'
andCallers of 'foo'
. That way there would be no disconnect from the peek to the view and the view would be showing even more information at the same time.Refs: #85924
VS Code version: Code - Insiders 1.41.0-insider (7f1975a, 2019-12-04T10:20:42.228Z)
OS version: Windows_NT x64 10.0.19033
System Info
flash_3d: enabled
flash_stage3d: enabled
flash_stage3d_baseline: enabled
gpu_compositing: enabled
metal: disabled_off
multiple_raster_threads: enabled_on
oop_rasterization: disabled_off
protected_video_decode: unavailable_off
rasterization: enabled
skia_renderer: disabled_off
surface_control: disabled_off
surface_synchronization: enabled_on
video_decode: enabled
viz_display_compositor: enabled_on
viz_hit_test_surface_layer: disabled_off
webgl: enabled
webgl2: enabled
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