WhereIsAI/github-issue-similarity huggingface dataset:
Issue 1:
Forgive me if it is possible, but I cannot find any documentation on it.

Here's what I want to do: Write a babel plugin that transcompiles .css files (but not only, in general any file other than .js) to es6 module, as so babel can track dependencies when this file is changes, and webpack can later tree shake it, and there's no inlining duplication.

Q: Why babel plugin and not webpack loader? A: To support server-side rendering

To give an example, I want to transcompile following style.css:

.foo {
color: red;
}

to

export const foo = {
color: 'red';
}

and then somewhere else do:

import { foo } from 'foo.css';

I have also other use-cases for it, but all of them have following in common: I don't want to inline these files similarly to how for example babel-plugin-inline-import works. I want to transcompile file to es6 module, or to put it differently, I want babel to use totally custom syntax per file extension (such syntax would be able to convert some raw like .css or .json into babel's ast). This way I could achieve following:

The same raw file can be re-used by different .js files (with inlining I get duplication)

Babel can track changes in raw file, and track it as dependency of any .js files that import it (with inlining the dependency link is lost, and changing raw file doesn't reload anything)

Webpack can additionally tree shake this dependency, if I decide to use it

From my current understanding babel uses the same syntax for all files (it can be extended with plugins), but you cannot change it based on imported file extension.

Could you guide me how to write such plugin? How to change used syntax per-extension?

Issue 2:
Bug Report

Current Behavior

With plugin-transform-runtime causes Object doesn't support property or method 'Symbol(Symbol.iterator)_4.d7pjr549xf3' in IE 11 when using for of from function* generators. for await with async function* works fine though.

Input Code

function* generator()
{
yield 1;
}

for (let iterator of generator())
{
console.log(iterator);
}

Expected behavior/code

logs 1

Babel Configuration (.babelrc, package.json, cli command)

package.json

{
"devDependencies": {
"@babel/core": "^7.4.4",
"@babel/plugin-transform-runtime": "^7.4.4",
"@orange-games/phaser-input": "^2.0.5",
"@types/parcel-env": "^0.0.0",
"parcel-bundler": "^1.12.3",
"typescript": "^3.3.3333"
},
"dependencies": {
"@babel/polyfill": "^7.4.4",
"@babel/runtime": "^7.4.4",
"phaser-ce": "^2.12.0"
}
}

.babelrc

{
"plugins": [
[
"@babel/plugin-transform-runtime",
]
],
"presets": [
[
"@babel/preset-env",
{
"targets": {
"ie": "11"
}
}
]
]
}

Environment

Babel version(s): 7.4.4

Node/npm version: v10.14.1

OS: Windows 10

How you are using Babel: With ParcelJS

Possible Solution

Remove "@babel/plugin-transform-runtime" or turn off regenerator of "@babel/plugin-transform-runtime" in .babelrc.

"@babel/plugin-transform-runtime",
{
"regenerator": false,
}
Issue 1:
At the moment the texture coordinates for the caps of cylinders aren't particularly useful.

http://dl.dropbox.com/u/21084952/Screen%20shot%202011-04-13%20at%202.15.16%20PM.png

Here are two example mappings that would be more useful...

http://www.vrarchitect.net/anu/cg/Texture/Image/slide09.jpg

http://www.vrarchitect.net/anu/cg/Texture/Image/slide12.jpg

...although they're still not as good as they could be.

I imagine it is how it is because the coordinates used for the sides of the cylinder are those used for the caps; giving the strange curved UVs on the caps. I'm not sure how to resolve the issue without duplicating the vertices on the edges of the side face and caps.

Issue 2:
Just an idea that I would love to see in three.js. Let's say I want to slightly edit MeshPhongMaterial and apply that changes.

What I need to do now:

Go to three.js github

Search for vertexShader & fragmentShader in ShaderChunk. Find this

Make a copy of fragmentShader into my shader.

...or even vertexShader

Search for uniforms in ShaderLib. like this

Make a new ShaderMaterial and apply those uniforms, vertexShader & fragmentShader...

Finally edit my copied vertexShader/fragmentShader.

Even more: I need to enable fog/lights as it is on Phong material.

If I want to use map: I need to define USE_MAP for my new shader material.

Those things require copying/modifying existing .glsl, copying and filling uniforms and finally setting such uncommon things (6, 7).

And my question is what if we could make this process less complex? How about making "key" parts in shaders (those which we often modify/add something). And a way to fill them with some other glsl through material constructor like this or just make those chunks replacable:

const material = new THREE.MeshPhongMaterial({
color: 0xffffff,
map: texture,

parts: {
frag: {
map_pars_fragment: `
uniform sampler2D map;
uniform sampler2D map2;
`,

map_fragment: `
vec4 texelColor = texture2D( map, vUv );
vec4 texelColor2 = texture2D( map2, vUv );

texelColor = mapTexelToLinear(
mix( texelColor, texelColor2, progress)
);

diffuseColor *= texelColor;
`
}
}
});

material.uniforms.progress = {value: 1};
material.uniforms.map2 = {value: texture2};

Three.js version

Dev

r85

...

Browser

All of them

Chrome

Firefox

Internet Explorer

OS

All of them

Windows

macOS

Linux

Android

iOS

Hardware Requirements (graphics card, VR Device, ...)
Issue 1:
Q
A

Bug report?
yes

Feature request?
no

BC Break report?
no

RFC?
no

Symfony version
3.3.3

I have this error when scaffolding new symfony project (3.3.3):

Thank you !

Issue 2:
Q
A

Bug report?
yes

Feature request?
no

BC Break report?
no

RFC?
no

Symfony version
3.3.3

I have this error when scaffolding new symfony project (3.3.3):

Thank you for help !
Issue 1:
Issue Id: 8856b7b3-2338-92df-ea7e-64a3e8146fa3
Versions
- 0.10.5
- a80232b
Stack
SyntaxError: Unexpected token :
at Object.parse (native)
[/vs/workbench/parts/debug/node/v8Protocol.ts#L129:21 (V8Protocol.dispatch)](https://github.com/microsoft/vscode/blob/dfc08dc9edf6607483b193bf934d3badc3fa2e11/src/vs/workbench/parts/debug/node/v8Protocol.ts#L129:21 %28V8Protocol.dispatch%29)
[/vs/workbench/parts/debug/node/v8Protocol.ts#L108:11 (V8Protocol.handleData)](https://github.com/microsoft/vscode/blob/dfc08dc9edf6607483b193bf934d3badc3fa2e11/src/vs/workbench/parts/debug/node/v8Protocol.ts#L108:11 %28V8Protocol.handleData%29)
[/vs/workbench/parts/debug/node/v8Protocol.ts#L63:8 (V8Protocol.connect)](https://github.com/microsoft/vscode/blob/dfc08dc9edf6607483b193bf934d3badc3fa2e11/src/vs/workbench/parts/debug/node/v8Protocol.ts#L63:8 %28V8Protocol.connect%29)
at emitOne (events.js:77:13)
at Socket.emit (events.js:169:7)
at readableAddChunk (_stream_readable.js:146:16)
at Socket.Readable.push (_stream_readable.js:110:10)
at Pipe.onread (net.js:523:20)

Issue 2:
I am using the 0.10.6 (December) release of VS Code and building a debug adapter. When returning strings with newlines (\n) in the body.result of a DebugProtocol.EvaluateResponse the result printed in the debug console has literal \n strings shown instead of printing on multiple lines.

Example:

Returning this

response.body = {

result: 'ABC\n123',

variablesReference: 0

};

Should print

ABC

123

on the debug console. Instead it prints

ABC\n123
Issue 1:
by ewald.pankratz:

I followed the installation description and had a problem with
$ cd $GOROOT/src
$ make all

because my $HOME/bin was not in the PATH and it couldn't find
gomake

waldi@digitec-03:~$ echo $GOOS
linux
waldi@digitec-03:~$ echo $GOARCH
amd64
waldi@digitec-03:~$

Which revision are you using? (hg identify)

Please provide any additional information below.

Issue 2:
gob:

type GobDecoder interface {
GobDecode([]byte) error
}
type GobEncoder interface {
GobEncode() ([]byte, error)
}

json:

type Marshaler interface {
MarshalJSON() ([]byte, error)
}
type Unmarshaler interface {
UnmarshalJSON([]byte) error
}

xml:

type Marshaler interface {
MarshalXML() ([]byte, error)
}
// no Unmarshaler

So a type T that implements these three looks like this:

func (T) GobDecode([]byte) error
func (T) GobEncode() ([]byte, error)
func (T) MarshalJSON() ([]byte, error)
func (T) MarshalXML() ([]byte, error)
func (T) UnmarshalJSON([]byte) error

Kinda gross.

I'd prefer it that the encoding name came first (either FooMarshal or FooEncode), so
that the Marshal and Unmarshal methods are alphabetical neighbors.

I have no preference as to Marshal vs Encode.
Issue 1:
Code Sample, a copy-pastable example if possible

df = pd.DataFrame({'x': pd.Series([['a', 'b'], ['q']]),
'y': pd.Series([['z'], ['q', 't']])})
df.index = pd.MultiIndex.from_tuples([('i0', 'j0'), ('i1', 'j1')])

df.apply(lambda row: [el for el in row['x'] if el in row['y']], axis=1)

Problem description

When a DataFrame has a MultiIndex, and the function passed to DataFrame.apply returns all lists, weird stuff happens and an unintelligible error occurs.

What ends up happening is that the result somehow gets coerced to a list of arrays (not sure where or why the list->array conversion happens), and then submitted to DataFrame.__init__, which tries to massage it that into a DataFrame, and fails.

Resulting error: ValueError: Empty data passed with indices specified., emitted from deep within the bowels of pandas/core/internals.py, specifically create_block_manager_from_arrays.

This happens regardless of what the reduce= argument is set to.

Expected Output

Don't try to manipulate the output. Return a Series of lists.

In the example above, that'd be:

pd.Series([[], ['q']], index=df.index)

Output of pd.show_versions()

INSTALLED VERSIONS
------------------
commit: None
python: 3.6.3.final.0
python-bits: 64
OS: Linux
OS-release: 3.10.0-514.26.2.el7.x86_64
machine: x86_64
processor: x86_64
byteorder: little
LC_ALL: None
LANG: en_US.UTF-8
LOCALE: en_US.UTF-8

pandas: 0.21.1
pytest: None
pip: 9.0.1
setuptools: 36.6.0
Cython: None
numpy: 1.12.1
scipy: 0.19.1
pyarrow: None
xarray: None
IPython: 6.2.1
sphinx: None
patsy: None
dateutil: 2.6.1
pytz: 2017.3
blosc: None
bottleneck: None
tables: None
numexpr: None
feather: None
matplotlib: 2.0.2
openpyxl: None
xlrd: None
xlwt: None
xlsxwriter: None
lxml: None
bs4: None
html5lib: 0.9999999
sqlalchemy: None
pymysql: None
psycopg2: None
jinja2: None
s3fs: None
fastparquet: None
pandas_gbq: None
pandas_datareader: None

Issue 2:
Code Sample, a copy-pastable example if possible

import pandas as pd

#Create sample dataframe
test = pd.DataFrame({"a":["12", float("nan"), "3", "meow" ]})

# Select rows that are null or numeric:
print len(test[ test["a"].isnull() | test["a"].str.isnumeric()])

# Select rows that are numeric or null
print len(test[ test["a"].str.isnumeric() | test["a"].isnull() ])

# These two should return the same result, right? Unfortunately they don't

Notice that Series.str.isnumeric throws an exception on null entries. However, I believe that this may introduce bugs silently

Expected Output

Expected output is:

2

2

Instead, I get:

3

2

output of pd.show_versions()

INSTALLED VERSIONS

commit: None

python: 2.7.12.final.0

python-bits: 64

OS: Darwin

OS-release: 15.6.0

machine: x86_64

processor: i386

byteorder: little

LC_ALL: None

LANG: None

pandas: 0.18.1
Issue 1:
System information (version)

OpenCV => ❔

Operating System / Platform => ❔

Compiler => ❔

Detailed description

Steps to reproduce

Issue 2:
Passing any of the IMREAD_REDUCED_ flags, e.g. IMREAD_REDUCED_GRAYSCALE_2, to the flags parameter of imdecode() has no effect. I notice the imread_() function includes this code:

int scale_denom = 1;
if( flags > IMREAD_LOAD_GDAL )
{
if( flags & IMREAD_REDUCED_GRAYSCALE_2 )
scale_denom = 2;
else if( flags & IMREAD_REDUCED_GRAYSCALE_4 )
scale_denom = 4;
else if( flags & IMREAD_REDUCED_GRAYSCALE_8 )
scale_denom = 8;
}

/// set the scale_denom in the driver
decoder->setScale( scale_denom );

This code is absent in imdecode() (and imdecode_).

For those that aren't familiar with that flag: The expected effect is that the image is resized by the stated factor if it is a JPEG. This happens for "free" due to the way the JPEG encoding works, so it is much faster than opening the image at full resolution and then doing a separate resize.
Issue 1:
Can I pass some variable from create next? for example

const app = next({ dev: isDev, customProps: { GA_ID: 'UA_XXXXXX' });

then I can get this GA_ID variable in _document.js and render it.

I know universal-config provide another way to handle it, but it will be replaced in the build time. If I have several different environment. I have to build by different config. So I hope I can pass variable to render _document.js

related issue is #159 but as I mentioned above, universal-config will replace variable in the build time instead of run time. so I hope there is a better way to do that.

I have searched the issues of this repository and believe that this is not a duplicate.

Issue 2:
I believe that this is not a duplicate.

Expected Behavior

The text-size-adjust property is part of many css reset (including normalize, check out the first selector https://necolas.github.io/normalize.css/7.0.0/normalize.css). its goal is to prevent browsers from inflating or deflating text in weird ways when the site is viewed on mobile.

This is how it should behave: https://media.giphy.com/media/3oKIPz6jOMmO3tQkqk/giphy.gif

Current Behavior

And this is how it behaves when used with next.js https://media.giphy.com/media/l4FGBK6OrUm10Xd5e/giphy.gif

Steps to Reproduce (for bugs)

Setup a new next.js project

add normalize (just paste it in a style tag)

add some text (full page length for best results)

use chrome dev tools responsive tool.

Your Environment

next 3.0.1-beta.9

node 8.1.3

ubuntu 64

chrome 60.0
Issue 1:
When I use a TextField with an Adornment through the InputProps, if I set the width of the TextField component, either with fullWidth or with style property, the input field remains at the default width, only the root element takes the full space.

I have searched the issues of this repository and believe that this is not a duplicate.

Expected Behavior

The input should receive the properties from the TextField even if I use the InputAdornment or not. Without it, the component renders ok.

Current Behavior

The root element changes its width, the input not.

Steps to Reproduce (for bugs)

Minimum example:

https://codesandbox.io/s/k2wn0166y7

Your Environment

Tech
Version

Material-UI
1.0.0-beta.18

React
16.0.0

browser
Google Chrome 61

etc

Issue 2:
Looking at the default theme I would Based on the demos I expect the button background color to be #2196f3 but it's actually #3f51b5. Possibly the demo page is just using a different demo theme and I'm not understanding how to extend the existing light theme.

Ultimately I want to be able to override the default theme to provide a new primary and accent color. I in the past I've used the pre 1.0 steps. Now it is unclear to me from the docks how to do this without providing an entire new theme. That's a lot when I just want to override a few variables.

I have searched the issues of this repository and believe that this is not a duplicate.

Expected Behavior

Primary theme color should be used

Current Behavior

After files are processed through webpack from create-react-app setup (not ejected) the background color for appbar and button is #3f51b5

Steps to Reproduce (for bugs)

https://codesandbox.io/s/612mpxw7kn

Add a button as follows

<Button raised color="primary">
Default
</Button>
``

## Context
Ultimately I want to be able to override the default theme to provide a new primary and accent color. I in the past I've used the [pre 1.0 steps](http://www.material-ui.com/#/customization/themes). Now it is unclear to me from the docks how to do this without providing an entire new theme. That a lot when I just want to override a few variables.

## Your Environment
App was created from `create-react-app 1.4.3`

```package.json
{
"dependencies": {
"material-ui": "^1.0.0-beta.27",
"material-ui-icons": "^1.0.0-beta.17",
"react": "^16.2.0",
"react-dom": "^16.2.0",
"react-redux": "^5.0.6",
"react-router-dom": "^4.2.2",
"react-scripts": "1.0.17",
"redux": "^3.7.2",
"typeface-roboto": "0.0.50"
},
"lint-staged": {
"src/**/*.{js,jsx,json,css}": [
"prettier --single-quote --no-semi --trailing-comma all --jsx-bracket-same-line --write",
"git add"
]
},
"scripts": {
"precommit": "lint-staged",
"start": "react-scripts start",
"build": "react-scripts build",
"test": "react-scripts test --env=jsdom",
"eject": "react-scripts eject"
},
"devDependencies": {
"husky": "^0.14.3",
"lint-staged": "^6.0.0",
"prettier": "^1.9.2"
}
}
Issue 1:
acios.delete(url, { data, config })

the data lost

Issue 2:
Is your feature request related to a problem? Please describe.

No.

Describe the solution you'd like

#4734 Changed the entire behavior of the params serializer, breaking using any custom functionality on the consumer side. Add a boolean switch to mimic pre 1.x behavior (default is false) and send the params directly to the encode function

Describe alternatives you've considered

Tried working with new solution; it did not pan out well and led to more bugs with our requests
Issue 1:
After changing the theme, the scrollbars in the editor and tree view go to the theme's style, but after reloading the editor they go to the default white OSX style.

Issue 2:
A recently merged PR on the atom-dark-ui theme styles the scrollbars when they are always visible. Unfortunately, when scroll bar styling is added after a scrollbar is already visible (as occurs when we load the theme after deserializing the editor), the styling isn't applied.

Not sure what the best approach on this is. Maybe we could watch for stylesheet changes and change the overflow property away from scroll and then back. But I'm concerned this could hose our scroll position. Also, anything that's scrollable would need to be fixed.

@zcbenz How tough would a chromium patch be in this case? Even a native command to redraw scrollbars across the window could be a good workaround.
Issue 1:
Not sure how to actually put this in words, but see this:

On each line, right before the (original) last quote, I pressed on the key to insert a quote. A quote should not be added for lines 2 and 3, just like line 1, no?

Issue 2:
Firstly, apologies for not being able to make a gif of the issue!

For hello_world.c, if I type the following:

printf("

A secondary (closing) quotation mark is automatically inserted (along with a closing bracket). I.e.

printf("") // The ") appear automatically

. If I type the following...

printf("Hello World");

As I type the closing quotation mark and bracket, the ones inserted automatically by Atom are replaced as I type over them.

However, if I type the following...

printf("Hello World\n"

The secondary quotation mark is not replaced or typed over. Instead, another quotation mark is inserted. This results in the following...

printf("Hello World\n"")

The expected behaviour (as also seen in Sublime Text) would be to behave consistently, and replace the automatically inserted closing quotation mark as I type over it.

The use of a escape character right before the closing quotation mark causes this problem to occur. I was able to cause this to occur with \t, \n, and \b. If I type a space between the escape character and the closing quotation mark, the error does not occur. I.e.

printf("Hello world\n ")
Issue 1:
Description of the problem

Godrays postprocessing is demonstrated in the following official example link:

https://threejs.org/examples/?q=god#webgl_postprocessing_godrays

But if we replace the obj model with a skinnedmesh for example a sambadance fbx model,

the light effect can not follow the moving.

here is a demo link for this issue:

https://wow.techbrood.com/static/20200521/57769.html

this probably is a similar issue as OutlinePass.

Three.js version

r116

Browser

Chrome

OS

Windows

Issue 2:
When setting the override material for a scene the maps and other settings on the original material are not used -- this applies to animations, mesh instances, and other uniforms and defines, as well. This jsfiddle shows that the normal map is not applied when rendering the scene with a MeshNormalMaterial applied:

http://jsfiddle.net/wbhrd58c/

This makes it a difficult to render things like normal and depth buffers for screen effects. So when an overrideMaterial is used the defines and uniforms of the original should be used (if they exist on the override material). This would let an override material us the color, displacementMap, normalMap, textures, skinning settings, etc available.

This mechanic could be used make post processing passes more robust and correct, afford a depth prepass with correct vertex transformations, a deferred renderer that uses the original material properties without having to manually copy everything, and shadows that support displacement maps out of the box.

This is closer to how Unity's Shader Replacement works to afford this functionality:

the camera renders the scene as it normally would. the objects still use their materials, but the actual shader that ends up being used is changed

In Unity if the objects material doesn't define a specific uniform then the default shader uniform value is used. To allow for backwards compatibility this could be included as an opt-in feature:

Scene.setOverrideMaterial( material : Material, overrideUniforms : Boolean );
Issue 1:
Please refer to this screenshot:

It appears as though the command palette is truncating parts of the text, and likewise mousing over these messages does not show a tooltip with all the text.

From what I can see, there is no way to see the entire text.

I believe that the proper behavior would either be to:

show all the text with no action

or mouse over the message and show a tooltip to display all the text

Issue 2:
VSCode Version: 1.0.1 - Insider

OS Version: Windows 10, NVDA

Steps to Reproduce:

Put workbench in tab mode

Tab into the working files section in the explorer

Observe: the x button to remove a file gets focus but nothing useful is read.
Issue 1:
When trying to use the basic_example_writer.py example I have noticed that the first file generated, lines.mp4, is empty. It shows one frame of plot backdrop but none of the lines appear.

This also happened with any other animation I myself was trying to write. Thus it seems that FuncAnimation ins incapable of creating animation videos.

Tried on platforms: Mac OSX and Ubuntu 14.04

Issue 2:
I was trying to work out a patch to #5335 and ran into issues introduced in merge #4800. The following code is slightly simplified example from the animations examples:

%matplotlib nbagg

import matplotlib
import matplotlib.pyplot as plt
import matplotlib.animation as animation

import numpy as np

def update_line(num, data, line):
line.set_data(data[...,:num])
return line,

fig = plt.figure()

plt.xlim(0, 1)
plt.ylim(0, 1)

data = np.random.rand(2, 10)
l, = plt.plot([], [], 'r-')

ani = animation.FuncAnimation(fig, update_line, 10, fargs=(data, l),
interval=50, blit=True)
ani.save('im.gif', writer='imagemagick')

running this yields:

The animation displays correctly in the notebook. The issue is introduced here

matplotlib/lib/matplotlib/animation.py

Line 766
in
5c58ea9

for anim in all_anim:

. When FuncAnimation._init_draw() is called, if no init_func is given, the first frame sequence is appended to self._save_seq. After which,

matplotlib/lib/matplotlib/animation.py

Line 769
in
5c58ea9

for data in zip(*[a.new_saved_frame_seq()

is executed and FuncAnimation.new_saved_seq() then only returns the first drawn frame for which to iterate over. The end result is an animation file with only one frame.