sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Maya Controls - Ctrl + Middle Mouse not working (move camera)
Labels: bug,discussion,topic:editor,regression

### Godot version

3.3.2 Stable

### System information

Ubuntu 20.04, GLES 3.0

### Issue description

The Maya control-scheme doesn't work correctly. You can only rotate the camera around the origin and zoom in/out. You can't translate the editor-camera.

It works fine in "Godot_v3.2.3-stable_x11.64"

### Steps to reproduce

Change the 3D Navigation scheme to Maya. (Editor Settings: Editor/3d: Navigation)

### Minimal reproduction project

Works in empty scene
Repository: kubernetes
Issue: Term `master` still exist in some script files
Labels: kind/bug,lifecycle/frozen,sig/usability,wg/naming,needs-triage

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#### What happened:
The page https://kubernetes.io/docs/tasks/administer-cluster/highly-available-control-plane/ introduces `kube-up.sh` script.

While reading, I noticed that the term `master` still exist in some script files in this repo.

- https://github.com/kubernetes/kubernetes/blob/master/cluster/gce/util.sh
  - `KUBE_REPLICATE_EXISTING_MASTER`
  - and so on...
- https://github.com/kubernetes/kubernetes/blob/master/hack/e2e-internal/e2e-grow-cluster.sh
- https://github.com/kubernetes/kubernetes/blob/master/test/kubemark/gce/util.sh
- and so on...

And also, https://kubernetes.io/docs/tasks/administer-cluster/highly-available-control-plane/ needs to be updated accordingly.
![image](https://user-images.githubusercontent.com/46767780/123230513-48a78d80-d512-11eb-913e-14b41b6bb4cf.png)


#### What you expected to happen:

#### How to reproduce it (as minimally and precisely as possible):

#### Anything else we need to know?:

#### Environment:
- Kubernetes version (use `kubectl version`):
- Cloud provider or hardware configuration:
- OS (e.g: `cat /etc/os-release`):
- Kernel (e.g. `uname -a`):
- Install tools:
- Network plugin and version (if this is a network-related bug):
- Others:
Repository: vscode
Issue: Smart Scroll: Unlock when scrolling down to the last line
Labels: feature-request,output

I would like to propose to improve the useability of smart scroll.
If I have a lot of console output, it is nice that it automatically locks the scrolling so I can read an output.
But if I then want to unlock and see the newest output its quite inconvenient having to click that last line or click the lock icon. 

Feature request: Unlock when scrolling down to the last line.

With this solution, there would be no need to click anything. Just scrolling with the mouse would do all the work.

![image](https://user-images.githubusercontent.com/1171777/123232352-5a207380-d4d9-11eb-84f1-59db45a20578.png)
Repository: flutter
Issue: [in_app_purchase] Handling "nothing to restore" with restorePurchases()
Labels: platform-ios,p: in_app_purchase,package,c: proposal,P3,team-ios,triaged-ios

I'm attempting to upgrade the `in_app_purchase` from 0.5.x to 1.0.x but it seems that the purchase restoration user flow that we are currently using on iOS is no longer achievable with the newer version of the plugin. I'd appreciate guidance on how to achieve our current functionality with `in_app_purchase` 1.0 or (alternatively) what is the recommended user experience for purchase restoration on iOS that is compatible with `in_app_purchase` 1.0.

Currently, our application works like this:
1. User taps "restore purchases" and the application starts showing a progress indicator.
2. Behind the scenses, `InAppPurchase.instance.queryPastPurchases()` is called.
3. When the call finishes, the progress indicator is hidden, and the return value is inspected.
4. If current purchases were returned: they are restored.
5. **If no current purchases were returned: a message is shown letting the user know that there was nothing to restore and suggesting making a new purchase.**

Now `queryPastPurchases()` has been removed. `restorePurchases()` can be used instead, but it doesn't return anything. So it seems the app won't be able to react when there was nothing to restore. The user won't get any feedback after tapping the button, which doesn't seem user-friendly at all. From the user's standpoint, it looks like that app just ignores the taps (because nothing happens), so it looks like the app is broken.

I'd like at least **one** of the following:
1. A way to know that nothing was restored by `restorePurchases()`
2. A way to know that there is nothing to restore, even before calling `restorePurchases()`
3. A recommendation for a different purchase restoration user experience on iOS that is at lest as user-friendly as our current one and compatible with `in_app_purchase` 1.0.
Repository: godot
Issue: APK produced by exporting to Android using the custom build is not a valid zip file
Labels: bug,platform:android,topic:export

### Godot version

3.3.2.stable

### System information

Ubuntu 21.04

### Issue description

When exporting to Android using the custom template, the APK produced is not a valid ZIP file. I get the following when trying to open the APK using 7-Zip:
```
7-Zip [64] 16.02 : Copyright (c) 1999-2016 Igor Pavlov : 2016-05-21
p7zip Version 16.02 (locale=en_GB.UTF-8,Utf16=on,HugeFiles=on,64 bits,8 CPUs Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz (306C3),ASM,AES-NI)
...
ERRORS:
Headers Error
Unconfirmed start of archive
WARNINGS:
There are data after the end of archive
```
**Note:** There is no problem opening the APK produced when not using the custom build option.

### Steps to reproduce

Install the Android Build Template, check "Use Custom Build". Export to Android. Try opening the APK:

**Note:** The APK produced is installable and will run on an Android device or emulator.

### Minimal reproduction project

Any project will do, but here is a simple one:
[HelloAndroid.zip](https://github.com/godotengine/godot/files/6707817/HelloAndroid.zip)
Repository: scrcpy
Issue: Switch between navigation bar and swipe control by command line arguments
Labels: feature request

Hello,

I propose to add command line arguments `--navigation-bar` and `--swipe-control` which will turn on appropriate controls for a session.

As `--show-touches` works which I use.

I often miss-click right mouse button and some applications are redrawn upon minimize, and theirs contexts are lost.

It's good that we have `MOD`+`b` for back and `MOD`+`h` for home, but it would be nicer to have those switches.
Repository: godot
Issue: Profiler continues when game paused
Labels: bug,topic:editor,needs testing

### Godot version

3.3 stable

### System information

Linux mint 19

### Issue description

Hello,
For the majority (note, sometimes it is fine) I run my game, when I press pause button (the actual Godot pause in the IDE) the profile continues to profile and will not stop logging and scrolling and clicking inside the profile graph does nothing either. When it does this, when I unpause my game the game does not unpause, I am forced to quit back to the editor.

If I do not enable profiling then pausing and unpausing works and note, when code is debugged at a breakpoint rather than pressing the pause button, the profile pauses correctly.

The profiler is still logging everything and all the graphs and numbers are updating, as if it doesn't know the game is paused but something is still running...

![image](https://user-images.githubusercontent.com/12863685/123236431-b208ab80-d4d4-11eb-8f1f-a014d56d1256.png)

This is not project related, it is for any project.

I could not find an existing bug tracking this, obviously it's difficult to recreate at somebody elses end, but I'm logging it in case there's a known issue or more people have the same issue.


### Steps to reproduce

1. run game
2. pause game

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Make Card optional in PaginatedDataTable
Labels: c: new feature,framework,f: material design,c: proposal,team-design,triaged-design

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## Use case

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It looks like it's not possible to render a `PaginatedDataTable` without displaying a card. I don't want to display a card.

## Proposal

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It should be possible to configure whether the widget should wrap a Card widget or not.
Repository: material-ui
Issue: [docs] shouldn't Skeleton's doc adopt same ARIA guidelines as Circular Progress ?
Labels: docs,accessibility,component: skeleton,ready to take

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- [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.

## Summary 💡

First of all, I don't know many things about ARIA best practices, so please forgive me if this issue isn't relevant.

I've read following ARIA suggestion in Circular Progress API : 
```
If the progress bar is describing the loading progress of a particular region of a page, you should use aria-describedby to point to the progress bar, and set the aria-busy attribute to true on that region until it has finished loading.
```

Typically, it looks like the same use case as when one uses Skeletons before displaying desired content.
So, for sake of consistency, shouldn't we add same guideline for Skeleton API doc ?

Thank you for your consideration

## Examples 🌈

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  or screenshots of the expected behavior.
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In depth reflexion can be found here : https://adrianroselli.com/2020/11/more-accessible-skeletons.html

## Motivation 🔦

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Consistency in documentation to increase accessibility best practices in people's app.
Repository: storybook
Issue: Show objects as objects and not strings within Props Tables (when using Typescript type definitions)
Labels: feature request,addon: docs,block: argstable

Hi there,

When using **PropTypes** within a React component, props which contain objects are rendered like this, showing key/value pairs in a tabulated format:

![001](https://user-images.githubusercontent.com/925095/123257424-0b2f0a00-d4ea-11eb-8bb6-33d39c44b1d6.jpg)

When switching over to TypeScript and providing type definitions via interfaces, objects get shown as strings, like this:

![002](https://user-images.githubusercontent.com/925095/123257436-11bd8180-d4ea-11eb-9f3d-e4ecfca7b94d.jpg)

The interface I'm using is nothing more than this:

![Screenshot 2021-06-24 at 12 42 14](https://user-images.githubusercontent.com/925095/123257101-a1166500-d4e9-11eb-84ae-9f8003354711.png)

My question is ... how can I get a similar format for objects (as shown when defined via PropTypes) within Props tables when defining types via Typescript interfaces and to NOT have them returned as strings. With a bit of nesting, a single string of key/value pairs gets quite unreadable pretty quickly.

I am having PropsTables defined via this code in my story files:

```
import Image from '../';

<Props of={Image} />
```
Repository: material-ui
Issue: [Autocomplete] Chips in Autocomplete component are not selectable
Labels: new feature,waiting for 👍,component: autocomplete

The chips in autocomplete are not selectable, which prevents the user from copying the value/text of the chip.

![image](https://user-images.githubusercontent.com/46993736/123272027-ab445d80-d501-11eb-9811-1358444791a4.png)

Following code taken from Material-UI's demonstrates it.
https://codesandbox.io/s/8dnf6
Repository: godot
Issue: Light2D Android GLES2 wrong shadow
Labels: platform:android,topic:rendering,documentation,topic:2d

*Bugsquad edit: Reopened from https://github.com/godotengine/godot/issues/2482.*

### Godot version

3.3.2

### System information

Xiaomi Redmi Note 7, Android 10, GLES2

### Issue description

Videos should explain the problem.
Its only on Android when using GLES2. On Win10 GLES2 is working fine.

Android GLES2:

https://user-images.githubusercontent.com/42713365/123272703-4b9a8200-d502-11eb-8663-69cd4ad13e5d.mp4


Android GLES3:

https://user-images.githubusercontent.com/42713365/123273329-da0f0380-d502-11eb-8720-9e3655f2ce1b.mp4






### Steps to reproduce

See example project or create a new project (GLES2) where the light is not that close to the occluder.

### Minimal reproduction project

[Light2D_Shadow_Bug.zip](https://github.com/godotengine/godot/files/6709680/Light2D_Shadow_Bug.zip)
Repository: godot
Issue: OS.get_window_safe_area returning area off screen
Labels: bug,platform:ios,topic:porting

### Godot version

3.3.2 Stable

### System information

iOS 14, Android 11

### Issue description

I am currently working on a mobile game, and one of my testers owns an iPhone 11 and he let me know that my UI is being cut off by the notch on his phone.

![PXL_20210620_190050670](https://user-images.githubusercontent.com/6944363/123275873-b207ac00-d4d2-11eb-9839-a12ccf2d5901.jpg)

I am trying to use the function OS.get_window_safe_area() to adjust my user interface so that my UI is not cut off by the notch. The documentation says that this function returns a rect2, and the rect2 documentation says that it is a X, Y, Width and Height so I use the following code to adjust the rect of a control node that has my UI in it.

`var safe_area = get_window_safe_area();`
`var pos_x = safe_area.position.x;`
`var pos_y = safe_area.position.y;`
`var safe_width = safe_area.end.x;`
`var safe_height = safe_area.end.y;`
`var safe_position = Vector2(pos_x, pos_y);`
`var safe_size = Vector2(safe_width, safe_height);`
`$canvaslayer/control.set_position(safe_position, false);`
`$canvaslayer/control.set_size(safe_size, false);`

When I adjust my control node with the position and width / height of the safe area, this is what my UI looks like
![IMG_0187](https://user-images.githubusercontent.com/6944363/123276807-820cd880-d4d3-11eb-95e6-012d2e965039.PNG)

The function is returning a size that is larger than the resolution that my game is configured to run at.

I suspect that I have some sort of configuration problem in the display / window settings, but I have googled to try to resolve this issue, I have posted on forums and discords, and nobody that I have spoken to seems to know how to use this function properly or what is happening with my game.

### Steps to reproduce

My game is set up with a resolution of 360 * 640, and I have the test width and test height set to the same dimensions.

The stretch mode is set to viewport, and the stretch aspect is set to expand.

When I run this function on my iPhone SE it returns (0, 0, 750, 1334).

The position of 0,0 I would expect on my personal iPhone (the iPhone SE does not have a notch), the 750, 1334 is the resolution of the phone (which would imply that the full screen width and height is safe), but when I apply this size to the control, it shifts my UI around. Items that are anchored on the right and side, and bottom are moved off screen.

This issue doesn't happen when I run the game on PC / Mac / Linux because it renders in a 360 * 640 window.

Once again, I suspect that this is User Error and not an actual bug. I have asked in forums and discords and I have googled to no avail on how to get this function to work the way I would like it to.

### Minimal reproduction project

[Sample Project.zip](https://github.com/godotengine/godot/files/6709780/Sample.Project.zip)
Repository: angular
Issue: Providers for content
Labels: action: discuss,area: core,core: di,P3

Is it possible to 'pass providers' from view components to content components?

I am facing this issue over and over and cannot find neither the solution, nor the information (docs) that is not possible by design.

If I have a component in template, it can be injected in constructor of child component (this is of course working):

```
@Component({
  selector: 'aaa',
  template: '<div>This is AAA {{prop}}><div><ng-content></ng-content></div>'
})
export class AComponent {
  prop = Math.random();
}

@Component({
  selector: 'bbb',
  template: '<div>This is BBB. Parent is AAA {{a.prop}}</div>'
})
export class BComponent {
  constructor(public a: AComponent) { }
}

<aaa><bbb></bbb></aaa>
```

Result:
```
This is AAA 0.4997284193879621>
This is BBB. Parent is AAA 0.4997284193879621
```

**But is it possible to achieve this if the component that I want to inject, is part of other component's view?**

This scenario does not work:

```
@Component({
  selector: 'ccc',
  template: '<aaa><ng-content></ng-content></aaa>'
})
export class CComponent {
}

<ccc><bbb></bbb></ccc>
```

Ends up with ```NullInjectorError: R3InjectorError(AppModule)[AComponent -> AComponent -> AComponent]: NullInjectorError: No provider for AComponent!```

Is there a way to write such a provider (or viewProvider) in CComponent, that would provide injectable objects from it's template/view?
Repository: electron
Issue: [Bug]: setWindowOpenHandler only fires for initial window creation when attached to a BrowserWindow, but additionally fires for subsequent window.open calls when attached to a BrowserView
Labels: platform/windows,bug :beetle:,has-repro-gist,13-x-y,14-x-y,stale

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/master/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/master/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Electron Version

13.1.4

### What operating system are you using?

Windows

### Operating System Version

Windows 10

### What arch are you using?

x64

### Last Known Working Electron version

n/a

### Expected Behavior

I expect that every window.open call invokes the `setWindowOpenHandler` handler.

### Actual Behavior

`setWindowOpenHandler` is only invoked for the initial window open, but not for subsequent navigations via `window.open`.

### Testcase Gist URL

_No response_

### Additional Information

I'm not sure if this is a bug or enhancement request, but the `new-window` event would fire for every `window.open` call. It would fire for the initial `window.open(url, "a")` and for subsequent navigations (`window.open(url2, "a")`).

The new handler only fires for the initial window creation.

I was relying on the old behavior for a couple things. I have a concept of tabbed windows. If the custom tab feature was enabled in the `window.open` call, I'd cancel the window.open and create a new window with a BrowserView for a tab. The BrowserView would be navigated to the URL. A subsequent `window.open` with the same window name would make me load the URL into a new tab of the window rather than into the `BrowserWindow` itself.

I can intercept `will-navigate`, but that fires for more things than just `window.open` calls.

There are some other cases where I'm interested in detecting when a subsequent `window.open` is called rather than just any navigation.
Repository: next.js
Issue: Image blur not applying on changing `src` unless `key` is provided
Labels: Image (next/image)

### What version of Next.js are you using?

11.0.1

### What version of Node.js are you using?

14.16.1

### What browser are you using?

Chrome

### What operating system are you using?

Windows

### How are you deploying your application?

next start

### Describe the Bug

When updating the Image src|blurDataURL the image blur isn't displayed while the image src is being fetched. Instead the original image remains while the new image is being fetched.

I noticed if I supply a unique [key] attribute to the image I get the expected behavior. I'm not sure that the current behavior is intentional and I should continue using the [key] attribute for this or not.

### Expected Behavior

I would expect the the blurred image be presented while the new image src is being fetched.

### To Reproduce

https://codesandbox.io/s/damp-pine-5t2qz?file=/pages/index.js:998-1009

https://5t2qz.sse.codesandbox.io/

Example implementation using useState to swap images.

Left Image reproduces the bug, Right Image is fixed using the [key] attribute.
Repository: rust
Issue: Are the `#![feature(layout_for_ptr)]` functions sound to call on invalid data pointers?
Labels: C-enhancement,T-libs-api,A-docs,A-raw-pointers

Reading the documentation for the [`#![feature(layout_for_ptr)]`](https://github.com/rust-lang/rust/issues/69835) functions, it doesn't mention if it accepts invalid data pointer values (e.g. a pointer created with `core::ptr::null()`), but seems to suggest that it does:
> If `T` is `Sized`, this function is always safe to call.

but there's a comment mentioning that the pointer must be valid inside the functions, e.g.:
https://github.com/rust-lang/rust/blob/456a03227e3c81a51631f87ec80cac301e5fa6d7/library/core/src/mem/mod.rs#L375-L378

I would think that the answer is yes since its operating on the metadata of the pointer and not the pointer value itself (and with my limited testing, this seems like the current behavior). However, in either case I think its worth explicitly mentioning the validity of the pointer in the documentation for the functions.