sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: iOS Google Maps: Strange appear animation
Labels: platform-ios,a: quality,customer: crowd,p: maps,package,has reproducible steps,P2,found in release: 2.0,team-ios,triaged-ios

## Issue

An issue with Flutter Google maps plugin on iOS both in debug and release builds which occurs when you open an app from a terminated state. No issue on Android

There's a weird appear animation playing when I have Google Map in my widget. A video showcasing the issue https://www.youtube.com/watch?v=94ee6cePbWw&feature=youtu.be

If you play it frame by frame, you'll see that app bar is colored correctly, floating action button is drawn, but then everything is flashed white and floating action button suddenly plays a slide in appearing animation, when it was already displayed. It all looks very glitchy

If I remove Google map from my widget, everything works fine: there's no FAB slide in animation and app bar is not flashed white, after they were drawn.

P.S. Using v0.0.3+3 Google Maps plugin

## Code
```dart
import 'package:flutter/material.dart';
import 'package:google_maps_flutter/google_maps_flutter.dart';

void main() => runApp(MyApp());

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: '',
      theme: ThemeData(primarySwatch: Colors.blue),
      home: MyHomePage(title: ''),
    );
  }
}

class MyHomePage extends StatefulWidget {
  MyHomePage({Key key, this.title}) : super(key: key);

  final String title;

  @override
  _MyHomePageState createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(title: Text('')),
      body: GoogleMap(
        onMapCreated: (controller) {},
      ),
      floatingActionButton: FloatingActionButton(
        onPressed: () {},
      ),
      floatingActionButtonLocation: FloatingActionButtonLocation.centerFloat,
    );
  }
}
```

```
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel dev, v1.1.5, on Mac OS X 10.14.1 18B75, locale en-UA)
[✓] Android toolchain - develop for Android devices (Android SDK version 27.0.3)
[!] iOS toolchain - develop for iOS devices (Xcode 10.1)
    ✗ Verify that all connected devices have been paired with this computer in
      Xcode.
      If all devices have been paired, libimobiledevice and ideviceinstaller may
      require updating.
      To update with Brew, run:
        brew update
        brew uninstall --ignore-dependencies libimobiledevice
        brew uninstall --ignore-dependencies usbmuxd
        brew install --HEAD usbmuxd
        brew unlink usbmuxd
        brew link usbmuxd
        brew install --HEAD libimobiledevice
        brew install ideviceinstaller
[✓] Android Studio (version 3.2)
[!] IntelliJ IDEA Ultimate Edition (version 2018.2.5)
    ✗ Flutter plugin not installed; this adds Flutter specific functionality.
    ✗ Dart plugin not installed; this adds Dart specific functionality.
[✓] Connected device (1 available)
```
Repository: godot
Issue: Image.resize() biases first row+column in all interpolation modes
Labels: bug,topic:rendering,confirmed

**Godot version:**
3.0.6


**Issue description:**
See video.
https://cdn.discordapp.com/attachments/477544613511692358/530275849467985920/2019-01-03_00-46-04.mp4

When trying to help someone with a problem they were having with creating an "average" of a few pixels from a viewport texture (by resizing the raw image data to 1x4), they noticed that the output values were not what they expected.  I wrote a test program to see if I could understand what was going on and noticed that as an image is sized down, there appears to be an increasing bias on the leading edge pixels towards what the averaged output would be.  This seems to apply regardless of the interpolation method used.

It should be noted that even in "uneven" sized images (not power of 2) this also seems to happen.  I tested this with an image with a small amount of alpha 0 in the corner.  Eventually, the leading edge on both axes continues to approach a total bias on the interpolated average as the final image size approaches 1 pixel.  In the case of the test with the 0-alpha pixel at the first row and column, this meant that an image resized to 2x2 would have 3/4 of its area blank.

Attached is the demo project.

**Minimal reproduction project:**
[MinimalResizeBug.zip](https://github.com/godotengine/godot/files/2722912/MinimalResizeBug.zip)
Repository: opencv
Issue: python cv2.projectPoints Assertion failed
Labels: category: python bindings

<!--
If you have a question rather than reporting a bug please go to http://answers.opencv.org where you get much faster responses.
If you need further assistance please read [How To Contribute](https://github.com/opencv/opencv/wiki/How_to_contribute).

Please:

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* Check if other person has already created the same issue to avoid duplicates. You can comment on it if there already is an issue.
* Try to be as detailed as possible in your report.
* Report only one problem per created issue.


This is a template helping you to create an issue which can be processed as quickly as possible. This is the bug reporting section for the OpenCV library.
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##### System information (version)
<!-- Example
- OpenCV => 3.1
- Operating System / Platform => Windows 64 Bit
- Compiler => Visual Studio 2015
-->

- python => 3.6.5
- OpenCV => 3.4.5
- Operating System / Platform => windows 10

##### Detailed description

cv2.projectPoints produced different results with the same numpy array. One shows "assertion failed" while the other not. Is this a bug?

##### Steps to reproduce

<!-- to add code example fence it with triple backticks and optional file extension
    ```.cpp
    // C++ code example
    ```
 or attach as .txt or .zip file
-->

```
import numpy as np
import cv2

rvec = np.array([0.,0.,0.])
tvec = np.array([0.,0.,0.])
cameraMatrix = np.eye(3)
distCoeffs = np.array([0.,0.,0.,0.])

point = np.zeros([5,4,1])[:,:3,0]

points2d, _ = cv2.projectPoints(point, rvec, tvec, cameraMatrix, distCoeffs)
# ...\opencv-python\opencv\modules\calib3d\src\calibration.cpp:3310: error: (-215:Assertion failed) npoints >= 0 && (depth == CV_32F || depth == CV_64F) in function 'cv::projectPoints'

point1 = point.copy()
points2d, _ = cv2.projectPoints(point1, rvec, tvec, cameraMatrix, distCoeffs)
# OK
point2 = np.zeros([5,3,1])[:,:3,0]
points2d, _ = cv2.projectPoints(point2, rvec, tvec, cameraMatrix, distCoeffs)
# Also OK
# point, point1, point2 has same shape and dtype
```
Repository: rust
Issue: Rust stable, fatal runtime error: stack overflow, PartialEq
Labels: A-lints,T-compiler,C-feature-request

# Error
```
cargo run
   Compiling stack_overflow v0.1.0 (/d/stack_overflow)                                                                        
    Finished dev [unoptimized + debuginfo] target(s) in 7.08s                                                                 
     Running `target/debug/stack_overflow`

thread 'main' has overflowed its stack
fatal runtime error: stack overflow
Аварийный останов (стек памяти сброшен на диск)
```

# Rust Version
```
RUST STABLE:
rustc 1.31.1 (b6c32da9b 2018-12-18)

RUST NIGHTLY:
rustc 1.33.0-nightly (9eac38634 2018-12-31)
```

# Code

```
use std::fmt::Write;
use std::ops::Deref;
use std::fmt;

//////The structure stores in itself the changeable reference and has to clean data in "drop" of structure.
#[derive(Debug)]
pub struct DebugSliceMutString<'a>(&'a mut String);



//Stack overflow <----
//assert_eq!(&null.my_debug(&mut string).unwrap(), "=");
impl<'a> PartialEq<str> for DebugSliceMutString<'a> {   
     fn eq(&self, other: &str) -> bool {
          self == other
     }
}



//Stack overflow <----
//assert_eq!(null.my_debug(&mut string).unwrap(), "=");
impl<'a> PartialEq<&str> for DebugSliceMutString<'a> {
     fn eq(&self, other: &&str) -> bool {
          self == other
     }
}

//If to take 'deref' that there is no overflow of a stack!!
//assert_eq!(*null.my_debug(&mut string).unwrap(), "=");
impl<'a> Deref for DebugSliceMutString<'a> {
     type Target = String;
     
     fn deref(&self) -> &String {
          self.0
     }
}

impl<'a> Drop for DebugSliceMutString<'a> {
     fn drop(&mut self) {
          self.0.clear()
     }
}



//MyTrait
pub trait MyDebug {
     fn my_debug<'a>(&self, w: &'a mut String) -> Result<DebugSliceMutString<'a>, fmt::Error>;
}

impl MyDebug for (usize, usize) {
     fn my_debug<'a>(&self, w: &'a mut String) -> Result<DebugSliceMutString<'a>, fmt::Error> {
          write!(w, "{}={}", self.0, self.1)?;

          Ok( DebugSliceMutString(w) )
     }
}

//


fn main() {
	//The buffer for an exception of frequent reallocations of memory
	let mut string = String::with_capacity(9);

	//Any other type, in this case (usize, usize) is more convenient
	let null =	(10, 20);
	

	// !!!!!!!
	//thread 'main' has overflowed its stack
	//fatal runtime error: stack overflow
	//Аварийный останов (стек памяти сброшен на диск)
	assert_eq!(	null.my_debug(&mut string).unwrap(), "=");


	// !!!!!!!
	//If to use Deref that there is no overflow of a stack!!
	//assert_eq!(	*null.my_debug(&mut string).unwrap(), "=");


	// !!!!!!!OR
	//thread 'main' has overflowed its stack
	//fatal runtime error: stack overflow
	//Аварийный останов (стек памяти сброшен на диск)
	//
	//let a = null.my_debug(&mut string).unwrap()
	//	.eq(&"=");
	//

	//
	println!("string, {}, capacity: {}", string, string.capacity());
}
```


# Run
https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=5bacc9a73f0ae7a38100da9d196b08d0
Repository: go
Issue: plugin: can't open the same plugin with different names, like dlopen
Labels: NeedsInvestigation,compiler/runtime

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.11.4 linux/386
</pre>

### Does this issue reproduce with the latest release?



### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GOARCH="386"
GOBIN=""
GOCACHE="/home/pw/.cache/go-build"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="386"
GOHOSTOS="linux"
GOOS="linux"
GOPATH="/home/pw/go"
GOPROXY=""
GORACE=""
GOROOT="/usr/local/go"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_386"
GCCGO="gccgo"
GO386="sse2"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/home/pw/Documents/hello/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m32 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build808633565=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

```
go build -buildmode=plugin -o scanner.so scanner.go
cp scanner.so scanner2.so
```

``` go
package main

import (
	"fmt"
	"os"
	"plugin"
)


type Greeter interface {
    Greet()
}


func main() {


	plug, err := plugin.Open("./plugins/scanner.so")
    if err != nil {
        fmt.Println(err)
        os.Exit(1)
	}

	symGreeter, err := plug.Lookup("Greeter")
    if err != nil {
        fmt.Println(err)
        os.Exit(1)
	}

	var greeter Greeter
    greeter, ok := symGreeter.(Greeter)
    if !ok {
        fmt.Println("unexpected type from module symbol")
        os.Exit(1)
	}

	plug2, err := plugin.Open("./plugins/scanner2.so")
    if err != nil {
        fmt.Println(err)
        os.Exit(1)
	}

	symGreeter2, err := plug2.Lookup("Greeter")
    if err != nil {
        fmt.Println(err)
        os.Exit(1)
	}

	var greeter2 Greeter
    greeter2, ok2 := symGreeter2.(Greeter)
    if !ok2 {
        fmt.Println("unexpected type from module symbol")
        os.Exit(1)
    }

    // 4. use the module
    greeter.Greet()
    greeter2.Greet()

}
```
<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->



### What did you expect to see?

Same plugin copyed to different names can plugin.Open successfully and have different instances.
For example, I have a lot of scanners connect to my device and the number of scanners is uncertain, 
the scanners have same protocol but the serial port is different, so I need to load the same scanner plugin and pass different serial port to the plugin to scan,so it is not suitable to complie different plugin by 'pluginpath', if I need 100 scanners I need to complie 100 times. Why can't just like `dlopen` distinguish by names?

### What did you see instead?
```
plugin.Open("./plugins/scanner2.so"): plugin already loaded
```
Repository: go
Issue: cmd/go: when testing a package, also build the non-test variant
Labels: NeedsInvestigation,FeatureRequest,GoCommand

go version devel +0175064e69 Thu Jan 3 05:07:58 2019 +0000 linux/amd64

If a package can be built only in test mode, `go test` succeeds while `go build/install` fails:

```
// broken.go
package broken
var X typ
```

```
// broken_test.go
package broken
import "testing"
type typ int
func TestX(t *testing.T) {
	var _ typ = X
}
```

If one develops just a package, `go test` is the main means of ensuring that everything works and lots of CIs just run `go test`, which means that it's possible to commit code that does not even build without noticing it.

It would be nice if `go test` would ensure that a package actually builds.
Repository: angular
Issue: Angular animation - nested animation inside *ngIf performance problem
Labels: type: bug/fix,area: animations,freq1: low,P3

# 🐞 bug report

### Affected Package
@angular/animations

### Description

Suppose we have this simple animation:
```
trigger('fadeOut', [
      transition(':leave', [
        animate(
          '0.2s',
          style({
            height: 0,
            opacity: 0
          })
        )
      ])
    ])
```

and this html structure:

```
<div *ngFor="let item of items" [@fadeOut]> <!--- 10 items -->
      <div *ngIf="show">
          <div *ngFor="let subitem of item.subitems"  [@fadeOut]> <!-- 20 each, 200 total -->
                 {{subitem.name}}    
          </div>
     </div>
</div>
```

Whenever I set `show` to false, it takes too long to rerender and application is frozen for the period of time. If I remove the first `fadeOut` animation, everything works faster and it works perfectly only if I remove even the last animation. 

I looked into it for a while and discovered that the problem lies in calling functinon `WebAnimationsDriver#computeStyle` as shown in the screenshot below:

![screenshot_2019-01-03_13-07-22](https://user-images.githubusercontent.com/6961904/50637010-8d14cc80-0f58-11e9-8b74-ab50f41ba74c.png)

Call stack of the function:
![screenshot_2019-01-03_13-16-20](https://user-images.githubusercontent.com/6961904/50637327-dca7c800-0f59-11e9-9b90-c8243145002d.png)

The bug prevents me from using animations for lists and I believe that it is quite a big problem.

## 🔬 Minimal Reproduction
https://stackblitz.com/edit/angular-issue-repro2-kpusjq?file=src%2Fapp%2Fapp.component.ts

## 🌍  Your Environment

**Angular Version:**
<pre><code>
Angular CLI: 7.1.3
Node: 11.5.0
OS: linux x64
Angular: 7.1.3
... animations, cli, common, compiler, compiler-cli, core, forms
... http, language-service, platform-browser
... platform-browser-dynamic, router

Package                           Version
-----------------------------------------------------------
@angular-devkit/architect         0.11.3
@angular-devkit/build-angular     0.11.4
@angular-devkit/build-optimizer   0.11.4
@angular-devkit/build-webpack     0.11.4
@angular-devkit/core              7.1.3
@angular-devkit/schematics        7.1.3
@angular/cdk                      7.2.0
@ngtools/webpack                  7.1.4
@schematics/angular               7.1.3
@schematics/update                0.11.3
rxjs                              6.3.3
typescript                        3.1.6
webpack                           4.23.1
</code></pre>
Repository: TypeScript
Issue: Allow paths to be masked and captured by regex
Labels: Suggestion,Awaiting More Feedback

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker. Please read the FAQ first, especially the "Common Feature Requests" section.

-->

## Suggestion
Sometimes if we use a monorepo we will construct our monopackages like this:
```
packages
 - a
  - src/
    - index.ts
  - tsconfig.json
  - package.json
 - b
  - src/
    - index.ts
  - tsconfig.json
  - package.json
 - c
  - src/
    - index.ts
    - hello/
      - world.ts
  - tsconfig.json
  - package.json
```
So when we need to eject it as a git repo it is trivially done. However, I noticed that TypeScript path resolution is pretty limited to just simple replacement, how it is not working will be talked about later below. And I believe my examples are easier than my explanations :(

## Scenario
Using babel-plugin-module-resolver, it was easy as pie:
```js
const moduleResolver = [
  'babel-plugin-module-resolver', {
    'root': ['.'],
    'alias': {
      '^@app\/([^\/]+)\/?(.+)?': './packages/\\1/src/\\2'
    }
  }
]
```
But with the `paths` option of typescript, which only does simple substitution and is very useless that it could only accommodate one pattern star, is obviously much weaker in expressing power and cannot resolve context dependent subdirectories/submodules.

## Examples
Consider this tsconfig
```json
// Trying to use a common pattern to match "@app/{a,b,c}":
"paths": {
  "@app/*": ["packages/*/src"]
}
// Fine, what about "@app/c/hello/world"? It is actually substituted as packages/c/hello/world/src! 
// Doing a brute-force construction:
"paths": {
  "@app/a*": ["packages/a/src", "packages/a/src*"],
  "@app/b*": ["packages/b/src", "packages/b/src*"],
  "@app/c*": ["packages/c/src", "packages/c/src*"],
}
// It works but it wasn't elegant...consider if you have hundreds of monopackages and this would be hell
// Only if we could using a regex like pattern in babel-plugin-module-resolver:
"paths": {
  "^@app\/([^\/]+)\/?(.+)?": ["./packages/\\1/src/\\2"]
}
// Ah, much easier
```

## Checklist

My suggestion meets these guidelines:

* [ ] 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).

# Similar issues
https://github.com/Microsoft/TypeScript/issues/27298
https://github.com/Microsoft/TypeScript/issues/26787
Repository: godot
Issue: Area2D reports TileMap in the signals, when collide with the tiles
Labels: bug,confirmed,topic:physics

**Godot version:**
Godot 3.1-a4

**OS/device including version:**
Linux Mint 19.1 
CPU: Intel Pentium G3250 (2) @ 3.200GHz 
GPU: NVIDIA GeForce GTX 750 

**Issue description:**
Area2D, when overlapping with the TileMap, sent a signals (body_centered, body_exited, body_shape_entered, body_shape_exited). But as the 'body' argument sends a TileMap. Maybe instead it should sent StaticBody2D / KinematicBody2D depending on the settings of the TileMap?

**Steps to reproduce:**
Collide Area2D and Tile with CollisionShape. Area2D signals will contain TileMap.

**Minimal reproduction project:**
[CollideArea2DAndTileMap.zip](https://github.com/godotengine/godot/files/2723855/CollideArea2DAndTileMap.zip)
Repository: go
Issue: x/tools/go/packages: misleading error messages
Labels: NeedsInvestigation,Tools

go list is sensitive to GOPATH, but the error message do not tell the user what to do.
In particular
go list -deps=true -- ~/gostuff/foo
fails with "cannot import absolute path" if GOPATH doesn't include ~/gostuff, but works if it does.
Repository: go
Issue: syscall: sort environment passed to CreateProcess / CreateProcessAsUser
Labels: NeedsInvestigation,early-in-cycle

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
go version go1.11.2 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code>Output</summary><br><pre>
$ go env
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/pmoore/Library/Caches/go-build"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOOS="darwin"
GOPATH="/Users/pmoore/go"
GOPROXY=""
GORACE=""
GOROOT="/usr/local/Cellar/go/1.11.2/libexec"
GOTMPDIR=""
GOTOOLDIR="/usr/local/Cellar/go/1.11.2/libexec/pkg/tool/darwin_amd64"
GCCGO="gccgo"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
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 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/v9/mll6p_rj5h94dt_m5m8j0f9c0000gn/T/go-build797508603=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

I looked at https://github.com/golang/go/blob/go1.11.4/src/syscall/exec_windows.go#L97-L122

### What did you expect to see?

I expected to see the env vars [sorted alphabetically by name, with case-insensitive sort, Unicode order, without regard to locale](https://docs.microsoft.com/en-us/windows/desktop/ProcThread/changing-environment-variables).

### What did you see instead?

The code does not sort the environment variable entries. The [MSDN docs](https://docs.microsoft.com/en-us/windows/desktop/ProcThread/changing-environment-variables) state:

> All strings in the environment block must be sorted alphabetically by name. The sort is case-insensitive, Unicode order, without regard to locale. Because the equal sign is a separator, it must not be used in the name of an environment variable.


Note, this hasn't caused me any problems - but it seems like this could cause problems with any Windows kernel functions that expect the env to be sorted.