sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Document how to check if the google map is moved by user gestures only (pan, tilt, pinch…) not programmatically
Labels: d: api docs,p: maps,package,team-ecosystem,P3,triaged-ecosystem

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## Steps to Reproduce

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The docs says


    // Called when the camera starts moving.
      ///
      /// This can be initiated by the following:
      /// 1. Non-gesture animation initiated in response to user actions.
      ///    For example: zoom buttons, my location button, or marker clicks.
      /// 2. Programmatically initiated animation.
      /// 3. Camera motion initiated in response to user gestures on the map.
      ///    For example: pan, tilt, pinch to zoom, or rotate.
      final VoidCallback onCameraMoveStarted;



The [Android SDK](https://developers.google.com/android/reference/com/google/android/gms/maps/GoogleMap.OnCameraMoveStartedListener) allows this 

```
int | REASON_API_ANIMATION | Non-gesture animation initiated in response to user actions.
-- | -- | --
int | REASON_DEVELOPER_ANIMATION | Developer initiated animation.
int | REASON_GESTURE | Camera motion initiated in response to user gestures on the map.

```

How to check if the map is moved by user gestures only (3) (pan, tilt, pinch...) not programmatically (1) and (2) 

**Expected results:** <!-- what did you want to see? -->

**Actual results:** <!-- what did you see? -->

<details>
  <summary>Logs</summary>

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</details>
Repository: flutter
Issue: Add Reason code on CameraMoveStarted
Labels: c: new feature,p: maps,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

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## Use case


Add the reason like this 
```

enum CameraMoveStartedReason {
  API_ANIMATION,
  DEVELOPER_ANIMATION,
  GESTURE
}

final Function (CameraMoveStartedReason reason) onCameraMoveStarted;
```
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     on pub.dev/flutter that already solves this?
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## Proposal

Replace 
```
/// Called when the camera starts moving.
  ///
  /// This can be initiated by the following:
  /// 1. Non-gesture animation initiated in response to user actions.
  ///    For example: zoom buttons, my location button, or marker clicks.
  /// 2. Programmatically initiated animation.
  /// 3. Camera motion initiated in response to user gestures on the map.
  ///    For example: pan, tilt, pinch to zoom, or rotate.
  final VoidCallback onCameraMoveStarted;

```
With this, we can differentiate all 3 reasons why the camera started to move

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Repository: godot
Issue: Custom iterator performance is very poor compared to allocating an array and traversing it
Labels: discussion,topic:core

**Godot version:**
Godot 3.2, 4.0+.
Previous issue discussion: #7218.


**OS/device including version:**
Windows 10, likely any OS.


**Issue description:**
I'm (re)implementing/porting a linked list implementation as seen in Godot `core/list.h` which I'm going to expose to scripting via C++ modules: goostengine/goost#12 (with some fixes upstreamed in #42013).

As you may know, as described in the documentation,  Godot provides a way to [override `for` loop iterators via script](https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_advanced.html#custom-iterators) for any custom object both via script and C++ (you just have to `ClassDB::bind_method` for them to work in script via C++). This feature is also used in `PackedDataContainer` (#38701), so this could also improve the engine itself on some level, not just modules.

The crux of the issue can be described with the following snippets:
```gdscript
extends Node

func _ready():
	var list := LinkedList.new()
	for i in 100000:
		list.push_back("Godot")
	# Allocate array.
	for node in list.get_elements():
		pass
	# Custom iterator.
	# This performs 10 times worse on average compared to above.
	for node in list:
		pass
```

From the user perspective, I'd rather use the custom iterator solution because that's essentially what built-in collections/containers are able to do. At it's current state, it's better to allocate an array with `get_elements` rather than using custom iterators, because they only provide convenience. There are even initial GDScript implementations out there: https://github.com/willnationsdev/godot-next/commit/72c0f7f72d097cbb27d313fbebf398d80d28e936, but the entire idea of implementing a list data structure in C++ is exactly performance.

There was some solutions for this in the past: #7225, but the implementation was deemed too hacky to implement in core, so perhaps we could find a solution which is not hacky.

Also, feel free to transfer this issue to GIP, because I realize [that performance is not a priority for Godot development](https://docs.godotengine.org/en/latest/community/contributing/best_practices_for_engine_contributors.html), as described in the documentation:

> Also, Godot's philosophy is to favor ease of use and maintenance over absolute performance. **Performance optimizations will be considered** [emphasis mine], but they may not be accepted if they make something too difficult to use or if they add too much complexity to the codebase.

**Steps to reproduce:**
Checkout #42052 where this is implemented for iterating `Node`s children similarly (for which I can create a proposal as well, if desired).

**Minimal reproduction project:**
[custom_iterators.zip](https://github.com/godotengine/godot/files/5218690/custom_iterators.zip)
Repository: godot
Issue: Editor's freelook_base_speed setting does not update unless freelook_speed_zoom_link is active ('On')
Labels: bug,topic:editor,topic:3d

**Godot version:**
3.1.2-stable
3.2.2-stable
3.2.3-beta1
4.0.dev.calinou.de465c41d ( @Calinou Is there a quick way to check what commit a build is from? )

**OS/device including version:**
Windows 10, 64bit


**Issue description:**
Unless 'Freelook Speed Zoom Link' setting is active, modifying 'Freelook Base Speed' has no effect, that is, changing it does not actually change the base speed of freelook. This doesn't seem intended because 'Freelook Base Speed' matters even if 'Freelook Speed Zoom Link' is off, and off is its default value.


**Steps to reproduce:**
Starting from defaults: 
1. Turn 'Freelook Speed Zoom Link' on and change 'Freelook Base Speed' to 0 (zero). 
2. Close the settings panel, now you won't be able to move in freelook.
3. Turn 'Freelook Speed Zoom Link' off (default) and change 'Freelook Base Speed' to 5 (default).
4. You still won't be able move.

Alternatively, starting from defaults:
1. Change 'Freelook Base Speed' to 0 (zero).
2. Nothing changes, the speed is the same.
Repository: PowerToys
Issue: [Image Resizer] Add Chroma Subsampling options
Labels: Idea-Enhancement,Product-Image Resizer

## 📝 Add Chroma Subsampling options to Image Resizer (i.e. 4:2:2, 4:4:4)

Based on my testing, the Image Resizer tool in PowerToys is fixed at **4:2:0** chroma subsampling.

That is not considered the highest quality setting.

Both 4:2:2 and 4:4:4 would be considered "higher quality" than 4:2:0.
Note: 4:4:4 is equivalent to "chroma subsampling disabled".

Is it possible to add configurable options so that either (or both) of 4:2:2 / 4:4:4 are available for use in PowerToys?

For more information on Chroma subsampling, please read [https://en.wikipedia.org/wiki/Chroma_subsampling](https://en.wikipedia.org/wiki/Chroma_subsampling)

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: three.js
Issue: Feature request: WebXRManager.getControllerGrip with filtered inputSource
Labels: Suggestion

##### Description of the problem

This proposal is about how to select the correct controller with WebXR, which I have struggled with lately.

The current method of acquiring the controller grip and target-ray space objects are based on the controller index. When you call [xr.getController](https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager.getController) or [xr.getControllerGrip](https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager.getControllerGrip), a placeholder [WebXRController](https://github.com/mrdoob/three.js/blob/master/src/renderers/webxr/WebXRController.js) is created with the relevant spaces. When the _"inputsourceschange"_ event is fired the [XRSession.inputSources](https://developer.mozilla.org/en-US/docs/Web/API/XRSession/inputSources) are assigned to the controllers in the order they are declared in the inputSources array.

The problem is that at the time the WebXRController and placeholder objects are created, you do not have knowledge of to which hands these objects will be assigned. This means, as far as I can tell, that you can not fully setup the scene ahead of time with the correct hand models assigned to the correct placeholder objects, and that there is also no guarantee that the placeholders won't swap places in the future were the inputSources to change.

If available in your browser, [XRInputSource](https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource) provides additional information about the current controller, such as targetRayMode and handedness.

~~An example solution would be to allow the developer to filter which input sources are associated with different WebXRControllers based on the attributes of the XRInputSource. An additional index property could be provided to further select which of the matching input sources to use. The input source -> WebXRController mapping can be updated on-the-fly in regards to the filters as the _"inputsourceschange"_ event is fired..~~

Revised solution: Another solution would be to allow the user to specify a hand instead of index in getController and getControllerGrip, and update the inputSource -> WebXRController mapping with the best available information on the _"inputsourceschange"_ event.
```
renderer.xr.setDefaultHandedness("right");
const handL = renderer.xr.getControllerGrip("left");
const handR = renderer.xr.getControllerGrip("right");
```
Repository: flutter
Issue: spreadRadius has no effect when applied in a TextStyle
Labels: framework,a: typography,has reproducible steps,P2,found in release: 3.3,found in release: 3.5,team-engine,triaged-engine

The example code illustrates the issue:
```dart
Scaffold(
  body: Center(
    child: Column(
      mainAxisAlignment: MainAxisAlignment.center,
      children: [
        Text(
          'spreadRadius test',
          style: TextStyle(
            fontSize: 30.0,
            shadows: [
              BoxShadow(
                color: Colors.blue,
                spreadRadius: 6.0,
                blurRadius: 1.0,
              ),
            ],
          ),
        ),
        Container(
          height: 30.0,
          margin: EdgeInsets.only(top: 30.0),
          width: 150.0,
          decoration: BoxDecoration(
            color: Colors.black,
            boxShadow: [
              BoxShadow(
                color: Colors.blue,
                spreadRadius: 6.0,
                blurRadius: 1.0,
              ),
            ],
          ),
        ),
      ],
    ),
  ),
);
```

The expected result is for a blue "halo" to appear behind the text, similar to the one visible behind the `Container` beneath it, as can be seen in this image:

<img width="377" alt="Screen Shot 2020-09-14 at 18 39 10" src="https://user-images.githubusercontent.com/921173/93106972-a83a5800-f6b9-11ea-8e6f-60a4374627e1.png">
Repository: godot
Issue: Path2d is drawn incorrectly when modifying instance
Labels: bug,topic:editor

<!-- Please search existing issues for potential duplicates before filing yours:
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**Godot version:**
3.2.2 Stable


**OS/device including version:**
macOS Catalina 10.15.6


**Issue description and Steps to reproduce:**
Firstly we instantiate a scene that contains a path2d with a few preset points and then drawing a line2d based on the curve points. Afterward, we try to modify the path from the main scene and we see that the line is updated fine in the editor, but when we run the project we will see the line is drawn without the newly introduced modifications. Moreover, when you quit Godot and load the project again then all your modifications are gone

![image](https://user-images.githubusercontent.com/107221/93107304-1252fd00-f6ba-11ea-9cc8-dac2856df647.png)


**Minimal reproduction project:**
[Path2d Bug.zip](https://github.com/godotengine/godot/files/5219527/Path2d.Bug.zip)
Repository: TypeScript
Issue: Bad declaration emit for CommonJS element-access export of identifier with space asserts
Labels: Bug,Domain: Declaration Emit

An identifier with spaces tries to export the mangled form:

```js
// @checkJs: true
// @declaration: true
// @filename: moduleExportAliasInBlock.js
// @outdir: out
function webIdlConversions() { return 1 }
exports["unsigned short"] = webIdlConversions;
```

**Expected behavior:**

emitted d.ts:

```ts
declare _m: {
  ["unsigned short"]: () => number
}
```

**Actual behavior:**

Assert:

```ts
export { x as _unsigned_short };
declare function x(): number;
```

This pattern is unlikely to affect real code; I surveyed the javascript code in my clone of Definitely Typed as well as in our user tests (about 400,000 files, not de-duped). Only two libraries actually do this, webidl-conversions and clone, both of which have types packages. Clone's usage is in test.js, and is using the export name as the test name. My "Expected" emit is based on the [types for webidl-conversions](https://github.com/DefinitelyTyped/DefinitelyTyped/blob/8381310cb045c5a40e63cd515753abf311743b21/types/webidl-conversions/index.d.ts#L50).
Repository: youtube-dl
Issue: MSO Support for Armstrong Cable Services
Labels: site-support-request

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## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
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- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
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- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2020.09.14**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
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- Here is a link to the service provider's website: https://armstrongonewire.com
- If it's any additional help, they're 17 on this list: https://en.wikipedia.org/wiki/List_of_multiple-system_operators


## Description

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WRITE DESCRIPTION HERE

I'm requesting support for Armstrong Cable Services to be added to the MSO list
Repository: kubernetes
Issue: Windows CSI migration
Labels: sig/storage,kind/feature,lifecycle/frozen

<!-- Please only use this template for submitting enhancement requests -->

**What would you like to be added**:
We have not tested csi migration with Windows, so we need to investigate if anything needs to be done.

**Why is this needed**:
This is a blocker for moving CSI migration to GA.

@kubernetes/sig-storage-feature-requests
Repository: go
Issue: x/pkgsite: A11y "Previous" button on first results page implemented properly but confusing
Labels: NeedsInvestigation,pkgsite,pkgsite/frontend

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
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### What version of Go are you using (`go version`)?

<pre>
NA

</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>
NA

</pre></details>

### What did you do?
On first page of Results page, "Previous" button in pagination section top right is present but deemphasized. This is technically implemented correctly. But, it is disorienting for screen reader users for whom the feedback is not persistent.



### What did you expect to see?
Proposal: Remove "Previous" from pagination on 1st results page, as there is no previous page.


### What did you see instead?
Repository: TypeScript
Issue: Wrong IntelliSense suggestion for a TypeScript construct
Labels: Bug,Domain: Completion Lists

*TS Template added by @mjbvz*

**TypeScript Version**: 4.1.0-dev.20200911

**Search Terms**
- Intellisense
- suggest / suggestion

---

Issue Type: <b>Bug</b>

Wrong IntelliSense suggestion for a TypeScript construct

VS Code version: Code 1.49.0 (e790b931385d72cf5669fcefc51cdf65990efa5d, 2020-09-10T17:39:53.251Z)
OS version: Darwin x64 19.6.0

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-6920HQ CPU @ 2.90GHz (8 x 2900)|
|GPU Status|2d_canvas: enabled<br>flash_3d: enabled<br>flash_stage3d: enabled<br>flash_stage3d_baseline: enabled<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>oop_rasterization: enabled<br>opengl: enabled_on<br>protected_video_decode: unavailable_off<br>rasterization: enabled<br>skia_renderer: disabled_off_ok<br>video_decode: enabled<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|4, 3, 3|
|Memory (System)|16.00GB (0.11GB free)|
|Process Argv|.|
|Screen Reader|no|
|VM|0%|
</details>
<!-- generated by issue reporter -->

Steps to Reproduce:

```ts
class Foo {
  static readonly kind = 'foo'
}

class Bar {
  static readonly kind = 'bar'
}

const klass = {
  [Foo.kind]: Foo,
  [Bar.kind]: Bar,
}
```

Now type in `klass.` to trigger IntelliSense.

Result:

<img width="802" alt="image" src="https://user-images.githubusercontent.com/491247/93062139-baf36380-f69e-11ea-8baf-07075fae9911.png">

Notice that the suggested options use classes as keys, instead of the strings.

If suggestion is accepted the result is:

```ts
klass[Bar]
```


<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes