sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: opencv
Issue: OSX framework: enable testing of Objective-C/Swift bindings
Labels: category: infrastructure,platform: ios/osx,category: swift/objc bindings

It would be nice to enable OSX framework testing for OpenCV 4.x through `--run_tests` from `osx/build_framework.py` on MacOSX.

It **works** in PR with:
```
force_builders=Custom Mac
build_image:Custom Mac=osx_framework-test
buildworker:Custom Mac=macosx-2
```

---

<details>

<summary>Resolved problem</summary>

Currently I see this error message:

```
Testing failed:
	OpenCVTestTests:
		Could not find module 'opencv2' for architecture 'x86_64'; found: x86_64-apple-macos
	Testing cancelled because the build failed.
```

@komakai Could you please confirm that this flow should work?

Used this configuration of build environment:
```
$ sw_vers 
ProductName:	Mac OS X
ProductVersion:	10.14.6
BuildVersion:	18G87

$ clang --version
Apple LLVM version 10.0.1 (clang-1001.0.46.4)
Target: x86_64-apple-darwin18.7.0
Thread model: posix
InstalledDir: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin

$ swiftc --version
Apple Swift version 5.0.1 (swiftlang-1001.0.82.4 clang-1001.0.46.5)
Target: x86_64-apple-darwin18.7.0

$ cmake --version
cmake version 3.15.2

MACOSX_DEPLOYMENT_TARGET = 10.12  (default from OpenCV's packaging scripts)
```

</details>
Repository: flutter
Issue: Intl.select "other" case requirement inconsistency
Labels: framework,a: internationalization,d: api docs,P2,team-framework,triaged-framework

Docs at https://api.flutter.dev/flutter/intl/Intl/select.html say:
> We look up the value of choice in cases and return the result, or an empty string if it is not found.

However in fact the following exception is thrown when value not matching any case is passed:

```
Invalid argument(s): The 'other' case must be specified
When the exception was thrown, this was the stack: 
#0      Intl.selectLogic (package:intl/intl.dart:552:7)
dart-lang/intl#1      Intl._select (package:intl/intl.dart:533:26)
dart-lang/intl#2      Intl.select (package:intl/intl.dart:517:12)
```

Code reproducing this issue:
```dart
print(Intl.select(
      'foo',
      {
        'bar': 'bar',
        'baz': 'baz',
      },
      args: ['foo'],
    ));
```

```
$ flutter --version
Flutter 1.22.3 • channel stable • https://github.com/flutter/flutter.git
Framework • revision 8874f21e79 (2 weeks ago) • 2020-10-29 14:14:35 -0700
Engine • revision a1440ca392
Tools • Dart 2.10.3
```
Repository: vscode
Issue: Missing language IDs for Emmet supported languages
Labels: bug,emmet

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
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In the docs, section [How to expand Emmet abbreviations](https://code.visualstudio.com/docs/editor/emmet#_how-to-expand-emmet-abbreviations-and-snippets), it lists the file types where Emmet is available. You can see it mentions the languages: stylus, slim and haml. Yet it seems they do not have Language IDs. If you wanted to disable Emmet support for these file types, you would need to create your own language IDs I guess?

![Emmet](https://user-images.githubusercontent.com/12818376/99025757-6c3b3c00-251e-11eb-9da8-add3aeefb27a.png)

If you are associating features with file types, would this not be a case for having these Language IDs included?
Repository: godot
Issue: Cannot use translations in editor plugins
Labels: topic:editor,documentation,topic:plugin

**Godot version:**
Godot 3.2.3


**OS/device including version:**
Ubuntu 20.04 LTS


**Issue description:**
Translations can't be used in editor plugins, making supporting multiple languages difficult.


**Steps to reproduce:**
1. Add a translation file to the project, either through Project Settings or via `TranslationServer.add_translation`
2. Attempt to use a translation key
3. See how it doesn't work in the editor, but DOES work when the game is launched.

**Minimal reproduction project:**
[TranslationServerInEditor.zip](https://github.com/godotengine/godot/files/5542120/TranslationServerInEditor.zip)
Repository: flutter
Issue: [Feature Request] Support marker animation as in maps api
Labels: c: new feature,p: maps,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

Marker animation seems to be a new feature in maps api. Can you please support it too?
[Google maps api documentation on marker animation](https://developers.google.com/maps/documentation/javascript/examples/marker-animations)
It seems to be a named parameter toggle i.e.  animation: google.maps.Animation.DROP,
Repository: scrcpy
Issue: Touchscreen get stuck after few seconds
Labels: sdl,multitouch

 - [x] I have read the [FAQ](https://github.com/Genymobile/scrcpy/blob/master/FAQ.md).
 - [x] I have searched in existing [issues](https://github.com/Genymobile/scrcpy/issues).

**Environment**
 - OS: Windows 10
 - scrcpy version: 1.16
 - installation method: Windows release
 - device model: Asus ZenFone 6 ZS630KL
 - Android version: 10


Hi guys, thank you so much for your work, it's just amazing. I'm trying to use scrcpy on my surface go 2 (8gb ram, Intel Core m3-8100Y) and it works great, but if I open the inkspace app (the only one that I need to use with scrcpy) then the touch screen Input just stop working after 20 seconds, both from finger that from the Microsoft pen, while it continue working the keyboard input (I don't know if the mouse also does because I still not have a mouse compatible with this device). The same things happens if I touch the device while scrcpy is running, the touchscreen input from the surface immediately stop working
I think that that's maybe happend because inkspace is a very heavy app, especially with all the notes that I have inside, and in fact it doesn't work with any android emulator on the market, it just crash down after a while

If someone could help me, I would be infinitely gratefully, and I promise that I'll send him a homemade italian cake if he lives in the EU

```
INFO: scrcpy 1.16 <https://github.com/Genymobile/scrcpy>
C:\Users\xbrus\OneDrive\Desktop\Programmi\scrcpy-win64-v1....1 file pushed, 0 skipped. 7.8 MB/s (33622 bytes in 0.004s)
[server] INFO: Device: asus ASUS_I01WD (Android 10)
INFO: Renderer: direct3d
INFO: Initial texture: 1080x2336
```
Repository: godot
Issue: Can't open my game anymore
Labels: topic:editor

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.3

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
I don'y understand this sorry :/

**Issue description:**
<!-- What happened, and what was expected. -->
I was making a new enemy for my game and decided to scrap the idea so I first deleted the enemy's .GD file then its .TSCN  and then I tried deleting him from the main scene to be able to run the game but It wouldn't let me.

**Steps to reproduce:**
first .GD is deleted then .TSCN then attempt at deleting the enemy from main scene but it wouldn't let me

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: opencv
Issue: Color space ambiguities
Labels: feature,category: imgproc,RFC,effort: ∞

I'm opening this to put all color space-related issues (#15717, #4973, #13066) in one place.
The current state of things in the color conversion API is (as far as I know):

 - [ ] The documentation talks about "RGB" in general without specifying the actual color space used.

   Some conversions expect sRGB, some expect one of the BT.601 color spaces, some are generic transforms that work on top of any RGB space, etc.

 - [ ] YCbCr / YUV transforms don't specify what standard they are using (BT.601, BT.709, etc.).

 - [ ] The documentation doesn't specify whether the values have the space's transfer function applied or not.

   Some conversions (such as RGB ↔ XYZ) expect/return physical intensities; while others (such as RGB ↔ Lab) expect/return gamma-corrected values (i.e. they take care of applying the reverse transfer function on the input, or the forward transfer function on the output).

 - [ ] The documentation on `imdecode` / `imencode` doesn't specify the color space, or if it has the transfer function applied or not.

 - [ ] There's no API to manually apply or unapply the transfer function of a color space --is the user supposed to do it themselves?

 - [ ] There's no API to convert between different RGB color spaces (sRGB, BT.601-625, etc.).

 - [ ] There's no documentation / API on clipping or how to check for clipped colors (i.e. to check for colors which are outside of the new gamut).
Repository: create-react-app
Issue: npx 
Labels: stale

npx: The term 'npx' is not recognized as a name of a cmdlet, function, script file, or executable program.
Check the spelling of the name, or if a path was included, verify that the path is correct and try again.
Repository: react-native
Issue: Cannot use DynamicColorIOS or PlatformColor with Share tintColor option
Labels: Platform: iOS,API: Share,Needs: Triage :mag:,Needs: Repro,Never gets stale

## Description
Following up with my [previous issue](https://github.com/facebook/react-native/issues/30377) regarding the new PlatformColor and DynamicColorIOS APIs. I like this quest!

I've encountered another issue, this time when using these new color APIs with the [Share](https://reactnative.dev/docs/share) API. Anytime I try to use either a `PlatformColor` or `DynamicColorIOS` as the *tint color* I get the following error:

```
[Fri Nov 13 2020 19:51:50.612]  WARN     Possible Unhandled Promise Rejection (id: 3):
Invariant Violation: Unexpected color given for options.tintColor
```

## React Native version:
```
System:
    OS: macOS 11.0.1
    CPU: (8) x64 Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz
    Memory: 20.24 MB / 20.00 GB
    Shell: 5.8 - /bin/zsh
  Binaries:
    Node: 14.3.0 - /var/folders/n8/l8xdjt192lb9lpfrkyh9v57m0000gn/T/yarn--1605466607306-0.2082520059346018/node
    Yarn: 1.22.5 - /var/folders/n8/l8xdjt192lb9lpfrkyh9v57m0000gn/T/yarn--1605466607306-0.2082520059346018/yarn
    npm: 6.14.5 - ~/.nvm/versions/node/v14.3.0/bin/npm
    Watchman: 4.9.0 - /usr/local/bin/watchman
  Managers:
    CocoaPods: 1.10.0 - /usr/local/bin/pod
  SDKs:
    iOS SDK:
      Platforms: iOS 14.2, DriverKit 20.0, macOS 11.0, tvOS 14.2, watchOS 7.1
    Android SDK:
      API Levels: 28, 29
      Build Tools: 28.0.3, 29.0.2
      System Images: android-28 | Intel x86 Atom_64
      Android NDK: Not Found
  IDEs:
    Android Studio: 4.1 AI-201.8743.12.41.6953283
    Xcode: 12.2/12B45b - /usr/bin/xcodebuild
  Languages:
    Java: 1.8.0_272 - /usr/bin/javac
    Python: 2.7.16 - /usr/bin/python
  npmPackages:
    @react-native-community/cli: Not Found
    react: 16.13.1 => 16.13.1 
    react-native: 0.63.3 => 0.63.3 
    react-native-macos: Not Found
  npmGlobalPackages:
    *react-native*: Not Found
```

## Steps To Reproduce
Provide a detailed list of steps that reproduce the issue.

1. Use a PlatformColor or DynamicColorIOS to set the tint color option for the Share API
2. Call the share API
3. No share sheet appearing and error in the logs

## Expected Results
Share sheet should appear without errors

## Snack, code example, screenshot, or link to a repository:
```jsx
import { PlatformColor, Share } from 'react-native'

const shareWithPlatformColor = () => Share.share('This is a nice content to share', {
  tintColor: PlatformColor('systemYellow'),
})
```
Repository: react
Issue: Bug: react-hooks/exhaustive-deps false postive when given undefined as deps
Labels: Type: Bug,Component: ESLint Rules

<!--
  Please provide a clear and concise description of what the bug is. Include
  screenshots if needed. Please test using the latest version of the relevant
  React packages to make sure your issue has not already been fixed.
-->

There's currently a false positive for the `react-hooks/exhaustive-deps` rule as it does not accept `undefined` as dependency. 

```typescript
// Below gives => React Hook useMemo has a missing dependency: 'byId'. Either include it or remove the dependency array.
const allIds = useMemo(() => Object.keys(byId), undefined)
```

This is clearly noticeable together with TypeScript as it does not allow omitting the second `deps` parameter, with the following typings:
```typescript
// allow undefined, but don't make it optional as that is very likely a mistake
function useMemo<T>(factory: () => T, deps: DependencyList | undefined): T;
```

Note here that `deps` must be either a `DependencyList` or `undefined`. It is not listed as optional.

React version: 17.0.1

## Steps To Reproduce

1. Install `"eslint-plugin-react-hooks": "^4.1.0"` and extend it with `'plugin:react-hooks/recommended'`
2. Write a hook that required a dependency list, input `undefined`.

## The current behavior
Gives false positive when given `undefined` for `deps`.

## The expected behavior
Should allow `deps` to be set to undefined.
Repository: PowerToys
Issue: Hide Dotfiles (File Explorer)
Labels: Idea-Enhancement,Help Wanted,Needs-Spec,Product-File Explorer

## 📝Feature Request: Basically what the title says.

I was thinking it would be nice if there were some way for File Explorer to automatically hide dotfiles. Surely I'm not the only one whose home directory looks like this:

![image](https://user-images.githubusercontent.com/32886427/99194823-d75f5b00-2736-11eb-83c6-2b0699c92faf.png)

I think adding something like this to the File Explorer configuration tab would be helpful:

![image](https://user-images.githubusercontent.com/32886427/99195166-efd07500-2738-11eb-94af-bd8c7047f0fc.png)


---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: godot
Issue: The editor file dialog does not show any thumbnails for images if the folder has .gdignore
Labels: bug,topic:editor,topic:import

Godot 3.2.3
Windows 10 64 bits

I have a folder inside my project wich is ignored for import and export, with a `.gdignore` inside. However, it's still possible (and desirable) to be able to browse inside that folder using an editor tool.
Problem: images inside such folder don't show any thumbnail. Thumbnails should be shown here, it makes it harder to make editor-only tool features.

![image](https://user-images.githubusercontent.com/1311555/99197022-9ba0b180-2787-11eb-94c0-f4b5527ac900.png)
Repository: opencv
Issue: Java: use "import static" in samples / tutorials
Labels: feature,category: samples,category: java bindings,RFC

Ref: https://docs.oracle.com/javase/6/docs/technotes/guides/language/static-import.html

Before:
```
import org.opencv.dnn.Dnn;

... Dnn.DNN_TARGET_CPU ...
```

After:

```
import static org.opencv.dnn.Dnn.*;

... DNN_TARGET_CPU ...

```
Repository: tensorflow
Issue: tf.debugging.assert_shapes inconsistent behaviour for scalars
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.15

**System information**
- Have I written custom code (as opposed to using a stock example script provided in TensorFlow): Yes
- OS Platform and Distribution (e.g., Linux Ubuntu 16.04): Ubuntu 18.04
- Mobile device (e.g. iPhone 8, Pixel 2, Samsung Galaxy) if the issue happens on mobile device: n/a
- TensorFlow installed from (source or binary): pip install tensorflow
- TensorFlow version (use command below): 2.3.1
- Python version: 3.7
- Bazel version (if compiling from source): n/a
- GCC/Compiler version (if compiling from source): n/a
- CUDA/cuDNN version: n/a
- GPU model and memory: n/a

**Describe the current behavior**
`tf.debugging.assert_shapes` has seemingly inconsistent behaviour for scalars
```
import tensorflow as tf

tf.debugging.assert_shapes([(0, ())])  # passes as expected
tf.debugging.assert_shapes([(0, (1,))])  # passes unexpectedly
```
I think this is inconsistent, because `tf.constant(0)` does not have shape `(1,)`.

**Describe the expected behavior**
I would expect `tf.debugging.assert_shapes` to error if the `.shape` attribute is different from the shape constraint
Repository: TypeScript
Issue: Compile error if I named last array destructuring element.
Labels: Bug,Has Repro

**TypeScript Version:**  v4.0.5

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**  destructuring assignment , Object literal may only specify known properties

**Code**

```ts repro
declare function foo<T extends { dataType: 'a' | 'b'; }>(template: T): [T, any, any]; //<-- there no error, when it is [any,any,any]
declare function bar<T extends { dataType: 'a' | 'b'; }>(template: T): [T, any];

function test_foo() {

  const [, ,] = foo({ dataType: 'a', day: 0 });
  const [x, y, z] = foo({ dataType: 'a', day: 0 });
  const [, , t] = foo({ dataType: 'a', day: 0 }); //<-- red line under the `day`
  console.log(x, y, z, t);
}

function test_bar() {

  const [,] = bar({ dataType: 'a', day: 0 });
  const [x, y] = bar({ dataType: 'a', day: 0 });
  const [, z] = bar({ dataType: 'a', day: 0 });//<-- red line under the `day`
  console.log(x, y, z);
}

```

**Expected behavior:**
no compile error
**Actual behavior:**
```
    Argument of type '{ dataType: "a"; day: number; }' is not assignable to parameter of type '{ dataType: "a" | "b"; }'. Object literal may only specify known properties, and 'day' does not exist in type '{ dataType: "a" | "b"; }'.
```

**Playground Link: 
[link](https://www.typescriptlang.org/play?#code/CYUwxgNghgTiAEAzArgOzAFwJYHtVJxwB4AVeEADwxFWAGd4BveYKDKEgTwAcQAueAHIog+AB8hAI0EBueAF8AfAApqAW27RqAkgEoBAbRIAaeFFSdT5zgF0ZAKFCRYCFOmx54k2KXJUa9EwsbBw8-EIi4lKyCirqmmzheoYmZhZ29vZumLj41HQYAPqIhMq6TJnw8GB4BfAGpsY28AC8BDjKzKzsXLwCwoKmrJwCAAwKug5VNah1BhSmlvAAXs1tJR1dIb3hA0NQI-Dj8pP207UY9Y3wGGvtncE9Yf0i+4fHp+ezOBAgAHQQHAAc2UC3gS2Wpgwp3kmWyHjyIAKhW8MDKFTO1QuVzuqIe3VCfQig2C7wmUyxs0u80WuNg+O2z2JbzG5MxMzmplWrS89K2TyJe1JrJOFI5P3+gJBYIhMMyQA)

**Related Issues:** <!-- Did you find other bugs that looked similar? -->
Repository: tensorflow
Issue: Make tf.debugging.assert_shapes support agnostic comparisons
Labels: stat:awaiting tensorflower,type:feature,comp:apis,comp:tfdbg,TF 2.3

**System information**
- TensorFlow version (you are using): 2.3.1
- Are you willing to contribute it (Yes/No): No

**Describe the feature and the current behavior/state.**
`tf.debugging.assert_shapes` currently states that the tensors must have the shape specified by the constraints e.g.
```
>>> tf.debugging.assert_shapes([([0, 0], [1])])
ValueError: .  Specified explicitly.  Tensor shape=(2,) dtype=int32 dimension 0 must have size 1.  Received size 2, shape (2,)
```
This design makes sense, but doesn't allow for when you want to compare the shapes of two tensors, and you don't know if either of them is right, you just know they have to be the same. If I have two tensors `x` and `y`, and I do `tf.debugging.assert_shapes([(x, y.shape)])`, the error message states that `x` should have the shape of `y` at the call site, but it might be that `y` is wrong as well/instead, in which case the message is misleading. The argument `message` can help here, but it would have to contradict the default message.

**Will this change the current api? How?**
Only if we consider error messages public API.

**Who will benefit with this feature?**
Users? Not sure I can say anything more useful here
Repository: PowerToys
Issue: Search within PT Settings
Labels: Idea-Enhancement,Product-Settings

## Description of the new feature

It would be nice to have a search box to search for options within PT Settings. This isn't immediately necessary, but will be more useful as new tools and options are added.

For example, I have trouble focusing on the long list of options in FancyZones settings, it usually takes 8-16 seconds for me to find a specific option. If I was able to search for a keyword, it would be much easier to locate the specific setting.

This should function similar to Windows Settings search, but it would be nice if you could toggle the settings directly from the opened search, unlike Windows Settings where you have to click the specific option before changing the setting (Not a big deal if there are technical limitations to doing this).

Alternatively, a Ctrl+F solution would be acceptable, but I think a dedicated search box would be better overall.

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: rust
Issue: Lint against treating `c_char` as `i8` or `u8`, for portability
Labels: E-hard,A-lints,O-android,O-Arm,T-lang,O-PowerPC,O-SystemZ

One common source of portability issues is making assumptions about whether `c_char` is `i8` or `u8`. Code written for one platform may fail to build on another due because of this.

I think we could detect this fairly easily: we could add an attribute that means "yes, this is a type alias, but treat it as a slightly distinct type, and lint when matching it against the aliased type if not going through this type alias to do so".

This would help people avoid gratuitous portability issues.
Repository: pytorch
Issue: Torch DDP seems not prefer IPv6 over IPv4?
Labels: high priority,triage review,oncall: distributed,triaged

## ❓ Questions and Help

It seems that in Torch DDP, when server prepares to listen to the incoming connections, because of setting the [`AI_PASSIVE`](https://github.com/pytorch/pytorch/blob/f07ac6a00498f4671b7fc0f74f9750ef3fb803cd/torch/lib/c10d/Utils.cpp#L84) flag, it would always try to bind the IPv4 address first, and then IPv6 address.

We can test the flag easily with some python code as follows (I tested it on Debian):

Code:
```
import socket
res = socket.getaddrinfo(host=None, port=23456, family=socket.AF_UNSPEC, type=socket.SOCK_STREAM, flags=socket.AI_PASSIVE | socket.AI_ADDRCONFIG)
print(res)
res = socket.getaddrinfo(host=None, port=23456, family=socket.AF_UNSPEC, type=socket.SOCK_STREAM, flags=socket.AI_ADDRCONFIG)
print(res)
```

Output:
<img width="1396" alt="Screen Shot 2020-11-15 at 9 00 51 PM" src="https://user-images.githubusercontent.com/72180088/99214938-5f208600-2786-11eb-8c02-d0ae6141a84b.png">

Since IPv6 is preferred over IPv4 in most other cases, I wonder is this performance in line with the expectation? Thank!


cc @ezyang @gchanan @zou3519 @bdhirsh @jbschlosser @anjali411 @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @agolynski @SciPioneer @H-Huang @mrzzd @cbalioglu
Repository: godot
Issue: [Bullet] InputEvent in StaticBody always return index 0
Labels: bug,confirmed,topic:physics

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
Mono 3.2.3 and 3.2.4

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Win 10 64

**Issue description:**
<!-- What happened, and what was expected. -->
InputEvent in StaticBody always return 0 index shape for ConcavePolygonShape...

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[Example.zip](https://github.com/godotengine/godot/files/5544409/Example.zip)