sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: excalidraw
Issue: Free drawing is buggy on iPad: missing inputs and too sensitive to double-taps
Labels: bug

It's difficult to do actual handwriting on the iPad. The two main issues seem to be:

- sometimes missing some inputs

- too sensitive to double-tapping (wants to bring up the iPad keyboard)

See example video: https://photos.app.goo.gl/XRgwqB3pEu6QoQJP8
Repository: nvm
Issue: NVM is not installing npm 
Labels: needs followup

I'm using nvm on linux mint ulyana and npm it not installed with node.
I'm running `nvm install` and after installation, my node -v output is `v10.9.0` even when I force install nvm install 14.5.0.
Repository: vscode
Issue: CodeLens messes up page scrolling via cursorPageUp / cursorPageDown
Labels: feature-request,editor-core,code-lens

IMHO, normally page scrolling should act like this:
When you press PageDown and it actually scrolls the window, the new top line of the window is the old bottom line and vice versa for PageUp.

This works great when CodeLens is disabled. But when CodeLens is enabled, it seems to be miscalculating what the "old bottom line" is (like it's pretending CodeLens isn't there) and scrolls several lines too far on PageDown, and not far enough on PageUp.

Repro (with all extensions disabled):
1. Ensure line numbers are on for easy verification.
2. Ensure PageUp keybinding is to "cursorPageUp" and PageDown is to "cursorPageDown".
3. Enable CodeLens.
4. Open a large Typescript file full of CodeLens references. Scroll to a place where inline references are visible.
5. Observe bottom visible line number.
6. Press PageDown. Observe top line many lines after previous bottom line.
7. Press PageUp. Observe bottom line many lines after previous top line. 

If this repro doesn't work, I am happy to share my settings file. I'm open to the idea that there is another factor, because the behavior seems so bizarre to me that I can't believe nobody else has reported it (or that my searches were faulty!).

Additional data:
1. Curiously, this does NOT seem to happen with scrollPageDown/scrollPageUp actions.
Repository: rust
Issue: Figure out a way to link to downstream crates
Labels: T-rustdoc,E-hard,C-enhancement,A-intra-doc-links

After #73101 there is no way to link to items in downstream crates. This is fairly common to try; `futures` does this extensively (#64193), as does `core`/`std` (#73423).

On one hand, this clearly breaks rust's scoping rules: inner crates can't refer to the types of their dependencies because it causes a cyclic dependency. So there's an argument to be made for saying this is just not supported.

On the other hand, this seems really useful. In fact it used to work for re-exports from the inner to outer crate, but only when you documented both crates at the same time, and the outer crate after the inner crate (this was #73699). So it would be great to find a way to make it work.

cc @Manishearth, @Nemo157
Repository: godot
Issue: RigidBody2D and moving platforms
Labels: bug,topic:physics

**Godot version:**
Godot 3.2.2 (also tested in 3.2.1)

**OS/device including version:**
Windows 10 (Tested with both 2D physics engines)

**Issue description:**
I'm trying to make a 2D platformer that is very physics dependent (so I need to use a RigidBody2D), when the player jumps I use `apply_central_impulse()` and the player loses control until it hits the ground again.

All of this mentioned above works [almost perfectly](https://godotengine.org/qa/69106/problem-with-rigidbody2d-and-tilemap), but when the player interacts with other moving bodies (Kinematic or Rigid) this happens:
https://imgur.com/a/dHyNUxr
_**Bugsquad Edit: ** Added 10s clips of the videos in the link_
![Up-Down-Trimmed](https://user-images.githubusercontent.com/9253928/89381240-becfb580-d6f0-11ea-8ac3-4eb8200bcb5b.gif)
![Left-Right-Trimmed](https://user-images.githubusercontent.com/9253928/89381252-c3946980-d6f0-11ea-9225-85df13599797.gif)


I'm using the template project so it's easy to reproduce, but you can go ahead and test with any changed configuration and it still gives somewhat the same behavior.

**Steps to reproduce:**
RigidBody2D on top of any moving Body.

**Minimal reproduction project:**
Not gonna upload the project since it's an official template, 

**Template name**: 2D Physics Platformer Demo (RigidBody) 
**Version**: 3.2.2
Repository: godot
Issue: Erroneous Error: The signal is declared but never emitted.   UNUSED_SIGNAL   
Labels: bug,discussion,topic:gdscript,topic:editor

**Godot version:**
3.2.1

**OS/device including version:**
Win 10, PC

**Issue description:**
Erroneous Error indicating unused signal:

> W 0:00:00.755   The signal 'something' is declared but never emitted.
>   <C++ Error>   UNUSED_SIGNAL
>   <Source>      Node2D.gd:3
> 

**Steps to reproduce:**
Indicate a signal is created. with "signal" keyword.
Cause signal to be emitted without using the emit_signal function directly.
This could be from an Animation track, a connection call back, call_deferred command, etc.
Observe error in errors window, after saving/running the project

**Minimal reproduction project:**
[SignalsError.zip](https://github.com/godotengine/godot/files/4942096/SignalsError.zip)
Repository: godot
Issue: Children of TouchScreenButton don't inherit its visibility on desktop
Labels: bug,confirmed,topic:gui

<!-- Please search existing issues for potential duplicates before filing yours:	
https://github.com/godotengine/godot/issues?q=is%3Aissue	
-->

**Godot version:**
3.2.2


**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows / GLES3


**Issue description:**
<!-- What happened, and what was expected. -->
Children of a `TouchScreenButton` don't inherit the visibility of the `TouchScreenButton` on desktop when its `visibility_mode` is set to `TouchScreen Only`. This acts inconsistantly with how visibility works with other nodes and their children.

**Steps to reproduce:**
* Add a `TouchScreenButton` and add a `Sprite` as a child. 
* Run the game on desktop. The `Sprite` is visible while the `TouchScreenButton` isn't.
Repository: flutter
Issue: Improve Form autovalidation API
Labels: a: text input,framework,f: material design,c: performance,c: proposal,team-text-input

This is a follow up on https://github.com/flutter/flutter/pull/59766.

The API for auto validation introduced in https://github.com/flutter/flutter/pull/59766 has some preformance considerations in the `Form` widget that need to be fixed. This issue exist to keep track of that.

The actual issue is that the `Form` widget is auto validating all descendent form fields everytime one of them changes and it is also auto validating a field after it state was reset.
Repository: godot
Issue: GDNative variable exports do not update in Remote Inspector when game isn't focused (Linux)
Labels: bug,platform:linuxbsd,topic:editor,topic:gdextension

<!-- 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. -->
3.2.2.stable.official

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
64-bit Manjaro KDE (kernel 5.6.16)
64-bit Xubuntu (kernel 5.6.16)

**Issue description:**
<!-- What happened, and what was expected. -->
In both Rust and Nim GDNative bindings on Linux, exported GDNative variables are not updated in the Remote Inspector unless the game window is focused (window is selected). [Here is a gif](https://gfycat.com/dazzlingyawningcaiman) of the problem.

When not focused, the value resets to its default. I suspect this is the case with NativeScript as well. This does not occur with GDScript or Mono on Linux.

However, both Rust and Nim GDNative bindings work as expected (Inspector values update even when Debug is in the background) when tested on Windows.

**Steps to reproduce:**
Unfortunately, what I tested would require either godot-rust or godot-nim (and Rust or Nim...). I haven't tested it with godot-d, godot-python, or NativeScript.

To reproduce, add and export a GDNative property (using Rust's `PropertyBuilder` or Nim's `{.gdExport.}` pragma). Then, run the game, open the Remote Inspector, and monitor the property. Notice that it doesn't update when the game window is in the background or unfocused, but instead reverts to and stays at its original value until the game is in the foreground.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[hello_world.zip](https://github.com/godotengine/godot/files/4943118/hello_world.zip)

Compile with `cargo build` (I believe you need LLVM and clang), then run in Godot.
Repository: rust
Issue: Unclear lifetime error in closure producing a future
Labels: A-diagnostics,A-lifetimes,T-compiler,C-bug,A-async-await,AsyncAwait-Polish,AsyncAwait-Triaged

[Code](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=a24e79e957d04226ea4bc496cecf98bd):

```rust
use std::future::Future;

pub async fn bar() {
    foo(|x| baz(x)).await;
}

pub async fn baz(x: &u8) -> bool {
    if *x == 1 {
        false
    } else {
        true
    }
}

pub async fn foo<F, T>(f: F) -> bool
where
    F: Fn(&u8) -> T,
    T: Future<Output = bool>,
{
    f(&32).await
}
```

produces following error:

```
error: lifetime may not live long enough
 --> src/lib.rs:4:13
  |
4 |     foo(|x| baz(x)).await;
  |          -- ^^^^^^ returning this value requires that `'1` must outlive `'2`
  |          ||
  |          |return type of closure is impl std::future::Future
  |          has type `&'1 u8`
```

Is this error correct? If yes, why?

[following](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=3332034e029b63e7e54c1148d627c52c) also doesn't work:

```rust
pub async fn bar() {
    foo(baz).await;
}
```
error (still not clear):

```
error[E0271]: type mismatch resolving `for<'r> <for<'_> fn(&u8) -> impl std::future::Future {baz} as std::ops::FnOnce<(&'r u8,)>>::Output == _`
  --> src/lib.rs:4:5
   |
4  |     foo(baz).await;
   |     ^^^ expected bound lifetime parameter, found concrete lifetime
...
15 | pub async fn foo<F, T>(f: F) -> bool
   |              --- required by a bound in this
16 | where
17 |     F: Fn(&u8) -> T,
   |                   - required by this bound in `foo`
```

meta:
```
$ rustc --version --verbose
rustc 1.45.0 (5c1f21c3b 2020-07-13)
binary: rustc
commit-hash: 5c1f21c3b82297671ad3ae1e8c942d2ca92e84f2
commit-date: 2020-07-13
host: x86_64-unknown-linux-gnu
release: 1.45.0
LLVM version: 10.0
```


<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

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Repository: rust
Issue: A to_int_checked fn to cast floats to integers
Labels: T-libs-api,C-feature-request

At the moment there are two ways to cast floats: `as` and `to_int_unchecked`. I am curious if there are plans to add more ways to cast floats to integers.

Integer arithmetic has explicit methods like `checked_add`, `overflowing_add`, etc. The compiler chooses appropriate operator to use instead of implicit `+` according to Debug/Release mode (or more specifically to -C overflow-checks=on|off flag).

However `float as integer` uses exactly one version of cast to integer, saturating cast. Are there plans to add explicit `to_int_saturating`, additional `to_int_checked` and to call them in implicit `as` convertation according to `overflow-checks` flag?

I would expect `as` to use `to_int_saturating` in `overflow-checks=off` and to use `to_int_checked` otherwise which would panic if the result did not fit the target type.
Repository: go
Issue: x/mobile/cmd/gomobile: the test TestWriter is flaky on the trybots
Labels: NeedsInvestigation,mobile

I often see the test failure on the try bots:

```
--- FAIL: TestWriter (0.02s)
    writer_test.go:75: unexpected output from aapt
    writer_test.go:80: --- /workdir/tmp/gofmt496954462	2020-07-19 04:40:24.154982542 +0000
        +++ /workdir/tmp/gofmt618424357	2020-07-19 04:40:24.154982542 +0000
        @@ -1,3 +1,4 @@
        +W/ResourceType(19449): Bad XML block: header size 24941 or total size 1701210478 is larger than data size 586
         AndroidManifest.xml
         assets/hello_world.txt
         META-INF/MANIFEST.MF
        @@ -8,23 +9,3 @@
         Package Groups (0)
         
         Android manifest:
        -N: android=http://schemas.android.com/apk/res/android
        -  E: manifest (line=2)
        -    A: package="org.golang.fakeapp" (Raw: "org.golang.fakeapp")
        -    A: android:versionCode(0x0101021b)=(type 0x10)0x1
        -    A: android:versionName(0x0101021c)="1.0" (Raw: "1.0")
        -    E: uses-sdk (line=8)
        -      A: android:minSdkVersion(0x0101020c)=(type 0x10)0xf
        -    E: application (line=9)
        -      A: android:label(0x01010001)="FakeApp" (Raw: "FakeApp")
        -      A: android:hasCode(0x0101000c)=(type 0x12)0x0
        -      A: android:debuggable(0x0101000f)=(type 0x12)0xffffffff
        -      E: activity (line=10)
        -        A: android:name(0x01010003)="android.app.NativeActivity" (Raw: "android.app.NativeActivity")
        -        A: android:label(0x01010001)="FakeApp" (Raw: "FakeApp")
        -        A: android:configChanges(0x0101001f)=(type 0x11)0xa0
        -        E: intent-filter (line=14)
        -          E: action (line=15)
        -            A: android:name(0x01010003)="android.intent.action.MAIN" (Raw: "android.intent.action.MAIN")
        -          E: category (line=16)
        -            A: android:name(0x01010003)="android.intent.category.LAUNCHER" (Raw: "android.intent.category.LAUNCHER")
FAIL
FAIL	golang.org/x/mobile/cmd/gomobile	147.577s
```

Is there an issue in the test itself or in the trybots? Can we skip this test as a tentative solution?

CC @hyangah @dmitshur
Repository: go
Issue: gccgo: fails to reject unsafe.Offsetof(*&(s.f))
Labels: NeedsInvestigation

This source code is rejected by cmd/compile and go/types, but prints 0 when run using gccgo:

```
package main

import "unsafe"

var s struct{ f float64 }

func main() {
	println(unsafe.Offsetof(*&(s.f)))
}
```

It seems like gccgo is optimizing `*&(s.f)` to `(s.f)` before checking that the argument to `unsafe.Offsetof` is well formed.

/cc @ianlancetaylor 

Edit: I think the same issue affects `unsafe.Alignof` too.
Repository: flutter
Issue: [proposal] allow to detect programmatically what flutter version the app was compiled under
Labels: c: new feature,tool,framework,c: proposal,P3,team-framework,triaged-framework

Sometimes bugs in a Flutter app are dependent on which version of Flutter the code was compiled with.  For this reason, it would be nice to have (or is there a way already) to find out programmatically what version of Flutter my app was compiled with.

Question on SO here: https://stackoverflow.com/questions/62958749
Repository: rust
Issue: macros by example: cannot expand non-nested repetitions inside of each other
Labels: A-macros,C-feature-request

I don't know if this should be considered a bug or not, but I find it highly unintuitive behavior, which is potentially difficult to work around. It's also kind of difficult to describe, as I'm not completely sure what the *root* cause is.

In my code I have a macro by example with two separate repetitions, one `$(...)*` and one `$(...)?` and trying to expand one inside the other fails to compile.

I have tried to come up with a minimal example:

```rust
macro_rules! bug {
    (
        $($names1:ident)+ : $($names2:ident)+
    ) => {
        concat!(
            // rustc gets confused about us using one repetition inside the other...
            $(
                stringify!($($names1),+, $names2)
            ),+
        )
    }
}

// Use the macro in some way so the compiler doesn't toss it out...
pub const TEST: &'static str = bug!(this doesnt work : mbe go boom);
```

In my case, where I'm using a `$(...)?` repetition, I could work around it by having multiple rules instead, one for the 0 case, one for the 1 case. However, as far as I can tell, there's no way to work around when using multiple $(...)+ or $(...)* repetitions.

I'm on the latest stable rustc (1.45.0).
Repository: godot
Issue: Cutout 2D animation bones not saved when using instanced nodes
Labels: bug,topic:editor


**Godot version:**
Godot 3.2.1 stable


**OS/device including version:**
Macos Mojave 10.14.3 (18D42)
MacBook Pro 13-inch, 2018


**Issue description:**
When creating bones from nodes as outlined [here](https://docs.godotengine.org/en/stable/tutorials/animation/cutout_animation.html#completing-the-skeleton) using instanced nodes (such as scene which contains a sprite and effect), generated bones do not save and are cleared on scene load. 


**Steps to reproduce:**
- Create a simple scene (`Part.tscn` in my example) containing a sprite with a texture
- Create a another simple scene chaining together N instances of that scene with a Position2D at the end(3 in my example, simulating a leg. Named `Leg.tscn`)
- Create a container scene with an instance of Leg and nothing else (`Scene.tscn`).
- Use `Make custom bones from nodes` to create bones between instances of Sprite - All bones are added
- (Optional) Make IK Chain and wiggle the leg around.
- Save and run `Scene.tscn`
- Stop scene, switch back to `Leg.tscn`, all bones are gone except the bone connecting to the position2D

Even directly updating the Leg to include 
```
__meta__ = {
"_edit_bone_": true,
"_edit_ik_": true
}
```
 (this is probably the wrong way of doing this but I'm pretty new) adds the bones but they are lost on scene run. 

**Minimal reproduction project:**
[godot-bug-test.zip](https://github.com/godotengine/godot/files/4944037/godot-bug-test.zip)
Repository: godot
Issue: Script does not close when deleted from FileSystem
Labels: bug,topic:editor

<!-- Please search existing issues for potential duplicates before filing yours:	
https://github.com/godotengine/godot/issues?q=is%3Aissue	
-->

**Godot version:**
3.2.2


**OS/device including version:**
Windows 10, 


**Issue description:**
If you delete a script file from the FileSystem tab, it will remain open and unnamed in the script editor.


**Steps to reproduce:**
1) Created a script.
2) Opened in the editor.
3) Deleted it on the FileSystem tab.
4) On the Scene tab, switched to this script.
![err](https://user-images.githubusercontent.com/7114353/87882521-1b508680-ca09-11ea-8fa6-0cfc4d7c1673.jpg)
Repository: PowerToys
Issue: [Run] Option to keep PT Run open permanently
Labels: Idea-Enhancement,Product-PowerToys Run

I'd like to have the powertoys run search bar open centrally on the desktop wall paper permanently. it works fine for me and i love it, want more of it, and want to stop explaining the hotkey to family.
Repository: godot
Issue: RigidBody2D isn't detecting every collision
Labels: bug,topic:physics

<!-- Please search existing issues for potential duplicates before filing yours:	
https://github.com/godotengine/godot/issues?q=is%3Aissue	
-->

**Godot version:**  v3.2.2
<!-- Specify commit hash if using non-official build. -->


**OS/device including version:** Arch Linux
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->


**Issue description:**
<!-- What happened, and what was expected. -->
I have a RigidBody2D setup, and it supposed to break into smaller pieces when it detects a collision from any other body in the group "bullets". The thing is, it's only detecting some of those collisions. Here's a video of it in action: https://watch.haddock.cc/videos/watch/3448edb0-3ad0-4fe3-ad3d-2293c6fa0ca7

It's pretty unreliable in its detection when you shoot at it from far away, but it becomes pretty reliable when you're at point blank range. Other than that, it seems entirely arbitrary whether or not it will detect collision.

I've tested it on other RigidBody2Ds without the above functionality, and they also aren't reliable in their collision detection.


**Steps to reproduce:**
1. Create a RigidBody2D
2. 



**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Here's a link to the download of the source code: https://git.haddock.cc/ScrapjackStudios/slayer/src/commit/38c197fa8f4de5027e174c5ba27a3d28a87dff98

I couldn't compress it anymore than 12MB
Repository: pytorch
Issue: Potential bug in net_printer
Labels: caffe2

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->
Hi, we are developing some tools to help detect bugs for Python automatically. Our tool finds a potential bug below.



## To Reproduce


Definition for print_op:
https://github.com/pytorch/pytorch/blob/a69a2628109a55f7f965bb79eca8967fce685a6a/caffe2/python/net_printer.py#L279
Function call:
https://github.com/pytorch/pytorch/blob/a69a2628109a55f7f965bb79eca8967fce685a6a/caffe2/python/net_printer.py#L419


<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

## Expected behavior


We believe it should be print_op(text, op) in the function call. Can you confirm it's a bug? Thanks.

<!-- A clear and concise description of what you expected to happen. -->

## Environment


## Additional context

<!-- Add any other context about the problem here. -->
Repository: scrcpy
Issue: Copy from mobile to compute doesn't work
Labels: copy_paste,root

 - [x] I have searched in existing [issues](https://github.com/Genymobile/scrcpy/issues).
 - [x] I have read the [FAQ](https://github.com/Genymobile/scrcpy/blob/master/FAQ.md).

**Environment**
 - OS: Ubuntu20.04
 - scrcpy version: 1.14
 - installation method: Manual Build with prebuild server
 - device model: Xiaomi 4 Cancro
 - Android version: 10

**Describe the bug**
Copy from mobile to compute doesn't work. I copy texts with long press on mobile device, while nothing copied when I would like to paste to compute with Ctrl+v.

On errors, please provide the output of the console (and `adb logcat` if relevant).

```
[server] ERROR: Could not invoke method
java.lang.reflect.InvocationTargetException
	at java.lang.reflect.Method.invoke(Native Method)
	at com.genymobile.scrcpy.wrappers.ClipboardManager.getPrimaryClip(ClipboardManager.java:49)
	at com.genymobile.scrcpy.wrappers.ClipboardManager.getText(ClipboardManager.java:64)
	at com.genymobile.scrcpy.Device.getClipboardText(Device.java:202)
	at com.genymobile.scrcpy.Device$2.dispatchPrimaryClipChanged(Device.java:92)
	at android.content.IOnPrimaryClipChangedListener$Stub.onTransact(IOnPrimaryClipChangedListener.java:82)
	at android.os.Binder.execTransactInternal(Binder.java:1021)
	at android.os.Binder.execTransact(Binder.java:994)
Caused by: java.lang.SecurityException: Calling uid 0 does not own package com.android.shell
	at android.os.Parcel.createException(Parcel.java:2071)
	at android.os.Parcel.readException(Parcel.java:2039)
	at android.os.Parcel.readException(Parcel.java:1987)
	at android.content.IClipboard$Stub$Proxy.getPrimaryClip(IClipboard.java:333)
	... 8 more
Caused by: android.os.RemoteException: Remote stack trace:
	at com.android.server.clipboard.ClipboardService.addActiveOwnerLocked(ClipboardService.java:688)
	at com.android.server.clipboard.ClipboardService.access$700(ClipboardService.java:157)
	at com.android.server.clipboard.ClipboardService$ClipboardImpl.getPrimaryClip(ClipboardService.java:391)
	at android.content.IClipboard$Stub.onTransact(IClipboard.java:173)
	at com.android.server.clipboard.ClipboardService$ClipboardImpl.onTransact(ClipboardService.java:341)
```

Thanks for your help.