sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Truncate and copy large values from the debug console
Labels: feature-request,debug

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->

In js-debug, we truncate large data inside the debug adapter before giving back to the UI. However, this means that if the user logs a very large string, they have no way to view it. The Chrome devtools solve this by adding a "copy" and "show all" button to very large strings.

![image](https://user-images.githubusercontent.com/2230985/79011635-49285400-7b19-11ea-9f6f-c648f1ea557c.png)

We don't currently have a way to show buttons in the output. I believe the just having a "copy" button in the UI is sufficient. An approach for this is to use the `evaluateName` in the output's `variablesReference` with an `evaluate` call, in the `clipboard` context if supported. It's notable that the UI can use this even for values that aren't truncated to allow the user to copy complex expressions.

The question of who does the truncation is orthogonal to the ability to copy. If the debug adapter continues to do the truncation, then it should have a DAP flag to hint to the UI that the value can be expanded (using the presence of an `evaluateName` alone would prevent thatgeneralized copy functionality).

If the UI does the truncation, it means more traffic over the protocol, and it might also be tricky to figure out how to show a truncated state for complex objects. But then the UI can also implement "show all" without any debug adapter changes. Overall I think UI-side truncation is preferable.

cc @isidorn @weinand @roblourens
Repository: flutter
Issue: iOS text selection toolbar animation
Labels: a: text input,platform-ios,framework,a: fidelity,f: cupertino,P3,team-design,triaged-design

On the native iOS text selection menu/toolbar, tapping Select All causes the menu to fade out and then back in with new children.  In Flutter it's an unanimated sudden change.

| Native iOS | Flutter |
| ---------- | ------- |
| <video src="https://github.com/flutter/flutter/assets/948037/30b05cb4-6649-4b9c-9aad-1087568d1e3c" /> | ![select_all_flutter](https://user-images.githubusercontent.com/389558/79013174-f3ee4180-7b1c-11ea-88d8-b269d15dd96e.gif) |
Repository: godot
Issue: Tools Configuration not created by default in .csproj
Labels: topic:dotnet

**Godot version:** 3.2.1.stable.mono.official

**OS/device including version:** Windows

**Issue description:** Default .csproj created by Godot does not have a Tools configuration, preventing creating plugins in C#

**Steps to reproduce:**

Create a brand new Godot project.  Create a C# plugin.  Try to activate the plugin.  It will not activate.   Error dialog says "Unable to load addon script from path: 'res://addons/my_plugin/my_plugin.cs' There seems to be an error in the code, please check the syntax." 

This can be solved by manually creating a Tools configuration in the .csproj.  I have not been able to find any documentation stating it is necessary to do this.

**Minimal reproduction project:**
Repository: godot
Issue: Index p_bone = -1 is out of bounds (bones.size() = 0) when PhysicalBone is child of Skeleton3D
Labels: bug,topic:core

**Godot version:**
4.0.dev.custom_build. ae42cb7b0 but it also happens with Godot 3.2

**OS/device including version:**
Ubuntu 19.10

**Issue description:**
Godot spams 
```
 scene/3d/skeleton_3d.cpp:694 - Index p_bone = -1 is out of bounds (bones.size() = 0).
```
when PhysicalBone is child of Skeleton

![Zrzut ekranu z 2020-04-10 20-44-05](https://user-images.githubusercontent.com/41945903/79015495-23c53580-7b6d-11ea-890d-1d587610af99.png)

In constructor physical bone, id is set to - 1.
Probably it needs to use `PhysicalBone3D::update_bone_id` after changing of parent to Skeleton

**Steps to reproduce:**
1. Create Skeleton(3D)
2. Create PhysicalBone(3D) as child of this Skeleton
Repository: go
Issue: build: prefix baked-in environment variables with GO_ or similar
Labels: NeedsInvestigation

Per request here: https://github.com/golang/go/issues/38361#issuecomment-612184174

Currently a `go` binary is built with the value of the `PKG_CONFIG` variable as-defined at build-time, and uses that variable to find the `pkg-config` binary:

https://github.com/golang/go/blob/master/src/make.bash#L53

A [coincidental change in Homebrew](https://github.com/Homebrew/brew/pull/7277/files#diff-b7261a4b3eaff4e69f0871ecfd15ca54R115) broke cgo builds for anyone using Homebrew to manage their Go installation.

Given that `pkg-config` is critical for building Go packages with cgo, maybe it makes sense to rename the variable to `GO_PKG_CONFIG` so it’s unlikely to be clobbered by upstream build systems. Or, going further, prefix any other environment variables baked into the Go binary with `GO`?
Repository: pytorch
Issue: Unable to build wheel from RC3
Labels: module: build,triaged

## 🐛 Bug

I am trying to build a wheel using RC3. Because certain files(like third_party/gloo/CMakeLists.txt) are missing in the .zip file, I am trying to build from source using the commit hash (build wheel torch-1.5.0a0+b58f89b). However, I am unable to build a wheel (output below). On the other hand, I am able to building wheel torch-1.6.0a0+c5662dd, from the latest pull rebase from source in my local repo. Can someone help me understand this behavior and what I can do to successfully build a 1.5.0rc3 wheel? Thanks.


## To Reproduce

Steps to reproduce the behavior:
```python setup.py bdist_wheel --universal --plat-name=manylinux1_x86_64```

Output:
```
Building wheel torch-1.5.0a0+b58f89b
-- Building version 1.5.0a0+b58f89b
cmake --build . --target install --config Release -- -j 8
No such file or directory
CMake Error: Generator: execution of make failed. Make command was: //anaconda3/bin/ninja -j 8 install && 
Traceback (most recent call last):
  File "setup.py", line 745, in <module>
    build_deps()
  File "setup.py", line 316, in build_deps
    cmake=cmake)
  File "/Users/choidong/pytorch/tools/build_pytorch_libs.py", line 62, in build_caffe2
    cmake.build(my_env)
  File "/Users/choidong/pytorch/tools/setup_helpers/cmake.py", line 339, in build
    self.run(build_args, my_env)
  File "/Users/choidong/pytorch/tools/setup_helpers/cmake.py", line 141, in run
    check_call(command, cwd=self.build_dir, env=env)
  File "//anaconda3/lib/python3.7/subprocess.py", line 347, in check_call
    raise CalledProcessError(retcode, cmd)
subprocess.CalledProcessError: Command '['cmake', '--build', '.', '--target', 'install', '--config', 'Release', '--', '-j', '8']' returned non-zero exit status 1.
```
## Expected behavior

Successfully build a wheel.

## Environment

```
PyTorch version: N/A
Is debug build: N/A
CUDA used to build PyTorch: N/A

OS: Mac OSX 10.14.6
GCC version: Could not collect
CMake version: version 3.15.3

Python version: 3.7
Is CUDA available: N/A
CUDA runtime version: Could not collect
GPU models and configuration: Could not collect
Nvidia driver version: Could not collect
cuDNN version: Could not collect

Versions of relevant libraries:
[pip3] numpy==1.18.1
[pip3] numpydoc==0.9.2
[pip3] torch==1.3.0a0+d53d9a4
[pip3] torchvision==0.4.2
[conda] blas                      1.0                         mkl  
[conda] mkl                       2019.4                      233  
[conda] mkl-service               2.3.0            py37hfbe908c_0  
[conda] mkl_fft                   1.0.15           py37h5e564d8_0  
[conda] mkl_random                1.1.0            py37ha771720_0  
[conda] numpy                     1.18.1           py37h7241aed_0  
[conda] numpy-base                1.18.1           py37h6575580_1  
[conda] numpydoc                  0.9.2                      py_0  
[conda] torch                     1.3.0a0+d53d9a4           dev_0    <develop>
[conda] torchvision               0.4.2                    pypi_0    pypi
```
Repository: terminal
Issue: Feature Request: Reduce cursor blinking to save battery life
Labels: Area-Performance,Area-TerminalControl,Product-Terminal,Issue-Task

# Description of the new feature/enhancement

In several more modern UI experiences in Windows, the blinking cursor effect has been changed to reduce battery impact - I'm proposing Terminal should do the same.  The cursor stops blinking after a period of inactivity to save on the amount of CPU/GPU cycles spent running the animation, updating the graphics, updating the screen, stuff like that.

To see an example of this in action, use Outlook.  Start writing an e-mail, type a little bit, then pause your typing for several seconds.  The cursor will go solid and stop blinking.

It sounds crazy that this could have a meaningful battery impact - but it certainly can.  I implemented this feature in Silverlight for Windows Phone, and my team did it for XAML in UWP.  In both cases the battery impact far exceeded my expectations - and this is no doubt why Outlook did it too.

# Proposed technical implementation details (optional)

The way this works in XAML, Outlook, etc. is that a 5 second timer is started after a key is let up.  At the end of that 5 seconds the cursor is set to a solid 'on' state.  Note that the cursor stays solid while you type too, so it stays in this 'on' state until you pause, then blinks for a few seconds, then goes back to solid.

This may have extra complexity in terminal due to block cursors and stuff like that, but it would be the rough sketch of what to do.
Repository: godot
Issue: Removing noise from noise texture doesn't update it to empty in the editor
Labels: bug,topic:core,topic:editor,confirmed

**Godot version:**
3.2.1

**Issue description:**
![3AgxhjJ7dy](https://user-images.githubusercontent.com/2223172/79021524-0b104c00-7b7c-11ea-81c0-2d666dd5e791.gif)
It shows correctly after running game or reloading scene, so it's minor thing.
Repository: excalidraw
Issue: Modify Sentry error logging
Labels: enhancement

- [ ] don't log known non-errors
- [ ] don't log same errors multiple times per session

Rationale:

- We're getting flooded by invalid errors either from extensions or some arcane browser bugs that we can't do anything about (e.g. the `window.__pad.performLoop` Safari error).

Inspiratiation:

- https://github.com/codesandbox/codesandbox-client/blob/master/packages/common/src/utils/analytics/sentry.ts
- https://github.com/expo/expo/blob/master/docs/common/sentry-utilities.js
Repository: godot
Issue: Invalid script extension is also invalid path
Labels: discussion,topic:editor,usability

**Godot version:**
3.2.1

**Issue description:**
![vB4BVUbTtM](https://user-images.githubusercontent.com/2223172/79026379-ed95af00-7b88-11ea-9d3d-3708c9fec5fb.gif)
Shouldn't it be only the latter? Both paths are technically valid.
Repository: rust
Issue: De-stabilize target spec JSON 
Labels: A-stability,T-compiler,A-target-specs

In a recent [Zulip discussion](https://rust-lang.zulipchat.com/#narrow/stream/131828-t-compiler/topic/Stability.20guarantees.20of.20custom.20target.20specifications), it was noted that we currently consider JSON target specifications unstable, in the sense that options are relatively freely added and removed.

Currently, the compiler will load target specifications from three places.

If a triple is passed without trailing ".json":
 * a built-in list, specified as Rust structs
 * `$RUST_TARGET_PATH`, split like PATH on the system we're running on, or, if not set, the current directory.
   * we then attempt to load `$triple.json` from the directories listed

If a triple is passed with .json, then we directly attempt to load that file path (relative or absolute).

This is the history as best as I can tell:
 * Original `--target` support, including RUST_TARGET_PATH, was implemented in #16156.
 * Trailing .json leading to a file lookup was added by @phil-opp in #49019.

I cannot currently find any explicit discussion around stability, but presumably that discussion did happen at some time, happy to receive links to it. I would like to propose that we de-stabilize the RUST_TARGET_PATH and file-path loading, making only built-in targets usable. To my knowledge, this essentially is already the status quo: you need to build core/std to actually use a target, and that's not possible on beta/stable without intentional stability holes like RUSTC_BOOTSTRAP.
Repository: flutter
Issue: Enable EqualsHashCode check in engine java files
Labels: team,engine,dependency: android,P2,team-engine,triaged-engine

Both the framework as well as Google3 enforce requiring override of both equals and hashCode if either is overridden. We should enable this in the engine as well to prevent Google3 roll breakages such as:

```
flutter_engine/shell/platform/android/io/flutter/plugin/editing/InputConnectionAdaptor.java:64: error: [EqualsHashCode] Classes that override equals should also override hashCode.
    public boolean equals(Object o) {
                   ^
```
Repository: rust
Issue: Bad error message using shared borrow of non-sync type across await point
Labels: A-diagnostics,A-trait-system,T-compiler,C-bug,A-async-await,AsyncAwait-Triaged,WG-async

<!--
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along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
struct NonSync(*const ());
unsafe impl Send for NonSync {}

impl NonSync {
    async fn foo(&self) {}
    async fn bar(&mut self) {}
}

fn require_send(_: impl Send) {}

fn main() {
    require_send(async {
        let mut foo = NonSync(std::ptr::null());
        foo.foo().await;
    });
    
    require_send(async {
        let foo = NonSync(std::ptr::null());
        foo.bar().await;
    });
}
```

I expected to see this happen: one of three things:

1. Both branches compile
2. Both branches don't compile
3. `foo` branch doesn't compile, but `bar` branch does, and error message explains that `&T` is non-sync while `&mut T` is sync `where T: !Sync`

Instead, this happened: *explanation*

`foo` branch doesn't compile, but `bar` branch does, error message implies that the error is a lifetime issue rather than related to shared vs exclusive borrowing.

```
error: future cannot be sent between threads safely
  --> src/main.rs:12:5
   |
9  | fn require_send(_: impl Send) {}
   |    ------------         ---- required by this bound in `require_send`
...
12 |     require_send(async {
   |     ^^^^^^^^^^^^ future returned by `main` is not `Send`
   |
   = help: within `NonSync`, the trait `std::marker::Sync` is not implemented for `*const ()`
note: future is not `Send` as this value is used across an await
  --> src/main.rs:14:9
   |
14 |         foo.foo().await;
   |         ---^^^^^^^^^^^^- `foo` is later dropped here
   |         |
   |         await occurs here, with `foo` maybe used later
   |         has type `&NonSync`
help: consider moving this into a `let` binding to create a shorter lived borrow
  --> src/main.rs:14:9
   |
14 |         foo.foo().await;
   |         ^^^^^^^^^
```

### Meta

I ran this code using the latest stable (1.42.0) and nightly (1.44.0-nightly (2020-04-09 94d346360da50f159e0d)) versions of the compiler. Same error message occurs both times.
Repository: godot
Issue: Signal list isn't updated immediately after adding script
Labels: bug,topic:editor,confirmed,usability

**Godot version:**
3.2.1

**Steps to reproduce:**
1. Create a script with any signal
2. Select a node and go to signals tab
3. Attach the script to node
4. The signal won't appear until you re-select the node

**Minimal reproduction project:**
[ReproductionProject.zip](https://github.com/godotengine/godot/files/4463686/ReproductionProject.zip)
Repository: godot
Issue: New class not highlighted in previously opened scripts
Labels: bug,topic:gdscript,topic:editor

**Godot version:**
3.2.1

**Steps to reproduce:**
1. Create a few scripts (or use reproduction project)
2. Open all of them except 1
3. Add `class_name` to one of the scripts (e.g. `class_name MyCoolClass`)
4. Refer to this class in other scripts (e.g. `MyCoolClass.new()`

You will see that `MyCoolClass` is not colored as custom class. But when you open the remaining script, it will be colored there. This is due to old scripts not refreshing class list upon adding class.

**Minimal reproduction project:**
[ReproductionProject.zip](https://github.com/godotengine/godot/files/4463753/ReproductionProject.zip)
Repository: rust
Issue: Implement interpolation methods in std
Labels: T-libs-api,C-feature-request

Currently, linear interpolation (aka `lerp`) and `midpoint` don't exist in std.
But exists in C++20 forwards. It would be nice to have them.

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Repository: terminal
Issue: Support HTM (headless terminal multiplexer) for remote pane/tab management
Labels: Issue-Feature,Area-UserInterface,Area-Extensibility,Product-Terminal

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# Description of the new feature/enhancement

<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
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As mentioned in #3656, it would be great to have `tmux` control mode support for Windows. More abstractly, it would be especially great if there was remote pane/tab management available at all, through any terminal multiplexer (not just `tmux`). In fact, @MisterTea's [EternalTerminal](https://github.com/MisterTea/EternalTerminal) has such a terminal multiplexer called "HTM" (headless terminal multiplexer). It is being adopted by Hyper.js (see https://github.com/zeit/hyper/pull/2988) and would seem to have a simpler client-side implementation than `tmux` control mode.

To be extra clear: I really want to be able to open a connection to a remote machine, then use Windows Terminal to split a pane in two, revealing two terminal inputs for the same remote machine - or use a new tab hotkey do to the same for a tab instead of a pane. It seems like HTM might be an easy way to go forward.

# Proposed technical implementation details (optional)
I'm not sure. Maybe @MisterTea would have some ideas. But from [a quick glance through the HTM source code,](https://github.com/MisterTea/EternalTerminal/blob/6fb4daf82845c4dca4f609694a3ffb921fea25c3/src/htm/HtmHeaderCodes.hpp) it would appear that one might start by parsing and interpreting its header codes.

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Repository: flutter
Issue: [google_maps_flutter] Updating marker position with change in Lat-Lng position of marker
Labels: c: new feature,p: maps,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

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I am making a vehicle tracking administration app using flutter. I have implemented the maps in the app using the ```google-maps-flutter``` plugin. **The part I am stuck is how to update the marker position when there is a change in the location of the vehicle**.  My location data of the vehicles are stored in the firestore database which I can get into the app using the ```StreamBuilder ```.

I found a ```updateMarker``` function inside the plugin code but don't know how to implement it.
![stackoverflow question](https://user-images.githubusercontent.com/32545664/79034093-fb6f2280-7bd0-11ea-83df-4ff644797fff.jpg)

If I can not ask this type of here: I have asked the same problem in StackOverflow too the link is here:[https://stackoverflow.com/questions/61136968/updating-marker-position-with-change-in-lat-lng-position-of-marker-in-google-map]( https://stackoverflow.com/questions/61136968/updating-marker-position-with-change-in-lat-lng-position-of-marker-in-google-map)
Repository: rust
Issue: Consider skipping 'unused import' lint for traits when errors have occured
Labels: C-enhancement,A-lints,T-compiler

The following code:

```rust
trait Foo {
    fn dummy(&self) {}
}
impl Foo for bool {}

mod bar {
    use super::Foo;
    fn contains_error() {
        let a = missing_method();
        a.dummy();
    }
}
```

gives the following output:

```
error[E0425]: cannot find function `missing_method` in this scope
 --> src/lib.rs:9:17
  |
9 |         let a = missing_method();
  |                 ^^^^^^^^^^^^^^ not found in this scope

warning: unused import: `super::Foo`
 --> src/lib.rs:7:9
  |
7 |     use super::Foo;
  |         ^^^^^^^^^^
  |
  = note: `#[warn(unused_imports)]` on by default
```

I think the 'unused import' lint firing is questionable. If the trait in question is being imported only for its methods, then the user will never actually write down the trait name in their code. As a result, introducing a seemingly unrelated compilation error during development may cause a method to no longer be resolved (`a.dummy()` in this example), resulting in the trait appearing unused.

However, the fact that the trait appears unused here is only because we weren't able to perform method resolution. If the user decides to remove the import, they'll end up with a *new* compilation error after fixing the original one, requiring them to revert their change.

I think we should suppress the `unused_imports` for traits if we encountered any errors before method resolution (or maybe before type-checking). The lint will still fire if there are other errors (e.g. borrowcheck) or no errors, but we won't give users this kind of false positive.
Repository: pytorch
Issue: Any reference to LPPool2d
Labels: module: docs,triaged

## 📚 Documentation

<!-- A clear and concise description of what content in https://pytorch.org/docs is an issue. If this has to do with the general https://pytorch.org website, please file an issue at https://github.com/pytorch/pytorch.github.io/issues/new/choose instead. If this has to do with https://pytorch.org/tutorials, please file an issue at https://github.com/pytorch/tutorials/issues/new -->

Hi all,
      I found the LPPool2d & LPPool1d in the pytorch implementation, but there is no reference provided in the documents. And I didn't find the related paper explaining why it works. Any related paper would be helpful, thanks!