sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Can't animate a Shape2D using "Add Track" button
Labels: discussion,topic:editor,usability

**Godot version:**

Godot 3.1.1 Mono Stable

**OS/device including version:**

Windows 8.1

**Issue description:**

Using the "Add Track" button, a CollisionShape2D's `shape` property can be animated, but there is no way to animate `shape:extents:x` or `shape:radius` without manually typing the property name into the property path text box. Because of this issue, I always thought collision shapes couldn't be animated, and I think others may have been confused into thinking this too.

To animate a Shape2D, the CollisionShape2D has to be selected in the scene tree. Keys will appear next to the shape's properties, allowing them to be animated. There is no way to do this using the "Add Track" button in the animation player. Instead, only the shape itself can be animated, which is usually not desirable because a Resource can't be animated over time.

I don't know what the UX for keying a Shape2D through the 'Add Track' menu should be, or what would be simplest to implement. This problem applies to keying all resources' properties, not just collision shapes.

One idea is to display the properties of the current resource in the "Select Property" menu:

![image](https://user-images.githubusercontent.com/42157525/69393797-2ac7d600-0ca8-11ea-83af-69d86c2c8c08.png)

It's confusing that there are two ways to add animation tracks, and neither of them can key everything the other can.

The key button in the inspector can't do these things (as far as I know):

* Add 3D transform tracks
* Add call method tracks
* Add audio playback tracks
* Add animation playback tracks

The "Add Track" button can't add keys for properties of resources (like the size of CollisionShapes).

To prevent confusion, I think these features should meet one of these conditions:

* One of them should be able to do everything, and the other can be for convenience,
* _or_ both of them should have feature parity,
* _or_ one of them should be merged into the other so there is one, consistent way to key animations

**Steps to reproduce:**

With an AnimationPlayer and a CollisionShape2D in a scene, try to animate the CollisionShape2D's Shape resource.

a) Select the CollisionShape2D in the scene. Open its shape in the inspector, and add a key for its extents (if its a RectangleShape2D). This allows you to animate the shape's properties over time.

b) Using the "Add Track" button, this isn't possible. Only the Shape2D resource itself can be animated. The only way to animate its properties is to manually add a dummy track and change its path to `CollisionShape2D:shape:extents` in the path text box.
Repository: godot
Issue: Incorrect scene thumbnail when saving from script editor
Labels: bug,topic:editor,confirmed

**Godot version:**
3.1.1

**OS/device including version:**
Windows 10 x64

**Issue description:**
When saving scenes from the script editor using Ctrl+S,  the thumbnail used to preview the scene in the file browser uses the last thing the editor viewport saw, even if it was from a different scene.  With multiple tabs, switching between code editors means overwriting the thumbnails of the associated scenes with the preview of the last scene which was viewed from the 2d editor before switching to the script editor.  (I haven't tested this with the 3d editor but assume it does the same.)
Repository: pytorch
Issue: [feature request] A way to restore/assign tensor _version
Labels: feature,module: autograd,triaged

I'm doing some manual inplace tensor manipulation in custom autograd functions. I have to work with `.data` directly because otherwise version tracking errors out. It would be nice to allow save/restore tensor versions when it's needed. Currently `tensor._version` is not writable. (related https://github.com/pytorch/pytorch/issues/23756, cc @ezyang @SsnL @albanD @zou3519 @gqchen)
Repository: godot
Issue: ResourceLoader.LoadInteractive() returns null on cache hit
Labels: bug,topic:core,confirmed

**Godot version:**
 v3.2.beta1.mono.official

**OS/device including version:**
Ubuntu 18.04.3 LTS

**Issue description:**
The first call to `ResourceLoader.LoadInteractive("res://somescene.tscn")` works as expected. Future calls return `null` and throw some error, instead of returning the cached version (`ResourceLoader.HasCached("res://somescene.tscn")` returns `true`).

[Relevant doc](https://docs.godotengine.org/en/3.1/classes/class_resourceloader.html#class-resourceloader-method-has-cached):
> "...it is cached in memory for faster access, and future calls to the load or load_interactive methods will use the cached version."

**Steps to reproduce:**
- Transition from scene A -> scene B using `ResourceLoader.LoadInteractive("res://sceneB.tscn")`
- Go back to scene A
- Print out `ResourceLoader.HasCached("res://sceneB.tscn")`, assert it's `true`
- Try to transition again from scene A -> scene B using `ResourceLoader.LoadInteractive("res://sceneB.tscn")`. You will get this error:
    - `E 0:00:04:0811   load_interactive: Resource: 'res://sceneToLoad.tscn' is already being loaded. Cyclic reference?`
- The returned value from the `LoadInteractive()` call will be null. 

**Minimal reproduction project:**
[resource_loader_cache_bug.zip](https://github.com/godotengine/godot/files/3878333/resource_loader_cache_bug.zip)

- Press "space" to transition to scene B
- Press "space" again to transition to scene A
- Press "space" again to transition to scene B. Godot should crash with the above errors. 

I have included `GD.Print()` statements that show what I am talking about. I believe this is a bug (unless I am doing something wrong ;) ). Contact me with any concerns!
Repository: TypeScript
Issue: RangeError: Maximum call stack size exceeded (with await nested promises)
Labels: Bug,Crash

<!--
Please try to reproduce the issue with the latest published version. It may have already been fixed.
For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly
-->
**TypeScript Version:** 3.8.0-dev.20191122

**Code**

- source code
```ts
interface PromiseAction extends Promise<Action> {}
type Action = {type: string} | PromiseAction;
const createFooAction = async (): Promise<Action> => {type: "foo"};
```
- tsconfig.json
```json
{
  "compilerOptions": {
    "target": "es2017",
    "allowSyntheticDefaultImports": true,
    "module": "commonjs",
    "moduleResolution": "node",
    "noImplicitAny": true,
    "noImplicitReturns": true,
    "noImplicitThis": true,
    "noUnusedLocals": true,
    "noUnusedParameters": true,
    "strictNullChecks": true,
  },
  "include": ["src/**/*"]
}
```

**Expected behavior:**

succeed type check or raise some error

**Actual behavior:**

tsc crashes with `RangeError: Maximum call stack size exceeded`

```
$ npm run check

> @ check /Users/okamoto-k/sandbox
> tsc --noEmit

/Users/okamoto-k/sandbox/node_modules/typescript/lib/tsc.js:78686
                throw e;
                ^

RangeError: Maximum call stack size exceeded
    at getPromisedTypeOfPromise (/Users/okamoto-k/sandbox/node_modules/typescript/lib/tsc.js:49700:42)
    at getAwaitedType (/Users/okamoto-k/sandbox/node_modules/typescript/lib/tsc.js:49758:32)
    at getAwaitedType (/Users/okamoto-k/sandbox/node_modules/typescript/lib/tsc.js:49751:46)
    at getAwaitedType (/Users/okamoto-k/sandbox/node_modules/typescript/lib/tsc.js:49767:35)
    at getAwaitedType (/Users/okamoto-k/sandbox/node_modules/typescript/lib/tsc.js:49751:46)
    at getAwaitedType (/Users/okamoto-k/sandbox/node_modules/typescript/lib/tsc.js:49767:35)
    at getAwaitedType (/Users/okamoto-k/sandbox/node_modules/typescript/lib/tsc.js:49751:46)
    at getAwaitedType (/Users/okamoto-k/sandbox/node_modules/typescript/lib/tsc.js:49767:35)
    at getAwaitedType (/Users/okamoto-k/sandbox/node_modules/typescript/lib/tsc.js:49751:46)
    at getAwaitedType (/Users/okamoto-k/sandbox/node_modules/typescript/lib/tsc.js:49767:35)

```

**Playground Link:** <!-- A link to a TypeScript Playground "Share" link which demonstrates this behavior -->
http://www.typescriptlang.org/play/#code/JYOwLgpgTgZghgYwgAgApQPYFtgGcICCCYwGIyEAHpCACa5qY74A8RJZAfMgN4C+AKDABPAA4p2pcgF5eI8QC5kuMFFABzPsgA+jbHkLEpAbgEIyK5AigQ4kAGIYMkssllxcwkAmQAKAJRK6PqsLiDc0tw8yPIQSgBEME7xyHymQA

**Related Issues:** 

I couldn't find it.
Repository: rust
Issue: Missing braces in macro_rules rule cause unrelated parser error
Labels: A-diagnostics,A-macros,T-compiler,D-terse

The following piece of code errors with a parser error at the `!`, because it doesn't expect an expression. I wonder if we could improve the diagnostics here by rewinding to the `=>` and reparsing with an expression parser.

```rust
macro_rules! foo {
    () => panic!(),
}

```

([Playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=7baac6ef007d7a0269060160d8fe097d))

Errors:

```
   Compiling playground v0.0.1 (/playground)
error: no rules expected the token `!`
 --> src/lib.rs:2:16
  |
2 |     () => panic!(),
  |                ^ no rules expected this token in macro call

error: aborting due to previous error

error: could not compile `playground`.

To learn more, run the command again with --verbose.

```
Repository: rust
Issue: Provide UnixPath and WindowsPath (ditto PathBuf) on all platforms
Labels: T-libs-api,C-feature-request,A-io

Some applications need to manipulate Windows or UNIX paths on different platforms, for a variety of reasons: constructing portable file formats, parsing files from other platforms, handling archive formats, working with certain network protocols, and so on.

We already have the code in the standard library to manipulate both Windows paths and UNIX paths.

I would propose that we either always support both (as `UnixPath`/`UnixPathBuf` and `WindowsPath`/`WindowsPathBuf`) and alias one of those to `Path`/`PathBuf`, or that we at least extract that code and upload it verbatim as a standard crate in the ecosystem that specifically documents itself as containing the exact code from the corresponding version of the Rust standard library.

I personally think this seems useful enough to include in std, but either solution would potentially work.

cc @sunshowers who mentioned needing this.
Repository: vscode
Issue: Option to widen the command palette
Labels: feature-request,quick-pick

<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
I have a number of files that are quite deep in the file structure and some of them share names at least partially. It's a common occurrence that I will search for a file, get several options, and be unable to discern which of the results are the exact one I'm looking for.

I want to be able to
a) Make the width of the command palette increase automatically to include the full path
b) Manually set a px width for the command palette

PS. If there is a way to do either of these already, I have been unable to find it, and would appreciate being told how.
Repository: godot
Issue: Wireframe mode does not work when using PRIMITIVE_TRIANGLE_FAN
Labels: topic:rendering,documentation,topic:3d

**Godot version:**
Both 3.1.1 and 3.2 beta1.99
**OS/device including version:**
window  GLES3
**Issue description:**
The mesh I created with the triangle fan cannot be shown as a wireframe.
But Mesh.PRIMITIVE_TRIANGLES does not have this problem.
And GLE2 doesn't work either.

**Steps to reproduce:**
        var arrs = Array()
	arrs.resize(Mesh.ARRAY_MAX)
	var vertexs = PoolVector3Array([
		Vector3(0, 5, 0),
		Vector3(1, 5, 0),
		Vector3(1, 5, 1)
	])
	arrs[Mesh.ARRAY_VERTEX] = vertexs
	var mesh = ArrayMesh.new()
	mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLE_FAN, arrs)

**Minimal reproduction project:**
Repository: rust
Issue: Using std::borrow::Borrow has sneaky consequences
Labels: E-hard,C-enhancement,A-diagnostics,T-compiler,C-bug

Consider the following playground that compiles fine:
https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=d735c0950cb1b25e8ff19e6a5c9d0445
```
use std::sync::Mutex;
use std::cell::RefCell;
//use std::borrow::Borrow;

struct A {
    child: Mutex<RefCell<i32>>,
}

impl A {
    fn is_good(&self) -> bool {
        let cell = self.child.lock().unwrap();
        let opt_target = cell.borrow();
        *opt_target > 1
    }
}



```
Uncommenting the `use std::borrow::Borrow;` breaks it quite badly:
```
error[E0369]: binary operation `>` cannot be applied to type `std::sync::MutexGuard<'_, std::cell::RefCell<i32>>`
  --> src/lib.rs:13:21
   |
13 |         *opt_target > 1
   |         ----------- ^ - {integer}
   |         |
   |         std::sync::MutexGuard<'_, std::cell::RefCell<i32>>
   |
   = note: an implementation of `std::cmp::PartialOrd` might be missing for `std::sync::MutexGuard<'_, std::cell::RefCell<i32>>`

```
This problem does not appear when there is no `RefCell` inside the `Mutex`.
This creates confusion when the same function works in a module and not in another.
Especially when Borrow is not implemented directly by `Mutex` or `MutexGuard` it is quite hard to understand what happens here, I guess it is due to a blanket implementation since `RefCell<i32>` is `Sized`.

My main issue in this situation is that I spent a lot of time facing this compilation issue in a module whereas the same kind of code worked in multiple other modules. I had to comment/remove every other struct/impls/use in the module until I found the culprit. 
Maybe the error message could be improved to hint at traits in scope that could alter the expected behavior ?

The issue appeared on stable and nightly (rustc 1.41.0-nightly (53712f863 2019-11-21)).
Repository: TypeScript
Issue: Provide a clear and explicit TypeScript pkg.types alternative, such as pkg.typescriptTypes
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 help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ, especially the "Common Feature Requests" section: https://github.com/Microsoft/TypeScript/wiki/FAQ

-->

## Search Terms

package.types, package.json types, types, typings, ts-types

## Suggestion

It would be great if TS provided an additional alias for `package.json`'s `types`/`typings` fields.

This new alias should make it clear it refers to TypeScript types, so that projects that provide more than one type system can avoid ambiguity.

A possible solution would be a new `ts-types` field.

## Use Cases

<!--
What do you want to use this for?
What shortcomings exist with current approaches?
-->

See "Suggestion"

## Examples


```json
{
  "name": "my-library",
  "ts-types": "ts-types/index.d.ts"
}
```

## Checklist

My suggestion meets these guidelines:

* [x] 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).
Repository: kubernetes
Issue: Improve Kubernetes events to be CloudEvents 1.0 compatible
Labels: sig/api-machinery,kind/feature,sig/instrumentation,lifecycle/frozen

As of today, Kubernetes already provides extension points by emitting events by different SIGs - This is great!

However, there are a few hurdles:
- The **event contract is specific to Kubernetes** which makes it harder to integrate with
- **Events do not have a unique subjects** which consumers can use to subscribe to and have to figure it out themselves
- There is **poor documentation** on what event is being emitted when

**What would you like to be added**: Now that [CloudEvents](https://cloudevents.io/) has reached the 1.0 milestone it would be good if Kubernetes could start emitting events in that format.

As part of that transition, I would *love* to use this change to build a centralized list with all the events and their subjects to make it easier to consume htem.

**Why is this needed**: Emitting events according to the CloudEvent specification would make it easier for external tools and vendors to plug in and extend Kubernetes where they have to.

/cc @clemensv
Repository: react
Issue: What will suspense look like for the streaming case?
Labels: Type: Discussion,Component: Suspense

<!--
  Note: if the issue is about documentation or the website, please file it at:
  https://github.com/reactjs/reactjs.org/issues/new
-->

**Do you want to request a *feature* or report a *bug*?**

A discussion, at the request of @gaearon. 

### Questions

I'm very curious what the public API will be for Suspense in streaming cases. The work I do or have pretty much always done in React involves dealing with streams of data, generally coming over a web socket. What will it look like? Will it be easy for users to implement/use? Is a promise/thenable an appropriate type for dealing with this even internally, given that the first value may never show up?

### Desire

The ability to leverage suspense to "suspend" until the first of many values arrives from a stream of data coming from any source. For the sake of conversation, we'll say a web socket.


### Constraints

- The first value may never arrive
- The source may close without error, having never provided a value
- There must be an ergonomic teardown mechanism, for example how developers can currently teardown in the returned function of `useEffect` or in `componentWillUnmount`.
- There may be more than one value returned by the streaming source

### Optional constraints

- The first N values form the source may be synchronous (followed by asynchronous values)

### Scenario

A simple app with two routes, one where the app needs to open a web socket connection and collect streaming data, and the other where the socket connection should be closed. The values from the web socket may take long enough that the developer will want to move to that routed component right away and show some spinner with suspense until the first bit of data arrives. If the user navigates to the first route, then leaves before the first value arrives, what happens?

My concern is, that if, even internally, the mechanism is a promise or thenable, there is a chance leaks will be created in the event that the source of that first value is torn down before the first value arrives. The only way, with a thenable or promise, to avoid that chance would be to make sure that the teardown mechanism was somehow tied to the thenable, so that the thenable to be rejected (or resolved) with a known value, such that it will be "settled".
Repository: go
Issue: cmd/cover: inconsistent NumStmt when //line clauses are used with Go 1.13.4
Labels: help wanted,NeedsInvestigation,compiler/runtime

This seems to be the same as https://github.com/golang/go/issues/27350 but still happens even after running `go fmt` which was the recommended fix in that issue (and also in a release that includes https://github.com/golang/go/commit/d6899463029d8ab0d73c992ccf6639f095435b84 which was intended to mitigate it).

Removing all `//line ` comments from the file allows it to pass.

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.13.4 linux/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
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/jesse/.cache/go-build"
GOENV="/home/jesse/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/jesse/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/home/jesse/go/src/github.com/timberio/go-datemath/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 -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build279863626=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->

Using this repo, which uses `goyacc` to generate `datemath.y.go`, https://github.com/timberio/go-datemath

```
$ go test -coverprofile=c.out && go tool cover -html=c.out
PASS
coverage: 71.4% of statements
ok      github.com/timberio/go-datemath 0.003s
cover: inconsistent NumStmt: changed from 2 to 1
```

I see the same issue using the example in the `goyacc` directory:

https://github.com/golang/tools/tree/master/cmd/goyacc/testdata/expr

When adding a dummy test file:

```
$ cat expr_test.go
package main

import "testing"

func TestFoo(t *testing.T) {
}
```

and then running:

```
$ go generate && go fmt && go test -coverprofile=c.out && go tool cover -html=c.out
PASS
coverage: 0.0% of statements
ok      golang.org/x/tools/cmd/goyacc/testdata/expr     0.003s
cover: inconsistent NumStmt: changed from 1 to 2
```

### What did you expect to see?

The coverage pulled up in the browser.

### What did you see instead?

```
PASS
coverage: 71.4% of statements
ok      github.com/timberio/go-datemath 0.006s
cover: inconsistent NumStmt: changed from 2 to 1
```
Repository: PowerToys
Issue: Fancy Zones: Windows should remember their last virtual desktop location after reboot
Labels: Idea-Enhancement,Product-FancyZones,FancyZones-VirtualDesktop

# Summary of the new feature/enhancement
When Windows reboots, it does not remember which virtual desktop it was last placed on.  This forces the user to re-sort all the windows into the desired virtual desktop after reboot.  Fancy Zones could keep track of which virtual desktop each window was last on and automatically move it to the correct virtual desktop when it is launched again.