sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: create-react-app
Issue: replace dotenv with dotenv-webpack?
Labels: issue: proposal

### Is this a bug report?
No

### Description
We are using a .env file to make configuration changes easy between our different environments and it works great.
However, the way that `dotenv` works it not particularly interesting as it:
1. bloats the code (even minified)
2. exposes all environment variables right next to each other (the values will become public anyway, but you don't need them to be right next to each other)

In our codebase, we have a couple of variables and this block is inserted six times into our code:
![Image of Yaktocat](https://i.snag.gy/inUlpI.jpg)

In a project without create-react-app I've been using dotenv-webpack with great success. It effectively replaces your call to an environment variable with the value itself, minimizing code bloat.

I believe this would be a small change in the code, but I was wondering if there are reasons not to do this? If there is no reason not to switch it, I would like to work on a PR.
Repository: TypeScript
Issue: Request (probably long-term) type compilation debugger
Labels: Suggestion,Needs Proposal

## Search Terms

`debug type`, `debug types`, `debug compilation`

## Related

- #3318 about debugging the compiler; with enough knowledge of tsc it probably could be used for this but that’s quite a barrier
- #29937 about logging types and other strings during compilation

## Suggestion

This is probably a huge amount of work, but as Typescript’s type system becomes more and more expressive and complex, it also becomes harder to reason about and know why things are not doing what you want (or, sometimes, why they are doing what you want). For more complex type expressions, there is a lot of trial and error, and even when you get it working it can be a complete mystery _why_ it’s now working.

For runtime issues, we have a solution to that: the debugger. For compile-time issues, we’re stuck instead with trying to break up our code into separate types to see the result at each step—and even that isn’t completely effective, because being a separate alias rather than just in-lined code can actually change behavior!

Obviously, this would be a huge effort. I certainly don’t expect anything like it any time soon. But as a long-term goal, I think it’s only going to become more and more necessary. Already we have cases where Typescript doesn’t reason about types as completely as it could _explicitly because_ we lack a debugger to track it down—see [Ryan’s comment here](https://github.com/Microsoft/TypeScript/issues/14094#issuecomment-373492422) where `{ type: "foo"; } & { type: "bar"; }` is not narrowed to `never` because of concerns about some conflict deep in the object tree causing the entire type to resolve to an opaque `never` with no way of figuring out why.

So this is kind of a question/suggestion: is this something the TS team is interested in/would like to do “someday,” and if not, I’m suggesting it should be.

## Use Cases

Any complex type.

## Examples

I don’t have specific suggestions for what the debugging would look like. Stepping through a type evaluation in VS Code would be awesome (it has a debugger already for running the code, obviously), but really anything that exposes more of what’s going on so we can make more informed choices about our types would be good.

## 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: storybook
Issue: Change theme to dark if user has dark mode enabled using prefers-color-scheme media query 
Labels: feature request,documentation,theming

Chrome and Safari will soon support the [prefers-color-scheme](https://caniuse.com/#search=prefers-color-scheme%3A) media query. Let's respect that since Storybook has a dark theme already


**Are you able to assist bring the feature to reality?**
yes
Repository: flutter
Issue: After some number of failures, retry pub get with the --offline flag
Labels: c: new feature,team,tool,a: annoyance,P3,team-tool,triaged-tool

When I run an app from IntelliJ and my computer is offline, it tries to do a pub get, and fails (this is usually when it has needed to rebuild the flutter tool because I committed a change).  It doesn't actually need to fetch anything, however, the data is already in the pub cache. (For that matter, it doesn't need to rebuild flutter either, but...).

Is it possible to just try pub get once, and if the connection isn't there, try and run without fetching anything?  Sure, if you don't have your dependencies it'll fail, but it's going to do that anyhow if there is no network.  This way, at least if you really did already have the packages you needed, working offline would be a possibility.

So, the repro environment is:
1. Turn off network
1. Make a change to the flutter repo.
2. Commit the change locally.
3. Try to run an app.
4. Flutter command rebuilds, tries to do pub get, and fails after 8 retries (a couple of minutes).
5. Developer cries out in anguish.

What I'd like to see is:

3. Try to run an app
4. Flutter tries `pub get`, fails once, then tries `pub --offline get` and succeeds.
5. App runs.
Repository: rust
Issue: Document and clean up ty::print some more.
Labels: C-cleanup,A-pretty,T-compiler

In order to get #58140 merged before it bitrots again, and needs an eleventh rebase, I've left some of the review comments (by @nikomatsakis) unresolved.

There's also a few things, such as const generics, `$(...)?` in macros, etc. that weren't possible when the PR was originally authored, but can be taken into account now.
Repository: flutter
Issue: The engine should be tested with AddressSanitizer
Labels: engine,P2,team-engine,triaged-engine
Repository: kubernetes
Issue: emptyDir persistent volumes
Labels: sig/storage,kind/feature,lifecycle/frozen

**What would you like to be added**:
I need a volume accessible from different pods on each node, serving as a **shared file cache**. In my case it should be a `tmpfs` volume to provide maximum speed, so I'd use `emptyDir` with `medium: Memory`. 

Therefore I'd like `emptyDir` to be available in `PersistentVolumeSpec` just like all other volume sources.

**Why is this needed**:
Currently (AFAIK) the only way to achieve this is to:
- `mkdir` on each node's host filesystem at some predefined path
- optionally mount a `tmpfs` volume there
- create a `PersistentVolume` of type `hostPath` or `local` to mount that path

This method seems very "un-kubernetic" to me and could be easily automated.
Even pure Docker can do this:
```
docker volume create --driver local --opt type=tmpfs --opt device=tmpfs \
       --opt o=size=100m,uid=1000 foo
```

There is an old similar issue #27732 but I don't think it has to be limited to `tmpfs` only.
Repository: TypeScript
Issue: Confusing error message for labels used before definition
Labels: Suggestion,Help Wanted,Good First Issue,Effort: Moderate,Domain: Error Messages,Domain: Related Error Spans,Experience Enhancement,PursuitFellowship

The following gives me an unexpected "TS1007: Jump target cannot cross function boundary error" in TS 3.3.33333

```
function foo() {
    for (let i = 0; i < 10; i++) {
        console.log(`${i}`);
        continue loopend;
    }

    loopend:
    console.log('end of loop');
}
```
Further investigation... you can jump to the start of the loop, so the error I would argue is that the error message is confusing.




[shareable link](https://www.typescriptlang.org/play/#src=%0D%0Afunction%20foo()%20%7B%0D%0A%20%20%20%20for%20(let%20i%20%3D%200%3B%20i%20%3C%2010%3B%20i%2B%2B)%20%7B%0D%0A%20%20%20%20%20%20%20%20console.log(%60%24%7Bi%7D%60)%3B%0D%0A%20%20%20%20%20%20%20%20continue%20loopend%3B%0D%0A%20%20%20%20%7D%0D%0A%0D%0A%20%20%20%20loopend%3A%0D%0A%20%20%20%20console.log('end%20of%20loop')%3B%0D%0A%7D%0D%0A)
Repository: scrcpy
Issue: View X Y coordinates
Labels: feature request

On occasion it is nice to automate a few things using ADB/monkeyrunner, but the process to get the X/Y coordinates to simulate touches can be a pain. It would really cool to integrate this somehow. Previous implementations have done this (e.g. droid@screen, Monkeyrunner Recorder). Great tool, thanks!
Repository: flutter
Issue: CustomPaint instances are really hard to test.
Labels: a: tests,framework,a: quality,P2,team-framework,triaged-framework

Our finders assume they will take a list of elements and evaluate to a list of elements.

CustomPaint is fine with this if you're looking for a `child` of it, but not if you want to find (for example) semantic information it baked into the `foreground` or `background`.  In that case, the semantics no longer correspond to elements, and our finders all work with elements, and most of our test actions take finders.
Repository: flutter
Issue: Path.combine() is Not Precise when  intersecting Paths with another Path.
Labels: engine,dependency: skia,a: quality,P3,team-engine,triaged-engine

I am using the `Path.combine()` operation to find all the intersecting `Paths` with another `Path`.

The necessary code:

```
Rect intersectPathBounds = intersectPath.getBounds();
        _paths.forEach((Path path, PenInfo penInfo) {
            if (path.getBounds().overlaps(intersectPathBounds )) {
              Path intersection = Path.combine(
                  PathOperation.intersect, intersectPath, path);

              if (!intersection.getBounds().isEmpty) {
                if (intersection.computeMetrics().any((ui.PathMetric metric) => metric.length > 0)) {
                  penInfo.penColor = Colors.red;
                }
              }
            }
          }
        });
```

Sometimes on small `Paths` even if they are clearly overlapping the `Path.combine()` does not return the expected result.

I drew some `Paths`.
![Screenshot_1552518082](https://user-images.githubusercontent.com/34401569/54320281-af783580-45ec-11e9-8563-3a11e8ab0ea0.png)

Now I am drawing the `Path` that should change the color of each intersected `Path` to red.
As you can see some of the intersected Paths stay black (In the blue squares. Instead they should be colored red.
![Screenshot_1552518105](https://user-images.githubusercontent.com/34401569/54320289-b606ad00-45ec-11e9-9026-7ab134b0e5d6.png)


Also there are `Paths` that return intersections even if the `Paths` are not actually intersecting (they are not even close).

```
My flutter doctor:

[√] Flutter (Channel stable, v1.2.1, on Microsoft Windows [Version 10.0.17134.648],
    locale de-DE)
    • Flutter version 1.2.1 at G:\Flutter\flutter
    • Framework revision 8661d8aecd (4 weeks ago), 2019-02-14 19:19:53 -0800
    • Engine revision 3757390fa4
    • Dart version 2.1.2 (build 2.1.2-dev.0.0 0a7dcf17eb)

[√] Android toolchain - develop for Android devices (Android SDK version 28.0.3)
    • Android SDK at G:\AndroidSDK
    • Android NDK location not configured (optional; useful for native profiling
      support)
    • Platform android-28, build-tools 28.0.3
    • ANDROID_SDK_ROOT = G:\AndroidSDK
    • Java binary at: G:\Android\jre\bin\java
    • Java version OpenJDK Runtime Environment (build 1.8.0_152-release-1248-b01)
    • All Android licenses accepted.
```

I also checked with flutter version 1.1.8, this issue already existed.
Repository: opencv
Issue: imgcodecs: avoid vulnerabilities in Jasper codec (JPEG-2000)
Labels: bug,category: imgcodecs

Jasper project has many opened vulnerabilities which are not get fixed for a long time.
Especially in version 1.900 which is used by OpenCV.

It is not safe to open external/untrusted JPEG-2000 images via `imread()`/`imdecode()`.
Perhaps it is not save to use encoder too via `imwrite()`/`imencode()`.

Possible alternative to Jasper codec is [OpenJPEG](https://github.com/uclouvain/openjpeg), which should replace Jasper in OpenCV in the future.

Changes:

-   Add runtime option `OPENCV_IO_ENABLE_JASPER`.
    Turned **OFF** by default (for current outdated code of Jasper 1.900).
    Prevents calling of Jasper code from OpenCV, prints warning message with the link on this issue.
    Users are still able to turn ON this option during runtime. **Use it at your own risk!**
    **PR**: https://github.com/opencv/opencv/pull/14059
    OpenCV versions: 3.4.6+ / 4.1.0+

-   Change CMake defaults: BUILD_JASPER=OFF.
    TBD

-   Change CMake defaults: WITH_JASPER=OFF
    TBD

---

- Jasper has been excluded from Ubuntu 18.04 distribution ([Ubuntu 16.04 package](https://packages.ubuntu.com/xenial/libjasper1))
- relates #5849
Repository: puppeteer
Issue: Modified request headers don't appear in response.request().headers()
Labels: feature

I'm doing something relatively simple in the request interception:

```javascript
const headers = request.headers();
const modifiedHeaders = { ...headers, "x-new-header": "true" };

request.continue({ headers: modifiedHeaders });
```

However, later, when I receive the callback for the response, this header is missing from the associated request:

```javascript
response.request().headers()["x-new-header"] !== "true";
```
I am trying to mark the request as modified so that later in the response I know this was one of my intercepted requests.
Repository: flutter
Issue: Deeper integration for package:test running on device
Labels: c: new feature,tool,t: flutter driver,P3,team-tool,triaged-tool

Relates to #26080

Right now you can run package:test tests on a device using Flutter driver but there's no easy way to get reports of failed tests and notify the host about them. In the meantime we can check the logs output for "Some tests failed."

Support for getting more fine-grained test reports could probably be added with some effort, either with Flutter driver or native testing frameworks (Espresso/XCUITest).

Creating as a tracking issue for pull requests relating to notifying the test runner about on-device test results.
Repository: godot
Issue: Errors when Godot try to import files which contains in name unallowed characters
Labels: enhancement,topic:editor,usability

**Godot version:**
Godot 3.1


**OS/device including version:**
Ubuntu 18.04


**Issue description:**
When I put into godot project, folders with names like :::\\::: (kopia) or ::::\\::Zdj?>, then Godot show a lot of errors:
```
ERROR: _scan_filesystem: Condition ' split.size() != 3 ' is true. Continuing..:
   At: editor/editor_file_system.cpp:237.
ERROR: _get_modified_time: Failed to get modified time for: res://::::\\::Zdj (kopia)
   At: drivers/unix/file_access_unix.cpp:292.
ERROR: _scan_new_dir: Cannot go into subdir: new folder
   At: editor/editor_file_system.cpp:736.
```

I think that godot should change name all of names which contains unallowed characters to corrent, like "::::??Zdjecia" -> "Zdjecia"

**Minimal reproduction project:**
[FFFFFFFFFFFFFFFFFFFF.zip](https://github.com/godotengine/godot/files/2969941/FFFFFFFFFFFFFFFFFFFF.zip)
Repository: rust
Issue: ARM needs a "thumb-state" target-feature to fix a recent breakage that `stdsimd` caused.
Labels: O-Arm,T-compiler

So recently [stdsimd added an intrinsic](https://github.com/rust-lang-nursery/stdsimd/issues/702) that was too liberal. The intrinsic needs to only be allowed in in [specific circumstances](https://github.com/rust-lang-nursery/stdsimd/issues/702#issuecomment-471179422), like so:

```rust
#[cfg(any(not(target_feature = "thumb-state"), target_feature = "v6t2"))]
```

Unfortunately we [don't currently](https://github.com/rust-lang-nursery/stdsimd/pull/704#discussion_r264111187) have a "thumb-mode" feature.

@gnzlbg said that before a PR for this change we should first have an issue with a ping to  @parched, @Amanieu, and @japaric , so that everyone can be on the same page about how to proceed.

**EDIT:** Within official ARM docs, using ARM or Thumb code is called the "state", not "mode", so we should stick with that naming system. The CPU's "mode" is reserved for a different concept.
Repository: godot
Issue: Conversion of Sprite using region to MeshInstance2D broken
Labels: bug,topic:editor,confirmed

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.1-stable


**OS/device including version:**
Windows 10


**Issue description:**
When converting a Sprite that uses region to MeshInstance2D, the resulting mesh is broken:
![broken mesh](https://github.com/lekoder/godot-issue-broken-sprite-to-mesh-convert/raw/master/broken.JPG)

**Steps to reproduce:**
* Add a sprite with region to scene
* Click "convert to 2d mesh"

**Minimal reproduction project:**
Get [Minimal reproduction project](https://github.com/lekoder/godot-issue-broken-sprite-to-mesh-convert) and try to convert the sprite.
Repository: pytorch
Issue: cuDNN error when using 3d convolutions
Labels: module: dependency bug,module: cudnn,triaged

## 🐛 Bug

The following simple script: https://gist.github.com/vlasenkov/b3aa7c12570fe0056fca3421453470ca crashes with the following traceback:
```
Traceback (most recent call last):
  File "models/unet/test.py", line 126, in <module>
    loss.backward()
  File "/opt/conda/lib/python3.6/site-packages/torch/tensor.py", line 102, in backward
    torch.autograd.backward(self, gradient, retain_graph, create_graph)
  File "/opt/conda/lib/python3.6/site-packages/torch/autograd/__init__.py", line 90, in backward
    allow_unreachable=True)  # allow_unreachable flag
RuntimeError: cuDNN error: CUDNN_STATUS_EXECUTION_FAILED
```



## To Reproduce

Run the code above on single GPU.

## Expected behavior

The script just successfully finishes.

## Environment
```
Collecting environment information...
PyTorch version: 1.0.1.post2
Is debug build: No
CUDA used to build PyTorch: 10.0.130

OS: Ubuntu 16.04.5 LTS
GCC version: (Ubuntu 5.4.0-6ubuntu1~16.04.10) 5.4.0 20160609
CMake version: version 3.5.1

Python version: 3.6
Is CUDA available: Yes
CUDA runtime version: 10.0.130
GPU models and configuration: 
GPU 0: Tesla V100-DGXS-32GB
GPU 1: Tesla V100-DGXS-32GB
GPU 2: Tesla V100-DGXS-32GB
GPU 3: Tesla V100-DGXS-32GB

Nvidia driver version: 410.79
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.7.4.1

Versions of relevant libraries:
[pip] Could not collect
[conda] blas                      1.0                         mkl  
[conda] magma-cuda100             2.1.0                         5    local
[conda] mkl                       2019.0                      118  
[conda] mkl-include               2019.0                      118  
[conda] mkl_fft                   1.0.6            py36h7dd41cf_0  
[conda] mkl_random                1.0.1            py36h4414c95_1  
[conda] pytorch                   1.0.1           py3.6_cuda10.0.130_cudnn7.4.2_2    pytorch
[conda] torch                     1.0.0a0                  pypi_0    pypi
[conda] torchtext                 0.3.0                    pypi_0    pypi
[conda] torchvision               0.2.1                    pypi_0    pypi
```
Repository: godot
Issue: Creating and Saving Mono Nodes Fails
Labels: bug,topic:dotnet

**Godot version:**
3.1

**Issue description:**
Given a C# class "NodeScript" which inherits from Node, I expected the following to work:
```
var node = new NodeScript();
        
var packedScene = new PackedScene();
packedScene.Pack(node);

var restoredNode = (NodeScript) packedScene.Instance();
```

But the restoredNode loses the association with NodeScript upon being loaded. When I save the PackedScene to a file (my actual intent), I also see that the Node is saved with a CSharpScript association, but no actual association to the subclass.

I think the saved scene exhibits #17689, but the underlying issue is that the Ctor of NodeScript doesn't actually associate the right script with the node.

Minimal project:
[ScriptChange.zip](https://github.com/godotengine/godot/files/2971435/ScriptChange.zip)
Repository: bitcoin
Issue: Feature request: bitcoin-wallet tool: don't modify files unless requested
Labels: Utils/log/libs

When only getting info for a wallet with the bitcoin-wallet tool, I was surprised to find it changing the file modification time (but happy that it didn't also seem to modify the file contents):

```bash
$ stat --format=%Y /tmp/test.dat ; sha256sum /tmp/test.dat
1552658778
8d932caabee0dc8d42c7ea362fb685325bd23f217557135282279f5b14233eec  /tmp/test.dat

$ bitcoin/src/bitcoin-wallet -wallet=/tmp/test.dat info
Wallet info
[...]

$ stat --format=%Y /tmp/test.dat ; sha256sum /tmp/test.dat
1552658867
8d932caabee0dc8d42c7ea362fb685325bd23f217557135282279f5b14233eec  /tmp/test.dat
```

Setting the file permissions to read-only also surprisingly causes the tool to fail:

```bash
$ chmod 400 /tmp/test.dat 
$ bitcoin/src/bitcoin-wallet -wallet=/tmp/test.dat info
Error loading /tmp/test.dat. Is wallet being used by another process?
```

It also fails on a read-only filesystem even if the permission bits are set to writable:

```bash
$ chmod 600 /tmp/test.dat 
$ sudo mount -t tmpfs -o size=10000000 tmpfs /mnt
$ sudo cp -a /tmp/test.dat /mnt
$ sudo mount -o remount,ro /mnt
$ bitcoin/src/bitcoin-wallet -wallet=/mnt/test.dat info
Error loading /mnt/test.dat. Is wallet being used by other process?
$ ls -lh /mnt/test.dat 
-rw------- 1 user user 1.4M Mar 15 10:07 /mnt/test.dat
```

I'd expect the tool to open files read-only when it doesn't need to make any modifications in order to *ensure* it doesn't make any modifications.  Additionally, I'd expect the tool to be able to examine backup files that have been safeguarded by making them read-only in some way.

See also [IRC discussion](http://www.erisian.com.au/bitcoin-core-dev/log-2019-03-15.html#l-356), including @laanwj mentioning a `DB_RDONLY` flag.
Repository: storybook
Issue: Addons panel position resets on story change
Labels: bug,good first issue,ui

**Describe the bug**
Panel position is being reset to what is specified in the global options.

**To Reproduce**
Steps to reproduce the behavior:
1. Run CRA example (note: `panelPosition: 'right'` is set in the options)
2. Open `/?path=/story/button--with-text`
3. Switch addons panel to the `bottom` mode
4. Open `/?path=/story/button--with-some-emoji`
5. Addons panel position is reset to the `right` mode

**Expected behavior**
Addons panel should be still displayed in the bottom.

**Code snippets**
Looks like the problem is here:
```
// lib/ui/src/core/context.js
api.on(STORY_CHANGED, id => {
  const options = api.getParameters(id, 'options');

  api.setOptions(options);
});
```
```
// lib/ui/src/core/layout.js
const updatedLayout = {
  ...layout,
  ...pick(options, Object.keys(layout)),
  ...checkDeprecatedLayoutOptions(options),
};
```
`setOptions` is being called after every story change, and `panelPosition` is being reset to what is specified in the options, as `...pick(options, Object.keys(layout)),` overrides whatever is in `layout`.

**System:**
 - OS: MacOS
 - Device: Macbook Pro 2015
 - Browser: chrome
 - Framework: react
 - Version:  5.1.0-alpha.6