sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Proposal to increase the callback of each frame of the soft keyboard pop-up height for TextField
Labels: a: text input,framework,engine,c: proposal,P3,team-engine,triaged-engine

I hope that the callback for each frame of the soft keyboard pop-up height change can be increased for the TextField. It will be used to make some special animations when the TextField gets the focus. Thank you very much!
Repository: flutter
Issue: Overall experience test on Windows occasionally crashes/times out
Labels: a: tests,tool,platform-windows,P2,c: flake,team-tool,triaged-tool

e.g. https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8838366460252712385/+/u/run_test.dart_for_tool_integration_tests_shard_and_subshard_4_5/test_stdout#L7053_3

Testing this locally on mac to see if this is just an intentional part of the workflow.

/cc @hixie who might know more about what this test is supposed to do
Repository: neovim
Issue: Netrw can't open `\`
Labels: bug-vim,netrw

### Neovim Version

v0.5.0

### Operating system/version:

Gentoo GNU/Linux

### Terminal name/version:

zsh 5.8

### TERM environment variable

screen

### Installation

system package manager

### Steps to reproduce

1. `touch \\`
2. nvim
3. :E
4. Navigate to file `\` with `j`
5. Try to open it

### Vim

E492: Not an editor command: E

### Expected behavior

Open empty file `\`

### Actual behavior

Nothing happens
Repository: flutter
Issue: [A11y] iOS should not attempt to focus hidden elements if the parent does not have implicit scroll flag
Labels: platform-ios,engine,a: accessibility,P2,team-ios,triaged-ios

Framework load a few more off screen element in a scrollable to achieve scrolling in iOS, those elements are marked hidden but still a11y focusable. We should make it so that VoiceOver can only discover these nodes when the parent has implicit scroll. This can enable uses of cache extend to preload element in page view

Some ideas:
1. Make hidden element unfocusable if it is not a direct child of a implicit scroll node, this can be done in isAccessibilityElement getter

2. Update pageview to have a mechanism to load the next page without attribute to semantics
Repository: go
Issue: cmd/compile: DWARF Incorrect location list
Labels: NeedsInvestigation,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.16.7 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
<b> The problem exists on 1.14.9 and 1.17RC2 as well</b>


### 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/mahdi/.cache/go-build"
GOENV="/home/mahdi/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/mahdi/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/mahdi/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"
GOVCS=""
GOVERSION="go1.16.7"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
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-build275819546=/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 some debuggers like Delve I tried to debug below code and monitor some local variable inside `printParams` function. I put a break point on line 16 which is the 5th line in the mentioned function using `break main.printParams:5`
```
package main

import "fmt"

func printParams(b2 [][]int, p2 *[][]int) {
	fmt.Println("Entering printParams")
	b2[1] = append(b2[1], 99)
	for i := 0; i < len(b2); i++ {
		for j := 0; j < len(b2[i]); j++ {
			fmt.Println(b2[i][j])
		}
	}
	fmt.Println((*p2)[0][0])
	fmt.Println("Exiting printParams")
}

func main() {
	var slice = make([][]int, 2)

	slice[0] = []int{11, 12, 13}
	slice[1] = []int{21, 22, 23}
	slice[1] = append(slice[1], 24)

	printParams(slice, &slice)
}
```
### What did you expect to see?
When stopping at line 16 and tried to read the local variable using `locals` in delve, the result was this:
```
i = (unreadable could not find loclist entry at 0x86495 for address 0x49772a)
j = 0
```
### What did you see instead?
I expected to be able to see the value of variable `i` something like below:
```
i = 0
j = 0
```
Repository: pytorch
Issue: [JIT] Typing on math.ceil is inaccurate for Scalar input
Labels: oncall: jit

## 🐛 Bug

math.ceil always returns an integer. 
> print(ceil(2.5), ceil(3), ceil(False))
> 3 3 0

However, the typing in JIT makes it return a Scalar when there is a Scalar input, even though it will never be a float. Additionally, it correctly returns an int when the input is either an int or a float.

@torch.jit.script
def foo(x):
	y = x.item()
	return ceil(y)
print(foo.graph)

> graph(%x.1 : Tensor):
  %y.1 : Scalar = aten::item(%x.1) # /private/home/eellison/pytorch/test/error.py:6:5
  %4 : Scalar = aten::ceil(%y.1) # /private/home/eellison/pytorch/test/error.py:7:8
  return (%4)

## Additional context

Working on shape functions and was surprised by this behavior.


cc @gmagogsfm
Repository: angular
Issue: Dynamic forms to auto create reactive forms based on a schema
Labels: feature,area: forms,P4,feature: under consideration,forms: dynamic,canonical

### Which @angular/* package(s) are relevant/releated to the feature request?

forms

### Description

**Problem**
Currently the only way to add additional controls is by using methods such as the `addControl` on `FormGroup` or `insert` on `FormArray`. However this approach introduces a significant boilerplate for apps since they must entirely manage their own dynamic forms. These are reactive form objects that perform dynamic CRUD operations on their child controls. There's an abundance of issues in this repo that are rooted in lack of a managed solution for dynamic form, that is, a form that can auto-manage its children. `FormBuilder` is a fantastic tool, but it lack automated CRUD operations for controls. 

### Proposed solution

To address this we can extend the `FormBuilder` and add:
1. A dynamic form object that wraps an `AbstractControl`, reason is discussed further below
2. Additional method `auto` on `FormBuilder` which will take a schema and returns a dynamic form builder. This schema will mainly represent the structure of auto created `AbstractControl` including all the additional parameters required to initialize an `AbstractControl`.

```ts
// data can be primitives or complex objects that adhere to the schema
type DynamicFormBuilder = (data: any) => AbstractControl
auto(DynamicFormSchema schema): DynamicFormBuilder
```

**So why not just write a standard recursive method called `auto` on `FormBuilder`?**
This is actually a problem for a few reasons. Firstly there's the case of immediate subscriptions:
```ts
// common code in angular apps, won't work for a raw dynamic solution
const fb = new FormBuilder()
const control = fb.auto({})
const valueChanges$ = control.valueChanges.subscribe((value) => {/** Some operation */})
```
This can break if the `auto` method hasn't created the control yet. So instead dynamic form builder (which is returned by the `auto`) will output the proper error since it'll wrap `valueChange` with a `_isCreated` check.
```ts
_isCreated: boolean = false
create(value: any) {
  // check constrains, if any E.g. node count
  // now do the recursion
  this._isCreated = true
}

valueChanges(fn) {
  if(!this._isCreated) throw Error('Control has not been initialized yet')
  /** */
}
```

Another issue is the data size. Passing an astronomical array data to create a dynamic `FormArray` can slow down the page which will only result in more issues to pop up in this repo. Instead we add a constraint to the dynamic form to restrict the amount of nodes that can go in the `AbstractControl` tree and output a few suggestions to the developer such as to introduce pagination on their data array.

**What about the performance?**
As mentioned above we'll add constrains to the `auto` for these common cases, but the recursion itself is an `O(n)` where `n` is the total number of nested keys in any given data object that's passed in. 

### Alternatives considered

I'm open to alternatives, but I can't think of any
Repository: godot
Issue: Groups are randomly sorted when added via `add_to_group()`
Labels: discussion,topic:core

### Godot version

 v3.3.3.stable.official

### System information

Windows 10 GTX 1060 6gb Intel 4690k

### Issue description

If you add a node to multiple groups, then call get_groups(), the order of the groups in the array is not constant, or consistent with how you called add_to_group. 

If you called add_to_group(a),add_to_group(b),add_to_group(c), and call get_groups(), it could come out as [b,c,a] instead of [a,b,c]

This can be bad if you are designing something with the order of the groups in mind

### Steps to reproduce

Create a node
Add the node to 4 groups in the _ready
in the physics or _ready, print(get_groups())
Groups will never be in the same order.

### Minimal reproduction project

[Godot Groups Error.zip](https://github.com/godotengine/godot/files/7024192/Godot.Groups.Error.zip)

Simply just run the file, and check the console. The order of the groups should correspond to the order in which they were added, but they are randomized everytime you run the game
Repository: flutter
Issue: "flutter run --profile" for iOS doesn't show "d" detach key command help text
Labels: platform-ios,tool,P3,team-ios,triaged-ios

```
$ flutter run -d <device-id>  --profile
...
Flutter run key commands.
h List all available interactive commands.
c Clear the screen
q Quit (terminate the application on the device).
An Observatory debugger and profiler on iPhone 6s is available at: http://127.0.0.1:60737/_KAJHuwLQK8=/
The Flutter DevTools debugger and profiler on iPhone 6s is available at: http://127.0.0.1:9100?uri=http://127.0.0.1:60737/_KAJHuwLQK8=/
```
It successfully launched.  When I hit `d` it successfully detaches, and the `flutter` process stops, but the app is still running.  However, `d` is not listed in the help options.


`h` shows more commands, but it's not in there either:
```
Flutter run key commands.
v Open Flutter DevTools.
s Save a screenshot to flutter.png.
w Dump widget hierarchy to the console.                                               (debugDumpApp)
t Dump rendering tree to the console.                                          (debugDumpRenderTree)
S Dump accessibility tree in traversal order.                                   (debugDumpSemantics)
U Dump accessibility tree in inverse hit test order.                            (debugDumpSemantics)
P Toggle performance overlay.                                    (WidgetsApp.showPerformanceOverlay)
a Toggle timeline events for all widget build methods.                    (debugProfileWidgetBuilds)
M Write SkSL shaders to a unique file in the project directory.
h Repeat this help message.
c Clear the screen
q Quit (terminate the application on the device).
```
Repository: rust
Issue: Suboptimal error message when FuturesExt is not use'd
Labels: A-diagnostics,E-needs-mcve,D-terse

Originally filed https://github.com/rust-lang/futures-rs/issues/2478 - but was redirected here

Here is an example:
```
error[E0599]: the method `map` exists for opaque type `impl futures::Future`, but its trait bounds were not satisfied
  --> src/protocol.rs:29:46
   |
29 |         self.client.get(url.as_str()).send().map(|r| {
   |                                              ^^^ method cannot be called on `impl futures::Future` due to unsatisfied trait bounds
   |
   = note: the following trait bounds were not satisfied:
           `impl futures::Future: Iterator`
           which is required by `&mut impl futures::Future: Iterator`
   = help: items from traits can only be used if the trait is in scope
   = note: the following trait is implemented but not in scope; perhaps add a `use` for it:
           `use futures::FutureExt;`
```

I think - this is the most relevant advice
```
   = note: the following trait is implemented but not in scope; perhaps add a `use` for it:
           `use futures::FutureExt;`
```

The other one about Future: Iterator - feels fairly rare to be the one looking for here.
Only a minor usability concern, but if there's some precedent for sorting the suggestions by usefulness.

I may be off base here (maybe both suggestions are equally valid in different contexts, of which I only understand one). I've been using Futures since pre 1.0, so I may just have bad muscle memory here, but I personally found this confusing.
Repository: react
Issue: Expecting hasShadowRoot from global scope
Labels: Resolution: Needs More Information,Type: Discussion,React 18

Think hasShadowRoot was added with a debug flag for ```if (CHROME &&  hasShadowRoot)``` (grepping or acking that should bring you to  the culprit). This breaks Chromium builds in Chrome and Electron.

For anyone riding the 18 wave;

``` 
// somehwere above your entry / bundle
globalThis.hasShadowRoot = () => true

// preload script electron
contextBridge.exposeInMainWorld('hasShadowRoot', () => true)
```

To be clear; those are just temporary quick fixes to keep 18 juices flowing. Not recommended for actual use.
Repository: godot
Issue: Accessing a nonexistent variable in a separate thread does not throw an error
Labels: bug,topic:gdscript,topic:editor

### Godot version

v3.3.3.stable.mono.official [b973f997f]

### System information

Windows 10

### Issue description

if you have a separate thread running and try to access a variable that does not exist, it will not throw an error or anything, the thread simply stops working without any indication of how or why. 

### Steps to reproduce

run a script with this code: 
```
extends Node

var thread = Thread.new()

func _ready():
	thread.start(self, "calc", self)

func calc(data):
	print('here')
	var l = data.position
	print('now here')
```
the output console will only say 'here', there will be no errors thrown in debugger


### Minimal reproduction project

[MultiThreadError.zip](https://github.com/godotengine/godot/files/7024639/MultiThreadError.zip)
Repository: godot
Issue: Class fields are implicitly initialized to null at each parent initialization block
Labels: bug,topic:gdscript,confirmed

### Godot version

3.3.3.stable.official

### System information

Fedora 31

### Issue description

When a parent class' `_init` method begins, all of that class' declared instance variables are set to `null`, even if something else has already set the variables to a non-null value. See the code sample below.
```extends Node2D

class A:
    var my_field
    func _init(x):
        print("3. ", self.my_field) # 3. Null (I would expect 3. NotNull)

class B extends A:
    func _init().(Foo.foo(self)):
        pass

class Foo:
    static func foo(arg):
        print("1. ", arg.my_field) # 1. Null
        arg.my_field = "NotNull"
        print("2. ", arg.my_field) # 2. NotNull
        return null

func _ready():
    B.new()
```

We construct an instance of `B`. `B._init` invokes the static function `Foo.foo` in its initializer, which sets the instance variable `my_field` to the string `"NotNull"`. I expect the three print statements to execute in numerical order, with the first printing `Null` (since the instance variable has not been initialized yet) and then the latter two printing `"NotNull"`. However, the third print statement (i.e. the one in `A._init`) prints `Null`, so something is happening between the second and third print statements to un-assign the instance variable.

### Steps to reproduce

Open the attached Godot project and run the main scene. I would expect to see the following output.

```
1. Null
2. NotNull
3. NotNull
```

However, on Godot 3.3, I see

```
1. Null
2. NotNull
3. Null
```

### Minimal reproduction project

[init_bug.zip](https://github.com/godotengine/godot/files/7024657/init_bug.zip)
Repository: godot
Issue: Webcam works in the editor, but not in an exported project on macOS
Labels: bug,platform:macos,topic:export

### Godot version

3.3.3 stable

### System information

Mac OSX 10.15.7, GLES3, Intel Iris Graphics 6100 

### Issue description

I create a simplest project to test webcam realtime display, it could work well in Editor environment. If I run the project with "Play" button in the Editor, the webcam frames could display as the following screenshot (with a fps label on the upper left corner).

<img width="876" alt="Screen Shot 2021-08-21 at 9 49 25 AM" src="https://user-images.githubusercontent.com/221194/130306917-6db51f52-f975-4e6f-8683-cb883034232e.png">

But when I export the project as a runnable MacOSX app, it could not work as expected. The screenshot is as follows. And every time execute the app the display will change, sometimes a blank screen only with default background, sometimes a full blink screen, sometimes a blink region above the background. In the mean while, the fps label could display correctly indict the webcam itself works well. 

<img width="1025" alt="Screen Shot 2021-08-21 at 9 34 46 AM" src="https://user-images.githubusercontent.com/221194/130306566-b80cee1c-41bf-4cf1-8eac-8e09d19c38e0.png">

<img width="1025" alt="Screen Shot 2021-08-21 at 9 35 36 AM" src="https://user-images.githubusercontent.com/221194/130307171-f3592ade-f36d-4247-9fd7-c6354c082092.png">



### Steps to reproduce

Almost there is no special code I could paste here, I attached this simplest project for anybody to evaluate and reproduction.

In addition (1),  when I "play" the project in Godot Editor, sometimes (one in five or six) the Sprite, which stand for the CameraTexture，will disappear in the program.  I doubt it may be caused by a tiny renderer bug. As it is only a test in Editor, I think some random abnormal is acceptable. But  when the project exported to a runnable App, I think the abnormal effect (even sometimes abnormal effect) could not be acceptable.

In addition (2),   this is only a test project, in my real world project, I will have the WebCam frames to be re-processed as textures. As I know there is a demo CameraServer project which could set the 3D spacial environment background as the WebCam input in an easy way to set the CameraFeed ID, but in such situation I could not reuse the CameraTexture again, so I want to attach the CameraTexture to a Sprite for convenience.

The WebCam function is very important in my real world project, so I hope anybody could help my on this issue. Thank you very much!!!!!!!!!!!
     

### Minimal reproduction project

The simplest project archive attached here, only 12KB. 

The described situation could be reproduction either on Godot version 3.3.2 stable and the latest 3.3.3, on MacOSX 10.15.7 macbook pro machine.

[TestWebCam.zip](https://github.com/godotengine/godot/files/7024716/TestWebCam.zip)

Sincerely thanks for any help !
Repository: flutter
Issue: Proposal to add `setInitialRoute` equivalent functionality for Windows flutter::FlutterViewController
Labels: c: new feature,engine,platform-windows,c: proposal,a: desktop,P3,team-windows,triaged-windows

I am trying to Navigate to a specific route from Native flutter Pugin.
I was able to do that in swift for iOS:

                let extVC = FlutterViewController()
                extVC.setInitialRoute(routerName)
                window?.rootViewController = extVC

What is the equivelent to `setInitialRoute` in flutter native(c++) plugin for Windows?

        
    bool FlutterWindow::OnCreate() {
      if (!Win32Window::OnCreate()) {
        return false;
      }
    
      RECT frame = GetClientArea();
    
      // The size here must match the window dimensions to avoid unnecessary surface
      // creation / destruction in the startup path.
      flutter_controller_ = std::make_unique<flutter::FlutterViewController>(
          frame.right - frame.left, frame.bottom - frame.top, project_);
      // Ensure that basic setup of the controller was successful.
      if (!flutter_controller_->engine() || !flutter_controller_->view()) {
        return false;
      }
      run_loop_->RegisterFlutterInstance(flutter_controller_->engine());
      SetChildContent(flutter_controller_->view()->GetNativeWindow());
      return true;
Repository: TypeScript
Issue: Object literal getters and setters doesn't work after spread syntax (ES2017 and below)
Labels: Bug,Domain: JS Emit,Rescheduled

# Bug Report

The getters/setters will become normal/plain properties if a spread assignment is used before them.

### 🔎 Search Terms

Getter, setter, spread

### 🕗 Version & Regression Information

4.3.5

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?#code/G4QwTgBAYg9jEF4IG8BQEMQNYFMCeAXBAOSgA2ArjsagL6qiQBC4iK6mAdN9HADSYIHDAHMcAFwgA7EAFscACgCUKCGAkUwUiOIAWASwDOnAPoz5EWn2ERDE6XMXmcK5DoPGzjtgANDFADMA-QAPEwASZGdaHysbL3kiYmJrWiA
)

### 💻 Code

```
var Foo = {
    key: 'value'
}
var Bar = {
    ... Foo,  // this breaks the getters/setters after it.    
    get name() { console.log(9); return this._name },
    set name(name) { this._name = `1${name}`},
    _name: '',
}
```

### 🙁 Actual behavior

`name` setter and getter on the `Bar` object are “removed” and replaced with a plain `name` property, given that after compilation, the method used is `Object.assign` to piece the objects together. 

### 🙂 Expected behavior

Getters and setters on `Bar` should still remain.
Repository: terminal
Issue: Quake mode does not consider vertical taskbar width
Labels: Help Wanted,Issue-Bug,Product-Terminal,Needs-Tag-Fix,Priority-2,Area-Windowing

### Windows Terminal version (or Windows build number)

10.0.19042.1165, 1.9.1942.0

### Other Software

_No response_

### Steps to reproduce

1. Make sure you have at least one monitor with a vertical task bar.
2. Open a Quake mode window on the monitor with the vertical task bar.

### Expected Behavior

The Quake mode window should not be partially hidden behind the vertical task bar. It should recognize a vertical task bar is used and resize and reposition accordingly.

### Actual Behavior

One side of the terminal looks cut off by the sidebar and it seeems to be positioned behind the task bar.

![screenshot of the current behavior](https://user-images.githubusercontent.com/2445674/130317057-fd59abcd-4be4-4459-bf53-65dff877103a.png)