sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Issue with AnimtationTree AutoAdvance property
Labels: bug,topic:core

**Godot version:**
v3.1.1.stable.official

**OS/device including version:**
Linux 4.15.0-51-generic (Linux Mint 19.1)
GPU: Radeon HD 8870M 
Driver: amdgpu
Renderer: GLES2

**Issue description:**
Auto_play property of AnimationNodeStateMachineTransition ignore "condition" property (as described [here](http://docs.godotengine.org/en/latest/classes/class_animationnodestatemachinetransition.html#class-animationnodestatemachinetransition-property-advance-condition)). 

**Steps to reproduce:**
* Using a 3D model with some animations
* Create a StateMachineTree with simplest configuration.
* Add transitions
* Configure it to auto_advance
* Add conditions
* Change conditions using script

**Images:**
![configuration](https://user-images.githubusercontent.com/1191611/59316623-bf5bf000-8c95-11e9-9998-b8ae7363a3cf.gif)
![script](https://user-images.githubusercontent.com/1191611/59316644-d39fed00-8c95-11e9-8873-414e6a3b829b.png)
![output](https://user-images.githubusercontent.com/1191611/59316648-ddc1eb80-8c95-11e9-878e-f3aac933f60f.png)

My entire project is attached 
download( [action_rpg_prototype.tar.gz](https://github.com/godotengine/godot/files/3279156/action_rpg_prototype.tar.gz))
 to help debug
Check scene /characters/knight/knight.tscn and to play use /assets/manager/MainScene.tscn
Repository: terminal
Issue: Search is often broken while console process is running
Labels: Product-Conhost,Help Wanted,Area-Interaction,Issue-Bug,Priority-3

# Environment

```none
Windows build number: 10.0.18362.113
Windows Terminal version (if applicable):

Any other software?
```

# Steps to reproduce
have a long running process (e.g. msbuild), and ctrl+F to find something. Often the match will be off by one line
10.0.18362.113

# Expected behavior
I can find the text properly

# Actual behavior
The text that gets selected when searching is not the right text
Repository: flutter
Issue: Generate flavor Xcode build setting (like FLUTTER_FLAVOR=dev)
Labels: c: new feature,platform-ios,tool,t: xcode,P2,team-ios,triaged-ios

<!-- Thank you for using Flutter!

     If you are looking for support, please check out our documentation
     or consider asking a question on Stack Overflow:
      * https://flutter.dev/
      * https://api.flutter.dev/
      * https://stackoverflow.com/questions/tagged/flutter?sort=frequent

     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill our the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
-->

## Use case

<!--
     Please tell us the problem you are running into that led to you wanting
     a new feature.

     Is your feature request related to a problem? Please give a clear and
     concise description of what the problem is.

     Describe alternative solutions you've considered. Is there a package
     on pub.dev/flutter that already solves this?
-->

i think add flavor info to Generated.xcconfig is best way to slove ios flavors

## Proposal

<!--
     Briefly but precisely describe what you would like Flutter to be able to do.

     Consider attaching images showing what you are imagining.

     Does this have to be provided by Flutter directly, or can it be provided
     by a package on pub.dev/flutter? If so, maybe consider implementing and
     publishing such a package rather than filing a bug.
-->
Repository: pytorch
Issue: [FR] Diagonal Transform for Distributions
Labels: module: distributions,feature,triaged

## 🚀 Feature
Add a transform function in distributions that only transforms diagonal elements of matrix valued random variables, similar to the TransformDiagonal bijector in TensorFlow Probability.

## Motivation
Important for reparametrizing random objects defined on the space of covariance matrices (e.g. Inverse Wishart distribution) to unconstrained space (first, take Cholesky, then transform the diagonal only as proposed here with log transform).
Repository: flutter
Issue: Custom ScrollPhysics breaks NestedScrollView
Labels: framework,a: animation,f: material design,f: scrolling,has reproducible steps,P2,found in release: 3.3,found in release: 3.7,team-design,triaged-design

## Steps to Reproduce

I have a small app here: https://github.com/maks/flutter-space 
that demonstrates the issue.

Its basically just the example code from the [NestedScrollView documentation](https://api.flutter.dev/flutter/widgets/NestedScrollView-class.html) but using a custom Physics class that just uses the ScrollSpringSimulation to try to force the AppBar to always snap back to the fully expanded position.

## What I expect to happen:
is that the Appbar always snaps back to the fully expanded position, using:
```
ScrollSpringSimulation(spring, position.pixels, target, 0,
        tolerance: tolerance);
```
## What actually happens:
When the user fling is low velocity or scroll gesture is slow, the Appbar behaves as expected.
BUT if there is a fast enough fling or rapid scroll gesture, it stops the processing of the physics simulation for some reason, making the Appbar "stuck" in a partially expanded state. Touching anywhere causes the simulation to be run again and then it correctly scrolls back to the fully expanded position.

I've observed this on Android and iOS, and explicitly set the physics for the "inner" CustomScrollView to ClampingScrollPhysics just to demonstrate the issue more easily on iOS without running into other issues such as #33367, though that issue may be somewhat related to this one.

![sliverappbar-scroll-physics-issue](https://user-images.githubusercontent.com/71999/59327405-c5e97680-8d2c-11e9-83ea-4e0eacca9d98.gif)

## Logs
```
flutter doctor
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, v1.5.4-hotfix.2, on Linux, locale en_AU.UTF-8)
 
[✓] Android toolchain - develop for Android devices (Android SDK version 28.0.3)
[✓] Android Studio (version 3.4)
[✓] Android Studio (version 3.3)
[✓] VS Code (version 1.35.0)
[✓] Connected device (1 available)

• No issues found!
```
Repository: flutter
Issue: Dismissible ListTile Overflow
Labels: framework,f: material design,a: quality,has reproducible steps,P2,found in release: 2.5,found in release: 2.6,team-design,triaged-design

Dismissible list tiles will overflow when there are two lists in a row layout. 

Steps to reproduce:
1. Put two ListViews (wrapped in Expanded) next to each other in a row layout.
2. Wrap ListTiles in a Dismissible.
3. Now if you swipe a tile in the second list to the left, the tile's content will overflow it's list and cover parts of the first list.
Repository: create-react-app
Issue: add support for FBT
Labels: tag: new feature

Facebook [FBT translations library](https://github.com/facebookincubator/fbt) seems very promising.
I was wondering if we can somehow add optional support to it in `create-react-app` projects,
Right now in order to use a project must be ejected in order to add the proper babel configuration.
If that's something you find reasonable to support, I'll be more than happy to write a PR for it given the right guidance on how you would approach adding such a support.
I wonder if we can come up with something similar to relay-macros solution.
Thanks
Repository: puppeteer
Issue: lower level postdata
Labels: feature,confirmed

`postData` only takes a string and i thing that is too high abstract for me. I would like to try posting binary data, preferable with ArrayBuffer, ArrayBufferView or better yet: A byte stream. so I'm able to pipe a large file.

```js
page.on('request', request => {
  const overrides = {}
  if (request.url === 'https://httpbin.org/post') {
    overrides.method = 'POST'
    overrides.postData = stream || uint8Array || string
  }
  request.continue(overrides)
})
```

Would be awesome if one could utilize `node-fetch`'s (Or any other whatwg fetch) Request class. that's following a spec. And have something that also follows service workers request interceptor naming convention

```js
const fetch = require('node-fetch')
const { Request, Headers } = fetch

// Simular to service worker `evt.respondWith` (but for request)
// can pass in a promise that resolves to a request also (just like service worker respondWith)
something.requestWith(
  new Request(body, { method, headers })
)
```
Repository: rust
Issue: unhelpful "expected item" error when putting let binding outside of function
Labels: C-enhancement,A-diagnostics,A-parser,T-compiler,D-newcomer-roadblock

````rust
let s = String::new();

fn main()  {
    println!("Hello world");
}
````

````
   Compiling playground v0.0.1 (/playground)
error: expected item, found keyword `let`
 --> src/main.rs:1:1
  |
1 | let s = String::new();
  | ^^^ expected item
````

Could we have some suggestions what kind of item should be put there? :)
Also there seems to be no error code which is strange..

`rustc 1.37.0-nightly (02564de47 2019-06-10)`
Repository: go
Issue: x/mobile: gomobile bind: add flag to disable package name prefix in iOS classes
Labels: NeedsInvestigation,FeatureRequest,mobile

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.12.5 darwin/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
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/ealymbaev/Library/Caches/go-build"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOOS="darwin"
GOPATH="/Users/ealymbaev/go"
GOPROXY=""
GORACE=""
GOROOT="/usr/local/Cellar/go/1.12.5/libexec"
GOTMPDIR=""
GOTOOLDIR="/usr/local/Cellar/go/1.12.5/libexec/pkg/tool/darwin_amd64"
GCCGO="gccgo"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/ealymbaev/projects/go-fee-rate-kit/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 -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/k6/bvkt3fss5y16k_y3vyftfq1h0000gp/T/go-build635284137=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

When binding an iOS framework with:

```gomobile bind -target ios some-package```

in generated header files all classes DO have prefix of package name. I tried using `-prefix` flag, but it adds even additional prefix to class names.

I need a way to remove package name prefix, so the class name remain exactly the same as in Go code.
Repository: TypeScript
Issue: Add new `sourceRootDir` setting
Labels: Suggestion,Awaiting More Feedback

<!-- Please try to reproduce the issue with `typescript@next`. It may have already been fixed. -->
**TypeScript Version:**  3.5.1

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** sourceRoot, sources, sourcemap

**Code**

1. Create a module like: `src/nested/foo.ts`

2. Use the following `tsconfig.json` with tsc:

```json
{
  "include": ["src"],
  "compilerOptions": {
    "baseUrl": ".",
    "outDir": "dist",
    "sourceMap": true,
    "sourceRoot": "src"
  }
}
```

**Expected behavior:**

Inside `nested/foo.js.map`, the `sourceRoot` should be `../src/` instead of `src/`. Otherwise, the paths in the `sources` array cannot be found.

**Actual behavior:**

The `sourceRoot` is `src/` regardless of nesting.

**Playground Link:** <!-- A link to a TypeScript Playground "Share" link which demonstrates this behavior --> N/A

**Related Issues:** <!-- Did you find other bugs that looked similar? --> None
Repository: pytorch
Issue: C++ module API footgun: assigning to parameter doesn't update `parameters()` list
Labels: module: docs,triaged

In https://github.com/pytorch/pytorch/issues/21679#issue-455182954 I saw a user do this:

```
  auto m = torch::nn::BatchNorm(torch::nn::BatchNormOptions(2));
  m->weight = torch::from_blob(&data[0][0],{2});
  m->bias = torch::from_blob(&data[0][2],{2});
  m->running_mean = torch::from_blob(&data[0][4],{2});
  m->running_var = torch::from_blob(&data[0][6],{2});
```

This is bad, you shouldn't do it. The reason is because you have created a new tensor and stuck it on the parameter slot, but the *registered* parameter (stored in the parameters vector) isn't updated in this case.

I didn't see anything documented against this.
Repository: react-native
Issue: FlatList automatically scrolls after adding new items
Labels: Component: FlatList,Bug

FlatList automatically scrolls after change data and adds new data in the front or middle of the data list.
It only works correctly when adds new item to the end of list
I checked scroll offset and understand that FlatList scrolls to keep the latest content Y offset
I mean when the content size changes, the latest Y offset now is not where the user was before! but FlatList scrolls to it

React Native version:
    react-native: 0.59.4
    System:
      OS: Windows 7
      CPU: (2) x64 Intel(R) Pentium(R) CPU G4400 @ 3.30GHz
      Memory: 310.09 MB / 3.87 GB
    Binaries:
      Yarn: 1.15.2 - C:\Program Files (x86)\Yarn\bin\yarn.CMD
      npm: 6.9.0 - C:\Program Files\nodejs\npm.CMD
    IDEs:
      Android Studio: Version  3.2.0.0 AI-181.5540.7.32.5056338



**Describe what you expected to happen:**

It shouldn't scroll to new position when I add new items to list, and should keep latest position where user was

**Example code:**

<FlatList
  inverted
  style={{flex: 1}}
  data={this.data}
  keyExtractor={(item, index) => item.id}
  renderItem={this.renderItem}
  ref={ref => this.flatList = ref}
/>

Code that adds new items to list:

this.data = [ ...newItems, ...this.data ];
Repository: rust
Issue: `impl_trait_in_bindings` and pick-constraint region bounds
Labels: T-lang,T-compiler,A-impl-trait,F-member_constraints,F-impl_trait_in_bindings,requires-nightly

I'm working on https://github.com/rust-lang/rust/issues/56238. In the process, I'm extending how `impl Trait` lifetime inference works -- in particular in scenarios involving multiple, unrelated lifetimes, such as `impl Trait<'a, 'b>`. The challenge here is that each region `'h` in the hidden type must be equal to `'a` or `'b`, but we can't readily express that relationship in terms of our usual "outlives relationships". The solver is thus extended with a "pick constraint", written `pick 'h from ['a, 'b]`, which expresses that `'h` must be equal to `'a` or `'b`. The current integration into the solver, however, requires that the regions involved are lifetime parameters. This is always true for `impl Trait` used at function boundaries, but it is not true for let bindings. 

The challenge is that if you have a program like:

```rust
#![feature(impl_trait_in_bindings)]

trait Foo<'a> { }
impl Foo<'_> for &u32 { }

fn main() {
  let _: impl Foo<'_> = &44; // let's call the region variable for `'_` `'1`
}
```

then we would wind up with `pick '0 from ['1, 'static]`, where `'0` is the region variable in the hidden type (`&'0 u32`) and `'1` is the region variable in the bounds `Foo<'1>`. This is tricky because both `'0` and `'1` are being inferred -- so making them equal may have other repercussions.

For the time being, I've chosen to include some assertions that this scenario never comes up. I'm tagging a FIXME in the code with this issue number. I was going to create some tests, but owing to the ICE https://github.com/rust-lang/rust/issues/60473 (not unrelated to this issue, actually), that proved difficult, so I'll just post comments in here instead.
Repository: pytorch
Issue: Batched Conv2d for sequence data
Labels: module: convolution,triaged,module: batching,function request

## 🚀 Feature
A module that allows for batched 2d convolutions on sequence data. Essentially, a module that takes as input a tensor of dimensions (batch_size, sequence, channel, H, W) and returns a tensor of dimensions (batch_size,sequence,channel,H',W').
Note: This function is **NOT** conv3d. The convolution is 2d, and is applied individually to each element of the sequence. 
## Motivation
Using conv2d on video data has its uses such as detecting objects in each frame. A batched implementation of this will considerably speed up processing for such applications. Current alternative is to loop the application of conv2d for the length of the sequence.
Repository: PowerToys
Issue: copy/move to folder
Labels: Idea-New PowerToy,Status-In progress,Product-File Explorer

A powertoy rightclick menu item to copy/move to a different folder.
That would solve a lot of people's problem who save it in desktop and then thinking how to move properly to a specific folder without opening extra explorer etc. 

used to have it.
Repository: terminal
Issue: [host] If you resize in a fullscreen app and the cursor is past the right of a line, but above the bottom of the buffer, then we'll insert an extraneous newline with the cursor on it.
Labels: Product-Conhost,Help Wanted,Area-Output,Issue-Bug,Priority-3

From MSFT:19938308

Prior to fixing MSFT:16861099, if you change the size of the font in TMUX, then we'll incorrectly do a resize operation (despite the fact that the buffer hasn't changed size).
During that resize operation, we won't be able to find the cursor position, because the cursor is on a space character in the middle of the buffer.

When we get to the end of the loop, we'll try and newline to where the cursor is, but because it's above the end of the buffer, we'll leave it in the wrong spot.

If we fix that, then the buffer will still look wrong. This is because after we emitted the last line of text in the buffer, we must have called NewlineCursor, because the cursor is left at col 0 on the new last line of the buffer, and the status line will be on the second-last line of the buffer.
If we fix the first part of this bug (being unable to find the cursor position), then the newline will still be there unfortunately. Whatever part of the resize operation that's responsible for newlining the cursor during the reflowing of the last line needs to not do that.

The old easy repro case was to open tmux then change the font size. You'd see a new line below the status line. However, MSFT:16861099 fixes that particular repro case. You can't just resize tmux, because it will get SIGWINCH'd, then redraw it's status line in the right place. I'd need to write another test manually.
Repository: godot
Issue: 3D CollisionObject signals do not trigger when mouse is in "captured" mode
Labels: discussion,confirmed,topic:input

**Godot version:**
3.1.1


**OS/device including version:**
Windows 10 Pro version 1809, Ryzen 5 2600X, GTX 660


**Issue description:**
First off, I'm not sure if this behavior is intended. The [documentation](https://docs.godotengine.org/en/3.1/classes/class_input.html) says that mouse movement and button presses should still be handled when the mouse mode is set to "captured," but CollisionObject event signals only respond to the mouse when it's in the other three modes. This includes mouse_entered(), mouse_exited(), and input_event() signals, though I only included an input_event() signal in the minimum reproduction project.

It is possible to work around this issue by ray casting from the camera, but that requires a bit more code and a tiny performance decrease.


**Steps to reproduce:**
1. Set up a signal on a CollisionObject.
2. set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
3. Attempt to trigger the signal.


**Minimal reproduction project:**
[Test.zip](https://github.com/godotengine/godot/files/3282746/Test.zip)
Repository: terminal
Issue: [Docs] SetScreenBufferInfo* Doesn't actually set all the members in a SCREENBUFFER_INFO* struct. It only uses a subset of them. Documentation should reflect this.
Labels: Product-Conhost,Issue-Docs,Area-CodeHealth

From MSFT:10210059
Repository: kubernetes
Issue: yaml may fail to parse spuriously
Labels: kind/bug,sig/api-machinery,lifecycle/frozen

<!-- Please use this template while reporting a bug and provide as much info as possible. Not doing so may result in your bug not being addressed in a timely manner. Thanks!

If the matter is security related, please disclose it privately via https://kubernetes.io/security/
-->


**What happened**: JSON with comments in it (IE Yaml) will be "detected" as JSON because it matches `^\s+{.*` in the first 100 bytes and be parsed as JSON even though it is valid YAML instead.

**What you expected to happen**: We should parse valid YAML as YAML. We should probably parse everything as YAML since it is a superset of JSON.

**How to reproduce it (as minimally and precisely as possible)**:

**Anything else we need to know?**:

The code is here:

https://github.com/kubernetes/kubernetes/blob/14e322cc827ca546eb80b721a825a43311a99437/pkg/util/yaml/decoder.go#L202

https://github.com/kubernetes/kubernetes/blob/14e322cc827ca546eb80b721a825a43311a99437/pkg/util/yaml/decoder.go#L305-L327

Thread in slack: https://kubernetes.slack.com/archives/C13J86Z63/p1560351860082800

**Environment**: n/a

cc @smarterclayton @dims @liggitt @Katharine @chuckha 
/sig apimachinery
Repository: flutter
Issue: ext.flutter.structuredErrors isn't compatible with code that manipulates FlutterError.onError multiple times
Labels: framework,f: inspector,P3,team-framework,triaged-framework

If you have code that temporarily adds a FlutterError.onError handler, then puts it back, and while that code has its handler hooked you temporarily turn on then off the inspector's support of structured errors, you'll lose the value of FlutterError.onError. There's other similar failures likely to happen here.

cc @jacob314 @goderbauer
Repository: flutter
Issue: Consider enabling semantics in tests and debug mode always
Labels: a: tests,framework,a: accessibility,a: debugging,c: proposal,P3,team-framework,triaged-framework

See https://github.com/flutter/flutter/issues/31139

We have asserts in various places (and want to add more) to guard against incorrect semantics constructions.  Violating these asserts can result in crashes in the a11y bridge implementations at runtime in release mode.

However, even adding more asserts could still result in developers not seeing the assertion errors in their apps unless they test in an environment where accessibility services are enabled - e.g. the iOS Simulator where we always turn them on, or an Android device with accessibility settings enabled.  Unfortunately, it is very easy to test only on an Android device and find that everything appear to work when it does not.

We should consider enabling semantics for all tests and in debug mode, so that developers can see these errors firing and be more likely to fix or at least report them before going to production.

/cc @goderbauer @jonahwilliams @Hixie @tvolkert