sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Selecting godot editor or game instance via MacOS desktop gesture doesn't not work seamlessly
Labels: bug,platform:macos,topic:editor

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
MacOS Mojave (Macbook Air)

**Issue description:**
<!-- What happened, and what was expected. -->
Using the desktop gesture (spread 3 fingers) to select godot editor or a game instance does not work perfectly. The selected godot window is raised to the top then immediately is lowered under the last active window (Safari for instance).

This causes a visual flash and the two windows swap places in quick succession leading to eye strain and disruption of workflow.

A 2nd use of the same steps works results in correct behavior. 

**Steps to reproduce:**

Open Godot editor. Use Desktop access gesture. Select another app (Safari, Terminal, Mail etc). works correctly.
Use Desktop access gesture, select godot. (Godot is raised, then immediately lowered under last window)
Use Desktop access gesture, select godot. Works correctly

I suspect that the reason the 2nd selection works is because godot is the active app and the 2nd selection simply raises as it you clicked on a partially obscured godot window that was underneath another window.
**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
N/A
Repository: create-react-app
Issue: How to customize babel?
Labels: needs triage

Hello everyone, I contributed my first package ( [protected-react-routes-generator](https://www.npmjs.com/package/protected-react-routes-generators) ) and published it on NPM, so i tried to make an example with codeSandBox ( it worked fine ), but when i tried to install it in my project the server gives me an error
![Screenshot from 2021-02-13 02-48-04](https://user-images.githubusercontent.com/19964514/107836982-aaf3c300-6da7-11eb-8ce3-ffc0cb4c4f07.png)

So i tried to customize babel using **.babelrc** but it didn't work
![Screenshot from 2021-02-13 03-07-38](https://user-images.githubusercontent.com/19964514/107837227-a8de3400-6da8-11eb-9bee-46e12dae07ef.png)

here is my package folder structure 
![Screenshot from 2021-02-13 03-10-08](https://user-images.githubusercontent.com/19964514/107837364-302ba780-6da9-11eb-84fe-ee6848e7f3ef.png)

**package.json**
 ```javascript
{
  "name": "protected-react-routes-generators",
  "version": "1.1.3",
  "author": "Mohammed Saber Mohammed",
  "description": "React protected routes generator",
  "main": "src/index.js",
  "license": "UNLICENSED",
  "keywords": [
    "React",
    "Protected",
    "Routes",
    "Router",
    "Protected-routes"
  ],
  "dependencies": {
    "react": "^16.12.0",
    "react-router-dom": "^5.2.0"
  },
  "repository": {
    "type": "git",
    "url": "https://github.com/MohammedSaberMohammed/protected-react-routes-generators.git"
  },
  "devDependencies": {
    "@babel/plugin-transform-react-jsx": "^7.12.16",
    "@babel/preset-react": "^7.12.13"
  },
  "babel": {
    "presets": [
      "react-app",
      "@babel/preset-react"
    ],
    "plugins": [
      "@babel/plugin-transform-react-jsx"
    ]
  }
}
```
**.babelrc**
```javascript
{
  "presets": [
    "@babel/preset-react"
  ],
  "plugins": [
    "@babel/plugin-transform-react-jsx"
  ]
}
```
Any Clue ?

Thanks in Advance.
Repository: godot
Issue: Using step button in debugger resets editor mouse position to mid window.
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:**
<!-- Specify commit hash if using non-official build. -->


**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
MacOs

**Issue description:**
<!-- What happened, and what was expected. -->
When using the debugger on a game instance that captures the mouse, step button use centers the editor mouse in the editor window.

For example a bit of code that toggles it:

func cursor_toggle():
	if Input.is_action_pressed("ui_cancel"):
		if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
			Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
		else:
			Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)

func _unhandled_input(_event): cursor_toggle()

**Steps to reproduce:**
Set a break point.
Capture Mouse in a game instance in _ready() or like above.
Trigger break point.
Attempt to step through script using debugger buttons.

Toggle capture mode off.
Repeat and notice mouse remains over step function button.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: node
Issue: low performance problem in the RoundRobinHandle
Labels: cluster,performance

* **Version**: 12.20.1
* **Platform**: Linux VM-10-6-16-42-17-191 3.10.0-957.12.1.el7.x86_64 #1 SMP Mon Apr 29 14:59:59 UTC 2019 x86_64 x86_64 x86_64 GNU/Linux
* **Subsystem**: docker centos 7

### What steps will reproduce the bug?

When there are many new tcp handle send to the master process, it first save it in internal array, and find a free worker process to send to. But there is a low performance problem in the `RoundRobinHandle`. When the array's length exceeds a certain value, the master process would busy to call `shift` function of array, its CPU percentage will raise up to 100%, but the children workers have low CPU usages in the other hand.

I have generated a CPU flame graph as follows:

![image](https://user-images.githubusercontent.com/734818/107847419-5a6f7a80-6e26-11eb-9ecc-584e4863a8cb.png)
Repository: vscode
Issue: Allow to change double click select expand mode to whole word select
Labels: feature-request,editor-commands

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Allow to configure double click selection expand mode for selection whole words.
Currently first double clicking on a word then holding shift and single click results this behavior:
![vscode-double-click-select](https://user-images.githubusercontent.com/28688421/107848902-9d662980-6df7-11eb-8273-6821a5b4d004.gif)

Expected behavior whole **word** selection mode (for example default in atom)
![atom-double-click-select](https://user-images.githubusercontent.com/28688421/107848900-96d7b200-6df7-11eb-8fc4-460c79fa0e60.gif)
Repository: godot
Issue: Godot Mono - Editor crashes when setting a built-in variable
Labels: bug,topic:editor,topic:dotnet,crash

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
v3.2.3.stable.mono.official

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10

**Issue description:**
<!-- What happened, and what was expected. -->
When In a .cs tool script I have a variable with the same name as a built-in variable but in lower-case, the editor crashes. In C#, all the built-in classes variables names start with upper-case, eg. "Position", "Scale", "Modulate". But when in the tool script I have a variable with only a setter, with the same name as built-in but starting with lower-case eg. "position", "scale", "modulate", etc. It's valid, but when I set the built-in variable in the inspector, the editor crashes.
I was expecting to only set the built-in variable, but the inspector is trying to set the variable I created.

**Steps to reproduce:**
1. In a new mono project, create any node with a tool script;
2. In the script, create a public variable with the same name and type as any built-in class variable, starting with lower-case;
3. For example, create a "position" variable with the type Vector2 for a Node2D, with a getter returning Vector2.Zero, without Export property;
4. After building the project, try to set the built-in "Position" field in the inspector;
5. The editor crashes.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[Issue.zip](https://github.com/godotengine/godot/files/5975897/Issue.zip)
Repository: godot
Issue: Gridmap remove mesh accidentally when mesh cell not in center
Labels: topic:editor

**Godot version:**
Godot 3.2.3 Stable(steam version)

**OS/device including version:**
Window 10 professional

**Issue description:**
Mesh will be removed if your cursor is not on the center of the mesh. when you place the mesh, another mesh under your cursor will be removed

**Steps to reproduce:**
1/make a cube in blender and set the pivot on any cornor
2/import the obj into godot
3/make a mesh library and place it in a gridmap
4/Uncheck the center x/y/z in gridmap cell settings

Minimal reproduction Project:
[GridmapEditOffset.zip](https://github.com/godotengine/godot/files/5977077/GridmapEditOffset.zip)
Repository: rust
Issue: Move collection of items accessible directly or through reexports from `rustc_privacy` to `rustc_resolve`
Labels: A-resolve,A-visibility,T-compiler

Directly accessible item `AccessLevel::Public` is an item with a fully public path from a crate root making it nameable from other crates.
`AccessLevel::Exported` item is an item with a fully public chain of reexports or modules making it nameable from other crates.
All such items can be found either by visiting the crate repeatedly and marking new and new items as `Public`/`Exported` until no items can be marked anymore, or doing the same thing by maintaining an item queue and pushing/popping things to/from it for processing until the queue is empty.

Sets of directly accessible and reexported items are build in `rustc_privacy` (`EmbargoVisitor`).
The problem is that information about reexport chains is lost at that point, so the produced sets do not contain all the necessary items.
`fn update_visibility_of_intermediate_use_statements` hack tries to mitigate that issue a bit, but it doesn't work correctly in presence of glob imports (see PR https://github.com/rust-lang/rust/pull/57922 for more details).

What we need to do is to move the logic for determining `AccessLevel::{Public,Exported}`s to `rustc_resolve` where all the information about reexport chains is still available.
That logic should run either as a part of `fn finalize_imports` or after it.
It should build a table `NodeId` -> `AccessLevel` in `Resolver`, and that table should later move to `struct ResolverOutputs` and then to `GlobalCtxt` like all other `ResolverOutputs` fields.

Later in `rustc_privacy` the resolver-based table should be used as a seed for `EmbargoVisitor` which will then assign type-based accessibility levels like `AccessLevel::Reachable` etc.
`fn update_visibility_of_intermediate_use_statements` will need to be removed.

<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

<!-- TRIAGEBOT_ASSIGN_DATA_START$${"user":"lambinoo"}$$TRIAGEBOT_ASSIGN_DATA_END -->

<!-- TRIAGEBOT_ASSIGN_END -->
<!-- TRIAGEBOT_END -->
Repository: flutter
Issue: Hot restart causes exception: RangeError: WebAssembly.instantiate(): Out of memory: wasm memory
Labels: c: crash,engine,t: hot reload,platform-web,e: web_canvaskit,P2,team-web,triaged-web

Hot restart randomly crashes the app on web debugging. 

## Steps to Reproduce

1. Debug Flutter app in Chrome with VSCode
2. Perform hot reload a few times

## Logs

<details>
<summary>flutter run --verbose</summary>

```
[ +489 ms] wasm streaming compile failed: RangeError: WebAssembly.instantiate(): Out of memory: wasm memory
[   +2 ms] falling back to ArrayBuffer instantiation
[ +654 ms] failed to asynchronously prepare wasm: RangeError: WebAssembly.instantiate(): Out of memory: wasm memory
[   +1 ms] null
[   +3 ms] RuntimeError: abort(RangeError: WebAssembly.instantiate(): Out of memory: wasm memory). Build with -s ASSERTIONS=1 for more info.
               at La (https://unpkg.com/canvaskit-wasm@0.22.0/bin/canvaskit.js:149:56)
               at https://unpkg.com/canvaskit-wasm@0.22.0/bin/canvaskit.js:251:379

```

</details>
<details>
<summary>flutter doctor --verbose</summary>

```
[√] Flutter (Channel beta, 1.26.0-17.3.pre, on Microsoft Windows [Version 10.0.18363.1379], locale en-US)
    • Flutter version 1.26.0-17.3.pre at C:\flutter
    • Framework revision 4b50ca7f7f (9 days ago), 2021-02-04 19:44:27 -0800
    • Engine revision 2c527d6c7e
    • Dart version 2.12.0 (build 2.12.0-259.8.beta)

[√] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
    • Android SDK at C:\Users\enes\AppData\Local\Android\sdk
    • Platform android-30, build-tools 30.0.3
    • Java binary at: C:\Program Files\Android\Android Studio\jre\bin\java
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b01)
    • All Android licenses accepted.

[√] Chrome - develop for the web
    • Chrome at C:\Program Files (x86)\Google\Chrome\Application\chrome.exe

[√] Android Studio (version 4.1.0)
    • Android Studio at C:\Program Files\Android\Android Studio
    • Flutter plugin can be installed from:
       https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
       https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b01)

[√] VS Code (version 1.53.2)
    • VS Code at C:\Users\enes\AppData\Local\Programs\Microsoft VS Code
    • Flutter extension version 3.19.0

[√] Connected device (2 available)
    • Redmi Note 8 Pro (mobile) • 7lx48pbalvvctg45 • android-arm64  • Android 10 (API 29)
    • Chrome (web)              • chrome           • web-javascript • Google Chrome 88.0.4324.150

• No issues found!
```

</details>
Repository: TypeScript
Issue: Template string literal highlighting breaks on ternary operator with typeof
Labels: Bug,Help Wanted

# Bug Report

### 🔎 Search Terms

template string literal highlighting

### 🕗 Version & Regression Information

VSCode 1.53.2 + TypeScript 4.1.5

### ⏯ Playground Link

[Workbench Repro](https://www.typescriptlang.org/dev/bug-workbench/?ts=4.1.3#code/GYVwdgxgLglg9mABAdTgJwNYGcBiMwCmAEgWgQBQCUAXIgG5wwAmiA3gL4CwAUAAYAkrAAyIA-IigBPAA4E4wRCPEjaKxe14BuHqEiwEiAEIgoJMgEko5rIbRwMBMFVoNmbLtyA)

[Workbench Repro](https://www.typescriptlang.org/dev/bug-workbench/?ts=4.1.3#code/GYVwdgxgLglg9mABAdTgJwNYGcBiMwCmAEgWgQBQCUAXIgG5wwAmAsAFADe7Avu+xAixwANgQB0wuAHNyAAwAkHAAyIA-IigBPAA4E4wRCvUraJw91mUA3HzahIsBIgBCIKCTIBJKJ6zO0cBgEYFS0DMzsXGy8bEA)

### 💻 Code

```ts repro
function HighlightingWorksFineHere(): void {}
`${0 ? typeof 0 ? 0 : 0 : 0}`;
function ButHereItIsBroken(): void {}
```

```ts repro
function HighlightingWorksFineHere(): void {}
`${0 ? typeof 0 : 0}`;
function ButHereItIsBroken(): void {}
```

### 🙁 Actual behavior

Highlighting breaks after template literal with ternary operator and typeof in VSCode (seems fine in playground though), looks like the closing backtick is not recognized or treated as opening backtick.

![1](https://user-images.githubusercontent.com/6494702/107858054-59444a80-6e32-11eb-9565-a717329b92f4.PNG)
![2](https://user-images.githubusercontent.com/6494702/107858052-58abb400-6e32-11eb-9b4e-59ab2ee99b51.PNG)
Repository: PowerToys
Issue: Font Manager with better filtering
Labels: Idea-New PowerToy

First of all, thx too all of you for PowerToys. I love all Tools especially FancyZones (UltraWideScreen-User)

I am not a programer and my english is also bad, but i think you guys are gona get it.

My Tool-Idea is a Font Manager. In my Font-Folder are >800 Fonts. Mostly Licencefree but also some bought Fonts.
Every Time when i create a PowerPoint Presentation, i have to search for one Font. With the Tool, the User can create Font-categories and has a better and easyer way to find the Font he needs. It should be used with all MS-Office Tools.

The Layout opens with a small button next to the Font-Combobox
The User can create a categorie (e.g.: "1_Fonts-Thin")
The User can move with the mouse over the Fonts and a a preview of the Font becomes visible
The User can select the font with a left click (rightklick maybe for options like uninstal or else)
The User can now select other Fonts or save the categorie
When he saved, the categorie is shown in the Font-Combobox (e.g.: 1_Fonts-Thin; 2_Fonts-Abstract;....)
The User can now klick on the category and the Font-Category is going to expand and all Fonts in this category are visible.
With a second click on the category, the fonts are going to hide

I hope it is makeable ;)
Thx a lot :)

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: rust
Issue: Tracking Issue for `-Z macro-backtrace`
Labels: T-compiler,C-tracking-issue,A-CLI


This is a tracking issue for the `-Z macro-bakctrace` flag
### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps
<!--
Include each step required to complete the feature. Typically this is a PR
implementing a feature, followed by a PR that stabilises the feature. However
for larger features an implementation could be broken up into multiple PRs.
-->

TODO

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs

### Unresolved Questions

* What should the final name of this flag be? 
* Would we ever want this to be enabled by default?
* How should this be exposed through Cargo? See https://github.com/rust-lang/cargo/issues/6049 for discussion of this

### Implementation history

* Implemented in https://github.com/rust-lang/rust/pull/45545 as `-Z external-macro-backtrace`
* Renamed to `-Z macro-backtrace` in https://github.com/rust-lang/rust/pull/67359
Repository: go
Issue: proposal: spec: generic parameterization of array sizes
Labels: LanguageChange,Proposal,LanguageChangeReview

See detailed design [here][detailed proposal]. The recent acceptance of #43651, we can now begin discussing filling in the gaps and omissions of that proposal. This issue provides a proposal to fulfill the following stated omission in the type parameter proposal:

> No parameterization on non-type values such as constants. This arises most obviously for arrays, where it might sometimes be convenient to write type Matrix[n int] [n][n]float64. It might also sometimes be useful to specify significant values for a container type, such as a default value for elements.

The structure of the proposal boils down to two extensions:

1) Expression of all array types inside of type lists

Today one can specify a type constraint that a type is an array of some specific, constant size. For example:

```go
type Array8[T any] interface {
    type [8]T
}
```

Similarly one can enumerate a set of array sizes:

```go
type ArraysOfSomeSizes[T any] interface {
    type [2]T, [4]T, [8]T, [16]T
}
```

But, there's no way to capture the idea of all arrays of a given type. This proposal proposes the following syntax to capture that idea:

```go
type Array[T any] interface {
    type [...]T
}
```

This syntax is familiar as it is used for length inference in array literals. 

2) Permit constant expressions to determine the length of an array type using `len([...]T)`

I'm not wedded in any way to the function with this behavior actually being `len`. It could be some
new thing like `ArrayLen([...]T)` in some package somewhere. 

Today go provides both constant expressions which take types (see `unsafe.Sizeof`) and more generally
builtin functions which take types. Secondly, the go compiler already statically computes array lengths
at compile time when it can. 

Constant expressions can be already be used to size arrays.

Taken together, one can imagine using this constant expression over some parameterized array type to
size other array types. 

A detailed discussion with examples, background and motivation can be found in [this proposal][detailed proposal]. 

[detailed proposal]: https://github.com/golang/proposal/blob/master/design/44253-generic-array-sizes.md
Repository: rust
Issue: Ambiguity between parsing the same ident in a macro
Labels: A-diagnostics,A-macros,T-compiler,C-bug

I tried this code ([playground link][1]):

```rust
macro_rules! foo {
    (
        bar: [
            $(
                {
                    baz: [$($crab:ident),*],
                    cor: [$($turtle:ident),*]$(,)*
                    $(gar: [$(urchin:ident),*])*$(,)*
                }
            ),*
        ]
    ) => {};
}

fn main() {
    foo!(
        bar: [
            {
                baz: [pink, fluffy],
                cor: [],
            },
            {
                baz: [nyan, cat],
                cor: [cute, funny, friendo],
            }
        ]
    );
}
```

I expected for this to compile.

Instead, the compiler errors in a local ambiguity between what appears to be the same identifier:
```
error: local ambiguity: multiple parsing options: built-in NTs ident ('crab') or ident ('crab').
  --> src/main.rs:23:23
   |
23 |                 baz: [nyan, cat],
   |                       ^^^^
```

### Meta

Tested locally on a recent nightly and stable:

`rustc --version --verbose`:
```
rustc 1.51.0-nightly (b12290861 2021-01-29)
binary: rustc
commit-hash: b122908617436af187252572ed5db96850551380
commit-date: 2021-01-29
host: x86_64-pc-windows-msvc
release: 1.51.0-nightly
LLVM version: 11.0.1
```
```
rustc 1.49.0 (e1884a8e3 2020-12-29)
binary: rustc
commit-hash: e1884a8e3c3e813aada8254edfa120e85bf5ffca
commit-date: 2020-12-29
host: x86_64-pc-windows-msvc
release: 1.49.0
```

Also tested on the [playground][1] on latest nightly.

[1]: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=6768107c3d5454c3322382f1cc670125