sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Add opacity to emoji, emoji is cropped.
Labels: platform-ios,engine,platform-mac,dependency: skia,a: typography,has reproducible steps,P2,found in release: 2.5,found in release: 2.6,team-ios,triaged-ios



## Steps to Reproduce

```dart
Wrap(
  spacing: 20,
  children: const <Widget>[
    Opacity(
      opacity: 0.8,
      child: Text('😁', style: TextStyle(fontSize: 56)),
    ),
    Opacity(
      opacity: 0.8,
      child: Text('😁a', style: TextStyle(fontSize: 56)),
    ),
    Opacity(
      opacity: 0.8,
      child: Text('😁g', style: TextStyle(fontSize: 56)),
    ),
    Text('😁', style: TextStyle(fontSize: 56)),
  ],
);
```

**Expected results:**  The translucent emoji is displayed normally.

**Actual results:**  

![1101636105030_ pic](https://user-images.githubusercontent.com/8244814/140490115-e250e2ab-1b44-444c-855a-2b82827c515e.jpg)
Repository: PowerToys
Issue: Highlight the focused window with a border
Labels: Product-Window Manager

### Description of the new feature / enhancement

I find Windows 10's built-in way of expressing which window has input focus very subtle. [This StackExchange post](https://apple.stackexchange.com/questions/89743/is-there-a-software-that-can-visually-highlight-focused-windows-more) covers this exact same concern except that one is for mac os.

I propose a feature that would draw an outline around the active window, just like how it appears for a focused text input, or a button, or a combo-box, and would serve the same purpose as well.

### Scenario when this would be used?

When working with multiple windows at the same time (Slack, Terminal, Chrome), open side-by-side, or spread across multiple monitors, I often mix up which of the windows has input focus and I end up hitting `Ctrl + W` in the wrong window. You know the rest.,

### Supporting information

https://github.com/puffnfresh/Honer.app#screenshots
Repository: rust
Issue: [ER] Boxed array conversion function
Labels: C-feature-request,T-libs,A-array

From the discussion I've started here:
https://users.rust-lang.org/t/efficient-allocation-of-empty-2d-matrix-with-very-long-rows/66876/

I suggest to add to stdlib one (simple) safe const inlinable function similar to the cast_box function of the crate bytemuck:
https://github.com/Lokathor/bytemuck/blob/main/src/allocation.rs

This proposed Box method is related to `slice::as_chunks_unchecked_mut`, but it's safe.

It's meant to convert `Box<[u32; 10]>` to `Box<[[u32; 5]; 2]>` and similar safe conversions. All the safety tests could be done at compile-time.
Repository: next.js
Issue: Next 12 Build Performance on Windows
Labels: bug,Output (export/standalone)

### What version of Next.js are you using?

12.0.2 and 12.0.3-canary.9

### What version of Node.js are you using?

v14.15.4

### What browser are you using?

Any

### What operating system are you using?

Windows

### How are you deploying your application?

N/A

### Describe the Bug

Despite the announcement (https://nextjs.org/blog/next-12#faster-builds-and-fast-refresh-with-rust-compiler) the build time of Next12 app on Windows was not improved:

- empty application created with `create-next-app@latest` - the build is the same comparing to `create-next-app@11` (approx. 7.8 seconds)
- small-size application (5 pages, 2 API endpoints) - the build is ~50% slower after updating with `npm i next@latest` by 50% (22.4s vs 32.0)

Upgrading to `next@canary` makes no difference.

Others have reported similar or even worse results: https://www.tpjnorton.com/blog/posts/next-js-12-performance-test-builds-appear-to-be-slower-not-faster

### Expected Behavior

Faster build with next12 comparing to next11.

### To Reproduce

In Windows Powershell run:

```
npx create-next-app@latest
cd app-name
Measure-Command  {npm run build}
Measure-Command  {npm run build}
```

Compare results with:

```
npx create-next-app@11
cd app-name
Measure-Command  {npm run build} 
Measure-Command  {npm run build} 
```

Both build commands (with cold and hot cache) execution times are +/- the same.
Repository: vscode
Issue: Unreadable text in Process Explorer
Labels: bug,verification-found,l10n-platform,workbench-diagnostics,confirmed


Issue Type: <b>Bug</b>

Steps: It is easy to reproduce the bug. Just open the Help menu and click on the "Open Process Explorer" button. You will see some gibberish text on the top of the columns. You can see it on the screenshot. The columns aren't even resizable! That's quite bad. Could you fix the gibberish text and add resizable columns in the Process Explorer, please? I would really appreciate.

![Screenshot](https://user-images.githubusercontent.com/70533786/140501679-8872a495-eb80-4a8e-ad26-4d1abb08187a.png)

VS Code version: Code 1.62.0 (b3318bc0524af3d74034b8bb8a64df0ccf35549a, 2021-11-03T15:23:01.379Z)
OS version: Windows_NT x64 10.0.19043
Restricted Mode: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz (8 x 2419)|
|GPU Status|2d_canvas: enabled<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>oop_rasterization: enabled<br>opengl: enabled_on<br>rasterization: enabled<br>skia_renderer: enabled_on<br>video_decode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|undefined|
|Memory (System)|15.80GB (9.39GB free)|
|Process Argv|--crash-reporter-id f667050e-cd55-4c9b-8828-622f51c58fbd|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (4)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-eslint|dba|2.2.2
vscode-language-pack-pl|MS-|1.62.2
cpptools|ms-|1.7.1
markdown-preview-enhanced|shd|0.6.1


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
pythontb:30283811
pythonvspyt551:30345470
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
pythondataviewer:30285071
pythonvsuse255:30340121
vscod805:30301674
pythonvspyt200:30340761
binariesv615:30325510
vsccppwt:30382697
bridge0708:30335490
pygetstartedt3:30385195
dockerwalkthru:30377721
bridge0723:30353136
pythonrunftest32:30373476
pythonf5test824:30373475
javagetstartedt:30391933
pythonvspyt187:30373474
vsqsis400:30386382
vsaa593cf:30376535
vssld246cf:30386378

```

</details>

<!-- generated by issue reporter -->
Repository: flutter
Issue: WebView makes app crash if it is too big (Virtual display only)
Labels: c: crash,platform-android,p: webview,package,has reproducible steps,P3,c: fatal crash,platform-views: vd,found in release: 2.5,found in release: 2.6,team-android,triaged-android

This is the same as #28978,  but I opened another issue because the former was closed and locked without any proper solution.

In my device, differently from #28978, the app crashed and closed, but the device did not restart.

As noted by @danagbemava-nc, this issue does not happen when in hybrid composition mode.

## Steps to Reproduce

1. Consider the following, minimal, reproducible example:

```dart
import 'package:flutter/material.dart';
import 'package:webview_flutter/webview_flutter.dart';

void main() {
  runApp(
    const MaterialApp(
      home: CrashingWebViewExample(),
    ),
  );
}

class CrashingWebViewExample extends StatelessWidget {
  const CrashingWebViewExample({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) {
    return const SingleChildScrollView(
      child: SizedBox(
        // If the crash does not happens with 10000, try increasing it. The size required to reproduce may vary from device to device.
        height: 10000,
        child: WebView(
          initialUrl: 'https://en.wikipedia.org/wiki/Cephalopod_size',
        ),
      ),
    );
  }
}
```

2. Try running it on Android.

**Expected results:**

The app runs and shows a webview that has the passed height, showing all the content of the rendered URL.

**Actual results:**

The app crashes with a warning.
This warning was introduced in https://github.com/flutter/engine/pull/8704 and https://github.com/flutter/engine/pull/9110.

```
W/PlatformViewsController(19084): Creating a virtual display of size: [1080, 25500] may result in problems(https://github.com/flutter/flutter/issues/2897).It is larger than the device screen size: [1080, 2065].
E/InputMethodManager(19084): b/117267690: Failed to get fallback IMM with expected displayId=44 actual IMM#displayId=0 view=io.flutter.plugins.webviewflutter.InputAwareWebView{9c12899 VFEDHVC.. ........ 0,0-1080,4316}
```
Repository: react
Issue: [DevTools Bug]: Components without own dimensions not highlighted at all
Labels: Type: Bug,Status: Unconfirmed,Component: Developer Tools

### Website or app

https://codesandbox.io/s/trusting-night-35uuz?file=/src/App.js

### Repro steps

Create a fixed element with an absolute child like this: 
```js
  return (
    <div style={{ position: "fixed", left: point.x, top: point.y }}>
      <div
        style={{
          position: "absolute",
          color: "blue"
        }}
      >
        Popover
      </div>
    </div>
  );
```
On top of that implement `rAF` loop updating the `point`. In such a scenario the root `div` gets constantly rerendered but no highlight is drawn on the canvas. Or rather - it is drawn ([here](https://github.com/facebook/react/blob/54f6ae9b1c0489784f6a95bbe26ffec31816d74a/packages/react-devtools-shared/src/backend/views/TraceUpdates/canvas.js#L49)), but its dimensions are 0x0 so nothing gets highlighted from the user perspective.

If you believe this is an issue I would gladly work on a fix. I'm unsure what would be the proper fix here. My ideas are those:
1. either introduce more heuristics for measuring nodes in [this function](https://github.com/facebook/react/blob/cae635054e17a6f107a39d328649137b83f25972/packages/react-devtools-shared/src/backend/views/TraceUpdates/index.js#L135-L143)
2. or always draw at least 2px x 2px highlight

cc @bvaughn 

### How often does this bug happen?

Every time

### DevTools package (automated)

_No response_

### DevTools version (automated)

_No response_

### Error message (automated)

_No response_

### Error call stack (automated)

_No response_

### Error component stack (automated)

_No response_

### GitHub query string (automated)

_No response_
Repository: godot
Issue: Godot editor broke
Labels: bug,topic:editor,needs testing

### Godot version

3.3.4 stable_win64

### System information

Windows 7 AMD A4-5300 APU with Radeon(tm) HD Graphics  3.40 GHz

### Issue description


A couple of days ago everything was fine, but today the editor is glitch
![godot_bug](https://user-images.githubusercontent.com/93770179/140503775-b98ed1c3-4f20-491d-b82f-16d3cfcb4752.png)
g
![godot_bug2](https://user-images.githubusercontent.com/93770179/140503780-1de766e0-578b-4763-973e-e2b73aac03be.png)
when I start the game, the game, unlike the editor, is in perfect order
![godot_bug3](https://user-images.githubusercontent.com/93770179/140503784-88179d64-3027-491d-98dd-12fb0cf200f3.png)
![godot_bug4](https://user-images.githubusercontent.com/93770179/140503792-2b2a62d9-2b4e-4bd5-a154-4eeebf408209.png)

After a while, the editor comes back in order, but for this I have to wait more than 5 minutes. If I close the editor and open it again, these glitches will come out again.
This slows things down a lot.

![godot_bug5](https://user-images.githubusercontent.com/93770179/140504074-714f4d4b-d8ed-4c46-ab29-0473a5c13c2c.png)

y

### Steps to reproduce

I created a 2D pixel game according to a tutorial on YouTube (https://www.youtube.com/watch?v=mAbG8Oi-SvQ&list=PL9FzW-m48fn2SlrW0KoLT4n5egNdX-W9a). Nothing unusual.

### Minimal reproduction project

[game project.zip](https://github.com/godotengine/godot/files/7484240/game.project.zip)
Repository: godot
Issue: GLES2: negative values from texture() method are inconsistent across devices.
Labels: discussion,confirmed,topic:shaders

### Godot version

3.3.3.stable.mono.official [b973f997f]

### System information

Linux Desktop, GLES2, NVidia (GeForce GTX 960) + Android Adreno 330

### Issue description

While porting a screen-reading shader from GLES3 to GLES2, I stumbled upon something weird:

I have a lookup texture for my light sources, and while texelFetch() is not supported by GLES2, I had to rely on texture() method to sample pixel data, and scaling the result to the viewport size because of the [0., 1.] range. So far, so good...

BUT, I noticed the color value returned is clamped to [0., 1.] too! (in editor and preview as well)
When my light source position is outside of the viewport rectangle, I therefore store a value that cannot be retrieved to render it at its correct position (it gets stuck on the edge of the viewport).

OK, now the weird thing is it CAN be negative (or over 1) on the Android device I'm testing on (Adreno 330), and the shader works as intended.

I'm not familiar at all with the underlying mechanism but my understanding is there is an "internal" type that informs GL to interpret the data as signed or unsigned.

My question is as follow: is there a way I can tell the shader that my sampler2D has negative value stored and allow them to be retrieved as such with the texture() method, and make that behavior consistent across devices?

Thanks in advance for any pointers.

### Steps to reproduce

Sample project exported to Android shows correct behavior on my device, while not on my desktop.
I tried to change the float precision of my sampler2D, with no effect.

### Minimal reproduction project

[GLES2_lighting_test.zip](https://github.com/godotengine/godot/files/7485874/GLES2_lighting_test.zip)
Repository: flutter
Issue: Listen to multiple ValueNotifiers in a Builder (add ValueListenable.merge?)
Labels: c: new feature,framework,a: animation,c: proposal,P3,team-framework,triaged-framework

## Use case

I have simplifed my state handling to use `ValueNotifier` and `ValueListenableBuilder` which works really great compared to a lot of bloated state handling solutions.

One thing i'm missing now is to listen to multiple `ValueNotifier`s in a builder and receive their responses in a list.

## Proposal

Now `ValueListenableBuilder` takes a `ValueListenable` and not a `Listenable`, and therefore i can't use `Listenable.merge`. Could `ValueListenable` implement as `merge` function as well, which would take a list of `ValueListenable` in the same way as `Listenable`?

Would this let me receive a list of `ValueListenable` (or `ValueNotifier`) objects in the `ValueListenableBuilder` builder function ?

I know `AnimatedBuilder` receives `Listenable`, but if using `Listenable.merge` here, i do not receive a list of values in the builder. Also, the name seem a bit off. Maybe there could be added a new type of `MultiValueListenableBuilder` which could receive a list of `ValueListenable`, if not the `ValueListenable.merge` would work as mentioned above.
Repository: TypeScript
Issue: "fix strict class initialization" does not account for optionality/type assignability
Labels: Bug,Help Wanted,Effort: Moderate,Domain: Quick Fixes

# Bug Report

The codefix "fix strict class initialization" offers two options for an uninitialized class property: add a definite assertion (i.e. `!`), and add `undefined` to the type of the uninitialized property.
However, in some cases, adding `undefined` causes the property to have a wrong type, one that is no longer assignable to the type the property is expected to have (e.g. when implementing an interface), generating a compiler error.

### 🔎 Search Terms

strict class initialization

### 🕗 Version & Regression Information

- This is the behavior since every version I can remember, and for optionality since 4.4, when `exactOptionalPropertyTypes` was introduced

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?pretty=true&exactOptionalPropertyTypes=true&ts=4.5.0-beta#code/JYOwLgpgTgZghgYwgAgEJysg3gWAFDKHIBGGA-AFzIgCuAtsdANz4C+++CANnAM6-IAYgHthyYHQAOXCHQjgB6TLgJFSUKrQbNkAel3IAkjGQB3FHEnSAnsgDkAQQAmT5AAMaIJxBigITt2Qwa0kUMDFJKGFQqGD3dTc7ZF8AD2QAC2gIABp8InyCgv1xMBIIBGE5ATd1TXpGTAAfZE9vXxB-N2yzdOAEdPEBEGFSvl5gAHMQOGIZILEa8jrtKEDW6HcIFMQwAHlJMGBhaa4ABSiY4IAVEIheNwA6Ng48UEhYRBRUUWw8tVEqLwwFBQBMWHh2HhODx+EIMOIpDI5Ao0D8VPliADkECQSAwXoDMYzBYrFxbI4XO51u1OkFbvNkJFotA4otVklUhksrlVIU+YRisBSowKlV4hhlg1kM1qX4At1TL1+oNqCNkGNJtNZmEFrVqPVoI82EA)

### 💻 Code

- Case 1:
```ts
interface Bar {
    bar?: number;
}

class Foo implements Bar {
    bar: number; // If we apply 'Add `undefined` type to property `bar`' fix here,
                 // it becomes `bar: number | undefined`, which is not assignable to `bar?: number` under `exactOptionalPropertyTypes`.
}
```

- Case 2:
```ts
interface Boo {
    boo: string;
}

class Far implements Boo {
    boo: string; // If we apply 'Add `undefined` type to property `bar`' fix here,
                 // it becomes `bar: number | undefined`, which is not assignable to `bar: number`.
}
```

### 🙁 Actual behavior

- Case 1:
```ts
interface Bar {
    bar?: number;
}

class Foo implements Bar {
    bar: number | undefined; // Error if `exactOptionalPropertyTypes` is true, `bar: number | undefined` not assignable to `bar?: number`.
}
```

- Case 2:
```ts
interface Boo {
    boo: string;
}

class Far implements Boo {
    boo: string | undefined;  // Error, `bar: number | undefined`, which is not assignable to `bar: number`.
}
```

### 🙂 Expected behavior

In case 1, I think we should consider making the property optional instead of adding `| undefined`.

In case 2, well, maybe we should not offer the suggestion of adding `| undefined` at all?
Repository: godot
Issue: [HTML5] HTTPRequest GET, after downloading, stalls when played on Chrome
Labels: bug,platform:web,topic:network,regression,performance

### Godot version

3.3.4.stable

### System information

Linux Pop_OS! 21.04

### Issue description

My company recently updated to Godot 3.3.4, from Godot 3.2.3, for our web games. A few days after the new builds were out, we started receiving reports about some players waiting absurdly long times for level downloads. When we investigated, we found that the .pck files that were downloaded from an HTTPRequest would take much longer on Chrome specifically.

Looking at the Network tab showed that when the GET request would finish, but a significant amount of time would be still spent "Downloading". The amount of time seemed to vary mainly based on the size of the .pck file being loaded (8MB pcks were not so bad, but 40+MB .pcks were a problem).

Attached, I have a project to replicate the issue, but I was not able to get example .pck files uploaded. Seems like Github didn't like the files, so if you want to test for this you'll have to generate your own .pck file.

### Steps to reproduce

1. Export project in Godot 3.3.4 into the HTML5 folder
2. Export a large dummy pck file from another project. Bring that to the HTML5 folder and rename it "Example.pck" (best if this .pck is at least above 30MB in size)
3. Host a local server in the HTML5 folder
4. Go to local server in Chrome
5. Open dev tools, go to Network tab
6. Click "Download Pck" and watch the Network tab. When the pck is finished being transferred, the HTTPRequest is not finished and will stall for some amount of time

Then, to see the expected behavior, follow the steps above with Godot 3.2.3 instead and make sure "Example.pck" is also exported with Godot 3.2.3

### Minimal reproduction project

[MinimalReproductionProject.zip](https://github.com/godotengine/godot/files/7486772/MinimalReproductionProject.zip)
Repository: flutter
Issue: [web] Remove the iOS 15 text workaround when the webkit bug is fixed
Labels: c: regression,engine,platform-web,e: web_html,has reproducible steps,P2,found in release: 2.6,browser: safari-ios,found in release: 2.8,team-web,triaged-web

Hi,

When I upgraded my project framework from 2.4 to nearly the latest master for some reason in iOS 15 (real and simulator) the font has changed in the HTML renderer (not iPad, Android or Desktop web it seems).

flutter-2.4-candidate.2 doesn't show the issue:

![image](https://user-images.githubusercontent.com/81489824/140542364-69c18fef-f079-442c-8912-a36604b40d80.png)

Issue on right (iOS14 vs iOS15) (Flutter 2.6.0-12.0.pre.535):

![image](https://user-images.githubusercontent.com/81489824/140541874-aaad1fda-95ab-4808-8a3b-508a19ae4004.png)


<details>
<summary>minimal code sample</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({Key? key}) : super(key: key);

  // This widget is the root of your application.
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
        home: Scaffold(
      body: Center(
        child: Text(
          "Font X Test 12345!",
          style: TextStyle(
            color: Colors.black,
            fontSize: 40.0,
          ),
        ),
      ),
    ));
  }
}
```
</details>
Repository: axios
Issue: Remove API key from headers in error message 
Labels: state::triage

This was originally posted as a bug https://github.com/axios/axios/issues/4246 but the GitHub bot didn’t seem to like it. Trying again here as a feature request. 

#### Describe the issue
I am catching the error responses from Axios when a request fails. I then use the error request to create logs, log to console or return to the browser. In many of these instances the error contains `axios.defaults.headers.common.Authorization` set before the request. I started going through deleting them before logging, but they are all over in the response and request, and {config} with the response and request. So far I have:

```
obj.config.headers.Authorization
obj.request._header
obj.response.request._header
obj.request._currentRequest._header
```

Likely more, but have stopped looking. 

Ideally there would be a way to clean this up automatically so the outputs are safe to use anywhere. 

#### To Reproduce
Any failed request

#### New feature. 
Remove the Authorisation headers so error message can be used safely, with option to include them for debug. 

#### Environment
 - Axios Version [0.24.0]
Repository: rust
Issue: Better error for re-borrowing &'static mut member from struct as &'static
Labels: A-diagnostics,T-compiler


Given the following code: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=530228d1c5fdd9bde2c39643ddd8ff9a

```rust
struct Test {
    data: &'static mut [u8],
}

impl Test {
    fn get_data(&self) -> &'static [u8] {
        self.data
    }
}
```

The current output is:

```
error[E0312]: lifetime of reference outlives lifetime of borrowed content...
 --> src/lib.rs:7:9
  |
7 |         self.data
  |         ^^^^^^^^^
  |
  = note: ...the reference is valid for the static lifetime...
note: ...but the borrowed content is only valid for the anonymous lifetime defined here
 --> src/lib.rs:6:17
  |
6 |     fn get_data(&self) -> &'static [u8] {
  |                 ^^^^^
```

Now this might seem strange (it certainly did to me, for a bit) - `data` is `'static`, so why can't I return it as `'static`, and why is the compiler complaining about the lifetime of `&self` here...

The point is, at least I think so, that since we're reborrowing a `&'static mut [u8]`, Rust needs to ensure that the data does not get shared multiple times, even if `'static`. If `data` is made `&'static [u8]` in the struct there is no problem.

The error message, however, does not make this clear, and mentions "mut" or "mutable" nowhere.  Unfortunately I can't suggest a better wording since I'm not 100% certain on terminology.