sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Inconsistent column number due to unicode symbols between command palette and status bar (+ inconsistent with Chrome and Firefox Devtools)
Labels: editor-core,under-discussion

Type: <b>Bug</b>

---

I've reported https://bugzilla.mozilla.org/show_bug.cgi?id=1845093 earlier, and it contains an example where Firefox/Chrome Devtools column numbers don't agree: 

> There is a difference how many columns "🇩🇪" and "🇩" (and other flags / regional indicators) are considered to be in Chrome, Firefox Stacktrace and Firefox Devtools.

This inconsistency continues in VSCode.

Currently, VSCode is inconsistent in itself and depending on where you look it behaves like Chrome (which I currently consider to be correct) or Firefox (which I currently consider to be incorrect)

I think VScode, (at least for JavaScript and TypeScript files), should match the line and column numbers from the JS engines.
Otherwise it's not possible to correlate stacktraces while editing source-code.

Here's my example from the Firefox issue:

```js
// Reported line numbers from stacktrace:
const badSymbolFlag = "🇩🇪"; console.log(new Error().stack); // Chrome=:43 / Firefox=:41
const badSymbolLetU = "🇩"; console.log(new Error().stack); // Chrome=:41 / Firefox=:40
const badSymbolLetA = "D"; console.log(new Error().stack); // Chrome=:40 / Firefox=:40
// Firefox devtools: "new Error" starts where Chrome reports it (= Firefox devtools disagrees with Stacktrace!)
//                   `badSymbolFlag` is 4 columns (before: col 24, after: col 28), col 26 also selectable halfway through, col 25 and 27 not selectable.
//                   `badSymbolLetU` is 2 columns (before: col 24, after: col 26), col 25 not selectable.
// VSCode: similar to Firefox Stack trace
//                   `badSymbolFlag` is 2 columns (before: col 24, after: col 26), col 25 not selectable.
//                   `badSymbolLetU` is 1 column (before: col 24, after: col 25).
```

There's also an additional inconsistency in VSCode:
Pressing the "Ln 2, Col 41" in the bottom status bar will show the command palette with "Current Line: 2, Character: 43" (so it disagrees with the bottom status bar).
When using the "Go to line" with ":2:41" it will actually put me into "Ln 2, Col 39".

---

VS Code version: Code 1.80.1 (74f6148eb9ea00507ec113ec51c489d6ffb4b771, 2023-07-12T17:20:58.115Z)
OS version: Darwin arm64 22.5.0
Modes:


<!-- generated by issue reporter -->
Repository: deno
Issue: `deno test --coverage` uses a lot of RAM
Labels: needs investigation,testing

Hello y'all.

I've been lately noticing some weird "Container 'Build' exceeded memory limit" errors in one of the (Bitbucket) pipelines that I've configured for my Deno app. This basically means that the process I'm executing is using too much RAM (the pipeline is configured with 8GBs of RAM).

What the pipeline does is execute the unit tests with the coverage enabled, and took me a while to notice that the issue is that as soon as the pipeline executes the main command Deno starts using A LOT of memory. I never noticed this issue when running the test+coverage in my personal computer as it has 32GBs of RAM.

I can understand that running the tests with coverage enabled is obviously going to use more memory, but I didn't expect it to be that much. Here are some details:

- Deno setup:
  - deno 1.35.2 (release, aarch64-apple-darwin)
  - v8 11.6.189.7
  - typescript 5.1.6
- 660 unit tests.
- ~20k lines of TS code.
- Coverage enabled: Almost 6GB of RAM.
- Coverage disabled: Less than 500MB.

**My question is:** Is this memory usage expected? Is there a way I can lower it?

![image (1)](https://github.com/denoland/deno/assets/22531231/ec77283b-78c5-4f5a-b881-505df5b3025f)
Repository: rust
Issue: Windows: Inconsistent import lib naming
Labels: A-linkage,O-windows,T-compiler,C-discussion

Usually libraries and their import lib on Windows are named following those conventions:
- MSVC has `foo.dll` and `foo.lib`
- GCC has `libfoo.dll` and `libfoo.dll.a`

However:

- With rustc and GCC linker (e.g. when cross compiling for Windows) I'm expecting to be following GCC convention, and do `rustc ... -o libfoo.dll` to get `libfoo.dll` and `libfoo.dll.a` but instead of produces `liblibfoo.dll.a` (notice the repetition of the prefix).
- With rustc and MSVC linker I'm expecting that `rustc ... -o foo.dll` would produce `foo.dll` and `foo.lib` but instead of produces `foo.dll.lib`.

Is that inconsistency intentional? Especially the `lib` prefix repetition in the import lib is problematic, that means we can't really build `libfoo.dll` without having an import library with a bad naming. Unless there is something I missed?
Repository: flutter
Issue: SizedBox with WidgetSpan renders single line height even when it's height is set to 0
Labels: framework,a: typography,has reproducible steps,P3,found in release: 3.10,team-framework,triaged-framework,found in release: 3.13

Copied from internal bug b/292502848

**Expected:** When `height` passed to `_VerticalSpaceSpan` is `0.0`, no space should render between the `TextSpan`(s). See `TextSpan`(s) without `spacer` in between for expected result.

**Actual:** `TextSpan`(s) render with some space between them (equal to single line height?).

**Screenshot:**
<img src="https://github.com/flutter/flutter/assets/140416057/5f139461-19e0-4c8f-b1fe-1d0ef2e91f81" alt="drawing" width="350"/>

**Minimal code to reproduce the bug:**

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: Scaffold(
        body: MyWidget(),
      ),
    );
  }
}

class MyWidget extends StatelessWidget {
  final spacer = _VerticalSpaceSpan(0.0);
  @override
  Widget build(BuildContext context) {
    return RichText(
      text: TextSpan(children: [
        const TextSpan(
          text: '• Fist Element, with spacer below\n',
        ),
        spacer,
        const TextSpan(
          text: '• 2nd Element, with spacer below\n',
        ),
        spacer,
        const TextSpan(
          text: '• 3rd Element, NO spacer below\n',
        ),
        const TextSpan(
          text: '• 4th Element, NO spacer below\n',
        ),
        const TextSpan(
          text: '• Last Element\n',
        ),
      ]),
    );
  }
}

class _VerticalSpaceSpan extends WidgetSpan {
  _VerticalSpaceSpan(double height)
      : super(child: SizedBox(height: height, width: double.infinity));
}
```

**Reason for prioritization:**
Marked as P3, does not block a launch as we managed to find a workaround in current usage, but should be fixed in longer run.
Repository: tensorflow
Issue: tf.io.gfile.rename not working for directories in S3
Labels: stat:awaiting tensorflower,type:bug,comp:ops,TF 2.12

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

2.12

### Custom code

Yes

### OS platform and distribution

_No response_

### Mobile device

_No response_

### Python version

_No response_

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

The following code used to work in Tensorflow < 2.6. Upon Tensorflow 2.6, we had to import tensorflow_io. However, the tf.io.gfile.rename function which used to work on directories in S3 no longer works. I would like to update to a newer version of Tensorflow but this issue is preventing our organization from doing so, as some libraries we use use tf.io.gfile.rename to change folder names during training.

tf.io.gfile.rename should work on directories according to the Tensorflow documentation

### Standalone code to reproduce the issue

```shell
import tensorflow as tf
import tensorflow_io as tfio

SOURCE_DIR = 's3://.../old_name/'
DEST_DIR = 's3://.../new_name/'

tf.io.gfile.rename(SOURCE_DIR, DEST_DIR)
```


### Relevant log output

```shell
Traceback (most recent call last):
  File "/home/eigen/.config/JetBrains/PyCharm2023.1/scratches/tf2_s3_rename_test.py", line 9, in <module>
    tf.io.gfile.rename(SOURCE_DIR, DEST_DIR)
  File "/home/eigen/venvs/eigen-ml-tf2-12/lib/python3.10/site-packages/tensorflow/python/lib/io/file_io.py", line 622, in rename_v2
    _pywrap_file_io.RenameFile(
tensorflow.python.framework.errors_impl.FailedPreconditionError: Source is a directory or empty file
```
Repository: excalidraw
Issue: [feature request] UX Searchable and Favorite icons
Labels: enhancement,discussion,library-request,Candidate P1

# Idea - Selectable and searchable icons

On the icons library screen allow for
- Icons to be favorited 
- Placed into groups for example Favorite 1 or commonly used
- Allow for icons to be searched by name

Here is a mock-up I had in mind
![Screenshot 2023-07-24 at 16 07 42](https://github.com/excalidraw/excalidraw/assets/12976663/75d014a4-78e1-47d5-9edb-9e8ddf749007)
Repository: godot
Issue: Can't see Inspector panel to the full extent when AnimatedSprite2D node is selected
Labels: bug,topic:editor,usability

### Godot version

4.1.1-stable_linux.x86_64

### System information

Godot v4.1.1.stable - Ubuntu 22.04.1 LTS 22.04 - Vulkan (Forward+) - integrated Intel(R) UHD Graphics (CML GT2) () - Intel(R) Core(TM) i5-10210U CPU @ 1.60GHz (8 Threads)

### Issue description

Cannot see the Inspector window to the full extent when `AnimatedSprite2D` node is selected. Not possible to change properties in the Inspector panel due to it.
My resolution is 2160x1440 pixels (572x381 millimeters)

![image](https://github.com/godotengine/godot/assets/43963512/445285de-256f-4e2a-adef-2859f397ad28)


### Steps to reproduce

Select `AnimationsSprite2D` node on a machine with the same resolution and system.

### Minimal reproduction project

N/A
Repository: node
Issue: Keep blob: URLs containing file: origins as an exercise for the reader
Labels: whatwg-url

See https://github.com/whatwg/url/pull/780 for a small tweak. You initially aligned with the standard in #48157, though I'm somewhat surprised that worked. Perhaps Node.js never has file: URLs as authority when running scripts?
Repository: opencv
Issue: Add "initUndistortRectifyMap()" but for a sparse array of points
Labels: feature

### Describe the feature and motivation

Hi.

I have a use-case which requires to know non-rectified float positions for a small set of rectified float positions. Points are rectified from a generic distortion (not necessarily fisheye). As far as I know, there is no easy/fast way to do it using OpenCV functions.

Inspired by [`cv::initUndistortRectifyMap()`](https://docs.opencv.org/4.8.0/d9/d0c/group__calib3d.html#ga7dfb72c9cf9780a347fbe3d1c47e5d5a) and [`cv::fisheye::distortPoints()`](https://docs.opencv.org/4.8.0/db/d58/group__calib3d__fisheye.html#ga75d8877a98e38d0b29b6892c5f8d7765), I could imagine an additional function like:

```cpp
void cv::distortPoints(InputArray cameraMatrix,
                       InputArray distCoeffs,
                       InputArray R,
                       InputArray newCameraMatrix,
                       InputArray undistorted,
                       OutputArray distorted
                      ) 
```

### Additional context

As of today, we can either:
* Use `initUndistortRectifyMap()` and then lookup the coordinates for the few points we need to know ([see example here](https://stackoverflow.com/a/20784849/2291710)). This has the drawback of pre-calculating a dense matrix of coordinates when only a minority will be used, and it doesn't work for floating input coordinates (requires implementation bilinear interpolation).
* Re-implement the equations described in the documentation and apply them to our points ([see example here](https://stackoverflow.com/a/24231047/2291710)). It was pretty straightforward in the days of Opencv 2.4, but the formula now supports additional distortion parameters and has become non-trivial. Nor does it allow you to take advantage of the vectorization optimizations implemented by OpenCV.

I'm apparently not the 1st one to have such need, and I think it would be a useful addition to OpenCV.
Repository: rust
Issue: Rustdoc fails, but there are no codeblocks
Labels: T-rustdoc,A-resolve,C-bug

I encountered doctest fail on codebase that doesn't contain any codeblocks.

I guess the errors might originate from the macro expansions and code generation done by the `tonic` crate. So filed a bug report there at [BUG DESCRIPTION](https://github.com/hyperium/tonic/issues/1435). 

But it well might be a `rustdoc` bug and I suppose you guys here would know better what might be the cause, so let me cross-link the issue here as well.

### tldr

[BUG DESCRIPTION](https://github.com/hyperium/tonic/issues/1435)
Repository: PowerToys
Issue: [PowerRename] More $variables for Rename
Labels: Idea-Enhancement,Product-PowerRename

### Description of the new feature / enhancement

Since we are already able to use the file creation dates as variables to use for renaming, I would like to request other attributes such a File Size.

### Scenario when this would be used?

Labelling files by the unit type, for easy sortings on third party apps.

$unit_weight, $unit_size, for example:

So you can do:

GB_10_Filename if the user desires so, for file sorting on other tools.

### Supporting information

_No response_
Repository: godot
Issue: Line height changes when fallback font is used
Labels: bug,topic:gui

### Godot version

4.1.1.stable, master[6588a4a29af1621086feac0117d5d4d37af957fd]

### System information

Arch Linux

### Issue description

## System fallback font

Line height in Label and RichTextLabel will change if a certain fallback system font is used.

In the MRP, I put a white Label on top of a magenta Label. These two labels contains the same base text, but the magenta Label have an extra "茻" on the first line. The line height of the first line is increased.

![ksnip_20230724-234138](https://github.com/godotengine/godot/assets/372476/a160c0f7-c5ae-48bf-9988-0c14f268e569)

Expected: Line height stays consistent.

## Manually specified fallback font

If a fallback font is specified in the font's import settings, all line height are changed when the fallback font is actually used.

See the line height change when 茻 appears (the system Source Han Sans is set as fallback):

![Peek 2023-07-25 00-02](https://github.com/godotengine/godot/assets/372476/f3ba0e8e-7469-4d65-9bb4-330e374c1bd6)

Expected: Line height stays consistent.

### Steps to reproduce

Use the MRP. But it depends on which system font Godot decides to fallback to.

### Minimal reproduction project

[test-4.zip](https://github.com/godotengine/godot/files/12147622/test-4.zip)
Repository: flutter
Issue: Add offline option to flutter/packages tooling
Labels: team,p: tooling,package,team-ecosystem,P2,triaged-ecosystem

As we expand use of the new `fetch-deps` command in CI, we should add a flag called something like `--minimize-network` that will do steps explicitly offline when possible. Most notably, we should plumb it through to pass `--offline` any `pub get` commands that we run, so that we can `pub get` in online mode only in `fetch-deps`, and then in offline mode for the rest of the run.

(I suggest `minimize-network` rather than `offline` to make it less misleading; we won't actually be able to do everything offline. E.g., I don't see a fully offline mode for the `pod` commands run by `flutter` bulids.)
Repository: godot
Issue: "Carry" BlendSpace2D blend mode uses a confusing icon
Labels: enhancement,topic:editor,usability,topic:animation

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Win 10

### Issue description

The icon for Carry blending in BlendSpaces is unlocalized and uniconic: it's letters representing the English name of the mode instead of a hint for the behaviour.

The [docs](
https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#statemachine) explain the behaviour:

> Alternatively, if you want to keep the current play position when switching between discrete animations, there is a Carry mode.

I'd suggest using a clock to indicate that the playback position (aka time into animation) is preserved. (Maybe [similar to this icon](https://www.vecteezy.com/vector-art/5439435-clock-icon-design-element-logo-element-illustration-clock-symbol-icon)?)

I'd also suggest adding a tooltip to both the dropdown and "Blend" label:

> Continuous: interpolate points inside the closest triangle.
> Discrete: snap to the closest point (for frame by frame animations).
> Carry: keep the current play position when switching between discrete animations.



And finally, I'd suggest including the name in the dropdown like AnimationNodeStateMachine:
![image](https://github.com/godotengine/godot/assets/43559/b3cd6840-feaa-4dcb-82c3-55aad8464572)

The fix may need to be applied to both BlendSpace1D and BlendSpace2D separately since their editors are different.

----

I looked in [/editor/icons](
https://github.com/godotengine/godot/tree/91258e52be59d1c1c93b0b798f2401dbbb15a1d0/editor/icons) but couldn't find these icons, so I'm not sure how to fix.

### Steps to reproduce

1. New project
2. Create scene and add root node and AnimationTree
3. Set AnimationTree "Tree Root" to BlendSpace2D
4. Click the "Blend:" dropdown
5. See these options:
![image](https://github.com/godotengine/godot/assets/43559/629e8c6f-07d2-40f8-b5ba-f732ea5fad0e)

The first two give you a hint: a continuous line with blending between and a sequence of points. The third is a pair of letters (CA). This is helpful if you know that it's the Carry option and that means the timeline is preserved, but none of that information is exposed in the UI, that's a lot of expected knowledge, and likely this icon is completely meaningless in non-English builds.

### Minimal reproduction project

Trivially reproduced in a new project.
Repository: go
Issue: x/pkgsite: “Directories” entries should be omitted for retracted modules
Labels: pkgsite,pkgsite/dochtml

 ### What is the URL of the page with the issue?
 
https://pkg.go.dev/go.dkinom.dev/baseconv#section-directories
 
 
### What is your user agent?
 
```
[Mozilla/5.0 (X11; CrOS x86_64 14541.0.0) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/115.0.0.0 Safari/537.36](https://explore.whatismybrowser.com/useragents/parse/?analyse-my-user-agent=yes)
```
 
 
### Screenshot
 
![image](https://github.com/golang/go/assets/5200974/eb1c4801-9490-420c-b278-b1381b045ffb)

![image](https://github.com/golang/go/assets/5200974/85cc2428-51c4-45b1-8351-629e36413521)
 
 
### What did you do?
 
Navigate to a doc page for a module for which a module with a nested path has been retracted.
 
 
### What did you expect to see?

“Directories” entries only for packages and (perhaps) non-retracted nested modules.
 
 
### What did you see instead?

A “Directories” entry for the retracted [`characters`](https://pkg.go.dev/go.dkinom.dev/baseconv/characters) nested module.

See also: 
- #43327 
- #45495
- #61400
Repository: TypeScript
Issue: Incorrect emit for parameter properties when using standard class fields
Labels: Bug,Rescheduled

[Pointed out by](https://github.com/microsoft/TypeScript/issues/50971#issuecomment-1301484544) @rbuckton on #50971, based on the repro from that bug. When targetting ES2022 or higher, and leaving useDefineWithClassFields: true (the default) for that target:

```ts
class Helper {
    create(): boolean {
        return true
    }
}
export class Broken {
    constructor(readonly facade: Helper) {
        console.log(this.bug)
    }
    bug = this.facade.create()
}
new Broken(new Helper)
```

Produces

```ts
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.Broken = void 0;
class Helper {
    create() {
        return true;
    }
}
class Broken {
    facade;
    constructor(facade) {
        this.facade = facade;
        console.log(this.bug);
    }
    bug = this.facade.create();
}
exports.Broken = Broken;
new Broken(new Helper);
```

Currently the compiler issues an error on `bug = this.facade.create()` to avoid the bad emit, but it might be better to change the emit when parameter properties are used:

```ts
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.Broken = void 0;
class Helper {
    create() {
        return true;
    }
}
class Broken {
    facade;
    bug;
    constructor(facade) {
        this.facade = facade;
        this.bug = this.facade.create();
        console.log(this.bug);
    }
}
exports.Broken = Broken;
new Broken(new Helper);
```

Unfortunately, this isn't standard initialisation order for class fields...so it's correct, but not standard. That's probably OK since parameter properties aren't standard.
Repository: PowerToys
Issue: Paste As Plain Text Does Not Play Well With Sticky Keys
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.71.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Paste as Plain Text

### Steps to reproduce

Have Sticky Keys set up like the following:

![Screenshot 2023-07-24 130402](https://github.com/microsoft/PowerToys/assets/12532256/ba0f6c14-d58d-4301-be1d-e603f5bd52b6)

Select text to copy with a Ctrl+C
Go to a Notepad doc (or anything that allows you to paste)
Press and release each key in this sequence one at a time: WinKey, Ctrl, Alt, v
Plain text is pasted but every modifier key is stickied (without visual indication it's stickied).  Every modifier key has to be now tapped three times to unsticky.

### ✔️ Expected Behavior

No keys should be stickied after text is pasted.

### ❌ Actual Behavior

Every modifier key is stickied 

### Other Software

Windows 11 Pro 22H2 Build 22621.1992