sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: Weird rendering issue where artifacts appear and slowly brighten over time
Labels: Help Wanted,Needs-Repro,Area-Rendering,Issue-Bug,Product-Terminal,Priority-3

# Environment

Win32NT             10.0.20175.0 Microsoft Windows NT 10.0.20175.0

Windows Terminal version:
Version: 1.1.2021.0
Version: 1.1.2022.0

WSL2, Powershell, cmd

# Steps to reproduce

Launch terminal with any available shell, wait a few seconds.


# Expected behavior

The rendered text renders correctly


# Actual behavior

The text slowly brightens, as if some shader is accumulating error?  This is more noticable
in shells with coloured text, though it is still visible with the standard light gray on back
command promp colours.  This rapidly begins appear as artifacts and 'spots' on the text. 
I've tested with the Terminal release and Terminal previews, both exhibit this behaviour.  I didn't notice a difference between 'Acrylic' enabled or not in settings.json.

![terminal 1](https://user-images.githubusercontent.com/421854/89646788-c87b3800-d8ff-11ea-9ca9-cc95cc364b29.png)
![terminal 2](https://user-images.githubusercontent.com/421854/89646786-c7e2a180-d8ff-11ea-9cfd-deedff1a7cf2.png)
![terminal 3](https://user-images.githubusercontent.com/421854/89646784-c74a0b00-d8ff-11ea-956d-ecf710203199.png)

The screengrabs above show first version 1.1.2021.0 with a fresh tab, then the same tab a few seconds later after the issue has manifested, then finally a screengrab of 1.1.2022.0 newly installed showing the same issue with a fresh, unmodified settings.json
Repository: angular
Issue: forRoot() is called twice when imported in app-module (with Ivy only)
Labels: workaround1: obvious,area: compiler,core: NgModule,P3

# 🐞 bug report

### Affected Package
<!-- Can you pin-point one or more @angular/* packages as the source of the bug? -->
The issue is caused by package @angular/core


### Is this a regression?

<!-- Did this behavior use to work in the previous version? -->
Yes, the previous version in which this bug was not present was: 8 (due to the absence of the Ivy renderer)


### Description

If Ivy is enabled, the `forRoot()` function of imported modules is called twice. However, as the name suggests, it should only be executed once in the app root. If Ivy is disabled or the app is served with `--prod`, the `forRoot()` function is called only once, as expected.

In my case this is a problem, because in the `forRoot()` function I insert an SVG sprite into the DOM, and of course this should only happen once.


## 🔬 Minimal Reproduction
https://stackblitz.com/edit/angular-10-double-for-root-call?file=src%2Fapp%2Fapp.module.ts

Open the console to see how often the `forRoot` function is called.

**Tip:** You can easily enable/disable Ivy in the project settings

**The only changes:**
- created a `RootModule` with a `forRoot` function
- added the `RootModule` to the imports of `AppModule` and call the `forRoot()` function

## 🌍  Your Environment

**Angular Version:**
<pre><code>Angular CLI: 10.0.5
Node: 12.16.2
OS: darwin x64

Angular: 10.0.8
... animations, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, router
Ivy Workspace: Yes

Package                           Version
-----------------------------------------------------------
@angular-devkit/architect         0.1000.5
@angular-devkit/build-angular     0.1000.5
@angular-devkit/build-optimizer   0.1000.5
@angular-devkit/build-webpack     0.1000.5
@angular-devkit/core              10.0.5
@angular-devkit/schematics        10.0.5
@angular/cli                      10.0.5
@ngtools/webpack                  10.0.5
@schematics/angular               10.0.5
@schematics/update                0.1000.5
rxjs                              6.6.2
typescript                        3.9.7
webpack                           4.43.0
</code></pre>
Repository: terminal
Issue: Add a fluent animation for pane zooming
Labels: Help Wanted,Area-UserInterface,Product-Terminal,Issue-Task

Related to #1001, and a follow-up to #6989 

> It'd also be nice if we had an animation. Idk if you want that to be a part of #1001 though. If you do punt on the animation, could you just add a note on that issue (or open a new one).
Repository: TypeScript
Issue: `in` doesn't play good with enum
Labels: Bug

**TypeScript Version:**  3.9.7

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** in, enum

**Code**
https://www.typescriptlang.org/play?ts=3.9.2#code/KYOwrgtgBAZgKgTwA7CgbwFBW1AMgQQCEBRXKAXigCIAbAQwCNgaqAaLHOYgDTkIHluFal14DuVDAF8MGUJChIALug7Y4ATQAKxYQHIlyYHvY4o+YVQDWANzps1UQpcL1JMjAEsQS4ACcYOgBjVFwAeys6VTMAbWUAOk0dAF0ALlhEFHiCElxTHDilePw0qABnJT9vAHNpWW9fAODUAFkIqMxYhKTiUvgjRJ4+QXzsQvjCUoYwsJpgOhA6jEMUKABJX2hKcMioAB8oNsiAblkMILCQCqhmdI3gLeicFeB0-qyc0lGoWzp0vQAjHoludLtdPGVCAARS5KADqYT8VmECWc3huNCgADIsRjxpNjlBZBcrioIYQEUiyvpXHQ9FB0cxsbjmPjkoSgA


**Expected behavior:**
I anticipate that `in` operator plays well with enum defined keys as well as with just `strings` here:
![image](https://user-images.githubusercontent.com/3010698/89659009-efbe0f00-d8d7-11ea-9c50-818e4ee1eed2.png)


**Actual behavior:**
`in` operator doesn't play well with enums
Repository: godot
Issue: AnimationPlayer bezier curve breaks particle2D
Labels: bug,topic:core

**Godot version:**
3.2.2 stable


**OS/device including version:**
linux


**Issue description:**
If you add particle2D to an animation player and add a bezier track for values or even simply anything other than 'discrete', e.g. amount, lifetime, it does not work properly. 

Specifically, if you have them as a bezier/continuous/etc then the particle2D does not update itself and instead waits until the animation player has finished then applies its last value to the particles, e.g. if you added a bezier/continuous on 'lifetime' from 0.1 to 1 over 2 seconds on a 10 second animation, you will get 0.1 all the way, then at 10 seconds the value will change to 1.0.

If you use standard property track and have 'discrete', then it works fine as expected and the value changes over time.

If this is 'as expected' then particle2d properties should not be able to be allowed to add anything other than discrete values to make it user friendly.


**Steps to reproduce:**
1. create bezier track on particle2D amount
2. Run the animation
3. The value will not change until the animation has finished
Repository: vscode
Issue: Problem with including markdown as language for Emmet
Labels: bug,emmet

Version: 1.48.0-insider (user setup)
OS: Windows_NT x64 10.0.18362

Steps to Reproduce:

1. Open settings.json
2. Add the setting: 
```json
"emmet.includeLanguages": {
    "markdown": "html"
  },
```
3. Open a markdown file and try to use emmet, it does not work.

There is a workaround discussed in [this stack overflow question](https://stackoverflow.com/questions/49956963/markdown-not-using-emmet). The following will work:

```json
"emmet.excludeLanguages": [],
"emmet.includeLanguages": {
"markdown": "html"
},
```
Repository: vscode
Issue: Value sometimes lost when trying to add item to settings array
Labels: bug,settings-editor

Issue Type: <b>Bug</b>

1. Use the `files.association` setting
2. `Add item` and then fill in a value without a key
3. Tab to cancel

After a moment, focus gets reset on "Key" and the text in "Value" is cleared. Seems to happen only the first time the settings page is open.

![value_cleared](https://user-images.githubusercontent.com/3672607/89671720-558aa680-d898-11ea-82f3-0b7da2248ea3.gif)



VS Code version: Code - Insiders 1.48.0-insider (2277c8e2a3e1cc630a6397301ba54a1dccd8a60d, 2020-08-07T11:30:13.206Z)
OS version: Darwin x64 18.7.0


<!-- generated by issue reporter -->
Repository: flutter
Issue: [feature-request] Support pen pressure and pointer kinds on Linux
Labels: c: new feature,engine,platform-linux,a: desktop,P3,team-linux,triaged-linux

## Use case

Using a Listener, Flutter supports the detection of pen pressure on Android, Chromium OS, on the web (using Chromium on Windows or Firefox on Wayland on Linux) and on iOS, but unfortunately, Desktop platforms do not seem to be supported by pen pressure nor the separation between PointerDeviceKind mouse, touch, stylus etc. This feature is required for any application processing pen input like handwriting apps or apps simply detecting different input devices (eg. Games which react differently on Mouse than on Touch)

## Proposal

Simply implement it. It should be working same way as on Android, iOS and the web.
Repository: rust
Issue: Performance: `Layout::align()` can assume, that the alignment is a power of two
Labels: I-slow,C-enhancement,A-allocators,T-compiler

An alignment is guaranteed to be a power of two. However without intrinsics it's not possible to use this guarantee when constructing a new `Layout` from an old one only changing the size. For testing I used the following code:

```rust
pub fn dynamic_slow(layout: Layout, size: usize) -> Result<Layout, LayoutErr>{
    let align = layout.align();
    Layout::from_size_align(size, align)
}

pub fn dynamic_fast(layout: Layout, size: usize) -> Result<Layout, LayoutErr>{
    let align = layout.align();
    unsafe { core::intrinsics::assume(align.is_power_of_two()); }
    Layout::from_size_align(size, align)
}

pub fn static_slow() -> Result<Layout, LayoutErr> {
    dynamic_slow(Layout::new::<u32>(), 12)
}

pub fn static_fast() -> Result<Layout, LayoutErr> {
    dynamic_fast(Layout::new::<u32>(), 12)
}
```

`dynamic_fast` assumes, that the alignment returned from `Layout` is a power of two. This results in [this assembly](https://godbolt.org/z/crEqz5):

```asm
example::dynamic_slow:
        lea     rax, [rsi - 1]
        mov     r8, rsi
        neg     r8
        xor     ecx, ecx
        test    rsi, rax
        mov     rdi, rsi
        cmovne  rdi, rcx
        test    rsi, rsi
        cmove   rdi, rsi
        mov     rax, rdx
        cmp     r8, rdx
        cmovae  rcx, rdi
        mov     rdx, rcx
        ret

example::dynamic_fast:
        mov     rax, rdx
        mov     rcx, rsi
        neg     rcx
        xor     edx, edx
        cmp     rcx, rax
        cmovae  rdx, rsi
        ret

example::static_slow:
        mov     eax, 12
        mov     edx, 4
        ret

example::static_fast:
        mov     eax, 12
        mov     edx, 4
        ret
```

While in the static case, this does not matter, the dynamic case don't have to check `align.is_power_of_two()`.

Normally, I would create a pull request, which adds the intrinsic to `Layout::align()`, but `core::intrinsics::assume` is not available in `const fn`s.
Repository: material-ui
Issue: [Autocomplete] InputProps startAdornment incompatibility with multiple
Labels: docs,component: autocomplete,ready to take

- [x] The issue is present in the latest release. 
- [x] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.

## Current Behavior 😯

Within lab version 4.0.0-alpha.56, core 4.11.0, when you use `startAdornment` within `InputProps` in Autocomplete, as well as multiple. The multiple tags do not appear but act as though you triggered them.

## Expected Behavior 🤔

Have a `startAdornment` persisting at the same time as using multiple tags

## Steps to Reproduce 🕹

Proof can be found [here](https://codesandbox.io/s/material-ui-autocomplete-startadornment-proof-of-concept-vi1zh?file=/src/Demo.js)
Within said demo you will see 2 autocomplete fields, the only difference (besides the ID) is that the top (broken) one sets the `startAdornment` to "test", whilst the second does not.
Plain code can also be found [here](https://starb.in/JcVoWu.js) incase for some reason the sandbox doesn't work.

Steps:

1. Setup a autocomplete
2. Setup renderInput
3. RenderInput uses TextField
4. TextField sets InputProps
5. InputProps sets `startAdornment` (whether it is text or icon doesn't matter)

## Context 🔦

Attempting to use the startAdornment as a "pending" kind of tag. So the user first uses AC to figure out what "tag" then when that is done, it is passed to startAdornment, and based upon that, the user is then prompted with AC based upon said "tag".

## Your Environment 🌎


| Tech        | Version |
| ----------- | ------- |
| Material-UI/core | v4.11.0  |
| Material-UI/lab | v4.0.0-alpha.56 |
| React       | v16.13.1 |
Repository: youtube-dl
Issue: Is downloading videos in multiple smaller files possible?
Labels: question

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## Checklist

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- [x] I'm asking a question
- [x] I've looked through the README and FAQ for similar questions
- [ ] I've searched the bugtracker for similar questions including closed ones


## Question

<!--
Ask your question in an arbitrary form. Please make sure it's worded well enough to be understood, see https://github.com/ytdl-org/youtube-dl#is-the-description-of-the-issue-itself-sufficient.
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I'm using youtube-dl for downloading twitch VODs and editing them into highlights. The problem is working with very lengthy videos (up to 8 hours) considering limitations on editing softwares, which don't allow to put the entire multiple hour video at the same time. Would it be possible for videos to be saved in segments, either by their size or length? I'm sorry if the answer to the question is somewhere in the documentation, I tried looking through it but it was confusing at times, I might've just missed it.
Repository: godot
Issue: Windows reporting incorect resolution when using Minimize all windows button, causing positions to explode
Labels: bug,platform:windows,topic:porting

**Godot version:** Godot 3.2.3 rc3
<!-- Specify commit hash if using non-official build. -->


**OS/device including version:** Windows 10 64bit (running 32bit executable)
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->


**Issue description:**
<!-- What happened, and what was expected. -->
When pressing "minimize all windows" button in windows, this function https://github.com/godotengine/godot/blob/23b553ba0603161346526e1821bff5002520173c/platform/windows/os_windows.cpp#L2090-L2101 incorrectly returns resolution as 0 x 0.
If projects scaling settings are 2d expand this will cause nodes that update their position each frame to have invalid positions aka Vector2(Number, NaN). Also Controls' size will also become broken.

**Steps to reproduce:**
Open Minimal reproduction project and lauch, then press minimize all button in windows, all ui should disappear and have broken y rect size.
Note: Minize all refers to this button 
![image](https://user-images.githubusercontent.com/26490401/89679019-e85b2d80-d8f8-11ea-8880-4ac3cfbf77ac.png)
because shortcut Win+M works correctly.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[Test.zip](https://github.com/godotengine/godot/files/5043136/Test.zip)

Edit: Fixed link to a wrong function
Repository: go
Issue: cmd/compile: -d=checkptr should provide more details when reporting about conversions that straddle multiple allocations
Labels: NeedsInvestigation,compiler/runtime

### What version of Go are you using (`go version`)?

<pre>
$ go version
1.14
</pre>

### Does this issue reproduce with the latest release?

probably?

### What operating system and processor architecture are you using (`go env`)?

linux/amd64

### What did you do?

```dataOffset += 2 * copy((*[1 << 16]uint16)(unsafe.Pointer(&nextData[0]))[:], c.array())```

(Context actually mostly irrelevant; what's important is the lack of explicit length/cap on the slice.)

### What did you expect to see?

checkptr thinking i totally know what i'm doing, or telling me what's wrong

### What did you see instead?

"unsafe pointer conversion"

I mentioned this in passing because I thought it was complaining that we couldn't prove that the pointer was aligned, but bcmills pointed me at the CL for having checkptr not complain about unaligned access when it's to non-pointer-typed data. Another user (hi kale!) pointed out a more subtle issue: https://go-review.googlesource.com/c/sys/+/225418

It turns out checkptr also complains about slices which lack a length/capacity. That's completely reasonable, but I didn't know it was one of the rules checkptr would enforce, and the diagnostic didn't say what it was doing.

Suggestion: checkptr diagnostics should be distinct, and say things like "potential misalignment", or "slice without length or capacity" or something else that would make it more immediately obvious what it's complaining about.

(It's right, though.)
Repository: go
Issue: x/build/cmd/gopherbot: handle transferred issues
Labels: Builders,NeedsInvestigation

Gopherbot currently gets stuck in an error loop when it encounters an issue that has been transferred, such as golang/vscode-go#298, which is now #40101.

```
2020/08/07 19:14:35 close stale WaitingForInfo: GET https://api.github.com/repos/golang/vscode-go/issues/298/comments?per_page=1000&since=2020-07-07T17%3A07%3A54Z: 404 Not Found []
2020/08/07 19:14:35 gopherbot ran in 3.547726498s
2020/08/07 19:14:35 sleeping 30s after previous error.
```

It shouldn't get stuck when this happens.

/cc @golang/osp-team
Repository: godot
Issue: Assigning resource properties to setup a cyclical dependency can lead to a crash
Labels: bug,topic:editor,confirmed,crash

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
Godot 3.2.3 rc3


**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows

**Issue description:**
<!-- What happened, and what was expected. -->
While editing a resource, I mis-clicked and accidentally assigned the wrong file to the script property. This file happened to be the resource I was editing in the inspector. I got a warning telling me that the type was not expected. Immediately afterwards, the engine froze and crashed.

I did some debugging and discovered that the crash was caused by a stack overflow exception. This happened because the program was trying to hash the resource in a recursive method (Resource::hash_edited_version) that required the hash of the same resource. I also discovered that setting resource properties to create a cyclical dependency causes the engine to freeze and then crash. I expected the editor to prevent the user from setting up cyclical dependencies in resources, due to its instability.

**Steps to reproduce:**

Crash 1 - Setting script to self
1. Download sample project
2. Open test_resource1.tres
3. Set script to "test_resource1.tres"
4. A warning will popup, and then the editor will crash

Crash 2 - Creating cyclical dependency
1. Download sample project
2. Open test_resource2.tres
3. Set property named "Crash" to test_resource3.tres
4. Open test_resource3.tres
5. Set property named "Crash" to test_resource2.tres
6. Editor will freeze and eventually crash

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[ResourceCyclicalDependencyIssue.zip](https://github.com/godotengine/godot/files/5043461/ResourceCyclicalDependencyIssue.zip)
Repository: TypeScript
Issue: Change infer keyword behaviour to use it for type caching
Labels: Suggestion,Awaiting More Feedback

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Please help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
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## Search Terms
infer type cache
<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

## Suggestion

I saw one proposal somewhere, but I can't find it now. There people asked to add possibility of using type level variables inside type level computations. I realized now that simple constructions with infer keyword may be used for this after a small behaviour change:

```ts
type VERY_HEAVY_COMPUTATION<T> = T extends number ? 42 : []

type MakePair<P extends number, R extends number> = [P, R]

type Result = VERY_HEAVY_COMPUTATION<0> extends infer Cached
  // Error: Type 'Cached' does not satisfy the constraint 'number'.ts(2344)
  ? MakePair<Cached, Cached> : never

```

Currently in this case `VERY_HEAVY_COMPUTATION<0>` doesn't share its value with `Cached` automatically, so we need compute the value twice.

```ts
type Result = VERY_HEAVY_COMPUTATION<0> extends infer Cached
  ? Cached extends VERY_HEAVY_COMPUTATION<0>
    ? MakePair<Cached, Cached> : never
  : never
```

I suggest, in the case of such constuctions `A extends infer Cache ? ... : ...`, automatically share the type of `A` with `Cache`
Repository: flutter
Issue: Add shortcut to restart and restore to "flutter run"
Labels: tool,framework,P3,a: state restoration,team-framework,triaged-framework

While `flutter run`ning an app in debug mode it would be nice if there were a shortcut to restore the application from its current restoration state. That would make debugging and experimenting with state restoration a lot easier.

Currently, you'll have to disable "keep activities" in the Android's developer settings and then, background your app, and bring it back to foreground to trigger a restore.

This is currently also not compatible with hot reload/restart. If you hot related changes into your app, those are all gone when the app comes back from background.
Repository: flutter
Issue: Allow accessing engine return val through Embedder API
Labels: c: new feature,customer: fuchsia,engine,P2,team-engine,triaged-engine

https://bugs.fuchsia.dev/p/fuchsia/issues/detail?id=57923
Repository: flutter
Issue: Allow handling unhandled dart exceptions via Embedder API
Labels: c: new feature,customer: fuchsia,engine,e: embedder,P2,team-engine,triaged-engine

https://bugs.fuchsia.dev/p/fuchsia/issues/detail?id=57924
Repository: godot
Issue: GDScript: no parser errors with invalid signal use
Labels: enhancement,topic:gdscript

**Godot version:** v4.0.dev.custom_build 35ff38b3d

**OS/device including version:** windows 10

**Issue description:**
since signals are first-class objects and also signals supports typed argument, we can catch some errors during the compile time.

1. invalid argument count
```gdscript
signal my_signal
func f():
    my_signal.emit(1, "a") ## <-- should be invalid at compile time
```

2. invalid argument type
```gdscript
signal my_signal(arg1:int)
func f():
    my_signal.emit("a") ## <-- should be invalid at compile time
```