sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Exporting to android now fails with error code 20
Labels: enhancement,platform:android,topic:porting,usability

**Godot version:**
72c44bafac6e280b5e1e99b417588624bfb5ecc6

**OS/device including version:**
MacOS 10.15.12

**Issue description:**
When compiling from 72c44bafac6e280b5e1e99b417588624bfb5ecc6 my android export is now broken where it was successful before.

when using a custom build I get this:
```
arguments
0: ./editor/godot.osx.opt.tools.64
1: --path
2: project
3: --export
4: android
5: ../export/android/GameOne.apk
Current path: /Users/mattiasmyhrman/Repositories/gameone
Godot Engine v3.2.rc.custom_build.7617336d7 - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce GTX 775M OpenGL Engine
 
Registered camera FaceTime HD Camera (Built-in) with id 1 position 0 at index 0
export: begin: Exporting for Android steps: 105
export: end
ERROR: _fs_changed: Project export failed with error code 20 for preset 'android'.
   At: editor/editor_node.cpp:634.
```



When not using a custom build it exports successfully however when pushing to device I get
```
adb: failed to install export/android/GameOne.apk: Failure [INSTALL_FAILED_VERSION_DOWNGRADE]
Starting: Intent { act=android.intent.action.MAIN cmp=org.godotengine.gameone/com.godot.game.GodotApp }
Error type 3
Error: Activity class {org.godotengine.gameone/com.godot.game.GodotApp} does not exist.
```


Both of these were working in rc1 IIRC so something seems to have happened with the manifest regeneration(?)
Repository: storybook
Issue: Addon-docs: Make syntax-highlighter theme configurable
Labels: feature request,addon: docs

**Is your feature request related to a problem? Please describe.**

React-Syntaxt-Highlighter support a lot of [Prism themes](https://github.com/conorhastings/react-syntax-highlighter/tree/master/src/styles/prism). It would be nice if Storybook provide a way for the user to pick the theme of is choice.

**Describe the solution you'd like**

One solution would be to make it configurable through SB theme system.

Something like:

```
// my-custom-sb-theme.js

import { create } from '@storybook/theming/create';
import { darcula } from 'react-syntax-highlighter/dist/esm/styles/prism';

export default create({
  base: 'light',

  ....

  prismTheme: darcula
});
```

```
import { addons } from '@storybook/addons';
import myCustomTheme from './my-custom-sb-theme';

addons.setConfig({
  theme: myCustomTheme
});
```

**Additional context**

https://github.com/storybookjs/storybook/issues/9640 could be tackled with this story
Repository: rust
Issue: BufReader::seek -- should this discard the buffer when pos is SeekFrom::Current(0)?
Labels: T-libs-api,A-io,C-discussion

It looks like the stream_position() convenience function is implemented with `stream.seek(SeekFrom::Current(0))`; when called on a BufReader this causes it to discard the inner buffer.

Is this expected? Is it possible to have the BufReader in the case of the position being SeekFrom::Current(0) not discard?
Repository: godot
Issue: [GDNative] Crash when method returns reference objects
Labels: bug,topic:gdextension

Unlike other Godot objects, Reference objects (like all the `Resource` for instance) are refcounted.
Hence they are not passed as a simple `Object *` but as a `RefPtr`.

This is a trouble for GDNative given it doesn't provide any binding to this `RefPtr` structure (nor any information about how to handle this).

For instance the `RefPtr Object::get_script() const` is defined in `api.json` as:
```json

			{
				"name": "get_script",
				"return_type": "Reference",
				"is_editor": false,
				"is_noscript": false,
				"is_const": true,
				"is_reverse": false,
				"is_virtual": false,
				"has_varargs": false,
				"is_from_script": false,
				"arguments": [
				]
			},
```

From those information you would expect to write like this:
```c
godot_object *get_script(godot_object p_obj) {
    static godot_method_bind *__methbind__Object__get_script = gdapi10->godot_method_bind_get_method("Object", "get_script");
    godot_object *ret;
    gdapi10->godot_method_bind_ptrcall(
        __methbind__Object__get_script,
        p_myobj,
        NULL,
        &ret
    );
    return ret;
}
```

However this cause segfault when `godot_method_bind_ptrcall` tries to store the returned `RefPtr` into the `godot_object *ret` :'(

BTW, there is a `is_reference` flag in the class definition, but `Reference` is not marked as `is_reference` (only it children are), though I'm not sure what's the reason, I would guess it's an implementation error from: https://github.com/godotengine/godot/blob/9daaa12bae0cd3637da8f401333b3bc522aee66e/modules/gdnative/nativescript/api_generator.cpp#L221-L224


To solve this issue, Godot-CPP provide it own custom Ref class:

https://github.com/GodotNativeTools/godot-cpp/blob/81783c6045ac5e3638846f791c7c7841db38aa7e/include/core/Ref.hpp

This solution works because Godot-CPP is in C++ and can then reproduce the layout of the internal Godot RefPtr (though I'm not really sure this is 100% safe if Godot is compiled with a different compiler than the GDNative plugin using Godot-CPP... @karroffel can you enlighten me on this ? ^^ )

Anyway, I guess we should provide a binding to the `RefPtr` in GDNative and fix the `is_reference` flag (maybe even provide this `is_reference` in the method's flags ?), what do you think ?
Repository: godot
Issue: Mono: Can't attach C# script to SceneTree
Labels: bug,topic:core,confirmed,topic:dotnet

**Godot version:**
3.2 Mono RC3

**OS/device including version:**
MXLinux19 64bits

**Issue description:**
After attaching a C# script to the SceneTree I get this error:

IntPtr Godot.Object.GetPtr(Godot.Object ): System.ObjectDisposedException: Cannot access a disposed object.

I can attach a gdscript script to it just fine .

**Steps to reproduce:**
Call SetScript on the tree and pass a C# script to it.
Repository: rust
Issue: specialization: default impl is used, ignoring the vtable of original value
Labels: T-compiler,A-specialization,C-bug,requires-nightly,F-specialization

When I cast a variable to `dyn Trait`, original vtable is ignored, and default implementation is called even if the casted variable has its own implementation.


<del> https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=c184c5f2df18c01d91357da3a0053e4a </del>

I minimized it.

https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=c2f4879c62e70f03732a365321e67e79


Casting as a dyn trait like the code below ignores vtable of the original value.
```rust
<Self as FoldWith<&mut dyn Fold<Self>>>::fold_with(self, &mut (_f as _))
```

I expected a test to pass.
Repository: flutter
Issue: Camera live filter for photo and video
Labels: c: new feature,p: camera,package,team-ecosystem,P3,triaged-ecosystem

I'm wondering if there are any plans to support live filters on videos and photos by the official [camera plugin](https://pub.dev/packages/camera). It would be definitely great!

Librarys such as [photofilters](https://github.com/skkallayath/photofilters) could be supported to apply live filters directly on the camera like apps such as snapchat, etc. are doing.

Or are there any possibilities to it right now somehow?
Repository: go
Issue: cmd/go: go list -m reports command-line-arguments when called outside a module
Labels: NeedsInvestigation,modules

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.14beta1 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE="on"
GOARCH="amd64"
GOBIN="/home/manlio/.local/bin"
GOCACHE="/home/manlio/.cache/go-build"
GOENV="/home/manlio/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GONOPROXY="github.com/perillo"
GONOSUMDB="github.com/perillo"
GOOS="linux"
GOPATH="/home/manlio/.local/lib/go:/home/manlio/src/go"
GOPRIVATE="github.com/perillo"
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/home/manlio/sdk/go1.14beta1"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/home/manlio/sdk/go1.14beta1/pkg/tool/linux_amd64"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build475655411=/tmp/go-build -gno-record-gcc-switches"
GOROOT/bin/go version: go version go1.14beta1 linux/amd64
GOROOT/bin/go tool compile -V: compile version go1.14beta1
uname -sr: Linux 5.4.15-arch1-1
/usr/lib/libc.so.6: GNU C Library (GNU libc) stable release version 2.30.
gdb --version: GNU gdb (GDB) 8.3.1
</pre></details>

### What did you do?

In a directory with no reachable `go.mod`:

```
go list -m -json
```

### What did you expect to see?

`go list` should report an error, since there is no module.

### What did you see instead?

```
{
	"Path": "command-line-arguments",
	"Main": true
}
```

This really feels wrong for me.
Repository: flutter
Issue: An infinite loop using PageView
Labels: c: new feature,framework,f: scrolling,would be a good package,P3,team-framework,triaged-framework

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     to what you're looking for, then fill our the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
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## Use case

Currently in `PageView` there is no way using infinite loop. For example, my PageView has 3 pages, after swiping to the page 3 I would be able to swipe again in the same direction to get to page 1. And if I'm on the page 1, I would be able to get to the page 3 by swiping to the left.

## Proposal

Add a new bool property that could turn on the mode

```
/// set to true to enable infinite loop
loop: false
```
Repository: node
Issue: Ability to synchronously drain a thread safe function
Labels: node-api

**Is your feature request related to a problem? Please describe.**
Since TSFN provides a queue to caching up calls to the creating thread, we don't have the ability to drain the queue if we think it's time to complete the job.

**Describe the solution you'd like**
Add a drain method to synchronously drain the threadsafe function (maybe mark it as closed too).

**Describe alternatives you've considered**
Release the tsfn with `napi_release_threadsafe_function(tsfn, napi_tsfn_release)` and wait the finalizer to be called asynchronously.
Repository: flutter
Issue: flutter version code is different from version code in google play console
Labels: platform-android,tool,t: gradle,c: proposal,a: release,P3,team-android,triaged-android

When uploading app to playstore I understand that we need our app to have a unique version code for each build and in flutter the version code is said to be what follows + in pubspec.yaml.
e.g ```version: 1.0.0+3``` has a version code of 3 but when I upload my split apk's built using
```flutter build apk --split-per-abi```  to google play console has version code as 4003,2003&1003
 
![image](https://user-images.githubusercontent.com/31410839/73180519-7761de80-413b-11ea-8faa-63837af1e1c0.png)

The problem is the version codes get huge when using split apks and it doesn't seem to respect the version number specified in `pubspec.yaml`.

https://github.com/fastlane/fastlane/issues/15936#issue-555375814
Repository: material-ui
Issue: [Modal] Wrong display of a modal that contain an autofocus input on iPad
Labels: component: dialog,component: modal



- [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 😯
When opening a modal that contain an input with autofocus on an iPad, the keyboard is display in front of the modal most of the time
![72251C7D-FE3F-4936-87B7-D27E35D3D00D](https://user-images.githubusercontent.com/7248734/73187212-5d1b0700-4121-11ea-8c15-349d75d41701.png)

<!-- Describe what happens instead of the expected behavior. -->

## Expected Behavior 🤔
The modal is suppose to be above the keyboard like this.
![B4C2EB12-D9FF-43E2-8C91-282BA1B365F7](https://user-images.githubusercontent.com/7248734/73187964-77091980-4122-11ea-9097-7930075715dc.png)

<!-- Describe what should happen. -->

## Steps to Reproduce 🕹

<!--
  Provide a link to a live example (you can use codesandbox.io) and an unambiguous set of steps to reproduce this bug.
  Include code to reproduce, if relevant (which it most likely is).

  This codesandbox.io template _may_ be a good starting point:
  https://codesandbox.io/s/github/mui-org/material-ui/tree/master/examples/create-react-app

  If you're using typescript a better starting point would be
  https://codesandbox.io/s/github/mui-org/material-ui/tree/master/examples/create-react-app-with-typescript

  If YOU DO NOT take time to provide a codesandbox.io reproduction, should the COMMUNITY take time to help you?
-->

Steps:

Links : https://codesandbox.io/s/modal-focus-issue-vo53i 
1. Open the link with an iPad
2. Try to open the modal
3. See that the keyboard is display over the modal
4. Sometimes it work properly so try to open/close the modal more than once if needed


## Context 🔦

<!--
  What are you trying to accomplish? How has this issue affected you?
  Providing context helps us come up with a solution that is most useful in the real world.
-->
I'm currently using modal to rename, comment and create elements and I want to make it work for iPad as well. 
## Your Environment 🌎

<!--
  Include as many relevant details about the environment with which you experienced the bug.
  If you encounter issues with typescript please include version and tsconfig.
-->

| Tech        | Version |
| ----------- | ------- |
| Material-UI | v4.9.0  |
| React       |  V16.12.0  |
| Browser     |   Safari/605.1.15      |
Repository: godot
Issue: Problem in iOS+Android workflow
Labels: discussion,platform:ios,platform:android,topic:porting

**Godot version:**
3.2
**OS/device including version:**
MacOS
**Issue description:**

The workflow in https://docs.godotengine.org/en/3.1/getting_started/workflow/export/exporting_for_ios.html#steps-to-link-a-godot-project-folder-to-xcode for iOS is great. 

However when adding android exporting to the same project, the android folder is referenced through the "blue folder" in the Xcode project creating massive unnecessary size increase and slowdown in the workflow. Currently 536 MB is added.

I have tried adding the "Exclude Source FIle Names" build options in the XCode project but it doesnt seem possible to exclude referenced subfolders. Only the main reference folder or direct paths are possible to exclude.

Currently I have to move the android folder out of project folder when testing locally on ios and the move it back when testing on android which is not great.
Repository: neovim
Issue: complete_check() does not return TRUE for mapped input
Labels: bug-vim,needs:vim-patch

<!-- Before reporting: search existing issues and check the FAQ. -->

- `nvim --version`: v0.4.3
- `vim -u DEFAULTS` (version: ) behaves differently? NO
- Operating system/version: linux
- Terminal name/version: doesn't matter
- `$TERM`: doesn't matter

### Steps to reproduce using `nvim -u init.vim`

```vim
" Some complete function that may take a long time (taken from |E840|)
fun! CompleteMonths(findstart, base)
    if a:findstart
        " locate the start of the word
        let line = getline('.')
        let start = col('.') - 1
        while start > 0 && line[start - 1] =~ '\a'
            let start -= 1
        endwhile
        return start
    else
        " find months matching with "a:base"
        for m in split("Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec")
            if m =~ '^' . a:base
                call complete_add(m)
            endif
            sleep 300m	" simulate searching for next match
            if complete_check()
                echom 'complete check 1'
                break
            endif
        endfor
        return []
    endif
endfun

set completefunc=CompleteMonths
set completeopt+=menuone,noselect

inoremap <SPACE> <SPACE><SPACE>
```

```
nvim -u init.vim
F<C-x><C-u><SPACE>
```

### Actual behaviour
`complete_check()` does not return TRUE. The complete function takes 3+ seconds to return.

### Expected behaviour
`complete_check()` return TRUE. The complete function takes 300ms to return.
Repository: go
Issue: x/review/git-codereview: skip tests that require "gofmt" binary when it's not available
Labels: Testing,help wanted,NeedsFix

https://build.golang.org/log/36fc6a856500bd206f0f994b1565fb6badbe7034
```
aix-ppc64 at 6fbdfe48041c883a9f6d8c981a7205b7c327862a building review at f51a73253c4da005cfdf18a036e11185c04c8ce3
…
--- FAIL: TestGofmt (0.55s)
    gofmt_test.go:46: git-codereview gofmt -l
    util_test.go:323: died
        stdout:
        stderr:
        git-codereview: invoking gofmt: exec: "gofmt": executable file not found in $PATH
…
```

I'm not sure whether this should be resolved by adding `gofmt` to the builder's `PATH`, by updating the `git-codereview` tool to invoke `go fmt` instead, by updating the test to install that tool if not present, or by updating the test to skip those cases if the `gofmt` binary is not found.

This is technically a release-blocker via #11811, but seems pretty minor.
(CC @dmitshur @cagedmantis @toothrot @trex58)
Repository: go
Issue: x/pkgsite: partial search doesn't return (any) matches which are "close" or latest
Labels: NeedsInvestigation,pkgsite,pkgsite/search

### What is the URL of the page with the issue?

* https://pkg.go.dev/search?q=goproxytes
* https://pkg.go.dev/search?q=sh

### What is your user agent?

<pre>
Mozilla/5.0 (Macintosh; Intel Mac OS X 10_12_6) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/80.0.3987.66 Safari/537.36
</pre>

### Screenshot

For https://pkg.go.dev/search?q=goproxytes:

<img width="735" alt="Screen Shot 2020-01-27 at 18 59 27" src="https://user-images.githubusercontent.com/3374574/73204610-2a7c0900-4137-11ea-803a-da081fd17bdc.png">

For https://pkg.go.dev/search?q=sh:

<img width="786" alt="Screen Shot 2020-01-27 at 19 00 04" src="https://user-images.githubusercontent.com/3374574/73204667-41226000-4137-11ea-9567-dcb7a2be1f7f.png">


### What did you do?

Visited either of the search results pages above.

### What did you expect to see?

For https://pkg.go.dev/search?q=goproxytes I would expect to see https://pkg.go.dev/github.com/rogpeppe/go-internal/goproxytest?tab=doc in the results.

For https://pkg.go.dev/search?q=sh I would expect to see:

* https://pkg.go.dev/mvdan.cc/sh/v3/syntax?tab=doc fairly near the top of results
* the modules `mvdan.cc/sh`, `mvdan.cc/sh/v2` and `mvdan.cc/sh/v3` listed as module search results, along with packages that are "close" matches

### What did you see instead?

For https://pkg.go.dev/search?q=goproxytes, zero results.

For https://pkg.go.dev/search?q=sh a number of results which I would consider "further away" than https://pkg.go.dev/mvdan.cc/sh/v3/syntax?tab=doc

FYI @mvdan
Repository: go
Issue: cmd/go: list and download may read go.mod unnecessarily
Labels: NeedsFix,modules

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.14beta1 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?

yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/jayconrod/Library/Caches/go-build"
GOENV="/Users/jayconrod/Library/Application Support/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/jayconrod/Code/repro/gopath"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/opt/go/installed"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/opt/go/installed/pkg/tool/darwin_amd64"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/jayconrod/Code/test/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/rq/x0692kqj6ml8cvrhcqh5bswc008xj1/T/go-build200463196=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

Run `go list -m` or `go mod download` in a directory with a malformed `go.mod` file. The commands are run with arguments that should not require information about the main module or the build list, so it shouldn't actually be necessary to read `go.mod`.

```
go list -m -versions golang.org/x/mod
go mod download golang.org/x/mod@v0.2.0
-- go.mod --
ʕ◔ϖ◔ʔ
```

### What did you expect to see?

Both commands should succeed.

### What did you see instead?

Both commands fail with an error like the one below:

```
go: errors parsing go.mod:
/Users/jayconrod/Code/test/go.mod:1: unknown directive: ʕ◔ϖ◔ʔ
```
Repository: TypeScript
Issue: Case Sensitivity while importing in TypeScript
Labels: Bug

*TS Template added by @mjbvz*

**TypeScript Version**: 3.8.0-dev.20200108

**Search Terms**
- windows
- case sensitivity

---

Issue Type: <b>Bug</b>

1) Create a file in the tree using right click -> New File
2) Name the file  "A-file.ts"
3) Rename the file using right click -> Rename to "a-file.ts"
4) Auto-import any exported method from "a-file.ts". It will show as:

```js
import { xyz } from "A-file"
```

However, it should be:

```js
import { xyz } from "a-file"
```

Probably related to NTFS not renaming a file when just the case of a letter is changed?

VS Code version: Code 1.39.2 (6ab598523be7a800d7f3eb4d92d7ab9a66069390, 2019-10-15T15:35:18.241Z)
OS version: Windows_NT x64 10.0.18362

<!-- generated by issue reporter -->