sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: List all resources (pre)loaded in script
Labels: enhancement,topic:core,topic:gdscript

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.1 beta 10

**Issue description:**
So, I once randomly thought that it would be nice if we somehow could get a list of resources "used" by script. Right now only scene resource references are kept anywhere, so Godot warns you if e.g. removing a resource will break any dependencies. This is untrue for scripts, even though they might have some dependencies created by their (pre)loads.

My initial idea was as much as even storing where the resource is referenced in script, so e.g. moving a resource could automatically update the script. This is however unecessary if #15673 was implemented.

Anyways, keeping track of script-used resources would be useful e.g. when trying to determine where something is used and it's not referenced in scene. Or when having a script doing lots of (pre)loading so you want a list of resources, like you can get from a node.

The 2 problems I see are that it works only for fixed load paths and that scanning scripts might be costly, as they are less organized than scene dependencies.
Repository: godot
Issue: ImmediateGeometry with tool script is not clickable in 3D Editor
Labels: bug,topic:editor,confirmed

**Godot version:**
3.0.6 and master as of [4bd9135eee7c805ee6aa5a0bbab94f3024bd8d06](https://github.com/godotengine/godot/commit/4bd9135eee7c805ee6aa5a0bbab94f3024bd8d06)

**OS/device including version:**
Mac & Windows

**Issue description:**
When you have a tool script on an ImmediateGeometry that generates geometry, you can see the geometry in the editor but the node is not pickable in the 3D viewport.

**Minimal reproduction project:**
[Here](https://github.com/themindoverall/godot-immediate-geometry) is a project that demonstrates this behavior.
Repository: rust
Issue: `std::Pin` documentation missing example
Labels: C-enhancement,T-libs-api,A-docs

I think the [`std::Pin`] documentation is missing an example. Specifically, the [Intrusive linked list] example. The heading contains references to the example and the the heading [Drop guarantee] contains the following line:

> If your type uses pinning (such as the two examples above),

This leads me to believe that there is a missing example in the documentation.

[`std::Pin`]: https://doc.rust-lang.org/std/pin/index.html
[Intrusive linked list]: https://doc.rust-lang.org/std/pin/index.html#example-intrusive-doubly-linked-list
[Drop guarantee]: https://doc.rust-lang.org/std/pin/index.html#drop-guarantee
Repository: flutter
Issue: Improve the Stack docs, sayign how to make the Stack take the whole screen
Labels: framework,d: api docs,P2,team-framework,triaged-framework

I just spend an hour trying to figure out why my `Image` wasn't taking the whole screen, after all it was inside a `Container`. It turns out the `Container` was inside a `Stack` and as the `Stack` docs say, the `Stack` sizes itself according to the sizes of it's non-positioned children.

So the question now was "ok, then how do I make the `Stack` size itself as the whole screeen?".

I couldn't find any hints on the `Stack` docs, the docs barely speaks about sizes, just about positions. The `Positioned` docs also don't say anything about sizes, just positions.

The answer (that I found after reading an article on Medium about `Stack`) was to use `Positioned.fill`, so it will:

> Creates a Positioned object with [left], [top], [right], and [bottom] set to 0.0 unless a value for them is passed.

Which has the side effect of stretching the child to take the whole screen, but this isn't written on the docs, it's just something you have to conclude by yourself.

So my recommendation is to have a hint on the `Stack` docs saying:

> If you want some children of the Stack to take the whole space available, wrap it into a Positioned.fill.

Or something like it.

I think this is a very common use case scenario and a simple hint like this one can help people save a lot of time.
Repository: create-react-app
Issue: Stop putting react-app-env.d.ts in src
Labels: issue: proposal,issue: typescript

(This pertains to CRA w/ the `--typescript flag`.)

Putting a loose d.ts file at the top level of src adds clutter and breaks the convention of putting all d.ts files together in a folder, such as "types".

Suggestions to remedy this (in order of preference):

1. Honor the new location of react-app-env.d.ts if we move it.
2. Allow us to configure where this file goes.
3. Place the file in src/types.

---------
EDIT:

@nhooyr Given its confusing, you could also add a comment to the generated file explaining why its there.

@bugzpodder This file was created to include create-react-app specific types. Removing it will cause errors like:
```
TypeScript error in ~/src/App.tsx(2,18):
Cannot find module './logo.svg'.  TS2307

    1 | import React from 'react';
  > 2 | import logo from './logo.svg';
      |                  ^
    3 | import './App.css';
    4 | 
    5 | const App: React.FC = () => {
```
This was created from #5611 if you want more details.
Repository: go
Issue: gccgo: Go compiled with gcc 8.3 does not start on powerpc-linux-musl
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
fatal error: runtime: cannot reserve arena virtual address space
runtime: panic before malloc heap initialized`
</pre>

### Does this issue reproduce with the latest release?

Yes, this is 8.3.0:
<pre>
gcc (Adelie 8.3.0) 8.3.0
</pre>

### What operating system and processor architecture are you using (`go env`)?

Adélie Linux 1.0-BETA3, on 32-bit PowerPC (musl libc, big endian)

### What did you do?

Built GCC 8.3 with --enable-languages=c,c++,fortran,go.

### What did you expect to see?

A working Go runtime.

### What did you see instead?

<pre>
awilcox on gwyn [pts/3 Sun 3 2:32] ~: go version
fatal error: runtime: cannot reserve arena virtual address space
runtime: panic before malloc heap initialized

runtime stack:

        :0
runtime.throw
        :0
runtime.schedinit
        :0

        :0
libc_start_main_stage2
        src/env/__libc_start_main.c:94
</pre>

### Notes

GCC 6.4 does not crash with that error, instead crashing further in:

```
fatal error: unexpected signal during runtime execution
[signal 0xb code=0x2 addr=0x20000426]

goroutine 16 [running]:

        :0

        :0

        :0

        :0

        :0

        :0

        :0

        :0

        :0
__go_init_main
        /home/awilcox/hello.go:1

        :0

        :0

        :0
created by main
        /usr/src/packages/system/gcc/src/gcc-6.4.0/libgo/runtime/go-main.c:54
```
Repository: neovim
Issue: Windows: get/set multibyte environment variable names
Labels: platform:windows,vimscript,environment,encoding,system

<!-- Before reporting: search existing issues and check the FAQ. -->

- `nvim --version`: NVIM v0.4.0-246-g1694f445e
- Vim (version: ) behaves differently?
  - In Windows vim, if I complement the variable name, I can display that value with `echo`.
  - It is the same as neovim in Linux vim.
  - In Windows and Linux, vim can not set variables with `let` same as neovim.
- Operating system/version: Microsoft Windows [Version 6.1.7601]
- Terminal name/version: cmd.exe
- `$TERM`: win32con

### Steps to reproduce using `nvim -u NORC`

```
chcp 932
set aあ=abc
nvim -u NORC
:echo $aあ
or
:let $iい='abc'
```

### Actual behaviour

It is displayed as follows.

```
E15: Invalid expression: <81><82>
or
E15: Invalid expression: $iい='abc'
E488: Trailing characters
```

### Expected behaviour

I understand that this will be the specification of vim script. I also understand that few people use multibyte for environment variable names. I do not know if we need to fix it to be honest. However, it is preferable to be able to deal with it unless it is prohibited to include multibyte in environment variable names.
Repository: godot
Issue: Canvas Layer Environment not Showing in Spatial Editor Viewport
Labels: bug,topic:editor

**Godot version:**
3.1.0 beta9

**Issue description:**
A canvas layer is not drawn as the background layer in the SpatialEditor, even when using WorldEnvironment with BGMode=canvas, and "Use Environment" is true for the current viewport.
The same canvas layer is shown in the running game just fine.

**Use case:**
I need the editor to show the canvas environment because I am working on a game with pre-rendered 3d backgrounds (examples: Pillars of Eternity, Temple of Elemental Evil), but normal 3d scenes. In order to align any node in the editor with the pre-rendered background properly, I need to actually see the background in the editor (adjusting the camera to have the same transform as used when rendering the background is a different issue).

**Steps to reproduce:**
- Create new Scene
- Add WorldEnvironment
- Create Environment for WorldEnvironment, set Background Mode to Canvas (and increase max. layer)
- Add a canvas layer to the WorldEnvironment
- Add some 2D sprite to that layer
- Running the scene will show that 2D sprite rendered behind the 3D scene (good!)
- But the editor will not show it (even when view environment is enabled)

**Minimal reproduction project:**
[CanvasDemo.zip](https://github.com/godotengine/godot/files/2923315/CanvasDemo.zip)
Repository: go
Issue: cmd/compile: mid-stack inline dispatch functions that call a function on each path
Labels: Performance,NeedsInvestigation,compiler/runtime

```go
package p

func dispatch(x int) int {
	if x < 10 {
		return small(x)
	}
	return big(x)
}

//go:noinline
func small(x int) int { return 0 }

//go:noinline
func big(x int) int { return 1 }
```

dispatch should be inlined: It is very simple, and on either path through the function we call exactly one other simple function.

It is not:

`x.go:3:6: cannot inline dispatch: function too complex: cost 126 exceeds budget 80`

This is because we attach a significant cost to each function call.

Note that we are happy to inline this dispatch function:

```go
func dispatch(x int) int {
	fn := big
	if x < 10 {
		fn = small
	}
	return fn(x)
}
```

Fixing this requires either some special casing to recognize common patterns (like the original dispatch) or a bit of control flow analysis.

cc @randall77 @dr2chase
Repository: godot
Issue: [Bullet] KinematicBody slides on collision box, but doesn't on a plane
Labels: bug,confirmed,topic:physics

Godot 3.1 beta10

After being confused about what #17893 became, I decided to recreate an issue about the initial point:
If you move a `KinematicBody` with `move_and_slide()`, and make it move towards a box, it will slide on it.
However, if you move towards a plane, it will get stuck in it and doesn't slide. This is unexpected, it should slide just like with the box.

I want to emphazise that in my project I use Rigidbodies and they slide just fine on planes, which I use for the floor of the world. I don't see any reason why Planes would be some sort of exception when using KinematicBodies, besides being inconsistent. The fact they are infinite surely prevents making holes or doors, but that's the normal behavior of planes, you may actually want that.

This project demonstrates the problem:
[KinematicBodyOnPlane.zip](https://github.com/godotengine/godot/files/2923715/KinematicBodyOnPlane.zip)

I see several other issues where the bottom line always ends up as "it's not meant to be walkable", or "it's infinite". Those are not explanatory enough to me.
The Plane shape exists and is different from a huge quad because it doesn't need to specify a size and doesn't seem to suffer from tunnelling. Also, it's there, and working in every other case.

So I see two options:
- Either this particular move_and_slide case with KinematicBodies must be fixed for good
- Or we explicitely make it not collidable, show a warning, and state in the doc that shape is only meant for Areas (even though I still don't understand what technical limitation would push us to do that). But if that other choice is taken, that's removing a feature and then breaking compatibility.
Repository: flutter
Issue: CustomPainter's paint is called even when shouldRepaint returns false.
Labels: framework,has reproducible steps,P2,found in release: 3.3,found in release: 3.6,team-framework,triaged-framework

```
class Foo extends CustomPainter {
  Path path = Path();

  Foo(this.path);

  @override
  void paint(Canvas canvas, Size size) {
    canvas.drawPath(path, paint);
  }

  @override
  bool shouldRepaint(Foo oldDelegate) => oldDelegate.path != path; //ISSUE HERE
}
```

The boolean should be true if the old path does not contain the same subpaths and nodes as the old path. There is no way for me to access the last point or any other important parameter of the paths to compare them.

Even the docs say:

> The current point is initially at the origin. After each operation adding a segment to a subpath, the **current point** is updated to the end of that segment. No info about the current point
Repository: opencv
Issue: Implicit Type Casting (Matrix to vector of Matrices)
Labels: category: core,future

##### System information (version)
- OpenCV => 4.0.1
- Operating System / Platform => Ubuntu 16.04 x86_64
- Compiler => g++ 5.4.0

##### Detailed description
Opencv should not exhibit the following behavior, it should at-least throw a warning.

```c++
void BadImplicitCasting() {
 cv::Mat m;
 std::vector<cv::Mat> m2 = m;
 for (auto x : m2) {
   printf("This is a row, not a single vector")
 }
}
```
##### Steps to reproduce
See above.
Repository: godot
Issue: Audio playback on AnimationPlayer is not stopping when reaching end of track [FIX INCLUDED] 
Labels: bug,topic:core

**Godot version:**
Godot 3.1 Beta 10

**OS/device including version:**
Windows 7

**Issue description:**
Audio is not stopping on AnimationPlayer when reached end or starting repeatedly by 0.

**Steps to reproduce:**
create a Audio on Animation Player
let the Audio playing reach over the end of the total length of the track
-> it will not stop to play (not in repeat track mode and not on stopping on reaching the track end)

FIX:
Change on animation_player.cpp::_animation_process_animation(...) :
```
if (!loop && p_time < nc->audio_star) {
   stop = true;
} else if (nc->audio_len > 0) {
      float len = nc->audio_start > p_time ? (a->get_length() - nc->audio_start) + p_time : p_time - nc->audio_start;
      if (len > nc->audio_len) {
           stop = true;
      }
}
```
to :
```
if (!loop && (p_time < nc->audio_start || p_time >= a->get_length())) {
     stop = true;
} else if (nc->audio_len > 0) {
     float len = (p_time < nc->audio_start) ? ((a->get_length() - nc->audio_start) + p_time) - nc->audio_len : (nc->audio_start + nc->audio_len) - p_time;
     if (len < 0) {
          stop = true;
}
```

----------------------
I would hard change it more when i knew that i not produce more bugs. I would rewrite much of the code to get a better view on it. But i dont try it to make not much difference so the owner of the code not get irritated and i can give fixes here more easily. I only fix the thinks on the places where i can fix it without changing much.
But i think you can replace much of the code and make it much more nicer. And i have a problem that there are no strategy-patterns for the TrackTypes. Could me much more elegent. It could be much easier to implement new TrackTypes.
Repository: deno
Issue: Discussion: export and load custom snapshot
Labels: cli,suggestion

Background: [v8 snapshots](https://v8.dev/blog/custom-startup-snapshots). Deno currently already uses snapshots for the TS compiler and main API for faster startup. We might be able to extend the behavior so that the users could create and load their own snapshots.

Something like
```
deno --snapshot ss.bin mod.ts
deno --use-snapshot ss.bin main.ts
```
Like AOT compilation in a way. Might be useful for developers who don't want to work with the Rust crate (and less overhead than using generated JS bundles)
Repository: go
Issue: net/http: more informative error for proxy connect errors
Labels: NeedsInvestigation

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.12 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
GOARCH="amd64"
GOBIN=""
GOCACHE="/root/.cache/go-build"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOOS="linux"
GOPATH="/root/go"
GOPROXY=""
GORACE=""
GOROOT="/usr/local/go"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GCCGO="gccgo"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD=""
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=/tmp/go-build551463569=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

I'm running a squid proxy server listening on 127.0.0.1:3128 which is running as squid user with an iptables rule that drops outgoing port 53 packets emitted by the squid user. This forces squid to respond to all proxied requests using a dns name with a 503 response carrying a header `X-Squid-Error: ERR_DNS_FAIL 0`.

I'm also writing a go program that performs a healthcheck when squid returns a response with X-Squid-Error header by making a proxied GET request to a URL using the default http client. The proxying is enabled using the http_proxy and https_proxy environment variables.

When querying a HTTP URL the http client returns the 503 response from squid with the X-Squid-Error header.

### What did you expect to see?

When querying a HTTPS URL the http client should return the 503 response from squid.

### What did you see instead?

When querying a HTTPS URL the http client returns an error and nil response, with the error returning "Get https://www.google.com: Service Unavailable".

The same query to https://www.google.com using curl with the https_proxy environment variable set returns the squid 503 response.
Repository: go
Issue: os/user: add AIX getgroups support
Labels: NeedsFix,OS-AIX

getgroups isn't yet available on AIX, as getgrouplist syscall doesn't exist on AIX. 
Therefore, https://go-review.googlesource.com/c/go/+/164039 disables tests. 

This is a tracking-bug.
Repository: go
Issue: misc/cgo: fix gcc -shared and -static with aix/ppc64
Labels: NeedsFix

The cmd/dist tests using either -shared or -static doesn't work as it is. They need to be adapt to AIX gcc or ld specificities. 
Therefore, https://go-review.googlesource.com/c/go/+/164018 disables tests related to them. 

This is a tracking-bug.
Repository: rust
Issue: Erroneous borrowck error with early returns
Labels: C-enhancement,A-borrow-checker,T-compiler,A-NLL,fixed-by-polonius

[Playground](
https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=7a7bb232cf964567d095a10b5c2aae2f)

```rust
use syn::spanned::Spanned;
use syn::{Data, DeriveInput, Error, Field, Fields};

// Uncommenting the two lines below trigger a borrowck error.

pub fn struct_fields_mut(
    input: &mut DeriveInput,
) -> Result<impl Iterator<Item = &mut Field>, Error> {
    if let Data::Struct(ref mut data_struct) = input.data {
        //if let Fields::Named(_) = data_struct.fields {
            return Ok(data_struct.fields.iter_mut());
        //}
    }
    Err(Error::new(
        input.span(),
        "only structs can be automatically neutralized",
    ))
}
```

```
error[E0502]: cannot borrow `input` as immutable because it is also borrowed as mutable
  --> src/lib.rs:15:9
   |
7  |     input: &mut DeriveInput,
   |            - let's call the lifetime of this reference `'1`
8  | ) -> Result<impl Iterator<Item = &mut Field>, Error> {
9  |     if let Data::Struct(ref mut data_struct) = input.data {
   |                         ------------------- mutable borrow occurs here
10 |         if let Fields::Named(_) = data_struct.fields {
11 |             return Ok(data_struct.fields.iter_mut());
   |                    --------------------------------- returning this value requires that `input.data.0` is borrowed for `'1`
...
15 |         input.span(),
   |         ^^^^^ immutable borrow occurs here
```
Repository: flutter
Issue: How can i get event when user click on collapse button on iOS keyboard?
Labels: a: text input,c: new feature,platform-ios,framework,P2,team-ios,triaged-ios

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I want to change my screen layout when user click on collapse button on iOS keyboard but cannot get the event.
Repository: TypeScript
Issue: Return statement in iterator is not type checked
Labels: Needs Investigation

**TypeScript Version:**  5.3.2.

**Search Terms:** yield, return, iterator.

**Code:**

```ts
interface Result {
    foo: number;
}

function* gen(): IterableIterator<Result> {
    yield { foo: 1 };
    return { garbage: true }; // not checked
}

(function go(iterator) {
    const { value, done } = iterator.next();
    console.log(value);
    if (!done) {
        go(iterator);
    }
})(gen());
```

**Expected behavior:** type error on return statement.

**Actual behavior:** no type errors.

**Playground Link:** https://www.typescriptlang.org/play?#code/JYOwLgpgTgZghgYwgAgEoQM4FcA2ZkDeAUMqcjAPYUBcyIWAtgEbQDcRAvkUTFiAmGAUQAKmQBzCCAAUASloBJSFDhMcEJdDhgKUADzpseAHyESZAJ7AIOACaFyVWgEZkHdmWRQIYLFBAO4nBQTHCStGBQWCjuyAD0cXQU+AgAFhAIANYQtpzc0rz8gsISFNLAytq6smaeCMIY+ATIAG5wONEANMi2wjHIALzIFVo6UAB0IBAAHmByHmT1IBgU6uM4FOLSbR0QsgukwDDI0gCEvVM1xJ6e4mUjKmP75qRcHLLSkjKy+0A

**Related Issues:** https://github.com/Microsoft/TypeScript/issues/26959.