sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Image widget throws uncatchable error in flutter framework if network image cannot be loaded
Labels: engine,a: images,has reproducible steps,P2,found in release: 2.0,found in release: 2.1,team-engine,triaged-engine

<!-- Thank you for using Flutter!

     If you are looking for support, please check out our documentation
     or consider asking a question on Stack Overflow:
      * https://flutter.dev/
      * https://api.flutter.dev/
      * https://stackoverflow.com/questions/tagged/flutter?sort=frequent

     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill out the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
-->

## Steps to Reproduce

<!-- You must include full steps to reproduce so that we can reproduce the problem. -->

1. Run `flutter create bug`.
2. Update the files as follows: ... <!-- include every file that is different from the template app! -->
3. ... <!-- describe how to reproduce the problem -->

**Expected results:** 

use the Image.network load the Internet pictures
url:http://cdn.tt2020.com.cn/FrxMTEjrEwV9yB8lQ8s6WEjSxrNN

**Actual results:** 
could not load image

<details>
  <summary>Logs</summary>

<!--
      Run your application with `flutter run --verbose` and attach all the
      log output below between the lines with the backticks. If there is an
      exception, please see if the error message includes enough information
      to explain how to solve the issue.
-->

```
Debug service listening on ws://127.0.0.1:61350/VjdT5iLwrlQ=/ws
Syncing files to device V1938CT...
D/EGL_adreno(19568): eglMakeCurrent: 0xb46f1d60: ver 3 1 (tinfo 0xaf55d440)
E/flutter (19568): [ERROR:flutter/lib/ui/painting/image_descriptor.cc(181)] Failed to get pixels for image.
E/flutter (19568): [ERROR:flutter/lib/ui/painting/image_decoder.cc(289)] Could not decompress image.

======== Exception caught by image resource service ================================================
The following _Exception was thrown resolving an image frame:
Exception: Codec failed to produce an image, possibly due to invalid image data.
```

<!--
     Run `flutter analyze` and attach any output of that command below.
     If there are any analysis errors, try resolving them before filing this issue.
-->

```
```



```
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 2.0.3, on Microsoft Windows [Version 10.0.17763.1817], locale zh-CN)
[!] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
    ! Some Android licenses not accepted.  To resolve this, run: flutter doctor --android-licenses
[√] Chrome - develop for the web
[√] Android Studio (version 3.4)
[√] Android Studio (version 4.1.0)
[√] Connected device (2 available)

! Doctor found issues in 1 category.
```

</details>
Repository: vscode
Issue: [html] Add charset and author `meta` to suggestions
Labels: feature-request,upstream,emmet,upstream-issue-linked

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
![image](https://user-images.githubusercontent.com/17777237/113402360-2daafe80-93a5-11eb-9b2e-f9beb4f92bdc.png)

**Can this common uses added to list also like `meta:desc` and `meta:kw` was added?**

`meta:charset` = `<meta charset="UTF-8">`{ **End cusrsor here** }
`meta:auth` = `<meta name="author" content="`{ **End cusrsor here** }`">`

---

**And here also one suggestion could improve Its end cursor position**

`meta` expanded to `<meta>`{ **End cusrsor here** } it should be `<meta` { **End cusrsor here** }`>`
Repository: storybook
Issue: Improve rendering stories error details
Labels: maintenance,args

**Is your feature request related to a problem? Please describe**
Problem described in issue: https://github.com/storybookjs/storybook/issues/14377

> After upgrade from v6.2.0-rc.10 to v6.2.0-rc.11 I got the following error in preview (displayed in UI):
> 
> ```
> Cannot read property 'name' of undefined
> TypeError: Cannot read property 'name' of undefined
>     at createDefaultValue (http://localhost:6007/vendors~main.iframe.bundle.js:16438:33)
>     at createBasicPropDef (http://localhost:6007/vendors~main.iframe.bundle.js:16464:19)
>     at javaScriptFactory (http://localhost:6007/vendors~main.iframe.bundle.js:16501:17)
>     at extractProp (http://localhost:6007/vendors~main.iframe.bundle.js:16642:19)
>     at http://localhost:6007/vendors~main.iframe.bundle.js:16623:33
>     at Array.map (<anonymous>)
>     at extractComponentSectionObject (http://localhost:6007/vendors~main.iframe.bundle.js:16621:26)
>     at extractComponentProps (http://localhost:6007/vendors~main.iframe.bundle.js:16634:87)
>     at getPropDefs (http://localhost:6007/vendors~main.iframe.bundle.js:13848:106)
>     at extractProps (http://localhost:6007/vendors~main.iframe.bundle.js:13870:11)
> ```
> 
> First of all - **this error is useless. It doesn't point to any place where this occurs.** I spend a lot of time trying to find a place where it happened (we have ~30 components)...


The error message is really difficult to follow. There is no easy way to find out where the error is thrown.

**Describe the solution you'd like**

The error should contain information about:
* Which story is affected
* in which exact place the error happened
* ?


**Are you able to assist to bring the feature to reality?**
no

**Additional context**
See the referenced issuse.
Repository: realworld
Issue: Document on UI how to add tags for articles
Labels: Status: RFC,v2 changelog

UI should say "press Enter key" to add tags, as it is not very intuitive.

Search terms: How to add tags for articles? Can't add tags for articles. Answer: use the Enter key

And note that it is broken on current live React demo BTW: https://github.com/gothinkster/react-redux-realworld-example-app/issues/151#issuecomment-808417846 for new post creation, but already fixed on master.
Repository: create-react-app
Issue: Why do I have just webpack.config.js in my config
Labels: needs triage

I just installed the new version of react and when I ran npm run eject , I only saw just webpack.config.js . How do enable css modules.
Thank 

Thank you.
Repository: youtube-dl
Issue: How to automatically resume?? [Errno 11001]
Labels: site-support-request

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

-->


## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.04.01. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
- Search the bugtracker for similar site support requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [X] I'm reporting a new site support request
- [X] I've verified that I'm running youtube-dl version **2021.04.01**
- [X] I've checked that all provided URLs are alive and playable in a browser
- [X] I've checked that none of provided URLs violate any copyrights
- [X] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video: https://www.youtube.com/watch?v=BaW_jenozKc
- Single video: https://youtu.be/BaW_jenozKc
- Playlist: https://www.youtube.com/playlist?list=PL4lCao7KL_QFVb7Iudeipvc2BCavECqzc


## Description

<!--
Provide any additional information.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
-->

How does -R really work ??? it does nothing when the download fails, can someone explain how it is applied?
I purposely generate errors to see if the try works but it doesn't work, could someone really explain how -R works
Repository: PowerToys
Issue: negative borders
Labels: FancyZones-Layouts,Product-FancyZones

## 📝 Provide a description of the new feature

_What is the expected behavior of the proposed feature?  What is the scenario this would be used?_

i want the tiles in my grid to overlap by a considerable and configurable amount. a negative border value will make the window bigger than the tile.

Currently i use a grid of 4x3 cells on a 4k 65" tv and I would like to increase the number of cells in my grid whilst at the same time increasing the size of each cell. With this feature i will move to 5x4 with borders of ~-384.  this could make edge and corner cells smaller depending on implementation, per cell configuration could be desirable, maybe x/y/-x/-y values configured independently.


edit:
~~i actually currently have 'borders' turned off because even at 0 it feels weird.~~ 
![image](https://user-images.githubusercontent.com/13982888/113420894-a0a88980-9426-11eb-86d1-bf67011aec0b.png)
this is what i was thinking about but its not even called borders. instead of gaps i want it to overlap.


---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: flutter
Issue: Nothing is displayed in PlatformView on FlutterFragment
Labels: platform-android,engine,a: platform-views,has reproducible steps,P2,found in release: 2.0,found in release: 2.1,team-android,triaged-android

## Steps to Reproduce
Open FlutterFragment on `NavHostFragment`

1. Open Activity which has `NavHostFragment`
2. Navigate to `FlutterFragment` to display Flutter screen which uses `PlatformView`

**Expected results:**
The content of `PlatformView` is displayed when FlutterFragment is displayed.

**Actual results:**
Nothing is displayed on `PlatformView`
(After pause/resume operation, the content of `PlatformView` is displayed.

### Sample code
https://github.com/ayukatawago/flutter_sample_app is the sample code for this issue.

When I use `SampleFlutterActivity` to display Flutter content, this issue never happens,  
but this issue occurs when opening `FlutterFragment` on `NavHostFragment`

<details>
  <summary>flutter doctor -v</summary>

```
$ flutter doctor -v
[✓] Flutter (Channel unknown, 2.0.3, on Mac OS X 10.15.6 19G73 darwin-x64, locale ja-JP)
    • Flutter version 2.0.3 at /Users/JP23450/flutter
    • Framework revision 4d7946a68d (2 weeks ago), 2021-03-18 17:24:33 -0700
    • Engine revision 3459eb2436
    • Dart version 2.12.2

[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.2)
    • Android SDK at /Users/JP23450/Library/Android/sdk
    • Platform android-30, build-tools 30.0.2
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6915495)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 12.3, Build version 12C33
    • CocoaPods version 1.10.1

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 4.1)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6915495)

[✓] IntelliJ IDEA Ultimate Edition (version 2020.3.2)
    • IntelliJ at /Applications/IntelliJ IDEA.app
    • Flutter plugin version 53.1.5
    • Dart plugin version 203.6912

[✓] VS Code (version 1.53.2)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.20.0

[✓] Connected device (2 available)
    • MAR LX2J (mobile) • STPDU19501003098 • android-arm64  • Android 10 (API 29)
    • Chrome (web)      • chrome           • web-javascript • Google Chrome 89.0.4389.114

• No issues found!
```

</details>
Repository: rust
Issue: Deref coercion does not work for some `await` returned values
Labels: T-compiler,E-medium,C-bug,A-coercions,A-async-await,AsyncAwait-Triaged

I tried this code:

```rust
fn consume_reference<T: ?Sized>(_: &T) {}

async fn foo() {
    consume_reference::<i32>(&Box::new(7_i32)); // OK.
    consume_reference::<i32>(&async { Box::new(7_i32) }.await); // Error.
    consume_reference::<[i32]>(&vec![7_i32]); // OK.
    consume_reference::<[i32]>(&async { vec![7_i32] }.await); // OK.
}
```

I expected to see this happen: The code compiles.

Instead, this happened: This line does not compile while the others lines do:

```rust
consume_reference::<i32>(&async { Box::new(7_i32) }.await);
```

The same thing also happened to awaiting [`futures::lock::Mutex::lock`](https://docs.rs/futures/0.3.13/futures/lock/struct.Mutex.html#method.lock) function:

```rust
fn consume_reference(_: &mut i32) {}

async fn foo() {
    let mutex = futures::lock::Mutex::new(7_i32);

    consume_reference(&mut mutex.lock().await);
}
```

### Meta

`rustc --version --verbose`:
```
rustc 1.51.0 (2fd73fabe 2021-03-23)
binary: rustc
commit-hash: 2fd73fabe469357a12c2c974c140f67e7cdd76d0
commit-date: 2021-03-23
host: x86_64-pc-windows-msvc
release: 1.51.0
LLVM version: 11.0.1
```

<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

<!-- TRIAGEBOT_ASSIGN_DATA_START$${"user":"pnkfelix"}$$TRIAGEBOT_ASSIGN_DATA_END -->

<!-- TRIAGEBOT_ASSIGN_END -->
<!-- TRIAGEBOT_END -->
Repository: pytorch
Issue: Requesting a feature to calculate attention weights.
Labels: triaged

## 🚀 Feature
Requesting a feature nn.Attention (or something like that) where it can calculate Bahadanau and Luong Attention weights

cc @zhangguanheng66
Repository: pytorch
Issue: Profile Optionals and Optional[Tensor] specifically
Labels: oncall: jit,triaged



cc @gmagogsfm
Repository: deno
Issue: git-remote-helper style plugable protocols
Labels: cli,suggestion

This is somewhat related to #5290, but instead of building support for ipfs, dat, ssb or any other protocol I suggest make deno extensible similar to how git enabled people to plug different protocols including mentioned ones to be used via remote helpers.

I think this could make deno grow beyond what's imaginable today.

In practice helper could be just an OS registered protocol handler that deno invokes to fetch the underlying resource. Or it could go with more in-house approach similar to git.
Repository: PowerToys
Issue: [KBM] Conditionally disable all keyboard manager remapping for specific applications.
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager

## 📝 Provide a description of the new feature

_What is the expected behavior of the proposed feature?  What is the scenario this would be used?_

If a specific application, or class of applications (e.g. fullscreen Direct3D), is active then remapping is temporarily disabled.

I was a kid-in-a-sundae-shop level of joy after remapping a dozen or so key combinations, even swapping Ctrl and Win keys, zooming around different apps with a level of efficiency that was previously unrealized. That was until I launched DOOM Eternal and realized I couldn't use my equipment launcher to dispatch a flaming, angry mob of demons. 🔥👿

I tried to rebind the keys in game, but by swapping the Ctrl/Win keys in Keyboard Manager, I created a strange situation that the game only partially supported. The key would be rebound for the session, but if I restart the game the binding is forgotten. This could be argued to be a problem that lies with the game, but my feeling is that an issue induced by functionality that is not normally available to the average person. It wouldn't be a stretch to believe that this is an issue for a lot of other applications as well.

The Dell Display Manager is capable of detecting when a fullscreen Direct3D application is running and react accordingly. And since changes made in Keyboard Manager take effect immediately after closing the remap window, I believe that this feature is possible.

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: godot
Issue: Unexpected rendering with screen reading shader, Light2D and LightOccluder2D
Labels: bug,topic:rendering,topic:shaders,topic:2d

**Godot version:**
3.3 RC7


**OS/device including version:**
2020 Mac Mini
macOS Big Sur
GLES2 / GLES3

**Issue description:**
I have a 2D water shader which reads from SCREEN_TEXTURE to display whatever is behind with a refraction effect. A ColorRect and a Sprite are placed behind the water, and a Light2D affects everything. There is also a LightOccluder2D covering the sprite, set to clockwise cull mode so that the inside of the sprite remains lit.

The issue is that in the water, this results in two visible copies of the screen texture being lit, one (correctly) distorted by the shader, and the other not:

<img width="782" alt="Screen Shot 2021-04-02 at 9 54 48 AM" src="https://user-images.githubusercontent.com/33777501/113437005-ad7f9b80-939a-11eb-9b29-057959a274f7.png">

Whereas I would hope for it to look more like this:

<img width="782" alt="expected" src="https://user-images.githubusercontent.com/33777501/113439420-634ce900-939f-11eb-9c86-1e66654e935b.png">

Water shader:

```
shader_type canvas_item;

void fragment() {
	vec2 coord = SCREEN_UV + vec2(sin(TIME*3.0 + UV.y*10.0) * 0.02, 0.0);
	vec4 screen = textureLod(SCREEN_TEXTURE, coord, 0.0);
	COLOR = mix(vec4(0.2, 0.6, 1.0, 1.0), screen, 0.5);
	COLOR.a = 1.0;
}
```

The result is the same whether batching is on or off.

**Steps to reproduce:**
Simply run the MRP scene.

**Minimal reproduction project:**
[ScreenTextureLightIssue.zip](https://github.com/godotengine/godot/files/6250723/ScreenTextureLightIssue.zip)
Repository: terminal
Issue: Add icon to profile title on settings UI
Labels: Help Wanted,Product-Terminal,Issue-Task,In-PR,good first issue,Area-SettingsUI

<!-- 
🚨🚨🚨🚨🚨🚨🚨🚨🚨🚨

I ACKNOWLEDGE THE FOLLOWING BEFORE PROCEEDING:
1. If I delete this entire template and go my own path, the core team may close my issue without further explanation or engagement.
2. If I list multiple bugs/concerns in this one issue, the core team may close my issue without further explanation or engagement.
3. If I write an issue that has many duplicates, the core team may close my issue without further explanation or engagement (and without necessarily spending time to find the exact duplicate ID number).
4. If I leave the title incomplete when filing the issue, the core team may close my issue without further explanation or engagement.
5. If I file something completely blank in the body, the core team may close my issue without further explanation or engagement.

All good? Then proceed!
-->

# Description of the new feature/enhancement
If would be cool if we displayed the icon of the profile at the top of the profile page on the settings UI.

<img width="1166" alt="profile-icon" src="https://user-images.githubusercontent.com/48369326/113440923-33531500-93a2-11eb-94c0-d0bea883a9f5.png">


<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->

# Proposed technical implementation details (optional)

<!-- 
A clear and concise description of what you want to happen.
-->
Repository: PowerToys
Issue: The Fancy Zones editor now have a minimum required size
Labels: FancyZones-Layouts,Product-FancyZones

### Microsoft PowerToys version

0.35.0

### Running as admin

Yes

### Area(s) with issue?

FancyZones Editor

### Other Software

_No response_

### Steps to reproduce

When attempting to create a very small region the editor seems to block you from continuing. As an example, I can't seem to be able to create a zone with less than 108px height.
This started to happen after the 0.35.0 update.

A short video showcasing the issue: https://cdn.hey0.dev/ss/2021/04/02150328.mp4

### ✔️ Expected Behavior

Allow you to decrease the zone size as you wish.

### ❌ Actual Behavior

The editor blocks you from decreasing the zone size.
Repository: youtube-dl
Issue: Passing names to exec post-processing
Labels: question

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

-->


## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- Look through the README (http://yt-dl.org/readme) and FAQ (http://yt-dl.org/faq) for similar questions
- Search the bugtracker for similar questions: http://yt-dl.org/search-issues
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm asking a question
- [x] I've looked through the README and FAQ for similar questions
- [x] 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.
-->

```
-exec CMD

Execute a command on the file after downloading and post-processing, similar to find's -exec syntax. Example: --exec 'adb push {}/sdcard/Music/ && rm {}'                                     
```

What else can be passed to the command except `{}`? For example. if I want to post-process a subtitle, is it possible to pass the subtitle name instead of the video file name?
Repository: godot
Issue: [Text Editor] Clicking on script of a node should also select that node
Labels: discussion,topic:editor

**Godot version:**
Godot Engine v3.2.3.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce GT 650M OpenGL Engine

Godot Engine v3.3.rc7.official - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce GT 650M OpenGL Engine
OpenGL ES Batching: ON

Mac OS X Catalina

**Issue description:**
When clicking on a node's script icon, the script opens up in the editor, but the selection remains on the previous node. This  causes confusion, because one looking at a script would not node which node it's attached to.

**Steps to reproduce:**
Open up a project and select to open a script for any node. Then click on a script icon for a different node.
![2021-04-02 14-40-39 2021-04-02 14_42_37](https://user-images.githubusercontent.com/930478/113444576-29d9a500-93c2-11eb-9cf7-bfa492e3fc49.gif)




Also as of note, if you click on a node's signals icon (if signals have been created of course), the node itself is selected properly. We need to have this consistent for script selection as well.