sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Calling `AcceptDialog.set_as_toplevel(false)` in `_ready` raises error: Condition "!data.SI" is true.
Labels: bug,confirmed,topic:gui

### Godot version

3.x (df1eebd8d897d1fcba00449bdb4a097c0161e62e)

### System information

Linux, Mageia 9 x86_64

### Issue description

Follow-up to #42545, calling `set_as_toplevel(false)` in `_ready` seems to raise an error that stalls the program:
```
ERROR: Condition "!data.SI" is true.
   at: show_modal (scene/gui/control.cpp:2159)
```

Reproduction script:
```gdscript
extends AcceptDialog

func _ready():
        set_as_toplevel(false)
        call_deferred("popup")
```

### Steps to reproduce

- Call `set_as_toplevel(false)` in `_ready` for AcceptDialog

### Minimal reproduction project

[acceptdialogbug.zip](https://github.com/godotengine/godot/files/7323123/acceptdialogbug.zip)
Repository: vue
Issue: .exact modifier : Failed to generate render function
Labels: bug,contribution welcome,has PR,feat:compiler

### Version
2.6.14

### Reproduction link

https://template-explorer.vuejs.org/#%3Cbutton%20%40keydown.ctrl.shift.alt.meta.exact%3D%22console.log(%24event)%22%3EClick%3C%2Fbutton%3E




### Steps to reproduce
use `v-on` with `.ctrl.shift.alt.meta.exact` modifiers

### What is expected?
added event listener successfully

### What is actually happening?
[Vue warn]: Failed to generate render function:
SyntaxError: Unexpected token ')' in

---
compiler generates `if()return null;` that's a syntax error.
```javascript
 else if (key === 'exact') {
          var modifiers = (handler.modifiers);
          genModifierCode += genGuard(
            ['ctrl', 'shift', 'alt', 'meta']
              .filter(function (keyModifier) { return !modifiers[keyModifier]; })
              .map(function (keyModifier) { return ("$event." + keyModifier + "Key"); })
              .join('||')
          );
        }
```

<!-- generated by vue-issues. DO NOT REMOVE -->
Repository: kubernetes
Issue: Umbrella Issue: (Known Issue) Service Duplicate Port Numbers + Patch Merge
Labels: kind/bug,sig/network,needs-triage

Service object has a known issue wrt Port and Patch Merge. The issue can be reproduced as the following:


1. Create a Service object as the following:

```yaml
apiVersion: v1
kind: Service
metadata:
  name: udp-debug
spec:
  type: NodePort
  selector:
    app: udp-debug
  ports:
    - name: udp-debug
      protocol: UDP
      port: 31337
      nodePort: 31337
```

2. Update the Service by adding another port using same port number `31337` but use a different protocol (the example below adds `tcp/31337` using `kubectl apply` or using go-client's patch merge strategies

```yaml
apiVersion: v1
kind: Service
metadata:
  name: udp-debug
spec:
  type: NodePort
  selector:
    app: udp-debug
  ports:
    - name: tcp-debug
      protocol: TCP
      port: 31337
      nodePort: 31337
    - name: udp-debug
      protocol: UDP
      port: 31337
      nodePort: 31337
```


**The resulting Service object will contain one port (instead of the expected two Service ports)**

```yaml
apiVersion: v1
kind: Service
metadata:
  name: udp-debug
spec:
  type: NodePort
  selector:
    app: udp-debug
  ports:
    - name: tcp-debug
      protocol: TCP
      port: 31337
      nodePort: 31337
```

The issue is well known and due to the following problem:

```
Service.Spec.Ports is annotated with `patchMergeKey=Port` and `patchStrategy=merge` ref: https://github.com/kubernetes/kubernetes/blob/master/staging/src/k8s.io/api/core/v1/types.go#L4096-L4100. When api-server performs the merge it will fail to identify the two ports `tcp and udp ports sharing the same port number` as two different ports. Note that server-side-apply uses the correct the keys (port and protocol) to perform merges.
```

The issue is reported here https://github.com/kubernetes/kubernetes/issues/105279 with lengthy commentary here https://github.com/kubernetes/kubernetes/issues/101393 . The api annotation cannot be updated because it will break existing clients as demonstrated by https://github.com/kubernetes/kubernetes/pull/104486 

**Solution and Work Around**

`if and only if` the required patch on service introduces duplicate port numbers then the user **must** avoid using `apply` of go-client `merge patches`. Instead they should use one of the the following approaches:
1. `kubectl apply --server-side` or `kubectl replace` commands.
2. Use go-client update calls to replace the service (this require a `HTTP PUT` with the entire object specification).

The same should be used if and only if the user is trying to remove a port that has the same port number on existing ports on the same service.

/sig network

### Kubernetes version
all versions.
Repository: angular
Issue: Single PWA with i18n
Labels: feature,area: i18n,area: service-worker,feature: under consideration

### Which @angular/* package(s) are relevant/releated to the feature request?

localize, service-worker

### Description

Following up on [this post](https://stackoverflow.com/q/61532813/10713841) on stackoverflow. 

After adding internationalization (`i18n`) to our app we run into the big problem of backwards compatibility. Before adding `i18n` we had our service worker at the root folder and after adding `i18n` we now have a separate service worker for each language we translated the app into. This is a problem because a user that installed the app prior to this change will not correctly get updates because the old service worker will not be able to find the new service worker.

This is the default behavior of Angular and left us with the decision that we either have to tell all our users that they will have to uninstall and re-install the app or add a service worker in the root folder that automatically takes care of the migration and leave it deployed until all users are migrated. Theses solutions are rather unsatisfying, poorly documented and mean that a we would have to go through the same struggle again if we decide to remove the `i18n` or take a different approach for it.

### Proposed solution

It would be great if Angular would not enforce to use the _one-PWA-per-language_ approach but rather leave this as a choice to the developer. This would make the transition from a single- to a multi-language app much easier and leaves the option open to also go back to the previous approach (no `i18n`).

This could be configured through the compiler options in the `angular.json` file. E.g. `rootServiceWorker: true`.   

### Alternatives considered

Alternatively, it would be great if Angular provided a guide or a predefined service worker (similar to the `safety-worker.js`) that allows a easy migration of the PWAs when `i18n` is introduced.
Repository: godot
Issue: Additional arguments bound in a `connect` call that do not match the expected type on the receiving function fail silently
Labels: bug,topic:core

### Godot version

3.3.2.stable.official

### System information

Windows 10

### Issue description

If additional arguments bound to a `connect` call do not match the expected type on the receiving function, they will be passed as `null` with no other error or runtime warning. I would expect at least an error to be reported in this case, similar to how errors are reported when the number of arguments on the function do no match the number provided at run time.

### Steps to reproduce

See below code from the provided sample that reproduces the issue. Run the project, and press the button - 'Invalid get index 'some_data' (on base :'Nil').' will be reported as object is passed is as null - but I'd argue what should happen here is the signal handling function should not be called, an an error reported instead.

```
extends Node2D

var my_object : MyClass

func _ready():
	my_object = MyClass.new()
	my_object.some_data = "testing"
	
	#In the below connect call, we bind my_object, an instance of
	#MyClass, to the even handler invocation, but the handler function
	#expects an instance of MyOtherClass. This fails silently with "null"
	#being passed in to _on_button_press.
	
	# warning-ignore:return_value_discarded
	$Button.connect("button_down", self, "_on_button_press", [my_object])

func _on_button_press(object : MyOtherClass) -> void:
	print(object.some_data)

class MyClass extends Object:
	var some_data : String
	
class MyOtherClass extends Object:
	var some_data : String
	

```

### Minimal reproduction project

[TestConnectWrongType.zip](https://github.com/godotengine/godot/files/7324113/TestConnectWrongType.zip)
Repository: go
Issue: x/net/http2: indefinite hangs when closing response body
Labels: NeedsInvestigation

Closing a response body can block indefinitely under at least two circumstances:

Closing a body with unread data returns flow-control tokens for the unread data. If the underlying `net.Conn` for the request is write-blocked, the attempt to return the tokens can block either while acquiring the stream write mutex, or while writing the window update to the connection.

Closing a response body waits for the request stream to be cleaned up, or the request context to expire, whichever comes first. This ensures that there is no lingering per-request state remaining after a `nil` response from `resp.Body.Close`. (We don't guarantee this property in the package docs, but we do have tests asserting this property. For example, we assume that a request no longer counts against the concurrency limit after a nil response from `Close`.) If the request writer is blocked reading the request body, we currently have no way to interrupt it and `resp.Body.Close` will block until the request context is canceled (if ever).

My first thought was that closing the response body could close the request body, interrupting the request writer, but this will require caution: The `RoundTripper` contract permits `RoundTrip` to access fields of the request up to the point where the request body is closed. If we change the place we close the request body, we need to be very cautious that we don't access any part of the request after that point.

Test for this second case:

```
  func TestTransportCloseResponseBodyWhileRequestBodyHangs(t *testing.T) {
          st := newServerTester(t, func(w http.ResponseWriter, r *http.Request) {
                  w.WriteHeader(200)
                  io.Copy(io.Discard, r.Body)
          }, optOnlyServer)
          defer st.Close()

          tr := &Transport{TLSClientConfig: tlsConfigInsecure}
          defer tr.CloseIdleConnections()

          pr, pw := net.Pipe()
          req, err := http.NewRequest("GET", st.ts.URL, pr)
          if err != nil {
                  t.Fatal(err)
          }
          res, err := tr.RoundTrip(req)
          if err != nil {
                  t.Fatal(err)
          }
          res.Body.Close()
          pw.Close()
  }
```
Repository: PowerToys
Issue: Limit the list of keyboards cycled with Win+Space / Alt+Shift
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

It would be great to have a way to limit the keyboard layouts cycled by pressing win+spacebar (alt+shift or whatever keyboard switching shortcut is configured) to a subset of keyboard layouts installed.

### Scenario when this would be used?

Many multi-lingual people (and not only) have multiple keyboard layouts installed. When you use a keyboard shortcut to switch keyboards Windows cycles through all the installed keyboard layouts. So, if someone has. say, five keyboard layouts installed it would take them pressing the shortcut five times to get back from their second layout to the default one.

Not all these layouts are equally important in day-to-day life though. Bilingual people most likely use two and switch between them throughout the day. I suspect this is especially true for those with non-Latin alphabets even if they only actually write in one language but have to enter URLs (for example) in "English".

So, when you switch between two languages all day, adding a third one breaks the [useful] cycle. And I'm not even talking about a 4th or 5th. I would love to have, say, a Spanish keyboard installed just for practicing Duolingo, but it would mess up my daily life for the 5-minutes/day convenience.

If I could set that alt+shift switches between my two main languages I could add as many keyboards as I could potentially use and access them with a mouse while preserving my core productivity.

### Supporting information

[Here's a short Twitter thread](https://twitter.com/ailon/status/1447489755034308609) on the subject.
Repository: flutter
Issue: [web]: confirmation of accessibility enabled for web apps
Labels: c: new feature,engine,a: accessibility,platform-web,P2,team-web,triaged-web

Today it is unclear if the user successfully toggled for enabling accessibility for Flutter web apps when using screen readers. 

expectation: Screen readers announce positive feedback/confirmation to let end users know they have successfully pressed the toggle and accessibility is enabled for the app
Repository: flutter
Issue: More widgets should not have nullable `child`
Labels: framework,a: null-safety,P2,team-framework,triaged-framework

Same concern as https://github.com/flutter/flutter/issues/91321 

This is an audit of the widgets in `basic.dart` in the framework, with opacity already checked off since it has its own issue.

- [ ] Transform
- [ ] FittedBox
- [ ] FractionalTranslation
- [ ] RotatedBox
- [x] ~~Padding~~ Padding takes up space if it has no child, somewhat like SizedBox.
- [ ] Align
- [ ] Center
- [ ] ConstrainedBox
- [ ] ConstraintsTransformBox
- [ ] UnconstrainedBox
- [ ] FractionallySizedBox
- [ ] LimitedBox
- [ ] Offstage
- [ ] AspectRatio
- [ ] IntrinsicWidth
- [ ] IntrinsicHeight
- [ ] Baseline
- [ ] SliverToBoxAdapter
- [ ] SliverPadding
- [ ] RepaintBoundary
- [ ] ClipOval
- [ ] ClipRRect
- [ ] ClipRect
- [ ] ShaderMask
- [x] Opacity


I'm not including `CustomSingleChildLayout` because that can effectively work like `SizedBox` which can make sense without a child.

Not including `BackdropFilter` because it can apply the effect over its parent area even without a child.

I'm not sure about `IgnorePointer`/`AbsorbPointer`. Its docs don't say whether it grows to fit the parent, but I think that's how it works.

/cc @goderbauer
Repository: react
Issue: Custom React-specific metadata format
Labels: Type: Discussion,Component: Developer Tools,Size: Large

The recent DevTools ["named hooks" feature](https://github.com/facebook/react/blob/main/packages/react-devtools/CHANGELOG.md#display-hook-names-for-inspected-components) has been heavily optimized since its initial launch.  There are some additional optimizations that we _could_ consider (see the first comment below) but I believe the single biggest remaining bottleneck is downloading and parsing of large source map files. 

Using Facebook as a case study, over 65% of the time spent parsing hook names is downloading the source-map files:
![image](https://user-images.githubusercontent.com/29597/136857383-aa6af89e-5c84-4213-88c4-691d8729571a.png)

A significant portion of this time is spent on the generating the source map on the server:
![image](https://user-images.githubusercontent.com/29597/136857473-af833048-d07c-4066-9dad-1ea0a4aa084e.png)

Perhaps this could be optimized further, but at some point- we'll still have to download and parse a potentially large file.

### Can we avoid relying on the source map entirely?

We aren't using source maps in the typical way. (We aren't displaying the original source code.) So the majority of the data contained in the source-map is useless to us. We've experimented with [extending the source map](https://github.com/facebook/react/issues/21782#issuecomment-872599422) so that we didn't have to parse the original code, but the biggest bottleneck (based on testing) is actually _generating and downloading_ the source-map so this only helps a little.

What if we pre-computed hooks metadata (during compilation) and wrote it to a separate file that gets bundled along like a source map. We could generate this metadata for the _compiled code_, rather than the _source code_, so we wouldn't need to map anything at runtime. I don't have exact figures on how much faster this would be, but I estimate it would reduce the source-map file size by an order of magnitude which could have a pretty large impact on the overall performance.

If this custom metadata file is successful, we could also store some additional (lightweight) information in it such as component display names.

Adding additional metadata to this file/format should be done in a backwards-compatible way if at all possible. Still, the metadata format should be _versioned_ in the event that a backwards breaking change occurred.

### What if this metadata was unavailable?

This would be entirely opt-in. DevTools would fall back to loading and parsing the complete source-map if this custom metadata was unavailable.
Repository: go
Issue: cmd/go: make sure MainModules exists before modload.queryImport is called
Labels: NeedsInvestigation

modload.queryImport runs in come cases where MainModules doesn't exist but MainModules should probably exist in all cases before queryImport is called. Find out why MainModules doesn't exist in those cases.

cc @bcmills
Repository: go
Issue: unsafe: automated conversion to `unsafe.Add`
Labels: NeedsDecision

With the new functions added to `unsafe` for 1.17, it'd be nice if `go fix` or similar would be able to automatically rewrite older unsafe usage into the newer functions, such as `unsafe.Add`. It seems like existing tools like `eg` and `rf` lack the type system in order to handle the various integer types involved.

CC @rsc @mvdan @cuonglm @mdempsky
Repository: rust
Issue: Tracking Issue for `slice_from_ptr_range`
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(slice_from_ptr_range)]`

This is a tracking issue for `slice::{from_ptr_range, from_mut_ptr_range}`, counterparts to `slice::{as_ptr_range, as_mut_ptr_range}`.

### Public API

```rust
// core::slice

pub unsafe fn from_ptr_range<'a, T>(range: Range<*const T>) -> &'a [T];
pub unsafe fn from_mut_ptr_range<'a, T>(range: Range<*mut T>) -> &'a mut [T];
```

### Steps / History

- [x] Implementation: #89793
- [x] Made const: #97419
- [ ] Final comment period (FCP)
- [ ] Stabilization PR

### Unresolved Questions

- [ ] Will this get in the way of any future changes to the `Range` type(s) that we might want to make in a future version or edition?
Repository: godot
Issue: Script editor callhint does not disappear when moving the mouse cursor
Labels: discussion,topic:editor,topic:gui

### Godot version

3.4 beta 6

### System information

w10 64

### Issue description

When you write a function and the description appears and you move the cursor away, the description does not disappear.
In the gif you can see that I write the function, then I execute and close the window, the description still remains there.
![gif gif](https://user-images.githubusercontent.com/19652075/136861440-33d5d004-d0ab-4194-bfde-293f7588b878.gif)



### Steps to reproduce

...

### Minimal reproduction project

...
Repository: material-ui
Issue: [AppBar] Transparent backgroundColor doesn't work in V5
Labels: bug 🐛,component: Paper,v5.x migration,regression

- [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 using v5 in dark mode and setting the AppBar to have a backgroundColor of transparent.  In v5, the AppBar doesn't have a transparent background like in v4  

## Expected Behavior 🤔

I would expect the same behavior as in v4 and the backgroundColor of the AppBar be transparent. 

## Steps to Reproduce 🕹

I have a v4 [codesandbox](https://codesandbox.io/s/hidden-breeze-fnl29?file=/src/AppBar.tsx) where the transparent background works. 

And a v5 [codesandbox](https://codesandbox.io/s/patient-field-2xs48?file=/src/AppBar.tsx) where the AppBar is not transparent. 


## Context 🔦

I was updating my codebase from v4 to v5 and noticed the app bar didn't look the same.  

## Your Environment 🌎

<details>
  <summary>`npx @mui/envinfo`</summary>
  
System:
    OS: macOS 11.6
  Binaries:
    Node: 14.16.1 - /usr/local/bin/node
    Yarn: Not Found
    npm: 7.11.1 - /usr/local/bin/npm
  Browsers:
    Chrome: Not Found
    Edge: Not Found
    Firefox: Not Found
    Safari: Not Found
  npmPackages:
    @emotion/react: ^11.4.1 => 11.4.1 
    @emotion/styled: ^11.3.0 => 11.3.0 
    @mui/core:  5.0.0-alpha.49 
    @mui/icons-material: ^5.0.1 => 5.0.1 
    @mui/lab: 5.0.0-alpha.49 => 5.0.0-alpha.49 
    @mui/material: ^5.0.3 => 5.0.3 
    @mui/private-theming:  5.0.1 
    @mui/styled-engine:  5.0.1 
    @mui/styles: ^5.0.1 => 5.0.1 
    @mui/system:  5.0.3 
    @mui/types:  7.0.0 
    @mui/utils:  5.0.1 
    @types/react: ^17.0.26 => 17.0.26 
    react: ^17.0.2 => 17.0.2 
    react-dom: ^17.0.2 => 17.0.2 
    typescript: ^4.4.3 => 4.4.3 
</details>
Repository: flutter
Issue: Change launchMode from singleTop to singleTask
Labels: c: new feature,platform-android,tool,c: proposal,P2,team-android,triaged-android

In an Android native app, an app can deep link into another app by initializing an activity.

However, when `launchMode:singleTop` is used in the manifest,  a _new_ activity is created 
when the current activity isn't at the top of the target task.  This means that a new Dart 
entrypoint is created every time a new activity is created.

Because an activity has a 1:1 relation with a Flutter engine, there's no state synchronization 
between these two activities that would allow an app to skip certain screen.  e.g. a login screen.

As far as I know state restoration doesn't deal with this problem,  correct @goderbauer ?
 
The alternative is to use `singleTask`, which limits the instantiation to just one activity.

Related PRs:
https://github.com/flutter/flutter/pull/56899
https://github.com/flutter/samples/pull/883
Repository: godot
Issue: Nuget packages FileNotFoundException
Labels: bug,topic:dotnet

### Godot version

v4.0.dev.mono.custom_build [f9aec342d]

### System information

Windows 10

### Issue description

After installing a nuget package, I received the following error:

```
E 0:00:01:0321   GDMonoUtils::debug_send_unhandled_exception_error: System.IO.FileNotFoundException: Could not load file or assembly 'MessagePack, Version=2.3.0.0, Culture=neutral, PublicKeyToken=b4a0369545f0a1be' or one of its dependencies.
  <C++ Error>    Unhandled exception
  <C++ Source>   modules\mono\mono_gd\gd_mono_utils.cpp:450 @ GDMonoUtils::debug_send_unhandled_exception_error()

```
As far as I can tell, this happens with all nuget packages. I tested referencing a dll, and it worked fine, just the nuget packages that have issues.

mono logs
[2021-10-11_23.16.29_20640.log](https://github.com/godotengine/godot/files/7326663/2021-10-11_23.16.29_20640.log)



### Steps to reproduce

1. Create a new godot mono project
2. Create a scene
3. Add a new script to the root Node
4. Open the C# project (I used rider, but same issue in vs2019)
5. Add the MessagePack nuget package
6. Add `MessagePackSerializer.Typeless.Serialize(123);` to the _Ready of the script created
7. Play the scene
8. You should get the same error


### Minimal reproduction project

The following project follows the steps above
[zxc.zip](https://github.com/godotengine/godot/files/7326657/zxc.zip)