sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: Alt + Left keyboard shortcut doesn't really work
Labels: question / support,ui

**Describe the bug**
The Alt + Left keyboard shortcut doesn't really work well. It goes to the previous story, but then immediately switches back to the current story. It also conflicts with the browser itself, which uses the same shortcut for navigating backwards.

This was filed previously as issue #8759 but nothing ever happened with it.

**To Reproduce**
Steps to reproduce the behavior:

1. Press Alt + Left and watch the weirdness.

**Expected behavior**
Storybook should navigate to the previous story.

**System**
```
Environment Info:

  System:
    OS: Windows 10 10.0.19041
    CPU: (4) x64 Intel(R) Core(TM) i7-6600U CPU @ 2.60GHz
  Binaries:
    Node: 12.16.1 - C:\Program Files\Node.js\node.EXE
    Yarn: 1.22.5 - C:\Program Files (x86)\Yarn\bin\yarn.CMD
    npm: 6.13.4 - C:\Program Files\Node.js\npm.CMD
  Browsers:
    Chrome: 86.0.4240.75
    Edge: Spartan (44.19041.423.0), Chromium (86.0.622.38)
  npmPackages:
    @storybook/addon-actions: 6.0.26 => 6.0.26
    @storybook/addon-knobs: 6.0.26 => 6.0.26
    @storybook/addons: 6.0.26 => 6.0.26
    @storybook/core: 6.0.26 => 6.0.26
    @storybook/react: 6.0.26 => 6.0.26
    @storybook/theming: 6.0.26 => 6.0.26
```
Repository: godot
Issue: [Bullet] Bullet Ignores RigidBody Damping Settings When They Are Zero
Labels: bug,topic:physics

**Godot version:** 3.2.3 Standard x64
**OS/device including version:** Windows 7 Pro x64
**Issue description:**
In the Bullet physics engine, setting the linear or angular damping of a RigidBody to zero has no effect; the engine will ignore the setting and use the default value in the project settings. The only way to get zero damping is by setting the default value(s) to zero in the project settings.

The Godot physics engine appears to behave as expected. Zero damping for a specific object is zero damping.

**Steps to reproduce:**
Set a RigidBody into motion with the RigidBody's damping values at the default, and again at zero. Easier to see with project settings that make the damping obvious, of course.

**Minimal reproduction project:**
Repository: storybook
Issue: Line height in Typeset component is broken
Labels: bug,theming,addon: docs,block: description

**Describe the bug**
Line height in `Typeset` component is broken. `Typeset` component should allow to provide `lineHeights` prop which will be corresponding to `fontSizes` prop. That way we can create proper presentation of font (we always need to define  lineHeight to get the best look from the font for a given fontSizes)

Currently it is set based on size, but there is a bug (no `px` suffix so the unit is relative by default - for `fontSize`, number is `px` by default). 

Previously its value was fixed to `1`.

https://github.com/storybookjs/storybook/commit/926b68f1e538c0058a889ad2454436821297af36

**Expected behavior**
Exposed `lineHeights` prop in `Typeset` component

**Screenshots**
![image](https://user-images.githubusercontent.com/8572321/96197352-193b8c80-0f52-11eb-89d2-5388bc48193c.png)



**Code snippets**
https://github.com/storybookjs/storybook/commit/926b68f1e538c0058a889ad2454436821297af36
Repository: rust
Issue: Incorrect "private type in public interface" diagnostic
Labels: C-enhancement,A-lints,A-diagnostics,A-visibility,T-compiler,A-suggestion-diagnostics,D-papercut

In the example below, `fn a` is marked as leaking the private type `NotPublic` to a public interface, but `fn a` is no more visible than `NotPublic` is.

```rust
trait NotPublic {}

mod inner {
    use super::NotPublic;
    
    pub fn a<T>(_a: T) where T: NotPublic {}
}
```

([Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=810fcdcca33d75aa340f2b65be520fa7))

Errors:

```
   Compiling playground v0.0.1 (/playground)
error[E0445]: private trait `NotPublic` in public interface
 --> src/lib.rs:6:5
  |
6 |     pub fn a<T>(_a: T) where T: NotPublic {}
  |     ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ can't leak private trait

warning: function is never used: `a`
 --> src/lib.rs:6:12
  |
6 |     pub fn a<T>(_a: T) where T: NotPublic {}
  |            ^
  |
  = note: `#[warn(dead_code)]` on by default

error: aborting due to previous error; 1 warning emitted

For more information about this error, try `rustc --explain E0445`.
error: could not compile `playground`.

To learn more, run the command again with --verbose.

```
Repository: flutter
Issue: Tabs invisible by default when not in AppBar
Labels: framework,f: material design,a: first hour,has reproducible steps,found in release: 3.3,found in release: 3.7,team-design,triaged-design

Tabs. If they're in an AppBar, it all works great. If they're not, then the background is white and the default color is white and they disappear. Seems like we should somehow be making the AppBar set the theme for the TabBar to use? ...and then default the TabBar theme to work when it's on a Material?

Consider:
```dart
import 'package:flutter/material.dart';

void main() {
  runApp(TabBarDemo());
}

class TabBarDemo extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: DefaultTabController(
        length: 2,
        child: Scaffold(
          body: Center(
            child: TabBar(
              tabs: [
                Tab(text: 'Hello'), // not visible
                Tab(child: Text('World', style: TextStyle(color: Colors.green))),
              ],
            ),
          ),
        ),
      ),
    );
  }
}
```
Repository: flutter
Issue: Tab/TabBar/TabBarView documentations improvements
Labels: framework,f: material design,d: api docs,team-design,triaged-design

It would be great if we added the following information to the docs for tab-related widgets:

* Sample code.
* Diagram showing how the whole thing breaks down (e.g. pointing to a Tab, a TabBar, a TabBarView, etc).
* Information about how to override the theme. For example, where the colors come from for text, for the background, etc.
* Common trouble-shooting issues, e.g. having to make sure that the TabController.length is correct.
* Advice on using Tab.text vs Tab.child etc.
* TabBarTheme should talk about where you put it (on Theme, presumably), and how to override just the tab bar theme.
Repository: terminal
Issue: Opening a pane while another is animating locks it to a smaller size forever
Labels: Issue-Bug,Area-UserInterface,Product-Terminal,Priority-3

1.5.2892.0.

If I go crazy on alt-shift-+, I get this:

![image](https://user-images.githubusercontent.com/189190/96203710-62bab600-0f17-11eb-8b71-83334858f835.png)
Repository: go
Issue: crypto/cipher: A performance optimization idea of “crypto” lib for ARM-arch
Labels: NeedsInvestigation


### What version of Go are you using (`go version`)?

<pre>
$ go version 1.14.4
</pre>

When I run AES-CBC performance analysis on amd64 and arm64 platforms, I found that function：`func xorBytes(dst, a, b []byte) int` and `func safeXORBytes(dst, a, b []byte, n int)` (in crypto/cipher/xor_generic.go) on arm64-arch always appears top15 in pprof list. Compared with amd64-arch, this function uses SSE2 SIMD instruction in `func xorBytesSSE2(dst, a, b *byte, n int)`.

```bash
```bash
(pprof) top10
Showing nodes accounting for 700ms, 55.12% of 1270ms total
Showing top 10 nodes out of 113
      flat  flat%   sum%        cum   cum%
     170ms 13.39% 13.39%      530ms 41.73%  runtime.mallocgc
      90ms  7.09% 20.47%       90ms  7.09%  crypto/cipher.safeXORBytes
      90ms  7.09% 27.56%      130ms 10.24%  syscall.Syscall
      80ms  6.30% 33.86%       80ms  6.30%  runtime.nextFreeFast (inline)
      60ms  4.72% 38.58%       60ms  4.72%  runtime.publicationBarrier
      50ms  3.94% 42.52%       50ms  3.94%  crypto/aes.expandKeyAsm
      50ms  3.94% 46.46%      140ms 11.02%  crypto/cipher.xorBytes
      40ms  3.15% 49.61%       40ms  3.15%  runtime.acquirem (inline)
      40ms  3.15% 52.76%       40ms  3.15%  runtime.memclrNoHeapPointers
      30ms  2.36% 55.12%       30ms  2.36%  crypto/internal/subtle.InexactOverlap
```
I consider whether we can use the arm64 SIMD instruction to optimize the performance of this function？
Repository: flutter
Issue: It should be possible to customize the language, copyright and company name in the exe file meta data
Labels: tool,c: proposal,P3,team-tool,triaged-tool

## Use case
I want to customize the language, copyright and company name in the exe file meta data.

The company name is currently limited to the package name which doesn't really make sense.  
The copyright is currently defined as `Copyright (C) {{year}} {{organization}}. All rights reserved.` which makes sense as default as long the `organization` is not the package name.  
I mostly don't write en-US applications so I would prefer to have something else or might be better language independent. You can use that constant too.

## Proposal
The fields from above should be changeable might be in the `pubspec.yaml` the current template file is here:
https://github.com/flutter/flutter/blob/50fd10fc6f09797ff0eb538fe00b6af331bc3100/packages/flutter_tools/templates/app/windows.tmpl/runner/Runner.rc.tmpl
Repository: flutter
Issue: Add back iOSVersionStyle option to CupertinoActivityIndicator to allow catering to iOS13 and iOS14
Labels: platform-ios,framework,a: fidelity,f: cupertino,c: proposal,team-design,triaged-design

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## Use case
In Flutter 1.23, the `iOSVersionStyle` was removed from `CupertinoActivityIndicator` and it now only displays the iOS 14 style indicator. This means all Flutter iOS apps will use the iOS 14 style activity indicator even if the device is not using iOS 14, which doesn't match the native experience.

Instead we should be able to specify the indicator style based on the device to match the native experience. Since Flutter still has support for <iOS 14 (currently iOS 9.0 is the minimum), we should support the native experience on those versions of iOS too, and not make assumptions about the device OS version based on what Flutter version compiled the app.
<!--
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     on pub.dev/flutter that already solves this?
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## Proposal
Allow manually overriding `iOSVersionStyle` for the iOS 13 or iOS 14 activity indicator style. Developers can use the `device_info` package to detect the iOS version of the device and display the correct indicator style to the user.

This is how it worked prior to Flutter 1.23:
```dart
CupertinoActivityIndicator(
  iOSVersionStyle: CupertinoActivityIndicatorIOSVersionStyle.iOS13,
)
```

<!--
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     Does this have to be provided by Flutter directly, or can it be provided
     by a package on pub.dev/flutter? If so, maybe consider implementing and
     publishing such a package rather than filing a bug.
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Repository: ant-design
Issue: Opening modal with a backdrop flickering if bootstrap css included
Labels: 🐛 Bug,Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[https://stackblitz.com/edit/react-maljyb?file=index.js](https://stackblitz.com/edit/react-maljyb?file=index.js)

### Steps to reproduce
- Open https://stackblitz.com/edit/react-maljyb?file=index.js
- Click on the button "Open Modal with async logic" (try clicking multiple times to see the difference)
- Can see a flickering while opening the modal

Observations:  
- It is working fine with v4.6.6
-  bootstrap css included in index.html

### What is expected?
Modal should open without any backdrop flickering

### What is actually happening?
- Can see a flickering while opening the modal

| Environment | Info |
|---|---|
| antd | 4.7.0 |
| React | 16.13 |
| System | Mac OS |
| Browser | Latest Chrome |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Localization remap doesn't work for Ogg Vorbis sounds, when language is changed at run-time
Labels: bug,topic:core,confirmed,topic:audio

**Godot version:**
v3.2.3

**OS/device including version:**
Windows 10

**Issue description:**
- When language is changed real-time, remapping the sounds doesn't work.
- Same bug is when trying to play from AudioStream or AudioStream2D.
- Works fine is specific language is selected as default (project settings->locale).
- The problem occurs with .ogg files
- System works when using .wav files.

**Steps to reproduce:**
Test 1:
1. Open the test project. 
2. Open VOTEst.tscn
3. Run the scene
4. Placeholder voiceover will be looping (golden ball is in the game). Default language is english.
5. Use keys 1-3 to dynamically change the locale (1 = french, 2 = deutch, 3 = english)
6. As soon as language is changed, there will be a silence instead of voiceover in different language
7. Notice that the golden letter switches correctly, meaning remap works fine for textures.

Test 2:
1. Change the default language in Project setting/General/Locale to "de" or "fr"
2. Run the scene
3. Appropriate sounds are playing

**Expected results :**
Based on the locale, sounds should be remaped to appropriate ogg, even realtime

**Minimal reproduction project:**
[TestVO.zip](https://github.com/godotengine/godot/files/5390564/TestVO.zip)
Repository: flutter
Issue: Request for Irish (ga) Locale Support
Labels: framework,a: internationalization,c: proposal,P3,team-framework,triaged-framework

## Use case

Whilst adding I18N support for my app, I discovered that Irish (ga) is not one of the supported languages in the flutter_localizations package.

## Proposal

Please consider adding it as one of the supported languages.
Repository: create-react-app
Issue: Release react-scripts with #8768 included
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

The problem is described nicely in #8768: Right now jest tests that depend on @ai's nanoevents or nanoid don't work.

### Describe the solution you'd like

It seems #8768 was supposed to end up in a 3.4.2 release, but this hasn't happened. Instead 3.4.2 (and 3.4.3) have just been "republished" manually without any commit/tag in github by @gaearon (see https://github.com/facebook/create-react-app/issues/9033#issuecomment-671847777, https://github.com/facebook/create-react-app/commit/8e761d19d14f47afdbbcfa6e19ed50c8ea1a63f4#commitcomment-41533857)
Note that https://github.com/facebook/create-react-app/issues/9634 explicitly asks for the missing tags.

In the current state therefore we still cannot run the jest tests except by ejecting, which clearly is not what most users would (or should) want.

I would therefore propose that a patch release is created that includes the fix for #8768. 

### Describe alternatives you've considered

1. Wait for 4.0 to be released. While this might be close (https://github.com/facebook/create-react-app/pull/8768#issuecomment-665073386 in July says 99% close, with just eslint stuff missing), it's hard to work on that assumption.
2. https://github.com/facebook/create-react-app/issues/9612 asks for a new minor/patch release before 4.0 to address various issues (outdated dependencies, fixes, etc), but even though there are many "thumbs up!" emojis and the issue is already open since a month, there is no reply yet on it. Adding a comment there then seems to be less likely to be seen.

### Additional context

As a work-around, as I cannot comment on the original PR: It is possible to apply the needed changes to an existing project, by using the fact that `react-scripts test` passes through arguments to jest, and jest uses the command-line-provided arguments as overrides:

In package.json, replace the invocation to `react-scripts test` with something like this:
```jsonc
{
  // ...
  "scripts": {
    // ...
    "test": "react-scripts test --transform '{\"^.+\\\\.(js|jsx|mjs|cjs|ts|tsx)$\":\"<rootDir>/node_modules/react-scripts/config/jest/babelTransform.js\", \"^.+\\\\.css$\": \"<rootDir>/node_modules/react-scripts/config/jest/cssTransform.js\", \"^(?!.*\\\\.(js|jsx|mjs|cjs|ts|tsx|css|json)$)\": \"<rootDir>/node_modules/react-scripts/config/jest/fileTransform.js\"}' --transformIgnorePatterns '[/\\\\]node_modules[/\\\\].+\\.(js|jsx|mjs|cjs|ts|tsx)$' --transformIgnorePatterns '^.+\\.module\\.(css|sass|scss)$'",
    // ..
  },
  // ...
}
```
Repository: flutter
Issue: Usage of form validators doesn't feel right - Proposal for better return type
Labels: a: text input,framework,f: material design,c: proposal,team-design,triaged-design

Hello,

I am right now building some form in flutter using `TextFormField`s as described here https://flutter.dev/docs/cookbook/forms/validation.

The `validator` parameter of `TextFormField` is defined as some` typedef FormFieldValidator<T> = String Function(T value)`.
It might seem like a small thing, but this forces to return `null` for indicating a valid input. This just feels wrong and looks wrong. If anything I would assume `null` being an invalid state.

Due to using Rust language recently, I would propose something that feels a bit similiar to the Rust `Result<T1, T2>` type, which I think is a good idea (so I want more of that :). The following may not be too Dart-Idiomatic due to lack of knowledge, however I hope it still makes the point clear:

```dart
/// This can be returned on any operation which may or may not succeed
/// for any defined reason
class Result<S, E> {
  final S success;
  final E error;
  final bool isOk;

  bool get isError => !isOk;

  /// Do not use this constructor, instead ise [Result.Ok] or [Result.Error]
  Result._(this.isOk, {this.success, this.error});

  factory Result.Ok([S result]) {
    return Result._(
        true,
        success: result,
        error: null
    );
  }

  factory Result.Error([E error]) {
    return Result._(
        false,
        success: null,
        error: error
    );
  }

  /// Depending on [isOk] this will return the value of type [S] or type [E]
  dynamic unrwap() {
    if(isOk) return success;
    return error;
  }
}

/// New type for the form field validator attribute
typedef FormFieldValidator<T> = Result<void, String> Function(T);


/// some validator
FormFieldValidator<String> getValidator() {
  return (String input) {
    bool successful = input == "42";
    if(successful) {
      return Result.Ok();
    } else {
      return Result.Error("Something made boo boo");
    }
  };

}


void main() {
  var validator = getValidator();
  print("Does not validate");
  var result = validator("does not validate");
  print("Has error? ${result.isError}\nIs ok? ${result.isOk}\nResult: ${result.unrwap()}");

  print('-------');

  print("Does validate");
  result = validator("42");
  print("Has error? ${result.isError}\nIs ok? ${result.isOk}\nResult: ${result.unrwap()}");
}
```
with that the declaration of `FormFieldValidator`could be changed to `typedef FormFieldValidator<T> = Result<void, String> Function(T)`. This pattern could also be used in any similar case.

See https://dartpad.dev/6f4a65b9734a68c718f6989857f6eb11 a browser-executable version of the code in Dartpad.
Repository: TypeScript
Issue: Mixin with union as base class
Labels: Suggestion,In Discussion

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**TypeScript Version:**  4.1.0-dev.20201015

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**

**Code**

```ts
abstract class Base {
    abstract p1: number;
}

class Derived1 extends Base {
    p1 = 1;
    p2 = 2;
}

class Derived2 extends Base {
    p1 = 1;
    p3 = 3;
}

// normally TBase could extend from Base but Base is abstract here, hence the union
function Mixin<TBase extends (new (...params: any[]) => Derived1) | (new (...params: any[]) => Derived2)>(Base: TBase) {
    return class extends Base {
        p4 = 4;
        m() {
            console.log(this.p4);
            // error: Property 'p1' does not exist on type '(Anonymous class)'.(2339)
            // I'd expext the property to be available since both Derived1 and Derived2 have it
            console.log(this.p1);
        }
    };
}

const Derived1WithMixin = Mixin(Derived1);
new Derived1WithMixin().m();
```

**Expected behavior:** I'd expect the property `p1` to be available in the Mixin since both types in the union have it.

**Actual behavior:** I get the compiler error `error: Property 'p1' does not exist on type '(Anonymous class)'.(2339)`.

**Playground Link:** [Link](https://www.typescriptlang.org/play?ts=4.1.0-dev.20201015#code/IYIwzgLgTsDGEAJYBthjAgQmgpgg3gLABQCZCokM8CADgIwBcCAdgK4C2IOUA3CQF8SJFGgwARHgEsAbjgAm9BDgAeEHC3kZsYPEVLkGCALwJ6-A2VoAmEwmsWhxEanQJJUWQtur1m7bgEJOR0SqbmwYYAzHZRjsLEAPSJrAD2UBzAyMgAnggAKjp4sKlsyPLKahoVAGZQqRxYgSBsiEUIUhiU0HCIABY8OAA0CAMssHgQAwhsLFKpLCQ1s-DzLAgAslIqUiwAPIWBvtUYABQsOADuCKcAdPe0wDAcYMzALDkA2gC6AJQmAD53NI5Ip-gAfG4Xa53B5PYAvN4fH7-YxAjxeeTWX4A05FZiHXT-fQhKA4CBsKDrURuY7+Jq6IKWEJ0AAsdlZFhZ5A4p2JkW5IRKLDAqWQOFuyFSAHNTlNOrdaKzflzBSFksooPUoMwAAr1Wg8CB5ADkDBNCHkqRwGBYqUQqk6iAWCGNhoQJtOAEE7R8OKUMDSwL8TbdTtYolEAJy-AVqhAagCSJoqqkNNCmeFoBqNeQgqQQ3AoMmAUlQIHFCDAuwmhftfWBnlBSneFQxoNsfWAcg6EDjauFovFkplcr6CoYKv75CcIQE8WcxEHiHbCnoAHUpFMtjt1qYd7tTquwRZoY3MRut30Dyw+bdeSqgA)

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Repository: flutter
Issue: [google_maps_flutter_web] Add "draggableCursor" option
Labels: c: new feature,p: maps,platform-web,package,c: proposal,P3,team-web,triaged-web

It would be really nice if the "draggableCursor" option could be added to change the cursor style. By default its the hand icon.