sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Support podspec module_name to avoid name clash with native iOS frameworks
Labels: platform-ios,tool,dependency: dart,c: proposal,P3,a: plugins,team-ios,triaged-ios

## Use case

A recent update to flutter (on master, not sure if it has reached other branches yet) has broken a plugin I use, [Objectbox](https://pub.dev/packages/objectbox). The issue is that they have a native package called 'objectbox' which is included by the dart plugin. Before this version they were able to get away without having any objc/swift code and therefore didn't have a framework, and so there was no name collision. However, with the new changes in master it seems as though having a plugin implementation is required.

They could theoretically get around this by publishing a separate package, but that seems really silly and leads to package bloat on pub.dev as well as more difficulty for whoever is maintaining it.

## Proposal

Instead, I'd like to propose supporting something that cocoapods has support for - setting the `s.module_name`. If this is set to something else, it eliminates the collision with the native package (i.e. objectboxdart). However, in the GeneratedPluginRegistrant.m file, it always generates it with name 'objecbox'.

If the flutter tooling supports it, it'd be great if it could be read from the podspec, but I'm going to guess that'd not possible so a perfectly great alternative would be the ability to define it directly in the pubspec.yaml for the package, something like this: 
```yaml
flutter:
  plugin:
    platforms:
      android:
        package: io.objectbox.flutter
        pluginClass: ObjectboxPlugin
      ios:
        pluginClass: ObjectboxPlugin
        moduleName: objecboxdart
```

I've been able to get a project including the plugin to compile by adding this to the objectbox.podspec:
```
  s.module_name      = 'objectboxdart'
```

And the only thing that needs changing is the GeneratePluginRegistrant.m file:
```
#if __has_include(<objectbox/ObjectboxPlugin.h>)
#import <objectbox/ObjectboxPlugin.h>
#else
@import objectboxdart;
#endif
```

It might make sense for the symlinks etc to be changed as well (so that it'd be `objectgboxdart/ObjectboxPlugin.h` in the above, but being able to change the `@import` statement is enough to get it working for me.

With this change implemented, if the `moduleName` isn't defined, it could default to the package name exactly as it does now. This would allow for easy overlap with native frameworks that have the same name as the flutter packages.
Repository: rust
Issue: --cap-lints does not downgrade lint levels for subsequent lint control flags
Labels: A-lints,T-compiler,C-bug,A-CLI

I order to silence all lints but one when using clippy, I can do something like `cargo clippy  -- -Aclippy::all -Wclippy::redundant_clone` however this does not work when a crate denys clippy lints!

Thus I tried to override the lint level to `warn` with `cargo clippy --  --cap-lints warn -Aclippy::all -Wclippy::redundant_clone` but the `-Aclippy.. -Wclippy..` flags do not affect messages that were forced from `deny` to `warn` with `--cap-lints` and the ex-`deny`-level lint warnings are still printed (as `warning` instead of `error`); filtering out undesired `deny`-messages completely did not work.
This looks like a bug.


````
rustc 1.47.0-nightly (6c8927b0c 2020-07-26)
binary: rustc
commit-hash: 6c8927b0cf80ceee19386026cf9d7fd4fd9d486f
commit-date: 2020-07-26
host: x86_64-unknown-linux-gnu
release: 1.47.0-nightly
LLVM version: 10.0
````
Repository: neovim
Issue: :recover overrides original file
Labels: enhancement,ux,core

As witnessed here:
https://stackoverflow.com/questions/21385956/undo-recovery-from-swap-file-in-vim

when there is a single swap file, `:recover` first overrides the original file with the swap and then gives a warning.

    Recovery completed. You should check if everything is OK.
    E308: Warning: Original file may have been changed

(the behaviour in vim is the same)

I don't think it is wise to override a file with de-facto no warning. In fact, it cost me at least an hour of work, where the situation was that I run the command in order to see what swap files there are(as I disabled the recovery suggestion upon editing a file). 

I think it is better to either display a confirm message, or to display a single file in the file list in the case there is only a single swap file. A third option would be to save the original file for possible recovery in swap(reasonable?). A forth option is to do the recovery in memory.

Thanks(might be a feature request).
Repository: tensorflow
Issue: Docs on using TPUs with custom training loop can be misleading
Labels: type:docs-bug,stat:awaiting tensorflower,comp:tpus

Thank you for submitting a TensorFlow documentation issue. Per our GitHub
policy, we only address code/doc bugs, performance issues, feature requests, and
build/installation issues on GitHub.

The TensorFlow docs are open source! To get involved, read the documentation
contributor guide: https://www.tensorflow.org/community/contribute/docs

## URL(s) with the issue:
https://www.tensorflow.org/guide/tpu#train_a_model_using_custom_training_loop

## Description of issue (what needs changing):
After reading the docs on how to use a TPU with a custom training loop, I went ahead and tried training my model on the TPU.
The training loop I implemented looked like:
```
    for step in range(steps_per_epoch):
      train_step(train_iterator)
      if step % 1000 == 0:
        print(step)
```
When I ran this with my model, I would see steps printed very quickly, but then after a while I saw an OOM error, since my model didn't fit in memory. I spent a long time trying to figure out how I could get an OOM error after successfully training for 1000s of steps. Eventually, I realized that train_step (with its internal strategy.run call) doesn't block on completion of the training step, and if I instead ran the following loop:
```
    for step in range(steps_per_epoch):
      train_step(train_iterator)
      if step % 1000 == 0:
        print(optimizer.iterations.numpy())
```
I would see the OOM before any steps completed as expected.

When initially reading the docs it was not at all clear to me this would happen, so I think it would be nice if the docs mentioned that strategy.run is non-blocking. I'm pretty new to tf 2.* so maybe I missed some docs that would've given me this understanding, and if that's the case I apologize.
Repository: rust
Issue: Suppress warnings caused by todo!()
Labels: A-lints,C-feature-request

`todo!()` is often used to quickly fill expressions that the developer currently does not have time/want to finish. However, use of `todo!()` often leads to the `unreachable_code` warning since it panics and the subsequent is not executable.

It is currently possible to suppress this warning at the crate level, `#![allow(unreachable_code)]`, but this would result in suppressing legitimate unreachable code bugs as well. On the other hand, it is also possible to suppress this warning for each function that uses `todo!()`, but this introduces significantly more boilerplate (compare `#[allow(unreachable_code)]` 26 chars, need to move cursor to declaring block, vs `todo!()`, 7 chars in place).

According to the docs for `todo!()`, "`todo!` conveys an intent of implementing the functionality later". This implies that the TODO itself is already implies the current code is meant to be somewhat incorrect, and it is unlikely that a developer writing code after `todo!()` does not know it is unreachable.

Hence, subsequent code after `todo!()` shall not be considered unreachable, and the compiler shall suppress such warnings that would not have happened without `todo!()`.
Repository: godot
Issue: Signals not 'disconnecting' after deleting declaration and references 
Labels: bug,topic:editor,confirmed


**Godot version:**
v3.2.2.stable.official


**OS/device including version:**
Windows 10


**Issue description:**
I was deleting an old signal that I had in one of my scripts and ran into a bug. When I removed the references(including any functions that referenced it) to that signal in my code I got an "attempt to connect nonexistent signal" error. I was able to fix this issue by adding the signal back into my code and then through the editor window "disconnect all" it fixed the issue. 

I feel like I shouldn't have to add the signal back into my code and use the editor to 'disconnect all'. I should be able to remove the signal and its references and no have any issues. I am posting this just in case anyone else runs into this bug. There is nothing on google from what I could find that solves this issue.


**Steps to reproduce:**
- Add a signal declaration to the top of the script. 
- Connect that script to something that will use the signal. 
- Remove the signal declaration at the top of the script
- Remove all references to that signal
- Run code


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: pytorch
Issue: Missing API reference for SWALR and AveragedModel
Labels: module: docs,triaged

Great to see SWA as a part of `torch.optim`. It would be helpful to add the API reference for `SWALR` and `AveragedModel` in the `torch.optim` doc page (like the other schedulers and optimizers). Else, one has to look at the Github code to understand all the possible arguments for both of them. Thanks!

cc @jlin27
Repository: go
Issue: proposal: x/website/internal/dl: add including unstable without archived releases (?mode=json&include=stable,unstable)
Labels: Proposal

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version?

https://github.com/golang/website/commit/51b22ef31af8bf2cb877aab9d56031bae8313a18

### Does this issue reproduce with the latest release?

Yes

### What did you do?

Query https://golang.org/dl/?mode=json for stable releases and beta releases.

### What did you expect to see?

A way to query the endpoint and get back the latest stable releases, i.e. go1.14.7 and go1.13.5, as well as the latest unstable/beta/release-candidate, i.e. go1.15rc2.

### What did you see instead?

I see only a way to query the last two stable releases:

https://golang.org/dl/?mode=json

Or to query all releases that includes stable releases, unstable releases, and archived releases, of which there are many:

https://golang.org/dl/?mode=json&include=all
Repository: godot
Issue: Godot HTML5 games have a really long time to first interaction
Labels: discussion,platform:web,topic:porting,documentation,performance

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
Varies (see below)


**OS/device including version:**
Computer: Linux Manjaro, Intel HD Kaby Lake (UHD Graphics 620), Brave browser (so Chromium-based)
Mobile: LG K61, Chrome
both tested on the same, an LTE (!) connection


**Issue description:**
Godot HTML5 games have a very long time to first interaction (what is called TTI in web development jargon)
As I couldn't inject any sort of a time() call into already released projects, I used a stopwatch on my mobile to time the computer and a stopwatch [website ](https://www.timeanddate.com/stopwatch/) to time the mobile.

1) [Tanks of Freedom](https://tof.p1x.in/html5/) 
Computer: ~31 seconds
Mobile: 1 min 31 seconds
(I counted the time to the start of the in-game splash screen, not to main menu)

2) [Faless's textedit demo](https://itch.io/embed-upload/2569386?color=333333)
Computer: ~10 seconds
Mobile: ~34 seconds

**Steps to reproduce:**
Follow the links, get a stopwatch ready...

**Minimal reproduction project:**
Faless's textedit demo probably qualifies? Note that it uses GLES2, which is recommended for web/mobile, AND is just two controls slapped on...

cc'ing @Faless
Repository: vscode
Issue: Select text with touch / stylus / pencil over Remote Desktop
Labels: feature-request,touch/pointer

<!-- ⚠️⚠️ 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. -->

I know that request was already posted and closed by some bots but it was BEFORE CORONAVIRUS! 

Due to covid, we have to work home ... some companies even impose it! So i have an all new surface pro X to connect to my desktop computer and azure windows! Due to the size of the screen on pro tablets that are big but not such big (ipad pro, surface pro...) , pen/stylus is one of the best way to select things with hi-precision!  And it does not impose to have the keyboard with trackpad every where with you every time!

So what was my stupefaction seeing that Notepad supports touch selection very naturally. But nor Visual Studio 2017 professional, nor Visual Studio Code !! 

Yes,Windows Notepad!! The most basic text editor of windows!

Can you link touch events to text selection In your products for programmers on tablets?  Thanks a lot!
Repository: flutter
Issue: [Feature Request] Voice/Video from external source during phone call in Flutter
Labels: c: new feature,framework,engine,c: proposal,P3,team-engine,triaged-engine

It would be nice to have support in Flutter for handling external source of sound/video during phone call (or video call). For example to change input source from device microphone to some external source (socket, webRTC or some another endpoint type) and similarly for output. I havn't found any useful soultion to accomplish this, so I would be grateful for considering this new feature :)
Repository: flutter
Issue: [pigeon] The flutter create command should have a flag to generate a plugin boilerplate (in Swift/Kotlin) which uses pigeon for easier setup
Labels: tool,package,c: proposal,team-ecosystem,p: pigeon,P3,triaged-ecosystem

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## Use case
This would make it much easier to use pigeon in a new plugin.
<!--
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     on pub.dev/flutter that already solves this?
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## Proposal
Enhance the flutter create command to add an option to generate the boilerplate project for a plugin which uses pigeon. 

An additional flag like --pigeon would be easy for new developers to use. 
<!--
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     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: node
Issue: stream: pipeline deadlock if stream unexpectedly `end()`:ed
Labels: stream

Node 14,12,10

```js
const { pipeline, Readable, Writable, PassThrough } = require('stream')

const pt = new PassThrough()
pipeline(
  new Readable({
    read () {
      this.push('asd')
    }
  }),
  pt,
  new Writable({
    write (chunk, encoding, callback) {
      callback()
    }
  }),
  (err) => {
    console.error('cb', err) // Never called
  }
)
process.nextTick(() => {
  pt.end()
})
```

pipeline will not complete if src readable isn't fully consumed.

Ref: https://github.com/mcollina/undici/blob/015c893d3db04e316fef4adb029bc1eef88c30a4/test/client-pipeline.js#L111
Repository: go
Issue: runtime: usleep does not check for early wakeup
Labels: NeedsInvestigation

After calling nanosleep, it did not check whether the return value is 0, resulting in inaccurate waiting time

```
TEXT runtime·usleep(SB),NOSPLIT,$16
	MOVL	$0, DX
	MOVL	usec+0(FP), AX
	MOVL	$1000000, CX
	DIVL	CX
	MOVQ	AX, 0(SP)
	MOVL	$1000, AX	// usec to nsec
	MULL	DX
	MOVQ	AX, 8(SP)

	// nanosleep(&ts, 0)
	MOVQ	SP, DI
	MOVL	$0, SI
	MOVL	$SYS_nanosleep, AX 
	SYSCALL
	RET
```
Repository: rust
Issue: Improve codegen for single argument format_args!
Labels: I-slow,T-compiler,C-bug,I-heavy,A-fmt

I was using `write!` in a lot of places, some I just do `write!(writer, " ")` but I noticed that the generated assembly is not as good as `writer.write_all(b" ")`. Since we have minimal `const fn` now, I wonder if we could improve the generated assembly when a single character or a single argument is passed in.

```rust
use std::io::{self, Write};

pub fn write_char(buf: &mut Vec<u8>) -> io::Result<()> {
    write!(buf, " ")
}
```

```rust
use std::io::{self, Write};

pub fn write_char(buf: &mut Vec<u8>) -> io::Result<()> {
    buf.write_all(b" ")
}
```

https://rust.godbolt.org/z/zzEMjd

I also `write!()` could accept a single byte or character. Example, `write!(buf, ' ')`.

If anyone can mentor, maybe I can take on this part (hopefully without compiling rust).

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
nigthly
```

CC @lzutao
Repository: PowerToys
Issue: FancyZones - Stack windows on a specific zone
Labels: Idea-Enhancement,FancyZones-Dragging&UI,Product-FancyZones

I'd like to define a zone where I can drag a number of windows and the system will automatically stack them with equal size.
Stack direction should be defined (horizontally or vertically).
Maybe, the whole Zone surface can be splitted in a number of spaces, each one occupied by a window, forming a matrix?

This is useful when you have a random number of widows, but you have to place them on different zones by category.

Example: On the left, some server applications, on the right some client applications.
This way I can line up a random number of clients keeping all logs visible, and I can hot add a new window without resizing or building a new layout.

Here an example:
![image](https://user-images.githubusercontent.com/47447882/89717046-eb1a5900-d9b2-11ea-98c5-dc3df44a1780.png)





If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: PowerToys
Issue: Comprehensive user folder rename and move
Labels: Idea-New PowerToy

A simple end-user tool to rename/relocate the user folder while updating all references to it. Current supported approaches are not very user-friendly, and leave lots of bits hanging. 

One of many examples where this could be used:
https://twitter.com/KirillOsenkov/status/1292156404778692608

"I wish when I was installing Windows from USB it asked me what name to use for the user folder. It silently took C:\Users\kiril\ derived from my hotmail and I hate that it has one L and I can’t change it now."

I've also seen folks who have had to do this because their old profile got corrupted somehow, and it's a lot of work.

Features

- Change user folder name/spelling
- Move user folder to another drive
- Move all content (including hidden content)
- Scan and update registry, fixing all hard links from the old folder and pointing them to the new one
- Update %userprofile% %tmp% %temp% %appdata% %homedrive% %homepath% etc.

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: rust
Issue: Tracking Issue for improved item code blocks
Labels: T-rustdoc,C-tracking-issue,S-tracking-unimplemented

This is a tracking issue for the improved item code blocks feature. Which is aimed at overall improving the quality of code blocks by removing explicit coloring and instead using the syntax highlighter. And also adding hyperlinks to each field (where applicable) which links to the specific section below the declaration. It was initially discussed in #75178 and it was decided it should be multiple PRs.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also uses as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps
<!--
Include each step required to complete the feature. Typically this is a PR
implementing a feature, followed by a PR that stabilises the feature. However
for larger features an implementation could be broken up into multiple PRs.
-->

- [ ] Remove explicit coloring in declaration code blocks and use the syntax highlighter.
- [ ] Add hyperlinks for enum variants. 
- [ ] Add hyperlinks for pub struct fields.
- [ ] Add hyperlinks for union fields.
- [ ] Add hyperlinks for fields inside enum struct variants.

### Unresolved Questions
<!--
Include any open questions that need to be answered before the feature can be
stabilised.
-->

- [ ] Trait declarations seem to run the highlighter, but not completely, only for methods. Should we remove this and run the highlighter on the whole thing?

### Implementation history

#75178 Initial closed pr with the discussion about this.