sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Column and ListView documentation should talk about the "expand or scroll" use case
Labels: framework,f: scrolling,d: api docs,c: proposal,P2,team-framework,triaged-framework

We have some sample code in SingleChildScrollView that talks about the "expand or scroll" and "center or scroll" cases. There's a link to it from Column, but even I, who added the link, missed it just now when scanning through. We should also have similar examples at ListView showing how to do this kind of thing in the more general "infinite list" case. For example, we should show the use case of "align a button to the bottom of the viewport unless it can scroll in which case pin it to the bottom of the list" (presumably this should be possible using SliverFillRemaining). And the SingleChildScrollView docs should probably have an animation showing what it looks like, next to the sample code.

https://twitter.com/inryaa/status/1147278514879631365
https://master-api.flutter.dev/flutter/widgets/SingleChildScrollView-class.html
Repository: go
Issue: x/playground: Format button produces a spurious 'invalid module version' error for commit hashes in go.mod
Labels: NeedsFix,modules

`go` subcommands such as `go mod tidy`, `go test`, and `go build` automatically resolve invalid versions found in the `go.mod` file to valid ones.

However, the Playground's `Format` button does not; instead, it emits an error message like:
```
go.mod:5: invalid module version "1f3472d942ba824034fb77cab6a6cfc1bc8a2c3c": version must be of the form v1.2.3
```

This is probably due to calling out to a `golang.org/x/mod` library instead of running the `go` command directly. (See also https://github.com/golang/go/issues/32955#issuecomment-509277344 and #32614.)

CC @toothrot @dmitshur @ysmolsky
Repository: You-Dont-Know-JS
Issue: "types & grammar": no more "early ReferenceError"
Labels: for second edition

Update various parts of the text. 

There's no such thing as "early ReferenceError" anymore (for things like `0++`); they're all just "early SyntaxError" now. https://github.com/tc39/ecma262/issues/691
Repository: rust
Issue: Drop with guaranteed move elision
Labels: C-enhancement,A-destructors,T-compiler,A-MIR,C-optimization

Today, calling `drop(_1)` results in the following MIR:

```rust
_2 = move _1;
std::mem::drop::<T>(_2) -> [return .., unwind ..];
```

We could instead inline this directly to a MIR drop, with no move. This makes it simpler to do some optimizations in MIR.

This issue specifically tracks having such a `drop` available in HIR lowering; whether or not to bless `std::mem::drop` with this guarantee is up for discussion.

cc @cramertj @withoutboats
Repository: godot
Issue: Changing scripts in the script editor should reload script
Labels: enhancement,topic:editor

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if non-official. -->
3.1

**Issue description:**
<!-- What happened, and what was expected. -->
When you open a script in the script editor, by clicking on it in the left pane. The script is not reloaded. Currently a script is only reloaded error checked when you open it from disk (subsequently adding it to the script list), or make a change to its contents.

Lets say you have two scripts, A and B.

Script B uses script A through its class_name, but a script error in script A causes script B to correctly throw a script error/cyclic preload error.
Changing to script A, fixing the error, and changing back to script B does not resolve the error until a change is made to script B. (For example adding a space/new line, then removing it.)
Repository: flutter
Issue: flutter_test is missing the solo feaure
Labels: a: tests,c: new feature,framework,P3,team-framework,triaged-framework

Flutter 1.5.4-1.8.1

Although mentionned in the comment, the `solo` flag is not a parameter of the`test` and `group` function. Here for test:
https://github.com/flutter/flutter/blob/c8f37a2f49a4637b3f896aef4749a343d06d09fb/packages/flutter_test/lib/src/test_compat.dart#L154-L179
Repository: godot
Issue: Accessing `global_transform` from a node which is not in the tree causes errors
Labels: enhancement,discussion,topic:core

Godot 3.1.1

I needed to access `global_transform` from nodes in a scene that I haven't added to the scene tree, but that spammed the console with the following errors:

```
ERROR: get_global_transform: Condition ' !is_inside_tree() ' is true. returned: Transform()
   At: scene/3d/spatial.cpp:266
```

I don't understand why that's an error? I know it's not in the tree (I actually don't want it to be in that case), but that surely doesn't prevent from getting global transforms *from that branch*? Because otherwise I have to compute it myself, which is silly.
Repository: pytorch
Issue: "CrossEntropyLoss" should mention in its name that it takes softmax for target
Labels: module: nn,module: loss,triaged

https://stackoverflow.com/questions/49390842/cross-entropy-in-pytorch
https://discuss.pytorch.org/t/why-does-crossentropyloss-include-the-softmax-function/4420
https://discuss.pytorch.org/t/do-i-need-to-use-softmax-before-nn-crossentropyloss/16739

people keep asking questions like this for the name is not clear
Repository: godot
Issue: Scaling down a child/inherited root-scene (enemy scene) does not scale the scene in the top-most scene/level (level scene)
Labels: bug,topic:import

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.1.1 official stable


**OS/device including version:**
Windows 7 SP 1 64bit


**Issue description:**
https://www.youtube.com/watch?v=2L67F8kpJ7k
Repository: node
Issue: [C++ Lint Rule] #define indentation is Inconsistent
Labels: help wanted,c++

I was recently going through the source code, trying to familiarize myself with the codebase, and I noticed that there's no consistent rule for how #defines are indented. 

For example, in `node_main.cc`, there's no indentation at all [in this](https://github.com/nodejs/node/blob/master/src/node_main.cc#L76:L88) `#ifdef` block. 

However, in other places, like `node.h`, [there's a space](https://github.com/nodejs/node/blob/master/src/node.h#L44:L51) between the `#` and the `define` to indicate a kind of indentation.

There also seems to be inconsistency with how many spaces/tabs should go after the #define variable name and the value, as seen [here](https://github.com/nodejs/node/blob/master/src/node.h#L46).

Can we come up with a rule for this and add it to the [C++ Style Guide](https://github.com/nodejs/node/blob/master/CPP_STYLE_GUIDE.md)? Maybe even add a rule to the linter?

To get started with the rules we can to define, some questions are:

1. Should #defines inside of braces be indented?
2. When should `#ifdef X` be used vs. `if defined(X)`?
3. What should the indentation pattern be for `#define`/`#ifdef`/`#if defined`/`#ifndef`?
Repository: flutter
Issue: Could you add similar to the z-index function of CSS to positioned?
Labels: c: new feature,framework,P3,team-framework,triaged-framework

Rather than the order of Positioned widget in Stack widget
Repository: rust
Issue: Where clause causes type checking to spuriously fail
Labels: A-type-system,A-trait-system,A-associated-items,T-compiler,C-bug,T-types,fixed-by-next-solver

I have the following code on Rust 1.36.0 Stable ([playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=d0008e38e2daa9c21ff2acc813d67c83)):

```rust
trait Foo<Input> {
    type Output;
}

trait Bar {
    type Input;

    fn baz<F: Foo<Self::Input>>() -> F::Output
    where
        F::Output: Default;
}

impl<T> Bar for T {
    type Input = T;

    fn baz<F: Foo<Self::Input>>() -> F::Output
    where
        F::Output: Default,
    {
    }
}
```

I would expect this to compile, but Rust seems confused by the fact that, in the `<T as Bar>::baz` implementation, the `F` type parameter is both `Foo<Self::Input>` and `Foo<T>` (`T` and `Self::Input` are the same type) and complains that it expects `F` to also implement `Foo<T>`:

```text
error[E0277]: the trait bound `F: Foo<T>` is not satisfied
  --> src/lib.rs:16:5
   |
16 | /     fn baz<F: Foo<Self::Input>>() -> F::Output
17 | |     where
18 | |         F::Output: Default,
19 | |     {
20 | |     }
   | |_____^ the trait `Foo<T>` is not implemented for `F`
   |
   = help: consider adding a `where F: Foo<T>` bound
```

However, following the advice of adding a `Foo<T>` bound, Rust is again confused by thinking that `Foo<Self::Input>` and `Foo<T>` are two different traits:

```text
error[E0221]: ambiguous associated type `Output` in bounds of `F`
  --> src/lib.rs:18:9
   |
2  |     type Output;
   |     ------------
   |     |
   |     ambiguous `Output` from `Foo<T>`
   |     ambiguous `Output` from `Foo<<T as Bar>::Input>`
...
18 |         F::Output: Default,
   |         ^^^^^^^^^ ambiguous associated type `Output`

error[E0221]: ambiguous associated type `Output` in bounds of `F`
  --> src/lib.rs:16:38
   |
2  |     type Output;
   |     ------------
   |     |
   |     ambiguous `Output` from `Foo<T>`
   |     ambiguous `Output` from `Foo<<T as Bar>::Input>`
...
16 |     fn baz<F: Foo<Self::Input>>() -> F::Output
   |                                      ^^^^^^^^^ ambiguous associated type `Output`
```
Repository: vue
Issue: Vue does not work properly when setting the SVG style property in a lower version of the android browser
Labels: need repro

### Version
2.6.10

### Reproduction link
[https://codepen.io/anon/pen/XLyPJe](https://codepen.io/anon/pen/XLyPJe)







### Steps to reproduce
environment:
- qqBrowser 4.4
- android 4.2.2
- userAgent Mozilla/5.0 (Linux; U; Android 4.2.2; zh-cn; Coolpad 8297 Build/JDQ39) AppleWebKit/533.1 (KHTML, like Gecko)Version/4.0 MQQBrowser/4.4 Mobile Safari/533.1

### What is expected?
render normally

### What is actually happening?
alert
TypeError Cannot set property 'undefined' of null

---
if i remove `style="stroke: #FFDA05;"` on SVG, it will be ok

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Repository: pytorch
Issue: caffe_translator TranslateCrop fails when more than one dimensions is cropped
Labels: caffe2

## 🐛 Bug

Trying to convert Caffe FCN network (uses 2D WxH Crop) and getting error:

`RuntimeError: [enforce fail at c:\work\glow\pytorch\caffe2\operators\slice_op.h:82] dim == -1. 2 vs -1. Currently only possible to slice in 1 dimension.`

I plan to fix this by replacing the current logic in `TranslateCrop`, that builds a multidimensional Slice, with the logic where a multidim Crop is implemented as multiple 1D Slice operators (and approach already seen in some ONNX models).

Before doing this, I would like to hear why `TranslateCrop` has support for multidim slicing that can't get verified - a multidim Crop will always hit that `slice_op.h` assert, right ?
I am wary of changing the implementation (rather than adding my own, under a special case) before understanding the logic behind the current implementation.
Repository: godot
Issue: Possibly security issues found by FlawFinder(Mitre CWE)
Labels: bug,topic:core

**Godot version:**
3.2.dev.custom_build. 56269e2db

**Issue description:**
I recently checked Godot with FlawFinder and it found a lot of possible security issues. Some can be a false positives or informational, but I think that is good to look at it.

Command(go to Godot folder first)
`flawfinder -S -H * > /home/rafal/flawfinder.html`

Report in HTML(just delete txt from file name) - [flawfinder2.html.txt](https://github.com/godotengine/godot/files/3371421/flawfinder2.html.txt)
and QT Creator tasks(also delete txt from file name) - [flawfinder.tasks.txt](https://github.com/godotengine/godot/files/3371426/flawfinder.tasks.txt)

To properly configure and QT Creator tasks, change each `/home/rafal/Pulpit/godot/` in tasks file to your own Godot destination and  open QT Creator with parameter `qtcreator filawfinder.tasks` (extension must be exactly `tasks`)

Some of CWE reports

 vfprintf: If format strings can be influenced by an attacker, they can be exploited (<a href="http://cwe.mitre.org/data/definitions/134.html">CWE-134</a>).  Use a constant for the format specification.

vsnprintf: If format strings can be influenced by an attacker, they can be exploited, and note that sprintf variations do not always \0-terminate (<a href="http://cwe.mitre.org/data/definitions/134.html">CWE-134</a>).  Use a constant for the format specification.

sprintf: Does not check for buffer overflows (<a href="http://cwe.mitre.org/data/definitions/120.html">CWE-120</a>).  Use sprintf_s, snprintf, or vsnprintf.

readlink: This accepts filename arguments; if an attacker can move those files or change the link content, a race condition results.  Also, it does not terminate with ASCII NUL. (<a href="http://cwe.mitre.org/data/definitions/362.html">CWE-362</a>, <a href="http://cwe.mitre.org/data/definitions/20.html">CWE-20</a>).  Reconsider approach.
Repository: go
Issue: strings: ToLower gives wrong result for uppercase Σ in the word-final position
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 go1.12.5 darwin/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="/Users/k/Library/Caches/go-build"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOOS="darwin"
GOPATH="/Users/k/go"
GOPROXY=""
GORACE=""
GOROOT="/usr/local/go"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_amd64"
GCCGO="gccgo"
CC="clang"
CXX="clang++"
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=/var/folders/kw/93jybvs16_954hytgsq6ld7r0000gn/T/go-build305684975=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->

https://play.golang.org/p/fEDCPSV7Dqi


### What did you expect to see?

The program output should be `β︎δℕ︎ς` because if you lowercase `Σ` at the last position of the word it becomes `ς`.  See https://en.wikipedia.org/wiki/Sigma

> Sigma (uppercase Σ, lowercase σ, lowercase in word-final position ς;

### What did you see instead?

The output is `β︎δℕ︎σ`.

---

I am not sure it is the only case in all languages when lower case depends on the position. I just faced different behavior with python code:

```python
t = "β︎Δℕ︎Σ"
print(t.lower()) # output: β︎δℕ︎ς
```
Repository: godot
Issue: Dialog for selecting external editor closes when clicked quickly after enabling external editor (fixed in `master`)
Labels: bug,topic:editor,confirmed,usability

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if non-official. -->
master https://github.com/godotengine/godot/commit/8d6a95347537c5e3084f269bdf98d1128b67b29b

**OS/device including version:**
<!-- Specify GPU model and drivers if graphics-related. -->
Windows 10 1903 64 bit.

**Issue description:**
<!-- What happened, and what was expected. -->
Dialog for selecting External editor closes when clicked quickly after enabling external editor checkbox.

**Steps to reproduce:**
1. Enable Use External Editor.
2. Quickly, within next 2 or 3 seconds, click the folder button of Select exec.
Dialog will close after a second.

Clicking it again after this, works as as normal i.e, doesn't close it abruptly.
To reproduce again, uncheck and start with 1.
Note: If we wait a few seconds after enabling Use External Editor and then select exec path folder button, the dialog doesn't close.

**Minimal reproduction project:**
<!-- Recommended as it greatly speeds up debugging. Drag and drop a zip archive to upload it. -->
Any project.
Repository: flutter
Issue: [Test] Migrate mock_canvas.dart into flutter_test.
Labels: a: tests,framework,customer: google,c: proposal,P3,team-framework,triaged-framework

## Use case

As a Flutter user, I want to use the `paints` matcher in my widget tests to verify the color of a `ShapeBorder` being drawn. 

This can currently only be done in [the flutter framework](https://github.com/flutter/flutter/blob/a429991a150e7e297d9e9afd303cf6210913b234/packages/flutter/test/material/outline_button_test.dart#L609), because we do not export the [`mock_canvas.dart`](https://github.com/flutter/flutter/blob/master/packages/flutter/test/rendering/mock_canvas.dart) file. 

## Proposal

Migrate [`mock_canvas.dart`](https://github.com/flutter/flutter/blob/master/packages/flutter/test/rendering/mock_canvas.dart) into the `flutter_test` package, so that anyone who imports `packages:flutter_test/flutter_test.dart` can use the `paints` matcher in their widget tests.
Repository: vscode
Issue: [css] Shorthand properties: show label for each value in hover
Labels: feature-request,css-less-scss

<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
I'd like to have VS Code showing _box-shadow,_ _text-shadow_, _margin_ and _padding_ **options to be filled** while we are using those features, like in Dreamweaver.

![boxshadow](https://media.giphy.com/media/UsHL8NtaCBPpgd8mpW/giphy.gif)

...
![margin-padding](https://media.giphy.com/media/iemmdtJzMy9JF3xo8d/giphy.gif)
Repository: go
Issue: cmd/compile: suboptimal code generated for simple integer comparison if-block
Labels: Performance,NeedsInvestigation,compiler/runtime

### What version of Go are you using (`go version`)?

<pre>
$ go version
go1.12.7 darwin/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="/Users/stanevt/Library/Caches/go-build"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOOS="darwin"
GOPATH="/Users/stanevt/go"
GOPROXY=""
GORACE=""
GOROOT="/usr/local/go"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_amd64"
GCCGO="gccgo"
CC="clang"
CXX="clang++"
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=/var/folders/zx/b2z35dfn0272q_n6g410wv340000gn/T/go-build707218538=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

The program linked below generates an array of random uint8s and then repeatedly runs a function that finds the second highest value in the array of random uint8s. The logic inside the inner loop is simple, it keeps track of the highest value and the second highest value using an if-else condition.

The problem is that the code generated by the compiler using the naive implementation (shown in max2_slow() in the example) runs slow -- 810 ms for the test. Adding a `continue` statement in the final else block generates better code that runs the test in 540 milliseconds.

For comparison, the same logic as the max2_slow, written in JavaScript runs the same test in 690 ms and it doesn't make a difference if the logic is converted to if-continue. 

Just for reference, the same logic in C runs much faster (490ms without loop unrolling, 350 with unrolling), but the C compiler seems to make use of conditional move instructions, which neither Golang nor V8 seem able to generate.

The program:

https://play.golang.org/p/uV2tVrLifCq

(Note that timings will not show in the web based play page, because it does not have a functioning clock)

### What did you expect to see?

I would expect the code generated for the plain if-else condition to run as fast as the code generated by manually adding "continue" statement.

### What did you see instead?

The code generated by the if-else condition runs 50% slower compared to the code with the artificially added `continue` statement.
Repository: go
Issue: x/website: lighter text reduces contrast/readability
Labels: NeedsInvestigation,website

New design of golang.org uses lighter color for text (#3e4042) and links (#007d9c).
This makes reading more strenuous on the eyes, especially for navigating stdlib docs.
Repository: rust
Issue: Tracking issue for Iterator::partition_in_place
Labels: T-libs-api,B-unstable,C-tracking-issue,A-iterators,Libs-Tracked,Libs-Small

```rust
/// Reorder the elements of this iterator *in-place* according to the given predicate,
/// such that all those that return `true` precede all those that return `false`.
/// Returns the number of `true` elements found.
fn partition_in_place<'a, T: 'a, P>(mut self, ref mut predicate: P) -> usize
where
    Self: Sized + DoubleEndedIterator<Item = &'a mut T>,
    P: FnMut(&T) -> bool,
```

`feature = "iter_partition_in_place"`

ref: #62278
Repository: rust
Issue: Tracking issue for Iterator::is_partitioned
Labels: T-libs-api,B-unstable,C-tracking-issue,A-iterators,Libs-Tracked

```rust
/// Checks if the elements of this iterator are partitioned according to the given predicate,
/// such that all those that return `true` precede all those that return `false`.
fn is_partitioned<P>(mut self, mut predicate: P) -> bool
where
    Self: Sized,
    P: FnMut(Self::Item) -> bool,
```

`feature = "iter_is_partitioned"`

ref: #62278 

## Unresolved questions

- [ ] Do we want this function at all? (Motivating use cases would be useful.)
- [ ] Would `is_sorted_by_key` already cover all use cases?
Repository: pytorch
Issue: BFloat16 numeric limits should contain more info
Labels: triaged,enhancement,module: bfloat16

BFloat16 numeril limits should contain more info like: 
- is_modulo
- is_bounded
- has_denorm
- has_signaling_NaN
- etc.
Repository: flutter
Issue: iOS integration test dual view crashes
Labels: a: tests,team,c: crash,platform-ios,engine,a: existing-apps,P2,team-ios,triaged-ios

Run the app in https://github.com/flutter/flutter/tree/master/dev/integration_tests/ios_add2app/ios_add2app.xcworkspace

Tap the Dual Flutter View (cold) button. Press either of the POP buttons in the next page. 

![Screen Shot 2019-07-09 at 6 07 09 PM](https://user-images.githubusercontent.com/156888/60932790-640d2580-a274-11e9-85cb-d006822b65f4.png)

EXC_BAD_ACCESS
Repository: vue
Issue: Wrong definition of the type AsyncComponentFactory
Labels: good first issue,typescript,has PR

### Version
2.6.10

### Reproduction link
[https://github.com/vuejs/vue](https://github.com/vuejs/vue)







### Steps to reproduce
1. compare the [AsyncComponentFactory](https://github.com/vuejs/vue/blob/dev/types/options.d.ts) definition with the [document](https://vuejs.org/v2/guide/components-dynamic-async.html#Handling-Loading-State)

### What is expected?
attribute 'component'  should be a promise

### What is actually happening?
AsyncComponentPromise

---
I'm looking forward to your solution to this [issue](https://github.com/vuejs/vue/issues/9788)

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