sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vue
Issue: Native modifier for props
Labels: feature request,discussion

### What problem does this feature solve?
Consider the following component
```vue
<template>
 <div>
  {{title}}
 </div>
</template>

<script>
export default {
  name: 'awesomeTitle',
  props: {
    title: String
  }
}
</script>
```

When using this component it now becomes impossible to set the title html attribute on the div

```html
<awesomeTitle title="Hello world" title.native="Oopsy"/>
```

This would just output
```html
<div title.native="Oopsy">Hello world</div>
```
Instead of 
```html
<div title="Oopsy">Hello world</div>
```

Adding the native modifier for props would permit to avoid collision between html attributes and vue props.
It already exists for event listeners so it would also be more coherent.

Sometime libraries will forget that html attributes inheritance is a thing and adding some html attributes becomes impossible in those components, it will also make the component more future proof in case new html attributes are added in the spec as you don't have to worry about future collisions anymore

### What does the proposed API look like?

```html
<awesomeTitle title="Hello world" title.native="Oopsy"/>
```

<!-- generated by vue-issues. DO NOT REMOVE -->
Repository: vscode
Issue: Undo behavior: non-focused panel scrolls
Labels: bug,undo-redo

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<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: 1.48.0
- OS Version: Mac OS Catalina
- Does this issue occur when all extensions are disabled?: Yes

Steps to Reproduce:

1. Split one file between two panes
2. Make various changes in different vertical locations, more than 1 screen height apart
3. Start undoing in one panel --> **the other pane scrolls to the undo locations**

Why is this a bug?  When a file is split into two panes, it is so that two locations can be viewed/edited independently.  

In this situation, **I lose my place in the non-focused panel,** and need to manually go back and `ctrl` `-` to get back to the previous view

When a single file is open in two panes, only the focused pane should move on undo.
Repository: flutter
Issue: pigeon objc static analysis problem with ternary conditional nil checks
Labels: platform-ios,package,p: pigeon,P3,team-ios,triaged-ios

```
 - WARN  | [iOS] xcodebuild:  /private/var/folders/3y/l0z1x3693dl_8n0qybp4dqwh0000gn/T/cirrus-ci-build/packages/video_player/video_player/ios/Classes/messages.m:59:51: warning: Converting a pointer value of type 'NSNumber * _Nullable' to a primitive boolean value; instead, either compare the pointer to nil or call -boolValue
    - WARN  | [iOS] xcodebuild:  /private/var/folders/3y/l0z1x3693dl_8n0qybp4dqwh0000gn/T/cirrus-ci-build/packages/video_player/video_player/ios/Classes/messages.m:111:37: warning: Converting a pointer value of type 'NSNumber * _Nullable' to a primitive boolean value; instead, either compare the pointer to nil or call -boolValue
    - WARN  | [iOS] xcodebuild:  /private/var/folders/3y/l0z1x3693dl_8n0qybp4dqwh0000gn/T/cirrus-ci-build/packages/video_player/video_player/ios/Classes/messages.m:112:37: warning: Converting a pointer value of type 'NSNumber * _Nullable' to a primitive boolean value; instead, either compare the pointer to nil or call -boolValue
    - WARN  | [iOS] xcodebuild:  /private/var/folders/3y/l0z1x3693dl_8n0qybp4dqwh0000gn/T/cirrus-ci-build/packages/video_player/video_player/ios/Classes/messages.m:132:37: warning: Converting a pointer value of type 'NSNumber * _Nullable' to a primitive boolean value; instead, either compare the pointer to nil or call -boolValue
    - WARN  | [iOS] xcodebuild:  /private/var/folders/3y/l0z1x3693dl_8n0qybp4dqwh0000gn/T/cirrus-ci-build/packages/video_player/video_player/ios/Classes/messages.m:133:37: warning: Converting a pointer value of type 'NSNumber * _Nullable' to a primitive boolean value; instead, either compare the pointer to nil or call -boolValue
    - WARN  | [iOS] xcodebuild:  /private/var/folders/3y/l0z1x3693dl_8n0qybp4dqwh0000gn/T/cirrus-ci-build/packages/video_player/video_player/ios/Classes/messages.m:152:37: warning: Converting a pointer value of type 'NSNumber * _Nullable' to a primitive boolean value; instead, either compare the pointer to nil or call -boolValue
    - WARN  | [iOS] xcodebuild:  /private/var/folders/3y/l0z1x3693dl_8n0qybp4dqwh0000gn/T/cirrus-ci-build/packages/video_player/video_player/ios/Classes/messages.m:153:37: warning: Converting a pointer value of type 'NSNumber * _Nullable' to a primitive boolean value; instead, either compare the pointer to nil or call -boolValue
    - WARN  | [iOS] xcodebuild:  /private/var/folders/3y/l0z1x3693dl_8n0qybp4dqwh0000gn/T/cirrus-ci-build/packages/video_player/video_player/ios/Classes/messages.m:169:37: warning: Converting a pointer value of type 'NSNumber * _Nullable' to a primitive boolean value; instead, either compare the pointer to nil or call -boolValue
```

From @jmagman:
```
Instead of (self.textureId ? self.textureId : [NSNull null]) you need to say (self.textureId != nil ? self.textureId : [NSNull null])
```

Spawned from:
https://github.com/flutter/plugins/pull/2922
Repository: rust
Issue: Better codegen for FromIterator Box<[T]>
Labels: A-collections,E-help-wanted,E-medium,A-iterators,I-heavy,T-libs

`Box<[T]>` requires 2x assembly (96 -> 185) compared to `Vec<T>`. I think this could be improved.

```rust
pub fn t<'a>(iter: &'a [&str]) -> Vec<&'a str> {
    iter.iter().cloned().collect()
}
```

```rust
pub fn t<'a>(iter: &'a [&str]) -> Box<[&'a str]> {
    iter.iter().cloned().collect()
}
```

Looking at the generated code, looks like some extra unnecessary checks were added.

> hmm, some panic handling for "Tried to shrink to a larger capacity"
> (which should be statically unreachable)
> Is that even possible?
> no, but I guess it isn't seeing that len<=capacity
> @cuviper 

https://godbolt.org/z/c9ffTT

However, this does not affect the following.

```rust
pub fn t<'a>() -> Box<[&'a str]> {
    ["a", "b"].iter().cloned().collect()
}
```

I will be taking a look at this in the meantime while looking at `join` for `Iterator`. I wish an `assert` could solve this.

CC @lzutao @cuviper 

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Repository: flutter
Issue: flutter build should check for some defaults like "A new Flutter project" as the description
Labels: tool,a: quality,a: build,a: release,P2,team-tool,triaged-tool

We should detect some cases of the pubspec.yaml not having been updated in ways that people might not otherwise notice, and flag them. For example, the pubspec.yaml file says "A new Flutter project" by default, and we use that e.g. in the manifest.json of the Web bundle, and so I suspect a lot of people are going to accidentally ship apps with that description.

Cases in particular I'm aware of:

* The app description
Repository: godot
Issue: If cast to parent type, the resources don't show up in the Inspector
Labels: bug,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 using non-official build. -->
3.2.2-stable


**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10 Home 2004

**Issue description:**
<!-- What happened, and what was expected. -->
If casting `preload`ed resources to some parent type, these don't show up in the inspector.
![image](https://user-images.githubusercontent.com/12777564/90435370-8666a900-e0ec-11ea-9c3a-a3abb7ea5c0f.png)

**Steps to reproduce:**
1. Add `export(ParentType) var _res := preload("...") as ParentType` to a script
2. Wait for autorelad or soft-reload script.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: godot
Issue: Statically typing a value as int and assigning a float to does not emit a warning
Labels: bug,topic:gdscript

<!-- 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 using non-official build. -->
3.2.2-stable

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10 Home 2004

**Issue description:**
<!-- What happened, and what was expected. -->
https://github.com/godotengine/godot-proposals/issues/1383
Expected a warning.

**Steps to reproduce:**
1. `var x := 1`
2. `x = 0.25`

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: godot
Issue: Polygon2D fill area is not considering the position of the next containing Viewport
Labels: bug,topic:editor,confirmed

<!-- 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 using non-official build. -->
3.2.2.stable.official

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10, laptop

**Issue description:**
<!-- What happened, and what was expected. -->
![grafik](https://user-images.githubusercontent.com/5825645/90437396-9a051600-e0d2-11ea-892b-280d00771dea.png)

as the screenshot shows, I would expect the polygon fill area (neon green) to show up inside the polygon

**Steps to reproduce:**

Just having the Node hierarchy and a simple polygon which you can see in the screenshot.



**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[Polygon2Dbug.zip](https://github.com/godotengine/godot/files/5086471/Polygon2Dbug.zip)
Repository: godot
Issue: Search & Replace omits first occurence when selected beforehand but the cursor being behind
Labels: bug,topic:editor,confirmed

<!-- 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 using non-official build. -->
3.2.3.rc3 (verified also on 3.2.2 stable)

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10

**Issue description:**
<!-- What happened, and what was expected. -->
When marking a word via double-click to use it for step-wise Search & Replace, the selected word isn't taken into account, but the succeeding occurrence. Apparently it's solely cursor dependant and in most cases the cursor is located after the selected word when double-clicking in the middle area of the text.

**Steps to reproduce:**
Create new_script.gd and paste a code with several occurences:
```
extends Node

func _ready() -> void:
	pass
	pass
	pass
	pass
	pass
```
1. With the mouse, double-click the first *pass*.
1. Press *CTRL+ R*.
1. Type "replaced" into the replace field.
1. Hit **Replace**.
1. Watch the second *pass* be replaced, effectively omitting the first (selected) one.

**Current workaround:**
Double-click the word carefully at the left edge, so that the cursor remains in front of the word and thus takes it into account for Search & Replace.
Repository: PowerToys
Issue: Volume Control & Mute/Un-Mute In Window Titlebar
Labels: Idea-New PowerToy

## 📝 Provide a description of the new feature
It's extremely annoying to me, and I think to many others, that to control something as common as volume which can change levels just between videos or songs that you have to go into the task bar and pop out a menu to change it is an ancient way of thinking. And yes most video players have a built in volume option, but to me touching that is just YET another place I have to remember to change the volume back to normal, on top of Physical device volume, Program level volume, and now player level volume. And theres about 9 miles of extra room in the title bar. I was wondering if you brilliant brilliant people could somehow program it so I could control volume right next to the minimize button. Or at the very least have a mute window/unmute window toggle there? Also I am currently using EarTrumpet app, and although its great its still a menu I have to go into. Though it does save me the 2nd menu of the default design.

_What is the expected behavior of the proposed feature?  What is the scenario this would be used?_
If you need to change the volume of a specific window you can do so without having to go into menus and options. Every day use.

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.


Please note, I have no idea how to use github or how to change the "Labels" section. :) sorry
Repository: go
Issue: testing: test failes if leaving files without write permission in T.TempDir
Labels: NeedsInvestigation

<!--
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 of Go are you using (`go version`)?

<pre>
$ go version
go version go1.15 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
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/tikuta/Library/Caches/go-build"
GOENV="/Users/tikuta/Library/Application Support/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/tikuta/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/tikuta/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/Users/tikuta/homebrew/Cellar/go/1.15/libexec"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/Users/tikuta/homebrew/Cellar/go/1.15/libexec/pkg/tool/darwin_amd64"
GCCGO="gccgo"
AR="ar"
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/jz/z42xl9mx2d576zq1q21hlggc00bk9x/T/go-build114835528=/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.
-->

I wrote a test leaving a file without write permission.

```go
package test

import (
        "io/ioutil"
        "os"
        "path/filepath"
        "testing"
)

func TestNoDir(t *testing.T) {
        dir := t.TempDir()
        empty := filepath.Join(dir, "empty")

        if err := os.MkdirAll(filepath.Dir(empty), 0300); err != nil {
                t.Errorf("%v", err)
        }

        if err := ioutil.WriteFile(empty, nil, 0444); err != nil {
                t.Errorf("%v", err)
        }
}

func TestDir(t *testing.T) {
        dir := t.TempDir()
        empty := filepath.Join(dir, "a", "empty")

        if err := os.MkdirAll(filepath.Dir(empty), 0300); err != nil {
                t.Errorf("%v", err)
        }

        if err := ioutil.WriteFile(empty, nil, 0444); err != nil {
                t.Errorf("%v", err)
        }
}
```


### What did you expect to see?

Both test passed.

### What did you see instead?

Only  `TestNoDir` passed.

<pre>
$ go test -v go_test.go
=== RUN   TestNoDir
--- PASS: TestNoDir (0.00s)
=== RUN   TestDir
    testing.go:894: TempDir RemoveAll cleanup: openfdat /var/folders/jz/z42xl9mx2d576zq1q21hlggc00bk9x/T/TestDir492614072/001/a: permission denied
--- FAIL: TestDir (0.00s)
FAIL
FAIL    command-line-arguments  0.115s
FAIL
</pre>
Repository: godot
Issue: "Library already set" when changing library location in .gdns
Labels: bug,topic:editor,topic:gdextension

**Godot version:**
v3.2.3.rc.custom_build.400a78005


**OS/device including version:**
Win 10 x64


**Issue description:**
I had a `.gdnlib` that I moved into a different location.
This caused problems in the associated `.gdns` files, so I clicked load and pointed to the new library location.
But this produced the following warning:
`modules\gdnative\nativescript\nativescript.cpp:122 - Library in NativeScript already set. Do nothing.`
Trying to clear the path also failed.
It seems create an embedded resource, preventing changing the path.
Repository: storybook
Issue: [addon-docs] Add Reset button to be able to re-render stories
Labels: feature request,good first issue,help wanted,addon: docs

**Is your feature request related to a problem? Please describe.**
We are having some components which are having some initial animation. We'd like to replay that animation by simply re-rendering the component. This would be pretty useful for several cases IMO, maybe you just simply want a quick reset after some user interactions, you want fresh data, etc. On a lengthy docs page it'd save a lot if we wouldn't need to refresh the whole page and scroll back every time.

**Describe the solution you'd like**
A Reset button next to the ShowCode button. This could be turned on globbally, per component or per story, just like the rest of such features.

**Are you able to assist bring the feature to reality?**
Not completely, only on the React part.
Repository: node
Issue: Race condition leading to hanging process in test-http2-reset-flood.js
Labels: flaky-test,http2

* **Version**: v12.18.3
* **Platform**: Linux 4.19.127 x86_64
* **Subsystem**: test

### What steps will reproduce the bug?

Need to run the test a lot. I use this and wait for the process to hang.

```sh
for i in $(seq 1 1000)
  do echo -ne "$i\r"
  ./node test/parallel/test-http2-reset-flood.js
  if [[ $? -ne 0 ]]; then
    break
  fi
done
```

### How often does it reproduce? Is there a required condition?

Can usually cause the test to hang within running the test 1000 times.

### Additional information

Seems two handles stay alive after the test has finished. Below is the best debugging information I could get from a Release build, since I wasn't able to reproduce with a Debug build.

```cpp
(lldb) bt
* thread #1, name = 'node', stop reason = signal SIGSTOP
    frame #0: 0x00007efe5a41dd67 libc.so.6`epoll_wait(epfd=13, events=0x00007fffc970aee0, maxevents=1024, timeout=-1) at epoll_wait.c:30
    frame #1: 0x0000000001234d35 node`uv__io_poll(loop=0x0000000002a2a350, timeout=-1) at linux-core.c:309:14
  * frame #2: 0x0000000001225558 node`uv_run(loop=0x0000000002a2a350, mode=UV_RUN_DEFAULT) at core.c:381:5
    frame #3: 0x0000000000a0b4e5 node`node::NodeMainInstance::Run() + 389
    ...

(lldb) p loop->nfds
(unsigned int) $18 = 2

(lldb) expr *((uv_handle_t *) ((char *) (loop->handle_queue[1]) - __builtin_offsetof(uv_handle_t, handle_queue)))
(uv_handle_t) $19 = {
  data = 0x0000000002f50960
  loop = 0x0000000002a2a350
  type = UV_ASYNC
  close_cb = 0x006f00200064006e
  handle_queue = ([0] = 0x0000000002a2a360, [1] = 0x0000000002f507e0)
  u = {
    fd = 4522070
    reserved = ([0] = 0x0020005200450056, [1] = 0x00540020004f0044, [2] = 0x002e005300490048, [3] = 0x0069006800540020)
  }
  next_closing = 0x0000000000000000
  flags = 12
}

(lldb) expr *((uv_handle_t *) ((char *) (0x0000000002f507e0) - __builtin_offsetof(uv_handle_t, handle_queue)))
(uv_handle_t) $20 = {
  data = 0x0000000002f50720
  loop = 0x0000000002a2a350
  type = UV_TTY
  close_cb = 0x0000000000000000
  handle_queue = ([0] = 0x0000000002f509e8, [1] = 0x0000000002f4be48)
  u = {
    fd = 6619236
    reserved = ([0] = 0x0072007200650064, [1] = 0x007300650064002e, [2] = 0x0079006f00720074, [3] = 0x006e006f006f0053)
  }
  next_closing = 0x0000000000000000
  flags = 49160
}
```

Not even sure if this is worth fixing, but leaving it here for reference. I've had a couple other tests do something similar, but it's harder to reproduce with those.

NOTE: Can't reproduce this in v14.8.0.
Repository: pytorch
Issue: one_hot tensors are channels_last but marked as contiguous
Labels: triaged,module: memory format

## 🐛 Bug

`torch.nn.functional.one_hot` outputs tensors in channels-last format, but `is_contiguous` returns `False` (and `is_contiguous(memory_format=torch.channels_last)` returns `True`). This causes "mixed memory formats" warnings when multiplying this output with tensors that actually have the same memory format.

## To Reproduce

Steps to reproduce the behavior (in a Python interactive shell):

```python
>>> import torch
>>> a = torch.randint(10, (4, 12, 12))
>>> a.is_contiguous()
True
>>> b = torch.nn.functional.one_hot(a)
>>> b.shape
torch.Size([4, 12, 12, 10])
>>> b.is_contiguous()
True
>>> b.is_contiguous(memory_format=torch.channels_last)
False
>>> c = b.permute(0, 3, 1, 2)
>>> c.shape
torch.Size([4, 10, 12, 12])
>>> c.is_contiguous()
False
>>> c.is_contiguous(memory_format=torch.channels_last)
True
>>> d = torch.randint(10, c.shape)
>>> d.is_contiguous()
True
>>> e = c * d
<stdin>:1: UserWarning: Mixed memory format inputs detected while calling the operator. The operator will output channels_last tensor even if some of the inputs are not in channels_last format. (Triggered internally at  ..\aten\src\ATen\native\TensorIterator.cpp:924.)
>>> e.shape
torch.Size([4, 10, 12, 12])
>>> e.is_contiguous()
False
>>> e.is_contiguous(memory_format=torch.channels_last)
True
```

Note that `b` is actually in channels-last format, and `c` and `e` are in channels-first format, but `is_contiguous` says the opposite.

## Expected behavior

- `b.is_contiguous(memory_format=torch.channels_last)` should be `True`.
- `c.is_contiguous()` should be `True`.
- `e.is_contiguous()` should be `True`.
- The tensor product should not cause a warning.

## Environment

PyTorch version: 1.6.0
Is debug build: False
CUDA used to build PyTorch: 10.2

OS: Microsoft Windows 10 Education
GCC version: Could not collect
Clang version: Could not collect
CMake version: Could not collect

Python version: 3.8 (64-bit runtime)
Is CUDA available: True
CUDA runtime version: Could not collect
GPU models and configuration: GPU 0: GeForce GTX 1050
Nvidia driver version: 442.70
cuDNN version: Could not collect

Versions of relevant libraries:
[pip3] numpy==1.19.1
[pip3] torch==1.6.0
[pip3] torchvision==0.7.0
[conda] blas                      1.0                         mkl
[conda] cudatoolkit               10.2.89              h74a9793_1
[conda] mkl                       2020.1                      216
[conda] mkl-service               2.3.0            py38hb782905_0
[conda] mkl_fft                   1.1.0            py38h45dec08_0
[conda] mkl_random                1.1.1            py38h47e9c7a_0
[conda] numpy                     1.19.1           py38h5510c5b_0
[conda] numpy-base                1.19.1           py38ha3acd2a_0
[conda] pytorch                   1.6.0           py3.8_cuda102_cudnn7_0    pytorch
[conda] torchvision               0.7.0                py38_cu102    pytorch

cc @VitalyFedyunin @jamesr66a @ppwwyyxx