sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: TestGesture does not have API for TestPointer.scroll
Labels: a: tests,framework,f: gestures,a: desktop,P3,team-framework,triaged-framework

`TestGesture` are wrapping almost all `TestPointer` methods to send the events generated to dispatcher, however, `TestPointer.scroll` is an exception. As a result, `WidgetTester` and `TestGesture` will not be able to be used to test mouse scrolling behavior.
Repository: go
Issue: x/pkgsite: search doesn't recognise some well-known tools
Labels: NeedsInvestigation,pkgsite,pkgsite/search

<p>The search on the website sometimes doesn't show well-known tools as
the first results.  Here are some cases where it doesn't:</p>

<ul>
<li><p><a href="https://pkg.go.dev/search?q=errcheck">https://pkg.go.dev/search?q=errcheck</a></p></li>
<li><p><a href="https://pkg.go.dev/search?q=gopls">https://pkg.go.dev/search?q=gopls</a></p></li>
<li><p><a href="https://pkg.go.dev/search?q=nilness">https://pkg.go.dev/search?q=nilness</a></p></li>
<li><p><a href="https://pkg.go.dev/search?q=unused">https://pkg.go.dev/search?q=unused</a></p></li>
</ul>

<p>For comparison, here are some where it does:</p>

<ul>
<li><p><a href="https://pkg.go.dev/search?q=staticcheck">https://pkg.go.dev/search?q=staticcheck</a></p></li>
<li><p><a href="https://pkg.go.dev/search?q=shadow">https://pkg.go.dev/search?q=shadow</a></p></li>
</ul>
Repository: react
Issue: Bug: MouseEnter does not fire when coming _from_ disabled elements
Labels: Type: Bug,Component: DOM

<!--
  Please provide a clear and concise description of what the bug is. Include
  screenshots if needed. Please test using the latest version of the relevant
  React packages to make sure your issue has not already been fixed.
-->

React version: 16.13.1

## Steps To Reproduce

https://codesandbox.io/s/eager-euler-c72fw?file=/src/App.js

1. move from a disabled element to an element with a `mouseenter` listener.
2. `mouseenter` does not fire

Link to code example: https://codesandbox.io/s/eager-euler-c72fw?file=/src/App.js


## The current behavior

`mouseenter` does not fire because React calculates mouseenter/leave based on the relative element of the opposing event.
e.g. `mouseenter` calculated from the `mouseout` on the button. Browsers do not fire pointer events on disabled elements


## The expected behavior

`mouseenter` should fire


Previous issue: https://github.com/facebook/react/issues/4251
Repository: flutter
Issue: Weird splash/ripple animation on BottomNavigationBar tap
Labels: framework,f: material design,has reproducible steps,P3,found in release: 3.3,found in release: 3.5,team-design,triaged-design

Is this effect intended?

![Screen Recording 2020-07-20 at 20 12 16](https://user-images.githubusercontent.com/2883524/87966386-e0605880-cac5-11ea-9ccb-7b6c6e3d098e.gif)

Quite different from Material Design Guidelines (see examples of behavior here: https://material.io/components/bottom-navigation#behavior)


<details>
  <summary>flutter doctor -v</summary>
```

[✓] Flutter (Channel stable, v1.17.5, on Mac OS X 10.15.5 19F101, locale en-RU)
    • Flutter version 1.17.5 at /Users/andrey/flutter
    • Framework revision 8af6b2f038 (3 weeks ago), 2020-06-30 12:53:55 -0700
    • Engine revision ee76268252
    • Dart version 2.8.4

 
[✓] Android toolchain - develop for Android devices (Android SDK version 28.0.3)
    • Android SDK at /Users/andrey/Library/Android/sdk
    • Platform android-29, build-tools 28.0.3
    • ANDROID_HOME = /Users/andrey/Library/Android/sdk
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_202-release-1483-b49-5587405)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 11.5)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 11.5, Build version 11E608c
    • CocoaPods version 1.8.4

[!] Android Studio (version 3.5)
    • Android Studio at /Applications/Android Studio.app/Contents
    ✗ Flutter plugin not installed; this adds Flutter specific functionality.
    ✗ Dart plugin not installed; this adds Dart specific functionality.
    • Java version OpenJDK Runtime Environment (build 1.8.0_202-release-1483-b49-5587405)

[✓] VS Code (version 1.47.2)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.12.2

[✓] Connected device (2 available)
    • Android SDK built for x86 • emulator-5554                        • android-x86 • Android 8.1.0 (API 27) (emulator)
    • iPhone 11 Pro             • 95CDFC43-ED7E-40EE-9D5A-EAE483AAEE8A • ios         • com.apple.CoreSimulator.SimRuntime.iOS-13-5 (simulator)

```
```

</details>
Repository: terminal
Issue: Move u8State from WriteConsoleAImpl to SCREEN_INFORMATION
Labels: Product-Conhost,Help Wanted,Issue-Task,Area-CodeHealth,Priority-3

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# Environment

```none
Windows build number: [run `[Environment]::OSVersion` for powershell, or `ver` for cmd] 10.0.19041.388
Windows Terminal version (if applicable): 1.0.1811.0 + recent preview
```

In #4493 @miniksa pointed out that the state should be a member of `SCREEN_INFORMATION` rather than a static variable in `WriteConsoleAImpl`. Refer to
https://github.com/microsoft/terminal/pull/4493#discussion_r389024806
In the current code base it's still in `WriteConsoleAImpl` though.
https://github.com/microsoft/terminal/blob/d0ff5f6b5e7687c438e0a8b120280be307eda778/src/host/_stream.cpp#L1107
Since I closed the PR I just don't want this information to get lost.
Repository: godot
Issue: PhysicalBones break after saving and reloading the scene
Labels: bug,confirmed,topic:physics,topic:3d

**Godot version:**
steam stable 3.2


**OS/device including version:**
windows 10


**Issue description:**
Physboxes broke themselves


**Steps to reproduce:**
no idea, I've been doing my game and now all physboxes are broken 
![image](https://user-images.githubusercontent.com/46406204/87974818-4f907980-cad3-11ea-8fff-708f7a1fc7c1.png)

In editor they are where they should be
![image](https://user-images.githubusercontent.com/46406204/87974861-620ab300-cad3-11ea-8e7e-e46cfca79ef8.png)
![image](https://user-images.githubusercontent.com/46406204/87974897-73ec5600-cad3-11ea-9c33-5b8d1f44a698.png)



Hitboxes on the other hand (Boneattachments with staticbody inside and collisionshape) are still where they should be, only all PhysicalBones broke themselves. 



I deleted him ,spawned new one and he works fine.
Repository: go
Issue: html: UnescapeString unescapes HTML character references without a final semicolon in an attribute
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
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### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.12.5 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
yes


### What operating system and processor architecture are you using (`go env`)?

<pre>
$ go env
GOHOSTARCH="amd64"
GOHOSTOS="linux"
</pre></details>

### What did you do?
this is related to https://github.com/golang/go/issues/21563
https://play.golang.com/p/Fh08ftsK9YQ

pass the string "<html><body><a href=example.com?param=value&timestamp=123>link</a></body></html>" to html.UnescapeString 


### What did you expect to see?
according to https://html.spec.whatwg.org/multipage/parsing.html#character-reference-state
in an attribute, no character reference is parsed and string remains intact

it seems like an attempt was made to do this, but attribute is a constant?
https://golang.org/src/html/escape.go?s=1296:1319#L57
https://golang.org/src/html/escape.go?s=3112:3194#L142

I would expect the same string to come back

### What did you see instead?
&times is changed to ×
Repository: pytorch
Issue: Improve overload resolution order rules for `invokeOperatorFromPython`
Labels: high priority,oncall: jit

Today, if you do:
```
add_op = torch._C._jit_get_operation(torch.jit._builtins._find_builtin(torch.add))
add_op(torch.tensor(1), torch.tensor(1))
```
- We try overloaded operators in the order that they are registered. So if you register `add.Tensor` before `add.int`, we will try `add.Tensor` first.
- 0-d tensors are implicitly convertible to ints (e.g. for the purpose of overload resolution, torch.tensor(0) -> 0).
- In fbcode, `opt` and `dev` mode seem to register operators in a different order, I assume because `opt` mode is statically linked while `dev` mode is dynamically linked. This results in different behavior (we select either `add.Tensor` or `add.int` depending on the build mode.
- We ignore the "exactness" of a match (i.e. whether we performed implicit conversions) for the purposes of invoking an operator from Python, so even though tensors are passed in, we may select `add.int`.

The key issues is the overload resolution logic is *not* shared between the logic that invokes an operator like `torch.add` from Python and the logic that compiles `torch.add` in the TorchScript frontend. As a result, the overload resolution behavior is different: in the TS frontend, we will prefer an exact schema match, while in `invokeOperatorFromPython`, we do not care about exactness.

My proposed fix is to re-use the same overload resolution rules in all cases where we need to do overload resolution. This requires that we decouple the rules in `schema_matching.cpp` from the JIT graph code.


cc @ezyang @gchanan @zou3519 @suo @gmagogsfm
Repository: godot
Issue: SHADOWED_VARIABLE Warning Applied to Static Functions
Labels: discussion,topic:gdscript

**Godot version:**
3.2.2.stable.official


**OS/device including version:**
Windows 10 x64


**Issue description:**
Static functions generate SHADOWED_VARIABLE warnings for variables that they're not actually shadowing due to their static nature.


**Steps to reproduce:**
Add the following code to any class:

```
var member_variable : String = "Default Value"

static func static_print() -> void:
    # print(member_variable) # Can't access member_variable from a static function.
    var member_variable : String = "Custom Value"
    print(member_variable)
```
This will generate a SHADOWED_VARIABLE warning on member_variable, even though it's not accessible because there is no parent scope.

**Minimal Example Project:**
[Example.zip](https://github.com/godotengine/godot/files/4950358/Example.zip)
Repository: flutter
Issue: gen_l10n_test.dart depends on implementation details of prefix.loadLibrary
Labels: a: tests,engine,a: internationalization,P2,team-engine,triaged-engine

gen_l10n_test.dart began failing at dart-lang/sdk@c5a94db091048a7152a7c1ce5a364eadfa774bff, and is expected to pass with https://dart-review.googlesource.com/c/sdk/+/155101. This means the test depends on the delay between calling loadLibrary the resulting future completing, which is undefined and could be fast or slow depending on I/O in deferred loading.
Repository: TypeScript
Issue: Promise rejection type.
Labels: Suggestion,Awaiting More Feedback

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Please help us by doing the following steps before logging an issue:
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## Search Terms

Promise Reject Type
<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

## Suggestion

<!-- A summary of what you'd like to see added or changed -->

Add ability to type Promise rejections.

```ts
// Current Promise Constructor Implementation:
new <T>(executor: (resolve: (value?: T | PromiseLike<T>) => void, reject: (reason?: any) => void) => void): Promise<T>;

// Proposed Change:
new <T, E = any>(executor: (resolve: (value?: T | PromiseLike<T>) => void, reject: (reason?: E) => void) => void): Promise<T, E>;
```

## Use Cases

<!--
What do you want to use this for?
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When handling promise rejections, the type `any` isn't very useful. I would be useful to have the rejection have an actual type without the need to cast or type guard.

## Examples

<!-- Show how this would be used and what the behavior would be -->

```ts
Promise.reject<never, string>('hello world')
  .catch(reason => {
    console.error(reason.length); // `reason` is of type string.
  });
```

```ts
class MyError extends Error {
  // ...
}

Promise.reject<never, MyError>(new MyError(/* ... */))
  .catch(reason => {
    // `reason` is of type MyError.
    const info = reason.getMoreInfo();
    // ...
  });
```

## Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: go
Issue: unsafe: Sizeof documentation should be more explicit
Labels: Documentation,help wanted,NeedsDecision

This is a documentation issue. Therefore I have not attempted to use the standard template.

 In C, sizeof() applied to a type actually returns its stride length, e.g. including any trailing padding required so that the start address of each element in an array of the type has legal alignment.  The difference can be significant for certain layouts of structs.

In Go it appears that this may not the case. Quoting: "the size in bytes of a hypothetical variable v as if v was declared via var v = x".  This is unclear, because a compiler might choose to allocate storage for a series of unrelated single variables in  such a way that structs have no trailing padding and yet each variable is properly self-aligned (e.g. in the case of, say, a byte-valued variable tucked in where the struct padding might be).

This is a request for clarification.  The documentation should either (a) affirm that unsafe.Sizeof does not return a stride length, making it subtly unlike C sizeof(), (b) affirm that it does return a stride length, or (c) state that whether it does so or not is outside the scope of the Go specification.
Repository: kubernetes
Issue: Presubmit tests for Windows and release blocking tests
Labels: kind/feature,sig/windows,sig/testing,sig/release,lifecycle/frozen

<!-- Please only use this template for submitting enhancement requests -->

**What would you like to be added**:
Presubmit tests for windows  in 1.20 and to see windows tests in release blocking [dashboard like 1.19](https://k8s-testgrid.appspot.com/sig-release-1.19-blocking) for 1.20

**Why is this needed**:
The current process for testing changes against Windows and identifying issues is reactive which causes lots of work after the fact.  For 1.19 we had at least 2 PR's that introduced breaking changes after code freeze. I believe this has happened in prior releases as well. 

Two bugs that caused windows nodes to not work recently:

- https://github.com/kubernetes/kubernetes/pull/80917
- https://github.com/kubernetes/kubernetes/pull/90948

The result was 1.19rc.1 did not work on windows and many tests built of main branch for [sig-windows](https://testgrid.k8s.io/sig-windows) tests failed for over a week.  Both issues needed to be fixed via a last minute pr for 1.19rc2: https://github.com/kubernetes/kubernetes/pull/93263

## Next Steps
What are the requirements for adding a presubmitts from the tests?  Is this documented somewhere (I did some searching and wasn't able to find anything)?

A few thoughts to start:

- Need to show stability in tests (can this be a subset of tests to start?)
- Speed of tests should be consistently under 2hrs (based on https://k8s-testgrid.appspot.com/sig-release-master-blocking#Conformance%20-%20GCE%20-%20master)
- need sig-windows support to drive out flakes that might be introduced
- can there be a subset of tests that can be run to atleast validate windows nodes come up and simple pods are scheduled to start
- do the blocking PR's need to be run on GCE or can we use tests from https://testgrid.k8s.io/sig-windows#aks-engine-azure-windows-master-staging?
- Image builder prs for windows need to be merged: https://github.com/kubernetes/kubernetes/pull/77398 and https://github.com/kubernetes/kubernetes/pull/77269 this will resolve issues when the images are changed and not require manual builds and pushes are required now.

My goal here is to learn what is required and start the conversation.  I am happy to help drive the conversation in the correct places.


/sig windows
/sig testing 
/sig release
Repository: opencv
Issue: connectedComponents function reports two components for input filled with the same non-zero values
Labels: category: imgproc,confirmed

##### System information (version)
- OpenCV => 4.2
- Operating System / Platform => Ubuntu 16.04
- Compiler => gcc

##### Detailed description
I'm using opencv-python. number of components is wrong when the targeted image is all of the same values. expected number is 1, but the output is 2. Wierdly, if the value is 0 all over the image, the output is correct.

##### Steps to reproduce
see the image attach.

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##### Issue submission checklist

 - [x] I report the issue, it's not a question
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       answers.opencv.org, Stack Overflow, etc and have not found solution
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 - [x] There is reproducer code and related data files: videos, images, onnx, etc
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   * Attach the image as archite to the ticket, if you report some reader issue.
     Image hosting services compress images and it breaks the repro code.
   * Provide ONNX file for some public model or ONNX file with with random weights,
     if you report ONNX parsing or handling issue. Architecture details diagram
     from netron tool can be very useful too. See https://lutzroeder.github.io/netron/
   -->
![Screenshot from 2020-07-21 16-52-50](https://user-images.githubusercontent.com/17111388/88034067-bb75ef00-cb72-11ea-881c-f074cb3bd6a4.png)