sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/pkgsite: new major version not surfaced when it does not yet have a release tag
Labels: NeedsFix,pkgsite

### What did you do?

In the `pkg.go.dev` search bar, enter `go.etcd.io/etcd` and press the Enter key.

### What did you expect to see?

“The latest major version is v3”, per #37765, due to the existence of a [`module go.etcd.io/etcd/v3`](https://github.com/etcd-io/etcd/blob/353fcf09242749fcab29befe1b44c1c159e209c5/go.mod#L1)

### What did you see instead?

A “Latest” badge, with no indication of a corresponding module with a higher major version, for both the package path and the corresponding module path.

The `v3` module is also not listed on https://pkg.go.dev/mod/go.etcd.io/etcd?tab=versions, although it is not obvious to me whether it should be included there.

The module `go.etcd.io/etcd/v3` _is_ present and indexed on `pkg.go.dev`, but it appears that no release version has yet been tagged for that module. (https://pkg.go.dev/mod/go.etcd.io/etcd/v3?tab=versions lists the latest version as a pseudo-version for commit `353fcf0`, and _does_ mention the release versions of the corresponding `v0`/`v1` module.)

CC @julieqiu @AceroM @fflewddur

----

![image](https://user-images.githubusercontent.com/5200974/93791060-bd573f80-fc01-11ea-9490-d55c28f85e03.png)

![image](https://user-images.githubusercontent.com/5200974/93791191-ec6db100-fc01-11ea-9b37-51d4fe9e78c6.png)
Repository: create-react-app
Issue: Tree shaking only works with process.env.NODE_ENV?
Labels: needs triage

I'm finding that tree shaking only works with `process.env.NODE_ENV` and won't work with `process.env.REACT_APP_[my variable name]`

For example, if I do the following `myModule` is not showing up in my production build.
```
import {myFunction} from './myModule'

if(process.env.NODE_ENV === 'development') {
    myFunction()
}
```

But, if I want to use a different environment variable `myModule` is always included.
```
import {myFunction} from './myModule'

if(process.env.REACT_APP_ENABLE_MY_FUNCTION === 'true') {
    myFunction()
}
```

Is it known that tree shaking only works with `process.env.NODE_ENV`? Is there any way to do tree shaking with a custom environment variable?
Repository: flutter
Issue: Instructions on how to debug errors thrown by native code in plugins
Labels: platform-ios,team-ecosystem,P2,a: plugins,triaged-ecosystem

I have been trying to implement subscription purchase for iOS with the plugin **in_app_purchase**. It fails with a non-specific error which makes debugging hard.

It would be great if you had a documentation section on how to debug native code in plugins. I get the impression that the errors are being dumbed down by the plugin and setting a breakpoint or getting other logging could help narrow down possible causes of the issue.
Repository: vscode
Issue: Add a new right-aligned "description" property to TreeItems
Labels: feature-request,api

Similar to the timestamp in the Timeline view, it would be nice to have the ability to have a string that would be rendered right-aligned for each tree item.

Maybe something like:

```ts
export class TreeItem {
    label?: string;
    description?: string | boolean;
    ...
    endDescription?: string; // or endDetails? or even just details, but that feels wrong given the other usages of details
}
```
Repository: nvm
Issue: trying to dl nvm in wsl. nvm wasn't recognized as command in term
Labels: OS: windows,needs followup


#### Operating system and version:
windows 10 WSL2 w/ unbuntu 20.04

#### `nvm debug` output:
<details>
<!-- do not delete the following blank line -->

```sh

```
</details>

#### `nvm ls` output:
<details>
<!-- do not delete the following blank line -->

```sh

```
</details>

#### How did you install `nvm`?
<!-- (e.g. install script in readme, Homebrew) -->
Tired to add nvm to the plugin array on my /.zshrc file, save close and reboot term. put nvm install in term but it didn't recognize the nvm command

#### What steps did you perform?
installed via git clone then altered the script

#### What happened?
nvm was then cloned and when put cd /.nvm in term noted it was saved in master not HOME

#### What did you expect to happen?

#### Is there anything in any of your profile files that modifies the `PATH`?
<!--  (e.g. `.bashrc`, `.bash_profile`, `.zshrc`, etc) -->

changed:
export NVM_DIR="$HOME/.nvm"
[ -s "$NVM_DIR/nvm.sh" ] && \. "$NVM_DIR/nvm.sh"  # This loads nvm
[ -s "$NVM_DIR/bash_completion" ] && \. "$NVM_DIR/bash_completion"  # This loads nvm bash_completion

 to:
export NVM_DIR="$master/.nvm"
[ -s "$NVM_DIR/nvm.sh" ] && \. "$NVM_DIR/nvm.sh"  # This loads nvm
[ -s "$NVM_DIR/bash_completion" ] && \. "$NVM_DIR/bash_completion"  # This loads nvm bash_completion



</details>
Repository: go
Issue: x/build/cmd/relui: consider patch version updates to dependencies that become available before minor Go releases
Labels: Builders,NeedsInvestigation,FeatureRequest

When issuing a minor Go release, we can consider patch updates that may be available to dependencies.

For example, suppose that Go 1.18.3 standard library uses `golang.org/x/mod` at version v1.5.0. When Go 1.18.4 minor release is going to be made, if there is version v1.5.1 of `golang.org/x/mod` published, it seems such an update should at very least be considered for inclusion (but v1.6.0 should not, at least not as part of this process).

This is the tracking issue to detect and consider such updates for inclusion in minor Go releases. This is likely best addressed as part of future release automation work (issues #40279, #29205). I'm not sure if it's realistic to automatically include such changes to minor releases without human review, so that'll still be needed, but everything else can likely be automated.

(This issue is factored out from a comment by @bcmills in third paragraph of [comment on CL 256357](https://go-review.googlesource.com/c/build/+/256357/comment/bb372c01_58c710a2/).)

/cc @toothrot @cagedmantis @andybons
Repository: vscode
Issue: Saving with custom editor occasionally displays 'Canceled' error message
Labels: bug,verification-found,custom-editors,author-verification-requested

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
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<!-- Use Help > Report Issue to prefill these. -->
- Version: 1.49.1
- Commit: 58bb7b2331731bf72587010e943852e13e6fd3cf
- Date: 2020-09-16T23:21:17.533Z
- Electron: 9.2.1
- Chrome: 83.0.4103.122
- Node.js: 12.14.1
- V8: 8.3.110.13-electron.0
- OS: Darwin x64 19.6.0
Steps to Reproduce:

1. Install the latest Insider VSIX from here https://pvsc.blob.core.windows.net/extension-builds/ms-python-insiders.vsix
2. Update user settings.json as follows:
```json
	"python.experiments.optInto": [
		"CustomEditorSupport - experiment"
	],
```
3. Create a new notebook
4. Add/Edit few cells, run a few cells & save using `ctrl+s`
5. Eventually you'll get the following error `Failed to save 'xyz.ipynb': Canceled`

**Note:**
* When we check the raw contents of the ipynb file it does seem to have saved the contents. Not sure why the error appears.
* Haven't been able to repro with debug bits.

![Screen Shot 2020-09-21 at 13 19 59](https://user-images.githubusercontent.com/1948812/93822637-5c396700-fc15-11ea-89b4-86eaf4fc04d5.png)


<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: No
Repository: PowerToys
Issue: [KBM] App-specific remapping for keys
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager,Needs-Spec

This one is really simple. Therefore only two sentences.

I want to use different key mapping for different programs. 
It would be great to be able to set a mappings per program.
Repository: godot
Issue: Orphan Resource explorer includes singleton scripts
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.custom_build.bc8eea3e9

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->

Linux 5.8.8-arch1-1


**Issue description:**
<!-- What happened, and what was expected. -->

When I run the "Orphan Resource Explorer", it includes scripts I have set as Singletons in the Autoload dialog.

**Steps to reproduce:**

1. Create a script `Global.gd`
2. Go to the Autoload dialog and add `Global.gd` as a singleton
3. Open the "Orphan Resource Explorer"
4. Note that `Global.gd` is listed as an orphan

I think we should assume any script marked as a singleton is not an orphan, unless we want to be _really_ smart and parse all scripts to figure out if it is referenced.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: node
Issue: Proposal: reserve a top-level module for new experimental APIs
Labels: discuss,experimental

It is considered a semver-major to add a new top-level module. As a result, it is very difficult and time-consuming to land new experimental features that should have their own namespace. What I propose is that we introduce a top-level module which would function as a "nursery" of sorts for experimental APIs, allowing them to be landed in minor releases with the intent that they get their top-level module later--reserving the name in npm before landing would remain required though.

The name of the module is less important than the function to me--could be "nursery" or "experimental" or anything really. The point is to have a _separate_ namespace set from module names at the time a new namespaced feature is introduced, allowing the feature to be introduced without being attached to something not entirely related (as happened with AsyncLocalStorage, it's relation to async_hooks is an implementation detail) and giving it a more clear indication that this thing you are trying to use is experimental.

This would mean that something like `require('experimental').my_feature` would eventually be promoted to `require('my_feature')`.

There could additionally be something like `require(name, { experimental: true })` which functions the same as `require(name)` but also will attempt to return `require('experimental')[name]` before moving on to checking node_modules for matches. The specific shape of that API is not so important as the concept.

The overall idea is to provide a way to accelerate being able to land experimental features while also providing a more clear indication that the feature could in fact be changed completely or removed at any time. That possibility of change or removal is a statement we already make, but is kind of a lie in practice as, for the most part, once we land something in core we're stuck with it if the community starts to adopt it. We have many "experimental" features that people used anyway, but if we had a more strictly defined sandbox where churn was actually _encouraged_, I feel we would have less cases of users _expecting_ something to remain unchanged when they shouldn't.
Repository: TypeScript
Issue: Display operator informaton on mouse-over
Labels: Suggestion,Awaiting More Feedback

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

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Please help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
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## Search Terms

<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

operator information definition mouse over hover preview tool-tip 

## Suggestion

<!-- A summary of what you'd like to see added or changed -->

Show a tooltip when hovering over [operators](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators)  like ```+=```, ```%```or ```===```. The tooltip should explain the operator.

I was told in https://github.com/microsoft/vscode/issues/107046 to apply here.

## Use Cases

<!--
What do you want to use this for?
What shortcomings exist with current approaches?
-->

As a beginner developer, I usually download foreign code to help me understand implementations. Often the more experienced developers use [operators](https://github.com/tonsky/FiraCode/blob/master/extras/ligatures.png) I do not know. It would be very helpful if the IDE could show me a short definition of that operator when I hover my mouse over it, similar to how it tells me what a function does. Ideally it also tells me how the operator is called and gives a link to some online documentation.

## Examples

<!-- Show how this would be used and what the behavior would be -->

When I have code like ```var x = condition ? 12 : (int?)null;```  I can hover over ? or : and it shows tool-tip like "Ternary operator: is this condition true ? yes : no".

Or a more simple example: What does x += y do? Hover: "Addition assignment: x = x + y".


## 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).

(To be perfectly honest, I don't really understand all of the above, but I'm guessing yes..)
Repository: flutter
Issue: HtmlImage.toByteData has surprising behavior
Labels: engine,platform-web,a: images,e: web_html,P2,team-web,triaged-web

It seems like we should be throwing an exception instead of returning null at https://github.com/flutter/engine/blob/e3444d895545b629370fcf0ddd43f84b361ed306/lib/web_ui/lib/src/engine/html_image_codec.dart#L137

We also ignore the format parameter. It's not really clear to me right now what format we actually return, but I suspect it's the original encoded format of the image rather than the format the caller is requesting. The caller can request raw RGBA array or request PNG data, or "rawUnmodified," which should probably be the same as rawRgba on web.
Repository: godot
Issue: Blendshapes and multi-materials work incorrectly
Labels: bug,topic:rendering

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.2.3 stable

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
- OS: Windows 10 Ver.2004
- GPU: Intel Iris Plus Graphics (Core i7-1065G7)
- Backend: GLES3

**Issue description:**
Blendshapes for meshes with multiple materials applied do not work fine on some devices.
In case single material, It works fine.

**Steps to reproduce:**
1. I created a blend shape of a mesh with multiple materials applied.
![blender](https://user-images.githubusercontent.com/1732153/93848831-abe76380-fce5-11ea-8dcb-e7d396bfb6ef.gif)

2. Blender export glTF (GLB) or FBX
3. Godot import the glTF (GLB) or FBX

4. On my Windows PC it works as follows:
![win](https://user-images.githubusercontent.com/1732153/93849015-097bb000-fce6-11ea-8ae6-04a52a6e82bf.gif)

But it worked fine on another device (Macbook Air Mid2013)
![mac](https://user-images.githubusercontent.com/1732153/93849023-0c76a080-fce6-11ea-8813-a4a6ec507261.gif)

**Minimal reproduction project:**
[IssueBlendShapes.zip](https://github.com/godotengine/godot/files/5259455/IssueBlendShapes.zip)
Repository: PowerToys
Issue: [Image Resizer] Option for pixel perfect scaling
Labels: Idea-Enhancement,Product-Image Resizer

I make pixel art and when I saw that PowerToys had an image resizer, I thought my scaling issues were solved! However, it turned out this was not the case, so I'd like to request that a 'Pixel Perfect' mode be implemented into the Image Resizer, so it's possible to resize a small image without any kind of smoothing... thanks!
Repository: godot
Issue: Mono: inheritance, 'redeclared' fields (same name) result in unexpected serialization/display behaviour
Labels: bug,topic:editor,topic:dotnet

<!-- 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.stable.mono.official

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10 x64

**Issue description:**
<!-- What happened, and what was expected. -->
When using inheritance and having an exported field declared in parent and child with the same name and type, the inspector only shows one and the serialized value is not applied as expected. It should either print an error to the console (as unity does, best solution) or apply the value to both properties (probably not a good solution).

**Steps to reproduce:**
Open the example and hit play. See the console output and compare to the inspector values.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->

[MultipleFields.zip](https://github.com/godotengine/godot/files/5259815/MultipleFields.zip)
Repository: storybook
Issue: Webpack devServer config and log verbose
Labels: question / support,configuration babel / webpack,core

**Describe the bug**
I have try to reduce the amount of log in console (from addon-docs)
So i have configure webpack devServer option to print only errors (and not chunk informations)
I have read the webpack dock https://webpack.js.org/configuration/dev-server/ to configure log level
Indeed, when a error occured in my project i have all chunk information in my console.  Unfortunately docs addon include a lot of react syntax highlighter chunk. So my console try to log at each save all that information that is useless for me.
It s painfull (30 seconds of logs for each error)

**To Reproduce**
Steps to reproduce the behavior:

1. Go to .config/main.js
2. Edit config webpackFinal node



**Expected behavior**
I m expecting to see only errors in console and not all verbose information

**Screenshots**
If applicable, add screenshots to help explain your problem.
![image](https://user-images.githubusercontent.com/19733832/93856917-0d91d880-fcba-11ea-8085-26ca35325d2d.png)


**Code snippets**

```
module.exports = {
  stories: ["../../stories/**/*.stories.(ts|mdx)"],

  addons: [
    {
      name: "@storybook/addon-docs",
      options: {
        babelOptions: {
          presets: [
            [
              "@vue/cli-plugin-babel/preset",
              {
                jsx: false
              }
            ]
          ]
        }
      }
    }
  ],
  logLevel: "error",
  webpackFinal: async (config, { configType }) => {
    config.devServer = {
      quiet: true,
      stats: "errors-only",
      noInfo: true
    };

    // Return the altered config
    return config;
  }
};
```
**System:**
System:
    OS: Windows 10 10.0.18363
    CPU: (8) x64 Intel(R) Core(TM) i7-6820HQ CPU @ 2.70GHz
  Binaries:
    Node: 12.16.3 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.13.0 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 6.14.1 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: 85.0.4183.102
    Edge: Spartan (44.18362.449.0)
  npmPackages:
    @storybook/addon-a11y: ^6.0.21 => 6.0.21 
    @storybook/addon-actions: ^6.0.21 => 6.0.21 
    @storybook/addon-backgrounds: ^6.0.21 => 6.0.21 
    @storybook/addon-centered: ^5.3.21 => 5.3.21 
    @storybook/addon-contexts: ^5.3.21 => 5.3.21 
    @storybook/addon-docs: ^6.0.21 => 6.0.21 
    @storybook/addon-knobs: ^6.0.21 => 6.0.21 
    @storybook/addon-links: ^6.0.21 => 6.0.21 
    @storybook/addon-viewport: ^6.0.21 => 6.0.21 
    @storybook/vue: ^6.0.21 => 6.0.21
  npmGlobalPackages:
    @storybook/cli: 5.0.11

**Additional context**
I don t know if it s important but i m working in vue project.
I have try many things and i don t know how to fix that.
Any help is welcome.
Repository: godot
Issue: Node2D position icon shown at offset position after reparenting
Labels: bug,topic:editor,usability

**Godot version:** v3.2.3.stable.official & v4.0.dev.calinou.160ad23e5

**OS/device including version:** Not graphics related

**Issue description:**
The godot editor shows a position icon ![icon](https://raw.githubusercontent.com/godotengine/godot/6f89db3d8c14ba996429d2287f285915f38fb84e/editor/icons/EditorPositionUnselected.svg) for each Node2D node.

After reparenting a Node2D to another Node2D which is not at position (0, 0), its icon will be shown at an offset position. The icon will be shown at the correct position after reselecting the node.

![demo](https://user-images.githubusercontent.com/372476/93859463-3af97900-fcf0-11ea-97b2-cdfbdc687eaf.gif)


**Steps to reproduce:**
1. Create a new 2D scene
2. Add a new Node2D named A to root, and move it to (200, 200)
3. Add a new Node2D named B to root, and move it to (100, 100)
4. Reparent B to A

In 4.0 version, you have to move the mouse into the 2D viewport after reparenting.

In some rear cases the position icon will be updated correctly, just press undo.

**Minimal reproduction project:** N/A
Repository: flutter
Issue: iOS UiKitView Bug When a flutterView need to  be added above two Overlapped UiKitView
Labels: platform-ios,framework,a: platform-views,has reproducible steps,P2,found in release: 3.7,found in release: 3.10,team-ios,triaged-ios

hi developer:

   I use two Overlapped uikitView to show a special animation, but when i use showModalBottomSheet to show BottomSheet, 
there are black blanks in the uikitView.
  I find When a flutterView need to  be added above two Overlapped UiKitView, the flutterView will be drawed twice, so the black blanks are made by drawing twice.Detail in the UI Capture.
  How Can i avoid this ? thanks
![企业微信截图_69c5be1a-17cd-4cd8-adfe-792c245d1ad7](https://user-images.githubusercontent.com/30438280/93864703-da6e3a00-fcf7-11ea-9c72-ac6efb630949.png)
![企业微信截图_5491c5bf-17e4-4a1b-9908-f37280177d39](https://user-images.githubusercontent.com/30438280/93864712-dd692a80-fcf7-11ea-91be-fb196d93a48c.png)