sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: scrcpy
Issue: Connection is rejected after unplugging the device from computer
Labels: adbtcp,adb

So, this has happened to me all the time I need to recharge my phone, and I do so by plugging it to my computer. But normally, after it's been charged and unplugged, trying to connect to my phone again via wireless by issuing the command
> adb connect 192.168.0.101

returns me with an error:
> unable to connect to 192.168.0.101:5555: Connection refused

Then, I have to plug it to my computer again, do the same as I did before:
> adb forward tcp:5555 tcp:7612

And then, do:
> adb tcpip 7612

So that, my phone returns:
> restarting in TCP mode port: 7612
 
And then, it finally connects.

My question is, why is it that every time I unplug it from my computer, it no longer works in TCP mode? Can't I leave it like that, in order to not have to re-do those steps after unplugging my device?
Repository: rust
Issue: Non-lexical lifetimes do not work on a field of structure
Labels: C-enhancement,T-lang,T-compiler,A-NLL,NLL-complete

I noticed that the non-lexical lifetimes do not work if the reference is used in the structure field.
```
rustc 1.38.0 (625451e37 2019-09-23)
```

```rust
#[derive(Debug)]
struct Foo<'a, T> {
    x: &'a T,
}

fn main() {
    let str_1 = "str1".to_string();
    let str_2 = "str2".to_string();

    let mut foo = Foo { x: &str_1 };

    foo.x = &str_2;

    // move out
    let str_3 = str_1;

    println!("{:?} {}", foo, str_3);
}
```

```
 error[E0505]: cannot move out of `str_1` because it is borrowed
  --> src/main.rs:15:17
   |
10 |     let mut foo = Foo { x: &str_1 };
   |                            ------ borrow of `str_1` occurs here
...
15 |     let str_3 = str_1;
   |                 ^^^^^ move out of `str_1` occurs here
16 | 
17 |     println!("{:?} {}", foo, str_3);
   |                         --- borrow later used here

error: aborting due to previous error

For more information about this error, try `rustc --explain E0505`.
error: Could not compile `testapp2`.

To learn more, run the command again with --verbose.

Process finished with exit code 101
```
Repository: node
Issue: stream: How to destroy and stop Readable?
Labels: stream

I ran into this today:

```js
const { Readable } = require('stream');

const someOtherResource = {
  doStuff () {
    if (this.destroyed) {
      throw new Error('destroyed!')
    }
  },
  destroy () {
    this.destroyed = true
  }
}

const r = new Readable({})

r.on('data', () => {
  someOtherResource.doStuff()
})
someOtherResource.destroy()
r.push('asd')
r.destroy() // or r.destroy(new Error('kaboom'))
r.read()
```

This will crash with `destroyed!` since `read()` will emit already buffered `'data'` even though the stream is destroyed.

I can fix my above example by replacing `r.destroy()` with:

```js
function destroy (r) {
  r.removeAllListeners('data')
  r.destroy()
}
```

I find this a bit unfortunate.

Questions:
- Is this expected behaviour?
- Can we fix it without breaking the ecosystem?
- If no, can we provide another method to `Readable` that makes it possible to fully destroy and silence a readable?

In order to fix this in readable we would have to check for `destroyed` and return early inside `Readable.read()`.
Repository: vscode
Issue: Implement token-based language service
Labels: feature-request,languages-basic,extensions

Go to Definition and Find All Reference are not 100% reliable in VsCode. The problem occur with VsCode itself for the langages it handle and with extensions for the others langages. VsCode (or the extensions) sometimes doesn't find any definition, or sometimes they don't find all references. That happen because the way of finding the definition and references is based on a certain level of "understanding" of the code. So when the code do something that make it hard to find definition and references you end up with something broken. 

I don't have any exemple for a language that VsCode handle but that not hard to find. I have one with Prestashop 1.6.1 source code with the extension Intelephense. If you try to go to definition of $product->addCombinationEntity in controllers/admin/AdminImportController.php it doesn't find any definition and if you try to find all references of $product->addCombinationEntity it doesn't find anything. It fail besause the way that Prestashop name and load Class (https://github.com/bmewburn/vscode-intelephense/issues/700).

On the other hand Go to definition and Find all references work 100% of the time in Sublime text and a lot of developers would love to have something similar in VsCode. It seem that Sublime just make a text search to show definition and reference. It's very basic since it show you everything it find even in other langage (ex: js whereas you are in a php file...) but it find everything and it's very reliable. If we can have the same thing in VsCode maybe even better if you limit the search to relevant code (same langage) it will be awesome. Maybe as a workspace option to activate only on project that need it.

Text search is far from perfect but it's far far better than having nothing or, worse, missing references for example when you need to modify all of them. I think a lot of developers rely on Go to definition and Find all reference to quickly navigate through code. A lot of developers use Sublime and love it whereas it have only a very basic text search based Go to definition and Find all reference but that work 100% of the time. Again, an optional text search in complement will make VsCode on par with Sublime for these features, and even better if you manage to limit the result to relevant code, and will fulfill the need of a lot of developers.

We need these features to be 100% reliable to use them professionally so, in my opinion, it's almost mandatory to include an optional text search in Go to definition and Find all references. Thanks !
Repository: godot
Issue: Internal methods can be wrongly exposed to GDScript when using signals or deferred calls
Labels: discussion,topic:core

**Godot version:**
Master dev

**OS/device including version:**
Any platform

**Issue description:**
This is a discussion about a general issue in the engine.

When c++ classes use signal connections or deferred calls, they are currently required to expose the called methods to scripts, which can cause some random issues.
Here's an example: #31408

The problem is scripts end up with undocumented functions they can call or override, which are not supposed to be used outside of the c++ class, and this can cause random bugs in case they are overridden by mistake.

I would be willing to work on a PR but I'd like to check first what is the best way to go about it. I can see two different approaches.

**1. Color code in GDScript for overridden functions**
This would help GDScript users to realize they are using an existing function by mistake. It wouldn't solve the problem itself, but it seems like it might be an easy way to alleviate it for script users, since it would work for all existing functions right away. So it would be interesting as a short term solution.

![image](https://user-images.githubusercontent.com/1075032/66269019-a5957880-e843-11e9-87a0-d9a1629118d2.png)

**2. Flag in ClassDB::bind_method to disable exposure to scripts**
This could be a proper long term solution, but it would require to make some changes for all the different cases individually.
When methods are not meant to be exposed, `ClassDB::bind_method` could use a flag or argument to disable scripts exposure, and only make it available for c++ signals and deferred calls.
There's already a flag called `METHOD_FLAG_NOSCRIPT` in `MethodFlags` that doesn't seem to be used for anything. Maybe it could be used this way?
This flag could be used in `Object::call` in order to disable calls to scripts when the method is not supposed to be exposed to them.

Would it make sense to implement one of these solutions, or even both?

Let me know if this discussion should be in the proposal repository instead. I put it here because it's not about a specific issue to solve for my project, but rather to solve lots of bugs that could happen in the future on top of the existing one I mentioned.
Repository: flutter
Issue: Support loading different ttf files into single font
Labels: c: new feature,framework,engine,dependency: dart,P3,team-engine,triaged-engine

## Use case
I want to load multiple `.ttf` font files of the same font but with different weights in my app.

## Proposal
Just like initially proposed in #17910, a syntax like the following would be great:
```dart
Future<void> fooLoaded = FontLoader('Foo')
  ..addFont(rootBundle.load('foo_normal.ttf'))
  ..addFont(rootBundle.load('foo_bold.ttf'), fontWeight: FontWeight.bold)
  .load();
```
Repository: terminal
Issue: Entire screen randomly tearing and flickering during normal usage
Labels: Needs-Repro,Area-Rendering,Issue-Bug,Product-Terminal,Priority-3

<!-- 
🚨🚨🚨🚨🚨🚨🚨🚨🚨🚨

I ACKNOWLEDGE THE FOLLOWING BEFORE PROCEEDING:
1. If I delete this entire template and go my own path, the core team may close my issue without further explanation or engagement.
2. If I list multiple bugs/concerns in this one issue, the core team may close my issue without further explanation or engagement.
3. If I write an issue that has many duplicates, the core team may close my issue without further explanation or engagement (and without necessarily spending time to find the exact duplicate ID number).
4. If I leave the title incomplete when filing the issue, the core team may close my issue without further explanation or engagement.
5. If I file something completely blank in the body, the core team may close my issue without further explanation or engagement.

All good? Then proceed!
-->

<!--
This bug tracker is monitored by Windows Terminal development team and other technical folks.

**Important: When reporting BSODs or security issues, DO NOT attach memory dumps, logs, or traces to Github issues**.
Instead, send dumps/traces to secure@microsoft.com, referencing this GitHub issue.

If this is an application crash, please also provide a Feedback Hub submission link so we can find your diagnostic data on the backend. Use the category "Apps > Windows Terminal (Preview)" and choose "Share My Feedback" after submission to get the link.

Please use this form and describe your issue, concisely but precisely, with as much detail as possible.

-->

# Environment

```none
Windows build number: [Environment]::OSVersion
Windows Terminal version: Version: 0.5.2762.0
LG Ultra HD (3840x2160@60Hz), 150% scale in windows
3072MB ATI AMD Radeon R9 200 Series (Sapphire/PCPartner)
AMD Ryzen 5 1600

No background image set in windows terminal. Removed my profiles.json recently to start fresh.
```

# Steps to reproduce

Just happens after using the terminal for some amount of time. I am not sure what other information may be helpful in tracking this down.

# Expected behavior

Screen doesnt flicker/tear

# Actual behavior

When the Windows Terminal is focused it will randomly start to cause the entire screen (not just the Windows Terminal) to flicker and tear. I see the windows terminal window flickering in random parts of the screen. The tears show up as individual lines of pixels just randomly tearing/flickering across random parts of the screen.
Repository: neovim
Issue: Channels opened by sockconnect() does not close automatically on EOF
Labels: documentation,channels-rpc

- `nvim --version`:
  <details>

  ```
  NVIM v0.4.2
  Build type: Release
  LuaJIT 2.0.5
  Compilation: /usr/bin/x86_64-pc-linux-gnu-gcc -O3 -march=native -pipe -U_FORTIFY_SOURCE -D_FORTIFY_SOURCE=1 -DMIN_LOG_LEVEL=3 -Wall -Wextra -pedantic -Wno-unused-parameter -Wstrict-prototypes -std=gnu99 -Wshadow -Wconversion -Wmissing-prototypes -Wimplicit-fallthrough -Wvla -fstack-protector-strong -fdiagnostics-color=always -DINCLUDE_GENERATED_DECLARATIONS -D_GNU_SOURCE -DNVIM_MSGPACK_HAS_FLOAT32 -DNVIM_UNIBI_HAS_VAR_FROM -I/tmp/portage/app-editors/neovim-0.4.2/work/neovim-0.4.2_build/config -I/tmp/portage/app-editors/neovim-0.4.2/work/neovim-0.4.2/src -I/usr/include -I/tmp/portage/app-editors/neovim-0.4.2/work/neovim-0.4.2_build/src/nvim/auto -I/tmp/portage/app-editors/neovim-0.4.2/work/neovim-0.4.2_build/include
  Compiled by portage@workstation

  Features: +acl +iconv +tui
  See ":help feature-compile"

     system vimrc file: "/etc/vim/sysinit.vim"
    fall-back for $VIM: "/usr/share/nvim"

  Run :checkhealth for more info
  ```
  </details>
- Operating system/version: Gentoo
- Terminal name/version: alacritty 0.3.3
- `$TERM`: `alacritty`

### Steps to reproduce using `nvim -u NORC`
1. Make an auto-disconnecting TCP server:
  ```nim
  import net

  var server = newSocket()
  server.bindAddr 8000.Port, "localhost"
  server.listen()

  var client: Socket
  while true:
    server.accept client
    close client
  ```
2. Reproduce the problem
  ```
  nvim -u NORC
  :echo sockconnect('tcp', 'localhost:8000', {})
  <returns channel id>
  :echo nvim_list_chans()
  ```

### Actual behaviour
The returned channel is still in the list. `lsof` will report that the socket held by `nvim` is in `CLOSE_WAIT` state.

A walkaround is to close the channel manually via the handler on EOF.

### Expected behaviour
The channel should be closed.
Repository: go
Issue: net: ListenPacket can't be used on multicast address
Labels: NeedsInvestigation

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

go version go1.12.9

### Does this issue reproduce with the latest release?

Yes, the code is unchanged on master.

### 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/quentin/Library/Caches/go-build"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOOS="darwin"
GOPATH="/Users/quentin/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/kn/0gfzt13x37j63313z_5szy3h0000gn/T/go-build593496325=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

```
net.ListenPacket("udp4", "224.0.0.128:5076")
```

### What did you expect to see?

A socket bound to 224.0.0.128:5076 (but not joined to a multicast group)

### What did you see instead?

A socket bound to 0.0.0.0:5076 (and not joined to any multicast group)

`net.ListenPacket`'s documentation says:

> For UDP and IP networks, if the host in the address parameter is empty or a literal unspecified IP address, ListenPacket listens on all available IP addresses of the local system except multicast IP addresses. 

But in fact it also applies this logic if the address is a multicast address. I suspect this is because `net.ListenMulticastUDP` is documented as having this behavior:

> ListenMulticastUDP listens on all available IP addresses of the local system including the group, multicast IP address.

and it shares an implementation function with `ListenPacket`:

https://github.com/golang/go/blob/master/src/net/sock_posix.go#L210

And no, golang.org/x/net/ipv4 does not provide a workaround here, because all of its APIs require that you start with `net.Listen*` to get a `net.PacketConn`. Likewise, the `syscall` package doesn't provide an escape hatch because `net.FilePacketConn` is not implemented on Windows (though I will likely end up doing that anyway, with my resulting code only supporting POSIX environments).
Repository: youtube-dl
Issue: Please add SW_HIDE to ffmpeg subprocess.Popen in windows, please 
Labels: request

If windows , please add (optionally):
pseudo code

https://github.com/ytdl-org/youtube-dl/blob/master/youtube_dl/postprocessor/ffmpeg.py#L230
```
si = None
if (OS == 'windows'):
        SW_HIDE = 0
        STARTF_USESHOWWINDOW = 1
        si = subprocess.STARTUPINFO()
        si.dwFlags = STARTF_USESHOWWINDOW
        si.wShowWindow = SW_HIDE
        
    p = subprocess.Popen(cmd, stdout=subprocess.PIPE, stderr=subprocess.PIPE, stdin=subprocess.PIPE, startupinfo=si)
```

for avoid console, if script started in NOT console :)
Repository: godot
Issue: Transparent color become different when inside sub viewport
Labels: topic:rendering,confirmed,documentation,topic:2d

**Godot version:**
Godot 3.1.1 stable (GLES2 & GLES3)
Godot 3.2 a1 (GLES2 & GLES3)

**OS/device including version:**
Windows 10 pro

**Issue description:**
I have ColorRect with the same color (it's a duplicate, so they should have the same color). But when I move 1 of them to sub viewport (with transparent_bg = on, and the subviewport inside viewport container). The color become different like this:
![image](https://user-images.githubusercontent.com/8316851/66300194-0d6cc180-e91f-11e9-9395-6bd9ec4a7f00.png)
The duplicated color rect is the transparent white rect and 1 above it (become slightly darker).

**Steps to reproduce:**
Open project below and open Coba.tscn

**Minimal reproduction project:**
[viewporttransparent.zip](https://github.com/godotengine/godot/files/3696406/viewporttransparent.zip)
Repository: realworld
Issue: Forgot password functionality
Labels: Status: RFC,v2 changelog

I think it would be great if we could get the apps to support Forgot password functionality, since this is always a core feature of webapps.

For the frontend this would be just a different route, but on the backend there would need to be some sort of email verification system.
Repository: godot
Issue: Clashing Shortcuts
Labels: enhancement,topic:editor

Godot 3.2.alpha1
Windows 10

Setting the "Toggle Comment" shortcut to "Control+B" does not allow using the key combination to toggle a comment. 

Removing "Control+B" as the shortcut for "Go to Next Bookmark" fixes the issue.

The clash is not obvious.

Removing all the current matching shortcuts once a new one is entered in the same group with a warning that they were removed sounds like a needed patch.
Repository: flutter
Issue: [multicast_dns] error on iOS - error 49 Can't assign requested address, add documentation for `com.apple.developer.networking.multicast` entitlement
Labels: platform-ios,d: api docs,package,p: multicast_dns,P3,team-ios,triaged-ios

I am using the multicast_dns package for flutter and get a exception on iOS. It works as expected on Android. I have tested this with the code example provided with the package

The error is:

`OS Error: Can't assign requested address, errno = 49 in _NativeSocket.joinMulticast. (socket_patch.dart)`

I have tried various multicast addresses, the default 224.0.0.251, 230.180.0.1 and 239.0.180.1.  I have searched everywhere for assistance and cannot find any thing, am sure it is a simple issue, does anyone have an idea or something to try?
```
<import package:multicast_dns/multicast_dns.dart';

Future<void> main() async {
  // Parse the command line arguments.

  const String name = '_dartobservatory._tcp.local';
  final MDnsClient client = MDnsClient();
  // Start the client with default options.
  await client.start(mDnsAddress: InternetAddress('239.0.180.1'));

  // Get the PTR recod for the service.
  await for (PtrResourceRecord ptr in client
      .lookup<PtrResourceRecord>(ResourceRecordQuery.serverPointer(name))) {
    // Use the domainName from the PTR record to get the SRV record,
    // which will have the port and local hostname.
    // Note that duplicate messages may come through, especially if any
    // other mDNS queries are running elsewhere on the machine.
    await for (SrvResourceRecord srv in client.lookup<SrvResourceRecord>(
        ResourceRecordQuery.service(ptr.domainName))) {
      // Domain name will be something like "io.flutter.example@some-iphone.local._dartobservatory._tcp.local"
      final String bundleId =
          ptr.domainName; //.substring(0, ptr.domainName.indexOf('@'));
      print('Dart observatory instance found at '
          '${srv.target}:${srv.port} for "$bundleId".');
    }
  }
  client.stop();

  print('Done.');
}
```

Flutter doctor:
```mdnstest $ flutter doctor
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, v1.9.1+hotfix.4, on Mac OS X 10.14.5 18F203, locale
    en)

[!] Android toolchain - develop for Android devices (Android SDK version 29.0.2)
    ✗ Android licenses not accepted.  To resolve this, run: flutter doctor
      --android-licenses
[✓] Xcode - develop for iOS and macOS (Xcode 11.0)
[✓] Android Studio (version 3.5)
[✓] Connected device (1 available)

! Doctor found issues in 1 category.```
Repository: godot
Issue: Sprite unshaded CanvasItemMaterial option only works as a direct child of Node2D. 
Labels: bug,topic:rendering

Godot version 3.1.1 stable.official

Linux Mint 19.1 (Ubuntu) Kernel Linux 4.15.0-65-generic x86_64. Nividia GTX 950 

It seems the unshaded light mode option of a CanvasItemMaterial is not working correctly. Sprites with this unshaded material option will only work as a direct child of Node2D. In this image I have the sprite as a a child of Node2D - TileMap4. The sprite is uneffected by the unshaded material option.
![godot-help-6](https://user-images.githubusercontent.com/656713/66312248-eb9b1c80-e8d5-11e9-844a-15491f11a6a9.jpg)

In this image the same sprite is now a child of Node2D and the unshaded material option works as expected.
![godot-help-7](https://user-images.githubusercontent.com/656713/66312285-040b3700-e8d6-11e9-9d83-0ce59f02f651.jpg)

This issue should be very easy to reproduce. It should be noted that I am using 2D lighting in this example. 

New to Godot .. but this issue feels bug'ish. ;)