sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Feature Request: Multi-platform flutter installs
Labels: c: new feature,tool,P3,team-tool,triaged-tool

I am a user of the `flutter-desktop-embedding` project and thrilled with the possibility of cross-platform app development from a single dev workstation.

I ran into an issue when trying to use the same shared filesystem to develop a macOS and Windows app -- in summary, when running `flutter` for the first time, a `bin/cache` directory is populated with the appropriate Dart SDK for the detected platform. Unfortunately when re-using the same flutter installation directory from a different platform (e.g. macOS -> Windows), the `bin/cache` directory is invalid for that architecture.
https://github.com/google/flutter-desktop-embedding/issues/292

I would like a multi-platform way to use the exact same flutter release directory for multiple platforms which have mounted a shared filesystem.
Repository: TypeScript
Issue: Weird type inference for binary plus
Labels: Bug,Domain: Quick Fixes

For `(x, y) => x + y`, we infer `x: string | number` and `y: string | number`.  This doesn't actually work since the two binary operators involved return different types.

```ts
let sn: string | number;
let n: number;
let s: string;

const v1 = sn + sn; // ERROR 
const v2 = n + n; // number
const v3 = s + s; // string

const v4 = sn + n; // ERROR 
const v5 = n + sn; // ERROR 

const v6 = sn + s; // string
const v7 = s + sn; // string

const v8 = n + s; // string
const v9 = s + n; // string
```

The safest thing would probably be to infer `number` unless there's a specific reason to allow `string`.
Repository: godot
Issue: Smooth diagonal movement requires    global_position to be rounded or floored
Labels: topic:core,topic:rendering,usability

**Godot version:**
51c1d55cf9089cefbde034893b4784a5d554ddcc

**OS/device including version:**
Windows 10, GTX 950

**Prelude:**
I spent the last couple days isolating this and finally found a solution. I was thinking of not making a bug report because it might be an edge case, but I feel like it's important enough. And other Godot developers might be affected by it.  

**Issue description:**
When moving with diagonal movement, `round()` ~~must be used if the player's global_position is an even number, and `floor()` must be used if the player's global_position is an odd number~~. Otherwise, diagonal movement will cause jitter. This also happens using Camera2D, but I  chose   `custom_transform` to show what happens with and without `.round()`.

**Minimal reproduction project:**
[SmoothDiagonalMovementBug.zip](https://github.com/godotengine/godot/files/2903373/SmoothDiagonalMovementBug.zip)


## **Ways to remove the diagonal movement jitter:**
-  Remove`.round()` from `transform2[2]`. 
- **New Problem:** When the character is moving, white/black lines will flicker all over the tilemap. The developer can partially fix this by disabling the `filter` property for that specific tileset texture.
- **Next New Problem:** Now, when the above is done, the   lines will appear sporadically, not all the time.
---
- Project Settings -> Rendering -> Quality -> Enable "Use Pixel Snap"
- **New Problem:** Diagonal movement is smooth, but sprites being modified by the AnimationPlayer now become distorted/not smooth (for example, [using a animated character like gBot](https://www.youtube.com/watch?v=Mz4wrV0FsDo))
---
- Remove `normalized()` from `char_direction`
- **New Problem:** Diagonal movement now becomes faster than horizontal movement (entire point of `normalized()` is to achieve the same speed.

The solution to get everything working smoothly is around line 34, in player.gd:
```
	if is_diagonal && gg.diagonal_fix == true:
		# Even
		if speed % 2 == 0:
			global_position = global_position.round()
		else: # Odd
			global_position = global_position.floor()
``` 

I might have forgot another way that makes the diagonal movement smooth which has   weird side effects; but I think this is sufficient. Thanks for taking a look!
Repository: godot
Issue: Reflection probes only refresh on editor restart
Labels: enhancement,topic:rendering,topic:3d

<!-- 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. -->
3.1.0 beta 6

**OS/device including version:**
<!-- Specify GPU model and drivers if graphics-related. -->
Windows 10.0.15063 with NVidia GeForce GTX 1070

**Issue description:**
<!-- What happened, and what was expected. -->
I had added some tiles to a gridmap around a reflection probe, expecting the probe to update while in the editor to reflect the new geometry. The probe's capture only refreshed when I closed and reopened the editor. First image is before restarting, second image is after.

![Before restart](https://cdn.discordapp.com/attachments/548345636358193152/549770323826835456/unknown.png)
![After restart](https://cdn.discordapp.com/attachments/548345636358193152/549771124670726174/unknown.png)

**Steps to reproduce:**
- Add a reflection probe to the scene.
- Change geometry around it (in my case, filling more tiles in a gridmap).
- Observe that the old geometry is still reflected.
- Restart the editor.
- Observe now that the reflection capture reflects the previous edits.
Repository: kubernetes
Issue: glog/klog init issue
Labels: kind/bug,sig/api-machinery,lifecycle/frozen

My understanding is that glog->klog migration was done to solve the issue that glog adds flags inside a `init()` function. But it seems that this issue is not completely solved.

k8s.io/apiserver imports the `logs` util package which adds flags inside `init()` function. 

https://github.com/kubernetes/kubernetes/blob/c9e14c85f5b826493a2376ab4743499ac834b8ee/staging/src/k8s.io/apiserver/pkg/server/config.go#L569

https://github.com/kubernetes/component-base/blob/ebca9cef46a2513b205fffed7d60d53fc50979bb/logs/logs.go#L35

As things stand, I am getting `flag redefined: log_dir` when used alongside glog. 

```
/tmp/go-build285405043/b001/exe/main flag redefined: log_dir
panic: /tmp/go-build285405043/b001/exe/main flag redefined: log_dir

goroutine 1 [running]:
flag.(*FlagSet).Var(0xc0000d6180, 0x1edd100, 0x2bf53d0, 0x152d0fb, 0x7, 0x1560b27, 0x2f)
	/usr/local/go/src/flag/flag.go:805 +0x529
flag.(*FlagSet).StringVar(0xc0000d6180, 0x2bf53d0, 0x152d0fb, 0x7, 0x0, 0x0, 0x1560b27, 0x2f)
	/usr/local/go/src/flag/flag.go:708 +0x8a
github.com/appscode/stash/vendor/k8s.io/klog.InitFlags(0xc0000d6180)
	/home/tamal/go/src/github.com/appscode/stash/vendor/k8s.io/klog/klog.go:411 +0x7b
github.com/appscode/stash/vendor/k8s.io/apiserver/pkg/util/logs.init.0()
	/home/tamal/go/src/github.com/appscode/stash/vendor/k8s.io/apiserver/pkg/util/logs/logs.go:36 +0x2d
exit status 2
```

One solution will be to move the `init()` function to its own pkg and ensuring that it is only called from main package in other binaries.
Repository: flutter
Issue: [google_maps_flutter] App is lagging when initializing Google Maps
Labels: c: performance,a: quality,customer: crowd,p: maps,package,team-ecosystem,has reproducible steps,P3,found in release: 2.1,triaged-ecosystem

I am just building the Google-Maps widget in my Stateful Widget. This will be opened with the Navigator via a Button click. But as soon, as I click, the app is lagging, while initializing the map.
When removing the widget, everything is fine.

I tried to set a `CircularProgressIndicator` and then, setting the map-widget async, but running into the same problem, as soon, as it gets build.
I also downloaded and ran the example app from the google-maps-package with the same lagging.

How should the map be initilized, that it is first loaded and then set without lagging?

# Flutter Doctor
I am developing with Android Studio

```
[√] Flutter (Channel dev, v1.2.2, on Microsoft Windows [Version 10.0.17763.316], locale de-DE)
    • Flutter version 1.2.2 at S:\Development\Flutter\Flutter-SDK
    • Framework revision 007a415c2a (5 days ago), 2019-02-21 20:22:47 -0800
    • Engine revision f1f19bba8f
    • Dart version 2.2.0 (build 2.2.0-dev.2.1 c92d5ca288)

[√] Android toolchain - develop for Android devices (Android SDK version 28.0.3)
    • Android SDK at C:\Users\Pierre\AppData\Local\Android\sdk
    • Android NDK location not configured (optional; useful for native profiling support)
    • Platform android-28, build-tools 28.0.3
    • Java binary at: S:\Development\Android Studio\jre\bin\java
    • Java version OpenJDK Runtime Environment (build 1.8.0_152-release-1248-b01)
    • All Android licenses accepted.

[√] Android Studio (version 3.3)
    • Android Studio at S:\Development\Android Studio
    • Flutter plugin version 33.3.1
    • Dart plugin version 182.5215
    • Java version OpenJDK Runtime Environment (build 1.8.0_152-release-1248-b01)

[!] IntelliJ IDEA Ultimate Edition (version 2018.3)
    • IntelliJ at S:\Development\JetBrains\IntelliJ IDEA 2018.3.2
    X Flutter plugin not installed; this adds Flutter specific functionality.
    X Dart plugin not installed; this adds Dart specific functionality.
    • For information about installing plugins, see
      https://flutter.io/intellij-setup/#installing-the-plugins

[√] Connected device (1 available)
    • Android SDK built for x86 • emulator-5554 • android-x86 • Android 9 (API 28) (emulator)

! Doctor found issues in 1 category.
```
Repository: opencv
Issue: TIFF Image Writer Flags
Labels: feature,priority: low,category: imgcodecs

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##### Detailed description

<!-- your description -->
There should be more Tiff Tags for process tiff image file like **Compression**, **BitsPerSample** etc in **enum ImwriteFlags{}** (imgcodes.hpp).
Repository: angular
Issue: FormControl not updated on textarea when FormControlName change
Labels: area: forms,P4

<!--🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅

Oh hi there! 😄

To expedite issue processing please search open and closed issues before submitting a new one.
Existing issues often contain information about workarounds, resolution, or progress updates.

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# 🐞 bug report

### Affected Package
@angular/forms


### Is this a regression?

As far as I know, no


### Description

When I have a dynamic formControlName on a textarea, the attached formControl don't change when the formControlName is updated. It works correctly with formControl directly attached to the textarea.


## 🔬 Minimal Reproduction
https://stackblitz.com/edit/angular-issue-repro2-htsfgu

## 🔥 Exception or Error
no error inside Chrome devtools


## 🌍  Your Environment

**Angular Version:**
<pre><code>
Angular CLI: 7.1.4
Node: 10.15.0
OS: win32 x64
Angular: 7.1.4
... animations, cli, common, compiler, compiler-cli, core, forms
... http, language-service, platform-browser
... platform-browser-dynamic, router

Package                           Version
-----------------------------------------------------------
@angular-devkit/architect         0.7.5
@angular-devkit/build-angular     0.12.1
@angular-devkit/build-optimizer   0.12.1
@angular-devkit/build-webpack     0.12.1
@angular-devkit/core              0.7.5
@angular-devkit/schematics        7.1.4
@ngtools/webpack                  7.2.1
@schematics/angular               7.1.4
@schematics/update                0.11.4
rxjs                              6.3.3
typescript                        3.1.6
webpack                           4.23.1

</code></pre>

**Anything else relevant?**
got the same problem with any browser on any platform (chrome and firefox on windows, mac and linux)
Repository: go
Issue: x/net/http2: Expose isBadCipher
Labels: NeedsInvestigation,FeatureRequest

<pre>
$ go 1.11.5
</pre>

When manually specifying server ciphers, it is possible to specify a set of valid TLS 1.2 ciphers that are blacklisted in the HTTP/2 spec. This is a known potential issue; from [the spec section 9.2.2](https://http2.github.io/http2-spec/#rfc.section.9.2.2):

> The black list includes the cipher suite that TLS 1.2 makes mandatory, which means that TLS 1.2 deployments could have non-intersecting sets of permitted cipher suites. To avoid this problem causing TLS handshake failures, deployments of HTTP/2 that use TLS 1.2 MUST support TLS_ECDHE_RSA_WITH_AES_128_GCM_SHA256 [TLS-ECDHE] with the P-256 elliptic curve [FIPS186].

Although this is in theory enough to prevent handshake failures, highly security conscious/paranoid users may not want to (or be allowed to) use RSA and want further control over exactly which ciphers are in use.

There is an isBadCipher function in the package that in theory could be used to check whether a user's submitted set of ciphers will cause blacklisting issues when using HTTP/2, however since it's not exported client code cannot use it to perform a simple check when evaluating a client's chosen cipher suites. 

This is a simple request to expose that function. There is no obvious reason why the behavior of that function should ever change outside of a spec revamp, so it seems fairly safe to do so.
Repository: go
Issue: cmd/go/internal/lockedfile: clean *.lock files
Labels: NeedsInvestigation,modules

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
go version go1.12
</pre>

It is necessary to clean these *.lock files in `$GOPATH/pkg/mod/cache/download/server.com/xxx/repo`?

![image](https://user-images.githubusercontent.com/2253095/53430766-1f51c200-3a2a-11e9-9b30-8f78bd23b675.png)

And these files's size always 0. Maybe we can remove these files after unlock.


From code comment:

```
// We use a separate lockfile here instead of locking listFile itself because
// we want to use Rename to write the file atomically. The list may be read by
// a GOPROXY HTTP server, and if we crash midway through a rewrite (or if the
// HTTP server ignores our locking and serves the file midway through a
// rewrite) it's better to serve a stale list than a truncated one.
```

cc @bcmills
Repository: godot
Issue: Selection is slow on some nodes (e.g. Skeleton or AnimationPlayer) in the scene tree dock
Labels: enhancement,topic:editor,performance

**Godot version: 3.1 (commit: ce114e35dda4b3f282abb458f8409db2369b279e)**
**OS/device including version: Windows 10**
**Issue description:**
When selecting nodes in the scene hierarchy some nodes have a big delay between mouse click and actual selection of the node even with a simple scene.
**Steps to reproduce:**
Please check the video [file](https://www.dropbox.com/s/ft1qj1fhw4bqnmy/2019-02-26%2021-28-56.flv?dl=0).
**Minimal reproduction project:**
[MicroDungeons.zip](https://github.com/godotengine/godot/files/2521780/MicroDungeons.zip)
Repository: react
Issue: Password input type causes memory leak
Labels: Type: Needs Investigation

<!--
  Note: if the issue is about documentation or the website, please file it at:
  https://github.com/reactjs/reactjs.org/issues/new
-->

**Do you want to request a *feature* or report a *bug*?**
*Bug*

**What is the current behavior?**

An `<input type="password"/>` causes a memory leak.

**If the current behavior is a bug, please provide the steps to reproduce and if possible a minimal demo of the problem. Your bug will get fixed much faster if we can run your code and it doesn't have dependencies other than React. Paste the link to your JSFiddle (https://jsfiddle.net/Luktwrdm/) or CodeSandbox (https://codesandbox.io/s/new) example below:**

You can recreate the behavior by visiting https://iericallen.github.io/test-react/ and following the steps listed.

Please view our source code at: https://github.com/iericallen/test-react/tree/source

**What is the expected behavior?**

Unmounted components including `<input type="password" />` can be garbage collected after next re-rendering.

**Which versions of React, and which browser / OS are affected by this issue? Did this work in previous versions of React?**

OS: macOS X Mojave 10.14.2 (18C54)
Chrome: 72.0.3626.109
React: 16.8.3
ReactDOM: 16.8.3
Repository: go
Issue: crypto/x509: RSAES-OAEP support
Labels: NeedsInvestigation,FeatureRequest

x509 currently does not support parsing rsaesoap pub keys.
Use case is calling x509 to extract the public EK from TPMs for verification purposes.
There are many old TPM units that use this key type.
Repository: go
Issue: x/build/cmd/relui: check for unmerged CLs before release
Labels: Builders,NeedsFix

We just shipped Go 1.12 without merging https://go-review.googlesource.com/c/go/+/163078

Let's make the cmd/release tool query Gerrit for, e.g.

`branch:release-branch.go1.12 project:go is:open`

And error out if any CLs are open on the branch we're trying to make a release for. There could be an override, like `--ignore-cls=163078,162172`, explicitly listing numbers, so people can't ignore it with some standard e.g. `--force` flag that makes its way into some release documentation that's copy/pasted without thinking about what it does.

/cc @dmitshur @andybons @ianlancetaylor @katiehockman @FiloSottile
Repository: flutter
Issue: Pointer*Event documentation is oddly worded
Labels: framework,d: api docs,P2,team-framework,triaged-framework

The first line of the documentation for each pointer event class sounds like it's describing a callback, rather than an object. E.g.:
```
/// The pointer has made contact with the device.
```
rather than something more like:
```
/// An object containing information about a pointer making contact with the device.
```

Filing as a bug rather than just fixing it because doing this in a way that's consistent across all the events but doesn't add a bunch of identical boilerplate will require some wordsmithing, so is probably less trivial than it seems.

Filing per discussion in PR #22762
Repository: pytorch
Issue: cmake fails with -DBUILD_PYTHON=OFF -DUSE_NNPACK=OFF
Labels: module: build,oncall: releng,triaged

This fails:

    cmake -DBUILD_PYTHON=OFF -DUSE_NNPACK=OFF ..

with an error message like this:
```
CMake Error at cmake/Codegen.cmake:163 (message):
  Failed to get generated_cpp list
Call Stack (most recent call first):
  caffe2/CMakeLists.txt:2 (include)


-- Configuring incomplete, errors occurred!
```

However, both of the options, when turned off independently, succeed:

    cmake -DBUILD_PYTHON=OFF ..

and

    cmake -DUSE_NNPACK=OFF ..
Repository: go
Issue: regexp: LiteralPrefix behaving incorrectly
Labels: Documentation,NeedsFix

<!-- 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 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
Yeah, go1.12 has just been released.

### What did you do?

```go
package main
import (
	"fmt"
	"regexp"
)
func main() {
	l, _ := regexp.MustCompile("^prefix\\d+.$").LiteralPrefix()
	fmt.Printf("literalPrefix: %q", l)
}
```
See also on [Play](https://play.golang.com/p/q3dpqjD1RKh) or [even more](https://play.golang.com/p/KcTRk_zg0pf)


### What did you expect to see?
```
literalPrefix: "prefix"
```

### What did you see instead?
```
literalPrefix: ""
````
Repository: create-react-app
Issue: Make it clearer in error overlay when error boundary has caught an error
Labels: issue: proposal

This issue was discussed in #3627, but it's been marked and stale as locked so I'm opening another issue.

As discussed in #3627, create-react-app will always display an error overlay for errors in development mode, even when the error is caught via an error boundary. This confused me at first, and it's also [confusing users](https://github.com/frontarm/navi/issues/45) of the routing library I maintain. This library throws a `NotFoundError` when it can't match a URL segment, and uses a `<NotFoundBoundary>` component to allow the user to render a 404 page.

```jsx
<div className='App'>
  <Sidebar />
  <main>
    <NotFoundBoundary render={() => <NotFoundPage />}>
      {/**
      <View /> throws a NotFoundError if they can't find a route any content for
      the part of the URL they correspond to. They can be nested, so even if
      this view doesn't throw, a child view might -- thus boundaries are 👌
      **/}
      <View />
    </NotFoundBoundary>
  </main>
</div>
```

I feel like the best approach would be to not show error overlays for caught errors (Dan [mentioned](https://twitter.com/dan_abramov/status/1043818104323747841) it's on his todos). But just making it clearer that the error was caught would be a big improvement.
Repository: TypeScript
Issue: Comparison targets are reversed (regression)
Labels: Needs Investigation

@RyanCavanaugh @weswigham @ahejlsberg Caused by #27697

**TypeScript Version:**  3.4.0-dev.20190222

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**

**Code**

https://github.com/falsandtru/spica/blob/v0.0.237/src/supervisor.legacy.ts#L49

**Expected behavior:**

pass

**Actual behavior:**

```
Argument of type 'this' is not assignable to parameter of type 'Supervisor<string, unknown, unknown, unknown>'.
  Type 'Supervisor<N, P, R, S>' is not assignable to type 'Supervisor<string, unknown, unknown, unknown>'.
    Type 'string' is not assignable to type 'N'.ts(2345)
```

Assignability checking must be N to string, not reverse.

**Playground Link:** <!-- A link to a TypeScript Playground "Share" link which demonstrates this behavior -->

**Related Issues:** <!-- Did you find other bugs that looked similar? -->
Repository: pytorch
Issue: ONNX->TensorRT parser library duplicated
Labels: triaged

## 🐛 Bug

When built with TensorRT (i.e. `USE_TENSORRT=1` is set), PyTorch now includes two versions of the parser library: the original one https://github.com/onnx/onnx-tensorrt included as a submodule and linked as `libnvonnxparser.so` and `libnvonnxparser_runtime.so` binaries. And it's second incarnation coming with TensorRT 5. This creates lots of run-time issues. Also, they both bring their own third parties (like `onnx` itself, two different versions).
After discussion with TensorRT team we propose to remove the original one, i.e. this submodule:
```
[submodule "third_party/onnx-tensorrt"]
	path = third_party/onnx-tensorrt
	url = https://github.com/bddppq/onnx-tensorrt
```
and leave the one coming with TensorRT. Thank you.