sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Editor FOV Affects Gizmo Size
Labels: enhancement,topic:editor,usability,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 using non-official build. -->
Godot_v3.2.4-rc1_mono_win64

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10 Pro 10.0.19041, GTX1080TI, Ryzen 2700x, GLES3, C#

**Issue description:**
<!-- What happened, and what was expected. -->
If the editor FOV is halved editor gizmos become twice as large.
With a wide FoV, round objects such as planets will appear stretched into an oblong shape near the edges of the screen. Therefore it is best to narrow the FOV for games that are set in space and occupy large distances. Unfortunately this affects editor gizmos such as the camera icon and makes them obnoxiously large.

It's a low priority and reasonably easy to work around, but editor icon size should be independent of FOV or should be size adjustable.

**Steps to reproduce:**
![image](https://user-images.githubusercontent.com/26847380/107170968-50adc900-6987-11eb-98c5-91564825c553.png)
![image](https://user-images.githubusercontent.com/26847380/107170800-d9783500-6986-11eb-94fd-88e677d415ca.png)
![image](https://user-images.githubusercontent.com/26847380/107170845-f57bd680-6986-11eb-9557-e6a11bc28b85.png)
![image](https://user-images.githubusercontent.com/26847380/107170949-3e338f80-6987-11eb-8b9c-65efa98a2a00.png)


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Not needed, the concept is visible with pictures.
Repository: flutter
Issue: Allow sharing configurations between flavors on iOS
Labels: c: new feature,platform-ios,tool,t: xcode,c: proposal,a: build,P3,team-ios,triaged-ios

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## Use case

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In my flutter project, i have two flavors(xxx & yyy).
I think it is not need to create two debug/release/profile configurations.
because everyone configuration could adapt to all flavors.
N flavor create 3 * N configurations, will reduce 3 * N * N signing

## Proposal

![63C71B0D-B29F-4DBC-A8B0-FAFF5E630453](https://user-images.githubusercontent.com/8845083/107182994-d29a0280-6a18-11eb-902a-334e075a0bf3.png)

```shell
The Xcode project defines build configurations: Debug, Release, Profile
Flutter expects a build configuration named Debug-xxx or similar.
Open Xcode to fix the problem:
  open ios/Runner.xcworkspace
1. Click on "Runner" in the project navigator.
2. Ensure the Runner PROJECT is selected, not the Runner TARGET.
3. Click the Editor->Add Configuration->Duplicate "Debug" Configuration.

   If this option is disabled, it is likely you have the target selected instead
   of the project; see:
   https://stackoverflow.com/questions/19842746/adding-a-build-configuration-in-xcode

   If you have created a completely custom set of build configurations,
   you can set the FLUTTER_BUILD_MODE=debug
   in the .xcconfig file for that configuration and run from Xcode.

4. If you are not using completely custom build configurations, name the newly created configuration debug.
Could not build the application for the simulator.
Error launching application on iPhone 12 mini.
```

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Repository: node
Issue: Fails to apply daylight savings adjustments to timezone when TZ env variable set to :/etc/localtime
Labels: i18n-api,icu

* **Version**: v12.20.1
* **Platform**: 3.10.0-1160.11.1.el7.x86_64 x86_64 GNU/Linux and 5.4.72-microsoft-standard-WSL2 x86_64 GNU/Linux
* **Subsystem**:

### What steps will reproduce the bug?

I am located in Sydney, Australia. We're now in Summer. Sydney's timezone is usually UTC+10 (AEST) but now daylight savings is in force, so it's UTC+11 (AEDT).

On my Linux environments, **/etc/localtime** is a symlink to **/usr/share/zoneinfo/Australia/Sydney**.

When the TZ env variable is set to :/etc/localtime, Node.js correctly detects the timezone, but fails to apply daylight savings adjustments.

But when the TZ env variable is NOT set or is set to 'Australia/Sydney', Node.js correctly determines the timezone and applies correct daylight savings adjustment.

**Test 1 - Set TZ env variable to :/etc/localtime and execute Date() function in node**

`export TZ=:/etc/localtime`
`node`
`Date();`

This returns the INCORRECT result:

'Mon Feb 08 2021 14:41:24 GMT+1000 (GMT+10:00)'


**Test 2 - Set TZ env variable to "Australia/Sydney" and execute Date() function in node**

`export TZ="Australia/Sydney"`
`node`
`Date();`

This returns the correct result:

'Mon Feb 08 2021 15:41:48 GMT+1100 (Australian Eastern Daylight Time)'

**Test 3 - Unset TZ env variable and execute Date() function in node**

`unset TZ`
`node`
`Date();`

This also returns the correct result:

'Mon Feb 08 2021 15:41:48 GMT+1100 (Australian Eastern Daylight Time)'
Repository: flutter
Issue: [windows][proposal] pre-check the path for spaces before building and provide an error message instead of trying to build
Labels: tool,c: proposal,a: desktop,P2,team-tool,triaged-tool

Some users are getting `Microsoft.CppCommon.targets(234,5): error MSB6006: "cmd.exe"` when they have a space(s) in their app path.

### Propoosal
This doesn't reproduce every time but for some users, after a discussion with @stuartmorgan, It makes sense to check for spaces in the path before building windows in case  "if it can't be fixed it in CMake, CMake or build-driving logic not escaping spaces sufficiently" (paraphrasing).
Repository: PowerToys
Issue: [Image Resizer] Option to hide "Resize pictures here" drag context entry on move right-click
Labels: Idea-Enhancement,Product-Image Resizer

## 📝 Provide a description of the new feature

Hi, noob here.
Could we get an option to **remove** the _Resize pictures here_ entry
from the right-click drag menu in the screenshot?
I don't mind it so much in the regular right-click context menu,
but sandwiched right between the _Copy here_ and _Move here_ entries is just annoying.
At the very least move it down so it's the **third** entry.
Thanks!

![Imgur](https://i.imgur.com/nOyEac7.png)
Repository: pytorch
Issue: discrepancies between TorchConfigVersion.cmake to git branch
Labels: module: build,triaged

Hi, 
I'm compiling libtorch from source and i wanted to compile specific version 1.7.1. I'm in branch v1.7.1.
I expect that the content TorchConfigVersion.cmake after installing libtorch will point to 1.7.1 but it point to 1.7.0.

I saw this thread about it: https://github.com/pytorch/pytorch/issues/20525 
It seems that the problem were fixed for this specific version but not for v1.7.1.



cc @malfet @seemethere @walterddr
Repository: rust
Issue: When a variable is incorrectly used in a closure, error points to the source of the borrow, not the variable
Labels: C-enhancement,A-diagnostics,A-lifetimes,A-closures,A-borrow-checker,T-compiler,D-papercut

Unhelpful diagnostic. It's technically correct, but points to a variable that isn't the direct cause of the problem, obscuring the actual issue.

[playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=ad0cd1b3e4862593ae0c64b6650a0579)

```rust
fn indirect(source: &str) {
    let actual_variable = &source[..];
    
    std::thread::spawn(move || {
        drop(actual_variable);
    });
}
```

> error[E0621]: explicit lifetime required in the type of `source`
> fn indirect(source: &str) {
  |                     ---- help: add explicit lifetime `'static` to the type of `source`: `&'static 


The problem here (apart from #69350) is that the `source` argument is not used directly in the closure.  Searching closure's code for the `source` variable won't find it. `let source = source.to_owned()` will not help. In non-trivial functions this diagnostic is very puzzling, because it appears to complain about an unused/unrelated variable.

Fixing this problem requires user to *manually* find and trace all places where the `source` arg has been borrowed, which could end up being in the closure. This may be difficult when borrowing is obscured by function calls or match ergonomics.

The error should point to `actual_variable`. Instead of tracing the lifetime all the way to its origin, it would be more helpful to trace it to the binding that ended up captured by the closure:

```text
fn indirect(source: &str) {
    let actual_variable = &source[..];
        ^^^^^^^^^^^^^^^
...
    std::thread::spawn(move || {
        drop(actual_variable);
             ^^^^^^^^^^^^^^^
```


Another case:

```rust
fn indirect(source: i32) {
    let foo = obscure(&source);
    let actual_variable = foo;
    
    std::thread::spawn(move || {
        drop(actual_variable);
    });
}

fn obscure(x: &i32) -> &i32 { x }
```

```text
2 |     let foo = obscure(&source);
  |               --------^^^^^^^-
  |               |       |
  |               |       borrowed value does not live long enough
  |               argument requires that `source` is borrowed for `'static`
```

complains about the `source` and the call to `obscure`, which is wrong on both fronts, because the problem is about `actual_variable` and the call to `spawn`.
Repository: ant-design
Issue: Make Switch draggable
Labels: Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### What problem does this feature solve?
It would be a nice improvement
- ~~accessibility: if the switch was focusable with keyboard~~
- UX: if the switch could be dragged like on iPhone

see react-switch implementation for keyboad focus and drag behavior, note: if you drag the toggle only by a bit, it won't toggle but go back. Only if you drag over 50% then it will go to the other side. 

- Demo https://react-switch.netlify.app/
- NPM https://www.npmjs.com/package/react-switch


### What does the proposed API look like?
no change or optionally similar to react-switch


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Repository: godot
Issue: The FileDialog could not get the path to the file correctly
Labels: bug,platform:windows,topic:porting,confirmed,topic:gui

**Godot version:**
3.2.3 and also 3.2.4 rc1

**OS/device including version:**
at least windows 10

**Issue description:**
When you select a file in a FileDialog in file system mode, it won't return a path with current driver.

For example:

```
actual path: D:\foo\bar.png
expected result:
  current_path = D:/foo/bar.png or D://foo/bar.png
actual result:
  current_path = /foo/bar.png
```
When I open the file on the default drive, this is no problem. But this can cause confusion when I open files on other drives.
Repository: scrcpy
Issue: Cannot keep connection using TCP/IP
Labels: adbtcp,adb

**Environment**
 - OS: PopOS
 - scrcpy version: 1.14
 - installation method: apt
 - device model: HUAWEI CLT-L09
 - Android version: 10

**Describe the bug**
I'm able to start the tcpip server, `adb tcpip 5555`
Able to connect to the phone, and start scrcpy
When I disconnect the USB cable from the phone to the computer it close the connection, with `adb devices` nothing show up.
Repository: flutter
Issue: Cannot use gesture recognizer in a text span with no text
Labels: framework,f: gestures,has reproducible steps,P2,found in release: 3.7,found in release: 3.9,team-framework,triaged-framework

## Steps to Reproduce

```dart
import 'package:flutter/painting.dart';

void main() => TextSpan(semanticsLabel: '').computeSemanticsInformation([]);
```

**Expected results:**
Should work

**Actual results:**

```console
E/flutter (30289): [ERROR:flutter/lib/ui/ui_dart_state.cc(177)] Unhandled Exception: Null check operator used on a null value
E/flutter (30289): #0      TextSpan.computeSemanticsInformation (package:flutter/src/painting/text_span.dart:318:13)
E/flutter (30289): #1      main (package:bug/main.dart:3:45)
E/flutter (30289): #2      _runMainZoned.<anonymous closure>.<anonymous closure> (dart:ui/hooks.dart:231:25)
E/flutter (30289): #3      _rootRun (dart:async/zone.dart:1190:13)
E/flutter (30289): #4      _CustomZone.run (dart:async/zone.dart:1093:19)
E/flutter (30289): #5      _runZoned (dart:async/zone.dart:1630:10)
E/flutter (30289): #6      runZonedGuarded (dart:async/zone.dart:1618:12)
E/flutter (30289): #7      _runMainZoned.<anonymous closure> (dart:ui/hooks.dart:223:5)
E/flutter (30289): #8      _startIsolate.<anonymous closure> (dart:isolate-patch/isolate_patch.dart:301:19)
E/flutter (30289): #9      _RawReceivePortImpl._handleMessage (dart:isolate-patch/isolate_patch.dart:168:12)
```

<details>
  <summary>Logs</summary>

```
[✓] Flutter (Channel stable, 1.22.6, on macOS 11.1 20C69 darwin-x64, locale en-BY)
    • Flutter version 1.22.6 at /Users/nikitadold/development/flutter
    • Framework revision 9b2d32b605 (2 weeks ago), 2021-01-22 14:36:39 -0800
    • Engine revision 2f0af37152
    • Dart version 2.10.5
```

</details>

This is not a valid null check
https://github.com/flutter/flutter/blob/02d441ea55b328133c266991f43b0a1148edb63f/packages/flutter/lib/src/painting/text_span.dart#L280-L288
Repository: godot
Issue: Flat Button does not ignore the Focus style
Labels: bug,discussion,topic:gui

**Godot version:**
3.2 all versions including 3.2.4.rc1

**OS/device including version:**
Ubuntu 20.10

**Issue description:**
A `Button` with the [`flat`](https://docs.godotengine.org/en/latest/classes/class_button.html#class-button-property-flat) property enabled, should ignore the decorations (styles) applied to it. However, it doesn't ignore the `Focus` style applied to it.

**Steps to reproduce:**
Create a `Button`, enable the `flat` property and apply a `Focus` `StyleBox`. Run the game and click the button to focus it, notice that the `Focus` `StyleBox` is applied. Note that the `Normal`, `Hover` and `Disabled` styles are not applied as expected.

**Minimal reproduction project:**
[FlatButtonFocusBug.zip](https://github.com/godotengine/godot/files/5943357/FlatButtonFocusBug.zip)
Repository: storybook
Issue: Parameter properties of imported TypeScript classes don't get set
Labels: bug,has workaround,typescript

**Describe the bug**
[Parameter properties](https://www.typescriptlang.org/docs/handbook/2/classes.html#parameter-properties) of classes defined in TypeScript modules are accepted as valid syntax but don't get set as expected. Instead, they remain `undefined`.

**To Reproduce**

File `foo.stories.tsx`:

```typescript
import {Foo} from "./Foo";

const f = new Foo("foo");
```

File `foo.tsx`:

```typescript
export class Foo {
    constructor(public state: string) {
        console.log("State before:", this.state);
        this.state = state;
        console.log("State after:", this.state);
    }
}
```


**Expected behavior**
The console output should read

```
State before: "foo"
State after: "foo"
```

but in reality it is

```
State before: undefined
State after: "foo"
```

FWIW, if I don't set `this.state` manually like I do above, it will remain `undefined`. (I.e., `f.state` in the story will also be undefined.) Also, if I move the class from `foo.tsx` to `foo.stories.tsx`, the issue will go away.


**System**

```
$ npx sb@next info

Environment Info:

  System:
    OS: Linux 5.8 Ubuntu 20.04.2 LTS (Focal Fossa)
    CPU: (8) x64 Intel(R) Core(TM) i7-10510U CPU @ 1.80GHz
  Binaries:
    Node: 14.15.4 - /usr/bin/node
    Yarn: 1.22.5 - /usr/bin/yarn
    npm: 6.14.10 - /usr/bin/npm
  Browsers:
    Chrome: 88.0.4324.96
    Firefox: 85.0
  npmPackages:
    @storybook/addon-actions: ^6.1.16 => 6.1.16 
    @storybook/addon-essentials: ^6.1.16 => 6.1.16 
    @storybook/addon-links: ^6.1.16 => 6.1.16 
    @storybook/react: ^6.1.16 => 6.1.16 
```

**Additional context**
[This issue](https://github.com/facebook/metro/issues/258) looks somewhat similar – maybe we're looking at same cause here?

**Post scriptum**
I'm new to Storybook, so I'm not sure what the state of the TypeScript support is. ([This issue](https://github.com/storybookjs/storybook/issues/13818) is saying that "Storybook is not meant to support TypeScript", whereas [the docs](https://storybook.js.org/docs/react/configure/typescript) state that

> Storybook has built-in Typescript support, so your Typescript project should work with zero configuration needed.

So what is it?

Also, as I don't want to run into similar issues in the future, can I somehow configure Storybook to use the TS compiler instead of Babel?
Repository: storybook
Issue: Add preview switching between React component markup and rendered HTML
Labels: feature request,addon: docs,block: source

When rendering doc pages through MDX, it'd be great to have `<Source>` elements that accept a `view` attribute that switches between the React component source and the rendered HTML output. 

Currently I'm globally transforming the output of the `<Source>` with Prettifier, but I really need to show both the component code and the rendered markup on the same docs page.
Repository: rust
Issue: Rustc cannot optimize sequence of copies while clang does.
Labels: I-slow,C-enhancement

I came from [here](https://users.rust-lang.org/t/why-rustc-cannot-optimize-sequence-of-copies-while-clang-does/55248). What I'd like to do is creating a function which writes `&'static str` wrapped with double quotation mark(") into memory, where the string can mostly be evaluated at compile time.

Simplified code:

https://godbolt.org/z/PqaWGW

After reading assembly output I figured out that it writes single `"` character first, copies string contents, and then writes `"` again.

However, when I re-implemented the exactly same operation in C, clang properly optimized this operation. In other words, it joined `"` and string contents at compilation time, and generated fewer instructions.

https://godbolt.org/z/x3Kqza

As SkiFire13 states in [his answer](https://users.rust-lang.org/t/why-rustc-cannot-optimize-sequence-of-copies-while-clang-does/55248/2?u=kogia_sima), this seems to be caused by passing `&'static str` as an argument. When I passed raw pointer directly, LLVM generated same instructions as clang.

It isn't actually serious bottleneck in my program, but I suspect that this is a bug around `&'static str` codegen.
Repository: ant-design
Issue: Modal form values are not included in the main form
Labels: Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/98l6f)

### Steps to reproduce
Step 1: Click on the add user button
Step 2: Fill the modal form then click on the OK button
Step 3: Fill the group name field
Step 4: Click on the submit button

### What is expected?
Check the console, the form should submit the group and the user list

### What is actually happening?
The form only submits the group value (without the user list)

### Comment
This bug is quite important to be fixed. Any other walkaround to include the modal form values to the main form?
| Environment | Info |
|---|---|
| antd | 4.12.2 |
| React | 16.13.1 |
| System | macos |
| Browser | Chrome88 |


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Repository: create-react-app
Issue: Bundle size increases after update CRA v2 -> v3.4.4
Labels: needs triage,issue: bug report



### Describe the bug

After upgrading CRA v2 -> v.3.4.4, when I run npm run build, the file sizes increase significantly.

### Did you try recovering your dependencies?

Yes, I removed locked files and node_modules and install from scratch

### Which terms did you search for in User Guide?

Terms: Bundle size increase, unmapped

### Environment
  current version of create-react-app: 3.4.4
  running from /Users/shivangi/.npm/_npx/40770/lib/node_modules/create-react-app

  System:
    OS: macOS 10.15.7
    CPU: (16) x64 Intel(R) Core(TM) i9-9880H CPU @ 2.30GHz
  Binaries:
    Node: 10.18.1 - ~/.nvm/versions/node/v10.18.1/bin/node
    Yarn: 1.22.5 - ~/.yarn/bin/yarn
    npm: 6.13.4 - ~/.nvm/versions/node/v10.18.1/bin/npm
  Browsers:
    Chrome: 88.0.4324.146
    Edge: Not Found
    Firefox: 84.0.2
    Safari: 14.0
  npmPackages:
    react:  16.14.0 
    react-dom:  16.14.0 
    react-scripts:  3.4.4 
  npmGlobalPackages:
    create-react-app: Not Found


### Steps to reproduce

<!--
  How would you describe your issue to someone who doesn’t know you or your project?
  Try to write a sequence of steps that anybody can repeat to see the issue.
-->

(Write your steps here:)

1) npm install
2) npm build
3) source-map-explorer 'build/static/js/*.js'

### Expected behavior

<!--
  How did you expect the tool to behave?
  It’s fine if you’re not sure your understanding is correct.
  Just write down what you thought would happen.
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Bundle sizes stay the same after the ugprade
source-map-explorer should not contain no-source

### Actual behavior

Vendor.js size increases by approx 3.26KB gzipped
<img width="901" alt="Screenshot 2021-01-06 at 4 43 23 PM" src="https://user-images.githubusercontent.com/52653865/107228152-561c1980-6a42-11eb-96ac-627fd606797f.png">
Repository: vscode
Issue: Investigate debug UI for highly concurrent languages
Labels: feature-request,debug

The need for this item arises from a discussion initiated by the Go debugger team and others for the debug adapter protocol:
- Paging support for threads https://github.com/microsoft/debug-adapter-protocol/issues/159
- Better support for large number of green-thread like things https://github.com/microsoft/debug-adapter-protocol/issues/169

Since it is difficult to work on the DAP spec without having a concrete UI in mind, I decided to start with a discussion of a concrete debug UI in VS Code for highly concurrent languages first.

It would be great if interested parties could provide input for this discussion.

/cc @testforstephen @polinasok @gregg-miskelly @hyangah @connor4312
Repository: flutter
Issue: [proposal] Ability to override context menu in webview_flutter
Labels: c: new feature,p: webview,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

I ran into a problem: I am using webview_flutter and I need to handle the long press gesture and show the context menu like in design, however now I can only display the context menu described in this package. Please give the opportunity to redefine this context menu. Could this be doing in the future?