sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [pigeon] let Java FlutterApis be invoked with null callbacks
Labels: package,team-ecosystem,p: pigeon,P3,triaged-ecosystem

I had IDL with

```dart
@FlutterApi()
abstract class FlutterBookApi {
  void displayBookDetails(Book book);
}
```

it created Java code

```java
public interface Reply<T> {
  void reply(T reply);
}
public void displayBookDetails(Book argInput, Reply<Void> callback) {
  BasicMessageChannel<Object> channel =
      new BasicMessageChannel<Object>(binaryMessenger, "dev.flutter.pigeon.FlutterBookApi.displayBookDetails", new StandardMessageCodec());
  HashMap inputMap = argInput.toMap();
  channel.send(inputMap, new BasicMessageChannel.Reply<Object>() {
    public void reply(Object channelReply) {
      callback.reply(null);
    }
  });
}
```

but if I don't care about the result, I can't pass null to callback since it doesn't null check and can crash. 

cc @gaaclarke
Repository: opencv
Issue: OpenCV wont exit properly when using detectMultiScale on CascadeClassifier
Labels: incomplete

Expected behaviour

When using detectMultiScale I expect python to do a clean exit.

`faces = FACE_CLASSIFIER.detectMultiScale(gray, scaleFactor=SCALE_FACTOR, minNeighbors=MIN_NEIGHBORS)`
Actual behaviour

Python is unable to do a clean exits and crashes. The method still works however but the application wont do a clean exit.

I discovered that the problem is related to specific opencv-contrib-python packgages.

These versions fail to run the application with clean exit.

```
pip3 install opencv-contrib-python==3.4.9.31
pip3 install opencv-contrib-python==3.4.9.33
pip3 install opencv-contrib-python==4.2.0.32
```

I have tested the following packages and they all work.

```
pip3 install opencv-contrib-python==3.4.2.16
pip3 install opencv-contrib-python==3.4.2.17
pip3 install opencv-contrib-python==3.4.3.18
```

These versions all introduce this warning but it still works.
`[ WARN:1] terminating async callback`

```
pip3 install opencv-contrib-python==3.4.4.19
pip3 install opencv-contrib-python==3.4.5.20
pip3 install opencv-contrib-python==3.4.6.27
pip3 install opencv-contrib-python==3.4.7.28
pip3 install opencv-contrib-python==3.4.8.29
pip3 install opencv-contrib-python==4.0.0.21
pip3 install opencv-contrib-python==4.0.1.23
pip3 install opencv-contrib-python==4.0.1.24
pip3 install opencv-contrib-python==4.1.0.25
```

These version all introduce this warning but it still works.
`[ WARN:0] global C:\projects\opencv-python\opencv\modules\videoio\src\cap_msmf.cpp (674) SourceReaderCB::~SourceReaderCB terminating async callback`

```
pip3 install opencv-contrib-python==4.1.1.26
pip3 install opencv-contrib-python==4.1.2.30
```

Steps to reproduce

**Sample code**

I start with from commandline using
```
python face.py
```

face.py


```
import cv2

FACE_CLASSIFIER = cv2.CascadeClassifier(cv2.data.haarcascades + 'haarcascade_frontalface_default.xml')
SCALE_FACTOR = 1.5
MIN_NEIGHBORS = 5

video_capture = cv2.VideoCapture(0)

while True:
    # Capture frame-by-frame
    ret, frame = video_capture.read()
    gray = cv2.cvtColor(frame, cv2.COLOR_BGR2GRAY)

    # If this line is removed the program exits properly 
    faces = FACE_CLASSIFIER.detectMultiScale(gray, scaleFactor=SCALE_FACTOR, minNeighbors=MIN_NEIGHBORS)

    cv2.imshow('Video', frame)

    if cv2.waitKey(1) & 0xFF == ord('q'):
        break

video_capture.release()
cv2.destroyAllWindows()
```

System information

```
Microsoft Windows [Version 10.0.18363.836]

pip3 list
Package               Version
--------------------- --------
numpy                 1.18.5
opencv-contrib-python 3.4.9.33
pip                   20.1.1
setuptools            41.2.0

python --version
Python 3.7.7
```

More details can be found here.
[https://stackoverflow.com/questions/62211684/opencv-with-python-wont-exit-properly-when-using-detectmultiscale-on-cascadeclas](https://stackoverflow.com/questions/62211684/opencv-with-python-wont-exit-properly-when-using-detectmultiscale-on-cascadeclas)
Repository: godot
Issue: Changing the base class of a tool script after deleting a node holding it will throw errors
Labels: bug,topic:core,topic:gdscript,topic:editor

Godot 3.2.2 beta4

Steps to reproduce:
1) Create a `tool` script extending `Node`
2) Create a `Node` in the scene, and place the script on it
3) Delete the node
4) Change the base class of the script to `Spatial`: this error gets logged:
```
ERROR: Script inherits from native type 'Spatial', so it can't be instanced in object of type 'Node'.
   At: modules/gdscript/gdscript.cpp:325
```

I suspect it's a side-effect of the fact Godot implements undo/redo by *never actually deleting nodes*, instead it just removes it from the tree and puts it in the undo history. However tool scripts inside that history continue to exist, and possibly even run.
Repository: PowerToys
Issue: Double click on titlebar to minimize window
Labels: Idea-New PowerToy,Product-Tweak UI Design

# Summary of the new feature/enhancement

On Mac you can double-click on the titlebar to minimize the window.
Great to cleanup the screen
Repository: godot
Issue: Godot freezing right before android debugging starts
Labels: platform:android,topic:editor,topic:porting

Godot Version: 3.2
OS: Windows

Issue description:
I followed all the steps in the official page teaching how to set Godot to work with Android, and when I tried to start debug, Godot stopped responding at this message:

Running on (name of device)
66%
Installing to device, please wait

No buttons really work, but Godot starts working again if I unplug my device.
If I change one of the export settings to something wrong, like proposily mistyping the debug keystore pass, the program runs perfectly, reach at 100% and tells me why it couldn't debug.
I don't it is something with my project, because it happened with multiple projects, even an empty one.

Not quite sure of what's going on, so my device is a Motorola Moto X4 and my Android Studio is at version 4.0.

![Anotação 2020-06-07 165424](https://user-images.githubusercontent.com/66573489/83980671-fb984f80-a8ed-11ea-8ed4-b95f4c090d6c.jpg)
Repository: ant-design
Issue: Table 树形数据下添加 showLine 属性
Labels: help wanted,💡 Feature Request,Inactive

- [ ] 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?
树形表格希望添加内置的类似 Tree 组件的连接线样式。https://ant.design/components/tree-cn/#components-tree-demo-line

### What does the proposed API look like?
同 https://ant.design/components/tree-cn/#components-tree-demo-line


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: flutter
Issue: all popups/dialog initiated using a widget W's context should be disposed automatically when the `W` is disposed
Labels: framework,f: material design,c: proposal,P2,team-design,triaged-design

## Use case
I am working on a flutter app that requires two separate widgets to be displayed on a specific orientation. To achieve that I have used an orientation builder widget and it works fine.

Both widgets are not interconnected at all and  both have their own set of Option Menu Items [ in simple words 3-dots menu in android] and context menu items [displayed on long press].

What happens is when I change orientation while keeping Option Menu or Context Menu Open in flutter app, it manages to be live even when the underlying widget is disposed and replaced by another widget. 

Let's call the currently visible widget as `root` widget.

I need to close these popups and dialogs that have been displayed using `root`'s context. 

I have also posted the same on [stackoverflow](https://stackoverflow.com/q/60561962/8112679).
I got an answer, which turns out to be working, but as a side effect, along with the dialog & popups that code also disposes of any screens that I have navigated to from the `root`. 

That is because the answer code relies on rebuilds of a widget which can happen at any time even if the widget is in the background.

So, Basically what I want to do is close all popups and dialogs on dispose of the `root`.

This description might feel a bit abstract, so if more details are required just ask me. I will update more details in the future if I am able to find a way to express the same via app code or screenshots

## Proposal
flutter should be able to remove all popup/dialogs rendered using the `root`'s context on `root` gets disposed of. 

I think The real problem is identifying only dialog/popup elements from the tree and removing them.
Repository: opencv
Issue: Add CuDNN 8 release support
Labels: feature,category: gpu/cuda (contrib),category: dnn

New CuDNN release introduced new libraries and headers layout and excluded some functions. See initial discussion and found issues in https://github.com/opencv/opencv/pull/17238. The PR is closed a s abandoned.

Found changes:
- introduced `cudnn_version.h` header with version information
- libcudnn is split on several libraries
- `cudnnGetConvolutionForwardAlgorithm` function removed, but it's used in OpenCV: https://github.com/opencv/opencv/blob/434014b05eee6bc92c693bc7a462008b6df05b33/modules/dnn/src/cuda4dnn/csl/cudnn/convolution.hpp#L262-L270
Repository: flutter
Issue: [PageView] Add/Remove page while staying on current page
Labels: c: new feature,framework,f: material design,c: proposal,P2,team-design,triaged-design

## Use case

Lets say I have an app which in first page of PageView shows list of suggestions based on location. If I select something I want to add a new page after first page which shows details about selected suggestion and to navigate user to the new page. This is fine and can be done. Now if I swipe more to the right and go back I would like for user to again see suggestions page and not details of selected suggestions. This is currently not possible because if I do any kind of modification of PageView pages which are before page user is currently looking at, user will see snap, and the page will automatically change. If I try to do something like controller.jumpToPage, after setting new page list, it will be okay but only if user has no gesture running at that point. If he is in middle of swiping, he will loose his gesture.

## Proposal

We could have additional methods available via controller or something else where we can insert/delete pages without notifying user about it, meaning this insertion/deletion should be aware and update page and offset of PageView automatically when page list changes.
Repository: godot
Issue: GUI/Control node in Viewport tree does not preview in layout mode in editor 
Labels: discussion,topic:editor,confirmed,topic:gui,topic:2d

**Godot version:**
3.2.1.stable

**OS/device including version:**
Windows10

**Issue description:**
The main scene of the demo, `gui_in_3d.tscn`, includes the scene `gui_panel_3d.tscn` which contains a Viewport and a 2D GUI Control CanvasItem node.  This 2D GUI Control node contains a panel with some buttons, sliders and other GUI components.  

When you run the demo, the code in `gui_3d.gd` maps mouse click events on the 3D rendered image to mouse click events on the 2D GUI Control, and it all works fine.

But, when you select the GUI in the node tree to make changes to the layout, all you see is a blank grey rectangle in the editor.

There's also a second problem -- if you merge the nodes from the scene into the main scene (to avoid the complexity of having a subscene), then the GUI panel appears as a black rectangle in 3D with no texture.  The mouse clicks still work, though.

It is a common requirement for little text based notices to appear in 3D above an object, for example to identify the object's name or to briefly flash up the points score for having shot it.  The use of a Viewport is currently the [only way](https://godotengine.org/qa/45599/flat-text-in-a-3d-environment) for producing this feature.  It would be nice if there was something like a `TextTexture` that could get it done in a more light-weight manner.

**Steps to reproduce:**
Load the [gui_in_3d](https://github.com/godotengine/godot-demo-projects/tree/master/viewport/gui_in_3d) demo project 

You can preview the `gui_panel_3d.tscn` scene in in 3D, like so:

![image](https://user-images.githubusercontent.com/677254/84015003-1f51a900-a973-11ea-9682-4f2d4ea6c939.png)

But when you select the GUI Control node, the preview is blank:

![image](https://user-images.githubusercontent.com/677254/84017111-1d3d1980-a976-11ea-9b5e-926fd4e03857.png)

One work-around is to temporarily drag the GUI Control node out of the Viewport node, make changes, and then drag it back into the Viewport node, but this shouldn't be necessary.

![image](https://user-images.githubusercontent.com/677254/84017203-3e056f00-a976-11ea-8fdb-bf006b351db3.png)

**Minimal reproduction project:**
Problem is produced directly on the demo project here:
https://github.com/godotengine/godot-demo-projects/tree/master/viewport/gui_in_3d
Repository: node
Issue: pipeline + generator - Premature close
Labels: stream

Version: 14.4.0
Platform: 64-bit (Windows)
Subsystem: stream

`pipeline` throws `Error [ERR_STREAM_PREMATURE_CLOSE]: Premature close` when:

1) There is a destination function **and** transformer function throws from `for await` block .
```javascript
// Expecting: Error: transformer
// Got: Error [ERR_STREAM_PREMATURE_CLOSE]: Premature close 
Stream.pipeline(
  Stream.Readable.from(['a', 'b', 'c']),
  async function* (readable) {    
    for await (const chunk of readable) {
      // If this line is moved before or after the `for await` a correct error is thrown
      throw new Error('transformer');
    }
  },
  // If destination function is removed a correct error is thrown
  async function (readable) {
    let result = '';
    for await (const chunk of readable) {
      result += chunk;
    }
    return result;
  },
  (error, val) => error ? console.error(error) : console.log(val)
)
```
2) The destination function throws from `for await` block
```javascript
// Expecting: Error: destination
// Got: Error [ERR_STREAM_PREMATURE_CLOSE]: Premature close 
Stream.pipeline(
  Stream.Readable.from(['a', 'b', 'c']),
  async function (readable) {
    let result = '';
    for await (const chunk of readable) {
      // If this line is moved before or after the `for await` a correct error is thrown
      throw new Error('destination');	
      result += chunk;      	
    }
    return result;
  },
  (error, val) => error ? console.error(error) : console.log(val)
)
```
3) The transformer or destination `return`s from `for await` block
```javascript
// Expecting: Pipeline resolved with the value returned from destination and unfinished streams being silently destroyed
// Got: Error [ERR_STREAM_PREMATURE_CLOSE]: Premature close 
Stream.pipeline(
  Stream.Readable.from(['a', 'b', 'c']),
  async function (readable) {
    for await (const chunk of readable) {
      // If this line is moved BEFORE `for await` - callback is NOT called AT ALL (node simply exits if it has nothing else to do)
      return 'foo';
    }
  },
  (error, val) => error ? console.error(error) : console.log(val)
)
```
Repository: rust
Issue: [ER] NonZeroX Step and better constructors
Labels: T-libs-api,C-feature-request,S-waiting-on-ACP

It could be nice to have std::iter::Step for the NonZeroX numbers, so in this code instead of having about 1000 unwrap:
```rust
fn main() {
    use std::num::NonZeroUsize;
    let nz = |x| NonZeroUsize::new(x).unwrap();
    for i in 1 .. 1_000 {
        println!("{:?}", nz(i));
    }
}
```
You only need two:
```rust
fn main() {
    use std::num::NonZeroUsize;
    let nz = |x| NonZeroUsize::new(x).unwrap();
    for i in nz(1) .. nz(1_000) {
        println!("{:?}", i);
    }
}
```
If also a const-generics-based constructor is added to stdlib then the number of run-time unwraps goes to zero (the two panics become compile-time):
```rust
fn main() {
    use std::num::nonzero_usize;
    for i in nonzero_usize::<1>() .. nonzero_usize::<1_000>() {
        println!("{:?}", i);
    }
}
```
A further improvement should come from const generics of arbitrary type (currently not allowed):
```rust
fn main() {
    use std::num::nonzero_usize;
    for i in nonzero::<1_usize>() .. nonzero::<1_000>() {
        println!("{:?}", i);
    }
}
```
Repository: terminal
Issue: Report to users publicly results of: Test Terminal in low-memory; slow hard disk conditions, measure/reduce working set, minimize number of used shared libraries; binary size
Labels: Help Wanted,Area-Performance,Product-Terminal,Issue-Task

In top bar we have `+` and `v` buttons.
![image](https://user-images.githubusercontent.com/1041752/84026945-787b0600-a98e-11ea-81af-1d90e2b8ac1e.png)

After not using Terminal for some time (the app was opened, but not used, e.g. after recovery from hibernation), sometimes there're up to 2-3 seconds passing between clicking on `v` and context menu drop down appearing. Maybe it's delay for reading "settings.json" or loading memory pages into physical mem and O.S. being slow, but it'd be nice to have some guarantees on this drop down appearing (it'd better say loading if this can take a lot of time).

Same for `+` button. It takes me up to 5 seconds hanging before the tab appears (I'm not even talking of the title being shown and WSLv1 bash started).

After I've used these buttons couple times, they become faster, but still lag noticeably:
`+` button maybe takes up to 100-200ms (judging by eye)
`v` has some 50-100ms delay

I wonder if these can be optimized to appear instantly and then do some loading, then one has a feeling that terminal does not hang and is doing some work.

It'd also be good if new tab instantly prints some temporary title, before the shell loads. Currently it's empty for up to 1 second (time of hanging + loading the shell inside the tab).

This is on version: 0.11.1333.0

It would also be nice to have these delays printed somewhere in the logs (maybe if some debugging mode is enabled), so we can easily pull them out, understanding that time-to-rendering may be hard to extract from the UI framework. But it'd be good to have for diagnostics, since terminal must be super-fast. E.g. I stopped using calc.exe and Windows Photo Viewer, since they take up to 5-10 seconds to load and render (probably because of using slow UI framework and requiring a lot of libraries loaded from disk), so I want my terminal + python loading fast for calculation needs :)

cc @DHowett-MSFT
Repository: rust
Issue: Consider adding #[must_use] to std::process::ExitStatus
Labels: C-enhancement,T-libs-api,A-process

Hi.  Normally, Rust makes it difficult to accidentally write code which ignores errors.  This is one of its great strengths.  However, the `std::process` API requires the user to explicitly check the process exit status.

(This issue is about the return value from `wait()`.  I am filing another one about `output()`.  See also #70186 which is about the return value from `spawn()`.)

Here's a demo of the problem.

```rust
use std::process::*;

fn main() {
    let command = ["ls","--no-such-option"];
    Command::new(command[0])
                     .args(&command[1..])
                     .spawn().expect("Failed spawn")
                     .wait().expect("Failed wait");
    println!("I ran {:?}", &command);
    
    println!("All went well!")
}
```

([Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=b2b8b8772a4f1e5135edfea6b7c5bd53))

It produces this output:
```
   Compiling playground v0.0.1 (/playground)
    Finished dev [unoptimized + debuginfo] target(s) in 0.98s
     Running `target/debug/playground`
ls: unrecognized option '--no-such-option'
Try 'ls --help' for more information.

Standard Output

I ran ["ls", "--no-such-option"]
All went well!
```

This is not optimal.  I think making `ExitStatus` be `#[must_use]` would be the best way to address this.  The code above would then generate a compiler error.  The programmer would be prompted to make an actual decision about the exit status.
Repository: rust
Issue: Tracking Issue for std::process error handling
Labels: T-libs-api,C-tracking-issue,A-process

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Hi.  This is a tracking issue for various error handling awkwardnesses in `std::process`.  It seemed useful to gather them together here.  I hope you consider this helpful.  I don't think this needs an RFC but I can make an RFC if people feel that would be best.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also uses as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Relevant RFCs and proposals:

 - https://github.com/rust-lang/rfcs/pull/3362 is a proposal to add a new methods to `Command` and a new `SubprocessError` type

### Platform-independent issues
<!--
Include each step required to complete the feature. Typically this is a PR
implementing a feature, followed by a PR that stabilises the feature. However
for larger features an implementation could be broken up into multiple PRs.
-->

- [ ] #70186 request for `#[must_use]` on `std::process::Child` (first cut in #81452)
- [ ] #73127 request for `#[must_use]` on `std::process::ExitStatus` (first cut in #81452)
- [ ] #73126 request for less hazardous version of `output()`
- [ ] #73125 request for affordance to make `Result` from `ExitStatus`

### Unix issues relating to `ExitStatusExt`

- [x] #73128 request for `std::os::unix::process::ExitStatusExt` `into_raw`
- [x] #73129 request for `std::os::unix::process::ExitStatusExt` `.coredumped()` method
Repository: pytorch
Issue: Broadcasting for torch.cross
Labels: feature,triaged,module: numpy,module: python array api

Cross products are useful in a number of situations (e.g., calculations of quaternion products), and it would be great if we could broadcast with `torch.cross` 

cc @mruberry @rgommers @asmeurer @leofang @AnirudhDagar @asi1024 @emcastillo @kmaehashi