sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Better support for case sensitive macOS
Labels: feature-request,file-explorer,macos,file-io


Issue Type: <b>Bug</b>

I have found a case where a GIT repo has two folders with different casing.
but VSCode only shows one directory

related to https://github.com/microsoft/vscode/issues/90983

VS Code version: Code - Insiders 1.44.0-insider (20b88fa0694cae8e46ffd305a1450ba58ae6065b, 2020-04-01T08:34:11.087Z)
OS version: Darwin x64 19.4.0

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-8850H CPU @ 2.60GHz (12 x 2600)|
|GPU Status|2d_canvas: enabled<br>flash_3d: enabled<br>flash_stage3d: enabled<br>flash_stage3d_baseline: enabled<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>oop_rasterization: disabled_off<br>protected_video_decode: unavailable_off<br>rasterization: enabled<br>skia_renderer: disabled_off_ok<br>video_decode: enabled<br>viz_display_compositor: enabled_on<br>viz_hit_test_surface_layer: disabled_off_ok<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|3, 3, 3|
|Memory (System)|16.00GB (0.80GB free)|
|Process Argv|-psn_0_5612890|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (22)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-base64|ada|0.1.0
markdown-toc|Ala|1.5.6
inline-hasher|ale|1.0.0
spellright|ban|3.0.50
better-toml|bun|0.3.2
gotemplate|cas|0.3.0
hadolint|exi|0.3.0
github-actions|for|0.0.1
terraform|mau|1.4.0
markdown-shortcuts|mdi|0.12.0
vscode-docker|ms-|1.0.0
github-actions-vscode|Oma|2.7.0
vscode-yaml-sort|Pas|2.3.0
errorlens|Phi|1.1.3
vscode-yaml|red|0.7.2
vscode-gitweblinks|red|1.5.0
code-settings-sync|Sha|3.4.3
vscode-nginx|sha|0.6.0
shellcheck|tim|0.9.0
sort-lines|Tyr|1.9.0
vscode-icons|vsc|10.0.0
HCL|who|0.0.5


</details>
<!-- generated by issue reporter -->
Repository: TypeScript
Issue: JSDoc Object.<key, value> Syntax doesn't suport uppercase key type
Labels: Bug,Domain: JSDoc

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<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: 1.43.1, fe22a9645b44368865c0ba92e2fb881ff1afce94, x64
- OS Version: Ubuntu 18.04.4 LTS

Steps to Reproduce:

1. Use the type `Object.<String, Number>` in JSDoc.
2. Intellisense parses the type as `any`.
3. Change `String` to `string` (which should be equivalent; at least it is on all other occurrences)
4. Intellisense parses the type correctly as `{ [string]: number }`.

![grafik](https://user-images.githubusercontent.com/7782229/78258122-1075f280-74fb-11ea-992a-abb9afb503c5.png)


<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes
Repository: TypeScript
Issue: Parsing issue for call expression with type arguments following left-shift
Labels: Bug,Help Wanted,PursuitFellowship

**TypeScript Version:**  3.8.3

**Search Terms:** left shift, type parameter

**Expected behavior:** Syntax highlighting stays intact.

**Actual behavior:** Syntax highlighting breaks, even with ts-ignore.

**Code**
```ts
function alignof<T>(): number {
  return 1;
}

// works
function foo<T>(): number {
  return 1 >> alignof<T[]>();
}

// breaks
function bar<T>(): number {
  return 1 << alignof<T[]>();
}

// still breaks, does not ignore
function baz<T>(): number {
  // @ts-ignore
  return 1 << alignof<T[]>();
}
```

Looks like a rescan issue on potentially ambiguous `<` tokens, attempting to interpret as `1 < <type>`.

**Playground Link:** [Provided](https://www.typescriptlang.org/play/index.html#code/GYVwdgxgLglg9mABAQwDYwOZjsAPAFQD4AKASgC5EwQBbAIwFMAnRAbwFgAoRRJhqEEyQBGANxcAvly4B6GYgDucJgGsAzl1CRYCRMDhwCJClVqMWHbr36CRiQoRTosOAgG0AusfGcpnWfJ0fMjqmuDQ8Eh0yExGZJTU9MxsXDx8AkKIwoi4uE6Y2Hj4nt6S0pxyiGqwqKiIQQwhagA0iAAmcAxqVHBQiAXKDGHakfXIAF5xJonmKVaVAAJQagC0A3yp1hl2ufkuRSVkPhJAA)
Repository: rust
Issue: An std::fmt syntax to propagate formatting parameters
Labels: T-libs-api,C-feature-request

When implementing custom `fmt::Debug`/`Display` formatters for simple types such as in the following example, the straightforward implementation does not propagate formatting parameters:

```rust
pub struct Rectangle {
    pub origin: Point,
    pub size: Size,
}

impl fmt::Display for Rectangle {
    fn fmt(&self, formatter: &mut fmt::Formatter) -> fmt::Result {
        write!(formatter, "Rectangle({} at {})", size, origin)
    }
}
```

The implementation above unfortunately does not propagate formatting parameters.

```rust
// Prints each field ignoring formatting option, although we asked to show
// only a certain number of digits.
println!("rectangle = {:.2}", my_rectangle);
```

Would it make sense to allow the formatter to preserve its parameters through some syntax or another?

For example:

```rust
impl fmt::Display for Rectangle {
    fn fmt(&self, formatter: &mut fmt::Formatter) -> fmt::Result {
        // ~ or some other symbol informs the formatter to use formatting parameters
        // from the parent invocation.
        write!(formatter, "Rectangle({~} at {~})", size, origin)
    }
}
```
Repository: flutter
Issue: Deprecate legacy release tag parsing logic
Labels: team,tool,P3,c: tech-debt,team-tool,triaged-tool

Once it's safe to (full audit of the code would be necessary to determine this), remove the legacy flutter release tag parsing logic introduced in https://github.com/flutter/flutter/pull/53715.
Repository: flutter
Issue: Support adding certain widgets inside CustomScrollViews aka, loosen Sliver requirements.
Labels: c: new feature,framework,f: scrolling,c: proposal,P3,team-framework,triaged-framework

I have a CustomScrollView and I want to wrap my widgets with certain widgets that are not slivers, but don't really affect the rendering of the widgets, e.g. `GestureDetector`. I know it's not a sliver, but its child is. I have to then wrap it with a `SliverToBoxAdaptor` and then change its child to a non-sliver component. 

Is this something I need to get over or is it something we can add to Flutter?
Repository: angular
Issue: Inline CSS from Angular Animations lost when reattaching Route Snapshot
Labels: type: bug/fix,area: animations,freq2: medium,area: router,state: needs more investigation,P3

# 🐞 bug report

### Affected Package
@angular/animations
@angular/router

### Is this a regression?
Behavior started with angular 9

### Description
When using a Custom Route Reuse strategy the css that had been applied via an angular animation disappears leaving the element in neither "animation state"


## 🔬 Minimal Reproduction
https://github.com/IanNMarshall/angular9-animations-example

#### Steps to reproduce
```
$ ng serve
```
1. Click the "animation" button to be routed to /animation 
2. Toggle the animation any number of times or none at all
3. Click home to navigate away
4. Click "animation" again and the animation css has been removed, it is in neither the open or closed state.
5. Additionally if you now toggle the animation it works for all future routing

#### Working example
Same src as above example but pre angular 9, works as expected, keeps animation state.
https://github.com/IanNMarshall/angular8-animation-example

## 🌍  Your Environment
```
Angular CLI: 9.1.0
Node: 12.13.0
OS: darwin x64

Angular: 
... 
Ivy Workspace: 

Package                      Version
------------------------------------------------------
@angular-devkit/architect    0.901.0
@angular-devkit/core         9.1.0
@angular-devkit/schematics   9.1.0
@schematics/angular          9.1.0
@schematics/update           0.901.0
rxjs                         6.5.4
```
**Anything else relevant?**
Could not mimic this behavior with [style] binding or setAttribute("style") seems to only happen with animations.
Repository: rust
Issue: Cloned sockets are inherited by child processes on windows
Labels: O-windows,T-libs-api,C-bug,A-io,A-process

Given this test code running on Windows 10 compiled with rustc 1.41.0:

```rust
use std::{net::UdpSocket, os::windows::io::AsRawSocket, process::Command};
use winapi::{
    shared::minwindef::DWORD,
    um::{handleapi, winbase, winnt},
};

fn main() -> std::io::Result<()> {
    let socket1 = UdpSocket::bind("0.0.0.0:9999")?;
    let socket2 = socket1.try_clone()?;

    let mut flags: DWORD = 0;
    unsafe {
        handleapi::GetHandleInformation(socket1.as_raw_socket() as winnt::HANDLE, &mut flags);
    }
    println!(
        "socket 1 HANDLE_FLAG_INHERIT is set: {}",
        ((flags & winbase::HANDLE_FLAG_INHERIT) != 0)
    );

    unsafe {
        handleapi::GetHandleInformation(socket2.as_raw_socket() as winnt::HANDLE, &mut flags);
    }
    println!(
        "socket 2 HANDLE_FLAG_INHERIT is set: {}",
        ((flags & winbase::HANDLE_FLAG_INHERIT) != 0)
    );

    Command::new("notepad.exe").spawn()?;
    Ok(())
}
```

I would expect UDP port 9999 to no longer be listening after the code terminates and I would expect both `socket1` and `socket2` to report `false` on the state of their `HANDLE_FLAG_INHERIT`.

Instead port 9999 remains in a listening state until I close the spawned child process `notepad` and `socket2` shows that its `HANDLE_FLAG_INHERIT` is set.

This appears to have been introduced in rust 1.38.0 via PR #60260 which now sets the `WSA_FLAG_NO_HANDLE_INHERIT` in `WSASocketW` instead of explicitly clearing the `HANDLE_FLAG_INHERIT` with `SetHandleInformation`. Just to confirm, I have compiled this against `nightly-2019-07-26-x86_64-pc-windows-msvc` (before PR) and `nightly-2019-07-27-x86_64-pc-windows-msvc` (after PR) and this code behaves as expected before the PR.

On the surface that PR looks solid and I would totally expect it to work. However it seems (surprisingly) that setting the `WSA_FLAG_NO_HANDLE_INHERIT` flag on a duplicated socket is not effective. I have googled until I could google no longer and alas have found no mention of this behavior.

As a workaround, doing something like:

```
let in_socket = socket.try_clone()?;
unsafe {
    handleapi::SetHandleInformation(in_socket.as_raw_socket() as winnt::HANDLE, winbase::HANDLE_FLAG_INHERIT, 0)
};
```
fixes my use case.

Perhaps the correct fix is for [`duplicate`](https://github.com/rust-lang/rust/blob/537ccdf3ac44c8c7a8d36cbdbe6fb224afabb7ae/src/libstd/sys/windows/net.rs#L189) to call [`set_no_inherit`](https://github.com/rust-lang/rust/blob/537ccdf3ac44c8c7a8d36cbdbe6fb224afabb7ae/src/libstd/sys/windows/net.rs#L356) unless it is a UWP app. However I would love it if someone had deeper knowledge as to why this behavior is as it is.
Repository: flutter
Issue: [gen_l10n] Allow developer to select subset of localizations to add to application
Labels: c: new feature,framework,a: internationalization,c: proposal,P3,team-framework,triaged-framework

Currently, all localizations files are generated in a Flutter application using the `gen_l10n` tool. We should consider including ways that the Flutter developer can select which localizations to include in their application. The only way right now is to manually modify the lookup method in the localizations delegate class and remove unneeded Dart files from their app, but it would be nice to have some built-in functionality to do this.

For example:
1. Flutter app contains localizations for 15 locales. However, it only wants 2-3 locales for a specific version of their app.
2. Developer can run `gen_l10n` tool, then remove localizations files they do not want and modify generate localizations delegate class to only return the localization delegates they're interested in.
Repository: flutter
Issue: [web] add other locales to a11y enable button
Labels: c: new feature,engine,a: accessibility,platform-web,P2,team-web,triaged-web

The button to enable a11y only has aria-label in english.

We should internationalize the aria-label to make sure that a11y instruction is understandable.
Repository: godot
Issue: 5.1 AudioStreams not playing all channels
Labels: bug,topic:audio

**Godot version:**
b0eca5828

**OS/device including version:**
Windows/Linux

**Issue description:**
Trying to play a 5.1 ogg file in godot causes it to only play a few channels, this results in the audio playback not being what it should be.

**Steps to reproduce:**
Use a 5.1 ogg audio file and try to play it through AudioStreamPlayer

I do not have any 5.1 vorbis audio file that I can share on me, so if anyone could provide it for testing that would be great.
Repository: flutter
Issue: CanvasKit backend should collect "text_layout" benchmark data
Labels: engine,platform-web,e: web_canvaskit,P3,team-web,triaged-web

We currently track this for the DOM backend. We should do the same for CanvasKit.

/cc @mdebbar @hterkelsen
Repository: godot
Issue: Path2D shouldn't be editable with tool other than select
Labels: enhancement,topic:editor,usability

**Godot version:**
3.2.1

**Issue description:**
I was really surprised when I tried to measure something with Ruler Tool and it added a point to my Path2D. I was slightly less surprised (but still) when I tried to move my Path2D with Move Tool and it also added a point.

Polygon2D doesn't do this. When you use Move Tool, it actually moves instead of adding unexpected points. You can only place points with Select Tool. Path2D should work like that too.
Repository: flutter
Issue: Nested packages won't work
Labels: tool,c: proposal,P3,team-tool,triaged-tool

## Steps to Reproduce

The idea here is to create a package that will evolve along with one or more applications that use it. The logical course of action is to create a nested package inside an application so we can modify and debug the package while the application evolves, also, keeping the dependencies of this package apart from the application's dependencies, even share the package along different teams as a git submodule.

1. Create a new Flutter project with flutter create...
2. Inside the application's lib folder, create a new Flutter package with flutter create --template=package
3. Add the package as path dependency in the application's pubspe.yaml
4. Change the application sample code to use the Calculator sample code created in the package to add +1 to the counter state of the application sample.

## Expected behavior:

✅ Be able to set a breakpoint inside the package's Calculator class and make VSCode pause on it when the (+) button is hit. Works fine.
🟥 Add a `print("Hello, console");` to the Calculator.addOne method (i.e.: change the code of the package) and see that change in hot reload. Doesn't work.

IMPORTANT:
I know it is possible to use the package if we import as a folder of the root project (i.e.: instead of `import 'package:pkgname/pkgfile.dart'`, use `import 'package:appname/pkgfolder/lib/pkgfile.dart'`. But this solution will use the root pubspec.yaml, not the package's one (so we don't have a separated list of dependencies for the library we're building).

NOTICE: saving code inside the package folder indeed triggers a hot reload, but it says "Reloaded 0 of 481 libraries" (i.e.: it doesn't reload the code, just knows it changed).

Related: https://github.com/flutter/flutter/issues/49028

## Logs

```
(no related log generated)
```

```
[√] Flutter (Channel stable, v1.12.13+hotfix.9, on Microsoft Windows [Version 10.0.18362.720], locale pt-BR)
    • Flutter version 1.12.13+hotfix.9 at C:\Flutter
    • Framework revision f139b11009 (3 days ago), 2020-03-30 13:57:30 -0700
    • Engine revision af51afceb8
    • Dart version 2.7.2

(non relevant parts ommited)
```
Repository: godot
Issue: Custom compile of godot engine doesn't work with GDNative C++
Labels: discussion,topic:gdextension

**Godot version:**
3.2.1-stable.custom

**OS/device including version:**
Windows 10.0.18362
Visual Studio 2019

**Issue description:**
If I compile 3.2.1 godot engine, then run a game that uses a C++ GDNativeScript dll, the dll is sometimes (not always) receiving garbage parameters.  But the same dll works fine with 3.2.1-stable-official, downloaded from godotengine.org.  Both the custom build and the official build produce identical api.json

**Steps to reproduce:**

Compile Godot Editor:
download the 3.2.1-stable source from https://github.com/godotengine/godot/releases 
extract, cd in to the directory
scons -j6 target=release_debug platform=windows 
cd bin
godot.windows.opt.tools.64.exe --gdnative-generate-json-api api_custom.json

Compile a C++ DLL:
git clone --recursive https://github.com/GodotNativeTools/godot-cpp
cd godot-cpp
scons -j6 platform=windows generate_bindings=yes bits=64 use_custom_api_file=yes custom_api_file=api_custom.json target=release
cd ..  (where SConstruct for the dll project resides)
scons target=release

Set it up so that gdscript is calling the dll with some functions and parameters.  Press play in the custom compiled godot editor.  The dll runs, is able to print things, but receives garbage parameters.

I want to stress that I very carefully made sure the api.json I gave to my custom compiled project matched the api.json produced by https://downloads.tuxfamily.org/godotengine/3.2.1/Godot_v3.2.1-stable_win64.exe.zip and that api.json matched the one output by my compiled godot editor.  

**Minimal reproduction project:**
After two days on this morning to night, I've given up.  I'm sorry, but I'm just not up to spending another minute on this.  But I am curious if there are any easy answers.  I can't for the life of me figure out why the stable-official version works and my custom compiled version does not.  If anyone could tell me what was magically done different in compiling the stable-official binary, I'd greatly appreciate it. The stable-official binary is 64089328 bytes.  The one I compiled, that is supposed to be identical, is 56765440 bytes.
Repository: rust
Issue: Infinite recursion is not catched by the compiler.
Labels: C-enhancement,A-lints,T-compiler

Hi, consider this code:

```rust
#![deny(unconditional_recursion)]

struct Object {
    
}

impl Object {
    // RENAME HERE:
    fn foo(&self) -> f32 {
        7.0
    }
}

impl ToObject for Object {
    fn to_object(&self) -> &Object {
        self
    }
}

trait ToObject {
    fn to_object(&self) -> &Object;
}


trait ObjectOps : ToObject {
    fn foo(&self) -> f32 {
        self.to_object().foo()
    }
}

impl<T:ToObject> ObjectOps for T {}

fn main() {
    let x = Object{};
    println!("{}",x.foo());
}
```

It works fine. Let's rename `foo` to `foo2` next to the comment "RENAME HERE". What happens is that this code has infinite recursion now and `rustc` doesn't report any error nor warning despite the usage of `#![deny(unconditional_recursion)]`. 

This is a serious problem, as a simple refactoring can cause something like that and it is very, very hard to debug, especially on WASM platform, where infinite recursion can just return a random number (it is UB). This problem could be solvable if I was able to write somehow `MAGIC::Object::foo(self.to_object())` instead of `self.to_object().foo()` but in such a way, that the methods from `ObjectOps` would not be visible in `MAGIC::Object`. Currently, when refactoring such code we can get infinite recursion and spend hours debugging it :(
Repository: flutter
Issue: [Web] open link in a new tab on mouse wheel click
Labels: c: new feature,framework,a: fidelity,f: gestures,platform-web,P3,team-web,triaged-web

On a flutter web page, center clicking on links does not open it in a new tab - instead it wants to scroll up and down.

Is this standard behavior? Will this change to feel like a normal web page?
Repository: react-native
Issue: xcode 11.4 build fatal error: module map file xxx/Build/Products/Debug-iphoneos/YogaKit/YogaKit.modulemap' not found
Labels: Platform: iOS,Impact: Crash,Tool: Xcode

Please provide all the information requested. Issues that do not follow this format are likely to stall.

## Description
fatal error: module map file '/Users/miaohao/Library/Developer/Xcode/DerivedData/apex_baojia2-cdczyhhwbgshmtbdymitajpzamao/Build/Products/Debug-iphoneos/YogaKit/YogaKit.modulemap' not found

## React Native version:
Run `react-native info` in your terminal and copy the results here.
System:
    OS: macOS 10.15.3
    CPU: (4) x64 Intel(R) Core(TM) i5-7360U CPU @ 2.30GHz
    Memory: 219.52 MB / 8.00 GB
    Shell: 5.7.1 - /bin/zsh
  Binaries:
    Node: 12.16.1 - /usr/local/bin/node
    Yarn: 1.22.0 - /usr/local/bin/yarn
    npm: 6.13.4 - /usr/local/bin/npm
    Watchman: 4.9.0 - /usr/local/bin/watchman
  Managers:
    CocoaPods: 1.8.4 - /usr/local/bin/pod
  SDKs:
    iOS SDK:
      Platforms: iOS 13.4, DriverKit 19.0, macOS 10.15, tvOS 13.4, watchOS 6.2
    Android SDK:
      API Levels: 23, 24, 25, 26, 27, 28, 29
      Build Tools: 26.0.2, 28.0.3
      System Images: android-23 | Android TV Intel x86 Atom, android-23 | Google APIs Intel x86 Atom, android-28 | Google APIs Intel x86 Atom, android-29 | Google Play Intel x86 Atom
      Android NDK: Not Found
  IDEs:
    Android Studio: 3.6 AI-192.7142.36.36.6241897
    Xcode: 11.4/11E146 - /usr/bin/xcodebuild
  Languages:
    Python: 2.7.16 - /usr/local/bin/python
  npmPackages:
    @react-native-community/cli: Not Found
    react: 16.11.0 => 16.11.0 
    react-native: 0.62.0 => 0.62.0 
  npmGlobalPackages:
    *react-native*: Not Found
## Steps To Reproduce
Provide a detailed list of steps that reproduce the issue.

1.react-native init XXX
2.cd ios && pod install
3. xcode Product/build

## Expected Results
Describe what you expected to happen.

## Snack, code example, screenshot, or link to a repository:
Please provide a Snack (https://snack.expo.io/), a link to a repository on GitHub, or provide a minimal code example that reproduces the problem.
You may provide a screenshot of the application if you think it is relevant to your bug report.
Here are some tips for providing a minimal example: https://stackoverflow.com/help/mcve
![image](https://user-images.githubusercontent.com/27323629/78332197-1c74b980-75ba-11ea-90ea-09dfe4dffe31.png)
![image](https://user-images.githubusercontent.com/27323629/78332211-2696b800-75ba-11ea-83e7-186e7294c636.png)