sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: String Settings UI: Multiple edits loses data on Save
Labels: bug,settings-editor,confirmed

Testing #77427

I can put multiple settings into edit mode. When pressing "Enter" to commit an entry, the data from the other settings is lost.  Probably should only allow for editing of one setting at a time.

Repro:

* search for `validProper` settings to show the three `Valid Properties` settings:

![image](https://user-images.githubusercontent.com/1487073/62175273-e5932900-b2f1-11e9-9d6f-e80f26142eb1.png)

* Click "Add Item" on each one, add a value to each:

![image](https://user-images.githubusercontent.com/1487073/62175278-edeb6400-b2f1-11e9-951c-ead03a0f973a.png)

* With focus in the 3rd item, press "Enter" to commit the edit.  Result is that edit is committed, but the data from the others is lost:

![image](https://user-images.githubusercontent.com/1487073/62175287-fa6fbc80-b2f1-11e9-9bef-43ed436e2426.png)

Suggest that you can only edit one setting at a time.
Repository: flutter
Issue: Flutter tool bin path could be duplicate in Setting up the Framework development environment?
Labels: tool,d: api docs,P3,team-tool,triaged-tool

This isn't a bug exactly, it's just that I am looking at how to contribute to Flutter and the [`Setting up the Framework development environment`](https://github.com/flutter/flutter/wiki/Setting-up-the-Framework-development-environment) page says:

`7. Add this repository's bin directory to your path. That will let you use the flutter command in this directory more easily.`

Wouldn't this make a conflict in my machine, as I already have the `flutter` tool installed (the one that comes in the regular installation of Flutter)?
Repository: flutter
Issue: Simple improvement to "flutter upgrade" for error situations
Labels: tool,a: error message,P2,team-tool,triaged-tool

Flutter upgrade can result in:

```
Unable to upgrade Flutter: no origin repository configured. Run 'git remote add origin https://github.com/flutter/flutter' in /path/to/flutter/install
```

Attempting to add that remote as suggested can result in discovering it was already thee.

Here's a fix:  `flutter channel stable`

And it is pertinent to situations when there was no channel selected - no '*' in the list spat out by `flutter channel`

**Thus "Check channels with 'flutter channel' and do 'flutter channel stable' if none selected" could be added the "Unable to upgrade Flutter..." error output from `flutter upgrade`**
Repository: create-react-app
Issue: Remove @babel/plugin-proposal-object-rest-spread from default babel configuration
Labels: issue: proposal

### Is your proposal related to a problem?

This has been suggested in other issues (notably #5310) and pull requests (#5331). The pull request was closed with the comment:

> Unfortunately, I still don't trust that this works correctly. There's zero harm in including this plugin to be safe, so let's leave it for now.

There are a couple of places where this causes "harm":

- I am declaring Javascript expressions as parameters to higher order components, and these expressions are serialized and sent to the server. The object rest spread babel plugin injects a function call when using the rest operator in these expressions, causing them to fail to be interpreted and validated on the server.
- Perhaps more relevant to more people, transforming this code can cause additional debugging pain. This is not a trivial issue.

The addition of the `browsers` option to `package.json` is *awesome*. I've been craving a "leave my code the $#@& alone" setting, and setting development mode to latest chrome is *almost* that, except for the rest operator, and it's a pain!

### Describe the solution you'd like

Remove the inclusion of the `@babel/plugin-proposal-object-rest-spread` package by default. 
https://github.com/facebook/create-react-app/blob/bffc296a2c8967d46bed40d3120d82f2752496dc/packages/babel-preset-react-app/create.js#L161

### Describe alternatives you've considered

The obvious workaround is to use Object.assign, but this is an unnecessary restriction and prevents me from using a productive language feature.
Repository: TypeScript
Issue: Inconsistent type shown in QuickInfo in nested generic call
Labels: Bug

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<!-- Please try to reproduce the issue with `typescript@next`. It may have already been fixed. -->
**TypeScript Version:**  typescript@3.6.0-dev.20190730

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**

**Code**

```ts
declare function concat<T>(target: T[], source: readonly T[]): T[];
Array<string>()
  .reduce((acc, s) =>
    concat(acc, [s])
  , []);
```

**Expected behavior:**

acc type is always string[].

**Actual behavior:**

When put cursor on reduce, acc type is string[] but when put on acc, acc type is never[].

**Playground Link:** http://www.typescriptlang.org/play/index.html?strictFunctionTypes=false#code/CYUwxgNghgTiAEAzArgOzAFwJYHtXzDzCgwB4AVAPgAoNYBzEDALnnIG0BdAGngGccyGGBCs4UYHggBPNlwCUrDpwDcAKACCMGFGmk+GGFlT0a8tfHgA6OMGQjq1KGDC8+8+AF5KFywSIkTi687Hyc5pYh4SpAA

**Related Issues:** <!-- Did you find other bugs that looked similar? -->
Repository: vue
Issue: nested v-slot is not reactive when using abbreviated syntax (v-slot on component itself) combined with an v-if/v-else
Labels: bug,has workaround

### Version
2.6.10

### Reproduction link
[https://codesandbox.io/s/vue-template-j1w3r](https://codesandbox.io/s/vue-template-j1w3r)







### Steps to reproduce
In my example change the value by typing in the input field.
In the working example both values change.
In the not working example only the nested value changes.
The only difference is the wrapping `<template>` node

### What is expected?
scoped slot params (controllerSlotData) should be reactive in both cases

### What is actually happening?
scoped slot params (controllerSlotData) is not reative

---
The problem exists only when combining v-slot on component itself in combination with v-if/v-else

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Repository: terminal
Issue: Only regenerate our .metaproj when the .sln changes
Labels: Help Wanted,Area-Build,Product-Meta,Issue-Task

From #2168.

> This change could use some extra love - generating the metaproj takes a little while, as does parsing it. There might be a way to only generate the metaproj if it's changed, I didn't really investigate this, but presumably it could be done with a powershell script. I'll leave that for another work item in the future. 

This is that future work item
Repository: angular
Issue: routerLinkActive broken in ng-template Angular 8
Labels: type: bug/fix,freq2: medium,area: router,state: confirmed,router: directives,P3

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To expedite issue processing please search open and closed issues before submitting a new one.
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# 🐞 bug report

### Affected Package
The issue is caused by package @angular/router


### Is this a regression?

This was working in version 7.2


### Description

When rendering a link with the routerLinkActive attribute inside an ng-template the routerLinkActive class is not applied to the parent element if the element is outside of the ng-template.

## 🔬 Minimal Reproduction
[→ StackBlitz](https://stackblitz.com/edit/angular-routelinkactive-broken-template)

## 🌍  Your Environment

**Angular Version:**
<pre><code>"@angular/compiler": "8.1.3",
"@angular/core": "8.1.3",
"@angular/common": "8.1.3",
"@angular/router": "8.1.3"</code></pre>
[→ Link to package.json](https://stackblitz.com/edit/angular-routelinkactive-broken-template?file=package.json)
Repository: godot
Issue: Set frame of texture in particle2d
Labels: discussion,topic:rendering,documentation,topic:particles

In 3.1, Godot has moved the animated frames for a texture to CanvasItemMaterial. I can set the amount of frames, but would like to set which frame of the texture is showing. Is there a `set_particle_frame` or something similar that I can use to manually change the particle frame with code?  If not this would be a good addition
Repository: vue
Issue: Component is re-renedered when DOM changes around it
Labels: has workaround

### Version
2.6.10

### Reproduction link
[https://codepen.io/Richm8/pen/VoWZQZ](https://codepen.io/Richm8/pen/VoWZQZ)







### Steps to reproduce
In the attached codepen, Open console and then click on the toggle button, you'll see that the created and destroyed hooks are called for the `logger` component even though the component is not having any manipulations performed on it.

### What is expected?
The created and destroy hooks on `logger` not to be called

### What is actually happening?
The created and destroy hooks on `logger` are being called

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Repository: TypeScript
Issue: `deleteCount` param to `splice()` is not optional in es5 types
Labels: Bug,Domain: lib.d.ts

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<!-- Please try to reproduce the issue with `typescript@next`. It may have already been fixed. -->
**TypeScript Version:**  3.5.1

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** splice deleteCount

**Code**
Set the target to ES5 then

```ts
[1, 2, 3].splice(0); // should error. deleteCount missing
[1, 2, 3].splice(0, 3); // ok
```

**Expected behavior:**
`[1, 2, 3].splice(0);` not allowed

**Actual behavior:**
`[1, 2, 3].splice(0);` allowed

**Playground Link:** [this](https://www.typescriptlang.org/play/?target=1#code/NoRgNABATJDMC6A6AzgBwDYEsDGBTAFAAwCUA3BAPQUTIAWA9gK7oAmEuATh-R4hC7nS4ALrgDCTAHbCIAW0zJkmSQHMAUKEgwICFBhwFCcMpWr0A1kA)


`deleteCount` only become optional in ES6

ES5: https://www.ecma-international.org/ecma-262/5.1/#sec-15.4.4.12
ES6: https://www.ecma-international.org/ecma-262/6.0/#sec-array.prototype.splice
Repository: flutter
Issue: "no" locale should be autoconverted to "nb", or viceversa
Labels: engine,a: internationalization,c: proposal,customer: quill (g3),P2,team-engine,triaged-engine

Internal: b/292548354

It looks like 'nb' is not an officially deprecated locale name per the
flutter engine so perhaps we should be accepting it as a synonym for locale 'no'.
Repository: terminal
Issue: Bug Report: ConHost Caption BoundingRects dissapeared
Labels: Product-Conhost,Help Wanted,Issue-Bug,Area-Accessibility,Priority-2

# Environment

Caused by Accessibility PR: https://github.com/microsoft/terminal/commit/96496d8154113ae9e0bcbe47b4bbaf33a0d4e961

# Steps to reproduce

1. open ConHost
2. open inspect.exe
3. find caption buttons

# Expected behavior

bounding rects should appear over caption buttons

# Actual behavior

bounding rects aren't there. But it seems like you can interact with them perfectly fine otherwise.

# Other notes
I think the main culprit here is `WindowUiaProvider`. Not entirely sure what caused it though.
Repository: flutter
Issue: Call GC before measuring the diff memory in our memory tests
Labels: team,engine,c: performance,perf: memory,P3,team-engine,triaged-engine

To reduce false alarms like:
* https://github.com/flutter/flutter/issues/36079
* https://github.com/flutter/flutter/issues/35896
* https://github.com/flutter/flutter/issues/37176
* https://github.com/flutter/flutter/issues/37273

We may still measure the before-GC start/end memory to capture the GC performance. But we need to use after-GC start/end memory to calculate the diff memory.
Repository: flutter
Issue: CupertinoPicker and CupertinoDatePicker don't play the ticker sound
Labels: platform-ios,framework,f: date/time picker,a: fidelity,f: cupertino,platform-web,has reproducible steps,P2,found in release: 3.7,found in release: 3.9,team-design,triaged-design

In iOS native, every picker (when sound is enabled) plays a slightly ticking noise along with the haptic feedback (which is already implemented). This should be added to the `CupertinoPicker` and `CupertinoDatePicker` as well.

Edit: also, the upper horizontal line in the focused item looks slightly different than the bottom (maybe the color shade or like 0.5 pixels bigger?) while the native are identical.

```

[✓] Flutter (Channel unknown, v1.8.0, on Mac OS X 10.14.5 18F132, locale pt-PT)
    • Flutter version 1.8.0 at /Users/miguelruivo/DevTools/flutter
    • Framework revision 2fefa8c731 (4 weeks ago), 2019-07-01 11:33:22 -0700
    • Engine revision 45b66b722e
    • Dart version 2.4.0
````
Repository: flutter
Issue: AndroidView should have an option to not clip content
Labels: c: new feature,platform-android,framework,a: platform-views,P3,team-android,triaged-android

```
[✓] Flutter (Channel master, v1.8.2-pre.242, on Linux, locale en_US.UTF-8)
    • Flutter version 1.8.2-pre.242 at <install location>
    • Framework revision 9bb7142ef7 (21 hours ago), 2019-07-30 14:45:00 -0700
    • Engine revision c41bbc63d9
    • Dart version 2.5.0 (build 2.5.0-dev.1.0 1e43d65d4a)
```

When embedding native views that have secondary elements that "overflow" the bounds, it should be possible to define a non-clipping option. 

For example, the text selection handles on `EditText`. In the screenshot below you can see that the text selection handles are clipped at the bottom.

![Screenshot_20190731-115641](https://user-images.githubusercontent.com/37941/62240113-107d8b80-b38b-11e9-8395-8ce2d75e891b.jpg)
Repository: rust
Issue: f32 formatter produces strange results
Labels: T-libs-api,C-bug,A-floating-point,A-fmt

Test-case:

```rust
fn main() {
    let f = 2147483648.0f32;
    println!("{} | {}", f, f as f64)
}
```

I expected both to produce the same number, since that number is a perfectly representable `f32` value.

This bit me because I was investigating [an issue](https://bugzilla.mozilla.org/show_bug.cgi?id=1570236) where values close to integer limits were treated as negative.

Seeing `2147483600` (in range for an i32) rather than the actual value `2147483648` (out of range for an `i32`) made it all really confusing.

Anyhow, I'll fix Firefox to do the proper bounds check, but it would've been nice to avoid the extra confusion time :)
Repository: godot
Issue: Multiple calls to _init() for inherited scenes created via "Instance scene file as node" button (fixed in `master`)
Labels: bug,topic:core,confirmed

**Godot version:**
3.1


**OS/device including version:**
macOS Mohave / Windows 10


**Issue description:**
When creating child scenes (ie. inheriting scene structure from a parent) by using the "Instance scene file as a node" button and then extending the script, the `_init()` function for the parent scene is called twice.
If inheriting that child scene again the parents get initialised again for each level down.


**Steps to reproduce:**

- Create a Parent scene with an `_init()` method and save both the scene and script files.
- Create a new scene and add the root node by clicking "Instance scene file as a node" button. Select the parent scene. Rename your new root node "Child", save the scene.
- Remove the script from the Child node and add a new script which `extends` the parent script. Add the `_init()` function (so you can see it being called.)
- Finally, create a Main scene which loads the Child scene and `instance()` it.
- Run the main scene and Parent will call `init()` twice, Child will call it once.


**Minimal reproduction project:**
https://github.com/benbishopnz/godot-multiple-init-example
Repository: godot
Issue: Improvement to tilemap editor with 3x3 autotile bitmask
Labels: enhancement,topic:2d

**Godot version:** 3.1.1

**OS/device including version:** MacOS 10.14.4

**Issue description:**
When painting in the Tilemap editor in 3x3 autotile bitmask mode, corners are missing when diagonals are drawn.

The 3x3 bitmask has 9 bits per mask. This leads many to believe there are 2^9 = 512 bitmask combinations. However the tilemap editor **only draws tiles where the centre bit is set** (2^8 = 256 combinations).

In most situations this is perfect, and means that tileset designers have a lot less tiles to design. However it results in those missing corners at the outer diagonal edges.

*Example showing missing corners:*

![Screenshot 2019-07-31 at 21 43 31](https://user-images.githubusercontent.com/496858/62246988-c02f1980-b3dc-11e9-93a9-2df9c1246fa0.png)

*Same example showing the tile bitmasks:*

![Screenshot 2019-07-31 at 21 44 17](https://user-images.githubusercontent.com/496858/62247054-ece33100-b3dc-11e9-91dd-a11e286475c1.png)

**Suggestion:**

Add support to the tilemap editor for the following bitmask combinations and render these onto tile squares that have not been painted but which have 2, 3 or 4 painted tiles connected to them vertically and horizontally.

![Godot tileset edges](https://user-images.githubusercontent.com/496858/62248762-caebad80-b3e0-11e9-8f1b-9bf25b0a92e5.png)

This would have the following effect on the example above:

*Same example with corner tiles:*

![Screenshot 2019-07-31 at 22 07 35](https://user-images.githubusercontent.com/496858/62248805-e1920480-b3e0-11e9-831b-c3d39951b261.png)

*Same example showing tile bitmasks including the new corner tiles:*

![Screenshot 2019-07-31 at 22 12 36](https://user-images.githubusercontent.com/496858/62248834-f79fc500-b3e0-11e9-83d7-068dce8e8165.png)

**Contributing:**

I'm a C++ coder and I would be happy to contribute. However I am totally unfamiliar with this codebase and, having looked at the relevant class, I wouldn't know where to start. If you would like me to have a go at writing in this functionality, would you be willing to explain which parts of it are relevant and give me hints as to what I'd need to do?

Alternatively, if you're able to do it, I'd love to see this in 3.1.2. 😁
Repository: flutter
Issue: "Lazy" builder for children of row, columns, expansion tiles, ect
Labels: c: new feature,framework,P3,team-framework,triaged-framework

## Use case

I have a screen which scrolls, it is a `ListView.builder()` and its children are `ExpansionTile`'s. The list view builds it children as it needs, which is performant. However when the expansion tiles expand, showing a column with many children. These children are NOT built lazily as needed. This creates a huge lag (several seconds with ~40 children) when you open the tile. 

The vast majority of the children are off the screen, and could theoretically be build lazily as well in order to remain performant.

They cannot be in their own listview builder since this would create a scrolling window within a scrolling window of a fixed height, instead of a column that scrolls within its parent and wraps its children's height.

## Proposal

Give more widgets the option to be build with a builder with context and an index. This allows for columns, rows ect within a widget within a listview to remain performant.
Repository: godot
Issue: Collada importer introduces pops/hitches in animation due to interpolation bug
Labels: bug,confirmed,topic:import

**Godot version:**
3.1.1


**OS/device including version:**
Windows 8.1


**Issue description:**
There appear to be 2 issues with the importer:
1) Even if the framerate in Blender and the framerate specified on the import are the same, godot attempts to interpolate some frames.
2) When frames are interpolated, bones get incorrect transforms causing pops in the animation, even on bones that originally had no animation.  I noticed this on my character when just animating the hands and the feet popped on a certain frame.

For the longest time, I thought this was an issue with the Better Collada exporter, but I dug through that for a while before finally ruling it out.  Then I noticed a behavior change when changing the import framerate in Godot.  The pops in the animation shifted to a different time.

In collada.cpp, I discovered something that might be suspect:

```
			float c = (p_time - keys[i - 1].time) / (keys[i].time - keys[i - 1].time);

			if (keys[i].data.size() == 16) {
				//interpolate a matrix
				Transform src = _read_transform_from_array(keys[i - 1].data);
				Transform dst = _read_transform_from_array(keys[i].data);

				Transform interp = c < 0.001 ? src : src.interpolate_with(dst, c);
```

First thing I attempted to do was snap to the nearest frame:
```
			// Quick hack to try snapping to the nearest time
			if (p_time - keys[i-1].time > keys[i].time - p_time)
			{
				c = 1.0;
			}
			else
			{
				c = 0.0;
			}
```

Strangely, this did not fix the issue.  I figured that would cause interpolate_with to use either 100% of the first matrix or 100% of the second.

Finally I just removed the interpolate_with entirely:

```
				Transform interp = src;
```

No more animation pops.  Not sure if there's a fundamental problem with interpolate_with or if it's being used improperly here, but this could be a pretty core bug.

**Steps to reproduce:**
- Take a character rigged with rigify in Blender 2.79.  Make a long action (120 frames or so) with very little motion (ex: just animate 1 hand moving and leave the feet stationary).
- Export using the Better Collada exporter.
- Import into Godot.
- Look at the animation in the AnimationPlayer and note that on a couple frames, many of the bones (including ones with no animation) pop to a slightly different pose.


I'll have to see if I can create a simpler repro case as my character .dae file is gigantic (very bloated format).
Repository: rust
Issue: Tracking Issue for Iterator::try_find
Labels: T-libs-api,B-unstable,C-tracking-issue,A-iterators,requires-nightly,Libs-Tracked,Libs-Small

Adds `try_find` to `Iterator`.

PR: https://github.com/rust-lang/rust/pull/63177

```rust
fn try_find<F, E, R>(&mut self, f: F) -> Result<Option<Self::Item>, E>
where
    F: FnMut(&Self::Item) -> R,
    R: Try<Ok = bool, Error = E>;
```

Open questions:
- [x] Decide on just-`Result`, vs potentially supporting `Option` and other `Try` types https://github.com/rust-lang/rust/issues/85115
- [ ] Final commenting period (FCP)
- [ ] Stabilization PR