sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ant-design
Issue: Form.List support `noRecord`
Labels: 💡 Feature Request,Inactive,4.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/antd-formlist-reproduction-jd281)

### Steps to reproduce
1. 在列表xxx中输入非法值123
2. 列表选择【隐藏】
3. 点击【提交】
4. 规则校验不会校验列表xxx字段的值，但是getFieldsValue()和onFinish的值仍旧包含
```
{
  list: [
    ...,
    xxx: "123",
  ],
}
```

### What is expected?
`Form.List`内的`Form.Item`隐藏后在收集值时可以符合页面表现

当`<Form.List>`中的`<Form.Item name={[index, "xxx"]}>`不渲染时
收集值应不包含`list[index].xxx`。

`<Form.List>`中的`<Form.Item name={[index, "xxx"]}>`
应该等同于直接在
`<Form>`内书写`<Form.Item name={["list", index, "xxx"]}>`
去作为数据绑定
而不能因为是`Form.List`的子元素，表单项
`<Form.Item name={[index, "xxx"]}>`
的显隐变化在收集值时就被忽略掉。

`<Form.Item name={[index, "xxx"]}>`
不渲染时，收集的值应该为
```
{
  list: [
    type: "2",
  ],
}
```
而非
```
{
  list: [
    type: "2",
    xxx: "123",
  ],
}
```

### What is actually happening?
`<Form.List>`中的`<Form.Item name={[index, "xxx"]}>`在未渲染时，值仍然被收集。

| Environment | Info |
|---|---|
| antd | 4.0.0 |
| React | latest |
| System | Windows10 |
| Browser | Chrome80 |

---
在#21713 中并未解决我说的问题


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: nvm
Issue: Allow other package managers for `default-packages` installation
Labels: feature requests

I have recently switched to [pnpm](https://pnpm.js.org/en/) and would like to install my default global packages to be installed with it instead of `npm` to avoid alias issues. Same goes for people that prefers `yarn`.
Repository: TypeScript
Issue: Inference for Object.isPrototypeOf()
Labels: Suggestion,Awaiting More Feedback

Hi, I am wondering would be possible to infer types for [isPrototypeOf()](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/isPrototypeOf) function same way as it's done with `instanceof` operator? So we could narrow type of argument if  it's been created using `Object.create(proto)` function and its type would be something like `typeof proto` if check is fulfilled.


## Search Terms

<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->
isPrototypeOf

## Examples

<!-- Show how this would be used and what the behavior would be -->
```
if (object instanceof HTMLAnchorElement) {
    console.log(object.href);
}

if (HTMLAnchorElement.prototype.isPrototypeOf(object)) {
   console.log(object.href);
}
```

## Checklist

My suggestion meets these guidelines:

* [ ] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [ ] This wouldn't change the runtime behavior of existing JavaScript code
* [ ] This could be implemented without emitting different JS based on the types of the expressions
* [ ] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: TypeScript
Issue: A mixin class must have a constructor with a single rest parameter of type 'any[]'.
Labels: Bug

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For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly
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**TypeScript Version:**  3.8.2

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** "A mixin class must have a constructor with a single rest parameter of type 'any[]'."

**Code**

```ts
export type Constructor<T = {}> = new (...a: any[]) => T;

export function DataMixin<TBase extends Constructor<{}>>(
  superclass: TBase
) {
  return class DataClass<TData> extends superclass {
    data: TData = null;
  };
}

export function QueryMixin<TBase extends Constructor<{}>>(
  superclass: TBase
) {
  return class QueryClass<TData> extends DataMixin<TBase>(superclass)<TData> {
    query(): TData {
      return this.data;
    }
  };
}
```

**Expected behavior:**

I'd expect this to compile without error

**Actual behavior:**

```error TS2545: A mixin class must have a constructor with a single rest parameter of type 'any[]'.```

**Playground Link:** [Playground Link](http://www.typescriptlang.org/play/?strictNullChecks=false&ts=3.9.0-dev.20200228#code/KYDwDg9gTgLgBDAnmYcDCEB2BnGUCuAxjNADwAqcAvHAN4C+AfNXJsAO5wAUAdHwIYAuOP0yIA2gF0AlNWbkA3AFgAUKtCRYcAGb5MxAJZY4AEX4x+AWQMgDmCgCF+2VKBjBMAE2zosuAsRkDIyMXKpwcNj4KFCEADbO2MLkTi6qsrThcFDAMPhQmHDxiabm-GgJ2NgUZhbMbh7ekdHAsZU+mSoREZ5lybX8LJj4cXHKXXD04-Sq6uDQ8Lr6MEaFAIr4rYjWtvYpzq4g7l4+GDh4RCRQpMGhWVExxVXJqcDpdFk5eQVF7XAbWwqiRqZXqR0aPgGOzsjgOoQerSe2GkILqHwmEQAjpsoIguNJ+mV0d1ul98oUYAALAzYHi9CzjEkzCZTVTMoA)

**Related Issues:** https://github.com/Microsoft/TypeScript/issues/16390
Repository: godot
Issue: apply_impulse, add_force sometimes makes the RigidBody fly away.
Labels: bug,topic:physics

**Godot version:**
3.2 release

**OS/device including version:**
Ubuntu 19.10

**Issue description:**
I have a FPS game shooting a lot of bullets (instanced, not raycasting) and on the method "do_damage" I apply impulse to a RigidBody when it get hit from bullet.
The problem is that the RigidBody sometimes (and more than sometimes) receive an extreme impulse. An insane one. But when I check the values (printing it to output) the numbers of the impulse and the used offset is correct. So the problem is outside of my gdscript code.

**How to reproduce**
To reproduce put some box with RigidBody and make a weapon to shoot bullets as KinematicBody. Use move_and_collide on the bullet and apply impulse to the box (only one time) when it hit.

The behaviour occurs too sometimes without the use of apply_impulse.
Make sure to don't let the RigidBody sleep (uncheck "Can Sleep").
Test it only with the box and the bullets. Don't use apply impulse and sometimes the box will fly as if it was impulsed by something. But how? if there are no apply_impulse in any place?

Well, I guess it is some bug on the bullet engine.
Repository: TypeScript
Issue: Stripping types should include ts-ignore comments
Labels: Suggestion,Awaiting More Feedback

**TypeScript Version:**  3.8 latest, playground

**Search Terms:** remove ts-ignore comment

**Code**

```ts
// this is a comment that should be kept
const message: string = 'hello world';
// the below ts-ignore comment should be removed, since it has no meaning in a non-TS context
// @ts-ignore
console.log(message);
```

**Expected behavior:**
ts-ignore comment is stripped, other comments are kept.

**Actual behavior:**
all comments are kept including ts-ignore comments.

**Playground Link:** https://www.typescriptlang.org/play/#code/PTAEBcAsEsGdTqAhqAxgewLaYKYDtwJIlDZJ0BXAGwBNQAjHUAaxwAdwAoDPWQ3WLCQBzHAC5QfAE7Q8w0AF5QAckg4qVdKADu6KbWUBuTiCJNGm7RFgBaaMLx6mGbPlLlqJsAAFwt+45SONzovOhUOAB0msIAFAJCogCUhkA

**Related Issues:**
Repository: flutter
Issue: Make an AnimatedList.seperated() constructor
Labels: framework,a: animation,c: proposal,P3,team-framework,triaged-framework

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## Use case

A seperated `AnimatedList` would be very useful for great UI's, and we don't have to use tiles (or whatever widget) all jumbled together.

I am using the [`firestore_ui`](https://pub.dev/packages/firestore_ui) package and noticed that they only used an `AnimatedList` and I was wondering if an `AnimatedList.seperated()` constructor existed so I could fork the package and add it but it turns out there isn't.

<!--
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     on pub.dev/flutter that already solves this?
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## Proposal

Add an `AnimatedList.seperated()` constructor like `ListView` has so we can place a spacer like a `SizedBox` with a defined height.

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## Workaround

If you're using a `Container`, you can add a bottom margin so instead of this:

![jumbled items in an AnimatedList](https://user-images.githubusercontent.com/25782944/75629989-f0c67400-5bb4-11ea-856d-efbfbcdc7194.png)

You get:

![seperated AnimatedList with Container margin](https://user-images.githubusercontent.com/25782944/75629998-020f8080-5bb5-11ea-919a-bee95e4aaa1c.png)
Repository: godot
Issue: get_angle_to() flickering rotation
Labels: bug,topic:core,confirmed

**Godot version:**
3.2 stable

**OS/device including version:**
- Windows 10
- Fedora Linux 31

**Issue description:**
Using get_angle_to() in `_physics_process` or `_process` results in flickering rotation

**Steps to reproduce:**
Just add to the script:
```
func _physics_process(delta):
	rotation = get_angle_to(Vector2(0, 0))
```


**Minimal reproduction project:**
None
Repository: godot
Issue: Assets should be imported before running plugins and tool scripts
Labels: bug,topic:editor,confirmed,topic:plugin,topic:import

**Godot version:** 3.2 stable

**OS/device including version:** Ubuntu, but likely applies elsewhere.

**Issue description:**

If I delete `.import` and load the [2.5D demo projects](https://github.com/godotengine/godot-demo-projects/pull/315), I get this error:

    Unable to load addon script from path: 'res://addons/node25d/node25d_plugin.gd' There seems to be an error in the code, please check the syntax.

However, if I then restart Godot, it works fine.

I think the root of the problem is that the assets are currently imported after (or at the same time as) the plugins are ran. This causes the scripts to fail the first time, so it's really annoying.

To fix this issue, Godot should import all assets before attempting to run plugins or other scripts.

EDIT: Actually, it's not so simple. Some scripts we want to run before importing assets. For example, scripts that extend the GLTF importer need to be run before GLTF files are imported. So we need some kind of dependency system that determines which assets a script needs to be imported before running. Or maybe as a quick fix we can force simple PNG/JPEG/etc files to import before scripts, and have more complex models wait to import? I'm not sure, it's a tricky situation.
Repository: vscode
Issue: Minify dependencies and remove junk files
Labels: feature-request,perf,engineering

The shipped dependencies, available under macOS at `/Applications/Visual Studio Code.app/Contents/Resources/app/node_modules.asar`, are unminified and all sorts of junk files are in there (readmes, licenses...).

Minifying everything and avoiding shipping unnecessary files seems like a fairly decent optimization opportunity.
Repository: godot
Issue: Compile error: The filename or extension is too long
Labels: platform:android,topic:buildsystem

**Godot version:
3.2.1 custom build
**OS/device including version:**
Windows 10
**Issue description:**
![2020-03-02_053738](https://user-images.githubusercontent.com/34160378/75635392-45ff9580-5c48-11ea-9bf4-2c53cbe1e1b1.png)

This happen when i'm using this command:
scons platform=android target=release android_arch=arm64v8
Repository: terminal
Issue: Feature request: wt.exe should display shortcut icon in taskbar
Labels: Issue-Feature,Area-Settings,Product-Terminal,Priority-3

# Description of the new feature/enhancement
<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->

With a shortcut I can assign a `wt.exe` configuration per shortcut.  But when the shortcut is run the `wt.exe` icon is shown not the shortcut icon.

This makes it hard to choose configurations short of opening each `wt.exe` window.

`cmd.exe` is an example of doing this well, it displays the icon of the shortcut when it is run.  And each shortcut gets their own icon set in the taskbar for all windows started with that shortcut.

This would make it easy to set up specialized configs of `wt.exe` and be able to navigate between them easily.

This is similar to:
 - #1871, but is not required to be dynamic.
 - #1868, but is not about changing any escape sequences

## `cmd.exe` example
`cmd.exe` essentially has this feature.  This should be able to be replicated by the Windows Terminal?

Create a **shortcut1**, target: `C:\Windows\System32\cmd.exe`
Add it's own icon. (Icon1)

Create a **shortcut2** target: `C:\Windows\System32\cmd.exe`
Add it's own icon. (Icon2)

1. Start shortcut1, Icon1 displays in the taskbar.
2. Start shortcut2, Icon2 displays in the taskbar even though it is just a 2nd instance of cmd.exe.

Here is a screenshot:

![CMD exe Icons](https://user-images.githubusercontent.com/14342237/75634471-0b9fe500-5bc3-11ea-95d0-d554b8077f77.jpg)

What you are looking at:
2 separate `cmd.exe` sessions on the left & 2 different `bash.exe` sessions on the right.  Each with their own taskbar icon.  Very easy to choose the right session from the taskbar.
Repository: youtube-dl
Issue: Add sonuma.be
Labels: site-support-request

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## Checklist

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- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2020.03.01**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video: https://www.sonuma.be/archive/roulez-jeunesse
- Playlist: https://www.sonuma.be/thesaurus/collection-striptease


## Description

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This is Belgium's public TV and radio archive.

Videos can be grabbed using a firefox extension (Video DownloadHelper for example). They're hosted on a CDN, infomaniak.ch. No credentials necessary
Repository: TypeScript
Issue: Docs - I am able to add new add new items to top level scope, contrary to what doc mention.
Labels: Docs

**Search Terms:** Documentation

**Typescript Version:** 3.5.3

Documentation [here](http://www.typescriptlang.org/docs/handbook/release-notes/typescript-1-8.html#augmenting-globalmodule-scope-from-modules) and [here](http://www.typescriptlang.org/docs/handbook/declaration-merging.html#global-augmentation) mention, "Neither module augmentations nor global augmentations can add new items to the top level scope - they can only “patch” existing declarations.", however I am able to "add new items". 
```
//file-a.ts
import * as moment from 'moment';
declare module "moment" {
  interface GoblyGoop {
      name: string;
  }
}
let y: moment.GoblyGoop;

//file-b.ts
import * as moment from 'moment';
let y: moment.GoblyGoop;
```
Repository: flutter
Issue: How to implement a promotion in in_app_purchase plugin?
Labels: d: examples,p: in_app_purchase,package,team-ecosystem,P3,triaged-ecosystem

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I use `in_app_purchase` package (https://pub.dev/packages/in_app_purchase) in my Flutter app. However, I still have no idea about implementing a promotion, like what documented here (for Android): https://developer.android.com/google/play/billing/billing_promo.

So, how to implement promotion in Flutter with this plugin? Please also add repo for working example. Thank you in advance.
Repository: godot
Issue: Engine registers F8 when [ ´w ] typed.
Labels: bug,platform:windows,confirmed,usability,topic:input

**Godot version:** v3.2.stable.official

**OS/device including version:** Windows 7 Service Pack 1

**Issue description:** While the game is playing, if you press the spanish accent key (´) and later w, the game crashes. Also happens when both are pressed at the same time. The only key affected by this is the W key.
Notes: In any text editor with a spanish configuration, the accent key is pressed before a vocal in order to write a vocal character with an accent (á ´é í ó ú). If after the ´ a consonant is pressed, the result is the accent followed by the character (´q ´t ´p ´l ´k ´m ´b ...). If the accent is pressed two times it writes ´´ .

**Steps to reproduce:** To reproduce this bug you need a spanish keyboard layout that supports accent. If you configure and english keyboard with this layout, the key could be the semicolon [;:] (as told by http://en.key-test.ru/ ). Otherwise the key will be somewhere at the right of the letters.

- Open a new project and create a new scene.
- Play the game.
- Pres the accent key.
- Press W
-- Then the game should crash.

Note that in an inverted order or with any other key combination this bug doesn't happens. 
For additional info: The keymap in the project settings identifies the accent ky pressed once as semicolon, but [ ´´ ] as "Launchmail".

**Minimal reproduction project:** This issue happens on a new empty project as on a long developed. However, here is a file just in case.
[launchmail key bug project.zip](https://github.com/godotengine/godot/files/4273386/launchmail.key.bug.project.zip)
Repository: neovim
Issue: Langmap doesn't work for key combinations
Labels: bug

<!-- Before reporting: search existing issues and check the FAQ. -->

- `nvim --version`: 0.4.3
- `vim -u DEFAULTS` (version: ) behaves differently? N/A
- Operating system/version: Fedora 31
- GUI name/version: neovim-gtk 0.3.0

### Steps to reproduce using `nvim -u NORC`

```
nvim-gtk -- -u NORC
:set langmap=цw,уe
```
Type something and try using <kbd>ц</kbd> in normal mode and <kbd>Ctrl</kbd>+<kbd>ц</kbd> in insert mode. Try using <kbd>Ctrl</kbd>+<kbd>у</kbd> in normal mode.

### Actual behaviour
<kbd>ц</kbd> gets remapped to <kbd>w</kbd>, <kbd>Ctrl</kbd>+<kbd>ц</kbd> does not get remapped to <kbd>Ctrl</kbd>+<kbd>w</kbd> and <kbd>Ctrl</kbd>+<kbd>у</kbd> results in the same action as just <kbd>e</kbd>. Explicitly mapping `<C-ц>` to `<C-w>` and `<C-у>` to `<C-e>` solves the issue.

### Expected behaviour
<kbd>Ctrl</kbd>+<kbd>ц</kbd> is remapped to <kbd>Ctrl</kbd>+<kbd>w</kbd> just like <kbd>ц</kbd> is remapped to <kbd>w</kbd>. Same goes for <kbd>Ctrl</kbd>+<kbd>у</kbd>, <kbd>Alt</kbd>+<kbd>ц</kbd> and so on, according to the `langmap`.

### Additional info
On terminals this isn't an issue because they remap cyrillic key combinations to english key combinations on their own. However, neovim-gtk (and possibly other GUIs) doesn't. I initially made an issue there: https://github.com/daa84/neovim-gtk/issues/227, but I feel that this should work in neovim out of the box.
Repository: godot
Issue: Inconsistent global and local space in editor
Labels: documentation

Hi,
I have some problems to move objects in global or local space inside the editor. 

The editor tooltip for the Translation property shows, that this is the local translation. But, if I rotate my object and change e.g. the z axis value, it seems to move in global space. The axis are shown correctly, If I activate the local transform mode. I hope the screenshots will explain the problem more
![Pic1](https://user-images.githubusercontent.com/34768615/75660459-1bbfcf00-5c6c-11ea-88f6-7dedf7136233.jpg)
![Pic2](https://user-images.githubusercontent.com/34768615/75660460-1c586580-5c6c-11ea-989c-53af6eccb529.jpg)
![Pic3](https://user-images.githubusercontent.com/34768615/75660461-1c586580-5c6c-11ea-99f6-bd3d38b803b7.jpg)
![Pic4](https://user-images.githubusercontent.com/34768615/75660462-1cf0fc00-5c6c-11ea-9cf0-2b8af3d2d22f.jpg)
Repository: go
Issue: net: IPv6 network does not contain IPv4 to IPv6 translated addresses
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

1.14

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

All operating system and processor architectures

### What did you do?

https://play.golang.org/p/IN-TOcROQnr

```go
// "8.8.8.8" translated to IPv6, same as net.ParseIP("8.8.8.8")
ip := net.ParseIP("0:0:0:0:0:ffff:808:808")

_, ipv4, _ := net.ParseCIDR("0.0.0.0/0")
fmt.Println(ipv4.Contains(ip)) // true

_, ipv6, _ := net.ParseCIDR("::/0")
fmt.Println(ipv6.Contains(ip)) // why it says false?

_, translated, _ := net.ParseCIDR("::ffff:0:0/96")
fmt.Println(translated.Contains(ip)) // true
```

### What did you expect to see?

```
true
true
true
```
### What did you see instead?

```
true
false
true
```