sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: CupertinoNavigationBar's "Close", "Back", and "Cancel" buttons are not localized.
Labels: framework,a: internationalization,f: cupertino,has reproducible steps,found in release: 3.3,found in release: 3.7,team-design,triaged-design

## "Close" button

Originally reported here: https://stackoverflow.com/questions/59487887/flutter-cupertino-app-close-button-not-translated

Reproduced Below:

> I am writing an iOS App with Cupertino Style in flutter.
> 
> The app should be available in English and German. I am using the following translation delegates in the CupertinoApp:
> 
>       RefreshLocalizations.delegate,
>       GlobalCupertinoLocalizations.delegate,
>       GlobalWidgetsLocalizations.delegate,
>       GlobalMaterialLocalizations.delegate,
> Unfortunately, the "Close" button in the CupertinoNavigationBar is not not translated.
> 
> Why? And how can I change this?
> 

## "Back" button
https://github.com/flutter/flutter/blob/449079d4f16f1e85ed1b015e08e6d6072c965d75/packages/flutter/lib/src/cupertino/nav_bar.dart#L2032-L2034

## "Cancel" button
Introduced by https://github.com/flutter/flutter/pull/159120
Repository: rust
Issue: Error message for closure with async block needs improvement
Labels: C-enhancement,A-diagnostics,P-medium,A-closures,T-compiler,A-async-await,AsyncAwait-Triaged,D-confusing

[Playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=5647c313a3c5d73b83bbf27401991c07)

```rust
fn do_stuff(foo: Option<Foo>) {
    require_fn_trait(|| async {
        if foo.map_or(false, |f| f.foo()) {
            panic!("foo");
        }
        //ready(())
    })
}
```

gives

```
error[E0507]: cannot move out of `foo`, a captured variable in an `Fn` closure
  --> src/lib.rs:14:31
   |
13 |   fn do_stuff(foo: Option<Foo>) {
   |               --- captured outer variable
14 |       require_fn_trait(|| async {
   |  _______________________________^
15 | |         if foo.map_or(false, |f| f.foo()) {
   | |            ---
   | |            |
   | |            move occurs because `foo` has type `std::option::Option<Foo>`, which does not implement the `Copy` trait
   | |            move occurs due to use in generator
16 | |             panic!("foo");
17 | |         }
18 | |         //ready(())
19 | |     })
   | |_____^ move out of `foo` occurs here
   |
help: consider borrowing the `Option`'s content
   |
14 |     require_fn_trait(|| async {
15 |         if foo.map_or(false, |f| f.foo()) {
16 |             panic!("foo");
17 |         }
18 |         //ready(())
19 |     }.as_ref())
   |
```

Note `move occurs due to use in generator`. Also, the code is being output twice, for some reason.

If you take this out of the async context by removing `async` and uncommenting `ready(())`, you get a better suggestion to use `as_ref()` and an all-around cleaner error message:

```
error[E0507]: cannot move out of `foo`, a captured variable in an `Fn` closure
  --> src/lib.rs:15:12
   |
13 | fn do_stuff(foo: Option<Foo>) {
   |             --- captured outer variable
14 |     require_fn_trait(|| {
15 |         if foo.map_or(false, |f| f.foo()) {
   |            ^^^
   |            |
   |            move occurs because `foo` has type `std::option::Option<Foo>`, which does not implement the `Copy` trait
   |            help: consider borrowing the `Option`'s content: `foo.as_ref()`
```

Thanks to @JakeEhrlich for originally reporting this.
Repository: godot
Issue: Indentation errors loading space indented project into tab indented editor
Labels: bug,topic:gdscript,confirmed

**Godot version:**
Godot 3.2 beta 5

**OS/device including version:**
Linux Mint 18.2

**Issue description:**
When testing a project from an unrelated issue (#34963) I encountered a parse error when loading the project: `Parser Error: Mixed tabs and spaces in indentation`

The author had used the Godot IDE in space indentation mode, and my IDE was set to tabs (with 4 spaces to a tab).

When running the project, my editor auto-converted each group of 4 spaces to tabs, however, this caused problems because the authored file contained 'odd' numbers of spaces.

This means that projects authored as space indented cannot be currently guaranteed to work in tab indented editor. It is also painful to manually fix this problem.

**Steps to reproduce:**
By trial and error I figured out the problem occurs in the following situation:
```
...if true:
....print("hello")
```
This parses and runs fine when using spaces. However when auto converting to tabs, the first line is used as is with spaces, however the second line is converted to a tab, which then triggers the `mixed tabs and spaces in indentation` error.

**Minimal reproduction project:**
[TabsSpaces.zip](https://github.com/godotengine/godot/files/4049248/TabsSpaces.zip)

If you load the minimal project when your editor is set to spaces, it will work. If you load it when the IDE is set to tabs, it will error with the parse error.
Repository: godot
Issue: Getter method is called for no reason and callstack is growing while execution is stoped at breakpoint
Labels: bug,topic:gdscript,confirmed

**Godot version:**
v3.2.beta.custom_build.406dac191
**OS/device including version:**
Windows 10
**Issue description:**
Getter method is called on a variable that is not being accessed when I call any method of that class
![godotbug-gdscript2](https://user-images.githubusercontent.com/11059246/73358224-6f6e7f80-429e-11ea-9f9f-1ee7ae9234fe.gif)


**Minimal reproduction project:**
[GDScriptBug.zip](https://github.com/godotengine/godot/files/4049350/GDScriptBug.zip)
Repository: flutter
Issue: UiKitView doesn't rebuild with changing state
Labels: platform-ios,framework,engine,a: platform-views,c: rendering,has reproducible steps,P2,team-ios,triaged-ios,found in release: 3.19,found in release: 3.21

I'm trying to dynamically change UiKitView with state. When I change creationParams "value", it doesn't rebuild UiKitView. Is it possible to rebuild UiKitView with changing state?

```
    return Container(
      child: UiKitView(
        viewType: 'any',
        creationParams: <String, dynamic>{
          "value": value,
        },
        creationParamsCodec: StandardMessageCodec(),
      ),
    );
```
Repository: scrcpy
Issue: rendering is not smooth  in scrcpy on 60fps  . i have noticed .. motion blur is not there mirroring
Labels: performance
Repository: godot
Issue: Infinite loop in Physics2DServerSW::_update_shapes with Multi-Threaded physics
Labels: bug,confirmed,topic:physics,needs testing,topic:2d

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

**Godot version:**
Godot 3.2.beta 6 (commit 02cd144222)

**OS/device including version:**
MacOSX 10.14.6 (18G95)

**Issue description:**

I have a lot of KinematicBody2D in one scene. In `_physics_process` I call `move_and_collide` and some times the game hungs up with logs:
```
ERROR: remove: Condition ' p_elem->_root != this ' is true.
   At: ./core/self_list.h:84.
```
This lines repeates many times. Actually infinite amount of times, because it prints from the infinite loop.

I catched the bug with xcode debugger and it shows me that the problem is in `void Physics2DServerSW::_update_shapes()`:
https://github.com/godotengine/godot/blob/02cd1442227127604549159d66b9bfc68a193dd3/servers/physics_2d/physics_2d_server_sw.cpp#L1421

I have no ideas why `pending_shape_update_list` became broken. Does anybody have?

**Steps to reproduce:**

**Minimal reproduction project:**
Repository: react-native
Issue: fetch implementation does not support streams from the spec - needs implementation in React Native core
Labels: 🌐Networking,Bug

<!--
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  Include screenshots if needed.
  Please test using the latest React Native release to make sure your issue has not already been fixed: http://facebook.github.io/react-native/docs/upgrading.html
-->
React Native has not implemented fetch on top of native APIs, and the fetch polyfill built on top of XHR does not support streams where `response.body` is a getter for a `ReadableStream`.

React Native version:
<!--
  Run `react-native info` in your terminal and copy the results here.
-->
`0.61.4`

## Steps To Reproduce

Use `fetch` and see that `response.body` is undefined rather than a getter for a `ReadableStream` according the the fetch spec.

<!--
 Issues without reproduction steps or code are likely to stall.
-->

Describe what you expected to happen:

I expected for `response.body` to be defined.

## Related issues
https://github.com/facebook/react-native/issues/9629
https://github.com/facebook/react-native/issues/12912
https://github.com/github/fetch/issues/746#issuecomment-573251497 (cc @MattiasBuelens)
Repository: godot
Issue: Translating a node by gizmo with Snap Mode factors the scale of a parent in the translation regardless of Local Space Mode on/off.
Labels: bug,topic:editor,confirmed

**Godot version:** 
Godot Engine v.3.1.2.stable.official

**OS/device including version:** 
Windows 10 Pro, 64-bit, Version: 1909, Build: 18363.535

**Issue description:**
If you have a parent node and a child node, and you give any fractional scaling to the parent and not the child, moving the child by gizmo in Snap Mode while the Local Space Mode is **deactivated** changes the child's translation **with the parent's scaling multiplier factored in**, passing a fractional transform value into the inspector, and moving the node by less than 1 in global space, which is expected behavior.
However, if you move that child node in Snap Mode while doing it with Local Space Mode **activated** it should move the child by a flat 1 in its local space, passing a translation transform of 1 in the inspector, and perfectly aligning it with other objects of size 1 and local scale of 1 which are also children of the same scaled parent. Instead, the child's translation by dragging the gizmo is factoring in the parent's scale regardless if Local Space Mode is activated or deactivated, and if you move one of the children with snap, and it gets misaligned with the other children nodes.

**Steps to reproduce:**
Add a spatial node, add a a few mesh instance cubes of size 1 and scale of 1, make them be children of the spatial. Move them around with the gizmo with Snap Mode activated with the standard snap value of 1, and they will align neatly with the grid and with each other, making snapped level build easy as intended. Now give a fractional scale to the parent and move the cubes again with the gizmo. Regardless if Local Space Mode is activated or not, their position on the viewport and the corresponding  translation value in the inspector will be affected by the parent's scaling multiplier, making cubes snap to misaligned positions and interfering with level build. Manually typing the translation to integers in the inspector will fix their alignment, so you have type positions instead of using the gizmos to place objects if all objects in the scene are children to a scaled parent.

**Minimal reproduction project:**
[ScaledParentSnapBug.zip](https://github.com/godotengine/godot/files/4049734/ScaledParentSnapBug.zip)
Repository: go
Issue: gollvm: failure to build on Arch Linux
Labels: NeedsInvestigation

### What operating system and processor architecture are you using (`go env`)?

x86_64 Arch Linux

```text
$ uname -a
Linux omikron 5.4.10.a-1-hardened #1 SMP PREEMPT Thu, 09 Jan 2020 20:14:59 +0000 x86_64 GNU/Linux
```

(Failure building go, so I can't run `go env`, but if there's any more info I'm happy to edit this as need be)

### What did you do?

```shell
mkdir -p gollvm-workarea
cd gollvm-workarea
git clone https://github.com/llvm/llvm-project.git
cd llvm-project/llvm/tools
git clone https://go.googlesource.com/gollvm
cd gollvm
git clone https://go.googlesource.com/gofrontend
cd libgo
git clone https://github.com/libffi/libffi.git
git clone https://github.com/ianlancetaylor/libbacktrace.git
cd ~/projects/personal/gollvm-workarea/
mkdir -p build.rel && cd build.rel
cmake -DCMAKE_BUILD_TYPE=Release -DLLVM_USE_LINKER=gold -G Ninja -DLLVM_TARGETS_TO_BUILD="X86" ../llvm-project/llvm/
ninja gollvm
```

### What did you expect to see?

I expected to be able to build gollvm successfully.

### What did you see instead?

Results in: [THESE](https://gist.github.com/SecurityInsanity/ab35254ef8cfd6c8206d3572657587d2) error logs.

After doing some digging I realized it was missing some fields in `gen-sysinfo.go`, so I manually added in the [following fields](https://gist.github.com/SecurityInsanity/c00fc6fa07e5984b6cf82aa405db24eb) to the very bottom of the file. Running ninja again then results in: [THIS](https://gist.github.com/SecurityInsanity/513f83354182edcf8f7ee018531f8fb5) error message. This looks similar to some output posted on #26405 in terms of editing a file, and seeing failure to link to cri.o. As such I'm going to post the two commands requested in that issue in case it's of help:

```
$ echo "package tiny" > tiny.go
$ ./bin/llvm-goc -v -c tiny.go
gollvm version 1 (experimental) [LLVM version 10]
Candidate GCC install:
version: 9.2.0
foundTriple: x86_64-pc-linux-gnu
libPath: /usr/lib/gcc/x86_64-pc-linux-gnu/9.2.0
parentLibPath: /usr/lib/gcc/x86_64-pc-linux-gnu/9.2.0/../..
installPath: /usr/lib/gcc/x86_64-pc-linux-gnu/9.2.0
ProgramPaths:
FilePaths:
/usr/lib/gcc/x86_64-pc-linux-gnu/9.2.0
Target: x86_64-unknown-linux-gnu
 ./bin/llvm-goc -S tiny.go -L/home/cynthia/projects/personal/gollvm-workarea/build.rel/./bin/../lib64 -o /tmp/compile-393cb7.s
 /usr/bin/as --64 -o tiny.o /tmp/compile-393cb7.s
$ clang -c -v himom.c
clang version 9.0.1 
Target: x86_64-pc-linux-gnu
Thread model: posix
InstalledDir: /usr/bin
Found candidate GCC installation: /usr/bin/../lib/gcc/x86_64-pc-linux-gnu/9.2.0
Found candidate GCC installation: /usr/bin/../lib64/gcc/x86_64-pc-linux-gnu/9.2.0
Found candidate GCC installation: /usr/lib/gcc/x86_64-pc-linux-gnu/9.2.0
Found candidate GCC installation: /usr/lib64/gcc/x86_64-pc-linux-gnu/9.2.0
Selected GCC installation: /usr/bin/../lib64/gcc/x86_64-pc-linux-gnu/9.2.0
Candidate multilib: .;@m64
Candidate multilib: 32;@m32
Selected multilib: .;@m64
clang-9: error: no such file or directory: 'himom.c'
```
Repository: godot
Issue: Editor Allows Using Abstract C# Resource Types
Labels: bug,topic:editor,topic:dotnet

**Godot version:**
3.1.2.stable.mono.official

**OS/device including version:**
Manjaro Linux x86_64
Linux Kernel 5.4.6-2-MANJARO

**Issue description:**
Editor allows the attachment of C# scripts to fields that accept them as if they are concrete implementations.

When calling abstract functions that would normally be implemented by a derived class the runtime crashes and Mono produces the following crash log: [mono_crash.2e2ed3546.5.json.txt](https://github.com/godotengine/godot/files/4050150/mono_crash.2e2ed3546.5.json.txt)

**Steps to reproduce:**
1. Create new C# script and define an abstract class that extends `Resource`.
2. Declare at least one abstract method on the class.
3. Create a resource that uses the abstract class' C# file as its script.
4. Call one the abstract class' unimplemented methods at runtime.

**Minimal reproduction project:**
[Example.zip](https://github.com/godotengine/godot/files/4050159/Example.zip)
Repository: terminal
Issue: Allow tab title and window title to update independently
Labels: Issue-Feature,Help Wanted,Area-UserInterface,Product-Terminal

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close my issue without further explanation or engagement.

All good? Then proceed!
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# Description of the new feature/enhancement
Currently the window title, as seen in the taskbar button, and window
titlebar if "showTabsInTitleBar" is set to false, are always the same as
the tab title for the current tab, 

This would allow those two to differ.

The intended use case would be to set a short title for a tab, e.g. "PS" for
PowerShell, while allowing the application title to show as the window
title, where it might contain the current path, e.g. "PS C;\Users\username"

<!--
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feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->

# Proposed technical implementation details (optional)
This will require a new setting "suppressApplicationTitleInTab" that
would have a similar effect to the current "suppressApplicationTitle",
but instead of altering both the tab title and window title as the
current setting does, it would only force tabTitle into the tab.

<!--
A clear and concise description of what you want to happen.
-->

# Notes
I've already been working on this, and have a branch in my fork of this repo
that has a working implementation.  However, before I create a PR, I'd like to
run the idea past the team, so that they can look it over and give a final
go/no-go decision.

If you want to see it in action, fork my repo: https://github.com/dgnuff/terminal 
and take a look at branch features/title, 868e39e .
Repository: pytorch
Issue: Out-of-date link to pytorch ci dockerfiles in jenkins readme
Labels: module: docs,triaged

The Jenkins [readme.md](https://github.com/pytorch/pytorch/blob/master/.jenkins/pytorch/README.md) contains the broken link `https://github.com/pietern/pytorch-dockerfiles/blob/master/build.sh`. This repository has been moved on 11/11/2019, and it looks like the link should be replaced with `https://github.com/pytorch/pytorch-ci-dockerfiles/blob/master/build.sh`.

Edit: It looks like I was looking in the wrong place. The CI dockerfiles are also included in a [subdirectory](https://github.com/pytorch/pytorch/tree/master/.circleci). I'm not sure where the link is intended to be pointing, however.
Repository: godot
Issue: multiple Polygon2D with shared edges don't render properly
Labels: bug,topic:rendering

**Godot version:**
3.1.1

**OS/device including version:**
Linux/Fedora 30

**Issue description:**
When two instances of Polygon2D share an edge it sometimes leads to one of them not being rendered properly.

**Steps to reproduce:**
I haven't fully figured out what leads to this bug.
In the reproduction project are three scenes that all display this bug. In each of them "Polygon2D2" is not being rendered properly in the Editor and when running the game it flickers between the proper rendering and the wrong one. When the visibility of "Polygon2D" is toggled off it is rendered properly.

**Minimal reproduction project:**
[Polygon2DBug.zip](https://github.com/godotengine/godot/files/4050209/Polygon2DBug.zip)
Repository: go
Issue: cmd/go: allow `go run .` in module mode without a go.mod file
Labels: NeedsFix

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.14beta1 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What did you do?

* Create a simple hello world project with only one `main.go` file.
* Set `GO111MODULE=on`
* Run `go run .` in the project folder. 

### What did you expect to see?

Run okay.

### What did you see instead?

```
go: cannot find main module; see 'go help modules'
```

or for a git repository

```
go: cannot find main module, but found .git/config in /path/to/projects/helloworld
	to create a module there, run:
	go mod init
```
Repository: godot
Issue: RichTextLabel Forced focus_mode when selection_enabled is active
Labels: discussion,topic:gui

**Godot version:** Godot Mono 3.2 Beta 2

**OS/device including version:** Manjaro Arch Linux

**Issue description:** RichTextLabel is forced into acting like having a `focus_mode` of All regardless of `focus_mode` property when `selection_enabled` is set to true. If this is intended behavior, I'll be willing to submit an issue to the docs on the subject, as it should at least be documented.

**Steps to reproduce:**
1. Create a new project with a scene containing only a RichTextLabel
2. Set the RichTextLabel's `focus_mode` to None and `selection_enabled` to true
3. Play game and click on the RichTextLabel
Repository: flutter
Issue: Gradient with transparent colors is displayed incorrectly
Labels: engine,c: API break,has reproducible steps,P2,found in release: 3.3,found in release: 3.7,team-engine,triaged-engine

See an example, please:
https://dartpad.dev/ca37cbc0053cab2e9f4d050c85a42d93
The colors between the stops look too dark.

Compare it with HTML where gradients work as expected:
https://gistpreview.github.io/?a57d7165d47845ec045847c34b3df18e
https://gist.github.com/t-artikov/a57d7165d47845ec045847c34b3df18e

I believe, the problem is how Flutter takes transparency into account when interpolating colors. See https://github.com/flutter/flutter/issues/48534 for more info.

Flutter version: 1.12.13+hotfix.5
Repository: pytorch
Issue: Batch convolutional layer with 5d weight tensor that is not contiguous
Labels: feature,triaged

## 🚀 Feature
Given a batch of images, having a shape (b, c, h, w).
Given a batch of weight tensors, concatenated together with shape (b, out_features, in_features, kernel_height, kernel_width) which is not contiguous (can not view as (b * out_features, in_features, kernel_height, kernel_width) without copying).
Perform a convolution that uses each 4d weight tensor to convolve the corresponding 3d image.
torch.conv2d with parameter groups=b can be used to solve the problem when the 5d weight tensor is contiguous. See https://github.com/pytorch/pytorch/issues/17983 .

## Motivation
For example, if one want to calculate the Jacobian matrix (i.e. the gradient with respect to parameters for each input in a batch), he can first create a 5d weight tensor using torch.expand() efficiently, 
 then perform batch convolutional layer, and finally backpropagate. In such case, weight tensor is not contiguous.
For another application, consider an encoder-decoder network. If an encoder layer shares the same convolutional kernel with the decoder layer, then the weight tensor of the encoder layer is the transpose of  the decoder layer, thus not contiguous.

## Alternatives
Of course one can use torch.conv2d with group parameter groups=b. However, reshaping the 5d tensor to 4d (b * out_features, in_features, kernel_height, kernel_width) is needed. If the tensor is not contiguous, it will involve a copy operation which is really time consuming.

## Additional context
For implementing batch convolutional layer using conv2d with group, see
https://github.com/pytorch/pytorch/issues/17983 .
Repository: excalidraw
Issue: Suggestion - create a GatsbyJS transformer
Labels: enhancement,help wanted

Great tool ! Thanks for publishing this.
Given the JSON document describes a diagram, it would be great to include these diagrams as PNGs in a static page built with Gatsby. A GatsbyJS transformer could transform nodes with a special MIME type to PNG image nodes.
Repository: flutter
Issue: Framework color lerping logic assumes it can always use Color.lerp
Labels: framework,a: animation,P2,team-framework,triaged-framework

For instance, ColorTween takes a Color, which could be an HSVColor or HSLColor, which, have their own lerping algorithms and may be not precisely compatible with `Color.lerp`.

See also https://github.com/flutter/flutter/issues/48534