sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [Plugin]Camera plugin does't contain GPS info
Labels: c: new feature,p: camera,package,team-ecosystem,P3,triaged-ecosystem

## Use https://github.com/flutter/plugins/tree/master/packages/camera 

Take photos

## The photo does not contain GPS info,but if I use phone photo App itself take photos contain GPS info

 
```
[✓] Flutter (Channel stable, v1.2.1, on Mac OS X 10.13.6 17G6030, locale en-CN)
    • Flutter version 1.2.1 at /Users/tam/Work/TOOLS/flutter
    • Framework revision 8661d8aecd (8 weeks ago), 2019-02-14 19:19:53 -0800
    • Engine revision 3757390fa4
    • Dart version 2.1.2 (build 2.1.2-dev.0.0 0a7dcf17eb)

[✓] Android toolchain - develop for Android devices (Android SDK version 28.0.3)
    • Android SDK at /Users/tam/Library/Android/sdk
    • Android NDK location not configured (optional; useful for native profiling support)
    • Platform android-28, build-tools 28.0.3
    • ANDROID_HOME = /Users/tam/Library/Android/sdk
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_152-release-1248-b01)
    • All Android licenses accepted.

[✓] iOS toolchain - develop for iOS devices (Xcode 10.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 10.1, Build version 10B61
    • ios-deploy 1.9.4
    • CocoaPods version 1.5.3

[✓] Android Studio (version 3.3)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin version 33.3.1
    • Dart plugin version 182.5215
    • Java version OpenJDK Runtime Environment (build 1.8.0_152-release-1248-b01)

[✓] VS Code (version 1.32.3)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 2.25.0
```
Repository: godot
Issue: Textures bleeding white when using an UV-based texture atlas with mipmapping
Labels: bug,topic:rendering,confirmed,topic:3d

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:** 3.1 64b
<!-- Specify commit hash if non-official. -->


**OS/device including version:** Linux 64b, GTX 1070 (proprietary drivers v418)
<!-- Specify GPU model and drivers if graphics-related. -->


**Issue description:**
<!-- What happened, and what was expected. -->

Here is an example: ![](https://i.imgur.com/pDp2OEx.png)

All those white tops on green blocks are supposed to be green, it is the same green texture.

I have half of texture size padding around block textures (all block textures are combined in one texture).

What I tried:

* Enabling mipmap on texture didn't change anything.
* Enabling "Use Nearest Mipmap Filter" didn't help.
* "Use Pixel Snap" didn't help (I believe it only works for 2D).
* "Foce Vertex Shading" 
* Disabling HDR
* Same thing happens on GLES2 (pic is from GLES3).
* Changing "Anisotropic Filter Level" from 4 to 1 and 8 had no effect.
* Disabling SSAO
* Disabling shadows (in directional light) and light itself
* Disabling reflections
* Disabling depth pass didn't help.
* Changing roughness and albedo didn't help.
* Removing alpha channel from texture didn't help.

**Steps to reproduce:**
Place a box with UV mapping limiting its texture just to a small part, increase camera visibility range, move block far away.

**Minimal reproduction project:**
<!-- Recommended as it greatly speeds up debugging. Drag and drop a zip archive to upload it. -->
[bleeding_white.zip](https://github.com/godotengine/godot/files/3057483/bleeding_white.zip)

![Screenshot_20190409_083203](https://user-images.githubusercontent.com/1975567/55778516-5c868680-5aa3-11e9-9183-ad754e74492b.png)
Repository: bitcoin
Issue: macOS App Notarization & Stapling
Labels: macOS,Build system

> The Apple notary service is an automated system that scans your software for malicious content, checks for code-signing issues, and returns the results to you quickly. If there are no issues, the notary service generates a ticket for you to staple to your software; the notary service also publishes that ticket online where Gatekeeper can find it.

> Beginning in **macOS 10.14.5**, all new or updated kernel extensions and all software from developers new to distributing with Developer ID must be notarized in order to run. In a future version of macOS, notarization will be required by default for all software.

The currently available version of macOS is 10.14.4.

Apple's notary service requires you to adopt the following protections:
* Enable code-signing for all of the executables you distribute.
* Enable the Hardened Runtime capability for your executable targets, as described in Enable hardened runtime.
* Use a `Developer ID` application, kernel extension, or installer certificate for your code-signing signature.
* Include a secure timestamp with your code-signing signature. (The Xcode distribution workflow includes a secure timestamp by default. For custom workflows, include the `--timestamp` option when running the codesign tool.)
* Don’t include the `com.apple.security.get-task-allow` entitlement with the value set to any variation of true.
* Link against the macOS 10.9 or later SDK.

More info available here: https://developer.apple.com/documentation/security/notarizing_your_app_before_distribution
Repository: go
Issue: math: remove assembly stubs
Labels: help wanted,NeedsInvestigation

I could be wrong, but I think now that we have mid-stack inlining it should be possible to move the math package from this pattern:

```go
// F does blah.
func F() // implemented in asm, might just jump straight to f

func f() {
    // generic implementation in Go
}
```

To something more like this pattern:

```go
// F does blah.
func F() {
    f() // might call asm, might just call fGeneric
}

func fGeneric() {
    // generic implementation in Go
}
```

This would have the side benefit of allowing architectures that use the generic implementation to inline it if it is cheap enough. It might also make stdlib easier to build with other compilers (#31330).
Repository: rust
Issue: Build fail when specify a local source for libc
Labels: T-bootstrap

$ git clone https://github.com/rust-lang/rust.git

$ git clone https://github.com/rust-lang/libc.git

$ cd rust

$ # edit Cargo.toml in rust to contain this line in field [patch.crates-io]:

libc = {path = “…/libc” }

$ ./x.py build

Then the erros appear:

error: the feature cfg_target_vendor has been stable since 1.33.0 and no longer requires an attribute to enable –> /home/bpang/rust_ref/libc/src/lib.rs:22:13 | 22 | feature(cfg_target_vendor, link_cfg, no_core) | ^^^^^^^^^^^^^^^^^ | = note: -D stable-features implied by -D warnings

error: unused attribute –> /home/bpang/rust_ref/libc/src/lib.rs:27:1 | 27 | #![no_std] | ^^^^^^^^^^ | = note: -D unused-attributes implied by -D warnings

error: crate-level attribute should be in the root module –> /home/bpang/rust_ref/libc/src/lib.rs:27:1 | 27 | #![no_std] | ^^^^^^^^^^

error: aborting due to 3 previous errors
Repository: flutter
Issue: [image_picker] new feature to allow original image to be saved when scaling image..
Labels: c: new feature,p: image_picker,package,team-ecosystem,P3,triaged-ecosystem

After https://github.com/flutter/plugins/pull/1445 the original image is deleted after scaling on Android. This caused breaking for some people who needs the original image even after scaling. 
Need to find a way to provide a way to choose to keep the original image. Preferably on both platforms.
Repository: go
Issue: x/crypto/ssh: implement zlib@openssh.com compression
Labels: help wanted,NeedsFix,FeatureRequest

this is an internal google request for implementation of zlib compression in the x/crypto/ssh library, as specified at

https://tools.ietf.org/html/draft-miller-secsh-compression-delayed-00
Repository: flutter
Issue: [webview_flutter] Accessibility element not focused when trying to select the element directly.
Labels: platform-ios,a: accessibility,a: platform-views,p: webview,package,e: OS-version specific,P3,found in release: 2.2,found in release: 2.5,team-ios,triaged-ios

When using a11y on iOS webview, we are able to focus on accessibility elements by going through all the elements one by one.

However, if we want to directly select an element inside the webview, by dragging a finger on the webview.

This issue can be reproduced directly using the example app in webview_flutter plugin.
Repository: go
Issue: cmd/go: 'mod verify' should not modify the go.mod file
Labels: NeedsFix,modules

<pre>
$ go version
go version go1.12 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes.


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/jsha/.cache/go-build"
GOEXE=""
GOFLAGS="-mod=vendor"
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOOS="linux"
GOPATH="/home/jsha/gopkg"
GOPROXY=""
GORACE=""
GOROOT="/home/jsha/go1.12"
GOTMPDIR=""
GOTOOLDIR="/home/jsha/go1.12/pkg/tool/linux_amd64"
GCCGO="gccgo"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/home/jsha/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build911932552=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

1. Checked out https://github.com/letsencrypt/boulder/
2. Ran `go mod init` to create a go.mod file.
3. Committed the go.mod file (`git commit go.mod -m 'Use modules'`)
4. Ran `go mod verify`
5. Ran `git diff`

### What did you expect to see?

No output.

### What did you see instead?

Several lines changed.

Specifically, what happened here is that Boulder depends on a number of packages. Some of those packages have opted into modules, and have their own dependencies listed in go.mod. 

For instance, as of right now, Boulder has `golang.org/x/crypto` [vendored at 0709b304](https://github.com/letsencrypt/boulder/blob/23cb68be4ffa22e78a3258597b009b1dc3b6ac31/Godeps/Godeps.json#L357-L358) using `godep`. `go mod init` correctly picks up that version and puts it in go.mod. Boulder also depends on [`challtestsrv` v1.0.2](https://github.com/letsencrypt/challtestsrv/tree/v1.0.2). `challtestsrv` v1.0.2 [has a go.mod](https://github.com/letsencrypt/challtestsrv/blob/v1.0.2/go.mod) that depends on `golang.org/x/crypto` 505ab145 (which is later than 0709b304). Running `go mod verify` changes Boulder's go.mod to depend on 505ab145.

It seems like `go mod verify` is performing the `minimal version selection` algorithm and updating go.mod. I would expect that `go mod verify` doesn't change anything, based on [the documentation](https://godoc.org/cmd/go#hdr-Verify_dependencies_have_expected_content), which says:

> Verify checks that the dependencies of the current module, which are stored in a local downloaded source cache, have not been modified since being downloaded. If all the modules are unmodified, verify prints "all modules verified." Otherwise it reports which modules have been changed and causes 'go mod' to exit with a non-zero status.
Repository: vscode
Issue: Disable hover but keep Ctrl+Hover
Labels: feature-request,under-discussion,editor-hover

Hover can be very frustrating when selecting text etc. Longer delay (eg 1500ms) solves this but when you actually need the hover information it is frustrating to wait. 

Having the full hover information by pressing control and hover the mouse on specific code is very nice. Please leave this functionality while let us disable the simple hover (the one without pressing Ctrl). In other words separate "hover" and "ctrl+hover" functionalities, with two seaparate options for turning them on/off.
Repository: rust
Issue: Clarify precedence with ^ in chained comparison
Labels: C-enhancement,A-diagnostics,T-compiler,A-suggestion-diagnostics,D-papercut

```rust
fn foo(x: i32, y: i32, z: i32) -> bool {
    x < y ^ y < z // error: chained comparison operators require parentheses
}
```
Actual output:
```
error: chained comparison operators require parentheses
 --> src/lib.rs:2:7
  |
2 |     x < y ^ y < z
  |       ^^^^^^^^^^^
  |
  = help: use `::<...>` instead of `<...>` if you meant to specify type arguments
  = help: or use `(...)` if you meant to specify fn arguments

error[E0308]: mismatched types
 --> src/lib.rs:2:17
  |
2 |     x < y ^ y < z
  |                 ^ expected bool, found i32

error: aborting due to 2 previous errors
```
It would be helpful to clarify that `^` has a higher precedence than `<` and suggest that the user parenthesises `(x < y) ^ (y < z)`, which would result in the correct expected type.

<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

<!-- TRIAGEBOT_ASSIGN_DATA_START$${"user":null}$$TRIAGEBOT_ASSIGN_DATA_END -->

<!-- TRIAGEBOT_ASSIGN_END -->
<!-- TRIAGEBOT_END -->
Repository: flutter
Issue: Review _TabSwitchingViewState's internal caching behavior
Labels: team,framework,c: performance,f: cupertino,P2,team-design,triaged-design

`_TabSwitchingViewState` displays the content for a selected tab. It also caches the content of any previously selected tab offstage. But there are 2 things to consider:

1. Should we really apply caching automatically to every tab, regardless of what the developer wants? Could there be uncontrollable performance impacts as a result of this?

2. Should `_TabSwitchingViewState` really be invoking the `tabBuilder` for every cached page that is offscreen?

We should re-evaluate the API and behavior. At first glance it looks like we should consider using something like `KeepAlive` to signify that a page should be cached offstage. We can offer `KeepAlive` within something like a `CupertinoPageScaffold` automatically.

Related issue: #30790
Repository: neovim
Issue: syntax API
Labels: enhancement,api,syntax

Followup to https://github.com/neovim/neovim/issues/9421#issuecomment-477773593 . The [roadmap](https://neovim.io/roadmap/) mentions "Syntax API" as a long-term goal. Concretely:

- `nvim_buf_attach_hl({buffer}, {send_buffer}, {opts})` - Subscribe to [all buffer "decorations"](https://github.com/neovim/neovim/issues/9421#issuecomment-477931420), where decoration is essentially the state in `screen.c`:
    - syntax highlighting
    - concealing
    - `matchaddpos`/`nvim_buf_add_highlight`
    - signs
    - virtual text
- Allow clients to _define_ syntax structurally (i.e. text properties / extended marks #5031, not regex)
- Allow clients to _query_ syntax (including legacy Vim-regex syntax)

Notes:

- Whole-buffer syntax is expensive compared to Vim's existing viewport-restricted syntax
- Would a "fake viewport" be useful, e.g. so that clients could force Nvim to highlight the whole buffer (use-case: minimap)?

cc @bryphe @breja @crossr
Repository: godot
Issue: Sometimes mono get corrupted and project crashes at editor startup
Labels: bug,topic:editor,topic:dotnet

**Godot version:**
3.1 stable


**OS/device including version:**
Win10


**Issue description:**

Sometimes my project which uses C# get corrupted and editor crashes after loading the first scene

```
ERROR: reload: FATAL: Condition ' native == __null ' is true.
   At: modules/mono/csharp_script.cpp:2716

Stacktrace:

Got a SIGILL while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
```

I found a way to fix it by removing `.mono` folder - after re-run it recompiles and that fixes a crash

**Steps to reproduce:**
It's happening from time to time, I don't know how to reproduce it

**Minimal reproduction project:**
I can only give a corrupted .mono folder and correct .mono folder, the project itself is open-sourced and can be obtained from https://github.com/Chaosus/ModernShogi but I guess it's useless to fix this bug

[mono_corrupted.zip](https://github.com/godotengine/godot/files/3062017/mono_corrupted.zip)

[mono_ok.zip](https://github.com/godotengine/godot/files/3062022/mono_ok.zip)
Repository: go
Issue: runtime: ARM uClinux crash with -buildmode=c-archive
Labels: help wanted,NeedsFix

Please answer these questions before submitting your issue. Thanks!

#### What did you do?
main.go
package main
/*
#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
 */
import "C"

//export TestAdd
func TestAdd(a C.int32_t, b C.int32_t) C.int32_t {
	return a + b
}

func main() {}

build:
CGO_ENABLED=1 GOOS=linux GOARCH=arm GOARM=5 CC=arm-hisiv500-linux-uclibcgnueabi-gcc CXX=arm-hisiv500-linux-uclibcgnueabi-g++ go build -buildmode=c-archive

output dlltest.a

test.c
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <stdint.h>
#include <string.h>
#include <errno.h>
#include <inttypes.h>

extern "C" {
    int32_t TestAdd(int32_t a, int32_t b);
}

int main(int argc, char* argv[])
{
    int ret = TestAdd(10, 11);
    printf("TestAdd, ret=%d", ret);
}

build:
export CC=arm-hisiv500-linux-uclibcgnueabi-gcc
export CXX=arm-hisiv500-linux-uclibcgnueabi-g++
$CXX  -g test.c -o test dlltest.a  -lpthread

output test exe file.
file test
test: ELF 32-bit LSB executable, ARM, EABI5 version 1 (SYSV), statically linked, with debug_info, not stripped

copy test to ARM board, run it.

#### What did you expect to see?
output TestAdd, ret=21

#### What did you see instead?
Segmentation fault


#### System details
gdb debug output
Program received signal SIGSEGV, Segmentation fault.
[Switching to LWP 427]
runtime.sysargs (argc=0, argv=0x0) at /usr/local/go-linux-arm-bootstrap/src/runtime/os_linux.go:206

```
go version go1.12.3 linux/amd64
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/csw/.cache/go-build"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOOS="linux"
GOPATH="/home/csw/work/go"
GOPROXY=""
GORACE=""
GOROOT="/usr/local/go"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GCCGO="gccgo"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/home/work/dlltest/go.mod"
GOROOT/bin/go version: go version go1.12.3 linux/amd64
GOROOT/bin/go tool compile -V: compile version go1.12.3
uname -sr: Linux 4.19.0-041900-generic
Distributor ID:	Ubuntu
Description:	Ubuntu 18.04.2 LTS
Release:	18.04
Codename:	bionic
/lib/x86_64-linux-gnu/libc.so.6: GNU C Library (Ubuntu GLIBC 2.27-3ubuntu1) stable release version 2.27.
gdb --version: GNU gdb (Ubuntu 8.1-0ubuntu3) 8.1.0.20180409-git
```
Repository: go
Issue: x/net: Gccgo port for aix/ppc64
Labels: NeedsInvestigation

I'm currently porting x/net for `aix/ppc64` for GC implementation (https://go-review.googlesource.com/c/net/+/170557). I was aiming to port it for Gccgo implementation as well. 

In my understanding, for most of the OSes, a package implementation doesn't need to be changed according to which compiler is being used. 
The only case, I'm thinking of, where a special file is needed is for Oses (like AIX, Solaris and maybe 1.12 Darwin) which haven't the same syscall backend. On Linux or BSDs, `syscall.Syscall` can be called from both Gc and Gccgo. Correct me if I'm wrong.  

But on AIX, Gc syscalls needed `//go:linkname` and Gccgo ones needed `//extern`. Therefore a different syscall file is needed. However, the rest of the package should remain unchanged right ? 

Note I've checked with gccgo-8 (go1.10) on Linux/amd64 and x/net package tests seems to pass as is.  

@ianlancetaylor could you please confirm than these are the only different between Gccgo and Gc compiler on a package implementation ? 

CC @mikioh
Repository: pytorch
Issue: Performance issue with torch.jit.trace(), slow prediction in C++ (CPU)
Labels: triage review,needs reproduction,module: performance,oncall: jit,module: cpp

Hi,
Scripted CNNs are predicting much slower, especially on C++.
On the python side, this test shows the decrease in performance:
```
model = Model(128, 128, 19**2, 0.1)
input = torch.tensor(torch.ones(1,1,128,128))

torch.cuda.synchronize()
torch.set_num_threads(1)

start_time1 = time.time()
output1 = model(input)
print('Time for total prediction 1 = {0}'.format(time.time()-start_time1))

# Trace the model and convert the functionality to script
traced_model = torch.jit.trace(model, input)

start_time2 = time.time()
output2 = traced_model(input)
print('Time for total prediction 2 = {0}'.format(time.time()-start_time2))
```
The output is:
```
Time for total prediction 1 = 0.008975505828857422
Time for total prediction 2 = 0.015474081039428711
```
So after tracing the module, prediction is much slower. When I load the model in C++, the _forward_ method actually decreases the speed of the real-time prediction from 120Hz to 30Hz. Is there a way this performance could be improved? 

cc @ezyang @gchanan @zou3519 @suo @yf225 @VitalyFedyunin @ngimel @mruberry
Repository: pytorch
Issue: pytorch/caffe2/onnx/backend.cc:1668:57: error: invalid conversion from ‘google::protobuf::int32 {aka int}’ to ‘onnx_torch::TensorProto::DataType {aka onnx_torch::TensorProto_DataType}’ [-fpermissive]
Labels: caffe2

## ❓ Questions and Help
my god, when i compile the pytorch1.0 form source(v1.0rc0 v1.0rc1), i get this error.
### Please note that this issue tracker is not a help form and this issue will be closed.

We have a set of [listed resources available on the website](https://pytorch.org/resources). Our primary means of support is our discussion forum:

- [Discussion Forum](https://discuss.pytorch.org/)
Repository: godot
Issue: Spaces are counted in RichTextLabel but not Label when using `get_total_character_count()`
Labels: bug,confirmed,topic:gui

**Godot version:**
3.1

There are differences in how **richtextlabel** and **label** hadle spaces in their texts. **richtextlabel** counts spaces when using _get_total_character_count()_ while **label** does not: 
![Bug?](https://i.imgur.com/XWbfz1j.png)

This isn't that much of a problem because you can just use _text.length()_ BUT when you use _label.visible_characters += 1_, that becomes a problem. For examle I wrote a system that shows the same text for both of those nodes and it works only with one of them at a time because each node handles spaces differently.

This is very annoying and messy. It would be great if both of them counted spaces.
Repository: godot
Issue: Duplicating Visual Script node loses custom script reference 
Labels: bug,confirmed,topic:visualscript

**Godot version:**
3.1-stable-windows64

**Steps to reproduce:**

Create a custom node type using GD script
Add a "Custom Node" to a new Visual Script
Set the type to your custom node using Reference/Script thing in the Inspector
Press Ctrl-D to duplicate your node
Notice Script only shows a gear
(if you then click the blank Script reference in the Inspector you get into some weird stuff that seems to break some things and sometimes leads to crashes)

Original Node:
![image](https://user-images.githubusercontent.com/31754592/55887624-6e375f00-5b73-11e9-8dcf-d7afd61968e3.png)

Duplicate Node:
![image](https://user-images.githubusercontent.com/31754592/55887640-75f70380-5b73-11e9-8c14-7234fff23b10.png)


**Reproduction project:**
* git@gitlab.com:youreperfectstudio/catherines-quest.git
* commit ID: 0937d68a43a737565c2a642c86504d2198eca3c1
* script: story/robin_intro.vs