sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: [InAppPurchase] Add function in ios to get the past purchases history like android 
Labels: c: new feature,platform-ios,p: in_app_purchase,package,c: proposal,P3,team-ios,triaged-ios



## Query Past Purchase



## Proposal

`       final InAppPurchaseAndroidPlatformAddition androidAddition = _inAppPurchase
        .getPlatformAddition<InAppPurchaseAndroidPlatformAddition>();
    final QueryPurchaseDetailsResponse oldpurchases =
        await androidAddition.queryPastPurchases();`

##Add Function in IOS Platoform additon
`      var iosPlatformAddition = _inAppPurchase
            .getPlatformAddition<InAppPurchaseStoreKitPlatformAddition>();
    final QueryPurchaseDetailsResponse oldpurchases =
        await iosPlatformAddition.queryPastPurchases();`
Repository: PowerToys
Issue: Save/Load Display configuration
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

I would like to have a feature which lets me save multiple display configuration and load them when needed. Binding shortcuts would be cool but having an icon in the taskbar is also good. It would be nice if FancyZones would work with this tool and update its configuration accordingly or if the FancyZones config could be saved as a part of the display settings.

### Scenario when this would be used?

Szenario 1 (Working from Home and in the Office)

When working from home my laptop is a lot closer to me then at work so I would like to have a different windows scale setting (125% home, 150% at work). Now different displays are handled quite well by windows just using the last settings they had. For the same display though windows can't know when I'm at work so I need to switch manually and going into the settings every time is cumbersome.

Szenario 2 (TV connected)

My TV is connected via an HDMI cable so that I can play some games on the TV. Normally I want the TV off but when playing I would like the TV on, set as primary display and all other monitors off (otherwise some games wont pick up the TV). Configuring 3 displays everytime you want to play a game is also very cumbersome.

### Supporting information

There is a standalone tool which provides this but I would love to see it integrated into PowerToys
https://sourceforge.net/projects/monitorswitcher/
Repository: neovim
Issue: stuck while pasting large text
Labels: bug,platform:macos,environment,clipboard,tui,has:plan

### Neovim version (nvim -v)

v0.7.2

### Vim (not Nvim) behaves the same?

vim version: 8.2
yes, vim --clean
yes, vim -u DEFAULTS
**no, vim -u NONE**

### Operating system/version

Apple M1 Pro
macOS 12.5 Monterey(12.4 got this issue too)

### Terminal name/version

iTerm2 Build 3.4.16 & Terminal 2.12.7(445)

### $TERM environment variable

xterm-256color

### Installation

homebrew

### How to reproduce the issue

nvim --clean
:edit foo
press i into insert mode
<Command-v> paste a text about 100+ lines

### Expected behavior

paste 100+ lines correctly.

### Actual behavior

paste stuck maybe after 15 lines, but it's still ok to type alpha and number
while press \<esc>, shows `^[`
while press \<Backspace>, shows `^?`
while press \<C-v>, shows `^[99;5u`
Repository: godot
Issue: Ignoring class methods with underscore prefix cause issue with some properties
Labels: bug,topic:gdextension

### Godot version

4.0-rc13

### System information

n/a

### Issue description

Currently the `extension_api.json` generation code consider in class methods/properties starting with an underscore as hidden and ignore it:
 https://github.com/godotengine/godot/blob/eda6800f5dc01981f3626580d91a619b496acb5f/core/extension/extension_api_dump.cpp#L748-L749

https://github.com/godotengine/godot/blob/eda6800f5dc01981f3626580d91a619b496acb5f/core/extension/extension_api_dump.cpp#L846-L848

However _ as a prefix is not always used to indicate a private method, for instance considering the `anchor_*` properties in `Control`:
https://github.com/godotengine/godot/blob/eda6800f5dc01981f3626580d91a619b496acb5f/scene/gui/control.cpp#L3355-L3358

Those properties use `_set_anchor` as setter, this is because `Control` also expose a `set_anchor` method (this one behind higher level designed to be directly used)
https://github.com/godotengine/godot/blob/eda6800f5dc01981f3626580d91a619b496acb5f/scene/gui/control.cpp#L3189

So my guess is we should stop considering the underscore prefix as a private marker (and I'm saying this as a Python lover :smile: ) and just dump all methods/properties.

As a matter of fact I even wonder if there is such thing  as class method declared in ClassDB that should be private (the whole point of GDExtension being to provide to external tools the same access GDScript have)


### Steps to reproduce

n/a

### Minimal reproduction project

_No response_
Repository: rust
Issue: Detect cases of lifetime errors caused by closures using a lifetime of its enclosing item and suggest anon lifetime
Labels: A-diagnostics,A-lifetimes,T-compiler,A-suggestion-diagnostics,D-newcomer-roadblock

```rust
fn test<'a>()
where
    'a: 'a, // <- makes sure `'a` is early-bound; late-bound lifetimes are already rejected
{
    let f = |_: &'a str| {};
    f(&String::new());
}
```

compiles on 1.63 but [will stop compiling in 1.64](https://play.rust-lang.org/?version=beta&mode=debug&edition=2021&gist=7cf9ce98fd64f1bf3d680c5bc9325534) with the following error because of https://github.com/rust-lang/rust/pull/98835#issuecomment-1177391852 (https://github.com/rust-lang/rust/issues/100544):

```
error[E0716]: temporary value dropped while borrowed
 --> src/lib.rs:6:8
  |
1 | fn test<'a>()
  |         -- lifetime `'a` defined here
...
6 |     f(&String::new());
  |     ---^^^^^^^^^^^^^-- temporary value is freed at the end of this statement
  |     |  |
  |     |  creates a temporary which is freed while still in use
  |     argument requires that borrow lasts for `'a`
```

We should detect cases of lifetime errors caused by closures using a lifetime of its enclosing item and [suggest using an anonymous lifetime when appropriate](https://play.rust-lang.org/?version=beta&mode=debug&edition=2021&gist=ee62dde9823aca7a569f545f4260696a) to make the code compile.
Repository: rust
Issue: `PhantomData`, mutable references and `drop` interaction unclear
Labels: T-compiler,A-docs,C-bug

I tried this code:

```rust
use std::marker::PhantomData;

struct S;

impl S {
    fn create_ref(&mut self) -> Ref<'_> {
        Ref {
            _phantom: PhantomData::default(),
            _tester: DropTester,
        }
    }
    
    fn use_it(&self) {
        println!("use_it")
    }
}

struct Ref<'a> {
    _phantom: PhantomData<&'a mut ()>,
    _tester: DropTester,
}

// uncomment this to "fix" the bug:
//
// impl<'a> Drop for Ref<'a> {
//     fn drop(&mut self) {}
// }

struct DropTester;

impl Drop for DropTester {
    fn drop(&mut self) {
        println!("DropTester::drop")
    }
}

fn main() {
    let mut s = S;
    let r = s.create_ref();
    s.use_it();
}
```

([Playground link](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=63d7b626cf9ce70281178dcbc009bd7c))

### I expected to see this happen:

It fails to compile because we hold a mutable reference to `s` and call `use_it`.

### Instead, this happened:

It compiles and the output is:

```text
use_it
DropTester::drop
```

### Meta
Happens on both stable (currently `1.63.0`) and nightly (currently `1.65.0-nightly (2022-08-14 801821d1560f84e4716f)`)

### Explanation
You might wonder why someone would build such a construct: In the actual code the `DropTester` is a `parking_lot` `ArcMutexGuard` that provides access to some internal field (owned by `S`) and I've tried to use lifetimes to avoid that someone would hold the reference wrapper (`Ref`) while using some other methods on `S`.
Repository: godot
Issue: GDScript 2.0:  Cannot get member "nav_poly" from "[Resource:-9223370519170995752]" when using `const` and `preload()`
Labels: bug,topic:gdscript

### Godot version

v4.0.alpha14.official [106b68050]

### System information

Windows 10

### Issue description

A Resource File with "class_name Pool" has a variable:
var nav_poly : NavigationPolygon = NavigationPolygon.new()

When i access this variable from the main scene in Gdscript autocomplete works fine:
$NavReg2d.navpoly = pool.nav_poly

But i get the Error : Cannot get member "nav_poly" from "[Resource:-9223370519170995752]".
Anyhow when i run the scene the code works fine and the generated NavigationPolygon is used.

In Godot 3.5(Stable) i don´t get an error with same code.

### Steps to reproduce


https://user-images.githubusercontent.com/50340215/184619018-41186244-9d05-43d6-a021-20c00e4c5ddf.mp4



### Minimal reproduction project

[Godot 4(A14) Project.zip](https://github.com/godotengine/godot/files/9336618/Godot.4.A14.Project.zip)
Repository: rust
Issue: Intra-doc links to methods should link to a "good default"
Labels: T-rustdoc,C-bug

Intra-doc links to methods should link to a "good default". This is particularly important until https://github.com/rust-lang/rust/issues/93398 is closed, but it would be nice even then.

For instance, in `MaybeUninit`, [links to `assume_init`](https://doc.rust-lang.org/std/mem/union.MaybeUninit.html#method.assume_init) point to the `Box` implementation, instead of the method one would expect.

Worse, the safety preconditions of the `Box` implementation of the method refer to the "main" method, so the user needs to follow the link to read about them. However, since the link points to itself, it does not work and the link may appear to be broken or confuse the user:

> #### Safety
>
> As with [`MaybeUninit::assume_init`](https://doc.rust-lang.org/std/mem/union.MaybeUninit.html#method.assume_init), it is up to the caller to guarantee that the value really is in an initialized state. Calling this when the content is not yet fully initialized causes immediate undefined behavior.

It is present in both stable and nightly.
Repository: flutter
Issue: Using Flutter In An iMessage Extension shows an empty view
Labels: c: new feature,platform-ios,engine,has reproducible steps,P3,found in release: 3.0,found in release: 3.1,team-ios,triaged-ios

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I was recently trying to create an imessage extension embeded into my app. I tried using `FlutterEngine` to show a `FlutterViewController`. However it shows an empty screen and there appears two duplicate warnings `Creating MTLCommandBuffer while in background.` but when I tried creating a same thing in native code, it shows no warning.  
So is there any possibilities that Flutter would work in an imessage extension?
Repository: godot
Issue: Debugger/GDScript parser bug when inspecting properties with the same names as loop variables
Labels: bug,topic:gdscript,needs testing

### Godot version

3.5.stable

### System information

Windows 11

### Issue description

![image](https://user-images.githubusercontent.com/148612/184637296-45f1b50d-9156-4551-88a8-4eef2f01db64.png)

If you see this image, note it printed -2 down below, but the x value in the vector shows 0. I believe this is because x is resolving to be the loop variable, rather than the value contained in the vector. I think this in part because the y value does not appear to find a value at all (inspection in debugger works, but hovering it shows no value on the y), so if the x value is the same, it would search up to the next highest scope, I assume. This feels very minor, and may possibly be fixed in 4.0 with the new parser, but I have not checked.

Note that I have not debugged this further...it might not just be loop variables, and it might not just be Vector2s.

### Steps to reproduce

1. Create a loop with a range variable named either x or y
2. Inside the loop, create a Vector2
3. Hover the x or y value of the Vector2
4. It will only show you the value of the loop variable, not the actual value you put in for the Vector2

### Minimal reproduction project

_No response_
Repository: flutter
Issue: CupertinoPageRoute has no parallax effect when pushed on top of custom route
Labels: platform-ios,framework,a: animation,f: cupertino,has reproducible steps,P2,found in release: 3.0,found in release: 3.1,team-ios,triaged-ios

When using the `CupertinoPageRoute` to push a new route on top of a custom route the parallax effect is lost. If using `MaterialPageRoute` instead of `CupertinoPageRoute`, then the overlay is also lost.

This seems to be happening only when pushing on top of a custom route. Below is an example of my custom route that breaks following `CupertinoPageRoute` routes.

```
import 'package:flutter/material.dart';
import 'package:intui/utils/appearances.dart';

class BottomFadeRoute<T> extends PageRouteBuilder<T> {

  BottomFadeRoute({required BuildContext context, required Widget screen, RouteSettings? settings}) : super(
    opaque: false,
    barrierDismissible: true,
    barrierColor: Theme.of(context).primaryColor.withOpacity(0.5),
		transitionDuration: AppAnimation.defaultDuration,
    reverseTransitionDuration: AppAnimation.defaultReverseDuration,
		pageBuilder: (BuildContext context, _, __) {
      return screen;
    },
		transitionsBuilder: (_, Animation<double> animation, __, Widget child) {
      CurveTween curveTween;
      if (animation.status == AnimationStatus.reverse) {
        curveTween = CurveTween(curve: AppAnimation.defaultReverseCurve);
      } else {
        curveTween = CurveTween(curve: AppAnimation.defaultCurve);
      }
      final fadeTween = Tween<double>(begin: 0, end: 1).chain(curveTween);
      final slideTween = Tween<Offset>(begin: Offset(0, 0.4), end: Offset.zero).chain(curveTween);
			return FadeTransition(
				opacity: animation.drive(fadeTween),
				child: SlideTransition(
          position: animation.drive(slideTween),
          child: child,
        ),
			);
		},
    settings: settings,
	);

}
```
Repository: ant-design
Issue: Ant Design <Table /> causing UI flicker when using columns property "responsive"
Labels: help wanted,Inactive,🧶 Low Priority

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-dixkyk?file=/index.js)

### Steps to reproduce

Set up a standart `<Table />` component. Add multiple columns to it. And set one of the columns property responsive to ` responsive: ["lg"]` and open the site on the desktop. Now refresh the site in the browser.

```javascript
const columns = [
  {
    title: "First name",
    dataIndex: "firstName",
    key: "firstName",
    render: (text) => <a>{text}</a>,
  },
  {
    title: "Created at",
    dataIndex: "createdAt",
    key: "createdAt",
    render: (text) => <div>{text}</div>,
  },
  {
    title: "Age",
    dataIndex: "age",
    key: "age",
    responsive: ["lg"], // The property that causes the ui to flicker
    render: (text) => <div>{text}</div>,
  },
  {
    title: "Action",
    key: "action",
    render: (_, record) => (
      <Space size="middle">
        <a>Delete</a>
      </Space>
    ),
  },
];

<Table dataSource={data} columns={columns} />
```

### What is expected?

Waiting for screen size to be loaded before rendering to avoid flickering. Alternatively reading screen size from CSS which will then load before the javascript and also remove the flickering.

### What is actually happening?

Use the `<Table columns={columns} />` component with the columns setting `responsive: ["lg"]` will cause the UI to flicker a moment when loading.
It seems the column is loaded last when using this setting and then causing the columns to shift.

```javascript
 {
      title: "Name",
      dataIndex: "name",
      key: "name",
      responsive: ["lg"], // Will cause the UI to flicker for a moment when loading
      render: (text) => <div>{text}</div>,
 },
```

| Environment | Info |
| --- | --- |
| antd | 4.22.3 |
| React | 18.2.0 |
| System | Mac OSX |
| Browser | Chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: next.js
Issue: `statusCode` on _error page are always 500 on client side
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 21.5.0: Tue Apr 26 21:08:22 PDT 2022; root:xnu-8020.121.3~4/RELEASE_X86_64
    Binaries:
      Node: 16.13.0
      npm: 8.1.0
      Yarn: 1.22.17
      pnpm: N/A
    Relevant packages:
      next: 12.2.6-canary.0
      eslint-config-next: 12.2.5
      react: 18.2.0
      react-dom: 18.2.0

### What browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

### Describe the Bug

statusCode returned from server are ignored on client side render. The `pageProps ` are ignored.

```json
{
  "props": {
    "pageProps": {
      "statusCode": 403
    }
  },
  "page": "/_error",
  "query": {},
  "buildId": "lh4K5uJr9QedbEnta2Tm7",
  "isFallback": false,
  "err": {
    "name": "Internal Server Error.",
    "message": "500 - Internal Server Error.",
    "statusCode": 500
  },
  "gip": true,
  "scriptLoader": []
}
```

### Expected Behavior

statusCode returned from server will be reused client side

### Link to reproduction

https://github.com/Andrey-Bazhanov/next-error-status-code-bug

### To Reproduce

- run app
- go to /
- `_error` page will render 403 on server and then override with 500 on client side
Repository: godot
Issue: Breakpoint in getter func crashes debugger and game in editor
Labels: bug,topic:gdscript,topic:editor,confirmed,crash

### Godot version

v3.5.stable.official [991bb6ac7]

### System information

Windows 10

### Issue description

Its currently not possible to debug a defined getter function.

The debugger will not show any variables in any of the points in the stack-trace.

Additionally when you continue to run it, the game just keeps hanging/paused and doesnt continue.

Additionally the editor prints a message depending on the assumed type of the var after resuming from the breakpoint, like:



` editor/script_editor_debugger.cpp:1498 - Condition "cmd.get_type() != Variant::STRING" is true.
`

The following is demonstrating the different scenarios:

https://user-images.githubusercontent.com/24807557/184677185-527fe038-a62f-48f5-8d62-0259ca59da52.mp4


Just ideas as an outsider:
From what i see it might be coming from the getter being used by the debugger to display the information of the var but its currently paused in there. So maybe the breakpoint is also affecting the debugger var evaluator or it gets caught in some kind of loop due to being inside the getter its trying to call. (i think it could be the former)



The expected behaviour would be for the debugger to work properly, show the vars and let me resume the game when telling the debugger to resume.
If this is not possible per se, it would be preferrable to have an error-message like "You cant debug getters for variables" so i understand where the error is coming from to save me time.


### Steps to reproduce

- Create a script
- Add a var or export var (type shouldnt matter)
- Define a getter for the var
- Set a breakpoint inside the getter
- Call the function and it should stop functioning (the game cannot continue and the debugger doesnt show any values/vars)

As counter-point you can start without debugger and it works properly.

You can try it in the minimal reproduction project below.

### Minimal reproduction project

[Debugger_Problem_reproduction.zip](https://github.com/godotengine/godot/files/9338593/Debugger_Problem_reproduction.zip)
Repository: go
Issue: x/tools/gopls: follow-up to golang/vscode-go#2406 (analyzer print statement breaking gopls)
Labels: gopls,Tools

This is a follow up issue for golang/vscode-go#2406. That issue reports a rare but severe breakage that made it into the gopls@v0.9.2 release. Several processes broke down to let that happen, so this issue tracks improvements we can make to help avoid such regressions in the future.

**Background**: Gopls runs go vet analyzers for open packages. When new analyzers are added to vet (in the x/tools/go/analysis directory), they can be included in gopls via inclusion in internal/lsp/source.defaultAnalyzers. In this case, a new analyzer was added that accidentally included a print statement. Any print to stdout corrupts gopls' jsonrpc2 communication with the LSP client.

Action items (these are subject to change, as we go through our postmortem):

- [x] Release gopls@v0.9.4 containing the fix
- [x] Include an automated configuration diff in the gopls release process. This would have highlighted the new analyzer.
- [ ] Add a meta test that sanity checks that all gopls analyzers are exercised by at least one test.
- [ ] _Consider_ redirecting os.Stdout in gopls, perhaps to os.Stderr.
- [ ] Investigate whether we can improve the vscode-go error message when the jsonrpc2 stream gets corrupted.
Repository: godot
Issue: Mac OS, Godot 3.5 - Cannot drag onready node name to code editor using ctrl + click
Labels: bug,platform:macos,topic:editor,topic:porting

### Godot version

3.5

### System information

MacOS Monterey

### Issue description

I cannot drag the node name to the code editor using ctrl + click because on Mac OS clicking while holding ctrl is equivalent to right clicking.  When I attempt to use this functionality it ends up opening the context menu on the node.

### Steps to reproduce

Open godot 3.5 on MacOS and try to ctrl + drag a node into the code editor.  You will be unable to get the autogenerated onready functionality.

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Switch from onBackPressed to OnBackPressedDispatcher
Labels: platform-android,engine,P2,team-android,triaged-android

Internal: b/242216228

Per https://developer.android.com/guide/navigation/predictive-back-gesture `onBackPressed` is being deprecated, and we need to switch to [OnBackPressedDispatcher](https://developer.android.com/reference/androidx/activity/OnBackPressedDispatcher) and [OnBackPressedCallback](https://developer.android.com/reference/androidx/activity/OnBackPressedCallback).

There's been some previous discussion related to this in https://github.com/flutter/flutter/issues/67011. See also https://github.com/flutter/flutter/issues/109513 for the overall predictive back.

I'm filing this separately to track the initial step of just migrating to the newer APIs, without trying to address larger feature questions discussion in those issues.