sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Nondeterministic compiletest failure on long compiler output
Labels: A-testsuite,E-hard,T-bootstrap,C-bug,A-compiletest

If I write a UI test that produces a lot of compiler errors, the test fails with a message like this:
```none
running 1 test
F
failures:

---- [ui] ui/dont-commit.rs stdout ----

error: failed to decode compiler output as json: `EOF while parsing a string at line 1 column 302`
output: {"message":"snipped for brevity"}
line: {"message":"snipped for brevity"}
```

I can reliably trigger the bug with a UI test like this one:
```rust
fn main() {
    let e = 1;
    e = 2;
    e = 2;
    e = 2; // repeated a thousand times or so
}
```

However, the exact column at which the JSON parse fails is apparently nondeterministic. I ran the test multiple times under varying system load and got 237, 302, and 678. Seems like a race condition to me, although I don't know enough about compiletest to guess where the race might be.

# version info

The bug is present on commit 3e05f80a3790bb96.

```none
$ build/x86_64-unknown-linux-gnu/stage1/bin/rustc --version --verbose
rustc 1.30.0-dev
binary: rustc
commit-hash: unknown
commit-date: unknown
host: x86_64-unknown-linux-gnu
release: 1.30.0-dev
LLVM version: 7.0
```
Repository: vscode
Issue: Support auto update for Windows and Linux ZIP
Labels: feature-request,install-update,linux,windows

Hi,

Updating VSCode Insiders (portable) on macOS is a great experience; it simply restarts the app and applies the update.

However VSCode Insiders (portable) on Windows, prompts me every single day to download a zip file. Not only does this method take a lot of time regularly, it also takes a ton of time to sync tens of thousands of files in Dropbox, where the portable versions will typically be placed.

Could we have the Windows version update same as the macOS version? :)
Repository: rust
Issue: std::fs::remove_dir_all doesn't handle paths that are too long
Labels: O-linux,C-bug,T-libs,A-io

On Linux `unlink()` might fail with `ENAMETOOLONG` but `std::fs::remove_dir_all` doesn't handle that and ignores the error, leaving the directory as it was.

When the path is too long a parent directory should be `open()`ed instead and `unlinkat()` should be called with the relative path.
Repository: rust
Issue: Performance regression in tight loop since rust 1.25
Labels: I-slow,regression-from-stable-to-stable,T-libs

I've finally gotten around to doing some proper benchmarking of rust versions for my crate:

http://chimper.org/rawloader-rustc-benchmarks/

As can be seen in the graph on that page there's a general performance improvement over time but there are some very negative outliers. Most (maybe all) of them seem to be very simple loops that decode packed formats. Since rust 1.25 those are seeing 30-40% degradations in performance. I've extracted a minimal test case that shows the issue:

```rust
fn decode_12le(buf: &[u8], width: usize, height: usize) -> Vec<u16> {
  let mut out: Vec<u16> = vec![0; width*height];

  for (row, line) in out.chunks_mut(width).enumerate() {
    let inb = &buf[(row*width*12/8)..];

    for (o, i) in line.chunks_mut(2).zip(inb.chunks(3)) {
      let g1: u16 = i[0] as u16;
      let g2: u16 = i[1] as u16;
      let g3: u16 = i[2] as u16;

      o[0] = ((g2 & 0x0f) << 8) | g1;
      o[1] = (g3 << 4) | (g2 >> 4);
    }
  }
  out
}

fn main() {
  let width = 5000;
  let height = 4000;

  let buffer: Vec<u8> = vec![0; width*height*12/8];
  
  for _ in 0..100 {
    decode_12le(&buffer, width, height);
  }
}
```

Here's a test run on my machine:

```sh
$ rustc +1.24.0 -C opt-level=3 bench_decode.rs 
$ time ./bench_decode 

real	0m4.817s
user	0m3.581s
sys	0m1.236s
$ rustc +1.25.0 -C opt-level=3 bench_decode.rs 
$ time ./bench_decode 

real	0m6.263s
user	0m5.067s
sys	0m1.196s
```
Repository: godot
Issue: Compress HTML5 export for hosts that don't support on-the-fly compression like itch.io
Labels: enhancement,platform:web,topic:porting,performance

Hey there.

It would be nice if the Html5 export had a option to automatically gzip both the `.wasm` and the `.pck` output files. Currently you can do that afterwards but you'll need to hack into the exported `.js` file to ungzip the `.wasm` so it is not optimal (ungzipping the `.pck` is probably possible from the Html shell).

Usually you'd rely on your server to gzip those files but for instance [https://itch.io/](https://itch.io/) (which is really popular for distributing web games) does not do it because other engines (e.g. Unity) already compress their data during the export.
Repository: vscode
Issue: [api] Allow extensions to use the syntax highlighter 
Labels: feature-request,api,tokenization

It would be great if the extension API would offer a way to access the syntax highlighter of VS Code.

I am currently building an extension that offers an inline help system, I use a WebviewPanel to display the help in the editor. For consistency it would be great if we could format code samples the same way the editor does but I currently see no way to do that.
Repository: node
Issue: running webpack under node version higher than v10.1 produces heavy cpu usage and a high number of Idle Wake Ups
Labels: performance

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* **Working version**: v10.1.0
* **Issue appears on versions**: v10.2.1 v10.3.0 v10.4.1 v10.5.0 v10.6.0 v10.7.0 v10.8.0
* **NVM VERSION**: 0.33.11
* **Platform**: Darwin 17.6.0 Darwin Kernel Version 17.6.0; root:xnu-4570.61.1~1/RELEASE_X86_64 x86_64
* **Subsystem**: unknow

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After upgrading to the latest version I'm suffering constant heavy CPU load when running webpack (even without any file system changes on the code base). The machine gets almost unusable when actively developing.

package.json webpack versions:
```
{
  "devDependencies": {
    ...
    "nodemon": "^1.14.9",
    ...
    "webpack": "^3.10.0",
    "webpack-assets-manifest": "^1.0.0",
    "webpack-bundle-analyzer": "^2.9.1",
    "webpack-dev-middleware": "^2.0.4",
    "webpack-dev-server": "^2.10.0",
    "webpack-hot-middleware": "^2.21.0",
    "webpack-manifest-plugin": "^1.3.2",
    "webpack-spritesmith": "^0.3.3",
  }
}
```

The number of "Idle Wake Ups" in Mac Os "Activity Monitor" is hight when the issue appears.

**v10.1.0 after 5 minutes without any file system changes**
<img width="847" alt="node-v10 1 0-5min" src="https://user-images.githubusercontent.com/2835032/44094668-19a4e316-9fd7-11e8-806e-29fd2ab754a0.png">

**v10.2.1 after 5 minutes without any file system changes**
<img width="847" alt="node-v10 2 1-5min" src="https://user-images.githubusercontent.com/2835032/44094679-20b805f2-9fd7-11e8-94e4-6cce828dc5ce.png">

**v10.3.0 after 5 minutes without any file system changes**
<img width="847" alt="node-v10 3 0-5min" src="https://user-images.githubusercontent.com/2835032/44094779-65ea3f28-9fd7-11e8-9811-cd9e2ae18170.png">

Any help/guidance on how to debug this issue is highly appreciated.
Repository: go
Issue: x/mobile: Can't get the Back key event on Android 
Labels: mobile

Please answer these questions before submitting your issue. Thanks!

### What version of Go are you using (`go version`)?

go version go1.8.1 darwin/amd64

### Does this issue reproduce with the latest release?

YES

### What did you do?

Add following code in the basic example:
```
for e := range a.Events() {
	switch e := a.Filter(e).(type) {
		case key.Event:
		log.Println("key event:", e)
	}
}
```
Build and Run the basic example on an Android devices.
### What did you expect to see?

Print the correct key code value (BacK == 4 on Android).

### What did you see instead?

It prints 'KeyCodeUnknown'. It seems that in the 'android.go', there is a filter method `convAndroidKeyCode` which map the Back key as unknown. I think gomobile should properly process the keycode such as Back. On Android, Menu/Back are commonly used keycode. Maybe we can add a 'Origin' field in the `key.Event` struct, that I can get the original (no filtered) value.

PS: unity map the 'Back' key on Android to ESC.
Repository: flutter
Issue: Support converting obj-c<->swift host apps
Labels: platform-ios,tool,a: first hour,t: xcode,P3,team-ios,triaged-ios

As it stands <code>flutter create</code> requires knowing in advance if you will use swift in your project. Thats seems reasonable. Unfortunately, you also need to know in advance if any of the packages you will include also use swift. If that is the case you should have originally created your project with :

    flutter create -i swift my_app

I got a lot of "Swift Language Version" errors - which often did not state the error was in a plugin (I am using 12 plugins)
For example - this error does not state the problem is with a plugin :

    Xcode's output:
    ↳
        The “Swift Language Version” (SWIFT_VERSION) build setting must be set to a supported value for targets which use Swift. This setting can be set in the build settings editor.

I wasted many hours and 10gb of downloads to try to figure out what is going on.

You can follow the saga here : 
https://github.com/dlutton/flutter_tts/issues/4

Some ideas for how to improve the situation :
1. Remove <code>flutter create -i swift</code> and always add the necessary files for swift in the standard command
OR
2. Provide people with a clue that they should have created their project with the <code>-i swift</code> flag when the "Swift Language Version" error appears.
OR
3. Provide a <code>flutter modify -a swift</code> command to allow people to add support for swift in an existing project
I tried creating two start projects - one with swift and one without. There are thousands of differences between the two - so I think it is going to be quite a challenge to upgrade my existing project to support swift.
OR
4. During <code>flutter create</code> ask if this project will be used on the Mac, if so add swift support.
Repository: godot
Issue: Wheel Texture is Flipped When Running the Game
Labels: bug,topic:editor,confirmed

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
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**Godot version:** v3.0.6.stable.official.8314054
<!-- Specify commit hash if non-official. -->


**OS/device including version:** Windows 10 Version: 1803 OS build: 17134.191; Fedora 28
<!-- Specify GPU model and drivers if graphics-related. -->


**Issue description:** When building the game and positioning the car wheels, everything looks right. However, when running the game the texture appears to be flipped. I was expecting when the game was running, the wheels would look the same.
<!-- What happened, and what was expected. -->

![lrvwheels](https://user-images.githubusercontent.com/31802216/44112082-24d0f6f8-9fd2-11e8-903e-0cffb69efe9f.PNG)

**Steps to reproduce:**
Compare the texture of the wheel in the game engine editor to when it's running.

**Minimal reproduction project:**
<!-- Recommended as it greatly speeds up debugging. Drag and drop a zip archive to upload it. -->
[Wheel.zip](https://github.com/godotengine/godot/files/2288178/Wheel.zip)
Repository: go
Issue: cmd/go: clean on module uses directory name
Labels: NeedsFix,modules

### What version of Go are you using (`go version`)?
    go version go1.11rc1 darwin/amd64

### What operating system and processor architecture are you using (`go env`)?
```bash
GOARCH="amd64"
GOBIN=""
GOCACHE="$HOME/Library/Caches/go-build"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOOS="darwin"
GOPATH="$HOME/go"
GOPROXY=""
GORACE=""
GOROOT="$HOME/sdk/go1.11rc1"
GOTMPDIR=""
GOTOOLDIR="/Users/moquality/sdk/go1.11rc1/pkg/tool/darwin_amd64"
GCCGO="gccgo"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/var/folders/6b/nk1h2bp93yn4_c35zvn2845c0000gq/T/tmp.kodrU4ryxD/node/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 -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/6b/nk1h2bp93yn4_c35zvn2845c0000gq/T/go-build046724770=/tmp/go-build -gno-record-gcc-switches -fno-common"
```

### What did you do?

```bash
mkdir example
cd example
go mod init modname
echo 'package main; func main() {println("This is an example.")}' > example.go
go build -v # This produces a file called 'modname'.
go clean -x # This attempts to delete a file called 'example'.
```

### What did you expect to see?

`go clean` should use the module name to delete rather than the directory name.

### What did you see instead?

`go clean` attempted to use the directory name to delete the previously created executable.
Repository: flutter
Issue: Adjacent Material widgets in Column with equal elevation cast shadows on each other
Labels: framework,f: material design,a: fidelity,has reproducible steps,P2,found in release: 3.7,found in release: 3.9,team-design,triaged-design

Interestingly opposite to #12206, I would expect two material widgets next to each other to cast shadows below, but not on the other. Instead I get this ([code here](https://gist.github.com/lucaslcode/f550e77eb549cfb779fda9751d4b59c8)):

![screenshot_1534278029](https://user-images.githubusercontent.com/32044095/44116454-795b1524-a008-11e8-9897-19e308b61524.png)

Would also appreciate a workaround. I looked into MergeableMaterial but it didn't seem appropriate since it needs to be unconstrained and I'm using a CustomSingleChildLayout as a PopupRoute (like PopupMenu does).
Repository: vscode
Issue: Warn when reloading VSCode if Issue Reporter is open
Labels: feature-request,issue-reporter

Issue Type: <b>Feature Request</b>

When trying to isolate a bug, it is common to reload the application to see if a change (e.g., disabling an extension) has fixed things. But that currently discards any content that has been written in the Issue Reporter dialog!

A warning would be nice. Even better would be to save the content to a temporary file & re-open the issue reporter after reloading. But at least a warning, so I can copy & paste to my own temporary file.

VS Code version: Code 1.26.0 (4e9361845dc28659923a300945f84731393e210d, 2018-08-13T16:29:31.933Z)
OS version: Windows_NT x64 10.0.17134


<!-- generated by issue reporter -->
Repository: vue-element-admin
Issue: feature: package some components into vue-cli-plugin
Labels: enhancement :star:,feature,in plan

Now that: such as `tabs-view`、`permission-control`、`i18n` and so on are coupled together. 

Package it into `vue-cli-plugin` so that everyone can modify it. And you can install it from the `command line` or `vue ui` without having to manually copy the code.
Repository: godot
Issue: Multiple node toggle editable children
Labels: enhancement,topic:editor,usability

**Godot version:** 3.1 custom

**Issue description:**
Would be really nice to be able to toggle editable children for multiple nodes at once.
Repository: vue
Issue: <transition> 在 UIWebView和WKWebView 中没有起作用
Labels: need repro

### Version
2.5.17

### Reproduction link
[https://jsfiddle.net/50wL7mdz/608590/](https://jsfiddle.net/50wL7mdz/608590/)

### Steps to reproduce
这段代码在浏览器和安卓中都可以正常运行，但是在UIWebView和WKWebView中不可以

### What is expected?
toast 能够从底部动态滑出

### What is actually happening?
0.3s后，直接显示

<!-- generated by vue-issues. DO NOT REMOVE -->
Repository: rust
Issue: Unused trait functions are preserved after linking
Labels: A-linkage,A-trait-system,T-compiler,C-bug,E-needs-mcve

## What is it about

When investigating why the binary is large I found it contains functions which are never called (even in release builds).

## Problem

A library defines a trait.

The trait has two functions, there's a trait implementation.

One function is called, and another function is not.

But the resulting binary contains both functions.

```
pub trait FooTrait {
    fn foo_trait_fn_proper(&self);
    fn foo_trait_fn_never_called(&self);
}

pub struct BarStruct {}

impl FooTrait for BarStruct {
    fn foo_trait_fn_proper(&self) {}
    // this function is never called, but it exists in the resulting binary
    fn foo_trait_fn_never_called(&self) {}
}

pub fn not_a_foo_trait_fn() {
}

#[inline(never)]
fn zzz(foo: &FooTrait) {
    foo.foo_trait_fn_proper();
}

#[inline(never)]
pub fn some_function() {
    let bs = BarStruct {};
    zzz(&bs);
}
```

## How to repro

1. `git clone https://github.com/stepancheg/rust-unused-not-removed`
2. Build it with `cargo build`

```
nm target/debug/mybin | grep trait_fn
0000000100001510 T __ZN52_$LT$mylib..BarStruct$u20$as$u20$mylib..FooTrait$GT$19foo_trait_fn_proper17he329ac1c72a1b169E
0000000100001520 T __ZN52_$LT$mylib..BarStruct$u20$as$u20$mylib..FooTrait$GT$25foo_trait_fn_never_called17h94443f6f107765deE
```

`foo_trait_fn_proper` function is called. `foo_trait_fn_never_called` is never called, but both functions are in the resulting binary. (However, non-trait function `not_a_foo_trait_fn` is properly removed).

(When compiling with `--release`, all functions are erased, I guess it's due to LTO or something like that, and I guess it does not always work reliably, but I cannot reproduce it in the toy example.).
Repository: TypeScript
Issue: Codefix for implicit-any 'this' in function
Labels: Suggestion,Domain: Quick Fixes,Experience Enhancement

**TypeScript Version:**  3.1.0-dev.20180813

**Code**

```ts
function f() {
    this.x;
}
```

**Expected behavior:**

Codefix to add `this: any` as a first parameter to `f`.
In situations where `this` is valid outside of the function (e.g. inside a class method), codefix to convert to `const f = () => { ... }` and hoist to the top of its scope if necessary.

**Actual behavior:**

No codefix.
Repository: flutter
Issue: ListTile takes taps when onTap is null but onLongPress is defined
Labels: framework,f: material design,a: quality,has reproducible steps,P2,found in release: 3.3,found in release: 3.6,team-design,triaged-design

If you have a `ListTile` and give `onLongPress` a function, but leave `onTap` blank, or even explicitly set it to null, `ListTile` still will take taps.

 This might seem fine at first, but when in `ListTile` is in a `ListView` wrapped with a `GestureDetector` for the purposes of removing the keyboard when tapped, it allows the useless `onTap` to go through. This results in poor UX and I cannot think of a reason why `ListTile` should show the tap animation if there is no action there.

The workaround is to give each `ListTile` an onTap callback that removes focus from the keyboard, but this creates UI jank by showing the `onTap` splash when removing the keyboard.

Cheers  
Luke
Repository: vscode
Issue: add a context menu to entities listed in breadcrumbs
Labels: feature-request,breadcrumbs

for folders listed in breadcrumbs i wish i could right click and create a new file from there

![image](https://user-images.githubusercontent.com/937933/44167730-fd4fae00-a09c-11e8-8db3-aca6acf5529f.png)
Repository: TypeScript
Issue: Refactor to extract existing function to outer scope
Labels: Suggestion,In Discussion,Domain: Refactorings

**TypeScript Version:**  3.1.0-dev.20180813

**Code**

```ts
function a(x: number) {
    function b(y: number) {
        return x + y;
    }
    return b(1);
}
```

**Expected behavior:**

Refactor on `b` to convert to:
```ts
function a(x: number) {
    return b(1, x);
}
function b(y: number, x: number) {
    return x + y;
}
```

**Actual behavior:**

No such refactor.
We already have the ability to refactor *code* to an outer scope. So a workaround is to highlight the entire body of `b` and refactor to a function in global scope, then delete `b` and rename the refactored function to `b`, then manually update call sites.
Repository: go
Issue: cmd/compile: provide parameter escape information in DWARF
Labels: Debugging,compiler/runtime

Now that we have function calls in debuggers (#21678), the next step is to make them safer. When the compiler generates a function call, it knows which parameters may leak to the heap, and makes sure that those parameters are heap-allocated. When a debugger forms a function call, it needs that same information so that it can do safety checks.

Just as a motivating example, consider:

```
var theThing *Thing
func SaveThing(t *Thing) {
   theThing = t
}

func MakeAThing() {
  var t Thing
  ...
  return t
}

func DoTheThing(t *Thing) {
   t := MakeAThing()
   ...
}
```

If we break in `DoTheThing` and try to pass `t` to `SaveThing`, the debugger should be able to warn the user that they may be setting themselves up for a crash by passing a stack-allocated variable to a function that could leak it to the heap. (This isn't always dangerous, since many parameters that "escape" don't actually get saved anywhere. Some human judgment is required.)

The most obvious implementation is to have the compiler add a bit to each function parameter's DWARF indicating whether it escapes or not. I think this should be as simple as copying `(*gc.Node).Noescape()` to a custom DWARF attribute.

cc @dr2chase, @aarzilli, @derekparker
Repository: opencv
Issue: Build failure using CUDA compute 7.0
Labels: priority: low,category: build/install,category: gpu/cuda (contrib)

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##### System information (version)
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- Operating System / Platform => 
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- OpenCV =>  3.4.2 and 4.0 (master)
- Operating System / Platform =>Windows 10 64 Bit
- Compiler =>Visual Studio 2017 + CUDA 9.2

##### Detailed description

I see that in the latest cuda cmake file, Volta/7.0 have been added, but every time I try to run a build I get:

`Error	LNK2019	unresolved external symbol`
`__cudaRegisterLinkedBinary_54_tmpxft_00003c60_00000000_14_gpu_mat_compute_70_cpp1_ii_71482d89 referenced in function "void __cdecl __sti____cudaRegisterAll(void)" (?__sti____cudaRegisterAll@@YAXXZ)	opencv_core	C:\OCV40\modules\core\cuda_compile_generated_gpu_mat.cu.obj`

So it seems to be unhappy about CUDA 70, so is it expected that it is supported at the moment, or is this expected behavior?  Thanks

##### Steps to reproduce

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