sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Unable to load C# add-on script (even if newly created)
Labels: topic:editor,confirmed,topic:plugin,topic:dotnet

<!-- 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:**
3.2.2.stable.mono.official


**OS/device including version:**
Windows 7 service pack 1


**Issue description:**
The engine is unable to read plugins/addons properly, at first I thought it was because I moved the plugin from a project to another, unaware of some kind of dependency in the code, but then I tried to create a new one from scratch and Godot showed me the message "Unable to load addon script from path: '(path of the addon)' There seems to be an error in the code, please check the syntax."


**Steps to reproduce:**
Project->Project Settings, select "Plugins" tab and click "Create"
fill the required fields in the form and choose C# as language
leave "Activate now?" on and click "Create"
Repository: node
Issue: Socket setTimeout behavior not working as expected for HTTP requests the timeout is being set but an SSE connection is still closing
Labels: http

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node 12. lts 
express 4+
Linux
Ubuntu

When I am running a route that is set to a Sever Sent Event connection. The timeout and idletimeout is set to the higher time i.e. 4 minutes or 240000 milliseconds but the time is not achieved. The same 2 minutes or 120 milliseconds is closing the connection. One of the issues is that I am attempting this on the route itself by doing req.setTimeout and req.socket.setTimeout but perhaps it shouldn't be set there an as middle-ware itself? I have tried that too to no availe in the main.js server. 

### How often does it reproduce? Is there a required condition?
Always

### What is the expected behavior?
To set an increased or decreased server timeout for a Server Sent Event connection
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### What do you see instead?

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### Additional information

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Repository: node
Issue: Stream Issues
Labels: stream,meta

This is a meta issue of somewhat complex issues to look into:

- [ ] `writable.end(chunk, callback)` does not properly propagate `write(chunk, callback)` errors. https://github.com/nodejs/node/issues/33684
- [ ] `writable.end(chunk)` API is ambiguous in relation to optional parameters (i.e. chunk).
- [x] docs say `writable.end(chunk, callback)` register error handler, but will still result in unhandled exception (https://github.com/nodejs/node/pull/34101)
- [ ] `setEncoding` should apply transform when reading from `Readable` not when pushing into it. https://github.com/nodejs/node/issues/6038
- [ ] `Readable` confusion/inconsistency between mutating `flowing` and using `pause`/`resume`, e.g. `pipe` uses `pause` but `pipeOnDrain` uses `flowing=true`.
- [ ] `Readable` `maybeReadMore` does not take explicit pausing into consideration and can read data despite being paused, e.g. if `pause()` is called before `_construct(callback)` has completed, it will start reading despite being paused. https://github.com/nodejs/node/pull/34106
- [ ] `Readable.wrap` is not streams compliant. (https://github.com/nodejs/node/pull/34204)
- [x] `Readable.wrap` does not auto destroy wrapped stream.
- [ ] What to do if user manually emits falsy error on stream, e.g. `emit('error', undefined)`?
- [ ] What if `finished(stream)` is called on an errored stream? 
- [ ] What if `pipeline(stream)` is called on an errored stream? 
- [ ] `finished` registers excessive amount of listeners.
- [ ] Should pipeline explicitly use `'data'`, `'drain'`, `pause()`, `resume()` API in order to avoid possible complexity/bugs from `pipe`?
- [ ] Is `DuplexSocket` needed? Is it broken?
- [ ] `js_socket_stream` is not streams compliant.
  - [ ] emits `'error'` instead of using `destroy(err)`
  - [ ] depends on flowing after pause (without resume) (http2 test fail)
  - [x] GC issues? https://github.com/nodejs/node/pull/34103#issuecomment-650792070
  - [ ] https://github.com/nodejs/node/issues/27258
  - [ ] other...
- [ ] `TLSSocket` is not streams compliant.
  - [ ] emits `'error'` instead of using `destroy(err)`
  - [ ] other...
- [ ] pipeline + generator issues. https://github.com/nodejs/node/issues/33792. https://github.com/nodejs/node/pull/34035
- [ ] unclear `'end'` semantics for `net.Socket`. Probably also related to `js_socket_stream`. https://github.com/nodejs/node/issues/10871
Repository: pytorch
Issue: libtorch: macros in logging_is_not_google_glog.h have very common names like CHECK or LOG
Labels: module: logging,triaged,better-engineering

## Feature
Rename macros in `logging_is_not_google_glog.h`, since names like `CHECK` or `LOG` are very common, which can lead to conflicts with other libraries that may also define such macros with the same name.

## Pitch
Rename macros to include a prefix in order to prevent conflicts

## Alternatives
```
#include <torch/script.h>
#undef LOG
#undef CHECK
```
works somehow, but is not really convenient.
Repository: rust
Issue: Towards faster symbol lookup via DT_GNU_HASH
Labels: A-linkage,T-compiler,C-feature-request

As explains this blog, https://flapenguin.me/elf-dt-gnu-hash ELF has an alternative hashmap for symbol lookup that is up to 50% faster! 

Therefore, rustc should pass to the linker the following argument: --hash-style SHT_GNU_HASH

Also: *This saves a few hundreds bytes to a few kilobytes for typical executables. (DT_HASH is usually larger than DT_GNU_HASH because it does not skip undefined dynsym entries)*
Repository: go
Issue: x/pkgsite/internal/fetch/dochtml/internal/render: leave a sample of values when trimming large string literals and composite literals
Labels: help wanted,NeedsInvestigation,FeatureRequest,pkgsite,pkgsite/dochtml

In godoc.org: https://godoc.org/github.com/rocketlaunchr/google-search (for example),

If you have a map package-level variable with many many predefined values, it doesn't display any of them:

```
var GoogleDomains = map[string]string{ /* 198 elements not displayed */

}
```

It would be more useful if displayed some values to give an idea of the kind of values stored:


```go
var GoogleDomains = map[string]string{
	"us":  "https://www.google.com/search?q=",
	"ac":  "https://www.google.ac/search?q=",
	"ad":  "https://www.google.ad/search?q=",
	... /* 195 elements not displayed */
```
Repository: opencv
Issue: Intel z8350 cpu not to support  opencl fp8 & fp16？
Labels: feature,priority: low,category: ocl,category: dnn,effort: ∞

##### System information (version)
<!-- Example
- OpenCV => 4.3
- Operating System / Platform => Windows 64 Bit
- Compiler => Visual Studio 2017
-->

Intel z8350、n3150... these cpu not to support dnn opencl fp8 & fp16？

it is very important in project, please to support dnn opencl fp8, thanks!
Repository: godot
Issue: Normals appear inverted on materials with cull mode set to Disabled [macOS, Intel driver bug, GLES3]
Labels: bug,platform:macos,topic:rendering,confirmed,topic:3d

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___


**Godot version:**
3.2.2 (was also present in 3.1 if I recall correctly)


**OS/device including version:**
macOS 10.14.6 Mojave
2017 MacBook Pro 13", 2.3Ghz Core i5
Intel Iris Plus 640
GLES3 Project


**Issue description:**

On import normals appear inverted (see direction of light in screenshot)

![image](https://user-images.githubusercontent.com/6094917/85984458-20f61600-b9e1-11ea-97bd-efd8b062e33c.png)

Second scene showing imported SketchFab model next to CSGBox

![image](https://user-images.githubusercontent.com/6094917/86020776-3dfe0980-ba20-11ea-9b54-c5c40f958c75.png)


**Steps to reproduce:**
Create model in Blender (or download model from SketchFab)
Export as .gLTF or .fbx
Import into Godot
Normals are inverted


**Minimal reproduction project:**
[Normals Bug.zip](https://github.com/godotengine/godot/files/4844317/Normals.Bug.zip)

UPDATE:

Issue only present in GLES3 mode and on certain Intel integrated chips
Repository: flutter
Issue: [quick_actions] Support Bitmap icons
Labels: c: new feature,customer: google,p: quick_actions,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

## Use case
I'm maintaining an app with bookmarks. The most used bookmarks are added as dynamic shortcuts (with quick actions plugin).
Each bookmark has a specific icon. I'm drawing them in the app with `CustomPainter` implementations.
Currently, I'm limited to Android / iOs ressources to set the icon of the shortcuts.

## Proposal
The quick_actions plugin should allow us to use bitmap as icons, not only raw ressources.
For Android, the ShortcutBuilder allows an icon build create with `Icon#createWithBitmap(Bitmap)` and `Icon#createWithAdaptiveBitmap(Bitmap)`.
https://developer.android.com/reference/android/content/pm/ShortcutInfo.Builder#setIcon(android.graphics.drawable.Icon)

I used to do that for pinned shortcut with the Android SDK, with a blob from a sqlite database :
```java
if (ShortcutManagerCompat.isRequestPinShortcutSupported(requireContext())) {
    Intent shortcutIntent = new Intent(getActivity(), ShortcutActivity.class);
    shortcutIntent.setAction(Intent.ACTION_DEFAULT);
    shortcutIntent.putExtra(ShortcutActivity.EXTRA_BOOKMARK_IDENTIFIER, cursor.getString(cursor.getColumnIndex(TableBookmarks.IDENTIFIER)));
    shortcutIntent.putExtra(Intent.EXTRA_SHORTCUT_NAME, cursor.getString(cursor.getColumnIndex(TableBookmarks.NAME)));

    ShortcutInfoCompat.Builder pinShortcutInfoBuilder = new ShortcutInfoCompat.Builder(requireContext(), "shortcut-" + cursor.getInt(cursor.getColumnIndex(TableBookmarks.ID)))
        .setShortLabel(cursor.getString(cursor.getColumnIndex(TableBookmarks.NAME)))
        .setIntent(shortcutIntent);

    byte[] drawableBlob = cursor.getBlob(cursor.getColumnIndex(TableBookmarks.ICON));
    if(drawableBlob != null && drawableBlob.length > 0) {
        pinShortcutInfoBuilder.setIcon(IconCompat.createWithBitmap(BitmapFactory.decodeByteArray(drawableBlob, 0, drawableBlob.length)));
    } else {
        pinShortcutInfoBuilder.setIcon(IconCompat.createWithResource(requireContext(), R.drawable.ic_star));
    }

    ShortcutManagerCompat.requestPinShortcut(requireContext(), pinShortcutInfoBuilder.build(), null);
    Toast.makeText(getActivity(), R.string.shortcut_created, Toast.LENGTH_SHORT).show();
}
```

I didn't check for iOs.
Repository: PowerToys
Issue: EXIF / metadata data tool (single / batch)
Labels: Idea-New PowerToy

By right clicking on an image, a new menu item 'EXIF Remover' would be useful.
This new feature would help to remove EXIF ​​information such as GPS location etc.
Very useful paired with 'Image Resizer'!
Thanks!
Repository: TypeScript
Issue: Enable "useDefineForClassFields" in tsc --init
Labels: Suggestion,In Discussion

## Search Terms

useDefineForClassFields, tsc --init, tsconfig

## Suggestion

`tsc --init`'s generated `tsconfig.json` should include `"useDefineForClassFields": true`

## Use Cases

[All major web and non-web engines now ship Define-style semantics.](https://github.com/tc39/proposal-class-fields#implementations)

So the safest approach is to ensure new TypeScript projects use standard web-compatible behavior.

## Examples

It looks like we just need to add one line [here](https://github.com/microsoft/TypeScript/blob/master/src/compiler/commandLineParser.ts#L1119).  I am happy to send a PR.

## Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: kubernetes
Issue: e2e conformance tests doesn`t cleanup psp and clusterRole 'e2e-test-privileged-psp'
Labels: kind/bug,help wanted,sig/testing,area/conformance,lifecycle/frozen,needs-triage

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If the matter is security related, please disclose it privately via https://kubernetes.io/security/
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**What happened**:
I executed all e2e tests named `[Conformance]`, they ran successfully. After the tests were ran, a psp `e2e-test-privileged-psp` and a clusterRole `e2e-test-privileged-psp` were left in the cluster.

**What you expected to happen**:
the conformance tests will clean up properly

**How to reproduce it (as minimally and precisely as possible)**:
run all tests named with `[Conformance]` and check the cluster afterwards with:

kubectl get psp e2e-test-privileged-psp
kubectl get clusterrole e2e-test-privileged-psp


**Anything else we need to know?**:

**Environment**:
- Kubernetes version (use `kubectl version`): v1.18.4
- Cloud provider or hardware configuration: VIO
- OS (e.g: `cat /etc/os-release`): Ubuntu 19.10
- Kernel (e.g. `uname -a`): 5.3.0-46-generic
- Install tools:
- Network plugin and version (if this is a network-related bug):
- Others:

[Conformance] matched 261 tests from the suite in my case:
`
[2020-06-29T09:54:33.882Z] Ran 261 of 4992 Specs in 792.462 seconds
`
`
[2020-06-29T09:54:33.882Z] SUCCESS! -- 261 Passed | 0 Failed | 0 Pending | 4731 Skipped
`
Repository: godot
Issue: Armature transforms break root motion
Labels: bug,topic:animation,topic:3d

<!-- 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:**
3.2.2
<!-- Specify commit hash if using non-official build. -->


**OS/device including version:**
Windows 10, GLES3
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->


**Issue description:**
When exporting models from Blender that include root motion, often the root motion only works with specific export formats, presumably depending on the armature orientation. I have a model that only works with FBX export (but unfortunately has glitches when using FBX) and doesn't work with Collada or gltf, where as models from Mixamo work using Collada, but exhibit the same issue as my problem model when exported as FBX. The animations always display correctly, so I presume that the root motion calculations are missing a transform somewhere? I would expect root motion to always work if the visualisation of the bone displays correctly (which it does).


**Steps to reproduce:**
Export a model with an armature that has a root motion bone and animations that rely on it, using BetterCollada and Blender's native FBX export. Import in Godot and add an AnimationTree and RootMotionView with the correct parameters. Play an animation via the AnimationTree that relies on root motion and inspect the RootMotionView visualisation. With default settings, likelihood is that root motion will only work on one of these exports. FBX export gives you the option to change the primary and secondary bone axis, but no such option exists with BetterCollada or Blender's gltf export (which functionally acts the same as BetterCollada).

**Minimal reproduction project:**
This minimal reproduction project uses a model from Mixamo. In this situation, the model renders correctly in either format so there's an easy work-around, but in my actual situation, the model (which I can't distribute) exhibits artifacts when exported as FBX, but root motion only works with FBX.
[Root motion bug.zip](https://github.com/godotengine/godot/files/4844949/Root.motion.bug.zip)
Repository: TypeScript
Issue: Cannot use Array.prototype.push.apply with NodeList, even though it works properly in all browsers.
Labels: Bug

**TypeScript Version:**  3.9.x-dev.20200627

**Search Terms:**
strictBindCallApply NodeList

**Code**

```ts
const bodyChildren = document.body.childNodes;
const arr: Node[] = [];
arr.push.apply(arr, bodyChildren);
```

**Expected behavior:**
Doesn't throw errors.

**Actual behavior:**
Throws errors on line 3: Argument of type 'NodeListOf<ChildNode>' is not assignable to parameter of type 'Node[]'.
  Type 'NodeListOf<ChildNode>' is missing the following properties from type 'Node[]': pop, push, concat, join, and 19 more.

**Playground Link:**
[Playground Link](https://www.typescriptlang.org/play?ts=4.0.0-dev.20200627#code/MYewdgzgLgBARiAJgTwMIAsCWAbRAnAUzBgF4ZERgBXAWyKgDoEUHgtcA5JAiAbgFgAUKEiwAhnjwAuGF0QEA2gF1SMZQMES8DAA5UI6BmJ07syABRaANPCRp2+IgEpeQA)

**Related Issues:**
Couldn't find any.
Repository: ant-design
Issue: back-top 支持 portals 功能（already submit pr）
Labels: Inactive

- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### What problem does this feature solve?
解决了 back-top 在 父组件中有 `transform` 不为 `none` 的情况下 `position: fixed;` 失效问题
例如 最外层 有 layout 过渡动画组件包裹的情况下会失效

当然也可以 在使用 back-top 的时候 使用 portals 插槽，最好支持 portals 比较优雅

### What does the proposed API look like?
增加 `portalsPath ` 参数

此功能 自带 pr ⬇️





<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: flutter
Issue: Time picker UI can be unusable in split-screen mode
Labels: platform-android,framework,f: material design,a: quality,has reproducible steps,P2,found in release: 2.10,found in release: 2.13,team-android,triaged-android

From downstream: https://github.com/jifalops/datetime_picker_formfield/issues/96
![image](https://user-images.githubusercontent.com/826613/86006126-86e39d00-b9e3-11ea-8722-d134a501a4a7.png)

Will add `flutter doctor -v` when I have it.
Repository: PowerToys
Issue: Date in minimized traybar
Labels: Idea-New PowerToy,Product-Tweak UI Design

Show the date in the traybar when the taskbar is minimized. 

Idea: stack it horizontally instead of vertically

Minimized
![image](https://user-images.githubusercontent.com/4655466/86006277-04280580-ba16-11ea-8fd4-8f282fe4a583.png)

Default 
![image](https://user-images.githubusercontent.com/4655466/86006217-f1adcc00-ba15-11ea-9fcd-375809d771a5.png)
Repository: go
Issue: cmd/compile: create cheapdeadcode
Labels: Performance,ToolSpeed,NeedsInvestigation,compiler/runtime

There are a number of places in the SSA pipeline where it would produce better code if we could run deadcode. However, deadcode is expensive.

I suspect we could create a cheaper, only slightly less effective version of deadcode:

* Instead of building a full value liveness graph, eliminate only values that have v.Uses == 0. 
* Continue eliminating dead blocks.

One complication is line number handling, which currently depends on an ordering map which is created while building the full value liveness graph. I am not sure how best to address this; I find the existing code confusing. Perhaps @dr2chase has ideas.

We could use it in more places; we could probably also replace many uses of the full deadcode pass with it. I suspect this would end up improving both compiled code quality and compiler performance.

This is a reminder issue to investigate this. It's probably not a good introduction to the compiler, but help is definitely welcome!
Repository: godot
Issue: Issue on (AMD?) Mac when you use a viewport as panorama sky (GLES3)
Labels: bug,platform:macos,topic:rendering

**Godot version:** tested on 3.1/3.2

**OS/device including version:**
Mac OS Catalina with Radeon Pro 560X : Bug
Mac OS Catalina HD5000 : OK

**Issue description:**
The following project works on mac (igpu)/ windows / linux. 

However on mac with amd GPU, there is an ambiant green light

![Greenbug](https://i.ibb.co/K7gmnvv/issue-mac.jpg)

**Minimal reproduction project:**
[GreenIssue.zip](https://github.com/godotengine/godot/files/4846165/GreenIssue.zip)
 
**Update**

I wasn't able to reproduce the bug on mac IGPU on a minimal project. However, in my game, I just noticed I have a similar problem on igpu mac. I don't know why it not happens on the minimal project. This time, when you use the viewport as a panorama, you don't have a green light, but black everywhere. I think the problem is affecting all Macs.

![Igpu mac](https://i.ibb.co/Bgpg2Y0/Capture-d-e-cran-2020-06-29-a-17-15-33.png)
Repository: PowerToys
Issue: [Run] Option to change/remember the search window location/position
Labels: Idea-Enhancement,Help Wanted,Product-PowerToys Run,Area-User Interface,Priority-3,Planning-Consideration

# I would like to be able to change the position of PowerToys Run search window


I think a search function in the middle of the screen is never a good idea. The user should be able to freely access the desktop while searching. The feature I would add, would allow the user to pick a permanent location on their screen for the search window to appear. Giving the user more customization.
-->

# Simply using the same mechanic used with custom FancyZone selection would suffice.


In the powerToys settings under 'PowerToys Run' the user can click a 'Customize search bar location' button. When clicked they can move a grey box representing the search bar to any position on the desktop.
-->
Repository: godot
Issue: Custom resource properties disappears from resource inspector after moving and editing source file
Labels: bug,topic:editor

**Godot version:** 
3.2.1-3.2.2


**OS/device including version:**
MacOS Mojave


**Issue description:**
Custom resource properties disappear from resource inspector after moving and editing source file


**Steps to reproduce:**
1. Create a folder structure, like this "folder_1/folder_2", in the root of the project 
2. In folder_1 make new some_resource.gd file with contents:

``` gdscript
class_name SomeResource
extends Resource


export (float) var test_1
export (int) var test_2
```

3. make a new resource of type SomeResource in the same folder, export variables should be seen in resource inspector
4. close some_resource.gd file
5. move some_resource.gd file to folder_1/folder_2
6. edit some_resource.gd, delete ``` export (int) var test_2 ```
7. export variables should disappear from resource inspector

**Minimal reproduction project:**
[DELETE.zip](https://github.com/godotengine/godot/files/4846610/DELETE.zip)