sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Better stacktrace and less polluted logs in Android Studio
Labels: c: new feature,tool,c: proposal,P3,team-tool,triaged-tool

*@pulstar commented on Jun 18, 2020, 9:02 PM UTC:*

## Use case

This kind of error messages and stacktrace when compiling a Flutter application gives absolutely no clue where the problem really is...

```
════════ Exception caught by widgets library ══════════
The following assertion was thrown building Listener:
'package:flutter/src/widgets/framework.dart': Failed assertion: line 1960 pos 12: '_elements.contains(element)': is not true.

The relevant error-causing widget was: 
  SingleChildScrollView file:///C:/some_project/lib/src/some_file.dart:2393:12
When the exception was thrown, this was the stack: 
#2      _InactiveElements.remove (package:flutter/src/widgets/framework.dart:1960:12)
#3      Element._retakeInactiveElement (package:flutter/src/widgets/framework.dart:3405:29)
...     Normal element mounting (7 frames)
#10     Element.inflateWidget (package:flutter/src/widgets/framework.dart:3446:14)
#11     Element.updateChild (package:flutter/src/widgets/framework.dart:3211:20)
...

```

## Proposal

Everytime I see the file "framework.dart" in the logs I know I am in serious trouble... A better stacktrace should include the files and lines that the execution take place. The only file and line that is shown in the log belong to a parent widget that is not causing the error.

Also, the logs in the run tab are becoming a lot polluted... It is hard to find anything relevant among so many messages.

Why the logcat tab always show the message "Please configure Android SDK"? The SDK is already configured. The logcat sometimes work, but mostly of time it doesn't.

Sometimes, when the IDE marks some code with a red line, when I try to see what is by placing the mouse cursor above it, it display a message VERY FAST and I can't read what is there... :-(

*This issue was moved by [stevemessick](https://github.com/stevemessick) from [flutter/flutter-intellij#4637](https://github.com/flutter/flutter-intellij/issues/4637).*
Repository: flutter
Issue: Flutter build dashboard taking 60-90% CPU when idle
Labels: platform-web,P2,team-web,triaged-web

Noticed while monitoring the dashboard on engine sheriff duty this week. Haven't dug into what's causing this amount of CPU but it's very reproducible. Unclear whether this is a Flutter Web issue, a dashboard client-side issue, or a combination of the two.

Repro steps:
1. In Chome, select Window > Task Manager
2. Open https://flutter-dashboard.appspot.com/#/build
3. Let the dashboard sit idle.

![image](https://user-images.githubusercontent.com/351029/85177840-d252ba00-b231-11ea-9597-638f9f2304a3.png)
Repository: go
Issue: x/tools/gopls: bad completion with syntax errors
Labels: help wanted,gopls,Tools,gopls/parsing

### What version of Go, VS Code & VS Code Go extension are you using?
- Run `go version` to get version of Go
	- go version go1.14.3 darwin/amd64
- Run `code -v` or `code-insiders -v` to get version of VS Code or VS Code Insiders
	- 1.46.0
	- a5d1cc28bb5da32ec67e86cc50f84c67cc690321
	- x64
- Check your installed extensions to get the version of the VS Code Go extension 
	- 0.14.4

full code:

```go
package main

import "fmt"

type result struct {
	value interface{}
	err   error
}

func getResult() (interface{}, error) {
	return "test", nil
}

func main() {
	var res result
	res.value, res.err = getResult()
	fmt.Println(res)
}
```

<img width="472" alt="1" src="https://user-images.githubusercontent.com/11925432/85103547-7b50e300-b239-11ea-9dad-f3c84634f946.png">

When I type "res.", I expect "err" will appear.

But now the code completion stop working, I have to type "err" manually.

Please fix the bug, thanks.
Repository: TypeScript
Issue: Prototype assignment should take the type of the initializer and not require a literal
Labels: Suggestion,Awaiting More Feedback

This is a feature request based on actual VS customer code.

**TypeScript Version:**  3.9.2

**Search Terms:** ES5 class javascript prototype assignment constructor function

**Expected behavior:** In the example below, the prototype for `test.class` should include properties from `testPrototype`. 

**Actual behavior:** Per @sandersn this pattern is recognized in the binder and only uses syntactic information, therefore does not use the type information from `testPrototype` .

<!-- Did you find other bugs that looked similar? -->
**Related Issues:** #39167 from same user code. Also  #33454 maybe?

**Code**

```ts
var test = {};
test.testPrototype = {
    add: function (i) {
    }
}

test.class = function (name) {

    function getName() {
        return name;
    }

    this.name = getName();
}

test.class.prototype = test.testPrototype; 

var t = new test.class("test");
t.name
t.add // EXPECTED: Binds to `add` from the prototype, ACTUAL: doesn't


//
// Same pattern works when a literal is assigned to the prototype:
//

var test2 = {};

test2.class = function (name) {

    function getName() {
        return name;
    }

    this.name = getName();
}

// replaced `test.testPrototype` with a literal 
test2.class.prototype = {
    add: function (i) {
    }
}; 

var t2 = new test2.class("test");
t2.name
t2.add // ACTUAL: `add` bound correctly

```




<details><summary><b>Compiler Options</b></summary>

```json
{
  "compilerOptions": {
    "noImplicitAny": true,
    "strictFunctionTypes": true,
    "strictPropertyInitialization": true,
    "strictBindCallApply": true,
    "noImplicitThis": true,
    "noImplicitReturns": true,
    "alwaysStrict": true,
    "esModuleInterop": true,
    "checkJs": true,
    "allowJs": true,
    "declaration": true,
    "experimentalDecorators": true,
    "emitDecoratorMetadata": true,
    "moduleResolution": 2,
    "target": "ES2017",
    "jsx": "React",
    "module": "ESNext"
  }
}
```


</details>

**Playground Link:** [Provided](https://www.typescriptlang.org/v2/en/play?useJavaScript=true#code/G4QwTgBALgpgzlCBeCBvAvgbgFCwQOjygAUwB7KCgTwAcZk1sJmIQATNgLggDMBXAHYBjKAEsyAiAApRASkYsI6bMtzwo+IQBsQcOA37CxE6QJABbGPNTYmLQyPGSA5jCgA5CzCnW7i5mBufGCSZpY4iqqKUAAWonD4YfQorh5ePjiqRJo6evg05JRQtMnQ6oTqpBTUdJgQtqCQiCgCMADuZQTaunBSAEREfbI4Gkm4+OxsEAD00xAAogAaxPMAwgAq8wAi3ABCogJs+pQQAAaTp7zk5tAx9AXVxXQANBAAghsAqm8AMtxsZHgAgA5FBbNhZhC5gBlLwQGggKCwEIQNpkMAAa30bTukhAEC0omRIC0EHirD0omcrSmJ1i90KNRgnChDXAnSgACYGBgcGoEJycj0DIJHCYpElfH5eKLjC43J5LD4FP4AkEUUkIiwoixYvFEnCUgr0sMVLZZhBAjQdEIYFNTtkiFUiiVLm0iTFWASiTAwCT6kRBd08g8XXQedLJtwHHLpHIVcxlFh6thGtBuS12hyg7legN1EMRoKxlyJhwZnMPutvn8zhcIAAjMiCKZCdGBERaKjYIA)
Repository: flutter
Issue: unpin-shelf version and determine cause of test break
Labels: team,tool,P2,team-tool,triaged-tool

The latest version of shelf broke a test that verifies that the tool does not serve files outside of the project root directory. Update again and figure out what changed.

Version was pinned in https://github.com/flutter/flutter/pull/59832
Repository: godot
Issue: TouchScreenButton ignores touches above or left of its visual boundaries
Labels: bug,topic:input,topic:gui

<!-- Please search existing issues for potential duplicates before filing yours:	
https://github.com/godotengine/godot/issues?q=is%3Aissue	
-->
https://github.com/godotengine/godot/issues/35711 seems similar, but I believe it describes a different issue.

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
v3.2.1.stable.official

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 8 desktop

**Issue description:**
<!-- What happened, and what was expected. -->
I created a circular TouchScreenButton whose CollisionShape2D extended beyond its visual boundaries. The CollisionShape2D is positioned correctly when collision shapes are made visible. However, the TouchScreenButton ignores clicks in the top half of its collision shape. It also incorrectly registers clicks below the boundaries of its collision shape -- it behaves as though the collision shape is offset.

**Steps to reproduce:**
Create a TouchScreenButton. Define a CollisionShape2D which exceeds it boundaries. Then, touch different parts of the collision shape -- touches near the top or left of the collision shape are ignored, but touches beyond the bottom or right of the collision shape are registered, even touches outside the collision shape.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[touchscreen-bug.zip](https://github.com/godotengine/godot/files/4806843/touchscreen-bug.zip)
Repository: rust
Issue: Fall back to more verbose error when 'expected' and 'found' are the same
Labels: A-diagnostics,A-lifetimes,T-compiler,D-confusing

In some cases (#71723, #73520), we emit an error of the form 'expected A, found A', where the 'expected' and 'found' cases are character-for-character identical.

We could make these messages much less confusing by detecting the case where the formatted 'expected' and 'found' values are identical, and fallback to explicitly printing lifetimes when this happens. While this could result in more verbose error messages, it should help point users in the right direction. Currently, there's absolutely no indication that these issues result from a lifetime mismatch - users must either learn this from experience, or read the compiler internals.
Repository: vscode
Issue: Fail to load timeline info when activate timeline view using keyboard shortcut
Labels: bug,timeline

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->
<!-- Also please test using the latest insiders build to make sure your issue has not already been fixed: https://code.visualstudio.com/insiders/ -->

<!-- Use Help > Report Issue to prefill these. -->
- VSCode Version: 1.47.0-insider (user setup)
- OS Version: Windows_NT x64 10.0.19041

Steps to Reproduce:

1. Add the following keyboard binding
    {
        "key": "ctrl+alt+t",
        "command": "files.openTimeline",
    }
1. Move timeline view to the panel
1. Make sure you unpin the current timeline
1. Press ctrl+alt+t
1. The timeline view automatically pins the current timeline and fails to load any timeline information.

![image](https://user-images.githubusercontent.com/211268/85184054-27e39280-b243-11ea-8e04-d5d059e65575.png)

Note that I cannot repro this issue if I switch to the timeline view with a mouse click.
Repository: scrcpy
Issue: Scrcpy slow
Labels: driver

Finally I managed to get in, only now it’s very slow, impossible to move
Repository: pytorch
Issue: Refactor the adaptive avg pool code
Labels: oncall: quantization,good first issue,low priority,triaged,module: pooling

#40271 introduces the adaptive avg pool. There is some code that could be reused by 2d and 3d. However, it requires refactoring of the 2d codebase -- that's why it is not done in the original PR. This issue is to track the progress of that refactoring.

cc @jerryzh168 @jianyuh @raghuramank100 @jamesr66a @vkuzo @jgong5 @Xia-Weiwen @leslie-fang-intel @mikaylagawarecki @dzhulgakov
Repository: pytorch
Issue: Too many labels in the repo
Labels: triaged,module: infra

Was going through all the labels -- can we remove the ones that are not used or used extremely rarely? Also, I could not find labels that would mark an issue "easy" or "beginner friendly" -- those could be taken over by the beginners in the community
Repository: flutter
Issue: Remove --experimental-emit-debug-metadata flag from frontend_server/tool when possible
Labels: tool,P2,team-tool,triaged-tool

Remove --experimenal-emit-debug-metadata flag from frontend_server/tool once metadata  is no longer experimental and is always produced by the frontend server.
Repository: rust
Issue: Debugger support for Rust async/await
Labels: A-async-await,AsyncAwait-Triaged

It would be very nice if a debugger could show things like

- The set of active async tasks, similar to the list of threads in a program
- #73524 A "backtrace" of a given async task
- The state of any OS objects (files, sockets, etc) a task is blocking on
- The origin of an async task (where it was spawned), with possible backtrace captured at that point

This is a "meta issue" to track features and ideas like this.

## Prior art

- [Zero-cost async stack traces](https://docs.google.com/document/d/13Sy_kBIJGP0XT34V1CV3nkWya4TwYx9L3Yv45LdGB6Q/edit) in Javascript
Repository: godot
Issue: Godot exits when material is in copied project that references missing custom visual shader node
Labels: bug,topic:import,crash

**Godot version:**
3.2.2.rc1.official


**OS/device including version:**
Windows 10 Pro 
GLES2

**Issue description:**
I copied my project to a different location, and one of my materials references a .gd custom visual shader node that I have since removed. When starting up Godot in this copied project (after importing it), it crashes with the log inside of crash_error_log.txt, inside of the attached project.

This behavior wasn't seen in the original project. I'm guessing that there's some backing shader/material cache that the file is being loaded from, and now that the project has been copied, it needs to reload the custom visual shader node .gd to recreate the new cache entry.

**Steps to reproduce:**
1. Import and open the attached project.
2. It should crash approximately 2 seconds after it opens with a log similar to the attached.
3. Rename Clay.material to Clay.material_
4. The project should now open without incident.

**Minimal reproduction project:**
[CrashTest.zip](https://github.com/godotengine/godot/files/4807072/CrashTest.zip)
Repository: rust
Issue: External backtraces for async tasks
Labels: A-async-await,AsyncAwait-Triaged

It would be nice if debuggers supported printing a backtrace of await points within an async stack machine. In particular, if I have a reference to an async task, my debugger should be able to read the state of all (nested) generators compiled into that object, and turn that into something that looks like a stack trace (except, of course, there is no actual stack).

See #73522 for a more general discussion of debugger support for async/await.

## Prior art

Javascript has [async stack traces](https://docs.google.com/document/d/13Sy_kBIJGP0XT34V1CV3nkWya4TwYx9L3Yv45LdGB6Q/edit), but AIUI, it is really solving a different problem. In Javascript, awaiting something is the equivalent of spawning an async task in Rust and then awaiting completion of that task: if you set and hit breakpoint _inside_ an async function, you won't have any context on what's calling that function from a "normal" stack backtrace.

This is not the case for Rust: the stack trace from inside a poll function shows you all the futures that polled you inside your task. (However, such a technique would be useful for seeing across task boundaries.)

The problem we are really trying to solve in this issue is an _external_ backtrace: I should be able to peer into the state of an async task that isn't running and inspect the "stack" of Futures in it (both async fns and hand-rolled futures, ideally).

## Trees, not stacks

A complication with the backtrace analogy is that in general, we are dealing with trees of futures (think `select!()`), not stacks. This means that in addition to making sure the debugger has all the information it needs, we'll need to experiment with different ways of presenting that information in the various debugging environments. I hope some prior art will be informative here.

## Implementation history

- Emit line info for generator variants #73460
Repository: rust
Issue: `cargo +nightly-i686-pc-windows-msvc build` crashes with very little info on what caused the error
Labels: I-crash,A-codegen,T-compiler,O-windows-msvc,C-bug,O-x86_32

I'm attempting to build a small project I've been working on for 32-bit systems, it builds fine on 64-bit but after some quick porting rustc just crashes and outputs that the process didn't return successfully.

All the code I was attempting to compile can be found in [this repo](https://github.com/super-continent/win32-dll-test)

I'm unsure what the actual cause of the bug is, as the output data with the `-vv` flag added only outputs the commands used to compile, no ICE or anything else, unsure what to make of it.

`rustc --version --verbose`:
```
rustc 1.46.0-nightly (e55d3f9c5 2020-06-18)
binary: rustc
commit-hash: e55d3f9c5213fe1a25366450127bdff67ad1eca2
commit-date: 2020-06-18
host: i686-pc-windows-msvc
release: 1.46.0-nightly
LLVM version: 10.0
```
Repository: terminal
Issue: Arrow-down menu in tab row should display both profiles and currently opened windows.
Labels: Issue-Feature,Area-UserInterface,Area-Settings,Product-Terminal

# Description of the new feature/enhancement

Currently, drop-down at the end of tab row is displaying configured profiles and settings/feedback/about commands. It would be nice if it would have additional section at the top listing currently opened tabs, to ease switching/locating them.
Repository: terminal
Issue: '+' at the second-last place in tab row should be removed.
Labels: Issue-Feature,Area-UserInterface,Area-Settings,Product-Terminal

## Description of the new feature/enhancement

'+' button at the second-last place in tab row is quite redundant and can be removed. It just duplicates default profile, which can be also accessed from arrow-down menu. Whenever I go to open a new tab, I have particular profile in mind, and it tends to be non-default one (which, typically, would be already running in the window)
Repository: flutter
Issue: Add Automatic Responsiveness.
Labels: c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

Flutter is awesome as it is true cross platform for android, ios and web.

Wouldn't it be more awesome if programmers don't have to bother about responsiveness across different size of screens?

I think flutter dev team is smart enough to implement **AI, ML, DL**  techniques to add **_automatic responsiveness_** on flutter apps.

Flutter has awesome responsive apps and thousands of responsive open source projects.
It's time to look at automatic responsiveness and build model of responsiveness coding which would help the **AI, ML, DL** algorithms to be trained fast and we get the automatic responsiveness feature as soon as possible.
Repository: godot
Issue: Asyncronous scene loading breaks gradients
Labels: bug,topic:core

**Godot version:** 3.2.1

**OS/device including version:** seems irrelevant (GLES2, GLES3 @ android & win7)

**Issue description:** when scene is loaded asynchronously gradients doesn't respect custom `width` property value and always use the default value 2048. When scene is loaded in a normal synchronous way (e.g. with `load()` or when scene is embedded into another scene) all is fine.

**Steps to reproduce:** see MRP. `bSync` variable in `underlay.gd` controls the way scene with gradient is loaded.
[Test2.zip](https://github.com/godotengine/godot/files/4807724/Test2.zip)
Repository: godot
Issue: CSG function _update_shape() is not documented
Labels: topic:core,documentation

**Your Godot version:**
3.2.1 stable official, on Windows 10

**Issue description:**
[CSGShape _update_shape()](https://github.com/godotengine/godot/blob/master/modules/csg/csg_shape.cpp) is not documented.

When dealing with CSG from code, it looks like this is a very important function (examples of people using and discussing about this function [here](https://github.com/godotengine/godot/issues/29275), [here](https://github.com/godotengine/godot/issues/33138) and [here](https://github.com/godotengine/godot/issues/19232)) . Without it, many things are not possible, so why it is not documented?

**URL to the documentation page (if already existing):**
https://docs.godotengine.org/en/3.2/classes/class_csgshape.html?rtd_search=_update_shape#class-csgshape-method-get-meshes

*Bugsquad edit: Transferred to the main repository as this issue pertains to the class reference.*
Repository: godot
Issue: Scene not updating when instanced in other scene
Labels: bug,topic:editor,needs testing

<!-- Please search existing issues for potential duplicates before filing yours:	
https://github.com/godotengine/godot/issues?q=is%3Aissue	
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.1 stable official

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->


**Issue description:**
<!-- What happened, and what was expected. -->
I have a scene which instances a child scene. I then edited that child scene and it didn't update in the instance I have of it in the other scene even after I saved. 

**Steps to reproduce:**
![doesntUpdate](https://user-images.githubusercontent.com/53994293/85202900-d0dbcd00-b2d7-11ea-93b1-f51fe690516a.gif)



**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->

[doesntUpdate.zip](https://github.com/godotengine/godot/files/4807951/doesntUpdate.zip)
Repository: godot
Issue: Callback from animation tree gets called forever if in the end of an animation
Labels: bug,topic:core

<!-- Please search existing issues for potential duplicates before filing yours:	
https://github.com/godotengine/godot/issues?q=is%3Aissue	
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.1 stable


**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 7, Intel 64bit, GLES2

**Issue description:**
<!-- What happened, and what was expected. -->
If an animation comes from AnimationTree, and the track has a callback in the end of the animation, that callback will be called in repetition forever. If the animation is called from the AnimationPlayer directly it doesn't happen. If the callback is not in the end of animation, it doesn't happen as well. Only happens when called from AnimationTree and the key is in the end of animation. Tested with state machine root only.

**Steps to reproduce:**
- Create AnimationPlayer
- Create animation
- Add callback track
- Add keyframe invoking a callback *in the end of the animation duration*
- Create AnimationTree
- Setup for the AnimationPlayer and state machine
- Add the animation as start animation

callback will be called in infinite loop

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
In the example below two callbacks are set. The only difference is callback 1 key frame is in the middle of animation, callback 2 is in the end. Callback 1 gets called only once, callback 2 gets called forever.
[AnimCallbackTest.zip](https://github.com/godotengine/godot/files/4808006/AnimCallbackTest.zip)
Repository: rust
Issue: Use `dataflow::ResultsCursor` in borrowck
Labels: C-enhancement,A-borrow-checker,T-compiler

Having a `ResultsCursor` stored in `MirBorrowckCtxt` would allow accessing the flow state at arbitrary points in error reporting and make using the usual mir visitor possible.