sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Editor window does not snap to screen edges on 1920×1080 display due to editor minimum window size being more than 50% of the screen
Labels: enhancement,discussion,topic:editor,confirmed

**Godot version:** 3.2

**OS/device including version:** Linux Mint Tricia, Cinnamon desktop

This is important! Ubuntu, Unity desktop works fine.
Will test on Windows and Mint Mate later.

**Issue description:**

When dragging the editor window toward window the left, right edges, the window does not snap to occupy the left half, right half respectively (dragging to top expands as expected).

Using Meta+Left/Right/Up/Down does not snap/expand/minimize the window either.

Note that desktop and shortcut settings may affect this behavior. For instance, Cinnamon allows snapping to corners as well, but the principle is the same.

At first, I thought it came from the fact that Godot uses a custom window system (e.g. it uses modal windows / pop-ups not being considered extra windows by the OS; but I only care about the main window's behaviour here). But seeing it work on Ubuntu + Unity, I can't help thinking it's Cinnamon-specifics, so I don't even know if supporting this desktop is expected to fit in development scope.

**Steps to reproduce:**

1. Open Godot Editor (or even the Project pop-up)
2a. Drag Godot to the left or right edge of the screen
3a. Press Meta (Windows) + Left/Right/Up/Down. Alternatively Meta+Ctrl+Direction.

Expect: window snapping/expand
Actual: nothing happens
Repository: PowerToys
Issue: light/dark mode switch based key, on time or sunset/sunrise
Labels: Help Wanted,Idea-New PowerToy

An option inside Power Toys that automatically switches between Windows 10's light and dark theme at a certain time of day, or at sunset and sunrise, similar to how Night Light does in Windows 10. Feature could also be configurable so that the user can choose to have the automated process switch only app theme, or both app and system theme.
Repository: pytorch
Issue: Reverse Cumulative Sum
Labels: triaged,function request

## 🚀 Feature
Add `reverse` option to `torch.cumsum`, such as in [tensorflow](https://www.tensorflow.org/api_docs/python/tf/math/cumsum)

## Motivation
This would compute right to left cumulative sum more efficiently.  Currently, as far as I know, the only way to do it is 

```Python
x = torch.arange(9).view(3, 3)
r2lcumsum = th.flip(th.cumsum(th.flip(x, [1]), 1), [1])
```

Result should be:

```Python
tensor([[ 3,  3,  2],
        [12,  9,  5],
        [21, 15,  8]])
```

## Pitch
Add `reverse` arg to native `cumsum` function

## Alternatives

## Additional context
Repository: TypeScript
Issue: Not performing exhaustiveness checking for this
Labels: Bug

**TypeScript Version:**  nightly

**Search Terms:**
* instanceof never TS2366

**Code**
```ts
class Parent {
    bar(this: Foo): string {
        if (this instanceof Foo) return "foo";
        const proveIsNever: never = this;
    }
}
class Foo extends Parent { }
```

**Expected behavior:**
It should type-check.

**Actual behavior:**
`TS2366: Function lacks ending return statement and return type does not include 'undefined'.`

The type of `this` after the if statement is correctly never, but TypeScript doesn't use this information and demands that I return some value.

**Playground Link:** [Playground Link](https://www.typescriptlang.org/play/index.html#code/MYGwhgzhAEAKYCcCmA7ALtA3gKGn6ARogBRoAWAlhAFzQBiA9gwJS0RoIUoDmWu+AigDNopSjC7swKYEgYjGLaMjQBXBCmgAiIUy0BufgLzAGKdtAAOCBgDckASQgA5JPYS0UbpAmgBeaHIqQwEAX2xw0EgYRWgkAA80VAATGHhkdCxoUKA)

**Related Issues:**
Not sure, I tried my best to find something and #12825 looks similar, but I'm not sure if it's the same bug. It seems like proving `this` to be never should make this type-check.
Repository: godot
Issue: using UV creates pixels while SCREEN_UV doesn't
Labels: discussion,topic:shaders

**Godot version:**
3.2
**OS/device including version:**
MacOS 10.15.2
**Issue description:**
https://youtu.be/TxE91tWPZmU

Hi, here I was following JFonS code in implementing Frustum culling to stop stuff behind the portal from appearing in the mesh texture. 

JFonS project: https://github.com/JFonS/godot-mirror-example/

I hit a snag where whenever my character get's close enough to the mesh that's rendering the viewport texture, everything in it get's pixelated, like when you stick your face too close to the TV as a kid and you start seeing the small LEDs.

I thought I was the only one who had this problem until I noticed JFonS mirror asset doing the same thing :( 

I narrowed it down to the shaders when using UV instead of SCREEN_UV
as seen in the video

apparently when using the SCREEN_UV to map out the texture you get a better resolution regardless of how close you are to the mesh.

I would love to use SCREEN_UV but to avoid having that nightmare of a dynamic perspective shift as you can see in the video, I need to get the portal camera to follow my character's head rotation as well, however the camera's near plane is fixed to be always perpendicular to the camera's line of sight that means, as my portal camera's near plane is positioned right behind it's portal, it clips through the portal cutting triangles at the bottom from the rendered view in the process:
https://www.youtube.com/watch?v=UiWfSZGLuHw

I need to have the ability to angle the camera's near plane to keep it parallel with the portal while rendering the texture to SCREEN_UV to fix this
but I'm not too sure if angled near and far camera planes are possible in 3.2

Help is much appreciated :)

My project: https://github.com/19PHOBOSS98/Godot---PortalInstance
**Steps to reproduce:**
Set shader to render viewport texture using UV instead of SCREEN_UV
**Minimal reproduction project:**
https://github.com/19PHOBOSS98/Godot---PortalInstance
https://github.com/JFonS/godot-mirror-example/
Repository: flutter
Issue: ListView with sticky header and reordable items features
Labels: c: new feature,framework,f: material design,f: scrolling,c: proposal,P3,team-design,triaged-design

## Use case

Hi!
One effect that I'm struggling to achieve in my app is having a `ListView` that loads paginated data and has this two features:

1. sticky headers like this: https://miro.medium.com/max/346/1*74Ky84hOwhK6MNA8BvspQQ.gif
I've tried a bunch of community libraries (like https://pub.dev/packages/flutter_sticky_header or https://pub.dev/packages/sticky_headers) but none of them allow to create items on the fly like the `itemBuilder` in `ListView.builder` 

2. capability of reording items. I know that `ReorderableListView` exists but that widget accepts only a precalculated list of children and still doesn't have an "item builder" like `ListView.builder` so it's impossible to build list items on demand and having the same performance as the ListView.

## Proposal

For the part of paginated data I've created this question on StackOverflow and I'm trying to create the best implementation
https://stackoverflow.com/questions/60074466/pagination-infinite-scrolling-in-flutter-with-caching-and-realtime-invalidatio

For the part of sticky headers and reordable items having an item builder I still can't figure it out.
Is there already a widget or the tools to achieve this? If not can you please suggest a possible approach and maybe create a specific example?

Thanks
Repository: create-react-app
Issue: Don't swallow git error message
Labels: issue: bug,contributions: claimed

### Is your proposal related to a problem?

When `git commit` fails for some reason (e.g. `user.name` is not set -- see #6442), CRA swallows git's output and displays a rather cryptic error message:

```
Git commit not created Error: Command failed: git commit -m "Initialize project using Create React App"
    at checkExecSyncError (child_process.js:621:11)
    at execSync (child_process.js:657:15)
    at tryGitCommit (/home/pastelmind/test-app/node_modules/react-scripts/scripts/init.js:62:5)
    at module.exports (/home/pastelmind/test-app/node_modules/react-scripts/scripts/init.js:335:25)
    at [eval]:3:14
    at Script.runInThisContext (vm.js:116:20)
    at Object.runInThisContext (vm.js:306:38)
    at Object.<anonymous> ([eval]-wrapper:9:26)
    at Module._compile (internal/modules/cjs/loader.js:955:30)
    at evalScript (internal/process/execution.js:80:25) {
  status: 128,
  signal: null,
  output: [ null, null, null ],
  pid: 2531,
  stdout: null,
  stderr: null
}
Removing .git directory...
```

Currently, [`init.js`](https://github.com/facebook/create-react-app/blob/038e6fa92735c941c5d6335d2775b585b18413fe/packages/react-scripts/scripts/init.js#L62) calls [`child_process.spawnSync()`](https://nodejs.org/api/child_process.html#child_process_child_process_spawnsync_command_args_options) with `stdio: 'ignore'`, which completely swallows Git's error message and leaves the user in the dark.

### Describe the solution you'd like

Use `stdio: 'pipe'`, at least for stderr. Also use `encoding: 'utf-8'` (or whatever is appropriate), because otherwise the `stdout` is a Buffer object--which isn't really helpful when printed on the terminal.

### Describe alternatives you've considered

<!--
  Let us know about other solutions you've tried or researched.
-->

(Write your answer here.)

### Additional context

<!--
  Is there anything else you can add about the proposal?
  You might want to link to related issues here, if you haven't already.
-->

(Write your answer here.)
Repository: godot
Issue: Some RichTextLabel getter methods only return a correct value on the next frame
Labels: documentation,topic:gui

**Godot version:** 3.2.stable

**OS/device including version:** Win 64

**Issue description:**
get_total_character_count() returns 0 in a RichTextLabel with text.

**Steps to reproduce:**

1. Add RichTextLabel node
2. add text in textbox
3. add script:
```
extends RichTextLabel

func _ready():
	print( get_total_character_count() )
```
This should work according to the docs:
https://docs.godotengine.org/en/3.2/classes/class_richtextlabel.html#class-richtextlabel-method-get-total-character-count
possibly related: https://github.com/godotengine/godot/issues/874
Repository: flutter
Issue: [web]: System Colors with Flutter
Labels: framework,c: proposal,P3,team-framework,triaged-framework




Property | Description | 
-- | -- 
ActiveBorder | Active window border |  
ActiveCaption | Active window caption |  
AppWorkspace | Background color of multiple document interface |  
Background | Desktop background |  
ButtonFace | Face color for 3D display elements |  
ButtonHighlight | Dark shadow for 3D display elements (facing away from light) |  
ButtonShadow | Shadow color for 3D display elements |  
ButtonText | Text on push buttons |  
CaptionText | Text in caption, size box, and scrollbar arrow box |  
GrayText | Grayed (disabled) text (#000 if not supported by OS) |  
Highlight | Item(s) selected in a control |  
HighlightText | Text of item(s) selected in a control |  
InactiveBorder | Inactive window border |  
InactiveCaption | Inactive window caption |  
InactiveCaptionText | Color of text in an inactive caption |  
InfoBackground | Background color for tooltip controls |  
InfoText | Text color for tooltip controls |  
Menu | Menu background |  
MenuText | Text in menus |  
Scrollbar | Scroll bar gray area |  
ThreeDDarkShadow | Dark shadow for 3D display elements |  
ThreeDFace | Face color for 3D display elements |  
ThreeDHighlight | Highlight color for 3D display elements |  
ThreeDLightShadow | Light color for 3D display elements (facing the light) |  
ThreeDShadow | Dark shadow for 3D display elements |  
Window | Window background |  
WindowFrame | Window frame |  
WindowText | Text in windows |  

Google Groups reference:
https://groups.google.com/d/msg/flutter-dev/XDsI6yzMscg/pKKC7RBhBwAJ
Repository: go
Issue: x/net/route: TestFetchAndParseRIB failure on freebsd-386-12_0 builder
Labels: NeedsInvestigation

https://build.golang.org/log/f6a2d4db3516c80bf97648a85c23cd92789725e5

```
--- FAIL: TestFetchAndParseRIB (0.00s)
    message_test.go:34: 1 got (inet6 0000:0000:0000:0000:0000:0000:0000:0000 0) (inet4 28.28.0.0) (inet4 0.0.0.0) (inet4 0.0.0.0) (inet4 0.0.0.0); want inet6
    message_test.go:38: 3 ifp (type=6 mtu=1460) (link 1 vtnet0 42:01:0a:f0:00:18)
    message_test.go:38: 3 netmask|ifa|brd (inet4 255.255.255.255) (inet4 10.240.0.24) (inet4 10.240.0.24)
    message_test.go:38: 3 ifp (type=24 mtu=16384) (link 2 lo0 <nil>)
    message_test.go:38: 3 netmask|ifa|brd (inet6 ffff:ffff:ffff:ffff:ffff:ffff:ffff:ffff 0) (inet6 0000:0000:0000:0000:0000:0000:0000:0000 0) (inet6 0000:0000:0000:0000:0000:0000:0000:0001 0)
    message_test.go:38: 3 netmask|ifa|brd (inet6 ffff:ffff:ffff:ffff:0000:0000:0000:0000 0) (inet6 0000:0000:0000:0000:0000:0000:0000:0000 0) (inet6 fe80:0000:0000:0000:0000:0000:0000:0001 2)
    message_test.go:38: 3 netmask|ifa|brd (inet4 255.0.0.0) (inet4 127.0.0.1) (inet4 127.0.0.1)
    message_test.go:38: 3 ifp (type=6 mtu=1460) (link 1 vtnet0 42:01:0a:f0:00:18)
    message_test.go:38: 3 netmask|ifa|brd (inet4 255.255.255.255) (inet4 10.240.0.24) (inet4 10.240.0.24)
    message_test.go:38: 3 ifp (type=24 mtu=16384) (link 2 lo0 <nil>)
    message_test.go:38: 3 netmask|ifa|brd (inet4 255.0.0.0) (inet4 127.0.0.1) (inet4 127.0.0.1)
    message_test.go:38: 3 ifp (type=6 mtu=1460) (link 1 vtnet0 42:01:0a:f0:00:18)
    message_test.go:38: 3 ifp (type=24 mtu=16384) (link 2 lo0 <nil>)
    message_test.go:38: 3 netmask|ifa|brd (inet6 ffff:ffff:ffff:ffff:ffff:ffff:ffff:ffff 0) (inet6 0000:0000:0000:0000:0000:0000:0000:0000 0) (inet6 0000:0000:0000:0000:0000:0000:0000:0001 0)
    message_test.go:38: 3 netmask|ifa|brd (inet6 ffff:ffff:ffff:ffff:0000:0000:0000:0000 0) (inet6 0000:0000:0000:0000:0000:0000:0000:0000 0) (inet6 fe80:0000:0000:0000:0000:0000:0000:0001 2)
FAIL
FAIL	golang.org/x/net/route	0.012s
```

I couldn't easily check for other occurrences due to #35515.
Repository: vscode
Issue: [npm] load description/homepage from referenced node module version
Labels: feature-request,json

<!-- 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: 1.42.1
- OS Version: macos Catalina 10.15.3

Steps to Reproduce:

1. `yarn add azer/indexeddb`
2. highlight `indexeddb` row in the `package.json

<!-- Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

## Screenshot

<img width="556" alt="Screenshot 2020-02-20 at 18 41 42" src="https://user-images.githubusercontent.com/13215662/74938899-b6b8dd80-5410-11ea-8120-bed75f744742.png">

It shows https://github.com/bigeasy/indexeddb, though it should be  https://github.com/azer/indexeddb
Repository: go
Issue: runtime: TestGcSys is still flaky
Labels: NeedsInvestigation

```
--- FAIL: TestGcSys (0.03s)
    gc_test.go:27: expected "OK\n", but got "using too much memory: 70486024 bytes\n"
FAIL
FAIL	runtime	50.446s
```

See previously #28574, #27636, #27156, #23343.

CC @mknyszek @aclements

[2020-02-15T16:40:12-6917529/freebsd-amd64-race](https://build.golang.org/log/1332da8c3cb0222c5e925b116d11b5d6de1bfb01)
[2020-02-05T18:27:48-702226f/freebsd-amd64-race](https://build.golang.org/log/60634ae049700ca97d5a89b191778ba7e5e3569f)
[2020-01-31T15:04:07-f2a4ab3/freebsd-amd64-race](https://build.golang.org/log/97ddc13cc1f3420a5d29c0c577aaed27f2837dfa)
[2020-01-07T19:53:19-7d98da8/darwin-amd64-10_15](https://build.golang.org/log/ccd26fa871a0a0433158a4b6937784055a7be22b)
[2019-12-31T12:11:24-bbd25d2/solaris-amd64-oraclerel](https://build.golang.org/log/c7ecea0ba94b3b906f9d47ccf764b74d33bafdad)
[2019-12-11T00:01:17-9c8c27a/solaris-amd64-oraclerel](https://build.golang.org/log/f3aec9603f99d24cfdafe4a4ef86b2de1d32fc9f)
[2019-11-04T15:18:34-d3660e8/plan9-386-0intro](https://build.golang.org/log/1dcfa79fd9ceb919885427b151fbc0f935643e47)
[2019-09-12T14:08:16-3d522b1/solaris-amd64-smartosbuildlet](https://build.golang.org/log/ef2b3b3c556f09113bccd1ea2eb472d8c8217058)
Repository: terminal
Issue: Move AzureConnection back to terminal VT once terminal's VT adapter is robust
Labels: Product-Terminal,Issue-Task,Area-AzureShell

To improve the Azure connection before v1.0, we started running it through a shim executable just to get ConPTY to translate its complicated VT for us.

Once terminal is _good_ at VT, we should cut that out.
Repository: vscode
Issue: Git - Git Typechanges do not appear in source control panel
Labels: bug,help wanted,git

Issue Type: <b>Bug</b>

The source control panel does not display files where git has detected that the type has changed, such as when an actual file replaces a symlink.

1. Create a file and a symlink to the file in a git repository. (`git init; touch default_img; ln -s default_img john_smith_headshot`)
2. Commit both the files. (`git commit -m 'Commit default image for use until actual photos arrive'`)
3. Replace the symlink with an actual, distinct file. (`mv some_other_image john_smith_headshot`)
4. Run git status. Note that git detects the typechange (`git status`)
Expected behaviour: The file which replaced the symlink appears in the source control panel, marked as T for typechange
Actual behaviour: Panel remains empty

VS Code version: Code 1.42.1 (c47d83b293181d9be64f27ff093689e8e7aed054, 2020-02-11T14:50:36.977Z)
OS version: Linux x64 5.3.0-40-generic

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz (8 x 2922)|
|GPU Status|2d_canvas: enabled<br>flash_3d: enabled<br>flash_stage3d: enabled<br>flash_stage3d_baseline: enabled<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>oop_rasterization: disabled_off<br>protected_video_decode: unavailable_off<br>rasterization: disabled_software<br>skia_renderer: disabled_off<br>surface_control: disabled_off<br>surface_synchronization: enabled_on<br>video_decode: unavailable_off<br>viz_display_compositor: enabled_on<br>viz_hit_test_surface_layer: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|1, 1, 1|
|Memory (System)|15.52GB (9.33GB free)|
|Process Argv|--disable-extensions . --no-sandbox|
|Screen Reader|no|
|VM|0%|
</details>Extensions disabled
<!-- generated by issue reporter -->
Repository: flutter
Issue: Migrate ShellTestPlatformViewVulkan::OffscreenSurface functionality into //vulkan
Labels: engine,P2,team-engine,triaged-engine

A quick OffscreenSurface implementation was added to ShellTestPlatformViewVulkan which was mostly forked from //vulkan/vulkan_window.cc. The impact isn't particularly huge but we should look into moving this code/functionality back into //vulkan.
Repository: godot
Issue: Statically linked mono on Windows - external profiler doesn't work
Labels: bug,platform:windows,topic:buildsystem,topic:dotnet

**Godot version: 3.2**

**OS/device including version: Windows 10**

**Issue description:**
When following steps in godotengine/godot#34382
JetBrains dotTrace or JetBrains Rider show "Unsupported Mono version"
It happens only on Windows with official Godot build, however with locally compiled Godot build with dynamically liked mono profiler works fine.

JetBrains engineers think that when mono is statically linked, its exports are not inherited.

JetBrains profiler dll loaded in Godot process is looking for mono api function and fails.
```
auto lib_handle = LoadLibrary("godot_exe_name");
auto func = GetProcAddress(lib_handle, "some_mono_function"); // this call fails
```
Example of the function: MONO_API MonoProfilerHandle mono_profiler_create (MonoProfiler *prof);

This happens only on Windows because mono on Windows works differently, as mono documentations says that for windows each function should be marked for export.
https://www.mono-project.com/docs/advanced/embedding/#windows-considerations
Repository: vscode
Issue: Add a command to file an issue (bug) with relevant info
Labels: feature-request,issue-reporter

I would love to be able to have a command (in the palette and something I can shortcut) that would open a GitHub issue and paste in the system info. Basically like using the Issue Reporter and you uncheck include extensions (I never want to include those), but in a single shot without entering a title or message.
Repository: godot
Issue: Mono editor plugins can't cast non-tool C# types
Labels: bug,topic:dotnet

**Godot version:** 3.2.stable

**OS/device including version:** Windows 10 Pro

**Issue description:**

With the following hierarchy
![unknown](https://user-images.githubusercontent.com/3216752/74970309-6ea0b780-541e-11ea-8790-8f355ddd67bd.png)

`Game` (`Control`) and `ToolGame` (`Node2D`) have their own C# classes with the same names. `ToolGame` is a `[Tool]`, and makes a `GetParent<Game>()` call, that works in-game, but fails in-editor with the following error:

```
 modules/mono/mono_gd/gd_mono_utils.cpp:357 - System.InvalidCastException: Specified cast is not valid.
```

The same message is shown between 3 and 5 times. The exact same structure and code in Gdscript works as intended.

**Steps to reproduce:**

Create a scene like the one in the screenshot, and add corresponding classes.

`ToolGame.cs` contains this minimal code:

```cs
using Godot;

[Tool]
public class ToolGame : Node2D
{
    public override void _Ready()
    {
    }
    
    public override void _Draw()
    {
        var control = GetParent<Control>(); // Fine
        var game = GetParent<Game>(); // InvalidCastException
    }
}
```
Repository: godot
Issue: is_action_pressed sometimes skips key press
Labels: bug,platform:windows,confirmed,topic:input

**Godot version:**
3.2-stable

**OS/device including version:**
Windows 10 Home (Version: 1903, Build 18362.657)

**Issue description:**
Sometimes in-game keystroke events are skipped (this happens often when fps is low). This happens if you press them between frame updates. In my case, this happened  with the “X” and arrow buttons. But I think there are many other cases when this can happen.

**Steps to reproduce:**
To reproduce this problem with a 99% guarantee, you will need to set the `Frame Delay Msec` to high value, for example, to 1000 (1 frame per second). Then need to press any arrow key and then X key (but before next render). In test you'll see `x____`

**Minimal reproduction project:**
[KeyboardTest.zip](https://github.com/godotengine/godot/files/4497427/KeyboardTest.zip) (version 2)

If everything is OK, you'll see something like this `x__<_` (pressing left then X) or this `x^___` (pressing up then X)
If not, you'll only see `x____` (when pressed any arrow key then X) or even `_____`.

Frame rate of demo already set to 1 frame per second

**My thoughts on this issue:**
I downloaded the source code of the engine and did a little research. I think the problem is in the WM_KEYPRESS event (most likely on the Windows side).
As I understand it, this is because the OS sets a flag to indicate that it is a key repeat, regardless of whether the program processed the keystroke or not. Thus, in the WM_KEYPRESS event, the 30th bit of lParam indicates that the arrow key was previously pressed (but the Godot did not know about it).
To fix this problem, it probably makes sense to change the [1183 line](https://github.com/godotengine/godot/blob/851cb429631168369d2a51812de763b658795fbf/platform/windows/os_windows.cpp#L1183) of `os_windows.cpp` to something like this:
```c++
bool last_is_pressed = Input::get_singleton()->is_key_pressed(k->get_scancode());
k->set_echo((ke.uMsg == WM_KEYDOWN && last_is_pressed));
```