sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: runtime/race: race detector misses race condition in case of fmt.Println
Labels: RaceDetector,compiler/runtime

### What version of Go are you using (`go version`)?
`go version go1.11 linux/amd64`

### Does this issue reproduce with the latest release?
`yes`

### What operating system and processor architecture are you using (`go env`)?
```
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/dd/.cache/go-build"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOOS="linux"
GOPATH="/home/dd/go:/home/dd/data/Documents/dev"
GOPROXY=""
GORACE=""
GOROOT="/usr/local/go-1.11/go"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go-1.11/go/pkg/tool/linux_amd64"
GCCGO="gccgo"
CC="gcc"
CXX="g++"
CGO_ENABLED="0"
GOMOD=""
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 -fmessage-length=0 -fdebug-prefix-map=/tmp/user/1000/go-build740506104=/tmp/go-build -gno-record-gcc-switches"
```
### What did you do?

`cat /home/dd/.GoLand2018.2/config/scratches/scratch_5.go`

```
package main

import "fmt"

var a int

func f() {
	fmt.Println(a) // if comment this, data race is found
	a = 1
}

func main() {
	go f()
	fmt.Println(a)
}
```
`go run -race /home/dd/.GoLand2018.2/config/scratches/scratch_5.go`

### What did you expect to see?
```
0
0
==================
WARNING: DATA RACE
Write at 0x0000005e3640 by goroutine 6:
  main.f()
      /home/dd/.GoLand2018.2/config/scratches/scratch_5.go:9 +0x69

Previous read at 0x0000005e3640 by main goroutine:
  main.main()
      /home/dd/.GoLand2018.2/config/scratches/scratch_5.go:14 +0x5e

Goroutine 6 (running) created at:
  main.main()
      /home/dd/.GoLand2018.2/config/scratches/scratch_5.go:13 +0x46
==================
Found 1 data race(s)
```

### What did you see instead?
```
0
0
```

I think this is related with: https://github.com/golang/go/issues/12664
cc @dvyukov
Repository: rust
Issue: Optimize copies of large enums
Labels: I-slow,C-enhancement,A-codegen,T-compiler,A-mir-opt,C-optimization

For types like `SmallVec<[T; 1000]>`, or in general an enum where the variants have a huge difference in size, we should probably try to optimize the copies better.

Basically, for enums with some large-enough difference between variant sizes, we should use a branch when codegenning copies/moves.

I'm not sure how common this pattern is, but it's worth looking into!

cc @rust-lang/wg-codegen
Repository: go
Issue: cmd/go: describe stuck ops when terminated by signal
Labels: NeedsFix,modules

### What version of Go are you using (`go version`)?

go version go1.11 darwin/amd64

### Does this issue reproduce with the latest release?

Yes.

### What operating system and processor architecture are you using (`go env`)?

GOARCH="amd64"
GOCACHE="/Users/ccahoon/Library/Caches/go-build"
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_amd64"

### What did you do?

Note: I am building with `GO111MODULE=on`, from within my GOPATH.

1) I am building a command that imports a module defined as: `module github.com/Figure53/figure53.com`
2) Within that module, I import a package at `github.com/Figure53/figure53.com/backend/remote`, and it builds without issues.
3) I created a new file within a pre-existing package, and copy and pasted that import path. Somewhere along the way, I introduced a typo into the import path. The domain name in the import path was misspelled as `gitdub.com`.
4) I ran `go build` with `GO111MODULE=on`, and it hung silently until I cancelled it. I tried again a few times and got confused. It didn't seem to be CPU issue and I haven't experienced a feedback-less slow build for a while. After I stashed my changes, it built fine. 
5) I read my diff, discovered my typo, fixed it, and the build worked again.

### What did you expect to see?

I expected some indicator that `go build` was hung on trying to fetch a module, after shorter period of time. I also thought some sort of shorter timeout might make sense.

### What did you see instead?

`go build` hung indefinitely.

Once I ran `go build -v [...]`, I could see what it was working on, and the build hung indefinitely at:

`Fetching https://gitdub.com/Figure53/figure53.com/backend/remote?go-get=1`

It also is not a problem when the request returns quickly (as in an experiment I did to try to understand the problem where I changed the domain to one I control which will 404 quickly):

`build github.com/Figure53/figure53.com/backend/act: cannot find module for path figure53.com/Figure53/figure53.com/backend/remote`

--- 

I am loving this module system, by the way. It's gone very smoothly for the most part. Thanks for all the great work!
Repository: rust
Issue: `#[thread_local] static mut` is allowed to have `'static` lifetime
Labels: P-medium,T-compiler,A-NLL,NLL-sound,requires-nightly,F-thread_local

Spinning off from https://github.com/rust-lang/rust/issues/51269:

The MIR borrow checker (i.e., NLL) [permits `#[thread_local] static mut` to have `'static` lifetime](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=e4b4f7af67c16546ec3d82acce90d624). This is probably a bug. It arises because we ignore borrows of "unsafe places", which includes `static mut`.

We probably ought to stop doing that — at least not ignoring them *entirely* — but if we do so, we have to ensure that we continue to accept overlapping borrows of `static mut` (even though that is basically guaranteed UB), since it compiles today:

```rust
fn main() {
 static mut X: usize = 22;
 unsafe {
  let p = &mut X;
  let q = &mut X;
  *p += 1;
  *q += 1;
  *p += 1;
 }
}
```
Repository: vscode
Issue: Relative problem paths don't take `cwd` into account
Labels: feature-request,tasks

From https://github.com/Microsoft/vscode-cpptools/issues/2518
by @galgalesh 
--------------------------------------------------------

**Type: LanguageService**
<!----- Input information below ----->

<!--
**Please review existing issues and our documentation at https://github.com/Microsoft/vscode-cpptools/tree/master/Documentation prior to filing an issue.**
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**Describe the bug**
- OS and Version: Ubuntu 18.04
- VS Code Version:  1.27.1 5944e81f3c46a3938a82c701f96d7a59b074cfdc x64
- C/C++ Extension Version: 0.18.1
- Other extensions you installed (and if the issue persists after disabling them):
- A clear and concise description of what the bug is.

The problemMatcher doesn't take the `cwd` of a task into account when resolving relative paths.

**To Reproduce**
<!-- Steps to reproduce the behavior: -->
<!-- *The most actionable issue reports include a code sample including configuration files such as c_cpp_properties.json* -->

Create a task and set the `cwd` of that task to a different path.

**Expected behavior**

The problemMatcher resolves relative paths as relative to `cwd`. If you set the `cwd` of a task, relative paths will most likely be relative to the `cwd`, not to the workspaceFolder.

**Behavior I get**

The problemMatcher resolves relative paths as relative to `workspaceFolder`

Following is the `tasks.json` for such a task. The line starting with ` "fileLocation"` shouldn't be neccisary.

```
        {
            "label": "build adfgxx",
            "type": "shell",
            "command": "ninja",
            "args": [
            ],
            "group": {
                "kind": "build",
                "isDefault": true
            },
            "problemMatcher": {
                "base": "$gcc",
                // The next line shouldn't be needed since it is the same value as `cwd`
                "fileLocation" : ["relative", "${workspaceFolder}/builddir"]
            },
            "options": {
                "cwd": "${workspaceFolder}/builddir",
            }
        }
```


**Additional context**
<!--
*Call Stacks: For bugs like crashes, deadlocks, infinite loops, etc. that we are not able to repro and for which the call stack may be useful, please attach a debugger and/or create a dmp and provide the call stacks. Starting with 0.17.3, Windows binaries have symbols available in VS Code by setting your "symbolSearchPath" to "http://msdl.microsoft.com/download/symbols".*
Add any other context about the problem here including log messages in your Output window ("C_Cpp.loggingLevel": "Debug" in settings.json).
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Repository: vscode
Issue: moving TypeScript files in explorer fails to update/prompt imports when containing folder is moved
Labels: bug,help wanted,typescript

<!-- 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: 1.27.2
- OS Version: Win 10
- Typescript: 3.0.3

Steps to Reproduce:

0. Set update imports on move typescript setting to prompt
1. Create an empty project with 2 typescript files, one importing from the other.
2. In the explorer manually move the depended upon file to a new directory. You will be prompted to update the import. This works fine. 
3. Now move that directory into ANOTHER new directory.
4. This time there is no prompt and the import will be broken
Repository: scrcpy
Issue: Mouse capture for shooting games
Labels: feature request,input events,mouse capture

I love this app. Its very simple. But my question is, why i cant use mouse with shooting games like on pc when moving around ...all i see is pointer? Can i suggest that you guys add like when i press ctr+p it will show mouse and other way around ? :) Thanks!
Repository: create-react-app
Issue: Error overlay watching mode doesn't work anymore
Labels: tag: internal,issue: needs investigation

The build is complaining about `process` not being defined.
Repository: go
Issue: syscall/js: Make syscall/js optional when compiling wasm?
Labels: NeedsDecision,FeatureRequest,arch-wasm

At present, when we compile to wasm `syscall/js` is automatically included.

This forces the runtime to either be a browser (eg Firefox, Chrome, etc), or at least pretend to be one.

That's kind of non-optimal, as some of the wasm execution environments presently being developed aren't targeted at browser environments. eg:

* https://github.com/Xe/olin
* https://github.com/ewasm/hera
* https://github.com/perlin-network/life
* https://github.com/cervus-v/cervus
* https://github.com/go-interpreter/wagon
* https://github.com/paritytech/wasmi
* https://github.com/nebulet/nebulet
* https://github.com/WAVM/WAVM
* https://github.com/cranestation/wasmtime

In the [WebAssembly](https://gophers.slack.com/messages/C4GU6CHSQ) Gophers Slack channel we have people asking about non-browser use cases fairly often.  It seems likely that'll be a fairly standard use case, if it can be catered to as well.

How feasible would it be to have some way to suppress the default `syscall/js` inclusion, or otherwise make it optional?
Repository: neovim
Issue: CursorLine priority issues when 'linking to Normal'
Labels: compatibility,ui,display,highlight

- nvim 0.3.1
- all terminals and operating systems.

Since I upgraded to Neovim 0.3.1 I notice NERDTree cursorline looks broken with my preferred Vim theme of [moonfly](https://github.com/bluz71/vim-moonfly-colors).

Some Googling indicates others have the same experience as noted in [this Reddit thread](https://www.reddit.com/r/vim/comments/91b7mg/broken_cursorline_highlighting_nvim/) and following image.

![9g9lht08nrb11](https://user-images.githubusercontent.com/11382509/45794665-ee32d000-bcda-11e8-850d-979c5731cffe.png)

Notice the `CursorLine` in the NERDTree window, it does not stretch across the full width of the window, it only highlights the section after the `zsh` extension.

I get the same result with my theme.

I think this relates to Neovim changes to CursorLine priority; especially if one only sets a `ctermbg` color without setting a foreground color. Reading through some of the Neovim CursorLine priority discussions it is mentioned that if one sets foreground and background then the priority system will not come it play. That is correct from my quick testing.

However, in my case I do not want to set a foreground color for the `CursorLine`, I only set a low contrast background color whilst preserving the existing colors of the current line. Setting a CursorLine foreground color results in the loss of coloring for the current selected line (aka it looks ugly with my theme).

How can I bypass Neovim CursorLine priority changes (for 0.3.1 and above) whilst only setting the background color?

Note, Vim 8.1 renders the NERDTree current line correctly via `CursorLine` if background is the only color set. Same went for Neovim 0.3.0 and earlier.

Thanks.
Repository: pytorch
Issue: [caffe2] Bug for softmaxwithloss operator
Labels: caffe2

I found that the ignore label does not work for the operator: softmaxwithloss in [https://github.com/pytorch/pytorch/blob/master/caffe2/operators/softmax_with_loss_op.cc](url), which means that line 151 #define DONT_CARE (-1) does not make sense

On the other hand, the operator: spatialsoftmaxwithloss in [https://github.com/pytorch/pytorch/blob/master/caffe2/operators/spatial_softmax_with_loss_op.cc](url) does not have the bug, we can igore the label -1

Hope to fix the bug.
Repository: flutter
Issue: Need to animate the old page during transition
Labels: c: new feature,framework,a: animation,f: routes,P2,team-framework,triaged-framework

Currently, the transition (PageRoute) is an overlay, only provide a child widget which is the new page. 
It should be involved with the old page. If I want to fade out or do other animations to the old page, I cannot do it with the current method.

For my project, each page has an overlay which is semi-transparent. You will notice the overlay is overlapped by the new page during the transition but suddenly changed to one layer since the old page is hidden when the transition is finished.
I need to animate the old page to move and fade out with the new one coming in to give the user a smooth visual effect.

I also asked on SO ([link](https://stackoverflow.com/questions/52419056/how-to-animate-old-page-during-transition-in-flutter)) and discord, but people from discord suggesting me to ask here.

For comparison, the iOS native transition is able to animate both old and new page, so that you can make very great switching effects.
Repository: godot
Issue: OBJ with many meshes is imported as one large mesh
Labels: enhancement,topic:core

**Godot version:**
3.0.6

**OS/device including version:**
Windows 10

**Issue description:**
I have added an OBJ file to my project and it is imported. The problem is that my OBJ contains many mesh parts but everything is mashed together to one mesh instead separated into several individual meshes. I can import it to blender and it is split up as expected. The problem here is I can't reorganize and fine tune my model after import. I have tried to change import -> import as Scene. It will be imported as a scene but again as one large mesh and not separated as individual meshes. 

**Steps to reproduce:**
Take an OBJ file with separated meshes and import it into godot

[ImportObjTest.zip](https://github.com/godotengine/godot/files/2400767/ImportObjTest.zip)
Repository: electron
Issue: add upstream doc links to default window
Labels: enhancement :sparkles:,documentation :notebook:,beginner friendly

when we run `electron` a default window opens that has chromium and nodejs versions at the top. would be really helpful if these would be links to the upstream docs, just like the links at the bottom.

old nodejs docs can be found here https://nodejs.org/docs/ but not sure where to find chromium html, css and javascript docs for a specific version.
Repository: opencv
Issue: opencv.pc file does not include static dependencies
Labels: priority: low,category: build/install

It looks like cmake does not populate the `@OPENCV_PC_LIBS_PRIVATE@` field in [opencv.pc](https://github.com/opencv/opencv/blob/master/cmake/templates/opencv-XXX.pc.in), at least on MacOS. I am using the [homebrew](https://github.com/Homebrew/homebrew-core/blob/master/Formula/opencv.rb) build of opencv. The `opencv.pc` file looks like this:

```
prefix=/usr/local/Cellar/opencv/3.4.2
exec_prefix=${prefix}
libdir=${exec_prefix}/lib
includedir_old=${prefix}/include/opencv
includedir_new=${prefix}/include

Name: OpenCV
Description: Open Source Computer Vision Library
Version: 3.4.2
Libs: -L${exec_prefix}/lib -lopencv_stitching -lopencv_superres -lopencv_videostab -lopencv_aruco -lopencv_bgsegm -lopencv_bioinspired -lopencv_ccalib -lopencv_dnn_objdetect -lopencv_dpm -lopencv_face -lopencv_photo -lopencv_fuzzy -lopencv_hfs -lopencv_img_hash -lopencv_line_descriptor -lopencv_optflow -lopencv_reg -lopencv_rgbd -lopencv_saliency -lopencv_stereo -lopencv_structured_light -lopencv_phase_unwrapping -lopencv_surface_matching -lopencv_tracking -lopencv_datasets -lopencv_dnn -lopencv_plot -lopencv_xfeatures2d -lopencv_shape -lopencv_video -lopencv_ml -lopencv_ximgproc -lopencv_calib3d -lopencv_features2d -lopencv_highgui -lopencv_videoio -lopencv_flann -lopencv_xobjdetect -lopencv_imgcodecs -lopencv_objdetect -lopencv_xphoto -lopencv_imgproc -lopencv_core
Libs.private:
Cflags: -I${includedir_old} -I${includedir_new}
```

As we can see the `Libs.private:` does not declare the static dependencies and therefore static linking fails. In the case of homebrew I would expect something like this in `opencv.pc`:

```
Libs.private: -ltbb -lippicv -lippiw -littnotify -llibjpeg-turbo -llibwebp -lpng -ltiff
Requires.private: openexr libavdevice
```

Obviously this depends on the exact configuration, but generally speaking, `Requires.private` names the `.pc` files for external libs that opencv was built (if they have a `pc` file), and `Libs.private` lists the bundled 3rdparty libs, and also external libs that do not have a `pc` file.

As a workaround I use the following to get the proper static linking `LIBS`:

```sh
LIBS_OPENCV=$(pkg-config --libs --static opencv)
LIBS_EXTRA=$(pkg-config --libs --static openexr libavdevice)
LIBS_STATIC="-ltbb -lippicv -lippiw -littnotify -llibjpeg-turbo -llibwebp -lpng -ltiff"
LIBS="$LIBS_OPENCV $LIBS_STATIC $LIBS_EXTRA"
```
Repository: rust
Issue: `impl Trait` should be able to capture long-lived associated types even if the trait contains a lifetime
Labels: A-lifetimes,T-compiler,A-impl-trait,C-bug,T-types

Basically, this should compile:
```rust
trait Trait<'foo> { type Assoc: 'static; }

fn test<'foo, T: Trait<'foo>>(x: T::Assoc) -> impl FnOnce() {
    move || { let _x = x; }
}
```
Thanks to @eddyb I can work around this, writing
```rust
trait Trait<'foo> { type Assoc: 'static; }

fn test<'foo, A: 'static, T: Trait<'foo, Assoc=A>>(x: T::Assoc) -> impl FnOnce() {
    move || { let _x = x; }
}
```
but that is almost impossible to discover.
Repository: angular
Issue: The "value" property on radio buttons with FormControl doesn't get updated
Labels: freq1: low,area: forms,P3,bug

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## I'm submitting a...
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<pre><code>
[ ] Regression (a behavior that used to work and stopped working in a new release)
[x] Bug report  <!-- Please search GitHub for a similar issue or PR before submitting -->
[ ] Performance issue
[ ] Feature request
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[ ] Support request => Please do not submit support request here, instead see https://github.com/angular/angular/blob/master/CONTRIBUTING.md#question
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</code></pre>

## Current behavior
When I query a radio input element, for example: `myRadioInput` and check it's value like `myRadioInput.value` I get "on" instead of the actual value from "value"


## Expected behavior
I expect that `myRadioInput.value` will be the `inputValue` or the `formControl.value` I set on the component.


## Minimal reproduction of the problem with instructions

In the following link:
1. Open the console 
2. Click on the button
3. See that instead of "good" it shows "on"

https://stackblitz.com/edit/angular-reactive-forms-radio-value-bug

## What is the motivation / use case for changing the behavior?
For testing purposes, I need to be able to click on a certain radio input to manually select it.
that's why it's important to be able to compare the radio.value to the manually selected value. 

## Environment

<pre><code>
Angular version: 6.1.8
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Browser:
- [x] Chrome (desktop) version 68.0.3440.106
- [ ] Chrome (Android) version XX
- [ ] Chrome (iOS) version XX
- [ ] Firefox version XX
- [ ] Safari (desktop) version XX
- [ ] Safari (iOS) version XX
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- [ ] Edge version XX
 
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