sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: Cloud Shell terminal failed to initialize: The download of the specified resource has failed
Labels: Issue-Bug,Product-Terminal,Area-AzureShell,Priority-2

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# Environment
```none
Windows build number: [run `[Environment]::OSVersion` for powershell, or `ver` for cmd]

Microsoft Windows [Version 10.0.18363.836]

Windows Terminal version (if applicable):

Version: 0.11.1333.0

Any other software?
```

# Steps to reproduce
Select "Azure Cloud Shell" in the pull down menu, select the tenant number
<!-- A description of how to trigger this bug. -->

# Expected behavior
Cloud Shell terminal should present
<!-- A description of what you're expecting, possibly containing screenshots or reference material. -->

# Actual behavior
Error is reported, the output as follows:

Requesting a cloud shell instance...
Succeeded.
Requesting a terminal (this might take a while)...
IXMLHttpRequest2Callback::OnError: -2146697208: The download of the specified resource has failed.

[process exited with code 1]

<!-- What's actually happening? -->
Repository: flutter
Issue: Image.network getting retained on iOS
Labels: platform-ios,framework,c: performance,dependency: dart,a: images,perf: memory,P2,team-ios,triaged-ios

See app in https://github.com/flutter/flutter/issues/56482#issuecomment-628297404

Use an `Image.network` on iOS instead of `Image.asset`.

Tap the FAB repeatedly. The image will get disposed, but it is retained and rooted in a `Context` object:

![image](https://user-images.githubusercontent.com/8620741/82277837-b8297180-993d-11ea-90f0-2146d93e48bc.png)


The image will get disposed, but something is retaining it. I think this is related to https://github.com/dart-lang/sdk/issues/36935, tagging `dependency: dart` for that.
Repository: pytorch
Issue: torch.as_tensor(np_array) is sometimes much faster than torch.tensor(np_array)
Labels: module: performance,triaged,module: numpy

Per title. Reported internally. See related (but distinct) https://github.com/pytorch/pytorch/issues/13918, which discusses conversion from lists of arrays. 

cc @mruberry @VitalyFedyunin @ngimel
Repository: TypeScript
Issue: TS Sever: find all references didn't find ref forms like `typeof import("...")`
Labels: Bug

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**TypeScript Version:**  3.8.3

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**

vscode repository issues

**Code**

myLib.ts
```ts
export const a = 1;

declare const exports: typeof import("./myLib"); // like commonjs 'exports'
console.log(exports.a);
```
global.d.ts
```ts
declare const myLib: typeof import("./myLib");
```
app.ts
```ts
console.log(myLib.a);
```

**Expected behavior:**

Since it can navigate from `app.ts` to `myLib.ts` by go to defintion of `myLib.a`, `find references of myLib.a` should include the line in `app.ts`

find references should follow module ref forms like `typeof import("...")`, isn't it ?

**Actual behavior:**

Now I search all references for `myLib.a` in vscode, the result list didn't show the line in `app.ts`, but showed two lines in `myLib.ts`: 
```
export const a = 1;
console.log(exports.a);
```

**Playground Link:** <!-- A link to a TypeScript Playground "Share" link which demonstrates this behavior -->

**Related Issues:** <!-- Did you find other bugs that looked similar? -->

Not Found
Repository: neovim
Issue: Unnecessary pager in spell prompt on narrow windows
Labels: bug-vim,spell

<!-- Before reporting: search existing issues and check the FAQ. -->

- `nvim --version`: v0.4.3
- `vim -u DEFAULTS` (version: ) behaves differently? No
- Operating system/version: NixOS 20.03
- Terminal name/version: Alacritty 0.5.0-dev
- `$TERM`: alacritty

### Steps to reproduce using `nvim -u NORC`

Create a terminal window narrow enough that it cannot fit "Type number and <Enter> or click with mouse (empty cancels):" on one line.

```
nvim -u NORC
# Alternative for shell-related problems:
# env -i TERM=ansi-256color "$(which nvim)"
i
bda
<ESC>
:set spell<CR>
z=
```

### Actual behaviour
Spell prompt appears with `-- MORE --` on the bottom. You must press 'enter' before you can insert a number.

### Expected behaviour
Spell prompt appears, ready to recieve a number for spell correction.
Repository: TypeScript
Issue: enum to string (and number) literals keeping the opacity
Labels: Suggestion,Awaiting More Feedback

## Search Terms
enum typing, enum valueOf, enum string literal

## Suggestion
The values of the strings enum are by design [opaque](https://github.com/microsoft/TypeScript/issues/17690#issuecomment-321319291) it might however be useful to have a way to type them out of the enum.

This is what we have now:
```typescript
const enum anEnum {
    a = 'A',
    b = 1,
}

type keysName = keyof typeof anEnum // "a" | "b"
type enumValues = typeof anEnum[keysName]; // anEnum.a | anEnum.b
type enumValueOf = ReturnType<enumValues['valueOf']>; // string | number

const aString: string = anEnum.a.valueOf(); // okay
const aNumber: number = anEnum.b.valueOf(); // okay

const notString: number = anEnum.a.valueOf(); // Type 'string' is not assignable to type 'number'.
const notNumber: string = anEnum.b.valueOf(); // Type 'number' is not assignable to type 'string'.

 ```

My feature request is to type the `valueOf()` using string literals and number "literals"

```typescript
enum anEnum {
    a = 'A',
    b = 1,
}

type keysName = keyof typeof anEnum // "a" | "b"
type enumValues = typeof anEnum[keysName]; // anEnum.a | anEnum.b
type enumValueOf = ReturnType<enumValues['valueOf']>; // 'A' | 1

const aString: 'A' = anEnum.a.valueOf(); // okay
const aNumber: 0 = anEnum.b.valueOf(); // okay

const notString: number = anEnum.a.valueOf(); // Type 'A' is not assignable to type 'number'.
const notNumber: string = anEnum.b.valueOf(); // Type 0 is not assignable to type 'string'.

```

## Use Cases
- this is stricter and therefore never bad
- this would allow having the values of an enum which would be useful to compare enums at compilation time (without messing with the opacity of the enum itself.)

## Examples

```typescript
const enum anEnum {
    a = 'A',
    b = 1,
}

const enum anotherEnum {
    a = 'A',
    b = 1,
}

// This is not allowed despite both enums are the same
const value: anotherEnum = anEnum.a;

// This would be allowed and safe (even with const enum)
type anotherEnumValues = ReturnType<typeof anotherEnum[keyof typeof anotherEnum]['valueOf']>;
const anOtherEnumValues: anotherEnumValues = anEnum.a;

```
Note: What I do not know is how this custom type could use a generic for the enum, as `<T extends enum>` is invalid. An enum is a bit weird in TS as it both represents a type and an object

## 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: godot
Issue: Procedural Sky Ground Color Bug
Labels: bug,topic:rendering

Godot version:
Godot Engine v3.2.stable.mono.official
OS/device including version:
OS Name:	Microsoft Windows 10 Home
Version:	10.0.18363 Build 18363
Issue description:
procedural sky object breaks and no longer renders.
Steps to reproduce:
 I am using a C# script that gets the world environments procedural sky object and then changes the color values in its GroundBottomColor.  If I change this color immediately upon entering the scene (in the ready function) it seems to break the object and I get a black sky.  If I wait a brief amount of time before attempting to change it then the code works fine.
Minimal reproduction project:
Spatial
          Directional Light <- script attached
                   WorldEnvironment
                               WorldEnvironment.sky = Procedural Sky
Repository: flutter
Issue: [Camera] getHorizontalViewAngle and getVerticalViewAngle
Labels: c: new feature,p: camera,package,team-ecosystem,P3,triaged-ecosystem

 actually i am working on a project which require horizontal and vertical camera angle which in android java can be done using 
Camera.Parameters p = camera.getParameters();
        horizontalcameraangle = p.getHorizontalViewAngle();
        verticalcameraangle = p.getVerticalViewAngle();
but in flutter i didn't find anything like this i searched everywhere could the flutter team help me please
Repository: rust
Issue: Conditional jumps equivalent to if(0 != 0) can appear in optimized assembly
Labels: A-LLVM,I-slow,A-codegen,P-medium,T-compiler,regression-from-stable-to-stable,C-bug,E-needs-bisection,ICEBreaker-LLVM

I've got a reasonably minimal test case whose assembly (with `opt-level=1` and above) includes this sequence of opcodes, which is effectively a no-op as far as I can tell:
```asm
xor  eax, eax
test eax, eax
jne  .LBB0_3
```

This is the code in question ([playground](https://play.rust-lang.org/?version=nightly&mode=release&edition=2018&gist=7acb86df14b6a68b25132d2ff7c9e5fc)):
```rust
pub fn foo(f: fn() -> i32) {
    let mut a = f();
    let mut b = f();

    loop {
        if a != 0 && b == 0 {
            a = f();
        } else if a == 0 && b != 0 {
            b = f();
        } else {
            return
        }
    }
}
```

I'm not sure whether this is more LLVM's fault or Rust's. Either way, this should not end up in the finished assembly, and I am fairly certain that at least in this specific case all three instructions can be removed entirely without affecting program behaviour.

`rustc 1.45.0-nightly (2020-05-18 d8878868c8d7ef3779e7)` is the most recent version I have tested that shows this issue, and `rustc 1.25.0` on godbolt.org is the oldest. `rustc 1.24.0` does not show the issue, though there's a good chance this is just coincidence.
Repository: flutter
Issue: Global CocoaPods installation is required in projects with plugins, no longer able to use bundler version of pod
Labels: platform-ios,tool,c: proposal,P3,team-ios,triaged-ios

It seems that starting from 1.17.0 a global CocoaPods is required to build an iOS project which has plugins. This wasn't the case before, resulting in only a warning regarding the cocoa pods installation.

Our current use case is that we install CocoaPods locally in the project using `bundler` rather than requiring a globally installed CocoaPods. This allows us to control the version of `cocoapods` between all of our developer machines and CI.
Now all of our builds fail due to the missing global `cocoapods` dependency.

We have also created a ticket for detecting a locally installed `cocoapods` version by the flutter CLI #40135

From what I can see in the PR this was introduced in #51676, but I think it should be differentiated between a broken install and CocoaPods not being installed at all.
Repository: material-ui
Issue: [material-ui][examples] Create a Storybook template
Labels: docs,priority: important,ready to take,examples

- [x] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.

When working with material-ui you usually end up adjusting the typography, overwriting some global styles and so on to create your own "themed variant" of material-ui. Within material-ui some of these styles/overwrites affect another as e.g. Typography is part of more or less any other material-ui component. So adjusting typography might adjust tabs without you noticing. In our current workflow we have one relatively gigantic storybook showcasing all the components we have (including a re-export of basically all material-ui components).

I think it might be a good idea to create a "template" as part of material-ui to get new component libraries started more quickly & to share themed variants with no-code designers. The current "color selection theming" in the material-ui docs is relatively limited.

## Summary 💡
It would be great if there was a "ready to go & up-to-date" storybook example within the examples folder to showcase all the components.

## Examples 🌈
Sadly our storybook is closed source atm, but we might think about abstracting & open sourcing the material-ui part of it.

## Motivation 🔦
Did this once manually, don't want to do it twice and I assume other companies have similar workflows.

---

Just when writing this:
> The current "color selection theming" in the material-ui docs is relatively limited.

I started wondering if we couldn't just deploy a custom themed variant of the docs instead of doing things in storybook. Doing things in storybook would be nicer in terms of our testing setup, but the docs are much more in-detail as the ones we have in storybook :thinking:
Is this sth people are doing?

---

OT: while writing that i was wondering if that actually is a feature request or would be better suited for discussions. I'd love if you enabled discussions, as e.g. in the styled-components tickets that's a pretty endless "discussion", but seems to not provide any value to the actual ticket.
Repository: godot
Issue: Normals in imported 3D model look different when importing obj vs other formats
Labels: bug,topic:import,topic:3d

**Godot version:**
Godot Engine v3.2.1.stable.official

**OS/device including version:**
Arch Linux (rolling release, last updated at the time of submitting).

**Issue description:**
I have a 3d model (included below) created in blender. When I export this as an obj mesh, it works fine in godot. However, when exporting in any other format, Godot will show a very strange shading that looks like incorrect normals. See the pictures below for a comparison.

I first reported the issue in the forums and was recommended to report it here on GitHub: https://godotforums.org/discussion/22889/mesh-normals-imported-from-blender-look-wrong-with-every-export-type-except-obj#latest

This is the model imported as an obj mesh. The shading is correct:

![blender8](https://user-images.githubusercontent.com/7241990/82326482-2ec97c00-99dd-11ea-96b3-07ddf40ba4a4.png)

This is how the model looks when importing it in any other format (tested: gltf2, dae, dae using the better collada plugin and fbx). 

![blender9](https://user-images.githubusercontent.com/7241990/82326633-6e906380-99dd-11ea-82f7-da841954cc87.png)

This shows (on blender) how the normals are set up. Everything looks normal there (yes, pun very much intended :sweat_smile:).

![blender3](https://user-images.githubusercontent.com/7241990/82326781-a7c8d380-99dd-11ea-9bf5-6e400478fe5c.png)

As recommended by users in the forums, the attached screenshots in Godot were taken with a very bare-bones environment: No sky, just clear color. White ambient light, and a single directional light shown on the picture to pinpoint the issue.

**Steps to reproduce:**

1. Just import any of the 3d models in the attached file (see below)

**Minimal reproduction project:**

[FenceMeshIssue.zip](https://github.com/godotengine/godot/files/4650460/FenceMeshIssue.zip)
Repository: godot
Issue: Stretch shrink messes up the ui
Labels: bug,topic:rendering,topic:gui

**Godot version:**
3.2.1 stable
**OS/device including version:**
Windows 10
**Issue description:**
From the docs I get, that using scale shrink can be used to get a performance boost, by lowering the 3d resolution. 

> 
> If Stretch Mode is set to something other than Disabled, the size of
> the root viewport is scaled down by the Shrink factor, and pixels in
> the output are scaled up by the same amount. This is rarely useful for
> 2D games, but can be used to increase performance in 3D games by
> rendering them at a lower resolution.
https://docs.godotengine.org/de/stable/tutorials/viewports/multiple_resolutions.html#stretch-shrink

Using the shrink is not just scaling the 3d rendering, but also the ui rendering.

This is how my main menu looks with shrink = 1:

![BER Bausimulator 19 05 2020 13_09_43](https://user-images.githubusercontent.com/25849067/82330460-2a07c680-99e3-11ea-804d-94f8fa8ab1a9.png)


This is how it looks with shrink = 5:
![BER Bausimulator 19 05 2020 13_10_23](https://user-images.githubusercontent.com/25849067/82330515-3ee45a00-99e3-11ea-886e-83167d239c92.png)

The 3d rendering is lowered as intended, but the game can't be played anymore because of the ui scaling. 

I've set my stretch mode to "2d" and the aspect to "expand" in the project settings.
Repository: flutter
Issue: iOS app is 16% larger than the same Android app (37% larger when considering the compressed size)
Labels: platform-ios,engine,a: size,a: release,found in release: 1.17,P2,team-ios,triaged-ios

The issue is quite simple: The same project makes an iOS final build that is roughly 9 times the size of the Android one.

The iOS build is gigantic, around 300MB, but I know it contains bitcode, so I uploaded it to the store anyway. The size on the App Store is still way too large, 63.7MB, as can be seen here:
https://apps.apple.com/us/app/100-menu/id1513624029

It's android counterpart yet is just over 7MB:
https://play.google.com/store/apps/details?id=menu.a100.client
(I don't think it's possible to see the size until the install button is pressed, so I attached a screenshot)
![image](https://user-images.githubusercontent.com/5992125/82334730-49512480-99e0-11ea-9aa7-21b81a678b8c.png)

**Build commands:**
flutter build appbundle --obfuscate --split-debug-info=debug-info
flutter build ios --obfuscate --split-debug-info=debug-info

**Other environment details:**
flutter --version
Flutter 1.17.1 • channel stable • https://github.com/flutter/flutter.git
Framework • revision f7a6a7906b (7 days ago) • 2020-05-12 18:39:00 -0700
Engine • revision 6bc433c6b6
Tools • Dart 2.8.2

xcodebuild -version
Xcode 11.4.1
Build version 11E503a

flutter analyze
Analyzing client_100_menu_flutter...
No issues found! (ran in 8.9s)

**pubspec.yaml file:**
``` yaml
environment:
  sdk: ">=2.7.0 <3.0.0"

dependencies:
  flutter:
    sdk: flutter
  flutter_localizations:
    sdk: flutter
  cached_network_image: ^2.2.0+1
  cupertino_icons: ^0.1.3
  diacritic: ^0.1.1
  extended_tabs: ^0.2.3
  flutter_cache_manager: ^1.2.2
  google_maps_flutter: ^0.5.27+3
  http: ^0.12.1
  i18n_extension: ^1.3.6
  url_launcher: ^5.4.7

dev_dependencies:
  flutter_test:
    sdk: flutter

flutter:
  uses-material-design: true
  assets:
    - assets/images/
```

**Folder sizes:**
- The assets/images contains a single image with 18 KB
- The libs folder containing the dart files is 42 KB
- The entire ios folder (which contains the icon and launcher images) is 170 KB

This app size for quite a simple app is unbearable and users are not installing it as it generates distrust, because there is no way the app as it is described in the store can be 67 MB! (I wouldn't install it either)
Repository: material-ui
Issue: Community themes
Labels: docs,priority: important,design

## Summary 💡

In the documentation website, have a section to list the opensource themes built with MUI (using `createTheme()`)
<!-- Describe how it should work. -->

## Examples 🌈

One [opensource theme built with MUI](https://github.com/Pearson-Higher-Ed/pearson-mui-theme) for instance is [Perason Material-UI Theme](http://pearson-theme.surge.sh/) 


## Motivation 🔦

I love MUI but I don't personally like too much Material Design System and thus I'm usually customizing components manually with `createMuiTheme`. Having a list of opensource themes can give us a good starting point if we want to have something different from Material.  

<img width="551" alt="Capture d’écran 2020-05-19 à 16 23 18" src="https://user-images.githubusercontent.com/3165635/82338505-4446a200-99ed-11ea-916d-fde72678c307.png">
<img width="862" alt="Capture d’écran 2020-05-19 à 16 23 33" src="https://user-images.githubusercontent.com/3165635/82338506-44df3880-99ed-11ea-8dbf-037f1de9f326.png">

## List of existing themes/design-systems

- https://mui-glass.vercel.app/ by @socramm9
Repository: flutter
Issue: Add customization Option for CupertinoDatePicker
Labels: c: new feature,framework,f: date/time picker,f: cupertino,c: proposal,team-design,triaged-design

Please provide options to configure:
1) TextStyle
2) Custom borders
3) BoxDecoration which could allow us to add shadows, gradient
4) also respect height, width from the parent Container

![image](https://user-images.githubusercontent.com/5774873/82337113-3f0f3600-99a0-11ea-831c-9ddccc13c1fc.png)

CupertinoDatePicker(
  mode: CupertinoDatePickerMode.time,
  initialDateTime: DateTime(1982, 11, 5, 8, 00),
  onDateTimeChanged: (DateTime newDateTime) {
    var newTod = TimeOfDay.fromDateTime(newDateTime);
    //_updateTimeFunction(newTod);
  },
  backgroundColor: Colors.white,
//please provide options to configure:
//TextStyle
//BoxDecoration which could allow us to add shadows, gradient, custom borders

  use24hFormat: false,
  minuteInterval: 1,
)

resolvedBorderColor = CupertinoDynamicColor.resolve(_kHighlighterBorder, context);

///current color settings are hardcoded which makes impossible to integrate this control on a different color palette.

const Color _kHighlighterBorder = CupertinoDynamicColor.withBrightness(
  color: Color(0x33000000),
  darkColor: Color(0x33FFFFFF),
);