sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Setting mouse mode captured in the game and then closing it makes it captured in the godot editor too
Labels: bug,platform:windows,topic:porting

### Godot version

3.4 mono

### System information

W10

### Issue description

Whenever I set the mouse to captured in my game, that I launched via F5 on the editor, if I close the game my mouse is then captured in the godot editor too.

It doesn't happen if I set mouse mode visible in the game before quitting.

I found no way to retrieve the mouse cursor in the editor besides quitting. And even when you quit and come back, the mouse is still captured until you do a right click.

The project is 3D.

### Steps to reproduce

Launch game by pressing F5 in the editor.

Code must run 
        Input.SetMouseMode(Input.MouseMode.Captured);

Close by pressing F8 or ALT+F4.

### Minimal reproduction project

_No response_
Repository: rust
Issue: Cycle detected when computing whether impls specialize one another, across crate boundaries
Labels: A-trait-system,P-low,T-compiler,regression-from-stable-to-stable,A-specialization,C-bug,I-cycle

I tried this code (note: the crate name is `bug`, and this only occurs when the files are separate):

In `src/lib.rs`:
```rust
pub trait Reducible {
    type Reduced;
}

pub struct Base;

pub struct Higher;

impl Reducible for Higher {
    type Reduced = Base;
}

pub trait Reduce<R> {}

impl<T> Reduce<Base> for T {}

impl<T, R> Reduce<R> for T
where
    R: Reducible,
    T: Reduce<R::Reduced>,
{
}

pub fn reduce<R>(_: R)
where
    (): Reduce<R>,
{
}
```

In `src/main.rs`:
```rust
fn main() {
    bug::reduce(bug::Higher);
}
```

I expected to see this happen: Code compiles successfully, as it would if everything was in `main.rs`.

Instead, this happened: the compiler emits an error:

```
error[E0391]: cycle detected when computing whether impls specialize one another
  --> C:\path\to\bug\src\lib.rs:17:1
   |
17 | / impl<T, R> Reduce<R> for T
18 | | where
19 | |     R: Reducible,
20 | |     T: Reduce<R::Reduced>,
21 | | {
22 | | }
   | |_^
   |
   = note: ...which immediately requires computing whether impls specialize one another again
note: cycle used when type-checking `main`
  --> src\main.rs:1:1
   |
1  | fn main() {
   | ^^^^^^^^^

For more information about this error, try `rustc --explain E0391`.
error: could not compile `bug` due to previous error
```

### Meta

`rustc --version --verbose`:
```
rustc 1.56.0 (09c42c458 2021-10-18)
binary: rustc
commit-hash: 09c42c45858d5f3aedfa670698275303a3d19afa
commit-date: 2021-10-18
host: x86_64-pc-windows-msvc
release: 1.56.0
LLVM version: 13.0.0
```
This also appears to be present on 1.58.0-nightly 2021-11-10, commit hash 82af160c2cb9c349a0373cba98d8ad7f911f0d34.
Repository: vscode
Issue: Support MS Edge's "edge-enhance-text-contrast" flag
Labels: feature-request,font-rendering

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

I've always avoided Chromium based software because of the [blurry font rendering issue](https://bugs.chromium.org/p/chromium/issues/detail?id=534732) that has existed since GDI font rendering support was dropped years ago.

Thankfully, months ago, Microsoft fixed the issue in Chromium Edge with the `edge-enhance-text-contrast` flag:

https://blogs.windows.com/msedgedev/2021/06/02/improving-font-rendering-in-microsoft-edge/

Are there any plans to incorporate that fix into VS Code?
Repository: PowerToys
Issue: [Sonar] - Add animation when cancelling to smooth dismissal
Labels: Idea-Enhancement,Product-Mouse Utilities

### Microsoft PowerToys version

0.49.1

### Running as admin

- [ ] Yes

### Area(s) with issue?

Mouse Utilities

### Steps to reproduce

Press Ctrl key twice. The mouse circle appears. Now press another key before the circle stops shrinking. The circle will disappear without animation.

https://user-images.githubusercontent.com/91146818/141419394-2c9c3514-6f24-4f85-85d7-609e16f3b619.mp4

### ✔️ Expected Behavior

The animation should be displayed even before the circle stops shrinking.

### ❌ Actual Behavior

No animation seen when pressing another key before the mouse circle stops shrinking.

### Other Software

_No response_
Repository: neovim
Issue: visual mode dot-repeat (".")
Labels: enhancement,gsoc,core,editor

# Problem

Consider this text:

```
(short text)
(long text long text long text)
```

With the cursor starting on the `t` of short entering the command `vi(U` capitalizes the text in the first parentheses. But then pressing `.` while in the second set of parentheses doesn't capitalize everything inside the parentheses, only a segment of text the same size of the content of the first parentheses.  

# Expected behavior

The `.` command can replay visual-mode commands as if one were typing out the same key sequence from the cursor position where the `.` command is called.
Repository: flutter
Issue: [documentation] Why is _cancelActivePointers called in _afterNavigation?
Labels: framework,d: api docs,f: routes,P2,team-framework,triaged-framework

I have a route that's controlled by a gesture that started before that route was on the navigation stack. But because of the `cancelActivePointers`, my gesture finishes as soon as the new route is pushed.

This is not exactly a bug report, more like a request for an explanation and/or maybe a better documentation of this behavior

https://github.com/flutter/flutter/blob/299d484903c05182f28bccd6126c0f7384c49635/packages/flutter/lib/src/widgets/navigator.dart#L4439

https://github.com/flutter/flutter/blob/299d484903c05182f28bccd6126c0f7384c49635/packages/flutter/lib/src/widgets/navigator.dart#L5064-L5078

https://github.com/flutter/flutter/blob/299d484903c05182f28bccd6126c0f7384c49635/packages/flutter/lib/src/widgets/navigator.dart#L5092-L5094
Repository: flutter
Issue: [imageCache] pendingImage listener is not removed after call to imageCache.clear
Labels: a: images,a: desktop,has reproducible steps,P2,found in release: 2.5,found in release: 2.6,team-engine,triaged-engine

Problem description:
I am running flutter application/engine on the embedded linux. I am using the `FlutterEngineNotifyLowMemoryWarning` to notify the application when the system is going low on the memory.

I noticed that some of the images in the ImageCache are never released, after the call to `imageCache.clear()` which is internally triggered when handling the `FlutterEngineNotifyLowMemoryWarning` (https://github.com/flutter/flutter/blob/master/packages/flutter/lib/src/painting/binding.dart#L124).

This looks like the potential race, the pendingImage listener was not removed from the pendingImage:
https://github.com/flutter/flutter/blob/master/packages/flutter/lib/src/painting/image_cache.dart#L431
because the pendingImages list was emptied in the meantime:
https://github.com/flutter/flutter/blob/master/packages/flutter/lib/src/painting/image_cache.dart#L197

The sample application that shows the problem (on linux desktop):
https://github.com/michalkucharczyk/flutter_image_cache
Repository: flutter
Issue: DropDown List Accessibility Focus is not working properly
Labels: framework,f: material design,a: accessibility,f: scrolling,has reproducible steps,P2,found in release: 2.5,found in release: 2.6,team-design,triaged-design

Hi ,

Scenario : Dropdown has more than 50 records and accessibility is enabled.Focus got lost and it is not pulling the next element to the screen from  dropdown list(scroller is not working in dropdown when accessibility is enabled). Herewith I have attached the video for the reference.

https://user-images.githubusercontent.com/15996499/141465986-a8eaf815-70d5-49ed-91f9-a5c0a43d4e30.mov

Thanks in advance
Repository: flutter
Issue: [Documentation] Provide a better warning when using `instantiateImageCodec` with the HTML renderer
Labels: engine,d: api docs,platform-web,a: annoyance,e: web_html,P3,team-web,triaged-web

## Use case

When running this code on the web, with the HTML renderer:
```
  class ImageWithDimensions {
    const ImageWithDimensions({
      required this.width,
      required this.height,
      required this.bytes,
    });

    final Uint8List bytes;
    final double width;
    final double height;
  }


  Future<ImageWithDimensions> getImage(Uint8List bytes) async {
    final codec = await instantiateImageCodec(bytes);

    final image = codec.getNextFrame().then((frame) {
      final output = ImageWithDimensions(
        bytes: bytes,
        width: frame.image.width,
        height: frame.image.height,
      );

      frame.image.dispose();
      codec.dispose();

      return output;
    });

    return image;
  }
```

the console throws this rather cryptic error:
```
Failed to load resource: net::ERR_FILE_NOT_FOUND <url that points to a local blob>
```
Creating the codec seems to work? It's getting the frame that throws the error.

I vaguely remember that I read in the docs that `instantiateImageCodec` was only available on CanvasKit. However, I cannot seem to find this mention anymore (either I overlooked it, or cannot find it anymore).

## Proposal
Either we specifically state in the documentation of the relevant API's that this method is not supported with the HTML renderer,
or we provide an implementation (this seems very unlikely in my opinion).
Repository: godot
Issue: Pathfollow2D doesn't move KinematicBody2D's Collision Shape when animating Unit Offset
Labels: bug,topic:physics,topic:2d

### Godot version

3.4

### System information

Solus 4.3 Fortitude

### Issue description

One way to setup moving platforms in Godot is to use a Path2D as root, a PathFollow2D as its child, an AnimationPlayer that animates the PathFollow2D -> Unit Offset from 0.0 to 1.0. Then we set the AnimationPlayer -> Playback Options -> Process Mode to Physics.

After that, intuitively we add the platform as a child of the PathFollow2D. For that, we can use a KinematicBody2D with its Motion -> Sync To Physics `true`. Everything should work with this setup. But it turns out that even tho the visual aspect seems to follow the PathFollow2D, the physics don't.

![image](https://user-images.githubusercontent.com/10171059/141475169-51ce8716-2837-4fc9-be53-99b24629f963.png)
_Note that the TileMap there emulates a Sprite :sweat_smile:_

![bug-report](https://user-images.githubusercontent.com/10171059/141474025-d9faea8b-8fc6-4bde-a77b-ad1d27992cb8.gif)

The fix for that we can add a RemoteTransform2D as a child of the PathFollow2D instead and let the KinematicBody2D be a child of the Path2D itself.

![image](https://user-images.githubusercontent.com/10171059/141475406-5f3e7475-4df7-439b-8d7f-fa7ed8455df8.png)

![working-behavior](https://user-images.githubusercontent.com/10171059/141474274-ea3e0fc7-ddb1-4751-83f7-b2cc0251f506.gif)


### Steps to reproduce

1. Setup a Moving Platform as shown above
2. Setup a Kinematic2D character using `move_and_slide_with_snap`
3. Testshown

### Minimal reproduction project

_No response_
Repository: godot
Issue: Mod loading broken on Android (ProjectSettings.load_resource_pack)
Labels: bug,platform:android,topic:porting,confirmed

### Godot version

3.4 stable

### System information

Ubuntu 18.04

### Issue description

I'm working on an Android Game, which supports loading user-made mods.

`ProjectSettings.load_resource_pack( some_mod_zip, false )`

This line would replace the contents of `res://` instead of just adding the mod contents.



### Steps to reproduce

1. Download the example project
2. load it in Godot Editor
3. Run it on Android.

### Minimal reproduction project

[Mod-Loading-Android.zip](https://github.com/godotengine/godot/files/7528009/Mod-Loading-Android.zip)

Main.gd from the example project:
```gdscript
extends Node


# This works on all platforms, EXCEPT
# - on Android
# - in the Godot Editor

func _ready():
	$TextEdit.text = "Original Files\n"
	$TextEdit.text += str(list("res://")) + "\n"
	ProjectSettings.load_resource_pack("res://Mod.zip", false)
	$TextEdit.text += "After Mod-Loading (expected: original files + Mod.gdc)" + "\n"
	$TextEdit.text += str(list("res://")) + "\n"


func list(path):
	var pathes = []
	var dir = Directory.new()
	if dir.open(path) == OK:
		dir.list_dir_begin(true)
		while true:
			var file = dir.get_next()
			if not file: break
			pathes.append(file)
	return pathes
```

The output is something like this:

```
Original Files
[.import, Main.gd.remap, Main.gdc, Main.tscn, Mod.zip, default_env.tres, icon.png, icon.png.import, project.binary]
After Mod-Loading (expected: original files + Mod.gdc)
[Mod.gdc]
```

**Expected**: The original files and the Mod.gdc should be in res://
**Observed**: the original files disappeared.
Repository: TypeScript
Issue: [transform API]: Allow passing `getEmitResolver` into `TransformationContext` and expose `getEmitResolver` from `Program`
Labels: Suggestion,API,Awaiting More Feedback

# Suggestion

## 🔍 Search Terms

- getEmitResolver
- transform API

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
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, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

`transform` API is quite nice and convenient because using this API doesn't need to invoke `Program` to compile `ts` to `js` to use custom AST transformers. However, it doesn't allow the case which requires to access to `EmitResolver`. It would be nice if `transform` API can allow users to pass `getEmitResolver` into the `TransformationContext`.

Currently, `getEmitResolver` isn't exposed for both `TransformationContext` as well as `Program` interfaces. 

## 📃 Motivating Example

An ideal example would be like this
```
export function constructorParametersDownlevelTransform(program: ts.Program): ts.TransformerFactory<ts.SourceFile> {
  const typeChecker = program.getTypeChecker();
  const reflectionHost = new TypeScriptReflectionHost(typeChecker);

  return (ctx: ts.TransformationContext) => {
    return getDownlevelDecoratorsTransform(
      typeChecker,
      reflectionHost,
      [],
      false,
      false,
      true,
    )({
      ...ctx,
      getEmitResolver: ctx.getEmitResolver()
        ? ctx.getEmitResolver
        : program.getDiagnosticsProducingTypeChecker().getEmitResolver,
    });
  };
}
```

## 💻 Use Cases

<!--
  What do you want to use this for?
  What shortcomings exist with current approaches?
  What workarounds are you using in the meantime?
-->
I am trying to experiment the idea:

- Use `transform` API to process AST of TypeScript source codes with some custom AST transformers.

- Use `swc` or `esbuild` to compile `ts` to `js` with the newly transformed source.

As far as I can tell, process AST with `transform` API is pretty fast. If I can process AST without using `Program` to do the full compilation step but use `swc` or `esbuild` to compile, that would help me to achieve the goal that: fast compilation + source is processed in such a way I want (Jest hoisting, Angular downlevel constructor etc...)
Repository: go
Issue: x/pkgsite: fetchdatasource DataSource does not fetch Subdirectories? 
Labels: NeedsInvestigation,pkgsite,pkgsite/cmd

When running locally `pkgsite -cache` i see that the implementation of fetchdatasource does not add Subdirectories at all? So the Directories part of the UI is missing? 

Trying to replace godoc with pkgsite for our internal stuff :)
Repository: create-react-app
Issue: Latest version of react is using that version of `eslint-config-react-app` that has vulerability.Anysuggestions on how to remove the vulnerability for eslint?
Labels: stale,needs triage

Latest version of react is using that version of `eslint-config-react-app` that has vulerability.Anysuggestions on how to remove the vulnerability for eslint?
Vulnerability is found in one of the version of`eslint-config-react-app`  ie 6.0.0.  
react scripts are also using the same vulnerable version.Any plans or any news about updating the `eslint-config-react-app` version under react-scripts?
Repository: yt-dlp
Issue: pbs.org 'NoneType' object has no attribute 'get'
Labels: site-bug

### Checklist

- [X] I'm reporting a broken site
- [X] I've verified that I'm running yt-dlp version **2021.11.10.1**. ([update instructions](https://github.com/yt-dlp/yt-dlp#update))
- [X] I've checked that all provided URLs are alive and playable in a browser
- [X] I've checked that all URLs and arguments with special characters are [properly quoted or escaped](https://github.com/ytdl-org/youtube-dl#video-url-contains-an-ampersand-and-im-getting-some-strange-output-1-2839-or-v-is-not-recognized-as-an-internal-or-external-command)
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues including closed ones. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)
- [X] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and I'm willing to share it if required

### Region

United States

### Description

'NoneType' object has no attribute 'get' error when downloading a PBS Nova video.

### Verbose log

```shell
yt-dlp https://www.pbs.org/wgbh/nova/video/nova-universe-revealed-milky-way/ -Uv
[debug] Command-line config: ['https://www.pbs.org/wgbh/nova/video/nova-universe-revealed-milky-way/', '-Uv']
[debug] Encodings: locale cp1252, fs utf-8, out utf-8, err utf-8, pref cp1252
[debug] yt-dlp version 2021.11.10.1 (win_exe)
[debug] Python version 3.8.10 (CPython 64bit) - Windows-10-10.0.19043-SP0
[debug] exe versions: none
[debug] Optional libraries: Cryptodome, mutagen, sqlite, websockets
[debug] Proxy map: {}
yt-dlp is up to date (2021.11.10.1)
[debug] Using fake IP 6.128.15.128 (US) as X-Forwarded-For
[pbs] Downloading JSON metadata
[debug] [pbs] Extracting URL: https://www.pbs.org/wgbh/nova/video/nova-universe-revealed-milky-way/
[pbs] nova-universe-revealed-milky-way: Downloading webpage
[pbs] Downloading widget/partnerplayer page
[pbs] Downloading portalplayer page
ERROR: 'NoneType' object has no attribute 'get'
Traceback (most recent call last):
  File "yt_dlp\YoutubeDL.py", line 1311, in wrapper
  File "yt_dlp\YoutubeDL.py", line 1336, in __extract_info
  File "yt_dlp\extractor\common.py", line 595, in extract
  File "yt_dlp\extractor\pbs.py", line 665, in _real_extract
AttributeError: 'NoneType' object has no attribute 'get'
```
Repository: pytorch
Issue: Option to configure TorchElastic multiprocessing/api.py PContext.close() timeout
Labels: triaged,enhancement

## 🚀 Feature

Enable a way to configure TorchElastic multiprocessing/api.py PContext.close timeout.
Currently e.g. on upscaling event TorchElastic sends SIGTERM to the training process, after a delay (currently hardcoded to 30 seconds) this signal is followed by SIGKILL which terminates the training. This delay between SIGTERM and SIGKILL should be configurable by the user.

## Motivation

Configurable PContext.close timeout is necessary to implement dynamic checkpointing for large models: on upscaling event TorchElastic signals training processes with SIGTERM, training codebase could be equipped with a signal handler which intercepts SIGTERM and periodically (e.g. after every training iteration) checks if SIGTERM was sent, if SIGTERM was received, then the training codebase writes a checkpoint and shuts down the training. When the training is restarted from a checkpoint, no work is lost and the training loop can continue from the last checkpoint.

Currently SIGTERM is followed by SIGKILL after 30 seconds, and 30 seconds is not enough to finish a training iteration and to write a checkpoint for large models.

## Pitch

It would be good to expose an option to configure the delay between SIGTERM and SIGKILL (either via env variable or with an option passed to `torch.distributed.run`).

## Alternatives

The timeout is hardcoded to 30 seconds and this can't be easily changed by the user. It's impossible to properly implement dynamic checkpointing for large models, where the time needed to execute a training iteration and to save a checkpoint is longer than 30 seconds. At the moment I'm using a workaround which modifies pytorch sources with sed to replace the hardcoded value of 30 seconds with a value read from an env variable.

## Additional context

TorchElastic already exposes options to configure various timeouts (e.g. `last_call_timeout` can be configured by passing a proper value to `torch.distributed.run --rdzv_conf` parameter. For consistency PContext close timeout should also be configurable.
Repository: node
Issue: doc: stream wrong chunk type with objectMode = false
Labels: doc

# 📗 API Reference Docs Problem

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and 32-bit or 64-bit (Windows). 

- **Platform**: ✍️-->

<!-- The name of affected core module. -->

- **Subsystem**: stream

## Location

_Section of the site where the content exists_

Affected URL(s): 

- https://nodejs.org/api/stream.html#event-data

## Description

_Concise explanation of the problem_

<!-- If applicable, include any screenshots that
may help solve the problem. -->

The `push` and `chunk` type on event `data` in current implementation does not include `string` with `objectMode = false`

---

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interested in contributing. -->

- [X] I would like to work on this issue and
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