sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Fullscreen mode makes CPU usage go significantly up - even on an empty scene ! - when running in a display monitor of 3440x1440.
Labels: bug,platform:windows,topic:core,confirmed

**Godot version:**
3.0.6 (stable.official.8314054)

**OS/device including version:**
Win 10, Intel i7-7700K @ 4.20GHz, NVidia GTX 1080, Monitor 3440x1440

**Issue description:**
- When running godot in full screen mode, the CPU usage goes very high (at least for some monitors). For example, running a near empty scene (only one node in it) in fullscreen, makes my CPU usage go up to 15-20%..! When running this scene in windowed mode (even if maxed), the CPU usage is at 2% (with the same background apps running).
- This happens only when the game is running in my main display (monitor), whose resolution is 3440x1440. When I run the game fullscreen in an extra monitor (a pen display) whose reso is 1920x1080, CPU usage stays nice and low.

**Extra information:**
- The problem happens only after the fullscreen is toggled on, and goes away after it's toggled off (while running the game).
- When was testing this with a game (a 2D side scroller), tested that the FPS stayed at 60.
- It doesn't seem to matter what the project resolution is set at. For the game I had it 1920x1080 and the window/display/stretch/mode was "2d" and aspect "keep", but as I said, this happens right out of the box as well (with "ignore" and "disabled").
- For the empty scene it made no difference whether V-Sync was enabled or not. However, in my game, when I had VSync disabled in NVidia's Control Panel, the CPU usage did NOT go up when entering fullscreen. (Makes no sense to me at all why disabling vsync makes this problem disappear in a complex scene, but not in a trivial one.)
- The behaviour seems to be the same whether running in editor or as stand alone.
- Haven't had any similar fullscreen / windowed issues with any other game played on this computer.

**Steps to reproduce:**
- Open Task Manager or other performance monitor for testing purposes.
- Create a new Godot project.
- Create an new scene and put a Node in it and save the scene. 
- Run the scene in a display monitor whose size is 3440x1440 (very possibly others, too). Watch CPU usage (mine is about 2% with Godot editor and some background apps running). Change window size, no problem.
- Open project settings and set display/window/size/fullscreen to true. Save and run the scene again, and watch CPU usage (mine stays steadily at about 15% or 20% with same background apps running).


**Minimal reproduction project:**
Note. The core issue seems to be about the display monitor resolution. This is just a near empty project with fullscreen toggled on.
[FullscreenProblem.zip](https://github.com/godotengine/godot/files/2334157/FullscreenProblem.zip)
Repository: flutter
Issue: TextField does not lose input focus when window loses focus.
Labels: a: text input,customer: fuchsia,platform-android,framework,f: focus,has reproducible steps,P2,found in release: 3.3,found in release: 3.4,team-android,triaged-android

To reproduce (Android):
  - place a flutter app in split screen mode with another app.
  - Begin editing a text field. 
  - Tap into the other app, this will dismiss the keyboard
  - Observe that the text field still appears to have focus, the cursor is blinking et cetera.

What should happen:

Upon focusing the other android app, the Flutter input focus should be reset.
Repository: TypeScript
Issue: Indexed this types don't narrow when their referenced property narrows
Labels: Suggestion,In Discussion

**TypeScript Version:**  3.1.0-dev.20180829

**Search Terms:** this index narrowing generics

**Code**

```ts
type Keys = 'string' | 'number';
type Switch<T extends Keys> =
	T extends 'string' ? string :
	T extends 'number' ? number :
	never;

interface Main<T extends Keys> {
	kind: T;
	value: Switch<this['kind']>;
}

let x: Main<Keys> = null as any;

x.kind;
x.value;
if (x.kind === 'string') {
	x.kind; // Narrowed to "string"
	x.value;
} else {
	x.kind; // Narrowed to "number"
	x.value;
}
```

**Expected behavior:**
In the first if block, `x.value` should be of type `string`. In the second if block, `x.value` should be of type `number`.

**Actual behavior:**
In both cases `x.value` is not narrowed, despite `x.kind` narrowing successfully.

**Related Issues:** [#24085](https://github.com/Microsoft/TypeScript/issues/24085)
Repository: rust
Issue: Fully qualified path to nested consts complains about ambiguous associated type
Labels: A-type-system,A-trait-system,A-associated-items,T-compiler,C-bug,T-types

I believe the following code should be accepted by the compiler, but currently complains with `error[E0223]: ambiguous associated type`:

```
struct C;

impl C {
    const X: usize = 42;
}

struct S;

impl S {
    const foo: C = C;
}

fn main() {
    let _ = S::foo::X;
}
```

Might be needed before https://github.com/rust-lang/rust/issues/26760#issuecomment-305523540 can be done.
Repository: pytorch
Issue:  A bug in roi_align.cc? [Caffe2]
Labels: caffe2

There maybe a bug in  roi_align.cc.

Line 164 and Line 165
T roi_width = std::max(roi_end_w - roi_start_w, (T)1.);
T roi_height = std::max(roi_end_h - roi_start_h, (T)1.);

I think it should be:
T roi_width = std::max(roi_end_w - roi_start_w + 1, (T)1.);
T roi_height = std::max(roi_end_h - roi_start_h + 1, (T)1.);
Repository: youtube-dl
Issue: Youku download failure
Labels: cant-reproduce

C:\BUILD\youtube>c:\Apps\youtube-dl.exe -f bestvideo[ext=mp4]+bestaudio[ext=m4a]/best[ext=mp4]/best https://v.youku.com/v_show/id_XNzM2NTAxNDAw.html --verbose
[debug] System config: []
[debug] User config: []
[debug] Custom config: []
[debug] Command-line args: ['-f', 'bestvideo[ext=mp4]+bestaudio[ext=m4a]/best[ext=mp4]/best', 'https://v.youku.com/v_show/id_XNzM2NTAxNDAw.html', '--verbose']
[debug] Encodings: locale cp936, fs mbcs, out cp936, pref cp936
[debug] youtube-dl version 2018.08.28
[debug] Python version 3.4.4 (CPython) - Windows-10-10.0.17134
[debug] exe versions: ffmpeg 3.4.2, ffprobe 3.4.2
[debug] Proxy map: {}
[youku] XNzM2NTAxNDAw: Retrieving cna info
[youku] XNzM2NTAxNDAw: Downloading JSON metadata
ERROR: Youku server reported error -6004: 客户端无权播放,201; please report this issue on https://yt-dl.org/bug . Make sure you are using the latest version; type  youtube-dl -U  to update. Be sure to call youtube-dl with the --verbose flag and include its complete output.
Traceback (most recent call last):
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\rg3\tmpc4srko6s\build\youtube_dl\YoutubeDL.py", line 792, in extract_info
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\rg3\tmpc4srko6s\build\youtube_dl\extractor\common.py", line 502, in extract
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\rg3\tmpc4srko6s\build\youtube_dl\extractor\youku.py", line 189, in _real_extract
youtube_dl.utils.ExtractorError: Youku server reported error -6004: 客户端无权播放,201; please report this issue on https://yt-dl.org/bug . Make sure you are using the latest version; type  youtube-dl -U  to update. Be sure to call youtube-dl with the --verbose flag and include its complete output.

C:\BUILD\youtube>c:\Apps\youtube-dl.exe --version
2018.08.28
Repository: TypeScript
Issue: convert a property/element access expression to a getter and setter
Labels: Suggestion,Awaiting More Feedback

<!-- 🚨 STOP 🚨 𝗦𝗧𝗢𝗣 🚨 𝑺𝑻𝑶𝑷 🚨

Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker. Please read the FAQ first, especially the "Common Feature Requests" section.

-->

## Search Terms
refactor, getter, setter
<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

## Suggestion
convert a property/element access expression to a getter and setter

<!-- A summary of what you'd like to see added or changed -->

## Use Cases

`this.a.b.c.d = 1`

to 

```ts
get /*RENAME*/ temp1 () {
  return this.a.b.c.d
}
set temp1 (value) {
  this.a.b.c.d = value
}

/// ...

this.temp1 = 1

```

<!--
What do you want to use this for?
What shortcomings exist with current approaches?
-->

## Examples

<!-- Show how this would be used and what the behavior would be -->

## 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. new expression-level syntax)
Repository: rust
Issue: Const qualification
Labels: A-const-eval

cc @eddyb @RalfJung 

Let's figure out what exactly we need, because I'm very confused about it.

So, currently const qualification is doing a few things at once:

1. figure out all the feature gates and forbid things not allowed in constants/statics/const_fn at all or without the feature gates
2. figure out what things are promotable by ruling out values containing `Drop` or `UnsafeCell` types (`None` is always ok, even if `Some(value)` would not be due to the type, even if `Option<T>` would technically propagate said type.
3. In order to guarantee this for promotion we also check the bodies of `const fn` and `const` for `Drop` and `UnsafeCell` value creations, even if it is ignored for the constant itself and only checked when the constant is used in a value checked for promotion

Why I want to stop looking at bodies, and instead just check the final value of constants:

* This analysis is imperfect. E.g. `(UnsafeCell::new(42), 42).1` is treated as if you end up with an `UnsafeCell` value
* If we keep looking at the body, we're essentially saying that a `const fn`'s body is not allowed to change, even for changes which would not change the final value for any input, because such a change might subtly lead to the analysis suddenly thinking there's an `UnsafeCell` in the final value

Why we cannot just look at the final value right now:

* when promoting associated constants inside a generic function we might not have enough information to actually compute the final value. We'd need to wait for monomorphization to tell us whether the value is problematic. This is obviously not something we want. All the analyses should run before monomophization

Solution brainstorm:

1. don't promote calls to `const fn` if its return type may contain `UnsafeCell` or `Drop`. So `Option::<String>` is not promoted, even if the actual value is `None`. (not a breaking change, since there are no stable const fn for which this could break any code)
2. Always assume the worst with associated constants (already the case https://play.rust-lang.org/?gist=36546b7a589178413e28ba09f1cd0201&version=stable&mode=debug&edition=2015 ) So we don't promote associated constant uses unless monomorphized.
Repository: vscode
Issue: Cancel file operations from opening an editor when closing it
Labels: feature-request,freeze-slow-crash-leak,file-io,keep

Issue Type: <b>Bug</b>

Found a bug. 
When you clicked to open huge file, for ex. 1.5 GB txt, and then immediately closed it - VS Code will try to open it anyway, RAM will be overflow, and Studio crashes. 

VS Code version: Code 1.26.1 (493869ee8e8a846b0855873886fc79d480d342de, 2018-08-16T18:38:57.434Z)
OS version: Windows_NT x64 10.0.17134


<!-- generated by issue reporter -->
Repository: opencv
Issue: solveLP() produces infeasible results
Labels: bug,category: core,confirmed,effort: few days,Hackathon

##### System information (version)
- OpenCV => 3.0
- Operating System / Platform => Ubuntu 16.04 64-bit
- Compiler => gcc 4.9.4

##### Detailed description

I observed that `solveLP()` might produce infeasible results. When I do `A*x` Some of the constraints are not satisfied, i.e. `A*x > b` for some rows of `A`. Note that in my example `solveLP()` returns `SOLVELP_MULTI`, but it shouldn't matter it should still produce a feasible solution.

##### Steps to reproduce

I have attached the matrices to reproduce the issue. I have renamed them as argument names in the `solveLP()` signature. Just pass `Func` and `Constr` to `solveLP()` and obtain `z`. I have also attached `z` and `A*z` (`Constr_prod_z`)  for convenience.

You can observe that element at 161 of `Constr_prod_z` is `4.376743` which is clearly greater than `1` when it shouldn't be according to constraints (you can just print `Constr.row(161)` and look at the last element to see `1`). This is not the only example of constraint violation.

[mats.zip](https://github.com/opencv/opencv/files/2335467/mats.zip)
Repository: pytorch
Issue: [...] operator for masked select does not broadcast anymore
Labels: todo,triaged,module: sorting and selection

I have the last pytorch version from source, pulled this morning, ubuntu 16.04, CUDA 9.1

the `tensor[byte_tensor]`, which i thought to be equivalent to masked_select doesn't broadcast, while I am pretty sure it did broadcast before.

Simple example to recreate the problem :

```python
a = torch.randn(10,10,10)
b = (a[:,0] > 0).unsqueeze(1) # size 10 x 1 x 10
a.masked_select(b)  # works
a[b]  # doesn't work
```

EDIT: did some tests with pytorch 0.3.0, and more specifically, it worked with Variable, but not with tensor
```python
a = torch.randn(10,10,10)
b = (a[:,0] > 0).unsqueeze(1) # size 10 x 1 x 10
a[b]  # doesn't work
Variable(a)[b] # works
```

cc @heitorschueroff
Repository: go
Issue: proposal: encoding/json: Support for nested values in JSON tags
Labels: Proposal,Proposal-Hold

I have often run into situations where it would convenient to translate nested JSON objects into flat structs.

An example would be the AWS dynamodb API that returns nested objects based on the saved type (https://docs.aws.amazon.com/amazondynamodb/latest/APIReference/API_GetItem.html), i.e.:
```json
 {
    "Item": {
        "somekey": {
            "S": "somestr"
        }
    }
}
```

Lets say we know we saved "somekey" as a string.
Thus it would be convinient, if we could avoid the need for the nested structs:

```golang
package main
import(
	"encoding/json"
	"fmt"
)

var str = `
{
    "Item": {
        "somekey": {
            "S": "somestr"
        },
        "otherkey": {
        	"N": "123"
        }
    }
}
`

type Data struct {
	Somekey  string`json:"Item.somekey.S"`
	Otherkey uint64`json:"Item.otherkey.N,string"`
}

func main() {
	d := Data{}
	if err := json.Unmarshal([]byte(str), &d); err != nil {
		fmt.Println(err)
		return
	}
	fmt.Println("Data struct:", d)
}
```
This allows one to get saner data structures with minimal code, where previously one would have to manually translate the structs to achieve this.
Repository: flutter
Issue: TimePicker can not only set a specific minute!
Labels: c: new feature,framework,f: material design,f: date/time picker,P3,team-design,triaged-design

**My App has a feature that can only select 0 and 30 minutes!**
**TimePickerDialog can select 0~60 [minutes!**]

![file1535621930316](https://user-images.githubusercontent.com/18555528/44843998-45192c80-ac7c-11e8-85ad-23e5abef6afd.jpg)

**Can you provide API for this!**
Repository: flutter
Issue: Hiding StatusBar and BottomNavigationBar animation of SystemChrome.setEnabledSystemUIOverlays is not so UI Friendly
Labels: platform-android,framework,f: material design,a: quality,a: layout,has reproducible steps,P2,found in release: 3.3,found in release: 3.7,team-android,triaged-android

A difference in the visibility animation of `StatusBar` and `BottomNavigationBar` is perceptible.

All I did was

```dart
 onTap:(){
        makeItFullScreen
            ? SystemChrome.setEnabledSystemUIOverlays([])
            : SystemChrome.setEnabledSystemUIOverlays(
               [SystemUiOverlay.bottom, SystemUiOverlay.top]);
        makeItFullScreen = !makeItFullScreen;
    }

```
The flickering of that particular part(bottom) of the screen needs to be fixed I guess.

I tested this on emulator and an actual device.

Most of us might not have noticed this because we usually use the default(white) background of our `Scaffold`.
<img src="https://user-images.githubusercontent.com/19249966/44848531-c240a380-ac74-11e8-85a2-8bbbb84e2b1e.gif" width ="300"> 


Flutter Doctor Logs:
```
[✓] Flutter (Channel dev, v0.7.2, on Linux, locale en_US.UTF-8)
    • Flutter version 0.7.2 at /home/daksh/flutter
    • Framework revision f8a2fc7c28 (3 days ago), 2018-08-27 20:58:30 +0200
    • Engine revision af42b6dc95
    • Dart version 2.1.0-dev.1.0.flutter-ccb16f7282

[✓] Android toolchain - develop for Android devices (Android SDK 27.0.3)
    • Android SDK at /home/daksh/Android/Sdk
    • Android NDK location not configured (optional; useful for native profiling support)
    • Platform android-27, build-tools 27.0.3
    • ANDROID_HOME = /home/daksh/Android/Sdk
    • Java binary at: /home/daksh/android-studio/jre/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_152-release-1024-b01)
    • All Android licenses accepted.

[✓] Android Studio (version 3.1)
    • Android Studio at /home/daksh/android-studio
    • Flutter plugin version 25.0.1
    • Dart plugin version 173.4700
    • Java version OpenJDK Runtime Environment (build 1.8.0_152-release-1024-b01)

[✓] IntelliJ IDEA Community Edition (version 2018.1)
    • IntelliJ at /home/daksh/Downloads/idea-IC-181.5281.24
    • Flutter plugin version 25.0.2
    • Dart plugin version 181.4892.1

[✓] VS Code (version 1.26.1)
    • VS Code at /usr/share/code
    • Flutter extension version 2.17.1

[✓] Connected devices (1 available)
    • Android SDK built for x86 • emulator-5554 • android-x86 • Android 8.1.0 (API 27) (emulator)

• No issues found!
```
Cross-link https://stackoverflow.com/questions/52095813/visibility-animation-of-bottomnavigationbarandroid-is-somehow-not-so-ui-friend
Repository: angular
Issue: validatorChange triggers valueChanges emit even if model stays the same
Labels: type: bug/fix,breaking changes,freq2: medium,area: forms,state: confirmed,P4

## I'm submitting a...
<!-- Check one of the following options with "x" -->
<pre><code>
[x] Bug report  <!-- Please search GitHub for a similar issue or PR before submitting -->
</code></pre>

## Current behavior

When a control is implementing the `Validator` interface and informs forms infrastructure about validator condition changes (through  `registerOnValidatorChange`) the `valueChanges` is emitting each time validator change is called, even if model stays the same. 


## Expected behavior
<!-- Describe what the desired behavior would be. -->

`valueChanges` should emit only if the underlying model value changes, regardless of the validation changes.

## Minimal reproduction of the problem with instructions

https://stackblitz.com/edit/angular-value-change-e79u33?file=app%2Fapp.component.ts

## What is the motivation / use case for changing the behavior?
<!-- Describe the motivation or the concrete use case. -->

`valueChanges` should not emit when the model is not changing - otherwise its basic contract is broken.

## Environment

<pre><code>
Angular version: ^6.0.0
<!-- Check whether this is still an issue in the most recent Angular version -->

Browser: ALL
Repository: vue
Issue: Vue treat every element attribute named like 'v-[something]' as directive
Labels: improvement

### Version
2.5.17

### Reproduction link
[http://jsfiddle.net/wf48v9de/3/](http://jsfiddle.net/wf48v9de/3/)





### Steps to reproduce
Run the fiddle and look at console.

### What is expected?
If there is not registered directive named 'v-fake', Vue should ignore this attribute of an element.

### What is actually happening?
Vue treat every 'v-[something]' attribute as directive, regardless if it is registered globally or locally, or not at all. It is trying to compute the value of 'v-' beginning attribute, and in effect throws TypeError, as it doesn't find property named like string passed to attribute. 

---
if it is intentional, there should be information about such behavior in Vue docs. However in my opinion it should ignore such attributes.

<!-- generated by vue-issues. DO NOT REMOVE -->
Repository: vue-element-admin
Issue: Would this be compatible to nuxt? 
Labels: 待定需求

did any of you guys ported it and have a skeleton starter in nuxt?
Repository: rust
Issue: Stack overflow with Boxed array
Labels: A-LLVM,A-codegen,T-compiler,A-box

This is possibly the same bug as

https://github.com/rust-lang/rust/issues/40862

Using the latest version of Rust

rustc 1.27.2 (58cc626de 2018-07-18)

The following code causes a stack overflow

```rust
#[test]
fn test_boxed() {
    let a = Box::new([-1; 3000000]);
}
```

# Workarounds

## Using `Vec<T>`

This does not have overhead.

```rust
let boxed_slice: Box<[u8]> = vec![0; 100_000_000].into_boxed_slice();
let boxed_array: Box<[u8; 100_000_000]> = vec![0; 100_000_000].into_boxed_slice().try_into().unwrap();
```

## Unstably using `new_uninit`

This requires an unstable API and unsafe, but is more flexible.

```rust
let mut b = Box::new_uninit();
unsafe { std::ptr::write_bytes(b.as_mut_ptr(), 0, 100_000_000) };
let boxed_array: Box<[u8; 100_000_000]> = unsafe { b.assume_init() };
```
Repository: TypeScript
Issue: `@typedef` doesn't give error for bad or missing typename
Labels: Suggestion,Experience Enhancement

```js
/** @typedef {number} 3 */
/** @typedef {number */
```

**Expected behavior:**

Errors on both.
1. "'3' is not a valid type alias name.'
2. Missing type alias name.

**Actual behavior:**
Errors on neither, and neither alias can be used.


If you have a declaration following the typedef, you will get the name of that declaration instead. In the second case that's OK, but in the first case the '3' should still be an error:

```js
/** @typedef {number} 3 - this should still be an error */ 
var Type1;
/** @typedef {number} */
var Type2; // should be allowed
```

Note that the type name is required: even if you provide a following name to use, we'll treat any valid identifier in the comment text as the type name in preference to the following name:

```js
/** @typedef {number} A type */
var Type3;
```

This defines a type `A` not `Type3`. That's why we should issue an error when, for example, the text is '3' instead of 'A'.
Repository: vscode
Issue: Allow changing triple-click (and double-click) behaviour
Labels: feature-request,editor-commands

Currently when I triple-click a word, the whole line gets selected.

I'm finding this annoying, as I seem to be doing it by accident, when intending to double-click to select just one word.

So I want to be able to customize triple-click to behave identically to double-click.

Searching user settings I cannot find anything for "triple". I also cannot find anything for controlling double-click behaviour. Or even how to define the action for "select word" and "select line". (I've also checked the keymap config, in case mouse actions were in there.)

(That is surprising, so if the config options I want already exist, then my feature request is to make them more easily discoverable!)