sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Missing credits, legality and the proper use of brands/logos.
Labels: discussion,topic:editor

### Godot version

Both 3.x and master branch

### System information

All

### Issue description

Continuing this thread https://github.com/godotengine/godot/pull/42359 about console placeholders I have concerns about the proper use of logos in export templates.
![platform_logos](https://user-images.githubusercontent.com/1554127/132940376-1c8d099f-047b-418b-bcbc-2cee9620e981.jpg)

Android
Android robot is [licensed under Creative Commons 3.0 Attribution License](https://developer.android.com/distribute/marketing-tools/brand-guidelines#android_robot) and I don't see any mention of it in neither the source code nor the editor Third-party Licenses. Also "Unless expressly authorized by Google through written agreement, the [Android wordmark and custom typeface may not be used.](https://developer.android.com/distribute/marketing-tools/brand-guidelines#android_wordmark)"

Mac OSX
Since 2016 it's `macOS`, no X anymore. The logo resembles the current Mac logo (not macOS), but [it's not proper](https://developer.apple.com/licensing-trademarks/mac-logo/).

iOS
Logo is different since 2017.

HTML5
"[This HTML5 logo is licensed under Creative Commons Attribution 3.0](https://www.w3.org/html/logo/) — all are free to use and reimagine as they see fit."

[Microsoft](https://www.microsoft.com/en-us/legal/intellectualproperty/trademarks)
[Windows logo](https://query.prod.cms.rt.microsoft.com/cms/api/am/binary/RE1voQq)

Linux mascot
"Permission to use and/or modify this image is granted provided you acknowledge me lewing@isc.tamu.edu and The GIMP [if someone asks](https://isc.tamu.edu/~lewing/linux/)". 

Steps to fix it:
- add missing credits
- get permission where necessary
- add missing trademark informations
- replace some logos with allowed ones
- consult it with your legal staff (Godot exists as a member project of the [Software Freedom Conservancy](https://sfconservancy.org/))

### Steps to reproduce

Go to Project>Export...>Add...

### Minimal reproduction project

_No response_
Repository: create-react-app
Issue: Typescript type-brands using `unique symbol` don't work
Labels: needs triage,issue: bug report

### Describe the bug

A common technique for achieving nominal typing in typescript is to use a `unique symbol` declaration as follows:

```
declare const PostCodeType: unique symbol;

class PostCode {
  [PostCodeType]: void;
  readonly value: string;
  private constructor(value: string) {
    // TODO: validation
    this.value = value;
  }

  static create(value: string) {
    return new PostCode(value);
  }

  toString() {
      return this.value;
  }

}
```

As you can see from the [TS playground](
https://www.typescriptlang.org/play?target=8&ssl=19&ssc=2&pln=1&pc=1#code/CYUwxgNghgTiAEYD2A7AzgF3gBSZgwkqACoCeADiAFzwCuKAlgI60JqkC2ARkhANwAoAZCho0OPBkKh4AbwHx4AbVwEiIMpQC6NAG5IGwQYrhRgqCKXi6oEVjUwwGKAObH45JzYwJk6DDC0YBhIMAAUNnbU8I7OLgCUcgqK8AD0qfDEAPIAIll6toZQGAyoyYoYABYMaAB0kazwALzWtqzuAL5CipjFDGCIpj4RbdGxronyKfBwGLQwKPAoIADuEmqgI1Hxnd3wIQDKAXFhk+Ups-OLVTX1o7sCHUA), `PostCodeType` should be removed entirely in the compiled JS.

```
"use strict";
class PostCode {
    constructor(value) {
        // TODO: validation
        this.value = value;
    }
    static create(value) {
        return new PostCode(value);
    }
    toString() {
        return this.value;
    }
}
```

And indeed, using `node_modules/.bin/tsc`:

```
var PostCode = /** @class */ (function () {
    function PostCode(value) {
        // TODO: validation
        this.value = value;
    }
    PostCode.create = function (value) {
        return new PostCode(value);
    };
    PostCode.prototype.toString = function () {
        return this.value;
    };
    return PostCode;
}());
```

However, when I try running this code via `yarn start`, I get the following error.

![image](https://user-images.githubusercontent.com/2003369/132944281-8c845b60-cc95-404f-b27a-0f9f0945a940.png)

(`yarn build` works fine.)

### Did you try recovering your dependencies?

Yes

### Environment

```
npx: installed 67 in 3.786s

Environment Info:

  current version of create-react-app: 4.0.3
  running from /home/sam/.npm/_npx/336137/lib/node_modules/create-react-app

  System:
    OS: Linux 5.4 Ubuntu 20.04.3 LTS (Focal Fossa)
    CPU: (4) x64 Intel(R) Core(TM) i7-6500U CPU @ 2.50GHz
  Binaries:
    Node: 14.17.5 - ~/.nvm/versions/node/v14.17.5/bin/node
    Yarn: 1.22.11 - ~/.nvm/versions/node/v14.17.5/bin/yarn
    npm: 6.14.14 - ~/.nvm/versions/node/v14.17.5/bin/npm
  Browsers:
    Chrome: 93.0.4577.63
    Firefox: 92.0
  npmPackages:
    react: ^17.0.2 => 17.0.2 
    react-dom: ^17.0.2 => 17.0.2 
    react-scripts: 4.0.3 => 4.0.3 
  npmGlobalPackages:
    create-react-app: Not Found
```

### Steps to reproduce

Download the code from this branch on github: https://github.com/samfrances/postcode-app/tree/bug-report-1
Run

```
$ yarn
$ yarn start
```
Repository: go
Issue: x/sys/unix: add wireless iwreq support from Linux kernel
Labels: NeedsInvestigation,compiler/runtime

Currently `x/sys/unix` has `type Ifreq` and function `IoctlIfreq`, but it would be nice if somebody added wireless support (`linux/wireless.h`), since the kernel has a couple of useful functions for that.

For example, here is a sample C code to get SSID of a wireless connection:
```
...
#include <linux/wireless.h>
...
	struct iwreq req;
	strcpy(req.ifr_ifrn.ifrn_name, argv[1]);
	int fd, status;
	fd = socket(AF_INET, SOCK_DGRAM, 0);
	char* buffer;
	buffer = calloc(32, sizeof(char));
	req.u.essid.pointer = buffer;
	req.u.essid.length = 32;
	if (ioctl(fd, SIOCGIWESSID, &req) == -1) {
		fprintf(stderr, "Failed ESSID get on interface %s: %s\n", argv[1], strerror(errno));
	} else {
		printf("%s", (char*)req.u.essid.pointer);
	}
	free(buffer);
...
```

As far as of now, i don't know a way to reproduce the same thing in Go, apart from using `import "C"` in place. A library functions for that sort of thing would be great.
Repository: flutter
Issue: Feature Request: Add gradient property to RawScrollbar
Labels: c: new feature,framework,f: scrolling,c: proposal,P3,team-framework,triaged-framework

I would like to add a LinearGradient to my RawScroller. I can only do this in a BoxDecoration class. It would be great if the RawScroller had a decoration key so that I could have finer control over the look of it.
Repository: PowerToys
Issue: Highlighted text to search engine
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

When SearchClip is enabled, the user can select some text (anywhere), and double-tap ctrl-c to launch their favourite browser/search engine combination to search the web for the selected text.

It's super handy when you're coding and you need to look up documentation frequently, but also handy in general.

### Scenario when this would be used?

I use it all the time. I just used it a moment ago in fact!

The most common scenario for me is:

- I'm editing some source code
- I need to know what that function does
- The text cursor is right there anyway
- I select the function call and double tap ctrl-c
- Hey presto, a page of web search results :)

### Supporting information

I've implemented this here (MIT license): https://github.com/cskilbeck/SearchClip

You may or may not want to use any of that implementation, it was done a long time ago and hasn't been maintained. However, it does still work, although web browsers like to change how their search patterns work sometimes so it would need keeping an eye on.
Repository: vscode
Issue: Show underline warning in settings JSON file when value matches default
Labels: feature-request,settings-editor

<!-- ⚠️⚠️ 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. -->
When working with any of the `settings.json` files (user or workspace) It would be amazing to know if you are overriding a property with the exact same value as the default settings. Maybe highlighting it. Then we can avoid duplicating configurations and we can keep our settings with just the necessary overrides.

## Motivation

Keep settings to the bare minimum aligns perfectly with the vscode minimal philosophy, so having a file where we just tweak what it's necessary feels as a crucial feature.

## Implementation

A simple underline warning to the setting that has the same value as the default would be enough to tell the user that what they are writing is redundant.
Repository: rust
Issue: Tracking issue for RFC 3119: Rust-lang crate ownership policy
Labels: C-tracking-issue

This is the tracking issue for work related to https://github.com/rust-lang/rfcs/pull/3119

The general shape of this work is laid out in the RFC: I have [**a spreadsheet**](
https://docs.google.com/spreadsheets/d/1aeBWFrQA6_HHUD2kF85zHMNWs6TxFWtORJAOCXSm4-g/edit#gid=0) of crates that are either owned by rust-lang crate owners, or are maintained within Rust repositories. Team members should feel free to ask me to grant them edit permissions to this spreadsheet.

The "tentative team" and "tentative verdict" columns are guessed and not binding. Teams should feel free to edit them.

Teams can "claim" a crate by adding their name to the "Investigating team" column.  This means they are committing to figuring out which category the crate belongs to, if it is indeed their crate. It is acceptable for a team to run this process and determine that the crate is in fact not theirs, and hand it over to the team they think owns it. If a team has claimed a crate that you think better belongs to yours, please contact them and work it out.

Once a team has made decisions on a crate, they should update the "verdict" column and make the appropriate edits to the crate readme. Ideally, they should also fix up the crate permissions to only contain rust-lang-owner and the GitHub team.
Repository: yt-dlp
Issue: Apply chapter metadata to split files?
Labels: enhancement,core:post-processor

<!--

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## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of yt-dlp:
- Look through the README (https://github.com/yt-dlp/yt-dlp) and FAQ (https://github.com/yt-dlp/yt-dlp) for similar questions
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- [x] I'm asking a question
- [x] I've looked through the README and FAQ for similar questions
- [x] I've searched the bugtracker for similar questions including closed ones


## Question

<!--
Ask your question in an arbitrary form. Please make sure it's worded well enough to be understood, see https://github.com/yt-dlp/yt-dlp.
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As of now (9/11/21), --parse-metadata doesn't pull info from chapter split metadata and/or apply chapter metadata to individual split files.

A hypothetical scenario of applying chapter metadata to a downloaded and split mp3 file (that doesn't work) --

> yt-dlp -x --audio-format mp3 --split-chapters --parse-metadata "section_number:track_number" --parse-metadata "section_title:track" --add-metadata $url

What I'm looking for is a solution that can pull that chapter info if it exists and put it into the split files' metadata. Is there a way to accomplish this with post-processors or something else that I can't find in the readme? Would this be more appropriately expressed as a feature request?
Repository: yt-dlp
Issue: [Feature Request] filename template support for --download-archive
Labels: enhancement

## Checklist

- [x] I'm reporting a feature request
- [x] I've verified that I'm running yt-dlp version **2021.09.02**
- [x] I've searched the bugtracker for similar feature requests including closed ones


## Description

would be nice to have an option to template the filename for --download-archive

i have thousands of youtube channels i'm archiving, having all the records in a single huge archive file makes it hard when i move the individual channel archive folders around to e.g. different drives or media.

being able to do something like --download-archive "%(uploader)s (%(uploader_id)s)/youtube-dl-archive.txt" would be awesome, then the archive would be copied along with the channel when I move it around.
Repository: godot
Issue: 3D editor camera FOV is unexpectedly set to a very high value when creating a new scene
Labels: bug,topic:editor,needs testing,topic:3d



https://user-images.githubusercontent.com/60408080/132966926-97152b91-2bc2-4e9c-be3e-fe342f400404.mov

### Godot version

3.3.3

### System information

Mac catalina

### Issue description


https://user-images.githubusercontent.com/60408080/132966793-b745427a-aa9d-43eb-b4b4-7665a1ce484f.mov

the grid is becoming kinda messy when i click on create a new scene

### Steps to reproduce

it happens randomly when I spend a certain amount of time on a project, i think it's completely unpredictable

### Minimal reproduction project

[Experiencias.zip](https://github.com/godotengine/godot/files/7148792/Experiencias.zip)
Repository: pytorch
Issue: "RuntimeError: CUDA error: out of memory" for no reason 
Labels: needs reproduction,module: cuda,module: memory usage,triaged


![image](https://user-images.githubusercontent.com/43680587/132974177-5194902d-ed4b-466d-aee8-00ff88d5927c.png)
even with the simplest calculation i got Error OOM and i have already reinstall conda and cuda.
as to the env info
PyTorch version: 1.4.0+cu100
Is debug build: No
CUDA used to build PyTorch: 10.0

OS: Ubuntu 18.04.3 LTS
GCC version: (Ubuntu 7.4.0-1ubuntu1~18.04.1) 7.4.0
CMake version: Could not collect

Python version: 3.6
Is CUDA available: Yes
CUDA runtime version: 10.0.130
GPU models and configuration: GPU 0: GeForce RTX 2080 Ti
Nvidia driver version: 460.91.03
cuDNN version: /usr/lib/x86_64-linux-gnu/libcudnn.so.7.6.5

Versions of relevant libraries:
[pip3] numpy==1.19.5
[pip3] torch==1.4.0+cu100
[pip3] torchvision==0.5.0+cu100
[conda] torch                     1.4.0+cu100              pypi_0    pypi
[conda] torchvision               0.5.0+cu100              pypi_0    pypi

thanks for your attention

cc @ngimel
Repository: flutter
Issue: [Camera] Support preview resolution higher than HD in Android
Labels: c: new feature,platform-android,p: camera,package,c: proposal,P3,team-android,triaged-android

## Use case

Resolution higher than HD, at least FHD, for camera preview in Android.

## Proposal

Please consider adding support for higher resolution for camera preview in Android. It already works in iOS but missing in Android.
Repository: terminal
Issue: tmux exception in windows terminal
Labels: Help Wanted,Area-VT,Issue-Bug,Product-Terminal,Priority-2

### Windows Terminal version (or Windows build number)

windows 10.0.183631743, terminal 1.10.1933.0 preview

### Other Software

openSUSE tumbleweed 202108xx in virtual box
SSH for windows 8.1p1
tmux 3.2a
Z-Shell 5.8

### Steps to reproduce

start the openSUSE VM, connect to it in windows terminal via ssh, and run `tmux` in windows terminal, you will see the `^[[>0;10;1c;` as mentioned in [tmux: #2844](https://github.com/tmux/tmux/issues/2844).

I have tried PuTTY and MobaXterm 20, this issue seems only be reproduced in windows terminal. and the maintainer of tmux thought it's a bug/incorrect  behavior  from terminal, could you help to investigate this problem?

### Expected Behavior

the `^[[>0;10;1c;` should not be printed on screen.

### Actual Behavior

the `^[[>0;10;1c;` printed on screen.
Repository: godot
Issue: Type 'Godot.SignalAwaiter' is not awaitable
Labels: enhancement,topic:dotnet

### Godot version

3.3.2.stable.mono

### System information

MacOS 11.4 (Big Sur)
.NET 5.0.302
MSBuild 16.0
Mono 6.12.0.122
JetBrains Rider 2021.2

csproj:
```
<Project Sdk="Godot.NET.Sdk/3.3.0">
    <PropertyGroup>
        <TargetFramework>net472</TargetFramework>
        <LangVersion>9.0</LangVersion>
    </PropertyGroup>
</Project>
```
### Issue description

Use of the `await` keyword in an async method in C# eventually leads to the IDE error on `await` keyword:
`Type 'Godot.SignalAwaiter' is not awaitable`.

There is an issue [here](https://github.com/Revolutionary-Games/Thrive/issues/2071) discussing this, where the conclusion is that `Godot.IAwaiter` doesn't implement the `ICriticalNotifyCompletion` interface, with a more detailed discussion [here](https://github.com/Revolutionary-Games/Thrive/pull/2046#discussion_r566923626). (Special thanks to Revolutionary Game Studios).

The only (temporary) workaround I've found is restarting the IDE.

The error appears intermittently and does not cause any compilation or runtime errors; it only occurs during IDE code analysis but it's obviously an issue if every code file using await is flagged as having broken code. I'm also not sure which IDE's other than Rider will find this error or if they will find it right away or after some amount of time as in my case.

Is there a reason it can't implement the interface, or is it just an oversight that can be easily fixed? Although async / await still appears to work flawlessly in spite of the IDE errors, it would be very nice to have Godot Mono / C# fully support asynchronous methods.

### Steps to reproduce

1. Create a C# async method using the `await` keyword in JetBrains Rider, e.g.:

```
using Godot;

public class Test : Node2D
{
  private async void TestAwait() => await ToSignal (GetTree().CreateTimer (1, false), "timeout");
}
```

2. Eventually, you will receive an error in the IDE on the `await` keyword: `Type 'Godot.SignalAwaiter' is not awaitable`:

![await-error](https://user-images.githubusercontent.com/72765293/133041320-db21ea38-15b1-48c6-a61b-d81ded45a51b.png)

### Minimal reproduction project

[await-error.zip](https://github.com/godotengine/godot/files/7149426/await-error.zip)
Repository: storybook
Issue: Story CSS bleeds into all other stories
Labels: question / support,core

**Describe the bug**
If any Story imports CSS, all other stories are forced to adopt the same CSS.

**To Reproduce**
```ts
// Story1.stories.ts

import 'foo.less';
```

```ts
// Story2.stories.ts

import 'bar.less';
```

Both Story1 and Story2 (and any/all other stories) have both `foo.less` and `bar.less` loaded.

**System**
```
Environment Info:

  System:
    OS: Windows 10 10.0.18363
    CPU: (8) x64 Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz
  Binaries:
    Node: 14.15.3 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.10 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 6.14.9 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: 93.0.4577.63
    Edge: Spartan (44.18362.1593.0)
  npmPackages:
    @storybook/addon-actions: ^6.3.7 => 6.3.8
    @storybook/addon-essentials: ^6.3.7 => 6.3.8
    @storybook/addon-links: ^6.3.7 => 6.3.8
    @storybook/html: ^6.3.7 => 6.3.8
```

**Additional context**
Probably this only happens in the HTML "framework", as such a glaring bug would have been discovered before now otherwise.

CSS is loaded inline with `style-loader`.

```js
// main.js

config.module.rules.push(
    {
        test: /\.less$/,
        use: [
            {loader: 'style-loader'},
            {loader: 'css-loader'},
            {loader: 'less-loader'},
        ],
    },
);
```
Repository: storybook
Issue: Allow enum types to choose their default control in addon-controls.
Labels: feature request,has workaround,addon: controls

In addon-controls, custom control types can be configured, however as far is I can tell they can only be explicitly configured with `argTypes` for specific properties. The default is to use `radio` when less than 5 options and `select` for larger. This is especially a problem when using `prop-types` as there is no way to know at runtime whether a prop is an enum, so this cannot be dynamically configured.

In the meantime this workaround will change all enums to `select` type. You can adjust as needed.

Note that this **has only been tested on v6.3.8 and will probably break anywhere else**.

First, you will need to add a `webpackFinal` entry in `.storybook/main.js` and add the following:

```js
module.exports = {
  // ...
  webpackFinal: async (config) => {
    config.resolve.alias = {
      ...config.resolve.alias,

      // We will alias @storybook/client-api/inferControls.js module to a custom shim that we will create.
      // Note the import is relative so this will match any relative import in the build, however the name
      // is unique enough that it should be ok.
      './inferControls': path.resolve(__dirname, './shims/controls/inferControls.js'),

    };
    return config;
  },
};
```

Now create `.storybook/shims/controls/inferControls.js` and add the following:

```js
import { inferControls } from '@storybook/client-api/dist/esm/inferControls';

// Hack to convert dynamically inferred radio controls to select,
// as there is no way to control this behavior. This needs to
// be aliased to `@storybook/client-api/inferControls`.
function inferControlsShim(...args) {
  const result = inferControls(...args);
  for (let entry of Object.values(result || {})) {
    if (entry.control?.type === 'radio') {
      entry.control.type = 'select';
    }
  }
  return result;
}

export * from '@storybook/client-api/dist/esm/inferControls';
export { inferControlsShim as inferControls };
```

This will hijack the `inferControls` method of `@storybook/client-api` and force any inferred `radio` types to be `select`. You can adjust as needed here, for example `inline-radio`.