sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Inspector keeps deleted asset displayed
Labels: topic:editor

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.3.stable.mono.official

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10 x64

**Issue description:**
<!-- What happened, and what was expected. -->
As the title states, the inspector still displays deleted assets after they should have gone.
See: https://streamable.com/uywpuf

**Steps to reproduce:**
Double click an asset (material for example) so it is displayed in the inspector, then delete it. See the inspector still diplay it.
Repository: TypeScript
Issue: Enums should have a null prototype
Labels: Suggestion,Awaiting More Feedback

**TypeScript Version:**  4.0.2

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**
- enum
- string
- prototype

**Code**

```ts
    const userInput = 'hasOwnProperty' as string

    enum Action {
        create,
        update
    }

    if (userInput in Action) {
      const a: Action = Action[foo as keyof typeof Action]

      console.log(typeof a) // => function
    }
```

**Expected behavior:**
Transpiled enums should have a `null` prototype.

**Actual behavior:**
Transpiled enums inherit from `Object.prototype`

**Playground Link:** <!-- A link to a TypeScript Playground "Share" link which demonstrates this behavior -->
https://www.typescriptlang.org/play?ssl=11&ssc=24&pln=9&pc=29#code/MYewdgzgLgBAZiEMC8MDkALAhhA8gdzAAUAnEABwFMSoBPNAWAChnKwBXAWxgEFgoAluBgBvZjBjASlLFEoAacTHbkAJrMrMAvs2YC4MABS4ARgCtK-AHTkyUEHSpXseQqQrU6V4FgA2vwz5BcHl4RABKcNElUEhYLAAuXn4hMBRk4LAAbQQkHBgAa0paEANHSlKM1IBdXSYJWIgQX0orXxAAc0Nyyqxw7SA

**Related Issues:** <!-- Did you find other bugs that looked similar? -->
Repository: godot
Issue: MeshLibrary will not add a new item if the MeshInstance has the same name
Labels: topic:editor,documentation

(This issue might lean more towards a proposal but also shows undocumented behavior)

**Godot version:**
3.2.2.stable


**OS/device including version:**
N/A


**Issue description:**
I am working on a project and I desired the ability to change the texture for each side of a cube. I have that working and created two cubes with different appearances from a spritesheet. I then go to export the two cubes into a MeshLibrary and only one item is placed into the library.

[From my first looks into the codebase](https://github.com/godotengine/godot/blob/6497a3fb50802d2a56f5d6a586a66da0f887dc04/editor/plugins/mesh_library_editor_plugin.cpp#L103) its appears to happen because the MeshLibrary compares the MeshInstances' name and all of my custom cubes share the same MeshInstance and name. My cubes inherit from a base cube.

I would like to create many of these textured cubes and place them into a MeshLibrary for use in a Gridmap. If I were to rename the mesh instance for each textured cube, it would break my inheritance on a common cube.



**Steps to reproduce:**
1. Create a spatial node for the root scene
2. Create a node that contains a mesh instance and place under the root
3. Create another node that also contains a mesh instance with the same name and place it under the root
4. Export to MeshLibrary, observe that only one item is created

**Minimal reproduction project:**
[Reproduction.zip](https://github.com/godotengine/godot/files/5274189/Reproduction.zip)
The mesh instances can also have different meshs and still only output one item to the MeshLibrary
Repository: vscode
Issue: Asynchronously show completion items from different sources or extensions!
Labels: feature-request,suggest

<!-- ⚠️⚠️ 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. -->
Currently, completion items from different sources/extension are shown in a synchronous way, which means the result won't be shown before the last completionProvider completes. There are a lot of great auto-complete extensions in the marketplace, some of them can be quite efficient, but the overall completion latency still depends on the slowest extension, which is I think is not reasonable. So I propose to add an asynchronously way to show the completion list from different extensions or sources, just like IDEA:
![3](https://user-images.githubusercontent.com/8640918/94116960-3b277f00-fe7e-11ea-8be7-9535803329e0.gif)

In VSCode:

![2](https://user-images.githubusercontent.com/8640918/94116349-7e352280-fe7d-11ea-8341-c5b8d67d9efa.gif)

Here I added a delay manually in my own extension, but as you can see, the results come from vscode-java extension are also affected, which results in bad user experience.

Please consider this, thank you!
Repository: flutter
Issue: Middle Mouse Button Scrolling
Labels: c: new feature,e: device-specific,framework,engine,f: scrolling,platform-windows,c: proposal,a: desktop,a: mouse,P3,team-windows,triaged-windows

## Use case

In Flutter, you can already scroll using the scroll wheel on a mouse, however, normal **web and desktop** behavior on Windows is to also allow scrolling using the *middle mouse **button***. You can see how that looks in Chrome on Windows:

[Middle mouse button scroll example video (Imgur)](https://i.imgur.com/tErWHR5.mp4)

## Proposal

Flutter should allow the middle mouse button scroll to appear and scroll scroll views normally.
Repository: TypeScript
Issue: `organizeImports` treatment of file header comments
Labels: Bug,Domain: Organize Imports

Currently if the first line(s) of a file is a comment, it is considered a file header and is never moved by `organizeImports`. This is problematic if that comment is really a linter instruction like `// eslint-disable-next-line` or the like.

```ts
// comment on top of foo import
import foo from "foo";
// comment on top of bar import
import bar from "bar";

console.log(foo, bar);
```

becomes

```ts
// comment on top of foo import
// comment on top of bar import
import bar from 'bar';
import foo from 'foo';

console.log(foo, bar);
```

> We could maybe be a little smarter with this by looking at blank lines

IMO that's the way to go. Only treat the first line as a file header if it's a comment and there's a blank line after the comment. That's a pretty common thing to do anyway, I believe.

_Originally posted by @simonhaenisch in https://github.com/microsoft/TypeScript/issues/29028#issuecomment-662507922_
Repository: create-react-app
Issue: Add the ability to pass a custom template to SVGR
Labels: issue: proposal,needs triage

### Describe the solution you'd like
I would like to have a way of passing a custom SVGR template. I usually set the ReactComponent export as default so I don't have to do deal with hairy syntax:
```diff
- import { ReactComponent as MyIcon } from "@icons/my-icon.svg";
+ import MyIcon from "@icons/my-icon.svg";
```

as well as setting up rules of initializing some of the attributes based on the path I'm importing from. For example, importing from `@icons/*` will add the following attributes
```css
color: currentColor;
width: 1em;
height: 1em;
```
while importing from `@illustrations` will not do that.

And for all of them, I would like to have it created as a `memo` component

### Proposed solution
Maybe we can have an `svgr.config.js` at the root of the application that can be picked up and used by SVGR.
Repository: go
Issue: database/sql: Ability to pass nil to sql.Row.Scan and sql.Rows.Scan
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version go1.15.2 linux/amd64
</pre>

I have been working with the `database/sql` package and have noticed that it throws an error when trying to pass in nil values to `*sql.Rows.Scan` or `*sql.Row.Scan`.

This ability to be able to pass nil to `Scan` seems trivial as you would only query columns you would actually need. However, sometimes you want to ignore some columns, for cases like using the `reflect` package, making a package for other developers, or where your SQL statement can be dynamic on the number of columns it returns.

The current way around this issue is a bit messy. You have to make a new variable that is never used again after the call to `Scan`. 
e.g. 
```go
type Foo struct {
    bar int
    baz string
}

func myfunc() {
    //...
    data := Foo{}
    row := statement.QueryRow()

    useless := new(interface{})
    err := row.Scan(&data.bar, useless, &data.baz)
   //...
}
```
In my opinion, this is against the design language of Go, as it is unclear what that variable is being used for. That ability to pass nil into `Scan` would make more sense. 

A counter-point to this issue is that `Scan` forces developers to think properly about the SQL statement they are writing (or the `struct`s they've created), as otherwise `Scan` throws an error at the developer saying that it can't accept nil values. 
However, it is extremely frustrating writing such messy code in situations where you might need to ignore a column. Such situations could be where the SQL statement can be dynamic in the number of columns it returns, and the code for handling the rows returned has to process this.

A proposition to fix this would be by default `Scan` would throw an error if a nil value was passed into it, but, if the developer specifies, `Scan` could take in  nil values. This way we could keep the functionality of Go telling you that you've passed in a nil value, and you could re-evaluate your code, but if necessary the developer can disable this error, and ignore columns (by passing in nil values). This could be done multiple ways, such as two separate functions, or a flag in the `sql.Row` and `sql.Rows` structs. 

I don't think it matters how it's implemented, because any way would surely be better than creating an entirely pointless variable.
Repository: ant-design
Issue: SubStep for Step component
Labels: 💡 Feature Request,Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### What problem does this feature solve?
Sometimes we'd like to group several steps, so a user can be clear about the relevance of steps.

### What does the proposed API look like?
I hope `<Steps>` can have `<Steps>` as a child, and children Step have some visual indicator that shows they are a group of sub-steps. And probably allow Step group to have a label, so a user can know the name of the group these steps are in.

```jsx
<Steps>
  <Step />
  <Steps title="subtasks xxx">
    <Step />
    <Step />
    <Step />
  </Steps>
  <Step />
<Step />
```


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: [FancyZones] Holding CTRL instead of Shift for activating zones while dragging?
Labels: Idea-Enhancement,Product-FancyZones

My request is pretty simple. Is it possible to choose to hold CTRL instead of Shift for activating zones while dragging? 

There's quite a lot of actions requiring holding CTRL while using mouse (zooming in browser, map panning etc.) so I've bound CTRL to an extra button on my mouse. It would be neat to use FancyZones single-handedly too =)
Repository: opencv
Issue: Bug in cv::remap function
Labels: bug,category: imgproc,category: core,RFC

##### System information (version)
<!-- Example
- OpenCV => 4.2
- Operating System / Platform => Windows 64 Bit
- Compiler => Visual Studio 2017
-->

- OpenCV => 4.1.0
- Operating System / Platform => debian10
- Compiler => g++-8.3.0

##### Detailed description

Transformation by cv::remap function don't work properly with map with short signed values. But in documentation about the function said: The first map of either (x,y) points or just x values having the type CV_16SC2 , CV_32FC1, or CV_32FC2.

##### Steps to reproduce

```c++
// tmp.cpp

#include <iostream>
#include <opencv2/core.hpp>
#include <opencv2/imgproc.hpp>

int main() {
  std::vector<uint8_t>           input{0, 1, 2, 3, 4, 5, 6, 7};
  // if set `float` instead `short` all works as expected
  std::vector<cv::Point_<short>> map{{1, 0}, {5, 0}, {2, 0}};

  cv::Mat output;

  cv::remap(input, output, map, {}, cv::INTER_LINEAR);

  // with short values producess [0, 0, 0], but with float: [1, 5, 2]
  std::cout << output << std::endl;

  return EXIT_SUCCESS;
}
````

##### Issue submission checklist

 - [ ] I report the issue, it's not a question
   <!--
   OpenCV team works with answers.opencv.org, Stack Overflow and other communities
   to discuss problems. Tickets with question without real issue statement will be
   closed.
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 - [x] I checked the problem with documentation, FAQ, open issues,
       answers.opencv.org, Stack Overflow, etc and have not found solution
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   * OpenCV issue tracker: https://github.com/opencv/opencv/issues?q=is%3Aissue
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 - [ ] I updated to latest OpenCV version and the issue is still there
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   master branch for OpenCV 4.x and 3.4 branch for OpenCV 3.x releases.
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 - [ ] There is reproducer code and related data files: videos, images, onnx, etc
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   The best reproducer -- test case for OpenCV that we can add to the library.
   Recommendations for media files and binary files:
   * Try to reproduce the issue with images and videos in opencv_extra repository
     to reduce attachment size
   * Use PNG for images, if you report some CV related bug, but not image reader
     issue
   * Attach the image as archive to the ticket, if you report some reader issue.
     Image hosting services compress images and it breaks the repro code.
   * Provide ONNX file for some public model or ONNX file with with random weights,
     if you report ONNX parsing or handling issue. Architecture details diagram
     from netron tool can be very useful too. See https://lutzroeder.github.io/netron/
   -->
Repository: angular
Issue: Getting base url from route give different results
Labels: freq1: low,area: router,state: confirmed,type: confusing,P4

<!--🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅

Oh hi there! 😄

To expedite issue processing please search open and closed issues before submitting a new one.
Existing issues often contain information about workarounds, resolution, or progress updates.

🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅🔅-->


# 🐞 bug report

### Affected Package
<!-- ✍️edit: --> The issue is caused by package @angular/router


### Is this a regression?

<!-- Did this behavior use to work in the previous version? -->
<!-- ✍️--> I don't know


### Description

Hello everyone.
I found strange behaviour in package @angular/router. 
When angular app is starting, router has a emptyUrlTree in field currentUrlTree.
Then router creates field routerState based on currentUrlTree.
When I get url from (router.url) I have "/", but when I get url from (router.routerState.snapshot.url) I have empty string

I guess this behaviour is unexpected


## 🔬 Minimal Reproduction
Just look at console
https://codesandbox.io/s/lingering-waterfall-bfnx4


## 🌍  Your Environment

**Angular Version:**
<pre><code>
Angular CLI: 9.1.6
Node: 10.19.0
OS: win32 x64

Angular: 9.1.7
... animations, common, compiler, compiler-cli, core, forms
... language-service, localize, platform-browser
... platform-browser-dynamic, router
Ivy Workspace: Yes

Package                            Version
------------------------------------------------------------
@angular-devkit/architect          0.901.6
@angular-devkit/build-angular      0.901.6
@angular-devkit/build-optimizer    0.901.6
@angular-devkit/build-webpack      0.901.6
@angular-devkit/core               9.1.6
@angular-devkit/schematics         9.1.6
@angular/cdk                       9.2.3
@angular/cli                       9.1.6
@angular/material                  9.2.3
@angular/material-moment-adapter   9.2.3
@ngtools/webpack                   9.1.6
@schematics/angular                9.1.6
@schematics/update                 0.901.6
rxjs                               6.5.5
typescript                         3.8.3
webpack                            4.42.0
</code></pre>
Repository: vscode
Issue: append option for vscode.workspace.fs.writeFile
Labels: feature-request,api,file-io

<!-- ⚠️⚠️ 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. -->

Currently `vscode.workspace.fs.writeFile` will replace the file contents with the new content. We can do `vscode.workspace.fs.readFile` + _Concat new data with old data_ + `vscode.workspace.fs.writeFile` but it would be convenient if this API provided an option to append to the file instead of overwrite.
Repository: PowerToys
Issue: [FancyZones] Open editor does not work for Win+Q (and other) shortcut
Labels: Issue-Bug,FancyZones-Editor,FancyZones-Settings,Product-FancyZones,Priority-3

<!--
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Instead, send dumps/traces to secure@microsoft.com, referencing this GitHub issue.
-->

## ℹ Computer information

- PowerToys version: v0.20.1
- PowerToy Utility: Fancy Zones
- Running PowerToys as Admin: Yes
- Windows build number: 18363.1082

## 📝 Provide detailed reproduction steps (if any)

1. Start PowerToys
2. Open FancyZones settings
3. Focus Open zone editor input and enter Win+Q
4. Lose focus from Open zone editor input
5. Enter Win+Q 

### ✔️ Expected result

_What is the expected result of the above steps?_
Zones editor opens

### ❌ Actual result
_What is the actual result of the above steps?_
Nothing happens or the start menu pops up

**There are other action keys with the same behavior.**
Repository: rust
Issue: Give a better diagnostic for keywords with incorrect capitalization
Labels: A-diagnostics,A-parser,T-compiler,A-suggestion-diagnostics,D-confusing,D-newcomer-roadblock

Notice the capitalization ([playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=e8c0fc236afa14872d7593172bfc3e1f)):
```rust
fn f() {
    While let Some(x) = vec![].next() {
        //
    }
}
```

```
error: expected one of `!`, `.`, `::`, `;`, `?`, `{`, `}`, or an operator, found keyword `let`
 --> src/lib.rs:2:11
  |
2 |     While let Some(x) = vec![].next() {
  |           ^^^ expected one of 8 possible tokens
```
Instead it would be nice to say
```
error: `While` is not a keyword
 --> src/lib.rs:2:11
  |
2 |     While let Some(x) = vec![].next() {
  |     ^^^^^ help: try `while` instead
```
Repository: rust
Issue: Clean up handling of `WrongNamespace` in `collect_intra_doc_links`
Labels: C-cleanup,T-rustdoc,A-diagnostics,P-low,E-mentor,A-intra-doc-links

Rustdoc looks in different namespaces for diagnostics: https://github.com/rust-lang/rust/blob/66a9cfadf89439ad3ea1b67b996c0a90ca4763bf/src/librustdoc/passes/collect_intra_doc_links.rs#L1569-L1572
So this is handled properly:
```
warning: unresolved link to `file::into_iter`
 --> tmp.rs:1:6
  |
1 | /// [type@file::into_iter]
  |      ^^^^^^^^^^^^^^^^^^^^ `file` is a macro, not a module or type, and cannot have associated items
```
However (after https://github.com/rust-lang/rust/pull/76955), `resolution_failure` only looks at other namespaces _if there are multiple path segments_. So https://github.com/rust-lang/rust/blob/66a9cfadf89439ad3ea1b67b996c0a90ca4763bf/src/librustdoc/passes/collect_intra_doc_links.rs#L1114 and https://github.com/rust-lang/rust/blob/66a9cfadf89439ad3ea1b67b996c0a90ca4763bf/src/librustdoc/passes/collect_intra_doc_links.rs#L1242-L1244 are still necessary, because they handle cases like `value@file` and `type@file`.

It would be nice to clean this up so that `WrongNamespace` is only handled in one place, in `resolution_failure`.


_Originally posted by @jyn514 in https://github.com/rust-lang/rust/pull/76955#discussion_r493953382_
Repository: transformers
Issue: Add new PET Model
Labels: New model,Feature request

# 🌟 New model addition

## Model description

A new article just landed on ArXiv: https://arxiv.org/pdf/2009.07118.pdf
An implementation will eventually be available at https://github.com/timoschick/pet

Authors are @timoschick and Hinrich Schutze.

I didn't see any pre-trained models linked on the GitHub README, but the model is pretty small and easy to train.

Update: the code is available open source along, and it can presumably use pretrained BERT models(I do not know how this works, bu the GitHub page states that the roberta-large pretrained model can be used). The model also works unsupservised.

## Open source status

* [x] the model implementation is available: (give details)
* [x] the model weights are available: (give details)
* [x] who are the authors: (mention them, if possible by @gh-username)
Repository: godot
Issue: Rendering driver crashes when using an infinite loop in shader
Labels: discussion,confirmed,topic:shaders

GoDot 3.2.2
windows 10 Pro
Intel Core i7 - 7820HQ
32 GB Ram
Nvidia Quadro M620
GLES3

**Issue description:**

Godot crashes with the following message:

![image](https://user-images.githubusercontent.com/9749147/94167494-db84a000-fe8c-11ea-9c4e-f13950120d4f.png)

When attempting to save invalid shader code.

Furthermore,  if the shader material with invalid code is initially visible in the main scene in for a given project, Godot crashes
when trying to open the project.

**Steps to reproduce:**

Open attached project file, and open the shader file. On line 72 in the shader file change the following line

for(float J=0.0; J<=1.0; J+=0.2)

to

for(float J=0.0; J<=1.0; J+=0.)

and  Save

**Minimal reproduction project:**

[Shader Error.zip](https://github.com/godotengine/godot/files/5277364/Shader.Error.zip)