sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: x/tools/gopls: should not issue lint-style warnings on generated code
Labels: Thinking,gopls,Tools

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.14.7 linux/amd64

$ gopls version
golang.org/x/tools/gopls v0.5.0
    golang.org/x/tools/gopls@v0.5.0 h1:XEmO9RylgmaXp33iGrWfCGopVYDGBmLy+KmsIsfIo8Y=
</pre>

### Does this issue reproduce with the latest release?
This is the latest release of gopls as far as I can tell

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/mgabeler-lee/.cache/go-build"
GOENV="/home/mgabeler-lee/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/mgabeler-lee/src/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/lib/go-1.14"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/lib/go-1.14/pkg/tool/linux_amd64"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/home/mgabeler-lee/src/noneofyourbusiness/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build340320309=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?
* Made a project that has generated code from go-bindata
* Loaded the project in vscode with the go extension and gopls enabled
* OR: Just ran `gopls check .../foo.go` for all the files in the project

### What did you expect to see?
* No style/format warnings for a file with a standard generated code header (`// Code generated for package foo by go-bindata DO NOT EDIT. (@generated)`

### What did you see instead?
* `.../foo.go:306:27-35: redundant type from array, slice, or map composite literal`
  * The vscode warning adds that this is from the `simplifycompositelit` check
* I do see those warnings, and can't get rid of them since ... it's generated code
Repository: pytorch
Issue: Simple functions shouldn't go through dispatcher
Labels: triaged,module: dispatch,better-engineering

It should be directly implemented as an inline function on Tensor.h, rather than going through dispatcher.

Functions like this:

* stride
* is_complex
Repository: storybook
Issue: Scroll position does not reset when switching between long docs
Labels: bug,good first issue,help wanted,addon: docs

**Describe the bug**
With multiple pure-documentation MDX docs, the scroll position of the preview window does not reset when switching between docs.

**To Reproduce**
Steps to reproduce the behavior:

1. Create at least two MDX docs without stories, with content long enough to result in a scroll bar.
2. Select the first doc in the sidebar.
3. Scroll down the first document.
4. Select the second doc in the sidebar.

The second doc loads with the scroll position already partially down the page.

**Expected behavior**
Selecting a doc should always start with the scroll position at the top of the page. 

**Screenshots**
![Screen Recording 2020-09-16 at 14 57 46](https://user-images.githubusercontent.com/3734/93386677-b01b0900-f82d-11ea-8a3d-b1c3c9ca32cf.gif)

**Code snippets**
https://github.com/zolk/storybook-mdx-scroll-bug

**System:**
Reproducible in Storybook 6.0.21.
Repository: pytorch
Issue: ComplexHelper.h contains non-inline functions
Labels: triaged,module: complex

This happens to work out right now because there is only one cpp file that includes them, but it will break when we have a second include. To fix, move the functions into a cpp file.

cc @ezyang @anjali411 @dylanbespalko
Repository: TypeScript
Issue: Fix/fix all to remove TS-specific constructs in JS files
Labels: Suggestion,Needs Proposal,Help Wanted,Effort: Moderate,Domain: Quick Fixes

Today in a JS file, if you write something like

```ts
function foo(x: string) {

}
```

```
Type annotations can only be used in TypeScript files.
```

We should provide a quick fix for these
Repository: youtube-dl
Issue: Club Illico
Labels: site-support-request

<!--

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## Checklist

<!--
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- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
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- Finally, put x into all relevant boxes (like this [x])
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- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2020.09.14**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
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- Single video: https://clubillico.videotron.com/accueil/519711/Imposteur-L/1?autoPlay=true

## Description

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WRITE DESCRIPTION HERE

When I try to use youtube-dl with Club Illico, it says "URL Unsupported". Could you help me? Thanks !
Repository: pytorch
Issue: fx: Python range function used on tensor shape is not symbolically traceable
Labels: triaged,module: fx

Some models use tensor shapes with the `range` function.  Currently this is not symbolically traceable:

```
import torch

class M(torch.nn.Module):
    def forward(self, x):
        n, c, h, w = x.shape
        for _c in range(c):
            x = x * 2
        return x
    
m = M()
gm = torch.fx.symbolic_trace(m)
print(gm)

...

<ipython-input-5-26a2e638f16c> in forward(self, x)
      4     def forward(self, x):
      5         n, c, h, w = x.shape
----> 6         for _c in range(c):
      7             x = x * 2
      8         return x

TypeError: 'Proxy' object cannot be interpreted as an integer
```

Thoughts on if this should be added to FX or if we need a workaround?

cc @ezyang @SherlockNoMad
Repository: create-react-app
Issue: [V4] Fast Refresh should dismiss runtime errors
Labels: issue: bug report

1. Type `foo.bar()` inside a component
2. See runtime error overlay
3. Change that to `foo.baz()` and save

Expected: see the `foo.baz()` error overlay instead.
Actual: keep seeing the `foo.bar()` overlay with the new error being "added" (the screen says 1 of 2 errors).

In other words, when we do a Fast Refresh, we should always be dismissing the runtime overlay first.

This is because the previous error is stale by the time you save the code and likely irrelevant.
Repository: electron
Issue: change the "visualEffectState" option at runtime
Labels: enhancement :sparkles:

<!--  As an open source project with a dedicated but small maintainer team, it can sometimes take a long time for issues to be addressed so please be patient and we will get back to you as soon as we can.
-->

### Preflight Checklist
<!-- Please ensure you've completed the following steps by replacing [ ] with [x]-->

* [x] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/master/CONTRIBUTING.md) for this project.
* [x] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/master/CODE_OF_CONDUCT.md) that this project adheres to.
* [x] I have searched the issue tracker for a feature request that matches the one I want to file, without success.

### Problem Description
Since #24471 #25083 , `BrowserWindow` adds an option "visualEffectState" that allows us to customize the app visual effect state be inactive or active regardless of window activation state. 

Just like we have [BrowserWindow.setVibrancy(type)](https://www.electronjs.org/docs/api/browser-window#winsetvibrancytype-macos) which can change the vibrancy effect of the application at runtime.

I hope to have a "BrowserWindow.setVisualEffectState(state)" method to change the "visualEffectState" option at runtime.

### Additional Information

https://github.com/EYHN/vscode-vibrancy/issues/67
Repository: create-react-app
Issue: [V4] Flash of unstyled content during Fast Refresh
Labels: issue: bug report

This doesn't repro every single time, but I occasionally see a flash of unstyled content **after introducing and fixing a build error**.

Here is a slowed down gif showing it:

![ezgif-6-7993a8ca6221](https://user-images.githubusercontent.com/810438/93407678-a247a100-f88a-11ea-9bdb-e0d5d5fa4fa9.gif)

Individual unstyled frames (this is in the default CRA template):

<img width="683" alt="Screenshot 2020-09-17 at 02 04 34" src="https://user-images.githubusercontent.com/810438/93407699-abd10900-f88a-11ea-81fa-3224d5dd2906.png">

<img width="673" alt="Screenshot 2020-09-17 at 02 04 41" src="https://user-images.githubusercontent.com/810438/93407782-d7ec8a00-f88a-11ea-94d4-1b85a98113e8.png">

So it looks like we see unstyled app first (CSS getting applied too late?) and then we see a bizarre error overlay with terminal codes that then instantly disappears.
Repository: go
Issue: x/website: install instructions for macOS/Windows target .pkg/.msi downloads, but are not applicable for .tar.gz/.zip archives
Labels: NeedsDecision,website

If I visit this URL: https://golang.org/doc/install?download=go1.15.2.darwin-amd64.tar.gz

I see instructions that read:

> Open the package file you downloaded and follow the prompts to install Go.
> 
> The package installs the Go distribution to /usr/local/go. The package should put the /usr/local/go/bin directory in your PATH environment variable. You may need to restart any open Terminal sessions for the change to take effect.

This is incorrect for the tar.gz file, which when clicked on creates a "go" directory in the same parent directory as wherever the tarball was downloaded (usually `~/Downloads` on a Mac). 

We should probably instead instruct people to move the `go` folder to `/usr/local` or somewhere else on their PATH.
Repository: TypeScript
Issue: List @deprecated strikethroughs in Problems tab
Labels: Suggestion,Awaiting More Feedback

<!-- ⚠️⚠️ 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. -->
The new deprecated strikethroughs in TS code are great. But to make it easier to find and address a series of them, it would be nice to have them also appear in the Problems tab (as an optional view, controlled by a settings flag).
Repository: flutter
Issue: Engine Unittests are stripped of symbols
Labels: a: tests,team,engine,P2,team-engine,triaged-engine

If you build the unit tests of the engine, they seem to be stripped of debug symbols:
```
$ ninja -C ../out/host_debug_unopt/
$ file ../out/host_debug_unopt/flutter_linux_unittests 
../out/host_debug_unopt/flutter_linux_unittests: ELF 64-bit LSB executable, x86-64, version 1 (SYSV), dynamically linked, interpreter /lib64/ld-linux-x86-64.so.2, for GNU/Linux 3.2.0, BuildID[sha1]=2dc26d325b9afbc0ad23de0f09fbc01d3300e339, stripped
```

This makes the tests very hard to debug when they are failing. Can the debug symbols be included by default?
Repository: PowerToys
Issue: [FancyZones] Choose active layout based on key modifier
Labels: Idea-Enhancement,Product-FancyZones

## 📝 Provide a description of the new feature

_What is the expected behavior of the proposed feature?  What is the scenario this would be used?_
The user would be able to change the FancyZones layout based on the modifier (e.g. Shift, Ctrl, Alt) they have active.
---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: three.js
Issue: Support "OCULUS_multiview" WebGL extension
Labels: Enhancement

Three.js supports the `"OVR_multiview2"` WebGL2 extension, which is enabled by default in some browsers. However that extension only works on non-anti-aliased contexts, which results in a very rough image. Further, the Oculus browser only supports it behind a flag.

Oculus has implemented their own version of the extension in the Oculus browser (`"OCULUS_multiview"`), and it supports multi-sample anti-aliasing as well. It appears Three.js doesn't support this one though.

Details and an example implementation is available here: https://developer.oculus.com/documentation/oculus-browser/browser-multiview/

It seems like this is a huge performance win for Three.js users, while still supporting anti-aliasing unlike Firefox Reality and other browsers. A quote from the page above:
> Often, a CPU usage reduction of 25% - 50% is possible.

Is there any interest in implementing support for this Oculus specific, but very useful extension?
Repository: electron
Issue: Support getters and setters in the context bridge API
Labels: enhancement :sparkles:

### Issue Details

* **Electron Version:**
  * `9.x`
* **Operating System:**
  * `macOS 10.15.x`

### Expected Behavior
Exposing API via `contextBridge.exposeInMainWorld` should not have side effects.

### Actual Behavior
Calling this method with an object that has a `get` property triggers it. This makes it impossible to lazy instantiate for example.

### To Reproduce
```js
contextBridge.exposeInMainWorld('vscode',{
   get something(): { console.log("accessed"); }
});
```
Repository: godot
Issue: Checking if a tile is oneway causes continuous internal errors
Labels: bug,topic:core

**Godot version:**
3.2.2 stable

**OS/device including version:**
linux

**Issue description:**
After first checking a collision is with a tilemap and finding the tiles position I am doing the following:

`bounce=!collision.collider.tile_set.tile_get_shape_one_way (tile_id,0) `

This works and tells me whether a tile is one way or not. However I get continuous messages flagged as errors:
![image](https://user-images.githubusercontent.com/12863685/93436094-3aad4800-f8c2-11ea-9e88-57daabab2d2b.png)


**Steps to reproduce:**
Add collision boxes to tiles and simply interact with them. The full code from above is:

```
var collision = move_and_collide(velocity * delta)
var bounce=false
if collision:
	bounce=true
	#overly complex and silly code to figure out which tile we are on because there is no other way
	if collision.collider is TileMap:
		var tile_pos = collision.collider.world_to_map(position)   # Find our position in tile coords
		tile_pos -= collision.normal                             # Find the colliding tile position
		var tile_id = collision.collider.get_cellv(tile_pos)   # Get the tile id
			
		#now we have our tile get its one way status
		bounce=!collision.collider.tile_set.tile_get_shape_one_way (tile_id,0) 
```
Repository: flutter
Issue: Text features in Text widget should be implemented without TextStyle
Labels: framework,f: material design,a: typography,c: proposal,team-design,triaged-design

**Case:**
```
Text(
  'Hello, $_name! How are you?',
  textAlign: TextAlign.center,
  overflow: TextOverflow.ellipsis,
  style: TextStyle(fontWeight: FontWeight.bold,color:Colors.blue),
)

```
**Proposal:**
```
Text(
  'Hello, $_name! How are you?',
  textAlign: TextAlign.center,
  overflow: TextOverflow.ellipsis,
  fontWeight: FontWeight.bold),
  color: Colors.blue,
)
```
Repository: react
Issue: Bug: Handling of symbols when used as deps incorrectly to create error message results in an unrelated TypeError: Cannot convert a Symbol value to a string
Labels: Type: Bug,Component: Hooks

React version: 16.3.1

## Steps To Reproduce

1. Click the button in this Code Sandbox https://codesandbox.io/s/blissful-sun-e0lle?file=/src/App.js

## The current behavior

The wrong error is generated

## The expected behavior

An error should still be generated but the error message should be correct. The problem is that if you do `[Symbol('...')].join(',')` JavaScript will freak out which is what happens if you put symbols incorrectly in the deps to hooks.
Repository: go
Issue: runtime: occasional "exit status -1073741819" on windows-386-2008 builder
Labels: OS-Windows,NeedsInvestigation,compiler/runtime

[2020-09-16T20:59:25-39da81d/windows-386-2008](https://build.golang.org/log/fbe8b39332cad3e3b1fb2ee3a4a6a3d792be5323)
[2020-08-20T15:21:17-3f56862/windows-386-2008](https://build.golang.org/log/401769d73bd9606f365ff99de72d69276cf27810)
[2020-06-25T03:11:43-1bb247a/windows-386-2008](https://build.golang.org/log/597595f4de90342bc5706373179d02aa2cf88397)
[2020-05-20T15:15:16-dfd613e/windows-386-2008](https://build.golang.org/log/464f4ad5d9214c66121f5a7a37f52de330f75ab1)

All of the failures seem to occur while testing `cmd/compile/internal/ssa`, but that may just be because the test is particularly memory-intensive.

```
ok  	cmd/compile/internal/logopt	0.166s
exit status -1073741819
FAIL	cmd/compile/internal/ssa	0.324s
```

Note that `-1073741819` is `0xffffffffc0000005`; see previously #38440, #37483, #37470, #23810.

CC @aclements @cherrymui @randall77 @zx2c4 @alexbrainman
Repository: pytorch
Issue: [ONNX] Support Tuple(List(Tensors),...) in input/ouput
Labels: module: onnx,feature,triaged

First of all, thanks for this awesome library

## 🚀 Feature
Add support of List(List(Tensors)) in onnx export facilities 

## Motivation

(Note i already ask on pytorch forum but without luck, hope i m in the right place and you have time to have a look)

I have some kind of transformer models (aka encoder/decoder)
The input of the decoder have the form List(List(Tensor)) where list have variable size and some dim of tensor is also dynamic.
The output have the form Tuple(List(Tensor),List(Tensor)) where list have variable size and some dim of tensor is also dynamic.
(Note i m' not producing the model so i can't change the architecture :()
I m able to convert to torchscript using scripting scheme, its great :)
But i need to translate the model to onnx to target dedicated device
And i can't figure out what to set in torch.onnx.export :(
## Pitch

when i look at https://pytorch.org/docs/stable/onnx.html#frequently-asked-questions
"""Q: Is tensor list exportable to ONNX?"""
my case is more tricky

torch.onnx.export(
            decoder,
            (output_encoder,),
            "decoder.onnx",
            opset_version=12,
            input_names=["input"],
            output_names=["output"],
            dynamic_axes={"input": {0: "sequence"}, "output": {0: "sequence"}}, <---- howto expose my use case here ?
        )

## Alternatives

<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->

## Additional context

branch 1.6


cc @houseroad @spandantiwari @lara-hdr @BowenBao @neginraoof
Repository: rust
Issue: Feature gate for unstable target_feature values not being checked on nightly
Labels: A-stability,T-compiler,C-bug,requires-nightly

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code: [playpen](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=4c58960ac6fc536a2da930d6c0b3d8e9)

```rust
#[cfg(target_feature="mmx")]
compile_fail!("we have mmx");
```

I expected to see this happen:

This code uses a feature-gated `cfg(`, without enabling the feature. I would expect this to produce a build warning about using an unstable cfg gate, and produce no build error on all channels.

(`target_feature="mmx"` is currently gated behind `mmx_target_feature` as far as I can tell) https://github.com/rust-lang/rust/blob/7bdb5dee7bac15458b10b148e9e24968e633053e/compiler/rustc_codegen_llvm/src/llvm_util.rs#L206

Instead, this happened:

On stable, the gate was ignored as expected, but on the nightly channel the cfg check passed, causing the `compile_fail!` to be included in the source. The lack of a feature gate enabling `mmx_target_feature` was ignored, only considering the current release channel.

I believe this is occurring due to the feature gate logic for the `target_feature` config flag not being checked within the compiler. This mismatch lead me to believe that an unstable `target_feature` flag was actually stable, and write code using it, before realizing it won't function outside of the nightly channel.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
stable:
```
rustc 1.46.0 (04488afe3 2020-08-24)
binary: rustc
commit-hash: 04488afe34512aa4c33566eb16d8c912a3ae04f9
commit-date: 2020-08-24
host: x86_64-unknown-linux-gnu
release: 1.46.0
LLVM version: 10.0
```

nightly:
```
rustc 1.47.0-nightly (bf4342114 2020-08-25)
binary: rustc
commit-hash: bf4342114e357f2934d59e12e31e94532ddb2adf
commit-date: 2020-08-25
host: x86_64-unknown-linux-gnu
release: 1.47.0-nightly
LLVM version: 11.0
```

(this also occurs on rust-playpen at time of filing: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=4c58960ac6fc536a2da930d6c0b3d8e9)
Repository: rust
Issue: warning: value assigned to `x` is never read not fixed by cargo fix
Labels: T-compiler,C-feature-request,A-suggestion-diagnostics

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
fn main() {
    let mut x = 0;
    x = 8;
    println!("Hello, world! {}", x);
}
```

which gives:
```
warning: value assigned to `x` is never read
 --> src/main.rs:2:13
  |
2 |     let mut x = 0;
  |             ^
  |
  = note: `#[warn(unused_assignments)]` on by default
  = help: maybe it is overwritten before being read?
```

It would be nice if this warning was fixable with `cargo fix`
Repository: pytorch
Issue: Don't query current device on stream construction
Labels: module: bootcamp,triaged

The constructor for torch.cuda.Stream in torch/csrc/cuda/Stream.cpp unconditionally calls `cudaGetDevice` . However, this `current_device` is not used by anything. Delete it and make sure that nothing breaks when you do so.