sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: fmt: Shouldn't %q (and %s) treat nil as a valid value?
Labels: NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.14.4 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes

### 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="$HOME/.cache/go-build"
GOENV="$HOME/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="$HOME/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/lib/google-golang"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/lib/google-golang/pkg/tool/linux_amd64"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD=""
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 -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build196177420=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

https://play.golang.org/p/YVE8n6N0xUT

````go
func printError(err error) {
	fmt.Printf("%v, %s, %q\n", err, err, err)
}

func main() {
	printError(nil)
	printError(io.EOF)
}
````

### What did you expect to see?

````
<nil>, <nil>, <nil>
EOF, EOF, "EOF"
````

### What did you see instead?

````
<nil>, %!s(<nil>), %!q(<nil>)
EOF, EOF, "EOF"
````

### What's the rationale?

It's often useful to print `error` values enclosed with quotes in test failures:

````go
if (err != nil) != tc.wantErr {
  t.Fatalf("Foo(...) returned %q, wantErr: %t", err, tc.wantErr) // problematic when err == nil
}
````

but `%q` (as well as `%s`) [treats a `nil` value as a format error](https://golang.org/src/fmt/print.go?s=10070:10088#L356) and prints `%!q(<nil>)` instead of plain `<nil>`.
Writing `\"%v\"` instead of `%q` avoids the ugly error output, but it doesn't handle escaping well, and it's not desirable to have even `"<nil>"` enclosed with quotes.
This leaves the plain `%v` as the only easy option (unless you are willing to have another `if`).

Wouldn't it be nice to have `%q` (and `%s` by extension) print just `<nil>`, as with `%v`, if the argument is `nil`?
`%q` and `%s` already handle an `error` argument as a string (through the `Error` method) if the argument is not `nil`, but having an error output for a `nil` argument limits its usefulness.
Repository: vscode
Issue: Add several basic predefined variables for use in launch.json - e.g.  ${uid}, ${gid}, ${user}, ${home}
Labels: feature-request

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->

Please expose several basic predefined variables for use in `launch.json` like `${uid}`, `${gid}`, `${user}`, `${home}` (and potentially in `settings.json` too, as per https://github.com/microsoft/vscode/issues/2809).

Example use cases:

1. Extremely useful for multi-user environments to avoid port or path conflicts. (See YAML below)
2. Generally similar use cases to https://github.com/microsoft/vscode/issues/2809 where one needs to specify paths to SDKs, GOPATHs and alike. 

```json-with-comments
{
  "version": "0.2.0",
  "configurations": [
    {
      "type": "perl",
      "request": "launch",
      "name": "Perl-Debug",
      "console": "remote",
      "port": "${uid}",  // <---- HERE!
      "root": "${workspaceFolder}/.vscode/root",
      "program": "${workspaceFolder}/${relativeFile}",
      "stopOnEntry": false,
      "reloadModules": false,
      "sessions": "watch",
    }
  ]
}
```
Repository: TypeScript
Issue: Inline tsdoc comment support
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 help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ, especially the "Common Feature Requests" section: https://github.com/Microsoft/TypeScript/wiki/FAQ

-->

## Search Terms

<!-- List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily -->

tsdoc, comments, IDE, line sorting

## Suggestion

<!-- Describe the feature you'd like. -->
When writing a type, sometimes you want to add more information to a field that will be surfaced in IDE autocomplete. Currently you must define them like this:

```ts
export type BoxSizeDefinition = {
  /** this is null for non-custom box sizes */
  itemCount: number | null
  size: BoxSize
  /** A description for the range of pounds included in box. */
  poundage: string
  /** price in cents of the box size */
  price: number
}
```

Note that the comment is _above_ the field. This is problematic because auto-sorting linters and such will mangle the comments.

I propose also supporting _inline_ tsdoc comments:

```ts
export type BoxSizeDefinition = {
  itemCount: number | null /** this is null for non-custom box sizes */
  size: BoxSize
  poundage: string /** A description for the range of pounds included in box. */
  price: number /** price in cents of the box size */
}
```

This effectively fixes the sorting problem.

## Use Cases

<!--
What do you want to use this for?
What shortcomings exist with current approaches?
-->

Adding descriptive text to be shown via IDE autocomplete for fields (currently supported, but not in a sorting & codeaction-friendly way.)

## Examples

See above

## 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. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: pytorch
Issue: [typing] overly restrictive List[int]
Labels: module: typing,triaged

In many type annotations we have `List[int]` yet in real code users often use just `Sequence[int]` like tuples, `torch.Size`, etc. 

just to name a few,

https://github.com/pytorch/pytorch/blob/0309f6a4bb2b739adcec6bc36eb151d7ddb27e14/torch/nn/functional.pyi.in#L196

https://github.com/pytorch/pytorch/blob/0309f6a4bb2b739adcec6bc36eb151d7ddb27e14/torch/nn/functional.pyi.in#L300-L303

cc @ezyang @malfet @rgommers
Repository: react-native
Issue: LineHeight is working weird on specific fonts (Android Only)
Labels: Platform: Android

Please provide all the information requested. Issues that do not follow this format are likely to stall.

## Description
Multiline texts don't have same line height on specific fonts. ([NotoSansCJK](https://www.google.com/get/noto/help/cjk/)= Source Hans Sans, [NotoSerifCJK](https://www.google.com/get/noto/help/cjk/)=Source Hans Serif)

It happens on first line.

![Screenshot_1593526375](https://user-images.githubusercontent.com/19731220/86137023-bdc2cb80-bb27-11ea-8032-434f68b21cf5.png)
![Screenshot_1593241052](https://user-images.githubusercontent.com/19731220/85917192-00b84100-b893-11ea-8872-02da81e989f5.png)
![Screenshot_1593526370](https://user-images.githubusercontent.com/19731220/86137034-c0bdbc00-bb27-11ea-81e9-d4428eeb3d83.png)

## React Native version:
```
info Fetching system and libraries information...
System:
    OS: macOS 10.15.5
    CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
    Memory: 7.08 GB / 32.00 GB
    Shell: 5.7.1 - /bin/zsh
  Binaries:
    Node: 14.4.0 - /usr/local/bin/node
    Yarn: 1.22.4 - /usr/local/bin/yarn
    npm: 6.14.4 - /usr/local/bin/npm
    Watchman: 4.9.0 - /usr/local/bin/watchman
  Managers:
    CocoaPods: 1.9.2 - /usr/local/bin/pod
  SDKs:
    iOS SDK:
      Platforms: iOS 13.5, DriverKit 19.0, macOS 10.15, tvOS 13.4, watchOS 6.2
    Android SDK:
      API Levels: 27, 28, 29
      Build Tools: 28.0.3, 29.0.2, 29.0.3
      System Images: android-29 | Google APIs Intel x86 Atom_64, android-29 | Google Play Intel x86 Atom_64
      Android NDK: Not Found
  IDEs:
    Android Studio: 4.0 AI-193.6911.18.40.6514223
    Xcode: 11.5/11E608c - /usr/bin/xcodebuild
  Languages:
    Java: 1.8.0_252 - /usr/bin/javac
    Python: 2.7.16 - /usr/bin/python
  npmPackages:
    @react-native-community/cli: Not Found
    react: 16.11.0 => 16.11.0
    react-native: 0.62.2 => 0.62.2
  npmGlobalPackages:
    *react-native*: Not Found
```

## Steps To Reproduce
1. Set lineHeight properly. (not too small, large)
2. and set fontFamily to custom font which has problem. (NotoSansCJK, NotoSerifCJK)

## Expected Results
Every lines have same line height.

like this:
![Screenshot_1593241058](https://user-images.githubusercontent.com/19731220/85917261-86d48780-b893-11ea-8d8b-4df0addd4c2d.png)
![Screenshot_1593526424](https://user-images.githubusercontent.com/19731220/86137040-c4e9d980-bb27-11ea-841a-173aa08cfb91.png)

## Snack, code example, screenshot, or link to a repository:

Android Native(*No React Native*) is fine. This font is NotoSansKR-Regular :
![Screenshot_1593241038](https://user-images.githubusercontent.com/19731220/85917205-280f0e00-b893-11ea-9765-ebda4276f3a3.png)

iOS is fine:
![Simulator Screen Shot - iPhone 8 Plus - 2020-06-27 at 15 57 43](https://user-images.githubusercontent.com/19731220/85917229-52f96200-b893-11ea-948a-ae2e342967b7.png)

Text Style:
```
{
    padding: 10,
    fontSize: 12,
    lineHeight: 28,
}
```
Repository: TypeScript
Issue: Deprecated should support contextual type with signature resolution
Labels: Help Wanted,Effort: Moderate,Experience Enhancement

<!-- 🚨 STOP 🚨 STOP 🚨 STOP 🚨

Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker. Even if you think you've found a *bug*, please read the FAQ first, especially the Common "Bugs" That Aren't Bugs section!

Please help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ: https://github.com/Microsoft/TypeScript/wiki/FAQ

Please fill in the *entire* template below.
-->

<!--
Please try to reproduce the issue with the latest published version. It may have already been fixed.
For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly
-->
**TypeScript Version:**  3.7.x-dev.201xxxxx

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**

**Code**

```ts
// A *self-contained* demonstration of the problem follows...
// Test this by running `tsc` on the command-line, rather than through another build tool such as Gulp, Webpack, etc.

declare function h(v: (a: string) => void)

declare function vv (): void
/** @deprecated */
declare function vv (v: string): void
declare function vv (v?: string): void

h([|vv|])

```

**Expected behavior:**
vvs is deprecated.
**Actual behavior:**
nothing.
**Playground Link:** <!-- A link to a TypeScript Playground "Share" link which demonstrates this behavior -->

**Related Issues:** <!-- Did you find other bugs that looked similar? -->
Repository: godot
Issue: Vulkan: SSAO debug draw mode freezes after disabling SSAO
Labels: bug,topic:rendering,topic:editor,topic:3d

**Godot version:** Git 175d43738ac58afcf2d0531177eefeb260c4f296

**OS/device including version:** Fedora 31, GeForce GTX 1080 (NVIDIA 440.82)

**Issue description:**

After enabling SSAO and switching to the SSAO debug draw mode in the 3D viewport, disabling SSAO in WorldEnvironment will cause the viewport to freeze until the user switches back to another draw mode.

The draw mode should be automatically changed to "Draw Normal" once SSAO is disabled.

Also, when SSAO is disabled, it shouldn't be possible to switch to it in the first place. It should be grayed out with a tooltip instead. Right now, it just displays the normal scene when switching to the SSAO mode while SSAO is disabled.

**Steps to reproduce:**

- Add a WorldEnvironment node and create a new Environment.
- Enable **Ssao** in the Environment (already done in the MRP below).
- Click the **Perspective** button in the top-left corner and change the draw mode to **Display Advanced... > SSAO**.
  - *Note:* On Linux, use arrow keys to access the second dropdown so it doesn't close when your mouse hovers it.
- Disable **Ssao** in the Environment. Try to move the camera, see that nothing changes.

**Minimal reproduction project:** [test_ssao_draw_mode_bug.zip](https://github.com/godotengine/godot/files/4840367/test_ssao_draw_mode_bug.zip)
Repository: godot
Issue: [TRACKER] Ray casting related issues
Labels: bug,tracker,topic:physics

**Godot version:**
3.2, 4.0+


**Issue description:**
I've been seeing various raycast issues popping up here recently, some of them share a lot of similarities so it's worth to track and potentially discuss those issues in a holistic way, and perhaps pin-point some duplicates.

```[tasklist]
- [x] #39859
- [x] #38873
- [x] #38343
- [x] #37985
- [x] #37736
- [x] #36259
- [x] #35845
- [ ] #35344
- [x] #31637
- [ ] #28032
- [x] #27282
- [x] #19793
- [x] #41031
- [ ] #41155
- [x] #44003
- [x] #49778
- [x] #49735
```

## Connections

#37736, #38343, #38873, #39859: all report inconsistent collision results. #38343 provides a table of various entering/exiting/internal conditions for different shapes.
Repository: terminal
Issue: [Scenario] Progress Bar Follow-ups
Labels: Area-VT,Area-UserInterface,Product-Terminal,Issue-Scenario

##### [Original issue: #3004] [Initial PR: #8055] [Display the progress in the tab: #8133]

This is a list of tasks, bugs, etc, related to the "taskbar progress indicator", as first implemented in #8055. While not all of them are immediately relevant for the _taskbar_ indicator, they're all related to the showing of progress state in the Terminal.

<table>
<thead>
<td>
Sequence
</td>
<td>
Description
</td>
</thead>
<tr>
<td>

`ESC ] 9 ; 4 ; st ; pr ST`

</td>
<td>
Set progress state on Windows taskbar and tab. When `st` is:

* `0`: remove progress. 
* `1`: set progress value to `pr` (number, 0-100).
* `2`: set the taskbar to the "Error" state 
* `3`: set the taskbar to the "Indeterminate" state 
* `4`: set the taskbar to the "Warning" state 

</td>
</tr>
</table>


![](https://devblogs.microsoft.com/commandline/wp-content/uploads/sites/33/2021/01/progress-ring.gif)

```[tasklist]
### Follow-up work
- [ ] #7955
- [ ] #1620
- [ ] #8449
- [ ] #9481
- [x] #8910
- [x] #10090
- [x] #9743
- [ ] #3991
```

"Auto-detect output, display in tab/taskbar" (#7955) and #1620 are very closely related

### Bell notifications

These cover some of the same areas of the above, so I'm including them because I feel they deserve a mention here:
* [x] Make terminal beeps highlight Windows Terminal in the taskbar, to get user attention when backgrounded #1608 -> added in #8215
* [x] show an indicator if there's a bell in the tab #8106 -> added in [#8637](https://github.com/microsoft/terminal/pull/8637)
* [ ] The bell should "fade out", like it does for browsers
* [x] More elaborate visual belling -> added in #9270
  - `bellStyle: flash` -> flash the window. (maybe `visual`)
  - `bellStyle: taskbar` -> flash the taskbar (maybe `taskbar`)
  - `bellStyle: visual` -> both? (maybe `visual|taskbar`)
  
  
### Related?
* #14909
Repository: youtube-dl
Issue: Site Support Request viddsee
Labels: site-support-request

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

-->


## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2020.06.16.1. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
- Search the bugtracker for similar site support requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2020.06.16.1**
- [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.
-->

- Single video: https://www.viddsee.com/video/constants/b7vxe
- Playlist: https://www.viddsee.com/u/viddsee/playlists/1kammv87czdkxuk9


## Description

<!--
Provide any additional information.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
-->

Site: viddsee.com
This site just using m3u8 or basic mp4 for streaming.
Please add this site. Thanks. :)
Repository: godot
Issue: Godot can't use Mono DLL file
Labels: topic:dotnet

<!-- Please search existing issues for potential duplicates before filing yours:	
https://github.com/godotengine/godot/issues?q=is%3Aissue	
-->

**Godot version:**
3.2.2
<!-- Specify commit hash if using non-official build. --> 




**OS/device including version:**
Windows 10
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. --> 



**Issue description:**
When import Mysql.Data downloaded from nuget and add it to project Godot doesn't load it.
<!-- What happened, and what was expected. -->


**Steps to reproduce:**
Open Nuget packet from Visual Studio
Search for Mysql.Data
Install it into project.

**Minimal reproduction project:**
[load_dll_error.zip](https://github.com/godotengine/godot/files/4840864/load_dll_error.zip)

<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: godot
Issue: get_path() for ImageTexture return null
Labels: bug,topic:core,confirmed

<!-- Please search existing issues for potential duplicates before filing yours:	
https://github.com/godotengine/godot/issues?q=is%3Aissue	
-->.get_path() for ImageTexture return ""

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.2


**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 8 GLES2

**Issue description:**
<!-- What happened, and what was expected. -->
Expected path to image texture 

**Steps to reproduce:**
var mat_texture = ImageTexture.new()
mat_texture.load('res://Characters/Textures/TEXT_Face.png')
print(mat_texture)
print(mat_texture.get_path())
print(mat_texture.get_name())
print("end")

Outputs:
[ImageTexture:2613]


end
Repository: vscode
Issue: app.clearRecentDocuments does not clear files from the recent entries list
Labels: bug,upstream,windows,electron,confirmed

Issue Type: <b>Bug</b>

Even if I clear recently opened files they still show up in the (live) Tile in the Windows Start menu. I don't want them to show up, especially because this is a very long list. It takes 3/4 of the screen.

Steps to reproduce:
1. open some files in different locations
2. clear opened recently
3. close vscode
4. right vscode click tile in the start menu 
5. there's still a list (it will be there even after restarting PC).

VS Code version: Code 1.46.1 (cd9ea6488829f560dc949a8b2fb789f3cdc05f5d, 2020-06-17T21:13:20.174Z)
OS version: Windows_NT x64 10.0.19041


<!-- generated by issue reporter -->
Repository: opencv
Issue: conflict on mac 
Labels: category: build/install,platform: ios/osx,future,category: 3rdparty

##### System information (version)
<!-- Example
- OpenCV => 4.3
- Operating System / Platform => mac os x
homebrew version
-->


```
In file included from /usr/local/include/opencv4/opencv2/opencv.hpp:52:
In file included from /usr/local/include/opencv4/opencv2/core.hpp:60:
/usr/local/include/opencv4/opencv2/core/persistence.hpp:491:9: error: expected identifier
        EMPTY     = 16, //!< empty structure (sequence or mapping)
        ^
/Library/Developer/CommandLineTools/SDKs/MacOSX10.15.sdk/usr/include/utmpx.h:84:16: note: expanded from macro 'EMPTY'
#define EMPTY           0
```
Repository: flutter
Issue: customColorSet (Map<String, Color>) inside ColorScheme as 14.th property
Labels: waiting for customer response,framework,f: material design,c: proposal,P3,team-design,triaged-design,f: theming


## Use case

​When we change the theme dynamically, we need a customColorSet (Map<String, Color>) inside ColorScheme as 14.th property, so that we can utilize the custom color set that ColorScheme doesn't cover throughout the app.

Sometimes, we need a specific color that the ColorScheme doesn't cover and is wanted to be in ColorScheme for each theme.

## Proposal

A customColorSet (Map<String, Color>) can be placed inside ColorScheme as 14.th property.
Repository: godot
Issue: Simple GLES3 project can't run on android.
Labels: bug,platform:android,topic:rendering,confirmed,documentation

**Godot version:**
Godot 3.2.2 stable mono

**OS/device including version:**
Android 6 arm64, Mali 450
Android 9 armv7 PowerVR GE8320

**Issue description:**
On one device the MRP freezes and on the other one it freezes some times and some times the screen flashes and the app closes.

When the material on the mesh was simpler it worked on one device and on the other the game it still froze.
I've also seen graphical glitches in 2D in another project.

I can't see any output with logcat.

**Steps to reproduce:**
Run GLES3 project on android.

**Minimal reproduction project:**
[Gles3AndroidTest.zip](https://github.com/godotengine/godot/files/4840865/Gles3AndroidTest.zip)
Repository: PowerToys
Issue: [Run] Allow for indexing of network drives
Labels: Idea-Enhancement,Product-PowerToys Run

# Summary of the new feature/enhancement

I store most of my media files on my SMB-attached server, it would be nice if I could search for those files via PowerToys Run. Somewhat related to #3976.
Repository: deno
Issue: Support opening raw file descriptors
Labels: cli,suggestion

The ability to read and write to file descriptors other than stdin, stdout and stderr. See the example of nodejs below to get a better idea. 

Node.js example:
```js
const file = fs.createWriteStream(null, { fd: 3, encoding: "utf8" })
```