sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Calling a getter on a null object in a getter creates loop
Labels: bug,topic:gdscript,confirmed

**Godot version:**
v3.2-beta2_win32

Still works properly in v3.1.2.stable
seems to happen in all versions higher than 3.1.2.stable. Also the nightly builds and my self built godot project seem to have the same bug

**OS/device including version:**
Windows 10

**Issue description:**
There seems to be a problem/Change with the way how getters are being called:
In the reproduction-project, if i have 2 objects(Object1, Object2) with declared getters.
Object1 hold Object2 as variable.
In the get_call for the object2, the object1 calls the getter-method of the object2.

If i now run a script where i create the Object1 but dont set the Object2 within Object1, the crashing will happen.

Now the game just starts looping endlessly (depending on the version it will either loop endlessy and kind of lock down the editor and game or crash the game and quit debugging and return to the editor)



I did this to have something of a "converter-method" in my object, so that i wouldd get back a different data-structure when i accessed the variable from outside.

But as this would correctly tell me: "Nonexistent function 'get_object2' in base 'Nil'" in 3.1.2 i assume this is currently a bug.



**Steps to reproduce:**
Open reproduction project and press start



**Minimal reproduction project:**
(Edit: replaced with version with uncompiled scripts)
(Edit2: replaced the zip with one that contains the project.godot for better ease of opening)
[reproduction project get loop bug 2.zip](https://github.com/godotengine/godot/files/9277039/reproduction.project.get.loop.bug.2.zip)




Sidenote:
@willnationsdev This also has implications for the custom-resource branch (https://github.com/godotengine/godot-proposals/issues/18), where the same error would happen for Custom-Resources, but slightly different: even if the resources are properly set (and not null). The debugger would crash, show wrong info, or not show up at all, but the game would continue running. So i dont know in how far the bug of this issue is the culprit for that behaviour. I couldnt build
Repository: node
Issue: net: pending socket re-use
Labels: net

It looks like `net.Socket` instances are intended to be re-used however while reading through the code I spot some potential problems:

- `_destroy()`: doesn't wait for connect to finish
- `connect`: doesn't first destroy if already connected, before connecting again
- `connect`: doesn't wait for pending destroy to finish, before calling e.g. `_undestroy()`

Not sure if these are actual problems that need to be fixed? 

@mcollina
Repository: godot
Issue: Editing AudioStreamSample does not update project files
Labels: bug,confirmed,topic:audio,topic:import

**Godot version:** 
3.2.master @8eb183aebb9c79ff92d6f566af7ad2f91696ce08

**OS/device including version:** Arch Linux

**Issue description:** I have an AudioStreamPlayer that has a stream containing a .wav sound attached. When I edit the properties of said stream (looping properties in my case) those changes won't be saved to disk nor have effect when running a scene. They work in the editor however.

**Steps to reproduce:** Just create an AudioStreamPlayer, drop a .wav into the stream property and set some valid looping range of the stream. Set the AudioStreamPlayer's autoplay proeprty to true and run the scene. The sound will loop, but the range is not applied, so the sample as a whole is looped.

When instead of running the scene you tick the playing property of the AudioStreamPlayer in the editor, the sample loops just the part given in the stream's properties like expected.

There are two workarounds I know of: either make the stream unique or attach a script to the scene/AudioStreamPlayer/what ever node you like and set the loop properties manually, for example in the _ready function.

**Minimal reproduction project:**
[BugAudioStreamPlayer.zip](https://github.com/godotengine/godot/files/3935289/BugAudioStreamPlayer.zip)
Since the looping range is not saved, you have to set some before running the scene/setting "playing". I used values 10000 for Loop Begin and 15000 for Loop End.
Repository: node
Issue: repl / eval: CommonJS globals leak into ESM modules
Labels: repl,cli,experimental,esm

* **Version**: v14.0.0-pre / cf5ce2c9e1
* **Platform**: `Linux lt2.cfware.com 5.3.11-200.fc30.x86_64 #1 SMP Tue Nov 12 19:25:25 UTC 2019 x86_64 x86_64 x86_64 GNU/Linux`
* **Subsystem**: repl, CLI `--eval` and `--print` without `--input-type=module`

Create `script.mjs`:
```js
console.log('script.mjs', typeof require);
```

Running `node ./script.mjs` or `node --input-type=module --eval "import('./script.mjs')"` both produce the correct output `script.mjs undefined`.

Now run `import('./script.mjs')` in repl, this produces output `script.mjs function`.  Same for `node --eval "import('./script.mjs')"`.

Using `--print` in place of `--eval` does not change `typeof require`.

CC @nodejs/modules-active-members
Repository: go
Issue: cmd/compile: redundant typecheck errors when using map[T]func(Undefined)
Labels: NeedsInvestigation,compiler/runtime

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version devel +da4d58587e Sat Dec 7 15:57:30 2019 +0000 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes.

### What did you do?

https://play.golang.org/p/PYwYgOfQo5S

### What did you expect to see?

Three simple errors, just saying that `Undefined` is undefined on each of the three lines.

### What did you see instead?

A redundant error on the `map[...]func(...)` line:

```
$ go build f.go
# command-line-arguments
./f.go:6:14: undefined: Undefined
./f.go:7:16: undefined: Undefined
./f.go:8:4: cannot use map[int]func(<T>) literal (type map[int]func(<T>)) as type map[int]int in assignment
./f.go:8:19: undefined: Undefined
```

It distracted me in some real code, particularly because the shorter and more helpful error is below it. We probably want all three cases to error in a consistent way.
Repository: TypeScript
Issue: @types's definition doesn't match its own type
Labels: Bug

https://github.com/DefinitelyTyped/DefinitelyTyped/pull/40731 broke the following global declaration.

cc @rbuckton 

**TypeScript Version:**  3.7.x-dev.20191207

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:**

**Code**

https://github.com/falsandtru/spica/blob/v0.0.289/global.test.d.ts and @types/power-assert@1.5.1

```ts
import assert from 'power-assert';

type Assert = typeof assert;

declare global {
  const assert: Assert;
}
```

**Expected behavior:**
pass
**Actual behavior:**
`TypeScript error: global.test.d.ts(6,9): Error TS2403: Subsequent variable declarations must have the same type.  Variable 'assert' must be of type 'typeof assert', but here has type 'typeof assert'.`
**Playground Link:** <!-- A link to a TypeScript Playground "Share" link which demonstrates this behavior -->

**Related Issues:** #32808
Repository: node
Issue: Investigate flaky test parallel/test-module-loading-globalpaths
Labels: flaky-test

<!--
Thank you for reporting a possible bug in Node.js.

Please fill in as much of the template below as you can.

Version: output of `node -v`
Platform: output of `uname -a` (UNIX), or version and 32 or 64-bit (Windows)
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* **Version**: master
* **Platform**: Windows
* **Subsystem**: test

<!-- Please provide more details below this comment. -->

```
internal/modules/cjs/loader.js:1026
    throw err;
    ^

Error: Cannot find module 'foo'
Require stack:
- C:\workspace\node-test-binary-windows-js-suites\node\test\parallel\test-module-loading-globalpaths.js
    at Function.Module._resolveFilename (internal/modules/cjs/loader.js:1023:17)
    at Function.Module._load (internal/modules/cjs/loader.js:910:27)
    at Module.require (internal/modules/cjs/loader.js:1085:19)
    at require (internal/modules/cjs/helpers.js:72:18)
    at Object.<anonymous> (C:\workspace\node-test-binary-windows-js-suites\node\test\parallel\test-module-loading-globalpaths.js:15:15)
    at Module._compile (internal/modules/cjs/loader.js:1190:30)
    at Object.Module._extensions..js (internal/modules/cjs/loader.js:1229:10)
    at Module.load (internal/modules/cjs/loader.js:1045:32)
    at Function.Module._load (internal/modules/cjs/loader.js:949:14)
    at Function.executeUserEntryPoint [as runMain] (internal/modules/run_main.js:71:12) {
  code: 'MODULE_NOT_FOUND',
  requireStack: [
    'C:\\workspace\\node-test-binary-windows-js-suites\\node\\test\\parallel\\test-module-loading-globalpaths.js'
  ]
}
C:\workspace\node-test-binary-windows-js-suites\node\test\.tmp.355\install\node.exe - Access is denied.
Can't clean tmpdir: C:\workspace\node-test-binary-windows-js-suites\node\test\.tmp.355
Files blocking: [ 'install' ]

C:\workspace\node-test-binary-windows-js-suites\node\test\common\tmpdir.js:136
    throw e;
    ^

Error: ENOTEMPTY: directory not empty, rmdir 'C:\workspace\node-test-binary-windows-js-suites\node\test\.tmp.355'
    at Object.rmdirSync (fs.js:783:3)
    at rmdirSync (C:\workspace\node-test-binary-windows-js-suites\node\test\common\tmpdir.js:86:10)
    at rimrafSync (C:\workspace\node-test-binary-windows-js-suites\node\test\common\tmpdir.js:41:7)
    at process.onexit (C:\workspace\node-test-binary-windows-js-suites\node\test\common\tmpdir.js:121:5)
    at process.emit (events.js:314:22) {
  errno: -4051,
  syscall: 'rmdir',
  code: 'ENOTEMPTY',
  path: 'C:\\workspace\\node-test-binary-windows-js-suites\\node\\test\\.tmp.355'
}
```

On: https://ci.nodejs.org/computer/test-rackspace-win2008r2_vs2017-x64-4/

Ref: https://ci.nodejs.org/job/node-test-binary-windows-js-suites/50/RUN_SUBSET=1,nodes=win2008r2-COMPILED_BY-vs2017/testReport/junit/(root)/test/parallel_test_module_loading_globalpaths/
Repository: flutter
Issue: Support for interative Drag-Drop Reorderable GridView
Labels: c: new feature,framework,f: scrolling,would be a good package,c: proposal,P3,team-framework,triaged-framework

Hope GridView can support interactive drag drop reorder.
Repository: godot
Issue: FileDialog access scope can be broken with relative path
Labels: bug,confirmed,topic:gui

**Godot version:** v3.1.2.stable.offical & v3.2.beta.custom_build.8eb183aeb

**OS/device including version:** macOS Catalina 10.15.1 / MacBook Pro (Retina, 13-inch, Early 2015)

**Issue description:**

FileDialog has three access scopes: Resource, UserData, and FileSystem. 

It's expected to only affect / select files within the scope. But relative paths are not checked properly. So we can actually

* Create folders that's out of scope
* Select files / folders that's out of scope

**Steps to reproduce:**

As the editor uses FileDialog:

1. Open any project, and create a non-empty scene
2. Click menu: Scene -> Save Scene As
3. The "Save Scene As" dialog appears
    * The root has a root of "res://", and clicking "Up" button has no effect, everything is fine
4. Click "Create Folder" button, Enter the name "../x", and click OK
    * A folder named "x" is created outside your project root
    * Fortunately, the main file list view is not switched to that directory
5. In the file name edit box, change the name to "../Scene.tscn", and click Save
    * The scene will be saved outside your project root
    * FileSystem panel adds a "Scene.tscn" entry under the "res://" node. Clicking on that entry produces error.
        ```
        Switch Scene Tab
         scene/resources/resource_format_text.cpp:1292 - Method/Function Failed.
        Switch Scene Tab
         Cannot open file 'res://Scene.tscn'.
         Failed loading resource: res://Scene.tscn.
         Cannot navigate to 'res://Scene.tscn' as it has not been found in the file system!
        ```

(The scene got added as a "res://" child thing may be a separate issue.)
Repository: flutter
Issue: video_player on 4K Amazon Fire TV stick shows small video on green background
Labels: e: device-specific,platform-android,engine,p: video_player,package,dependency: android,P2,team-android,triaged-android

# Steps to Reproduce

Create a video player using the video_player plugin and play it on a 4K Amazon Fire TV stick.

No matter what widget you use to contain the video, the final video will play at a smaller size than the containing widget and the rest of the widget will be filled with green.

The `flt_video_player` plugin does not share this behavior.
Repository: godot
Issue: GraphEdit set_selected does not trigger node_selected signal
Labels: discussion,topic:core

**Godot version:**
3.2 beta 2 mono
**OS/device including version:**
ArcoLinux
**Issue description:**
Using set_selected on GraphEdit or setting `selected = true` on a GraphNode will not trigger the node_selected signal; only by clicking on the graph node will the signal fire.  Ideally the signal will fire when the GraphNode is selected, whatever method is used, rather than only when the mouse clicks on it.

[GraphEditSignal.zip](https://github.com/godotengine/godot/files/3935978/GraphEditSignal.zip)
Repository: terminal
Issue: Option to not clear selection on copy
Labels: Help Wanted,Area-TerminalControl,Product-Terminal,Issue-Task,Priority-2,good first issue

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# Description of the new feature/enhancement
Currently when you copy text it clears your selection. While this is current behavior for some terminals, this is different than standard Windows behavior. Most Windows programs simply leave the text selected and require some other action to deselect the text. This is particularly bad if you have remapped Copy to Ctrl-C, then accidentally hitting it twice can result in killing your running process accidentally. Additionally, I frequently will copy text, then need to come back to it later to recopy, but due to this issue I have to re-select the text frequently. 

I just want copy/paste to work the same here that it does in every other program. 
<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->


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Repository: flutter
Issue: Bringing Fluent Design to Flutter for additional Mobile design options and Desktop nativity
Labels: c: new feature,framework,platform-windows,c: proposal,a: desktop,P3,team-windows,triaged-windows

We already have Material and Cupertino for Flutter, having redmond too can be a value addition while we get ready for Desktop.

I would love to start writing up the code but I just wanted to make sure if someone is already doing it. Even better, if someone on the Flutter team is doing it.

Is it even good or do we have the need to have Fluent design? For the most part, it's a wrap around Material Design.

I'm open to further discussions on this.
Repository: go
Issue: cmd/go: document the meaning of solitary "command-line-arguments"
Labels: Documentation,help wanted,NeedsFix

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
$ go version

</pre>

### Does this issue reproduce with the latest release?



### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE="on"
GOARCH="amd64"
GOBIN="/home/user/bin"
GOCACHE="/home/user/.cache/go-build"
GOENV="/home/user/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/user"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/home/user/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/home/user/go/pkg/tool/linux_amd64"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
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-build773661967=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

```
~ $ go list -m
command-line-arguments
```
and look for "command-line-arguments" in documentation and the source tree.

### What did you expect to see?

An explanation of the significance of the output.

### What did you see instead?

Crickets (though also some bread crumbs in the source and commit messages).

It would be nice if the meaning were properly documented.
Repository: neovim
Issue: LSP: hook into all traffic
Labels: enhancement,lsp

requested in https://github.com/neovim/nvim-lsp/issues/45 :

> implement a catch-all callback for any server notifications

Something like `lsp.on_response(handled)` which is `nil` by default, otherwise all server => client responses pass through it, and `handled=true` if there is a handler for it already.
Repository: TypeScript
Issue: Intellisense breaks when typing a function
Labels: Bug,Domain: JSDoc,Domain: Quick Info

**TypeScript Version:**  3.8.0-dev.20191207

Module.ts file:

    /**
     *  My awesome function description
     */
    export let myFunc = () => {
        // do something...
        return;
    }

In index.ts:

    import { myFunc } from "./module.ts";
    myFunc();

Hovering over "myFunc" gives proper Intellisense, including the description given in the function declaration ("My awesome function description"):
[link to screenshot: Intellisense showing function description][1]

However, if, in module.ts, I declare a type in the module and apply it to the function declaration like:

    declare global {
        /**  MyFunc Type Def */
        type myFuncType = () => void;
    }
    
    /**
     *  My awesome function description
     */
    export let myFunc:myFuncType = () => {
        // do something...
        return;
    }
then now Intellisense does not show the function description anymore in index.ts:
[link to screenshot: Intellisense not showing function description][2]

In the defining file, module.ts, Intellisense works in both cases.

  [1]: https://i.stack.imgur.com/G5AE0.png
  [2]: https://i.stack.imgur.com/IuXCI.png
Repository: react-native
Issue: Using `toUpperCase` or `textTransform: 'uppercase'` breaks on an Android controlled TextInput
Labels: Component: TextInput,Platform: Android,Bug,Never gets stale

React Native version: 0.61.4 and lower

Trying to force capitalization of characters inside a TextInput is broken on Android.

- `autoCapitalize="characters"` doesn't seem to do anything
- Using `toUpperCase` in the onChangeText hook causes duplication of letters
- Using `textTransform: 'uppercase'` in styles block causes the same duplication of letters
- Using `textTransform: 'uppercase'` in a non-controlled TextInput does nothing

## Steps To Reproduce

1. Create a controlled TextInput and either use onTextChanged to modify the text to uppercase or use text transform in the styles block
2. Type multiple lowercase characters into the text box

Describe what you expected to happen:
Characters should be capitalized

What actually happens:
Characters are capitalized and duplicated

Snack, code example, screenshot, or link to a repository:
https://snack.expo.io/@nmi09/rn-android-capitalize-input-bug

![ezgif com-video-to-gif](https://user-images.githubusercontent.com/9058133/70392933-c2356480-19dc-11ea-803e-7c577f6807b1.gif)
Repository: vue
Issue: v-once on template not working inside a v-for in two cases
Labels: bug,has workaround

### Version
2.6.10

### Reproduction link
[https://codepen.io/xiangyuecn/pen/eYmmPNP](https://codepen.io/xiangyuecn/pen/eYmmPNP)

moved from https://github.com/vuejs/vue/issues/10892



### Steps to reproduce

The repro adds entries to an array, causing a re render that. The template intentionally displays the elapsed time to see which v-once work and which do not

### What is expected?

All v-once to never render again

### What is actually happening?

Test 3 first template with a `v-once` re renders all the time. **Workaround** is to append an empty `span`: `<template v-once>[{{ getTime() }}] {{ obj.msg }}<span/></template>`
Test 5: the second template with `v-once` still rerenders. **Workaround** is to use a different tag like a span or use the `v-once` on the parent.
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