sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: encoding/json: Unmarshal & json.(*Decoder).Token report different values for SyntaxError.Offset for the same input
Labels: help wanted,NeedsInvestigation

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.13 freebsd/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/max/.cache/go-build"
GOENV="/home/max/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="freebsd"
GONOPROXY=""
GONOSUMDB=""
GOOS="freebsd"
GOPATH="/home/max/Projet/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/freebsd_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-build707409473=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

https://play.golang.org/p/zkVEGITpYIo

### What did you expect to see?

The same Offset for the two error cases, as it is the same input.

### What did you see instead?

Different Offset.
Repository: flutter
Issue: Use Raw Input api to support >5 mouse clicks and other devices
Labels: framework,platform-windows,a: desktop,P3,team-windows,triaged-windows

We might need this api to support joysticks, game controller and distinguish between different devices of the same kind (e.g. two mice connected)
Repository: flutter
Issue: TextField/TextFormField labelText and hintText should be right-aligned with TextDirection.rtl
Labels: a: text input,c: new feature,framework,f: material design,a: internationalization,P2,team-text-input,triaged-text-input

There is forgotten attribute **write** for the `labelText of(TextFormField or TextField)` from right to left.
I tried with `textAlign`, `textDirection`. Although, it works with `hintText` and the user input, it doesn't work with the `labelText`.


![Screenshot](https://user-images.githubusercontent.com/15935347/65644781-86058100-dff5-11e9-82f0-60321192c474.png)
[textfield.txt](https://github.com/flutter/flutter/files/3655101/textfield.txt)



```dart
TextFormField(
        textAlign: Language.lang  == 'NotArabic'  ?TextAlign.left:TextAlign.right,
        validator: (value) {
          return Validators().validateEmail(value);
        },
        controller: _emailController,
        decoration: new InputDecoration(
            hintStyle: new TextStyle(color: Colors.grey[500],),
            labelStyle: new TextStyle(color: Colors.grey[900],),
            hintText: 'hint Email',
            labelText: 'label Email',
            fillColor: Colors.white70),
        textDirection:
            Language.lang == 'NotArabic' ? TextDirection.ltr : TextDirection.rtl,
      ) 
```
Repository: PowerToys
Issue: Bring back the floating toolbars in taskbar
Labels: Idea-New PowerToy,Product-Tweak UI Design

# Summary of the new feature/enhancement
A long time ago and until Windows 7, people could create **toolbars** on the taskbar and then **drag them off the taskbar**, either leaving them floating on the desktop or **attaching them on a different desktop edge** – like the top, left or right. Those toolbars _**could even be set to auto-hide**_ so they wouldn't waste space.
Users could have specific toolbars for **shortcuts**, for showing the **drives** (my personal favourite) in "My Computer" or the contents of any other directory. That was a really powerful and very useful feature.

I remember it got _deprecated_ on Windows Vista, but if memory serves there was a little "trick" you could do to have it work. By Windows 7, it was gone.
Please bring it back!
<!-- 
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).
-->

# Proposed technical implementation details (optional)
I don't have a proposal, but I'm sure the code allowing the toolbars to be detached from the taskbar and re-attached to other monitor edges is still in there, somewhere.
<!-- 
A clear and concise description of what you want to happen.
-->
Repository: flutter
Issue: ReorderableListView requires child keys to be identical across builds
Labels: framework,f: material design,P2,team-design,triaged-design

Internally ReorderableListView creates a GlobalObjectKey per child, where that key's value is the child's key.

GlobalObjectKey uses the identical compare function to determine equality. This means that if child keys are regenerated on each build pass, the ReorderableListView subtree will rebuild, even if the keys compare equal to the previous pass.
Repository: rust
Issue: Tracking issue for RFC 2523, `#[cfg(version(..))]`
Labels: B-RFC-approved,T-lang,C-tracking-issue,S-blocked,F-cfg_version

This is a tracking issue for `#[cfg(version(..))]` (rust-lang/rfcs#2523).

**Steps:**

- [x] Implement the RFC (cc @rust-lang/compiler -- can anyone write up mentoring instructions?)
- [ ] Adjust documentation ([see instructions on rustc-guide][doc-guide])
- [ ] Stabilization PR ([see instructions on rustc-guide][stabilization-guide])

[stabilization-guide]: https://rust-lang.github.io/rustc-guide/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rust-lang.github.io/rustc-guide/stabilization_guide.html#documentation-prs

**Unresolved questions:**

- [x] What is `cfg(version(...))` relative to in terms of nightly compilers?

   We could check against what `rustc --version` says, e.g. nightly being `1.40.0`, beta being `1.39.0`, and stable being `1.38.0`. We could also have `cfg(version(...))` at most be relative to the beta compiler. See the RFC for a longer discussion.
  - Resolved in https://github.com/rust-lang/rust/issues/64796#issuecomment-625474439

- [ ] Should we also support `version = "..."` so that crates having a MSRV below when `version(...)` was stabilized can use the flag?
- [ ] Dependency updates cause language changes (https://github.com/rust-lang/rust/issues/79010)
Repository: rust
Issue:  Tracking issue for RFC 2523, `#[cfg(accessible(::path::to::thing))]`
Labels: B-RFC-approved,T-lang,C-tracking-issue,F-cfg_accessible,S-tracking-ready-to-stabilize,S-tracking-impl-incomplete

This is a tracking issue for `#[cfg(accessible(::path::to::thing))]` (rust-lang/rfcs#2523).

## Steps

- [ ] Implement the RFC: partially done in https://github.com/rust-lang/rust/pull/69870
- [ ] Adjust documentation ([see instructions on rustc-guide][doc-guide])
- [ ] Stabilization PR ([see instructions on rustc-guide][stabilization-guide])

[stabilization-guide]: https://rust-lang.github.io/rustc-guide/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rust-lang.github.io/rustc-guide/stabilization_guide.html#documentation-prs

## Status

From [this comment](https://github.com/rust-lang/rust/issues/64797#issuecomment-625803760)

 - the surface of the feature was implemented in #69870 as an attribute `#[cfg_accessible(path)] item`. The attribute can configure or unconfigure the `item` and wait until the predicate "`path` is accessible" becomes determinate.
- the predicate itself is not implemented, it either returns truth if the path is certainly available, or indeterminacy if we need to try again later, or reports an error otherwise. So the attribute is not usable in practice yet.
- desugaring of `#[cfg(accessible)]` into `#[cfg_accessible]` is not implemented, we need to consider doing or not doing it only when everything else is implemented.

## Unresolved questions:

None so far.
Repository: flutter
Issue: ChangeNotifier.notifyListeners does not block execution if one listener fails
Labels: c: new feature,framework,d: api docs,c: proposal,P2,team-framework,triaged-framework

Consider the following code:

```dart
void main() {
  final notifier = ValueNotifier(0);
  notifier.addListeners(() {
    throw Error();
  });

  notifier.notifyListeners();
  print('reached');
}
```

Then the `print('reached')` is executed even although the previous line throws an exception.
This is usually unexpected, and unless one closely follows the console logs, it can be missed

Here's an example of a developer being surprised by this behavior: https://github.com/rrousselGit/provider/issues/228#issuecomment-535414020

To solve this, the idea would be to make `notifyListeners` throw if _at least one listener_ threw an exception.
Repository: godot
Issue: glTF importer ignores "-colonly" import hint on Blender empty objects
Labels: bug,confirmed,topic:import,topic:3d

**Godot version:**

Both 3.1.1 and 202440a

**OS/device including version:**

Ubuntu 19.10

**Issue description:**

Documentation on [import hints](https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#import-hints) states that:

> Option “-colonly” can also be used with Blender’s empty objects. On import, it will create a StaticBody with a collision node as a child.

However, when importing a glTF file with such an empty into Godot, it just turns into a _Spatial_ node as such:

![image](https://user-images.githubusercontent.com/1949583/65683629-0364dc00-e05e-11e9-81d4-e6b5983cadd1.png)

A Collada file exported from the same Blender scene shows the expected behavior:

![image](https://user-images.githubusercontent.com/1949583/65683524-b08b2480-e05d-11e9-8b36-6de08a9a8dd2.png)

where `Cube3-TestColonly` is a _StaticBody_ and `BoxShape` is a _CollisionShape_

**Steps to reproduce:**

* Import a glTF file exported from a Blender scene that includes an empty having `-colonly` appended to its name

* Observe that the empty has turned into a _Spatial_ node insteal of a _StaticBody_

**Minimal reproduction project:**

[glTF import test.zip](https://github.com/godotengine/godot/files/3657466/glTF.import.test.zip)

The project directory also includes the Blender (2.80) file used to export the glb and dae (with _Better Collada exporter_) files.

The node of interest is `Cube3-TestColonly`, other ones are here to showcase other kind of import hints.
Repository: TypeScript
Issue: TS3.6 regression: Map constructor overloads
Labels: Needs Investigation

**TypeScript Version:** 3.7.0-dev.20190917                                                                                                                                                   

**Search Terms:** Map constructor overload array concatenation

**Code**

```ts
const M1 = new Map([
  ['k', {a: 1, b: 'asd'}],
  ['k', {a: 2, b: 'asd'}],
]);

const M2 = new Map([
  ...M1,
  ['k', {a: 1}],
]);
```

**Expected behavior:**

Success, constructs a `const M2: Map<string, {a: number;}>`.

**Actual behavior:**

```
input.ts(6,20): error TS2769: No overload matches this call.
  The last overload gave the following error.
    Argument of type '([string, { a: number; b: string; }] | [string, { a: number; }])[]' is not assignable to parameter of type 'readonly (readonly [string, { a: number; b: string; }])[]'.
      Type '[string, { a: number; b: string; }] | [string, { a: number; }]' is not assignable to type 'readonly [string, { a: number; b: string; }]'.
        Type '[string, { a: number; }]' is not assignable to type 'readonly [string, { a: number; b: string; }]'.
          Types of property '1' are incompatible.
            Property 'b' is missing in type '{ a: number; }' but required in type '{ a: number; b: string; }'.
```

**Playground Link:**
https://www.typescriptlang.org/play/#code/MYewdgzgLgBAsgRhgXhmApgd3gQwA4AUA2gFAwxEDkA1pQDQwDeOAXDAgwEZuU4QAmlAL4BdOmQo16TVjABMXHn0GjxIgJQBuEiVCRYcOSjRZchUuQB01xOPJVaDZmwSqSGkkA

**Related Issues:**

None found.
Repository: pytorch
Issue: Statically checked tensor shapes
Labels: module: internals,feature,triaged

## 🚀 Feature
(Long term request, mostly to gather feedback on our current experiment)
We would like to extend the `Tensor` class with the description of its dimensions shape and values, to enable static checking of tensor  operations w.r.t. to shapes (e.g. detecting an illegal call to `Tensor.mm` statically rather than with a runtime exception). The new syntax would look  like `Tensor[int32, dim0, dim1, dim2]`

## Motivation
At the moment, PyTorch is more or less untyped: everything is a `Tensor` and there is no information whatsoever on the dimensions of these tensors. By being more descriptive, we could statically check (aka at compile time, rather  than at runtime) that tensor operations are executed on arguments with the right shape. For example, we could catch this kind  of errors during type checking that:
```
T0 : Tensor[int32, D3, D4] = ...
T1 : Tensor[int32, D5,  D5] = ...
T2 = Tensor.mm(T0, T1) # mismatch: D4 != D5
```
This could save  lots of computer time (less runtime errors) along with debugging time.

## Pitch

Recently [Pyre](https://github.com/facebook/pyre-check) added an experimental support for variadic type variable which allows to describe the shape of tensors.
It allowed me to write some initial stubs for PyTorch where the tensor type has a documented shape. This shape can be check statically by Pyre to prevent most mis-usage of PyTorch operators.

As an example, I took [this script](https://github.com/pytorch/examples/blob/29c2ed8ca6dc36fc78a3e74a5908615619987863/regression/main.py#L43) and translated it into this [typed version](https://github.com/facebook/pyre-check/blob/master/examples/pytorch/sources/linear_regression.py). The main stubs are located [here](https://github.com/facebook/pyre-check/blob/master/examples/pytorch/stubs/_torch/__init__.pyi).

We already got some very positive feedback for the Python types community last Friday during Facebook MPK's Python meetup. So now I'm asking the PyTorch community :D

Known limitations: this is an early draft of the project, so we can't type everything at the moment. For example we only support simple broadcasting (like `Tensor.__add__` when the rhs is scalar. Nothing for `Tensor.matmul` yet). Also there are some functions that just can't be statically check (like `Tensor.cat`) and which require manual annotation.

## Alternatives

Current known  alternative are all runtime check (like the Named Tensor proposal) which address the same problem, but still at runtime, which could be less  efficient when programs run for several hours/days.


## Additional context
I don't expect PyTorch to migrate to this solution  right now, I'm gathering feedback on the experiment to see where to go next. Our next stop is  to support broadcasting, and I would gladly have some direction on which killer feature we should try to support next.
Repository: youtube-dl
Issue: New Pokémon TV Player Support
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 2019.09.12.1. 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 **2019.09.12.1**
- [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://watch.pokemon.com/en-gb/player.html?id=1b0e462fc0184fbfb8d239956c0e0e4f
- Single video: https://watch.pokemon.com/de-de/player.html?id=b85ebd49197e49259c4f01780b0585f7


## Description

<!--
Provide any additional information.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
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Pokémon TV got updated and is no longer supported by youtube-dl. Would it be possible to add support for the new version of the site?
Repository: puppeteer
Issue: Feature Request: Composition Events (Keyboard API)
Labels: feature,confirmed

We're using Puppeteer at WordPress, where we've created a custom editor. One thing we keep running into is bugs around input composition. Every now and then things break, and we're not able to create tests for it with Puppeteer. It would be great if Puppeteer provided an additional `keyboard` API to simulate composing characters with the keyboard.

https://w3c.github.io/uievents/#events-composition-types

In other words, this will not produce `è` in Puppeteer:

```js
await page.keyboard.down( 'Alt' );
await page.keyboard.type( '`' );
await page.keyboard.up( 'Alt' );
await page.keyboard.type( 'e' );
```

Thanks for the consideration!
Repository: flutter
Issue: Failed: ./flutter/tools/gn --android --runtime-mode debug --android-cpu x86
Labels: engine,d: api docs,P2,team-engine,triaged-engine

My Engine branch is  v1.9.1-hotfixes
when i try to gen android_debug_x86 by commend
```
./flutter/tools/gn --android --runtime-mode debug --android-cpu x86
```

falid message is fellows:
```
Generating GN files in: out/android_debug_x86
ERROR Unresolved dependencies.
//flutter/lib/snapshot:generate_snapshot_bin(//build/toolchain/android:clang_x86)
  needs //third_party/dart/runtime/bin:gen_snapshot(//build/toolchain/mac:clang_x86)
//flutter/runtime:dart_snapshot_kernel_dart_snapshot_runtime_fixtures(//build/toolchain/android:clang_x86)
  needs //third_party/dart/runtime/bin:dart(//build/toolchain/mac:clang_x86)
//flutter/shell/platform/embedder:dart_snapshot_kernel_dart_snapshot_fixtures(//build/toolchain/android:clang_x86)
  needs //third_party/dart/runtime/bin:dart(//build/toolchain/mac:clang_x86)
//third_party/dart/runtime/bin:generate_snapshot_bin(//build/toolchain/android:clang_x86)
  needs //third_party/dart/runtime/bin:gen_snapshot(//build/toolchain/mac:clang_x86)
//third_party/dart/utils/kernel-service:frontend_server(//build/toolchain/android:clang_x86)
  needs //third_party/dart/runtime/bin:dart(//build/toolchain/mac:clang_x86)
//third_party/dart/utils/kernel-service:frontend_server(//build/toolchain/android:clang_x86)
  needs //third_party/dart/runtime/vm:kernel_platform_files(//build/toolchain/mac:clang_x86)
//third_party/dart/utils/kernel-service:kernel-service_snapshot(//build/toolchain/android:clang_x86)
  needs //third_party/dart/runtime/bin:dart(//build/toolchain/mac:clang_x86)
//third_party/dart/utils/kernel-service:kernel_service_bytecode_dill(//build/toolchain/android:clang_x86)
  needs //third_party/dart/runtime/vm:kernel_platform_files(//build/toolchain/mac:clang_x86)
//third_party/dart/utils/kernel-service:kernel_service_dill(//build/toolchain/android:clang_x86)
  needs //third_party/dart/runtime/vm:kernel_platform_files(//build/toolchain/mac:clang_x86)
```

and i find the commit id "609dd1c93d4e339472fc75d25db80b66ccea2355", which Remove support for the i386 variant of the Mac toolchain. (#300) 

why?
Repository: godot
Issue: Listener doesn't output sound if there's no Camera on the scene
Labels: bug,discussion,confirmed,topic:audio

Hit this when trying to use `AudioStreamPlayer3D` in a 2-D world to get its advanced panning/rotation support. Essentially I'm syncing the X and Z coordinates of `AudioStreamPlayer3D` nodes with the X and Y coordinates of a `Node2D` parent, as well as their rotations. This seems to work OK for sound sources, but it failed for `Listener` and took days plus help to debug.

Essentially, I can't have a `Listener` as a child of a `Node2D` (or even a `Spatial`) and get audio. Instead, I have to:

 * Create a separate `Viewport`.
 * Create a `Camera` as a child of the viewport. I don't want 3-D rendering, so I hope this prevents any visible rendering.
 * Create a `Listener` as a child of that camera.
 * Enable the 3-D listener property on the parent Viewport.

Once I've done that, I can sync `AudioStreamPlayer3D` nodes with a `Node2D` parent. I can also sync the `Listener` with another `Node2D`, but I can't use the parent-child relationship. I have to tag it.

I looked through the listener source, and don't immediately see where it would fail if there isn't a `Camera` in its ancestry.

[Here](https://github.com/ndarilek/godot-audio-failure) is a fairly minimal reproduction of what I tried and failed. The reproduction uses a `Spatial` as the `Listener` parent, but it'd also be nice if I could use a `Node2D`. I figured a `Spatial` parent would be the least likely to fail though, but it did.

Using a custom built Godot 3.1.1.

Thanks.
Repository: vscode
Issue: [api] Allow extensions to determine if a position is within a fold
Labels: feature-request,api,VIM

This has been the most demanded feature of VSCodeVim: [VSCodeVim/Vim#1004](https://github.com/VSCodeVim/Vim/issues/1004) for over 3 years.

The main problem with Folds and Vim is that some motions will skip right over folded areas (like moving up/down). We need to know if we are in a folded area so we can iterate these motions until we are out of the fold.

An API like ``vscode.window.activeTextEditor.getAllFoldedRegions(): vscode.Range[]`` would be ideal.

An API like ``vscode.window.activeTextEditor.isPositionInFold(position: vscode.Position): boolean`` would also be great.

* * *

This is technically a duplicate for [22276](https://github.com/microsoft/vscode/issues/22276), but that was closed because the roadmap at the time couldn't include this ticket.

Maybe it's time to revisit this? It has been blocking the most demanded feature of one of the most popular plugins out there, for 3+ years.