sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: react-native
Issue: Specify keyboard focus separately from Screen Reader focus
Labels: API: Keyboard,Needs: Triage :mag:,Never gets stale

### Description

On Android keyboard focus and accessibility focus are handled separately at the system level. Often these match, as many accessibility services use the “focusable” property (which informs keyboard focus), to also inform them where to focus. In API 28 however, Android added the setScreenReaderFocusable property to View (https://developer.android.com/reference/android/view/View#setScreenReaderFocusable(boolean)) which allows you to flag a view as being focusable *only* for screen readers, without making that same view focusable by keyboards.

This is useful since screen readers often want to focus on views that are content only, but not actionable (so their users can hear the content), but focusing on these content elements is not useful for keyboard navigation users, who only need to be able to move between interactive elements.

Right now in React Native, the accessible prop maps to focusable on Android, making the element focusable by both screen readers and keyboard users.

There are a few different approaches we could take here.  We could surface a new prop called screenReaderFocusable, that sets focusable to false but screenReaderFocusable to true, we could adjust the accessible prop to *only* set screenReaderFocusable to true, and add a new prop for keyboardFocusable which sets focusable to true, or we could have the accessible prop contextually set either focusable (if the element is interactive by having a click handler) or screenreaderFocusable (if it’s content only).

### Version

0.66

### Output of `npx react-native info`

see description

### Steps to reproduce

see description

### Snack, code example, screenshot, or link to a repository

see description
Repository: PowerToys
Issue: Searching in file explorer utilizing preview and an activator key
Labels: Needs-Triage

### Description of the new feature / enhancement

This will allow users to quickly preview and enter folders and find the appropriate folder without having to click back and forth.

### Scenario when this would be used?

Picture yourself in root folder you must dive deep into a lower-level directory. Instead of clicking and scrolling and clicking to find to must go back up a few higher levels; you can press and hold an activator key and use the scroll wheel to open the folder you are hovering over. You would look at the preview window within File explorer, scroll normally, hover over a folder, and press activator key on keyboard, scrolling down another level. Scrolling up will act as "Back up a level" key and scroll down will act as "enter" while the user is holding the activator key and hovering a folder. 

### Supporting information

This technical portion of this feature is the backbone for improving fluidity within Windows File Systems. UX/UI can be implemented in order show user a sort of timeline of the path taken and as well as a preview of the folders content in the preview window. Users will find that the cognitive cost of searching for files will be reduced since the consequence of enter encapsulated folders can be undone will a scroll.
Repository: flutter
Issue: Allow NetworkImage not to throw HTTP errors
Labels: c: new feature,framework,a: images,c: proposal,P3,team-framework,triaged-framework

## Use case
In a lot of cases (mine being displaying HTML with flutter_html), there is nothing for the developer to do when `NetworkImage` gets an error when downloading the image.
As such, it would be nice to have a way of preventing `NetworkImage._loadAsync` from rethrowing the exception (or a subset of exceptions) so it doesn't clog up monitoring for example.

## Proposal
Allow a parameter of `NetworkImage` to allow/disallow the rethrow at `NetworkImage._loadAsync`. Something like `rethrowConnectionExceptions = true`.
Repository: PowerToys
Issue: Localization "bug" ?
Labels: Issue-Bug,Area-Localization,Needs-Triage,Needs-Team-Response,Loc-Sent To Team,Issue-Translation

### Microsoft PowerToys version

0.62.1

### Running as admin

- [X] Yes

### Area(s) with issue?

Quick Accent

### Steps to reproduce

Currently in Brazillian Portuguese, the "Quick Accent" feature is being translated to "Destaque rápido" but it makes no sense since the word "destaque" in PT-BR means "highlight".

It should be "Acento rápido".

### ✔️ Expected Behavior

It should be "Acento rápido".

### ❌ Actual Behavior

It is "Destaque rápido".

### Other Software

_No response_
Repository: go
Issue: cmd/go/internal/modfetch: TestLatest failures
Labels: NeedsInvestigation

```
#!watchflakes
post <- pkg == "cmd/go/internal/modfetch" && test == "TestLatest"
```

Bug automatically created to collect these failures.

Example [log](https://build.golang.org/log/7a246d4b947b698d271fdede40579f8dd383d740):

    --- FAIL: TestLatest (0.00s)
        --- FAIL: TestLatest/parallel (0.00s)
            --- FAIL: TestLatest/parallel/swtch.com_testmod (0.00s)
                coderepo_test.go:905: Latest(): unrecognized import path "swtch.com/testmod": https fetch: Get "https://swtch.com/testmod?go-get=1": read tcp 10.128.3.108:55424->216.239.36.21:443: wsarecv: An existing connection was forcibly closed by the remote host.
    

— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: rust
Issue: Tracking Issue for `ptr::Alignment` type
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(ptr_alignment_type)]`

This is a tracking issue for [the `ptr::Alignment` type, and related methods](https://doc.rust-lang.org/nightly/std/ptr/struct.Alignment.html), to represent values that are valid alignments in the rust abstract machine.

### Public API

<!--
For most library features, it'd be useful to include a summarized version of the public API.
(E.g. just the public function signatures without their doc comments or implementation.)
-->

```rust
// core::ptr

#[derive(Copy, Clone, Eq, PartialEq)]
pub struct Alignment(…);

impl Debug for Alignment;
impl Ord for Alignment;
impl PartialOrd for Alignment;
impl Hash for Alignment;

impl Alignment {
    pub const MIN: Self;
    pub const fn of<T>() -> Self;
    pub const fn new(align: usize) -> Option<Self>;
    pub const unsafe fn new_unchecked(align: usize) -> Self;
    pub const fn as_usize(self) -> usize;
    pub const fn as_nonzero(self) -> NonZeroUsize;
    pub const fn log2(self) -> u32;
}

impl TryFrom<NonZeroUsize> for Alignment;
impl TryFrom<usize> for Alignment;
impl From<Alignment> for NonZeroUsize;
impl From<Alignment> for usize;
```

### Steps / History

<!--
For larger features, more steps might be involved.
If the feature is changed later, please add those PRs here as well.
-->

- [x] ACP https://github.com/rust-lang/libs-team/issues/108
- [x] Implementation: https://github.com/rust-lang/rust/pull/102072
- [x] https://github.com/rust-lang/rust/pull/102862 
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

<!--
Once the feature has gone through a few release cycles and there are no
unresolved questions left, the feature might be ready for stabilization.

If this feature didn't go through the RFC process, a final comment period
(FCP) is always needed before stabilization. This works as follows:

A library API team member can kick off the stabilization process, at which point
the rfcbot will ask all the team members to verify they agree with
stabilization. Once enough members agree and there are no concerns, the final
comment period begins: this issue will be marked as such and will be listed
in the next This Week in Rust newsletter. If no blocking concerns are raised in
that period of 10 days, a stabilzation PR can be opened by anyone.
-->

### Unresolved Questions

<!--
Include any open questions that need to be answered before the feature can be
stabilised. If multiple (unrelated) big questions come up, it can be a good idea
to open a separate issue for each, to make it easier to keep track of the
discussions.

It's useful to link any relevant discussions and conclusions (whether on GitHub,
Zulip, or the internals forum) here.
-->

- [ ] Is the `mask` method (from #115249) correct?  Should it be `!(a - 1)` or `a - 1`?  Should it have a different name to distinguish it more from `<*const _>::mask`?

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: vscode
Issue: A misalignment of a few menu's shortcut keys (macOS)
Labels: feature-request,upstream,macos,electron,workbench-os-integration

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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
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- VS Code Version: 1.71.2
- OS Version: macOS Monterey 12.6 (arm64)

Steps to Reproduce:

I just took a look at the various menus, and I see that sometimes the keyboard shortcut is near the menu command, enclosed in brackets, instead of being aligned on the righthand side of the menu.

Here are a few examples:

<img width="329" alt="image" src="https://user-images.githubusercontent.com/5336731/191357579-adcf0fda-cf8a-4688-a6c7-af2ce481bdd0.png">
"Close folder"


<img width="511" alt="image" src="https://user-images.githubusercontent.com/5336731/191357160-905c2639-f9c7-4ac0-aee6-d2f69904c26d.png">
"Last edit location", and "Group left/right/etc" in the sub-menu


<img width="359" alt="image" src="https://user-images.githubusercontent.com/5336731/191357764-669079b9-3fea-4b42-9f07-6c1e8ab2d640.png">
"Settings", "Keyboard shortcuts" and "Color theme"

<img width="330" alt="image" src="https://user-images.githubusercontent.com/5336731/191358521-232286ce-c51a-4549-ac9a-f8d3860ac210.png">
Finally, somewhere in the contest menus as well, as in "New terminal".
 
I tried a brand new Insider release with no extension (I just download and run it) and the situation is the same. On the web instead it seems all right, at least on https://insiders.vscode.dev

Thank you
Repository: pytorch
Issue: Inconsistency between geometric distributions
Labels: module: distributions,module: molly-guard,triaged

### 🐛 Describe the bug

`torch.distributions.Geometric` and `torch.Tensor.geometric_` are inconsistent in whether they start from 0 or 1. The former will most commonly return 0 when sampled from, in effect giving you the number of failures before your first success when running repeated Bernoulli trials. The latter tells you on which Bernoulli trial you got your first success. So the latter is the former plus 1. This could be cause for confusion when working with geometric distributions, but changing it would obviously be a breaking change.

```python
In [119]: import torch

In [120]: d = torch.distributions.Geometric(0.3)

In [121]: d.sample()
Out[121]: tensor(0.)

In [122]: [d.sample().item() for _ in range(10)] # starts at 0
Out[122]: [1.0, 3.0, 2.0, 0.0, 1.0, 0.0, 5.0, 8.0, 1.0, 2.0]

In [125]: torch.zeros(10).geometric_(0.9) # starts at 1, will never give 0
Out[125]: tensor([1., 1., 1., 1., 1., 1., 1., 2., 1., 1.])
```

### Versions

```
Collecting environment information...
PyTorch version: 1.13.0.dev20220813
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 12.5 (arm64)
GCC version: Could not collect
Clang version: 13.1.6 (clang-1316.0.21.2.5)
CMake version: Could not collect
Libc version: N/A

Python version: 3.8.9 (default, Apr 13 2022, 08:48:06)  [Clang 13.1.6 (clang-1316.0.21.2.5)] (64-bit runtime)
Python platform: macOS-12.5-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] numpy==1.23.1
[pip3] torch==1.13.0.dev20220813
[pip3] torch-tb-profiler==0.4.0
[pip3] torchaudio==0.13.0.dev20220813
[pip3] torchinfo==1.7.0
[pip3] torchvision==0.14.0.dev20220813
[conda] Could not collect
```

cc @fritzo @neerajprad @alicanb @nikitaved
Repository: flutter
Issue: [Impeller] Need a public Skia API to look up whether a font+glyph is a bitmap or COLR font
Labels: engine,dependency: skia,P3,e: impeller,team-engine,triaged-engine

Current approach is:

```
SkStrikeSpec strikeSpec = SkStrikeSpec::MakeWithNoDevice(run.font());
SkBulkGlyphMetricsAndPaths paths{strikeSpec};
auto is_color = paths.glyph(glyphs[i])->isColor();
```

Which requires private includes. While we can construct our own Glyph instance using the glyph_ids we get from SkParagraph, these don't have any of the color/bitmap fields populated.
Repository: flutter
Issue: Synchronous support for path_provider plugin
Labels: c: new feature,p: path_provider,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

## Use case

A constructor of a class of that I wrote needs data from the ApplicationDocuments directory. 
Since the path_provider plugin only supports asynchronous operation, and async functions can not be awaited in a constructor,
I need to create an asynchronous factory for my class.
But that class is also created from a constructor so that also has to change in a async factory. 
I do not like these consequences for my application and hope that the path_provider can provide the paths in a synchronous way.

## Proposal

Add synchronous functions to path_provider so it does not force me to make large parts of my application asynchronous.
Repository: flutter
Issue: [Impeller] The compiler must be able to format and lint shader code.
Labels: engine,P3,e: impeller,team-engine,triaged-engine
Repository: godot
Issue: Modifying collider of an alternate tile does not mark the TileSet as changed
Labels: bug,topic:editor,topic:2d

### Godot version

4.0 c44e1c4

### System information

Windows 10 x64

### Issue description

When you add collision to alternate tile:
![godot_6Ufu2xUMmo](https://user-images.githubusercontent.com/2223172/191378804-e80d42e0-ee31-4ddb-924b-7ebc78b44e69.gif)
It does not make the TileSet "changed". It means that the TileSet will not be saved when you save the project. The TileSet must be external resource for this to happen.

### Steps to reproduce

1. Add TileMap
2. Add TileSet with physics layer (be sure to save it as file)
3. Create tiles
4. Create alternate tile
5. Save
6. Add a collider to the alternate tile
7. Draw something using the alternate tile and start the project
8. The collider is not there

### Minimal reproduction project

_No response_
Repository: godot
Issue: Partial ragdoll simulation not working correctly
Labels: bug,topic:physics,needs testing,topic:animation,topic:3d

### Godot version

4.0 beta

### System information

Windows 10

### Issue description

As far as I can tell, specifying bones to ragdoll using physical_bones_start_simulation([&'Physical Bone']) does not work, even when physical_bones_start_simulation() works fine.

### Steps to reproduce

1. Import a mesh and armature
2. Generate physical bones
3. Call physical_bones_start_simulation() to confirm that ragdoll works at all
4. Call physical_bones_start_simulation([insert your physical bone stringnames here]) for a subset of the physical bones and see that nothing happens.

### Minimal reproduction project

[partial_physical_bones.zip](https://github.com/godotengine/godot/files/9611738/partial_physical_bones.zip)
Repository: rust
Issue: Fuchsia ErrorKind not translated from Zircon error value
Labels: C-bug,O-fuchsia,T-libs

Relevant compiler test: https://github.com/rust-lang/rust/blob/master/src/test/ui/process/process-spawn-nonexistent.rs#L14

```
use std::io::ErrorKind;
use std::process::Command;

fn main() {
    let result = Command::new("nonexistent").spawn().unwrap_err().kind();

    assert!(matches!(
        result,
        ErrorKind::NotFound | ErrorKind::PermissionDenied
    ));
}
```

The resulting value for `result` is `-25`, which aligns with the Zircon error `ZX_ERR_NOT_FOUND = -25`. This does not align with expected Rust-friendly return value.

Relevant code section is at https://github.com/rust-lang/rust/blob/4f212f08cf0edb1fe990c8ca30fef09c27606682/library/std/src/sys/unix/process/zircon.rs#L34

cc. @tmandry
Repository: PowerToys
Issue: Restore windows positions when re-connect external monitor
Labels: Needs-Triage

### Description of the new feature / enhancement

When an external screen that has been used before is reconnected, the programs that were snap to some fancy zone position, will return to the same position.

### Scenario when this would be used?

When an external screen that has been used before is reconnected, the programs that were snap to some fancy zone position, will return to the same position.

When I work on my laptop, I mostly use Fancy zones to customize my screens (laptop+external) programs positions, most of the programs are always the same (~75%). But being a work laptop, I occasionally unplug from external screen to work on the go or attend meetings. When I plug the external monitor again, all the programs are crammed up in the laptop screen, it would be AWESOME if all programs that were opened and snapped to a fancy zone before disconnecting, would go back to the same position.

### Supporting information

I can provide more information on the external screens and laptop I use if it will help.
Repository: flutter
Issue: [quick_actions][android] Shortcuts do not show unless the app is exited and reopened. 
Labels: e: device-specific,platform-android,p: quick_actions,package,has reproducible steps,P2,found in release: 3.3,found in release: 3.4,team-android,triaged-android

`quick_actions` works on Android12,but not working on Android11.
which settings can solve the problem?

## Steps to Reproduce

<!-- Please include full steps to reproduce so that we can reproduce the problem. -->

1. Execute `flutter run` on the code sample <!-- (see "Code sample" section below) -->


**Expected results:** <!-- what did you want to see? -->
 App Shortcuts will show when running.

**Actual results:** <!-- what did you see? -->
quick_actions works on Android12,but not working on Android11

<details>
<summary>code sample</summary>

```dart
import 'package:flutter/material.dart';
import 'package:quick_actions/quick_actions.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Quick Actions Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: const MyHomePage(),
    );
  }
}

class MyHomePage extends StatefulWidget {
  const MyHomePage({Key? key}) : super(key: key);

  @override
  State<MyHomePage> createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
  String shortcut = 'no action set';

  @override
  void initState() {
    super.initState();

    const QuickActions quickActions = QuickActions();
    quickActions.initialize((String shortcutType) {
      setState(() {
        if (shortcutType != null) {
          shortcut = shortcutType;
        }
      });
    });

    quickActions.setShortcutItems(<ShortcutItem>[
      // NOTE: This first action icon will only work on iOS.
      // In a real world project keep the same file name for both platforms.
      const ShortcutItem(
        type: 'action_one',
        localizedTitle: 'Action one',
        icon: 'AppIcon',
      ),
      // NOTE: This second action icon will only work on Android.
      // In a real world project keep the same file name for both platforms.
      const ShortcutItem(
          type: 'action_two',
          localizedTitle: 'Action two',
          icon: 'ic_launcher'),
    ]).then((void _) {
      setState(() {
        if (shortcut == 'no action set') {
          shortcut = 'actions ready';
        }
      });
    });
  }

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: Text(shortcut),
      ),
      body: const Center(
        child: Text('On home screen, long press the app icon to '
            'get Action one or Action two options. Tapping on that action should  '
            'set the toolbar title.'),
      ),
    );
  }
}
```



</details>
Repository: puppeteer
Issue: Capture tracing information for all iframes
Labels: feature,confirmed

By default, `page.tracing` only captures the trace logs for the main frame. However, in Chrome's GUI when you capture the trace information, it by default captures it for all frames. 

Is there a way to do the same programmatically? 

The only way I can think of, is as follows:
1. Using `frameattached` event, get access to every frame on the page
2. Access the CDP client using `frame._client` API since it doesn't directly export the `page` object corresponding to each frame. 
3. Using this CDP client turn tracing on for each frame (cdp.send('Tracing.start'))
4. Finally once all the frames are loaded, using the CDP client for each frame, turn tracing off and capture the tracing data. 

Despite the above round about way, each frame will have its own trace file, as opposed to a single trace file containing information for all frames.
Repository: go
Issue: x/build: update ppc64le builders to gcc 9
Labels: Builders,NeedsInvestigation,arch-ppc64x

#54275 happened because the builders are running gcc 8.3 and ran into a bug that is fixed in gcc 9.
@laboger suggests updating the builders to gcc 9.
Filing this to track that. I'm not sure who runs the builders exactly.