sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Clicking reset button on a PackedScene reference corrupts the other scene.
Labels: bug,topic:core,topic:editor

### Godot version

3.x through 4.0.dev 0ce98d3

### System information

Windows 10, GLES3 / Vulkan

### Issue description

Attempting to clear a PackedScene reference in the inspector with the reset button will cause that .tscn to be completely erased and corrupted.

Here is the button that I clicked by mistake. The scene I had selected here is "deleteme.tscn"
![godot_before_delete](https://user-images.githubusercontent.com/39946030/138169704-b7cef27c-8ca8-45ec-8b89-4a51b0c6d3e6.png)

Now, deleteme.tscn is completely corrupt and can't be opened.

![godot_after_delete](https://user-images.githubusercontent.com/39946030/138169636-170b7872-e372-45dd-af7b-b220739f53db.png)


### Steps to reproduce

1. Make a new scene "deleteme" and save it. Then, close this scene.
3. Make another new scene.
2. Add a new script:
```
extends Node3D
@export var packed_scene: PackedScene
```
in 3.x you use the old syntax with no `@` sign.
4. In the script property for packed_scene, select Load and choose "deleteme.tscn" in the file picker.
5. Now, expand the packed scene and attempt to click the reset button.
6. Press ctrl-s to save (Not sure if this is required). 
7. Nothing appears to change, but now "deleteme.tscn" is corrupt.

### Minimal reproduction project

Easier to start from scratch since my scene got corrupted.
Repository: PowerToys
Issue: [FZ] dynamic resizing for canvas layouts
Labels: Idea-Enhancement,Product-FancyZones

### Description of the new feature / enhancement

I'm running a 2x2 monitor setup.  Three of the monitors have a pixel width of 1920, and one has a pixel width of 2560.  One of the 1920s holds my task bar (Which is docked to the RIGHT of the screen), so, it's desktop width is roughly 1700 pixels, lets call it.

There's two things that I've run across with this setup.

If I RDP into this machine, for whatever reason, my task bar ends up going onto my primary monitor (Where games and such launch by default, usually) when I log back into it normally.  I get it, I know why, I'm fine with that.  The problem is when I move the task bar back to that 1700 monitor, that task bar goes to its minimum size and I need to manually resize it.  I'm, again, fine with it.  Windows doesn't remember the size of the bar between monitors.  Ok.

However, with my resizing, I've noticed that the FancyZone layout can either be bigger or smaller.  It doesn't dynamically resize according to what desktop space is available.  Looking at the XML, it appears to be pixel dimension in size.  I know the WMI can capture a desktop resize event, so having the code just resize based on the percentage of the zones size would be advantageous.

The other thing I've noticed is that I've created a canvas that was designed on one of my 1920 monitors.  If I take that 1920 layout and put it on my 2560, it's not scaled out properly.


### Scenario when this would be used?

When dealing with multiple monitors of different desktop sizes, having multiple layouts that "look" the same is cumbersome at best.  Allowing for each layout to be created and defined PERCENTAGE wise based on the desktop (not screen) real estate would allow for a single profile of whatever configuration to be used across all available monitors.  One place to edit, all monitors follow suit.


### Supporting information

_No response_
Repository: svelte
Issue: Transition:draw shows weird behaviour when vector-effect: non-scaling-stroke is applied.
Labels: runtime,transition/animation

### Describe the bug

When applying `vector-effect: non-scaling-stroke` to a svg path, svelte's `transition:draw` shows weird behaviour. Instead of starting the animation from the beggining, it splits it into multiple parts, animating each part separately.

I noticed this behaviour while testing animating Rich Harris Pancake library, since it applies `non-scaling-stroke` on the charts. (https://github.com/Rich-Harris/pancake)

### Reproduction

Line in blue doesn't have any vector effect (`vector-effect: none`).
Line in red has `vector-effect: non-scaling-stroke` applied to it.

https://svelte.dev/repl/177e5996f77e4870b1579bc91ecc53b3?version=3.44.0

### Logs

_No response_

### System Info

```shell
System:
    OS: Windows 10 10.0.19043
    CPU: (12) x64 AMD Ryzen 5 3600 6-Core Processor
    Memory: 5.28 GB / 15.95 GB
  Binaries:
    Node: 14.8.0 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.4 - C:\Program Files (x86)\Yarn\bin\yarn.CMD
    npm: 6.14.7 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: 94.0.4606.81
    Edge: Spartan (44.19041.1266.0), Chromium (94.0.992.50)
    Internet Explorer: 11.0.19041.1202
  npmPackages:
    rollup: ^2.47.0 => 2.58.0
    svelte: ^3.38.2 => 3.44.0
```


### Severity

annoyance
Repository: rust
Issue: Error patterns in UI tests do not allow normalized placeholders
Labels: A-testsuite,C-bug

For example, consider this test code:

https://github.com/rust-lang/rust/blob/efd0483949496b067cd5f7569d1b28cd3d5d3c72/src/test/ui/symbol-names/const-generics-str-demangling.rs#L38-L42

After normalization of this to read

```rust
 #[rustc_symbol_name] 
 //~^ ERROR symbol-name(_RMs3_CsCRATE_HASH_1cINtB3_3StrKRef09f908af09fa688f09fa686f09f90ae20c2a720f09f90b6f09f9192e29895f09f94a520c2a720f09fa7a1f09f929bf09f929af09f9299f09f929c_E) 
 //~| ERROR demangling(<c[HASH]::Str<"🐊🦈🦆🐮 § 🐶👒☕🔥 § 🧡💛💚💙💜">>) 
 //~| ERROR demangling-alt(<c::Str<"🐊🦈🦆🐮 § 🐶👒☕🔥 § 🧡💛💚💙💜">>) 
 impl Str<"🐊🦈🦆🐮 § 🐶👒☕🔥 § 🧡💛💚💙💜"> {} 
```

 one must truncate the entire annotation, or the test will fail, even if the correct, normalized output is in the `.stderr` file.

See the discussion in https://github.com/rust-lang/rust/pull/89836#discussion_r733079135.
Repository: godot
Issue: GPU-based Particles running slow on macOS due to transform feedback being implemented on the CPU
Labels: platform:macos,topic:rendering,confirmed,documentation,topic:2d,performance,topic:particles

### Godot version

3.3.2 stable, 3.4 RC1

### System information

macOS Big Sur
GLES3

### Issue description

I was working in my main project when I noticed some frame drops when I added more than about 20 Particles2D nodes at the same time. This seemed unreasonably slow, so I made a test scene in a new project that instances 500 basic particle systems with only 1 particle each. On my 2020 M1 Mac Mini this scene runs consistently at a ridiculous 10 FPS. I tested this in 3.3.2 stable as well as 3.4 RC1, same results on both.

For comparison, running this same scene in 3.3.2 on my 2015 MacBook Pro gets a solid 30 FPS, which seems reasonable for an older laptop with integrated graphics. Also, some fellow devs testing the same code on PC and Linux had no issues. So it seems this may be an issue specific to M1 machines.

### Steps to reproduce

run the test project, presumably on an M1 Mac

### Minimal reproduction project

[particle performance test.zip](https://github.com/godotengine/godot/files/7385056/particle.performance.test.zip)
Repository: terminal
Issue: No SUI option to clear "recentCommands"
Labels: Issue-Feature,Product-Terminal,Area-SettingsUI

### Windows Terminal version (or Windows build number)

Windows Terminal Preview Version: 1.12.2922.0

### Other Software

Windows 10 version 10.0.19043.0

### Steps to reproduce

1. open command palette
2. backspace '>' then enter commands
3. close WT
4. open command palette

### Expected Behavior

1. option to delete recent commands

### Actual Behavior

1. no SUI option to clear recent commands
2. the only option is to edit or delete 'state.json'

Sample screenshot:
![wt_command_history](https://user-images.githubusercontent.com/3933920/138190038-8e1c5b09-13cf-4d54-aeb0-abea24768628.png)
Repository: yt-dlp
Issue: [Site Feature] Facebook: Facebook "show" playlists are not recognized
Labels: site-request

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## Description

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Would be nice if Facebook show pages did not say "Unsupported URL"
Example URL: https://www.facebook.com/watch/willsmithsbucketlist/2351047421658357/
They are kinda like youtube playlists

Thanks in advance for consideration.
Repository: flutter
Issue: Eliminate _SILENCE_CXX17_ITERATOR_BASE_CLASS_DEPRECATION_WARNING in engine
Labels: engine,P2,c: tech-debt,team-engine,triaged-engine

This #define is used to silence a C++17 deprecation warning in MSVC. This warning is emitted when code subclasses `std::iterator`, which is done in //flutter/third_party/accessibility, in `AXEventGenerator::Iterator` in `//flutter/third_party/accessiblity/ax/ax_event_generator.cc`.

Compiler warning:
```
../..\flutter/third_party/accessibility/ax/ax_event_generator.h(129,21): error: 'iterator<std::input_iterator_tag, ui::AXEventGenerator::TargetedEvent, long long, ui::AXEventGenerator::TargetedEvent *, ui::AXEventGenerator::TargetedEvent &>' is deprecated: warning STL4015: The std::iterator class template (used as a base class to provide typedefs) is deprecated in C++17. (The <iterator> header is NOT deprecated.) The C++ Standard has never required user-defined iterators to derive from std::iterator. To fix this warning, stop deriving from std::iterator and start providing publicly accessible typedefs named iterator_category, value_type, difference_type, pointer, and reference. Note that value_type is required to be non-const, even for constant iterators. You can define _SILENCE_CXX17_ITERATOR_BASE_CLASS_DEPRECATION_WARNING or _SILENCE_ALL_CXX17_DEPRECATION_WARNINGS to acknowledge that you have received this warning. [-Werror,-Wdeprecated-declarations]
      : public std::iterator<std::input_iterator_tag, TargetedEvent> {
```
Repository: pytorch
Issue: Bug? :Run torch.unique twice get different running time? 
Labels: module: performance,triaged,module: sorting and selection,module: benchmark

## 🐛 Bug

It’s very strange that time-consuming seems to have nothing to do with whether it is sorted or not. The time-consuming to run first is always higher than later.

## To Reproduce

`time1 = time.time()
unique, inv = torch.unique(src, ,sorted=False, return_inverse=True)
time2 = time.time()
src2 = src.clone()
time2 = time.time()
unique, inv = torch.unique(src2, sorted=True, return_inverse=True)
time3 = time.time()
print(time2- time1, time3-time2)`


## Expected behavior

get the time: 0.015712261199951172 0.000576972961425781
if use torch.unique_consecutive(), get same result, the first consume more time.

## Environment
 - PyTorch Version (e.g., 1.9.0)
 - OS (Linux)
 - CUDA/cuDNN version:11.2



cc @VitalyFedyunin @ngimel
Repository: godot
Issue: Mac OS editor "wrap quotes around selection" feature not present, erases text unlike windows version
Labels: bug,platform:macos,topic:gui

### Godot version

3.3.2.stable.official

### System information

Mac os Catalina

### Issue description

When I select a piece of text on windows and then enter the ' or " character it places a pair of that character at either side of the text I selected. On the mac this does not happen.

### Steps to reproduce

Write something in gdscript on a mac and then highlight it with the cursor and then press "

### Minimal reproduction project

_No response_
Repository: TypeScript
Issue: Code hint not narrowed properly on union of literal tuple
Labels: Bug,Help Wanted,Domain: Completion Lists,Effort: Casual

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms
- code hint tuple
- code hint union
<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->

### 🕗 Version & Regression Information
4.4.4
<!-- When did you start seeing this bug occur?

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If possible, please try testing the nightly version of TS to see if it's already been fixed.
For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly

Note: The TypeScript Playground can be used to try older versions of TypeScript.

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- This is the behavior in every version I tried, and I reviewed the FAQ for entries about _________

### ⏯ Playground Link

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[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.4.4#code/DYUwLgBAbghsCuIBcEDaByG6A0F1QEZ0BdCAHzXQCMc8oAmEiAXkq130eIG4g)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
let value: ['a', 'v1'] | ['b', 'v2'] = ['a', 'v']; // Type 'v' here and get code hint
```

### 🙁 Actual behavior

![image](https://user-images.githubusercontent.com/1681689/138219458-34b8a94c-efda-4ffb-bc65-970682d20c8f.png)

The first element is `'a'`, so the type of value should be narrowed to `['a', 'v1']`.
So that the code hint of the second element should only have `'v1'`, but actually got `'v1' | 'v2'`.

The compile result is correct, but it is not consistent with code hint.

### 🙂 Expected behavior

![image](https://user-images.githubusercontent.com/1681689/138219527-ce87a375-e3aa-4be7-84dd-aa1273223f59.png)


<!-- What you expected to happen instead, and why -->
Repository: create-react-app
Issue: Add --ejected flag
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

<!--
  Provide a clear and concise description of what the problem is.
  For example, "I'm always frustrated when..."
-->

Yes. Sometimes, I would want to create a app and eject it (For example, creating a chrome extension / electron app). It is hard to first run create react app and then eject.

### Describe the solution you'd like

<!--
  Provide a clear and concise description of what you want to happen.
-->

Add a flag to eject

Example, `npx create-react-app app-name --ejected` instead of `npx create-react-app app-name && cd app-name && npm run eject`

When running with the ejected flag, it should ask for a confirmation at the beginning.
Eg. `You have chosen to eject the app. Would you like to proceed?  (Y/n)`
Repository: storybook
Issue: Core: Abort play function on HMR or when args/globals change
Labels: bug,core,addon: interactions

**Describe the bug**

If you are stepping through a story's interaction in the panel, and while you're pause you interact with controls or globals (such as a toolbar item), the story will fail in the next interaction.

Here's a commented video to show the steps:

https://user-images.githubusercontent.com/1671563/138229662-b27a1d18-6f5b-466d-9515-9e4d0769720d.mov

**To Reproduce**

* Open [official-storybook interaction live demo](https://next--storybookjs.netlify.app/official-storybook/?path=/story/addons-interactions-accountform--standard-password-failed)
* Open addon-interactions panel
* Click on `Go back`
* Interact with controls or toggle an addon in the toolbar (such as measure)
* Go back to addon-interactions panel
* Click on `Go forward`



┆Issue is synchronized with this [Asana task](https://app.asana.com/0/1200510412866230/1201242162557284) by [Unito](https://www.unito.io)
Repository: flutter
Issue: [Windows] : Text is not aligned at the center properly
Labels: platform-windows,a: typography,a: desktop,has reproducible steps,P2,found in release: 2.5,team-windows,triaged-windows

Hi Team,

I have prepared a simple sample that contains a container widget with text (child of container widget) with box decoration. And I wrapped the container widget inside the center widget. When I ran this sample, the text widget has not aligned at the center, it has more space at the top when compared with other platforms.

Note: This has only occurred on the Windows platform

**Expected results:** The text is aligned at the center of the widget.

**Actual results:** The text is not aligned at the center of the widget.

Sample Main.dart file: [main.dart.zip](https://github.com/flutter/flutter/files/7386848/main.dart.zip)
Issue replication image: 
**In Windows:**
![image](https://user-images.githubusercontent.com/89257162/138229618-55a8009d-4193-4327-93c4-6a84e77af840.png)

**In web:** 
![image](https://user-images.githubusercontent.com/89257162/138229720-738a3f7c-b61d-4bfd-8ff8-d13a1b25c007.png)
Repository: vscode
Issue: SCM - Add description tooltip to automatic source control button
Labels: feature-request,scm

<!-- ⚠️⚠️ 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. -->

When the source control tab offers to sync/publish changes
![image](https://user-images.githubusercontent.com/24259837/138228305-1b8b659c-ccf3-4b58-bad7-0a9e510cf6cd.png)

it would be really nice to know what is the process actually means.
For example:  
![Untitled 3](https://user-images.githubusercontent.com/24259837/138230582-6ba1ac73-edf0-445e-9ddb-6be8f6a9f698.png)
Repository: rust
Issue: Bounds on associated types are not explained
Labels: A-diagnostics,A-lifetimes,A-borrow-checker,T-compiler,D-terse

Given the [following code](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=693b0889d179397e150d58a4fa2fe20f):

```rust
trait Graph {
    type NodeData;
    
    fn add_node(&mut self, node_data: Self::NodeData);
}

struct GraphStruct<T> {
    t: Option<T>,
}

impl<T> Graph for GraphStruct<T> {
    type NodeData = T;
    
    fn add_node(&mut self, node_data: Self::NodeData) {
        self.t = Some(node_data);
    }
}

fn create_graph<T: 'static>() -> impl Graph<NodeData = T> {
    GraphStruct {t: None}
}

fn main() {
    let vector = Vec::new();
    let mut graph = create_graph::<&[u8]>();
    graph.add_node(&vector[..]);
}
```

The current output is:

```
   Compiling playground v0.0.1 (/playground)
error[E0597]: `vector` does not live long enough
  --> src/main.rs:26:21
   |
26 |     graph.add_node(&vector[..]);
   |     ----------------^^^^^^-----
   |     |               |
   |     |               borrowed value does not live long enough
   |     argument requires that `vector` is borrowed for `'static`
27 | }
   | - `vector` dropped here while still borrowed

For more information about this error, try `rustc --explain E0597`.
error: could not compile `playground` due to previous error
```

Ideally the output should explain where the `'static` bound comes from.
It should point to the method `create_graph` that adds the `'static` bound to the type parameter `Graph::NodeData`.

It took me more than an hour to make this connection in a larger set of crates.

The output is the same for stable, beta and nightly on edition 2018.
Repository: godot
Issue: Problem with "Reset on save" option in the AnimationPlayer
Labels: bug,topic:animation

### Godot version

3.4 RC1

### System information

w10 64

### Issue description

A strange error is pronounced when connecting a signal from the AnimationPlayer node.

Problem not occurs if
- If the "Reset on save" option (in AnimationPlayer) is disabled, the error does not occur.
- If the animation player has no tracks

![Captura](https://user-images.githubusercontent.com/19652075/138241247-f403642a-b2a8-4d34-930b-0d3ac941151d.PNG)

![Captura](https://user-images.githubusercontent.com/19652075/138241331-0e499225-8da8-43d7-b5c4-8853a8ee1b2e.PNG)

![Captura](https://user-images.githubusercontent.com/19652075/138241686-efc03fbf-f793-4789-98ec-4273e313e2c2.PNG)




### Steps to reproduce

Simply execute the scene

### Minimal reproduction project

[motosFuturistas.zip](https://github.com/godotengine/godot/files/7387403/motosFuturistas.zip)
Repository: electron
Issue: [Bug]: Cannot resize maximized window in Windows
Labels: platform/windows,bug :beetle:,has-repro-gist,13-x-y,21-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Electron Version

13.1.2

### What operating system are you using?

Windows

### Operating System Version

Windows 10 v21H1

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

Window should resize after clicking maximize.

### Actual Behavior

Window is not resizing after clicking Maximize.

### Testcase Gist URL

https://gist.github.com/lakshyamunjal/a8f3fe14d88142354f52fc50daaf6bf3

### Additional Information

_No response_
Repository: pytorch
Issue: kwonly arguments without defaults don't work with test_overrides.py
Labels: module: tests,triaged,better-engineering

As described in the following note, `test_overrides.py` does not support kwonly args without defaults. Fixing this is easy, but this uncovers a number of functions that have messy signatures in `native_functions.yaml`. Fixing these is non-trivial, as it happens when touching anything within this file, due to BC / FC issues.

https://github.com/pytorch/pytorch/blob/e32a7af7b2cfc5f47e5857d0054ac4da48e76177/test/test_overrides.py#L572-L579

cc @mruberry