sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: FancyZones loses margin settings when swapping KVM
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.66.0

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

I have a Dell U4919DW, which includes a built-in KVM.  Sometimes, when I switch between my devices, when I come back, FancyZones has 'forgotten' my margin sizes.  If I go into the FancyZones panel and toggle it off and back on, it fixes it.

### ✔️ Expected Behavior

Zone margins to retain their settings

### ❌ Actual Behavior

Zone margins were reset to defaults until I toggled FancyZones off and then on again

### Other Software

_No response_
Repository: vscode
Issue: Trust UI should better differentiate selected and tabbed 
Labels: themes

Testing #172101

Here, workspace is trusted (so the trusted block is "selected"), I tabbed to the block to untrust it. They look the same. My screen size is small, the button was cut-off it was confusing for a bit. The "selected" block probably should have some different visual indication.
![image](https://user-images.githubusercontent.com/3840081/214427646-c5d23820-5c6d-49f8-b532-b5cc6de718cf.png)

Here is the reverse scenario, the workspace is untrusted and I tabbed on the block to trust it:
![image](https://user-images.githubusercontent.com/3840081/214427913-57ae7cb2-cfeb-492b-8e85-e4e1f416cd40.png)
Repository: flutter
Issue: SingleActivator doesn't recognize shortcuts with  some 'alt  + key' combinations
Labels: a: text input,c: new feature,framework,engine,c: proposal,P3,team-engine,triaged-engine

## Use case

A SingleActivator created as:
```
SingleActivator(
   LogicalKeyboardKey.keyG,
   meta: true,
   alt: true,
)
```
doesn't work. Because `alt + G` produces `©`,  and SingleActivator uses `RawKeyEvent` under the hood, the activator expects the logical key for `©`, not `G`. 

A workaround for this, would be to use the `CharacterActivator` as:
```
CharacterActivator(
   '©',
   meta: true,
   alt: true,
)
```

but this doesn't cover the case where you want to use the actual G key.


## Proposal

Create a new type of activator that uses the new `KeyEvent` class, which will do the right thing.
Repository: pytorch
Issue: Inplace fused (leaky)relu+(leaky)dropout for memory savings (I think, can be made fully allocation-less if never fully allocating random mask in FlashAttention style and recover the mask from the output)
Labels: feature,triaged,oncall: pt2,module: aotdispatch,module: pt2-dispatcher

### 🚀 The feature, motivation and pitch

It's possible that such an inplace fusion is already possible with dynamo, but if not, it's quite good to have for saving memory. Also maybe worth introducing some torch.nn.fused namespace which would have torch.nn.fused.ReLU_Dropout, torch.nn.fused.Conv2d_BatchNorm2d_LeakyReLU_Dropout or some other similar modules that in the ultimate case might be defined as `torch.compile(nn.Sequential(nn.ReLU(inplace=True), nn.Dropout(inplace=True)))`, but in the meanwhile can be hand-optimized for these very frequent cases and some documentation can exist which can present some guarantees and tests that these work and are expected to consume this much memory.

My earlier issue in torchvision:
https://github.com/pytorch/vision/issues/4851

### Alternatives

_No response_

### Additional context

_No response_

cc @ezyang @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519 @albanD @mruberry @jbschlosser @walterddr @saketh-are @soumith @ngimel
Repository: rust
Issue: Rustdoc 1.67.0 combining supertraits into single line even if it's 1000 characters long
Labels: T-rustdoc,C-bug

<!--
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along with any information you feel relevant to replicating the bug.
-->

I generated documentation for the fixed crate, and the issue is clear in the documentation for the `fixed::traits::Fixed` trait.

Version 1.66.1 (90743e729 2023-01-10) produces something like this:

![image](https://user-images.githubusercontent.com/18604588/214443793-1a6d4032-2868-44b2-87b1-cc010ba56d76.png)


Version 1.67.0-beta.10 (227644892 2023-01-22) produces something like this:

![image](https://user-images.githubusercontent.com/18604588/214443748-372a0926-344d-48c7-8f9a-c44405276479.png)


That's over a 1000 characters squashed into a single line.
Repository: godot
Issue: removing a flag from an @export_flag remains ticked
Labels: bug,topic:gdscript

### Godot version

4.0.beta14

### System information

Windows 10

### Issue description

When you remove a flag from your @export_flag field it is removed from the UI of the Editor but remains ticked and outputs as such until you add a new one in its place.

Side-note:
 Removing a flag that is ticked from anywhere but the end also passes on its state upwards, this might be intended though.

### Steps to reproduce

1. Create a Node and attach a new script
2. Create an export flag with a few flags inside:
3. Place a print out of the flag in the **`_ready`** function
4. `Enable` the last flag
5. Now `remove` the last flag from the export code.
6. Run the project and notice it is still registering as enabled

### Minimal reproduction project

```
@export_flags("Test", "Test 2", "Test 3") var test_flags = 0

func _ready():
	print("Flags Output: %s" % test_flags)
```
Repository: material-ui
Issue: Global fonts not being applied on custom variants
Labels: bug 🐛,component: Typography,customization: theme

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example: https://codesandbox.io/s/dreamy-frog-pybrk2?file=/src/App.js

Steps:

1. Setup a custom fontFamily on typography when creating theme.
2. Create a new variant on typography without fontFamily since it should already use the one specified above.
3. Check the typography of rendered variant.


### Current behavior 😯

Here is a small sample of my custom theme:

```js
import { createTheme } from "@mui/material/styles";

const theme = createTheme({
  typography: {
    fontFamily: "Times New Roman",

    custom: {
      textDecoration: "underline",
      color: "#FF0008"
    }
  }
});


export default theme;
```

If I try to use the `custom` variant it will not use the Times New Roman font-family. Adding `allVariants` also doesn't work.

![image](https://user-images.githubusercontent.com/110958780/214459387-643e723f-0d8a-4bf1-bf58-9b8318354511.png)



### Expected behavior 🤔

Every custom variants that I add should also use the fontFamily I specified in the typography theme.

### Context 🔦

Setting a global font-family... I found a related ticket #28633 and nothing seems to work, except to manually add the fontFamily on each new variant that you create.... The ticket is labeled as need more info so I made a new one with a codesandbox in it...

Thank you....

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: vscode
Issue: Optimize IPC traffic when saving notebooks (large notebooks slow over Remote-SSH?)
Labels: bug,on-testplan,notebook-perf

https://github.com/microsoft/vscode/issues/138784#issuecomment-1385558863
Repository: flutter
Issue: [google_sign_in] iOS Swift migration
Labels: platform-ios,p: google_sign_in,package,P3,team-ios,triaged-ios

Please refer to [this umbrella issue](https://github.com/flutter/flutter/issues/119015) for more details. 

This is a relatively small plugin that's easier to backfill tests and migrate. It already have pretty high test coverage. 

**Please don't forget to backfill tests to reduce the risk of regression, as [explained in the wiki](https://github.com/flutter/flutter/wiki/Contributing-to-Plugins-and-Packages#testing).**
Repository: flutter
Issue: [local_auth] iOS Swift migration
Labels: platform-ios,p: local_auth,package,P3,team-ios,triaged-ios

Please refer to [this umbrella issue](https://github.com/flutter/flutter/issues/119015) for more details. 

This is a relatively small plugin. Unit test coverage is low, but it mainly contains stateless helpers, so backfilling those testes should be relatively easier. 

**Please don't forget to backfill tests to reduce the risk of regression, as [explained in the wiki](https://github.com/flutter/flutter/wiki/Contributing-to-Plugins-and-Packages#testing).**
Repository: flutter
Issue: [video_player] iOS Swift migration
Labels: platform-ios,p: video_player,package,P3,team-ios,triaged-ios

Please refer to [this umbrella issue](https://github.com/flutter/flutter/issues/119015) for more details. 

Needs minor refactoring before the migration. For example, `FLTVideoPlayer` and `FLTVideoPlayerPlugin` can be separate files; Some helpers in `FLTVideoPlayer` can be separate components;

Test coverage is pretty good. Will need minor backfilling. 

**Please don't forget to backfill tests to reduce the risk of regression, as [explained in the wiki](https://github.com/flutter/flutter/wiki/Contributing-to-Plugins-and-Packages#testing).**
Repository: flutter
Issue: [in_app_purchase] iOS Swift migration
Labels: platform-ios,p: in_app_purchase,package,P3,team-ios,triaged-ios

Please refer to [this umbrella issue](https://github.com/flutter/flutter/issues/119015) for more details. 

This plugin is pretty well componentized. The main complexity is in InAppPurchasePlugin. 

Pretty high unit test coverage. Will need minor test backfilling. 

This is also a good plugin to prioritize, since migrating it to Swift means we can take advantage of the new features in StoreKit2 (which only supports Swift). More details on StoreKit2 can be found [here](https://www.google.com/url?q=https://flutter.dev/go/ios-storekit2&sa=D&source=docs&ust=1674624069605149&usg=AOvVaw0pv293LhmuR-17cpmUi-05). 

**Please don't forget to backfill tests to reduce the risk of regression, as [explained in the wiki](https://github.com/flutter/flutter/wiki/Contributing-to-Plugins-and-Packages#testing).**
Repository: flutter
Issue: [image_picker] iOS Swift migration
Labels: platform-ios,p: image_picker,package,P3,team-ios,triaged-ios

Please refer to [this umbrella issue](https://github.com/flutter/flutter/issues/119015) for more details. 

This is one of the larger plugin. The main complexity is in `FLTImagePickerPlugin`, which looks huge (600+ LOC), but with minimal states and most code is simply wrappers around system APIs. 

It has moderate unit test coverage. So will need to spend more time backfilling the tests before the migration. 

**Please don't forget to backfill tests to reduce the risk of regression, as [explained in the wiki](https://github.com/flutter/flutter/wiki/Contributing-to-Plugins-and-Packages#testing).**
Repository: flutter
Issue: [google_maps_flutter] iOS Swift migration
Labels: platform-ios,p: maps,package,P3,team-ios,triaged-ios

Please refer to [this umbrella issue](https://github.com/flutter/flutter/issues/119015) for more details. 

One of the larger plugins. 

It has pretty low test coverage, so will need many backfilling tests. 

**Please don't forget to backfill tests to reduce the risk of regression, as [explained in the wiki](https://github.com/flutter/flutter/wiki/Contributing-to-Plugins-and-Packages#testing).**
Repository: flutter
Issue: [camera] iOS Swift migration
Labels: platform-ios,p: camera,package,P3,team-ios,triaged-ios

Please refer to [this umbrella issue](https://github.com/flutter/flutter/issues/119015) for more details. 

`FLTCam` is huge (1000+ LOC) with lots of states, so needs serious refactoring to break things up before the migration; `CameraPlugin` also has some complexity, but relatively easier; 

Will also need many backfilling tests. 

**Please don't forget to backfill tests to reduce the risk of regression, as [explained in the docs](https://github.com/flutter/flutter/blob/master/docs/ecosystem/contributing/README.md#swift-migration-for-1p-plugins).**
Repository: flutter
Issue: [webview_flutter] iOS Swift migration
Labels: platform-ios,p: webview,package,P3,team-ios,triaged-ios

Please refer to [this umbrella issue](https://github.com/flutter/flutter/issues/119015) for more details. 

One of the larger plugins, but it is pretty well componentized with good coverage. 

The main complexity is in `FLTWebViewController` but with not too many states and mostly small functions. Other components are much smaller. 

Will need some backfilling tests before migration. 

**Please don't forget to backfill tests to reduce the risk of regression, as [explained in the wiki](https://github.com/flutter/flutter/wiki/Contributing-to-Plugins-and-Packages#testing).**
Repository: vscode
Issue: Tabs do not align to tab stops when emoji are used
Labels: bug,editor-core

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.74.3
- OS Version: macOS 13.1

Steps to Reproduce:

1. Copy this text into VS Code:

```
Hello	There
Hello👋	There
```

2. Observe that the "There" text on the line with the emoji is shifted to the left:

<img width="185" alt="Screenshot 2023-01-24 at 11 01 40 PM" src="https://user-images.githubusercontent.com/1646875/214483997-5d2d5e09-472f-4f49-8272-a16b2fd0e30e.png">

3. Speculation: My guess is that this is caused by the emoji being between 1 and 2 characters wide, but it "takes up" 2 characters of the tab's width, so the tab is displayed with one character of width, which is wrong.

4. The desired behavior is that the "There" text is aligned, just like on GitHub. A tab's width should not be calculated based on the characters to the left of it, it should only ever have its right edge at the next tab stop, such that the text to its right starts at the next tab stop.
Repository: terminal
Issue: Terminal overwriting hard link to settings.json
Labels: Area-Settings,Product-Terminal,Issue-Task

### Windows Terminal version

1.15.3465.0

### Windows build number

10.0.19045.2546

### Other Software

_No response_

### Steps to reproduce

Replacing settings.json with a hard link to an existing settings file while the terminal is running causes weird behavior. The hard link is broken shortly after it is created. Then it looks like the previous settings file and newly linked file are merged and written out as a new, unlinked, combined settings file.

I ran into this accidentally because the quake window was still open and I didn't realize it.

Repro:
* Open terminal
* `New-Item -ItemType HardLink -Force -Path settings.json -Target my-synced-settings.json`
* `(Get-Item settings.json).LinkType -eq "HardLink"` is true
* `Start-Sleep -Milliseconds 1000`
* `(Get-Item settings.json).LinkType -eq "HardLink"` is now false

But if you do it a second time it works
* `New-Item -ItemType HardLink -Force -Path settings.json -Target my-synced-settings.json`
* * `(Get-Item settings.json).LinkType -eq "HardLink"` is true
* `Start-Sleep -Milliseconds 1000`
* `(Get-Item settings.json).LinkType -eq "HardLink"` is true

Obviously I should be killing terminal processes before doing this, so maybe it's a bit moot. The terminal seems to respect a hard link just fine if it's already there when it starts up. Still the nuke-and-merge behavior is certainly surprising.

### Expected Behavior

If a new settings.json is copied over the existing one the terminal should not merge with or overwrite it.

### Actual Behavior

If a new settings.json is copied over the existing one the terminal overwrites it with a merged copy
Repository: flutter
Issue: Platform view compatibility with trackpad gestures
Labels: c: new feature,framework,a: platform-views,c: proposal,a: mouse,P3,team-framework,triaged-framework

This issue is not really been complained about yet, as only the relatively small group of iPadOS / iOS apps on ARM macs support both trackpad and platform views. Filing for either a stopgap change or revisiting with possible iOS 17 API changes.

### Current situation

- PlatformView GestureRecognizers in Flutter will never try to win the trackpad gesture
- Platform views will always receive trackpad input
- In a PlatformView / Widget gesture conflict
  - If the PlatformView wins
    - Both will react (bad)
  - If the Widget wins
    - Both will react (bad)

### Ideal situation

- PlatformView GestureRecognizers in Flutter will compete in the gesture arena for trackpad gestures
- Platform views receive trackpad input if we want them to
- In a PlatformView / Widget gesture conflict
  - If the PlatformView wins
    - Only the PlatformView will react
  - If the Widget wins
    - Only the Widget will react

UIKit does not have enough features to allow us to redirect trackpad events to the hosted UIView. We need an equivalent of `delaysTouchesBegan`, or we need the NSEvents to pass them around manually. Right now, UIGestureRecognizer callbacks are driven directly with no events involved. Unless there is some way I haven't found, we can't implement the standard platform view delaying and forwarding behaviours.

### Stopgap situation?

- PlatformView GestureRecognizers will compete in the gesture arena
- Platform views will always receive trackpad input
- In a PlatformView / Widget gesture conflict
  - If the PlatformView wins
    - Only the PlatformView will react
  - If the Widget wins
    - Both will react (bad)

The stopgap solution just requires a few changes to `platform_view.dart` to correctly handle the `PointerPanZoomStart` events.

---

When platform views come to macOS / Windows / Linux, this may be a greater concern. But those platforms should have more freedom to synthesize events and fake redirection if needed.
Repository: godot
Issue: DirectionalLight3D shadow flickers when the camera moves or changes FOV
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

4.0 Beta 14

### System information

Windows 10, Vulkan, Nvidia RTX 3060 Ti

### Issue description

If the camera's FOV is animated (for example while sprinting in an FPS game) the shadow flickers. This is most noticeable when the shadow is cast through high frequency alpha tested materials like the leaves of trees.

This problem is made worse as soon as the player gets a bit further from the world origin, likely due to some floating point precision problems. At a relatively small distance of only 500m from the origin there is noticeable flicker of foliage shadows even when the camera is simply moving around normally. It becomes extreme as soon as the camera's FOV changes.

This makes it really difficult to have even a modestly sized outdoor environment without shadow issues.

https://user-images.githubusercontent.com/2095704/214502579-8eb2ea3b-7ca1-457d-8d16-b75c410a567e.mp4

The directional light's settings are pretty standard:

![image](https://user-images.githubusercontent.com/2095704/214502977-2f68ca34-d6c7-4a74-a6f9-4cc1bc97d0ad.png)


### Steps to reproduce

**_From scratch_**
- Create a plane with noisy alpha tested material (like foliage leaves)
- Create a directional light with shadow
- Move parent node 500m from the origin
- Animate the camera's position, rotation and FOV

**_In example project_**
- Run project
- Use WASD keys and mouse to move the camera
- Hold SHIFT key to change FOV

### Minimal reproduction project

[shadow_flicker_bug.zip](https://github.com/godotengine/godot/files/10497038/shadow_flicker_bug.zip)
Repository: go
Issue: x/tools/present: ActivityPub (e.g. Mastodon) handles are parsed as Twitter usernames
Labels: NeedsInvestigation,FeatureRequest,Tools

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.19.3 darwin/arm64
</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="arm64"
GOBIN=""
GOCACHE="/Users/tuckerman/Library/Caches/go-build"
GOENV="/Users/tuckerman/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="arm64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/tuckerman/dev/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/tuckerman/dev"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/opt/homebrew/Cellar/go/1.19.3/libexec"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/opt/homebrew/Cellar/go/1.19.3/libexec/pkg/tool/darwin_arm64"
GOVCS=""
GOVERSION="go1.19.3"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/dev/null"
GOWORK=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -arch arm64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/wk/hh1ylh7j72j18222jytym8lm0000gn/T/go-build90477944=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->

Created a slide file, e.g.

```
# Example Title

Cameron Tuckerman-Lee
Bug Reporter
@tuckerman@hachyderm.io

## Foo
Bar
...
```

and ran `present`

### What did you expect to see?

Ideally, the author details page would make "@tuckerman@hachyderm.io" a hyperlink to https://hachyderm.io/@tuckerman or not hyperlinked at all. 

### What did you see instead?

It links to http://twitter.com/tuckerman@hachyderm.io

### Thoughts

_Technically_ converting `@foo@example.com` into a URI requires a [WebFinger lookup](https://docs.joinmastodon.org/spec/webfinger/) but, in the spirit of keeping the present tool simple, it seems reasonable to a) check `strings.Contains(text[1:], "@")` and just not hyperlink it to Twitter or b) make the same check, split on the second "@" and hyperlink it to `"https://"+components[1]+"/@"+components[0]`.

I'd personally find the latter convenient as it seems the ability to host an activitypub server on a different domain than the one in the handle using WebFinger isn't very popular. I can understand not wanting to do something technically incorrect in an official package, in which case I'd still prefer not auto-hyperlinking to Twitter (I think doing any WebFinger lookups is far beyond the expected scope of present).

I have changes for either option locally if folks would be open to making this change.