sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: opencv
Issue: moveWindow does not support negative x or y coordinates on macOS/Cocoa
Labels: feature,priority: low,category: highgui-gui,platform: ios/osx,Hackathon

On macOS the top-left corner of the main display is (0, 0).
When additional displays are arranged in the System Preferences to be
either to the left or above the main display the window positions on
these displays are addressed in negative x and negative y coordinates.

At the moment negative coordinates are clamped at (0, 0) when
moveWindow is called:
https://github.com/opencv/opencv/blob/13a1105318445497b56e3ed65e7b7b464c56cb50/modules/highgui/src/window_cocoa.mm#L262

##### Steps to reproduce

1. Configure a secondary monitor in the arrangement of the Display System Preferences on macOS
to be to the left of the main display which is shown with a white menubar.
2. Modify a sample app, e.g. `samples/cpp/warpPerspective_demo.cpp` to use a negative x-value in moveWindow:
```
moveWindow("Warped Image", -200, 20);
```
and run it.
The "Warped Image" window should appear on the left screen but appears at the left edge of the main display (x=0).
3. Comment out the test for positive x, y coordinates:
https://github.com/opencv/opencv/blob/13a1105318445497b56e3ed65e7b7b464c56cb50/modules/highgui/src/window_cocoa.mm#L262
rebuild OpenCV and the sample and run again.
4. The "Warped Image" window now correctly shows up on the left display with a negative x-coordinate.

Coordinates as received by CvMouseCallback are local to the window and thereby unaffected.

I suggest simply removing the if-condition.
For the record I know at least one possible regression error for the following misuse-case:
If a user with an existing code base accidentally specified negative coordinates without having a secondary monitor at the position of the window the window would still be visible on his main display because of the clamping.
After the suggested change the window would exist outside all of his visible screens which would look like the window is gone.

##### System information (version)
- OpenCV => 4.5.1
- Operating System / Platform => macOS 10.15.7
- Compiler => Apple clang version 12.0.0 (clang-1200.0.32.28)
Repository: PowerToys
Issue: Folder collapse (move all files to root)
Labels: Idea-New PowerToy,Status-In progress

## 📝 Provide a description of the new feature

Idea for a new PowerToy: create a new entry in a folder's context menu called: **"Dissolve Folder"** to release all contents of that folder and every subfolder contained in it outside of it. I'll make an example.

**Before running Folder Dissolver:**
```
MainFolder:
   FolderToDissolve:
      Folder1:
         Folder4:
            file1
         file2
	 file3
      Folder2:
         file4
      Folder3:
         file5
         file6
      file7
      file8
```
**After running Folder Dissolver:**
```
MainFolder:
   file1
   file2
   file3
   file4
   file5
   file6
   file7
   file8
```
I know there are ways to make that happen using a .bat file or search, but I feel like an option in the context menu would be much simpler and less clunky to use for me and everyone else that needs it, and a really good quality-of-life addition to the PowerToys suite.
I'm also referencing #6388 because it sems to be a container for all new ideas.

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: storybook
Issue: Failed to generate dynamic story source: TypeError: can't access property "_vnode", storyNode is null
Labels: bug,vue,block: source

**Describe the bug**
The bug coming like this in my app, where it supposed to not appearing in @nuxtjs/storybook v.3.2.0 or before related 6.1.4.
I thought its affect to the docs stories that won't load before, but i've configured it again. and now its loaded perfectly. and but then, it keeps showing error : 

```
Failed to generate dynamic story source: TypeError: can't access property "_vnode", storyNode is null
```

**To Reproduce**
Steps to reproduce the behavior:

1. I already configured the stories and config, and also no any indication error in chromatic test as well,
2. each time i press on selected stories, the warn log keep adding, and its adding again when visit another stories.

**Expected behavior**
No any warning log appearing each time selecting stories

**Screenshots**
If applicable, add screenshots to help explain your problem.

![image](https://user-images.githubusercontent.com/33839891/105685724-fa716c80-5f28-11eb-811a-dd2de12a3743.png)

you can try it, in my open source deployed app here :
[talkiebuddy.github.io/talkiebuddy-ssr-app](url)
Repository: PowerToys
Issue: [Run] Need spec for UNC handling
Labels: Product-PowerToys Run,Issue-Docs,Needs-Spec,Run-Plugin

The work for https://github.com/microsoft/PowerToys/pull/8931 raised the problem of which plugin should handle UNC paths.
We need to spec out what we will support and which plugin will be responsible for UNC paths.
Repository: angular
Issue: Support custom events and event plugins in Angular Language Service
Labels: feature,area: language-service,P4,feature: under consideration,feature: votes required

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To expedite issue processing please search open and closed issues before submitting a new one.
Existing issues often contain information about workarounds, resolution, or progress updates.

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# 🚀 feature request

### Relevant Package
<!-- Can you pin-point one or more @angular/* packages the are relevant for this feature request? -->
<!-- ✍️edit: --> This feature request is for @angular/language-service


### Description
<!-- ✍️--> Angular supports extending event management with plugins. I have this library that adds ".stop", ".prevent" and other modifiers to events, similar to built-in keydown event plugin:
https://github.com/TinkoffCreditSystems/ng-event-plugins
However Angular Language Service does not understand those and does not understand types. I believe it's also an issue with native `CustomEvents` which you can also subscribe to using `(event)` syntax.

### Describe the solution you'd like
<!-- ✍️--> Some way to define additional plugin/event syntaxes that app uses with types. Or just ignore modifiers to assume the extend logic and not alter it.
Repository: react-native
Issue: Incorrect bottom padding in `Text` with `justify` alignment
Labels: Needs: Triage :mag:

## Description
`Text` component has unwanted bottom padding when `justify` alignment is used. The issue depends on the amount of text contents.

## React Native version:
```
» node_modules/.bin/react-native info
info Fetching system and libraries information...
System:
    OS: Linux 5.10 Arch Linux
    CPU: (4) x64 Intel(R) Core(TM) i5-7600 CPU @ 3.50GHz
    Memory: 14.85 GB / 23.43 GB
    Shell: 5.1.4 - /bin/bash
  Binaries:
    Node: 15.6.0 - /usr/bin/node
    Yarn: Not Found
    npm: 6.14.11 - /usr/bin/npm
    Watchman: Not Found
  SDKs:
    Android SDK: Not Found
  IDEs:
    Android Studio: Not Found
  Languages:
    Java: 10.0.2 - /usr/bin/javac
    Python: 3.9.1 - /usr/bin/python
  npmPackages:
    @react-native-community/cli: Not Found
    react: ^17.0.0 => 17.0.1 
    react-native: https://github.com/expo/react-native/archive/sdk-40.0.1.tar.gz => 0.63.2 
  npmGlobalPackages:
    *react-native*: Not Found
```

## Steps To Reproduce
1. Add `Text` component.
2. Set alignment to `justify`.
3. Add text contents to the component.
4. Run the application on an `Android` device.
5. See unwanted bottom padding depending on the length of the contents.

## Expected Results
See no unwanted bottom padding.

## Demo application
[Minimal reproducible bug demo](https://snack.expo.io/@kolyunya/bug-demo---text-align-justify) on expo.io.

## Screenshots
![2021-01-25_13-20](https://user-images.githubusercontent.com/2682768/105693914-5d570980-5f11-11eb-99b8-84b551c11b2d.png)
Repository: transformers
Issue: Translation Model in ONNX: Choosable Output Formats
Labels: Feature request

# 🚀 Feature request

I am requesting to provide an option to specify the output format for the `translation_xx_to_yy` export to ONNX models. Currently, the output of [convert_graph_to_onnx.convert](https://github.com/huggingface/transformers/blob/6a346f0358a40f89ec384d441233bf54cac44f6a/src/transformers/convert_graph_to_onnx.py#L330) will provide the raw tensors as output (working prototype code under #9722)

## Motivation

When putting the models into production it would be great if one could chose, whether one wants to have the actual tensors or the output-tokens returned when exporting a translation pipeline to ONNX. Thereby, one is not forced to do a custom re-implementation of the [model.generate](https://github.com/huggingface/transformers/blob/c4d4e8bdbd25d9463d41de6398940329c89b7fb6/src/transformers/generation_utils.py#L101) function, which then uses the ONNX model instead of the torch one.

As for now, the part which is could be replaced by an ONNX inference session lives under the [model.generate](https://github.com/huggingface/transformers/blob/c4d4e8bdbd25d9463d41de6398940329c89b7fb6/src/transformers/generation_utils.py#L385) function. Using this in production would mean to keep a TranslationPipeline object with all corresponding model information and config plus an ONNX inference session.

## Your contribution

There may be multiple solutions to this problem:
1. User-specific re-implementation of model.generate (This is what Ill try to accomplish in the future)

2. Is it possible to rewrite the code under model.generate to full torch? Then it should be possible to create a custom model for all translation models, that just places this "generate layer" on top of it. I have provided an example [here](https://github.com/oborchers/sentence-transformers/blob/master/examples/onnx_inference/onnx_inference.ipynb) which adds a simple pooling layer on an already extant transformers model. (That would require more study from my side to develop a prototype and follows step 1)
3. Provide support for the [ort-customops](https://github.com/microsoft/ort-customops) library by Microsoft. Essentially, this enables ONNX to handle strings (but introduces dependency to a very experimental extension). For example, that way one can export the universal sentence encoder (including tokenizer) to ONNX. Example [here](https://github.com/onnx/tensorflow-onnx/issues/1260). I cannot provide anything useful here.
Repository: rust
Issue: Conflicing implementation through specialized default implementation
Labels: A-specialization,C-bug,F-specialization

In the following scenario, a local trait is default-implemented for a collection of types and once for a specific type.
```rust
#![feature([min_]specialization)]

use num::One;

trait Trait1 {
    fn f();
}

impl<T: One> Trait1 for T {
    default fn f() {}
}

impl Trait1 for u64 {
    fn f() {}
}

use std::num::NonZeroU64;
impl Trait1 for NonZeroU64 {
    fn f() {}
}

fn main() {
    let _: u64 = One::one(); // `One` is implemented for `u64`
}
```
This gives the error
```
error[E0119]: conflicting implementations of trait `Trait1` for type `std::num::NonZeroU64`:
  --> src/main.rs:19:1
   |
9  | impl<T: One> Trait1 for T {
   | ------------------------- first implementation here
...
19 | impl Trait1 for NonZeroU64 {
   | ^^^^^^^^^^^^^^^^^^^^^^^^^^ conflicting implementation for `std::num::NonZeroU64`
   |
   = note: upstream crates may add a new impl of trait `num::One` for type `std::num::NonZeroU64` in future versions
```
Without the `default` keyword, the error makes sense: there would be a conflicting implementation if `num::One` were implemented for `NonZeroU64` in the `num` crate. We however know that our `impl Trait1 for NonZeroU64` implementation will always be more specific than the `impl<T: One> Trait1 for T`, so I believe that this should work.

It actually does work for `u64`, for which `num::One` is implemented. I think that this code should compile _independently_ of whether `num` actually holds an implementation of `num::One` for the specific type. In this case it does for `u64` (for which a specialization compiles) and not for `NonZeroU64` (for which a specialization does is rejected).

[Playground](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=f8780b9aa92d6a921b07eb04341a5414)
Repository: nvm
Issue: ~/.nvm directory taking up 12gb after fresh install?
Labels: installing node,OS: Mac OS,needs followup

<!-- Thank you for being interested in nvm! Please help us by filling out the following form if you‘re having trouble. If you have a feature request, or some other question, please feel free to clear out the form. Thanks! -->

#### Operating system and version:

- Mac (M1) - Big Sur 11.1

#### How did you install `nvm`?

- Install script in readme.

#### What steps did you perform?

- Installed `nvm`.
- Ran `nvm install v15`

#### What happened?

The `~/.nvm/` directory is taking up ~12gb. 

After running `nvm cache clear` (#1457) the directory size is 92mb.

Is this normal?
Repository: godot
Issue:  My gamepad d-pad is executing is_action_just_pressed twice
Labels: bug,platform:linuxbsd,confirmed,topic:input

**Godot version:**
3.2.3.stable


**OS/device including version:**
OpenSUSE Tumbleweed 20210120 kernel Linux 5.10.7-1


**Issue description:**
When I use the gamepad to control the sprite, it executes the function two times, on the keyboard and mouse button works well.

I found a similar issue here: https://github.com/godotengine/godot/issues/43492 but it's related to mouse, and my mouse is working, so maybe it's a different bug. I even set Input.set_use_accumulated_input(false) as one comment suggests, it don't work.

I created a video showing what happens:
https://www.youtube.com/watch?v=WuNF8gArbb8

Notice that the output prints the message twice when I use the gamepad

After that I discovered one more thing, it only happens on the D-Pad, I set to the analog and works correctly, and I set to the face buttons: up to Y, down to A, left to X and right to B and works well, so maybe it's a really specific bug to how it works with the D-Pad

**Steps to reproduce:**
1 - Open and run the project
2 - Start moving the player with the d-pad of gamepad

**Minimal reproduction project:**
[TesteInput2.zip](https://github.com/godotengine/godot/files/5866927/TesteInput2.zip)

It's a simple code if don't want to import the project, just put a sprite on the scene:

```gdscript
const TILE_SIZE = 64

func _ready():
	Input.set_use_accumulated_input(false)

func _input(event): 
	if Input.is_action_just_pressed("ui_up"):
		move_cursor(  0 , -1 )
		print(Input)
	elif Input.is_action_pressed("ui_down") and not event.is_echo():
		move_cursor(  0 ,  1 )
		print(Input)
	elif Input.is_action_just_pressed("ui_left") and event.is_pressed():
		move_cursor( -1 ,  0 )
		print(Input)
	elif Input.is_action_just_pressed("ui_right"):
		move_cursor(  1 ,  0 )
		print(Input)
		return

func move_cursor(x , y):
	$Sprite.position += Vector2(x , y) * TILE_SIZE
```
Repository: TypeScript
Issue: Make Arrays in public API readonly
Labels: Suggestion,In Discussion

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms

API readonly
getchildren readonly

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
My suggestion meets these guidelines:

* [ ] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


This might actually break users of TypeScript's API. But so did the last change to make all properties on `Node` readonly.
Ideally users only need to adjust their types or create a slice of the array.

## ⭐ Suggestion

`Node#getChildren()` should return a `readonly Node[]`.
`UnionOrIntersectionType#types` should be `readonly Type[]`
`TypeChecker#getBaseTypes(type)` should return `readonly BaseType[] | undefined`
`TypeChecker#getPropertiesOfType(type)` should return `readonly Symbol[]`
`Symbol#declarations` should be `readonly Declaration[]`, well actually it should be `readonly Declaration[] | undefined`, but that's a different long-standing issue

... just to name a few. There are more throughout the API.

probably a stretch goal: make every property on `Type`, `Symbol`, etc. readonly (for API users)

## 📃 Motivating Example

The current types allow API users to mutate data structures they shouldn't be mutating. This might cause severe misbehavior down the road. E.g. `EndOfFileToken#getChildren()` might return `emptyArray`. If I modify this array, **everything** will break, because TypeScript reuses this array instance literally everywhere.

On a related note: It might make sense to change to `const emptyArray: readonly never[]`. Though that will probably cause a few (reasonable) breaks in the compiler itself.
Repository: terminal
Issue: Option to cause window to automatically scroll to bottom when new output is received
Labels: Area-Settings,Product-Terminal,Issue-Task

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# Description of the new feature/enhancement

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Add a profileoOption to cause window to automatically scroll to bottom when new output is received

When I am working on ASP.NET with Entity Framework, I have a `dotnet watch run` pane active.

EF Core is particularly verbose with its stack traces, so often the root error message is so far up the trace that I have to scroll then window up to see it.

Once I've fixed the error and recompiled, it would be _great_ if the pane auto-scrolled back to the bottom so that I can see the output from the current compilation. As it stands at the moment, I have to scroll back down manually each time, which is slow and often I forget and think that I'm looking at a new error when in actual fact I'm still staring at the old one.

# Proposed technical implementation details (optional)

<!-- 
A clear and concise description of what you want to happen.
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I would like to be able to set a flag on panes like this so that they always scroll the most recent output into view.
Repository: PowerToys
Issue: [FancyZones] Template for arbitrary columns and rows
Labels: Idea-Enhancement,FancyZones-Editor,FancyZones-Layouts,Product-FancyZones,Planning-Consideration

It would be nice if you could create a (custom) layout just by defining rows and columns.

I would like to use the same grid layout for each display.
But maybe it would be useful to define different grid sizes with this tool for each display.

The current grid template does not allow  4x3 by defining"12". It creates 3x4 instead.

Here is a mock up:

![image](https://user-images.githubusercontent.com/1270359/105726467-6902fa00-5f2a-11eb-914a-31ae72039737.png)

Another solution to my personal problem would be a checkbox to invert the current grid template.
So when I define "12" it creates 3x4.

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: godot
Issue: Connecting a renamed "Transition" node with inputs leads to crash
Labels: bug,topic:editor,confirmed,crash,topic:animation

**Godot version:**
3.2.1.stable

**OS/device including version:**
Windows 10

**Issue description:**
Using the AnimationTree, if a Transition node with inputs is renamed and then connected to the output or any other node, the editor immediately crashes.
 - If I add Inputs without renaming and then connect it : no crash
 - If I rename it without adding inputs and then connect it : no crash
 - If I do both before connecting it : **crash**
 - If I connect it before doing any changes : no crash

**Steps to reproduce:**
Open any project with at least an AnimationPlayer with animation(s) (it can be a simple cube) and open the AnimationTree.
Add a new AnimationNodeBlendTree.
Set the AnimationTree active.
Add a Transition node and immediately rename it.
Add few inputs (I did with 4 inputs).
Connect the transition node to the output or any other node.
Repository: godot
Issue: [Bullet] 3D - Raycasting onto a capsule collision, is very inacurrate, compared to a box collision
Labels: bug,topic:physics,needs testing,topic:3d

I am still new to godot so if a setting/option exists that makes the capsule have accurate collision mesh that would be great if not then this is an issue.

**Godot version:**
3.2.3 GLES3


**OS/device including version:**
Manjaro Linux , GTX 1650, 16GB ddr4, R5 1600 AF


**Issue description:**
when using a ray cast against a capsule it is very inaccurate on the edges of the capsule, I also tested a simpler cube collision and that produced better results 


**Steps to reproduce:**
create a capsule with collision and use a raycast against the capsules edges

**Minimal reproduction project:**
Video Evidence: one box and other capsule

https://user-images.githubusercontent.com/15175043/105728800-761cea80-5f24-11eb-8b9f-943520e8b1b3.mp4


https://user-images.githubusercontent.com/15175043/105728814-77e6ae00-5f24-11eb-8399-809d0dea4d12.mp4
Repository: pytorch
Issue: The pooling code is ignoring sliding windows that start within the right padding
Labels: triaged,module: pooling

The following [line of code](https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/native/Pool.h#L34) is missing a pad_r term thus causing the output shape to ignore sliding windows that begin within the right padded region which, according to the equation in the documentation should be included in the computation. 

See also https://github.com/pytorch/pytorch/pull/46558

cc @heitorschueroff