sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: excalidraw
Issue: make library items filterable
Labels: enhancement,discussion

When you have lots of library items, especially when you import 3rd party libraries, it'd be useful to be able to filter them. Coupled with item previews sometimes not being descriptive (too small preview), finding the right item can be a pain.

I propose we track `keywords: string[]` in library items for that purpose.

For a start, I'd not add any UI for adding those keywords from the app itself, but make it a requirement for authors to manually add them to the JSON when they make a PR to add them to https://libraries.excalidraw.com/. The sooner we start, the better, as adding the labels retroactively will be hard(er).
Repository: vue
Issue: SSR: missing class and style attributes with async components
Labels: bug,has workaround,feat:ssr

### Version
2.6.11

### Reproduction link
~~[https://github.com/realityfilter/bugreport-dynamic-components-ssr](https://github.com/realityfilter/bugreport-dynamic-components-ssr)~~

https://replit.com/@posva/vuejsvue11837







### Steps to reproduce

- run

### What is expected?


```html
<app data-server-rendered="true"><div class="child parent app"></div> <div class="child async parent app"></div></app>
```

### What is actually happening?

```html
<app data-server-rendered="true"><div class="child parent app"></div> <div class="child async parent"></div></app>
```

There are some workarounds for this issue:

- avoiding async components via manual registering the components in a plugin
- wrapping the DynamicComponent with a div

<!-- generated by vue-issues. DO NOT REMOVE -->
Repository: vscode
Issue: Make distinction when removing leading whitespace from trailing whitespace
Labels: feature-request,formatting

<!-- ⚠️⚠️ 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. -->

Hi, I've noticed that there's only the `files.trimTrailingWhitespace` without a `files.trimLeadingWhitespace` counterpart.
This has been a problem for editing files that mix markdown documentation with another syntax for a while. 

For example, Elixir files can have markdown documentation using the `@doc` attribute. However, If I enable the trim trailing whitespace option, this removes both trailing and leading whitespace on the lines, affecting markdown line breaks: 

```elixir
@doc """
My function documentation markdown.
This will be part of the first line because the "line break" was removed when saved
"""
def hello(), do: :world
```

This has been a constant headache because we enforce the removal of unnecessary leading whitespaces from source code, but we can't use the options to remove it all, thus affecting our documentation. 

If possible, I'd like to be able to remove only leading or trailing whitespace (for this particular case, removing only leading whitespace so markdown docs don't get butchered).

**Update 06/03/2021:** After discussing this issue in-depth in [this forum thread](https://elixirforum.com/t/elixir-file-formatting-with-vscode-removing-whitespaces-and-documentation/37966/13), I noticed that perhaps the phrasing/ semantics of the issue is not perfect enough. I don't know for sure what would be the correct solution, but I hope that I could make the problem we are facing relatable. So, thanks for everyone that helped so far!
Repository: PowerToys
Issue: [FancyZones] One-handed activation feature for disabled people
Labels: Idea-Enhancement,Product-FancyZones,Area-Accessibility,Planning-Consideration

Hello PowerToys team,

At first, I’d like to thank you for your PowerToys Tool, it’s a great help for me! It’s working perfectly with my new 49 inch screen.

I have a little suggestion on how to improve the tool even further:
Due to the fact that I’m a disabled person, it is hard for me to operate the mouse and keyboard at the same time. Therefore it would be better for me to use the Image Resizer without pressing the Shift button (it would probably be more intuitive for other people, too).
I already found the option to use it without „Shift“ and that’s working good. But there is the little disadvantage that all windows that I just want to move a bit (like e.g. little pop-up windows) directly activate the Image Resize function. If I want to just move it, I have to use „Shift“ again.

My suggestion for improvement would be to only activate Image Resizer when the windows is dragged towards the upper/lower edge of the screen (similar to the original Microsoft function). Maybe it would be possible to include this behaviour as an option?
So with this activated, a simple mouse drag would not resize the window until I move the mouse close to the edges. With this solution, it would be a perfect one-handed function without use of the keyboard.

I wouldn’t change the functionality of the Image Resizer itself, I use it all the time to resize the windows to 1/3 of the screen. I would just change the activation event for this function.

Thank you very much and keep on with the good work!

(Sorry for my english, I'm a native german speaker)

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: go
Issue: fmt: Scanf accepts invalid boolean values
Labels: NeedsDecision

### What version of Go are you using (`go version`)?

<pre>
$ go version
1.15.5
</pre>

### Does this issue reproduce with the latest release?

Not checked 1.15.6 yet, sorry

### 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="/Users/andy/Library/Caches/go-build"
GOENV="/Users/andy/Library/Application Support/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/andy/Code/Go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/andy/Code/Go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/Cellar/go/1.15.5/libexec"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/Cellar/go/1.15.5/libexec/pkg/tool/darwin_amd64"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/andy/Code/Go/src/fyne.io/fyne/go.mod"
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=/var/folders/rk/wps4hdmx73ldvbq2dbprd_3c0000gn/T/go-build914664370=/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 play.golang.org is best.
-->

Tried to parse certain invalid boolean values using fmt.Sscanf and a "%t" format.
Using the following code to test certain input strings
```go
	err, n := fmt.Sscanf("true", "%t", &val)
	fmt.Println("true:", val, n, err)
```

### What did you expect to see?

true: true <nil> 1
tBu: true syntax error scanning boolean 0
trB: true syntax error scanning boolean 0
false: false <nil> 1
fRl: false syntax error scanning boolean 0
faR: false syntax error scanning boolean 0
foo: false syntax error scanning boolean 0


### What did you see instead?

true: true <nil> 1
tBu: true <nil> 1
trB: true syntax error scanning boolean 0
false: false <nil> 1
fRl: false <nil> 1
faR: false syntax error scanning boolean 0
foo: false <nil> 1
Repository: flutter
Issue: Let FlutterEngineGroup be passed in proxy engine constructors in FlutterViewController/FlutterActivity
Labels: c: new feature,platform-android,platform-ios,engine,customer: alibaba,a: existing-apps,P3,team-engine,triaged-engine

We're creating a new FlutterEngineGroup spawn API in https://github.com/flutter/flutter/issues/72009. 

This requires custom creation of pre-warmed engines. Since we already have shorthands for creating engines implicitly and they're currently all heavyweight engines, create new variants to allow creation of lightweight engines by passing in an existing FlutterEngineGroup.
Repository: flutter
Issue: Add "flutter run --release" macOS integration test
Labels: a: tests,team,tool,platform-mac,P2,team-tool,triaged-tool

Crash on launch in https://github.com/flutter/flutter/issues/72585.

Currently there are only build test and a hot reload (debug) test.
Repository: flutter
Issue: Create macOS scenario app, hook up tests in CI
Labels: team,engine,platform-mac,P2,team-engine,triaged-engine

There's currently an iOS and Android scenario app for integration tests.  Add a macOS variant.  Could have caught https://github.com/flutter/flutter/issues/72585.
Repository: TypeScript
Issue: Create a new type after deleting a property from object
Labels: Suggestion,Awaiting More Feedback

<!-- 🚨 STOP 🚨 STOP 🚨 STOP 🚨

Half of all issues filed here are duplicates, answered in the FAQ, or not appropriate for the bug tracker. Even if you think you've found a *bug*, please read the FAQ first, especially the Common "Bugs" That Aren't Bugs section!

Please help us by doing the following steps before logging an issue:
  * Search: https://github.com/Microsoft/TypeScript/search?type=Issues
  * Read the FAQ: https://github.com/Microsoft/TypeScript/wiki/FAQ

Please fill in the *entire* template below.
-->

<!--
Please try to reproduce the issue with the latest published version. It may have already been fixed.
For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly
-->
**TypeScript Version:**  v4.13

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** delete property from object new type

**Code**

```ts
interface ApiData {
    foo?: string | null;
}

interface Props {
    foo?: string;
}

function test(props: Props) {
    console.log(props.foo);
} 

const bar: ApiData = {
    foo: null
}

if (bar.foo === null) {
    delete bar.foo;
}

test(bar);
```

**Expected behavior:**
No type error should occur when calling `test` with the argument `bar` since we have deleted `foo` from `bar` when `foo` is `null`.

**Actual behavior:**
The following error is reported by TS: `Argument of type 'ApiData' is not assignable to parameter of type 'Props'.
  Types of property 'foo' are incompatible.
    Type 'string | null | undefined' is not assignable to type 'string | undefined'.
      Type 'null' is not assignable to type 'string | undefined'.(2345)`

**Playground Link: https://www.typescriptlang.org/play?#code/JYOwLgpgTgZghgYwgAgIIAdgBE5jsgbwChlTkYB7CgfgC5kBnMKUAc2QB9kQBXAGz4BuIgF8iRUJFiIUABSgV0DQiTKUa9JixCthYojB4gEYYBRDJITABToFS+vMUMAlCrLIE5hhT4QAdHwUrLb2DP7qLnrI4l4gTMgARnBQ9BjYuPgAvO5qVPS8AqLiwDDI1slQEVTIWXXc-HxuxB4AJhB+kEkp1RR64lZgFSlRQA** <!-- A link to a TypeScript Playground "Share" link which demonstrates this behavior -->

**Related Issues:** https://github.com/microsoft/TypeScript/issues/13783 <!-- Did you find other bugs that looked similar? -->
Repository: electron
Issue: Make process type transformation optional on calls to win.setVisibleOnAllWorkspaces
Labels: enhancement :sparkles:

<!--  As an open source project with a dedicated but small maintainer team, it can sometimes take a long time for issues to be addressed so please be patient and we will get back to you as soon as we can.
-->

### Preflight Checklist
<!-- Please ensure you've completed the following steps by replacing [ ] with [x]-->

* [x] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/master/CONTRIBUTING.md) for this project.
* [x] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/master/CODE_OF_CONDUCT.md) that this project adheres to.
* [x] I have searched the issue tracker for a feature request that matches the one I want to file, without success.

### Problem Description
<!-- Is your feature request related to a problem? Please add a clear and concise description of what the problem is. -->

(macOS specific)

Prior to https://github.com/electron/electron/pull/24956, the `setVisibleOnAllWorkspaces` only ran `SetCollectionBehavior(visible, NSWindowCollectionBehaviorCanJoinAllSpaces);`, and did not modify the process type. After PR 24956, the process type was changed as well. This makes sense--developers who used Electron would otherwise have to manually hide/show dock, which was unintuitive.

However, the change also caused some dock bugginess, and affected the visibility of other windows. Whereas before this change, you could quickly "pin" and "unpin" a window to a workspace, after this change, your dock might hide/show, your other windows would be hidden. The workarounds I found for this had a worse user experience than the behavior I was able to create prior to the change. 

This behavior makes PR 24956 a breaking change.

### Proposed Solution
<!-- Describe the solution you'd like in a clear and concise manner -->

Making the `TransformProcessType` call optional, defaulting to `true` on [setVisibleOnAllWorkspaces](https://github.com/electron/electron/blob/cdc94e4cefb1a1565557c77c5a3e186b430ad5ec/shell/browser/native_window_mac.mm#L1273) would solve this, while still allowing basic usage of this function to remain intuitive (no manual dock showing/hiding).

### Alternatives Considered
<!-- A clear and concise description of any alternative solutions or features you've considered. -->

Alternatively, exposing `SetCollectionBehavior` would allow for reproducing the same behavior `setVisibleOnAllWorkspaces` had prior to the change. I'm not sure how much work this would be, but I think this option is fine as well. 

### Additional Information
<!-- Add any other context about the problem here. -->

An example of how the current behavior can cause issues (note dock behavior, one of the windows goes missing when using `setVisibleOnAllWorkspaces`, which wasn't the case prior to the change): https://github.com/CyrusRoshan/electron-example
Repository: godot
Issue: export to iOS not working
Labels: platform:ios,topic:editor,topic:porting

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version: 3.2.3

xcode version:  11.4.1 (11E503a)


**running export on Macos catali
[gdscript2ios.zip](https://github.com/godotengine/godot/files/5726794/gdscript2ios.zip)
na:10.15.6

**Issue description:
after spending months on a prototype game intended for ios, I thought it was about time to try out the ios export from c# so I created a very simple project that does nothing but display a texture and move a sprite via a rigidbody2d and detect mouse clicks emulating tap to play a sound
but thafter spening an age creating the required images for apple, the export failed miserably (it hadnt created an .ipa after two hours of waiting (and the xcode project it generated looked nothing like the project running in godot )
I then asked a question in the godot q&a, link here:
https://godotengine.org/qa/90305/how-can-i-export-to-ios?show=90305#q90305
and got an answer that suggested 1.it should be possible/easy, and 2. my issue might be caused by c#script being in use(albeit a minute amount). so the next day (today) I created an even simpler project only using gdscript, and it also failed to create an ipa.   I only waited 20 minutes before giving up this time (as I didn't have more time available, (but it was stuck at the same 60% mark again-  )



Steps to reproduce:
1.create a simple godot project (see attached .zip file for the one I used)
2. select project>export
3. add iOS preset if not already present.
4.  enter valid team ID, bundle identifier and required icon filenames and an export path (outside of the project folder)
5. click export project and enter an archive filename then click save

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: godot
Issue: ScrollContainer touch scrolling works on Android but not Linux
Labels: bug,platform:linuxbsd,confirmed,topic:input

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.2.4-beta3

**OS/device including version:**
Ubuntu 20.04 LTS, touchscreen laptop (Lenovo IdeaPad C340)

**Issue description:**
A scroll container with overflowing content and its scrollbars visible can be scrolled using touch gestures on Android.

The same project run on a touchscreen laptop on Linux does not support touch scrolling. It is necessary to grab the scrollbars to move the content. Also the case when "Enable touch from mouse" is active in the settings.

By a quick glance at the source code, seems that a is_touchscreen condition is checked before handling any touch gestures.
Some ideas:

- Discriminate on touch input peripheral (mouse / touch / pen) to take drag scroll into account or not.
- Expose the choice as an option to the user

**Steps to reproduce:**
Use a ScrollContainer with overflowing content on a Linux machine (see minimal reproduction project). Ideally a touchscreen laptop. An external touchscreen was not tested due to lack of access to such hardware, but would be interesting to try as well.

Run the same project on Android and notice how the image scrolls nicely using touch gestures.

**Minimal reproduction project:**
[scrollcontainer_touch_on_pc.zip](https://github.com/godotengine/godot/files/5726818/scrollcontainer_touch_on_pc.zip)
Repository: TypeScript
Issue: Code Completions for Object's keys behave differently in different declaration scenarios
Labels: Suggestion,Awaiting More Feedback

I tried these code snippets in [monaco editor playground](https://microsoft.github.io/monaco-editor/playground.html)
I'm posting it here, as those were reproducible in VsCode too
VsCode Version: 1.52.0
Commit: 940b5f4bb5fa47866a54529ed759d95d09ee80be
Date: 2020-12-10T22:46:53.673Z
Electron: 9.3.5
Chrome: 83.0.4103.122
Node.js: 12.14.1
V8: 8.3.110.13-electron.0
OS: Darwin x64 17.7.0


1. When an Object in constructed with some keys and manipulated by some other keys then, those manipulated keys wont find its place in the suggestions ( as a property ). It only comes in suggestion as a literal

Here, `key3` is not suggested as property of the object
<img width="833" alt="Screen Shot 2020-12-21 at 1 53 02 PM" src="https://user-images.githubusercontent.com/29809906/102793639-35373080-43d0-11eb-97b2-c9436c62b108.png">

---
2. When an Object is initialized with an empty object and then if it is reassigned, then only the directly manipulated keys are shown in suggestions

Here, Only `key3` is suggested as property of the object and not the other keys
<img width="845" alt="Screen Shot 2020-12-21 at 8 35 48 PM" src="https://user-images.githubusercontent.com/29809906/102793656-39634e00-43d0-11eb-981d-48765805784b.png">

---
3. When an Object is initialized with an empty object and then if it is only manipulated ( one at a time ) then it works `perfectly fine`

<img width="832" alt="Screen Shot 2020-12-21 at 8 36 37 PM" src="https://user-images.githubusercontent.com/29809906/102793663-3b2d1180-43d0-11eb-9c06-0a4b04d24f2d.png">



_Originally posted by @Pranomvignesh in https://github.com/microsoft/monaco-editor/issues/2278#issuecomment-749024514_
Repository: storybook
Issue: Documentation Reorganization Project
Labels: documentation

I created this issue as a means to coordinate with the community on what aspects of documentation are still missing or undocumented.

## How to help

If you're interested in sharing feedback based on the current documentation, we'd love to hear your thoughts! Leave a comment below so that we can coordinate our efforts and present the documentation in a more streamlined way.

Thank you in advance for the feedback and for being part of the community! 

Stay safe all
Repository: angular
Issue: Improve Forms example templates in docs
Labels: P4,area: docs


### Description

The documentation here is really bad:

for example:

```
<label for="name">Name</label>
<input type="text" class="form-control" id="name"
       required
       [(ngModel)]="model.name" name="name"
       #name="ngModel">
<div [hidden]="name.valid || name.pristine"
     class="alert alert-danger">
  Name is required
</div>
```

Never use a code example where the field or variable in question is something generic like "name". How does the beginner know here whether we're talking about the html name attribute, or the generic concept of the name of a field, or the specific "name" field of the Hero class? for example we've got name="name", which I guess is the html name attribute referring to the Hero class name. What a mess. I always like to use a name like "myEmail" or some such, the "my" hinting to the user that this is a name you made up, but either way, something far more specific like email, or even better favouriteColor or some such would make things a lot clearer.

### What's the affected URL?**

https://angular.io/guide/forms
Repository: go
Issue: cmd/go: add clean commands to clear away potentially corrupt files in module cache
Labels: NeedsInvestigation,FeatureRequest

cc @bcmills @jayconrod 

It's possible under some rare circumstances (a system crash or loss of power during a write) for corrupt files to be written to the module cache. We should add commands to help clear away these corrupt files if they exist so that those serving a GOPROXY from their module cache can have more certainty that they're serving good data.

Two potential commands we discussed are 
(1) `go clean` for a single module, to remove modules suspected of being corrupted
(2) `go mod verify -clean` to remove module versions that fail checksums
Repository: godot
Issue: Bad behavior of manipulating collapsed function code
Labels: bug,topic:editor,topic:gui

**Godot version:**
3.2.1 stable


**OS/device including version:**
Windows 10 x64

**Issue description:**
I collapsed some function's code in the script editor and started playing with it. Selecting the resulting line and duplicating it does not duplicate all of the code, but rather seems to uncollapse it and duplicate only the top line.

Copying only pastes the function declaration line.

Similarly, cutting the line removes it from the editor but leaves the collapse arrow in the collapsed state. Expanding the now-empty line shows the code again, minus the top line, the function's declaration.

When the function is cut, the next non-empty line above it also gets an expanded arrow. Collapsing this new arrow "eats" the old one, while expanding it shows the whole function again, minus the top line.

If the cut line is re-expanded, the function reappears without its declaration and the original arrow disappears. If the extra arrow is then collapsed and re-expanded, the function disappears, without its top line of course, as if the new arrow had become the declaration.

All in all, duplicate, copy and cut operations seem to work on the visible line only, rather than the whole block. Duplicate and cut also do weird things to the collapse arrows. Shenanigans indeed.

Just mess around and see for yourself. It's quite fascinating really.

**Steps to reproduce:**
- Write a function or some other scoped block.
- Collapse block.
- Attempt to copy-paste, cut-paste or duplicate the visible line of the collapsed block.
- Muck about.
- Be amazed.

**Minimal reproduction project:**
Meh.