sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Integrated terminal: Inserting X selections requires precise mouse positioning
Labels: bug,help wanted,linux,terminal-input

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.70.0
- OS Version: Debian 11.4, Gnome Shell 3.38.6, X11 7.7+22

I've noticed this being an issue for few months now.

Steps to Reproduce:

1. Open the embedded terminal (<kbd>Ctrl+\`</kbd>)
2. Select a word (either in the terminal, in the editor window, or another window), to copy the selection into the primary X selection buffer. Do not hit <kbd>(Shift+)Ctrl+C</kbd>
3. Ensure the selection is copied, by clicking with the middle mouse into an editor. This should paste the previous selection.
4. Try the same in the terminal window:
   - if you click on an area free of text, the selection is inserted
   - if you click on an area with text in it, the selection does not appear (this is the bug)

https://user-images.githubusercontent.com/327411/183039470-9d834491-8748-453c-b2fb-a3585556374e.mp4

Workarounds:

1. Use the clipboard. This is annoying, because for me, selecting text with the mouse, moving the mouse a few 100 pixel down and clicking the middle mouse button (or the scroll wheel in my case) is much faster than <kbd>Ctrl+C</kbd>, <kbd>Ctrl+\`</kbd>, <kbd>Ctrl+Shift+V</kbd>.
2. Click on an area without text. This is annoying, because I need to be precise with the mouse positioning. If the terminal is full of program output, I need to hit the last line (containing the prompt).

See also:

- [X Selections, Cut Buffers, and Kill Rings](https://www.jwz.org/doc/x-cut-and-paste.html)
Repository: vscode
Issue:  window-appicon should be aligned to activity bar
Labels: under-discussion,titlebar

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Does this issue occur when all extensions are disabled?: **Yes**/No

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- VS Code Version: **1.70.0**
- OS Version: Windows_NT x64 10.0.22000

Steps to Reproduce:

1. Open VS Code
2. Set `"window.menuBarVisibility": "toggle"` and `"workbench.layoutControl.enabled": false`
3. See Sidebar 
4. You notice that **window-appicon** is not aligned with icons below **i.e.** product icons (because `width` of the  product icons is `48x48`px whereas width of **window-appicon** is `35px`

### Before (when width is 35px)

![BEFORE](https://user-images.githubusercontent.com/77537933/183051630-1b83dbbc-c884-413a-be15-a7b1061e8048.png)

### After (setting to **48px** wide)

![AFTER](https://user-images.githubusercontent.com/77537933/183051665-15e3c51b-37a6-4955-aa55-9c933a5cb298.png)
Repository: godot
Issue: Android: Cannot `save_to_wav()` in Music directory 
Labels: bug,platform:android,topic:porting

### Godot version

3.5.rc8

### System information

Android 12

### Issue description

When you call `AudioStreamSample.save_to_wav(path)`, where `path` is in the system Music directory, it fails. Here's the log:
```
2022-08-05 12:30:00.472 3421-3538/org.godotengine.musicscopedstorage W/FileAccessHandler: Error while opening /storage/emulated/0/Music/MyApp/Song.wav
    java.lang.IllegalArgumentException: Primary directory Music not allowed for content://media/external_primary/file; allowed directories are [Download, Documents]
        at android.database.DatabaseUtils.readExceptionFromParcel(DatabaseUtils.java:172)
        at android.database.DatabaseUtils.readExceptionFromParcel(DatabaseUtils.java:142)
        at android.content.ContentProviderProxy.insert(ContentProviderNative.java:557)
        at android.content.ContentResolver.insert(ContentResolver.java:2193)
        at android.content.ContentResolver.insert(ContentResolver.java:2155)
        at org.godotengine.godot.io.file.MediaStoreData$Companion.addFile(MediaStoreData.kt:169)
        at org.godotengine.godot.io.file.MediaStoreData$Companion.access$addFile(MediaStoreData.kt:67)
        at org.godotengine.godot.io.file.MediaStoreData.<init>(MediaStoreData.kt:257)
        at org.godotengine.godot.io.file.DataAccess$Companion.generateDataAccess(DataAccess.kt:63)
        at org.godotengine.godot.io.file.FileAccessHandler.fileOpen(FileAccessHandler.kt:106)
        at org.godotengine.godot.GodotLib.step(Native Method)
        at org.godotengine.godot.GodotRenderer.onDrawFrame(GodotRenderer.java:57)
        at org.godotengine.godot.gl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1576)
        at org.godotengine.godot.gl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1278)
```

However, if I save to the Downloads or Documents directories instead, it works.
One workaround I've found is to move the file to the Music directory with `Directory.rename(from, to)`.
Edit: This fails with error 1 if `from` is in "user://", works if `from` is in `OS.get_system_dir(OS.SYSTEM_DIR_DOWNLOADS).plus_file("MyApp")`

_Note: I haven't requested any permissions because I should be able to access shared folders by default._

### Steps to reproduce

1. Download MRP.
2. Install to Android 10+ device.
3. See log.

### Minimal reproduction project

[Music Scoped Storage.zip](https://github.com/godotengine/godot/files/9267401/Music.Scoped.Storage.zip)
Repository: flutter
Issue: Listener onPointerMove triggered when closing app on iOS using home indicator
Labels: platform-ios,framework,a: platform-views,has reproducible steps,P2,found in release: 3.0,found in release: 3.1,team-ios,triaged-ios

`Listener` is receiving `onPointerMove` events when trying to close the app on iOS by swiping up the home indicator. This happens only when the `Listener` is in a `Stack` with a `Google Maps` below it. If `Google Maps` is removed this no longer happens.

Flutter version: `3.0.4`

Example code: 
```dart
import 'package:flutter/material.dart';
import 'package:google_maps_flutter/google_maps_flutter.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({Key? key}) : super(key: key);

  // This widget is the root of your application.
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: const MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  const MyHomePage({Key? key, required this.title}) : super(key: key);

  final String title;

  @override
  State<MyHomePage> createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {

  double _position = 0;

  @override
  Widget build(BuildContext context) {

    return Scaffold(
      appBar: AppBar(
        title: Text(widget.title),
      ),
      body: Stack(
        fit: StackFit.expand,
        children: [
          _buildGoogleMaps(),
          Listener(
            behavior: HitTestBehavior.opaque,
            onPointerMove: (update) {
              setState(() {
                _position = update.position.dy;
              });
            },
            child: Center(
              child: Container(
                height: 100,
                color: Colors.blue,
                alignment: Alignment.center,
                child: Text("Position: $_position"),
              ),
            ),
          ),
        ],
      ),
    );
  }

  Widget _buildGoogleMaps() {
    return const GoogleMap(
      myLocationEnabled: false,
      mapType: MapType.normal,
      initialCameraPosition: CameraPosition(
        target: LatLng(52.46938412845047, 13.40352175114189),
        zoom: 12
      ),
      padding: EdgeInsets.symmetric(
        horizontal: 8,
      ),
    );
  }

}
```
Repository: flutter
Issue: Expose the ModalBarrier and bodyScrimColor Scaffold used with the bottom sheet
Labels: c: new feature,framework,f: material design,c: proposal,team-design,triaged-design

## Use case

Need to change the background color when a full-size `Scaffold#bottomSheet` contains transparent parts. Or you need to use a custom widget to render that background (like gradient).

## Proposal

Make it possible to pass `ScaffoldState#_bodyScrimColor` and `ModalBarrier` as Scaffold parameters
Repository: PowerToys
Issue: powertoys run virtual desktop walker plugin
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

to have a plugin for powertoys run that allows me to switch among virtual desktops

### Scenario when this would be used?

when I want to switch among many virtual desktop quickly
Repository: TypeScript
Issue: Maximum call stack size exceeded
Labels: Bug,Rescheduled

# Bug Report

### 🔎 Search Terms

Maximum call stack size exceeded, 

### 🕗 Version & Regression Information
I tried it on the following versions, all with the same error:

4.7.4
3.9.7
typescript@next

Please keep and fill in the line that best applies:
- This is a crash

### 💻 Code

The error only occurs for the "whole" project. Compiling single files do not crash. Thus, I have removed some part of the project, still ensuring that the error still occurs. I hope it is ok that I upload part of our repo. I had a hard time reducing the problem to smaller code.

[reproduction.zip](https://github.com/microsoft/TypeScript/files/9268935/reproduction.zip)

To reproduce it, go into the folder `reproduction` and execute `tsc --project tsconfig.json`.

### 🙁 Actual behavior

The typescript compiler crashes with the error `Maximum call stack size exceeded`. 

Some Background information:
We use a generator to generate typescript code. It produces multiple large files (~20K lines) and some heavily interconnected objects. This was ok until now. We changed the objects to use generic types, and from there the problem started.

I don't think the "structure" is the main problem, because some smaller generated files compile fine. It is just the largest of the files which is creating the problem. When I delete that one file, it compiles again.

### 🙂 Expected behavior

Compiler shows a specific error instead of crashing.
Repository: neovim
Issue: Related information of diagnostics is not parsed & displayed.
Labels: enhancement,lsp

### Neovim version (nvim -v)

NVIM v0.8.0-dev-758-g711ef4eac9

### Language server name/version

clangd 14.0

### Operating system/version

Arch Linux

### Steps to reproduce using "nvim -u minimal_init.lua"

Many servers support relatedInformation; I'm personally struggling with clagnd.

```bash
$ cat <<EOF >repro.cpp
void foo(char);
void foo(double);
void bar() {
    foo(1);
}
EOF
$ nvim -u minimal_init.lua repro.cpp
:lua require('lspconfig').clangd.setup{}
:lua vim.diagnostic.setqflist()
```

### Expected behavior

Clangd shows three diagnostics (error + 2x info), just like standalone compiler:
```
repro.cpp:4:5: error: call to 'foo' is ambiguous
    foo(1);
    ^~~
repro.cpp:1:6: note: candidate function
void foo(char);
     ^
repro.cpp:2:6: note: candidate function
void foo(double);
```

VSCode handles this correctly:
![img](https://user-images.githubusercontent.com/17150781/183085819-919ca79b-ce48-4225-b224-19678647d458.png)

### Actual behavior

Clangd reports one diagnostic with two items in the `relatedInformation` list:
https://gist.github.com/BigRedEye/253629638e1d71f4df667a3e8e05a1d3.

Neovim [does not parse relatedInformation](https://github.com/neovim/neovim/blob/master/runtime/lua/vim/lsp/diagnostic.lua#L88) and displays just one main diagnostic:
![img](https://user-images.githubusercontent.com/17150781/183086488-b136360c-7e23-4fd8-b4b8-0a01f7418fed.png)


### Log file

_No response_
Repository: vscode
Issue: Extension API around quick picks/input boxes is inconsistent
Labels: feature-request,quick-pick,api-finalization

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Does this issue occur when all extensions are disabled?: Yes/No

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- VS Code Version:
- OS Version:

I noticed `showQuickPick/showInputBox` doesn't let you use `totalSteps`, so I switched to `createQuickPick/createInputBox`. However, this doesn't let you use `valueSelection`!

I submitted a PR for #157022 and can I add `valueSelection` to `createInputBox` as well?
Repository: TypeScript
Issue: Unexpected circular reference error TS7022
Labels: Bug,Help Wanted

# Bug Report

### 🔎 Search Terms

TS7022

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about `TS7022`

### ⏯ Playground Link

- [JavaScript playground](https://www.typescriptlang.org/play?strictNullChecks=true&noUncheckedIndexedAccess=true&noUnusedLocals=true&target=99&useUnknownInCatchVariables=true&exactOptionalPropertyTypes=true&noFallthroughCasesInSwitch=true&noImplicitOverride=true&noPropertyAccessFromIndexSignature=true&ts=4.8.0-beta&filetype=js&noUnusedParameters=true#code/PQKhAIAEBcFMFsAOAbAhncAVcJgCgBjNAZ2PAHFYA7WAJwEsCBhEsgbzwEhQQucpEqWqnjg2ACgAm6VAC4sASnABeAHzgAbgHt6kgL7gAFqiqTkdPri7FY0ABImzdccdPnaSjpz14feHlDQAJ6IsGKUNAzMrAA8waFaAGZGju7EqgZWBFpUxNDg0IawLKikKuA0AO4U1HSMJaTiCgDceIXFrAB0Nvapzk0q6mx6LXh4iQCuVATQ9DngCIjBAGJTM3NUA8Nj2bn5rk60ZMpiXIX0xADqWrQA1sTL9DTyiytrszkANGeGFwAiWlgxCo0Hku2IWnMnWQWgA5t89K0gA)
- [TypeScript playground](https://www.typescriptlang.org/play?noUncheckedIndexedAccess=true&target=99&useUnknownInCatchVariables=true&exactOptionalPropertyTypes=true&noFallthroughCasesInSwitch=true&noImplicitOverride=true&noPropertyAccessFromIndexSignature=true#code/MYGwhgzhAEDiCmA7eAnAlsAwuKAeAKgHzQDeAUAJATwAuAEmIgCYioAUAFoy6gFzRsmYGmH74AlNAC8xAG4B7NE0kkAvmXVlg8xBBrQaHeNkgwp0ZAHc4SVBhN4aATwAO8eQDNoXZqxQRCNnEAbjJDYxwIADpqem4-NiDpYjUQsjIPAFdEYBo0HWh4AFsXZwAxbNz8xCS1dO1dfR8ef2lSSkM0CAB1eRQAawgytGR+YtKnCpy8nQAaDo4ugBF5eAhEGn4GiHlWKJB5AHN51VCgA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
/** @template T */
class GenericClass {
	/**
	 * @param {(data: T) => void} handler
	 */
	setHandler(handler) {
	}
}

/** @type {GenericClass<typeof handlers>} */
const theClass = new GenericClass();
theClass.setHandler(() => {});

function emptyFunction() {}

const handlers = {
	thisWorksFine: emptyFunction,
	thisDoesnt: console.log,
};
```

### 🙁 Actual behavior

`'theClass' is referenced directly or indirectly in its own type annotation`, happens only in the JavaScript equivalent of this code and only if an external type is included in the `handlers` object.
Uncommenting `thisDoesnt: console.log` seems to remove the type errors for some reason.
`theClass.setHandler(() => {});` also seems to be required for this 

### 🙂 Expected behavior

No error, because there is no error in the TypeScript equivalent either.
Repository: PowerToys
Issue: PowerToys Run: Media Controls
Labels: Idea-Enhancement,Product-PowerToys Run

### Description of the new feature / enhancement

A new plugin for PowerToys Run that adds system media controls to the search results. The list of controls could include:

- Mute
- Next Track
- Pause
- Play
- Previous Track
- Stop
- Volume Down
- Volume Up

### Scenario when this would be used?

This is useful for anyone using a keyboard without dedicated media buttons. In that case, you need to rely on dedicated keyboard shortcuts for the media app (not consistent, and not all media apps have shortcuts) or the mouse. With this plugin, media could be controlled quickly from the keyboard and consistently across applications.

Additionally, while this scenario could be solved by each user creating their own keyboard shortcuts with Keyboard Manager, having these controls in PowerToys Run by default is more accessible and I believe sufficient for many users, including myself.

### Supporting information

I have no evidence of community support for this, though I don't see it taking away from PowerToys. I'm submitting it to solve a personal itch as I've wanted this plugin many times.

Since PowerToys Run supports external plugins - ones that aren't built into the original binary - I've already forked PowerToys and created the plugin for my personal use. If it's desired to get it into the official build, I'm happy to help make that happen by polishing the changes (they aren't ready for PR just yet) and driving the PR.

My personal branch: https://github.com/colincwilliams/PowerToys/tree/MediaControls
Repository: go
Issue: proposal: must.Do
Labels: Proposal

I always find it tedious to use `httputil.ReverseProxy` because you usually need a `*url.URL` and you can't make one easily without a few lines of boilerplate.

Proposal: add `url.MustParse` like regexp.MustCompile, template.Must, etc.

(Alternatively: a generic `must.Do` somewhere in std)

cc @neild
Repository: storybook
Issue: Message "__esModule was not supported :( !" on console.log
Labels: bug,needs triage

**Describe the bug**
After doing a fresh install of Storybook on a project, the following message appeared in the browser console: `__esModule was not supported :( !`. 

This is coming from the following code:

```
import { addDecorator, addParameters, addLoader, addArgs, addArgTypes, addArgsEnhancer, addArgTypesEnhancer, setGlobalRender } from '.../node_modules/@storybook/client-api';
import * as config from '.../.storybook/preview.js';
Object.keys(config).forEach(function (key) {
  var value = config[key];

  switch (key) {
    case 'args':
      {
        return addArgs(value);
      }

    case 'argTypes':
      {
        return addArgTypes(value);
      }

    case 'decorators':
      {
        return value.forEach(function (decorator) {
          return addDecorator(decorator, false);
        });
      }

    case 'loaders':
      {
        return value.forEach(function (loader) {
          return addLoader(loader, false);
        });
      }

    case 'parameters':
      {
        return addParameters(_objectSpread({}, value), false);
      }

    case 'argTypesEnhancers':
      {
        return value.forEach(function (enhancer) {
          return addArgTypesEnhancer(enhancer);
        });
      }

    case 'argsEnhancers':
      {
        return value.forEach(function (enhancer) {
          return addArgsEnhancer(enhancer);
        });
      }

    case 'render':
      {
        return setGlobalRender(value);
      }

    case 'globals':
    case 'globalTypes':
      {
        var v = {};
        v[key] = value;
        return addParameters(v, false);
      }

    case '__namedExportsOrder':
    case 'decorateStory':
    case 'renderToDOM':
      {
        return null; // This key is not handled directly in v6 mode.
      }

    default:
      {
        // eslint-disable-next-line prefer-template
        return console.log(key + ' was not supported :( !');
      }
  }
});
```

This occurs before adding anything new to the preview.js file. Currently, this looks like:

```
export const parameters = {
  actions: { argTypesRegex: "^on[A-Z].*" },
  controls: {
    matchers: {
      color: /(background|color)$/i,
      date: /Date$/,
    },
  },
}
```

Unable to dictate specifically what is triggering this, but would be great to get some help on how to remove if possible.

**System**
System:
  OS: macOS 12.5
  CPU: (10) x64 Apple M1 Pro
Binaries:
  Node: 16.15.0 - ~/.nvm/versions/node/v16.15.0/bin/node
  npm: 8.5.5 - ~/.nvm/versions/node/v16.15.0/bin/npm
Browsers:
  Chrome: 104.0.5112.79
  Firefox: 103.0.1
  Safari: 15.6
npmPackages:
  @storybook/addon-actions: ^6.5.10 => 6.5.10
  @storybook/addon-essentials: ^6.5.10 => 6.5.10
  @storybook/addon-interactions: ^6.5.10 => 6.5.10
  @storybook/addon-links: ^6.5.10 => 6.5.10
  @storybook/builder-webpack4: ^6.5.10 => 6.5.10
  @storybook/manager-webpack4: ^6.5.10 => 6.5.10
  @storybook/react: ^6.5.10 => 6.5.10
  @storybook/testing-library: ^0.0.13 => 0.0.13
Repository: godot
Issue: Android app loads without display first, then shows splash screen briefly. Should show splash screen while loading.
Labels: enhancement,platform:android,topic:porting

### Godot version

3.4.5.stable

### System information

Pixel 3a XL Android 9

### Issue description

If I tap on a blank Godot app to load it, it takes a second or two before it opens. Most other apps open immediately and show the splash screen, however I never see the splash. It's doing something for a few seconds then jumping straight into the empty game. This is a problem because it gives the user a chance to second guess whether or not they mis-tapped on the icon.

Is there any way to modify the Android export to immediately load the splash screen, then start loading whatever is hanging the app up from loading immediately?

### Steps to reproduce

1. Create GLES2 Godot project
2. Modify `default_env.tres` to change background mode to `Clear Color` (remove sky generation)
3. Create a default empty scene
4. Project -> Install Android Build Template
5. Export using custom build (APK), as "Release" version.

### Minimal reproduction project

_No response_
Repository: flutter
Issue: GN build file format check should print out the problem
Labels: c: new feature,engine,P3,team-engine,triaged-engine

We print out patches for formatting problems in source files.  For GN build files we don't, but we should.

example output:
```
Performing GN format check
Checking GN formatting...
ERROR: Found 1 GN file which was formatted incorrectly:                                                   
  lib/ui/BUILD.gn
Found GN format problems.
```