sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Popup subwindows created by MenuButtons not scaling relative to parent window
Labels: bug,confirmed,topic:gui

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

4.0.beta3.mono

### System information

Windows 10, Vulkan, Nvidia RTX 2080 TI

### Issue description

When "Embed Subwindows" is set to false in the project settings, popup windows made by MenuButtons don't get placed/scaled relative to the "parent" window

<figure>
<img src="https://user-images.githubusercontent.com/20659419/206360110-91573431-cb70-47a4-95f8-444fd319c7e3.png" alt="unscaled parent window">
<figcaption>unscaled parent window^</figcaption>
</figure>

the popup window is scaled correctly when the parent window is not scaled at all.

<figure>
<img src="https://user-images.githubusercontent.com/20659419/206361095-cc796a32-efa5-4c0f-b6db-6877997b9854.png" alt="scaled parent window">
<figcaption>scaled parent window^</figcaption>
</figure>

and when maximized, the popup window stays the same size (and even in the same place) making it hard to read on high-DPI devices

This is easily fixed by setting "Embed Subwindows" to true in the project settings, but i want to also have a file dialog window that's not embedded


### Steps to reproduce

- make a new project
- go to the project settings
- set the window width and height to 1920 and 1080
- set embed subwindows to false
- set the stretch mode to "viewport" or "canvas items"
- make a new scene
- make a Control node
- make a Container node as a child of the control node
- make a MenuButton node as a child of the container node
- add an item to the menuButton node
- run the project
- resize the window
- click on the MenuButton
or
- open the reproduction project
- run the project
- resize the window
- click on the "click for menu" button

### Minimal reproduction project

[subwindows.zip](https://github.com/godotengine/godot/files/10182339/subwindows.zip)
Repository: vscode
Issue: the new experimental theme improvements
Labels: themes,workbench-tabs,under-discussion

Would like to have the border to the right and left of the tab with some minimal border radius which will give an effect of merging the tab into the editor area just like what we have in chromium-based browsers.

And the color of the sidebar looks too dark. It's impacting the readability and also not something feel good to the eyes.
![image](https://user-images.githubusercontent.com/50770619/206380424-39d67e81-02d0-429a-b909-6d9c3eb98882.png)
Repository: node
Issue: [Documentation 16 LTS] Zlib
Labels: doc,zlib

This may be implicit info or my assumption can be wrong but does the built in ```node:zlib``` module provide data integrity check after decompression? like a built in CRC check?
The documentation does point to Error codes which feels it does but can this be explicitly stated as either Yes or No on documentation pages?
Repository: PowerToys
Issue: Prevent accidental window move when snapped
Labels: Idea-Enhancement,FancyZones-Layouts,Needs-Triage

### Description of the new feature / enhancement

When windows are snapped to their zones, it is very easy to be moved out of position just by accidental holding the mouse button while trying just to click. May be, it would be good, the window to me moved out when at least several pixel movement is detected.

### Scenario when this would be used?

When focusing on some window it is very common to click on the top window bar, but this bar also move the window. I tend to move mouse very quickly across the screen and switching between windows. When clicking sometimes it happen to hold for a millisecond the mouse button but that cause movement to the window and it is not snapped already. 

### Supporting information

_No response_
Repository: vscode
Issue: local language specific setting priority is lower than user level language  specific setting
Labels: bug,config

reproduce:

1. install `esbenp.prettier-vscode`
2. add following settings to `.vscode/settings.json`
```json
    "[javascript][javascriptreact][typescript][typescriptreact][vue][json][jsonc][html][css][less][markdown][xml][yaml][svg]": {
        "editor.defaultFormatter": "esbenp.prettier-vscode"
    }

```
3. add following settings to `~/Library/Application Support/Code/User/settings.json`

```json
    "[javascript]": {
        "editor.defaultFormatter": null
    },
```
4. open a js file, try to format it, will warning:

![image](https://user-images.githubusercontent.com/41773861/206393349-87a7a4f6-4a02-483a-91ec-82a5b989a1e0.png)


```txt
Version: 1.74.0 (Universal)
Commit: 5235c6bb189b60b01b1f49062f4ffa42384f8c91
Date: 2022-12-05T16:43:37.594Z
Electron: 19.1.8
Chromium: 102.0.5005.167
Node.js: 16.14.2
V8: 10.2.154.15-electron.0
OS: Darwin x64 22.1.0
Sandboxed: No
```
Repository: material-ui
Issue: @remix/run example hydration error
Labels: ready to take,examples

### 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://zzmiwwwmjgithub-uqcc--3000.local-credentialless.webcontainer.io/

Steps:

1. Open Console


### Current behavior 😯

<img width="1136" alt="CleanShot 2022-12-08 at 09 23 05@2x" src="https://user-images.githubusercontent.com/16644200/206395941-7bef888d-9ef4-42e9-8fe7-7cfe24c1084d.png">


### Expected behavior 🤔

No hydration error

### Context 🔦

_No response_

### Your environment 🌎

_No response_
Repository: neovim
Issue: Implement operator-modifier as in Vim Mode Plus for Atom
Labels: enhancement,multicursor,marks

### Feature already in Vim?

No

### Feature description

Here is an in insanely useful feature - described here:
https://github.com/t9md/atom-vim-mode-plus/wiki/AdvancedTopicTutorial#5-modify-operators-behavior-by-o-to-make-it-operate-on-occurrence

I don't think I can give a description of it justice, but it's extremely handy to be able to mark "occurrences" of a thing (by doing a visual select and type "g" "o"), then perform an action, such as "c" "i" "p", which would normally change inner paragraph, but having a pre-marked "occurrences" will automatically put you in multi-cursor mode on all of the selected occurrences within the target.

Additionally, instead of pre-marking the occurrences, performing an action like "c" "o" "i" "p" would automatically use the token which the cursor is currently located on as the target.

Example

This is the text.
I like the text here.
Here is more text, and this is also the text.

If your cursor were on any of the "text" occurrences, and you typed coipbanana<esc>, then all occurrences of "text" will now be changed with "banana":

This is the banana.
I like the banana here.
Here is more banana, and this is also the banana.

This really simplifies multiple cursors when you already know what your target and "occurrence" (or token or whatever you want to call it) are.
Repository: rust
Issue: Unexpected `error[E0119]: conflicting implementations` error
Labels: A-diagnostics,T-compiler,C-discussion

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code, it seems to be pretty valid:

```rust
struct Foo {
    x: i32,
}

impl TryFrom<Foo> for i32 {
    type Error = Infallible;

    fn try_from(value: Foo) -> Result<Self, Self::Error> {
        Ok(value.x)
    }
}

impl<T> TryFrom<Foo> for Option<T> {
    type Error = Infallible;

    fn try_from(value: Foo) -> Result<Self, Self::Error> {
        Ok(Some(value.x))
    }
}
```

I expected to see it gets compiled.

Instead, the following error happened:
```
error[E0119]: conflicting implementations of trait `std::convert::TryFrom<Foo>` for type `std::option::Option<_>`
  --> src/main.rs:17:1
   |
17 | impl<T> TryFrom<Foo> for Option<T> {
   | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
   |
   = note: conflicting implementation in crate `core`:
           - impl<T, U> TryFrom<U> for T
             where U: Into<T>;
```

It really doesn't make sense as I don't have any `Into` trait implemented for `Foo` so the mentioned blanket `impl` shouldn't be applied.

Can anyone help to explain why this happened?

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.65.0 (897e37553 2022-11-02)
binary: rustc
commit-hash: 897e37553bba8b42751c67658967889d11ecd120
commit-date: 2022-11-02
host: aarch64-apple-darwin
release: 1.65.0
LLVM version: 15.0.0
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

There is no backtrace as it's a compiling error.

</p>
</details>
Repository: rust
Issue: Multiple nested `impl Trait` in trait method does not work
Labels: A-diagnostics,T-compiler,requires-nightly,F-impl_trait_in_fn_trait_return

````rust
#![feature(return_position_impl_trait_in_trait, impl_trait_in_fn_trait_return)]
trait Curry<T0,T1,R>{
    fn to_curry(self)->impl FnOnce(T0)->impl FnOnce(T1)->R;
}
impl<T0,T1, R, F> Curry<T0,T1,R> for F
where F: FnOnce(T0,T1)-> R{
    fn to_curry(self)->impl FnOnce(T0)->impl FnOnce(T1)->R{
        move |v0:T0|{  // #1
           move |v1:T1|{  // #2
               self(v0,v1)
           }
        }
    }
}
fn main(){
    
}
````
This example is rejected by the latest nightly version, which reports a weird diagnosis 
> error: concrete type differs from previous defining opaque type use. cannot resolve opaque type

The closure at `#2` should implement `FnOnce(T1)->R`, which is the return value of the closure at `#1`. This example should be accepted. 

See https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=4ba0efa20db7cbd756e5cdf635543c4b
Repository: godot
Issue: Audio Mic Recording results in silence
Labels: bug,platform:windows,confirmed,topic:audio

### Godot version

3.5.1

### System information

Windows 10, GLES3

### Issue description

I wanted to implement voice chat in my game. I took a look into the ```Audio Mic Record Demo``` and noticed it wasn't working as intended:  
- When recording audio and then clicking on "play", you hear nothing.
- When saving the recorded audio to a file (using ```save_to_wav()``` in this case) the resulting file is only silence

I made sure my mic is working: when I disable "muted" on the record audio bus, I can hear my voice in the demo, so the mic input actually gets to the game.

May be related to #33184 

### Steps to reproduce

Follow the [Recording with microphone](https://docs.godotengine.org/en/stable/tutorials/audio/recording_with_microphone.html) Tutorial or try the [Demo Project](https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record)

### Minimal reproduction project

[Demo Project](https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record)
Repository: go
Issue: proposal: cmd/trace:  /prototrace endpoint
Labels: Proposal,compiler/runtime

Context: 

 - The Catapult trace UI shipped with Go is not being maintained anymore (leading to issues like https://github.com/golang/go/issues/34374). The next generation developed by the Chrome team is the Perfetto UI (https://ui.perfetto.dev). 
 - One can manually load traces into https://ui.perfetto.dev. For this the JSON generated by cmd/trace is necessary. As discussed in https://github.com/golang/go/issues/16377, one can do `go tool trace ... && curl .../jsontrace` to get a file to upload.
 - I didn't find a canonical issue for migrating to or supporting this web UI, so I'll file this issue that should make using the Perfetto UI easier.

Today, the perfetto UI produced a message I hadn't seen before:

> Perfetto UI features are limited for JSON traces. We recommend recording [proto-format traces](https://perfetto.dev/docs/quickstart/chrome-tracing) from Chrome.

The docs appear to be: https://perfetto.dev/docs/reference/trace-packet-proto

The trace json output format is fairly verbose, so my hope is that by using proto format we produce more compact files that are easier to ship around and perhaps also lighter weight in the browser. Those extra features they're referencing may be nice too, but I don't know what they are. Currently we [cap](https://cs.github.com/golang/go/blob/c8313d4fa8ca04a1844edcb4a6e1f61cf13fd40e/src/cmd/trace/trace.go#L302) at 100MiB of JSON data. If we maintain the same cap on proto data (I don't know what the limits of the perfetto UI are) we could represent a larger timeline.
Repository: vscode
Issue: Consider a sticky scroll provider API
Labels: feature-request,api,editor-sticky-scroll

Today sticky scroll is mostly powered by the [`DocumentSymbolProvider`](https://github.com/microsoft/vscode/blob/cc04113a70c23c2524ed4b6fb5ea4ccccbe72c2a/src/vscode-dts/vscode.d.ts#L3286) API. Mostly because it falls back to folding information when not symbol provider is available. This approach is serving us well but there are cases which don't work nicely and we should consider is a "DocumentStickyScrollLinesProvider"-API, e.g one that's provides data only used for the sticky scroll feature
Repository: create-react-app
Issue: Upgraded react-scripts v4 => v5, getting issue with build.
Labels: needs triage

After upgrading react-scripts to version 5, i am facing build issue. Some files are missing after running build command. Sharing before and after screen shot of build command. Also using craco latest version for configuration.

On creating build **main.[hash].chunk.js**, **main.[hash].chunk.css** & **runtime-main.[hash].js** files are missing from build folder.

**Before upgrade:**
![image](https://user-images.githubusercontent.com/40471745/206426747-18a6710b-059e-4ac6-a56d-548901d19ba2.png)
**After Update:**
![image](https://user-images.githubusercontent.com/40471745/206426817-24eae4c1-aff2-460b-bfb1-f82696725f98.png)

**Config:**
```
const path = require('path');
const BundleAnalyzerPlugin = require("webpack-bundle-analyzer").BundleAnalyzerPlugin;

module.exports = () => {
  const plugins = [];
  // if (process.env.NODE_ENV !== "production") {
  //   plugins.push(new BundleAnalyzerPlugin())
  // }

  return {
    eslint: {
      enable: true,
    },
    style: {
      css: {
        loaderOptions: (cssLoaderOptions, { env, paths }) => {
          cssLoaderOptions.modules = {
            localIdentName: "[local]_[hash:base64:5]",
          };
          return cssLoaderOptions;
        },
      },
    },
    webpack: {
      alias: {
        react: path.resolve(__dirname, '../node_modules', 'react'),
        'react-dom': path.resolve(__dirname, '../node_modules', 'react-dom'),
        'modernizr': path.resolve(__dirname, "./.modernizrrc.js")
      },
      plugins,
      configure: webpackConfig => {
        webpackConfig.resolve.fallback = {
          fs: false,
          path: require.resolve("path-browserify")
        };
        const scopePluginIndex = webpackConfig.resolve.plugins.findIndex(
          ({ constructor }) => constructor && constructor.name === 'ModuleScopePlugin'
        );
        webpackConfig.optimization= {
          chunkIds: 'natural',
        };        
        
        const [clientSrc] = webpackConfig.resolve.plugins[scopePluginIndex].appSrcs;
        const services = path.resolve(clientSrc, '../..');

        webpackConfig.resolve.plugins[scopePluginIndex].appSrcs.push(services);

        return webpackConfig;
      }
    },
    devServer: (devServerConfig, { env, paths, proxy, allowedHost }) => {
      devServerConfig = {
        server: {
          type: 'https'
        },
        https: undefined,
        onBeforeSetupMiddleware: undefined,
        onAfterSetupMiddleware: undefined
      };
      
      return devServerConfig;
    },
  }
};
```
Repository: vscode
Issue: Progress location for comments
Labels: feature-request,api,api-proposal,comments

The GitHub Pull Requests and Issues extension uses the comments API to create GitHub PR comments. It does this in the following way:
1. Offers a commenting range.
3. When the + in the range is used, VS Code prompts for a comment.
4. User enters a comment and uses the extension provided "Start review" or "Add a Comment" button.
5. Extension is now responsible for adding the new comment to the new comment thread.

At no point here is there an opportunity for the extension to show progress on the comment or comment thread. In GHPRI's case, it can take a second to complete the GitHub API call that actually adds the comment to the review. Currently, we add a fake comment to prevent a flicker, but that can be misleading for users (see https://github.com/microsoft/vscode-pull-request-github/issues/4291 which sparked this new issue).
Repository: PowerToys
Issue: Suggesting new characters for QuickAccent and/or dealing with keyboard layouts. Customizing too, maybe.
Labels: Needs-Triage

### Description of the new feature / enhancement

Allow us to request new characters for QuickAccent or customize our layout.

### Scenario when this would be used?

There are some special characters that I use quite frequently. Previously, I had to resort to the touch keyboard or to Win+. to insert them. QuickAccent includes quite a few. However, there is a notable omission: ×. Maybe my keyboard layout (European Portuguese) doesn't include whatever base key has it as an option, or maybe it's simply not included. Being able to add characters myself could be an option.

### Supporting information

_No response_
Repository: deno
Issue: Arguments for custom inspect functions should be documented and have types
Labels: public API

When defining custom inspect functions using the `Deno.customInspect` symbol or `Symbol.for("Deno.customInspect")`, two arguments are passed to the function:

- the Deno.inspect function
- the inspect options object, with the addition of `indentLevel`, and `depth` will never be undefined

This is currently not documented anywhere and there are no types for it.

Typing is also a bit of an issue here because the user has to manually assign the type somewhere, as shown in the example below:

```ts
declare global {
  namespace Deno {
    interface InspectOptions {
      indentLevel?: number;
    }

    interface CustomInspectOptions extends InspectOptions {
      depth: number;
      indentLevel: number;
    }

    type CustomInspect = (inspect: typeof Deno.inspect, options: CustomInspectOptions) => string;
  }
}

/* A - manually assigning types to the arguments */

export class A {
  constructor(public value: unknown) {}

  [Symbol.for("Deno.customInspect")](
    inspect: typeof Deno.inspect,
    options: Deno.CustomInspectOptions,
  ) {
    return `A(${inspect(this.value, options)})`;
  }
}

/* B - extending Object with a unique symbol key */

const customInspect = Symbol.for("Deno.customInspect"); // or use `Deno.customInspect` instead

declare global {
  interface Object {
    [customInspect]?: Deno.CustomInspect;
  }
}

export class B {
  constructor(public value: unknown) {}
}

// argument types are automatically infered
B.prototype[customInspect] = function (inspect, options) {
  return `B(${inspect(this.value, options)})`;
};
```

Use cases for this include:

- Creating better inspect output for wrapper types.
- Using the `indentLevel` allows for multiline output which fits nicely into the builtin inspect output.
- It generally allows for a better debugging experience for custom types.
Repository: flutter
Issue: [google_maps_flutter] - onCameraIdle behaves differently on Android and iOS
Labels: platform-ios,p: maps,package,has reproducible steps,P2,found in release: 3.3,found in release: 3.7,team-ios,triaged-ios

## Steps to Reproduce

Create a simple GoogleMap widget
```
import 'package:flutter/material.dart';
import 'package:google_maps_flutter/google_maps_flutter.dart';

class MapTest extends StatelessWidget {
  MapTest({Key? key}) : super(key: key);

  late final GoogleMapController mapController;

  final CameraPosition cameraPosition = const CameraPosition(
      target: LatLng(37.816829, 144.967318), zoom: 15);

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: Stack(
        children: [
      GoogleMap(
      initialCameraPosition: cameraPosition,
    onMapCreated: (GoogleMapController controller) => mapController = controller,
    onCameraMoveStarted: () => print('onCameraMoveStarted'),
    onCameraIdle: () => print('onCamera idle'),
    myLocationEnabled: false,
    zoomControlsEnabled: false,
    mapToolbarEnabled: false,
    compassEnabled: false,
    myLocationButtonEnabled: false),
          ElevatedButton(onPressed: () {
            // move camera to the same camera position
            mapController.moveCamera(CameraUpdate.newCameraPosition(cameraPosition));
          },child: const Text('trigger move camera'),)
        ],
      ),
    );
  }
}

```
1. run widget with code above
2. tap on button 'trigger move camera' without moving the map to new camera position

## Observation
On Android device, when tapping on 'trigger move camera', both `onCameraMoveStarted` and `onCameraIdle` will be triggered although camera has the same camera position.

On iOS device, only 1 line 'flutter: onCamera idle' is printed, tapping on 'trigger move camera' without actually move camera will not trigger moving camera or call `onCameraIdle`. When move map to different camera position, and tap on 'trigger move camera', then both `onCameraMoveStarted` and `onCameraIdle` are called respectively 

## Expectation
Behaviour to be the same on both Android and iOS.