sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Taskbars per FZ zones (Treat zones that touch taskbar like a different monitor)
Labels: Idea-Enhancement,Idea-New PowerToy,Product-Window Manager,Product-FancyZones

# Summary of the new feature/enhancement

Similar to when using multiple monitors, where the icon of the app in the taskbar can be shown on the monitor which is displaying the app.

![image](https://user-images.githubusercontent.com/1246444/76138813-e8ee5000-604a-11ea-8907-8a8d8bf35703.png)

# Proposed technical implementation details (optional)

Not sure what to put here.
Repository: godot
Issue: DragonRise controller right axis incorrect
Labels: enhancement,topic:thirdparty,topic:input

DragonRise usb game controller right axis is defined incorrectly
03000000790000000600000010010000,DragonRise Inc. Generic USB Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Linux,

It should be
03000000790000000600000010010000,DragonRise Inc. Generic USB Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,

Incorrect part is "rightx:a3,righty:a4" and should be replaced with "rightx:a2,righty:a3"
affected files are
gamecontrollerdb.txt
gamecontrollerdb_204.txt
gamecontrollerdb_205.txt
Repository: godot
Issue: GridMap ignores material "Local to scene" setting
Labels: bug,topic:3d

**Godot version:**
Godot Engine v3.2.stable.official

**OS/device including version:**
Windows 10 Home

**Issue description:**
When making material "Local to scene", applying it to different meshes and adding these meshes to different MeshLibs materials are still shared between them. 

**Steps to reproduce:**
1. Make two models share the same material with checked "Local to scene"
2. Add each model to separate MeshLib
3. Create two GridMap instances and apply to them MeshLibs from the previous step
4. Try to edit material in one GridMap, eg. change its albedo_color

**Minimal reproduction project:**
[test.zip](https://github.com/godotengine/godot/files/4301577/test.zip)
Repository: PowerToys
Issue: Fully disable taskbar grouping
Labels: Idea-New PowerToy,Product-Tweak UI Design

# Summary of the new feature/enhancement

Currently even when you *disable* taskbar grouping buttons representig the same app are stickig together and are forced to stay in the launching order, it's pretty annoying. I would like them to become fully detached so I can move each of them separately

Actually I already have a third party tool that allows that but would feel more at ease having it supported by in house solution (if not built in in system, but Feedback Hub suggestion never got any tracktion so I'm trying here now)
Repository: godot
Issue: Make visual shaders unique doesn't make existing nodes unique
Labels: bug,topic:editor,confirmed,topic:shaders

**Godot version:** 3.2

**OS/device including version:** Linux, Not tested on Windows yet.

**Issue description:** 
It seems like shader nodes are not copied if we make an visual shader unique. When I make a visual shader unique, already exiting shader nodes are stilled shared, so if I edit an property of a node it will also be changed in the original material. Adding and deleting nodes works like expected.

**Edit:** Okay sorry now I see that the "Make Sub-Resources Unique" Option works but I still think that in this case it would properly more user friendly to make it automatically because I think many users don't expect shader nodes to be resources and in most cases where you make a unique copy of a material, you want to edit existing nodes...but you can close this issue if you think the current way is okay:)

**Steps to reproduce:**
1. Add an visual shader to a MeshInstance.
2. Duplicate the MeshInstance & make the material and the visual shader unique.
3. Edit properties of an exiting shader nodes.
Repository: opencv
Issue: Cannot destroy high GUI windows on Mac OS
Labels: priority: low,category: highgui-gui,platform: ios/osx

##### System information (version)

- OpenCV == 4.1.2 (4.2 has 
- Operating System / Platform => mac os catalina (10.15.3)
- Compiler => bash and Spyder (4.0.1)
- Python 3.7

##### Detailed description

I am devloping a python package that makes heavy use of opencv. While I have no problems on Windows and Linux, I cannot close high GUI windows on Mac OS that I evoke with imshow. I have tried every possible combination of waitKey / destroyAllWindows / windowThread etc. (e.g. as suggested [here](https://stackoverflow.com/questions/6116564/destroywindow-does-not-close-window-on-mac-using-python-and-opencv
)). It's as if the command is issued (see error msg if I attemp to close a window twice), but the window is still there, and frozen.

I am grateful for any advice as to where the error could be, because I am not a mac user and don't know where the os-specific opencv builds differ. I am guessing it's got to do with the QT backend that mac and linux appear to use?

##### Steps to reproduce

```
import cv2
import numpy as np

image = np.zeros((512,512))

cv2.namedWindow("window", cv2.WINDOW_NORMAL)
cv2.startWindowThread() 
cv2.imshow("window", image)
if cv2.waitKey() == 13:
    cv2.waitKey(1)
    cv2.destroyWindow("window")
    cv2.waitKey(1)
cv2.destroyWindow("window")

error: OpenCV(4.1.2) /Users/travis/build/skvark/opencv-python/opencv/modules/highgui/src/window_QT.cpp:539: error: (-27:Null pointer) NULL guiReceiver (please create a window) in function 'cvDestroyWindow'

```


##### Issue submission checklist

 - [x] I report the issue, it's not a question
 - [x] I checked the problem with documentation, FAQ, open issues,
       answers.opencv.org, Stack Overflow, etc and have not found solution
 - [x] I updated to latest OpenCV version and the issue is still there
 - [x] There is reproducer code and related data files: videos, images, onnx, etc
Repository: godot
Issue: Mono error tooltip takes whole screen and cuts text
Labels: bug,topic:editor,topic:dotnet

**Godot version:**
3.2 mono

**OS/device including version:**
Windows 10 x64

**Issue description:**
So I just got a build error and hovered mouse over it and got this:
![image](https://user-images.githubusercontent.com/2223172/76150087-cdb12e00-60a6-11ea-905b-8389098e7dad.png)
From what I understand I have something installed incorrectly, but the problem here is the absurd tooltip.

**Steps to reproduce:**
1. Get some long build error in mono
2. Hover mouse over the message
Repository: godot
Issue: CanvasLayer soaks up my mouse events
Labels: confirmed,topic:input,topic:gui

**Godot version:**
v3.2.stable
**OS/device including version:**
Windows 10 Home
**Issue description:**
I'm developing a resource management game. There are planets that `_on_KinematicBody2D_input_event` event. Once I add a `CanvasLayer` as documentation states to handle UI on games.

Please check the linked git `branch` for more details. The project uses the following node structure:
```
- Game ( Node 2D )
    - Manager ( Node 2D )
    - Camera2D ( Camera2D )
    - UI (Canvas Layer)
          - GUI ( Sub-scene; GUI.tscn )
    - Starlight ( Node )
... (please check project for other objects in scene)
```

The planets inherit `Clickable.gd` which implements:
```
func _on_KinematicBody2D_input_event(_viewport, event, _shape_idx):
	if event is InputEventMouseButton:
		if(event.button_index == 1 and 
		   event.is_pressed() and
		   !event.is_echo()):
			spawn_selection(self)
```

When the CanvasLayer flag is set to `stop` or `pass` it doesn't work properly. ( I want it to catch events, and also pass them below it )

It would be nice if events bubled up, kinda like DOM if you're familiar with that.

**Steps to reproduce:**
- Download the project 
- Run the project 
- Try clicking on the orbiting planets
- It doesn't work

Setting the filter to `ignore` makes it work. However, it also stops processing the `input` events on my HUD. Is there a way I can solve this by having both events enabled on the HUD and propogating them to nodes below the HUD.

Editing the file `GUI.tscn` and making the root node mouse filter `ignore` more precisley.

**Minimal reproduction project:**
https://github.com/dev-cyprium/EndOfTheUniverse/tree/godot/bug-report

-------------
**EDIT:**
Events seem to work normally on the UI layer ( when setting the node to `ignore`), but I'm still confused why the other options even exist as they aren't documented, so an explanation would be nice at least
Repository: go
Issue: cmd/compile: delete insertLoopReschedChecks?
Labels: NeedsDecision,compiler/runtime

We seem to have settled on signal-based pre-emption. Can we now delete the compiler code, such as the insertLoopReschedChecks pass, that is guarded by objabi.Preemptibleloops_enabled?

cc @dr2chase
Repository: go
Issue: cmd/compile: avoid unnecessary calls to runtime.panicIndex
Labels: Performance,NeedsInvestigation,compiler/runtime

### What version of Go are you using?

go version go1.14 windows/amd64

### What did you do?

https://play.golang.org/p/uFSviGB2UL3

### What did you expect to see?

The generated machine code contains zero calls to `runtime.panicIndex` since all index calculations are safe, and this can be proven easily.

As a bonus, the code generator should recognize that the pattern `parts[n - x]` appears repeatedly with varying small constants for `x`. There is no need to calculate the expression `16 * n` repeatedly in lines 30 to 33.

### What did you see instead?

`go tool objdump -s joinCambridge` contains 7 calls to `runtime.panicIndex`.
Repository: create-react-app
Issue: Consider recommending VSCode extensions
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

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  Provide a clear and concise description of what the problem is.
  For example, "I'm always frustrated when..."
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Difficult discovery of VSCode functionality in extensions related to technologies used by create-react-app

### Describe the solution you'd like

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Use [workspace recommended extensions](https://code.visualstudio.com/docs/editor/extension-gallery#_workspace-recommended-extensions) in the official templates to make it easier for users to find related extensions like ESLint, Jest, and Prettier
Repository: TypeScript
Issue: No completions in `@param` tag missing parameter name
Labels: Needs Investigation

You can probably whittle this down to a 2 file repro, but just install `@azure/functions` in a plain `.js` file and try to write the following code:

```js
// @ts-check

/**
 * @param {import("@azure/functions").$}
 */
module.exports = async function (context, req, connectionInfo) {
  context.res.json(connectionInfo);
};
```

Remove the `$`, place your cursor there, and request completions.

**Expected**: Completions
**Actual** No completions, maybe because the parse isn't failing gracefully.
Repository: rust
Issue: Run 32bit test suite on PR CI?
Labels: P-low,T-infra,C-feature-request

@rust-lang/infra do we have enough spare capacity on the PR CI runner to add something like `./x.py test src/test/ui --target i686-unknown-linux-gnu --pass check`? That would help find 32bit-only issues in tests before things get to bors. And running with `--pass check` would also ensure that the test suite actually passes in check-only mode, which is not a given (some tests fail and need `ignore-pass`).
Repository: rust
Issue: Tracking Issue for Coroutine Memory Usage
Labels: A-codegen,metabug,T-compiler,A-coroutines,I-heavy,A-async-await,AsyncAwait-Triaged,F-coroutines

(old issue: https://github.com/rust-lang/rust/issues/52924)

This issue tracks ideas for reducing the memory footprint of coroutines.

* [ ] https://github.com/rust-lang/rust/issues/59087 – Generator size: borrowed variables are assumed live across following yield points
* [ ] https://github.com/rust-lang/rust/issues/62321 – `size_of_val` in a generator can make the generator bigger
* [ ] https://github.com/rust-lang/rust/issues/62575 – Better greedy layout computation for generators
* [ ] https://github.com/rust-lang/rust/issues/62952 – Copy trait defeats generator optimization
* [ ] https://github.com/rust-lang/rust/issues/62958 – Async fn doubles argument size
* [x] https://github.com/rust-lang/rust/issues/66100 – [codegen] Unnecessary panicking branches in resumption of infinite generator (stored in static variable)
* [x] https://github.com/rust-lang/rust/issues/69815 – Generators should use smaller discriminants

Note that this issue is different from https://github.com/rust-lang/rust/issues/69663, which tracks typesystem-level improvements regarding coroutines. This issue is purely about the code generation aspect.
Repository: pytorch
Issue: [Feature request] Query padding mask for nn.MultiheadAttention
Labels: module: nn,triaged

nn.MultiheadAttention already have key_padding_mask, which is fine and easy to use, it would be useful to have query_padding_mask argument.

My attention alignments looks like this and i do not like it. Probably it decreese model performance.

![alt text](https://i.imgur.com/BiH6v21.png)

Probably, I can make a length mask with attn_mask argument, but not sure how.
Repository: godot
Issue: Saving scene with plugin crashes engine
Labels: bug,topic:core,confirmed,crash

**Godot version:**
3.2
**OS/device including version:**
ubuntu 19
**Issue description:**
When I save the scene with my plugin godot crashes with no message
**Steps to reproduce:**
* Download this plugin at the topic bottom
* Enable it
* Create a Empty scene
* Add Node -> Search for Chunk (Select ChunkConfig)
* fill Chunk Repeat and Chunk Extents with (3,3,3)
* click update
* It will generate chunks
* now modify ChunkConfig.gd i.e print("test")
* CTRL+S to save the scene
* Godot will crash

Why do you think this is happening?
at Chunky.gd there is a exported variable:
`export var near_chunkies:Array`
and in the ChunkConfig.gd in config() function it add a lot of references to the var mentioned above, but chunkConfig's children does not update the exported var values, maybe this is causing the issue! 

**Minimal reproduction project:**
[chunk.zip](https://github.com/godotengine/godot/files/4303397/chunk.zip)

**Edit**
tested here and remove EXPORT from
`export var near_chunkies:Array`
stopped crashing the engine!
Repository: TypeScript
Issue: Don't emit `const enum`s with reverse mapping (under `preserveConstEnum`)
Labels: Suggestion,Awaiting More Feedback

## Search Terms

preserveConstEnums, const enum, enum

## Suggestion

By default all `const enum`s are preserved from output. One of the key differences of `const enum`s is disallowing to looking up the reversed value:

```ts
enum Enum {
  Zero,
  One,
}

console.log(Enum[1]); // allowed, result is 'One'

const enum ConstEnum {
  Zero,
  One,
}

console.log(ConstEnum[1]); // Error
```

This means that we can't access const enum's "reversed" member even if `preserveConstEnums` flag is enabled.

JS code of `const enum` with enabled `preserveConstEnums` is pretty similar to just `enum`s right now and contains string literals (even they couldn't be accessed from the code):

```js
var ConstEnum;
(function (ConstEnum) {
    ConstEnum[ConstEnum["Zero"] = 0] = "Zero";
    ConstEnum[ConstEnum["One"] = 1] = "One";
})(ConstEnum || (ConstEnum = {}));
```

My feature request is change output of `const enum`s when `preserveConstEnums` is enabled and strip "reversed" values from it:

```js
var ConstEnum;
(function (ConstEnum) {
    ConstEnum["Zero"] = 0;
    ConstEnum["One"] = 1;
})(ConstEnum || (ConstEnum = {}));
```

Note: actually tsc already has similar behaviour if you specify string constant value for every const enum's member, but the values are strings, not numbers - it is kind of workaround if your const enum is used to declare string constants.

## Use Cases

Reversed values for const enums are useless and cannot be accessed in the TS code, so why we should emit them? 🤔 I guess in this case the behaviour of `const enum`s from types and from execution (JS) purposes will be the same.

## Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [ ] 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, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: flutter
Issue: Linux embeddings of Flutter does not support multi-touch!
Labels: c: new feature,engine,platform-linux,a: desktop,P3,team-linux,triaged-linux

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## Use case

Running flutter apps on an ubuntu machine with touchscreen.
I found that multi-touch fails.
After reading the [source code](https://github.com/flutter/engine/blob/master/shell/platform/glfw/flutter_glfw.cc#L298) of flutter engine for platform embedding, i found that it is because that GLFW does not support multi-touch.
GLFW now just supports [mouse input](https://www.glfw.org/docs/latest/input_guide.html#input_mouse), and as a result , flutter apps running on ubuntu mathine do not support multi-touch.


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     on pub.dev/flutter that already solves this?
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## Proposal

Sorry I don't hava suitable proposal for this problem (maybe transforming the pointer events directly to flutter enging form libinput is a good way), I am here for asking for help.
It's there any solution for this problem ? Or what i can do for it ?
Supporting multi-touch on ubuntu is really important for me!

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Repository: rust
Issue: Tracking Issue for layout information behind pointers
Labels: A-allocators,T-lang,T-libs-api,B-unstable,C-tracking-issue,Libs-Tracked,A-raw-pointers,S-tracking-design-concerns

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The feature gate for the issue is `#![feature(layout_for_ptr)]`.

This tracks three functions:

- `core::mem::size_of_val_raw<T: ?Sized>(val: *const T) -> usize`
- `core::mem::align_of_val_raw<T: ?Sized>(val: *const T) -> usize`
- `core::alloc::Layout::for_value_raw<T: ?Sized>(t: *const T) -> Layout`

These provide raw-pointer variants of the existing `mem::size_of_val`, `mem::align_of_val`, and `Layout::for_value`.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also uses as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Unresolved Questions

- [ ] What should the exact safety requirements of these functions be? It is currently possible to create raw pointers that have metadata that would make size wrap via [`ptr::slice_from_raw_parts`](https://doc.rust-lang.org/nightly/std/ptr/fn.slice_from_raw_parts.html). Trait vtable pointers are *currently* required to always be valid, but this is not guaranteed and an open question whether this is required of invalid pointers.
  - [`A`]`Rc`'s current implementation [requires calling `Layout::for_value_raw` on a pointer that has been `drop_in_place`'d](https://github.com/rust-lang/rust/pull/80488), so this likely needs to stay possible.
- [ ] How should this interact with [extern types](https://github.com/rust-lang/rust/issues/43467)? As this is a new API surface, we could potentially handle them properly [whereas the `_of_val` cannot](https://github.com/rust-lang/rust/issues/49708). Additionally, extern types may want to access the value to determine the size (e.g. a null terminated cstr).

https://github.com/rust-lang/lang-team/pull/166 is tangentially related, as it serves to document what requirements currently exist on pointee types and getting a known layout from them.

### Implementation history

- #69079 implemented these functions, including the intrinsic adjustments required to support them.
Repository: godot
Issue: Mono version produces error on Linux Mint.
Labels: bug,platform:linuxbsd,topic:editor,topic:dotnet

**Godot version:** 3.2 stable mono 64-bit

**OS/device including version:** Linux Mint 19.3 Cinnamon 64-bit 
(guest machine on Virtualbox and Windows 10)

**Issue description:**
Similar to [issue #39857](https://github.com/godotengine/godot/issues/35897) but with some differences. 

Running the project produces a "Test.sln" file (The name of the project). Running the project with the file present produces the error, 
`editor/editor_node.cpp:5268 - An EditorPlugin build callback failed.` 

My issue differs from issue [issue #39857](https://github.com/godotengine/godot/issues/35897) because deleting the sln file still produces an error. Two of them actually. Also, I am not sure if his sln file would be recreated back after running the project, but mine does.

`
 scene/gui/popup_menu.cpp:1172 - Index p_idx = -1 is out of bounds (items.size() = 1).
  editor/editor_node.cpp:5268 - An EditorPlugin build callback failed.
`

One commenter from  [issue #39857](https://github.com/godotengine/godot/issues/35897) said their issue was solved by installing mono SDK according to the instructions [on the mono sdk website](https://www.mono-project.com/download/stable/). However, I had already used those instructions (for Ubuntu 18.04, since Linux Mint was originally built on Ubuntu).

My installation of mono sdk doesn't seem to be the problem, since I can run the basic "Hello World" test [here](https://www.mono-project.com/docs/getting-started/mono-basics/) with mono just fine.

**Steps to reproduce:**
Just run my [MCVE](https://github.com/Nootria/Godot_c-_MCVE) on Linux Mint.

**Minimal reproduction project:**
[MCVE](https://github.com/Nootria/Godot_c-_MCVE)