sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Independent Custom Zone Size
Labels: Idea-Enhancement,FancyZones-Editor,Product-FancyZones,Issue-Docs,Area-User Interface

### Description of the new feature / enhancement

Returning to PowerToys after some time. It appears that I can no longer resize the Fancy Zones. IN a previous version I could modify the size of each zone separately. There does not appear to be a way to do this anymore, even when I create a new custom layout. I can adjust the pre-canned zones and/or merge, but not resize them independently. 

### Scenario when this would be used?

All the time

### Supporting information

_No response_
Repository: flutter
Issue: AutomaticKeepAliveClientMixin Doesnt work with NavigationRail
Labels: framework,f: material design,has reproducible steps,found in release: 2.2,found in release: 2.4,team-design,triaged-design

I had used AutomaticKeepAliveClientMixin with tabs before, even with bottom navigation. Somehow, it doesnt work in Navigation Rail. is there something else that needs to be done? Or is it not supported?

I figure it would have been the same way to use AutomaticKeepAliveClientMixin with regards to NavigationRail.
Repository: flutter
Issue: [Windows] When the window is zoomed when part of the window is visible, the window displays abnormally
Labels: engine,platform-windows,a: desktop,has reproducible steps,P2,found in release: 2.2,found in release: 2.4,team-windows,triaged-windows

![ezgif com-gif-maker](https://user-images.githubusercontent.com/3382181/125947984-c3824cb6-dc1e-4eb4-9c09-fedfb2af3ccd.gif)
Repository: flutter
Issue: [in_app_purchase] Provide a easy way to get product signature
Labels: p: in_app_purchase,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

## Use case

I'm working with IAP plugin:
https://github.com/flutter/plugins/tree/master/packages/in_app_purchase

To check my purchases I need to restore every time user opens the app, using `InAppPurchasePlatform.instance.restorePurchases()`. Then I need to open the stream and listen every purchase which status is restored:

```
  Future<void> restorePurchase() async {
    InAppPurchasePlatform.instance.restorePurchases();
  }

  void fetchPurchases(Function onFinish) {
    StreamSubscription<List<PurchaseDetails>>? stream;
    stream = genPurchaseStream().listen((purchaseDetailsList) {
      final items = <PurchaseDetails>[];

      for (final purchase in purchaseDetailsList) {
        if (purchase.status == PurchaseStatus.restored) {
          items.add(purchase);
        }
      }

      stream?.cancel();
      onFinish(items);
    }, onError: (x) => onFinish([]));

    restorePurchase();
  }
```

This seems a lot of work just to check which signatures are still valid.

## Proposal

Have a method to get purchases of non consumable products, and an easy way to check if some signature has expired, like the folowing:

```
for (final purchase in purchaseDetailsList) {
    if(purchase.type == PurchaseType.signature && purchase.isExpired) {
        // TODO: Handle expiration
    }
}
```
Repository: godot
Issue: Wrong Visibility Rect size for 2D particles - Editor display glitch
Labels: bug,topic:editor,confirmed,topic:2d,topic:particles

### Godot version

3.4.beta

### System information

Win 10, GTX 3070

### Issue description

2D Particle Visibility Rect size in editor changes in relation to frames count for texture particles.
This is only editor display glitch. Visibility Rect works as intended.

![KHbyZPBEWD](https://user-images.githubusercontent.com/23294139/125958488-7d39aa1b-346b-46e0-8aa4-3061015347b5.gif)


### Steps to reproduce

Add a particle emitter
Add texture to particles
Set frame count on canvas item material


### Minimal reproduction project

_No response_
Repository: go
Issue: runtime: large initial values for GOMAXPROCS can cause runtime test failures
Labels: NeedsInvestigation,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
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### What version of Go are you using (`go version`)?

<pre>
$ go version
tip
</pre>

### Does this issue reproduce with the latest release?
yes


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
ppc64le

</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.
-->

./all.bash
Run on systems with > 400 processors without a GOMAXPROCS setting.
On systems with fewer, set GOMAXPROCS=400.

### What did you expect to see?
Correct test results.

### What did you see instead?
When running on a system with > 400 processors, we are seeing some failures in the runtime package tests during ./all.bash that don't happen an explicit setting of GOMAXPROCS with a setting like 300. Some of these failures can be reproduced on systems with fewer processors if the initial GOMAXPROCS value is set to a number of about 400.

On a power9:
```
~/golang/plain/go/src/runtime$ GOMAXPROCS=396 go test -test.run=TestGcSys
--- FAIL: TestGcSys (0.31s)
    gc_test.go:30: expected "OK\n", but got "using too much memory: 17104896 bytes\n"
FAIL
exit status 1
FAIL	runtime	0.322s

~/golang/plain/go/src/runtime$ GOMAXPROCS=395 go test -test.run=TestGcSys
PASS
ok  	runtime	0.313s

On another system with 448 processors, the default GOMAXPROCS fails consistently.
go test -test.run=TestGcSys
--- FAIL: TestGcSys (0.58s)
    gc_test.go:30: expected "OK\n", but got "using too much memory: 17301504 bytes\n"
FAIL
exit status 1
FAIL	runtime	0.589s

Setting to a lower value allows it to pass.
GOMAXPROCS=256 go test -test.run=TestGcSys -test.count=4
PASS
ok  	runtime	0.721s
```
It seems that for ppc64le there should be a maximum default initial GOMAXPROCS value so that the runtime tests don't fail with the default setting.

We have seen other failures intermittently in the runtime package based on the GOMAXPROCS setting. Still trying to narrow down the conditions that cause those to fail.
Repository: pytorch
Issue: Can I set the algorithm of torch.nn.Conv to CUDNN_CONVOLUTION FWD_ALGO_GEMM by myself?
Labels: module: cudnn,module: cuda,module: convolution,triaged

Can I set the algorithm of conv to CUDNN_CONVOLUTION FWD_ALGO_GEMM by myself?

cc @ngimel @csarofeen @ptrblck @xwang233 @albanD @mruberry @jbschlosser
Repository: pytorch
Issue: Letting `_allgather_base` to support multiple tensors as inputs and outputs
Labels: oncall: distributed,triaged

## 🚀 Feature
<!-- A clear and concise description of the feature proposal -->
Changing the function signature of `_all_gather_base` as following. (I can help with the change, if you would agree)

```python
def _all_gather_base(output_list, input_list, group=None, async_op=False):
    if type(output_list) == torch.Tensor:
        output_list = [output_list]
    if type(input_list) == torch.Tensor:
        input_list = [input_list]

    if len(output_list) != len(input_list): 
        raise RuntimeError(...)
    ...
    if group is None:
        default_pg = _get_default_group()
        work = default_pg._allgather_base(output_list, input_list)
    else:
        work = group._allgather_base(output_list, input_list)
```

Changing the backend c++ interface: 
```cpp
c10::intrusive_ptr<ProcessGroup::Work> ProcessGroupNCCL::_allgather_base(
    std::vector<at::Tensor>& output_tensors,
    std::vector<at::Tensor>& input_tensors,
    const AllgatherOptions& /*unused */) {...}
```

## Motivation
Invoking `_all_gather_base` multiple times results in multiple nccl kernel launch. Using lists of tensors as input could let the backend launch single ncclGroup, which reduces the latency overheads. 

And current version `_all_gather_base` can be covered by the list inputs.

<!-- Please outline the motivation for the proposal. Is your feature request related to a problem? e.g., I'm always frustrated when [...]. If this is related to another GitHub issue, please link here too -->

## Pitch
I would like to use the API as following:
```python
import torch.distributed.distributed_c10d as c10d

all_gather_outputs = [out1, out2, ...]
local_shards = [tensor1, tensor2, ...]
...
handle = c10d._all_gather_base(all_gather_outputs, local_shards)

```
<!-- A clear and concise description of what you want to happen. -->

## Alternatives

<!-- A clear and concise description of any alternative solutions or features you've considered, if any. -->
I have tried implemented a torch extension to support this. But as the ncclCommunicator and ncclStreams are private to processGroup, it is hard to guarantee my extension won't overlapping with torch's distributed functions. The overlapping causes hanging. 

## Additional context

<!-- Add any other context or screenshots about the feature request here. -->
The current public `all_gather` API with nccl backend has extra memory copy steps, which causes large overhead as show in the following timeline. 
![image](https://user-images.githubusercontent.com/1150493/125997930-37e34097-ce0f-4f4d-9918-497a6c1ed895.png)

Copying each small shard into a larger tensor could reduce the kernel launching overhead, while incur non- negligible overheads:
![image](https://user-images.githubusercontent.com/1150493/125998562-1aa24e1b-e44b-42b2-9c08-936f1d700529.png)



cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @agolynski @SciPioneer @H-Huang @mrzzd @cbalioglu @gcramer23
Repository: vscode
Issue: Provide a picker of opened editors excluding duplicates
Labels: feature-request,workbench-editors,quick-open

<!-- ⚠️⚠️ 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. -->

<!-- Describe the feature you'd like. -->
TLDR; I would like to have the ability to invoke a command to open a searchable list of all of the open files in a given window of VSCode, de-duplicated, regardless of what "group" they are located in. When "selecting" the file, the file would then open in the current editor group (or the last-used one if you're outside of an editor when you invoke the command) that the file is located in. Consider this an editor-group-agnostic file list picker.

To clarify: this is basically how Vim's buffer-chooser works when in a given split.

----

Essentially, the problem I'm trying to solve mostly stems from the fact that I do not care for editor tabs at all. I turn off tabs in VSCode, and typically navigate around by just searching for the file I want and opening it in the current editor.

The problem you run into with this approach is that, when trying to search through the list of files that are currently open, VSCode seems to deeply care about _where_ that file is located (i.e. which group it's located in). The first problem that this introduces for me is that it shows the user duplicates of the file that is open in all groups.

All told, this is a minor issue and I would be fine with it, but what ends up happening is that when I have a bunch of split editors open and I put my cursor in the editor window I want the file to open in, if I use the command to search through just the open files in my editor, and that editor happens to be in a different group, VSCode navigates to the file that is already open in the other group and switches my input focus to that group. I find this to be behavior that I really don't want - I always want to open the file that I search for in the editor I'm currently in.

Perhaps if there was an option to always open files in the last editor that had focus, that'd solve my problem, however I would find it really valuable if there were a quick-pick list of all of the files I have open (listed only once, regardless of what group they're in), plus the ability to open that file in the editor I'm currently in. I don't like going to the file, I want the file to come to me (if that makes sense).

Please let me know if you need any further clarification on this. I find that this concept is hard to describe to folks who use tabs all the time when editing.
Repository: godot
Issue: Collision exclusion doesn't work when bodies are already colliding
Labels: bug,confirmed,topic:physics

### Godot version

v4.0.dev.custom_build [60add98a4] - master branch July 16 2021

### System information

Linux Arch, Radeon RX 590

### Issue description

Collision exception doesn't work if the bodies are child of one another.

### Steps to reproduce

Open mrp, launch the main scene.

### Minimal reproduction project

[Repro.zip](https://github.com/godotengine/godot/files/6833156/Repro.zip)
Repository: TypeScript
Issue: Property initializers output for non-initialized types
Labels: Docs

# Bug Report

This is technically not a bug, given ES Spec, however, I'm filing an issue in case an consideration needs to be made on how to handle with regard to documentation, etc, and/or to provide a solution for people facing the same.

**Issue Summary**

- ESNext spec seems to call for defining all class fields. This also affects those which are optional or specified with a boom.
- Spec also dictates that property initializers are called _after_ the super call. (https://github.com/tc39/proposal-class-fields)

This results in any properties specified in the inherited class that are assigned during the base class constructor to be overwritten, even if they do not have initializer values specified in the inherited class.

The behaviour which causes the error can be seen below:

```ts
class A {
  a?: string
}
```

Output is:

```js
// target = ESNext
class A {
  a; // Outputs a statement without initialized value, which is treated as a = undefined;
}

// target = ES2020
class A {
}
```

**Here is a simplified version of how this affected me**

```ts
abstract class Base<T extends Record<string, any>> {
  // Single constructor for all derivatives
  constructor(o: Omit<T, typeof Base>) {
    Object.assign(this, o);
  }
}

class A extends Base<A> {
  myProp?: string
  myProp2!: string
}

const a = new A({ myProp2: 'hello' });

// ESNext: a = { myProp2: undefined, myProp: undefined }
// ES2020: a = { myProp2: 'hello' }
```

The above produces:

```ts
// TypeScript target=ESNext
class A extends Base {
  myProp;
  myProp2; // Note the boomed property still gets output here, so it is initialized after the super call - which maybe surprising behaviour
}

// ES2020 / Babel
class A extends Base {
}
```

### 🔎 Search Terms

- property initializers

### 🕗 Version & Regression Information

TS 4.3.5

## Solution

For those facing this issue, simply change property declarations to ambient.

ie:

```ts
class A extends Base<A> {
  declare myProp?: string
  declare myProp2: string
}
```
Repository: godot
Issue: AnimationPlayer's popup autoselecting a option when opened
Labels: bug,topic:editor

### Godot version

v4.0.stern-flowers.312.custom_build [0e265b047]

### System information

manjaro Gnome 21, AMD R7 200 series, Intel i3 3.0 GHZ,8GB RAM

### Issue description

When you click Animation , an the popup appears, due to the low space between the button and screen bottom it auto click load option:


https://user-images.githubusercontent.com/58845030/126017233-88b26d2a-f812-47f8-98ab-b0177563a484.mp4

PS: It happens only when fullscreen, and sometimes!

### Steps to reproduce

* Keep window full
* Add a AnimationPlayer node
* click animation
* now sometimes it will auto select an unwanted option

### Minimal reproduction project

N/a
Repository: flutter
Issue: On Xcode 13 "flutter run -d macos" prints warning that there are multiple matching destinations, "arch:x86_64" and "name:Any Mac"
Labels: tool,platform-mac,t: xcode,a: desktop,P2,team-macos,triaged-macos

With Xcode 13 installed, red error text warns there are multiple macOS targets:
```
$ flutter run -d macos
Launching lib/main.dart on macOS in debug mode...
2021-07-16 16:25:46.183 xcodebuild[6946:113333223] [MT] DVTPlugInManager: Required plug-in compatibility UUID 42E1F17B-27B3-4DE8-92A8-DC76BA4F5921 for DVTCoreGlyphs.framework (com.apple.dt.DVTCoreGlyphs) not present
--- xcodebuild: WARNING: Using the first of multiple matching destinations:
{ platform:macOS, arch:x86_64, id:87BE7059-56E3-5470-B52D-31A0F76402B3 }
{ platform:macOS, name:Any Mac }
Building macOS application...                                           
Syncing files to device macOS...                                    33ms
```
<img width="767" alt="Screen Shot 2021-07-16 at 4 26 29 PM" src="https://user-images.githubusercontent.com/682784/126017487-09c3fe0d-29b9-4655-be5d-de79b79896ac.png">

The app successfully runs.

This does not reproduce on Xcode 12.

```
$ flutter doctor -v
[✓] Flutter (Channel unknown, 2.4.0-5.0.pre.81, on macOS 11.3.1 20E241 darwin-x64, locale
    en-US)
    • Flutter version 2.4.0-5.0.pre.81 at /Users/magder/Projects/flutter
    • Upstream repository unknown
    • Framework revision 7cc853f14f (33 minutes ago), 2021-07-16 15:54:02 -0700
    • Engine revision 26b6520a0c
    • Dart version 2.14.0 (build 2.14.0-321.0.dev)

[✓] Xcode - develop for iOS and macOS
    • Xcode at /Users/magder/Applications/Xcode-13_beta2.app/Contents/Developer
    • Xcode 13.0, Build version 13A5155e
    • CocoaPods version 1.10.1

[✓] Connected device (4 available)
    • iPhone 6s (mobile) • d83d5bc53967baa0ee18626ba87b6254b2ab5418 • ios            • iOS
      13.7 17H35
    • iPhone 11 (mobile) • 81AD29E5-17EB-465A-B62D-1E3DE07E9B75     • ios            •
      com.apple.CoreSimulator.SimRuntime.iOS-14-5 (simulator)
    • macOS (desktop)    • macos                                    • darwin-x64     •
      macOS 11.3.1 20E241 darwin-x64
```
Repository: youtube-dl
Issue: Is it possible to download  reddit videos in 1080p 
Labels: question

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

-->


## Checklist

- [x] I'm asking a question
- [x] I've looked through the README and FAQ for similar questions
- [x] I've searched the bugtracker for similar questions including closed ones


## Question
Is it possible to download reddit videos in 1080p using the python package?
Repository: terminal
Issue: Show and allow editing of typeahead
Labels: Issue-Feature,Area-Extensibility,Product-Terminal

# Description of the new feature/enhancement

While a command is running today, you can be typing the next command(s), but you can't see what you're typing.
It would be wonderful if for example a horizontal splitter showed up at the bottom of the screen,
above which would be the console output of the currently running command,
and below which would be a standard editing line.
Type more than one command, and the splitter moves up to make room.
Repository: rust
Issue: Associated type not resolved based on lifetimes
Labels: A-lifetimes,A-associated-items,T-compiler,C-bug

I tried this code:
https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=d9dd02dbc642c719d6a984f0e4dd91fb
```rust
pub trait Trait<'a> {
    type Type;
}

pub fn f<'a, 'b, T: Trait<'a> + Trait<'b>>(v: <T as Trait<'a>>::Type) {
    
}
```

I expected to see this happen: compile without errors.

Instead, this happened:
```
   Compiling playground v0.0.1 (/playground)
error[E0284]: type annotations needed: cannot satisfy `<T as Trait<'a>>::Type == _`
 --> src/lib.rs:5:1
  |
5 | / pub fn f<'a, 'b, T: Trait<'a> + Trait<'b>>(v: <T as Trait<'a>>::Type) {
6 | |     
7 | | }
  | |_^ cannot satisfy `<T as Trait<'a>>::Type == _`

error: aborting due to previous error

For more information about this error, try `rustc --explain E0284`.
error: could not compile `playground`

To learn more, run the command again with --verbose.
```

related: https://users.rust-lang.org/t/compile-failing-even-though-it-seems-like-it-should-work/62409?u=programmerjake
Repository: godot
Issue: Clicking StyleBoxTexture in Theme editor brings up TextureRegion editor
Labels: bug,topic:editor,usability

### Godot version

3.4.beta1

### System information

macOS 11.4

### Issue description

After creating a new stylebox override in the new Theme editor, clicking the created `StyleBoxTexture` brings up the TextureRegion editor, which is quite annoying.

This won't happen again if you then switch to the theme editor by clicking "Theme" in the bottom bar. But will still happen if you switch to the theme editor by clicking history buttons in the Inspector panel.

This is similar to #29873, but the new theme editor tab won't disappear in this case.

This does not happen in 4.0.

### Steps to reproduce

1. Open the Godot editor
2. Create a `Theme` resource
3. Pick a class that has customizable stylebox
4. Click the button with plus icon to add an override, and create a `StyleBoxTexture` resource for it
5. Click the newly created stylebox resource
    * ... and it switches to the TextureRegion editor
6. Go back to the theme editor by clicking the "Go to the previous edited object in history." button in the Inspector
7. Click the stylebox resource again
    * ... and it switches to the TextureRegion editor again
8. Go back to the theme editor by clicking "Theme" in the bottom bar
9. Click the stylebox resource again
    * ... and it works fine, won't be brought to the TextureRegion editor

### Minimal reproduction project

_No response_
Repository: node
Issue: Recent performance regressions
Labels: performance,regression

### Version

master

### Platform

`Linux foo 5.4.0-58-generic #64~18.04.1-Ubuntu SMP Wed Dec 9 17:11:11 UTC 2020 x86_64 x86_64 x86_64 GNU/Linux`

### Subsystem

stream

### What steps will reproduce the bug?

_No response_

### How often does it reproduce? Is there a required condition?

_No response_

### What is the expected behavior?

_No response_

### What do you see instead?

_No response_

### Additional information

6cd12be34765d9d618d063059b80ed11ee99bac5 for some reason is causing a noticeable performance regression for `stream.Readable`.

For example, before that commit:

```
$ ./node benchmark/streams/readable-bigunevenread.js n=2000
```

gives ~815 ops/s on my machine. With that commit I get ~640 ops/s. I don't quite entirely understand _why_ `stream.Readable` is affected here as it's not being changed in that commit, so it could be something V8-related. I did notice in the profiler output with the commit shows a lot more GC activity than before the commit for some reason.

/cc @jasnell