sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: create-react-app
Issue: TypeScript target: post-ie11 world
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

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I don't want my offline-first React app to be bloated in size nor for default React apps to unnecessarily target outdated ECMAScript.

With [Internet Explorer 11 support ended](https://docs.microsoft.com/en-us/lifecycle/announcements/internet-explorer-11-end-of-support?rtc=1) what does this mean for what version of ES we can target for web applications created through `create-react-app`?

I am looking forward to being able to use things life async generators without high transpilations costs once we can safely target versions of ECMAScript with these features fully supported natively.

### Describe the solution you'd like

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1. Change the generated default `tsconfig.json` `target` to something greater than `ES5` now that IE11 does not need to be supported. This should update relevant templates (`typescript`, `pwa-typescript`, etc.).
2. Update docs to explain that this can be lowered to `ES5` by the developer if they want to use `react-app-polyfill` to support Internet Explorer.
3. Update docs to explain that this can be set to a higher value depending on your `browserslist` (https://create-react-app.dev/docs/supported-browsers-features/); in fact, it would be slick if there were a way to suggest a TypeScript target given a `browserlist`.

### Describe alternatives you've considered

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  Let us know about other solutions you've tried or researched.
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- leave things as they are which likely means developers will continue to target `ES5` even though such may be unnecessary
- add additional documentation for TypeScript users as to how to smartly navigate this (e.g. if I'm building an offline-first React app where I know all of my users are using iOS Safari or Android Chrome and I know the minimum versions I need to support then how do I map this back to an appropriate TypeScript target?)

### Additional context

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  Is there anything else you can add about the proposal?
  You might want to link to related issues here, if you haven't already.
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I'm looking forward to TypeScript being more strictly typing for my JavaScript and less about compiling down do older JavaScript. Thank you for this great tool for building web apps and helping me understand what is meaningful to change and not change here in a post-ie11 world.
Repository: flutter
Issue: [Windows] Why the initial project call `Destroy()` inside `Win32Window::CreateAndShow`, that's not make sense
Labels: tool,platform-windows,c: proposal,a: desktop,P2,team-windows,triaged-windows

1. Run `flutter create test`
2. Check the `win32_window.cpp` under `runner` folder
3. Check the `CreateAndShow()` method
4. It calls `Destroy()` at the beginning and that makes `OnDestroy()` running. It does not meet the semantic.

Imagine that we want to do something only while user closes the app. We put the code inside `OnDestroy()`, but BOOM it just came out as soon as the app is launched. It's not make any sense.

```
bool Win32Window::CreateAndShow(const std::wstring& title,
                                const Point& origin,
                                const Size& size) {
  Destroy(); //<----  That's not meet the semantic.

  const wchar_t* window_class =
      WindowClassRegistrar::GetInstance()->GetWindowClass();

  const POINT target_point = {static_cast<LONG>(origin.x),
                              static_cast<LONG>(origin.y)};
  HMONITOR monitor = MonitorFromPoint(target_point, MONITOR_DEFAULTTONEAREST);
  UINT dpi = FlutterDesktopGetDpiForMonitor(monitor);
  double scale_factor = dpi / 96.0;

  HWND window = CreateWindow(
      window_class, title.c_str(), WS_OVERLAPPEDWINDOW | WS_VISIBLE,
      Scale(origin.x, scale_factor), Scale(origin.y, scale_factor),
      Scale(size.width, scale_factor), Scale(size.height, scale_factor),
      nullptr, nullptr, GetModuleHandle(nullptr), this);

  if (!window) {
    return false;
  }

  return OnCreate();
}
```
```
void Win32Window::Destroy() {
  OnDestroy();

  if (window_handle_) {
    DestroyWindow(window_handle_);
    window_handle_ = nullptr;
  }
  if (g_active_window_count == 0) {
    WindowClassRegistrar::GetInstance()->UnregisterWindowClass();
  }
}
```
```
[✓] Flutter (Channel stable, 2.10.5, on macOS 12.4 21F79 darwin-x64, locale en-CN)
    • Flutter version 2.10.5 at /Users/shaowensu/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 5464c5bac7 (3 months ago), 2022-04-18 09:55:37 -0700
    • Engine revision 57d3bac3dd
    • Dart version 2.16.2
    • DevTools version 2.9.2
```
Repository: neovim
Issue: registers: ignore saving empty/blank strings to registers
Labels: enhancement

### Feature already in Vim?

no

### Feature description

An option to ignore saving empty strings to registers. This would include all strings that are just new lines, tabs or spaces. This would primarily be useful for x and dd since its very rare one would want to have an empty row or space in the register.
Repository: godot
Issue: Vulkan Mobile: Orientation Sensor / Some artifacts appear
Labels: bug,platform:android,topic:rendering,topic:porting,needs testing

### Godot version

4.0.alpha12

### System information

Android 12 Samsung m21

### Issue description

The first rotation of the phone is ок. The second rotation changes the aspect ratio. Some artifacts appear. Default settings. 

![Screenshot_20220716-163259_2](https://user-images.githubusercontent.com/109451610/179386353-7f936939-4d19-4bf1-a521-fc84d408fc29.jpg)
![Screenshot_20220716-163317_2](https://user-images.githubusercontent.com/109451610/179386354-e969d5e7-0303-4887-98bc-99d1e1072810.jpg)
![Screenshot_20220717-084139_2](https://user-images.githubusercontent.com/109451610/179386359-0cad1745-5512-42e9-9f7d-e2b539484238.jpg)

![Screenshot_20220716-163214_2](https://user-images.githubusercontent.com/109451610/179386351-66ac2118-17f9-440d-bea8-cc011f953078.jpg)
![Screenshot_20220716-163243_2](https://user-images.githubusercontent.com/109451610/179386352-f76d4b1e-11ad-45f4-af17-4dbd37a1e312.jpg)


### Steps to reproduce

AndroidAPK_Godot4_Alpha.apk - Run on smartphone and rotate 90 degrees.

### Minimal reproduction project
Project:
[test_12alpha.zip](https://github.com/godotengine/godot/files/9128372/test_12alpha.zip)

Apk file:
[AndroidAPK_Godot4_Alpha12.zip](https://github.com/godotengine/godot/files/9128373/AndroidAPK_Godot4_Alpha12.zip)
Repository: youtube-dl
Issue: How to output playlist title as file name
Labels: request,patch-available

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## Checklist

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## Question

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Hi everyone.

**Objective:**
I would like to output (dump) the list of videos within a playlist to a json formatted file - having the **playlist title** as the file name.

**Current Solution:**
At the moment I use the following syntax:
`youtube-dl --flat-playlist --dump-json https://www.youtube.com/playlist?list=<insertplaylistid> > output.json`

**Problem:**
The problem is that i have to manually rename the file to the playlist title, which is time consuming to do for multiple playlists.

**Ultimate Solution:**
(Ideally I would list the playlist id's in a text file and the script goes through it and outputs the json file automatically which would be the ultimate solution.)

*OS: Windows 10*
*Terminal: Command Prompt*

Thank you for your help!
Repository: godot
Issue: Misleading error dialogs when opening "broken" project (importing from older version)
Labels: enhancement,topic:editor

### Godot version

v4.0.alpha12.official [2c11e6d9e]

### System information

Xubuntu 22.04

### Issue description

This is more of a note that some processes could be improved, rather than a bug report. This particular problem with fonts is related to the G4 alpha 11 - alpha 12 transition and shouldn't happen after the feature freeze, but I think in general Godot could be better at helping the user fix broken projects.

I have a project which I created in an earlier G4 alpha that I opened in a12. Due to font resource refactoring there were some errors, but IMHO the dialogs were misleading and didn't help me fix it as fast as it should have.

### First issue, "load failed due to missing dependencies"

The project structure is basically:
1. Arena.tscn
1.1 Player.tscn
1.1.1 Shoot.tscn 

Where Shoot.tscn uses some font resources to display remaining ammunition. Eventually I figured out that what I needed to do was to locate the font files in the FileSystem browser and reimport them. However Godot only told me that Arena.tscn had missing dependencies, and I was presented with a dialog to fix them. I found this quite confusing, because it certainly looked like all dependencies were there. I clicked "open anyway" and then it told me that Player.tscn had missing dependencies, and asked me to fix them.. Only when I got to Shoot.tscn it finally told me that the font resource was the broken dependency.

**Suggestion**: Would it be possible to display errors in a bottom up fashion instead? I.e. immediately when it detects that Shoot.tscn is broken due to dependencies it would complain about that, instead of propagating to the parent which also breaks due to failing to load the child scene?

### Second issue, missing source for error message

After reimporting the font files, the follow error is printed to the log:

> Class 'Font' or its base class cannot be instantiated.

But I have no idea what the source of the error is, so I don't know what I need to do to fix it. Is it a script? Is it something in the scene? Is it something engine internal?

### Steps to reproduce

1. Create root scene (using G4a11)
2. Create child scene
3. Create label3d in child scene, using a .ttf font in res://
4. Exit G4a11
5. Open the project in G4a12

### Minimal reproduction project

[FontTest.zip](https://github.com/godotengine/godot/files/9127295/FontTest.zip)
Repository: godot
Issue: Any edit box that gets the focus does not follow the scroll (DisplayServer regression)
Labels: bug,topic:editor,confirmed,regression,topic:gui

### Godot version

4.0 a12

### System information

win10 vulkan desktop

### Issue description

![ef](https://user-images.githubusercontent.com/14953625/179398095-41099a20-b8f6-4b0b-87d8-201bc8d67d5d.gif)


### Steps to reproduce

Any node property on click allows the editbox to get the focus and then scroll up and down with the wheel.

### Minimal reproduction project

_No response_
Repository: terminal
Issue: Pseudoconsole hosting window position and size do not match the Terminal window
Labels: Product-Conpty,Area-Server,Issue-Bug

### Windows Terminal version

1.15.1863.0 (preview)

### Windows build number

10.0.22621.232

### Other Software

All Win32 CUI apps that use GUI windows (incl. popups and dialogs) with the console as the parent.

### Steps to reproduce

So ConPTY now has pseudoconsole hosting windows for Win32 CUI apps to be able to get a handle using GetConsoleWindow and support some of the scenarios expected from a Windows console host.

A common scenario is for a CUI app to use some GUI elements such as messageboxes and dialogs, using the console HWND as the parent.
Messageboxes as well as dialogs with the `DS_CENTER` flag automatically get centered on the monitor containing the parent window. Many apps will go further and try to center their dialogs over their parent window.
This is important on multi-monitors system to have the new window visibly related to its parent instead of in the center of the primary/main display, making it easier to find or even to notice. It also improves productivity by minimizing the pointer movements required to reach related UI.

See for example the following code:
```
#include <Windows.h>

int main()
{
    HWND hwndParent = GetConsoleWindow();
    MessageBox(hwndParent, TEXT("This dialog should be centered on the screen where the console is."), TEXT("Demo dialog from CUI app"), MB_OK);
}
```


Currently, this works when using the legacy console as its window is properly positioned and sized, but always get displayed on the primary/main monitor when using the Terminal.

When using Terminal, the pseudoconsole hosting window is always located at 0,0 and sized 16,16.

This can be tested with the following code:
```
#include <Windows.h>
#include <stdio.h>

int main()
{
    HWND hwndParent = GetConsoleWindow();

    RECT rc;
    GetWindowRect(hwndParent, &rc);
    printf("coordinates %d,%d,%d,%d\r\n", rc.left, rc.top, rc.right, rc.bottom);
}
```

This makes screen-centered messageboxes and dialogs centered in the primary/main display instead of on the monitor where the Terminal is.
Even worse, some apps trying to center their dialogs over their parent window do not handle desktop boundaries and will clip their dialogs by centering them at 8,8, making it difficult even to move them into view since their title bars are offscreen (unless user has negative coordinates monitors as part of their desktop).

### Expected Behavior

Pseudoconsole hosting windows should be moved and sized to always match the Terminal window, so that apps relying on GetWindowRect get valid values. Note even the dialog manager and the MessageBox function are using those values to center popups and dialogs on the same display.

### Actual Behavior

CUI apps relying on pseudoconsole hosting windows positions and sizes will not display messageboxes and dialogs in their intended location, and sometimes even partially offscreen.
Repository: deno
Issue: Inspector doesn't break on rejected top level await
Labels: deno_core,upstream,debugger

**To reproduce**
- Create `test.js`:
```js
await (async () => {
	await new Promise(r => setTimeout(r, 1));
	throw new Error("oh no");
})()
```
- run `deno run --inspect-brk test.js`
- attach a debugger and enable 'break on uncaught exceptions'
- resume the debugger

I tested this with both the builtin debugger from vscode as well as the debugger from `chrome://inspect`

Note that if you remove the first `await` the debugger pauses as expected, removing the `setTimeout` also solves the issue.

A workaround is to also enable 'pause on caught' exceptions, but this often makes the debugger break on exceptions internal to Deno, which is not ideal.

https://user-images.githubusercontent.com/2737650/179400842-f5b2c7c5-3fc4-44cc-8c7f-6dc716d789eb.mp4
Repository: angular
Issue: Canonical: Automatically generate Forms control types from model type
Labels: feature,area: forms,P3,feature: under consideration,forms: strictly typed,canonical

### Which @angular/* package(s) are relevant/related to the feature request?

forms

### Description

**Abstract**
In the following, I will propose a helper to pass API-like interfaces to strictly typed `FormGroup` in order to not have to rewrite types. Also, this propose could also fix a bug affecting `FormBuilder` which returns the wrong type when dealing with objects

**Details**
When building a strictly-typed `FormGroup`, it expects an interface having already the right types defined for its properties, i.e.:
```typescript
interface SomeInterface {
  foo: string;
  bar: {
    baz: number;
  }
}

interface SomeInterfaceForm {
  foo: FormControl<string>;
  bar: FormGroup<{
    baz: FormControl<number>;
  }>;
}
```
However, this is a limitation when dealing with API, because it forces to duplicate interfaces in order to define the right types for `FormGroup`. Also, this may be the source of possible bugs because changes in API's data should be reflected also in form interface.

Moreover, if using `FormBuilder`, the resulting type is not correctly inferred:
```typescript
const fg = formBuilder.group<SomeInterface>({
  foo: '',
  bar: {
    baz: 0
  }
});

fg.controls.bar.controls // Error: Property 'controls' does not exist on type 'FormControl<{ baz: number; }>'
```

### Proposed solution

I propose to create and expose a helper type able to infer the correct type given its input, something like the following:
```typescript
type Controls<T> = { [k in keyof T]: Form<T[k]> }
type Form<T> = [T] extends [boolean | number | string | null | undefined] ? FormControl<T> :
               [T] extends [(infer U)[]] ? FormArray<Form<U>> :
               FormGroup<Controls<T>>
```
and apply it to `FormGroup` like:
```typescript
class FormGroup<T> {
  constructor(public controls: Controls<T>) {
    // ...
  }
}
```

In this way, one can define a `FormGroup` starting from API interface in this way:
```typescript
const fg = new FormGroup<SomeInterface>({
  foo: new FormControl<string>('')
  // ...
}):
```
having back `SomeInterface` when accessing `fg.value` (related to #46073)

### Alternatives considered

None
Repository: godot
Issue: Tree Node doesn't support touch controls
Labels: bug,platform:ios,platform:android,topic:input

### Godot version

3.4.4.stable.official

### System information

Built on Windows 10, running on Android 10

### Issue description

The Tree node doesn't respond to touch events and emulating mouse with touch doesn't act the same as just using a mouse. The most prevalent issue in my case is that the `item_activated` signal never fires on mobile, even if I double tap an item.

### Steps to reproduce

1. Add a tree component to a scene
2. Add a script to add sample items to the tree
3. Connect it's `item_activated` signal to something
4. Run the project on android
5. Double tap an item in the tree, no signal will be produced

### Minimal reproduction project

[tree-mobile-input-minimal-project.zip](https://github.com/godotengine/godot/files/9128155/tree-mobile-input-minimal-project.zip)
I had to delete the android build template for this to upload, so you'll need to install that once you open the project, then if you run the game and activate an item, the screen should go green.
Repository: rust
Issue: Use ICF linker optimization for other platforms than Linux
Labels: C-enhancement

https://github.com/rust-lang/rust/pull/99062 added ICF (identical code folding) for Linux builds of `rustc`, in order to slightly optimize binary size and i-cache utilization. It could be worthwhile to also investigate if we can apply it on other platforms. It could be also expanded to other compiler artifacts, like `stdlib`.
Repository: godot
Issue: static function argument is incorrectly reported as shadowing a member variable
Labels: bug,discussion,topic:gdscript

### Godot version

v4.0.alpha.calinou [7d644c43f]

### System information

Windows  10

### Issue description

If a static function argument has the same name as a member variable in the same class, Godot reports a warning that this argument is shadowing the variable.  That's incorrect.  The static function can't even see or access the member variables. 

### Steps to reproduce

```gdscript
extends Node

class_name Example

var member_variable: int

# this parameter to a static function is not a shadow.  the static function can't even access the member variable
static func static_func(member_variable: int):
	# this prints the passed argument, since this works perfectly fine without accessing the member
	print(member_variable)

func _ready():
	static_func(3)
```

### Minimal reproduction project

[static_shadow_63120.zip](https://github.com/godotengine/godot/files/9128237/static_shadow_63120.zip)
Repository: rust
Issue: Removal of exact capacity guarantee for `Vec::with_capacity()` is a breaking change
Labels: T-libs-api,A-docs

Link #95614
Cc @jmaargh 

### Location
https://doc.rust-lang.org/nightly/std/vec/struct.Vec.html#method.with_capacity

### Summary
Latest stable guarantees that `Vec::with_capacity()` always allocates _exact_ capacity (and this is indeed the case, since `RawVec` [discards](https://github.com/rust-lang/rust/blob/83addf2540ce7ce7d0f875fdbe2a7cd0e7f52d97/library/alloc/src/raw_vec.rs#L198) any extra allocated capacity). #96173 removes this guarantee. I believe this to be a breaking change requiring some further investigation.
Repository: flutter
Issue: [url_launcher] [web] Support window features
Labels: c: new feature,platform-web,p: url_launcher,package,c: proposal,P3,team-web,triaged-web

## Use case

We're trying to implement a callback-based auth workflow with a popup window (like the following), but it seems `url_launcher` doesn't support popup windows. Something like the following:

![Popup window](https://user-images.githubusercontent.com/45696119/179422945-3fa7e7ad-89a3-4d1e-8071-7a39246f603a.png)

Steps to reproduce the above screen:
- Go to https://www.notion.so/login
- Press `Continue with google`

## Proposal

Support web window features, where we'd be able to configure the popup's window. On javascript (native), it'd be something like:

```js
let params = `width=600,height=300,left=100,top=100`;

open('/', 'test', params);
```

where `params` are the window features.

On Dart, on the other hand, could be something like:

```dart
launchUrl(
  url,
  webWindowFeatures: WebWindowFeatures(
    width: 600,
    height: 300,
    left: 100,
    top: 100,
  ),
);
```

### Additional context

- https://github.com/supabase-community/supabase-flutter/issues/1
- https://developer.mozilla.org/en-US/docs/Web/API/Window/open#parameters
- https://javascript.info/popup-windows#example-a-minimalistic-window
Repository: deno
Issue: Bind to a specific network interface for fetch calls via `Deno.createHttpClient`
Labels: suggestion,ext/http

Would love to have a way to specify a local interface when passing a custom client to fetch. 

ala `curl --interface foo`

Now that network interfaces are exposed in the unstable api, it would be great to be able to pass one as a new option to `Deno.createHttpClient`

Thanks!
\- John
Repository: PowerToys
Issue: Win (or other key combo) + mouse click to cycle through windows in same Fancy Zone?
Labels: Idea-Enhancement,FancyZones-Hotkeys,Needs-Triage

### Description of the new feature / enhancement

Adding the ability to access the window cycle function (as with win + pg-up/pg-dn) via a keyboard combo + mouse click.

Perhaps win + click/win + shift + click (for cycle forward/back).
Maybe even win + scroll.

### Scenario when this would be used?

When wanting to cycle through windows belonging to same Fancy Zone without returning mouse hand to the keyboard.

### Supporting information

_No response_